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Made in us
Gore-Soaked Lunatic Witchhunter







I find the current implementation of the Sisters of Silence in 40k kind of dull; they've got 30k-style single-loadout units in a smaller format, they're running an arsenal of only small arms, and they don't have any of the cool mechanics that set their 30k list apart, so I thought I'd try and port some of the 30k mechanics into 8th as an experiment.

The following stuff is intended to completely replace the Sisters of Silence rules in Index Imperium 2. They're not really going to work as a standalone army in their own right, but at least I can make them function as a less overspecialized and more relevant asset. Statlines and costs are based on a mixture of Battle Sisters and the official Sisters of Silence (mostly, the closest point of comparison for the transport I could find was the Ghost Ark), 30k weapons that don't exist in the rules at the moment have been extrapolated from the 7e statlines in Inferno.

Sisters of Silence Army List
Abilities
Unnatural Presence: All units within 12" of at least one unit with this rule take a -1 penalty to their Leadership. Psykers take a -2 penalty instead, and other units with the Unnatural Presence or Psychic Abomination rule take no penalty.
Psychic Abomination: This unit may never be targeted by or affected by psychic powers in any way. Additionally Psykers must subtract 1 from attempts to cast or deny psychic powers for each unit with this rule within 18" of them, to a maximum of -4. Units that may make deny attempts and are not Psykers are not affected.
Ex Oblivio: If a Psyker or Daemon is within 3" of at least one unit with this rule roll a d6 at the beginning of each turn, and add the number of units with Ex Oblivio within 3". If the total is 6+ the Psyker or Daemon takes d3 Mortal Wounds and may not attempt to cast or deny powers until your next turn.
Fanatic Discipline: Sisters of Silence may reroll failed Morale tests.

Special Detachment: Sisters of Silence Cadre
1 HQ, 2-3 Troops, 0-1 Elites, 0-1 Transport per other choice.
+1 CP. This detachment must consist entirely of models with the Sisters of Silence faction.
Cadre Tactics: Choose one of the following to apply to all Infantry models in the Cadre:
--Approach Unseen: At the start of the first battle round but before the first player turn this unit may move up to 8" in any direction, obeying the normal rules for the Movement phase, so long as they don't end their move within 9" of any enemy models.
--Swift Advance: Add +2 to the distance moved when this unit advances or charges.
--Overawe: Enemy units within 3" of one or more units with this rule may not use the Leadership of another unit, and may not reroll morale tests. If an enemy unit within 3" of a unit with this rule would lose a fixed number of models from a failed morale test they lose one more than they would normally.

Wargear Lists
Melee Weapons
-Executioner Greatblade
-Power Sword
-Power Axe
-Power Fist
-Proteus Neuro-Lash
-Paragon Blade
Pistols
-Plasma Pistol
-Hand Flamer
-Needle Pistol
Special Weapons
-Flamer with Compression Tanks
-Adrathic Destructor
-Grenade Launcher
-Assault Needler
-Stake Crossbow
-Snare Gun


Datasheets

Oblivion Knight-Centura (HQ) (PL 4)
M 7", WS 2+, BS 2+, S 3, T 3, W 5, A 4, Ld 9, Sv 3+
An Oblivion Knight-Centura is a single model armed with a bolt pistol, Charnabal sword, frag, krak, and psyk-out grenades.
Options
-This model may replace its bolt pistol with a boltgun, or an item from the Pistols list.
-This model may replace its Charnabal sword with an item from the Melee Weapons list.
Special Rules
-Unnatural Presence, Psychic Abomination, Ex Oblivio, Fanatic Discipline (beginning summary)
-Enhanced Voidsheen Cloak: This model has a 4+ Invulnerable save.
-Cadre Commander: You may reroll hit rolls of 1 for friendly Sisters of Silence units within 6" of this model.
Faction Keywords: Imperium, Astra Telepathica, Sisters of Silence
Keywords: Infantry, Character, Oblivion Knight-Centura

Excruciatus Cadre (Elites) (PL 7/5, PL 14/10)
Questora: M 7", WS 3+, BS 3+, S 3, T 3, W 1, A 2, Ld 8, Sv 3+
Silent Judge: M 7", WS 2+, BS 3+, S 3, T 3, W 2, A 3, Ld 9, Sv 3+
This unit contains 1 Silent Judge and 4 Questora. It may contain up to 5 additional Questora. Each model is armed with a bolt pistol, Charnabal sword, frag, krak, and psyk-out grenades.
Options
-Any Questora may trade her Charnabal blade for an Executioner greatblade.
-Any Questora may trade her bolt pistol for a boltgun, or an item from the Special Weapons list.
-The Silent Judge may trade her Charnabal blade for a weapon from the Melee Weapons list.
-The Silent Judge may trade her bolt pistol for an item from the Pistols list.
Special Rules
-Unnatural Presence, Psychic Abomination, Ex Oblivio, Fanatic Discipline (beginning summary)
-Spectra-Vestaments: Models in this unit have a 5+ Invulnerable save.
-Instruments of Torment: Models with this rule may reroll to-wound rolls of 1 against Characters in the Combat phase.
Faction Keywords: Imperium, Astra Telepathica, Sisters of Silence.
Keywords: Infantry, Excruciatus Cadre

Prosecutor Cadre (Troops) (PL 5/5, PL8/10)
Prosecutor: M 7", WS 3+, BS 3+, S 3, T 3, W 1, A 2, Ld 7
Prosecutor Superior: M 7", WS 3+, BS 3+, S 3, T 3, W 1, A 3, Ld 8
This unit contains 1 Prosecutor Superior and 4 Prosecutors. It may contain up to 5 additional Prosecutors. Each model is armed with a bolt pistol, Charnabal blade, frag, krak, and psyk-out grenades.
Options
-Any Prosecutor may trade her Charnabal blade for an Executioner greatblade, boltgun, or bolt pistol.
-Two Prosecutors may trade their bolt pistol for an item from the Special Weapons list.
-The Prosecutor Superior may trade her bolt pistol for an item from the Pistols list.
-The Prosecutor Superior may trade her Charnabal blade for an item from the Melee Weapons list.
Special Rules
-Unnatural Presence, Psychic Abomination, Fanatic Discipline (beginning summary)
-Voidsheen Cloak: Models in this unit have a 6+ Invulnerable save.
Faction Keywords: Imperium, Astra Telepathica, Sisters of Silence
Keywords: Infantry, Prosecutor Cadre

Kharon-Pattern Acquisitor (Transport) (PL 10)
M 14"/10"/6", WS 5+, BS 3+/4+/5+, S 6, T 7, W 12, A 4/3/d3, Ld 10, Sv 3+ (Multiple values given are for unwounded, 4-6 wounds remaining, and 1-3 wounds remaining)
A Kharon-Pattern Acquisitor is a single model equipped with a Kharon missile array, a Hellion-pattern heavy cannon array, and a Capture-Grid.
Options
-This model may trade its Hellion-pattern heavy cannon array for a twin multi-melta.
Special Rules
-Spectra-Distort Field: Ranged attacks against a Kharon-Pattern Acquisitor take a -1 penalty to hit.
-Scout Vehicle: At the start of the first battle round but before the first turn you may move this vehicle up to 12" in any direction, so long as it doesn't come within 9" of any enemy units.
-Hovering: Distance and ranges are always measured to this model's hull, even though it has a base.
-Explodes: If this model is reduced to 0 Wounds roll a d6 before removing it from the battlefield and before any units disembark. On a 6 it explodes, and each unit within 6" suffers d3 mortal wounds.
Transport: A Kharon-Pattern Acquisitor may transport up to 12 models, which must be Sisters of Silence Infantry.
Faction Keywords: Imperium, Astra Telepathica, Sisters of Silence
Keywords: Vehicle, Fly, Kharon-Pattern Acquisitor


Sisters of Silence Wargear

Ranged Weapons
Adrathic Destructor: 12", Assault 1, S 7, AP -3, Damage d3. When rolling damage for this weapon roll two dice and choose the highest.
Assault Needler: 18", Assault 2, S *, AP 0, Damage 1. This weapon wounds Vehicles on a 6+, and all other targets on a 3+.
Bolt Pistol: 12", Pistol 1, S 4, AP 0, Damage 1
Boltgun: 24", Rapid Fire 1, S 4, AP 0, Damage 1
Flamer with Compression Tanks: When firing this weapon choose one of the following profiles:
-Normal: 8", Assault d6, S 4, AP 0, Damage 1, Automatically Hits
-Overcharge: 12", Assault d6, S 5, AP -1, Damage 1, Automatically Hits. If you roll a 1 for the number of shots when firing this weapon the bearer is removed from play after all of this weapon's shots have been resolved.
Grenade Launcher: When firing this weapon choose one of the following profiles:
-Psi-shock: 24", Assault d6, S 3, AP 0, Damage 1. Each time you roll a hit roll of 6+ when targeting a Psyker or Daemon they take a mortal wound instead of normal damage.
-Krak: 24", Assault 1, S 6, AP -1, Damage d3.
Hand Flamer: 6", Pistol d6, S 3, AP 0, Damage 1, Automatically Hits.
Hellion-Pattern Heavy Cannon Array: 24", Heavy 6, S 7, AP -1, Damage 2.
Kharon Missile Array: When firing this weapon choose one of the following profiles:
-Psi-shock Missile: Heavy 4d3, S 4, AP 0, Damage 1. Each time you roll a hit roll of 6+ when targeting a Psyker or Daemon they take a mortal wound instead of normal damage.
-Krak Missile: Heavy 4, S 8, AP -2, Damage d3.
Needle Pistol: 12", Pistol 1, S *, AP 0, Damage 1. This weapon wounds Vehicles on a 6+ and all other targets on a 3+.
Plasma Pistol: When firing this weapon choose one of the following profiles.
-Standard: 12", Pistol 1, S 7, AP -3, Damage 1
-Overcharge: 12", Pistol 1, S 8, AP -3, Damage 2. If this weapon rolls a 1 to hit the bearer is slain.
Snare Gun: 12", Assault 1, S 3, AP -, Damage 1. For each hit inflicted on a unit by this weapon its Move is reduced by 1" until your next turn. This cannot reduce a unit's Move below 0, and has only half effectiveness against Vehicles and Monsters.
Stake Crossbow: 24", Rapid Fire 1, S 5, AP -1, Damage 1. This weapon may target a Character even if they aren't the closest model. Each time you roll a 6+ to hit with this weapon when targeting a Psyker or Daemon the target suffers a mortal wound instead of normal damage.
Twin Multi-Melta: 24", Heavy 2, S 8, AP -4, Damage d6. When within half range of the target roll two dice when inflicting damage with this weapon and discard the lower result.

Melee Weapons
Capture-Grid: S User, AP -2, Damage d3.
Charnabal Blade: S User, AP -, Damage 1. Any rolls of 6+ to wound with this weapon are resolved at AP -2.
Executioner Greatblade: S User +1, AP -3, Damage d3.
Paragon Blade: S User +2, AP -3, Damage d3.
Power Axe: S User +1, AP -2, Damage 1.
Power Fist: S User x2, AP -3, Damage d3. Attacks with this weapon have a -1 penalty to hit.
Power Sword: S User, AP -3, Damage 1.
Proteus Neuro-Lash: S User +1, AP -, Damage 1. Any hit rolls of 5+ cause two hits instead of one. The bearer may choose to use the number of enemy models within 3" of her in place of her Attacks score when attacking with this weapon.

Matched Play Points
Units (Includes no wargear)
Oblivion Knight-Centura: 1 model @ 60pts
Excruciatus Cadre: 5-10 models @ 15pts/model
Prosecutor Cadre: 5-10 models @ 11pts/model
Kharon-Pattern Acquisitor: 1 model @ 180pts

Ranged Weapons
Adrathic Destructor: 12pts
Assault Needler: 3pts
Bolt Pistol: 0pts
Boltgun: 0pts
Flamer with Compression Tanks: 13pts
Grenade Launcher: 10pts
Hand Flamer: 6pts
Hellion-Pattern Heavy Cannon Array: 40pts
Kharon Missile Array: 0pts
Needle Pistol: 2pts
Plasma Pistol: 7pts
Snare Gun: 2pts
Stake Crossbow: 5pts
Twin Multi-Melta: 54pts

Melee Weapons
Capture-Grid: 0pts
Charnabal Blade: 0pts
Executioner Greatblade: 8pts
Paragon Blade: 20pts
Power Axe: 5pts
Power Fist: 17pts
Power Sword: 4pts
Proteus Neuro-Lash: 20pts


Approximate Points Logic:
These Sisters have similar statlines to Battle Sisters (Canoness, Celestians, Sisters), but their special rules are more powerful, if more situational, especially with Cadre Tactics from the detachment to worry about. The Prosecutor Cadre is probably sufficiently comparable to a unit of Battle-Sisters to have a similar starting cost, but the Excruciatii have better Invuls than Celestians, and Ex Oblivio is powerful (if situational/unreliable) enough to knock the cost of the Excruciatii and the Centura up another notch. All models are also getting a slight bump from having the Charnabal blade included in their base cost; it's not a great weapon, but I like the pseudo-rending better on a base weapon than the +1 attack from chainswords since it lets Sisters have more attacks on profile so upgrade weapons are more useful than they are in Marine units who are paying through the nose for one hammer/fist attack at 4+ to hit.

The Kharon-Pattern Acquisitor started conceptually as something not unlike a Ghost Ark in stats (from its low-AV/high-HP statline in 7th and Skimmer type); T7/3+ is there to compensate for no Quantum Shielding, the stealth field is basically just what it does in 7th. At this point it's probably more comparable to a flyer transport like a Blackstar; it's got more melee hitting power, it doesn't have the Airborne charge protection or the Supersonic move restriction, it's quite a lot slower, and it's got fewer Wounds, so I'm probably aiming for 120-ish points for the naked chassis before I start asking questions about guns. The missile launchers are fixed so they're going to need to be included in the cost; there are four of them, but they're also a downgrade on normal missile launchers (fewer shots, less damage, but with psi-shock) so going for straight 100pts isn't going to be a useful comparison. The frag mode is a downgrade on a thunderfire cannon (with a situational buff), the krak mode is an upgrade on a twin autocannon, so around the cost of those two stuck together (60pts) factoring in the opportunity cost of only getting to fire one seems about right.

As to weapons the Executioner Greatblade is pretty huge; I don't entirely like 8pts for it, but it is a pretty significant weapon (+1S and d3 damage over a 4pt power sword for 4pts is pretty darn reasonable, especially when Marines are paying 6pts for master-crafted power swords with 2 Damage and without the Strength increase). I don't know if I want to take the nerfbat to it right now, so letting units pay for a couple of them instead of Greatblades on everyone is my intermediate step.

The Proteus Neuro-Lash is mostly copy-pasted from Inferno; it's an amusing weapon, but I don't have precedent for "vast-quantity-of-S4-hits" as a melee weapon so I'm calling it 20pts since that seems to be what big scary melee weapons cost these days; similarly the Paragon Blade is just a copy-pasted Relic Blade so 20pts seems all right there too.

An Adrathic Destructor is at present just a worse meltagun; I'm not sure if it's going to stay that way but right now it's going to be the cost of a worse meltagun. The Assault Needler and the Needle Pistol don't really have much precedent; straight-up better small arms aren't a common thing to have, but the special-issue bolter and hot-shot lasweapons make me think it should be 2-3pts. The grenade launcher is a slight upgrade on the Guard grenade launcher, so factoring in the BS increase it's probably around 8-10pts; the Stake Crossbow is a weird thing (short-ranged rapid-fire sniper weapons aren't typical) but it's close to a Condemnor boltgun, so its price should be somewhere in the range of a Condemnor boltgun crossed with a sniper rifle. And the snare gun is mostly there because I find it amusing; you're giving up killing power to keep yourself out of combat, basically. The only comparable effect is the Grav-Inhibitor Drone over in Tau, and that's all of 8pts, so it's probably not an expensive weapon.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Haven't read the whole thing, but on Ex Oblivio-did you intend that to trigger on a 5+ with a single unit there? Because currently, you roll d6+1 for the one unit nearby, aiming for 6 or higher.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
Haven't read the whole thing, but on Ex Oblivio-did you intend that to trigger on a 5+ with a single unit there? Because currently, you roll d6+1 for the one unit nearby, aiming for 6 or higher.


That was the intent; I didn't want to have to stick "+1 for each unit past the first" in there. I'm hoping Ex Oblivio isn't too spammable (what with the Cadre detachment only allowing two units with it and two without, so if you want to try and spam it to auto-nuke psykers you lose out on Cadre Tactics and are taking a lot of expensive T3 models), and since the rule in Inferno it's based on triggered a Perils attack on a failed Ld test (at -2 Ld that was at worst 10/36 to go off) 5+ was pretty close to the original odds. The +1 for having more units nearby as opposed to making them do their own Ex Oblivio attacks minimizes the number of wounds a Psyker could possibly take from people spamming it while still letting the Sisters player concentrate units to make it more reliable.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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