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Made in us
Consigned to the Grim Darkness





USA

A rough draft of an idea inspired by a picture, a discussion with a friend, and a thread in 40k General Discussion...

"Virtues"

Elite infantry

Base stats:
Weapon Skill: 4
Ballistics Skill: 4
Strength: 3
Toughness: 3
Wounds: 2
Initiative: 4
Attacks: 2 (3 on Superior)
Leadership: 9 (10 on Superior)
Save: 2+/4++

Consists of 4 Sisters Virtuous and 1 Virtuous Superior. May purchase up to 5 more Sisters Virtuous for # points.

Wargear:
Righteous Spear and Storm Shield (4++ invulnerable save)
------ User strength, AP3. When charging or when being charged, the unit gains Always Strikes First.
-- Each Sister Virtuous and the Virtuous Superior may exchange their Righteous Spear and Storm Shield with the following:
---- Blade of Admonition and Crusader Shield, +# points per model
------ User +2 strength, AP2, 5++ invulnerable save
---- Axe of Retribution and Crusader Shield, +# points per model
------ User +1 strength, AP2, Armorbane, 5++ invulnerable save
Artificer Power Armor
-- 2+ armor save
---- Alternative armor rules: 3+ armor, re-roll failed armor saves. But people said this might be too much so...

Special rules: Standard Sororitas special rules




Toy with it how you will, mostly posting it to get it out of my head, lol...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Preacher of the Emperor






I like the idea, the name, and the picture. Basically they're super Celestians with I:4, W:2, and Crusader-style weapon options? The one thing I have trouble with is two Wounds on a (non-character) human being, seeing as even Space Marines are W:1. Maybe strong Feel No Pain would be fluffier?

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
Consigned to the Grim Darkness





USA

Hmm. Yeah, feel no pain might be better...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Preacher of the Emperor






These girls inspired me to take another shot at super Seraphim.

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
Regular Dakkanaut




I'm not sold on 2 Wounds, but overall I quite like the idea. I'll admit I'm not much of a Sisters buff, but I do think that they definitely need some fleshing out.

About the only odd thing I can see is that you've made their Storm Shields provide a 4++, rather than the 3++ that every other army with access to the item has. If the 4++ is the intended save, then perhaps give it a new name appropriate to the unit?

Some other thoughts:

-Blade of Admonition makes me want to ignore the other options entirely. Against SM Honor Guard, they'll either strike first and cut them down, or they'll weather the attacks that can't punch through the 2+ armor, and still cut them down. I'd also say that unless this unit is designed specifically for cutting down 2+ armor infantry (which perhaps it is, as both the Blade and Axe are AP2-at-Initiative melee weapons), then perhaps the Blade should be +1Str, similar to the DE Klaive?
-Axe of Retribution has a lower Strength bonus than the Blade. It does provide Armorbane, but I feel like you could say that they get Eviscerators instead, which would probably be more consistent with the Sisters thematically. Considering that the Blade also gives more Strength, it also makes the Axe look like it's a generally poor choice.
-A specific clarification of "Always Strikes First" would be helpful. At present I'm not sure if you're saying that they always strike at I10 when charging/being charged, or if they always strike first regardless of Initiative scores in the same conditions.
-Assault grenades would be good, to help them charge at Initiative through cover.

This message was edited 1 time. Last update was at 2015/04/28 02:46:51


 
   
Made in us
Consigned to the Grim Darkness





USA

The ASF was intended to be similar to the Elf rules in warhammer fantasy, but it would probably be good to clarify that hrm. Maybe I10 on charge / on being charged would be better because it invites less arguing?

I suppose the Eviscerator would be an okay alternative option for the axe. Basically that option is for a vehicle-hunting unit, maybe even a Knight-hunting unit.

The blade is basically the squad giving up initiative bonuses of the spears for the sake of more damage per hit every round. Less devastating charges / less defense against charges, but more sustained damage. How owuld you recommend doing that, without making it explicitly weaker than the axe / eviscerator?

This message was edited 1 time. Last update was at 2015/04/28 03:23:56


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





Blade of Admonition and axe of retribution should be unwieldly . As it is, it has the same killing power as a power armored marine with a power axe but it strikes at initiative.
But to make it worthwhile give them a cool power how about this:
They gain Hammer of Wrath, and Strike Hard, Strike First*

*Models with this rule may use their weapon profile to resolve hammer of wrath attacks.

Gives them an advantage on the charge, but its not too op.

Also make the axe have the following profile:
S+1- ap2 Executors Blow*, Fleshbane,
*Rolls of 6 to wound have the instant death special rule




Automatically Appended Next Post:
Also, either give them 1w and a 2+ armor save or 2w and a 3+armor save not both.

This message was edited 1 time. Last update was at 2015/04/28 03:33:13



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Regular Dakkanaut




 Melissia wrote:
The ASF was intended to be similar to the Elf rules in warhammer fantasy, but it would probably be good to clarify that hrm. Maybe I10 on charge / on being charged would be better because it invites less arguing?

I suppose the Eviscerator would be an okay alternative option for the axe. Basically that option is for a vehicle-hunting unit, maybe even a Knight-hunting unit.

The blade is basically the squad giving up initiative bonuses of the spears for the sake of more damage per hit every round. Less devastating charges / less defense against charges, but more sustained damage. How owuld you recommend doing that, without making it explicitly weaker than the axe / eviscerator?


I pretty much have no clue about WFB rules and how they work. However, I mostly just think that you should clarify how the rule specifically works- does it:

a. Make them strike at I10 on charge/being charged, ignoring their usual initiative step; -OR-
b. Make them strike first, regardless of initiative step/value.

I personally don't have much issue with either one, I just think that it would be best to pick one and explicitly state/explain the rule.

Eviscerators would actually, IMO, end up being potentially better as they're Sx2 rather than S+2, making the Virtues strike at S6 instead of S5. Additionally, Eviscerators are AP1, IIRC- though I may be wrong on that one.

For the Blades, I would say that there's two routes you can go:

1. Shamelessly rip of the DE Klaives, making the Blades a +1S/AP2 combat weapon. Mechanically it's basically a power axe minus Unwieldy... but so are Klaives, and presumably the unit is going to pay an appropriate price for the weapon overall*.
2. Copy the mechanic concept of the Skitarii Transonic weapons; Transonic weapons are AP5 on the turn they charge, but on all subsequent rounds of combat, they're AP2. They do, however, always auto-wound on a To-Wound of "6", and do so at AP2 to boot.

*By that I mean that we consider the cost of the Spear, and then any additional cost over that for Blades, and then that would be the appropriate price. A lot of people forget that sometimes a weapon's cost is offset by the platform you can put it on.
   
Made in us
Ruthless Interrogator





Here's How I would do it:

"Virtues" –175pts
Unit Composition: 4 Sisters Virtuous and 1 Virtuous Superior

Sisters Virtuous Ws4 Bs4 S3 T3 W1 I 4 A2 Ld9 Sv2+4+
Virtuous Superior Ws4 Bs4 S3 T3 W1 I 4 A3 Ld10 Sv2+4+
Infantry
Wargear:
Artificer Armor, Righteous Spear , Storm Shield, Frag & Krak grenades
Special Rules:
Act of Faith, Shield of Faith, Hammer of Wrath, Strike First and Strike Hard!* (Virtuous Superior only) Character

May take up to 5 more Sisters Virtuous- 35pts each.
Each model in the unit may replace its Righteous Spear and Storm Shield with:
Blade of Admonition and Crusader Shield- 10pts
Axe of Retribution and Crusade Shield- 10pts
Wargear description:
Righteous Spear- S user, AP3 Always Strikes First*
Blade of Admonition- S x2, AP2 Unwieldy
Axe of Retribution - S +1. AP2 Unwieldy, Executors Blow*, Fleshbane
Storm Shield- Confers a 4+ Invulnerable Save
Crusader Shield- Confers a 5+ Invulnerable Save

1Always Strikes First- Weapons with this rule always strike first against opponents ignoring the initiative table on a turn where the model wielding it charged or was charged.
2Executors Blow- Rolls of 6 to wound with this weapon have the instant death special rule.
3Strike First and Strike Hard!- Models with this rule resolve their Hammer of Wrath attacks using their weapon profile.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

 DoomShakaLaka wrote:
As it is, it has the same killing power as a power armored marine
I don't 'care, Marines can go suck a lemon. That's an irrelevancy to me.
 DoomShakaLaka wrote:
Also, either give them 1w and a 2+ armor save or 2w and a 3+armor save not both.
What about the other alternatives, like re-rolled 3+ armor saves (without a priest) or a good feel no pain rating?

I think you may be right about the 2W and 2+ armor save thing.

This message was edited 2 times. Last update was at 2015/04/28 15:14:49


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 Melissia wrote:
 DoomShakaLaka wrote:
As it is, it has the same killing power as a power armored marine
I don't 'care, Marines can go suck a lemon. That's an irrelevancy to me.


I like the idea, and had a ton of ideas, regarding re-rollable 3+ being the same as boarding shields, comparisons to other units like TH/SS terminators, balance against other units in the game.

Then I saw this, and though 'oh feth it'. I can't be bothered.

   
Made in us
Ruthless Interrogator





 Melissia wrote:
 DoomShakaLaka wrote:
As it is, it has the same killing power as a power armored marine
I don't 'care, Marines can go suck a lemon. That's an irrelevancy to me.

Ok, no need to get hostile. I'm just trying to say that if you want them to be cost effective( as at initiative ap2 weapons are pretty rare and valuable) you might want to consider other options. Also you'll want to have an opponent agree to play against this so it can't look to op on the get-go. I think my suggestions captured the idea of getting to hit the opponents unit first with an ap2 attack while limiting it to the turn you charge. Plus if you think about it, its 5 extra attacks that auto-hit. Not bad if I say so myself .
 DoomShakaLaka wrote:
Also, either give them 1w and a 2+ armor save or 2w and a 3+armor save not both.
What about the other alternatives, like re-rolled 3+ armor saves (without a priest) or a good feel no pain rating?

I think you may be right about the 2W and 2+ armor save thing.


2+ armor and 3+ rerollable are about the same honestly and both have tradeoffs. On the one hand, statistically 3+ rerrollable is better when you get to take your saves, but it us offset by being cut through by power swords and other ap3. My suggestion if you do this is to allow them to reroll both their armor and invul saves because that'd be awesome.
FNP doesn't feel right on this unit, but mechanically works fine with a regular 3+ save.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

 DoomShakaLaka wrote:
Ok, no need to get hostile. I'm just trying to say that if you want them to be cost effective( as at initiative ap2 weapons are pretty rare and valuable) you might want to consider other options.
I'm not getting hostile so much as I'm getting tired of Marine references.

As for other options, again, why would you take a +1 unwieldy sword when you could instead take a power axe that's the same thing but has armorbane?

 DoomShakaLaka wrote:
2+ armor and 3+ rerollable are about the same honestly and both have tradeoffs. On the one hand, statistically 3+ rerrollable is better when you get to take your saves, but it us offset by being cut through by power swords and other ap3. My suggestion if you do this is to allow them to reroll both their armor and invul saves because that'd be awesome.

Hmm. That's not a bad idea...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





When I mentioned the killing power of a marine I wasn't saying it was a bad thing for them trying to let you know that it was going to have to cost more if you wanted the ability. ( and price costs would make the unit unusable then, which I personally think is a bad thing).



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

 ArbitorIan wrote:
Then I saw this, and though 'oh feth it'. I can't be bothered.
Then shut up and stay out of my thread. I'm open for criticism but that doesn't mean I want this derailed in to talking about mraines.

I'm utterly uninterested in "but marines this" or "and marines that", to the point of finding it hard not to instantly dismiss everything someone has to say any time a statement like that comes up. I have no patience for that any more, not that I really ever had much on the topic to begin with.

This message was edited 1 time. Last update was at 2015/04/28 15:43:56


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





I changed the sword to sx2 unwieldy


Automatically Appended Next Post:
When I posted my proposed changes that is. Did you read my post?

This message was edited 1 time. Last update was at 2015/04/28 15:36:44



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

 DoomShakaLaka wrote:
When I mentioned the killing power of a marine I wasn't saying it was a bad thing for them trying to let you know that it was going to have to cost more if you wanted the ability. ( and price costs would make the unit unusable then, which I personally think is a bad thing).

That's kind of why I wanted to talk about different armor ideas.

Reroll save (armor or invul) would work rather well, while being distinct from just giving them a 2+ or 2 wounds. Would mean AP3+ would still have an effect on them (lowering their value to whatever their shield is), too.


Automatically Appended Next Post:
 DoomShakaLaka wrote:
I changed the sword to sx2 unwieldy
When I posted my proposed changes that is. Did you read my post?
I'm reading it now.


Automatically Appended Next Post:
 DoomShakaLaka wrote:
Righteous Spear- S user, AP3 Always Strikes First*
Blade of Admonition- S x2, AP2 Unwieldy
Axe of Retribution - S +1. AP2 Unwieldy, Executors Blow*, Fleshbane

So Blade of Admonition doubles strength? To make sure that wasn't a typo.

Will have to look up fleshbane, for some reason I'm derping looking at that...

This message was edited 2 times. Last update was at 2015/04/28 15:45:36


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





Yes 2 times strength on the blade is what I changed it to.
Fleshbane always wounds on a 2+


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

Ah, wow, that's actually really powerful... hrm.

Is there a reason to take the blade over the axe?

S6 isn't really better than S4, wounds on 2+, instant-detahs on 6, and has armorbane...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





I coated them around Storm Shield/TH Terminators btw.
Your getting a little bit worse level of survivability but more killing power.
Shifting it to a 3+4+(or5+) rerollable makes them just as survivable which is what I think is what you should do.

Mechanically these weapons make them elites and monstrous creature hunters.

The sword at Sx2 gives you great terminator killing power + instant death on other t3 characters.

The axe is also good against termies as it wounds on a 2+ and has a CHANCE at gaining instant death against any target.


Automatically Appended Next Post:
Depends on what your fighting I guess.


Automatically Appended Next Post:
It doesn't have armor bane either. If you want armor bane on something put it on the sword though. That way you they are more distinct.

This message was edited 2 times. Last update was at 2015/04/28 15:59:25



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

Hm. Maybe we could keep the axe like that, but make the blade the klave you mentioned. Strike at initiative 4, letting them deal with MEQs better, while spears would be better at dealing with assault armies that have high initiative, and axes would be good at hunting down vehicles and monstrous creatures.

And someone mentioned before that the shields should be renamed... how about Crusader Shield (4+) and Arbiter Shield (5+)?


Automatically Appended Next Post:
 DoomShakaLaka wrote:
It doesn't have armor bane either. If you want armor bane on something put it on the sword though. That way you they are more distinct.
The Axe of Retribution in C:WH was described as being able to chop a tank in half, or something to that effect. So if armorbane is on something it'd go on the axe.

The Blade of Admonition is described as being a two-handed sword (the armor lets them wield it one-handed) of special metallurgy that reflected the soul of whoever looked in to it.

This message was edited 1 time. Last update was at 2015/04/28 16:04:31


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





Actually you make a good point.

Increase the cost of both from 10 to 15pts upgrades each.
Add armorbane to the axe and led the sword strike at initiative.

This message was edited 1 time. Last update was at 2015/04/28 16:09:23



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Mysterious Techpriest







Hmmm. The rerollable armor saves sound good gameplay wise but may be hard to justify. I really like the notion of an improved Feel No Pain... maybe 4+? It's like they're so insanely zealous they just shrug off horrible wounds. As for the unique weapon I like the general idea of yoinking points costs and statlines from other codices for the sake of balance; my armies are pretty light on relevant wargear though. All I've got to hand at the moment is the AM Blade of Conquest: S+1/AP3/Master Crafted for 25pts.

Anyway, definitely a really cool idea. I'm about to add some Sisters to my pan-Imperial coalition!

DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+

2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
 
   
Made in us
Ruthless Interrogator





The new weapon profiles look like this:
Spear( same as above)
Sword- sx2 ap2
Axe- s+1 ap2 unwieldly, fleshbane, armorbane, executors blow.
It costs 15pts to switch from the spear to the sword or axe
Armor is now regular power armor, but they can reroll failed saves.
. Agreed?

Now that we got that settled, we now need a delivery system. All the assault powers in the world don't mean squat if they have to walk to their target. Any ideas for a dedicated transport?

This message was edited 1 time. Last update was at 2015/04/28 17:05:00



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

That'd be a separate unit I think...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ruthless Interrogator





Are there any good options for DTs in the Sister's codex?
#SisterSydney do you have any ideas from your codex to give them?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Consigned to the Grim Darkness





USA

Rhinos, immolators, and repressors I think. None assault.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Preacher of the Emperor






 DoomShakaLaka wrote:
Are there any good options for DTs in the Sister's codex?
#SisterSydney do you have any ideas from your codex to give them?


Yeah, the only current option is jacking a Land Raider.

In my fandex/expandex, you can get the Deliverer Assault Ark: 150 ppm for BS:4 Armour: 14/13/12 HP:4 Open-Topped, Transport (12 models), DT option for Celestians & Repentia. Full stats spoilered below.

Spoiler:

DELIVERER ASSAULT ARK: 150 points (Heavy Support)
A fire-breathing open-topped transport
BS:4 Armour: 14/13/12 HP:4

Unit Type: Vehicle (Tank, Transport, Open-Topped)
Unit Composition: 1 Deliverer Assault Ark

Wargear: Twin-linked multi-melta (front); two flamestorm cannons (in sponsons); searchlight; smoke launchers

Special Rules: Open-topped; Shield of Faith

Elite Transport:
The Deliverer is a dedicated transport option for a Celestian Squad, a Sororitas Command Squad, or a Repentia Squad. In addition, for each Confessor or Missionary in your army, one Battle Conclave may take a Deliverer as a Dedicated Transport.

Transport Capacity: 12 models

Options:
May replace twin-linked multi-melta with twin-linked heavy bolter or twin-linked heavy flamer: free.
May replace one or both flamestorm cannon with a Magna-Melta (see below): +30 points for one, +60 points for both
May take items from the Adepta Sororitas Vehicle Equipment List.

Magna-Melta: 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta


Though disdained by the Astartes as an inferior Land Raider and by the Guard as an undersized Gorgon, the Deliverer fills a gap in the Sororitas arsenal between nimble but thin-skinned Rhino-based transports and the super-heavy Storm Queen.
The first Delivers were jury-rigged in a pious panic by the miners of Kossus J-3F, where countless heretics had taken refuge in the lower levels and set up deadly point-blank ambushes for the Battle Sisters sent down dark tunnels to root them out. Crudely converted from civilian ore carriers, their hulls covered with slabs of armour and hastily daubed religious icons, the improvised vehicles smashed through unscathed where lighter vehicles had been destroyed.
By the time the nine-year campaign was over, Canoness Guderianna of the Iron Rose had become convinced the Deliverer should not be a one-time expedient but a permanent part of her Order's armory. Impressed by her example, other Orders Militant commissioned their own conversions. Finally, just only six centuries of lobbying, bribery, and assassination, the Ecclesiarchy persuaded the Mechanicum to mass-produce a standardized design.



It's a wonderful to be ASKED to shamelessly promote my stuff. In return, I'd ask everyone to check out the unit this thread inspired, which needs some comment, critique, & maybe serious surgery: Principalities, Reprise: Super Melee Seraphim, striking from the sky with lance & shield

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
Ruthless Interrogator





Yep, this definitely works. Very durable, price is good, and the transport capacity is good enough to allow you to add IC to the squad and still run all 10 models if you want.

Written below is what I think the unit has finally evolved to:

"Virtues" –175pts
Unit Composition: 4 Sisters Virtuous and 1 Virtuous Superior

Sisters Virtuous Ws4 Bs4 S3 T3 W1 I 4 A2 Ld9 Sv3+4+
Virtuous Superior Ws4 Bs4 S3 T3 W1 I 4 A3 Ld10 Sv3+4+
Infantry
Wargear:
Power Armor, Righteous Spear , Storm Shield, Frag & Krak grenades
Special Rules:
Act of Faith, Shield of Faith, Hammer of Wrath, Blessed of the Emperor* Strike First and Strike Hard!* (Virtuous Superior only) Character

May take a Deliverer Assault Ark as a dedicated transport.
May take up to 5 more Sisters Virtuous- 35pts each.
Each model in the unit may replace its Righteous Spear and Storm Shield with:
Blade of Admonition and Crusader Shield- 10pts
Axe of Retribution and Crusade Shield- 20pts
Wargear description:
Righteous Spear- S user, AP3 Always Strikes First*
Blade of Admonition- S x2, AP2
Axe of Retribution - S +1. AP2 Unwieldy, Executors Blow*, Fleshbane, Armorbane
Storm Shield- Confers a 4+ Invulnerable Save
Crusader Shield- Confers a 5+ Invulnerable Save

Always Strikes First- Weapons with this rule always strike first against opponents ignoring the initiative table on a turn where the model wielding it charged or was charged.
Blessed of the Emperor- Models with this rule re-roll their failed armor or invulnerable saves.
Executors Blow- Rolls of 6 to wound with this weapon have the instant death special rule.
Strike First and Strike Hard!- Models with this rule resolve their Hammer of Wrath attacks using their weapon profile.

This message was edited 2 times. Last update was at 2015/04/28 23:20:30



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in ca
Longtime Dakkanaut




@Melissia

Might I be so bold has to ask to steal your base concept for my fan made Codex?
   
 
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