Codex Witch Hunters will be arriving in stores in March of 2004, but I have
had the pleasure of reading through a preview copy provided by Mark aka Da
Boss. The new Codex focuses on the Ordo Hereticus of the Inquisition, but,
like Codex Daemon Hunters, contains multiple Codices worth of goodies. You
get Inquisitors, their retinues and Stormtroopers, a complete Sisters of
Battle list, allied contingents, the Witch Hunters as allies, and finally,
adversaries for use when opposing the Hunters!
The Inquisition and Sisters of Battle are the foci of the list. Most of the
Inquisitorial forces are familiar to you if you've already seen Codex:
Daemon Hunters. The Inquisitor Lord (HQ), Inquisitor, Officio Assassinorum
Operatives, Death Cult Assassins (all Elites) Inquisitorial Storm Troopers
(Troops) and Orbital Strike (Heavy Support) all are straight copies from the
previous Hunters book. Only Wargear, a few Henchman types, and Psychic
Powers give a different flavor to these portions of the list.
The Sisters of Battle are where the Codex takes off! The Sisters have been
neglected since their last appearance in Chapter Approved (2002). This
publication blasts that list and gives the Sisters a needed upward tweak.
The new Sisters are a hair more expensive (unfortunately I cannot name point
costs), but they all, from Elite to Heavy Support, have a Ballistic Skill of
4 as befits their experience and training. That coupled with the Emperor's
bolter and Power Armour, make for the core of a tough force. The Shields of
Faith (a 5+ save vs. psychic powers) and Acts of Faith (miracles) special
rules are more than enough to make up for the increased cost.
The Sisters have always been meant for brutal short range shooting combat
followed by short, decisive assaults on a depleted or Falling Back enemy. As
such, they are armed with a variety of Assault type weapons; Flamer, Melta
Gun, Storm Bolter and Heavy Flamer. Their "Heavy" weapons are also short
ranged, being limited to Heavy Bolters and Multi-Meltas. With the Sisters
you have to get close quickly and rapidly hose your foes down or fight from
cover and fortifications against close assault troops.
Additional rules show the Faith the Sisters have in their Emperor. Each
Faithful Unit or Character adds to the armies' Faith pool. The Faith of the
Sisters can be spent to perform mighty miracles which allow them to strike
harder, shoot straighter, fight faster, become fearless or even gain an
Invulnerable save. Each miracle needs a test to succeed, but the tests vary.
Each test is a 2d6 roll, but some miracles need you to equal to or under the
squad size and others need to be equal to or over it! In the previous
incarnation of the Sisters it was a simple Leadership test. Now miracles are
not as reliable, but the associated miracles are appropriate to the squad
size.
Every Force slot has it's own set of Sisters to bring to the war.
Adepta Sororitas Heroines fill the HQ slot. She is the standard supped up
leader used to head your army. She is also a nodal point of Faith (much more
of this later). Of course, you can tool her up with wargear to fulfill a
variety of battlefield roles, but with a Ballistic Skill of 5 and a retinue
of Celestines, she is more suited for the shooting role.
Celestines are similar the experienced, veteran troopers that hold an army
together. They are meant for the shooting role, being armed primarily with
bolters, but have the usual compliment of weapons. They add to the armies
Faith and are good counter-assault troops as they always hit enemy troops on
3+. Players who like Mechanized armies can mount them in Rhinos or
Immolators (size 6 maximum).
Sisters Repentia are a 0-1 Elites choice composed of "failed" Sisters who
seek absolution in death and battle. They lack Power Armor (only a 4+ save),
but are armed with Eviscerators and come in bands of 4 - 19. That is a whole
lot of S6 +2d6 armor penetration attacks with power weapons, even if it is
at I1. They are also subject to "Holy Rage" (+d6" right towards the enemy)
and even Fall Forward regularly due to "Righteous Zeal" after their unit
leader dies.
Standard Battle Sisters squads are your troops choice. They are the rank and
file troopers and other than squeaking an additional Faith point out with a
Veteran leader they have no special rules. That is not to disparage them, 3+
saves, BS4, massed bolters and miracles beat out Stormtroopers every time.
Squads can range up to 19 Sisters plus a Superior, units maxing out at 10
can be mounted in the ubiquitous Rhino.
Seraphim Squads are Faithful by nature and with their signature jump packs
inspire surrounding squads of sisters, +1 to morale and pinning tests to
non-Seraphim units within 6". They carry two bolt pistols which allows their
fire be twin-linked and counts as an additional weapon in close combat.
However, with their S3 and T3 they are not dedicated close combat troops,
instead they use "Hit and Run" to leave combat and sweep back around for
additional firing runs. Naturally, Seraphim are Fast Attack choices.
had the pleasure of reading through a preview copy provided by Mark aka Da
Boss. The new Codex focuses on the Ordo Hereticus of the Inquisition, but,
like Codex Daemon Hunters, contains multiple Codices worth of goodies. You
get Inquisitors, their retinues and Stormtroopers, a complete Sisters of
Battle list, allied contingents, the Witch Hunters as allies, and finally,
adversaries for use when opposing the Hunters!
The Inquisition and Sisters of Battle are the foci of the list. Most of the
Inquisitorial forces are familiar to you if you've already seen Codex:
Daemon Hunters. The Inquisitor Lord (HQ), Inquisitor, Officio Assassinorum
Operatives, Death Cult Assassins (all Elites) Inquisitorial Storm Troopers
(Troops) and Orbital Strike (Heavy Support) all are straight copies from the
previous Hunters book. Only Wargear, a few Henchman types, and Psychic
Powers give a different flavor to these portions of the list.
The Sisters of Battle are where the Codex takes off! The Sisters have been
neglected since their last appearance in Chapter Approved (2002). This
publication blasts that list and gives the Sisters a needed upward tweak.
The new Sisters are a hair more expensive (unfortunately I cannot name point
costs), but they all, from Elite to Heavy Support, have a Ballistic Skill of
4 as befits their experience and training. That coupled with the Emperor's
bolter and Power Armour, make for the core of a tough force. The Shields of
Faith (a 5+ save vs. psychic powers) and Acts of Faith (miracles) special
rules are more than enough to make up for the increased cost.
The Sisters have always been meant for brutal short range shooting combat
followed by short, decisive assaults on a depleted or Falling Back enemy. As
such, they are armed with a variety of Assault type weapons; Flamer, Melta
Gun, Storm Bolter and Heavy Flamer. Their "Heavy" weapons are also short
ranged, being limited to Heavy Bolters and Multi-Meltas. With the Sisters
you have to get close quickly and rapidly hose your foes down or fight from
cover and fortifications against close assault troops.
Additional rules show the Faith the Sisters have in their Emperor. Each
Faithful Unit or Character adds to the armies' Faith pool. The Faith of the
Sisters can be spent to perform mighty miracles which allow them to strike
harder, shoot straighter, fight faster, become fearless or even gain an
Invulnerable save. Each miracle needs a test to succeed, but the tests vary.
Each test is a 2d6 roll, but some miracles need you to equal to or under the
squad size and others need to be equal to or over it! In the previous
incarnation of the Sisters it was a simple Leadership test. Now miracles are
not as reliable, but the associated miracles are appropriate to the squad
size.
Every Force slot has it's own set of Sisters to bring to the war.
Adepta Sororitas Heroines fill the HQ slot. She is the standard supped up
leader used to head your army. She is also a nodal point of Faith (much more
of this later). Of course, you can tool her up with wargear to fulfill a
variety of battlefield roles, but with a Ballistic Skill of 5 and a retinue
of Celestines, she is more suited for the shooting role.
Celestines are similar the experienced, veteran troopers that hold an army
together. They are meant for the shooting role, being armed primarily with
bolters, but have the usual compliment of weapons. They add to the armies
Faith and are good counter-assault troops as they always hit enemy troops on
3+. Players who like Mechanized armies can mount them in Rhinos or
Immolators (size 6 maximum).
Sisters Repentia are a 0-1 Elites choice composed of "failed" Sisters who
seek absolution in death and battle. They lack Power Armor (only a 4+ save),
but are armed with Eviscerators and come in bands of 4 - 19. That is a whole
lot of S6 +2d6 armor penetration attacks with power weapons, even if it is
at I1. They are also subject to "Holy Rage" (+d6" right towards the enemy)
and even Fall Forward regularly due to "Righteous Zeal" after their unit
leader dies.
Standard Battle Sisters squads are your troops choice. They are the rank and
file troopers and other than squeaking an additional Faith point out with a
Veteran leader they have no special rules. That is not to disparage them, 3+
saves, BS4, massed bolters and miracles beat out Stormtroopers every time.
Squads can range up to 19 Sisters plus a Superior, units maxing out at 10
can be mounted in the ubiquitous Rhino.
Seraphim Squads are Faithful by nature and with their signature jump packs
inspire surrounding squads of sisters, +1 to morale and pinning tests to
non-Seraphim units within 6". They carry two bolt pistols which allows their
fire be twin-linked and counts as an additional weapon in close combat.
However, with their S3 and T3 they are not dedicated close combat troops,
instead they use "Hit and Run" to leave combat and sweep back around for
additional firing runs. Naturally, Seraphim are Fast Attack choices.
Das Leben ist wie die Seife in einer Gefängnisdusche!