Sisters of Battle 8th Edition – Transition Rules

We are all wondering when the new Sisters of Battle Codex will hit the shelves and even though there are some wild rumours of a late Q3 release, who knows what will actually happen. In the meantime, our beloved Sisters have quite a hard stand against most of their foes and today I will offer some sort of “Transition” rules to keep the mood up until the big release 😉

And yes, one could argue how reasonable that is, but throughout the last weeks I wanted to test some new ideas and just throw them out into the world. If you’re not up for that sort of “exchange of ideas”, well, you’re at the wrong spot obviously 🙂


As of now, I would assume that all Sororitas player got their hands on Chapter Approved 2018 and therefore have access to the Beta Rules. The following updates are simply additions or replacements of those Beta Rules.

Those rules are divided in 2 Sections. It is up to you to test both at the same time, or just one of them:

  1. Units
  2. Actos of Faith and Order Convictions

Units

Celestine / Geminae Superia

Honestly … use the Index version and the updated point costs from Chapter Approved 2017 >.<

profileIndexCelestine.png
Point values: 1 Celestine 200 points / 0-2 Superia Geminae 25 points each

Canoness

Add the following wargear options:

  • This model may replace its bolt pistol with an Eviscerator for 22 points.
  • This model may take a Jump pack for 16 points.

 

Repentia Squad

Change to the following Squad size:

This unit contains 3-10 Sisters Repentia, one of which can be upgraded to a Mistress of Repentance for 20 points. (The Elite option “Mistress of Repentance” is removed from the army)

Add the following abilities:

  • Driven Onwards: You can re-roll Advance, charge and hit rolls for this unit, if it contains a Mistress of Repentance.
  • Raging Devotion: The invulnerable save received from the Shield of Faith ability is improved by 1, to a maximum of 3+.

 

Celestian Squad

Add the following wargear options:

  • Every Celestian who has not replaced her boltgun with a weapon from the Special Weapons or Heavy Weapons list may take a weapon from the Melee Weapons list. (In addition to her boltgun)

Change the following ability:

  • Bodyguard: Roll a dice each time a friendly CHARACTER is hit by a ranged or melee weapon whilst they are within 3″ of this unit. On a 2+ one of the Celestians intercepts that hit – the character is not hit by that attack but this unit is instead.
  • Relic Armour: All Celestians wear Relic armour, changing the Save characteristic to 2+ and ignoring all Armour Penetration of -1.

Change point value to: 15 points

 

Exorcist

Add the following ability:

  • Chorals of War: At the start of each round, choose one of the following abilities, which than apply until the end of the round:
    • Choral of Divine Guidance: Roll 2D6 when determing the number of shots made with the Exorcist Missle Launcher and apply the highest result.
    • Choral of Divine Confidence: Re-roll all failed Leadership tests for friendly ADEPTUS SORORITAS units within 6″ of the Exorcist.
    • Choral of Divine Providence: Re-roll wound rolls of 1 for friendly ADEPTUS SORORITAS units within 3″ of the Exorcist.

Change point value to: 145 points


Acts of Faith

This is probably the biggest issue right now. The current system is underperforming and even though Games Workshop will overhaul these rules, we are left alone with this disappointing version right now. Here’s how I would fix them until then:

In each of your turns, one unit from your army with the Acts of Faith 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.

Whenever you perform an Act of Faith, you roll a “Faith test” and therefore throw a D6. On a result of 5+ the empowered effect is chosen, otherwise you chose the basic effect. Every prayer to the Emperor is heard, but the effects may vary from time to time. Note, that there are several posibilities to modify the rolls and therefore the results.

Hand of the Emperor

Use this Act of Faith at the start of your Movement phase.

  • Basic: Add 4″ to the unit’s Move characteristic until the end of the phase.
  • Empowered: In addition to its basic effect, this unit can advance and charge in the same turn – until the end of the turn.

Divine Guidance

Use this Act of Faith at the start of your Shooting phase.

  • Basic: Add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.
  • Empowered: Add 1 to hit rolls and wound rolls for attacks made with this unit’s ranged weapons until the end of the phase.

Spirit of the Martyr

Use this Act of Faith at the start of your Movement phase.

  • Basic: One model in the selected unit regains 1 lost wound, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining.
  • Empowered: One model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with D3 wounds remaining.

The Passion

Use this Act of Faith at the start of your Fighting phase.

  • Basic: Add 1 to the units Attack characteristic until the end of the phase.
  • Empowered: Add D3 to the units Attack characteristic until the end of the phase.

Aegis of the Emperor

Use this Act of Faith at the start of the Psychic phase.

  • Basic: Until the start of your next Psychic phase, this unit can never be targeted or affected by psychic powers in any way. In addition, enemy PSYKERS that are within 18″ must subtract 1 from any Psychic tests and Deny the Witch tests they take.
  • Empowered: In addition to its basic effect, you can re-roll failed wound rolls for this unit when it attacks PSYKERS in the Fight phase.

Light of the Emperor

Use this Act of Faith at the start of the Morale phase.

  • Basic: The selected unit automatically passes Morale tests this phase.
  • Empowered: The selected unit and all units in 6″ range automatically pass Morale tests this phase.

Death and Duty

Use this Act of Faith at the start of your Movement phase.

  • Basic: Until the start of your next Movement phase, the selected unit ignores wounds on a D6 roll of 5+.
  • Empowered: Until the start of your next Movement phase, the selected unit ignores wounds on a D6 roll of 4+.

Modified Equipment

  • Simulacrum Imperialis: Roll a D6 at the start of each of your turns; on a 4+ this unit can perform an Act of Faith. This is in addition to the Act of Faith you are normally allowed to use.
    • New point value for Simulacrum: 18
  • Laud Hailer: Add 1 to all rolls for Faith tests and Simulacrum Imperialis rolls made by friendly ADEPTA SORORITAS units within 3″ of this model. F.e. an empowered Act of Faith is already triggered on a 4+ and a unit with Simulacrum Imperialis can perform an additional Act of Faith on a 3+.
    • New point value for Dialogus: 35

Order Convictions

With the introduction of a new Acts of Faith system, there is also need for new Order Convictions.

Valorous Heart

Stoic Endurance: Like their patron Saint Lucia, those of the Order of the Valorous Heart are willing to bear any agony in the name of atonement. Such is their willingness to suffer for their cause that they can shrug off seemingly mortal wounds without breaking stride.

Each time a model with this conviction loses a wound, roll a D6; on a 5+ the wound is not lost.

Our Martyred Lady

The Blood of Martyrs: So dedicated are the Sisters of the Order of Our Martyred Lady that nothing can keep them from fulfilling their Emperor-given duty. When the fighting is fiercest and the casualties highest, these holy warriors fight with renewed conviction and purpose, inspired by their desire to avenge the deaths of their fallen.

Each time a unit with this conviction from your army is destroyed, you can perform an additional Act of Faith in the following turn.

Ebon Chalice

Daughters of the Emperor: The Order of the Ebon Chalice is the oldest of the Orders Militant, and it is said that they above all others bear the blessing of the Emperor’s divine grace.

Units with this conviction add 2 to the result of Faith tests and add 1 to their Leadership characteristic.

Argent Shroud

Deeds, Not Words: It is the strong belief of those within the Order of the Argent Shroud that one’s conviction is best shown through bold action. Thus is battle the best way to prove their unquenchable faith, for there they may smite the  Emperor’s foes and demonstrate the depths of their devotion.

Each time an enemy unit is destroyed by a unit with this conviction, roll a D6. On a 4+ you gain a Command Point.

Bloody Rose

Quick to Anger: Once their battle fury is roused, none prosecute the wars of the Adeptus Ministorum with greater fervour than do those warriors who belong to Order of the Bloody Rose.

Add 1 to the Strength and Attacks characteristics of a model with this conviction during any turn in which it made a charge move, was charged or performed a Heroic Intervention. If at least 1 model in this unit dies due to overwatch in the Charge phase, add 1 additional attack to the Attacks characteristic.

Sacred Rose

Devout Serenity: The Sisters of the Order of the Sacred Rose are renowned for their calm and implacable resolve in battle. Even in the face of overwhelming odds, the heirs of Saint Arabella stand unyielding.

A unit with this conviction can never lose more than a single model as the result of any single failed Morale test. In addition, when a model with this conviction fires Overwatch, a 4+ is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.


And that’s it. Some ides to spice things up and have fun with your Sisters until the new Codex will finally get released.

As always, I’d love to hear your opinions and in best case experiences 😉

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