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The Sisters of Silence are the Imperium’s most highly trained and focused witch-hunting operatives, not only thanks to their specialised equipment and superlative skills, but because every single Silent Sister bears the same mutation: they are all psychic nulls.

Books

BookKindEditionVersionLast update
  Kill Team: Sisters of SilenceWhite Dwarf81.0June 2020

Sisters of Silence Kill Teams

If every model in your kill team has the SISTERS OF SILENCE Faction keyword, you can use Sisters of Silence Tactics shown below.

UNSETTLING PRESENCE
Sisters of Silence Tactic
Use this Tactic at the start of the Morale phase. Add 1 to the result of Nerve tests taken for enemy models within 3" of any SISTERS OF SILENCE models from your kill team.
1 COMMAND POINT
DECAPITATING STRIKES
Sisters of Silence Tactic
Use this Tactic when you choose a VIGILATOR model from your kill team to attack in the Fight phase. Until the end of the phase, when resolving an attack made with an executioner greatblade that model is equipped with, add 1 to the wound roll.
1 COMMAND POINT
PURGATION SWEEP
Sisters of Silence Tactic
Use this Tactic when you choose a WITCHSEEKER model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Type characteristic of the flamer that model is equipped with to Assault 6.
1 COMMAND POINT
PUNISHMENT FIRE
Sisters of Silence Tactic
Use this Tactic when you choose a PROSECUTOR model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Type and Range characteristic of the boltgun that model is equipped with to Assault 3 and 18" respectively, and when making an attack with that model, it does not suffer any penalties to its hit rolls.
1 COMMAND POINT

Datasheets


Prosecutor

NAME M WS BS S T W A Ld Sv Max
Prosecutor 7" 3+ 3+ 3 3 1 2 8 3+ -
Prosecutor Superior 7" 3+ 3+ 3 3 1 3 9 3+ 1
This model is armed with a boltgun and psyk-out grenades.
One Witchseeker in your kill team can be a Prosecutor Superior.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
ABILITIES
Psychic Abomination: This model cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each model from your kill team with this ability that is within 18" of that model (to a maximum of -4).

Witch Hunters: When resolving an attack made by this model against a PSYKER model, you can re-roll the wound roll.
SPECIALISTS
Leader (Prosecutor Superior only), Comms, Scout, Sniper, Veteran
FACTION KEYWORDS
SISTERS OF SILENCE
KEYWORDS
IMPERIUM, INFANTRY, PROSECUTOR


Vigilator

NAME M WS BS S T W A Ld Sv Max
Vigilator 7" 3+ 3+ 3 3 1 2 8 3+ -
Vigilator Superior 7" 3+ 3+ 3 3 1 3 9 3+ 1
This model is armed with an executioner greatblade and psyk-out grenades.
One Vigilator in your kill team can be a Vigilator Superior.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Executioner greatblade
Melee
Melee
+2
-3
D3
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
ABILITIES
Psychic Abomination: This model cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each model from your kill team with this ability that is within 18" of that model (to a maximum of -4).

Witch Hunters: When resolving an attack made by this model against a PSYKER model, you can re-roll the wound roll.
SPECIALISTS
Leader (Vigilator Superior only), Combat, Scout, Veteran, Zealot
FACTION KEYWORDS
SISTERS OF SILENCE
KEYWORDS
IMPERIUM, INFANTRY, VIGILATOR


Witchseeker

NAME M WS BS S T W A Ld Sv Max
Witchseeker 7" 3+ 3+ 3 3 1 2 8 3+ -
Witchseeker Superior 7" 3+ 3+ 3 3 1 3 9 3+ 1
This model is armed with a flamer and psyk-out grenades.
One Witchseeker in your kill team can be a Witchseeker Superior.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
ABILITIES
Psychic Abomination: This model cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each model from your kill team with this ability that is within 18" of that model (to a maximum of -4).

Witch Hunters: When resolving an attack made by this model against a PSYKER model, you can re-roll the wound roll.
SPECIALISTS
Leader (Witchseeker Superior only), Demolitions, Heavy, Scout, Veteran
FACTION KEYWORDS
SISTERS OF SILENCE
KEYWORDS
IMPERIUM, INFANTRY, WITCHSEEKER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Executioner greatblade
Melee
Melee
+2
-3
D3
-

The SISTERS OF SILENCE keyword is used in following Sisters of Silence datasheets:

Datasheet
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The VIGILATOR keyword is used in following Sisters of Silence datasheets:

Datasheet
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.

The WITCHSEEKER keyword is used in following Sisters of Silence datasheets:

Datasheet
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

The PROSECUTOR keyword is used in following Sisters of Silence datasheets:

Datasheet
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Does not include wargear
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Psyk-out grenade used in following datasheets:

Datasheet
• Vigilator
0
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.

The SISTERS OF SILENCE keyword is used in following Sisters of Silence datasheets:

Datasheet

The IMPERIUM keyword is used in following Sisters of Silence datasheets:

Datasheet

The INFANTRY keyword is used in following Sisters of Silence datasheets:

Datasheet
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Boltgun used in following datasheets:

Datasheet

Flamer used in following datasheets:

Datasheet

Executioner greatblade used in following datasheets:

Datasheet
• Vigilator
4
© Vyacheslav Maltsev 2013-2020