Sisters of Battle
Composition
Common Abilities and Options
Anti-Psyker:*
Whenever this weapon is being used against an operative that has the PSYKER keyword, it has the Lethal 5+ weapon rule and up to one crit may inflict an additional 1 damage.
Faith in the Emperor:
When any of the following conditions are met, gain Faith Point(s).
- When performing a charge action, gain 1 Faith Point
- When incapacitating an enemy operative while Fighting or Retaliating, gain 2 Faith Points
- When a friendly operative is Injured after damage is inflicted, gain 1 Faith Point.
- When damage is inflicted to a friendly operative is equal to or greater than the remaining wounds.
- The first time a friendly operative rolls a 6 in a turning point, gain 1 Faith Point.
You can only retain up to 5 Faith points at the start of each Strategic Phase.
Gain D3 Faith Points at the start of the first Strategic Phase.
Miracles:
You may resolve these effects using Faith Points
- Rejuvenation- 2 Faith Points
- Use this at the start or end of any action during a Friendly Operative's activations.
- Regain up to D3+1 lost wounds.
- Ardour - 2 Faith Points
- Use this at the start of a Friendly operative's activation or once during the Strategic Phase, select a friendly operative.
- Until the end of the battle, add 1 to that operative’s APL stat. You cannot select this for Operatives with an APL stat starting at 3.
- Righteous Hatred - 1 Faith Point
- Use when gaining a Faith Point or when performing a Fight action.
- Until the end of the battle, weapons on that operative’s datacard have the Accurate 1 weapon rule.
- Unyielding Contempt - 2 Faith Points
- Use at the start of a friendly operative's activation, once per turning point.
- Until the end of this operative's activation, ignore modifying their stats as a result of injury, and be immune to Stun and Shock until the end of the turning point.
- Exigence - 1 Faith point
- Use at the end of an enemy operative's Fight or Shoot action, or when a Friendly Operative is incapacitated while Retaliating.
- Select a friendly operative. That operative may either make a Dash of up to 2", ending closer to either the enemy operative, or a Charge action to that enemy operative of up to 2", change their order to Engaged if Concealed.
- Through Suffering, Strength - 1 Faith Point
- Use when rolling defence dice for a friendly operative.
- Inflict 1 damage to this operative, retain an additional save or convert a normal save to a critical save.
Scorch:*
When resolving critical damage with this weapon, target operative gains a Scorch Token.
When an operative gains a Scorch token, inflict 1 damage on that operative, On a 4+, -1 to that operative's APL stat until the end of their next activation.
In the next activation;
- If this operative is selected to activate or if it is the end of the Firefight phase, inflict 1 damage to that operative. And remove the token.
- If this operative is not selected to activate, inflict D3 damage to that operative. And remove the token.
Storm Of Retribution (2AP):
This operative performs two free shoot actions in any order.
Cannot perform this action within control range of an enemy operative.
Angelic Wings:
This operative may ignore the first vertical 2" when climbing and ignore vertical distance from Drops.
Small:
Whenever this operative is in cover and Concealed, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Terrain) except being within 2".
Canoness
A 3
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Condemnor Boltgun (Rending, Devastating 1) | 4 | 3+ | 3/3 |
| Condemnor Stake Thrower (Silent, Devastating 1, Lethal 5+, Piercing Crits 1, Anti-Psyker*) | 4 | 3+ | 2/2 |
| Scoped Plasma Pistol | |||
| Scoped (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Standard (Rng 8", Piercing 1) | 4 | 3+ | 3/5 |
| Overcharged (Rng 8", Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Relic Inferno Pistol (Rng 6", Devastating 2, Piercing 2, Scorch*) | 4 | 3+ | 4/3 |
| Blessed Blade (Lethal 5+) | 4 | 2+ | 4/6 |
| Hallowed Chainsword (Ceaseless) | 4 | 3+ | 4/5 |
| Null Mace (Shock, Anti-Psyker*) | 4 | 3+ | 4/4 |
| Brazier of Holy Fire (Brutal, Anti-Psyker*) | 4 | 3+ | 4/4 |
Abilities
Anti-Psyker*Faith in the EmperorIron HaloMiracles1AP: Sacred CommandScorch*The Emperor's GraceMinistorum Priest
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Zealot's Vindicator | |||
| Focused (Rng 8", Saturate, Torrent 1", Scorch*) | 5 | 2+ | 3/3 |
| Sweep (Rng 6", Saturate, Torrent 2", Scorch*) | 4 | 2+ | 2/3 |
| Holy Pistol (Rng 9", Holy*) | 4 | 3+ | 3/5 |
| Zealot's Vindicator (Balanced, Brutal) | 5 | 4+ | 4/5 |
Abilities
Anti-Psyker*Faith in the EmperorHoly*MiraclesRighteous SmitingScorch*Dogmata
A 2
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Mace of the Righteous (Brutal, Anti-Psyker*) | 4 | 3+ | 4/5 |
Abilities
Anti-Psyker*Executioner of HereticsFaith in the EmperorIcon BearerMiraclesScorch*Retributor Cherub Guide
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Condemnor Combi-Weapon | |||
| Combi-Profile (Saturate, Scorch*) | 4 | 3+ | 3/4 |
| Condemnor Bolter (Rending, Devastating 1) | 4 | 3+ | 3/3 |
| Voice of Condemnation (Rng 6", Seek, Severe, Stun) | 5 | 3+ | 1/2 |
| Holy Pistol (Rng 9", Holy*) | 4 | 3+ | 3/5 |
| Saintly Relic (Brutal, Severe) | 4 | 4+ | 3/4 |
Abilities
Anti-Psyker*0AP: Cherub DirectionFaith in the EmperorIron WillMiraclesScorch*Retributor Heavy Gunner
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Piercing Crits 1, Heavy Dash) | 5 | 3+ | 4/5 |
| Sweeping (Piercing Crits 1, Torrent 1", Heavy Dash) | 4 | 3+ | 4/5 |
| Heavy Flamer (Rng 6", Saturate, Torrent 2", Scorch*, Heavy Dash) | 5 | 2+ | 3/3 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Gun Bash (Brutal) | 3 | 4+ | 4/4 |
Abilities
Anti-Psyker*Faith in the EmperorMiraclesScorch*2AP: Storm Of RetributionBattle Sister Warrior
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun (Accurate 1) | 4 | 3+ | 3/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Anti-Psyker*Faith in the EmperorMiracles1AP: Storm Of RetributionBattle Sister Icon Bearer
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Anti-Psyker*Faith in the EmperorMiracles1AP: Rally CrySimulacrum ImperialisBattle Sister Cremator
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Cremator | |||
| Standard (Rng 7", Saturate, Torrent 1", Scorch*) | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Saturate, Torrent 0", Seek Light) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Anti-Psyker*Cleansing RitualFaith in the EmperorMiraclesScorch*Celestine Sacresant
A 2
M 6"
S 2+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Anointed Halberd (Lethal 5+, Rending) | 4 | 3+ | 4/6 |
| Hallowed Mace (Brutal, Shock) | 4 | 3+ | 4/4 |
Abilities
Anti-Psyker*Faith in the EmperorMiraclesSacresant ShieldSworn ProtectorRetributor Cherub
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pyre Cannister | |||
| Throw (Rng 4", Seek Light, Saturate, Piercing 1, Devastating 3, Limited 1, Scorch*) | 4 | 4+ | 3/3 |
| Detonate (Rng 2", Blast 2", Seek Light, Saturate, Piercing 1, Devastating 3, Limited 1, Scorch*) | 4 | 2+ | 5/3 |
Abilities
Angelic WingsScorch*SmallStockedBattle Cherub
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chained Incense Burner (Brutal, Accurate 1, Balanced, Scorch*, Severe) | 4 | 5+ | 4/3 |
Abilities
Angelic WingsScorch*SmallUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Ploys
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.