Showing posts with label sisters of silence. Show all posts
Showing posts with label sisters of silence. Show all posts

Sunday, May 5, 2024

Horus Heresy 2e Review: Expurgator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up - just. A very reasonable entry for the final unit in the Sisters of Silence army list.

Background.
Purge with fire. Keep the knowledge of what you did secret. Or, you know, take to the open field with those heavy flamers. 

Strengths.
This is the equivalent of a heavy weapons squad for the Sisters of Silence. There are four main options, the default heavy flamers (reasonable enough), adrathic destructors (excellent), snare cannons (okay, but you should take the other options for the slot), and Vratine missile launchers (good). Take some compression tanks for the heavy flamers if needed and you have a nice squad that can be taken for a ride in an Acquisitor to get into position for a solid turn of firepower output. 

Weaknesses.
T=3.

Builds.
Expurgator x5, Heavy Flamers with Compression Tanks, Mistress with Power Sword (120 points).
Take a transport and go flame some stuff.

Expurgator x5, All with Missile Launchers, Augury Scanner (170 points).
A backfield unit. 

Expurgator x5, All with Adrathic Destructors, Mistress with Power Sword (195 points).
This will need a transport but is massively effective when you get in range to shoot. Yes, this unit is expensive, but it is worth it when you get to blast things. 


Friday, May 3, 2024

Horus Heresy 2e Review: Sanctioner Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4.5/5 stars. Rounded down. Love this unit and I'm not sorry!

Background.
Snipers on the open field. And executioners when working alone; seeking to take out those psykers whom the Sisters have earmarked as being too dangerous to take in alive.

Strengths.
Think of this as a cheap sniper squad, and you have the right idea. They come armed as standard with nemesis bolt guns which they fire with BS=4 and therefore makes them highly attractive. These can be swapped out for Vratine Nemesis Bolt guns which gives you access to psy-shock at the cost of a pip in strength. If you're facing a psychic army like certain builds of Word Bearers, Thousand Sons, and similar, you're just going to make your friends cry. I'd be tempted to slot in an augury scanner to round out the unit, and if you're feeling that they're going to be too far forward, then take a power sword on the Mistress for a bit of added self defence. 

Weaknesses.
T=3.

Builds.
Sanctioners x5, Augury Scanner (95 points).
The base build. Can't go too wrong with this as the battlefield role is clear, obvious, and the points cost so very attractive.

Sanctioners x5, all with Vratine Nemesis Bolt Guns, Augury Scanner, Mistress with Power Sword (130 points).
Your anti-Thousand Sons build. And look at the points that it clocks in with. Still very attractive!


Thursday, May 2, 2024

Horus Heresy 2e Review: Termite Assault Drill

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Its amazing that the termite comes as a standard fast attack slot in the Sisters army list. 

Background.
Tunnel through the ground and then burst upward with righteous fury! Great for assaulting any fortified positions that the enemy might have going! Great that is can also scatter enemy forces upon emergence without waiting for their cargo to deploy. 

Strengths.
Most of this review is identical to the Legion list, but of course here the Termite comes with the Chamber of Vigilance rules. 

Termites provide an underground alternative to deep striking units in to play. One of the chief advantages here is that the player can cause them to erupt near enemy units and score hits on those units at a significant strength (but AP=4). 

Unlike drop pods, the termite can continue to move after launching its deep strike (subterranean assault move) and fire its weapons and so forth. 

I genuinely like this manner of assaulting and it works well if you have just one of them, and perhaps use it in conjunction with more traditional deep strike units to create an underground and overground pincer movement. Maybe that's just me though (I've had good success with this using my Alpha Legion). 

Weaknesses.
Rear armour is 10, and do carefully read the subterranean assault rules if you have more than one of these units as you will see that the enemy can take control of your deployment on an unlucky roll.

Builds.
There are only 2 upgrades to consider - the replacement of the two sets of twin-linked bolters with either twin-linked volkite chargers, or heavy flamers. Candidly both of them work nicely against nearby enemies - and why wouldn't you have nearby enemies if you've emerged on top of, or close to them! I kind of like the flamers ever so slightly better as I think in some situations you can score more hits, but also they act as a nice defensive arrangement as well. Equally, the volkites have the superior range for after that first turn after emerging I guess. A tough choice really. Points cost effective overall in the main part for me.

Tuesday, April 30, 2024

Horus Heresy 2e Review: Subjugator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Sisters on jetbikes are all kinds of good.

Background.
Disabling targets at key weak points ... well, I was going to say something of import here. But. Let's be honest. Sisters of Silence on Jetbikes is all the background that is really needed!

Strengths.
Lightning fast - they move at 18 inches per turn. This is mind blowing and can really help the player get into the right position for the chosen battlefield role. The points cost is also very attractive even with the T=3, and W=2. 

I see two main roles for the bikes: snaring targets and keeping them pinned (this will grate on opponents eventually, so beware if you're wanting to make friends) and plausibly tank killing. 

Having shrouded on the bike is all good as well, but it might not save you. 

Weaknesses.
T=3. Other than that, this is actually a nice unit!

Builds.
Subjugator x3, Mistress with power weapon (115 points).
The annoying unit that uses snares to ping units of your choice all game long. Just beware of return fire.

Subjugator x5, all with Adrathic destructor (205 points).
Thanks to armourbane, this is your tank killing unit.

Subjugator x5, all with Needle cannons (180 points).
I like the poisoned with pinning combination quite a lot here. If it doesn't kill or rout the unit, then they will be staying put for you. You could double the number of jetbikes here if you like, the points cost is entirely reasonable to do so. 






Saturday, April 27, 2024

Horus Heresy 2e Review: Firebrand Cadre

Warpstone Flux Rating: ⭐️⭐️
2.5/5 stars, but rounded down. Needs something extra to be a solid pick, or lower points cost.

Background.
Deny the enemy and escape route. Purge the abhumans who possess the taint of chaos. And generally use flame based weapons. Lots. 

Strengths.
They come with flamers as base and can take the nice compression tanks or snare guns to taste (as well as grenade launchers).

Ideally, you're putting them in a transport and going from there.

Weaknesses.
The reason why this unit won't see much play is multifold.

(a) the points cost is a bit too high for what they're doing;
(b) they really need infiltrate or similar to work well;
(c) even scouting would work;
(d) a different Chamber to Judgement would be better.

For these reasons, combined with the off builds, I just can't see them being played that much even in fluffier lists. 

Builds.
Firebrands x5, all with flamers and compression tanks, Mistress with power weapon (130 points).
They'll need a transport. I remain a fan of snare guns and they provide an interesting play tactic (get in your transport, snare a target, and let another unit finish it off). The grenade launchers are sound enough in premise as well. 



Friday, April 26, 2024

Horus Heresy 2e Review: Pursuer Cadre

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. Doesn't quite hit the mark for me.

Background.
These are the ladies that you call when you want someone sniffed out and hunted down. With beasts. And orders to kill on sight. Without remorse. 

Strengths.
If you want to play a fluffy unit, or are playing a very small points level game with a strong narrative, or similar campaign, then this is a really nice unit to have. Otherwise, I feel its too "out there" to use. 

There's nothing particularly wrong with the sisters here. They are rather standard and come with the Chamber of Oblivion. The rules as stated mean they can take one animal per pursuer and mistress, and you get the choice of mastiffs, felidae, caiman, or raptors. The feel no pain on the caiman is nice enough I suppose and along with the T=5 and S=5 with 2 wounds, it is likely the best pick of the menagerie. The mastiff is a distant second pick for me thanks to furious charge. Although rage on the felidae feels good, the 6+ save isn't. And the raptor can just stay at home to be candid. 

Weaknesses.
Truthfully not so playable in large points games which is a pity given how flavorful the unit is.

Builds.
Pursuer x6, Caiman x6, all with execution blades (215 points).
Probably the optimal unit? Take a transport. 

Pursuer x3, Mastiff x3, Augury Scanner, Nuncio Vox, Mistress with power sword (110 points).
I don't have any point to make with this unit. It is simply an illustration of an alternative build that I would simply not play in games above (say) 1000 points. 


Thursday, April 25, 2024

Horus Heresy 2e Review: Kharon Pattern Acquisitor

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
5/5 stars. A rare full 5/5 stars from me - I genuinely love this dedicated transport.

Background.
The background states that this transport is not truthfully a battlefield vehicle. It is more of a paramilitary design. It is easy to see why. With sleek sides, and a bunch of special rules, they can easily sneak up on targets unawares!

Strengths.
AV=13 on the front, coupled with an impressive movement rate of 16 and a similar transport capacity. This transport is very special, but not for the stat line alone.

It is an assault vehicle with deep strike and outflank for starters. Add on some night vision and the same Chamber as the unit it is carrying and it is already fairly good. 

I will single out the spectra distort shield here. This makes it 8 inches further away for the purposes of shooting. In effect, this nullifies melta guns. Hence you are going to have to expend las cannon shots and similar to get the better of it from long range - they really should be shooting at other things. Of course, it is not immune to close combat, but with a movement of 16, can your army do much about it?

The weaponry it carries is very reasonable as well: a pair of missile launchers coupled with a heavy cannon array will certainly do some damage. But the real strength is delivery of its cargo with solid confidence. I think this is almost the best dedicated transport in the game for the above reasons and is also why I'm giving it my very rare 5/5 stars. The rule of cool also applies here, and I simply like the way the vehicle looks and appears! [This may or may not have influenced the award of 5/5 as well!]

Weaknesses.
Rear armour of 11. But honestly, if you are positioning well, this should not be a problem. 

Builds.
The only option here is to swap the cannon for a twin linked multi melta. This is down to your personal taste and I can certainly see both options being useful in game!

Wednesday, April 24, 2024

Horus Heresy 2e Review: Vigilator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. Rounded down - but only just.The rules are reasonably good, but the points cost is slightly high.

Background.
The more senior members of the mainstay of the Sisters of Silence can be found on the battlefield with big swords! They hunt down their targets systematically, up close and personal. 

Strengths.
These Sisters are kitted out for close combat thanks to the Execution Blade and the Oblivion Chamber rules help this through against daemons very nicely. There is some nice flexibility on builds here as well with hand flamers and needle pistols possible. I also really still like the compression tanks here. 

Weaknesses.
As with the other troops, they are expensive (compared to space marine troops) given the T=3 issue. But they wealth of extra rules does make up some ground here. Take a transport to help. 

Builds.
Vigilators x5, 5 hand flamers with compression tanks, Mistress with Neuro Lash (120 points).
I have a thing for the flamers with compression tanks. Can't lie. The Neuro Lash clocks in with S+3, which is the same as Sx2 in the case of the power fist - they are interchangable for S purposes, so it comes down to the AP, or deflagrate. 

Vigilators x10, Mistress with Power Fist (135 points).
The base line build in my opinion. Take a transport and go do your thing. 

Tuesday, April 23, 2024

Horus Heresy 2e Review: Prosecutor Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars.The rules are average on balance given the points cost. 

Background.
The mainstay of the Sisters of Silence. Foot soldiers of the black ships and used in open battle wherever and whenever required.

Strengths.
There is some nice customization that is possible here. Although they come as standard with bolt guns, there's a good case to be made for having some snare guns and other special weapons in the squad. I'd also be tempted by the dedicated transport most of the time as well. 

Weaknesses.
For the price tag, I think that this squad is a touch on the expensive side - even for T=3 troops. The price hike is due to all those special rules that they come bound up with. Of these, stubborn stands out along with fleet as being very useful. 

Builds.
Prosecutor x10, 2 Snare Guns, Mistress with Power Weapon (125 points).
I regard this as the baseline build. I really like the snare guns for what they do on the battlefield - they are fluffy and acceptable to all players. A power axe or similar is a good idea here, but given their stat line weaknesses, I'd opt for a power sword most of the time as a threat to space marine standard saves. Take an augury scanner and nuncio vox to taste. 

Prosecutor x15, all with Assault Needlers, nuncio-vox, augury scanner, Mistress with hand flamer and power sword (275 points).
Ouch at the points cost here! The needlers are hilarious with poisoned at 3+ and assault 3. You will be causing wounds here. The hand flamer has some obvious uses too and the power sword is the icing on the cake that you will hopefully not need to make too much use of. 

Friday, April 19, 2024

Horus Heresy 2e Review: Eradicator Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars.The rules are good.

Background.
From the chamber of vigilance come the literal veterans of the Sisters. These women are the vanguard to take on severe threats from psykers across the galaxy and are readily deployed to face such threats with an array of weapons. 

Strengths.
To me, the real strength here is the flexibility of the builds coupled with the precision shots. Given the special rules, you can readily infiltrate, so the only question is which weapon to tote. This is almost ideal for a "melta-cide" squad format!

Weaknesses.
T=3. Pretty much basic stat line for a Sisters squad all round really. 

Builds.
Eradicators x5, all with combi-meltas (115 points).
A classic melta-cide squad.

Eradicators x5, all with combi-plasma (115 points).
Same but different. The plasma is for other targets than the melta-combi's above. Take a power axe on the Mistress to taste. 

Thursday, April 18, 2024

Horus Heresy 2e Review: Oblivion Knight Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. The rules are solid.

Background.
The martial elite of the Sisters of Silence. They are like the power armour elites of the space marines - battle hardened through seeing too much. 

Strengths.
With WS=5, the obvious use of this squad is to get them into combat. You will probably want to take a transport to do that. 

There are a bunch of upgrades to pick between, but the most valuable asset here is going to be the power weapon choice - take some axes for access to the AP2 and you will do very well. 

Weaknesses.
T=3. For a squad like this, I would have expected 2 wounds each, but I guess we cannot have everything?

Builds.
Knight Cadre with 5 Power Axes (100 points). 
Cheap, cheerful, and AP=2!

Knight Cadre, 10 members all with Power Axes, 5 Hand Flamers, 5 Plasma Pistols (325 points).
A maxed out squad. Getting on the expensive side though - especially considering T=3, W=1, and a 3+ save each.

Wednesday, April 17, 2024

Horus Heresy 2e Review: Knight Vestal Covenant

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Good!

Background.
Warriors, but also responsible for the health and well-being of their Sisters. Let's not beat around the issue: they are apothecaries for the Sisters of Silence under a different name. 

Strengths.
I want to explicitly note here that the FAQ ensures that the Knights can split up and join other units prior to the game, hence this tidies up the wording that was present in the original publication that was just a bit weird to my mind. 

Fundamentally, these Sisters are apothecaries and should be treated as such. Sure, they have a bunch of nice rules including fleet and the usual anti-daemon clauses along with a pair of bolt pistols, but you are paying the points here for the Narthecium - which is cheap enough!

Weaknesses.
T=3. 

Builds.
Knight Vestal with Power Weapon (45 points). 
Sure, you can take them with no upgrades at all, but I figure a power weapon will be useful to hide on this character for close and personal encounters. 

Tuesday, April 16, 2024

Horus Heresy 2e Review: Raptora Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
These women are deployed against serious malignant threats. Examples include alpha level psykers who have gone rogue and daemonic incursions of the nasty kind. They are also the honour guard of Krole herself when the need arises. 

Strengths.
The oblivion chamber retinue squad in short. Double wounds and WS=5 with a base of voidsheen cloaks along with execution blades. Pretty nasty all round. 

This is a squad that really wants to get into combat as rapidly as possible, but also has some equipment to help it get there. But don't be put off from purchasing a dedicated transport with the points in order to do this. 

Weaknesses.
T=3. 

Builds.
Raptora Cadre x9, 2x Power Fist, Augury Scanner, Nuncio-Vox (295 points).
Maxed out build with little not to like. 


Friday, April 12, 2024

Horus Heresy 2e Review: Questora Cadre

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Strong choice.

Background.
Dedicated to the Great Tithe and to hunting down those pesky rogue psykers, this Cadre passes judgement on not only those psykers but all around them as well. 

Strengths.
These Sisters are the Judgement Chamber's personal retinue for a HQ. They bring stubborn and precision shots along with the chosen warrior rule for extra interest. 

The stat line is double wounds here which make them excellent, although the BS drops to 4. They tote Vratine bolt guns which have the psy-shock rule. Arguably the biggest strength is the degree of customization possible. I'd be tempted by the assault needler myself for the pinning option alongside its chief effect. Compression tanks are cool if you're taking flamers too. I am also rather partial to the snare guns. 

Weaknesses.
T=3. Given the WS=5, this is probably a good bet to get into close combat as soon as possible and the power weapons make good options here.  

Builds.
Questora Cadre x3, Flamers with Compression Tanks (95 points).
I'm not claiming this is amazing, but it gets my vote just for the compression tanks. Not even sorry. 

Questora Cadre x5, Assault Needlers, 2 snare guns (130 points). 
I just like it once again. 

Questora Cadre x9, Power Weapons, 2 Heavy Flamers with Compression Tanks, Augury Scanner, Nuncio Vox (260 points).
Getting maxed out here. Change the heavy flamers to another option to taste and ignore my obsession with compression tanks. 

Thursday, April 11, 2024

Horus Heresy 2e Review: Silent Fury

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars, rounded down. Cheap enough and solid choice. 

Background.
A jet bike mounted sister of silence! What's not to like? She is essentially the scouting element of the force and directs other elements of the army to where they are needed the most. When not in battle, she will be hunting down rogue psychic power users for the Tithe. 

Strengths.
The real strength here is the swift movement rate of 18 inches. Otherwise she shares most properties of the Silent Judge in the state line and the special rules. 

The jet bike component also allows for deep striking which is nice but not always needed given the movement rate, so perhaps the outflank rule is better used here?

Weaknesses.
T=3 once again which I find a bit odd since usually mounted characters like this get a T or W boon. Not here though. 

Builds.
Silent Judge, Power Weapon (75 points).
This is the baseline build. The standard snare cannon is actually a reasonable choice here for the jet bike too. I might be tempted by the needle cannon from a pinning point of view too - could be really a powerful choice.

Wednesday, April 10, 2024

Horus Heresy 2e Review: Silent Judge

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. Cheap and average rules. 

Background.
These ladies are the interrogators of the Sisters of Silence. Which I find odd given their silence? Anyhow, they find all those hidden psykers in the population and carve their way toward them relentlessly. 

Strengths.
An average profile for a human leader, but with BS=5 and WS=5 which is nice. 

Their special rules include some precision shots and strikes which is nice, along with hatred of psykers, daemons, and the corrupted. They are stubborn and from the Chamber of Judgement which means they will like going toe to toe with those that they hate. 

Weaknesses.
T=3.

Builds.
Silent Judge, Power Fist, Heavy Flamer (85 points).
I like the power fist for the close encounters (although with the base stat line of S=3, its not exactly amazing). I also like the heavy flamer for nice attacks and fluffiness, although this doesn't take advantage of the BS=5, so maybe replace with an archeotech pistol just to try out those precision shots and BS=5 that way? Can't complain at the points cost. 

Tuesday, April 9, 2024

Horus Heresy 2e Review: Knight Centura

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Nice and cheap, yet still effective enough. 

Background.
Battlefield commanders from within the Chamber of Oblivion. These commanders field their own mission forces and can be responsible for many Sisters. 

Strengths.
As with other entries in the series, I want to highlight the cheap points cost for this character. The stat line has WS=BS=5=I in place which is impressive for a non-Astartes.

In essence everything else is broadly similar to the Knight Abyssal except for being slightly less powerful.

Weaknesses.
Lack of access to a paragon blade and T=3 are issues here. 

Builds.
Knight Centura, Power Weapon (60 points).
The baseline build. The power weapon might be an axe here to challenge enemy characters a little (you may die though - but you are playing Sisters). I'd opt to take something like the hand flamer if you think you might be taking on hordes, but otherwise embed this character in a large-ish blob and go on your merry way. You can't go too wrong for the points cost here realistically. 

Friday, April 5, 2024

Horus Heresy 2e Review: Knight Abyssal

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Beautifully cheap. 

Background.
Strong psychic nulls who can evoke dread in even the non-sensitive humans. These are the leaders of the Sisterhood and had a wealth of experience at bringing down daemons and psychics alike. 

Strengths.
I want to list the points cost here as the major attraction. It is seriously good for the cost!

The stat line has 6's in both BS and WS which already makes the character formidable, but once you count in all the extra rules, it gets more interesting. Chief among them are the Ex Oblivio rule which will serve you well here for eliminating enemy characters. Fear and Fearless are similarly strong, and the precision strikes and shots really nice. 

The wargear is good, and the option to take a paragon blade superlative!

Weaknesses.
T=3 is as much a problem as ever here. The 2+ armour save will help, but if you take a weight of fire, you might well be dead. Obviously, take a retinue or embed in a large blob of troops. 

Builds.
Knight Abyssal, Paragon Blade, Archaeotech Pistol (105 points).
The pistol can be dropped if you really need the points, but otherwise this is the main build to consider here. Really strong at enemy praetor elimination where needed - you just need to get into the right location. 

Wednesday, April 3, 2024

Horus Heresy 2e Review: Jenetia Krole

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The Soulless Queen rocks. 

Background.
Went to get Magnus. Slew lots of the Thousand Sons herself. Called upon in times of great need by the Imperium and she always answers. Silently. 

Strengths.
To be totally honest, if you're not a primarch HQ, then The Soulless Queen is probably going to kill you. And make back more than her points. She is simply deadly. The stat line is okay with WS=6 and 3 wounds (but a cheap price tag to match the T=3). If there's daemons or corrupted on the field, or even psykers, she grants preferred enemy to the army against them. Without, she grants infiltrate to herself and three units. This is amazing. 

Her list of special rules is extensive. Eternal Warrior is the stand out here which can offset the T=3. But she also gets scout and fear on top of this, as well as some precision striking and shooting. She also grants +1 reaction allocation in the assault phase to boot. 

Her weapon is great with AP=1, and her 4+ invulnerable is solid and increases to an amazing 3+ for template weapons, so you're not going to kill her with a vindicator. She also outdoes the Alpha Legion by being 6 inches away from a shooting attack. 

Weaknesses.
T=3 is the real problem here. You need to kill before you are killed. Don't tackle a primarch - Jenetia will probably end up dead. But most things short of that should be fair game for her to charge at and challenge to death thanks to the WS impact she has on her opponents via Ex Oblivio (which I should have included in Strengths, but hey, I got to here and remembered it!). 

Overall.
Shoot her with lots of bolt shots and she will die. Probably. If she makes it into combat, you're dead. If she smells corruption on you, you're more than dead. 


Tuesday, April 2, 2024

Horus Heresy 2e Review: Sisters of Silence Rules

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good, but require some thought and planning. Consider warlord traits carefully. 

Anathema.
All Sisters in this army are psychic blanks. This is given the name Anathema in the new rules. Non-psykers find them chilling, while daemons and psykers are actively repelled and suppressed by them. The first component of this is that no psychic power can target them. Nor can an area of effect psychic power get them (but can get other units). Even if there's one person in the squad with this rule, everyone benefits. They also cannot be hurt by force weapons - although they treat them as regular power weapons all the same. However, a unit that they're with that lacks this rule is at Ld-2 (and units in a small radius at Ld-1 - unless they're corrupted in which case they're also at Ld-2). Even stubborn units suffer penalties. The kicker is that although it doesn't stack with itself (just take the worst penalty in other words), it does stack with fear. The loyalist Night Lords just found their best friends in other words. 

Chambers Militant (Sisterhoods).
There are 3 chambers - Vigilance, Oblivion, and Judgement. Players get an allocation of treble the number of units per HQ for each chamber (except Vigilance which is always available). In other words, if you have 2 Oblivion HQ selections, you get 6 other choices of units with the same Chamber. 

Vigilance - These units gain Scout or Infiltrate (take infiltrate and run them with loyalist Alpha Legion and Raven Guard for extra friends). 

Oblivion - These gain fearless when locked with daemons and corrupted - almost perfect for daemon hunting armies - or loyalist Word Bearers perhaps?

Judgement - Gain fearless when locked in combat with Psykers. Mortarion and Angron would approve. 

Warlord Traits.
Maiden of Blood. An odd exchange. Take d6 wounds on your own unit at the end of combat and if anyone survives, they get an additional attack before the combat is resolved. Comes with an additional assault reaction. An interesting trait, and one that forces you to play hard and get into combat as soon as possible - take with Vigilance for the infiltration rule perhaps?

Maiden of Resolve. Once per game. Don't move. Don't run. Gain Feel No Pain. Gain Eternal Warrior! Pass any pinning and morale test. Very nice and the shooting reaction is good here. This is amazing really and could be a default choice.

Maiden of Sorrow. Gain Move+1 and A+1 for every unsaved wound up to +4 per turn until the end of your turn. Grant the enemy zero victory points for death in combat. The bonus movement reaction is strong. This trait begs to be used in a large unit that gets locked in melee. Take Alpha Legion loyalists for extra giggles? (The Mobius rite of war doesn't apply though - NB). Certainly a default choice here for large sisterhood attack units!

Overall.
Some really nice rules here, and several strong ones. If you know you're going to face off against psykers, daemons, and corrupted, you will ruin their day. If not, the Chamber of Vigilance is strong enough on its own with infiltrate. 
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