Sisters of battle

Homebrew by I_smoke_mids

a mix and match of rules i found from alot of different teams home brew and offical, will be updating as i play test

82% positive
Composition
  • An SISTERS OF BATTLE kill team consists of 10 operatives selected from the following list:

  • -BATTLE SISTER SUPERIOR operative equipped with one option from each of the following:

  • -Chainsword/ Inferno Pistol, plasma pistol, or ministorum hand flamer.

    • power weapon/ relic bolt pistol
  • -Boltgun with combi / Gun Butt

  • -BATTLE SISTER GUNNER each separately equipped with Gun Butt and one of the following options:

  • -Meltagun, Ministorum Flamer, or Storm Bolter

  • -BATTLE SISTER HEAVY GUNNER each separately equipped with Gun Butt and one of the following options:

  • -Heavy Bolter

  • -Heavy Ministorum Flamer

  • -BATTLE SISTER ICON BEARER

  • -BATTLE SISTER WARRIOR*

  • -BATTLE SISTER PRECEPTOR

  • -BATTLE SISTER DUELEST

  • -BATTLE SISTER SNIPER

  • -CHERUB

  • Your kill team can include up to two BATTLE SISTER GUNNER operatives. Your kill team can only include up to one BATTLE SISTER HEAVY GUNNER operative. Your killteam can only consist of one of each of the other specialist on the list.

Common Abilities and Options

Holy Martyrs:
The first time each Turning Point a friendly SISTERS OF BATTLE operative becomes wounded or is incapacitated (whichever comes first), you gain a Martyr point. At the start of a friendly SISTERS OF BATTLE activation, you can spend a Martyrdom point to use one ACT OF REDEMPTION. You cannot use more than one SISTERS OF BATTLE per activation, and their effects are as follows:

-Emperor's Light Until the end of this operative's activation, add 1 to its APL stat. -Blessed Rejuvenation This operative regains 1d3+1 lost wounds. -Drown in holy fire This operatives Ranged weapons have the ceaseless weapon rule.

Battle Sister Superior
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Lethal 5+, Hot)
4
3+
4/5
Inferno Pistol (Rng 3", Prc2, Dev3)
4
3+
5/3
Ministorum Hand Flamer (Rng 6", Tor 1", Sat)
4
2+
3/3
Boltgun
4
3+
3/4
Combi-Melta (Combi-Boltgun, Rng 6", Prc2, Lim1, Dev4)
4
4+
6/3
Combi-Flamer (Combi-Boltgun, Rng 6", Sat Tor 2", Lim))
4
2+
4/4
Combi-Plasma
Default (Combi-Boltgun, Prc1, Lim 1)
4
3+
3/5
Supercharged (Combi-Boltgun, Prc1, Lethal 5+, Hot, Lim 1)
4
3+
4/5
Combi-Condemnor (Combi-Boltgun, Sil, Lim1, Dev1, PrcCrit1)
4
2+
3/3
Relic bolt pistol (Lethal 5+)
4
3+
3/4
Gun butt
3
3+
2/3
Chainsword
4
3+
4/5
Power Weapon (Lethal 5+)
4
4+
4/6
Abilities
Divine PrayerHoly Martyrs

Divine Prayer: At the start of each Turning Point, gain one Martyr point.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, LEADER
Battle sister Icon Bearer
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Holy MartyrsIcon Bearer1AP: Icon of Purity

Icon Bearer: When determining control of an objective marker, treat this operative's APL as being 1 higher. Note that this is not a modifier.

Icon of Purity (1AP): Until the end of the Turning Point, while this operative is Visible to and within 3" of a friendly ADEPTA SORORITAS operative, that friendly operative is inspired by purity. While an operative is inspired by purity, each time it fights or makes a shooting attack that operatives weapons have the balanced and lethal 5+ weapon rules.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, ICON BEARER
Battle sister Gunner
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Storm Bolter (Relentless)
4
3+
3/4
MeltaGun (Rng 6", Prc2, Dev4)
4
4+
6/3
Ministorum Flamer (Rng 8", Sat, Tor 2")
4
2+
4/4
Gun butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, GUNNER
Battle sister Heavy gunner
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Ministorum Heavy Flamer (Hvy(Repos),Rng 8", Sat, Tor 2")
5
2+
4/4
Heavy bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 2")
4
3+
4/5
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, GUNNER
Battle sister Warrior
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Front line of the EmperorHoly Martyrs

Front line of the Emperor: Once during each of this operative's activations, it can perform the Place Marker, Pick Up Marker, or a mission action for 1 less AP.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR
Battle sister Preceptor
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Mace of The Righteous (Brutal, Severe)
4
4+
5/5
Abilities
Holy MartyrsUnflinching Example

Unflinching Example: Whenever this operative incapacitates a ready enemy operative within its control range, you gain 1 redemption point, or 2 redemtion points if that enemy operative had a Wounds stat of 12 or more.

IMPERIUM, ADEPTA SORORITAS,PRECEPTOR
Battle sister Duellist
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3
3/4
Dueling Blades (Ceaseless, *Riposte)
4
3+
4/5
Abilities
Holy MartyrsRiposte

Riposte: Whenever you block with a critical success, you can also inflict damage equal to the weapon’s Critical Dmg stat on the enemy operative in that sequence.

IMPERIUM, ADEPTA SORORITAS, DUELLIST
Battle sister Sniper
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine
Mobile (lethal 5+)
4
3+
3/4
Stationary (Lethal 5+, Prc1)
4
2+
3/4
Gun Butt
3
4+
2/3
Abilities
1AP: Guided by PrayerHoly Martyrs

Guided by Prayer (1AP): enemy operatives cannot be obscured and this operatives ranged weapons have the saturate weapon rule.

MPERIUM, ADEPTA SORORITAS, SNIPER
Cherub
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Censer of the Martyred Lady (Shock)
3
5+
1/3
Abilities
CherubFlyHoly MartyrsStim Incense

Cherub: -Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this. -Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain). -This operative cannot use any weapons that aren’t on its datacard, or perform unique actions that are not on its Data Card.

Fly: Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Stim Incense: If a friendly SISTERS OF BATTLER operative begins its activation within 3 inches and visibile to this operatige add one inch to its movment stat until the end of its activation.

IMPERIUM, ADEPTUS MINISTORUM, CHERUB
Equipment

Purity Seals:
Once per turning point, when a friendly ECCLESIARCHY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Icons of Faith:
You can use up to two ACTS OF REDEMPTION during a turning point, but each one must be different.


Sanctified Rounds:
Whenever a friendly operative is shooting with a relic Bolt Pistol or Bolt Weapon , if you spend a Faith point, that weapon has the Piercing Crits 1 weapon rule until the end of that sequence


Boot Knives:
Friendly ECCLESIARCHY operatives have the following melee weapon:

 Name	      ATK	HIT	DMG
BootKnives	3      4+     3/4

Ploys

Firefight - Divine intervention:
Use this Firefight Ploy when an attack die would inflict normal damage on a friendly SISTERS OF BATTLE operative. Ignore the damage inflicted from that attack die.


Firefight - Penance Through Death:
Use this Firefight Ploy when a friendly SISTERS OF BATTLE operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, you can strike with one of your remaining attack dice before it’s removed from the killzone.


Firefight - Rightous Fury:
Use this Firefight Ploy when a friendly SISTERS OF BATTLE operative is activated. Until the end of that operative’s activation, it can perform two Shoot actions during that activation if a boltgun, bolt pistol, or storm bolter weapon is selected for each of those shooting attacks. If it does not perform any Shoot actions, it can instead perform two Fight actions.


Firefight - Blinding Aura:
Use this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly SISTERS OF BATTLE operative as the valid target. Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target. If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it). Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.


Strategic - Divine Shield:
Until the end of the Turning Point, each time a shooting attack is made against a friendly SISTERS OF BATTLE operative, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can re-roll one of your failed saves.


Strategic - Emperor's Guidance:
Until the end of the Turning Point, each time a friendly SISTERS OF BATTLE operative fight or shoots, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, you can re-roll one of your attack dice.


Strategic - Vengance for the Martyred:
Until the end of the Turning Point, each time a friendly SISTERS OF BATTLE operative is granted a Martyr Point, one enemy operative within 6" suffers 1 damage.


Strategic - Redemption Through Perseverance:
You can ignore any changes to the Movment stats of friendly SISTERS OF BATTLE operatives from 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.