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

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Some units, particularly Characters, are effectively worthless for certain army builds or subfactions 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.

Here are some key points to remember when reading this Primer, mainly to save it being typed out every time. Don’t forget that this presumes you have the Codex, so some basic things may not be explained here. Fiery 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. Aspects of their rules can be quite niche, or difficult to benefit from, depending on the match up, taking some time to master Hallowed Martyrs- Be like Our Martyred Lady, getting +1 to Hit when under Starting Strength. A good trait, making your units potentially more powerful if they aren’t outright destroyed, but again is useless for units with only single models. 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.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. In 9th there are now sub-categories of Stratagems, essentially giving them a Keyword that has interactions with certain rules. It won’t come up all that often, just something to look out for. Passive- The Character heals D3 Wounds in each of your Command Phases. Obviously not so helpful if you aren’t injured, or die, but can be useful if you’ve borne the brunt of an explosion or Psychic Power, perhaps revived with Divine Intervention, or otherwise managed to take some hits in a previous turn. Not always relevant, but useful when it crops up. Passive- +1 Strength and Damage to non-Relic Melee Weapons. It’s simple but effective, and can turn even the humble Power Sword into a decent melee weapon, though you get the most mileage from a Blessed Blade, basically making it better then the already existing Relic version.

If your Detachment is Battle-Forged (which will be most armies) and only has SORORITAS units in it. The most expensive of the Blessings at a massive 40pts, almost as much as the Character that bears it, but for that you get two very powerful abilities. Rites of Fire- +4” Range to all Flame weapons is a decent buff, though probably unnecessary due to wanting to fight over the midboard and the generally smaller board sizes as is. Coupled with the 12” Range most Flamers have now, and this isn’t as amazing as it would have been previously. Still not bad, but there’s generally better choices. Can’t be combined with Raging Fervour or Unshakeable Vengeance. Inviolate Shieldwall- -1 to wound for a unit of SACRESANTS or CRUSADERS in the Fight Phase. Solid defensive buff, though remember with only T3 they will generally still be wounded on 4s, if not 3s against the real scary stuff out there, but for 1CP every little can help 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.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. explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original. 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. First turn of combat’ means any rules that trigger when you Charge, are Charged, or Heroically Intervene. Blade of Saint Ellynor

All SORORITAS units have the ADEPTUS MINISTORUM Keyword as well, but not all MINISTORUM units are SORORITAS , so don’t presume the two overlap. Your PRIESTS all know War Hymn , and certain characters know an extra one. If they’re a SORORITAS they have access to all six, otherwise it’s just the first three. These are all activated in the Command Phase and last until your next Command Phase (apart from Refrain), so make sure you get set up in the previous turn to use them, but bear in mind only going off on a 3+ means you shouldn’t hinge a plan on them, and each can only be attempted once per Command Phase.

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Strong weaponry that is quite easily accessible across a number of units, letting you hit hard and have redundancy

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