Codex: Sisters of Battle
Posted: Fri May 29, 2009 7:26 am
So, here's my cunning plan: I'll write it myself, make sure it's on the same tier as Spess Mehrins and Orks, and then print it out and place the print-outs inside my codex, saying "See? It has it right there."
I would appreciate criticism on how to improve it and keep it balanced. Note: this is just going to be a sort of index, following posts will gradually contain the actual info.
How the Sisters are supposed to be played:
-big squads with massed bolter fire
-many flamer weapons and templates
-the option of being fully mechanised
-ome squads are shooty and just not a good HtH choice
-others aren't very shooty but will murderise anything in HtH - very little cross-over
-the units themselves won't be very good at moving around (aside from Seraphim), and will instead depend on vehicles and so on
-overall individually weaker than Spazz Morans, but Faith can boost them right up
-Faith will provide interesting round-by-round tactical options
What they should excel against:
-swarm/horde based enemies such as infantry Guard, Nids and Orks
-heavily psykic forces, or those with daemons
-tanks if they decide to build up anti-tank forces
What should give them a run for their money:
-small groups of strong individuals (like Terminator marines)
-forces completely devoid of things to use their strengths against (Necrons, Dark Eldar)
-foes who specialise in shooting and haven't much terrain to get in the way on a large-ish map (Tau, Necrons, mechanised Guard)
Special Rules:
-Psykic Resistance (they can get a save against Psychic Powers and immunity to minor powers)
-Faith (several abilities are listed, every round, each Faithful unit declares what Faith power they have active. It automatically applies for the whole round, kind of like how Tau drones can, every round, apply a different bonus to whatever the main unit shoots at)
-Holy Orders (a specific speech can be given at the start of the battle by the Canoness or a Paedophile priest, granting certain benefits ranging from special abilities to special equipment. This is purchased when actually forming the army list)
HQ:
-Heroines (Palatine/Canoness)
-Priests (tag-alongs, not taking up HQ slots)
-Inquisitor Lord (w/ Retinue of 3-12)
-Sisters of Silence Heroine (Excrutiator - counts as Heroine for transport)
-Adeptus Telepathica (tag-alongs, not taking up HQ slots)
-Judge or Informant (must have a Heroine or IQ Lord for the other slot)
Troops:
-Battle Sisters Squad (10-20)
-Initiates ("Sunday School Class", less skill etc., 5-20)
-Arbiters (5-10)
-IQ Storm Troopers (5-10)
-Sisters of Silence Proctors/Vigilators (melee-oriented Psychic-Immune, 10)
-Inducted Gang (5-20, requires Informant)
Elite:
-Celestians (5-10, may accompany non-Excrutiator Heroine)
-Witch Seekers (5-10, may accompany Excrutiator, psyker-killers)
-Repentias + Mistress (5-20)
-Archo-Flagellants (5-10, requires priest)
-Sisters of Silence specialist squad (all flamers, 5-10)
-Inquisitor (w/ Retinue of 0-6)
-Death Cultists (up to 3 for 1 slot)
-Officio Assassanorum (Callidus/Eversor/Culexus/Vindicare/Mechanicus, must have IQ Lord)
-Arbites Special Forces (5-10, choice of special abilities, must have Judge)
Fast Attack:
-Seraphim (5-10, option to go without jet packs)
-Dominion (5-10, must take a transport vehicle)
-Valkyries (1-3) or Vultures (1-3)
-Arbites Dogpack (1 dood and 4-9 cyber-mastiffs, must have Judge)
-Immolators (fire only, 1-3)
Heavy Support:
-Retributor Squad (5-10)
-Sisters of Silence Heavy Assault squad (5, with up to 5 Cerberus Hounds)
-Penitent Engine (w/ variants, 1-3, requires priest)
-Orbital Bombardment (requires IQ Lord)
-Exorcist (1-3)
-Immolator (non-fire variants, 1-3)
-Land Raider Ares (1 only, requires IQ Lord or Judge)
Dedicated Transports:
-Rhino (any non-vehicle except Arbites dog pack and Arco-Flagellants)
-Immolator (Heroine, Celestians, Dominion, Retributor, Heavy Assault)
-Repressor (any non-vehicle except Arbites dog pack and Arco-Flagellants)
-Valkyrie (Storm Troopers, IQ Lord, Arbites Special Forces, Seraphim, Dominion)
-Aquila Lander (IQ Lord or Telepathica)
-Land Raider (IQ Lord or IQ. Includes all variants)
-Thunderhawk (IQ Lord or Telepathica. Requires opponent's permission)
-Stormlord (IQ Lord or Heroine. Requires opponent's permission)
-Lightning Assault Pod (1 Melta Torpedo bombardment without scatter, followed immediately by a drop pod, 3+ cover save for 1 round. Dominion or Retributors or Repentias)
Immolator Variants:
-"Flashfire" (regular twin heavy flamers. May add sponsons w/ heavy flamers)
-"Barrage" (twin heavy bolters. May add sponsons w/ hurricane bolters)
-"Meltdown" (twin multi-meltas. May add sponsons w/ multi meltas)
-"Inferno" (twin plasma cannons. May add sponsons w/ plasma guns)
-"Hellstorm" (cannon unleashes large blast with effect of a heavy flamer)
-"Apocalypse" (cannon unleashes Barrage (4) of flamer-effect blasts)
Land Raider Variants:
-as per the various codices and Imperial Armours
Faith Powers:
-Splendour (Fearless and immune to Psychic Powers)
-Resilience (gain Invulnerable save equal to Armour save, Feel No Pain)
-Magnificence (HtH attacks count as Rending Power weapons)
-Reckoning (ranged attacks gain +1 Strength, count as AP 1)
-Brilliance (Flamers use the Hellstorm Template, Bolters and Meltas use Blasts (though 5 of the same get converted to 1 large blast, or 10 to 1 enormous blast))
-Supremacy (+2 Strength (HtH and Shooting))
-Retribution (Fleet, Move Through Cover, Furious Charge)
-Sanctity (Stealth, Rapid Fire weapons all fire 3x instead of 2x)
Holy Orders:
-Burn the Witch (all Flamers and Heavy Flamers are twin-linked, upgrade bolter weapons with Inferno ammunition)
-Destroy the Mutant (bolters become Assault 2, all other assault weapons gain +1 to assault value)
-Kill the Heretic (Favoured Enemy: Imperial Guard, Space Marines and Chaos Space Marines, upgrade bolter weapons with Hellfire rounds)
-Protect the Innocent (certain squads gain Feel no Pain (medi-packs) and Counter Attack)
-Sanctify the Grounds (units may always test to regroup and can contest/capture objectives, double range at which they may hold objectives)
Later on I shall make more posts going through stats and costs.
I would appreciate criticism on how to improve it and keep it balanced. Note: this is just going to be a sort of index, following posts will gradually contain the actual info.
How the Sisters are supposed to be played:
-big squads with massed bolter fire
-many flamer weapons and templates
-the option of being fully mechanised
-ome squads are shooty and just not a good HtH choice
-others aren't very shooty but will murderise anything in HtH - very little cross-over
-the units themselves won't be very good at moving around (aside from Seraphim), and will instead depend on vehicles and so on
-overall individually weaker than Spazz Morans, but Faith can boost them right up
-Faith will provide interesting round-by-round tactical options
What they should excel against:
-swarm/horde based enemies such as infantry Guard, Nids and Orks
-heavily psykic forces, or those with daemons
-tanks if they decide to build up anti-tank forces
What should give them a run for their money:
-small groups of strong individuals (like Terminator marines)
-forces completely devoid of things to use their strengths against (Necrons, Dark Eldar)
-foes who specialise in shooting and haven't much terrain to get in the way on a large-ish map (Tau, Necrons, mechanised Guard)
Special Rules:
-Psykic Resistance (they can get a save against Psychic Powers and immunity to minor powers)
-Faith (several abilities are listed, every round, each Faithful unit declares what Faith power they have active. It automatically applies for the whole round, kind of like how Tau drones can, every round, apply a different bonus to whatever the main unit shoots at)
-Holy Orders (a specific speech can be given at the start of the battle by the Canoness or a Paedophile priest, granting certain benefits ranging from special abilities to special equipment. This is purchased when actually forming the army list)
HQ:
-Heroines (Palatine/Canoness)
-Priests (tag-alongs, not taking up HQ slots)
-Inquisitor Lord (w/ Retinue of 3-12)
-Sisters of Silence Heroine (Excrutiator - counts as Heroine for transport)
-Adeptus Telepathica (tag-alongs, not taking up HQ slots)
-Judge or Informant (must have a Heroine or IQ Lord for the other slot)
Troops:
-Battle Sisters Squad (10-20)
-Initiates ("Sunday School Class", less skill etc., 5-20)
-Arbiters (5-10)
-IQ Storm Troopers (5-10)
-Sisters of Silence Proctors/Vigilators (melee-oriented Psychic-Immune, 10)
-Inducted Gang (5-20, requires Informant)
Elite:
-Celestians (5-10, may accompany non-Excrutiator Heroine)
-Witch Seekers (5-10, may accompany Excrutiator, psyker-killers)
-Repentias + Mistress (5-20)
-Archo-Flagellants (5-10, requires priest)
-Sisters of Silence specialist squad (all flamers, 5-10)
-Inquisitor (w/ Retinue of 0-6)
-Death Cultists (up to 3 for 1 slot)
-Officio Assassanorum (Callidus/Eversor/Culexus/Vindicare/Mechanicus, must have IQ Lord)
-Arbites Special Forces (5-10, choice of special abilities, must have Judge)
Fast Attack:
-Seraphim (5-10, option to go without jet packs)
-Dominion (5-10, must take a transport vehicle)
-Valkyries (1-3) or Vultures (1-3)
-Arbites Dogpack (1 dood and 4-9 cyber-mastiffs, must have Judge)
-Immolators (fire only, 1-3)
Heavy Support:
-Retributor Squad (5-10)
-Sisters of Silence Heavy Assault squad (5, with up to 5 Cerberus Hounds)
-Penitent Engine (w/ variants, 1-3, requires priest)
-Orbital Bombardment (requires IQ Lord)
-Exorcist (1-3)
-Immolator (non-fire variants, 1-3)
-Land Raider Ares (1 only, requires IQ Lord or Judge)
Dedicated Transports:
-Rhino (any non-vehicle except Arbites dog pack and Arco-Flagellants)
-Immolator (Heroine, Celestians, Dominion, Retributor, Heavy Assault)
-Repressor (any non-vehicle except Arbites dog pack and Arco-Flagellants)
-Valkyrie (Storm Troopers, IQ Lord, Arbites Special Forces, Seraphim, Dominion)
-Aquila Lander (IQ Lord or Telepathica)
-Land Raider (IQ Lord or IQ. Includes all variants)
-Thunderhawk (IQ Lord or Telepathica. Requires opponent's permission)
-Stormlord (IQ Lord or Heroine. Requires opponent's permission)
-Lightning Assault Pod (1 Melta Torpedo bombardment without scatter, followed immediately by a drop pod, 3+ cover save for 1 round. Dominion or Retributors or Repentias)
Immolator Variants:
-"Flashfire" (regular twin heavy flamers. May add sponsons w/ heavy flamers)
-"Barrage" (twin heavy bolters. May add sponsons w/ hurricane bolters)
-"Meltdown" (twin multi-meltas. May add sponsons w/ multi meltas)
-"Inferno" (twin plasma cannons. May add sponsons w/ plasma guns)
-"Hellstorm" (cannon unleashes large blast with effect of a heavy flamer)
-"Apocalypse" (cannon unleashes Barrage (4) of flamer-effect blasts)
Land Raider Variants:
-as per the various codices and Imperial Armours
Faith Powers:
-Splendour (Fearless and immune to Psychic Powers)
-Resilience (gain Invulnerable save equal to Armour save, Feel No Pain)
-Magnificence (HtH attacks count as Rending Power weapons)
-Reckoning (ranged attacks gain +1 Strength, count as AP 1)
-Brilliance (Flamers use the Hellstorm Template, Bolters and Meltas use Blasts (though 5 of the same get converted to 1 large blast, or 10 to 1 enormous blast))
-Supremacy (+2 Strength (HtH and Shooting))
-Retribution (Fleet, Move Through Cover, Furious Charge)
-Sanctity (Stealth, Rapid Fire weapons all fire 3x instead of 2x)
Holy Orders:
-Burn the Witch (all Flamers and Heavy Flamers are twin-linked, upgrade bolter weapons with Inferno ammunition)
-Destroy the Mutant (bolters become Assault 2, all other assault weapons gain +1 to assault value)
-Kill the Heretic (Favoured Enemy: Imperial Guard, Space Marines and Chaos Space Marines, upgrade bolter weapons with Hellfire rounds)
-Protect the Innocent (certain squads gain Feel no Pain (medi-packs) and Counter Attack)
-Sanctify the Grounds (units may always test to regroup and can contest/capture objectives, double range at which they may hold objectives)
Later on I shall make more posts going through stats and costs.