Battle Sisters on the Battlefield – Part 1

That’s right – it’s time to start looking at the new Sisters of Battle rules! In fact, the Sisters of Battle Army Set that’s available to pre-order this weekend includes a full codex, so we’ll be taking a look at what lies within throughout the week. Today, we’re investigating their army-wide rules…

This article was originally published on the Warhammer-community page.

In the new codex, the Sisters of Battle are more powerful, more flexible and have greater thematic depth than ever before. Elite, power-armoured troops, they utilise sacred rites, holy rituals and the power of their faith to go toe to toe with the greatest horrors the galaxy has to offer.

Meanwhile, rampaging hordes of penitents, flagellants and biomechanical horrors tear bloody swathes through the foe. These are the Adepta Sororitas, and they’re better equipped than ever to face the horrors of these dark times. 

Acts of Faith

The Adepta Sororitas are renowned for performing feats on the battlefield that appear nothing short of miraculous. The thing is, they actually ARE miraculous!

In our unboxing of the Sisters of Battle Army Set, we mentioned the inclusion of 12 Miracle dice. These dice are kept to one side and accrued over the course of the battle as certain circumstances are met, and they’re expended to channel the Acts of Faith for which the Sisters of Battle are renowned. Here’s how you generate them…

Each time you earn a Miracle dice, you roll it and add it to your pool, while retaining its score. You can then expend these dice in place of certain rolls (hit and wound rolls, saving throws, and more) later in the battle to ensure you get the exact result you need, when you need it. How about that for your own divine intervention?!

Picture the scene – you’ve just struck a high-value enemy target with an attack that inflicts D6 Damage and it has 6 Wounds left. You could trust to fate, or even a Command Re-roll, and hope for the best… or nonchalantly burn a 6 from your pool of Miracle Dice to score a 6 automatically! What about if you’re facing a tough Morale test? Use a 1 from your Miracle Dice pool and pass it with ease!

Anyone who’s played with or against the Disciples of Tzeentch in a game of Warhammer Age of Sigmar will be acutely aware of how powerful this kind of mechanic can be. Enemies of the Emperor, beware!

Sacred Rites

When the Sisters of Battle take to the battlefield, they do so having performed holy rituals to prepare themselves mentally and spiritually for the bloody task ahead.

Sacred Rites offer powerful in-game advantages and are earned by ‘keeping the faith’ – otherwise known as fielding an army made exclusively of Adepta Sororitas and Adeptus Ministorum units. At the start of the battle, you can either pick one of the six Sacred Rites to activate – whichever is most advantageous for the mission or enemy army at hand – or sacrifice your choice to generate two at random to benefit from both!

If you’re expecting to be in for a tough fight, you may want to consider Spirit of the Martyr to ensure that if your Sisters fall in battle, they’ll die hard.

Alternatively, if you’re facing large numbers of aggressive enemies such as Tyranids or Orks, The Passion may give you the edge you need in combat.

And There’s More…

Many of the Sisters of Battle units have the Shield of Faith ability, offering them an invulnerable save – which is always handy!* –  and a chance to Deny the Witch. They’re really not fans of witches, after all…

In addition to your tactically versatile, Emperor-blessed Battle Sisters, you’ll also have access to some wild and incredibly dangerous auxiliary units such as Death Cult Assassins and Penitent Engines. What’s more, these units have the Zealot ability, making them deadlier still once combat is joined.

Arco-flagellants are dangerous enough as it is, but when they’re re-rolling hit rolls too, that’s a whole new world of pain!

That’s the army-wide rules covered, but we’ll have more on the Warlord Traits, Relics, Stratagems and Order Convictions of the Sisters of Battle later in the week.

Let us know which of the new rules you’re looking forward to trying out in our comments on the Warhammer 40,000 Facebook page. If you haven’t read James Swallows’ Sisters of Battle Omnibus, grab a copy to inspire you while you wait to pre-order your army set this weekend!

* OK, so not against mortal wounds, but it’s always nice to have the chance to emerge unscathed from an attack that would normally punch straight through your armour – and the soft, squishy bits underneath!

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!



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12 Responses to “Battle Sisters on the Battlefield – Part 1”

  1. JVail November 12, 2019 12:05 pm #

    Fate Dice in AOS are indeed one of the most powerful mechanics in the game. The fact that sisters can produce up to 7 in a battleround (probably more with relics + orders) makes them a powerful contender in the meta. Being able to guarantee Damage Results, Saves, and possibly even Number of Shots is clutch for assassin runs. Obviously there’s still a lot left to see, but this gives me a lot of hope for the rest of the codex. I’d love to hear from a non-bias standpoint though! (I play Sisters in ITC)

  2. Colinsherlow November 12, 2019 12:12 pm #

    Yeah I am crazy excited for this. This faith mechanic can be quite powerful. There is a randomness that can be annoying, but I dont think that will be much of am issue in this case. I am really excited. And painting a pure sister’s army will be really fun

  3. Nick Wenker November 12, 2019 12:28 pm #

    The miracle dice mechanic seems insanely powerful. I hope it’s not as overbearing as it sounds. I’m also bummed that they got the AoS Fate Dice rather than the 40k Tzeentch daemons getting that mechnic. Fingers crossed that you can only use miracle dice on rolls for certain Sisters models.

    • JVail November 12, 2019 12:36 pm #

      Overbearing? Hardly. Also they will only work for certain models. Mainly the T3 models. What are you worried about? You’ll probably generate an average of 4 per battle round. Not all of them will be good dice. It’s still random.

      • Nick Wenker November 12, 2019 12:58 pm #

        Being able to keep a stack of various pre-set dice results is insanely powerful. It’s even better than a reroll. And I assume you can probably use them for Sisters vehicles too. Picking a 5 or 6 for the number of shots on a powerful gun, or the damage result, is crazy. And you can use those 1s and 2s for moral tests. I would trade most of the mechanics in most factions I play for miracle dice in a heartbeat, from what they’ve described so far. It would be good even if you only got 1 or 2 per battle round, but you’ll probably get more than that in practice (especially if playing against psykers).

        • JVail November 12, 2019 1:08 pm #

          I’m not debating that it’s not powerful. It certainly is, but when comparing sisters to other armies, this mechanic is definitely not broken. Also sisters rarely take morale tests that matter, though that may change if they’re not MSU (which I doubt) anymore. This gives sisters a much needed Randomness negator. They don’t get reroll all hits and very limited access to reroll to wound (strats only for now). So bad dice can make a game unplayably bad. Obviously this is true for every faction (except marines) but even more so when you factor in T3 models that will die if they go up against something big and don’t kill it.

          • Mikkesh November 13, 2019 12:32 am

            I agree with you that it’s not broken. But it’s a good mechanic and I like it.

            There are also pretty creative ways to spend those dice, apart from the obvious I take 6 damage on my melter.
            Suppose you are about to get trapped in CQC and you really need to fail some armour saves.

          • JVail November 13, 2019 4:22 am

            I never need help failing armour saves 😉

  4. Shas’O November 13, 2019 2:59 am #

    I’m excited for miracles, but disappointed that they didn’t change shield of faith. Dent on one d6 is so useless… most powers need a 6 to even go off!

    • Shas’O November 13, 2019 3:00 am #


      • JVail November 13, 2019 4:18 am #

        There is a relic that turns this into 2d6 in a 6″ aura, so it didn’t need changing.

        • Ripgiblet November 21, 2019 12:36 pm #

          Also there is a sacred rite that you can choose that adds +3 to deny tests… And a relic that -2 off enemy casting within 18″ and a dialogue or maybe imigifier char that gives you reroll deny the witch… So you can definitely f over casters…

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