Battle Sisters Legionaries Proxy

Homebrew by GoldenGrizz

Making this so that my fiancee can play a more simple and balanced killteam against my Angels of Death... (She likes the Gun Nuns.)

It's just a proxy "Re-Theming"

Image is from the wiki.

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Composition

A BATTLE SISTERS KillTeam is composed of:

1 BATTLE SISTER SUPERIOR with one option from each of the following: Plasma pistol or Blessed bolt pistol Power weapon or Chainsword

5 BATTLE SISTER operatives selected from the following list: BATTLE SISTER ICON BEARER BATTLE SISTER WARRIOR GUNNER with one of the following options: Bolt pistol; flamer; fists Bolt pistol; meltagun; fists BATTLE SISTER HEAVY GUNNER Other than WARRIOR operatives, your kill team can only include each operative on this list once.l

Common Abilities and Options

Battle Sister:
During each friendly BATTLE SISTER operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

Each friendly BATTLE SISTER operative can counteract regardless of its order.

Order Militant:
Whenever you select a BATTLE SISTER operative for the battle, you must select one of the following keywords for it to have for that battle: BLOODY ROSE, VALOROUS HEART, FIERY HEART, ARGENT SHROUD, EBON CHALICE. Each operative's keyword can be different.

Friendly BATTLE SISTER operatives have an additional rule determined by this keyword. In addition, BATTLE SISTER ploys have additional benefits for operatives with the relevant keyword.

Bloody Rose - Righteous Slaughter:
This operative's melee weapons have the Severe weapon rule. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Valorous Heart - Divine Resilience:
Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Fiery Heart - Blessed Haste:
Add 1" to this operative’s Move stat.

Argent Shroud - The Emperors Aim:
This operative’s ranged weapons have the Severe weapon rule. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Ebon Chalice - Zealous Devotion:
Whenever this operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, this operative's weapons have the Ceaseless weapon rule.

BATTLE SISTER SUPERIOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standart (Rng 8", Piercing 1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Blessed Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Power Weapon (Lethal 5+)
5
3+
4/6
Chainsword (Rending)
5
3+
4/5
Abilities
Battle SisterOrder MilitantThe Emporers grace
Options
Bloody Rose - Righteous SlaughterValorous Heart - Divine ResilienceFiery Heart - Blessed HasteArgent Shroud - The Emperors AimEbon Chalice - Zealous Devotion

The Emporers grace: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

Battle Sister, Imperium, Adepta Sororitas, Leader, Superior
BATTLE SISTER ICON BEARER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Battle SisterIcon BearerOrder MilitantThe Emperors Chosen
Options
Bloody Rose - Righteous SlaughterValorous Heart - Divine ResilienceFiery Heart - Blessed HasteArgent Shroud - The Emperors AimEbon Chalice - Zealous Devotion

Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

The Emperors Chosen: In the Ready step of each Strategy phase, if this operative controls an objective marker that isn’t blessed, that objective marker is blessed for the battle and you gain 1CP. Note that if any operative (including enemy operatives) has blessed an objective marker, you cannot bless that objective marker.

(Reminder that this is proxy for "tainted", and therefore behaves the same)

Battle Sister, Imperium, Adepta Sororitas, Icon Bearer
BATTLE SISTER GUNNER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Dev4, Piercing 2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Battle SisterOrder Militant
Options
Bloody Rose - Righteous SlaughterValorous Heart - Divine ResilienceFiery Heart - Blessed HasteArgent Shroud - The Emperors AimEbon Chalice - Zealous Devotion
Battle Sister, Imperium, Adepta Sororitas, Gunner
BATTLE SISTER HEAVY GUNNER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Heavy Bolter
Focused (Hvy(Repos), Piercing Crits 1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Battle SisterOrder Militant
Options
Bloody Rose - Righteous SlaughterValorous Heart - Divine ResilienceFiery Heart - Blessed HasteArgent Shroud - The Emperors AimEbon Chalice - Zealous Devotion
Battle Sister, Imperium, Adepta Sororitas, Heavy Gunner
BATTLE SISTER WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Battle SisterDivine OathOrder Militant
Options
Bloody Rose - Righteous SlaughterValorous Heart - Divine ResilienceFiery Heart - Blessed HasteArgent Shroud - The Emperors AimEbon Chalice - Zealous Devotion

Divine Oath: Once per battle, when a friendly BATTLE SISTER WARRIOR operative is activated, you can use this rule. If you do, change that operative’s Order Militant keyword.

Battle Sister, Imperium, Adepta Sororitas, Warrior
Equipment

Warded Armor:
**STRATEGIC GAMBIT **Select one friendly BATTLE SISTER operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.


Blessed Bolts:
Once per turning point, when a friendly BATTLE SISTER operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Relic of a Martyr:
STRATEGIC GAMBIT Select one Order Militant keyword. Once during each of their activations, when a friendly BATTLE SISTER operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).


Divine Blades:
Friendly BATTLE SISTER operatives have the following melee weapon for the battle:

Name ATK HIT DMG Divine Blade 5 3+ 3/4


Ploys

Firefight - Imposing Presence:
Use this firefight ploy when a friendly BATTLE SISTER VALOROUS HEART operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.

Piercing 1: The defender collects 1 less Defence die.


Firefight - Righteous Vigor:
Use this firefight ploy when a friendly BATTLE SISTER ARGENT SHROUD operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation. If it’s a WARRIOR operative, that operative’s Order Militant keyword cannot be changed during this turning point (see Divine Oath additional rule).


Firefight - Distracting Presence:
Use this firefight ploy during a friendly BATTLE SISTER FIERY HEART operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Firefight - Til the Last:
Use this firefight ploy when a friendly BATTLE SISTER BLOODY ROSE operative is incapacitated while fighting or retaliating.

You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.


Strategic - Death to the Heretic:
Whenever a friendly BATTLE SISTER operative (excluding BLOODY ROSE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Add 1 to both Dmg stats of friendly BATTLE SISTER BLOODY ROSE operatives' melee weapons (to a maximum of 7).


Strategic - Bolts for Blasphemy:
Whenever a friendly BATTLE SISTER operative is shooting a ready enemy operative, that friendly operative’s ranged weapons have the Balanced weapon rule. Whenever an operative is shooting a ready friendly BATTLE SISTER ARGENT SHROUD operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Balanced: Can re-roll one Attack die.


Strategic - Devoted Resolve:
Whenever an operative is shooting a friendly BATTLE SISTER operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.

You can ignore any changes to the stats of friendly BATTLE SISTER VALOROUS HEART operatives from being injured (including their weapons’ stats).


Strategic - Miraculous Reflexes:
Whenever a friendly BATTLE SISTER operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.

Whenever an operative is shooting a friendly BATTLE SISTER FIERY HEART operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.

In all cases for this ploy, this is not cumulative with being injured.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.