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There's very little way to simply rework this to make it not suck, but I think I'll manage. It's still going to be stupidly complex, though. Frankly, it's still stupid, but it's better than what GW can produce, so why not? Faith Points At the start of your Movement Phase, you may choose to generate 2d6 Faith Points and pick the highest, or 1 Faith Point per character you have in your army. For the purposes of this rule, the following are characters: all HQ units, squad leaders (Sister Superiors), and priests. This is how many Acts of Faith you may attempt that turn. Faith Points do not carry over to the next turn. Acts of Faith An Act of Faith is activated at specific times depending on the Act in quest, as defined in their rules entry, usually just before the Sisters unit acts in a phase (before rolling to-hit in the assault phase, for example). To attempt an Act of Faith, declare it and roll D6 and add the following modifiers: * Add +1 if the squad leader (sister superiors, mistress of repentance, etc) of the squad using the power has not been removed as a casualty, or removed from the table by other means. * Add +1 if you have an HQ unit on the table * Add +1 if the squad has been joined by a priest or independent character. * Add +1 if the squad has taken any casualties, or if models in the squad have been removed from the table by other means. All modifiers are Cumulative. Roll succeeds on a 5+, and upon success, the unit immediately gains the ability in the Act's description. Each Act of Faith is separate, and thus to use separate Acts of Faith you need to send another Faith Point, even if it is on the same unit as the previous Act of Faith. Addendum: All squads gain access to Divine Guidance, Light of the emperor, Hand of the Emperor, Holy Fusilade, The Emperor's Deliverance, Spirit of the Martyr. All other Acts of Faith are unique to their units.
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