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Made in gb
Stalwart Veteran Guard Sergeant





South Of The South Poll

This might be old news to some of you but when i was at warhammer world on friday ,i when to look at the hall of miniatures and all of the sister of battle were gone apart from a sister with a banner and a rhino

   
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Missionary On A Mission






Mar wrote:
schadenfreude wrote:Some excellent Faith rule interpretations


Could there perhaps be something similar to the Tervigon spawn rules in there? That if you roll double you may not attempt any more Acts of Faith that turn/phase?

I guess a system similar to Fantasy magic or psychic tests where you can throw as many dice as you want but if you roll 2 6s your units are so overtaken by faith that they gain the Rage rule for a turn or something? or if the total rolled with all dice exceed twice the number of models in the unit something bad happens. So if you have 10 Sisters and use 8 Dice (because if you fail you would lose the game type of situation) and roll a total of 23 causing your unit to get so overtaken by their faith they run into the nearest unit in an attempt to purge it.

There are usually some negative effects with special rules, might there be some for Sisters? Maybe the Holy Rage rule has been thrown in there somewhere?

   
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Ultramarine Master with Gauntlets of Macragge





Boston, MA

ironhandstraken wrote:This might be old news to some of you but when i was at warhammer world on friday ,i when to look at the hall of miniatures and all of the sister of battle were gone apart from a sister with a banner and a rhino

That means they're probably out for photos in a battle report or two.

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Blood-Drenched Death Company Marine






D6 faith points per squad with a 5+ per point to make it work is a lot of book keeping.

I imagine its 1d6 rolled PER faithful unit and on a 5+ you get a faith point. Holier ones (with a relic or imagifier or whatever) might generate on a 4+ (or even 3+) Celestine may give 1 automatically per turn.

Then you allocate faith points to do stuff.

Otherwise you'd be rolling a lot of dice, adding a lot of dice then rolling more of them to get 5+s then getting faith then recording that then spending it.
   
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Hooded Inquisitorial Interrogator





Oklahoma

Phototoxin wrote:D6 faith points per squad with a 5+ per point to make it work is a lot of book keeping.

I imagine its 1d6 rolled PER faithful unit and on a 5+ you get a faith point. Holier ones (with a relic or imagifier or whatever) might generate on a 4+ (or even 3+) Celestine may give 1 automatically per turn.

Then you allocate faith points to do stuff.

Otherwise you'd be rolling a lot of dice, adding a lot of dice then rolling more of them to get 5+s then getting faith then recording that then spending it.


I'm not sure we're on the same page... we 'believe' it works like this:

-Each faithful unit gives you a d6 WORTH of dice to use later and go into a pool. (just set that many dice aside)

-When it comes time to use a faith power with a unit, you assign how many dice out of the previous pool you want to use, then roll... if any of those dice get a 5+ then it goes off.

Of course... this is making several intuitive leaps on our parts... but I don't know why folks were stating that each faithful unit adds d6 points to their pool, otherwise. Guess we'll have to wait till more comes out, honestly.

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Nurgle Predator Driver with an Infestation




california

Marthike wrote:
Will they really get rid off inquisitions from WH?

I would think they fit in quite well since no one ever uses them in a GK army list. If GW actully see what people play maybe they will actully keep the inquisition in WH

iv been saying ever since the gk codex the inquisition would be removed from the sob codex. read the gk's, the inquisition fits with sisters and gk's but the way the gk codex states it, the sob are sol. seriously, they freaking murder sisters to cleanse/purify/protect/ does it matter! their skins. ima take a deep breath and continue in a non-pissed at gw mood.

the inquisition is gone. half of the army that people actually use is gone. good business move i will say that much, it sells models to existing players. it will not get new players though. the fact that the inquisition is now plastic, mostly, and all the sisters are metal with no finecast in announced.

currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
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Consigned to the Grim Darkness





USA

kenzosan wrote:the inquisition is gone. half of the army that people actually use is gone.
Wait what?

Sisters aren't gonna be removed.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
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Longtime Dakkanaut




kenzosan wrote:

the inquisition is gone. half of the army that people actually use is gone. good business move i will say that much, it sells models to existing players. it will not get new players though. the fact that the inquisition is now plastic, mostly, and all the sisters are metal with no finecast in announced.


Goodbye to rubbish. No one I know that has a sisters army played with any =I= stuff, or very much with the freakshow items. They wanted....a sisters army.

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
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california

Melissia wrote:
kenzosan wrote:the inquisition is gone. half of the army that people actually use is gone.
Wait what?

Sisters aren't gonna be removed.


sorry, "half the army the people i know" aside from the 1 guy that posted a pic in this thread theres the 2 people in rl i know. i built a few lists for sisters and i had some inquisition, specifically and assassin or an hq.
but yes, i exaggerated a little bit. my point was more the sentences after that.

theres this too, i made a list expecting both inquisition revamped to match gk's and one with no inquisition at all. as i said, no one is gonna pick up sisters with no plastic or finecast models at all, its just too damn expensive when you can just roll something else with much more variety to it. (this is the same opinion i held for de before and currently have for necrons)

This message was edited 1 time. Last update was at 2011/06/14 01:00:40


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
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Decrepit Dakkanaut





Biloxi, MS USA

carmachu wrote:
kenzosan wrote:

the inquisition is gone. half of the army that people actually use is gone. good business move i will say that much, it sells models to existing players. it will not get new players though. the fact that the inquisition is now plastic, mostly, and all the sisters are metal with no finecast in announced.


Goodbye to rubbish. No one I know that has a sisters army played with any =I= stuff, or very much with the freakshow items. They wanted....a sisters army.


I thought the same until I moved here and have encountered several freak show Witch Hunters armies.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
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Longtime Dakkanaut




Platuan4th wrote:

I thought the same until I moved here and have encountered several freak show Witch Hunters armies.


Weird. Because I have yet to encounter a single actual player that uses any freakshow stuff. I hear on the internet a few, But the couple sister players I know played with, SOB's.....long time players that have played them through several incarnations from 2nd ed or so and up.....

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
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Calm Celestian





Colorado

This was just put up on Heresy-Online from the BoK forums.

source (post #72) - http://www.librarium-online.com/forums/rumours-news-previews/212361-necrons-incoming-sisters-8.html#post1838036

Originally Posted by Jared van Kell
Anyway on that note I think I will spill some beans on the Sisters of Battle from what I have seen so far, much of it is from Pathtyphon on BoK and some from what a source has recently given me.

Basic Composition

The Inquisition Elements are now completely gone.
Assasins are gone.
All units that have the Faith special rule get a 6+ invulnerable save.
Most units can take either a Rhino or Repressor as a transport.

Acts of Faith

Faith has changed a lot. Gone are the requirements to roll over the number of models, instead Acts of Faith are activated on a D6 roll of a 5+.
Each unit that can use faith roll a D6 every turn and this is the number of faith points added to the pool of faith points which is regenerated each turn with no carry over for points not used.
Most importantly is that there are no generic acts of faith. Each unit have a particular set of Acts unique to them. So for example Battle Sisters get to re-roll to hit, whilst Sisters Repentia get to always attack even if slain before they would normally be able to strike.
Each Act of Faith can be used in any phase where it is relevant so a squad can use a Faith point to re-roll to hit in the shooting phase and then another in the assault phase to do the same.

Units

Confessor - May take a retinue in the same way an inquisitor can and may draw from a large number of follower types including many from the GK codex icluding Death Cult Assasins, Arco-flagellants and Crusaders but also Chirurgeons. Allows any unit they lead to re-roll to hit and to wound in close combat.

Cannoness - As before. Can take a wide variety of equipment. Possibly can take a bodyguard of Celestians.

St-Celestine - Similar to before. Has powerweapon that auto-wounds on a 4+. Jump pack, has the fleet USR, a 2+ armour save, a 4+ invulnerable save and can come back in a similar way to Justicar Thawn. Costs about the same as a GK Grand Master.

Battle Sisters Squad - 10-20 models per squad. Can take Rhinos although it is believed they can also take Repressors as well hinting that the squad size for Repressors has changed. May use several acts of faith.

Sisters Repentia - 10-20 models per squad. Have Fearless, Rage, Feel no Pain and are equiped with eviscerators as normal. The Repentia Mistress is eqquiped with power armour and twin neural whips as normal which are power weapons that are believed to auto-wound on a 4+.
Have an act of faith that allows them to strike even if killed before they are able to do so but are removed afterwards. May not take a transport.

Celestians - 5-10 models per squad. May take a wide variety of weapon options rumoured to include combi-weapons and specialist ammunition such as psy-bolt rounds.
may be mounted in either a rhino or repressor.

Exorcist - Largely unchanged but is thought to increase in range.

Retributors - As before but rumoured to have an act of faith that allows their shots to be AP1 on the roll of a 6 to hit.


Here's another tid bit possibly referencing the new SoB plastics. same thread, same user, post# 79
No mostly just repackaged stuff. The Blood Angels codex was a get you by codex until they could adequately devote the time and resources to do them properly. It is a similar thing with this. Oh and yes apparently there are new models on the way according to one very descriptive source.

JvK

This message was edited 2 times. Last update was at 2011/06/14 03:55:20


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Bay Area

Wow, it seems there's conflicting rumors between Immolator and Repressor. Maybe GW is renaming the Immolator to Repressor and increasing its transport capacity?

Re-roll to hit isn't a huge improvement for Battle Sisters. It doesn't affect Flamers or Heavy Flamers and it causes less wounds compared to current Divine Guidance. It's actually a nerf. Now, if they had a faith power that allow them to re-roll to wound, then that would be a major improvement. Anyone whose played Vulkan knows what reroll to wound Flamers can do. But then again, Jared Van Kell did mention they could use multiple acts of faith. I would be satisfied if they at least retain Divine Guidance.

I'm not sure why the Exorcist needs an increase in range. It's current 48" is sufficient enough for anything less than apocalypse.

I have mix feelings about Celestians with psy-bolt rounds and combi-weapons. In the current codex, they are one of the best units because they are cheap, able to take Heavy Flamer or Meltaguns, and have decent close combat rules. They were great for getting assaulted by a heavy hitter and using Spirit of the Martyr to tie up IC's, MC's or any unit that ignores armor saves in assault. By giving psy-bolt rounds, their points might go up.

   
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SabrX wrote:

I have mix feelings about Celestians with psy-bolt rounds and combi-weapons. In the current codex, they are one of the best units because they are cheap, able to take Heavy Flamer or Meltaguns, and have decent close combat rules. They were great for getting assaulted by a heavy hitter and using Spirit of the Martyr to tie up IC's, MC's or any unit that ignores armor saves in assault. By giving psy-bolt rounds, their points might go up.


Is to be some-what expected though, as most 5th ed books have moved away from the "slightly better version of a troop unit" elite units.
   
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I have, on occasion, dropped a Radical =][= and 3 Daemonhosts into a SM army just to mess with an opponent. The truly random and Chaotic nature of the hosts made for really wild and different games since neither of us knew what the host would be used for the next turn.

They will go on the "shelf of cast offs" to sit and look pretty until I find some interesting 'counts as' use for them (retinue choice for a Confessor? Maybe even a Confessor? Priest? IG Psyker Battle Squad SGT?)


Automatically Appended Next Post:
"I'm not sure why the Exorcist needs an increase in range. It's current 48" is sufficient enough for anything less than apocalypse."

I would trade the range for a missile upgrade. Perhaps a
S10, AP3. While the current AP1 helps, S8 makes it tough breaking AV13/14. Even AV12 is a 50/50 chance just get a chance at damage.
This would at least bring it to a level consistent with Manticores, cheap Lances, Fast Vindicators, and StormRavens hopping up 24" and still getting a PotMS melta shot off at you.
It will also help punk those darn Nid-Zilla lists with 2 Trygons protecting the stupid 6 wound (S6) bug that craps out a scoring unit every turn.

This message was edited 1 time. Last update was at 2011/06/14 06:14:09


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california

i dont understand how a wd codex and new models can happen. a hold over codex and new models?... reality no longer makes sense.
im happy and sad and confused. how do they have time to make models and a wd codex but not a normal codex?

currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
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Deranged Necron Destroyer





Leicester, England

kenzosan wrote:i dont understand how a wd codex and new models can happen. a hold over codex and new models?... reality no longer makes sense.
im happy and sad and confused. how do they have time to make models and a wd codex but not a normal codex?


They don't. They have time to make a WD codex, then the real one and the models will probably hit in a year and a half, maybe 2.

Setekh the Eternal, Phaeron of the Kopakh Dynasty, Regent of Nephthys 7660pts  
   
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kenzosan wrote:im happy and sad and confused

Like me when I lost my virgi.....erm...nvm...

I have a feeling that Sister Repentia will become a troops choice in the WD update, I really hope they and Penitent Engines get the scout special rule as that would make them a bit more scary. Then again if you have to outflank just to make a unit viable there's something wrong with it to begin with. If it's true they are around SM cost then Sisters have the cheapest power fists in the game afaik, then again at S6 that's not really impressive.

I really do hope we get some plastic kits with this release but it's GW we are talking about, the old models as finecasts with a 25% prince increase is to be expected :(

   
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Longtime Dakkanaut






carmachu wrote:
kenzosan wrote:

the inquisition is gone. half of the army that people actually use is gone. good business move i will say that much, it sells models to existing players. it will not get new players though. the fact that the inquisition is now plastic, mostly, and all the sisters are metal with no finecast in announced.


Goodbye to rubbish. No one I know that has a sisters army played with any =I= stuff, or very much with the freakshow items. They wanted....a sisters army.


Well, if you didn't know anyone, it must not be a problem!

Kidding aside, I guess my mini-filer plasma cannon servitor will have to be repurposed :( Hopefully my Inquistress model can be used as a Confessor and can still take her robo servant of plasma doom.
   
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MadCowCrazy wrote:
kenzosan wrote:im happy and sad and confused

Like me when I lost my virgi.....erm...nvm...

I have a feeling that Sister Repentia will become a troops choice in the WD update, I really hope they and Penitent Engines get the scout special rule as that would make them a bit more scary. Then again if you have to outflank just to make a unit viable there's something wrong with it to begin with. If it's true they are around SM cost then Sisters have the cheapest power fists in the game afaik, then again at S6 that's not really impressive.

I really do hope we get some plastic kits with this release but it's GW we are talking about, the old models as finecasts with a 25% prince increase is to be expected :(


Penitent Engines scout? you serious?

Are you just trying to make sisters overpowered? I hope you never make an codex LOL

Can you imagine 3 Penitent Engines with scout? That is almost as bad as first turn assualt
   
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WHy? theyre still AV not much with open topped. THey cannot assault first turn (unless you are in spearheard and deploy in a way that lets them do so...) unless they have a fleet analogue I cant remember.
   
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Sword-Bearing Inquisitorial Crusader




Northern Virginia

I fail to see how giving penitent engines scout is game breaking or over powered. they are a heavy slot and have to compete with exorcists for slots.

Also one thing that I was milling over the other day is whether or not battle sister squads will get access to multi meltas. I think that would be pretty neat. Being able to choose between that or a heavy flamer would be interesting.

And again I really really hope we get repressors

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Oklahoma

Marthike wrote:
MadCowCrazy wrote:
kenzosan wrote:im happy and sad and confused

Like me when I lost my virgi.....erm...nvm...

I have a feeling that Sister Repentia will become a troops choice in the WD update, I really hope they and Penitent Engines get the scout special rule as that would make them a bit more scary. Then again if you have to outflank just to make a unit viable there's something wrong with it to begin with. If it's true they are around SM cost then Sisters have the cheapest power fists in the game afaik, then again at S6 that's not really impressive.

I really do hope we get some plastic kits with this release but it's GW we are talking about, the old models as finecasts with a 25% prince increase is to be expected :(


Penitent Engines scout? you serious?

Are you just trying to make sisters overpowered? I hope you never make an codex LOL

Can you imagine 3 Penitent Engines with scout? That is almost as bad as first turn assualt


I had a game where I deployed 3 penitent engines in a squad...

Turn one... a combat squad'd heavy bolter on the other side of the table shot them... they all either blew up or were wrecked. All that is, is 3 hits, and 1 glance on a 4, and 2 pens on a 5 and 6... the glance needed a 6 to wreck (open top, after all), and then just a 5 and a 6 to blow up.

That was a pretty ghastly turn, honestly, lol.

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Confessor Of Sins





Revarien wrote:
Marthike wrote:
MadCowCrazy wrote:
kenzosan wrote:im happy and sad and confused

Like me when I lost my virgi.....erm...nvm...

I have a feeling that Sister Repentia will become a troops choice in the WD update, I really hope they and Penitent Engines get the scout special rule as that would make them a bit more scary. Then again if you have to outflank just to make a unit viable there's something wrong with it to begin with. If it's true they are around SM cost then Sisters have the cheapest power fists in the game afaik, then again at S6 that's not really impressive.

I really do hope we get some plastic kits with this release but it's GW we are talking about, the old models as finecasts with a 25% prince increase is to be expected :(


Penitent Engines scout? you serious?

Are you just trying to make sisters overpowered? I hope you never make an codex LOL

Can you imagine 3 Penitent Engines with scout? That is almost as bad as first turn assualt


I had a game where I deployed 3 penitent engines in a squad...

Turn one... a combat squad'd heavy bolter on the other side of the table shot them... they all either blew up or were wrecked. All that is, is 3 hits, and 1 glance on a 4, and 2 pens on a 5 and 6... the glance needed a 6 to wreck (open top, after all), and then just a 5 and a 6 to blow up.

That was a pretty ghastly turn, honestly, lol.


Wait, what?

Heavy bolters need 6s to glance a Penitent Engine from the front or side.

Edit: Also, a 5 damage roll on a glancing hit on an open-topped vehicle squadron would kill too, due to the vehicle squadron rules regarding immobilized results. The penetrating hits would require a mere 3+ to wreck or implode an open-topped vehicle squadron as well, given the +1 result for open-topped vehicles and, again, the vehicle squadron rules regarding immobilized results.

Was this in a previous edition?

This message was edited 1 time. Last update was at 2011/06/14 14:46:37


 
   
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Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

SabrX wrote:Wow, it seems there's conflicting rumors between Immolator and Repressor. Maybe GW is renaming the Immolator to Repressor and increasing its transport capacity?

Re-roll to hit isn't a huge improvement for Battle Sisters. It doesn't affect Flamers or Heavy Flamers and it causes less wounds compared to current Divine Guidance. It's actually a nerf. Now, if they had a faith power that allow them to re-roll to wound, then that would be a major improvement. Anyone whose played Vulkan knows what reroll to wound Flamers can do. But then again, Jared Van Kell did mention they could use multiple acts of faith. I would be satisfied if they at least retain Divine Guidance.

I'm not sure why the Exorcist needs an increase in range. It's current 48" is sufficient enough for anything less than apocalypse.

I have mix feelings about Celestians with psy-bolt rounds and combi-weapons. In the current codex, they are one of the best units because they are cheap, able to take Heavy Flamer or Meltaguns, and have decent close combat rules. They were great for getting assaulted by a heavy hitter and using Spirit of the Martyr to tie up IC's, MC's or any unit that ignores armor saves in assault. By giving psy-bolt rounds, their points might go up.


I seems a bit odd they would give a new vehicle (the Repressor) without any new models at this point. My money is on name changes or people getting confused on the names. Wouldn't be the first time someone used the wrong names for something when dealing with an unfamiliar army.

I'm more concerned some units will lose SotM really, its kind of a staple for the army, same with the Book of St. Lucius. DG is nice, but I can work around it. But so far there has been no indication that we'll have any of the same Faith powers, we've only heard of new, less useful Faith powers.

Extending the range of the Exorcist is silly, only slightly more useful than extending the range of a Broadside . Seems more like a 'hey, we made the Exorcist better!!', ya whatever, sure you did , how about stabilizing the # of shots instead (d3+2 rather than D6, for example).

, I wish they'd just leave my Sisters alone.

This message was edited 1 time. Last update was at 2011/06/14 14:43:50


Sometimes, you just gotta take something cause the model is freakin cool... 
   
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If they are going to change the Exorcist they should make it either Heavy 4 and give it an option to fire it as a Large Blast Str 6 Ap 3. It helps fill up one of the holes the army has and it makes the unti more reliable. I've had more than a few games where I never got more than 1 shot off before they were wrecked or rendered useless (lose their only weapon).
   
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dkellyj wrote:I have, on occasion, dropped a Radical =][= and 3 Daemonhosts into a
I would trade the range for a missile upgrade. Perhaps a
S10, AP3. While the current AP1 helps, S8 makes it tough breaking AV13/14. Even AV12 is a 50/50 chance just get a chance at damage.
This would at least bring it to a level consistent with Manticores, cheap Lances, Fast Vindicators, and StormRavens hopping up 24" and still getting a PotMS melta shot off at you.
It will also help punk those darn Nid-Zilla lists with 2 Trygons protecting the stupid 6 wound (S6) bug that craps out a scoring unit every turn.


I wouldn't trade AP1 for the world. You do know that they're basically the best transport hunting Heavy Support slot in the game, right? Long Fangs and Vendettas WISH they were AP1. You shouldn't really be having issues with AV13/14 with the ridiculous amount of Melta you can pack into Witch Hunters lists.

Losing AP1 would be a SEVERE nerf to the Exorcist.
   
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Camas, WA

KestrelM1 wrote:I wouldn't trade AP1 for the world. You do know that they're basically the best transport hunting Heavy Support slot in the game, right? Long Fangs and Vendettas WISH they were AP1. You shouldn't really be having issues with AV13/14 with the ridiculous amount of Melta you can pack into Witch Hunters lists.

Losing AP1 would be a SEVERE nerf to the Exorcist.


I don't know about the world, but it is certainly useful. Str 10 AP 2 would be nice. D6 S9 AP2 would still be awesome. D6 S8 AP 1 is just soooo awesome though. It makes the exorcist a jack of all trades vehicle. You can take anything down, really.

Personally, I hope for compelling Heavy Slots to compete with exorcists. Right now, they are just a no-brainer. And (wishlisting) it might be nice if you could squadron exorcists. Can you imagine 3d6 S8 AP 1? The limiter would be squadron rules and limited target. Although whatever you did shoot at would certainly hate you for it.

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Preacher of the Emperor





Michigan

pretre wrote: Can you imagine 3d6 S8 AP 1?


It's a beautiful thing. Took down The Nightbringer in an apoc game on the first turn in one 4D6 volley. Rolled really well, but that happens sometimes.

I'd really hate to lose the AP1. Gives them a nasty bite that a lot of people don't expect up front. "What do you mean they're not just krak missiles‽"

   
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Missionary On A Mission






Marthike wrote:Penitent Engines scout? you serious?

Are you just trying to make sisters overpowered? I hope you never make an codex LOL

Can you imagine 3 Penitent Engines with scout? That is almost as bad as first turn assualt


I take it you have never used Penitent Engines and just looked at their stats and said WOW!!! THOSE ARE AWESOME!!

Currently they suck, they really do. That are nothing more than a open topped killa kan with better WS and random number of attacks.
If you use a squadron any weapon with an AP1 only needs to roll a 2 with a penetrating hit to destroy one. With the abundance of melta in 5E it's pretty much guaranteed that they will never even get into combat.
The Rampage rule which allows them to ignore Stunned and Shaken is worthless as just fielding 1 is pointless and if you field a squadron they get these rules automatically due to squadron rules. If they ignored weapon destroyed or immobilised results then the would be better. Then you would need a 3+ to destroy one with a Ap1 penetrating hit, that is still VERY easy to do.

Lets say you do get into assault with them, with I3 they are bound to strike after most units and with such low AV they are pretty easy to destroy. The random attacks can be either awesome or horrible, I've managed to assault 10 genestealers with 3 penitent engines and I didn't even get to hit them before I was killed.
As it is Penitent Engines and Sister Repentia suffer from the same bad rules, they are the coolest models in 40k in my mind but they simply never make it into combat.
If they had the scout rule that might change a little, they could become scary but only if you have first turn and scout move or if you outflank. Unless they get some better rules they will never make it into combat before getting destroyed. They can't kill MCs or other Walkers, they can hardly take on infantry unless it's IG or Tau. The only thing they are good at is taking out vehicles but why waste the points when the Exorcist does the same job and does it better. Vs AV13-14 they are better but they will never get there to prove it.

And I'm not joking, I was told by a pretty reliable voice that Repentia have scout and Penitents are now Fast Attack and have scout. Might be lies, might have been early play test, in either case I dont know for sure but it sounds plausible to me. They look fearsome but will simply never take their points back, heck assaulting 10 Tactical marines with 20 Sister Repentia isn't a quaranteed win. Half will die before they get to swing and that's 200pts down the drain right there.

As for the Exorcist I would hope it got different missiles similar to the Whirlwind. D6 S8 Ap1, D3 S5 AP4 Large Blast, D3 S4 AP5 Large Blast, Ignore cover. This would make it a scary Whirlwind, maybe a bit OP but Sisters dont have much long range anti infantry.

This message was edited 1 time. Last update was at 2011/06/14 15:50:18


   
 
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