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Made in us
Monster-Slaying Daemonhunter





 SisterSydney wrote:
The main upgrade I gave the Grand Exorcist was range: You to from 48” to 12”-72.” Now, I’m probably overestimating the importance of range in, like, 90% of games, but my thought for its tactical role was long-range fire support, especially against other superheavies, while other Sororitas forces closed to 48” and lower.

Because it can fire either Exorcist Missiles or Conflagration Rockets, my Mathhammer spreadsheet showed it outperformed the Baneblade Cannon pretty consistently. (I’ll have to post the numbers once I get my laptop back from my son, who’s using it to watch the NFL Draft). I didn’t factor in the Demolisher Cannon because I replaced that with a multi-Melta, which is actually two more points.

As for using Guard equipment— it just doesn’t bother me at all. My 2015 fandex had the Sisters using a mix of Marine and Guard kit, all modified to their style of fighting. I think of the Sisters as an in-between force between “regular human hordes” and “super soldier elites.” Plus Guard Flyers are super ugly....


Well, great, beacuse a Demolisher cannon is 20 points for 1d6 S10 AP-3 D1d6 shots, versus a Multimelta getting 1 S8 AP-4 D1d6 shots. Demolisher Cannon is a huge difference.

GuardsSisters kind of bothers me, since like, were not Guard. It just feels really jarringly out-of-character. We're not really a modern era military organization with modern era military things and grittiness and trenches and "Baker, this is Easy, there's Jerry coming over here like a swarm o' Hornets, WHERE'S THAT ARTILLERY!?!?" We are what those people are talking about with Marines as techno-knights. We have fast moving mechanized infantry with flowing banners and shining armor who ride down like the Winged Hussars as defenders of vienna, or crusaders who march on Jerusalem with a giant cross edifice.


And as far as the GE's range goes, if it's long range firesupport, then it should definitely be the Shadowsword-equivalent option instead of the meltagun one. Meltagun one is just awkward feeling like it's obviously a weapon-swap shadowsword where things just don't synchronize.

This message was edited 3 times. Last update was at 2020/04/25 19:54:04


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Preacher of the Emperor






Heh -- I actually use WWII phonetic-alphabet codes in the title of one of my Sororitas fanfics, Able Baker -- although in-universe it was an Inquisitor that picked those designations. I've known too many real soldiers to easily imagine fictional ones as paladins, or for that matter to imagine real Crusaders and Hussars as very different in character from the soldiers I know. And logistically it makes sense to me that the Sororitas, as a relatively new imperial institution (only 4,000 years old...) would leverage the biggest active manufacturing base at times.

That said: You're right, I need to swap around which IG variant I use for some of the Sororitas variants. Excellent point! I'll work on that this weekend!

[1] I should base the Grand Exorcist on the Shadowsword instead of the Baneblade and, since its role is long range fire support, try to make its weapon comparable to the Volcano Cannon instead of the Baneblade Cannon. No transport capacity, modest secondary armament for self-defense against things within its missiles' minimum range.

[2] Fire Sword / Melta Assault Tank should get a transport capacity and a points cost based on a short-range superheavy, not a long-range sniper like the Shadowsword. Hell, the Doomhammer has a firing deck AND its main gun -- despite the fluff saying it's a laser -- has the Melta rule in this edition for some reason! So I just have to up its cost appropriately for the Sisters special rules and BS:3+.

[3] Flameblade still should be based on the Baneblade, I think: With a flamer as your main gun, you really need that secondary weapon mounted in the hull to hit things more than 18" away.

[4] Storm Queen stays a Storm Lord. We need a giant bolter to round out our Holy Trinity Plus One (where the Plus One is the Exorcist), and it's hella useful against light vehicles & heavy infantry.


Automatically Appended Next Post:
Here's a stab at revising the Grand Exorcist -- which I'm pretty happy about, although it may be OP -- and an alternative giant-melta tank I'm calling the Flamehammer -- which honestly doesn't excite me as much as the Fire Sword does. What do people think?

*

Flamehammer
(490 points per model, 1 model per unit)
Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Fire Sword is a single model equipped with a twin heavy bolter, a Magma-Melta Cannon, and adamantium tracks.

Magma-Melta Cannon
60” Heavy 2D6 S:10 AP:-5 D: D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.


Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see above]
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Firing Deck
Up to 10 models being transported by the Flamehammer can shoot in their Shooting phase, measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having moved in they or the Flamehammer moved in the preceding Movement Phase.

Transport:
This model can transport 25 Adeptus Ministorum Infantry models. Each Jump Pack model takes the space of two other models and each Penitent Abhuman takes the space of three other models.

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Flamehammer


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see introduction above for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).

The main gun is simply the Doomhammer’s magma cannon by another name, with identical stats. (The original magma cannon actually has the melta rule this edition, even though the fluff says it’s a laser...).
But it goes from BS:4+ to BS:3+, which as a rough estimate I’ll value at: +50.

So:
Doomhammer is 350 points, add (60+30+50= 140) = 490.


*


Grand Exorcist [REVISED]
(570 points per model, 1 model per unit)

The Grand Exorcist carries a rare and terrifying variant of the already-uncommon Exorcist Missile Launcher, scaled up for super-heavy vehicles.
Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Grand Exorcist is a single model equipped with a twin heavy bolter, a Grand Exorcist Missile Battery, and adamantium tracks.

Grand Exorcist Missile Battery
Before firing this weapon, declare which of the following profiles you will use:
Devastation: 12”-120” Heavy 3D3 S:16 AP:-5 D:2D6
Conflagration: 12”-72” Heavy 6D6 S:5 AP:-2 D:1

Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see above]
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Grand Exorcist


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see introduction above for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).

Replace BS:4+ and Shadowsword Targeters (+1 vs Titanic targets) with BS:3+:
Normally I’d value the BS improvement at +50 for something this heavily armed, but since the Targets gave a bonus against a significant class of targets, I’ll knock 15 points off: +35.

Replace Shadowsword’s Volcano Cannon with Grand Exorcist Missile Battery (GEMB):
The max range, type, strength, AP, and damage of the Devastation mode are identical to the Volcano Cannon.
What the GEMB gives up is
(a) the reroll of failed wounds against Titanic targets, which are rare but rather less rare if you’re in a game where superheavies feature.
(b) the ability to target anything within 12”, which is a significant minority of targets.
What the GEMB gains is an alt mode that makes it much more effective against infantry targets – as long as they’re 12” away.
Honestly, I think the GEMB comes out ahead here, because it’s less specialized. Let’s say: +35.


So:
Shadowsword is 410 points, add (60+30+35+35= 160) = 570. (Not counting wargear besides the main gun).


*

This message was edited 2 times. Last update was at 2020/04/26 02:16:26


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
Crazed Spirit of the Defiler





As it is now the grand exorcist can pull double duty as a stormlord or shadowsword. 6D6 shots averages out to 21 shots on average. The stormlord has 20 shots admittedly at +1S and +1D. The stormlord would only be more viable against 2W or T5 infantry and doesn’t have a good answer to heavier vehicles. The shadowsword has no real answer to infantry but has almost the same performance against most heavy targets you would see in the game. The volcano cannon doesn’t pull away from the missiles until you reach T9 titanic units. I think you should reduce some of the versatility of the grand exorcist but bring the points closer to 500 than 600.

Iron within, Iron without 
   
Made in us
Preacher of the Emperor






Yeah, I typed "6D6" on impulse -- scaling up from the Conflagration Rockets on a regular Exorcist it would be 3D6. And I think copying Volcano Cannon range, S, AP, & D is too high, as well.

Conversely, the Magma Cannon is... underwhelming. S:10 AP:-5 D: D6 (melta) is definitely better than a regular melta, but it's not Titanic-scale scary the way S:16 is.

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
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

I agree about the magma cannon. I liked your original design for a LOW scale melta much better, short range but super high strength sounds right, I'd keep the -5ap as melta shouldn't care about armour. For damage, rolling two dice for each successful hit could get tedious, so would you consider a reverse of the conversion beamer's system? So, basing off your original design:

Range: 48 heavy 2dr, s:16, ap:-5, damage:(see table)
48-24: d6 damage
24-12; 3+d3 damage
12-*: 6 damage

That would have a similar effect as the current melta rule but cut down on dice while guaranteeing at least 4 damage per wound at half range and making it completely reliable at point blank.

This message was edited 4 times. Last update was at 2020/04/26 20:14:38


 
   
Made in us
Monster-Slaying Daemonhunter





Just ditch the conflag rocket option. They're new anyway, and at a certain point more anti-infantry shots has sharply diminishing returns.

They're not necessary at all if you're also set on having a flame tank and a stormlord. Sometimes, you're just creating too many things that have the same role, and one is just going to be bad or overpowered.
The Baneblade family already has this problem: how many can you name and define a valid purpose for? There are 10, but only 3 really matter: Baneblade, Stormlord, and Shadowsword. Some of them are actually just worse versions of others, like the Banesword.

This message was edited 3 times. Last update was at 2020/04/26 22:39:28


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Preacher of the Emperor






After, I kid you not, staying up too late several nights playing Mathhammer with enormous Excel spreadsheets, I’ve come up with a less insane version of the Grand Exorcist, now a 570-point Shadowsword variant armed with this thing -- and yes, I'm still playing with a Conflagration Rocket mode, because it just makes so much sense that you'd have alternative anti-personnel ammunition for your giant rocket tank:

Grand Exorcist Missile Battery
When attacking with this weapon, choose one of the profiles below:
Devastation: 18”-96” Heavy 2D6 S:10 AP:-4 D:2D6
Conflagration: 18”-96” Heavy 4D6 S:6 AP:-3 D:2

Detail rules & design notes follow in spoilers below. As always I'm eager for incisive comments, and I expect to make further changes. Revised Fire Sword will come (I hope) tomorrow, but that's a lot easier....

*

Grand Exorcist [REVISED]
(570 points per model, 1 model per unit)

The Grand Exorcist carries a rare and terrifying variant of the already-uncommon Exorcist Missile Launcher, scaled up for super-heavy vehicles.
Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Grand Exorcist is a single model equipped with a twin heavy bolter, a Grand Exorcist Missile Battery, and adamantium tracks.

Grand Exorcist Missile Battery
When attacking with this weapon, choose one of the profiles below:
Devastation: 18”-96” Heavy 2D6 S:10 AP:-4 D:2D6
Conflagration: 18”-96” Heavy 4D6 S:6 AP:-3 D:2

Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see above]
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Grand Exorcist


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see introduction above for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).


Replace Shadowsword’s BS:4 (+1 vs Titans) Volcano Cannon with the BS:3 Grand Exorcist Missile Battery (GEMB): +35
This version of the GEMB is, no kidding, the fifth of six different profiles I tried out in a series of complex Excel spreadsheets. Devastation mode is inferior to the Shadowsword’s Volcano Cannon against the Shadowsword’s primary prey, superheavies (figuring out those rerolls was a bear...), but it’s superior against everything else – as long as the target’s within range, but it’s got just over half as long a range. The Conflagration mode is superior to even a BS:3+ Vulcan Mega-Bolter against two-wound models but inferior against single-wound ones, and it’s got longer range.... See next spoiler tab for the numbers.
But both modes have a 18” minimum range, which is a real problem on most WH40K battlefields, while ranges beyond the VMB’s 60” are rarely relevant unless you’re fighting Titans and there’s no terrain big enough to block line-of-sight, in which case you are screwed regardless.
All in all, I’m going to say all these advantages and disadvantages give a significant but not huge edge to the GEMB, since it’s more versatile and performs better against most targets as long as you deploy it way the hell in your backfield and don’t let anyone near it.

So:
Shadowsword is 410 points, add (60+30+35+= 125) = 535. (Not counting wargear besides the main gun).


Stop! MathHammer time!
Spoiler:

Average Damage by Target: Shadowsword Volcano vs. Grand Exorcist (Devastation mode)
T:16!, Sv:2+ (Warlord Titan!): 21 vs. 9.1
T:10, Sv:3+ (Reaver Titan): 24.9 vs. 16.3
T:9, Sv:2+ (Fellblade): 24.9 vs. 18.1
T:9, Sv:3+ (Warhound Titan): 24.9 vs. 21.8
T8, Sv:2+ tanks (e.g. Land Raider): 17.5 vs. 18.1
T8, Sv:3+ TITANIC (Baneblade): 27.2 vs. 21.8
T8, Sv:3+ (e.g. Leman Russ, Exorcist, Ironclad DN): 17.5 vs. 21.8
T7, Sv:3+ (e.g. Predator, Hellhound, most DNs): 17.5 vs. 21.8
T:6, Sv:3+ (Rhino, Chimera, Invictor Warsuit): 17.5 vs. 21.8
T:5, Sv:2+ (Centurions): 10 vs. 13
T:5, Sv:3+ (Aggressors, SM Bikes): 5 vs. 7.8
T:4, Sv:2+ (Terminators): 5 vs. 6.5
T:4, Sv:3+ (Marines): 2.5 vs. 3.9
T:3, Sv:3+ (Sisters): 2.5 vs. 3.9
T:3, Sv:4+ (Stormtroopers): 2.5 vs. 3.9
T:3, Sv:5+ (Guard): 2.5 vs. 3.9

Average Damage by Target: Vulcan Mega-Bolter (at BS:3+) vs. Grand Exorcist (Devastation mode)
T:16!, Sv:2+ (Warlord Titan!): 2.2 vs. 2.1
T:10, Sv:3+ (Reaver Titan): 5.9 vs. 5.2
T:9, Sv:2+ (Fellblade): 4.4 vs. 4.1
T:9, Sv:3+ (Warhound Titan): 5.9 vs. 5.2
T8, Sv:2+ tanks (e.g. Land Raider): 4.4 vs. 4.1
T8, Sv:3+ TITANIC (Baneblade): 5.9 vs. 5.2
T8, Sv:3+ (e.g. Leman Russ, Exorcist, Ironclad DN): 5.9 vs. 5.2
T7, Sv:3+ (e.g. Predator, Hellhound, most DNs): 5.9 vs. 5.2
T:6, Sv:3+ (Rhino, Chimera, Invictor Warsuit): 8.9 vs. 7.8
T:5, Sv:2+ (Centurions): 6.7 vs. 8.3
T:5, Sv:3+ (Aggressors, SM Bikes): 8.9 vs. 10.4
T:4, Sv:2+ (Terminators): 6.7 vs. 8.3
T:4, Sv:3+ (Marines): 7.4 vs. 5.2
T:3, Sv:3+ (Sisters): 7.4 vs. 6.5
T:3, Sv:4+ (Stormtroopers): 9.3 vs. 7.8
T:3, Sv:5+ (Guard): 11.1 vs. 7.8



*

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
Preacher of the Emperor






Below are the latest versions of the three other superheavies for your critique:
The Fire Sword – with a very scary melta cannon that is basically the Reaver Melta Cannon minus Macro and plus (a version of) the melta rule, costed at +50 points above the Volcano Cannon because it’s friggin’ terrifying. The Shadowsword may lurk in the ruins and snipe Titans from a distance, this thing drives up to them and shoots them in the face.
The Flameblade – lightly revised to have the Inferno Cannon returned to its standard 18” Range and valued at equal points cost to the Baneblade Cannon it replaces.
The Storm Queen – which didn’t strike folks as needing changes at all. (Well, some people considered it pointless, since it’s just the IG vehicle with Sororitas special rules, but how could the Sisters NOT have the holy trinity weapons on their superheavies?).
I’ve also changed the Armoured Pulpit so it (a) can go on any vehicle but (b) the occupant can be fired on by ANY unit if the vehicle is the closest unit, because as Evil Kiwi pointed out snipers are actually fairly rare, and it makes sense someone screaming orders/hymns from the side of a house-sized tank might actually attract some attention.

*

New Vehicle Wargear:

Armoured Pulpit (20 points)
The most ferociously holy leaders of the Adepta Sororitas and the Ecclesiarchy sometimes ride to war on mighty vehicles, preaching and commanding from hatches converted to armoured pulpits. Such a post is a mixed blessing for its occupants, however, as the same prominent position that helps the lead the faithful also makes them conspicuous to the wicked..
One Adeptus Ministorum character embarked on a vehicle with this upgrade may ride in the pulpit. If that vehicle is not already a Transport, it gains the Transport keyword and a transport capacity of one model.
This character may use aura abilities and make ranged attacks as if they were not embarked, measuring ranges from any point on the hull.
This character may also be targeted by ranged attacks, counting as the closest visible enemy unit to the model shooting at them if the vehicle on which they are embarked is the closet visible enemy unit; they gain the benefits of being in cover.

*

Fire Sword
(550 points per model, 1 model per unit)

The Fire Sword is the Sororitas’ superheavy tank-killer, fortress-buster, and Titan-hunter. Derived from the Shadowsword, it replaces the long-range Volcano Cannon with a Consecrated Melta Cannon that does even more damage at short range.

Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Fire Sword is a single model equipped with a twin heavy bolter, a Consecrated Melta Cannon, and adamantium tracks.

Sacramental Melta Cannon
Range: 48” Heavy 2D6 S:16 AP:-4 D:2D6
When resolving an attack made with this weapon against a unit that is within half range, add two to the damage roll.

Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.
This model may take an Armoured Pulpit.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see below
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Fire Sword


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see introduction above for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).

Replacing a BS:4+ Volcano Cannon and its Targeters with the BS:3+ Consecrated Melta Cannon (which is a modified Reaver Melta Cannon): +50 points
I did extensive Mathhammer spreadsheets, factoring in the VC’s bonuses to hit and to wound against Titanic targets.
From 48” to 120”, the VC can hit things and the SMC can’t, but this is irrelevant except to very large scale games.
From 24” to 48”, the VC outperforms the SMC by a sizable margin – 12.5% to 35.2% more wounds with average dice – against all Titanic targets EXCEPT the Baneblade class, where the two weapons do identical damage. Against everything lighter than a Baneblade – including Land Raiders – the SMC performs better, inflicting 30% more damage on targets with Sv:2+ and 55% more damage on targets with Sv:3+ or worse.
From 0” to 24”, the SMC outperforms the VC against everything except Sv:2+ superheavies with T:9 and higher – that’s basically the Fellbade family, which is damn rare, and the freaking Warlord Titan, which you will probably never see.
Despite the range disadvantage and lack of bonuses against Titans, I’d say the Sacramental Melta Cannon is actually useful in wider array of situations that actually come up in games. It’s quite possibly the scariest weapon you’ll ever face outside Apocalypse.

So:
Shadowsword is 410 points, add (60+30+50= 140) = 550.



*

Flameblade
(440 points per model, 1 model per unit)

The Flameblade is a variant of the Imperial Guard Baneblade that replaces the main cannon with a Titan-scale flamer, trading range for sheer incinerating power. The Guard’s general-purpose superheavy thus becomes a highly specialized flame-spewing nightmare, optimized to plow through heretical city districts and set them on fire.

Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Flameblade is a single model equipped with a heavy bolter, a twin heavy bolter, a multi-melta, a Titan Inferno Gun, and adamantium tracks.

Titan Inferno Gun
Range 18” Heavy 4D6 S:7 AP:-3 D:4
This weapon hits automatically.

Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace its heavy bolter with a heavy flamer or multi-melta.
This model may replace its multi-melta with a heavy flamer or heavy bolter.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.
This model may take an Armoured Pulpit.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see below]
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Flameblade


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see below for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).

Improve BS:4+ to BS:3: Doesn’t increase the base cost of the vehicle. For most of the weapons, it’s reflected in their higher point costs in the SoB codex than in the IG codex. For the main gun, it’s irrelevant, since it’s a flamer and automatically hits. So +0.

Replacing Baneblade Cannon (BBC) with Titan Inferno Gun: +/-0
Titan Inferno gun compares decently to the Baneblade cannon – more shots and they always hit, two less Strength, same AP, one more damage – except for much shorter range. But since most WH40K combat occurs at close range anyway, and this vehicle has a 10” move, giving it a total 28” threat radius on boards typically 48” across, we’ll count this as a wash.

So:
Baneblade is 350 points, add (60+30 = 90) = 440. (Not counting wargear besides the main gun).


*

Storm Queen
(550 points per model, 1 model per unit)

The Sisterhood’s favorite superheavy is the Storm Queen, a lightly modified Imperial Guard Stormlord. Optimized to carry infantry into combat and support them at close range and high risk, the very attributes that make the average Guard commander nervous only attract the more aggressive Sororitas.

Spoiler:

M:* WS:5+ BS:* S:9 T:8 W:26 A:* Ld:9 Sv:3+/6++
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / BS / A
14-26+/ 10” / 3+ / 9
7-13 / 7” / 4+ / 6
1-6 / 4” / 5+ / 3

A Storm Queen is a single model equipped with two heavy bolters, a twin heavy bolter, a Vulcan Mega-Bolter, and adamantium tracks.

Wargear Options:
This model may take a hunter-killer missile.
This model may take a storm bolter.
This model may replace any heavy bolter with a heavy flamer or multi-melta.
This model may replace its twin heavy bolter with immolation flamers or a twin multi-melta.
This model may take an Armoured Pulpit.

Abilities:
Acts of Faith, Sacred Rites, Shield of Faith
Mighty Fortress [see below]
Explodes (2D6”, D6)
Smoke Launchers
Steel Behemoth

Extended Firing Deck
Up to 20 models being transported by the Storm Queen can shoot in their Shooting phase, measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having moved in they or the Storm Queen moved in the preceding Movement Phase.

Transport:
This model can transport 25 Adeptus Ministorum Infantry models. Each Jump Pack model takes the space of two other models and each Penitent Abhuman takes the space of three other models.

Faction Keywords:
Imperium, Adeptus Ministorum, Adepta Sororitas, ORDER

Keywords:
Vehicle, Titanic, Storm Queen


Design Notes:
Spoiler:

Note Ld:9 comes from the +1 Ld provided by the Mighty Fortress ability.

Mighty Fortress: +60 (see below for breakdown).
SoB special rules (Acts/Rites/Shield and ORDER): +30 (see above).

Improve BS:4+ to BS:3+: that raises the % chance of a hit from 3/6 to 4/6, a 33.3% increase. Normally this is reflected in the cost of the weapons, but the main gun on each IG superheavy is wrapped up into the cost of the base platform, so we’ll have to guess: I’ll say 50 points.
So:
Stormlord is 410 points, add (60+30+50 = 140) = 550.


*

And, for reference, the Mighty Fortress rule and general design notes – these aren’t changed from before:

Mighty Fortress
Spoiler:

Sororitas superheavies are more than massive war machines: They are mobile monuments of the Imperial faith. Icons and holy emblems are painted on their hulls, armoured reliquaries display the bones and teeth of saints, and high-powered laud hailers blast hymns at deafening volume, enheartening the faithful and harrowing the heretic.
If a model has the Mighty Fortress ability, it has the following effects:
At the start of each turn that this model is on the battelfield, gain one Miracle dice.
Once per phase, you can perform an Act of Faith for this unit, even if you have already performed one or more Acts of Faith in that phase.
Add 1 to the Leadership characteristic of other Adeptus Ministorum units whilst they are within 6” of this model. (This bonus is already included in this model’s Leadership).


Design Notes:
Spoiler:

This rule goes on all the units in this thread and contributes 60 points to the point costs I assigned them:
+1 MD/turn: equivalent to expending a 5-pt Incensor Cherub a turn (you don’t get to roll two, pick one, but it’s not limited to one unit, either); assume this lives for 4 turns on average = 20.
Can do an AOF each phase even if you’ve already done one: like a 5-pt Simulacrum, only on a much tougher platform. In https://www.dakkadakka.com/dakkaforum/posts/list/30/785928.page#10750845" target="_new" rel="nofollow">this thread we made a Vehicle Simulacrum on a regular tank 15 points; say 20 for a superheavy tank.
+1 to Sororitas Ld: Like a Laud hailer, which we worked out a cost of 10 points as tank wargear for here, but on a tougher and bigger platform – AND it affects all Adeptus Ministorum, not just Sororitas, which will matter more once I homebrew some Frateris: say 20.


A note on costing Acts of Faith, Sacred Rites, & Shield of Faith:
Spoiler:

Normally, GW doesn’t assign a point value to army-wide special rules, it just seems to assume that they’re all equivalent. But these homebrew Sororitas superheavies are all based on IG Baneblade variants – which don’t get to use their Regimental Doctrines when they’re the only unit in their detachment (i.e. a super-heavy auxiliary detachment); you have to take at least three Baneblade variants (a superheavy detachment) or a superheavy and three HQs (a supreme command detachment).
Unlike IG doctrines, however, the Sororitas special rules are so central to the army’s identity that I want our superheavies to have them all the time, even in a single-unit detachment. That means no HQ tax.
How to put a point cost on this mild advantage? 3 HQs are the minimum “tax” for getting an Guard superheavy tank that can use Regimental Doctrines. Now, generic Guard HQs are fairly cheap and useful, at 30-40 points piece, but let’s assume at least one of the 3 you take with your superheavy is a tax. That means I’ll add 30 points to the cost of these Sororitas superheavies to make up for not having to take any other units with them to get AOF etc.


Why no sponsons?
Spoiler:

Another wrinkle of these Sororitas superheavies I’ll note here: None of them gets a sponson option. Why? Well, besides sponsons adding even more points cost, none of the Exorcist-based MBTs in the tanks thread get sponsons, and I’ve decided it’s not a Sisterly thing… perhaps because they have to drive down streets in urban environments a lot (protecting places of worship) and don’t want to be any wider than they have to.


*

This message was edited 1 time. Last update was at 2020/05/01 01:54:03


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
Crazed Spirit of the Defiler





I have mixed thoughts on the grand exorcist. On the one hand with both rocket types it doesn’t suffer from the specialization that most superheavies suffer from. It’s an efficient killer against everything from medium infantry to heavy vehicles and packs a mean punch against anything that isn’t an actual titan. If you have to keep the anti infantry missile option, I think you should reduce the strength to 3 or 4. Otherwise unless you desperately want a party boat, why take a stormlord? On the other hand it does come in at over 1/4 or your army at 200 points.

The firesword and flamblade both seem fine to me. I just can’t really see where the roll for the storm queen is right now. It’s about the same cost as the grand exorcist but it trades being able to threaten heavy vehicles for transport capacity. Just look at the land raider for why there’s little value in the transport space.

You should also comb through the stratagems. A handful probably need a separate value when used on a super heavy tank. The one that lets a unit advance and fire as normal should be at least 2CP given the flameblade.

This message was edited 1 time. Last update was at 2020/05/01 14:17:21


Iron within, Iron without 
   
Made in us
Preacher of the Emperor






Good point about Stratagems. As for the Storm Queen's role: One advantage of the Storm Queen is it has no minimum range -- the Grand Exorcist can't hit things within 18". But that may not be enough.

I tried dropping the Grand Exorcist's conflagration-mode to S:5 AP:-2 -- the same as the standard Conflagration Rockets on the regular-sized Exorcist -- and it's still better than a 3+ (Sororitas) Vulcan Mega-Bolter except for a narrow range of targets, specifically 1-wound models and bikes, show in bold below:

Spoiler:

Target: VMB / GE
T:16!, Sv:2+ (Warlord Titan!): 2.2 / 9.1
T:10, Sv:3+ (Reaver Titan): 5.9 / 16.3
T:9, Sv:2+ (Fellblade): 4.4 / 18.1
T:9, Sv:3+ (Warhound Titan): 5.9 / 21.8
T8, Sv:2+ tanks (e.g. Land Raider): 4.4 / 18.1
T8, Sv:3+ TITANIC (Baneblade): 5.9 / 21.8
T8, Sv:3+ (e.g. Leman Russ, Exorcist, Ironclad DN): 5.9 / 21.8
T7, Sv:3+ (e.g. Predator, Hellhound, most DNs): 5.9 / 21.8
T:6, Sv:3+ (Rhino, Chimera, Invictor Warsuit): 8.9 / 21.8
T:5, Sv:2+ (Centurions): 6.7 / 13
T:5, Sv:3+ (Aggressors, SM Bikes): 8.9 / 7.8
T:4, Sv:2+ (Terminators): 6.7 / 8.3
T:4, Sv:3+ (Marines): 7.4 / 5.2
T:3, Sv:3+ (Sisters): 7.4 / 5.2
T:3, Sv:4+ (Stormtroopers): 9.3 / 6.2
T:3, Sv:5+ (Guard): 11.1 / 6.2



So people are probably right, I have to overcome my sense of what would be logical militarily (which WH40K often is not...) and drop the Conflagration Rocket mode for game balance.

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
Crazed Spirit of the Defiler





It would make sense to make vehicles multi role. Modern MLRS carry cluster munitions for both vehicles and infantry. But Warhammer and particularly the Imperium isn’t build on good tactical design . No one in there right mind would build a titan and the heavy tank was pushed out by the utility provided by the main battle tank too.

If you do drop the anti infantry firing mode I’d also argue that you should just get rid of the minimum range. If you can point blank a volcano cannon at 1” than a giant missile is within reason too. If it’s launching a missile up in the air and then down it makes sense.

Iron within, Iron without 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Your idea for the Fire Sword's melta cannon seems better than mine. The melta effect is simpler but still strong. It's also kind of nice to know that my monster is the next toughest thing than a titan against it.

Maybe allow the option of a heavy flamer pintle mounted weapon instead of the storm bolter? Would be good for chafe clearing, especially for the Grand Exorcist with its minimum range restriction on its main weapon.
   
Made in us
Preacher of the Emperor






Thanks! Four things:

1) What do folks think of the revised Armoured Pulpit, which lets the character inside be targeted normally? They count as "closest enemy model" if the vehicle they're on is the closest; the only protection they gave is cover. I think that may be too little, swinging the pendulum too far from being targetable by snipers only. Perhaps they should get a bonus to their invulnerable save as well, maxing out at 4+?

The current Armoured Pulpit rules, for ease of reference:

Spoiler:


Armoured Pulpit (20 points)
The most ferociously holy leaders of the Adepta Sororitas and the Ecclesiarchy sometimes ride to war on mighty vehicles, preaching and commanding from hatches converted to armoured pulpits. Such a post is a mixed blessing for its occupants, however, as the same prominent position that helps the lead the faithful also makes them conspicuous to the wicked..
One Adeptus Ministorum character embarked on a vehicle with this upgrade may ride in the pulpit. If that vehicle is not already a Transport, it gains the Transport keyword and a transport capacity of one model.
This character may use aura abilities and make ranged attacks as if they were not embarked, measuring ranges from any point on the hull.
This character may also be targeted by ranged attacks, counting as the closest visible enemy unit to the model shooting at them if the vehicle on which they are embarked is the closet visible enemy unit; they gain the benefits of being in cover.


To your specific comments:


2) Godzilla 666: Yeah, a pintle-mounted flamethrower -- or multi-melta -- would be cool. The IG options are just storm bolter or heavy stubber, but now that I check the Fellblade family (thanks to Lord Katherine for reminding me those are potential models), I see they can take a heavy flamer or multi-melta as well. I'll make that change to all these superheavies in the next revision.

3) Evil Kiwi: I'm definitely dropping the anti-personnel mode from the Grand Exorcist, but I think I'm going to keep the minimum range -- that helps distinguish its tactical role more clearly from the other superheavies, which are short-ranged brawlers by Titanic standards.
What do folks think the point cost should be with the anti-tank mode only?

4) Finally, a Sororitas Crassus! This is a simple change. To keep the cost reasonable, I made Mighty Fortress an option on this one rather than mandatory:

Sororitas Crassus
(230 points per model, 1 model per unit)
Spoiler:

M:* WS:5+ BS:* S:8 T:8 W:20 A:* Ld:8 Sv:3+
Some of this model’s characteristics change as it suffers damage, as shown below:
Wounds / Move / Strength / Attacks
10-20 / 10” / 3+ / 3
5-9 / 7” / 4+ / D3
1-4 / 4” / 6+ / 1

A Sororitas Crassus is a single model equipped with four heavy bolters.

Wargear Options:
This model may replace any heavy bolter with a heavy flamer or multi-melta.
This model may take a hunter-killer missile.
This model may take a storm bolter, heavy flamer, or multi-melta.
This model may take Holy Icons & Laud Hailers for 60 points.

Holy Icons & Laud Hailers
This model gains the Mighty Fortress ability.


Abilities:
Explodes
Smoke Launchers
Steel Behemoth


Overdrive
This model may still fire all of its weapons in the Shooting phase even it Advanced during the preceding Movement phase.

Design notes:
Spoiler:

Compared to the regular Crassus, this gets:
1 better BS: +0 cost factored into costs of wargear, not base vehicle
Sororitas special rules package: +30 points

And “ Holy Icons & Laud Hailers” is just the Mighty Fortress rule, made optional, hence the 60 points cost.

Crassus is 200, +30 for SoB abilities = 230

This message was edited 2 times. Last update was at 2020/05/02 16:51:26


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 
   
 
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