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Sim-Life wrote: Now that we have the full rules via GMG we can see that theres loads of extra ways to generate miracle dice. At least two ways to modify the value of the dice and you can use the low dice to resurrect dead characters via a straragem that lets you discard one dice per wound. We also know that Immolators and Rhinos get Acts of Faith but Exorcists don't (I think, Ash never explicitly stated either way).
Squinting at the screen it looked like they had AOF and SOF.
I transcribed quite a bit
[spoiler]Box is side opening - - hmm was hoping it was a top opening
So Mortifier is the variant on Pentent Engine - as thought - hv bolters
Same with Zephrs being Seraphim variants
Canoness can have a Null Rod or Rod of Office
Argent Shroud almost annihilated
Judith is new Canoness Superior
Triumph of St Katherine is as we thought relic guarded by Vererans (18 wounds!)
AOF = 1 per phase, before roll, can not re-roll, use on following: advance, charge, deny, saves, hit, damage, morale, not modifier,
Sacred Rites = must be Ad Min army, choose 1 or roll 2,
Hand of Emp: +1 advance/Charge,
Spirit = 5+ can fire/fight if died
Aegis Deny the Witch has +3
Divine Guide on roll of 6, extera -1 AP Passion hot of 6 with melee is extra hit
Light: re-roll morale
Cannoness - rod office is plus bolt pistol and sword, Blessed Blade +2 st, -3 AP, D3 Dam, Brazier of fire -1 LD Daemons, overwatch,
Celestine - usual
Tri of St Kath - M6, 3+, 3+ S3, T3, 18 W, 14 attacks, - dim profile, 3+, Bolt pistols, swords, 1 in army. S6 swords, S5 relic weapons, ACts fo Faith etc. -1 to hit, Auto pass Sorotias units relics of all matriarchs
Relics: Gain 1 MD each player turn, MW to enemy units in 6"- bonus against Chaos, +1 to hit with Melee wepaons withi 6, extra AOF per phase within 6, Increase or decrease 1MD with AOF by 1.
Character
Judith, 10" move, W7, Character, Fly, S5 in melee, re-roll 1's in 6, Invuln +1 to Sororitas saves.
Missonary = 4+ save against fleeing nearby unit
Battle Sisters - max 15, 2 special or 1 hv 1 special, Censor Chrub - intercede - gain 1 miracle die for that unit, Sim Imperalis - extra Act of Faith
Geminae - same
Repentia Superior (Elite), slotless if Repentia.
Repentia - 4 -9 size, 5+FNP and miracel die when unit dies.
Celestain - same, rerolls when near Cannoness
Zephrhim - Melee Serpahim, powerswords and bolt pistols, re-roll wounds against everything, Deepstrike
Dialogus - +1S staff, +1 LD within 6", 5+ FNP against Mortals her only, re-roll morale,can increase / decrease a MD by 1 used in AOF within 6"
Hospitalier - same,
Imagifier - start if game choose one of three tales:
1, re-roll Deny within 6", 2.-1Ap is 0 whilst within 6" 3. +1 strength within 6"
Crusaders -5+ FNP against MW Death Cults - same
Arco -Frag -now has squad leader, 5+ FNP
Doms - still 4 special and Vanguard,
Serpah - same
Exoricist, 48" range Conflag missiles: HV 3d6 S5, -2AP, Exorcist Hv 3D3, S8, -3 AP HAS AOF and Shield of Faith
Mortifiers 9" move, Hv Bolter Pen Engines - can have squad leader, 3+ save, -1-6 in unit, flails plus Hv Bolters or Hv flamers or buzz blades rather than flails, 6+FNP, can have Assault HV Bolters or pistol Hv Flamers
Retributors - NO pens for move and fire with Hv weapons, +4 " to hv flamer range, 1-2 cherubs - shoot again with one model
Batle Sanctum - terrain - +1 MD if units within 6, +1 LD to AD Sor and -1LD to Chaos within 6" no pics
Order Convs - can inclue Ad Min units without screwing them up
Val Heart - 6+ FNP, -1AP = 0AP stacks with Imagifers so -2 = 0.
Bloody= extra -1 with melee /Bolt pistols, +1 A when charged or charging
Ebon 5+ FNP againt MW, discard a MD - other MD is a 6
Sacred Rose: No more than 1 flee, when use MD on a 5+ get it back, Overwatch on 5+
[/spoiler]
Sounds a lot like there isn't some big army rule (ala doctrines) besides the miracle dice? The dice on their own are not good enough to make an army competitive unless they are undercosted for their raw stats.
Mono-Sisters get Sacred Rites which act like mechanicus pslams except they last the whole battle instead of changing every turn and each order has their own traits.
Sim-Life wrote: Now that we have the full rules via GMG we can see that theres loads of extra ways to generate miracle dice. At least two ways to modify the value of the dice and you can use the low dice to resurrect dead characters via a straragem that lets you discard one dice per wound. We also know that Immolators and Rhinos get Acts of Faith but Exorcists don't (I think, Ash never explicitly stated either way).
Squinting at the screen it looked like they had AOF and SOF.
I transcribed quite a bit
Spoiler:
Box is side opening - - hmm was hoping it was a top opening
So Mortifier is the variant on Pentent Engine - as thought - hv bolters
Same with Zephrs being Seraphim variants
Canoness can have a Null Rod or Rod of Office
Argent Shroud almost annihilated
Judith is new Canoness Superior
Triumph of St Katherine is as we thought relic guarded by Vererans (18 wounds!)
AOF = 1 per phase, before roll, can not re-roll, use on following: advance, charge, deny, saves, hit, damage, morale, not modifier,
Sacred Rites = must be Ad Min army, choose 1 or roll 2,
Hand of Emp: +1 advance/Charge,
Spirit = 5+ can fire/fight if died
Aegis Deny the Witch has +3
Divine Guide on roll of 6, extera -1 AP Passion hot of 6 with melee is extra hit
Light: re-roll morale
Cannoness - rod office is plus bolt pistol and sword, Blessed Blade +2 st, -3 AP, D3 Dam, Brazier of fire -1 LD Daemons, overwatch,
Celestine - usual
Tri of St Kath - M6, 3+, 3+ S3, T3, 18 W, 14 attacks, - dim profile, 3+, Bolt pistols, swords, 1 in army. S6 swords, S5 relic weapons, ACts fo Faith etc. -1 to hit, Auto pass Sorotias units relics of all matriarchs
Relics: Gain 1 MD each player turn, MW to enemy units in 6"- bonus against Chaos, +1 to hit with Melee wepaons withi 6, extra AOF per phase within 6, Increase or decrease 1MD with AOF by 1.
Character
Judith, 10" move, W7, Character, Fly, S5 in melee, re-roll 1's in 6, Invuln +1 to Sororitas saves.
Missonary = 4+ save against fleeing nearby unit
Battle Sisters - max 15, 2 special or 1 hv 1 special, Censor Chrub - intercede - gain 1 miracle die for that unit, Sim Imperalis - extra Act of Faith
Geminae - same
Repentia Superior (Elite), slotless if Repentia.
Repentia - 4 -9 size, 5+FNP and miracel die when unit dies.
Celestain - same, rerolls when near Cannoness
Zephrhim - Melee Serpahim, powerswords and bolt pistols, re-roll wounds against everything, Deepstrike
Dialogus - +1S staff, +1 LD within 6", 5+ FNP against Mortals her only, re-roll morale,can increase / decrease a MD by 1 used in AOF within 6"
Hospitalier - same,
Imagifier - start if game choose one of three tales:
1, re-roll Deny within 6", 2.-1Ap is 0 whilst within 6" 3. +1 strength within 6"
Crusaders -5+ FNP against MW Death Cults - same
Arco -Frag -now has squad leader, 5+ FNP
Doms - still 4 special and Vanguard,
Serpah - same
Exoricist, 48" range Conflag missiles: HV 3d6 S5, -2AP, Exorcist Hv 3D3, S8, -3 AP HAS AOF and Shield of Faith
Mortifiers 9" move, Hv Bolter Pen Engines - can have squad leader, 3+ save, -1-6 in unit, flails plus Hv Bolters or Hv flamers or buzz blades rather than flails, 6+FNP, can have Assault HV Bolters or pistol Hv Flamers
Retributors - NO pens for move and fire with Hv weapons, +4 " to hv flamer range, 1-2 cherubs - shoot again with one model
Batle Sanctum - terrain - +1 MD if units within 6, +1 LD to AD Sor and -1LD to Chaos within 6" no pics
Order Convs - can inclue Ad Min units without screwing them up
Val Heart - 6+ FNP, -1AP = 0AP stacks with Imagifers so -2 = 0.
Bloody= extra -1 with melee /Bolt pistols, +1 A when charged or charging
Ebon 5+ FNP againt MW, discard a MD - other MD is a 6
Sacred Rose: No more than 1 flee, when use MD on a 5+ get it back, Overwatch on 5+
Sounds a lot like there isn't some big army rule (ala doctrines) besides the miracle dice? The dice on their own are not good enough to make an army competitive unless they are undercosted for their raw stats.
Sacred Rites are handy if all Ad Min - choose one or roll two
Sacred Rites = must be Ad Min army, choose 1 or roll 2,
Hand of Emp: +1 advance/Charge,
Spirit = 5+ can fire/fight if died
Aegis Deny the Witch has +3
Divine Guide on roll of 6, extera -1 AP Passion hot of 6 with melee is extra hit
Light: re-roll morale
Does not appear to be anythting else no. There does seem to be alotbuilt around this mechanism - abilities, relics strats and the like - I like the idea - need to see hwo it works on the table.
This message was edited 1 time. Last update was at 2019/11/16 14:46:21
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"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
Regarding Order Traits, remember they're doled out by detachment, not army.
Which means that a patrol of OoOML feeds your pool, while a Bloody Rose Repentia Vanguard tears things up and your Sacred Rose Battalion holds the Objectives.
Or really any other combination.
My classics are all painted OoOML, and it's a fair number of models; I don't know if I'll use them side by side with the new plastics for reasons of scale.
Pre-order goes in today; T-14 and counting. Fourteen days until we unleash once more the Emperor's Holy Fire upon the enemies of the Imperium!
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
What? We've seen the whole codex. Using a miracle dice is an act of faith. The old acts of faith became Sacred Rites.
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
Nope - we have seen the Codex on the vid
AOF = 1 MD per phase, before roll, can not re-roll, use on following: advance, charge, deny, saves, hit, damage, morale, not modifier,
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"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
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
What? We've seen the whole codex. Using a miracle dice is an act of faith. The old acts of faith became Sacred Rites.
Wrong
"These dice are kept to one side and accrued over the course of the battle as certain circumstances are met, and they’re expended to channel the Acts of Faith for which the Sisters of Battle are renowned. Here’s how you generate them."
Miracle dice do not replace existing Acts of Faith or the new Codex Acts of Faith (what we haven't seen yet but the description for Miracle Dice reveal two).
Ergo Miracle Dice have two functions
Function a) turning any dice into the value on the miracle dice.
Function b) Activating a Act of Faith (acts of faith won't generate miracle dice)
Sacred Rites are basically canticles of the Omnissiah, this is your "pure sisters of battle rule."
This message was edited 2 times. Last update was at 2019/11/16 16:00:39
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
What? We've seen the whole codex. Using a miracle dice is an act of faith. The old acts of faith became Sacred Rites.
Wrong
"These dice are kept to one side and accrued over the course of the battle as certain circumstances are met, and they’re expended to channel the Acts of Faith for which the Sisters of Battle are renowned. Here’s how you generate them."
Miracle dice do not replace existing Acts of Faith or the new Codex Acts of Faith (what we haven't seen yet but the description for Miracle Dice reveal two).
Sacred Rites are basically canticles of the Omnissiah, this is your "pure sisters of battle rule."
Are you okay? Are you having a bad day or something?
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
Nope - we have seen the Codex on the vid
AOF = 1 MD per phase, before roll, can not re-roll, use on following: advance, charge, deny, saves, hit, damage, morale, not modifier,
What what? You have to use them before the roll?
That is even worse. I was assuming you could use them after you rolled. But having to use them preemptively ugh, such a feels bad, makes it even worse that there is no other major mechanic supporting the army.
This message was edited 1 time. Last update was at 2019/11/16 17:16:36
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
Nope - we have seen the Codex on the vid
AOF = 1 MD per phase, before roll, can not re-roll, use on following: advance, charge, deny, saves, hit, damage, morale, not modifier,
What what? You have to use them before the roll?
That is even worse. I was assuming you could use them after you rolled. But having to use them preemptively ugh, such a feels bad, makes it even worse that there is no other major mechanic supporting the army.
I honestly think you're underestimating them. Theres a lot of things in the army built around them or thay give them or modify them.
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)
Nope - we have seen the Codex on the vid
Might I ask what video you're referring to?
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
ThatMG wrote: So base misinformation at the start. Miracle Dice are not Acts of Faith as the rules directly show you Acts of Faith still exist in the codex.
Miracle Dice are in addition to acts of faith. I expect acts of faith will be exactly like SM Chaplains/Dark Apostles. E.g. go off on a 3+.
Evidence: Miracle Dice preview
(There is an act of faith to help deny powers)
(There is an act of faith to help morale tests)