Adepta Sororitas Strike Force

Adepta Sororitas Strike Force

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 Martyr point to use one ACT OF REDEMPTION. 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 lost wounds.

-Drown in holy fire - This operatives Ranged weapons have the Piercing Crits 1 weapon rule.

Jump Pack:
When this Operative is performing the Charge, Fall Back or Reposition action during its activation, remove it from the killzone and set it back up wholly within 12" horizontally of its original location.

The operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Operatives

1. Battle Sister Superior
Battle Sister Superior
A 2
M 6"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Gun butt
3
4+
2/3
Bolt Pistol (Rng 8")
4
3+
3/4
Blessed Boltgun (Prc1)
4
3+
3/5
Abilities
Holy MartyrsDivine PrayerShield

Divine Prayer: If this operative is in the kill zone at the start of each Turning Point, gain one Martyr point.

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

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
2. Battle Sister Seraphim
Battle Sister Seraphim
A 2
M 6/12"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Bolt Pistol (Dual weild) (Rng 8", Tor 2")
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Jump PackHoly Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
3. Battle Sister Seraphim
Battle Sister Seraphim
A 2
M 6/12"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Bolt Pistol (Dual weild) (Rng 8", Tor 2")
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Jump PackHoly Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
4. Battle Sister Warrior
Battle Sister Warrior
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
5. Battle Sister Warrior
Battle Sister Warrior
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
6. Battle Sister Warrior
Battle Sister Warrior
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
7. Battle Sister Heavy Gunner
Battle Sister Heavy Gunner
A 2
M 5"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng 8", Sat, Tor2")
5
2+
3/4
Heavy Bolter
Focused Bolt (PrcCrit1)
5
3+
4/5
Sweeping Bolt (Tor1", PrcCrit1)
4
3+
4/5
Gun butt
3
4+
2/3
Abilities
Holy Martyrs
ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER
8. Nemesis - Small
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Kustom Mega-blasta (Lethal 5+, Prc 1)
4
3+
5/6
Power Weapon (Lethal 5+)
4
3+
5/7
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Small: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead
NEMESIS

Equipment

Holy Hand Grenade

Limited 1, Range 6" ATK 4 HIT 4+ DMG 4/6

Weapon Rules Lim1, Prc1, Blast 2"

Purity Seal

Once per battle, when an operative is fighting in combat, making a shooting attack, or a shooting attack is being made against it, you can use the Command Re-Roll Tactical Ploy (see the Kill Team Core Book) without spending any CP.

Ploys

Firefight: Divine intervention
Firefight Ploy

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
Firefight Ploy

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: Righteous Fury
Firefight Ploy

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.

Strategy: Divine Shield
Strategy Ploy

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.

Strategy: Vengeance for the Martyred
Strategy Ploy

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.

Strategy: Redemption Through Perseverance
Strategy Ploy

Until the end of the Turning Point, you can ignore any changes to the AP stats of friendly SISTERS OF BATTLE operatives.

Tac Ops

Sweep & Clear
Seek And Destroy

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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

Dominate
Seek And Destroy

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.