| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/09/01 23:03:38
Subject: Sisters of Battle Quick Fix
|
 |
Mutilatin' Mad Dok
|
Pretty much what it says, the SoB Codex is almost good, its a solid "decent" though and thats something that can be worked with. As such, this is what i've got for now.
Sisters of Battle
Faithful [x}: This unit can use Acts of Faith. The number after denotes how many Faith points this unit generates per turn. If no number is listed the unit does not generate Faith points.
Faith Points: You gain a number of Fiath points at the begging of your turn equal to 1d6+ your total Faith number (the number of units with a numbered Faithful value)
Acts of Faith: Each unit has a unique Act of Faith, some may even have two! You activate an Act of Faith in the Movement Phase by paying its Faith cost and then rolling a Leadership check, if successful the Act works as described.
Everyone's Acts stay largely the same except as noted here
Acts of Faith
Errata
All Adeptus Soritas infantry have the Faithful special rule unless stated otherwise
Cannoness
Add Faithful 2
Priests
Add Shepard of the Faithful
Shepard of the Faithful
If a Priest is attached to a uni that has the Faithful rule, increase their Faithful score by 1.
Celestians
Change Celestians armor to 2+
Add Faithful 1
Seraphim
Add Faithful 2
Lose Hit and Rum gain Jump Shoot Jump
Repentia
Add Faithful 2
Add these units:
Erelim
Elohim
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 00:40:26
Subject: Sisters of Battle Quick Fix
|
 |
Gore-Soaked Lunatic Witchhunter
|
Not far off how I'd overhauled Acts of Faith, honestly. A few questions:
Why are you going for a common pool of Acts as well as the unique Acts per unit? I'd done overhauls based on the assumption that a single common pool (potentially with special effects on certain units for 'their' Act) was the way to go, you seem to have gone whole hog the other way with (counting...)...twenty distinct Acts? Five common, nine unique from the current book, three for Retributors and three for Elohim?
The text implies that some Acts might cost different amounts of Faith Points, but none of them say they do? It seems to me like as written you've made Acts of Faith too easy/reliable as well as too flexible?
Erelim and Elohim both seem a little too far towards the 'We're T3 Space Marines!' side of the design scale. This is a vague impression and I know it's not something a lot can be done with, I'll work on that. For now could you tell us what niche in the army/game they're meant to fill?
Overall: Interesting, could see some polish.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 01:07:09
Subject: Sisters of Battle Quick Fix
|
 |
Mutilatin' Mad Dok
|
AnomanderRake wrote:Not far off how I'd overhauled Acts of Faith, honestly. A few questions: Why are you going for a common pool of Acts as well as the unique Acts per unit? I'd done overhauls based on the assumption that a single common pool (potentially with special effects on certain units for 'their' Act) was the way to go, you seem to have gone whole hog the other way with (counting...)...twenty distinct Acts? Five common, nine unique from the current book, three for Retributors and three for Elohim? The text implies that some Acts might cost different amounts of Faith Points, but none of them say they do? It seems to me like as written you've made Acts of Faith too easy/reliable as well as too flexible? Erelim and Elohim both seem a little too far towards the 'We're T3 Space Marines!' side of the design scale. This is a vague impression and I know it's not something a lot can be done with, I'll work on that. For now could you tell us what niche in the army/game they're meant to fill? Overall: Interesting, could see some polish. Erelim are the fast moving assault units. I know Repentia kind of fill this, but they are wielding giant chainsaws, so they kind of have specific targets. The Erelim are for infantry of the Meq variety or lower. Elohim are just what they seem to be, Deep Striking Heavy Weapon wielders, drop them in the back field and let hell fly. The reason i have so many AoF is because i do like the fact that each unit has their own. The only unit that had a problem with this was Retributors which is why they have 3, though we could just mash them together and call it one. I dont have costs on them as im not sure what each one should cost, so i left it open. The reason they can be used so often isthe fact that that was probably the only good thing about their 5th ed book. At low points values you could stack multiple Acts and get some great effects. Sisters dont get Psykers so our Acts need to make up for that.
|
|
This message was edited 1 time. Last update was at 2016/09/02 01:09:43
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 01:23:31
Subject: Sisters of Battle Quick Fix
|
 |
Gore-Soaked Lunatic Witchhunter
|
Grimmor wrote: AnomanderRake wrote:Not far off how I'd overhauled Acts of Faith, honestly. A few questions:
Why are you going for a common pool of Acts as well as the unique Acts per unit? I'd done overhauls based on the assumption that a single common pool (potentially with special effects on certain units for 'their' Act) was the way to go, you seem to have gone whole hog the other way with (counting...)...twenty distinct Acts? Five common, nine unique from the current book, three for Retributors and three for Elohim?
The text implies that some Acts might cost different amounts of Faith Points, but none of them say they do? It seems to me like as written you've made Acts of Faith too easy/reliable as well as too flexible?
Erelim and Elohim both seem a little too far towards the 'We're T3 Space Marines!' side of the design scale. This is a vague impression and I know it's not something a lot can be done with, I'll work on that. For now could you tell us what niche in the army/game they're meant to fill?
Overall: Interesting, could see some polish.
Erelim are the fast moving assault units. I know Repentia kind of fill this, but they are wielding giant chainsaws, so they kind of have specific targets. The Erelim are for infantry of the Meq variety or lower. Elohim are just what they seem to be, Deep Striking Heavy Weapon wielders, drop them in the back field and let hell fly.
The reason i have so many AoF is because i do like the fact that each unit has their own. The only unit that had a problem with this was Retributors which is why they have 3, though we could just mash them together and call it one. I dont have costs on them as im not sure what each one should cost, so i left it open.
The reason they can be used so often isthe fact that that was probably the only good thing about their 5th ed book. At low points values you could stack multiple Acts and get some great effects. Sisters dont get Psykers so our Acts need to make up for that.
Having played both Sisters and heavy-psychic armies you've created a system in which Acts are more reliable, more powerful, and more easily activated than psychic powers.
Take Spirit of the Martyr. Put that on a Seraphim unit and for one Faith point (out of the many you have) you've given a unit a rerollable 3++ with no risk of Perils, if you can pass a Ld 9 test; compare to Sanctuary, which has a 50% chance of failure if you cast it on one Warp Charge, has to be generated in the first place, improves an existing Invul by one and only one, can be denied, and risks Perils.
I understand your goal here, I'm just saying that I think you've gone overboard with it. Unlike a Psyker your Faithful models know 7-9 'powers' that aren't randomly generated, have a negligible risk of failure when casting, can't be stopped, only ever need to spend one Faith Point to get a power off, have no limit to the number of powers they can use in a turn, and have more powerful abilities to boot.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 01:52:45
Subject: Sisters of Battle Quick Fix
|
 |
Mutilatin' Mad Dok
|
AnomanderRake wrote:
Having played both Sisters and heavy-psychic armies you've created a system in which Acts are more reliable, more powerful, and more easily activated than psychic powers.
Take Spirit of the Martyr. Put that on a Seraphim unit and for one Faith point (out of the many you have) you've given a unit a rerollable 3++ with no risk of Perils, if you can pass a Ld 9 test; compare to Sanctuary, which has a 50% chance of failure if you cast it on one Warp Charge, has to be generated in the first place, improves an existing Invul by one and only one, can be denied, and risks Perils.
I understand your goal here, I'm just saying that I think you've gone overboard with it. Unlike a Psyker your Faithful models know 7-9 'powers' that aren't randomly generated, have a negligible risk of failure when casting, can't be stopped, only ever need to spend one Faith Point to get a power off, have no limit to the number of powers they can use in a turn, and have more powerful abilities to boot.
Oh ya, i keep forgetting that Psychic stuff is random as all Hell this edition (its so dumb), so i need to either A) increase the Faith Point costs or B) make it a bit harder to "cast them or both. I could inflict a Leadership penalty for the Generic ones on top of having them cost 2 Faith points.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 01:55:48
Subject: Sisters of Battle Quick Fix
|
 |
Norn Queen
|
I agree with anomander. Why give them psyker powers that function outside of the psychic system already in place? Especially with no draw backs and much more powerful versions of similar powers.
|
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 01:57:56
Subject: Sisters of Battle Quick Fix
|
 |
Gore-Soaked Lunatic Witchhunter
|
The approach I've taken in the past is generating Faith Points by rolling a die at the start of the turn for each Faithful unit (6+, +1 for Martyrdom, +1 for veterancy, reroll for Simulacrum) and having a constant list of five or six Acts common to all units, then making them all cost 1 and require a Ld test to activate. It hasn't seen much testing but I like the way it scales with army size (the 5e approach really didn't) and how it brings back the flexibility the 3e book enjoyed where any unit had the potential to go into holy-fury-mode and punch out something above their weight class (as opposed to the one-Act-once-per-game-per-unit thing slotting the Sisters into defined game roles).
|
|
|
|
 |
 |
|
|