Switch Theme:

Fixing Adepta Sororitas - My take on it  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in br
Longtime Dakkanaut




Brazil

So, i cannot sleep, my workbench is alway from me and i have nothing to do right now. That is why im writing this. Please give me your comments.

Adepta Sororitas is a codex i hated. I love the miniatures of this faction, i like the fluffy (except for the obvious misogeny part), and i really believe that GW should have done a better work. But we all know they dont worry about that anymore right? So, those are proposed rules to make the codex powerfull, but still keep them balanced. I would love if any unbalanced ideia is pointed out to me...

Add this new Special Rule: Pistol Mastery
Most senior Sisters study an incredible martial art created during the Dark Age of Tecnology, to perfect mix the use of close combat weapons and pistols in close combat. The most proeminent among this students became Seraphins, but it is expected that Celestians learn it too. This special rule is added to the fallowing units: Seraphin Squads, Celestian Squads, Canonnes and Command Squads.
Models with the Pistol Mastery special rule equiped with Bolter Pistols or Hand Flamers can use those pistols in close combat with the fallowing profiles:
Name / S / AP / Special Rules
Bolter Pistol / 4 / 5 / Melee
Hand Flamers / 3 / 5 / Melee, Reroll to-hit rolls
Also Plasma Pistols and Infernus Pistols are cumbersome weapons, hard to use precisely in close combat due to their size and ammo. So they have not a separate profile for close combat, but instead grant a special benefit. Pistol Masters learn how to time and predict the best moments to shoot the weapon in combat. Gaining "Rending" at all its close combat attacks (in addition to any other of their special rules) whenever they are equiped with Plasma or Infernus Pistols.

Add the "Land raider Reedemer" to the Heavy Support options. Use the same entry present in the Space Marines Codex (same cost and options) without Chapter tactics, and adding "Shield of Faith".

Replace the profile of the Penitent Engine with the Fallowing:

Type: Monstrous Creature
WS5 BS2 S5 T5 I3 A3 W3 Ld8 Sv -
Special Rules: Rage, Furious Charge, Shield of Faith, Feel no Pain
Same Point Cost

Add the fallowing Options to the Cannones: Jet Pack (20 points).

I will Work a bit more on this later... But finally im getting sleepy, so, good night

This message was edited 1 time. Last update was at 2014/02/07 21:55:46


If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in us
Boosting Ultramarine Biker





Lowell, MA

You lost me at "martial art created during the Dark Age of Technology."
   
Made in gb
Hallowed Canoness





Between

Gun Kata?

Pfft. We have Seraphim Pistols. We don't need some movie rip-off. We have our own sacred martial art that involves lots of lead flying at high speeds from dual pistols. It doesn't have some fancy name.

However, it could be better represented in game. It wouldn't be broken to just allow them to use the Str/AP of their pistols in close combat though.



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



Rochester, NY

Sounds interesting, I like how you made the gun kata rule, it works and is not OP. Like what you did for more powerful pistols.

Yeah...it's kinda like that. 
   
Made in us
Fireknife Shas'el





United States

Gun Kata is a rather blatant steal from Equilibrium... Don't call it anything, just give Seraphim a rule that allows them to use their Pistol stats for their CC attacks.

   
Made in au
Imperial Recruit in Training





The Penitent Engines definitely need to be monstrous creatures but bring back d6+1 attacks! The Grey Knight Dreadknights are monstrous creatures so why not the Penitent Engines...

Also can we please give Saint Celestine 'Eternal Warrior!' She can and often does get wiped out with a single str6 shot and she needs something more to be worth fielding - maybe let her have it for additional points cost or give her the option of taking a Mantle of Ophelia in a new FAQ ammendment...

Devastated that the Exorcist Tank lost the Melta Rule for its missile launcher; but at least the standard troops size and cost has been lowered - it means that now, Adepta Sororitas are worth taking to tournaments again

This message was edited 3 times. Last update was at 2014/01/09 09:06:49


WHERE IS YOUR EMPORER GOD NOW??? 
   
Made in br
Longtime Dakkanaut




Brazil

I tried to make the rules balanced, it is not just for the Seraphins, but also for Celestians (who would be good at close combat with that).

Lets see: most Vetaran Sisters will gain S4 attacks in CC, they still have t3, but at now they can give a punch to those t4 enemies. A very interesting thing when you have the Acts of fate of the afected units .
Hand Flamers cost 15 points, a very high price to pay for re-rolls on to hit, specially when it almost include a debuff of 1 in strentgh. Finally, booth Plasma Pistols and Infernus Pistols cost 15 points each, most players will accept that is A LOT for what they do, and Rending is normally a 15 points upgrade with some sort of minor bonus (extra attacks for Space Wolves and Dark Eldars).

Maybe the name i choose was not a good one, it was from the movie and i kinda wanted to keep that feeling. Maybe we should use another name. It was most a "time killing exercise".

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in us
Confessor Of Sins




WA, USA

Stopped at "gun kata".

Just...god no.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in br
Longtime Dakkanaut




Brazil

 curran12 wrote:
Stopped at "gun kata".

Just...god no.


Because giant chainsaw swords are enough?

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in de
Repentia Mistress





Santuary 101

Pretty interesting rules. If any playgroup could try it out, it might be good to see if it is overpowering. If Seraphim become this good, it'll be a fight for fast attack slots.

Penitent Engine in Elite slot may be something to consider.


Automatically Appended Next Post:
And maybe WS4 for the Engine. Being strapped to a machine pumping toxins into you, I'm sure it's more blind rage that's letting you fight rather than skill controlling the Engine.

This message was edited 1 time. Last update was at 2014/06/18 13:29:30


DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+

Avatar scene by artist Nicholas Kay. Give credit where it's due! 
   
Made in us
Speed Drybrushing





I agree the cannoness needs more options. They have several sister superior models that could be considered cannoness, so I don't know why they took that away. Make the chainswords +10 not 30. I1 and t3 don't mix well

I also like the penitent engine being a MC or reduce the point cost to 55 and keep it as is, otherwise, why use them?

I'd like it if they fixed the Inquisition dex as well

This message was edited 1 time. Last update was at 2014/06/18 13:35:35


 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

So much is wrong with this. First off Seraphim are not assault phase units. They want to get in close, but have hit & run for a reason. Their old rule Seraphim Pistols allowed them to fire both pistols, before pistols worked like that in general. Nothing like Gun-kata.

Land Raiders are a Space Marines only thing, the fluff blatantly disallows any other organisation from using them. Inquisitors may over ride this, but not Sisters.

Penitient Engines do not need to be Monstrous Creatures. Walkers are actually good this edition. Also you took away everything that made them unique. PE's do need some buffs, but making them monstrous creatures isn't one of them.

Please see my Codex Sisters of Battle which is linked to in my signature.

   
Made in br
Longtime Dakkanaut




Brazil

Hey guys...

Well, i cannot see your signature... would like the see the said codex though...

J3f i really see Seraphins as "not assault, but we can stand it when needed", and im apparently not the only one.

Maybe we could make everyone happy, and split them into 2 "squad types"... Lets see:

"Seraphin Avengers" get the same rules, with the "gun-kata" thing (i like the ideia, just need a better name for it).

"Seraphin Redemptors" trade their "Jump Infantry" for "Jet Infantry", and a reduction in point cost (maybe 1 or 2 less points per head).

I like the ideia of Seraphins as a shoot phase unit, but i cannot see the unit right now as that. (why in the hell we have Jump packs if we dont want to assault?)



Automatically Appended Next Post:
Oh: the Pistol Mastery rule was not meant directly to Seraphins when i made it, but also for Celestians and Command Squad. Indeed , it was more for Celestians, who can become a very interesting unit with this...

This message was edited 1 time. Last update was at 2014/06/18 20:46:32


If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in de
Repentia Mistress





Santuary 101

And if you don't assault, you can't hit and run. If you assault with s3, you may be swept in combat before you can say "hit and run!"

DS:70+S+G+M-B--IPw40k94-D+++A++/wWD380R+T(D)DM+

Avatar scene by artist Nicholas Kay. Give credit where it's due! 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

 The Dwarf Wolf wrote:
Hey guys...

Well, i cannot see your signature... would like the see the said codex though...

J3f i really see Seraphins as "not assault, but we can stand it when needed", and im apparently not the only one.

Maybe we could make everyone happy, and split them into 2 "squad types"... Lets see:

"Seraphin Avengers" get the same rules, with the "gun-kata" thing (i like the ideia, just need a better name for it).

"Seraphin Redemptors" trade their "Jump Infantry" for "Jet Infantry", and a reduction in point cost (maybe 1 or 2 less points per head).

I like the ideia of Seraphins as a shoot phase unit, but i cannot see the unit right now as that. (why in the hell we have Jump packs if we dont want to assault?)



Automatically Appended Next Post:
Oh: the Pistol Mastery rule was not meant directly to Seraphins when i made it, but also for Celestians and Command Squad. Indeed , it was more for Celestians, who can become a very interesting unit with this...


Here's the Link to my Codex: http://www.dakkadakka.com/dakkaforum/posts/list/0/582990.page#6598123/

I don't think you should split Seraphim. Just give Celestians the option to buy Jump Packs for the Squad. Or make a new Assault Sister Unit that can buy a Jump Pack upgrade.

Only Tau get Jetpacks. Jetpacks are a little too advanced for the Imperium even using Horus Heresy Tech.

   
 
Forum Index » 40K Proposed Rules
Go to: