Hi!
As expected there was little resistance for the PDF list so I ask Jar to
add any submitted units and finalize that book (for which I believe he
has already made a book). Here follows the SOB list. Once done we will
go onwards to a hot topic- CHAOS!
This one is short and sweet; having used it only once I have not much to
say beyond "no recommended changes".
Comments please?
Sisters of Battle
Sisters of Battle are the fighting arm of the Adeptus Ministorum - the
holy church of the Imperium. Trained to the highest standards, they are
utterly dedicated to the protection of the Imperial Faith. The
Sisterhood armies travel all over the Imperium in tireless search of
heretics and faithless. They have a burning hatred of heresy and
especially the ultimate heresy: Chaos.
Infantry
Special Rule
Due to their intense hatred of Chaos, any Battle Sister infantry stand
fighting in close combat with Chaos can re-roll any close combat dice
that roll a 1 or 2. This re-roll may only be taken once. You are not
allowed to take a re-roll on a re-re-roll.
Novitiates
Novitiates have not yet taken their final wows to become full battle
sisters. Their training is still incomplete and they are used for
reconnaissance and infiltration. They may infiltrate after initial
deployment up to their full charge move before the battle begins.
Sisters
Sisters form the core front line troops in the Battle Sister armies.
Seraphim
Seraphim are the main close assault troops of the Battle Sister armies.
They are equipped with jump packs that enable them to move faster and
skim above terrain features and man-made obstacles. Unlike other
Imperial assault troops the Seraphim are equipped with hand flamers that
makes them particularly deadly in close combat.
Retributors
Retributors are the heavy weapon specialists of the Battle Sister
armies. Their job is to provide covering fire for their sisters. Due to
their experience in urban fighting the cover of their targets counts as
one level less than it is. It may not be reduced further than no cover.
Archangels
Archangels are the elite close assault warriors of the Battle Sister
armies. Veterans of countless battles they are recruited from the ranks
of seraphim. Archangels are equipped with flight packs that allow them
to fly rapidly to their destination. Archangels are rare troops so only
one support card is allowed per sister company.
Celestials
Celestials are the elite bodyguard of a Mother Superior and form their
own company. There is only one Celestial company in an order of Battle
Sisters. Due to their experience in urban fighting the cover of their
targets counts as one level less than it is. It may not be reduced
further than no cover.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Novitiate
10 cm
None
0
Bolt Pistols
25 cm
1
5+
0
Infiltration
Sister
10 cm
None
+1
Bolters
50 cm
1
5+
0
Seraphim
15 cm
None
+2
Hand Flamers
15 cm
1
5+
0
Jump Packs, ignores cover.
Retributor
10 cm
None
0
HeavyWeapons
75 cm
2
5+
-1
Special rules
Archangel
25 cm
None
+3
Plasma Pistols
25 cm
2
4+
-1
Elite, Flight Pack
Celestial
10 cm
6
+2
Plasma Gun
35 cm
2
4+
-1
Elite, Special rules
Special Units
HQ units
HQ units command Battle Sister companies. Battle Sister company
commanders are called Canonesses. Seraphim HQ units have jump packs that
enable them to move with their troops.
Prioress
Prioress commands the Battle sister equivalent of a battalion: a
Convent. The presence of a Prioress drives Battle Sisters to religious
fury toward the enemies of mankind and all Battle Sister units within
10cm may add +1 to their Close Combat score.
Mother Superior
Mother Superior commands an entire Order of Battle Sisters. Seeing her
in the battlefield is an inspiration to the Battle Sisters, so all
Battle Sister units within 10cm are immune to morale checks AND receive
+1 to their Close Combat score.
Cleric
This unit represents a squad of powerful psykers. Clerics are considered
command units therefore they do not require orders to be placed for them
(like all command units they are considered to be on Charge Orders for
movement and First Fire for firing). The Cleric may use one of the
following three powers available to it one at a time and once per turn:
1. Embolden - each Imperial unit within 15 cm (including the Cleric) is
immune to
morale checks and may add +1 to CAF. Lasts until start of next orders
phase.
2. Righteous Fire - make an immediate ranged attack. Range 50 cm.
1-attack dice. Hits
on 4+. -2 save. This counts as a physical psychic attack, normal
rules for LOS apply.
3. Destroy Daemon - The Cleric may attack one demonic creature within a
25 cm range
and line of sight. The Cleric rolls 2D6 against the enemy's roll,
which is dependent
on the type of the model. For Greater Daemons and the Eldar Avatar 3
D6,
Wraithguard and Eldar Dreadnoughts 2 D6 and 1 D6 for minor Daemon
stands and
Chaos androids. If the Cleric wins the die roll the enemy model is
destroyed and
removed. If the enemy wins there is no effect unless the result is
greater than twice the
Cleric's roll. In this case the Cleric is slain due to psychic
feedback. If the scores are
equal re-roll.
Eradicators
Eradicators are the deadly snipers of the Sisters of Battle. Their job
is to purge high-ranking heretics. They operate independently and do not
remain in formation, so the normal 6cm coherency rule does not apply to
them. If they are within cover they cannot be seen at a range of over 25
cm (in other words if the firer is not 25cm or closer they can not be
targeted). VPs are awarded only when all 4 stands are destroyed - if
using more than 1 platoon, VPs are awarded for every 4 stands killed.
Eradicators are especially keen in identifying enemy command stands and
eliminating them to cause confusion among their ranks. Thus, Eradicators
are not bounded by the general targeting rules, and are allowed to shoot
at enemy command units even if they are not the closest targets. To do
this, the player must first roll a D6 for any Ratling stand that
attempts to target a command unit. On 4+ the Snipers identify the stand
and may shoot at it, otherwise they have to shoot at some other target.
Hospitaler
Hospitalers are the Healers of the Battle Sisters who carry
sophisticated medical equipment to help the wounded soldiers. Any
Imperial Troops within 10cm of a Hospitaler receives a 5+ save in
addition to any normal save the model has. Only troop stands, bikes, and
riders may receive this benefit, vehicles may not gain this addition
save. No detachment may benefit from more than one Hospitaler's ability
at a given time. That is, a model can have only one additional save due
to the Hospitaler being within 10cm.
Adeptus Mechanicus*
Adeptus Mechanicus priests are the experts of the Imperium in machines
and their workings. They preserve the huge information on every war
machine the Imperial Army has, and are responsible of their continuous
functioning. All Imperial vehicles (except Praetorians & Titans that are
too large to be repaired quickly on the battlefield) within 10cm of an
Adeptus Mechanicus stand gains 5+ save in addition to their normal
saves. A model may only benefit once regardless of the number of Adeptus
stands (and Tech-Marines, if they are present) within range. Thus
overlap and multiple saves are not allowed. Unlike their Space Marine
counterparts Tech-Marines, they are assigned to an Battle Sister company
at the beginning of a battle, and may only repair vehicles assigned to
this company. However, Adeptus Mechanicus stands are considered command
units for targeting purposes but they cannot give orders to the Imperial
units.
Grey Knights
Grey Knights are the Marine Chapter whose sole purpose is to confront
and destroy Chaos. Unlike regular units these may not be placed on the
tabletop at the start of the game. The Grey Knights may be teleported to
any location chosen by the player on the tabletop as a detachment move
in any moving phase. Once the location to teleport to is selected roll
the scatter dice and 2D6 (as you would for an indirect barrage) to
determine the exact arrival point of the Grey Knight detachment. The
remaining stands are positioned within unit coherency of the first stand
placed (6 cm). Each Grey Knight stand receives a psychic save versus
non-physical psychic attacks (4+ on D6). This unit may only be brought
to a battle if the opponent is Chaos (and no other). Grey Knights are
not subject to morale checks required by charging Greater Daemons and
may fire upon Daemons normally. The Grey Knights close combat attack is
considered psychic in nature and thus cannot be saved using chaos cards
(for more details on chaos cards see the chaos booklet). The ranged
attacks are considered physical psychic powers.
Inquisitors
These are the watchdogs of the Imperium, always on the alert to punish
those that stay from Imperial Doctrine and destroy those tainted by
Chaos. Inquisitors count as command units and therefore never need to be
given orders. Due to the fear (or inspiration) they instill, all
Imperial troops within 25cm of the Inquisitor are immune to morale
checks. Also Inquisitors possess a psychic saving throw versus
non-physical psychic attacks (4+ on D6). Due to cutting edge
technological devices an Inquisitor receives a fixed save have 4 or more
on a D6. Inquisitors are not subject to morale tests required by
charging Greater Daemons and may fire upon Daemons normally.
Ordo Malleus Inquisitor*
The Ordo Malleus Inquisitor is specially trained in the ways and
weaknesses of Chaos. These die-hard servants of the Emperor are armed
with rare psych-out weaponry, made from the metabolic wastes of the
Emperor himself. Armored in elaborate power armor, with electoos making
esoteric patterns on their bodies, the Ordo Malleus Inquisitors go forth
to cleanse the galaxy.
The Ordo Malleus Inquisitor is a Command Unit. It may only be taken when
the Imperial force it is supporting faces Chaos. The stats listed below
for the Psycannon are for fire against normal troops. Against Daemonic
troops, it has a Save Modifier of -2 and such units damaged by the
Psycannon require 2 Chaos Cards to save instead of the normal 1.
Additionally, Daemons killed by the Inquisitor in close combat may not
use Chaos cards to save themselves. Unlike a normal Inquisitor, Ordo
Malleus Inquisitors in no way boost the morale of nearby troops. Like
the original Inquisitor, the Ordo Malleus Inquisitor has a psychic save
of 4+.
Forward Observers
Accuracy in indirect barrages is a very important factor in supporting
the front line troops. The capabilities of the target spotter are often
more deciding then the proficiency of the firing battery, for giving
accurate coordinates and deciding on the ammunition to use falls onto
his shoulders. To fulfill this task, Sisters of Battle have expertly
trained Forward Observers to aid their artillery batteries. The
following rules define the Sisters of Battle Forward Observers:
* An artillery barrage directed by a Forward Observer scatters 1D6
instead of 2D6,
* Forward Observers can not request fire if they are involved in
CC,
* Forward Observers are command units for the purposes of
targeting, and all relevant targeting rules apply,
* Forward observers, operating close to enemy lines, are heavily
camouflaged. The SM stand (not the Rhino) can't be shot at from more
than 25cm. However, if the Rhino is seen, the enemy can shoot a barrage
that covers both models. The FO stand can also be shot at in a turn it
shoots, subject to the targeting rules.
Special units and close combat
Special units cannot use their non-combat abilities for that phase if
involved in Close Combat. We can hardly expect a Hospitaler to operate
in the field while fighting hand-to-hand against a Minotaur. It goes for
Tech-Marines and such, but not for the Prioresses or Mother Superiors,
for their ability is combat related.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
HQ unit
10 cm
-
+2
Bolters
50 cm
1
5+
0
HQ Unit, Elite
Seraphim HQ
15 cm
-
+3
Bolt pistols
25 cm
2
5+
0
Jump Packs, HQ Unit, Elite
Prioress
10 cm
6+
+3
Bolters
50 cm
2
5+
0
Sister units within 10cm add +1 to CAF, HQ Unit, Elite
Mother Superior
10 cm
6+
+4
Bolters
50 cm
2
4+
0
Sister units within 10cm add +1 to CAF and are immune to morale, HQ
Unit, Elite
Cleric
10 cm
-
+1
Bolters
50 cm
1
5+
0
HQ Unit, Psyker, Elite
Hospitaler
10 cm
-
+1
Bolt pistols
25 cm
1
5+
-2
Healer, HQ Unit, Elite
Adeptus Mechanicus
10 cm
-
+1
Bolt pistols
25 cm
1
5+
0
Imperial vehicles within 10 cm save on 5+, HQ Unit for targeting, Elite
Eradicator
10 cm
-
+1
Executioner
75 cm
1
4+
0
Special rules.
Forward Observer
10 cm
-
+1
Bolt Pistols
25 cm
1
5+
0
Special rules, HQ unit.
Inquisitor
10cm
4+fixed
+6
Various
35cm
2
4+
-1
Psychic save 4+, Imperial units within 25cm immune to morale tests, HQ
unit, Elite
Ordo Malleus Inquisitor
10cm
4+fixed
+6
Psycannon
50cm
1
4+
0
-2 save mod against Daemons, Special rules Psychic save 4+. HQ Unit.
Elite
Grey Knight
10cm
5+*
+6
Various
35cm
2
4+
-1
Psychic save of 4+, Elite.
* 5+ Save modifiable to 6+ but no further
Cavalry and Walkers
Punishers
Sisters of Battle have their own specialized fast assault troops called
Punishers. They are mounted on motorcycles armed with flamers. This
augments their close combat skills as well as maneuverability. They
count as vehicles for terrain restrictions but feature greater speed
than regular vehicles in some types of terrain (see terrain chart).
Purifiers
The Sisters of Battle use a specifically modified dreadnought called
Purifier. It is used to house a mortally wounded Battle Sister who could
not survive otherwise. To be chosen as a Purifier pilot is a high honor
and only the best veterans are afforded this chance of serving their
emperor. The Purifiers are noted for their fanatical zeal (even for a
Battle Sister!).
Robots
These represent mechanical battle machines that due to their nature
require some programming for them to carry out orders on the
battlefield. Instead of regular order counters they must be given a
program of what to do in the following situations:
1.If there are enemies within charge range
2.If there are enemies within weapon range
3.If there are enemies within sight
4.In any other situation
To make a program write down the above situations and select a command
which applies to that particular circumstance. The following commands
may be given:
1.Charge: Charge nearest enemy unit. They must enter close combat if
within charge
range or otherwise move between normal and full charge range towards
the nearest
enemy.
2.Capture: Advance towards the nearest objective counter between half
and full normal
rate.
3.Advance: Advance towards the nearest enemy unit. They must move
between half and
normal rate and fire at the nearest enemy unit in the Advance Fire
phase.
4.First Fire: Fire at the nearest enemy in the First Fire phase.
5.Ignore: Ignore the described situation
Each orders phase consult the program (in the order written above) and
read down the list of situations and apply the first fulfilled condition
(meaning that if there is a enemy within charge reach this condition
takes precedence over the "enemy within range" condition). The first
condition fulfilled for the majority of the robot models in the
detachment is the one that should be applied (in case several conditions
apply to different models in the same detachment). Robots are immune to
morale checks of any type and firing restrictions imposed by Daemons and
Tyranids. Robots ignore snap fire penalties.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Punisher
30 cm
None
+4
Flamer
25 cm
1
4+
0
Ignores cover
Purifier
10 cm
4+
+4
Twin Flamer
Template
1
4+
0
Ignores cover
Robot
10 cm
5+
+2
Autocannon
75 cm
1
5+
0
Special Rules
Vehicles
Rhino
Sisters of Battle make extensive use of Rhinos to transport troops
quickly to battle. Unlike the Space Marines the Sisters do not include
the Rhinos in infantry platoons but have separate transport companies.
Immolator
Immolator is basically up-armored Rhino variant mounting a heavy flamer
in a small turret. It is an excellent vehicle in city fights and purges
heretics with ruthless efficiency.
Cleanser
Cleanser is a Predator variant used by the Sisters of Battle.
Vindicator
Built in to the Rhino chassis is a enormous gun which fires a large
shell capable of destroying its target and intervening cover. Shots from
a Vindicator ignore cover modifiers.
Predator
Built around the successful Rhino chassis it is armed with several
lascannons and can be seen in Marine and Imperial Guard armies.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Rhino
25 cm
4+
0
Bolters
15 cm
1
6+
0
May carry 2 troop stands
Immolator
25 cm
3+
+1
Heavy Flamer
Template
1
4+
0
Ignores cover, Turret
Cleanser
25 cm
3+
+2
Heavy Multi-melta
Heavy Bolter
35 cm
25 cm
2
2
4+
5+
-2
0
Heavy Multi -melta in turret
Vindicator
20 cm
2+
+2
Thunderer
50 cm
1
4
-3
Ignores cover
Predator
25 cm
3+
0
Autocannon
Lascannon
75 cm
75 cm
1
2
5+
5+
-1
-1
Autocannon Turret
Special Vehicles
Justifier
Justifier is a modified landspeeder in use with the elite fast assault
squadrons of the Sisters of Battle. The best veterans from Punisher
units are chosen for the task of piloting Justifiers.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Justifier
30cm
6+
+3
Multi-melta
Flamer
25 cm
Template
1
3+
4+
-2
0
Skimmer, Flamer ignores cover, Elite.
Artillery and Anti-Aircraft
Banisher
Banisher is a twin Thudd gun on a Rhino chassis. The twin Thudd gun uses
rocket-assisted munitions for improved range and the penetration is
slightly improved.
Cardinal
Cardinal is a Whirlwind launcher modified to fire special incendiary
rockets. The barrage of these weapons ignores cover and is very
effective against infantry in cover.
Protector
Protector provides the Sisters of Battle with anti-air cover. It uses
the same gun as Hydra mounted on a Rhino chassis.
Off-Table Barrage Units*
Imperial Armies use the orbital barrage units given below. See the
section on Off-Table Artillery for the details of using these units.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Banisher
20cm
4+
0
Twin thudd gun
100cm
2BP
-1
Cardinal
20cm
4+
0
Rocket launcher
150cm
2BP
0
Ignores cover
Protector
20cm
4+
0
Autocannon
100cm
4
5+
-1
AA gun.
Light Off-Table Barrage
-
-
-
Orbital Barrage
Special
6BP
-1
Special rules
Heavy Off-Table Barrage
-
-
-
Orbital Barrage
Special
10BP
-2
Special rules
Flyers
Thunderbolt Fighter
These are the air superiority fighters of the Imperium. As with all
flyers Thunderbolts do not combine their barrages, firing them
independently. They follow the flyers rules and are considered
thrusters.
Marauder Fighter-Bomber
This flyer is armed with heavy weapons and is suited for strafing runs,
although it can hold its own in dogfights. As with all flyers Marauders
do not combine their barrages, firing them independently. They follow
the rules for flyers and are considered thrusters.
Summary
Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes
Thunderbolt Fighter
100 cm
4+
+4
Autocannon
Rockets
25 cm
25 cm
3
4 BP
5+
5+
-1
-1
Thruster, does not combine barrages
Marauder Fighter-Bomber
75 cm
3+
+2
Battlecannon
Lascannon
Missiles
50 cm
50 cm
50 cm
1
3
4 BP
4+
5+
5+
-2
-1
-2
Thruster, does not combine barrages
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Date: Thu, 14 Nov 2002 21:49:29 -0000
To: netepic_at_yahoogroups.com
Subject: Re: [5.0] Sisters of Battle
Message-ID: <ar15p9+lj33_at_...>
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From: "AntiChrist" <seimejote_at_...>
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AC - Just some minor tweaks below...
--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
>
> As expected there was little resistance for the PDF list so I ask
Jar to
> add any submitted units and finalize that book (for which I believe
he
> has already made a book). Here follows the SOB list. Once done we
will
> go onwards to a hot topic- CHAOS!
>
> This one is short and sweet; having used it only once I have not
much to
> say beyond "no recommended changes".
>
> Comments please?
>
> Seraphim
>
> Seraphim are the main close assault troops of the Battle Sister
armies.
> They are equipped with jump packs that enable them to move faster
and
> skim above terrain features and man-made obstacles. Unlike other
> Imperial assault troops the Seraphim are equipped with hand flamers
that
> makes them particularly deadly in close combat.
AC - They should hit on 4+ as any other Flamer-armed troop.
> Retributors
>
> Retributors are the heavy weapon specialists of the Battle Sister
> armies. Their job is to provide covering fire for their sisters.
Due to
> their experience in urban fighting the cover of their targets
counts as
> one level less than it is. It may not be reduced further than no
cover.
>
AC - I would change their weapon stats: instead of [75cm, 2, 5+, -1]
why not [50cm, 2, 5+, -2] (same cost)? Instead of the
Lascannons/Missile Launchers of other races heavy troops they wield
Multi-Meltas, shorter-ranged but able to pack more punch. This also
lead to a little more variety between all the 'standard' heavy troops
choices ("Wow, another 75/2/5+/-1...").
> Cavalry and Walkers
+++NEW UNIT+++
Punisher Canoness (this should lead Punisher Companies)
Battle Sisters bike troops all have Punisher Bikes that enable them
to move faster between terrain features and man-made obstacles.
Canonesses also have such bikes to keep pace with the units they
command.
MOV: 30cm
SAV: -
CAF: +5
WPN: Flamer
RNG: 25cm
ATK: 1
HIT: 4+
TSM: 0
Notes: HQ, Hero, Ignores cover
+++
> Vehicles
>
> Immolator
>
> Immolator is basically up-armored Rhino variant mounting a heavy
flamer
> in a small turret. It is an excellent vehicle in city fights and
purges
> heretics with ruthless efficiency.
AC - This should be able to transport 1 infantry stand as the 40k
counterpart. Maybe as HQ transport instead of Rhinos?
> Cleanser
>
> Cleanser is a Predator variant used by the Sisters of Battle.
AC - Up the sponson Heavy Bolters to 50cm range. Besides this, we
have standardized Heavy Bolters to 25cm, 50cm or whatever? I don't
remember...
Received on Thu Nov 14 2002 - 21:18:48 UTC
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