Faith and Purity - Rules for fielding Adepta Sororitas Characters in Only War

By SgtLazarus, in Only War House Rules

Does what it says on the tin. Expect a series of Adepta Sororitas related classes to follow, along with a section on Acts of Faith once completed.

Specialisms

Basic

Battle Sister

Dominion

Retributor

Superior

Operator

Seraphim

Support

Repentia

Hospitalier

Ministorum Priest

Hereticus Acolyte

Penitent Witch

Crusader

Death-Cult Assassin

Advanced

Incinerant Priest

Rector Erudite

Pracentor of Penance

Prelate At Arms

Palatine

Confessor (Maybe)

Comrades

Sisters of Battle characters may be accompanied by Frateris Militia retainers or Neophyte Sisters who have yet to earn their helmets as comrades. Comrades function as normal otherwise.

Priest classes as Only War baselines, however, add the Faith aptitude.

The Faith aptitude can be used in place of the Psyker aptitude for increasing Willpower, and will be instrumental in the purchasing of Acts of Faith.

Fate

Adepta Sororitas characters use the Deathwatch Fate table for generating fate points at character creation.

Edited by SgtLazarus

Battle Sister

Characteristics Bonus - +5 Ballistic Skill

Starting Aptitudes - Ballistic Skill, Finesse, Willpower, Toughness, Fellowship, Offence, Faith

Starting Talents - Rapid Reload OR Quickdraw, Weapon Training (Any 3, except Exotic or Heavy)

Starting Skills - Athletics OR Survival, Navigate Surface.

Specialist Equipment - 4 Maccabian Drag Grenades or 4 Krak Grenades, Good craftsmanship Boltgun OR Best craftmanship combat shotgun OR Best Craftsmanship Flamer or Convent Favoured Weapon (Quality at GM discretion).

Starting Wounds - 11 + 1d5

Advances - Armsman, Hail of Fire

Edited by SgtLazarus

Dominion

Characteristics Bonus - +5 Toughness

Starting Aptitudes - Faith, Willpower, Toughness, Offence, Agility, Finesse, Ballistic Skill

Starting Talents - Takedown, Quickdraw OR Sprint, Weapon Training (Bolt, Low Tech, Choose 2)

Starting Skills - Athletics, Acrobatics OR Navigate (Surface)

Specialist Equipment - Good craftsmanship Flamer OR Good Craftsmanship Combat Shotgun OR Common Craftsmanship Melta Gun

Starting Wounds - 15 + 1d5

Advances - As Ogryn. Tweak slightly as necessary.

Edited by SgtLazarus

Retributor

Characteristics Bonus - +5 Strength

Starting Aptitudes - Faith, Willpower, Toughness, Strength, Defence, Ballistic Skill, Offence

Starting Talents - Weapon Training (Heavy, Bolt, Low Tech, Choose One), Iron Jaw

Starting Skills - Intimidate, Athletics or Survival

Specialist Equipment - Heavy Bolter OR Heavy Flamer or Convent Favoured Heavy

Starting Wounds - 15 + 1d5

Advances - Stabilise, Loader

Edited by SgtLazarus

Superior

Characteristics Bonus - +5 Fellowship

Starting Aptitudes - Faith, Willpower, Fellowship, Leadership, Weapon Skill, Toughness, Social

Starting Talents - Air of Authority or Iron Discipline, Weapon Training (Bolt, Chain, Low Tech)

Starting Skills - Command, Navigate (Surface) or Scholastic Lore (Tactics)

Specialist Equipment - Chainsword, Bolt Pistol

Starting Wounds - 13 + 1d5

Advances - Sergeant Orders, Blessed Standard

Blessed Standard (350xp) - All allies with line of sight to the Superior's comrade may re-roll failed Fear and Pinning tests.

Edited by SgtLazarus

Operator

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Faith, Willpower, Intelligence, Tech, Agility, Fieldcraft, Ballistic Skill

Starting Talents - Technical Knock, Weapon Training (Bolt, Low-Tech)

Starting Skills - Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use

Specialist Equipment - MIU, Combi-Tool, Auspex, Dataslate, Lascutter

Starting Wounds - 9 + 1d5

Advances - Gunner, Put That Out!

Edited by SgtLazarus

Seraphim

Characteristics Bonus - +5 Agility

Starting Aptitudes - Faith, Willpower, Agility, Finesse, Fieldcraft, Ballistic Skill, Toughness

Starting Talents - Weapon Training (Bolt), Two Weapon Wielder (Ballistic)

Starting Skills - Operate (Aeronautica), Navigate (Surface), Intimidate

Specialist Equipment - Bolt Pistol, Bolt Pistol, Seraphim Jump Pack

Starting Wounds - 13 + 1d5

Advances - Hit and Run, Elusive (See Eldar Swooping Hawk from The Dying Race ruleset)

Hit and Run (300xp) - The Seraphim may freely disengage as a half-action, automatically passing the associated acrobatics test.

Edited by SgtLazarus

Repentia

Characteristics Bonus - +5 Weapon Skill

Starting Aptitudes - Faith, Willpower, Weapon Skill, Offence, Strength, Toughness, Agility

Starting Talents - Weapon Training (Chain, Low-Tech), Frenzy.

Starting Traits - Oath of Penance

Starting Skills - Intimidate, Dodge OR Parry

Specialist Equipment - Best Craftmanship Eviscerator

Starting Wounds - 15 + 1d5

Advances - Watch My Back!, Two against the odds

Oath of Penance - The Sister Repentia cannot wear armour or wield any weapon other than her assigned Eviscerator. To do so would be a violation of her Oath of Penance. However, she fights with such fervour that when wielding her Eviscerator, she deals an additional d10 damage on top of her regular damage.

GMs should consider appropriate punishments for a Sister Repentia that breaks her oath. Typically execution.

Edited by SgtLazarus

Hospitalier

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Faith, Willpower, Intelligence, Knowledge, Social, Perception, Fellowship, Fieldcraft

Starting Talents - Jaded OR Cold-Hearted, Weapon Training (Bolt)

Starting Skills - Medicae, Scholastic Lore (Chymistry, Trade (Chymistry)

Specialist Equipment - Medikit, Diagnostor, Injector

Starting Wounds - 11 + 1d5

Advances - Medicae Auxilia, Field Treatment

Edited by SgtLazarus

Hereticus Acolyte

Characteristics Bonus - +5 Perception

Starting Aptitudes - Perception, Fieldcraft, Fellowship, Social, Intelligence, Knowledge, Willpower

Starting Talents - Unremarkable OR Mimic, Orthoproxy

Starting Skills - Scrutiny, Charm OR Deceive, Forbidden Lore (Heresy)

Specialist Equipment - PorCom, Pict Recorder, Magnoculars

Starting Wounds - 12 + 1d5

Advances - Unknown & Unnamed (As Sage in Ascension), Unfazeable (As Sage in Ascension)

Edited by SgtLazarus

Penitent Witch

Characteristics Bonus - +5 Willpower
Starting Aptitudes - Willpower, Psyker, Intelligence, Perception, Defence, Finesse
Starting Talents - Heightened Senses (Hearing), Weapon Training (Low-Tech, Solid Projectile OR Las), 400xp worth of psychic powers
Starting Traits - Unbound Psyker, Psy Rating 3
Starting Skills - Psyniscience, Forbidden Lore (Psykers), Forbidden Lore (Heresy)
Specialist Equipment - Psy-Focus
Starting Wounds - 8 + 1d5
Advances - As Sanctioned Psyker
Edited by SgtLazarus

Crusader

Characteristics Bonus - +5 Toughness

Starting Aptitudes - Faith, Willpower, Defence, Toughness, Weapon Skill, Strength, Perception

Starting Talents - Combat Sense, Frenzy OR Iron Jaw

Starting Skills - Intimidate, Parry

Specialist Equipment - Power Sword, Storm Shield

Starting Wounds - 13 + 1d5

Advances - Protector, Shield Against Harm (As Ascension, but may be used to support any ally immediately next to the Crusader)

Edited by SgtLazarus

Death-Cult Assassin

Characteristics Bonus - +5 Weapon Skill, +5 Agility, -5 Fellowship

Starting Aptitudes - Agility, Finesse, Fieldcraft, Weapon Skill, Offence, Perception, Defence

Starting Talents - Light Sleeper OR Leap Up, Orthoproxy OR Frenzy

Starting Skills - Stealth, Awareness OR Navigate (Surface)

Specialist Equipment - Power Sword, Power Sword

Starting Wounds - 7 + 1d5

Advances - As Scout

Edited by SgtLazarus

Palatine

New Aptitudes - Fellowship, Social, Leadership, Faith, Willpower, Intelligence, Weapon Skill, Knowledge

New Talents - Heroic Inspiration & Radiant Presence OR Righteous Blow

Specialist Equipment - Power Weapon, Good Quality Plasma Pistol OR Common Quality Inferno Pistol

Advances - Born Leader, Commander Orders

Edited by SgtLazarus

Alright then. The Adepta Sororitas classes should now be functional for basic play (though you may need to do some outreferencing). Acts of Faith are currently in the pipeline, so you will need to wait a little longer for those.

Acts of Faith;

Due to not wanting to completely reinvent the wheel, here's how I'm going to handle this.

Fantasy Flight Games have a perfectly good Dark Heresy book called Blood of Martyrs. The classes above will serve for using specialisms and aptitudes etc. For Faith powers I'm going to list the name of the power, the aptitude I intend to associate with it, and any relevant changes to make it function properly in Only War rules.

If you wish to use Acts of Faith then please pick up a copy of Book of Martyrs and do the necessary reading for the use of this pseudo supplement. I dont want my arse kicked by FFG for reposting their material en masse on the official forums.

All Faith Powers have the Faith aptitude in addition to their listed one.

Pure Faith Talent

Tier 3

Aptitudes - Willpower, Faith

Powers list amendments as follows;

Burden of Guilt

Tier 1

Aptitude - Perception

Holy Radiance

Tier 1

Aptitude - Fellowship

Blessed Ignorance

Tier 2

Aptitude - Willpower

Light of the Emperor

Tier 2

Aptitude - Willpower

Spirit of the Martyr

Tier 3

Aptitude - Willpower

Soul Decay

Tier 2

Aptitude - Willpower

Spiritual Mirror

Tier 3

Aptitude - Fellowship

Repel Daemon

Tier 3

Aptitude - Willpower

Daemon Trap

Tier 3

Aptitude - Willpower

Holy Light

Tier 2

Aptitude - Fellowship

Divine Symbol

Tier 3

Aptitude - Willpower

Seal of Purity

Tier 3

Aptitude - Fellowship

Grace

Tier 1

Aptitude - Fellowship

Martyr's Gift

Tier 1

Aptitude - Intelligence

Altered effects; When burned, inflicts d5 critical damage instead of d10

Divine Endurance

Tier 1

Aptitude - Toughness

Altered effects; Update Unnatural Toughness (x2) to (+2). Update Unnatural Toughness (x3) to (+4)

Respite

Tier 2

Aptitude - Toughness

Divine Ministration

Tier 2

Aptitude - Intelligence

Miraculous Recovery

Tier 3

Aptitude - Intelligence

Mental Calm

Tier 2

Aptitude - Fellowship

Spiritual Cleansing

Tier 2

Aptitude - Willpower

Revelation

Tier 3

Aptitude - Fellowship

No Rest For The Faithful

Tier 3

Aptitude - Toughness

Ressurection

Tier 3

Aptitude - Fellowship

Wrath of the Righteous

Tier 1

Aptitude - Strength

Note - Righteous Fury works differently in Dark Heresy but this power should be suitable in its current form.

Hand of the Emperor

Tier 1

Aptitude - Strength

Altered Effects - Update Unnatural Strength (x2) to (+2). Update Unnatural Strength (x3) to (Unnatural Strength (+4)

Divine Guidance

Tier 2

Aptitude - Perception

Altered effects - Righteous Fury does not need to be confirmed in Only War.

The Passion

Tier 3

Aptitude - Agility

Altered effects - Update Unnatural Agility (x2) to (+2). Update Unnatural Agility (x3) to +4.

Flames of Faith

Tier 2

Aptitude - Fellowship

Righteous Frenzy

Tier 3

Aptitude - Strength

Might of the Emperor

Tier 3

Aptitude - Offence

The Unforgiving Blade

Tier 2

Aptitude - Weapon Skill

Divine Touch

Tier 3

Aptitude - Fellowship

Religious Hysteria

Tier 3

Aptitude - Fellowship

Soulstorm

Tier 3

Aptitude - Offence

Edited by SgtLazarus

Wellp. That's this project done for now unless I come up with fresh ideas, or someone has a request.

OMG YES THANKYOU.Such a huge help, keeps me from having to do most of the work I was ABOUT to do XD