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Matt.Kingsley wrote: Hmm... I'm stuck..
I'm thinking of adding a living saint to the army list, but unsure whether I should but it as a HQ or an Elite choice...
Both slots are already very full... but it doesn't overly suit FA Troop or Heavy Support...
So, HQ or Elite? I need your opinions on this as I have no idea which one is best...
How 'bout as a heavy support choice that can give orders like an IG commander?
Kain wrote: Hope feeds Tzeentch, who will do horrible things to your planet to reward you for your service. Ergo, Hope is evil, and you should stop having it, but you can't have despair because then Nurgle gets a free ride. You could be angry about this, but that'd just get Khorne's jollies off. And heck you can't even get your own jollies off without Slaanesh giggling and farting out some daemons. And if you manage to avoid all that, some genestealers might infiltrate your planet and bring a hive fleet crashing down on you any way.
How 'bout heavy support with an upgraded Holocaust Pysker Ability? Burns enemies just like in St. Celestine's artwork- which funnily enough can't be done with the saint herself....
Vengeful Holocaust - Str 7 Ap 4, D6 range from base, Soulfire.
*If the saint chooses to use this ability during the controlling player's shooting phase, it becomes slow and purposeful until the next shooting phase.
You now have a walking tank. Alternatively, you could also have the S rise by 1 with every turn it's left on......
This message was edited 3 times. Last update was at 2013/02/10 20:11:15
Holy Leviathan…375pts
You may only take 1 Holy Leviathan per Adeptus Ministorum Detachemnt.
BSAVHP F S R
3 13 13 13 5
UNIT TYPE: Transport, Heavy, Tank
TRANSPORT CAPACITY: 35
FIRE POINTS:
ACESS POINTS: 4 (1 at the rear, 1 at the front, 1 on each side)
SPECIAL RULES:
Firing from the Battlements: 1 unit being transported may choose to man the battlements. A unit on the battlements treats the Leviathan as Open-Topped for the purposes of shooting, and may be targeted by enemy units in the enemy shooting phase.
Unstoppable: A Holy Leviathan is immune to immobilised results. Instead, they lose an additional hull point.
Ancient and Holy: A Holy Leviathan has a 4+ invulnerable save.
Mobile Battle-Fortress: When a Holy Leviathan is forced to roll on the Vehicle Damage Chart, roll on the Building Damage Chart instead. In addition, a Holy Leviathan can transport more than one unit at any given time.
Ram: Any vehicle with this rule can ram and tank shock.
WARGEAR: Searchlight
OPTIONS:
May take up to 4 Missile Alcoves armed with Penitence Missile for…………15pts each
Any Missile Alcoves may be upgraded with:
-Retribution Missiles………………………………………………………………..10pts each
-Breacher Missiles………………………………………………………………….15pts each
-Angelic Missiles……………………………………………………………………20pts each
May take up to 12 Heavy Bolters for…………………………………………….15pts each
Any Heavy Bolter may be armed with:
-Retribution Shells…………………………………………………………………8pts each
-Hellfire Shells……………….…………………………………………………….10pts each
Honestly that unit sounds like something more appropriate for Apocalypse with that point cost, the ability to transport more than one unit, etc. Mind as well make it a super heavy
This Codex looks a lot like Sisters of battle if they just allied with imperial guard. (Since they are battle brothers they will be like mushing two codexes together anyways)
I really like the Servo-Skull swarm idea. The image of a bunch of dead heads wipping the enemy ith their wires is hilarious. Definitely wish that unit was official.
kenshin620 wrote:Honestly that unit sounds like something more appropriate for Apocalypse with that point cost, the ability to transport more than one unit, etc. Mind as well make it a super heavy
mm, it probably is a bit too OP for regular 40k, even at it's point cost, I suppose.
I'll either make it less powerful or make it a super heavy, as you said.
Da Kommizzar wrote:This Codex looks a lot like Sisters of battle if they just allied with imperial guard. (Since they are battle brothers they will be like mushing two codexes together anyways)
I really like the Servo-Skull swarm idea. The image of a bunch of dead heads wipping the enemy ith their wires is hilarious. Definitely wish that unit was official.
It does a bit, but without all the tanks and orders and stuff. I'm hoping to make it less like that, though.
Automatically Appended Next Post: Updated Holy Leviathan. Should it be more or less expensive?
Holy Leviathan…250pts
BSAVHP F S R
3 13 13 13 5
UNIT TYPE: Transport, Heavy, Tank
TRANSPORT CAPACITY: 25
FIRE POINTS: 10 models may fire from the battlements.
ACESS POINTS: 4 (1 at the rear, 1 at the front, 1 on each side)
SPECIAL RULES: Shield of Faith
Unstoppable: Holy Leviathans are immune to immobilised results. Instead, they lose an additional hull point.
Mobile Battle-Fortress: When a Holy Leviathan is forced to roll on the Vehicle Damage Chart, roll on the Building Damage Chart instead.
OPTIONS:
May take up to 4 Missile Alcoves armed with Penitence Missile for………….15pts each
Any Missile Alcoves may be upgraded with:
-Retribution Missiles………………………………………………………………..10pts each
-Angelic Missiles……………………………………………………………………20pts each
-Breacher Missiles………………………………………………………………….25pts each
May take up to 12 Heavy Bolters for…………………………………………….10pts each
Any Heavy Bolter may be armed with:
-Retribution Shells…………………………………………………………………8pts each
-Hellfire Shells……………….…………………………………………………….10pts each
This message was edited 1 time. Last update was at 2013/02/16 06:15:06
Blessed Spear: 20pts Range: - Str: +2/+3* AP: 3 Type: Master-Crafted, Two-Handed, Rending, Melee *Adds +2 to the user's strength except when charging. On the turn a model armed with a Blessed Spear charges, their strength is instead increased by +3
Cleaving Blow: Any attacks that hit on a roll of a 6 gain the Fleshbane special rule.
Blessed Shield: 20pts A Blessed Shield offers a re-rollable 4+ invulnerable save. Models armed with a blessed shield may never gain an extra attack for having an additional close combat weapon.
Points costs may need to be adjusted.
What do you think of the stats? too good? not good enough?
This message was edited 1 time. Last update was at 2013/03/02 09:42:31
Been working on the faith system... And I think I'm going to have 2 seperate form. Crusades effect (almost) the entire army, and work similar to DemetriDominov version of 'Acts of Faith'. The other will be similar to the SoB 'Acts of Faith'/psychic powers but will only be for a few units ( Arch-Exorcists, Living Saints, Cardinals etc.) and will most likely be shooting attacks instead of buffs.
Andway, here's what I'm going for with the 'Crusades of Faith'. Is it good? Units will need point adjustments (well, those with the 'Leader of Faith' rule....). Also removing commander of faith as it's now pointless.
Crusade of Faith: A Crusade of Faith can only be declared by a model with the Leader of Faith special rule. If none are on the board, no further Crusades of Faith may be issued. A Crusade of Faith may be activated at the start of the Adeptus Ministorum player’s movement phases but may not be performed on the first turn. Once declared, roll a 3D6. If the result is an 11 or above, nothing happens, continue with your turn. If the result is equal to or less than 10, chose one of the following effects. All units with ‘Crusade of Faith’ gain the bonuses. - Word of the Emperor: All effected units have And They Shall Know No Fear Stubborn - Wrath of the Emperor: All effected units have Shred and Furious Charge - Emperor’s Retribution: All effected units have Rampage and Hammer of Wrath - Astronomican’s Speed: All effected units have Crusader and Hit & Run - Strength of the Emperor: All effected units have Strikedown and Relentless - Fury of the Emperor: All effected units have Rage and Hatred A unit loses the effects if they fail a moral check, otherwise it lasts until the start of your next movement phase.
This message was edited 1 time. Last update was at 2013/03/30 04:15:07
2013/03/31 05:26:26
Subject: Codex: Adeptus Ministorum V0.2.3 - Working on Faith!
2 new units! 1 is a troops choice the other will either be an elite or fast attack choice, unsure which (probably fast attack)
Any good? No good? Unneeded?
Troops Choice:
Frateris Hunters…70pts WSBS S T W I A LdSv Frateris Hunter 3 3 3 3 1 3 1 6 6+ Frateris Huntmaster 3 3 3 3 1 3 2 7 6+
UNIT TYPE: Infantry, Frateris Huntmaster is Infantry (Character) UNIT COMPOSITION: 5 Frateris Hunters SPECIAL RULES: Shield of Faith, Crusade of Faith, Stealth(Forest), Woodsman In addition, a Frateris Huntmaster has Stealth WARGEAR: Homemade Armour, Close Combat Weapon, Shotgun OPTIONS: Up to 10 more Frateris Hunters……………………………………………………………………5 pts per model 1 Frateris Hunter may be replaced by a Frateris Huntmaster…………………………………10ps Any model may: -Take an additional close combat weapon………………………..……………………………1 pt per model -Replace their Shotgun with a Hunting Rifle…………………………………...........................3 pts per model The Frateris Huntmaster may take defensive grenades.……………………..……………….5 pts The entire unit may have Camo Cloaks…………………………………………………………20 pts
Woodsman: Has the Move Through Cover rule while in forests
Frateris Stalkers…90pts WSBS S T W I A LdSv Frateris Hunter 3 3 3 3 1 3 1 7 6+ Frateris Huntmaster 3 3 3 3 1 3 2 8 6+
UNIT TYPE: Infantry, Frateris Huntmaster is Infantry (Character) UNIT COMPOSITION: 3 Frateris Hunters SPECIAL RULES: Shield of Faith, Crusade of Faith, Move Through Cover, Stealth(Forest), Woodland Stalker, Scout, Infiltrate In addition, a Frateris Huntmaster has Stealth WARGEAR: Homemade Armour, Close Combat Weapon, Shotgun OPTIONS: Up to 7 more Frateris Hunters……………………………………………………………………5 pts per model 1 Frateris Hunter may be replaced by a Frateris Huntmaster…………………………………10ps Any model may take an additional close combat weapon……………………….……………1 pt per model Any model may take one of the following options: -Replace their Shotgun with a Hunting Rifle…………………………………...........................3 pts per model -Take a Hunting Knife………………………..……………………………………………………3 pt per model The Frateris Huntmaster may take defensive grenades.……………………..………………..5 pts The entire unit may have Camo Cloaks………………………………………………………….20 pts
Woodland Stalker: Has a +1 modifier to cover saves while is forests.
Hunting Knife: Range StrAP Type - User - Melee, Rending
Hunting Rifle: Choose one of the following profiles before you fire: Range StrAP Type 24” 3 - Rapid Fire
Range StrAP Type 24” 3 - Heavy 1, Sniper
Camo Cloaks: Gives a +1 modifier to covers saves. Stacks with wargear and special rules that give a similar bonus, such as Stealth. Note that this does not give a model a cover save when they wouldn’t usually get one.
This message was edited 1 time. Last update was at 2013/03/31 08:52:03
2013/04/01 07:05:11
Subject: Codex: Adeptus Ministorum V0.2.3 - Working on Faith! - 2 (Possible) New Units!
Servo Skull Swarm…90pts WSBS S T W I A LdSv Servo Skull Swarm 2 2 2 2 3 4 3 6 6+ Skull Probe Swarm 2 3 2 2 3 5 3 6 6+ Skull Choir Swarm 2 2 2 2 3 4 3 8 6+
UNIT TYPE: Jump Infantry UNIT COMPOSITION: 10 Servo Skull Swarms SPECIAL RULES: Swarm, Infiltrate, Scout, Multi-Shot (3), And They Shall Know No Fear, Move Through Cover. In addition, Skull Probe Swarms have EMP Blast, Reconnaissance, Shrouded WARGEAR: Close Combat Weapon, Dense Cranium In addition, Skull Choir Swarms have a Force Field OPTIONS: Up to 20 more Servo Skull Swarm bases…………………………………………………………9 pts per model For every 10 models in the unit, 1 Servo Skull Swarm base may have The entire unit may upgrade to: -A Ecclesiarchal Skull Choir……………………………………………………............................10pts -Or a Skull Probe Reconnaissance Squadron…………………………………………………...30pts If upgraded to an Ecclesiarchal Skull Choir, up to 3 must take a Laud Hailer for……………10pts per model -A Laspistol……………………………………………………………………….............................1 pt per model -A Lasgun ……………………………………………………………………………………………2 pts per model -A Bolt pistol………………………………………………………………………………………….3 pts per model -A Boltgun…………………………………………………………………………………………….4 pts per model -A Plasma Pistol……………………………………………………………………………………..15 pts per model Any model may: -Replace their Close Combat Weapon with a Shock Prod………………….............................7 pts
EMP: At the start of any assault phase, instead of charging, you may declare to set off an explosive EMP blast. All models within 4" of a Skull Probe Swarm base takes a hit with the following profile:
Range StrAP Type 4” 2 - Assault 1, Haywire
After this has been performed, the entire Skull Probe Reconnaissance Squadron is destroyed
Reconnaissance: Choose one enemy unit within 12" of a Skull Probe Reconnaissance Squadron. They are hit with the following attack (note that you still need to roll to hit):
Range StrAP Type 12” - - Assault 1, Spy Matrix
Spy Matrix: All friendly units shooting at a unit hit by a weapon with this rule treat their weapons as twin-linked.
Laud Hailer: When rolling to see if a Crusade of Faith is successful, -1 from the dice result (to a minimum of 2) per Laud Hailer on the battlefield.
In addititon, if a model performs an Act of Faith within 6" of a model with a Laud Hailer, roll a D6. On a 6 you regain one Faith Point.
Force Field: 5+ invunerable save
Dense Cranium: 6+ Armour Save
This message was edited 2 times. Last update was at 2013/04/01 07:10:05
2013/04/01 07:56:28
Subject: Re:Codex: Adeptus Ministorum V0.2.3 - Working on Faith! - 2 (Possible) New Units!
Well... I've decided just after making the past 2 units (and improving the servo skulls) to completely revise the fandex (recent work will remain the same for the most part)
Attached is units that are currently pretty much complete (Just need to make a few changes to the battle conclave to bring it inline with the new layout), with all the new wargear and rules (the ones that can't be found in the main 40K rulebook)
Haven't done any work in the past month, really, but in a way this could be a good thing, as it gave me a chance to reflect back on what I had done.
The 2 new Frateris units (Hunters and Stalkers) have been removed, as had the 2 servo skull upgrades.
However, there is a new Frateris unit.
Also working on making a 6th Edition Wargear List, as you'll notice in the updates to work gangs and frateris units.
Working on this again, now. Going to work on the elites section next and update some of those units (Redemptionists should stay as they were last update) and, of course, the wargear list.
C&C welcome,
M.K
Spoiler:
Troops
Work Gang…65pts
WSBS S T W I A LdSv Gang Member 2 2 3 3 1 3 1 7 -
Gang Overseer 3 3 3 3 1 3 1 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+
Construction Servitor 3 3 3 3 1 3 1 8 4+
UNIT TYPE: Infantry, Deacon is Infantry (Character)
UNIT COMPOSITION: 19 Gang Members, 1 Gang Overseer
SPECIAL RULES: Shield of Faith, Crusade of Faith
In addition, a Ecclesiarchal Deacon has Stubborn, Zealot, Leader of Faith
Construction Servitors instead have Mindlock
WARGEAR: Gang Members have Improvised Armour
Deacons and Overseers have Flak armour, frag grenades, Close Combat Weapon, laspistol
In addition, a Deacon has a rosarius and krak grenades
Construction Servitors, instead have carapace armour, 2 Servo-arms.
OPTIONS:
Up to 80 more Work Gangers………………………………………….………………………………….…3 pts/model
Any Work Ganger may take:
-An Auto Pistol ………………….…………………………………………………..…….……………....…..1 pt
-An Autogun………………………..…………………………………………………..………………………2 pts
For every 5 models in the squad, 1 Gang Member may be replaced by a Construction Servitor……12 pts
For every 10 models in the squad, 1 Gang Memebr may take a Plasma Cutter………………………15pts
The Overseer may take Krak Grenades…………………………………………………………………….5 pts
May replace the Gang Overseer with and Ecclesiarchal Deacon…………………………………….….20 pts
The Overseer or Deacon may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………….……..……10 pts
-A Neural Whip…………………………………………………………………………………………….…..20 pts
The Deacon may take melta bombs………………………………………………………….……….…….5 pts
The Deacon may take items from the Melee Weapons and/or Ranged Weapons sections of the wargear list.
Frateris Militia…80pts
WSBS S T W I A LdSv Frateris Militia 2 2 3 3 1 3 1 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 20 Frateris Militia
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Up to 40 more Frateris Militia…………………………………………………………………...4 pts/ model
Any model may replace their Auto Pistol with:
- An Autogun………………………………………….………..………………………………..1 pt
- A Shotgun………………………………………………………………………………………2 pts
For every 10 models, one may replace their Auto Pistol with:
- A Flamer………………………………………………………………………………………..5 pts
- A Heavy Stubber…………………………………………………………………………….…5 pts
Up to 3 models may take items from the Frateris Satandard section of the wargear list.
The unit may purchase Improvised Grenades……………………………………………….2 pts/ model
Fast Attack
Servo Skull Swarm…80pts
WSBS S T W I A LdSv Servo Skull Swarm 2 2 2 2 3 4 3 6 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10 Servo Skull Swarms
SPECIAL RULES: Swarm, Infiltrate, Scout, Multi-Shot (3), And They Shall Know No Fear, Move Through Cover
WARGEAR: Close Combat Weapon, Dense Cranium
OPTIONS:
Up to 20 more Servo Skull Swarm Bases………………………………………8 pts per model
For every 5 models in the unit, 1 may have
-A Laspistol………………………………………………………………………...1 pt per model
-A Lasgun …………………………………………………………………………2 pts per model
-A Bolt pistol………………………………………………………………………...3 pts per model
-A Boltgun………………………………………………………………………….4 pts per model
-A Plasma Pistol…………………………………………………………………..15 pts per model
Any model may:
-Replace their Close Combat Weapon with a Shock Prod…………………...7 pts
Frateris Fanatics…70pts
WSBS S T W I A LdSv Frateris Fanatic 3 2 3 3 1 3 2 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 9 Frateris Fanatics, 1 Inspired Frateris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Crusader
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Up to 20 more Frateris Fanatics…………………………..……………7 pts per model
Any model may:
-Replace Close Combat Weapon with a Flail………..……………….4 pts per model
Up to 3 models may take items from the Frateris Satandard section of the wargear list.
The unit may purchase Improvised Grenades………………………..2 pts/ model
Acro-Flagellants…45pts
WSBS S T W I A LdSv Acro-Flagellant 5 1 5 3 1 3 4 8 -
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 3 Acro-Flagellants
SPECIAL RULES: Feel No Pain
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 7 more Acro-Flagellants...……………………………………..…15 pts per model
Any model may take Stimm Injectors………..………………………...12 pts per model
Frateris Riders…70pts
WSBS S T W I A LdSv Frateris Rider 2 2 3 3 1 3 2 6 6+
UNIT TYPE: Cavalry
UNIT COMPOSITION: 9 Frateris Fanatics, 1 Inspired Frateris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Scout
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Any model may replace their Auto Pistol with:
- An Autogun………………………………………….………..………………………………..1 pt
- A Shotgun………………………………………………………………………………………2 pts
two models may replace their Auto Pistol with a Flamer……..……………………………..5 pts
1 model may take items from the Frateris Satandard section of the wargear list.
The unit may purchase Improvised Grenades………………………………………………..2 pts/ model
Very minor update, Working on artefacts, including a WIP one (no fluff, name isn't complete, still working on rules, etc.)
Spoilered update:
Spoiler:
Frateris Standards
The standards carried by the devout citizens of the Imperium act as beacons of hope, courage and determination, helping to rally the Frateris Militia against the xenos, mutant and heretic!
When determining assault results, add one to your total if there are one or more friendly models with a Frateris Standard locked in combat. Frateris Standards also have additional effects, which are listed below.
Inspiring Standard
Under their token of worship to the God Emperor, the Frateris Militia are inspired to acts of faith that a normal man would not attempt.
All models in the unit have +1 Leadership while the standard bearer is alive. This effect stacks.
Standard of Courage
Even when faced with their largest fear, the men and woman surrounding this edifice stand strong in the name of the God Emperor!
All models in the unit are immune to the Fear special rule while the standard bearer is alive.
Adamant Standard
Those that band together under this icon of worship are filled with such faith that no matter the odds, they will stubbornly remain put. Psyker magiks are seen to have less of an effects against such will.
All models in the unit have the Stubborn and Adamantium Will special rules while the standard bearer is alive.
Holy Artefacts
Blade of Admonition
The Blade of Admonition is made from the finest metals and is polished to a mirror finish. Those who look into this blade are said to see their true selves.
Range S AP Type
- User 3 Melee, Master-crafted Mirror of Truth
Mirror of Truth: Any wounds caused by the Blade of Admonition count as two for the purposes of seeing who won combat.
Axe of Retribution
An Axe of Retribution is modeled upon the Axe of Chalcydon that was carried by Saint Jason when he crushed the Eldar on Huale. It has a massive double-bladed head that is studded with jewels which rend at the flesh of those it strikes.
Range S AP Type
- User 2 Melee, Unwieldy, Master-crafted, Crushing Strength
Crushing Strength: While using the Axe of Retribution, the wielder has the Smash special rule.
Flail of Chastisement
A Flail of Chastisement is barbed with many hooks which constrict around its victims as they struggle, ripping skin and tearing flesh.
Range S AP Type
- +2 4 Melee, Master-crafted, Barbed Hooks
Barbed Hooks: A model that takes an unsaved wound from the Flail of Chastisement loses D3 attacks until the end of the next assault phase.
Spear of Saint ________
[Inset Background]
Range S AP Type
- +1/User* 3 Melee, Lance, Rending, Two-handed, Master-crafted
Adeptus Ministorum Wargear List
These Lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists – in each instance, the army list entry will tell you (in bold) exactly which of these list you may use.
Melee Weapons
A model can replace his pistol and/or Close Combat Weapon with one of the following:
- Heavy Chainsword……………………………….8 pts
- Power Weapon…………………………………...15 pts
- Eviserator……………………………………….....25 pts
Ranged Weapons
A model can replace one weapon with one of the following:
- Shotgun, Bolt Pistol or Boltgun………………...free
- Combi-flamer, -melta or –plasma……………...10 pts
- Condemner-pattern Boltgun..……………………10 pts
- Plasma Pistol……………………………………………15 pts
Special Issue Wargear
A model may take up to one of the following:
-
-
-
-
Frateris Standards
A model may take up to one of the following:
- Inspiring Standard………………………………5 pts
- Standard of Courage……………………………10 pts
- Adamant Standard………………………………20 pts
Holy Artefacts
A model can replace one weapon with one of the following.
Only one of each Holy Artefact may be taken per army.
-
-
-
-
HQ Ecclesiarchy Confessor…75pts
WSBS S T W I A LdSv 5 5 3 3 3 4 3 10 5+
UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Independent Character, Zealot, Leader of Faith
WARGEAR: Flak armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius
OPTIONS:
May take a plasma gun……………………..……….15pts
May take items from the Melee Weapons, Ranged Weapons and/or Holy Artifacts sections of the wargear list.
Battle Conclave
For each Ecclesiarchy Confessor (including Special Character versions) in your army you may also include a Battle conclave 3-10 models in size, in any combination. Battle Conclave Squads themselves do not themselves take up a HQ choice.
WSBS S T W I A LdSv Death Cult Assassin 5 3 4 3 1 6 2 8 5+
Acro-flagellant 5 1 5 3 1 3 4 8 -
Crusader 4 3 3 3 1 3 1 8 5+
UNIT TYPE: Infantry (Character)
SPECIAL RULES: Crusade of Faith
Acro-flagellants have Feel No Pain
Instead, Death Cult Assassins have Uncanny Reflexes
WARGEAR: A Crusader has Flak Armour, a Power Weapon and a Storm Shield
Death Cult Assassins have Flak armour and 2 Power Weapons
Acro-flagellants have a Close Combat Weapon
OPTIONS:
Acro-flagellant………….15pts
Crusader………………..15pts
Death Cult Assassin…...15pts
DEDICATED TRANSPORT:
The Battle Conclave can select any dedicated transport
Redemptionist Cult Leader…95pts
WSBS S T W I A LdSv 4 4 3 3 2 3 3 9 5+
UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Fearless, Independent Character, Leader of Faith
WARGEAR: Flak armour, frag grenades, bolt pistol, chainsword.
OPTIONS:
May take a rosarius……………………………..………………..…15 pts
May be upgraded to a Red Redemptionist Zealot………15 pts
May take items from the Melee Weapons and/or Ranged Weapons sections of the wargear list.
Troops
Work Gang…45pts
WSBS S T W I A LdSv Gang Member 2 2 3 3 1 3 1 7 6+
Gang Overseer 3 3 3 3 1 3 1 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+
Construction Servitor 3 3 3 3 1 3 1 8 4+
UNIT TYPE: Infantry, Deacon is Infantry (Character)
UNIT COMPOSITION: 19 Gang Members, 1 Gang Overseer
SPECIAL RULES: Shield of Faith, Crusade of Faith
In addition, a Ecclesiarchal Deacon has Stubborn, Zealot, Leader of Faith
Construction Servitors instead have Mindlock
WARGEAR: Gang Members have Improvised Armour
Deacons and Overseers have Flak armour, frag grenades, Close Combat Weapon, laspistol
In addition, a Deacon has a rosarius and krak grenades
Construction Servitors, instead have carapace armour, 2 Servo-arms.
OPTIONS:
Up to 20 more Work Gangers………………………………………….…………………………………………...…….…2 pts/model
Any Work Ganger may take:
-An Auto Pistol ………………….…………………………………………………..…….……………....……………………..1 pt
-An Autogun………………………..…………………………………………………..……………………………………………2 pts
Up to 10 Gang Members may be upgraded to Construction Servitors……………………………………..12 pts
For every 10 models in the squad, 1 Gang Member may take a Plasma Cutter…………………………15pts
The Overseer may take Krak Grenades…………………………………………………………………………………..5 pts
May replace the Gang Overseer with and Ecclesiarchal Deacon…………………………………….……….20 pts
The Overseer or Deacon may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………….………………………………10 pts
-A Neural Whip……………………………………………………………………………………………………….…………..20 pts
The Deacon may take melta bombs………………………………………………………….……………….…...…….5 pts
The Deacon may take items from the Melee Weapons and/or Ranged Weapons sections of the wargear list.
Frateris Militia…80pts
WSBS S T W I A LdSv Frateris Militia 2 2 3 3 1 3 1 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 20 Frateris Militia
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Up to 40 more Frateris Militia………………………………………………………………….……...4 pts/ model
Any model may replace their Auto Pistol with:
- An Autogun………………………………………….………..……………………………………….……..1 pt
- A Shotgun………………………………………………………………………………………………..……2 pts
For every 10 models, one may replace their Auto Pistol with:
- A Flamer…………………………………………………………………………………………………..…..5 pts
- A Heavy Stubber………………………………………………………………………………………….…5 pts
Up to 3 models may take items from the Frateris Standards section of the wargear list.
The unit may purchase Improvised Grenades…………………………………………..……….2 pts/ model
Elites
Redemptionist Mob…70pts
WSBS S T W I A LdSv Redemptionist Fanatic 4 3 3 3 1 3 2 8 6+
Redemptionist 4 3 3 3 1 3 1 7 6+
UNIT TYPE: Infantry, Redemptionist Fanatic is Infantry (Character)
UNIT COMPOSITION: 1 Redemptionist Fanatic, 14 Redemptionists
SPECIAL RULES: Acts of Faith, Shield of Faith, Crusade of Faith, Stubborn.
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Up to 15 more Redemptionists……………………………………………….………………………………..….…..4 pts/ model
Any model may replace their Auto Pistol and/ or Close Combat Weapon with:
-An Autogun………………………….……………………………………..………………..…..……………………...……1 pt
For every 5 models, one may replace their Auto Pistol and/ or Close Combat Weapon with:
-a Flamer…………………………………………………………..……………………………………………………..…....5 pts
-An Eviscerator…………………………………………………………………………………..….……………………....25 pts
For every 10 models, 1 may replace their Auto Pistol with a Heavy Flamer……………….….….20 pts
The entire unit may take assault grenades………………………………………………………………….…....2 pts/ model
Any mob may be upgraded to a Redemptionist Priest Warband……………………………………….17 pts/ model
Fast Attack
Servo Skull Swarm…80pts
WSBS S T W I A LdSv Servo Skull Swarm 2 2 2 2 3 4 3 6 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10 Servo Skull Swarms
SPECIAL RULES: Swarm, Infiltrate, Scout, Multi-Shot (3), And They Shall Know No Fear, Move Through Cover
WARGEAR: Close Combat Weapon, Dense Cranium
OPTIONS:
Up to 20 more Servo Skull Swarm Bases…………………………………..………8 pts per model
For every 5 models in the unit, 1 may have
-A Laspistol………………………………………………………………………….….……...1 pt
-A Lasgun ………………………………………………………………………………….……2 pts
-A Bolt pistol…………………………………………………………………………………...3 pts
-A Boltgun……………………………………………………………………………………….4 pts
-A Plasma Pistol………………………………………………………………………….…..15 pts
Any model may:
-Replace their Close Combat Weapon with a Shock Prod…………………...7 pts
Frateris Fanatics…70pts
WSBS S T W I A LdSv Frateris Fanatic 3 2 3 3 1 3 2 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 9 Frateris Fanatics, 1 Inspired Frateris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Crusader
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Up to 20 more Frateris Fanatics…………………………..………….……7 pts per model
Any model may:
-Replace Close Combat Weapon with a Flail………..……………….4 pts per model
Up to 3 models may take items from the Frateris Standards section of the wargear list.
The unit may purchase Improvised Grenades………………………..2 pts/ model
Acro-Flagellants…45pts
WSBS S T W I A LdSv Acro-Flagellant 5 1 5 3 1 3 4 8 -
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 3 Acro-Flagellants
SPECIAL RULES: Feel No Pain
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 7 more Acro-Flagellants...………………………………………..…15 pts per model
Any model may take Stimm Injectors………..………………………...12 pts per model
Frateris Riders…100pts
WSBS S T W I A LdSv Frateris Rider 2 2 3 3 1 3 2 6 6+
UNIT TYPE: Cavalry
UNIT COMPOSITION: 9 Frateris Fanatics, 1 Inspired Frateris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusade of Faith, Scout
WARGEAR: Improvised Armour, Auto Pistol, Close Combat Weapon.
OPTIONS:
Any model may replace their Auto Pistol with:
- An Autogun………………………………………….………..………………………………………………..1 pt
- A Shotgun……………………………………………………………………………………………….………2 pts
two models may replace their Auto Pistol with a Flamer……..……………………………..5 pts
1 model may take items from the Frateris Standards section of the wargear list.
The unit may purchase Improvised Grenades……………………………………..……………..2 pts/ model
Again, it is a direct copy-paste, so allignment will be messed up and won't look nice, sorry.
Download below for the prettier version :
Still lots to do, hoping to work on more unit choices next... probably going to go with the process of a few units, the some more wargear, more units, more wargear etc.
The way I have done this is that I read your codex once through without a thought of edits just to get my bearings, then slowly went back and re-read everything to find it's flaws.
Here is what I found.
1. It's very clear that this army is Melee orientated from the onset, and by rights, it should be - it's a Holy Crusade by the Emperor! That said, I see only one strategy forming in this army. Get the biggest army possible with a smattering of a few interesting units here and there, push them forward, and hope for the best. There's almost no point arming your troops with flashlight equivalents when they are comparable to conscripts without a "Send in the Next Wave." special rule - Meaning you're wasting points in terrible ways by giving them ineffective ranged weaponry.
The same is true with the Fraternus Milita - I would never pay 100 points for 20 conscripts. Ever.
The solution I see is this. Determine what strategies the Adeptus Ministorum would likely be good at. I believe you're on the right path thinking they'd be able to field as many if not more units than the IG. You're also correct in assuming that the majority would be poorly equipped and ill trained. However, the Fraternus Milita is the church's equivalent to the IG, and in the days of Goge Vandire could stand toe to toe against them. Though banned from having a standing army, the Adeptus Ministorum defends its billions of chapels with loyal warriors who are well trained, well organized, and well funded (even better than the IG). This means that although the Fraternus Milita are no longer a standing army, those that respond to the call of a crusade are far and away better warriors than any of the mobs they are surrounded with.
Therefore, the Fraternus Milita are the IG's equivalents of Veterans, are composed of squads of 10, have BS 4 and have the following special rule:
Death Before Dishonor: Fraternus Milita are Stubborn. If they fail a leadership test, they are pinned instead of falling back.
2. Death Cult Assassins do not make for good retinue members - especially since they are forced to give up their infiltrate ability. They are assassins. Who are they going to assassinate in the middle of their own squad on the wrong side of the field? Otherwise, the retinue is pretty solid.. and damn scary.
3. The Work Gang is clearly the meat and potatoes of your army, yet you've brought a knife to a gunfight, and the other guy's are packing lightsabers, teeth the size of your arm, and other unmentionable nastys. These are your Crusaders, protected by the word of the Emperor, faith is their shield, and their armor is their contempt.
As such consider the following:
Divine Will: As long as your HQ remains alive, his words attract the Will of the Emperor, shielding humanity from darkness. All models from codex: Adeptus Ministorum gain 1+ to their Invulnerable Save (not including cover). If a unit does not already have an invulnerable save, it gains a 6+ invulnerable save.
Righteous Zeal: Whenever a Crusader unit sustains at least one casualty during the enemy's shooting phase, the unit is forced to take a morale check. If it passes, it must move D6 inches to the closest enemy. If the unit is within 6 inches of an HQ unit, the controlling player may choose which enemy the unit will move towards. This movement may only be done once per turn.
(This is exactly the same rule as the BT's and would work well for a mob of 60 models.... Especially if they were made Fearless, by another special rule or wargear... )
4. Cavalry in a Crusade? Yes please! But where are their hunting lances?
5. Apart from the missile laden Leviathan, where are your vehicles? Have you considered adding some light, but fast models, like this beast at 0:43?:
Spoiler:
6. I see no reason why Penal Legionaires wouldn't make good inspiration / addition to this codex.
7. How can this list deal with high toughness targets?
8. Are there any other strategies that you see the Imperial Church doing rather than an all out assault on EVERY SINGLE TARGET EVER, making this codex not be a copy of an IG version of a BT, BA, or Khorne CSM codex? What about taking some inspiration from real world churches or even other IPs? They intimidate, have great amount of influence, and power. Perhaps using those things to add an extra dynamic to the game in the form of adding nasty surprises an enemy may have to deal with could really help the viability of this army.
9. Adding some sort of Strength modifier, like Furious Charge would do wonders for this army.
This message was edited 1 time. Last update was at 2013/07/17 06:32:48
2013/07/17 09:03:20
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Thank you DemetriDominov, as always your input is valued.
1. I think you are confusing Frateris Militia with Frateris Templar, Frateris Templar were the trained army of the Ecclesiarchy before and during the Age of Apostasy, described as being the Ecclesiarchy's version of the Imperial Guard.
The Frateris Militia are just that, Militia. They have less training than a conscript but more faith.
However, you are right, 100pts is too much. I'll bring them back down to 80pts, same as conscripts. I only increased their cost because of their invulnerable save, although looking back on it now, it doesn't really increase their effectiveness more than that f conscripts...
2. The conclave is based on the one from the SoBWD codex. Also, the squad can Infiltrate as long as an Independent Character joins them.
However, maybe a small assassin squad would be a good idea, with restriction of course for fluff reasons. Maybe 0-1 per primary detachment?
3. Unsure if you are talking about changing the work gangers or adding a Crusader unit? Either way I'd probably just add a Crusader unit, again with a 0-1 restriction.
4. Would a toned down hunting lance do? I don't think meer citizens would be able to make their own hunting lances like the ones the IG use.
5. Maybe not a hailfire droid, but I will add some sort of fast vehicle, similar to the ork buggy but maybe cheaper (with worse weapons...)
6. Good idea! Would suit the Work Gangs and make them a more viable option.
7. Still coming up with that... Unsure how to do it while keeping to the fluff. Defense servitors will be re-added eventually for a fact, and I've been thinking of adding plasma and las cutters to the work gangs (Plasma Cutter based on the one from the SM codex, Range: 12", Str 7 AP 2 Type Assault 1 Twinlinked; haven't decided on the Lascutter, maybe Range: 12" Str 6 AP 1 Assault 1?)
8. Assassin squads would help with this, another plus to adding them. Maybe giving the option of having models with the fear special rule? I know, useless against half the armies in the game, but it would help a bit.
9. Maybe, though I'd have to re-work one of the crusades, which I've just realised I still need to add to this revised version...
Again, thanks for your input as always!
This message was edited 1 time. Last update was at 2013/07/17 10:07:34
2013/07/17 16:51:15
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Very good, I wrote my post over the span of 30 mins at 2 am, so I was... tired.
Anyway, you're right about the Fraternus Templar and Milita, but the Eccelsarichy does employ countless well trained, well disciplined individuals to protect their churches when the SoB are unable (due to distance and the sheer amount of chapels that they own). It's not a standing army, more like.... an excessive amount of bodygaurds.
Having Temple Guards be a capable ranged component in your army at least gives a bit of diversity while remaining true to the lore.
Also, there has to be some sort of mechanized Guardian, like a Penitent Engine. If you don't want to include Penitent Engines, make up something that's similar. I'd say give it a bunch of missile pods on its back or something. Skyfire, Interceptor, Skyfire, Interceptor.. Skyfire, Interceptor... An army without machines has no friends indeed in the 41st millenium - just look at the Tyranids.
I'm looking at the two different retinues in the Witchhunter Codex to help you achieve your goals.
A. Arco-Flagellants cannot join other units. They're psycho killers that destroy everything in their path.
B. Death Cultists cannot join other units. They're psycho killers that destroy anything that annoys them.
I see no priests in your army.
3. I was thinking about changing your Work Gang to Crusaders, but if that's an addition you'd like to make that's ok. Looking at the Mutant's section in the WHSoB codex, they have WS 3, as does their HQ. Allow people to field them for the same costs as conscripts - having 50 of them for under 200 points is great. Manpower should be cheap.
Sidenote: Your HQ's stats are way too high. These are common men made uncommon by deeds, not a great amount of training. See point 8.
The greatest WS and BS in your army should be 3.
4. Hunting lances really aren't that rare. Anywhere there's horses, hunting lances (or some sort of equivalent) is likely to follow.
5.Sounds good. At least something. Have you considered anything that's exclusively a Tank Killer? The Ecclesairchy is beyond wealthy, it could certainly buy/requisition/steal technology that would be unavailable for other armies due to complex laws and such. Like a miniaturized Lance Cannon from the Imperial Navy? S 9 Ap 2 Heavy 1 Lance, Get's Hot. Does nothing but bust open tanks like fruit all day, leaving your swarms to move forward without worrying about massive pie plates.
7. Rules exist for the Lascutter, and I can't remember where they are. I know the IG used them to cut through walls, so I'm thinking that's a good start.
8. Good idea. Confessors should certainly have that rule automatically. Then they could still be WsBs 3. Also go look at the Terrify psychic power on page 423. An artifact that allows you to attempt this once per turn would be devastating in CC.
9. It will give your army +1 S and +1 I. There's no need to sell yourself short on the strongest points in your army. The IG have huge guns. The SM's have huge dudes, the SoB have huge Meltaguns and Flamethrowers. All of these things (and more, by the other armies) are going to pummel your army into oblivion before you even get to the other side of the table, or erase them from existence in CC when:
A. None of your guys can touch a Carnifex, Hive Tyrant, Warboss, any Vehicle, or DP.
B. They face a swarm army who's baseline stats are better than their's are. Tyranids are going to eat this army alive, as will Orks. Gunline IG will likely table them by turn 2, as will Necrons.
- Sure, swarms of dudes are awesome, so is having a 6+ invulnerable save, but if the enemy can't fear your charge even after they've spent the first 2 - 3 rounds of shooting at you, this army is not going to be fun to play because all that's going to happen is 500 models are going to look like Jonestown by turn 4.
10. This a dangerous suggestion, but perhaps some of your HQ's should be pyskers. I know, I know, throw the book at me, but this isn't the Inquisition, it's the Ecclesarchy.
Look at the Thorian sect of the Imperial Cult for an example, but there are some fantastic couplings in the Telepathic Pyschic tree that could help this army enormously.
Also, there was a rule from the old DA codex that once gave Azareal the ability to force another character to spend the rest of the game repenting for his sins - effectively exiling him - removing him from the game without actually becoming a causalty.
There's also a sword in the IG codex that give's its special character the ability to instantly kill anything that he wounds with it.
Just some more suggestions.
Perhaps you could cheat the pysker rule by engaging in some sort of Dialogus mini battle with them:
The power of Dialogus - Every member of the Ecclesarchy is a trained orator, but some excel beyond what even the most articulate individuals are capable of. With faith, circular logic, and the word of the Emperor, even mindless beasts are pacified before His infallible glory. Turning impure thoughts to doubt and stirring a lifetime of guilt to overcome even the most heartless individuals with soul crushing repentance.
At the beginning of your shooting phase a model with the Dialogus ability may challenge any enemy unit within 24" to a theocratic duel. Attempting this ability will reduce an enemy's leadership by one until the end of the turn. Each rolls a D6 and adds the result to their leadership. If the Dialogus's result is over the enemy's, they become pinned until the beginning of your next turn. A roll of 6 for the Dialogus automatically wins. If the result is successful over an Independent Character, he is pinned for the rest of the game. This effect ends if any pinned unit is affected by another ability or attack, in which case they snap out of their confusing reverie and rejoin the fight immediately.This can be attempted even while the Dialogus is locked in assault, and if successful, the assault ends immediately and the Dialogus and his allies may consolidate or make a sweeping advance as though they had scored a massacre.
This message was edited 9 times. Last update was at 2013/07/18 03:25:09
2013/07/18 06:30:19
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
1. Death cult squads will only be 1 member strong, so ICs can't join them. Makes more sense that a squad of them, anyway.
Though I will keep Conclaves, still.
Temple Guard make sense, I'll see what I can do!
2. Yeah, no priests yet, I was more or less concentrating on finallising my own units first. The confessor and conclave were added so it was at least 'playable' while I slowly work on it.
3. Seeming as there are already Crusaders, I feel that if I add a crusader unit, it will just be using crusaders + extra rules, like 'Crusader'
4. Ok, will add them as an upgrade
5. I've been thinking about that... Still unsure as off yet other than Close Combat weapons and the like (and the Cutters)
Was planning on maybe giving a vehicle a Macro-Cannon, though seeming I'm unsure if the Apoc Macro cannon is a new class of Macro Cannon (like Lexicanum says) or is just a Macro Cannon, I'm unsure.
Maybe I'll make my own pattern macro cannon.
Other than that, I'm unsure how to add more. What weapons would Imperial Citizens be able to get their hands on to take down MCs and Tanks? EDIT: Maybe an option for heavy stubbers, 'Tank Popper' rounds, Range 18" (24" ?) Str 6 (7 ?) AP - Heavy 1, Armourbane (& Gets Hot ?) or similar?
7. Didn't know there were already rules for Lascutters! I'll see if I can find them (probably won't be able to, though)
8. Will look at that power for inspiration. I disagree with Ws 3 Bs 3 Confessors, the lowest I'm willing to go is Ws 4 Bs 4. Ws/Bs 5 was because of the WD codex
9. Only +1 S, not I. Rules change If I add Furious charge, I feel I should raise the cost of militia back to 100pts, though
10. Heretic! You've got it backwards, the =][= is more likely to tollerate psykers that the Eccesiarchy
Unsure about that ability, tbh. Maybe...
This message was edited 2 times. Last update was at 2013/07/18 07:13:33
2013/07/19 20:51:20
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
1. Yeah that makes sense. - I just read the WDSoB codex, so that's true as well. 2. I'm sure the WDSoB codex will inspire you there too. (Check out the IG one as well.. I'm not sure if they're the same) 3. Fair enough. 4. Fair enough. 5. Something. Anything. It really needs some ranged AA or else this army isn't going to do well at all against armies capable of being mechanized. (Which is all of them!) 6. ???? 6.a Profit (My bad) 7.Yeah, except I forgot where they are. They might be in Cities of Death because they were meant to be used to cut through walls. 8. Yeah, this army isn't going to do well against other CC armies unless it can somehow debuff them in combat to get some even ground. (Or crush them - I was thinking about doing something like the Ark of the Covenant where it could be activated once per game and everything in LoS took a single S8 hit with no armor saves allowed.) 9.Ah, even still, you need the +1 to S. Keep the points low. They still suck as only humanity can. 10. Ok, so no psychic powers. But remember, you'll be facing armies with psychic powers. How are you going to deal with them? It would also make sense to give some sort of buffs to this army - i.e making them gain fleet, or even turn some sections of it into jump infantry for a turn would be ideal.. *I imagine a priest praying to the Emperor and then finding deliverance by having a troops choice suddenly sprout angelic wings of light and fire - lifting them over the battlefield into the enemy, and then dissipating when they reach their targets.*
Edit:
Here's your theme (that I of course believe would fit this codex well YMMV): The Ecclesarchy is really either an all Defensive, an all Offensive, or an all Guerrilla army. Either they rely on Temple Guards and whatever Tank Hunter Guardian seems applicable to defend a priceless Imperial Shrine, they're launching a Crusade of massed infantry that are quick to get into close combat and are aided by Miracles and Acts of Faith, or a selective mix of Martyrs chosen to give their lives to further the Imperial Cult in the Eternal Crusade.
Defensive Armies are pretty much similar to an IG gunline Army, but are more mobile and not as hard hitting since their squads are more or less Veterans with the Stubborn Rule, and much harder to break.
Offensive Armies are basically what I feel this army is really trying to do (we'll get there I promise). Miracles and Acts of Faith seem appropriate buffs to this plan.
Guerrilla Armies - May involve a mixing of the two play styles - I'd see Deathcult Assassins, Troops with Infiltrate / Stealth - Molotov's, and Fanatics (suicide bombers) as well as debuff's (Like the Psychic power Terrify). Who would expect to see an army capable of deploying a mere 18" away from everything you own? (Rather than their own deployment zone)
Going off of the suicidal idea..(which is pretty unique in 40k for some reason) you could artificially inflate this army by giving them a ton of weapons that Get Hot, making them about as dangerous and volatile to themselves as the enemy. (The SoB have ton's of Meltas and Flamers, why not give this army ton's of cheap Plasma (type) weapons, (like S7 Grenades that get hot and ignore cover) and Demolition Charges... Strapped to themselves?)
Work gangs with plasma cutters.. an easy option because their are rules for this already.. 12" S7 Ap 2 Assault 1, Get's Hot, Twinlinked. Imagine 5 of those on a unit that can Infiltrate, and now we've got ourselves a Holy War.
This message was edited 11 times. Last update was at 2013/07/19 21:21:36
2013/07/19 22:48:59
Subject: Re:Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Definately like the suicidal idea, though maybe Army-wide infiltrate is a bit OP, maybe giving a few units scout instead?
Like the idea of the army being more suicide-y
Frateris units have access to a standard that gives them Adamantium Will & Stubborn, thinking of adding a few more items with DtW bonuses to the army.
Also, been working on Crusade of faith a bit, still need to work on activating them, but here are the 6 different crusades so far:
- Word of the Emperor: All effected units have Stubborn and are immune to Fear - Wrath of the Emperor: All effected units have Shred and Preferred Enemy - Emperor’s Retribution: All effected units have Rampage and Hammer of Wrath - Astronomican’s Speed: All effected units have Crusader and Hit & Run - Strength of the Emperor: All effected units have Strikedown and Relentless - Fury of the Emperor: All effected units have Rage and Hatred
Also, small update to the list, not including Crusade of Faith yet, though
EDIT: Tank Popper rounds will probably be Rng: 24" Str 8 AP - Heavy 2, Gets Hot!
Arhiman gives D3 infantry units infiltrate. Perhaps having ICs that can attach to the unit and give them infiltrate would mitigate the OPness of the army.
2013/07/25 06:48:11
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Speaking of Warlord traits, an ideas? I honestly am unsure what they should be called and what effects they should give.
Also, on the Ark idea... how about as a holy artefact that confers the SnP rule and has the following profile:
Range: 12" Str - AP - Type: One Use Only, Heavy 1 (Ordanance 1?) Blind, Fleshbane, Ignores Cover, Ignores Armour Saves,(Instant Death?), Deemed Unworthy.
Deemed Unworthy: Effects all enemy units in range (including allies that are treated as enemy units that can't be shot at) even if they are out of line of sight. Effects friendly models within range even if they are out of LoS (including the wielder!) on a D3 roll of a 1.
Cost: 60 w/o ID, 75pts w/ (?)
Edit: How about giving Workgangs the ability to re-enforce ruins like techmarines? Good idea or bad one?
This message was edited 1 time. Last update was at 2013/07/25 06:52:48
2013/07/26 17:37:51
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Forgive me, but "Tank Popper" isn't really very Grim Dark. Maybe something like Voidborn rounds, or Plasmacore rounds, or Slag Frag rounds.
Warlord Traits
Scion of Fear
Your Warlord is a master at manipulating the minds of his enemies. Any enemy within 12" of him counts as being afflicted by the Terrify psychic ability.
Harbringer of Judgment
Your Warlord, his unit, and all friendly units within 12" of him have the Stealth special rule.
First to Sacrifice
At the beginning of the game, after deployment, but before the first turn your Warlord may nominate a single infantry unit to strike fear into the hearts of the enemy. They gain the fleet special rule, and may move, shoot, and assault normally before any other moves are made. If armed with Flakk Jacket Explosives during assault the unit causes Fear to any surviving engaged enemy models.
(means that unit will get a full turn head start on everything else in the game - at the expensive of likely giving first blood)
Reckoning
All friendly models within 12" of your warlord gain the fleet and furious charge ability.
10,000 years of Holy War
Your Warlord may nominate up to D3 infantry units. They gain the Infiltrate special ability.
This message was edited 4 times. Last update was at 2013/07/26 17:41:11
2013/08/03 23:16:56
Subject: Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)
Been a long time... but I worked a little bit on this.
Small changes, started to add in unique special rules and what they doing, as well as changing names (tank popper to slag frag) and *some* grammar/spelling issues.