PDF Archive

Easily share your PDF documents with your contacts, on the Web and Social Networks.

Share a file Manage my documents Convert Recover PDF Search Help Contact



Test .pdf



Original filename: Test.pdf
Author: Angéline

This PDF 1.5 document has been generated by Microsoft® Office Word 2007, and has been sent on pdf-archive.com on 20/03/2017 at 16:01, from IP address 77.151.x.x. The current document download page has been viewed 556 times.
File size: 910 KB (44 pages).
Privacy: public file




Download original PDF file









Document preview


Special Rules
Shield of Faith : The galaxy abounds with blasts and blades that will cut through your flesh and your
armour as easy as if it were air ; Against those, there will be but one thing you can call upon to
protect you, and it is the Emperor.
Models with Shield of Faith ( X+ ) gain an X+ invulnerable save ; If not specified, Shield of Faith is
assumed to be Shield of Faith ( 6+ ).
Additionally, they gain Adamantium Will, and units from this codex may cover friendly models with
this rule when firing their Template weapons ( And the Fury Act of Faith ) ; They do not hit them.

Act of Faith : It is one thing to dedicate your life to the Emperor, to toil in His factories or pray in His
temples, but it is another to be ready for the moment of truth, the one instant when He will call upon
you and rely upon you to rise and serve Him .
Some units are noted as having the Act of Faith special rule in their entry. Different units have
different Acts of Faith, each of which is named in the unit’s entry along with its specific rules, but all
Acts of Faith use the rules listed here.
A unit with the Act of Faith special rule will have several named Acts of Faith named in its entry ; It
must choose one of them to be fielded with, and that choice is part of your army list. Some are free,
but others have a cost associated to them, in which case it is added to the unit’s cost when chosen.
A unit with the Act of Faith special rule can attempt to use its chosen Act of Faith at the time
specified in the specific Act of Faith’s entry. To do so, the unit must take a Leadership test.
If the test is failed, nothing happens and that unit cannot attempt to use that Act of Faith again for
the rest of the battle. If the test is passed, the Act of Faith is successful and the effects listed in its
entry take immediate effect.
Unless stated otherwise, only models in the unit with the Act of FAith special rule will gain its effects,
which can include Independent Characters. Note that models gain the effects of Acts of Faith on an
individual basis, and at the moment the Act of Faith is used ; Independent Characters dying or
joining/leaving units will not affect who is or isn’t affected.
Unless stated otherwise, a unit can only attempt to use the same Act of Faith once per game and a
unit cannot attempt to use more than one Act of Faith in the same phase.
Example : A Canoness joins a Battle Choir, and decides to use her Act of Faith ; It is successful. The
Battle Choir immediately gains the effects of the Act of Faith, because despite having no Act of Faith
they can use themselves, they do have the Act of Faith special rule. Even if the Canoness is killed, the

Battle Choir will retain the effects of her Act of Faith until they expire, because they were part of her
unit when it was used.

Battle Oath : A Battlefield is but another Church ; Let your boltgun’s roar be your prayer, let the blood
you shed be your offering ; Let the orders you receive be like sacred commandments.
Some units are noted as having the Battle Oath special rule in their entry. And some ( But not all ) of
them will have named Battle Oaths listed in their entry, along with their specified rules.
A unit with access to Battle Oaths will have several named Battle Oaths in its entry ; It must choose
one of them to be fielded with, and that choice is part of your army list. Some are free, but others
have a cost associated to them, in which case it is added to the unit’s cost when chosen.
Battle Oaths have varying rules, from permanent effects to abilities to be used throughout the
battle ; Whatever these rules are, they are listed in the Battle Oath’s entry.
Unless stated otherwise, a model with a Battle Oath will grants its Battle Oath’s effects to all models
in its unit that have the Battle Oath special rule, including Independent Characters.
Example : Battle Maidens ( From a Battle Choir ) have the Battle Oath special rule, but despite this,
they do not have any named Battle Oath listed in their entry. Thus, their Battle Oath special rule has
no practical effect but to allow them to gain the effects of ( For example ) a Canoness’ Battle Oath
when she joins them.

Warlord Traits
1:
2:
3:
4:
5:
6:

Armoury

Weapons
Boltgun : Smaller than its Astartes counterpart, for good reason, as the Sisters would never be able to
effectively wield these oversized weapons, The Godwyn-De’Az Pattern Boltgun still fires the exact
same bolts ; This Bolter is only in use by the Adepta Sororitas, having stood against the test of time
thanks to its reliability and potency. A feature appreciated by the warriors of the Ecclesiarchy is the
ability to affix a Sarissa - a vicious, curved blade that can be used to piece or cut - to the weapon, a
trait most useful to the close-quarter tactics of the sisters.
Name
Boltgun

Range
24”

Strength
4

AP
5

Type
Rapid Fire

Autogun : Though the Sisters of Battle use the bolter for reasons both symbolic and practical, other
orders of the Adepta Sororitas resort to more mundane weapons as they are neither the tools of their
calling nor suitable for use by non power-armoured humans.
Name
Autogun

Range
24”

Strength
3

AP
-

Type
Rapid Fire

Specialist Weapons
Storm Bolter : Essentially two bolters fused together, though they share a single feeding and trigger
mechanism, the storm bolter is a fearsome weapon that compacts devastating firepower in a
handheld and relatively light weapon.
Name
Storm Bolter

Range
24”

Strength
4

AP
5

Type
Assault 2

Flamer : While the weapon surely has its merits and finds its way into many armies of the Imperium
and of its foes alike, the flamer also has an almost divine purpose in the hands of the Adepta Sororitas,
as the Emperor’s daughters like to dispense His fiery retribution to His foes, but also relish in their
suffering and the reduction of all they ever were to ashes.
Name
Flamer

Range
Template

Strength
4

AP
5

Type
Assault 1

Combi-flamer, -melta, -plasma or condemnor boltgun : The Sisters of Battle make use of combiweapons common to many others forces of the Imperium, but also of the more exclusive Condemnor
Boltgun. In essence, it uses a crossbow as a secondary weapon to the bolter ; A simple and archaic
weapon indeed, its silver stakes seeming harmless in the 41 st millennium, but the disruption sigils they
bear will render the connection of psykers to the Warp unstable, something more dangerous than
steel and fire.

A model armed with a combi-weapon can choose to fire either the main boltgun, or the secondary
weapon. You cannot fire both in the same turn. Each combi-weapon has only one secondary weapon.
The main and secondary weapons of a combi-weapon fire at the same time as all other similarly
named weapons in that unit. For example, the ‘boltgun’ part of a combi-weapon fires at the same
time as all other boltguns in the unit.
Secondary Weapons :
Name
Flamer
Melta
Plasma
Condemnor

Range
Template
12”

Strength
4
8

AP
5
1

24”

5

-

Type
Assault 1, One Use Only
Assault 1, Melta, One Use Only
Rapid Fire, Gets Hot, One Use Only
Assault 1, Psi-shock

Psi-shock : Any unit with the Pskyer, Brotherhood of Psykers or Psychic Pilot special rules that
is hit by a weapon with this special rule suffers the Perils of the Warp in addition to any other
damage.

Meltagun : Bearing the same meaning as flamers to the Sisters, though far less impressively, the
meltagun is however a formidable weapon in their hands, as they revel in short range engagements,
and will allow them to take down any target, no matter how thick its armour if not hull is.
Name
Meltagun

Range
12”

Strength
8

AP
1

Type
Assault 1, Melta

Plasma Gun : Each an ancient relic, plasma guns are precious and dangerous beyond reckoning,
though it has been long since their technology has been fully understood ; It has not, however,
stopped the Imperium from using them, quite the contrary, though it does so at the expense of their
wielders who risk paying the price of their frequent overheating problems.
Name
Plasma Gun

Range
24”

Strength
7

AP
2

Type
Rapid Fire, Gets Hot

Incinerator : Essentially flamers, Incinerators however make use of blessed prometheum. It is an
arcane and dangerous process than to meddle with such a volatile product, but it results in more
potent weapons, especially against the most wicked enemies of the Emperor whose very soul will be
set ablaze by the holy prometheum.
Name
Incinerator

Heavy Weapons

Range
Template

Strength
6

AP
4

Type
Assault 1, Soul Blaze

Multi-melta : Though a meltagun is a most fearsome weapon, it however lacks in range, something
the multi-melta, in essence merely two meltaguns calibrated so they combine their fire, aims to
remedy. It is not without a price, however, as the resulting weapon is far heavier and hardly fit for the
same fast paced engagements as its small brother.
Name
Multi-Melta

Range
24”

Strength
8

AP
1

Type
Heavy 1, Melta

Heavy flamer : It is hardly a surprise that the Imperium sought to upscale its regular pattern of flamer,
but though it results in a far more effective weapon, it also requires a bigger prometheum tank which
most humans cannot transport into combat ; Thankfully, the sisters wear power armour, allowing
them to make full and unrestricted use of this weapon.
Name
Heavy Flamer

Range
Template

Strength
5

AP
4

Type
Assault 1

Heavy bolter : The heavy bolter is, for all intents and purposes, a bigger boltgun ; Both its mechanism
and ammunition are scaled up, rendering it far more potent though also more cumbersome. It also
requires a backpack to supply it with the needed bolts, as clips would prove impractical ; This is both a
flaw and an advantage, however, as it allows long, uninterrupted fire at the cost of added weight.
Name
Heavy Bolter

Range
36”

Strength
5

AP
4

Type
Heavy 3

Plasma cannon : Firing enormous blasts of its namesake, the plasma cannon keeps the sheer lethality
of its small brother and adds the benefit of a literal explosion of superheated hydrogen to it, melting
its way through the armour of its target and anyone foolish enough to have stood close to it.
Name
Plasma Cannon

Range
36”

Strength
7

AP
2

Type
Heavy 1, Blast, Gets Hot

Heavy Incinerator : Though rendered far too heavy for the quickness close quarter firefights, the
heavy incinerator benefits from added pressure at its muzzle, allowing it to propel holy prometheum
over impressive distances, making for a still largely practical weapon.
Name
Heavy Incinerator

Range
Template

Strength
6

AP
4

Type
Heavy 1, Soul Blaze, Torrent

Psycannon : Physically equivalent to a heavy bolter, the psycannon however employs bolt of an
entirely other nature ; Psychically charged, trading their diamond tip for silver, and blessed in more
ways than one, they are able to bypass most ethereal protections, especially those given by the dark
powers of the warp.

Name
Psycannon

Range
24”

Strength
7

AP
4

Type
Salvo 2/4, Rending

Pistols
Bolt Pistol : While it can only fire a few bolts - if only more than one - before needing to be reloaded,
something not that detrimental when used for only a few instants before closing in for melee, the bolt
pistol more than makes up for this impracticality by using the exact same projectile as the mighty
boltgun.
Name
Bolt Pistol

Range
12”

Strength
4

AP
5

Type
Pistol

Plasma Pistol : Though the reduction in size has made the plasma pistol’s projectile more unstable,
allowing for far less accuracy, its power is unaffected, making for a lethality rare amongst pistols.
Name
Plasma Pistol

Range
12”

Strength
7

AP
2

Type
Pistol, Gets Hot

Hand Flamer : Though its power is constrained by its size, the hand flamer trades frequent reloading
for retaining the range of its bigger brothers, a surprising and often unforgiving trait to the
uninitiated.
Name
Hand Flamer

Range
Template

Strength
3

AP
6

Type
Pistol

Inferno Pistol : Arcane works of art, inferno pistols are some of the most lethal infantry-borne
weapons of the 41st millennium, and in the form of a pistol, though their application is very limited
due to a particularly small range.
Name
Inferno Pistol

Range
6”

Strength
8

AP
1

Type
Pistol, Melta

Melee Weapons
Chainsword : Unsophisticated weapons, chainswords are however brutally effective against
unarmoured foes, and trained sisters, with the Emperor’s guidance, can hope to lodge it into weak
points of their opponent’s armour for a still devastating blow.
Name
Chainsword

Range
-

Strength
User

AP
-

Type
Melee

Power Weapons : Only bestowed upon high-ranking members of the Adepta Sororitas, one of the
rare weapons ceremonially given even in non-militant orders, power weapons symbolize power, both
because of the rarity of their wielders and their potency on the battlefield.
Name
Power Sword
Power Axe
Power Maul
Power Lance

Range
-

Strength
AP
User
3
+1
2
+2
4
+1/User* 3/4*

Type
Melee
Melee, Unwieldy
Melee, Concussive
Melee

* Power lances have two profiles for both Strength and AP. The first is used only on a turn in which a
model charges ; the second is used at all other times.
Eviscerator : Essentially a chainsword of an enormous size, few foes could ever hope to survive the
blow of an eviscerator, though its size makes it far too cumbersome to be wielded in any form of
grace or speed ; It is however irrelevant to the sisters who willingly arm themselves with this weapon
in a spirit of sacrifice, often motivated by repentance.
Name

Range

Strength

AP

Eviscerator

-

x2

2

Type
Melee, Armourbane, Two-handed,
Unwieldy

Arco-flail : Rarely practical, arco-flails are as much a punishment to their wearer as a mean for them
to atone for their sins in battle ; Their total inability to block enemy blows is as much a guarantee of
the later as it ensures there is but one way for arco-flagellants - All-out offense.
Name
Arco-flail

Range
-

Strength
User

AP
-

Type
Melee, Specialist Weapon

Neural Whip : Cruel weapons, neural whips slice armour and flesh open before delivering a vicious
psycho-strike at the nerve system of the victim, causing pain that few can resist, let alone ignore.
Name

Range

Strength

AP

Neural Whip

-

User

3

Type
Melee, Neural Shock, Specialist
Weapon

Neural Shock : Against non-vehicle units with a Leadership of 8 or less, a Neural Whip has the
Shred special rule. If there are different Leadership values in the target unit, use the majority rule.

Vehicle Weapons
Exorcist missile launcher : Sometimes - and far more precious when it is the case - fashioned as a
pipe organ, the Exorcist missile launcher is a temperamental weapon whose rites have been in part
forgotten with the years, though any missile it consents to fire will invariably wreck havoc.
Only the Spathae profile may be used by an un-upgraded Exorcist Missile Launcher.

Name
Exorcist Missile Launcher - Spathae
Exorcist Missile Launcher - Hasta

Range
48”
48”

Strength
8
7

AP
1
2

Type
Heavy D3, Armourbane
Heavy D3, Armourbane, Skyfire

Flamestorm cannon : Concentrating its entire firepower into a short-ranged wall of fire, the
flamestorm cannon, contrarily to its small brethren, can seldom be ignored except by the most
armoured foes, its intense heat enough to make the smallest crack or weak point in an armour a
painful and unforgiving experience.
Name
Flamestorm Cannon

Range
Template

Strength
6

AP
3

Type
Assault 1

Armours
Flak Armour : Cheap and easy to produce, flak armour comprises several layers of ablative
thermoplastic materials and impact absorbent carbifibres.
Flak armour confers a 5+ Armour Save.

Carapace Armour : Though the non-militant orders do not usually make use of any form of powerarmour, even the light pattern employed by the Sisters of Battle proving cumbersome for their
purposes, they would certainly not go to war without any protection. They employ a specific pattern
of carapace armour that, aside from being fashioned with their order’s iconography, includes tools
dedicated to their function.
Carapace armour confers a 4+ Armour Save.

Power Armour : Constructed from thick ceramite plates, the power armour worn by the Adepta
Sororitas is based upon the same archaic systems as that worn by the brethren of the Adeptus
Astartes. It provides the same degree of armoured protection, yet must forego the more advanced
support systems and strength enhancing abilities, for the Sisters of Battle do not possess a Space
Marine’s ability to interface directly with their own armour. Despite this, the Sisters of Battle are one
of the few forces outside of the Adeptus Astartes to be granted the right to wear such formidable
armour, and they are trained to use its abilities to deadly effect.
Power armour confers a 3+ Armour Save.

Artificer Power Armour : Of a making unlike any other, artificer power armour is as durable as any
other form of protection in the galaxy thanks to careful arrangements of interlocking plates of
ceramite. It is however precious beyond reckoning, each the legacy of its craftsman and all its wearers,
and reserved to only the highest ranking members of the Adepta Sororitas.

Artificer power armour confers a 2+ Armour Save.

Storm Shield : A storm shield is a large, solid shield that has an energy field generator built into it.
Though the bulk of the shield offers physical protection, the energy field is capable of deflecting even
the most powerful attacks.
A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can
never claim the +1 Attack gained for being armed with two Melee weapons in an assault.

Special Issue Wargear
Frag grenades : Lethal storms of shrapnel from these grenades drive opponents further under cover
for a few precious moments, allowing attackers more time to close in and, hopefully, get the first
blow in against a disoriented foe.
Follow the rules for Assault Grenades :
Shooting
When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a
grenade, rather than using another shooting weapon.
Name
Assault Grenade

Range
8”

Strength
3

AP
-

Type
Assault 1, Blast

Assault
Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging
enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

Krak grenades : Krak grenades are implosive charges designed to crack vehicle armour, though
address can make it lethal to infantry as well.
Shooting
When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a
grenade, rather than using another shooting weapon.
Name
Krak Grenade

Range
8”

Strength
6

AP
4

Type
Assault 1


Related documents


great crusade adeptus mechanicus rule set 3
great crusade imperial rule set 5 4
41mrc guidev1 1
41mrc guidev1 2
class guide for the 41st mrc
class guide for the 41st mrc 1


Related keywords