

Zealot: Shared by Sisters Repentia and Arco-Flagellants, this ability grants models full hit re-rolls when charging or when charged. The 6++ is fine, but won’t often come into play in a game where plasma is the thing you’re often scared of as a power armour user. Shield of Faith: Battle Sisters and Sisters Repentia both share this ability that grants models a 6+ invulnerable save plus a 1D6 Deny attempt. On the plus side, this is one less decision to make when building your roster, so there’s that. Really, GW? You release rules for Sisters in a post-Elites world but don’t include rules for the various major orders? grumblegrumblegrumble At the same time, they don’t have quite the robust stat-line of Marines so they fall into a similar camp as Ad Mech in that they have to play somewhere in between hordes and elites and adapt to every game.

Sort of in Between: Like Ad Mech or Space Marines, Sisters don’t have spammable 5-7 point bodies, with their lowest-priced model sitting at 9 points. The tactics they have are decent to good but they could really use more. Limited Tactics: Discounting Commander tactics (which I do), Sisters only get 4 tactics, which is just not a lot. Lack of Long Range Firepower: Aside from a single heavy bolter, you don’t really have any long-range options, meaning your T3 models are going to spend a lot of their time in charge range. Versatile: While limited in options, Sisters have both shooting and combat strength and answers to both elites and hordes, so you can adapt to different match-ups nicely. Beautiful Models: The Sisters range is the newest plastic model range around and the models are fantastic! Fielding a Sisters Kill Team today probably means using the models from the new Army Set and they are a real joy to build and paint.ĭecent Board Control: A reasonably equipped Sisters Kill Team will be fielding 7-8 models, which gives you good board control in both 3D and Arena games compared to “elite” teams, while also being quite a bit more survivable than “horde” teams.
