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Made in gb
Missionary On A Mission






Continued from the Sisters of Battle Tactica Thread - moved here to avoid clogging up the tactica with wish-listing.

Ever since the Force Org Chart was removed from the game Celestians have been the pointless stepsisters of Codex: SoB. One proposed solution is to redesign them as a close combat unit. However, if they're going to be worth taking they need to be a *good* CC unit, which means serious buffage is in order, so let's see if we can do that without ruining their flavour.

My proposition:

Celestians, The Greatest Heroes of them All!
- Statline remains the same for both Celestians and Superiors.
- Wargear: Boltgun, Bolt Pistol, Chainsword, Frag & Krak grenades
- Cost: 13pts per model.

Wargear options:
- Up to two Celestians may replace their Boltguns with weapons from the Special Weapons or Heavy Weapons list.
- For every five models in the unit, one Celestian may replace her Chainsword with an Eviscerator (10pts), Power Maul, or Power Sword.
--- Eviscerator: Melee, S:x2, AP:-4, D:2
- One Celestian who has not replaced her Boltgun may take a Simulacrum Imperialis.
- The Celestian Superior may replace her Boltgun with a weapon from the Ranged Weapons list. She may also replace her Chainsword with a Power Maul or Power Sword, and/ or replace her Bolt Pistol with a weapon from the Pistols list.
- Any model with a Boltgun, Combi-weapon, Stormbolter or Condemnor Boltgun may take a Sarissa for +1pt per model.
--- Sarissa: Melee, S: User, AP:0, D:1 - You may reroll wound rolls of 1 with this weapon on a turn in which the bearer charged.

Special Rules:
Act of Faith, Shield of Faith, Zealot, Simulacrum Imperialis (optional)
Holy Momentum: If a unit of Celestians Advances or Falls Back it may still charge later in the turn.
Come Out Swinging: Celestians mounted in a Rhino may choose to disembark from the vehicle at any point along the vehicle's movement, rather than doing so before it moves. If they do they may not move or shoot this turn, including through the use of Acts of Faith, however they may still charge.

Faction Keywords: Imperium, Adeptus Ministorum, Adepta Sororitas, <Order>
Keywords: Infantry, Celestian Squad

Strategems:
Sanctuary [2CP]: Use this Strategem at the start of any FIght phase. Pick a unit of CELESTIANS in your army that is within 1" of an enemy; this Celestian Squad can opt to treat its armour save as an invulnerable save for the duration of that Fight phase.
Spirit of St. Praxedes [1CP]: Use this Strategem at the start of any Fight phase. Pick a model in your army that is armed with a Power Maul and is within 1" of an enemy unit; for the duration of that Fight phase, successful hits from this model's Power Maul will inflict a mortal wound in addition to any other damage.


... thoughts?

This message was edited 3 times. Last update was at 2019/02/18 08:49:41


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Made in us
Humming Great Unclean One of Nurgle





In My Lab

I'd never spend 2 points for RR1s to wound only in the turn I charged.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Hallowed Canoness





2Cp to do between 0 and 3 (all hits, with priest) MW, is that good?

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in gb
Missionary On A Mission






 JNAProductions wrote:
I'd never spend 2 points for RR1s to wound only in the turn I charged.


Yeah, that's like 20pts for a 10-model unit. That's not very good.

 Hybrid Son Of Oxayotl wrote:
2Cp to do between 0 and 3 (all hits, with priest) MW, is that good?


I wrote that thinking the Canoness had 6 attacks in CA2018 for some reason, but she only has 4, so 2CP seems excessive I suppose. Edited.

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