Is the Prospect of a Sororitas Class Really that Bleak?

I disagree, because the Arbitrator also adds the Subductor Shotpistol and Shield, which is the first shield/ranged weapon combo in a tide game so far exclusive to arbitrator. Furthermore, you can’t say that the Arbitrator doesn’t do much different when you just ignore the dog. It’s like saying that “Eggnog’s not actually that much different from milk if you ignore the cinnamon”. The dog is the differentiating factor, just like how Engineer Bardin’s is his minigun or how Ogryn is his size/large health pool and base damage reduction. Sure, you can get rid of the dog, but that’s an active choice that allows the player to homogenise if they want. The tide games are not about massive, wide-sweeping mechanical changes between the classes, it’s about the subtle ones that differentiate classes without overlapping. That’s what a lot of Sister’s speculators miss as they propose twelve bajillion different mechanics crammed into one character that all just end up being things that other classes do with little to no differentiation. Even the Techpriest has its mechadendrite arms, which we’ve seen in the rogue trader cRPG, can allow for them to wield a larger ranged and melee weapon at once, which could open up interesting dual wield combos.

But, I think these words are honestly gonna be wasted, if you don’t think gameplay design matters than I guess it doesn’t matter. All that matters is the popularity contest between the I don’t like Space Marines, that’s boring! guys, while they still want some of the most popular 40k stuff around (sisters, techpriests etc.), and that kinda sucks.

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I’m not sure weapon introduction is that much of a reason or spur towards a class’s inclusion. Sororitas could be the introduction of twin pistols ala the twin-flame pistols used by Seraphim, which could lead to twin-Stub Automatics. They could also be another inclusion of melee weapon and shield outside of the Ogryn and Arbitrator, taking inspiration from Sacresancts, as well as the leading Sister on the Triumph of Saint Katherine set ; that weapon & shield could be shared with the Zealot who could finally take on the role of Crusader. Sisters could also be a springboard to introduce melta weapons via meltaguns and Inferno pistols, and perhaps also combi-weapons, taking inspiration from the bolter-crossbow of Sororitas. Then we can add in the potential for a human-carried Heavy Stubber because the Arbites Kill Team has one and for the Sororitas it could be a nod towards the Sisters use of heavy ranged weapons like Heavy Bolters, Heavy Flamers, Multimeltas. Then we can also consider electro-/neural-whips as very different melee weapons, and we could even delve back as far as the Witch Hunters codex with the Brazier of Holy Fire, as a fire-based maul/flame weapon. There are many things Sisters could bring to the arsenal.

A Sister can be very different in their combat abilities and keystones than the other current classes, potentially filling the role of a team buff / enemy debuff class. A mid-range combatant whose abilities are based upon Acts of Faith, to bolster the team or provide utility + debuffs to the enemy. A Sister does not have to re-invent the wheel, but they can be their own distinct thing from the others and not a copy of the Zealot.

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Boltun 2 adds a playable sister as the 2nd character, I know it has a different power scale there (not really, same cultists and daemons), so it’s entirely possible they might get added if not now then sometime in the future.

Money talks, and playable sister would bring in LOOOOTS of money for FS.

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Do it, you cowards.

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The classes do have massive mechanical changes that differentiate each other. A game with a vet that has survivalist aura and nade regen is very different in play than a Psyker in that slot. Peril is a massive mechanic, having a way to regenerate resources is massive. Ogryn has a completely unique weapon set from the other classes, and is much taller with less effective dodges. Zealot has until death. Arbite has a dog, whether you choose to engage the mechanic or not that dog will functionally destroy every single enemy it comes across (or you can just turn it off and play like any other class, which is also lame). These change a lot about how these classes play from each other, and from a team perspective it means completely different expectations between players. I fully believe that, no matter the class they make, this is the one thing they will consistently nail about future new classes.

But if you actually believe the subtleties have no overlap, I think you need to look over the talent tree again. all classes have a damage vs monstrosity node, attack speed nodes, and damage nodes that have extremely low active requirements. Confirmed Kill on vet got moved to zealot, and arbite shares a lot of nodes with the other four, often times just better versions of them. The subtleties for the classes are the most homogenized.

I think this is fine, however, given the circumstances. Fatshark is not designing these classes fairly whatsoever, and they’re not spending nearly enough development time to make it worth the effort of giving them completely unique and functional talent trees, they’re just gonna have to share. The actual gameplay itself will be extremely similar to the existing classes on all but a single gimmicky mechanical interaction (hopefully they remember to not make a node that turns it off this time) and keystones, that’s fine.

my only problem with their idea of pushing out more classes so soon is that currently every class only makes pathing decisions in their talent trees for keystones, leaving at most only 3 builds per class if they’re lucky, and the rest of an entire roughly 80 point talent tree is just eye candy. If we’re going to have more classes like this, we should just go back to the original rows and column talent tree.

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Yeah well, no Space Marines no Sororitas?!

I agree on too similar to Zealot, but Sisters i would actually like to play if we get Jumppacks and Volkite or Melta

They are kinda Strong, but ive seen a Video about a Rulebook, and i thinnk they are Tier 2 Character. So they would be allowed into Darktide

ahh found the Video. Its actually from the Darktide Rulebook they talk about!

So yeah, they arent Considered too strong afterall, my bad… hehe

It gives you a nice look into Characters we might get

In the End i think we need something new, this why i am strongly for AdMech (also i love em)

cause the rest is too similar iMHO

I guess Hive Ganger is out of Question since we already have Cosmetics for them. What would a Hivegannger bring to the table? Nothing we already have…

On the other Hand Nobility and their POwersuits would be something that not only fits but would be actually amazing addition.

Extremely Arrogant Nobles as Characters would also give great Banter between the Characters!

i thought i link this Video from our Great Lorefather himself! Its great to listen as usual. i didnt know them since i was mostly stuck in Horus Heresy for the most Part xD

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Sister have Volkite ?

Sisters are quite varied, both inside a single Orders, and depending on the Order itself.

So it isn’t as clear cut as a SM, where even the lower bound would be too high.

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Like everyone else is varied?! Clear powerlevel at hand, exception is Saints, but there are/were not many.

SM Powerlevel are the Gold Standard and the Middleground as far as im concerend on the Lore or the Facts. Well, not entirely of course since this Warhammer Lore we speak off, so many many variables i agree on. There are always exceptions like Perpetuals for Humans which are OP iMHO and would take the one Faction or Unit way above there “natural” Place so to speak. In General i look at it like this. Sometimes its hard to tell, since some Units or Factions inside the Imperim have so many different Units its incredibly hard to compare. Infantry and Mechanized etc. You know what im getting at.

Astra Militarum-SoB/SoS/ AdMech-SM-Dreadnoughts-Custodes-Malcador/ Primarchs-Emperor

Dreadnoughts had to be singled out iMHO since they are technically SM, they dont fight with their Flesh, its all about burning out the Mind. Its a cold Metal Warmachine, that deserves its own spot i think. Also some are Uniquely strong in one Skill if you have it only (SoS).

So if i did a slash and the Unit after, in my Mind they are stronger. Still, hard to compare since we never seen Fights between AdMech and Sisters. Dont get me wrong as a Single Person, Sisters would prolly win against lets say Skitarii but dont count em out. AdMech has so much Unit Variety, the possibility for a Hard Counter is there. So i count them higher than Sisters. Yeah SKitarii, but there are many other Units. WE cant say, since the Sisters were present at the Horus Heresy unlike Sister of Sisters of Silence which i count definetly higher than a SoB. The Chart you can see in the Post i did (DT Game), they are not even on it, so that counts them as T1 Unit. Maybe the should have a own spot beneath SM. They are Unique and very Powerful in their own way. its funny none ever talk about them. Its like they got forgotten after HH. Some of the coolest Unit in Warhammer for sure. When have you last heard of them in a Book or Audiobook. Could it be in Eisenhorn? Not sure, maybe… cant remember. On top of my Head i have a Uninitaded that still talks (havent done the Vow of Silence yet) and Translates for Eisenhorn? Like i sad, i cant remember. Too many Books in my Head xD

So about Volkite, i remeber them having Volkite in Dawn of War, Was it Apocalypse Mod, maybe??

Well yes, i found it

So this Mod was made by Fans obvioulsy, and it was made to have more Variety and closer to Lore like they do with many Units. Yes, there are “Rulebooks”, but as Guilliman said with the Decree of Chapters and behaviour, its a Guideline (to be fair, after Space Marines Game. its more recent but still). Armys can be customized, Units and singular Characters can. Its not forbidden to do so, as you may know as long as you know the Rules how to use the Weapon. If it is Humansized you can technically slap it on, Holy trinity or not. Volkite are super rare… WERE super rare until Neo-Volkite. Why would a Sister not use it if she gets Hands on it. The problem is that they werent around in 30k, so them having some in their Armory is, i agree practically none. If the Rulebook states otherwise you can correct me for sure! Dont foret Rules change all the time which is a big Problem for Tabletop Players for Years.

So there is no Rule saying you cant as far as i know, but again you can correct me

Even if my vote is for the Mechanicus I’m not against a sister of battle.

Gender locked ? Not a problem we have Ogryn as a perfect example.

Too powerful ? Do i have to remind again we are 4 crackheads who defeat a whole splatoons of trained soldiers with rocks regurlarly …

My 2 problems with this class is indeed they might be too similar to Zealots and more the facts Fatshark have trouble to make female characters that look like female characters :sweat_smile:

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I originally started this thread because I wanted to try and understand why some people were so adamant that sisters a battle would never make it to Darktide, and fairly early on it was established that a Sororitas related class could fit in the game with a few caveats on their power. The bigger issue it seems is that a lot of people don’t see how they would be particularly different from Zealots, and we’re largely and satisfied with the attempts of others to try and conceptualize what a Sororitas related class might actually look like. So, as someone who works in ttrpg game design, I want to throw my own hat in the ring and try to illustrate what I believe a Sororitas or Sororitas related Class (such as a Novitiate Superior) could bring to the table. (I specify Novitiate Superior because despite not being full blown sisters, they still possess power armor and the training to use a lot of what a Sororitas could. Moving forward though, for brevity, I will just refer to this theoretical class as a Sororitas instead of also specifying Novitiate.)

Two of the most important details when conceptualizing a new class is bonus and movement. What bonuses a class has access to in their skill tree and how a character moves through the game says a lot about their purpose, and movement in particular constitutes more than just a character’s Movement Speed: it’s also A measure of their mobility and evasion. I would define mobility as a character’s ability to move unimpeded and the evasion to be a character’s ability to avoid (not negate) damage. Ogryn has low Movement Speed and Evasion, but the fact that they can dodge through and knock down lesser enemies gives them high mobility. Psykers auto dodge ranged attacks on crits, which can give them high evasion.

As a Zealot main, I see zealot as a high-speed, middling mobility, low evasive class. Zealots have the best movement speed in the game with a few abilities that let them keep their speed up By ignoring stun and slowdown effects, but they don’t have any inherent evasion, and all of it comes from their ability to keep moving. And this makes sense when you consider that the Zealot has a lot of single target damage abilities and bonuses (especially surrounding backstabs/flanking shots), bonuses to impact and cleave when hitting multiple enemies, and tons of tools to recuperate health and toughness. They only have two real CC abilities, and very few bonuses to firearms. Zealot, as a class, has high speed and middling mobility to make up for limited range capabilities by getting into fights quickly, where they can hack away at chaff or duel elites.

When distinguishing between Zealots and what Sororitas could be, this is what I’m comparing Sororitas to. And from lore and tabletop I know that Sororitas are a melee and shooting army. I know that they are highly mobile. And despite being an elite unit army, they are comparatively fragile and rely on numbers and, of course, Miracles, to achieve victory. Their holy trinity of firearms is bolter’s, flavors, and melters, and their access to power armor means that they can make use of heavy variants of those weapons. All of that feels very different from zealot to me, and while I don’t want to speculate too much, that’s what I imagine FS would focus on when developing such a class. If you don’t see the vision though, I can give you my own personal speculations. In the context of Darktide all of tha sounds like a middling speed, high mobility, low evasion movement character to me. A Sororitas wants to Run and Gun/Hit and Run. Unlike a zealot, they can’t hold a position as easily. I would imagine that the gameplay of such a class could be focused on constantly moving, charging in and out of the horde to harass key targets or secure objectives before returning to the safety of cohesion.

Now, this is already running long to me and I don’t want to actually try and fill out everything here, but I do want to point out that there is a lot of inspiration you could take from various “careers” associated with Sororitas. I imagine a class like this would effectively act like a shock trooper for players. A great amount of CC with cleave and impact to clear chaff and stumble heavier targets. But to ensure the class has a weakness, they could have very limited health with middling toughness. Effectively a glass cannon that has to either kill a lot to keep their toughness topped off or ensure they’re in the safety of cohesion. Unlike how the Zealot has nodes that give extra toughness on kills, I’m imagining that Sororitas get bonus toughness Regen in cohesion and maybe even as they spend stamina running to encourage players to keep moving. If you give them something similar to how Ogryns can knock over chaff enemies, perhaps the ability to run and dodge through them but without the knock down, they can keep running even in horde encounters. Maybe a keystone inspired by Repentias could work similar to Kruber’s Grail Knight career from Vermintide 2, where you have to complete some duty, your repentance, and when you do, you gain a team wide buff. You could have a Blitz inspired by Zephyrim that gives them a jetpack assisted pounce, similar to Bardin’s Slayer Career. It could potentially even give them the ability to back track in rough engagements at higher levels. You could have an aura inspired by Hospitallers that enhance stims and medi-crates. Or a node inspired by seraphim that make it so that when they’re using pistol weapons, they do so akimbo. And to tie in Miracles, I could see them having access to an ability that lets them pick themselves up (ala Iron Will from Deep Rock Galactic) or leave a trail of wells of light similar to Zealot’s pulse when they kill certain enemies. Maybe you could even tie some particularly strong abilities to “Miracle” charges that they only get when you reach certain mission milestones or when they assist their allies, though I think that would be hard to balance. The point is, there are a lot of options at FS disposal to differentiate them.

In short, I don’t see Sororitas as being “alt zealots” but instead trading the survivability and single target damage of zealots for more CC and direct team support. While Sororitas are powerful, they are also specifically known for rallying groups of people together, and I really fancy the idea of a class that rushes forward not to kill like the Zealot but to carve their allies a path forward through horde and armor. This would be a support oriented class, but instead of being a “Healer” it’s active support that provides information and utility for the team while disrupting the enemy. Almost like a Red Mage. That is exactly what a shock trooper is in my mind. They aren’t there to kill everything. They are there to kill the right thing to keep the team moving. A Sororitas isn’t going to hold the line like Arbites or break the enemy’s line like a Zealot but push the teams line forward. Anyway, this was a long reply and all I really had left to say on the topic. I appreciate the discussion and being able to read the communities thoughts and concerns. I leave you all w/ this and to your own continued conversation. And as always, gg, and may your missions always end in glory, pilgrims.

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My only real question is power armour. My fear is it’ll either be purely visual and a waste of characters actually wearing power armour, or if it does have a mechanical effect, it’ll be too strong as it’s significantly more protective than carapace.

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That’s part of why I personally imagine the class would have very low health but a ton of toughness. Sororitas Power Armor isn’t the same as Astartes Power Armor, and if its protective capacity is overwhelmed then it actually will do more to drag down a Sororitas then it will to protect them. Technically the sluggish Power Armor that Retributors (the Heavy Gunner Sororitas ) use is different from the base armor, but this is a detail that can be handwaved away for the sake of the gameplay experience. Since toughness regenerates but only fully blocks damage at max, if the class had, say, 300 Base Toughness, then they could effectively have insane survivability so long as they maintain its levels. If their base health is low though, say 75 for the sake of having a number (this is just reversed Ogryn values btw), then getting caught out too far from the team or getting stuck in a corner w/ enemies you can’t just run through would spell certain death unless you had the skills. That’s why (in my theoretical presumption of what the class might look like) they would want a lot of cleave and the ability to knock enemies around. Cleave and Armor Mass Negation means they can kill a lot of enemies to keep their toughness topped off, and impact/stumble means they have tools to avoid getting stuck. Any other damage bonuses that FS might give the class is even further too far down the speculation rabbit hole for me to guess but I think that otherwise potentially being able to take Ogryn Tier ranged weapons like the Twin Auto Stubbers out Heavy Bolters is demonstrative enough of the strength inherent to Power Armor considering that you wouldn’t have any of the inherent size disadvantages of being an Ogryn (though there should definetly be a speed debuff if you take such weapons so that Ogryn’s toes aren’t stepped on too much).

SoB power armor is dollar store power armor. absolutely nothing compared to an astartes.

One of my favorite sayings is “SAME BUT DIFFERENT”. and that’s okay. most people would just be happy to be playing something they love. I would love to play SoB.

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I’d rather have a Sororitas Archetype that doesn’t use Power Armour, such as a Sister Repentia.

Hiding behind Power Armour is a coward’s way to fight, dude. Running into battle half naked? Now THAT’S some heroic sh*t.

One argument strongly in favor of them is that they serve as the Chamber Militant for the Ordo Hereticus, of which I believe Grendyl is supposed to be a member. Now Ordo membership is more of a loose association among Inquisitors but it’s main purpose is to provide them with knowledge and tools appropriate for their chosen focus. Grendyl is currently fighting heretics and the Sisters would love to be a part of that.

Now if Grendyl were Xenos or Malleus, I wouldn’t expect Deathwatch or Grey Knights, of course, but they are individually a considerable step up in ‘power’. The Arbitrators that we already have are on the tier that includes Tempestus Scions and Sororitas.

They could even have a convent based on one of the Shrine worlds like Crucis or Messelina Gloriana to excuse them not having to pass through the local warp-storm that’s cutting off the Domain from the larger Imperium.

As far as being too much like zealots, well, we had similar but different classes in VT2 and that worked alright. I’m sure they could come up with enough to distinguish them (and hopefully avoid being “zealot but better”).

AND it would give us an excuse for a class special melta gun, one of the Holy Trinity of Armaments after all alongside bolters and flamers. I would also accept an inferno pistol or even a multi-melta.

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It’s still ceramite, it still has power assist. Just because Sisters don’t have the black carapace interface doesn’t mean the armour itself is that much less protective.

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I cannot help but feel that the ‘Zealot 2.0’ is a weak argument which has not actually got much thought behind it. The link is Ecclesiarchy, but a Zealot is miles apart from Sororitas. We all know the Zealot is the melee class/archetype, that it is its major focus, its bread and butter. Sororitas aren’t that.

On the tabletop they are a ranged army at heart; the original release in 1997 had only one assault class, the Seraphim, with the Frateris Militia offering a weak horde-esque unit with only a WS & BS of 2, hardly a great close combat unit. With the 2003 Witch Hunter Codex they got a wealth of new melee options, but the standard was still a Sister in Power Armour with a bolter, supported by other Sisters with heavier weapons and vehicles like the Immolater. Repentia are not going to be a lore-central unit as they’re Sisters going through penance, and considering how strong the faith of Sororitas can be they can only ever be a minority.

The other thing is the reliance upon faith. The Zealot has just one faith-based combat ability with Chorus, and arguably the aura Beacon of Purity also counts as being faith driven as it heals corruption; I interpret faith-based as their faith having an effect outside of ‘I hit harder/faster because of my religious fervor’. Sororitas would have to be all faith-based with combat abilities, auras, and keystones. It is what they do, being the professional holy warriors of the Ecclesiarchy known for their Acts of Faith on the battlefield.

Easiest answer would be we play as Novitiates as they wear lighter armour and they would suit the level 1-30, being on the path to becoming full Sisters. A cadre turns up answering the Sororitas role as the Chamber Militant of the Ordo Hereticus, bringing their novices to the fight to prove themselves.

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Per Wrath and Glory SoB have been on Atoma for a while and one even has been sainted for her deeds on Atoma.

We should also engage every DH.

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