In this episode of the Competitive Warhammer 40k Podcast we cover everything you need to know about the new Adepta Sororitas Codex.
We cover the different ways to build an Adepta Sororitas army list, some of the more interesting Order choices as well as the top units, characters, abilities and stratagems.
If you are a Adepta Sororitas player then you will find this episode really useful as there is so much to unpack in this awesome new codex and this episode will hopefully give you some great new combos and ideas to play with.
If you are thinking about playing Adepta Sororitas then this episode will help break down what's good in the codex so that you have a good idea of where to start your collection.
If you don’t play Adepta Sororitas then this episode will also give you a good idea of what to look out for on the tabletop when playing against them.
If you like the show please remember to share with your friends, subscribe to the podcast and leave us a review.
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A great example of a well balanced Codex. Plenty of interesting choices but nothing feels brokenly strong. Although some of the more potent units of Codex’s past have taken a bit of a hit the power level is more broadly spread across the entire book.
It can play the game of 9th edition well and as we’ve seen in recent tournaments can even deal with Drukhari and other top tier factions.
What is the appeal with Adepta Sororitas?
What you will need to play Adepta Sororitas
Faction specific benefits
After determining the mission you can either select one sacred rite or roll for two. There are other ways of manipulating them in game.
The Rites are:
Acts of Faith (Miracle Dice)
Monofaction Bonus, they can be gained in a number of ways but most notably you gain one at the start of each battle round and whenever one of your Adepta Sororitas units destroys another unit or is themselves destroyed. This is limited to one per phase.
They can be used to replace a dice roll for:
Reroll hit rolls for melee attacks in a turn where your unit charged, was charged or heroically intervened
Shield of Faith
Units gain a 6++ Invuln save and a free 1d6 deny for each unit (a 6 auto denies)
Specific and custom
Standard set of subfactions
Decree Passive: One Canonness and One Missionary per detachment
Order Convictions: All Adepta Sororitas units with the ability gain a conviction as long as you only have units from one Order in a given detachment
Some units do not gain the benefits but also don’t stop the rest of your army gaining them either, they will have either the Outcast or Sanctified Keywords
Cult Imperialis and Agents of the Imperium can also be included without breaking the detachment benefits.
Each order gets 2 bullet point army wide rules
Order of Our Martyred Lady:
W - Shield Bearer: -1 to damage taken, miracle dices become a 6 if this warlord kills a unit, for sacrifice in general and also when this warlord is destroyed
R - Martyr’s Vengeance: 12” strength 9. -4 AP inferno pistol that does d6+3 damage
S - Honour the Martyr’s - 1CP: When one of your characters is killed give your units +1 to wound against the unit that killed them
Order of the Valorous Heart
W - Impervious to Pain: Regain 1 lost wound every time it performs an act of faith and gain a 5+++ feel no pain
R - Casket of Penance: 3” aura of -1 toughness to enemy units and if it’s affecting Chaos units it also gives them -1 strength
S - Blind Faith - 1CP: Use during shooting or fight phase, you can ignore all hit roll, ballistic skill and weapon skill modifiers
Order of the Bloody Rose
W - Blazing Ire: +1 attack and advance and charge for this warlord
R - Beneficence: Replaces a chainsword, +2 strength, -2 AP, 1 damage. The bearer makes 3 additional attacks and if there are 6 or more enemy models within 3” it makes d3+3 additional attacks.
S - Tear them down - 1CP: Unmodified hit rolls of 6 auto wound
Order of the Ebon Chalice
W - Terrible Knowledge: The Miracle dice you gain at the start of each battle round is automatically a 6 and roll a d6 each time you spend command points, on a 5+ one is refunded
R - Annunciation of the Creed: Replaces a Condemnor bolt gun, the stake mode has a bonus AP and does flat 3 mortals to a Psyker
S - Cleansing Flames - 1CP: Use in the shooting phase, get +4” to the range of flame weapons, and when attacking with a flame weapon an unmodified wound roll of 4+ causes a mortal wound in addition up to a max of 3.
Order of the Argent Shroud
W - Selfless Heroism: Allows for a 6” heroic intervention and grants fight first when in engagement range
R - Quicksilver Veil: Add 3” to their move characteristic, each time an attack is made against them they get -1 to hit
S - Faith is our Shield - 1CP: In any phase, ignore mortals on a 4+ on a unit
Order of the Sacred Rose
W - Light of the Divine: Once per turn when this warlord performs an act of faith the miracle dice used is considered to be a 6. Gains a 6” aura of fall back and shoot for core units
R - Light of Saint Agnaetha: Replaces a brazier of holy fire with one that removes the once per game clause
S - The Emperor’s Judgement - 1CP: Shooting phase, 6’s to hit score an additional hit.
Much like other 9th edition codexes you can mix and match army wide benefits to create your own Order. These can be selected freely apart from one or two that specify they can’t be taken together.
Blessings of the Faithful -
The usual set of character upgrades that we’ve been seeing in 9th.
Each blessing has an always on part and a once per game part called a Miraculous Ability which costs a miracle dice to use during your command phase and lasts until the next command phase. The Miracle dice used determines the miracle range of the ability, a 1 will grant 1”, a 2-5 a 3”and a 6 will give you the full 6”. These abilities are not classified as auras and therefore cannot be increased or turned off by abilities that affect auras.
Word of the Emperor 40pts:
Passive: Choose a unit within 3” at the start of the fight phase. They fight last
Miraculous Ability: While an enemy unit is within miracle range of this model it cannot make invuln saves against friendly core/character units.
Rapturous Blows 25pts:
Passive: +1 Strength and Damage of this models melee weapons (excluding relics)
Miraculous Ability: While within miracle range of this model friendly core and character units do mortals in addition when rolling 6’s to wound
Divine Deliverance 15pts:
Passive: During your opponent's command phase, select an enemy unit within 6” and roll 3d6. If you beat it’s leadership you can disable one of its auras.
Miraculous Ability: When a core or character unit is within miracle range of this character if they destroy a unit with a ranged attack, subtract 1 from that unit's leadership characteristic up to a max of 3.
The Emperor’s Grace 20pts:
Passive: This model gains d3 lost wounds in each of your command phases
Miraculous Ability: While a friendly core or character unit is within miracle range enemy units cannot reroll hits, wounds or damage against them.
Righteous Judgement 25pts:
Passive: Ignore look out sir for this model's ranged attacks and unmodified 6’s to wound cause a mortal in addition.
Miraculous Ability: Each time a core or character model within miracle range makes a ranged attack against an enemy unit that unit does not gain the benefits of cover against that attack
Blinding Radiance 30pts:
Passive: Subtract 1 from wound rolls from ranged attacks against this model
Miraculous Ability: When friendly core or character units are within miracle range, subtract 1 from hit rolls from ranged attacks against them
Hymns of Battle
Similar to chaplain litanies. Preachers know War Hymn, Missionaries know War Hymn and can pick one from the first three on the list and Dogmata can pick from any of them. The Dialogus also knows Hymns.
War Hymn: One core, character or engine of redemption within 6” gets +1 attack.
Refrain of Blazing Piety: Select a visible enemy unit within 12” it suffers d3 mortal wounds or 3 if it has the Chaos keyword
Chorus of Spiritual fortitude: One core, character or engine of redemption within 6” stop being affected by psychic powers and any already affecting it stop doing so
Psalm of Righteous Smiting: Add 1 to the priests strength and attacks, improve the ap of non relic weapons by 1 and the priest can fight again if it’s within engagement range at the end of the fight phase
Litany of Enduring Faith: One adepta sororitas core or character within 6” has it’s invuln from shield of faith improved by 1 to a max of 4+.
Verse of Holy Piety: One adepta sororitas core or character within 6” gain a selected sacred rite that is no active for your army in addition to any others.
Catechism of Repugnance: Choose one adepta sororitas core or character within 6”, each time they make a ranged attack with a bolt weapon unmodified hit rolls of 6 auto wound and if within half range improve the ap of the attack by 1.
The main standout ones are:
Sacred Grounds (Shadow Operations):
One Adepta Sororitas infantry or Cult Imperialis Priest can perform the following action ad the end of your movement phase if it is within range of an objective marker that has not already been consecrated by your army.
The usual restrictions apply in terms of the unit needing to survive until your next command phase and not being able to perform the action if any non aircraft enemy units are within range of the objective. Once completed the objective gains the inspiring keyword and you gain 1 points if it’s within your deployment zone or 4 if it’s not.
Defend the Shrine (Battlefield Supremacy):
After both sides have finished deploying your opponent selects an objective not within their own deployment zone to be the Sacred Shrine.
The other two secondaries are tougher to score and require specific playstyles to do so which may conflict with the rest of your gameplan
Ephrael Stern and Kyganil
What is the play style of the Adepta Sororitas