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My two cents on the lack of variety:

One of the fluff reasons that hinders variety between different Sororitas orders and even individual sisters within the order is their sheer zealotry, or rather how the reader usually interprets it: Complete uniformity with absolute hatred for anything that doesn't match up with their beliefs.

The way I see it, if the sisters completely followed that interpretation, they would have killed most of the Imperium for having 1-billion-and-1 variations on how they worship the Emperor. These variations, both small and large, have popped up due to the huge size of the Imperium, not helped by the very unreliable communication between worlds, let alone the segmentums. Make them somewhat more flexible, and they for example would have no problems with tech-sister who is firmly in the "Omnissiah is one of the many faces of the God-Emperor" camp.

There is also the Decree Passive: In SisterSydney's various homebrews, while the the letter of the law is still abused, the spirit of the law still prevents them from normally fielding the heaviest stuff. IMO, after the 4-5 Millennia since the Age of Apostasy, the Ecclesiarchy reduced that piece of paper to near-irrelevance through wealth, influence and subterfuge, with only the "No men under arms" rule still having any effect.

And now a suggestion:

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Regarding the different beliefs thing, per the Sister's fluff the Ecclesiarchy is fairly lenient in what you believe as long as at the end of the dayyou belive the Emperor is God and serve him faithfully. The rest is just unimportant details.
   
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I just can't see it. Land Raiders in a Sisters army. There's a mental disconnect there for me.

Also, I haven't done a full Sisters codex. :p New units for every slot? Yes, but not a total rewrite.

I'm sure there was some fluff someone scrounged up a while ago that supported tech-sisters. I think it was either J3f or Sidney.



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Not me. My headcanon is the Ecclesiarchy doesn't want the Mechanicus corrupting their personnel, so they confine AdMech personnel to major maintenance depots and have them train carefully vetted "Tech Deacons" to do simple field work...

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
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 SisterSydney wrote:
Not me. My headcanon is the Ecclesiarchy doesn't want the Mechanicus corrupting their personnel, so they confine AdMech personnel to major maintenance depots and have them train carefully vetted "Tech Deacons" to do simple field work...


They could pull the Menoth Vassal Mechanics/Qunari Sarebaas thing and have Mechanicum priests operating in the field under the strict condition that they don't talk to anyone.

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 AnomanderRake wrote:
 SisterSydney wrote:
Not me. My headcanon is the Ecclesiarchy doesn't want the Mechanicus corrupting their personnel, so they confine AdMech personnel to major maintenance depots and have them train carefully vetted "Tech Deacons" to do simple field work...


They could pull the Menoth Vassal Mechanics/Qunari Sarebaas thing and have Mechanicum priests operating in the field under the strict condition that they don't talk to anyone.

One up it, they have no tongues so they can't be tempted to talk to anyone.

This message was edited 1 time. Last update was at 2014/09/21 02:34:36


 
   
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 ClockworkZion wrote:
 AnomanderRake wrote:
 SisterSydney wrote:
Not me. My headcanon is the Ecclesiarchy doesn't want the Mechanicus corrupting their personnel, so they confine AdMech personnel to major maintenance depots and have them train carefully vetted "Tech Deacons" to do simple field work...


They could pull the Menoth Vassal Mechanics/Qunari Sarebaas thing and have Mechanicum priests operating in the field under the strict condition that they don't talk to anyone.

One up it, they have no tongues so they can't be tempted to talk to anyone.


But how will they chant the sacred rituals to appease the Machine Spirits?

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 AnomanderRake wrote:
 ClockworkZion wrote:
 AnomanderRake wrote:
 SisterSydney wrote:
Not me. My headcanon is the Ecclesiarchy doesn't want the Mechanicus corrupting their personnel, so they confine AdMech personnel to major maintenance depots and have them train carefully vetted "Tech Deacons" to do simple field work...


They could pull the Menoth Vassal Mechanics/Qunari Sarebaas thing and have Mechanicum priests operating in the field under the strict condition that they don't talk to anyone.

One up it, they have no tongues so they can't be tempted to talk to anyone.


But how will they chant the sacred rituals to appease the Machine Spirits?

The long dead language of morse code via tapping.

Or servitors who do the chanting for her (ala Space Wolves in Battle for the Fang).

This message was edited 1 time. Last update was at 2014/09/21 03:44:47


 
   
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Let's go with that, then.

In the process of revising my rules for 7e; sticking to J3f's core ideas on Acts, but I feel like eleven Acts is too many with the potential redundancy. Major points I'm differing from prior attempts discussed on this page are Militia Warbands as Troops (what would the 41st millennium be without religious fanatics usable as expendable cannon fodder?) and the Erelim (as discussed in an earlier thread about a dedicated Sororitas Flyer, I know SisterSydney disagreed with me on basing it on the Storm Eagle but a shock transport loaded down with flame-themed weaponry using multi-meltas to dogfight in a pinch seems very in-character for the Sisters).

Ophanim are probably going (not a lot of basis in fluff, don't remember where I got the idea but I think it was someone else's homebrew Codex) but I'm leaving the CC Seraphim variant in on the grounds that I've grown attached to the mental image. May draw on other folks' Special Characters, and my build-your-own-Living-Saint setup is staying in.


Automatically Appended Next Post:
Also a Sororitas tank based on the Relic Predator running with the torrent Flamestorm Cannon or the melta cannon as turret guns. No way an idea that fitting and pre-priced for me is staying out.


Automatically Appended Next Post:
Also got convinced by a friend to un-delete Dominions. Going to try and give them their own niche as the preferred Drop Pod unit.

This message was edited 2 times. Last update was at 2014/09/21 04:32:10


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Why would you drop Dominions? They have a defined role as scouts and sabotage teams - they're basically the Sororitas' answer to Tau Pathfinders.



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Actually, after the a brief look at the codex to confirm it, the Dominions are less scout and more vanguard shock troops, whose role is to utterly destroy the opposition on contact, leaving the survivors, if any, unable to form any kind of resistance.

EDIT: On the subject of scouts, many homebrews I saw over the years didn't bother making the scout/recon/sniper equivalents for the sisters, citing that their zealous temperament and fighting doctrine do no mix with those roles.

This message was edited 2 times. Last update was at 2014/09/21 10:58:36


 
   
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Oh, I think a "cold sniper" Sister would be scary -- and a good complement to the fiery, charge-ahead types (e.g. Dominions).

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
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 SisterSydney wrote:
Oh, I think a "cold sniper" Sister would be scary -- and a good complement to the fiery, charge-ahead types (e.g. Dominions).


Indeed - they could also be members of:

Sisters of the Order Sabine operate at the very edges of human space on newly rediscovered human worlds. They specialising in infiltrating the regressed and primitive societies which may oppose the imminent arrival of the Imperium. The Sisters often set themselves up as prophets of the Emperor and foment revolt against the religious leaders of a world. When the Missionarus Galaxia arrives, the Sisters Sabine will have prophesised such an event, and lead those natives sympathetic to the Imperial Creed in a sudden and deadly coup. The Sisters Sabine are often cut off from the Imperium for a great many years, and many have the appearance of having 'gone native', adopting the clothing, language and manners of the culture they are infiltrating.


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Ah, I remember those from your fandex (I think). Those would be true infiltrator along the lines of the Imperial Assassins, almost -- less a scout squad than an independent character with special rules..... maybe a leader for Frateris? Hmmm.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
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 Furyou Miko wrote:
Why would you drop Dominions? They have a defined role as scouts and sabotage teams - they're basically the Sororitas' answer to Tau Pathfinders.


Because in game function they were special weapons troops that ran around in Rhinos, i.e. the exact same tactical role as plain ordinary SoB. I'm trying to give them their own niche now because of all the negative feedback I got from Sisters players on the subject; making them more like Pathfinders/Scouts is definitely an answer.


Automatically Appended Next Post:
 Mr Morden wrote:
 SisterSydney wrote:
Oh, I think a "cold sniper" Sister would be scary -- and a good complement to the fiery, charge-ahead types (e.g. Dominions).


Indeed - they could also be members of:

Sisters of the Order Sabine operate at the very edges of human space on newly rediscovered human worlds. They specialising in infiltrating the regressed and primitive societies which may oppose the imminent arrival of the Imperium. The Sisters often set themselves up as prophets of the Emperor and foment revolt against the religious leaders of a world. When the Missionarus Galaxia arrives, the Sisters Sabine will have prophesised such an event, and lead those natives sympathetic to the Imperial Creed in a sudden and deadly coup. The Sisters Sabine are often cut off from the Imperium for a great many years, and many have the appearance of having 'gone native', adopting the clothing, language and manners of the culture they are infiltrating.



I'm slightly skeptical that this would end up not having said Sisters accused of heresy and executed on the spot, but fluff can be tweaked. Only the most zealous and trusted Sisters are chosen for such spiritually dangerous duties, that sort of thing.

This message was edited 1 time. Last update was at 2014/09/21 14:06:08


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Rake, the Sabines are an actual, canonical Order. ^^;



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 Furyou Miko wrote:
Rake, the Sabines are an actual, canonical Order. ^^;


I can be skeptical of canon just as easily as I can be skeptical of headcanon (Khornate GK, Necron/BA teamup, all of Soulstorm, et cetera). That said I will do some research into the subject and see if they're interesting enough/contain enough detail that I can represent them in my rules.

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 AnomanderRake wrote:
 Furyou Miko wrote:
Rake, the Sabines are an actual, canonical Order. ^^;


I can be skeptical of canon just as easily as I can be skeptical of headcanon (Khornate GK, Necron/BA teamup, all of Soulstorm, et cetera). That said I will do some research into the subject and see if they're interesting enough/contain enough detail that I can represent them in my rules.

Long story really short: they're used to infiltrate planets to help spread the word of the Emperor covertly, and by weaving him into the local myths and legends. They can even go as far as killing existing religious leaders to help with this. This is done in advance of Missionary Fleets to help convert the local population, or at least get them primed for the main fleet to do the conversion work to make bringing the planet back into the fold of the Imperium easier.

Basically a reverse Word Bearers/Chaos Cultist approach.
   
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Mentions on wikis and Blood of Martyrs. I like SisterSydney's suggestion on how to use them, but I'd probably set them up less as assassin/stealth/sneaky folks and more as a variant militia warband leader (priests are the beatstick leader, Sabines might give them access to Acts of Faith).

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 AnomanderRake wrote:
Mentions on wikis and Blood of Martyrs. I like SisterSydney's suggestion on how to use them, but I'd probably set them up less as assassin/stealth/sneaky folks and more as a variant militia warband leader (priests are the beatstick leader, Sabines might give them access to Acts of Faith).

Honestly design wise I'd probably base them on Space Marine scouts, only with Sister Stats instead (and a points drop down to 7-8ppm). Maybe give them Stalker Pattern Bolters with special ammo as their thing or something.
   
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 ClockworkZion wrote:
 AnomanderRake wrote:
Mentions on wikis and Blood of Martyrs. I like SisterSydney's suggestion on how to use them, but I'd probably set them up less as assassin/stealth/sneaky folks and more as a variant militia warband leader (priests are the beatstick leader, Sabines might give them access to Acts of Faith).

Honestly design wise I'd probably base them on Space Marine scouts, only with Sister Stats instead (and a points drop down to 7-8ppm). Maybe give them Stalker Pattern Bolters with special ammo as their thing or something.


I'm not getting the sense that they're infiltrators/assassins from the tidbits of fluff that exist on the subject, they're an Order Non-Militant and they're diplomats first, soldiers second.

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 AnomanderRake wrote:
Mentions on wikis and Blood of Martyrs. I like SisterSydney's suggestion on how to use them, but I'd probably set them up less as assassin/stealth/sneaky folks and more as a variant militia warband leader (priests are the beatstick leader, Sabines might give them access to Acts of Faith).


This is how I've always seen them operating. Actually, my Ministorum Priests in my RL army are all modelled as Sabines.



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My thought has been that normally that would be the case, but if for some reason they deploy to a conflict they'd basically be focused on removing the heads of the opposing faction (just like they would an Arch-Heretic).


Automatically Appended Next Post:
I just had a thought to go with them being snipers: go the 30k Marines route: Snipers in Power Armor and Camo cloaks.

This message was edited 1 time. Last update was at 2014/09/21 20:49:06


 
   
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That was my original thought with Afrielim (my 'novices' unit from years back). Power armour armour and Adjudicator (just renamed Stalker because the Stalker is heavy 2 and the Adjudicator is heavy 1 because they're not special characters) boltguns.



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I get the impression they are rabble rousers, terrorist leaders and where neccesary assassins.

Now I am thinking Alex and Nikita from the recent Nikita series - well its a nice place to go

They may well be there to guide in Strike teams from the Miltiant Orders when a new planet is being brought into the Imperium although they may be a bit strange to the other Sisters?

Another interesting possible inclusion:

The Orders Pronatus specialise in retrieving, guarding, studying and repairing artefacts of value to the Ecclesiarchy. This includes the uncounted thousands of holy relics revered by the peoples of the Imperium, but it also relates to items captured by the forces of the Imperium that are considered too powerful or significant to be allowed to fall into enemy hands. They have the responsibility of maintaining and blessing the many banners and symbols of the Orders Militant and often re-consecrate the livery of other Imperial bodies. On occasion, members of the Orders Pronatus have given all in the defence of artefacts they were charged with guarding or studying. The fate of the Order of Blessed Enquiry is a salutary lesson in the risks inherent in hoarding an object imbued with the evil of the Ruinous Powers, even if the intent is to safeguard Humanity from their corrupting influence.

This message was edited 1 time. Last update was at 2014/09/21 22:26:58


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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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So to simplify Acts of Faith here's a change I'm considering:

Once per game turn any unit composed completely of models with the Acts of Faith and/or the Battle Hymn special rules may attempt to use an Act of Faith. If that unit contains a model with the Faithful special rule the unit may use the same Act of Faith a second time during a different phase (as Acts of Faith do not stack), or use a different Act of Faith. In addition to all unit specific Acts of Faith the following Acts may be performed by any unit with the Acts of Faith Special Rule:

The Emperor Protects: Chanting prayers and singing hymns the Sisters of Battle move to engage the enemy with the belief of the Emperor's divine protection burning in their hearts. Used during at the start of the Assault Phase or during the start of the opposing player's Shooting Phase or Assault Phase, if the unit has not used an Act of Faith this turn (if the unit has used an Act of Faith but contains a model with the Faithful special rule it may still attempt this Act of Faith), if successful this Act of Faith turns the model's armor save into an Invulnerable save. This Act of Faith lasts until the end of the phase.

Divine Judgement: The wrath of the Emperor fills the Sisters of Battle as they fight, driving them on to fight harder and to crush the heretics beneath their feet. Used during either player's Assault Phase as long as the unit has not attempted an Act of Faith this turn if the unit has used an Act of Faith but contains a model with the Faithful special rule it may still attempt this Act of Faith), if successful this Act of Faith all models gain the +2 Strength, but strike at -2 Initiative.

The Emperor's Mercy: Driven to end the sinful lives of their foes quickly the Sisters rush forward to strike sooner. Used at the start of the controlling player's Shooting Phase. If successful the unit may run and then shoot or shoot and then run until the end of the phase.

Feel free to tear those apart. The first two are based on 3rd edition abilities that make sense to expand out to being usable by the army, the last is to help Sisters close the gap a little since that's their biggest problem most of the time: getting into range while still being effective.

The other change of course is the deletion of all "One Use Only" on the Acts of Faith, and a change to make all Assault Phase AoF work on both Player's turns, if they haven't used their AoF for the game turn. I'm also heavily considering making all Superiors "Faithful" since they're all veteran Sisters.


Automatically Appended Next Post:
Another thought is the reintroduction of Rites of Battle as a kind of random table of bonuses at the start of the game. Something (because this is just a very rough bunch of ideas I literally just came up with as I wrote this post) like:


D66......Effect
11.........Nothing
12-16...Righteous Wrath: The words of their leaders drive the army into a heightened frenzy. Infantry models with the Shield of Faith and/or Battle Hymns special rules gain Rage (Models with rage gain Rampage)
21-26...Holy Oils: Blessed oils are used to annoint the blades of the Order to better allow them to purify the taint of the enemy. Infantry models with the Shield of Faith and/or Battle Hymns special rules gain the Master-Crafted Special Rule one of their close combat weapons (models without close combat weapons ignore this effect).
31-36...Burning Censers: Holy incense is offered up to the Emperor as a prayer for protection in the battle to come. All models with the Shield of Faith and/or Battle Hymns special rules gain in the army have the Shrouded special rule for the first turn in the game from the clouds of smoke created by the incense.
41-46...Unshakable Faith: Bolstered by the hymns on their lips and the prayers in their souls the army marches on through the fire and fury of the enemy's onslaught. Infantry models with the Shield of Faith and/or Battle Hymns special rules automatically pass all Pinning checks, but may never choose to Go to Ground.
51-56...Vision of the Emperor: Blessed by a vision of the Emperor himself the Warlord is inspired to new levels of faith. The Warlord automatically passes all Faith tests they make.
61-65........The Emperor's Blessing: The army seems blessed with the divine protection of the Emperor himself as they fight through even the most fatal of wounds. All Shield of Faith saves are improved by +1
66.........Avatar of the Emperor: The Emperor himself seems to inhabit the Warlord and act through their mortal body. If the army is lead by a model with the Shield of Faith and/or Battle Hymns special rule has their Weapon Skill, Ballistic Skill and Initiative increased to 7 for the remainder of the game. Additionally they gain +1 Attack and Leadership (to a maximum of 10). These new characteristics are used for all characteristic tests that the model may have to make as well. At the end of the game if the Warlord is still alive they must pass a toughness test or be removed as a casualty. If the army is not lead by a model with the Shield of Faith and/or Battle Hymns special rule treat this result as if you had rolled 61-65 instead.

This message was edited 1 time. Last update was at 2014/09/21 23:46:53


 
   
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I really, really don't like the once per game per unit setup. It seems contrary to the tone and function of Acts of Faith in the older books, where they were a fungible resource you could use to make parts of your army more effective temporarily when and where you wanted them them; the Emperor's blessing pops up where it's most needed, He doesn't say "Whoops, nope, helped you lot already this battle, I'm going off to twiddle my thumbs somewhere else now".

The biggest Act missing from the list is Divine Guidance; the Sisters are supposed to be a short-ranged shooty army, leaving Rending to guns out but leaving old Hand of the Emperor in doesn't make a lot of sense to me.


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Reintroduction? I don't recall this mechanic, could you point me to where it started?

This message was edited 1 time. Last update was at 2014/09/21 23:53:12


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 AnomanderRake wrote:
I really, really don't like the once per game per unit setup. It seems contrary to the tone and function of Acts of Faith in the older books, where they were a fungible resource you could use to make parts of your army more effective temporarily when and where you wanted them them; the Emperor's blessing pops up where it's most needed, He doesn't say "Whoops, nope, helped you lot already this battle, I'm going off to twiddle my thumbs somewhere else now".

The biggest Act missing from the list is Divine Guidance; the Sisters are supposed to be a short-ranged shooty army, leaving Rending to guns out but leaving old Hand of the Emperor in doesn't make a lot of sense to me.

You did catch that those three AoF were in addition to unit specific ones, right? Because I kind of have Divine Guidance over on Retributors at the moment. And while I'm not against putting Rending back into a general pool, we kind of need a replacement for the Retributors that makes up for stealing their stuff.

 AnomanderRake wrote:
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Reintroduction? I don't recall this mechanic, could you point me to where it started?

2nd Edition. You rolled Battle Rites at the start of the game and they could give the army bonuses. I don't have my 2nd Edition codex super handy right this second so I tried brainstorming some ideas I thought would fit with a format that could expand to fit more fairly easily.
   
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down range

Just to back up some, Help me out again why we wouldn't have land raiders? especially with the vehicles we have based off the rhino chasis. Now I'm not saying a fleet of them by any means. But make them unique, 0-1 allowed in your army. No assault cannon though as previously mentioned.

IDK I actually think its a good fit.

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 Josey4u wrote:
Just to back up some, Help me out again why we wouldn't have land raiders? especially with the vehicles we have based off the rhino chasis. Now I'm not saying a fleet of them by any means. But make them unique, 0-1 allowed in your army. No assault cannon though as previously mentioned.

IDK I actually think its a good fit.

0-1 died some time ago (or else Riptides wouldn't be able to run so deep). If we want to limit them we'd have to make them "unique", but then we'd punish people with really large armies, or who want to field them in Apoc or something.

I think as long as they're fluffed as rare and sacred relics whose legacies date back a couple thousand years each then it'd be no problem. If someone wants to run three they could run three (and spend over 600 points just on mobile bricks that not even Black Templars seem to run in force).
   
 
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