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  1. #1
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    Default Codex: Adepta Sororitas

    [url=http://commissar.proboards.com/index.cgi?action=display&board=Ally&thread=10614]ALL (mostly) CURRENT INFORMATION ON THIS CODEX HAS BEEN RECENTLY CONSOLIDATED INTO THIS SINGLE THREAD TO MAKE THINGS EASY TO FIND.[/url]

    Click the above link to go to the thread on the Imperial Guard message board. It has everything, and is mostly up to date barring some lost information in the previous gargantuan thread.



    I just noticed this section, and so I'm reposting this thread here. I'm kinda on hiatus because of my college courses taking priority right now, but I hope to finish it up. The codex itself is almost done.

    It's a very long and involved project I've had going on, on the IGMB, which I can't reproduce here in its entirety simply because it's so large-- 20-ish unit profiles have been finished thus far, including expanded wargear, updated special rules, and so on. It is, to me, what would be an idealized fifth edition Sisters of Battle codex. at its best as a fifth edition codex, albeit it is not yet complete.



    • Costs were slightly raised in some places and lowered in others, with the Seraphim and Repentia taking the biggest hits in prices, Seraphim reduced to 20 per model and repentia... well, they were entirely reworked.
    • Celestians are slightly increased in price, as are Battle Sisters, but they get more options and wargear to make up for it-- such as frag grenades and bolt pistols. On a related note, Sarissas are reworked as well, and feature prominently in the Celestian unit entry.
    • Acts of Faith are simplified, but for the most part aren't changed too drastically.
    • HQ units were completely reworked, to make them more in line with C:SM and C:IG HQ units, and to give the Sisters more options and a slightly deeper fluff.
    • A couple more tanks were added in to heavy support, and Retributors were given a couple more options. The Leman Russ Vengeance is a more expensive long-ranged anti-tank option to compete with the Exorcist, while the Heirophant Siege Tank is a variant on the siege tanks common in the Imperium-- a short ranged large blast melta weapon. The Exorcist itself has been reworked and given the option for sponsons which increase the number of shots it gets.
    • Dominians were reworked to be scouts with a mandatory transport, with the option to take either combiweapons or actual special weapons.
    • Added a troops choice, novitiates, based off of a combination of fluff from the Ciaphas Cain books and the Dark Heresy roleplay, representing those recent graduates of the Schola Progenium whom have not yet earned their place amongst the Battle Sisters.
    • Added a feature, "Cults", referring to religious cults within the Sisterhood which worship the Emperor in different ways.
      • The Cult of the Nightflame are (expensive) infiltrators with flame based weaponry.
      • The Cult of Penitence refers to the Repentia, and have been reworked to be more fluffy and more effective (their scraps of cloth aren't equivalent to carapace armor anymore, for example).
      • The Cult of the Umbral Cloak (which I haven't added in entirely yet, as I am unsure if I should really add that many units to the codex) is a close combat oriented infiltrator unit.
      • Cult Squads are limited to 0-1 in normal games, 0-2 in expansions such as planetstrike, and unlimited in apocalypse.
    • Added more deep striking, infiltrating, and scout outflanking options to give the list more versatility. These units are generally more expensive because of this. Most notably, added in the Adepta Sororitas Dropship, a transport based off of the forgeworld Argus Lander model which has been reworked to be similar to a flying rhino.
    • Added (adding? These units have not been finished yet) a list of units for the Ecclesiarchy itself, represented by mobs of citizen and zealots, squads of priests and so on.


    [url]http://commissar.proboards.com/index.cgi?board=Ally&action=display&thread=7887[/url]

    I'll work on getting a downloadable version if someone wants it, but I have nowhere to host it other than rapidshare, which will limt the number of downloads to fifteen.
    Last edited by Melissia; 04-29-2010 at 12:34 AM.
    The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment

  2. #2

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    Some thoughts on your unit choices.

    HQ Choices

    Adepta Sororitas Heroine - Fine

    Angelis Imperial - Effectively a Palentine, Fine

    High Priest(ess) - A Senior member of Ecclesiarchy, absolutely should be there.

    Priestess of the Machine - Not keen on this idea, given then Mechanicus worshops the Emperor in a different form at best, at worst it's heretical, why do you feel the need to add it? I'd sooner see Priests as a choice in a simialr vein to Commissars, a 'HQ' unit which does'nt take up space on the FoC

    Elite Choices

    Celestian Squad - Fine

    Repentia Squad - Excellent revision

    Vindictor Squad - Not keen on this idea, it feels like adding a sniper unit for the sake of it, and does'nt really fit at all with the feel of the army IMHO.

    Arco-Flagellants - Fine

    Confessor - Okay, how is it different from the High Priest(ess), or is this more of a generic Priest type idea as I alluded too earlier?

    Troops Choices

    Battle Sister Squad - Fine

    Sororitas Novitiates - Excellent idea as a unit to include, though I'd be inclined to just give them Bolters, afterall they are one of the 'holy trinity' of weapons, they're status as Novitiates is quite different by the sheer fact they have Carapace over Power Armour, a major major difference in the way they play by all accounts.

    Faithful Citizen Mob - Again excellent choice for a unit to be included.

    Fast Attack Choices

    Dominians Squad - Could'nt find the progrosed change, but like the sound of them.

    Nightflame Squad - Seems a little unnesserary as a new unit, given your limting them ti 0-1 anyway, how about making them a 0-1 upgrade of the similarly tasked Dominions, in a similar fashion to Ork 'Ard Boyz over Ork Boyz?

    Seraphim Squad - Again cant find a post detailing the, might be this PC though, no idea what changes are prosposed if any but they're fine already IMHO.

    Zealots Squad - ???

    Heavy Support Choices

    Exorcist Tank Hunter - Sorry I dont like the sponson idea, and to be honest as a concept I think it would look silly on the model, the Exorcist is frankly already very nasty.

    Heirophant Siege Tank - Great name, not sure it fits in with the feel of the army to have a Siege Tank though, now something akin to the Imperial Guard Helhound with a ranged flamer would work IMHO.

    Leman Russ Vengeance - Nooooooo A Leman Russ feels all wrong, the Sisters are to me light-medium armour, not heavy stuff like this, what is your justification for adding this?

    Retributor Squad - Fine

    Penitent Engine Squadron - Fine

    Transport Choices

    Adepta Sororitas Dropship - I'm in two minds here, half of me says why not, the other half says why? The thing is your basicly giving them a Valk with less weapons, the thing is the payload is far nastier, at the very least this should take up a FoC choice in a similar vein to a Valk to prevent spamming them - though personlly I'd drop em the more I think about it.

    Immolator - Yes

    Repressor (See Imperial Armor 2) - Yes+

    Rhino - Obviously

    Chimera - Not sure about this one, even if the Dropship is discounted thats already three solid transport options, I can see the argument for including it, but I dont think it's needed.
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  3. #3
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    Keep in mind, I based my changes off of the Marian Reforms, and so the theme of the Sororitas in this codex is changing from Holy Warriors to Holy Soldiers, if that makes sense. The reformation was started after the Sororitas ranks were devastated all across the board by the wars of the 41st millennium, as zeal and pride caused a great deal of Sisters to make foolish military choices and do things which supported their zeal but greatly diminished the long-term cause of the Sororitas. And so, the woman-- whom had been declared a Living Saint by the Inquisition and Ecclesiarchy beforehand-- began to reform the remaining Sororitas as well as begin to rebuild the organization, ensure all new leadership within the organization learns from not only the great tacticians of the past (such as Macharius, for example), but also the follies as well, including the organization's own follies and victories-- no loss is too shameful to remember and learn from, no victory too great that it cannot be reproduced or even surpassed by a brilliant and educated mind.



    On the Priestess of the Machine: The Sororitas are the only faction in the Imperium that don't have a justification of how exactly their machines are maintained. As part of the reformations, the Living Saint who initiated the reforms met with the Mechanicus, and made certain agreements with them in exchange for training certain mechanically adept Sororitas in the rites of the Machine, so that their maintenance would be performed within the organization rather than from without, allowing the Sisters to be more independent in function but also raising issues (quite frankly, unnecessarily so) with some Inquisitors and Ecclesiarchal officials who fear that these individuals will corrupt the Sisters, making them accept the Cult of the Machine over the Emperor.

    On the Vindictor Squad: I felt that a sniper squad worked perfectly with the shooty nature of the Sororitas, myself. The Vindictor squad also ties in with the Noviciates.

    On the Confessors: Correct, they are a reworked version of the Priest listings from C:WH and C:IG. Their name is a reference to the Confessor unit of second edition C:SoB. Basically, there are three "ranks" of Ecclesiarchal officials in this codex. The High Priest(ess), the Confessor, and the Priest(ess)-- the High Priestess is an HQ unit, the Confessor is an attachable unit, and the Priest is a squad leader or the retinue of the High Priestess.

    On Noviciates: I didn't give them bolters because I wanted to keep them from being too similar to Scouts. They function, essentially, in one of two ways: As a cheap and expendable assault squad, or as a cheap and large sniper squad. The story being both of these is simple: When equipped with the autoguns, they are essentially seen as doing target practice and improving their marksmanship, except their targets are firing back-- it's why I gave them BS3 instead of BS4. When using the combat shotguns, they are learning how to storm enemy positions, which Sororitas definitely do with their many short ranged weapons.

    On dominians: They gained the Scouts special rule, and are able to purchase either lots of combiweapons or a smaller number of special weapons. Their transport also gains Scouts, of course.

    On the Nightflame Squad: This goes along with the basic idea of the Repentia, a cult of Sisters whom take an aspect of the Sororitas and take it to the extreme. The Repentia take the self-deprecating nature of Sororitas culture (Described in C:WH as a lifestyle of "extreme self-denial") to the far end of the spectrum. The Nightflame squad, however, takes instead the reverence of flame to the extreme. To the Nightflame, fire is the Emperor's Own Implement-- such as the blindingly bright white fires that were used by the Living Saint Celestine. Essentially, they are pyromaniacs even by the measurement of the Sororitas, and have sought to use ambush and infiltration tactics in order to make better use of their most holy flamers.

    On Seraphim: Seraphim were relatively unchanged except for a price decrease. I simply didn't see why Seraphim should be more expensive than Assault Marines.

    On the Zealots Squad: It's not complete yet, but the idea is for an assault-oriented squad of, well, zealots. They are intended to have fleet and fnp, but other than that, I haven't decided. They might get Furious Charge instead of Fleet, but I'm leaning towards Fleet.

    On the Heirophant Siege Tank: The Sisters don't have the long-ranged weaponry to commit to a long siege, nor do their choices of weaponry really lend them to that. The Heirophant Siege Tank is thus intended as a siege-breaker-- that is, it smashes through defenses and utterly decimates anything in front of it, breaking a hole in the defenses through which the infantry-- the true power of the Sororitas-- can pour through.

    On the Exorcist Tank Hunter: Suit yourself. I think it'd look great, and depending on which version of the Exorcist you use, it would either make the pipe organ look even more massive or it would add a single missile launcher on each side of the Exorcist, which itself looks awesome in my mind.

    On the Leman Russ Vengeance: Actually, the Exorcist is described as having armor somewhere in the middle between the Predator and Leman Russ. And don't try and say anything about what the Sisters are supposed to have tank-wise. In second edition, their only real "tank" was the Immolator. In third, the Exorcist, a tank hunter with heavy armor, was added.

    This means, effectively, the Sisters currently only HAVE two actual tanks (the Rhino being a pure transport). There isn't honestly isn't much to draw upon. The primary reason I picked the Leman Russ as a basis is because it kept the Sororitas from looking too much like the Astartes. It also has the benefit of being more up to date, and is able to carry heavier weaponry. The fact that the current Leman Russ already has multimelta and heavy flamer options helped my decision along.

    On the Sororitas Dropship: This was added as a means for Sisters to get from point A (space) to point b (the battlefield). It is essentially a flying rhino, based off of the [url=http://www.forgeworld.co.uk/arvusl.htm]Arvus Lighter[/url] which already exists in 40K and even has its own miniature-- it is not based on the Valkyrie.

    On the Chimera: This is actually intended to be used only by Ecclesiarchal units, rather than those of the Sororitas. Chimeras are much more common than Rhinos, and much easier to procure due to them being present in Guard and PDF.
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  4. #4

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    [QUOTE=Melissia;31951]Keep in mind, I based my changes off of the Marian Reforms, and so the theme of the Sororitas in this codex is changing from Holy Warriors to Holy Soldiers, if that makes sense. The reformation was started after the Sororitas ranks were devastated all across the board by the wars of the 41st millennium, as zeal and pride caused a great deal of Sisters to make foolish military choices and do things which supported their zeal but greatly diminished the long-term cause of the Sororitas. And so, the woman-- whom had been declared a Living Saint by the Inquisition and Ecclesiarchy beforehand-- began to reform the remaining Sororitas as well as begin to rebuild the organization, ensure all new leadership within the organization learns from not only the great tacticians of the past (such as Macharius, for example), but also the follies as well, including the organization's own follies and victories-- no loss is too shameful to remember and learn from, no victory too great that it cannot be reproduced or even surpassed by a brilliant and educated mind.



    On the Priestess of the Machine: The Sororitas are the only faction in the Imperium that don't have a justification of how exactly their machines are maintained. As part of the reformations, the Living Saint who initiated the reforms met with the Mechanicus, and made certain agreements with them in exchange for training certain mechanically adept Sororitas in the rites of the Machine, so that their maintenance would be performed within the organization rather than from without, allowing the Sisters to be more independent in function but also raising issues (quite frankly, unnecessarily so) with some Inquisitors and Ecclesiarchal officials who fear that these individuals will corrupt the Sisters, making them accept the Cult of the Machine over the Emperor.

    ---> Okay fair enough then, it's something I'd sooner perhaps see left to menials, but then again there ought to be someone in charge of these and this fits, given that they are still presumeably rare perhaps making them a 0-1 choice would be appropriate, but I'm not sure.

    On the Vindictor Squad: I felt that a sniper squad worked perfectly with the shooty nature of the Sororitas, myself. The Vindictor squad also ties in with the Noviciates.

    ---> Shooty I agree, but for the most part it's short ranged an mobile that they specialise at true? Guard specialise you could say at long range, marines meanwhile trully are a jack of all trades, would'nt it therefore suit the Sisters to retain their theme and own specialism by excelling at short range mobile firefights - something which a sniper does'nt really fit in with IMHO.

    On the Confessors: Correct, they are a reworked version of the Priest listings from C:WH and C:IG. Their name is a reference to the Confessor unit of second edition C:SoB. Basically, there are three "ranks" of Ecclesiarchal officials in this codex. The High Priest(ess), the Confessor, and the Priest(ess)-- the High Priestess is an HQ unit, the Confessor is an attachable unit, and the Priest is a squad leader or the retinue of the High Priestess.

    ---> Excellent, like it!

    On Noviciates: I didn't give them bolters because I wanted to keep them from being too similar to Scouts. They function, essentially, in one of two ways: As a cheap and expendable assault squad, or as a cheap and large sniper squad. The story being both of these is simple: When equipped with the autoguns, they are essentially seen as doing target practice and improving their marksmanship, except their targets are firing back-- it's why I gave them BS3 instead of BS4. When using the combat shotguns, they are learning how to storm enemy positions, which Sororitas definitely do with their many short ranged weapons.

    ---> Okay thats fair enough then, I'm not I agree with it, but it makes sense which is good enough.

    On dominians: They gained the Scouts special rule, and are able to purchase either lots of combiweapons or a smaller number of special weapons. Their transport also gains Scouts, of course.

    ---> Sounds excellent, a nice change.

    On the Nightflame Squad: This goes along with the basic idea of the Repentia, a cult of Sisters whom take an aspect of the Sororitas and take it to the extreme. The Repentia take the self-deprecating nature of Sororitas culture (Described in C:WH as a lifestyle of "extreme self-denial") to the far end of the spectrum. The Nightflame squad, however, takes instead the reverence of flame to the extreme. To the Nightflame, fire is the Emperor's Own Implement-- such as the blindingly bright white fires that were used by the Living Saint Celestine. Essentially, they are pyromaniacs even by the measurement of the Sororitas, and have sought to use ambush and infiltration tactics in order to make better use of their most holy flamers.

    ---> Okay that's fair enough, I just think it would be quite possible to roll this character squad so to speak into the Dominions, they dont really lose anything in doing so and special rules can be retained.

    On Seraphim: Seraphim were relatively unchanged except for a price decrease. I simply didn't see why Seraphim should be more expensive than Assault Marines.

    ---> Fine then, I agree they are rather too expensive at present, though as a unit they are solid rules wise.

    On the Zealots Squad: It's not complete yet, but the idea is for an assault-oriented squad of, well, zealots. They are intended to have fleet and fnp, but other than that, I haven't decided. They might get Furious Charge instead of Fleet, but I'm leaning towards Fleet.

    ---> I'm not swung quite by the idea, it may sound daft but I'm not quite sure how they fit in with the army organisation in terms of background at the moment, but I'll wait an see what you come up with.

    On the Heirophant Siege Tank: The Sisters don't have the long-ranged weaponry to commit to a long siege, nor do their choices of weaponry really lend them to that. The Heirophant Siege Tank is thus intended as a siege-breaker-- that is, it smashes through defenses and utterly decimates anything in front of it, breaking a hole in the defenses through which the infantry-- the true power of the Sororitas-- can pour through.

    ---> Okay, I can see the need, and that is fair justification, I'm sold on it.

    On the Exorcist Tank Hunter: Suit yourself. I think it'd look great, and depending on which version of the Exorcist you use, it would either make the pipe organ look even more massive or it would add a single missile launcher on each side of the Exorcist, which itself looks awesome in my mind.

    ---> Okay, I should'nt have gone into the aethetics of it, at the end of the day I just dont think it need's a change at all, very few sisters players dont take them already with good reason, if anything they could take a price break, or perhaps something to offset the fact they struggle somewhat more against AV14 now (taking a leaf out of the Dawn of War games and making them indirect springs to mind).

    On the Leman Russ Vengeance: Actually, the Exorcist is described as having armor somewhere in the middle between the Predator and Leman Russ. And don't try and say anything about what the Sisters are supposed to have tank-wise. In second edition, their only real "tank" was the Immolator. In third, the Exorcist, a tank hunter with heavy armor, was added.

    This means, effectively, the Sisters currently only HAVE two actual tanks (the Rhino being a pure transport). There isn't honestly isn't much to draw upon. The primary reason I picked the Leman Russ as a basis is because it kept the Sororitas from looking too much like the Astartes. It also has the benefit of being more up to date, and is able to carry heavier weaponry. The fact that the current Leman Russ already has multimelta and heavy flamer options helped my decision along.

    ---> In games terms thats a small field, in background terms it's huge, remember that a Russ is a heavy battle tank, anything better is a landraider or has structure points to represent that effectively, akin to a german Tiger or Panther perhaps, the Predator is more of a light cruiser tank, something like a Crusader - it's the crew which makes it that much nastier.

    I dont feel heavy armour of that degree belongs here, Sisters are similarly to Marines fast and agile, they're not an army which should be designed to fight protracted tank to tank duels in the classic sense, that is what the Guard is there to do. It flat out feels wrong, I appreciate you want to give them more variety, and
    make them that much more different to Marines, but simply drafting in a Guard tank does'nt do that, it's a short cut frankly which spoils the feel of otherwise a characterful codex revision, I'm not saying dont include another vehicle, just not this one, create something new that is'nt a Leman Russ, at the moment it feels utterly utterly wrong IMHO - and I dont think I'm alone in feeling this.


    On the Sororitas Dropship: This was added as a means for Sisters to get from point A (space) to point b (the battlefield). It is essentially a flying rhino, based off of the [url=http://www.forgeworld.co.uk/arvusl.htm]Arvus Lighter[/url] which already exists in 40K and even has its own miniature-- it is not based on the Valkyrie.

    ---> Okay fair enough on it's presense, though I would still argue stongly in favour of making it take up an FoC slot rather then being a dedicated transport - I'm sure your thinking in terms of taking one or two in an army as a useful extra, I'm thinking in terms of someone who is out to break your list taking nothing but Dropships - it is infinately abuseable something you need to try an put a cap on as elsewhere.

    On the Chimera: This is actually intended to be used only by Ecclesiarchal units, rather than those of the Sororitas. Chimeras are much more common than Rhinos, and much easier to procure due to them being present in Guard and PDF.

    ---> Okie doke, I'm not sure that they're that much more common then a Rhino, I've seen multiple references to the contray in canon background, but they're fine for Eccesiarchal units I guess.
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  5. #5
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    I won't address units that aren't developed yet, because I don't know where you'll go with them. Just a few notes, though:

    1. HQ Choices - I think these are great, but am a bit lukewarm on the Techpriest...errr...Priestess of the Machine. If you have to leave it, I think 0-1 is the best.*

    2. Troops Choices - The core of the army, and still really good. These are my favorites in my SoB armies.

    3. Elites Choices - Useful Repentia! Also, cool other units! I hope you make Arcoflags a bit better (they're nice, but T4 (or is it 5?) 1W just doesn't cut it for a 30+pt model. FNP is something I definitely see there. Vindicators...yeah.*

    4. Fast Attack Choices - I think Dominions are still great, but feel that the Sisters of the Nightflame is better off as an upgrade set/ability/whatever to Dominions. Take Dominions, pay the premium, and she-bang! Nightflames.

    5. Heavy Support - This is where the train starts getting bumpy off the rails.
    a. Exorcist Tank Hunter - I love my Exorcists. Never leave home without 2 at least. However, the minilaunchers don't feel right. If these missiles and launchers could be so easily replicated and placed on things, they would be. As is, they're finicky and only rare, and I think just tacking them on the sides of current Exorcist tanks is a bit hard of a fluff-pill to swallow.*
    b. Hierophant - This sounds like a great idea (a linebreaker more than a siege tank, really), and I await its rules.
    c. Leman Russ - I agree with others I've seen (here and elsewhere). This just doesn't feel like it belongs.*
    d. Retributor Squad - Very yes on Blessed Ammo heavy bolters! Great idea! My only comments are: Just allow them to take Autocannons (like pre-heresy Devastators might), and call it a day. Making up a whole new weapon that fires twice as much as an Autocannon, but requires two crew...just let two of them take an Autocannon. Simpler and nearly as effective. The other issue I have is more of your proliferation of the Exorcist missile from rare weapons reserved for ancient war engines, to "tack it on here and there and let's go!"* Maybe just give them a missile launcher with an alternate warhead (Rending?) and call it a day?
    e. Please make PEs worthwhile! Please! Please!

    6. Transport Choices -
    a. Immolator - Can't fix what ain't broken! It's fantastic, and it's still fantastic. I might check the points cost a bit (not sure which way), but it looks good. I love the pintle flamer option (like on Repressor.)
    b. Repressor - But of course! I've got multiple, and would buy more if GW would only put them in an actual codex. They're one of the few FW vehicles whose rules aren't completely over the top.
    c. Rhinos - Updated to the new standard of rules, etc. Thank you x 1000.
    d. Chimera - What's this here for? I don't really get it. Who is going to use it? Inducted Guard? Novitiates? It's less common than the Rhino, from what I've read, and mostly reserved for IG (who need IFVs more than most). I don't know that I'd ever take it in a fluffy SoB force (I have never taken one in my WH armies).
    e. Dropship - Good idea, but if you're going to use the Arvus (or Aquila), then use them. Don't take all the good bits, add more good bits, and leave out the FOC requirement. The balance of the Arvus (I have always loved the model, btw) is that it is unarmed and cheap and fast. Your version removes cheap (but not by much) in exchange for an anti-armor doombringer for every unit. I would either add a FOC requirement, or only allow select units to field them. See below*

    In general, and overall, I think this is a GREAT revision, and gets my SoB back to being the SoB (instead of just the patsies of the WH/OH). I'm loving about 90% of this codex (so far), and can't wait to see what else you come up with. Well done!

    *Options, units, etc. with an (*) are marked such due the fact that (to me) they break the feel of the army, and help those skeptical of this codex in their arguments that it isn't a fluffy 'dex, but rather a "let's win" type. Each one of these feels like it was added solely for meta-game gain, not for any fluffy reason. Need snipers? Let's add them. Leman Russ? Alright. Exorcist is good, but want more missiles? Sponsons!

    I just don't feel they fit. You can give justifications for it, but they feel made up after-the-fact. Excuses for having rather than explanations. You may disagree, and its your homebrew rules so do as you will. I just wouldn't think to fit them into a fluff army, which SoB innately are.

    But do as you will, and I still say "Well Done!"
    Last edited by Faultie; 11-03-2009 at 09:02 AM.

  6. #6
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    Couple of things I noticed:

    The ophilia pattern heavy bolter seems odd. It doesn't seem so much a heavy bolter as a shoulder-fired autocannon, almost. I think it's just the name, though, specifically the heavy bolter part.

    I have to agree the Russ doesn't seem to fit. The most simple explanation I can think of for Sisters is this: all female, religiously indoctrinated guardsmen, who use Space Marine equipment. They're the middle ground. They don't get the stats of Space Marines (other than the power armor and BS), but on the other hand they don't get the heavy artillery the Guard does.

    The Drop Ships are a little cheap, I think, compared other, similar vehicles and considering to how useful they'd be for Sisters.

    The Mace of Banishment seems like a good way to piss of you opponent so much that (s)he starts cussing up a storm.
    "Ok, I'm going to use Warptime on Ahriman-"
    "no, he can't, he was wounded so he lost all his psychic powers"
    "but he's frickin' Ahriman-"
    "nope, no more psychic powers"
    "what the [deleted by Inquisition for blasphemous profanities and graphic content]"

    Aside from that, though:

    Quote Originally Posted by Faultie View Post
    But do as you will, and I still say "Well Done!"
    Overall, I have to agree. Aside from a few oddities (which are expected), this is a fantastic job.
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  7. #7
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    Actually, the Mace of Banishment was GW rule, not mine. My own proposed rules in the past for that particular character were much more sedate. This rule can be found reproduced on BoLS' own reproduction of the White Dwarf article, in Witch Hunter Strike Force.


    For the dropships, how about removing the ability to change the nose-mounted weapon? And so it stays at twin-linked storm bolters.
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  8. #8
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    Quote Originally Posted by Melissia View Post
    For the dropships, how about removing the ability to change the nose-mounted weapon? And so it stays at twin-linked storm bolters.
    I think doing so would cement it as more of a "flying Rhino" as you envisioned, and keep it from being death-on-wings. An Arvus "upgraded" to having a twin-linked Stormbolter is pretty good for flying into hot zones. I think that restricting it to such would remove the need for a FOC slot. For 85pts, it's a Rhino w/ Fast Skimmer for +50 pts. Not bad.

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    Quote Originally Posted by Melissia View Post
    Actually, the Mace of Banishment was GW rule, not mine. My own proposed rules in the past for that particular character were much more sedate. This rule can be found reproduced on BoLS' own reproduction of the White Dwarf article, in Witch Hunter Strike Force.


    For the dropships, how about removing the ability to change the nose-mounted weapon? And so it stays at twin-linked storm bolters.
    Heh, I bet you're getting tired of explaining to people, "GW did this, not me". I noticed that in a lot of the unit entry threads. Guess it's a symptom of the rarity of Sisters that most people don't know their rules too well.

    Yeah, I think an 85pt flying Rhino would work pretty well.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  10. #10
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    Personally, I'm open for ideas on how to redo her. It seems like a throwback to second edition.
    The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment

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