I’ve been playing the Adepta Sororitas for a while now and have around 100 games of 10th with them. So, I thought I would put out my own opinion on a tier list for Sisters prior to the codex releasing in the next couple months, where I may change some of my views. I’ll be ranking each unit from 1-32 (the number of current datasheets in the index), with 1 being objectively the best, and 32 poopoo.
The rankings aren’t purely on competitive merit, but how I value the units in my list from an aesthetic, fun-to-play-with, and somewhat power level viewpoint. Let’s get into it.
NB. If you can’t be bothered reading the ranking descriptions, there is a list of rankings at the bottom of this article, feel free to peruse, get annoyed at my rankings, and come back to read the justifications anyway.
32. DOGMATA

A shell of her former self, the dogmata has transformed from a beat stick chanting sick litanies to make your Repentia, or herself slap harder, to dog water trash I wouldn’t even include in my meme lists.
She’s not actually that bad, she does have her uses with +1OC to a unit and -1 leadership to enemy units within 6″, but every time I look at her now, I see disappointment.
The model is cool as hell though.
31. Hospitaller
I’m not sure how good this unit was last edition, but she’s definitely not good now. Equipped with a bolt pistol, and the Chirugeon’s tools, which are essentially battle sisters close combat weapons but with 3 attacks. Her only value can be found in giving a unit a 5+ FNP, but she can only lead units containing models with 1 wound each, who are better led by other characters, feels a bit shite innit.
Also, her other ability sacred healing allows you to heal an Infantry Character unit within 3″ up to 3 lost wounds at the end of your movement phase. I can see some edge cases for this but as your detachment rule wants you to be below full strength/half strength to get your +1 to hit/wound benefits. I find this rather pointless.
Her model is cool tho.
30. Death Cult Assassins
Cool idea, bad execution. Wouldn’t be surprised if the datasheet is pruned in the codex.
Just take crusaders, speaking of.
29. Crusaders
Not fun to use, models are old and fine cast, as with Death Cult assassins they may be pruned in the codex.
Otherwise, they serve as fantastic secondary point achievers and miracle dice generators.
28. Missionary
The Missionary has the War Hymn ability, giving melee weapons equipped by models in that unit Sustained 1, it can be attached to 3 units that don’t use melee weapons effectively, and Arco-flagellants, that already have Sustained 1 on their weapons. Also! It gives re-rolls to hit, to only itself.
I suppose for only 30 points you could lead a unit to get some extra miracle dice, throw saintly example on that bad boy, give your opponent more assassinate points.
The model does go hard though.
27. Aestred Thurga and Agathae Dolan
Another one of the ‘I haven’t used this unit in 10th yet club’.
They can lead Sacresants (and this is pretty much the only useful unit to have them lead due to their ability), so we’ll have to see what the bloody rose detachment has in store to know whether this unit will be staying on the shelf or not.
Giving the unit’s melee weapons Devastating wounds has the potential to be incredibly strong, if they could lead Zephyrim, and if Zephyrim had an extra attack, and if they had anti-everything 4+, this may be a good combo.
They can also increase the result of a miracle dice used in an act of faith by 1 prior to it being used (meaning it’s unmodified), this has it’s uses, but the Dialogus is just better and costs less points.
Also, that big banner looks hard to paint and I’m lazy.
26. Arco-flagellants
I just want Sisters, that taste like real Sisters, and all Acro-flagellants taste like is pain and clocking yourself out by rolling 4+ FNPs.
Arco’s are very cool, if you’re playing the Adeptus Ministorum, but they’re not exactly Sisters innit.
They’re an absolute powerhouse in 10th edition, the 4+ FNP makes them way more durable than they should be, and they slap things to death harder than they should do!
The models are neat, but when I’m playing Sisters, I want to be laying down the law with my over-zealous, Emperor loving babes.
25. Triumph of Saint Katherine
The Triumph, arguably the big, cool, rad, bad, centerpiece model for the Adepta Sororitas, and it haunts my dreams, and my nightmares.
Painting this model has been an on-going process to the point where mine is probably 70% finished, but I’ve taken it to 2-3 tournaments at this point. I don’t think I’ll ever finish it, I want to buy a new kit and start again, but at the $150 price point I’ll wait for now.
Even with the nerfs, this model is amazing, the aura buffs it give out are incredibly impactful at every point in the game.
I am a firm believer that there are two ways to play Sisters, with and without the Triumph. It’s not as army warping as Magnus the Red, for example, but it still has a huge impact on play style and army functionality.
I do still love my 6 canonesses in a trench coat, the model just frustrates me.
24. Dialogus
Big, thicc, yelling woman making my dice 6s, say less.
40mm base? I don’t want to play with you anymore.
The Dialogus has two abilities:
Laud Hailer: Allowing the unit they are leading to be selected as the target of Strategems while it is Battle-shocked (7/10).
Stirring Rhetoric: Each time the unit she is leading performs an act of faith, miracle dice is changed to a 6 first (10/10).
‘Yes, that will be 8 damage with my multi-melta/meltagun, thank you.’ – Me to my opponent, ‘Also I’m recycling my miracle dice with my Retributors ability’
Opponent, ‘Has stopped caring that I’m cheating and has mentally checked out of the game’.
I do enjoy playing Sisters.
23. Exorcist

THE ADEPTA SORORITAS EXORCIST! YOU WANT TO KNOW ABOUT THAT MONSTROUS MACHINE OF THE IMPERIUM, DO YOU? WELL, LET ME TELL YOU, IT’S A DEVIL’S CRAFT, A MACHINE OF PURE HOLY WRATH! WHEN IT ROLLS OUT, YOU CAN HEAR THE CHANTING, THE INCANTATIONS, THE PRAYERS TO THE GOD-EMPEROR HIMSELF! AND THEN, THE CANNONS, OH THE CANNONS! THEY ROAR LIKE THUNDER, SHAKING THE VERY GROUND BENEATH OUR FEET! IT FIRES SHELLS BLESSED BY THE SAINTS, EACH ONE A HAMMER BLOW TO THE ENEMIES OF MAN! AND WHEN THE SMOKE CLEARS, WHAT’S LEFT? NOTHING BUT ASH AND RUIN! IT’S A BEAST, A SAINTLY TERROR UNLEASHED UPON THE HERETICS AND XENOS SCUM! AND MAY THE EMPEROR HAVE MERCY ON ANY FOOL WHO DARES TO STAND IN ITS PATH!
22. Mortifiers
Worse Penitent Engines
21. Sisters Novitiate Squad
California girls
We’re unforgettable
Daisy Dukes
Bikinis on top
Sun-kissed skin
So hot
We’ll melt your popsicle
California girls
We’re undeniable
Fine, fresh, fierce
We got it on lock
West Coast represent
Now put your hands up
20. Zephyrim Squad
Richard Wagner – Ride of The Valkyries (youtube.com)
19. Seraphim Squad
See Zephyrim, but with fire instead of swords.
18. Retributor Squad

SAY HELLO, TO MY LITTLE FRIEND.
NOTHING, I REPEAT, nothing is cooler than a little woman (or man) with a BIG gun.
Retributors are not as all gas no brakes as their 9th edition counter parts, but they still have their uses, for example:
Do you want to take Heavy bolter Retributors? Take a Mortifier instead!
Do you want to take Ministorum heavy flamer Retributors? Take a penitent engine instead!
Do you want to take Multi-melta Retributors? Take the Melta-gator instead? wait that unit hasn’t been released yet…
All fun and games aside, retributors have the potential to be useful re-rolling all wounds coming out of an immolator, or using firing deck shenanigans with a rhino, but they still hit with poo^2 (4+). If the codex releases a detachment where you could act as remaining stationary (as they did in 9th), I can see them being used a bit more.
17. Celestian Sacresants

Small lady, big shield.
The elite members of the Adepta Sororitas who have departed the life of a bodyguard for their Canoness (this would be regular Celestians, if they didn’t remove them from the index, for some reason), to travel around the Imperium fuckin’ shit up with their shields, maces and blades.
Being -1 to wound while being led by a Canoness, Palatine, or Junith (who also gives them -1 to be hit), can become quite the tanky unit, for a unit that is t3 with a 3+/4++.. and 1 wound.
It’s a sad state we live in where a unit with shields and power armour, being led by a character that gives them -1 to be hit and wounded, with a 3+/4++ save is nowhere near as durable as 10 shirtless whippy boys with no save and a 4+ FNP, alas, the 10 Sacresants I have on sprue at home remain unbuilt, we’ll see if the upcoming codex has anything in store for them.
15/16. Paragon Warsuits & Morvenn Vahl
Big thicc ladies in chonky warsuits, very nice, I like.
They can shoot AND charge when they fall back (if they’re not dead after the ensuing melee, they probably are), and if Morvenn is leading them (she always will be) they get full re-rolls to hit and wound, I’m not going to lie, it’s pretty terrific. I feel like Moe with two knives when I’m playing with this combination of unit and character.
They have a solid shooting output, with full rerolling Multi-melta, grenades, rockets and fidelis, as well as a decent tank shock (strength 12 war mace) and melee with Morvenn’s Dev wounds. If this unit gets to shoot and charge at something, it’s dead.
Most lists will only run one unit of warsuits, as their power significantly drops off when Morvenn Vahl isn’t around, they give up BID really easily and are a bit awkward to use, 170 points will get you an extra Castigator with change too.
The only lists where you will see 2+ units being run are when sweaty chodes are trying to prove a point, but they’re going to win anyway so it doesn’t really matter, does it?
14. Preacher
He leads my Arcos, he’s a cool guy, sometimes when he dies, I get extra miracle dice, and then I res him and I get more miracle dice.
The dream is when you attach him to an Arco unit with the Saintly example enhancement and when he dies with the unit you get 5 miracle dice. Nothing in this game feels more powerful than generating 5 miracle dice at one time, it not only puts fear in my opponent, but it also puts fear in me, I am too powerful, someone stop me, I can feel the Emperor’s grace taking over me.
13. Junith Eruita
‘I brought you myrrh….. myrhh DER, Junith, NO!’.
Junith is a boss bitch, she flies around in this cool pulpit thing (she has the word fly), yet she can float into a Rhino on that bad boy and shoot her Twin Ministorum heavy flamer through the windows, what the fuck even is that?
She also gives you an extra CP while she is on the battlefield at the start of your command phase, an absolutely goated ability. Junith is a unit I miss every time I don’t bring her, but I got the model off a friend, and it’s built like a 7-year-olds first Warhammer, so I need to fix that… one day…
12. Penitent Engines
Now I know what you’re thinking, ‘Ryan, you said Ministorum units weren’t Sisters? How did one get to the 12th spot on this list’, and to that I say…
11. Battle Sisters Squad
Classic, timeless, effective, innovative, impactful, influential, pioneering, revolutionary, groundbreaking, iconic, memorable, legendary, trendsetting, game-changing, transformative.
Split em with an Immolator and now you have TWO squads for the price of one, slap those bad boys down on a couple of objectives and get some extra miracle dice. Boy howdy I do love miracle dice.
10. Imagifier
Shit this model is cool, she’s an absolute queen with a sick hood who carries the sacred Simulacrus Imperialis into battle, a sacred relic of the Imperial Creed.
She can tag-team a Battle Sister squad with a Canoness, Palatine, OR Junith model, gives a unit a 4+ invuln and can let you re-roll your miracle dice when a unit is destroyed (within 12″), and I don’t need to tell you how strong re-rolls are (they’re actually incredibly strong, go and play Age of Sigmar and see how fucking shitty your attack roles are without re-rolls, seriously it feels like on average a model with 4 attacks in Sigmar does 0 damage, how does that even work? no re-rolls that’s how it works. Do you want to know how you get re-rolls in AoS? YOU DON’T THATS THE FUN PART).
Attaching her to a 5-man BSS you’ve split in an Immolator and pushing her up behind a ruin near your home point allows the aura range to extend to cover a lot of the battlefield and ensure the 1’s & 2’s you roll on your miracle dice get rerolled to 2”s & 1’s instead.
9. Sororitas Rhino
I love boxes, I love putting my gals in boxes, so they are protected from the dangers of the outside world, until they are ready to spring out and become the danger.
Specifically, the gals I put in boxes are:
8. Repentia Squad

Repentia aren’t the intercontinental ballistic missiles you would shoot out of your deployment zone to obliterate anything that needed to be DEAD, like they were in 9th edition. In 10th edition, they are kind of poo, but the same kind of poo that other army’s melee is too so, eh.
Now they need boxes, specifically rhino boxes, to transport them across the battlefield. Gone are the days of advancing and charging with two miracle dice. They get an extra 3″ of movement coming out of a rhino, and can move 7″ so, that’s alright. I guess.
Do I miss pushing my glasses up, and informing my opponent that my Repentia had a potential 24″ threat range, that I could guarantee given I had the miracle dice available, yes, every night before I go to bed I think about it.
But now! I can say that my Repentia still have a potential 22″ threat range, that I cannot guarantee, but this still strikes fear into my opponents’ hearts as they remember the danger ladies that were 9th ed Repentia.
Do they still hit hard? Sometimes? Are they worth bringing? Only in every list you ever take, provided you want to enjoy your time playing sisters.
They’re also the easiest Sisters model to paint, take well to slap-chop and contrast paints and look cash money on the table.
7. Canoness

She’s versatile, commanding entire orders of Sisters to battle! This is obviously reflected in her ability to lead a multitude of units, including Battle Sisters and Celestian Sacresants… wait what?
The Canoness is another one of those units I didn’t really experience in 9th, but I love her in 10th. She takes well to most of the enhancement’s sisters have, can be equipped with a number of different wargear options, gives full re-roll hits and has a once per game 2+ invuln save for a phase, neat.
The customizability these wargear options give you allow for a ton of kit-bashing potential using a variety of the sisters kits. You can easily build and paint 5+ different canonesses and use them all in your games.
I enjoy throwing her in an Immolator with half a BSS equipped with multi-melta and meltagun, the turn they come out having re-rolls to hit and wound, with miracle dice you can almost guarantee 8 damage on something if you’re close enough.
6. Castigator
Cassie, the babe, the only reason to play Sisters, the envy of all other factions that have tanks.
‘Is that a Predator?’, your foolish opponent says as he rocks up to the table, ‘I haven’t seen one of those in ages!’. No bitch, it’s a Castigator, eat battle cannon idiot.
If you’re anything like me, at the start of this edition you were a true Castigator autocannon beliver, but let me tell you, this is trash and lies, the battle cannon is where it’s at and I bring two of these bad boys in almost every list I play now, and 2 isn’t enough, I’d bring 8 if I could.
As well as the battle cannon, if you can actually believe it, the Castigator brings 3 heavy bolters (why bring Retributors again?), and a Hunter-killer missile, which you will have to remind your opponent hits on 2’s when they smirk after you roll a 2 to hit, thinking you’ve missed.
My favourite play with the Castigator is overwatching a unit, scoring a hit with the battle cannon (because why would I ever be running the autocannons), and forcing them to take battle-shock. This play has won me games at least once (and denied scoring in others), and has forced my opponents to furiously check through the WTC FAQ to prove me wrong, that ‘no um astchusally that’s an out of phase ability’, like I don’t know what an out of phase ability is. I’m just a casual guy, but I know all the rules, and GW ACTUALLY SPECIFIED IN THE RULES COMMENTARY THAT OUT OF PHASE CHARGE BONUS ONLY APPLIES TO FIGHT FIRST, SO IF I HEROICALLY INTERVENE WITH MY BRUTALIS DREADNOUGHT I GET TO INFLICT MORTAL WOUNDS WHETHER YOU LIKE IT OR NOT, THE OUT OF PHASE RULES ONLY APPLIES TO RULES THAT SPECIFICALLY CALL OUT THAT PHASE, AND THAT IT ONLY APPLIES IN YOUR TURN, AND ON TOP OF THAT WE’RE NOT EVEN AT THE WTC. WE’RE IN A SHED IN BALLARAT PLAYING WARHAMMER.
5. Daemonifuge

Ephreal Stern and Kyganil of the bloody tears, I always enjoyed the 5 minutes it took to explain this datasheet to my opponent in 9th, but I had to be very careful the order I explained it. After you give away too much, they realize that they can easily kill this unit and stop listening to you, so I had to make sure to leave all the durability information to last.
In 10th, they have lone operative, Sisters only lone operative outside of Imperium agents, which is cool. They can use the heroic intervention strategem for free, which is insane considering Sisters have a ‘force you to fight this unit’ strategem, allowing you to protect your tanks, warsuits, gals and Ministorum units.
They can do some mortals in the shooting phase with a range of 12″ if your opponent fails a LEADERSHIP TEST, not battleshock and Ephreal has an anti-chaos 2+ weapon, so she can wound Daemons, and Cool knights.
I love this unit, I love the look, the vibe, the fact I get to kill a Xenos model in every game I play. This unit is in my list forever and always.
They have precision too which I always forget about.
4. Immolator
Did you know Immolate doesn’t actually mean ‘to drown my opponents in a wave of fiery death if they dare look in my direction’, it means ‘kill or offer as a sacrifice, especially by burning’.
Now that I own 5 of these bad boys, I’m 1 away from actually being able to play Sisters the way they were intended to be played (you can take 6 it’s a dedicated transport).
I actually rate the Immolator, as it is number 4 on this list. Twin multi-melta is very noice, considering it’s strength 9 these days, and being able to combat squad units + giving them fire support (for just the shooting phase) can create a really strong go-turn for sisters. But I’ll talk more about that combo later.
Additionally, the model is incredibly cool with the sister sitting in the cockpit behind the stained glass. I don’t often get to really appreciate how cool it is because I’m viewing it from the rear. But occasionally I’ll move to my opponent’s side of the table to get a different perspective on my army, and not only appreciate how cool all the Sisters models are, but notice the stained glass on the Immolator looks fucking sick.
3. Dominion Squad

Dominions are the absolute GOAT that are holding up the Sister’s index (trust me). You don’t realize how incredible a 6″ scout move is until you whip out your tape measure and scout those bad girls forward 6″. 6″ is actually enormous, it’s way bigger than you think, it’s monumental, it’s 10% of the ENTIRE PLAY AREA MEASURING LENGTH WISE. THINK ABOUT IT, YOU GET TO MOVE 10% CLOSER TO YOUR OPPONENT BEFORE THEY CAN EVEN THINK.
WHO’S GOING FIRST? DONT CARE BAM IM MOVING BITCH CYA LATER.
In all seriousness, this is the best unit in the Sisters Index, PERIOD, I’m only placing them 3rd to stop the secret getting out, we don’t want Sisters to have a 100% win rate now do we?
Dominions are a specialized unit of sisters, while BSS can take one special weapon, and one extra special (heavy) weapon, Dominons can take up to four of one special weapon in a 10 man unit (they have to come in 10s now):
- Artificer-crafted storm bolters (the best choice)
- Meltaguns (equal second)
- Ministorum flamers (equal second)
I was running a list with Dominions, that was so strong, I had to stop playing it for the fear of Games Workshop removing the datasheet entirely, I dare not even speak of this list on this forum, just in case.
Dominions do consistently still appear in my lists, I pair them with the Palatine, combat squad em and throw em in an Immolator. The other useless 5 sisters with bolt guns go into strategic reserves to do secondaries or something, sometimes I forget about them just to let them die and remember how worthless they really are.
Now, if I get the second turn, I scout my immolator 6″ forward behind a ruin to keep it safe and staged for the following turns, but if I go first, this is where the fun begins. The Immolator scouts 6″ forward directly at the unit my opponent is most scared of losing, it then moves 12″ (transport baby), and the dominions and palatine disembark (you can do this after moving in 10th), 3″. Yes, you read that correctly, that’s a big ol’ 21″ in your face with 4 meltaguns hitting on 3s, lethal hits and re-rolling all wounds (and a plasma pistol from the palatine). If that isn’t the strongest play in the entire game of Warhammer 40k 10th edition, then shit I don’t know what is.
AND IF THAT WASN’T ENOUGH, I got to thinking, you could embark the 5 dominions that are worthless into a Rhino, after your Repentia have disembarked, and you’ll have a Rhino with assault weapons thanks to firing deck due to the fact that all Dominion weapons have assault. With this & miracle dice, you have a Rhino that can move 18″ and still complete actions, not behd.
2. Saint Celestine

Celestine is a greater daemon of chaos parading as a flying lady, with her two flying chrubs (Geminae Superia). This lady is more durable than a landraider, and hits harder than one. Every army wishes they had a model like Celestine, but only we do. Eat pant other Warhammer factions, you guys suck.
Celestine is a character unit in 10th edition and similarly to her 9th edition counterpart comes with two Geminae Superia free of charge. The unit is T3, with 2+/4++ saves, and Celestine has a 4+++ while the Geminae are alive.
Celestine has 5 wounds, the Geminae have 2, she can lead Seraphim and Zephyrim, but my favourite way to play her is Solo.
Abilities:
Healing Tears: While the unit contains Celestine, in your command phase if the unit is below starting strength, return 1 destroyed model to the unit (this includes models from units she is leading).
Lifewards: 4+ FNP for Celestine while the Geminae are alive.
Miraculous Intervention (aka the most annoying ability of any unit in the game, besides Be’lakors 18″ aura): The first time the Celestine model is destroyed, at the end of the phase roll a D6, and on a 2+ she stands back up, fucking hilarious.
Celestine is the BANE of a Tau players existence, taking at least two turns to kill her at best, and don’t even get me started if she lives with one or two wounds left.
While leading a unit of Zephyrim/Seraphim, you can take armour saves on the Geminae first as they don’t have the character keyword, only Celestine does, meaning this unit is incredibly durable against AP0/1 attacks (you can use go to ground on them to be guaranteed cover). Being basically unkillable to small/moderate arms fire and melee attacks due to their armour save and resurrecting models, your opponent really needs to dedicate something killy to take care of her, and they need to do it in the same turn, because when she stands back up and flies away to fuck shit up, it can be impossible to catch her.
Most of my opponents these days don’t even try to kill her, they just let her go do her thing and hope it doesn’t interrupt their gameplan too much, because more or less, they don’t have many other options.
This is a beautiful model that is fun to play and use and always leads to tense gameplay moments and enjoyable experiences to look back on. She excels while leading a unit and while Solo, which almost all other characters that lead units (without Lone op) do not enjoy doing.
Saint Celestine is a unit that consistently gets added to my lists first and always brings me back to playing sisters.
1. Palatine

The Palatine, the only reason Celestine isn’t number 1 on this list. If you’ve never played with, or against a Palatine with the Blade of Saint Ellynor enhancement, you’re both lucky and unlucky.
Unlucky that you’ve never had the joy of getting through 6 wounds at -2AP 4 damage +6 mortal wounds at the end of the attack sequence against a Landraider, or Bloodthirster before, and lucky because you’ve never had to deal with the emotional turmoil that is a 65-point character doing that to you.
The Palatine is a character that can lead, BSS, Celestian Sacresants, Dominions and sister Novitiates. She gives the unit she is leading lethal hits on ALL of their weapons, Scouts 6″ and has one more interesting ability.
Rapturous Blows: Each time this model’s unit is selected to fight, you can discard 1 miracle dice. If so, until the end of the phase, each time this model scores a wound the target suffers 1 mortal wound in additional to any normal damage.
As the Palatine can have 6 attacks with the Blade of Saint Ellynor enhancement this gives her the potential to do 6 mortal wounds in combat, ON TOP of the normal damage she can dish out, crazy.
Blade of Saint Ellynor:
Add 1 to the Attacks, Strength, and Damage characteristics of the bearer’s melee weapons, AND, if the bearer has lost one or more wounds, add 2 instead. Fookin’ ridiculous.
Slap this bad boy on the Palatine and it takes her Palatine blade from:
A4 WS2+ S4 AP-2 D2, to (when she has taken damage)
A6 WS2+ S6 AP-4 D4, WITH +1 to hit and wound, she is a monster.
It can be difficult to get her to take a few wounds, and not be dead, having only 3 wounds. But if you put her in a transport, it’s destroyed, and you take mortal wounds coming out, put them on the Palatine, there’s nothing saying you can’t do that right? (don’t look this up I don’t want to know).
Or use the Adepta Sororitas strategem to resurrect your character when they die on 1 wound, then slam her into something in the following turn and watch it explode.
The Palatine is literally the first model I add to every one of my lists. I’m fairly certain I’ve taken this model in every single list I’ve played in 10th edition, with the Enhancement, and I will continue to, because it’s one of the coolest, funnest unit/enhancement combinations Sisters have.
Also, I made a cool kitbash which hilariously demonstrates her power on the tabletop, so now I have to bring this model every game.

Source: My model Painter: Me
Final ranks: (Note: These ranks are my own opinion on the combination of rule of cool, fun-to-play-withness, and somewhat power level. If you disagree with any of these rankings, then you are wrong. Also, if I could, I would rank all of these units at no. 1, I think they’re all fantastic and Sisters genuinely have no ‘bad’ units.)
1. Palatine
2. Saint Celestine
3. Dominion Squad
4. Immolator
5. Daemonifuge
6. Castigator
7. Canoness
8. Repentia Squad
9. Sororitas Rhino
10. Imagifier
11. Battle Sisters Squad
12. Penitent Engines
13. Junith Eruita
14. Preacher
15. Morvenn Vahl
16. Paragon Warsuits
17. Celestian Sacresants
18. Retributor Squad
19. Seraphim Squad
20. Zephyrim Squad
21. Sisters Novitiate Squad
22. Mortifiers
23. Exorcist
24. Dialogus
25. Triumph of Saint Katherine
26. Arco-flagellants
27. Aestred Thurga and Agathae Dolan
28. Missionary
29. Crusaders
30. Death Cult Assassins
31. Hospitaller
32. Dogmata





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