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Made in gb
Battleship Captain




One faction which doesn't currently have any representation in Kill Team is the Talons Of The Emperor. Adeptus Custodes are rather too far up the power chain to belong in a kill team - essentialy primaris marines with thousands sons armour, plague marine toughness and grey knights weaponry....

The Silent Sisterhood, by comparison, don't seem unreasonable. There is an extent plastic kit, three units which it can be made into with different functions, and a distinctive character to the army; power armour, but T3 and no transhuman physiology, a 7" move, and bolters, flamers, or lethal S4 AP-3 damage D3 swords.

The default datasheet points seems like a good place to start but a touch high: 12 for prosecutors (with bolters and grenades free) seems not unreasonable, 11 for vigilators (with greatblades 8 points) seems a bit expensive, and 11 for witchseekers plus 9 for flamers seems really over the odds compared to 12 for burna boyz with weapons included.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut




there's nothing stopping GW from adding custodes but themselves. Custodes wouldn't be particularly strong.
   
Made in gb
Battleship Captain




I'm not so sure. To fit in with the base rules (must have 3 models), they'd need to be 33 points or less with weaponry

I know stuff's gotten cheaper in kill-team, but a sword-and-board or spear custodian normally runs at 50-and-a-bit,and for good reason. Dropping them to 33 feels like a step too far.

Plus, a third wound is a big deal in kill-team (I can attest to this with tyranid warriors), letting you eat overcharged plasma without an injury roll. Stacking it with T5, 2+ save and a lot of teams will struggle to kill one in an entire game.

Finally, guardian spear bolters having a base damage 2 make them seriously brutal in kill-team.

Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Fresh-Faced New User




I've been messing around with rules for using Sisters of Silence in Kill Team, based on what I'm working with you get a squad size of 6-7 models. The main drawback for them is that a lot of their abilities are psyker-focused, which makes them much less effective vs most factions, and their having T3/W1 still makes them pretty vulnerable to the kind of guns 1000 sons and Grey Knights can bring.


   
Made in ru
Virulent Space Marine dedicated to Nurgle





Abilities are twisted in KT.
Pariah gene can give -1 to hit on them within certain radius, kinda Cullexus-light variant. Or reduce Ld of the enemies (probably commulative) like Necron Pariah did.
   
Made in gb
Battleship Captain




 Fan67 wrote:
Abilities are twisted in KT.
Pariah gene can give -1 to hit on them within certain radius, kinda Cullexus-light variant. Or reduce Ld of the enemies (probably commulative) like Necron Pariah did.


A fair point.
I would say either make the psyker-damping field free (because at most it's stopping one psybolt and rarely that) or make it damp Ld as well - in which case it needs to be bloody expensive, but it becomes very effective, since it turns shaken tokens into an effective mission-kill.

If you assume the ability is more or less free, then you've got a 3+ save and bolters, but no transhuman physiology and T3.
A tempestus scion is 9 points with hotshot/4+ save and a Dire avenger 10 with catapult/4+ save, but with battle focus and defence tactics.
A chaos marine or tactical marine is 12 points with bolter/3+ save and T4/physiology.

Prosecutors feel better than scions and worse than marines. Dire avengers feel like a good equivalent price point.

Termagants expended for the Hive Mind: ~2835
 
   
 
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