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2014/04/02 05:05:58
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
Sometimes, the opposite of X is also X. The official religion of the Imperium has an ugly secret: It's an awful lot like a Chaos cult.
[UPDATE: The final (?) versions of all these units -- and two dozen others -- are now in my Sororitas fandex/expandnex]
Spoiler:
Hell, even the Ecclesiarchy's sacred text, the Lectio Divinitas, was written by the first Primarch to fall. (Let no one ever accuse GW of subtle irony). Add to that the hate-spewing leaders, the suicidally crazed followers, the mutilated cyborg sinners (ok, so Chaosites mutilate themselves....), the equation of inspiration with insanity, and the whole "medieval torturer meets Mad Max" aesthetic, all of which the Imperial Cult and Chaos have in common. All this is not philosophical waffle on my part: It's game design.
Thus I bring to you 6th edition homebrews for all the Ecclesiarchy forces that are not Sisters of Battle, intended to augment Codex:Adepta Sororitas: - Confessors & Missionaries riding giant bikes based on Chaos chariots, - Frateris Militia based on Chaos Cultists, with transport vehicles based on Ork Truks and Battle Wagons. (Ok, so it's not all Chaos) - Penitent Abhumans bent on redeeming their damnable DNA by dying for the God-Emperor. - plus new variations on Penitent Engines (kinda Chaos-y already), Arco-Flagellants (totes Chaos), Crusaders (ok, maybe not), and Death Cult Assassins (whom the fething Codex says are just pro-Imperial version of a kind of Chaos cult).
Far more ferocious than ordinary priests and largely independent of the normal hierarchy of Cardinals and dioceses, Confessors and Missionaries are wide-ranging holy warriors. Backed by their personal battle conclaves, Battle Sisters seconded from the Adepta Sororitas, and ad hoc Frateris militia, they carry the Emperor's Light into the darkness -- whether that darkness is light-years beyond human space, a rebellious Imperial planet, or a nest of heretics down the street from their cathedral.
Spoiler:
A Confessor or Missionary may take a Battle Conclave, which takes up no Force Organization slots, and a Deliver Assault Shrine as a Dedicated Transport. A Confessor or Missionary who does nottake a Conclave may instead take a Chariot of Fire as a Dedicated Transport.
Wargear: as Priest
Special Rules: War Hymns Zealot
Options: as Priest
Design notes:
Spoiler:
Both these characters are based on the Ministorum priest. The Confessor's stats are lower than in the White Dwarf codex because I don't want a generic HQ to outshine Uriah Jacobus and I don't want a non-Sister to outshine the Canoness as a combatant. The Missionary simply exists to provide a second-tier HQ for smaller games or to back up your primary HQ character.
Compared to the Priest, the Confessor has +1 WS (+10), +1 BS (+10), +2 W (+20), +1A, (+10) +2 Ld (+10), each a 10-point improvement per Ovion: +60 points +15 points for War Hymns on a 3-wound, WS:4, Ld:9 model instead of a one-hit wonder Total: 100 points
The Missionary has +1 WS (+10), +1 BS (+10), +1W (+10), +1A (+10), and +1 Ld (+5): +45 points +10 points for War Hymns on a 2-wound, WS:4, Ld:8 model Total: 80 points
Dedicated Transport: Chariot of Fire: 75 points An enormous, flame-belching, three-wheeled variant of the standard Space Marine and Sororitas bikes, the Chariot of Fire is reserved for the most elevated and vicious of the Ecclesiarchy's clergy. BS:1 Armour:12/12/10 Hull Points:3
Spoiler:
Force Organization: Dedicated Transport Unit Composition: 1 Chariot of Fire Unit type: Vehicle (Chariot, Open-Topped)
Transport Capacity: 1 (independent characters only)
Wargear: Twin-linked heavy flamer
Special Rules: Furious Charge
Mobile Pulpit: As long as they are within 6" of a Confessor or Missionary riding a Chariot of Fire, any units from Codex:Adepta Sororitas and allied detachments that are Battle Brothers with the Sororitas gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns. Any other units lack the faith in the divinity of the Emperor required to benefit from these rules.
Design notes: [spoiler] Based on the Blood Throne of Khorne (which costs +75 pts as a dedicated transport for a Herald)
Add: +1 BS = +10 TL heavy flamer: +15 Replace Totem with Mobile Pulpit: +0 Subtotal: +25
Subtract: Replace Daemon of Khorne (Furious Charge, Hatred:Slaanesh) with Furious Charge only: -5 points Remove Deep Strike: -10 Remove Gorefeast: -10 Subtotal: -25
Special Rules: Infiltrate (Mistress of Assassins only)
Champion of the Faith (Crusader Champion only) The champion may re-roll failed attempts at Heroic Intervention and may re-roll misses when fighting in a challenge.
Options: A Conclave consisting entirely of Crusaders may upgrade one model to a Crusader Champion: +30 points A Conclave consisting entirely of Death Cult Assassins may upgrade one model to a Mistress of Assassins: +30 points A Conclave consisting entirely of Arco-flagellants may take Sacramental Injectors: +5 points per model
Sacramental Injectors: An Arco-flagellant with these stimulant injectors implanted throughout its body moves with inhuman speed, scrabbling unstoppably on all fours over obstacles. The Arco-flagellant changes its unit type from Infantry to Beasts.
Design notes:
Spoiler:
Mistress and Champion: "Sergeant" package (+1A, +1 Ld, character): +10 points +1 WS: +10 points Infiltrate OR Champion of the Faith: +10 points
Sacramental Injectors: Changes unit type to Beasts: +15 points, divide by 3 for elites = 5 ppm
A Battle Conclave taken for a Confessor or a Missionary may take a Deliver Assault Shrine as a Dedicated Transport.
***
THE FRATERIS MILITIA
Every Battle Sister's story follows the same arc from orphanhood to martyrdom. The Frateris Militia are rushing headlong towards the same ending, but they come from every background and for every reason imaginable....
Spoiler:
Ordinary drudges who just want to be part of something that matters for a change. Schoolboys afire with dreams of glory (and teenage hormones) after seeing the Adepta Sororitas march past. Middle-aged merchants who kiss their wives and kids goodbye because they can't send the poor to die for them, not again. Imperial Guard veterans who see the untrained masses headed for the slaughter and start having flashbacks. Hive gangers seeking redemption and a little loot. Murderers one step ahead of the hangman. Even pious abhumans desperate to cleanse their impure blood by spilling it for the God-Emperor: All are welcome in the Frateris Militia. The militia is the unofficial, irregular army of the Imperial Cult, the shabby brothers of the knife-sharp Sisters of Battle At the lesser shrines of the Imperial Cult, the ones that don't rate a Sororitas garrison, a hastily assembled mob of Frateris is often the first and sometimes the only line of defense. The Frateris also carry out pogroms against easy targets beneath the dignity of Battle Sisters. But even in major wars where the Sisters serve as the mailed fist of the Adeptus Ministorum, the Frateris often swell the ranks -- and the body count.
Special Rule: Assisted Martyrdom Hearts afire and eyes glazed with faith, the Frateris Militia place little value on their own live -- and their allies place even less.
Spoiler:
All units from Codex:Adepta Sororitas may place templates and blast markers of all types over units with the Assisted Martyrdom special rule as if they were enemy units. If an enemy unit is locked in combat with a friendly unit that has the Assisted Martyrdom special rule, units from Codex:Adepta Sororitas may conduct shooting attacks against that enemy unit; all missed shots count as hits against the Assisted Martyrs. This rule does not apply if a friendly unit without Assisted Martyrdom is also locked in combat with the targeted enemy unit: not all servants of the Emperor are so expendable!
Special Rule: Improvised Weapons The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield.
Spoiler:
All of this unit's shooting weapons, except for Stubbers and Shotguns, have the Gets Hot! special rule. This rule does not affect Independent Characters who joined the unit. If a vehicle-mounted weapon fails a Gets Hot! roll, however, do not roll the usual 1d6 to determine if the vehicle takes a Glancing Hit: Instead, the weapon itself is automatically destroyed and there is no further effect.
*
TROOPS
Frateris Militia Mob: 30 points Most Frateris "units" are really mobs of untrained rabble, stiffened by a hard core of experienced fighters and the occasional Eviscerator-wielding berserker. A few squads of Frateris, however, approach Imperial Guard levels of skill and discipline. But even these Frateris have both temperaments and weapons that are likely to blow up at any moment. Frateris Rabble: WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Hardcore Frateris: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Frateris Champion: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:6 Sv:6+ Frateris Sergeant: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:7 Sv:6+
Spoiler:
Force Organization: Troops Unit Type: Infantry; Sergeant is Infantry (character) Unit Composition: 10 Frateris Rabble
Special Rules: Assisted Martyrdom Improvised Weapons Rage
Options: May be joined by up to 40 additional Rabble: +3 points per model Up to 10 Rabble may be upgraded to Hardcore Frateris: +3 points per model May be joined by a Frateris Sergeant: 17 points For every 10 Rabble, one may be upgraded to a Frateris Champion, replacing his stubber and close combat weapon with an Eviscerator: +11 points per model
Any Hardcore Frateris may replace his stubber with a shotgun: +1 point per model For every five models, one may replace his stubber with a flamer (which suffers from the Improvised Weapons rule): +4 points
For every ten models, one may replace his stubber with one of the following weapons: - grenade launcher: +4 points - heavy flamer: +8 points - a demolition charge: +10 points All these weapons suffer from the Improvised Weapons rule.
A mob of 12 or fewer models may take a Frateris Technical as a Dedicated Transport. A mob of 10 or more may take a Frateris Hussite.
Design Notes:
Spoiler:
All based off Chaos Cultists (4 ppm)
Rabble: -1 WS: -10 -1 BS: -10 -1 Ld: -5 2 +2 Special Rules: +20 Net: -5 By Ovion's rules of thumb, since the costs above are for independent characters modes, you need to divide them for other models: x/10 for Grot-style crap, x/5 for most infantry, x/3 for elites. So -5 per 5 models = -1 pt per model = 3 points
Hardcore: -1 Ld: -5 +2 Special Rules: +20 Net: +15 +15 per 5 models = +3 pts per model = 7 points +10 points is usual for a +1A +1 Ld Sergeant = 17 points
Frateris Hussite: 100 points A clanking monstrosity jury-rigged out of a commercial heavy hauler, the Hussite services as a mobile fortress for the Frateris firing out of it in every direction. BS:3 Armour:13/12/11 BS:4
Spoiler:
Unit Composition: 1 Frateris Hussite Unit Type: Vehicle (Tank, Transport, Open-Topped)
Wargear: Searchlight, Smoke Launchers
Special Rules: Improvised Weapons
Passenger capacity: 20 models The Frateris Hussite may carry Bulky and very Bulky models. However, note that adding weapons reduces its passenger capacity (see Options below).
Options: The Frateris Hussite may take up to 10 weapons from the list below. However, each weapon taken reduces the passenger capacity by 1. - Twin-Linked Heavy Stubber: 5 pts - Twin-Linked Heavy Flamer: 10 - Twin-Linked Grenade Launcher: 5 All these weapons suffer from the Improvised Weapons special rule.
+1 BS = 10 points Shift 1 AV from front to rear: 0 Net: +10 points = 100 points
Weapons options costing: Twin-linking costs = +50% of base weapon, per Ovion -- but I figure that losing a model's worth of passenger capacity (worth 1-2 points, per Ovion) and having a 1 in 6 chance of self-destructing cancel that out pretty well.
Frateris Technical: 35 points Some Frateris careen towards martyrdom crammed into civilian trucks hastily fitted with crude armour and unreliable weapons. BS:3 Armour:10/10/10 Hull Points: 3
Spoiler:
Force Organization: Dedicated Transport Unit Composition: 1 Frateris Technical Unit Type: Vehicle (Fast, Open-Topped, Transport)
Wargear: Twin-Linked Heavy Stubber, Searchlight, Smoke Launchers Special Rules: Improvised weapons Transport capacity: 12 models
Options: May replace the Twin-linked Heavy Stubber with - Twin-Linked Flamer: free - Twin-Linked Grenade Launcher = free - Twin-Linked Heavy Flamer: 10 points
Design Notes: [spoiler] Based on an Ork Trukk (35 points) +1 BS: +10 - Ramshackle special rule: -10 Replace Big Shoota with Heavy Stubber: +/-0 Twin-linked but Improvised Weapon: +/-0 Net: +/-0
*
FAST ATTACK
Frateris Biker Pack: 60 points Even biker gangs can believe fiercely in the God-Emperor -- and God-Emperor help anyone they decide does not. Frateris Biker: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Sidecar Bike: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Biker Boss: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:7 Sv:6+
Spoiler:
Force organization: Fast Attack Unit Composition: 5 Frateris Bikers Unit Type: Cavalry; Boss is Cavalry (character)
Wargear: Improvised armour; stubber; close combat weapon
Special Rules: Assisted Martyrdom Rage Hit & Run Improvised Weapons Cavalry
Options: Add up to 15 additional Frateris Bikers: 12 points per model One Biker may be upgraded to a Boss: 10 points The Pack may be joined by a Ministorum Priest, also on a bike and counting as Cavalry (character): 40 points Any Biker may upgrade his stubber to a shotgun: +1 point
For every five models in the Pack, one may be upgraded to a Sidecar Bike carrying one of the following weapons: - Twin-Linked Heavy Stubber: 6 points - Twin-Linked Grenade Launcher: 6 points - Twin-Linked Heavy Flamer: 12 points All these weapons are affected by the Improvised Weapons special rule.
Design notes:
Spoiler:
Based on Chaos Cultists (4 ppm): -1 Ld: -5 pts Cavalry: +15 points (per Ovion) 3 other SRs: +30 pts 40 pts divided by 5 for non-elite troops = +8 points = 12 points
Sidecar Bikes: I assume the +50% cost for twin-linking a weapon (per Ovion) is mostly balanced out by Gets Hot! Note that Sidecar Bike does not get +1 Wound and +1 Attack: There are two Frateris -- one driving and one in the sidebar -- but any hit (or improvised weapon backfire) that kills one is going to wreck the whole bike, which is way more fragile than a Space Marine Bike, and the guy in the sidecar is too restricted in his movements to fight effectively in melee.
*
ELITES
Penitent Abhuman Mob: 150 points
Your sin was what you were born! Your redemption will be how you die! - Ministorum Priest exhorting penitent abhumans on the eve of battle
Outcast: A Penitent Abhuman Mob may not be joined by any independent character except a Priest, Missionary, or Confessor (including Uriah Jacobus).
Options: Add up to 5 additional Penitent Abhumans: +30 points per model The entire Mob may be upgraded to a specific breed of Abhuman: - Brutes (gain +1 Strength, +1 Toughness): +20 points per model - Ironhides (gain +1 Toughness, +1 Wound): +20 pts per model - Longshanks (gain +1 Initiative and Fleet, but -1 Wound): +10 pts per model - Ogryns (gain +1 Strength, +1 Toughness, +1 Wound): +30 pts per model
Design notes:
Spoiler:
Compared to IG Ogryn: WS-1 S-1 T-1 W-1 Ld-1 Sv:-1 -1 to 4 stats @ -10 = -40 -1 to Ld = -5 -1 to Save = -5 Stats subtotal = -50 Add Assisted Martyrdom & Rage: +20 pts Replace Ripper gun with massive close combat weapon: a wash? NET: -30 points Divide by three for elite infantry: -30/3 = -10 40 ppm for Ogyrn - 10 = 30 points.
Then the variant breeds of Abhuman all buy up stats that are worth +10 per +1 and/or gain a +10 point special rule. Note that even Penitent Ogryn don't have the WS:4 of Imperial Guard Ogryn: These are civilian monsters, not trained soldiers.
*
HEAVY SUPPORT
Penitent Engines: New Option
All the Penitent Engines in a squadron may take Holy NOx: 15 points per model Spasming wildly from the blessed boosters injected into their engine, the Penitent Engines lurch forward with startling speed -- although they may also snap their legs off racing through difficult terrain. A Penitent Engine with Holy NOx moves as if it were a Cavalry unit. Like a Cavalry unit, it also gains the Move Through Cover and Hammer of Wrath special rules.
Deliverer Assault Shrine: 150 points Ugly juggernauts converted from civilian mining vehicles, their hulls covered first with crude slabs of heavy armour and then with layer upon layer of devotional ornamentation, Deliverers lurch across the battlefield with surprising speed. Flamers roaring, they slam into enemy positions and drop their front ramps to disgorge Sororitas shock troops, a Confessor's personal battle conclave, or hate-crazed Frateris. BS:4 Armour: 13/13/12 Hull Points:4
Spoiler:
Unit Type: Vehicle (Tank, Transport)
Force Organization: Heavy Support
Unit Composition: 1 Deliverer Assault Shrine
Wargear: Twin-linked multi-melta Two flamestorm cannons Searchlight Smoke launchers
Special Rules: Assault Vehicle Shield of Faith
Transport Capacity: 12 models
Options: May replace twin-linked multi-melta with twin-linked heavy bolter or twin-linked heavy flamer: free. May take items from the Adepta Sororitas Vehicle Equipment List. May take items from the Rolling Chapel Equipment List (see below).
Design notes:
Spoiler:
[Originally posted here] A poor man's Land Raider Redeemer, for which I'm now just totally taking Ovion's costing -- not sure on exact details (POTMs seems overvalued, Shield of Faith undervalued) but it all balances out:
LR Redeemer - 240 -4AV -40 Replace TL AssCannon with TL Multimelta -20 -Frag Launchers -10 -POTMS -30 +Shield of Faith +10 Total: 150
*
Rolling Chapel Equipment List
Spoiler:
Armoured Pulpit: 50 points Devout mechanics have converted one of this vehicle's cupolas or hatches into a heavily armoured pulpit from which a preacher can deliver inspiring, terrifying, and massively amplified sermons over the roar the heat of battle. As long as they are within 6" of a vehicle with an Armoured Pulpit, any units from Codex:Adepta Sororitas and allied detachments that are Battle Brothers with the Sororitas gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns. Any other units lack the faith in the divinity of the Emperor required to benefit from these rules.
Holy Light: 25 points As the massive war machine crashes into the enemy lines, its gilded armour gleaming and its sacramental spotlights blazing, the eyes of the evildoers are dazzled by a pure white light and their ears fill with celestial music. Then the faithful charge out of the vehicle and rip them apart. [spoiler] Assault vehicles only (including open-topped vehicles). When a unit charges out of a transport with Holy Light, it counts as having assault grenades and inflicts a Blind attack on all enemies it is charging, resolved at Initiative 10. [Design note: One case where I didn't take Ovion's suggestion.... It's meant more to be more like a souped-up version of a Land Raider's frag assault launchers than like a Dirge Caster.]
Icon of Courage: 20 points Looming literally larger than life, these holy images of Imperial saints past look sternly down on today's combatants and forbid them to waver for an instant. Friendly units within 12" of a vehicle with Icons of Courage re-roll failed Morale, Fear, and Pinning tests.
Vox Dei: 25 points A soul-stirring, ear-splitting array of high-powered laud hailers inspires Sororitas at great distances. All friendly units within 18" of a vehicle equipped with a Vox Dei re-roll failed Leadership tests when attempting an Act of Faith. [Design note: reduced the range of effect from 24" to 18" so it wouldn't have a 48"+vehicle base diameter and cover most of the table, reduced cost slightly.]
This message was edited 5 times. Last update was at 2014/12/22 03:47:27
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
What's the profile for a Stubber? I couldn't find it here, and I don't think they've statted an ordinary Stubber in the official rules, just a Heavy Stubber. According to the fluff, it should be even weaker than a lasgun.
40k is 111% science.
2014/04/02 12:58:56
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
Haraldus: Good point about making it clear that the upgraded Penitent Engines move as cavalry & gain the cavalry SRs but are still vehicles. I'll edit to clarify.
And a good point about the Hardcore Frateris. Arguably the Rabble are undercosted by a point (i.e. they should be the same 4 ppm as a Chaos Cultist) and the Hardcore are overcosted (i.e. they should be 6 ppm). What do folks think?
Weirdingway: Thanks. The unusual thing about the Penitent Abhumans is that they have zero options for weapons & equipment, but a whole bunch of options for different statlines. That should indeed encourage a lot of creative modeling (or just buying a lot of different monster models from different places).
Falling: The stubber's a pistol. Same stats as the laspistol and the autopistol (just as the autogun has the same stats as the lasgun).
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
And you pay 4 ppm for Inquisitorial Acolytes, which have slightly inferior weapons than the IG (only a laspistol rather than a lasgun) but +1 Ld....
Automatically Appended Next Post: Although we do have to remember Frateris get two good SRs that at least make up for the lack of Guard-style Orders: Rage and Assisted Martyrdom, which lets you use them to tarpit (as long as they have a priest to keep them Fearless) while still shooting at whoever they've locked in melee.
This message was edited 1 time. Last update was at 2014/04/02 18:23:24
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
No Redemptionists? I added Zealots as the Command Squad of Kyrinov and Jacobus. Zealots can take Redemptionists who have the Confessor's Righteous Rage Rule(5e Sisters of battle, reroll hits in assault) and slightly better stats(Sv: 5+, 2A, Ld 9), and equipment(laspistol, Frag, krak) but cost 14 ppm.
I also allowed Zealots to take Exterminators which are 1 use hand flamers for 3 points.
Check it out in my Codex Sisters of Battle (link in signature)
This message was edited 2 times. Last update was at 2014/04/02 20:38:48
I do love the idea of Frateris militia. The thought of fielding a massive hoarde of raving citizen zealots is awesome and, well, slightly hilarious.
One little thing I think I noticed: I don't think you specified what units could take the Deliverer Assault Shrine? Unless any units can. I also notice that your fluff for it mentioned Sisters using it. From a fluff perspective, Sisters probably wouldn't have ramshackle vehicles like that for themselves, but would stick with heir military vehicles for their initial deployment, assuming that they can take it as a transport.
Other than that, can't see anything all that wrong myself. Good work, enjoyed reading through this.
This message was edited 1 time. Last update was at 2014/04/02 21:23:59
Order of the Righteous Armour - 542 points so far.
2014/04/02 21:50:55
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
1. Deliverer
The Deliverer is basically a poor man's Land Raider CrusaderRedeemer, so I'm thinking it's generally a Heavy Support choice that might be a Dedicated Transport for a Sororitas Command Squad (which admittedly would take up only half the passenger capacity) or a Celestian Squad, to represent the Sisters borrowing one or accepting one as a tithe. Note that it has BS:4, so the gunners at least may well be Sisters.
2. Redemptionists, Zealots, & Exterminators
J3f, I like your idea of portraying Exterminators as one-shot hand flamers (that might explode). The original rules are stupidly complicated and I could not figure out how to translate them into the more streamlined 6th edition, but you may well have it.
The Zealots' "our morale gets better the worse you hurt us" is another of those colorful but crazy rules I couldn't fit into 6th -- and it's frankly redundant when a Sororitas/Ecclesiarchy army can get 25-point priests with the Zealot SR granting both Hatred and Fearless.
But I did keep the Redemptionists' "one model in five may be upgraded to an madman wielding a giant chainsaw" option, and if you upgrade the rest of the unit to Hardcore Frateris (still working the pricing on that...), then you have something that looks a lot like a Redemptionist mob, only it has only leadership 6 -- but attaching a Priest goes a long way to making up for that.
Basically, all these Frateris are designed to be fearless screaming maniacs -- until someone caps their priest, at which point Ld:6 reasserts itself and they all start going, "wait, what are we doing? This is crazy!" I think this brittleness is fitting.
This message was edited 2 times. Last update was at 2014/04/04 00:10:34
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Yeah, I personally think the Priests are OP myself and annoyingly male for an auto-take in The Only Female Army, so I came up with an alternative called the Sister-Chorister. But I've self-limited to building on the current codex rather than replacing it, so I'm stuck with priests -- and I think my Frateris fit in around them rather well, if I may say so myself (and I do because I have no shame at all).
This message was edited 1 time. Last update was at 2014/04/03 03:02:41
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I think this is great and would absolutely play against it. In particular, the Frateris and the Abhuman Penitants are awesome stuff!
I don't have much input for the rules themselves, but here it is;
~Keep the rabble at 3ppm. This is one thing that this army should do well, so I would lean towards undercosting than towards overcosting
~Hussite has a *lot* of guns. In particular I think 10x flamers is too much, because unlike the heavy stubbers which will blow themselves up even with twin link, these aren't really going to be penalized by Gets Hot until they're burned away a huge chunk of the enemy
~I wouldn't get too attached to those points cost formulae. +10 for a "special rule" is woefully generic, and in some cases you have Gets Hot being cancelled out by Twin Linked, which both makes the weapon better but also largely negates Gets Hot. Definitely not worth "zero points" IMO
2014/04/04 00:06:00
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
Thanks. And I am floundering a little on the Gets Hot! cost, which Ovion's system doesn't seem to handle well for low-point-value weapons (I may be missing a key nuance). So saying "it's roughly canceling out twin-linked" was a bit of a desperate stab in the dark. Anyone else have a suggestion on how to cost vehicle weapons that self-destruct on a roll of 1?
And yes, a Hussite with 10 twin linked heavy flamers is rather too much.... I need to limit the heavier weapon options.
As for costing the rabble, I'm still divided in my mind: Assisted Martyrdom is a really good special rule for a tarpit unit to have, and I don't want to undercost that.
Automatically Appended Next Post: Also, I'm wondering if Gets Hot! on heavy stubbers is too much: crunchwise, they have so many shots they'll self destruct in short order, and fluffwise, they're a relatively simple weapon whose most likely malfunction is jamming, not an explosion.
Then I could discourage the flamers on the vehicle by giving them Gets Hot! without the current caveats, so if you take too many you have a good chance to glance your Hussite to death.
This message was edited 1 time. Last update was at 2014/04/04 00:19:33
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Automatically Appended Next Post: Okay, I've rewritten the Improvised Weapons rules -- Heavy Stubbers are no longer affected, vehicles are no longer immune from losing Hull Points -- and recosted the weapons options: basically anything with Gets Hot! gets a 20% discount, which is not much considering it has a 16.7% chance of dying with every single shot, but it makes the math simpler. (That's how I costed special weapons for the Frateris infantry, actually). And I've done away with all the Twin-Linking everything.
The new rules follow in spoilers. Deleted portions of the original are in strikethrough, additions are underlined.
Spoiler:
Special Rule: Improvised Weapons All of this unit's shooting weapons, except for Heavy Stubbers, Stubbers, and Shotguns, have the Gets Hot! special rule. This rule does not affect Independent Characters who joined the unit. In addition, if a vehicle-mounted weapon fails a Gets Hot! roll, the weapon is automatically destroyed, whether or not the vehicle loses a Hull Point.however, do not roll the usual 1d6 to determine if the vehicle takes a Glancing Hit: Instead, the weapon itself is automatically destroyed and there is no further effect.
*
DEDICATED TRANSPORTS
Frateris Hussite: 100 points Options: The Frateris Hussite may take up to 10 weapons from the list below. However, each weapon taken reduces the passenger capacity by 1. No more than three weapons may be mounted facing to the front, no more than three to the rear, and no more than four to either side. - Twin-Linked Heavy Stubber: 5 pts - Twin-Linked Grenade Launcher: 54 points - Flamer: 4 points - Twin-Linked Heavy Flamer: 108 points All these weaponsThe Grenade Launcher, Flamer, and Heavy Flamer suffer from the Improvised Weapons special rule.
Frateris Technical: 35 points Wargear: Twin-Linkedpintle-mounted Heavy Stubber
Options: May replace the Twin-linked Heavy Stubber with - Twin-Linked Flamer: free - Twin-Linked Grenade Launcher: free - Twin-Linked Heavy Flamer: 108 points The Grenade Launcher, Flamer, and Heavy Flamer all suffer from the Improvised Weapons special rule.
*
FAST ATTACK
Frateris Biker Pack: 60 points
For every five models in the Pack, one may be upgraded to a Sidecar Bike carrying one of the following weapons: - Twin-Linked Heavy Stubber: 65 points - Twin-Linked Grenade Launcher: 64 points - Flamer: 4 points - Twin-Linked Heavy Flamer: 128 points All these weaponsThe Grenade Launcher, Flamer, and Heavy Flamer are affected by the Improvised Weapons special rule.
This message was edited 2 times. Last update was at 2014/04/04 19:12:42
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I was forcedasked nicely to post this here rather than in a PM to stimulate a discussion, sooo ...
Nitpicky Lynata wrote:Hoi! There's not much I could say ... I like most of those ideas - especially the trucks, as well as the option to upgrade groups of specialists with a leader of their own organisation.
Personally I would give the "Chariot of Fire" at least the option to expand it to two passengers, either by sidecar or some sort of elevated tandem seating. But I'm purely going by the Redeemer and Kal Jerico comics here, as I really liked the Crimson Cardinal and his silly little aide sharing a bike and how it made for some hilarious moments.
Abhumans I'm not sure about due to my interpretation of the fluff. I suppose I could see it possible on some worlds, but from what I've read in Codex fluff, the lines between human, abhuman and mutant are fairly thin and often blurred, and the clergy would rather instigate the human population to pogroms against them rather than allowing "mixed Frateris", possibly because they feel it'd sully their ranks. It may simply be a matter of descriptions ... if you'd make it clear that it is rare (perhaps only in times of emergency, like the Third Reich relaxing its recruitment policies towards the end of WW2), and/or that the abhumans are kept separate from the pure humans as some sort of special penal unit like the Repentia ...
Pretty much the only thing really causing an eye-twitch was your remark on the Lectitio Divinatus(sp?), though my lack of tolerance is in good part a result of my personal general rejection of the Horus Heresy novels as a useful source of fluff. The Lectitio only exists in a couple Black Library books and has, so far, not been adopted by the GW main studio. Whilst I continue to advocate GW's policy of "a thousand different visions", I am firmly against treating the Lectitio's existence as some sort of universal fact just because it appeared in some freelance novel series, specifically because certain posters seem to wave it around as a sort of bait for SoB players, because apparently everything cool needs to be started by SPESS MEHREENS - including the Ecclesiarchy.
Even if its existence was taken for granted, however, the Codex history of the Ecclesiarchy's creation pretty much rules out the possibility of the Lectitio forming its founding principles. The Temple of the Saviour Emperor, after all, was formed by a human male named Fatidicus, an Imperial Army veteran of the Battle for Terra, which led to the cult basing its headquarters on Earth and having the support of the military. The Word Bearers, however, had created their faith away from Terra - not to mention that Lorgar's book would most certainly regarded as the works of a traitor, and thus banned rather than embraced. If a portion of it has found its way into the Ecclesiarchy at all, then only as one of those many minor backwater cults that were assimilated by the Temple of the Saviour Emperor. After all, at the time of its creation, the Ecclesiarchy was never based on a single religious text, but a wild amalgamation of beliefs and dogmae once held by the many parts that were absorbed by the Temple before it was officially transformed into the Adeptus Ministorum.
Sorry for the rant - I just didn't expect you to adopt what I consider an outsourced devaluation of the Ecclesiarchy's identity as a self-created entity. It's really not as if the Space Marines have not already "stolen" enough from the SoB!
On a sidenote, you really are busy, Sister!
2014/04/05 14:17:37
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
I think you've got the Penitent Abhumans exactly right -- I was thinking along those lines, plus the possibility of Abhumans being recruited at gunpoint to bolster the crusade as expendable shock troops. I'll write some actual fluff for them soon.
And the idea of adding crew to the Chariot is cool. The rules are very grumpy about that possibility, though. Now, they do say chariots can have crew that just aren't counted as passengers, and certainly you can explain the TL heavy flamer as being crewed by some kind of minion. Hmmm. Maybe extra weapons options would be the best way to represent a sidecar? Maybe even an extra HP if the sidecar's big enough?
I love the extract from the Crimson Cardinal & sidekick comic that I read, but that's more the scale of a Frateris Biker with sidecar. I envision the Chariot of Fire as being much, much bigger -- more like Lord Humongous's whatever-it-is in The Road Warrior.
And yes, the Lectitio Divinitas backstory is.... odd. Didn't know it came purely from the Horus Heresy novels, which I have gleefully never read.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
SisterSydney wrote:Maybe extra weapons options would be the best way to represent a sidecar?
That makes sense, if it fits to the design. It'd be like Leman Russ sponsons with baby wheels!
SisterSydney wrote:I love the extract from the Crimson Cardinal & sidekick comic that I read, but that's more the scale of a Frateris Biker with sidecar. I envision the Chariot of Fire as being much, much bigger -- more like Lord Humongous's whatever-it-is in The Road Warrior.
Ohh, gotcha. I think the Redeemer also has something like what you mean:
Still, in that case I'd say offer a bike with sidecar as an alternate option (or cheaper alternative for smaller skirmish games). If only so that people are able to recreate the Crimson Cardinal duo.
2014/04/06 12:39:25
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
Yeah, that's almost perfect -- single rider, big flamer, ludicrous decoration.
Still don't understand how he survives his hat being on fire. Super-duper future insulation material as a skullcap, maybe?
I put in the option for a Priest to join a Biker Pack, but I'd also thought of making a Bike a general option for Missionaries & Confessors too.... I'll stat that up.
Automatically Appended Next Post: Okay, 'ere we go:
Add to Options for Priest, Missionary, & Confessor:
make take a Frateris bike, changing unit type to Cavalry: +15 points
A Priest, Missionary, or Confessor on a Frateris Bike may take a sidecar with one of the following weapons:
- Heavy Stubber: 5 points
- Grenade Launcher: ]4 points
- Flamer: 4 points
- Heavy Flamer: 8
The Grenade Launcher, Flamer, and Heavy Flamer[/u] are affected by the Improvised Weapons special rule.
Ta-dah!
This message was edited 1 time. Last update was at 2014/04/06 12:49:59
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
The one thing I still worry about is the "Assisted Martyrdom" special rule: a lot of assault units depend on getting locked in combat so nobody can shoot them, but "Assisted Martyrdom" lets you tarpit them (Priest giving Frateris blob Fearless) and then have the rest of your army shoot at them anyway.
A minor change would be to give the target unit a cover save to reflect that you're shooting through the bodies of your Frateris to get them, with any successful cover save killing a Frateris.... But what should the cover save be?
And would that be enough to keep the Assisted Martyrdom rule powerful but not game-breaking vs assault armies? Just giving the Sisters cheap Fearless blobs already goes a long way to neutralizing their vulnerability to assault armies and gunlines alike, but I like the grimdark comedy that Assisted Martyrdom provides and would hate to get rid of it.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I've rewritten these merry madmen based on all the good input from this thread and on having scanned the new Imperial GuardAstra Militarum codex, from which the Frateris steal much of their equipment (and some Ogryn). All comments are intensely welcome.
Besides good old-fashioned Ecclesiarchal flavor (mmmm, smoky), these units add a fair bit of assault power and expendable screening/tarpitting to an Adepta Sororitas army list generally lacking in both: - Confessors & Missionaries (HQ): Multi-wound Ministorum Priests who can lead your army. Mount on Chariot of Fire & drive headlong into enemy for maximum fun. - Frateris Militia (troops): highly customizable tarpits. Buy a priest for them or they will run away. - Frateris Hussite (dedicated transport): 4 Hull Points, 20 passengers, open-topped, and up to 10 guns. An assault vehicle/fire magnet. - Frateris Technical (dedicated transport): 12 passengers, open-topped, and a heavy stubber. It's an Ork Trukk for people. - Penitent Abhumans (elite): Ogryns with a death wish. Add priest, point at enemy, tarpit what you can't kill. - Frateris Bikers (fast attack): Use Cavalry rules -- nowhere near robust enough to count as Marine-style Bikes. Cheap scouting, screening, and the occasional hit & run against a weakened unit. - Deliverator Assault Vehicle (heavy support): A poor man's Land Raider Redeemer. A Confessor or Missionary can buy one for his Battle Conclave without spending a Heavy Support slot. - There are also new options for the Priest (wargear), the Battle Conclave (Crusader Champion & Mistress of Assassins), and the Penitent Engine (cavalry-style movement to give it a prayer of making it to melee). Note how there's a new unit in each FOC slot: These units work best as supplements to a hard core of Battle Sisters, but you could run an all-Frateris Militia army....
Changes from prior versions:
Spoiler:
- Wrote proper fluff for the poor Penitent Abhumans and the consummately Mad Max-ish Frateris Bikers. - Added a brief Wargear section for unique Frateris equipment, including the old Zealot "Exterminator" from White Dwarf, which J3f suggested representing as one-shot hand flamers. I added the bit about them blowing up.... - Eliminated the "Assisted Martyrdom" special rule. It was colorful but -- as Clockwork Zion pointed out in PMs -- the ability to shoot into melee is just too potentially game-breaking. - Simplified "Improvised Weapons" to "anything but Stubbers, Heavy Stubbers, and Shotguns Gets Hot!" - Recosted Demo Charges based on new Codex:Astra Militarum. (But gets a 20% discount because it can blow up the user...). - Gave Penitent Abhumans "Hammer of Wrath" to bring them in line with the Astra Militarum Ogryn. (They still get Furious Charge like 5th edition Ogryn, they just pay for it now).
***
Special Rule: Improvised Weapons The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield. If a unit or a model has this special rule, all of its shooting weapons, except for Stubbers, Heavy Stubbers, and Shotguns, have the Gets Hot! special rule. This rule does not affect Independent Characters who joined a unit with Improvised Weapons.
*
Frateris Militia Wargear
Spoiler:
Crude, Cruel Maul: Frateris fighters too savage to use shooting weapons but too lowly to rate Eviscerators wield an array of home-made two-handed mauls. These range from crudely cut lengths of pipe with tape wrapped around one end for the grip and barbed wire wrapped around the other, to crudely hammered slabs of steel vaguely resembling a sword, to crudely forged masses of metal that only an abhuman can carry. Range: Melee Strength: User + 2 Two-handed, Unwieldy
Exterminator: Frateris are fond of jury-rigged, single-shot hand flamers called Exterminators, which are brutally effective weapons as long as they don't explode on firing. Range: Template S:3 AP:6 Assault 1, One Use Only, Gets Hot!
Frateris Bike: Frateris and even clergy often ride to war on civilian motorbikes, simple two-wheelers with only a vague resemblance to massive Marine bikes. A single shot can send both bike and rider crashing to the dirt, but until then they're remarkably mobile. A model with a Frateris Bike changes its unit type from Infantry to Cavalry, or from Infantry (character) to Cavalry (character). There is no other effect.
Far more ferocious than ordinary priests and largely independent of the normal hierarchy of Cardinals and dioceses, Confessors and Missionaries are wide-ranging holy warriors. Backed by their personal battle conclaves, Battle Sisters seconded from the Adepta Sororitas, and ad hoc Frateris militia, they carry the Emperor's Light into the darkness -- whether that darkness is a world light-years beyond human space, a rebellious Imperial planet, or a nest of heretics down the street from their cathedral.
Spoiler:
A Confessor or Missionary may take a Battle Conclave, which takes up no Force Organization slots, and a Deliverer Assault Shrine as a Dedicated Transport. A Confessor or Missionary who does nottake a Conclave may instead take a Frateris Bike or take a Chariot of Fire as a Dedicated Transport.
Wargear: as Priest
Special Rules: War Hymns, Zealot
Options: as Priest [including the new options below]
Design notes:
Spoiler:
Both these characters are based on the Ministorum priest. The Confessor's stats are lower than in the White Dwarf codex because I don't want a generic HQ to outshine Uriah Jacobus and I don't want a non-Sister to outshine the Canoness as a combatant (which I suspect is why the codex writers toned downed Jacobus). The Missionary simply exists to provide a second-tier HQ for smaller games or to back up your primary HQ character.
Compared to the Priest, the Confessor has +1 WS (+10), +1 BS (+10), +2 W (+20), +1A, (+10) +2 Ld (+10), each a 10-point improvement per Ovion: +60 points +15 points for War Hymns on a 3-wound, WS:4, Ld:9 model instead of a one-hit wonder Total: 100 points
The Missionary has +1 WS (+10), +1 BS (+10), +1W (+10), +1A (+10), and +1 Ld (+5): +45 points +10 points for War Hymns on a 2-wound, WS:4, Ld:8 model Total: 80 points
*
Priests: New Options
Spoiler:
A Priest, Missionary, or Confessor may replace his laspistol and close combat weapon with a Crude, Cruel Maul: free
A Priest, Missionary, or Confessor may take a Frateris Bike, changing his unit type to Cavalry (Character): 15 points A Priest, Missionary, or Confessor on a Bike may take a sidecar with one of the following weapons: - Heavy Stubber: 5 points - Grenade Launcher: 4 pts - Flamer: 4 pts The Grenade Launcher and Flamer suffer from the Improvised Weapons special rule.
*
Dedicated Transport: Chariot of Fire: 75 points An enormous, flame-belching, three-wheeled variant of the standard Space Marine and Sororitas bikes, the Chariot of Fire is reserved for the most elevated and vicious of the Ecclesiarchy's clergy. BS:1 Armour:12/12/10 Hull Points:3
Spoiler:
Force Organization: Dedicated Transport Unit Composition: 1 Chariot of Fire Unit type: Vehicle (Chariot, Open-Topped)
Transport Capacity: 1 (independent characters only)
Wargear: Twin-linked heavy flamer
Special Rules: Furious Charge
Mobile Pulpit: As long as they are within 6" of a Confessor or Missionary riding a Chariot of Fire, any units from [Codex:Adepta Sororitas and allied detachments that are Battle Brothers with the Sororitas gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns. Any other units lack the faith in the divinity of the Emperor required to benefit from these rules.
Design notes:
Spoiler:
Based on the Blood Throne of Khorne (which costs +75 pts as a dedicated transport for a Herald)
Add: +1 BS = +10 TL heavy flamer: +15 Replace Totem with Mobile Pulpit: +0 Subtotal: +25
Subtract: Replace Daemon of Khorne (Furious Charge, Hatred:Slaanesh) with Furious Charge only: -5 points Remove Deep Strike: -10 Remove Gorefeast: -10 Subtotal: -25
Special Rules: Infiltrate (Mistress of Assassins only)
Champion of the Faith (Crusader Champion only) The champion may re-roll failed attempts at Heroic Intervention and may re-roll misses when fighting in a challenge.
Options: A Conclave consisting entirely of Crusaders may upgrade one model to a Crusader Champion: +30 points A Conclave consisting entirely of Death Cult Assassins may upgrade one model to a Mistress of Assassins: +30 points A Conclave containing no Arco-Flagellants may take Frateris Bikes, changing its unit type to Cavalry: +5 points per model A Conclave consisting entirely of Arco-flagellants may take Sacramental Injectors, changing its unit type to Beasts: +5 points per model A Conclave may be joined by a Repentia Veteran (in which case it may not take any of the upgrades above): +45 points
Sacramental Injectors: An Arco-flagellant with these stimulant injectors implanted throughout its body moves with inhuman speed, scrabbling unstoppably on all fours over obstacles. The Arco-flagellant changes its unit type from Infantry to Beasts.
Design notes:
Spoiler:
Mistress and Champion: "Sergeant" package (+1A, +1 Ld, character): +10 points +1 WS: +10 points Infiltrate OR Champion of the Faith: +10 points
Frateris Bikes: Changes unit type to Beasts: +15 points, divide by 3 for elites = 5 ppm
Sacramental Injectors: Changes unit type to Beasts: +15 points, divide by 3 for elites = 5 ppm
A Battle Conclave taken for a Confessor or a Missionary may take a Deliverer Assault Shrine as a Dedicated Transport.
***
THE FRATERIS MILITIA
Every Battle Sister's story follows the same arc from orphanhood to martyrdom. The Frateris Militia are rushing headlong towards the same ending, but they come from every background and for every reason imaginable....
Spoiler:
Ordinary drudges who just want to be part of something that matters for a change. Schoolboys afire with dreams of glory (and teenage hormones) after seeing the Adepta Sororitas march past. Middle-aged merchants who kiss their wives and kids goodbye because they can't send the poor to die for them, not again. Imperial Guard veterans who see the untrained masses headed for the slaughter and start having flashbacks. Hive gangers seeking redemption and a little loot. Murderers one step ahead of the hangman. All are welcome in the Frateris Militia. The militia is the unofficial, irregular army of the Imperial Cult, the shabby brothers of the knife-sharp Sisters of Battle. At the lesser shrines of the Imperial Cult, the ones that don't rate a Sororitas garrison, a hastily assembled mob of Frateris is often the first and sometimes the only line of defense. The Frateris also carry out pogroms against easy targets beneath the dignity of Battle Sisters. But even in major wars where the Sisters serve as the mailed fist of the Adeptus Ministorum, the Frateris often swell the ranks -- and the body count.
*
TROOPS
Frateris Militia Mob: 30 points Most Frateris "units" are really mobs of untrained rabble, stiffened by a hard core of experienced fighters and the occasional Eviscerator-wielding berserker. A few squads of Frateris, however, approach Imperial Guard levels of skill and discipline. But even these Frateris have both temperaments and weapons that are likely to blow up at any moment. Frateris Rabble: WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Hardcore Frateris: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Frateris Champion: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:6 Sv:6+ Frateris Sergeant: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:7 Sv:6+
Spoiler:
Force Organization: Troops Unit Type: Infantry; Sergeant is Infantry (character) Unit Composition: 10 Frateris Rabble
Options: May be joined by up to 40 additional Rabble: +3 points per model Up to 10 Rabble may be upgraded to Hardcore Frateris: +1 point per model May be joined by a Frateris Sergeant: 15 points May be joined by a Repentia Veteran: 45 points For every 10 Rabble, one may be upgraded to a Frateris Champion, replacing his stubber and close combat weapon with an Eviscerator: +10 points per model
Any Rabble or Hardcore Frateris may replace his stubber and close combat weapon with a Crude, Cruel Maul: free Any Hardcore Frateris may replace his stubber with a shotgun: +1 point per model For every five models, one may take an Exterminator: +3 points
For every ten models, one may replace his stubber with one of the following weapons: - grenade launcher: +4 points - flamer: +4 points - demolition charge: +16 points All these weapons suffer from the Improvised Weapons rule.
A mob of 12 or fewer models may take a Frateris Technical as a Dedicated Transport. A mob of 10 or more may take a Frateris Hussite.
Design Notes:
Spoiler:
All based off Chaos Cultists (4 ppm)
Rabble: -1 WS: -10 -1 BS: -10 -1 Ld: -5 + Rage: +10 Net: -15 By Ovion's rules of thumb, since the costs above are for independent characters modes, you need to divide them for other models: x/10 for Grot-style crap (which these are), x/5 for most infantry, x/3 for elites. So -15 per 10 models = -1.5 pt per model = -1 point (rounded down) = 3 points 2 ppm would just be ridiculously low. 3 ppm puts them on a level with the current cost of IG Conscripts, who are better armed and armored but have worse Leadership and no Rage.
Hardcore: -1 Ld: -5 + Rage: +10 Net: +5 +5 per 5 models = +1 pts per model = 5 points +10 points is usual for a +1A +1 Ld Sergeant = 15 points This is a much saner cost than I originally had.
Their options are costed as normal except that weapons afflicted by Improvised Weapons -- i.e. Gets Hot! -- get a 20% discount: Yes, they only wound their user one shot out of 6, i.e. 17% of the time, but you're probably going to fire it more than once. The Exterminator in particular is a heavily discounted Hand Flamer, -40% to reflect that it not only Gets Hot! but only fires once.
**
DEDICATED TRANSPORTS
Frateris Hussite: 100 points A clanking monstrosity jury-rigged out of a commercial heavy hauler, the Hussite services as a mobile fortress for the Frateris firing out of it in every direction. BS:3 Armour:13/12/11 BS:4
Spoiler:
Unit Composition: 1 Frateris Hussite Unit Type: Vehicle (Tank, Transport, Open-Topped)
Wargear: Searchlight, Smoke Launchers
Special Rules: Improvised Weapons
Passenger capacity: 20 models The Frateris Hussite may carry Bulky and Very Bulky models. However, note that adding weapons reduces its passenger capacity (see Options below).
Options: The Frateris Hussite may take up to 10 weapons from the list below. However, each weapon taken reduces the passenger capacity by 1. - Grenade Launcher: 3 pts - Heavy Stubber: 4 pts - Twin-Linked Heavy Stubber: 7 pts - Flamer: 3 pts - Heavy Flamer: 7 pts The Grenade Launcher, Flamer, and Heavy Flamer suffer from the Improvised Weapons special rule.
+1 BS = 10 points Shift 1 AV from front to rear: 0 Net: +10 points = 100 points
Weapon options are discounted by one point (in addition to any Improvised Weapons discount) because they remove space for one passenger.
*
Frateris Technical: 35 points Some Frateris careen towards martyrdom crammed into civilian trucks hastily fitted with crude armour and unreliable weapons. BS:3 Armour:10/10/10 Hull Points: 3
Spoiler:
Force Organization: Dedicated Transport Unit Composition: 1 Frateris Technical Unit Type: Vehicle (Fast, Open-Topped, Transport)
Wargear: Heavy Stubber, Searchlight, Smoke Launchers Special Rules: Improvised weapons Transport capacity: 12 models. The Technical may carry Bulky or Very Bulky models.
Options: May replace the Stubber with - Grenade Launcher: 4 pts - Flamer: 4 pts The Grenade Launcher and Flamer suffer from the Improvised Weapons special rule.
Design Notes: [spoiler] Based on an Ork Trukk (35 points) +1 BS: +10 - Ramshackle special rule: -10 Replace Big Shoota with Heavy Stubber: +/-0 Net: +/-0
**
ELITES
Penitent Abhuman Mob: 90 points
Your sin was what you were born! Your redemption will be how you die! - Ministorum Priest exhorting penitent abhumans on the eve of battle
Spoiler:
Abhumans are more often the victims of the Frateris Militia than its members. When the Frateris start working up their courage, their first target -- if only by way of practice -- is often their genetically imperfect neighbors. Even when they prove their piety sufficiently to survive, their service usually consists of hauling supplies until they fall, unburied and unmourned, along the line of march. But in these desperate times, the sheer strength, ferocity, and blind faith of the larger abhuman breeds is sometimes just too useful to discard. On the eve of battle, the priests unchain these mighty simpletons from the ammunition sledges, hand them crudely forged masses of metal, and tell them of their great good fortune: a chance to cleanse their tainted blood by shedding it for the God-Emperor.
Force Organization: Elite Unit Composition: 3 Penitent Abhumans Unit Type: Infantry
Wargear: Crude, Cruel Maul; improvised armor
Special Rules: Fleet (Longlegs only) Furious Charge Hammer of Wrath Rage Stubborn Very Bulky
Untouchables: A Penitent Abhuman Mob may not be joined by any independent character except a Priest, Missionary, or Confessor (including Uriah Jacobus).
Options: Add up to 7 additional Penitent Abhumans: +30 points per model The entire Mob may be upgraded to a specific breed of Abhuman: - Brutes (gain +1 Strength, +1 Toughness): +20 points per model - Ironhides (gain +1 Toughness, +1 Wound): +20 pts per model - Longshanks (gain +1 Initiative and Fleet, but -1 Wound): +10 pts per model - Ogryns (gain +1 Strength, +1 Toughness, +1 Wound): +30 pts per model
A Penitent Abhuman mob may take a Frateris Hussite or Frateris Technical as a dedicated transport.
Design notes:
Spoiler:
Compared to IG Ogryn: WS-1 S-1 T-1 W-1 Ld-1 Sv:-1 -1 to 4 stats @ -10 = -40 -1 to Ld = -5 -1 to Save = -5 Stats subtotal = -50 Add Rage & Furious Charge: +20 pts Replace Ripper gun with massive close combat weapon: a wash? NET: -30 points Divide by three for elite infantry: -30/3 = -10 40 ppm for Ogyrn - 10 = 30 points.
Then the variant breeds of Abhuman all buy up stats that are worth +10 per +1 and/or gain a +10 point special rule. Note that even Penitent Ogryn don't have the WS:4 of Imperial Guard Ogryn: These are civilian monsters, not trained soldiers.
**
FAST ATTACK
Frateris Biker Pack: 50 points Even biker gangs can believe fiercely in the God-Emperor -- and God-Emperor help anyone they decide does not.
Spoiler:
Whether hardened outlaws or young nobles showing off their spiffing steel steeds, Frateris Bikers serve as highly mobile, highly fragile scouts. While their civilian-model motorbikes lack anything like the survivability of an Astartes bike, they do allow them to outmaneuver enemy infantry, firing wildly as they drive by or charging headlong at weaker targets.
Force organization: Fast Attack Unit Composition: 5 Frateris Bikers Unit Type: Cavalry; Boss is Cavalry (character)
Wargear: Improvised armour; stubber; close combat weapon
Special Rules: Rage Hit & Run Improvised Weapons Cavalry
Options: Add up to 15 additional Frateris Bikers: 10 points per model One Biker may be upgraded to a Boss: 10 points Any Biker may upgrade his stubber to a shotgun: +1 point For every five models in the Pack, one may take an Exterminator: +3 points
For every five models in the Pack, one may be upgraded to a Sidecar Bike carrying one of the following weapons: - Heavy Stubber: 5 points - Grenade Launcher: 4 pts - Flamer: 4 pts The Grenade Launcher and Flamer suffer from the Improvised Weapons special rule.
For every 10 models in the Pack, one may take a Demolition Charge (which suffers from the Improvised Weapns rule): +16 points
Design notes:
Spoiler:
Based on Chaos Cultists (4 ppm): -1 Ld: -5 pts Cavalry: +15 points (per Ovion) +2 SRs (Rage, Hit & Run): +20 pts 30 pts divided by 5 for non-elite troops = +6 points = 10 points
Sidecar Bikes: Note that Sidecar Bike does not get +1 Wound and +1 Attack: Yes, there are two Frateris -- one driving and one in the sidebar -- but any hit (or improvised weapon backfire) that kills one is going to wreck the whole bike, which is way more fragile than a Space Marine Bike, and the guy in the sidecar is too restricted in his movements to fight effectively in melee.
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HEAVY SUPPORT
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Penitent Engines: New Option All the Penitent Engines in a squadron may take Holy NOx: 15 points per model Spasming wildly from the blessed boosters injected into their engine, the Penitent Engines lurch forward with startling speed. A Penitent Engine with Holy NOx moves as if it were a Cavalry unit. Like a Cavalry unit, it also gains the Fleet and Hammer of Wrath special rules.
Deliverer Assault Shrine: 150 points Ugly juggernauts converted from civilian mining vehicles, their hulls covered first with crude slabs of heavy armour and then with layer upon layer of devotional ornamentation, Deliverers lurch across the battlefield with surprising speed. Flamestorm cannon roaring, they slam into enemy positions and drop their front ramps to disgorge Sororitas shock troops, a Confessor's personal battle conclave, or hate-crazed Frateris. BS:4 Armour: 13/13/12 Hull Points:4
Spoiler:
Unit Type: Vehicle (Tank, Transport)
Force Organization: Heavy Support
Unit Composition: 1 Deliverer Assault Shrine
Wargear: Twin-linked multi-melta Two flamestorm cannons Searchlight Smoke launchers
Special Rules: Assault Vehicle Shield of Faith
Transport Capacity: 12 models
Options: May replace twin-linked multi-melta with twin-linked heavy bolter or twin-linked heavy flamer: free. May take items from the Adepta Sororitas Vehicle Equipment List. May take items from the Rolling Chapel Equipment List (see below).
Design notes:
Spoiler:
[Originally posted here] A poor man's Land Raider Redeemer, for which I'm now just totally taking Ovion's costing -- not sure on exact details (POTMs seems overvalued, Shield of Faith undervalued) but it all balances out:
LR Redeemer - 240 -4AV -40 Replace TL AssCannon with TL Multimelta -20 -Frag Launchers -10 -POTMS -30 +Shield of Faith +10 Total: 150
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Rolling Chapel Equipment List
The Ecclesiarchy bedecks all its vehicles in sacramental decoration, but the largest can serve as mobile chapels, complete with embarked priest.
Spoiler:
Armoured Pulpit: 50 points Devout mechanics have converted one of this vehicle's cupolas or hatches into a heavily armoured pulpit from which a preacher can deliver inspiring, terrifying, and massively amplified sermons over the roar the heat of battle. As long as they are within 6" of a vehicle with an Armoured Pulpit, any units from Codex:Adepta Sororitas and allied detachments that are Battle Brothers with the Sororitas gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns. Any other units lack the faith in the divinity of the Emperor required to benefit from these rules.
Holy Light: 25 points As the massive war machine crashes into the enemy lines, its gilded armour gleaming and its sacramental spotlights blazing, the eyes of the evildoers are dazzled by a pure white light and their ears fill with celestial music. Then the faithful charge out of the vehicle and rip them apart. Assault vehicles only (including open-topped vehicles). When a unit charges out of a transport with Holy Light, it counts as having assault grenades and inflicts a Blind attack on all enemies it is charging, resolved at Initiative 10.
Icon of Courage: 20 points Looming literally larger than life, these holy images of Imperial saints past look sternly down on today's combatants and forbid them to waver for an instant. Friendly units within 12" of a vehicle with Icons of Courage re-roll failed Morale, Fear, and Pinning tests.
Vox Dei: 25 points A soul-stirring, ear-splitting array of high-powered laud hailers inspires Sororitas at great distances. All friendly units within 18" of a vehicle equipped with a Vox Dei re-roll failed Leadership tests when attempting an Act of Faith.
Edited to fix Exterminator options for Frateris infantry and cavalry (it doesn't replace your stubber) and to correct Abhumans to being Very Bulky, like the new Ogryn, which in turn meant reducing their base unit size to 3 so they could fit on Technicals. Edited to add the Repentia Veteran as an upgrade option for conclaves & frateris mobs.
This message was edited 4 times. Last update was at 2014/04/25 16:50:59
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I do think its amusing that the Exterminator has "Gets hot!"
My old unit entry for Frateris:
Spoiler:
Frateris Militia Band 60pts In times of need, the Ecclesiarchy arms its servants, whether they are minor clergy or lay followers and unleash them upon their foes. Often little more than a disorganised rabble they can provide useful las fodder or even overwhelm small numbers of well-armed enemies. WS2, BS2, S3, T3 W1, I3 A1 LD6 Save - none
Composition: 20 militia
Unit Type: Infantry
Wargear: Laspistol or shotgun, Close Combat weapon
Special Rules: Holy Inspiration,
You may have a mix of weapons in the unit.
Holy Inspiration: Whilst a Frateris Militia band is accompanied by one of the following Independent Characters they have the Fearless Special rule: Arch-Confessor Kyrinov, Canoness, Canoness Praxedes of Ophelia VII, Confessor, Ecclesiarchy Priest, Helena the Virtuous, Palatine, Saint Celestine, Uriah Jacobus
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
Ha, very similar -- right down to 3 ppm. The big difference is now we have priests that come with Fearless, so half of the "Holy Inspiration" rule is no longer needed.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
My baseline Frateris are quite intentionally meant to be rather pathetic, expendable fellows. WS:2 BS:2 represents a barely trained normal human, like a Guard conscript.
I do let you buy them up to Hardcore Frateris with WS:3 BS:3 for 1 point, though. That puts them at 4 points per model, with the price, same wargear, and stats as a Chaos Cultist except they lose a point of leadership and gain Rage instead.
Generally my Frateris are more manic-depressive than Chaos Cultists (which is a scary thought): They do pretty well when charging with a Ministorum Priest attached but are prone to evaporate if they lose their priest.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Those stats are almost as bad as Gretchin. Conscripts are those who can't get into the Guard under normal circumstances. It's literally like fighting a bunch of 14 years.
The Frateris should at least represent grown men, not a middle school gang.
The burning pits of Hades, also known as Sweden in summer
J3f wrote: Those stats are almost as bad as Gretchin. Conscripts are those who can't get into the Guard under normal circumstances. It's literally like fighting a bunch of 14 years.
The Frateris should at least represent grown men, not a middle school gang.
Conscripts are actually recently recruited Guardsmen, not those who otherwise would not have made it in.
Untrained, or poorly trained humans are WS and BS 2.
Trained humans (Like, presumably, cultists) are WS and BS 3.
WS and BS 4 indicate a very heavily trained elite trooper.
WS and BS 5 and above are hero level stats.
I should think of a new signature... In the meantime, have a
2014/04/16 03:48:17
Subject: Mad Max Gets Religion: Confessors on Chariots, Penitent Abhumans, & Disposable Frateris
From the 5th edition Imperial Guard Codex, Conscripts are those who are too young to be recruited by the Imperial Guard. Considering the U.S. Military starts recruiting at 17, Conscripts are probably younger than that. Considering the Guard's rate of Attrition, surviving more than 6 months probably makes you a Veteran.
Also I don't consider Chaos Cultists to have any formal training. All they have is their years of surviving a very harsh life.
Gretchin are S:2 T:2 I:2, as well as WS:2 (though BS:3), so even my Frateris Rabble & Morden's Frateris Militia are way better -- for the same price. (Gretchin get some interesting special rules, though).
The 5th edition Guard codex does describe conscripts as those recruited in an emergency who are either too young or haven't finished basic training. 6th edition (Astra Militarum) just says "barely trained masses of expendable bodies" -- which is pretty much spot-on for the majority of Frateris. I figure conscript stats would be appropriate for a middle-aged Ministorum clerk, peasant farmer, or pious nobleman with several fencing trophies but no actual combat experience.
Whereas guys who've had military or criminal experience are up at the WS:3 BS:3 level -- those are the Hardcore Frateris. Those guys cost 4 points per model and are almost identical to Chaos Cultists or your Zealots, except they have lose 1 point of Leadership (irrelevant while you have a Priest attached) and gain Rage.
In fact, you could build something very like your Zealots with my rules: Buy 11 Rabble Upgrade 10 to Hardcore (pretty equivalent to your Zealots) Upgrade 1 to Champion (close to your Redemptionist w/ Eviscerator, though yours has Shred & other bonuses) Add a Frateris Sergeant 12 models for 65 points.
The differences between our approaches: - You let people buy up to 20 WS:3 BS:3 Zealots, whereas my rules max out at 12 and require any more models to be WS:3 BS:3 Rabble. - You don't seem to have sergeant-type model who's a character, which means no challenges. - You let people upgrade any model to an A:2 Redemptionist for 10 ppm, plus 25 ppm to get an Eviscerator, which only two per unit can take. I limit it to 1 Frateris Champion in 10 for 10 ppm -- which come with an Eviscerator thrown in -- and while my Champions get A:2 too, they don't have Shred or bonuses to using Eviscerators. - Therefore, in a 10-model unit, your guys can have 2 Eviscerators with Shred and +1 Strength, mine can only have 1 without those bonuses. In a 20-model unit, we both allow two Eviscerators. Your Zealot squad size maxes out there, whereas my Frateris can get up to 51 models (the 51st is the sergeant) with 5 Eviscerators.
Overall, our rules overlap somewhat : your baseline 40-pt, 10 model squad is almost exactly as good as my upgraded-to-Hardcore 40-pt, 10 model squad. But I allow way more possibilities for hordes of expendables at the low end of the range, while you allow way more higher-end troops with two Attacks per model.
I'm tempted to fix this by creating a Frateris elite unit that's not Penitent Abhumans now, so I cover the whole range.
This message was edited 1 time. Last update was at 2014/04/16 13:37:04
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.