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

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Exceptional Proficiency- A CELESTIAN unit gets +1 to Hit in either Shooting or Melee. A great boost for only 1 CP, especially on a unit of SACRESANTS on the charge to help them clear a unit away.

Psalm of Righteous Smiting- The PRIEST themselves gets +1 Str, +1A, +1 AP to non-Relics, and Fights Again at the end of the Phase. Can make even the humble Preacher a mini blender, and works nicely on the Dogmata who is already semi-decent in combat. Less useful on things like the Dialogus, who isn’t the best in melee as it is and probably has better Hymns to shout. 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. Certain units are very powerful in melee, able to trade effectively and deal with units seemingly above their weight class Conviction of Faith- Reroll 1s on your Miracle Dice. Pretty useful to avoid those pesky low numbers, this can help ensure you don’t get stung with consistent poor Miracle Dice. 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.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. 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. Martyr’s Immolation- An IMMOLATOR with Flamers auto explodes. Given these are often deep in enemy lines, it’s not a bad use of the CP, especially if near a weakened unit or enemy Character. Can also be used to kill units of your own in the conflagration, if it will free up an enemy unit to be shot at by the rest of your army.

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. 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.

Boarding Action Stratagems

If your Detachment is Battle-Forged (which will be most armies) and only has SORORITAS units in it. 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. A fairly high cost of 30pts, though it does offer a great Miraculous ability, and a strong albeit not always applicable Passive.

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