Monday, August 4, 2025

44. Sisters of Sigmar Warband



 Sisters of Sigmar

 

In the wake of fire and falling stone, the Sisters of Sigmar endured what others called a curse. They saw it instead as a trial. Clad in robes of discipline and steel, these warrior-nuns rejected the corruption of the Empire’s high temples and turned instead to the purity of stone, silence, and sacred oaths. Their hammer is their word, their faith made manifest. Though Albion is far from their cloistered fortress, the island’s ancient ley-lines and buried heresies call them with clarity — a land in need of cleansing and vigilance.

 

The Sisters do not seek gold, but penitence. Their warbands march with conviction into the broken ruins of Albion, not for conquest, but to seal away the dangerous relics of forgotten ages and smite those who would wield them. Every Sister is both scholar and sentinel, and under the gaze of Sigmar, they fear no magic nor monstrosity. In the wild places of Albion, where prophecy, mutation, and madness twist the land, the Sisters bring an unflinching strength of purpose — and the iron certainty that some evils must be met with faith and fury alike.

 

Why Play Sisters of Sigmar?

 

The Sisters of Sigmar offer a warband built on resilience, synergy, and righteous discipline. They excel in close-quarters engagements where heavy armor and two-handed weapons can dominate the field. Their warriors are hardy and unwavering, able to weather both magic and melee with stoic resolve. Whether led by a priestess wielding divine spells or a hammer-wielding captain, the Sisters bring a strong frontline supported by disciplined support units.

 

Tactically, this warband rewards players who value order and structure — careful movement, coordinated charges, and holding ground under pressure. While they lack the ranged flexibility of other factions, they make up for it with durability and morale. If you enjoy playing a force that marches into darkness with unwavering faith and cracks heresy open with a sanctified hammer, the Sisters of Sigmar are your chosen path.

  

Leadership Choices

 

Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.

 

Option 1: Sigmarite Matriarch (Wizard) and Acolyte (Apprentice) – 75gc

Option 2: Sigmarite Matriarch  (Wizard) and Captain – 50gc

Option 3: Captain and Acolyte (Apprentice) – 25gc

 

Starting equipment is chosen from Arms and Armor List as normal. Sigmarite Matriarch/Captain have 5 slots available; Acolyte has 4 slots available. Sigmarite Matriarch /Acolyte may not wear any type of armor or carry shields as these interfere with spells.

 

Sigmarite Matriarch (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Sigmarite Prayers

 

·       Sigmarite Prayers - Choose 8 spells from Sigmarite Prayers

 

Captain

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

 

·       Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

 

Acolyte (Apprentice)

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Acolyte, Sigmarite Prayers

 

·       Acolyte – If “Leader” is a Sigmarite Matriarch, knows same 8 Prayers as Matriarch, casts at -2 penalty (per normal rules)

·       Sigmarite Prayers – If Captain is chosen as Leader, Chooses 4 Prayers from Sigmarite Prayers (Still casts at -2).

 

 


Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 250gc

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

o   Divine Zeal: +1 Will when within 3” of the Matriarch or Apprentice.

o   Shield of FaithOnce per game, when a Sister of Sigmar is targeted by a spell, you may choose to negate the spell on one model that is within 3” of the Matriarch or Apprentice.

 

Specialists

Min/Max

0-3

Sister Superior - Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

12

+2

12

Two-handed weapon, Heavy armor

100gc

0-3

Sister Superior - Freebooter

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

13

+2

12

Hand Weapon, Shield, Heavy armor

100gc

0-3

Sister – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light armor

50gc

0-3

Sister – Infantryman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

11

+1

12

Two-handed Weapon, Light armor

50gc

0-3

 

 

Soldiers

Min/Max

0-8

Novices – Crewman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Hand Weapon & Shield or, Two-Handed Weapon

Free

0-8

 


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