Sisters of Silence – Vigilators
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4

Vigilators

NoNAME  M WS BS S T W A Ld Sv Base
17
Vigilator (base: 32mm)
4‑9
17
Vigilator
7" 3+ 3+ 3 3 1 2 8 3+ 32mm
17
Sister Superior (base: 32mm)
1
17
Sister Superior
7" 3+ 3+ 3 3 1 3 9 3+ 32mm
This unit contains 1 Sister Superior and 4 Vigilators. It can additionally contain up to 5 Vigilators (Power Rating +4). Each model is equipped with: executioner greatblade; psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Executioner greatblade
Executioner greatblade
Melee
Melee
+2
-3
D3
-
Psyk-out grenade
Psyk-out grenade
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES
ABILITIES
Psychic Abomination, Witch Hunters
FACTION KEYWORDS: IMPERIUM, ASTRA TELEPATHICA, SISTERS OF SILENCE
KEYWORDS: INFANTRY, VIGILATORS

Datasheet-related Stratagems

1CP

EMPYRIC SEVERANCE

Sisters of Silence Stratagem

The mere presence of Null-Maidens is enough to quash the psychic manifestations of enemy witches.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER manifests a psychic power within 18" of a SISTERS OF SILENCE INFANTRY unit from your army, after any Deny the Witch attempt. Roll one D6; on a 3+ that psychic power is resisted and its effects are negated.
1CP

TALONS

Sisters of Silence Stratagem

The Talons of the Emperor strike with deadly unity.

Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly SISTERS OF SILENCE INFANTRY unit within 6" of that unit. Until the end of that phase, when resolving an attack made by a model in that SISTERS OF SILENCE unit, you can re-roll the hit roll.
1CP

DESPERATION’S PRICE

Sisters of Silence Stratagem

To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of a SISTERS OF SILENCE INFANTRY unit from your army suffers Perils of the Warp. That PSYKER suffers an additional D3 mortal wounds.
1CP

CREEPING DREAD

Sisters of Silence Stratagem

Foes shrink from the Null-Maidens’ unsettling presence.

Use this Stratagem at the start of any phase. Select one SISTERS OF SILENCE INFANTRY unit from your army. Until the end of that phase, when resolving an attack made by a model in an enemy unit within 6" of that unit, subtract 1 from the hit roll.
1CP

DECAPITATING STRIKES

Sisters of Silence Stratagem

Vigilators train to lop their enemy’s heads from their necks, the better to separate witches from their powers.

Use this Stratagem in the Fight phase, when a VIGILATOR unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.

This datasheet has Elites Battlefield Role. Full list of Sisters of Silence units sharing same Battlefield Role follows:

Psyk-out grenade used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Psychic Abomination
This unit 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 unit from your army with this ability within 18" of that model (to a maximum of -4).
Witch Hunters
When resolving an attack made by a model in this unit against a PSYKER unit, you can re-roll the wound roll.

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

Dedicated Transport

The ASTRA TELEPATHICA keyword is used in the following Sisters of Silence datasheets:

Dedicated Transport

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

Dedicated Transport

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

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

The SISTERS OF SILENCE and INFANTRY keywords are used in the following Sisters of Silence datasheets:

Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The VIGILATORS keyword is used in the following Sisters of Silence datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
© Vyacheslav Maltsev 2013-2021