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Queen of Battles: Artillery & Alternative Exorcist Ammo for the Adepta Sororitas - now shoulder-launchable!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Preacher of the Emperor






Big guns don't cry.

The Sisters of Battle ain't the Imperial Guard and never should be, but even the Space Marines have artillery (the Thunderfire Cannon), and unlike Marines, Sisters have "defend this fixed position unto death" as a major mission area. If the fething Orks can have Big Gunz, why can't the Sisters of Dakka?

[The final (?) version of this unit -- and 29 more -- are now in my fandex/expandex.]

Rather than invent something from scratch, the obvious idea seems to modify the Sisters' current star pitcher, the Exorcist, and give it alternative ammunition options: fuel-air explosives for anti-infantry small blasts (Ignores Cover, because FIRE); extended-range missiles that trade striking power for 72"; and a Skyfire variant. I'd make those options available for all Exorcist Missile Launchers-- I, um, homebrewed a Valkyrie variant with one once -- but they're especially useful for an artillery piece.

So, spinning off some discussion in Clockwork Zion's homebrew thread, some old homebrew of mine, and some pricing guidance in private messages from the incomparable Ovion, I've come up with two things, which I humbly submit for discussion, critique, and/or flaming:


1. Alternative Exorcist Ammunition

Any Sororitas unit armed with an Exorcist Missile Launcher may replace its standard ammunition with one of the alternatives below. This substitution costs no points, but it changes the weapon's profile completely: The launcher's complex system of tubes doesn't allow for switching ammo types mid-battle!

Pillar Of Fire Flaming Halo (fuel-air explosive)
Range:48" S:7 AP:3 Small Blast, Ignores Cover, Heavy D6
[EDIT:] 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy D6]

Falling Angel (anti-aircraft)
Range: 60" S:6 S:7 AP:3 Skyfire, Interceptor, Heavy D6

Infinite Mercy (extended range)
Range: 72" S:6 AP:3 Heavy D6

Design & costing:
Spoiler:

Yes, the Pillar of Fire kills MEQ [EDIT: not any more...]: Fuel-air explosives are NASTY. Trading AP:1 w/ no blast for AP:3 with small blast was Ovion's suggestion. Then losing a point of Strength compensates for gaining Ignores Cover (it also means this isn't a tank-busting weapon). Large blast seemed insane for something that has a 17% chance of generating six templates in one shot, while Barrage doesn't fit the status of the existing Exorcist as a strictly direct-fire weapon.
To hit flying targets, Falling Angel reduces warhead size for more fuel and a better seeker on the warhead. I figure dropping both Strength and AP by two makes up for 12" more range, Skyfire, and Interceptor.
Then the extended-range option, Infinite Mercy, gains a whopping 72" range -- filling a major gap in the Sisters' arsenal, though not particularly well, which would break the in-yo-face theme of the army -- which I figure is as good as 2 points each of Strength and AP.


2. Sororitas Artillery Battery: 90 points


Exorcist Missile Launcher WS:- BS:- S:- T:7 W:2 I:- A:- Ld:- Sv:3+/6++
Retributor Crew: WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:3+/6++

Unit Type: Artillery
Unit Composition: 1 Exorcist Missile Launcher, 2 Retributors

Wargear:
Retributor crew: power armour, bolt pistol, boltgun, frag grenades, krak grenades

Special Rules: Shield of Faith

Options:
- May include up to two additional Exorcist Missile Launchers, each with two Retributors: 90 pts for each gun & two crew
- Each Exorcist Missile Launcher may include up to two additional Retributor Crew: 12 pts/model
[Edit: just one gun w/ two crew per HS slot now]
- Each Exorcist Missile Launcher may take Alternative Exorcist Ammunition: free

Design & costing
Spoiler:

Ovion estimated once that a naked Exorcist Missile Launcher (e.g. to add to a super-heavy) cost 65 points. Add 12 for each crewwoman & round up by 1, you get 90. That doesn't account for the T:7 W:2 that all artillery get, but considering that an Exorcist vehicle that can, y'know, move around costs 125 points, paying 35 points (28%) less for a static version with no AV and one less Hull Point/Wounds seems pretty fair. By way of comparison, an Eldar D-Cannon (with two Guardian crew) costs 60 points for a single, more powerful shot at half the range.


[EDITED to incorporate suggestions from the great comments below]

This message was edited 8 times. Last update was at 2014/12/22 03:43:06


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'm hesitant on the fuel-air explosive; I might drop it to d3 shots without Ignores Cover since as-is it's basically a Whirlwind Scorpius (Heresy-era, S8/AP3 blast, d3+1 instead if it doesn't move, cover still permitted) only better. On the Falling Angel shots the abysmal performance of the Nephilim seems to stand as evidence that no matter how many you have S6 shots aren't enough when dealing with aircraft, I'd rather it was S7.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Ichor-Dripping Talos Monstrosity






I still stand the simplest / best template option for the Sisters if the Vindicator.

Simply making it SoB base, BSS crew with Shield of Faith and away you go.

Anyhoo, on to the review.

I would say rather than the whole 'replace ammo' thing, do:
The Exorcist may replace its Exorcist Missile Launcher with one of the following:
Pillar of Fire +0
Falling Angel +0
Infinite Mercy +0


As to cost / balance... it's more adjusting to 0 here so:
Pillar of Fire - First, Fuel-Air Bombs aren't really a pillar, more an expanding ring, so I'd say something like 'Halo of Fire', or 'Purification Launcher' is more fitting.
As to price, seems perfectly fine.
I have no problem with it.
If you want a suggestion though, drop it to 36" range and give it Soul Blaze.
because 1: burny. 2: makes it just that little bit more different.

Falling Angel seems... iunno, meh as names go (but that's me), I'd go more 'Seraph AA Cannon'.
Stats wise... also fine.
Though I'd suggest going Str7, AP4 (AA standard).

Infinite Mercy, again, I'd go with something more.... I want to say condescending xD.
Terciels Arrow maybe?
This I'd say could easily be Str6 AP2.

This in turn means each has a different statline:
48", Str8, AP1
48", Str7, AP3, Blast, Ignores Cover (pos. 36" +Soul Blaze)
60", Str7, AP4, Skyfire, Interceptor
72", Str6, AP2,

But as-is, costing seems fine.

For the second part - the Artillery piece would be 65-70pts.
The mandatory crew required to fire it bump up the cost, and it's useless without them.
For some reason Artillery itself doesn't really add much if anything to the cost of the weapon. Go figure.

Seems fine again though.

I'd say add the option for +3 crew (5 total), and one to be upgraded to a superior, with the associated options (for her only).

   
Made in us
Preacher of the Emperor






Helpful comments, thanks. My thoughts:

1) S:7 AP:4 for the Skyfire version it is, then!

2) Soul Blaze is marvellously colorful (literally?), but I almost always hear about it in context of people complaining about its complexity, plus it's fluffed as psychic or supernatural....

3) Sororitas Vindicator is a temptation I've considered, but large-bore guns just don't seem to be a Sisters thing.

4) Rake, where can I find info about that Heresy-era weapon?

5) Ovion, do you mean the artillery piece should be 65-70 points not counting crew?

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Fun times.

Not that complex, and can just represent being on fire.

I designed one. It seems very sisters. It's an urban siege vehicle based on the rhino chasis.

N/A

Yes.

   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

I'd only be Ok with the Exorcist getting Alternate Ammunition if it replaced its default ammunition.

At that point I'd just make a new vehicle altogether. Like I did with the Reverence, which is the Sister's Anti-air pattern Rhino in my Codex.

Am I reading that right? 3 Exorcist Missile Launchers in 1 Force Org Slot and they cost only 90 points and have none of the weaknesses of a vehicle. That 's insane.

If you want to give Sisters of Battle Artillery, give them access to Tarantula Sentry Guns. Especially Spearhead Sentry Guns that are armed with twin-linked Heavy Bolters or Heavy Flamers. IG and Space Marines use them.

   
Made in gb
Ichor-Dripping Talos Monstrosity






 J3f wrote:
I'd only be Ok with the Exorcist getting Alternate Ammunition if it replaced its default ammunition.

At that point I'd just make a new vehicle altogether. Like I did with the Reverence, which is the Sister's Anti-air pattern Rhino in my Codex.

Am I reading that right? 3 Exorcist Missile Launchers in 1 Force Org Slot and they cost only 90 points and have none of the weaknesses of a vehicle. That 's insane.

If you want to give Sisters of Battle Artillery, give them access to Tarantula Sentry Guns. Especially Spearhead Sentry Guns that are armed with twin-linked Heavy Bolters or Heavy Flamers. IG and Space Marines use them.
If you read the posts, that's exactly what.

Replacing - so new weapon each time.

You are not reading that right, it's 1-3 Stationary(ish) Exorcist Launchers (with 2 crew) for 90pts each.
Basically equivalent to the Eldar Vauls Wrath platforms.

   
Made in us
Gore-Soaked Lunatic Witchhunter







FW's experimental rules for the Scorpius are at http://www.forgeworld.co.uk/Downloads/Product/PDF/s/Relic_Scorpius.pdf (don't think anything changed in the release version)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

 Ovion wrote:
 J3f wrote:
I'd only be Ok with the Exorcist getting Alternate Ammunition if it replaced its default ammunition.

At that point I'd just make a new vehicle altogether. Like I did with the Reverence, which is the Sister's Anti-air pattern Rhino in my Codex.

Am I reading that right? 3 Exorcist Missile Launchers in 1 Force Org Slot and they cost only 90 points and have none of the weaknesses of a vehicle. That 's insane.

If you want to give Sisters of Battle Artillery, give them access to Tarantula Sentry Guns. Especially Spearhead Sentry Guns that are armed with twin-linked Heavy Bolters or Heavy Flamers. IG and Space Marines use them.
If you read the posts, that's exactly what.

Replacing - so new weapon each time.

You are not reading that right, it's 1-3 Stationary(ish) Exorcist Launchers (with 2 crew) for 90pts each.
Basically equivalent to the Eldar Vauls Wrath platforms.


3 Vauls Wrath platforms put out 3 shots per turn, while 3 Exorcist Missile Launchers put out an average of 10.5 shots a turn. They have a range of 48" so being somewhat stationary really isn't that big of a deal. They really aren't equivalent. Also one of the bigger weaknesses of the Exorcist is that it only has 1 weapon standard, so a Weapon Destroyed Results always neutralizes the Exorcist. Artillery doesn't have that problem.

 AnomanderRake wrote:
FW's experimental rules for the Scorpius are at http://www.forgeworld.co.uk/Downloads/Product/PDF/s/Relic_Scorpius.pdf (don't think anything changed in the release version)


the release version costs 125 points and has the Relic of the Armoury Special Rule.

This message was edited 1 time. Last update was at 2014/09/27 07:43:17


   
Made in de
Implacable Skitarii




Somewhere...

IMO, I think the Pillar of Fire should be S6, D3 Blast instead of S7, D6 Blast. Seem somewhat OTT to me, but it is just a feeling.

Falling Angel seem to be underpowered to me. You need a 6 to glance AV 12 Flyers that are now so prevalent in the meta. I think it should have S7.

   
Made in us
Preacher of the Emperor






 J3f wrote:

If you want to give Sisters of Battle Artillery, give them access to Tarantula Sentry Guns. Especially Spearhead Sentry Guns that are armed with twin-linked Heavy Bolters or Heavy Flamers. IG and Space Marines use them.
...
3 Vauls Wrath platforms put out 3 shots per turn, while 3 Exorcist Missile Launchers put out an average of 10.5 shots a turn. They have a range of 48" so being somewhat stationary really isn't that big of a deal. They really aren't equivalent. Also one of the bigger weaknesses of the Exorcist is that it only has 1 weapon standard, so a Weapon Destroyed Results always neutralizes the Exorcist. Artillery doesn't have that problem.


Good points. The Sentry guns just don't feel Ecclesiarchical to me, though -- they're very reminiscent of the sentry guns in Aliens, whereas the Sisters don't seem big on automation.

For 55 points, a Vaul's Wrath platform upgraded to a D-Cannon does indeed put out a single S:10 AP:2 shot with Barrage, Blast, and that Distort special rule that gives it a 1 in 6 change of automatically wounding w/ Instant Death or automatically penetrating. That's pretty nasty -- except for the appalling shot 24" range, which is a big problem for a unit that moves 6".

For 90 points -- currently, I'm perfectly willing to change this -- a Sororitas Artillery gun puts out an average of 3.5 S:8 AP:1 shots with no special rules but 48" range. For 60% more points, that honestly seems fair to me.

Of course, balancing the alternative ammo types is still a work in progress. I'm convinced the skyfire variant needs to be S:7 AP:4, and xalvissx is probably right the fuel-air-explosive should be S:6 -- though I still hate to change the number of shots per turn.

This message was edited 2 times. Last update was at 2014/10/01 15:26:59


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Lets compare shall we.

A Vauls Wrath Support Battery is 30pts per gun plus 2 crew.
For 30pts you get:
Shadow Weaver - 48", Str6, AP6, Heavy 1, Barrage, Large Blast, Monofilament (I0-3 models are hit at Str7 with Pseudo-Rending)
Vibro Cannon - 48", Str7, AP4, Heavy 1, Pinning, Vibro (+1S, -1AP for each other cannon hit)

Or, for 55pts you get:
D-Cannon - 24", Str10, AP2, Heavy 1, Barrage, Blast, Distort (Instant Death / Autopen on a 6)

This Exorcist Battery is:
For 90pts you get 2 crew and a gun:
48", Str8, AP1, Heavy D6
36", Str7, AP3, Heavy D6, Blast, Ignores Cover ,Soul Blaze
60", Str7, AP4, Heavy D6, Skyfire, Interceptor
72", Str6, AP2, Heavy D6

Each is an average of 3.5 shots per turn.

SO, as is, if you had 3 guns per unit it would be:
90pts for 3 Shadoweavers - 3, 48" Str6, AP6, Barrage Large Blasts with the Monofilament rule.
90pts for 3 Vibrocannons - 3, 48" Str7, AP4, Pinning shots with the Vibro rule.
165pts for 3 D-Cannons - 3 24" Str10, AP2, Barrage Blasts with the Distort rule.
270pts for 3 Exorcist Missile Launchers - 3-18 (Avg 10.5) 48", Str8, AP1 shots.
270pts for 3 Exorcist Missile Launchers (AI) - 3-18 (Avg 10.5) 36", Str7, AP3 ignores cover, soul blaze blasts.
270pts for 3 Exorcist Missile Launchers (AA) - 3-18 (Avg 10.5) 60", Str7, AP4 shots with Skyfire and Interceptor.
270pts for 3 Exorcist Missile Launchers - 3-18 (Avg 10.5) 72", Str6, AP2 shots.

- For 270pts, you get 9 Vauls Wrath platforms, putting out either 9 large blasts, 9 scaling shots, or 5 D-Cannon platforms, for the 5 Str10 Distort shots.
- If you make any of them D3 shots, the average becomes 2, meaning for 270pts you would get the equivalent of a Quadgun.

This message was edited 2 times. Last update was at 2014/09/27 14:44:10


   
Made in us
Preacher of the Emperor






Wow, Shadow Weaver's pretty nasty.

Also, as for the relic Whirlwind: 1d3+1 shots is actually pretty close to 1d6: average of 3 vice 3.5, with a range of 2-4 vice 1-6. Compared to the "Pillar of Fire" Exorcist, it lacks Ignore Cover, which is a big deal, but it gains Barrage, which means it can sit back out of line of sight. It's also got the same AP but +1 Strength, compared to my current draft of Pillar o' Fire. And it costs 10 points less than an Exorcist. So the balance is pretty good, I think.

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

 Ovion wrote:
Lets compare shall we.

A Vauls Wrath Support Battery is 30pts per gun plus 2 crew.
For 30pts you get:
Shadow Weaver - 48", Str6, AP6, Heavy 1, Barrage, Large Blast, Monofilament (I0-3 models are hit at Str7 with Pseudo-Rending)
Vibro Cannon - 48", Str7, AP4, Heavy 1, Pinning, Vibro (+1S, -1AP for each other cannon hit)

Or, for 55pts you get:
D-Cannon - 24", Str10, AP2, Heavy 1, Barrage, Blast, Distort (Instant Death / Autopen on a 6)

This Exorcist Battery is:
For 90pts you get 2 crew and a gun:
48", Str8, AP1, Heavy D6
36", Str7, AP3, Heavy D6, Blast, Ignores Cover ,Soul Blaze
60", Str7, AP4, Heavy D6, Skyfire, Interceptor
72", Str6, AP2, Heavy D6

Each is an average of 3.5 shots per turn.

SO, as is, if you had 3 guns per unit it would be:
90pts for 3 Shadoweavers - 3, 48" Str6, AP6, Barrage Large Blasts with the Monofilament rule.
90pts for 3 Vibrocannons - 3, 48" Str7, AP4, Pinning shots with the Vibro rule.
165pts for 3 D-Cannons - 3 24" Str10, AP2, Barrage Blasts with the Distort rule.
270pts for 3 Exorcist Missile Launchers - 3-18 (Avg 10.5) 48", Str8, AP1 shots.
270pts for 3 Exorcist Missile Launchers (AI) - 3-18 (Avg 10.5) 36", Str7, AP3 ignores cover, soul blaze blasts.
270pts for 3 Exorcist Missile Launchers (AA) - 3-18 (Avg 10.5) 60", Str7, AP4 shots with Skyfire and Interceptor.
270pts for 3 Exorcist Missile Launchers - 3-18 (Avg 10.5) 72", Str6, AP2 shots.

- For 270pts, you get 9 Vauls Wrath platforms, putting out either 9 large blasts, 9 scaling shots, or 5 D-Cannon platforms, for the 5 Str10 Distort shots.
- If you make any of them D3 shots, the average becomes 2, meaning for 270pts you would get the equivalent of a Quadgun.


My main complaint isn't their points costing, it's that they only take up 1 FOC slot. You could take 3 Exorcist Missile Launchers, an Avenger Strike Fighter and a squad of Retributors all in one CAD. There simply isn't any other way to get that much fire power outside of Formations.

The Artillery squad also is too well suited to deal with just about any threat. there's upto 3 of them so there 1D6 shots becomes the much more reliable 3D6 shots. They have enough shots to take out an entire Space Marine Honor Guard. No Tanks stand a chance if they're anything less than AV14, and even then you'll get at least 1 Glance. Fliers fair even worse than AV14 vehicles, 10.5 Strength 8 AP1 shots almost guarantee at least 1 Penetrating hit with AP 1.

In an unbound game the Artillery Squad would be slightly more palatable, but still very good.

   
Made in us
Preacher of the Emperor






A fair point about FOC. I was thinking in terms of Eldar and Ork artillery at 3 guns per battery (likewise Guard SP guns, but IG gets so many models per slot, they're not a good template to follow). The Exorcist is significantly nastier, so maybe the Marines' Thunderfire Cannon at 1 gun per FOC slot is the better model.

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Hallowed Canoness





Between

CAD arguments are pretty much moot - you can just as easily have 6 Exorcists over two CADs with what, 180 points of tax? Then upping it to a mere 200 points turns it from a 200 point tax to a 60 point tax plus two usable and useful squads.

This message was edited 1 time. Last update was at 2014/09/30 07:09:14




"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Preacher of the Emperor






Some people DO stick to a single detachment or whatever, though, so it's worth restricting the artillery gun to one per HS slot, I think, as J3f suggests. And I've revised the alternative ammunition somewhat:


Any Sororitas unit armed with an Exorcist Missile Launcher may replace its standard ammunition with one of the alternatives below. This substitution costs no points, but it changes the weapon's profile completely: The launcher's complex system of tubes doesn't allow for switching ammo types mid-battle!

Flaming Halo (fuel-air explosive)
Range:48" S:7 AP:3 Small Blast, Ignores Cover, Heavy D6

Falling Angel (anti-aircraft)
Range: 60" S:7 AP:4 Skyfire, Interceptor, Heavy D6

Endless Mercy (extended range)
Range: 72" S:6 AP:3 Heavy D6

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'd still rather make the Flaming Halo d3 shots and remove Ignores Cover so it doesn't end up being a Scorpius only better.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Preacher of the Emperor






I just put the profiles head to head and, actually, they're pretty balanced:

Scorpius Whirlwhind: 125 points* for a BS:4 13/12/10 tank shooting 48" S:8 AP:3 Heavy 1 (+D3 if static), Blast, Barrage
Exorcist Flaming Halo: 125 points for BS:4 13/11/10 tank shooting 48" S:7 AP:3 Heavy D6, Blast, Ignores cover

Vehicle: Scorpius has +1 side armor. Slight advantage to Scorpius.
Rate of Fire: Exorcist averages 3.5, Scorpius 3.0 IF it can stay static, which it probably can, especially with Barrage making line of sight a minor issue. A significant advantage to the Exorcist, still.
Punch: Scorpius has +1 Strength, same AP, same blast. Slight advantage to Scorpius.
Special: Scorpius has Barrage, making LOS-blocking terrain less of an issue (firing indirect does increase scatter) and letting the tank park out of LOS itself. Exorcist has Ignore Cover, making cover-granting terrain a total non-issue but granting no defensive benefit to the tank itself. Probably a wash? Maaaaybe a slight advantage to the Scorpius, but it depends on how aggressively you play.

So basically the Scorpius has a couple of small advantages (side armor, Strength, maybe Barrage) while the Exorcist has a single significant advantage (firing on the move).

* Per J3f's post above about how the final version upped the cost.

[EDITED to fix typo for Scorpius' BS]

This message was edited 2 times. Last update was at 2014/10/01 16:29:14


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Ignores Cover on an AP3 weapon is mostly what I'm complaining about, if that was gone I'd be much happier.


Automatically Appended Next Post:
Also the Scorpius is BS4.

This message was edited 1 time. Last update was at 2014/10/01 16:17:12


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Preacher of the Emperor






Whoops, typo on BS. And I think AP:3 Ignores Cover with Blast is beautifully brutal.... it makes the alt-Exorcist as nasty an anti-MEQ weapon as the original Exorcist is an anti-tank/anti-TEQ weapon. OTT? Since it doesn't have Barrage, I think it's within bounds.

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

I'd either remove ignores cover or make it D3 shots. As an anti-infantry vehicle it doesn't have to worry about any threats because of its range. It's still AV 13 so stashing it in a corner and picking off infantry units, none of which will be able to match the Exorcists range, is no problem.

Losing Barrage doesn't do enough to balance it, since only vehicles and the Vindicare Assassin can match it for range, before being taken out.

   
Made in us
Preacher of the Emperor






Further thoughts and new weapons!

1) How about
Flaming Halo 36" S:6 AP:3 Heavy 1D6, Blast, Ignore Cover
I'd rather reduce the anti-personnel range to 36" -- maybe the FAE warhead is heavier than the standard one -- than drop Ignore Cover or Heavy 1d6. Would that balance better?
That said, the fact that it outranges the infantry it's targeting shouldn't be overpowered in itself: the enemy force should have some anti-tank firepower or else it's begging for defeat against most of the armies in the game.

2) I couldn't resist making a one-shot Exorcist missile that fires from a pod (for Vendetta variants) or from the shoulder (as an infantry Heavy Weapons option). And of course I want it in every variant! But I imagine the missile is only more erratic outside a proper launcher. So how about

Exorcist Missile Tube: 15 points
ALL VARIANTS: Heavy 1, One Use Only, Gets Hot!
Mighty Smiter 48" S:8 AP:1
Flaming Halo 36" S:6 AP.3 Ignore Cover
Falling Angel 60" S:7 AP:4 Skyfire, Interceptor
Endless Mercy 72" S:6 AP:3

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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in il
Warplord Titan Princeps of Tzeentch






Halo cannot be S6AP3 as long it ignores cover. its just too much when combined.
Either drop S to 5, AP to 4 or drop the ignores cover. otherwise its just a marine massacre that puts the heldrake to shame.
I'd avoid dropping the ad6 part, its what makes the exorcist special.



As for the artillery-NO. you obviously don't have a good grasp of just how incredibly hard it is to kill multi-crew artillery, due to "wounds from front", "one crew is enough to fire" and "crew shares T value with gun" interactions.
Given that you have 3 fully crewed pieces, its 342 points for three exorcist lunches that you need to eat through 11 T7 Sv3+ wounds before killing the first launcher (9 meat-shield crew, 2 wounds on gun)
Its highly impractical to kill that unit.
At the very least, the "extra crew" option needs to go. (so you will only pay 270 and have 5 wounds before the first gun drops)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

Good to have you doing more homebrew, SisterSydney!

Sieg Zeon!

Selling TGG2! 
   
Made in us
Preacher of the Emperor






Good points. Folks are definitely persuading me to tone this down (yay, constructive feedback). So:

1) Let's take Flaming Halo down to 36" -- I like having variants with all different ranges -- but keep the Heavy 1D6 -- which as Boomwolf says is distinctive of the Exorcist. I also want to keep Ignore Cover, because it fits with the Sisters' preference for flamer weapons, this being a fuel-air-explosive.
So that leaves us with two dials to tweak: S:6 and AP:3. Which one (or both) should go down how far?

2) Clearly Thunderfire Cannon with its single crewman and one gun per HS slot is a better model than the lighter Xeno artillery here. I'd still like two Retributors per gun, since they don't have freakin' servo arms like the TFC's Techmarine, but maybe that should be it.


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 Frozen Ocean wrote:
Good to have you doing more homebrew, SisterSydney!


Whoops, ninja'd! Thanks, man. But feel free to tell me what's borkened, too....

This message was edited 1 time. Last update was at 2014/10/02 13:22:35


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in il
Warplord Titan Princeps of Tzeentch






As for the halo, either dials are proper to reduce.
I'd probably do it with the AP though, to 4. AP3 that ignores cover is not a common sight, and endless mercy already covers the AP3 niche to a degree.


As for the artillery, the TFC has a single crewman, meaning a single wound can take down the unit. (crew dies, gun dies)
The current ret cannons are able to be in team of three, with four crew each-meaning you need 11 wounds to get a gun kill.
That's why I said that at the very least the extra crew option has to go.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

I homebrewed up some new options for Sisters of Battle in my Dataslate Imperialis: http://www.dakkadakka.com/dakkaforum/posts/list/617457.page

Among them are the 2 new Automated Artillery pieces and 1 old one.

The Spearhead Sentry Gun Battery is based off the Zone Mortalis rules. It can mount a Twin-linked Heavy Flamer, or Twin-linked Assault Cannon. To complete the holy trinity you can also take a Tarantula Sentry Gun Battery and equip it with Multi-meltas. Finally the Hyperios Air Defence Battery is a thing again offering Imperial armies much needed anti-air.

I also recosted the Arvus Lighter and make some tweaks to the Aquila Lander to make them less of a joke.

   
Made in us
Preacher of the Emperor






I've edited the original post to include folks' suggestions. I finally upped the Halo to AP:4, which makes me sad because I love to kill Marines, but I realize that (a) the Sisters are hardly short of AP:1-3 weapons and (b) making the Exorcist an AP:3 Blast weapon renders the Avenger Bolt Cannon-equipped Vindicta tank redundant as a high-rate-of-fire MEQ massacrer (I call it a "Marinator"), and I love the ABC too much to do that.

I've also reduced the artillery piece to a single gun with two crew per HS slot.

J3f's stuff is always worth reading, but I'm just not sold on automated weapons for the Sisters, as I've said.


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PS: specifically I don't see the Ecclesiarchy as being big on automation.If they want a gun manned and are short on Sisters , I imagine they'd rather throw a BS:2 Frateris militiaman at it rather a BS:2 bit of robotics. Frateris are made in the image of the Sacred Human Form, after all; and they're free.

This message was edited 3 times. Last update was at 2014/10/03 15:52:50


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’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

Why not a Servitor who is a turret?

Sieg Zeon!

Selling TGG2! 
   
 
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