It’s been roughly 9 month since I released my first version of Sisters of Battle Kill Team rules and after such a long time and a lot of great feedback from you guys, I decided it was time to give some updates. Point costs, new units, adjustments to the rules and so on.
Yet, I cannot offer the same visual quality as before, but hopefully I will find some time in the future. Since I also want to introduce some other new Kill Teams in the near future, this might take some time though.
As usual, let me know about your thoughts and once again THANK YOU for all the feedback and nice words on the first version of rules!
Kill Team – Units
A single squad of warriors, well equipped and well trained, can tip the balance of a war. Whether daring assassins, hawk-eyed scouts or grizzled veterans out for revenge, these warriors can alter the destiny of entire planets through their efforts.
Kill Team – Commanders
Sometimes kill teams will be led into battle by a great hero, a high-ranking officer or even the warlord of a whole army. Such individuals are only committed to action in this way when their unique skills and experience are absolutely critical for mission success.
Mistress of Repentance
Kill Team – Elites
In Warhammer 40,000: Kill Team, every warrior is a hero in their own desperate war story. Yet there are those combatants whose heroism – or indeed the diabolical opposite – sets them above comrade and enemy alike. These elite operatives are death incarnate, and their arrival spells doom for the foe.
The Sub-factions for models with the ADEPTUS SORORITAS Faction keyword are called Orders, and their Sub-faction abilities are called Order Convictions. If your kill team is Battle-forged and all models in your kill team are drawn from the same Order, models in the kill team gain the Order Conviction described below, and you can use that Orders Convictions.
Having a plan is all very well, but any kill team worthy of the name must be able to adapt to the changing circumstances of their mission – reacting in a split second to a new threat or directive, utilising special equipment or ammunition, or simply digging deep to surpass their mortal limits.
Melee Weapons: Warriors are silenced with a knife to the back, or cut down as their positions are overrun.
Ranged Weapons: Gun muzzles flare, shots ring out, and grenades crack as sentries are eliminated; lone operatives are picked off, or multiple combatants are mown down in sudden crossfires.
Everything has its price …
How does the Act of Faith system work and how can I use more than 1 Act per round?
First off – I’m not using the current AoF System of Chapter Approved 2018. Simply because the unmodified version is pretty bad. So my rules are based on the previous system. So don’t be surprised by missing Faithpoints and such.
Act of Faith: Every battle round, one of your models with this ability can perform an Act of Faith chosen from the following list. Some abilities may allow you to use more than one Act of Faith in the same turn; when this is the case, a different unit must be chosen to perform each Act of Faith.
- The same Act can be used various times per round.
- Every model in your kill team can only perform 1 Act per round.
- By using a Simulacrum Imperialis you can use more than 1 Act per round, actually as many as you have Simulacrums and different Sisters that can perform these Acts
As usual, I appreciate feedback a lot! May the Emperor be with you.