These are fun. Firgured I would post out what I could. I had already known these would be out, but had no way to post while fighting traffic through the Seattle area yesterday. BTW History of Flight Museum was pretty cool.
Here are some Sisters of Battle Rumors from Blood of Kittens that were posted yesterday. I small entry before hand was a good read, mostly about Tasty and some past ranting or gloating. Less drama, I like it.
Please don't forget the salt. Sorry for duplicating a pic, but I have no access to my pic library.
From Blood of Kittens
As always let us start with the easy ones that pretty much everyone figured was going to happen.
•USRs updated to 5th
•Cheaper Unit costs
So let start with the big one and perhaps most controversial change to Sisters of Battle: Faith
I was amazed reading around the Net how quite a few people are pretty close to understanding how Faith is going to work. One caveat about the faith rules: I only have most of the story so let us hope someone else can pluck the rest from the aether. The only thing that really stays the same is only faith producing units can use faith. Gone is the over and under rules based on model count and gone is faith powers that everyone can use. It is replaced with every unit has its own unit specific act of faith to call upon.
So for instance Repentia Act of Faith allows them to always land an attack even if they are killed before they can swing. They are little bonuses like re-rolling to wound and hit, no USRs. Now this if fine and dandy if you just pop a faith point and bam! power goes off, but not so fast. Acts of Faith require that you roll 5+ to activate . This makes faith much more unreliable… maybe. In addition every unit that can get faith generates 1d6 faith points per turn. This also means that a new faith pool is generated each turn with no storing of past faith. As well faith can be activated in multiple phases of the game, so for instance you can re-roll to hit in your shooting phase or in your assault phase. What is not clear is a few things. Like how many dice can you throw at a single act of faith? How many times can you attempt to activated a power? If you get an act of faith to go off in one phase does it carry over to the next phase? If you fail an act of faith does that mean you cannot try again in another phase? I don’t have the answers, but what do you think?
•All Faith generating units get +6 invul save
•All units that can get transports get Immolators or Rhinos
•Assassins gone (Death Cult still in)
•Wargear with the same names as GK wargear stay and get changed over. (e.g. Psybolt Ammo)
•Priests in, pretty much same as before.
•No change to the general Bolter, Melta, Flame concept of the Sisters
Sisters have about 5 HQ choices including Special Characters
St. Celestine: Same price as a Grand Master you get 2+/+4 saves, WS/BS 7 Jump Pack, Fleet, Power Weapons always wounds on 4+ Has the power to come back like GK Thawn if killed.
Confessor: Takes the slot of the old Inquisitors. Cheap HQ (Warboss). Can create a henchman band using most of the henchman found in the GK codex. What makes the Confessor extra deadly is the ability for it to re-roll hits and wounds for her and the squad. This is the translation of the rumor matrix. So think for one second about her and the Death Cult together?
Repentia: Cheaper close to SM cost. FNP, Rage, Fearless, 6+ invul, no transports
Battle Sister Squad: Cheaper 10-20 unit size (no combat squads), but has access to Immolators which begs the question… Immolators either get increased transport capacity or Sisters break the rules concerning model count and buying transports. Multiple acts of faith.
Exocists: Pretty much same as before.
This is it for now gents and dames. If you have any questions let me know I can see if can get them answered sometime this week with another post.