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.
•Allies gone

•Inquisition gone

•Faith streamlined

•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?

Random tidbits
•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)

•Karamazov gone

•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.


  1. Been reading your blog for sometime now, first comment tho but felt the need to thank you for posting even while on vacation. *smiles*

  2. I read this yesterday from another blog. I do like that this information is spreading but I have mixed feelings.

    I love the SOB, I was hoping for a true codex but I'll settle for a WD Codex. With that said I don't like the 5+ roll. Feels more Orky than SOB. Remember that faith is their thing, its what makes them unique (that and the more models than normal SM).

    Maybe if I find that there are a lot of faith points every round and I can reattempt them. But I would rather see the acts of faith balanced around a 4+ or even make them like a leadership test.

    From what I've seen the acts of faith are little more than AOE Pysker abilities comparable to many of the standard MEQ armies (like GK's) so why is that their ld 10 model only fails on a 11 / 12 (effectively a 2+) but SOB have to roll 5+?

    Maybe I'm blowing it out of proportion (and I hope I am) maybe the 5+ combined with a pool of faith points per round will make it more fun I don't know.

    "The Initiate" -

  3. A Ld 10 roll only fails 3 out of 36 possibilities or 1/12 th of the time. That is twice as good as a 2+ with 1d6 roll.

    That said, do we know if the 5+ roll is on 1 dice or 2? Even if 2 dice, it is still worse than the leadership roll at Ld 10.

    Maybe these are sort of "trial" rules for SoB before they finalize the real codex next year. That way they can balance the overpowered stuff (if any) and address all the cries of woe over the things that are terrible.

  4. Yeah your number is far more accurate, not sure what I was thinking. Regardless I feel it reinforces my (our) point. Just seems a bit too...chaotic? for Sisters of Battle.

    I am hoping for something unique, something that screams over zealous-battle-nuns-of fiery-doom. I hope to see lots of options for flamer and melta weaponry. Psyflame definitely and I'm hoping that Repressor is codex instead of just forgeworld.

    I would also like to see all codex's being 'beta' in WD if nothing else.

    "The Initiate"

  5. Anyone else notice that the Sister Hospitaler is now listed as an HQ choice?

  6. Same Anonymous as above,

    I haven't seen or talked to someone I know for a while now, but they had said a WD release was coming, and that was 4 months? ago or so, maybe even more.

    I'm pretty sure he playtested the GK codex and others. He is sideways connected with GW, but he doesn't spill specifics really. Also, I'm not all that interested in knowing too much future stuff. You can only truly know and use it when it comes out anyway.

    I am glad they kept the option of the Death Cult though, as I have 11 of them. I like the model and the idea behind them, but I'll have to see they if are usefull in an army.

  7. Lol, talkng about new Codeci. Check out the Games Workshop website. Resident Chaos Space Marine player Christian Byrne has so little faith in the Chaos Space Marine codex that he used the Space Wolves codex. I really want to play Word Bearers but there's just no way in hell I am wasting TWENTY POUNDS on a book written by a two year old, and drawn in by his best mate. They should at least have the Preferred Enemy special rule against any and all Space Marines, and a drop pod.

  8. Hmm, if all this is true, these new Acts of Faith seem pretty "common". Them being used almost every single round makes them appear more like magic spells, less than miracles. Not sure if that doesn't kinda kill the spirit behind them...

    Not sure what to think of the new point cost - would that indicate nerfed stats?

    Nice to hear about the new HQ options, though, and the +6 invul save sounds like a good idea as well.

  9. Except you only have a 2 in 6 chance to activate the faith, pretty unreliable and not a favorite of mine. The current system is very reliable if you are trying to do the powers that are easy to activate. That low of a chance doesn't enable you to count on the effect tactically when you plan your actions. So, tactically it might as well not be there, but you may get a nice surprise, not something you can rely on though.

    Also the 6+ invuln while nice in some ways doesn't really do anything for you overall. It is not going to save very many sisters, and if anything will allow 1 or 2 to survive some horrific attack to be killed next phase.

    So, overall I'm not a fan of those 2 rules. You need things you can do consistantly to win battles. Otherwise, you need to team up 2 or more units to get to a reasonable chance 1 of the 2 units will actually succeed in their faith rolls.

  10. I, too, prefer the old Acts of Faith. Even the pre-battle rituals from 2E seem more interesting than this. Oh well, waiting to see more details.

    As for the invul save, I admit it's not much, but I see it more like a "style bonus" slightly increasing an ordinary Sister's chance to pull off something awesome that you wouldn't have expected otherwise. Because faith.


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