Games Workshop Warhammer 40k - Adepta Sororitas Junith Eruita

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Games Workshop Warhammer 40k - Adepta Sororitas Junith Eruita

Games Workshop Warhammer 40k - Adepta Sororitas Junith Eruita

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With the boosts to Miracle Dice generation, some crazy combos, and just really good units, this army looks primed to actually do some damage in 10th edition. One of the problems I forsee is trying to figure out what Leaders to attach to what units, there is so many options that it can be a little daunting. I will say though, that is a good problem to have, that means this army has a bunch of good options. Wrap Up The Litanies of Faith makes a return, allowing you to reroll 1 Miracle Dice in your Command phase, 3 dice if the bearer has lost any wounds or is leading a unit below Half Strength. Has big potential, better dice is always good and unlike Saintly Example this is something your character can just do that gets better if damaged, instead of requiring them to be dead. 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 Blade of Saint Ellynor 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.

A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1). A Miracle dice that has been used for a substitution can never be re-rolled. This means that if any re-rolls occur, the number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll (for example, if a single Miracle dice was used to substitute one of the values of a charge roll, and the charge roll was re-rolled, only the unsubstituted dice can be re-rolled). 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. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

Ensure you have a clean and well-lit workspace with ample room for your painting supplies. Gather all the necessary tools and paints before you begin. Holy Rage gives a Adepta Sororitas unit +1 to Wound in the fight phase for 1CP. A straightforward stratagem, but very impactful, especially with vehicle/monster Toughness being increased across the game. The Hospitaller , while leading a unit, gives it a 5+++, which is pretty good. Additionally once per turn at the end of your movement phase she can heal a Adepta Sororitas Infantry Character unit within 3″ for up to 3 wounds. Still no healing Morvenn Vahl, but still can patch up Celestine or the Triumph etc. A Hospitaller can join Battle Sisters, Celestian Sacresants, Dominions, Retributors, and Sisters Novitiates. Also has the join extra ability like the Imagifier/Dialogus. Pretty good. 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. After their revival in late 8th edition, the Adepta Sororitas – better known as the Sisters of Battle – have become a mainstay of the 40k scene, with some very successful lists in both 8th and 9th editions. Today we’re taking a look at their 10th edition index to see how their unique playstyle has translated across to the new edition.

Deadly Descent- A unit of SERAPHIM can shoot after arriving from Reinforcements. It’s only really Bolt Pistols and Hand Flamers, maybe a Plasma Pistol, as your Inferno Pistols will be out of range. It’s not a terrible ability on a unit that is cheap and cheerful, especially if they can help clear a light infantry unit, or are about to do an Action like Octarius Data and you want to add a bit of extra firepower (as both are end of Movement Phase, so you can choose to do this then the Action), but it’s pretty niche and you have plenty of anti infantry firepower without depending on Seraphim.What if your opponent is going to punch out your melee unit before they get to swing? For 2CP using Spirit of the Matryr you can make any Adepta Sororitas unit fight on death if it has not fought yet this phase. Any fight on death mechanics are always very strong, but in Sisters it’s particularly good with the potential boosts you have for units below Starting Strength and the possibility of pulling off the fight on death & Divine Intervention combo. Moment of Grace- After you make a Hit, Wound or Save for a SORORITAS model, spend 1 CP and then up to 2 Miracle Dice, adding 1 to the result for each Dice you spend. Fantastic if you fail a by a single pip of the dice as this is far more reliable than a Command Reroll, or to help offset negatives.



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