Sisters of Battle

Homebrew by mark4418
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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 Grace

Iron Halo: Once per battle, when an attack die inflicts Damage on this operative, you can ignore that inflicted damage.

Sacred Command (1AP): SUPPORT Select a friendly operative within 6" and Visible.

That operative adds 1 to their APL until the end of their next activation.


Cannot perform this action within control range of an enemy operative.

The Emperor's Grace: Once per battle, when rolling defence dice for this operative, you can either add 1 to this operative's save stat, or reduce Piercing rule by 1. (Piercing 1 would be reduced to Piercing Crits 1)

Ministorum 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*

Holy:* When selecting this weapon for a Shoot action, roll a D6. Weapon gains the matching effect for the action.

1-2 : Add 1 to the result of one failed result.

3 : Gain Accurate 1

4-5 : Gain Saturate

6 : Add 1 to the result of one failed result, and choose to gain either Accurate 1, or Saturate.

Righteous Smiting: When this operative makes a Fight action, add 1 to the damage inflicted on the first strike against the enemy operative.

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*

Executioner of Heretics: When an enemy operative is within 3" of this operative, -1 to that operative's weapons hit stats.

Icon Bearer: Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

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*

Cherub Direction (0AP): Select a friendly Cherub Operative visible.

That operative may resolve a 1AP action for free immediately. -1 to that Operative's APL stat until the end of their next activation.


Cannot perform this action within control range of an enemy operative.

Iron Will: This operative ignores the Stun rule and APL modifiers.

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 Retribution
Battle 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 Retribution
Battle 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 Imperialis

Rally Cry (1AP): Friendly Operatives within 6" and Visible may ignore APL modifiers until the end of the turning point or when this operative is incapaciated.


Cannot perform this action while Concealed

Simulacrum Imperialis: Whenever determining control of a marker, treat the APL stat of this operative as 1 higher. This is not an APL stat modifier.

At the end of this operative's activation, if controlling an objective or mission marker, gain 1 Faith Point.

Battle 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*

Cleansing Ritual: If an enemy gains a Scorch token during this operative's activation, gain 1 Faith Point.

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 Protector

Sacresant Shield: When this operative Retaliates, you may resolve one attack dice to Block before the Attacker resolves their dice.


Whenever this operative is fighting or retaliating with this weapon profile, each of your blocks can be allocated to block two unresolved successes (instead of one).

Reduce Piercing against this operative by 1

Sworn Protector: Once per turning point, when a friendly operative visible to and within 2" of this operative is selected as the valid target of a Shoot action or to fight against during the Fight action, you can use this rule. If you do, this operative becomes the valid target or is fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat this operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, this operative is only in cover or obscured if the original target was.

This rule has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Retributor 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*SmallStocked

Stocked: When a friendly Retributor Operative performs a shoot action within control range of this operative, weapon gains Balanced.

Battle 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*Small
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.