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Games Workshop - Warhammer 40,000: Codex: Adepta Sororitas

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Certain units are very powerful in melee, able to trade effectively and deal with units seemingly above their weight class A weirdly costed one at 25pts, as whilst the Miraculous ability is potent, the Passive is fairly middling, though does have some interesting utility with certain units.

Holy Wrath- The Bloody Rose Starter Set, giving the AP boost in the first round of combat. As with them, it helps your melee units really punch through armour, and even helps to make your humble Battle Sister sneak the occasional wound through. Chorus of Spiritual Fortitude- A CORE, CHARACTER or ENGINE OF REDEMPTION unit within 6” becomes immune to Psychic Powers, and any Powers on them are immediately removed. Niche, and Sisters have lots of tools for dealing with Psykers already, but useful to turn off or preempt particularly crippling things like Doom or Death Hex. And those days you come up against Thousand Sons or Grey Knights and get this off on your screen? Well then the Smite Train will indeed have brakes that day. Inspiring Orator- Grants a 6” Aura to CORE for ignoring Half-Strength for Combat Attrition, as well as giving +3” to any Hymns or other Command Phase abilities (not Blessings). It’s fine, ignoring a negative on Attrition can occasionally be useful, though only realistically useful for larger squads. The range boost on Command phase abilities is fairly niche, but this is pretty good as a secondary trait on a Dogmata, synergising with her abilities and her role as a “line holder” for your Infantry. Junith Eruita has this, as it’s hard not to be inspired by a floating pulpit of marble and fire.Aspects of their rules can be quite niche, or difficult to benefit from, depending on the match up, taking some time to master If your Detachment is Battle-Forged (which will be most armies) and only has SORORITAS units in it. Martyred- Spend a CP to get an additional Miracle Dice when a CHARACTER is killed, and a further D3 if it was your WARLORD . Miracle Dice are already potent, so getting more is not a bad thing, so long as you have the capability of spending them. Obviously try not to get your Characters to die if you can help it, but this at least can help offset the sting when they do. Purifying Recitations- Adds 3 to any Deny the Witch test you make, and whilst it doesn’t make you auto deny on a 3+, it can be helpful to help deny middling casting rolls. Realistically this is only going to help you against casts of a 5-7, as anything on 8+ will need the 6 to Deny regardless, on top of being incredibly niche as it is. Might have use in a mixed army for some Psychic defense, but otherwise you can safely pass.

Cleansed by Fire- Make a unit’s Flame weapons do max shots in the Shooting Phase. It’s a strong ability, albeit pricey at 2CP, so generally don’t use this on units with only 1 or 2 flamers. An Immolator, or unit of Retributors with Heavy Flamers? Go to town. Decree Passive- A max of one CANONESS per Detachment, and one MISSIONARY , as well as a limiting CULT IMPERIALIS PRIESTS in a Detachment to less than the number of SORORITAS CHARACTERS . You’ll rarely find you’d not have wanted to run some of the Sister Characters, so this is unlikely to have ever impacted you. First turn of combat’ means any rules that trigger when you Charge, are Charged, or Heroically Intervene.Defenders of the Faith- If a unit of BATTLE SISTERS is in range of an Objective Marker at the end of your Movement, you can use this to give them Transhuman as well as always Rapid Fire for their Bolt Weapons, both until your next Movement Phase. A good defensive and offensive boost, albeit only for a unit of basic Sisters, and at 2CP no matter what, it obviously has better mileage on larger squads. Can still be useful on smaller squad to help them resist a bit of extra damage on a crucial Objective.

Beacon of Faith- If the Warlord is on the battlefield, generate an extra Miracle Dice in your Command Phase, that only they can use. Whilst it can be used even if you’ve used another that phase, it’s lost at the start of your next Command Phase, so no storing them up, and it can only be used on Acts of Faith, so low numbers aren’t all that useful to you (unless you want to fail something). Given the limitations, you can probably pass on this. Aestred Thurga has this, meaning this will realistically only ever be relevant in Crusade. Holy Smokescreen- Smokescreen, but with extra incense and High Gothic chanting! Granting a tank a -1 to Hit can help offset their general frailty in 9th edition, though by no means a guarantee, but useful if there are only a few threatening weapons to worry about. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves.

Some units, particularly Characters, are effectively worthless for certain army builds or subfactions Provides some solid defense ability for its fairly cheap cost of 20pts, though both abilities are quite niche and require good, or at least convenient, timing.

A Sacred Burden- The “Sergeant carries a Relic” Stratagem common for Imperium armies. Some of them are particularly potent on certain units, though others probably wouldn’t be worth the time. The Relics in question will be discussed in the Relics section. Faith and Fury- 1CP to double dip a Miracle Dice, letting it count for both a Hit and Wound. Great when you just need something to go through, though it will then preclude you from using it for Damage, important on things like Multi-melta, so make sure it will do the business without that reliability. Strong weaponry that is quite easily accessible across a number of units, letting you hit hard and have redundancyFiery Oratory- Automatically intones a Hymn with a PRIEST at the start of any non-Command Phase, with the usual caveats of it can’t have intoned any this turn and no duplicate Hymns. Only 1CP, which is nice given some of the Hymns are quite potent, so ensuring an important one goes off can be very useful. Conviction of Faith- Reroll 1s on your Miracle Dice. Pretty useful to avoid those pesky low numbers, this can help ensure you don’t get stung with consistent poor Miracle Dice. Open the Reliquaries- The usual “More Relics” Stratagem. There’s lots of good Relics, but lots of good Stratagems as well, so don’t go crazy on this just cos you can.

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