Sisters of Battle Squad

Model NameMTSvWLdOC
Battle Sisters Squad
32mm
6"33+
6++
17+2
Ranged WeaponsRangeABSSAPD
Artificer-crafted storm bolter
rapid fire 2
24"23+402
Bolt pistol
pistol
12"13+401
Boltgun
rapid fire 1
24"13+401
Combi-weapon
ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1
24"14+401
Condemnor boltgun
ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1
24"13+401
Heavy bolter
heavy, sustained hits 1
36"34+5-12
Inferno pistol
MElTA 2, pISTOl
6"13+8-4D3
Meltagun
melta 2
12"13+9-4D6
Ministorum flamer
ignores cover, torrent
12"D6N/A501
Ministorum hand flamer
IGNORES COvER, pISTOl, TORRENT
12"D6N/A401
Ministorum heavy flamer
ignores cover, torrent
12"D6N/A6-11
Multi-melta
heavy, melta 2
18"24+9-4D6
Plasma pistol - standard
pISTOl
12"13+7-21
Plasma pistol - supercharge
pISTOl, HAzARDOUS
12"13+8-32
Melee WeaponsRangeAWSSAPD
Chainsword
Melee34+3-11
Close combat weapon
Melee14+3-11
Power weapon
Melee24+4-21
Keywords:
Agents of the Imperium, Sisters of Battle Squad, Requisitioned, Ordo Hereticus, Grenades, Infantry, Imperium

Abilities

Defenders of the Faith:If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Incensor Cherub:Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

Designer’s Note: Place an Incensor Cherub token next to the unit, removing it once this ability has been used.
Core:
Faction:
Assigned Agents
Assigned Agents

Wargear Options

The Sister Superior’s boltgun can be replaced with one of the following:
  • 1 bolt pistol
  • 1 combi-weapon
  • 1 condemnor boltgun
  • 1 inferno pistol
  • 1 Ministorum hand flamer
  • 1 plasma pistol
The Sister Superior can be equipped with one of the following:
  • 1 chainsword
  • 1 power weapon
1 Battle Sister’s boltgun can be replaced with one of the following:
  • 1 artificer-crafted storm bolter
  • 1 meltagun
  • 1 Ministorum flamer
1 Battle Sister’s boltgun can be replaced with one of the following:
  • 1 artificer-crafted storm bolter
  • 1 heavy bolter
  • 1 meltagun
  • 1 Ministorum flamer
  • 1 Ministorum heavy flamer
  • 1 multi-melta
1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced).

Wargear Abilities

Simulacrum Imperials:Improve the Leadership characteristic of models in the bearer’s unit by 1.

Unit Composition

1 Sister Superior
9 Battle Sisters
Every model is equipped with: bolt pistol; boltgun; close combat weapon.

Costs

10 models (AGENTS OF THE IMPERIUM Detachment) - 100pts
1 model (Assigned Agent) - 115pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.