Ganz frisches zu den Hexenjägern

    Ganz frisches zu den Hexenjägern

    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.



    Das Leben ist wie die Seife in einer Gefängnisdusche!


    Dominion Squads are also Fast Attack. They are heavily armed with Special
    Weapons (up to 4) and must be transported in a Rhino or Immolator. Their
    role is sharp devastating attacks with Flamers, Storm Bolters and Melta Guns
    (for those anti-tank and Carnifex killing moments).

    The last of the infantry is Heavy Support. Retributor Squads carry the heavy
    ordnance of the Sisters. Four members of the squad can be armed with Heavy
    Bolters or Multi-Meltas. Retributors can be mounted in vehicles; Immolators
    or the common Rhino.

    Immolators can be taken as Heavy Support choices. With twin linked Heavy
    Bolters or Multi-Meltas they are a vital addition to the Sisters firepower
    while their Armor of 11 to the front and sides keeps them safe from the
    standard small arms of most of the galaxy.

    The "tank" of the Sisters is the Exorcist. Based on a Rhino chassis, it is
    closer to a Predator (front armor of 13) with a multi-barreled krak missile
    launcher (1d6 shots per turn) as its weapon. I've been on the receiving end
    of these things in the past and they can devastate a squad of Marines with
    just a few lucky rolls or reduce a tank to scrap under a hail of glancing
    and penetrating hits.

    Ok, take a short breather..... we're not done yet.

    Not only does the Inquisition and the Sisters of Battle hunt the heretics
    and witches that plague the Imperium, but the Ecclesiarchy's own
    representatives, in the form of Priests, join in the fun. Priests have
    rather normal stat lines, but subject the unit they join (and they must join
    a unit, any unit) to Fanatical and Righteous Fury special rules. Fanatical
    units reroll missed to hit rolls when they charge, while the Righteous Fury
    makes them charge if able and prevents them from firing Heavy Weapons as
    long as the Priest lives. You may take up to 5.

    So why take the Priests? They unlock other units in the list.

    Arco-flagellants (Elite) are close combat monstrosities created from guilty
    heretics, their punishment to fight until their death for the Emperor.
    Extensive augmentation, drug therapy and brain washing results in a
    Fearless, Invulnerable (4+), S4, T5, d6 Attacks monster with a power weapon.
    There only failings are that the drug injectors kill them off when rolling a
    6 on extra movement or attack roll and they cannot be joined by others or
    enter vehicles.

    The all-new Penitent Engine (heavy Support) is either a Dreadnought light or
    heavy Sentinel. While Open Topped (the heretic/controller/prisoner is
    strapped to the front of the unit) it has a front and side armor of 11 with
    2 Dreadnought close combat weapons and a heavy flamer. And they run in
    packs! One to three Penitent Engines form a unit.

    In addition to all this, Witch Hunters can requisition Imperial Guardsmen
    (Platoons or Armored Fists) or Space Marines (Scouts or Tactical Squads),
    but not both. If you take 2 troop choices from either, then you may also
    take Fast Attack or Heavy Support choices from those lists. You don't have
    access to everything, but the added punch of Land Speeders, Sentinels,
    Predators, or Leman Russ Battle Tanks (among others) is not to be
    discounted. Plus if you have those armies already you get double-duty from
    your figurines.

    Then again, if you already have one of those armies, you can take Witch
    Hunters as Allies and add them to your existing army. In fact, this is the
    easiest way to build up to a Witch Hunter army as it lets you get play
    experience for minimal cost and gradually build to an independent force.

    But wait.... there's more. If you should find yourself facing off against
    Witch Hunters you can add some special nastiness to your army as well in the
    form of Witch Hunter Adversaries. These units may only be used after you've
    satisfied your compulsory unit choices.

    For free, yes, really free (it doesn't even use up an HQ slot) you can make
    the leader of your army psychic! He gets a random power, but hey, it is
    free!

    Or you can choose a Rouge Psycher or Apostate Cardinal as an HQ choice. The
    Psycher is cheap, but you get to choose the psychic power he has. The
    Cardinal isn't psychic, but he allows you to take Traitors as Troops beyond
    your usual limit of 6, cause all units within 12" to automatically pass
    morale and pinning tests, and can bring along with a crusader retinue.

    The Psychic powers available to heretics are potent, but limited. Brain
    Flayer lets you and your target roll 1d6 + Leadership. The loser takes the
    difference in wounds. Soul Shrive is a shooting attack that whips out 2d6 S4
    shots. You are forced to roll an additional die. On a 6, all the attacks are
    AP3. On a 1, you have to target a unit selected by the opponent. Finally,
    Puppet Dance forces a unit to make a round of close combat attacks on
    itself, using any legal weapon options the psycher desires.

    Regular troops range from Traitors to the Imperium to hordes of scrofulous
    mutants. Both units saw treatment in Codex: Eye of Terror in The Lost and
    the Damned list and are essentially unchanged form there (small point
    tweaks). Mutants are cheap and plentiful close combat troops. You can give
    them firearms, but they are horrible shots. Traitors are formed like
    renegade Guard squads with an emphasis on ranged combat.

    Inquisitors of the Ordo Hereticus have a variety of psychic powers at their
    call. Most of the powers are combat oriented; such as the Strength doubling
    Hammerhand, long ranged shooting of the Scourging, His Will Be Done which
    doubles the Inquisitors results for determining who won an assault, or the
    independent character killing power of Purgatus. Other powers cause the
    enemy to take morale tests or flee (Divine Pronouncement) or for them to
    assault (Word of the Emperor). Finally, Hammer of the Witches causes the
    closest d6 psychers to make Perils of the Warp test regardless of range.

    There is a variety of specialist Wargear and weapons available as well. The
    non standard items either are Sister specific or work in defense or to
    attack enemy psychers. Some of the strange ones are the Bolter-Stake
    Crossbow which is Assault 2 and wounds Psychers on 2+ and negates their
    regular armor save and the Power Stake which wounds psychers on 2+ and is a
    power weapon. The Inferno Pistol is a 6" ranged melta-gun in pistol form.
    There are many others to discover in these pages as well.

    Finally, what Codex would be complete without Special Characters? This book
    contains two.

    Inquisitor Lord Karamazov rides on the Throne of Judgement and with his 3
    member Retinue (all included on the same base) counts as a Monstrous
    Creature. Such is his power that the model boasts S6, T5, 4 wounds and a 2+
    save. One of his servitors is armed with a Multi-Melta that may fire even if
    he moves. He also benefits from Iron Will as all Inquisitor Lords do.
    Unfortunately, he finds Strength in Solitude and may not join units and may
    be picked out for enemy fire even if he is within 6" of a friendly unit
    (he's just that big!).

    The other Special Character is Saint Celestine, an Adepta Sororitas model,
    who is fearless, carries the Ardent Blade (a flames spitting Blessed
    Weapon), is borne upon the battlefield on Wings of Faith and is, naturally,
    Faithful. Additionally, she keeps coming back time and again. (If she is
    killed, she merely makes a Leadership 10 test to return via deep strike.)

    In summation, Codex Witch Hunters is a great addition to the 40K line and a
    must have if you'd like to play with Sisters of Battle. They are a potent
    and colorful force with some exciting new models coming down the line,
    including new some new Sister models, Rhino kits and Immolator kits both
    based on the new Rhino chassis. Additionally, the new Inquisitional powers
    will make them a must have against any psychic powered foe whether they be
    heretics, librarians, Tyranids, or Eldar.

    ps: das heisst die lackleder-tussis ham ne light power armor und haun mit stärke 6 energiewaffen her die dazu noch 2W6 panzerdurchschlag haben



    Das Leben ist wie die Seife in einer Gefängnisdusche!


    Sieht so aus als liese sich damit auch eine reine Sister Armee machen ohne das ganze unnötige Inquisitor und Priester Gesocks.

    Hoffe aber mal das
    Immolators can be taken as Heavy Support choices. With twin linked Heavy


    Ein Tippfehler ist.

    Wo ist der Immolater mit den 2 schweren Flamern????

    Aber 19 Mann (Frau) Sistersquads sind mehr als nur bösartig.
    Join the Legion
    Voidlegion.at


    Be carefull when dealing with dragons, for you are crunchy and taste good with ketchup.

    Gefällt ....will haben!

    Klingt sehr gut!

    Sobald das kommt werd ichs mir mal zu Gemüte führen müssen. Die Modelle gefallen mir größtenteils ausgezeichnet!

    Klingt teilweise recht heftig, was man da so zu lesen bekommen hat.
    So ne düstere dunkle Hexnjäger Armee könnte etwas haben. Mir schweben da abgerissene requirierte Imperiale Soldaten vor, fanatische Priester, Inquisitoren mit coolen Plasmapistolen, die wie Shotguns aussehen, .....


    Andererseits... Bolterbitches in Reinkultur wären natürlich auch interessant.

    Mal gucken und dann entscheiden, was es werden könnte.

    Aber ich glaube (befürchte) ich werde in Zukunft Hexen jagen!
    So Mädels: Möget ihr euch in acht nehmen. Sonst gehts ab auf den Scheiterhaufen .... aber nur wenn Glück habts .... und mir nix Besseres (zu deutsch: Gemeineres) einfällt.

    :evil:

    Mfg Follower
    Never be afraid to try something new.
    Remember that amateurs built the Ark.
    Professionals built the Titanic.

    [SIZE=7]WHFB: Daemonic Legion (2k bemalt)[/SIZE]
    [SIZE=7]WH40K: Space Marines (Ravenguard im Aufbau)[/SIZE]
    [SIZE=7]EPIC: Space Marines (Bemalung schreitet voran)[/SIZE]
    Kann man die auch wieder verbünden? ein paar Sister für meien Imps... :P

    aber was ich schon bei den DJ schlecht fand ist wenn eine Armee die anderen Armeen beeinflusst, also dass der Gegner andere Sachen nehemn kann gegen sie...oder der ganze kram mit vom chaos besessenen armeen usw...das ist irgendwie unnötig....

    Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „Srg.Steiner“ ()

    Naja grundsätzlich stimme ich dir ja zu, wenn du sagst, dass das die Armeen beeinflußt.
    Muß man aber nicht machen. Ob man was reinnimmt ist immer noch Spielerentscheidung. Klar gibt es dem Spiel etwas mehr Hintergund und der Schlacht mit den Hexenjägern bzw. den Dämonenjägern auf eine Rechtfertigung, aber es kann das Spielgleihgewicht kippen! Bei einem Modell aber nicht so sehr, das sollte man auch bedenken.

    Ich muß aber auch dazusagen: Ein dämonisches Modell war für die Dämonenjäger nie so wirklich das Problem, sie sind ja darauf zugeschnitten sowas zu "exterminieren".

    Ich denk mal bei den Witchhunter wird das nicht anders sein! Und wenn man mal Lust hat auf ein erzählerisches Spiel bei dem es nicht nur darum geht draufzubolzen und am Ende möglichst wenig vom Gegner übrigzulassen, dann sind diese kleinen Zuckerl für den Gegner wirklich toll!

    Macht Spass, wenn mal im Game ein wenig Story mit dabei ist ab und an!

    Mfg Follower

    So eng seh ich das also nicht mit den Veränderungen in der gegnerischen Armee!
    Never be afraid to try something new.
    Remember that amateurs built the Ark.
    Professionals built the Titanic.

    [SIZE=7]WHFB: Daemonic Legion (2k bemalt)[/SIZE]
    [SIZE=7]WH40K: Space Marines (Ravenguard im Aufbau)[/SIZE]
    [SIZE=7]EPIC: Space Marines (Bemalung schreitet voran)[/SIZE]
    Ich hab aber einfach keinen Bock ein Verräter, Ketzer, Mutant etc. zu werden!!!! Meine Imps sind die loyalsten und den Imperium treusten, fanatischten etc. Wenn sind die Hexen die Verräter!!! Wer weis was die alles machen....Exterminatus! Für den Imperator!!! ;)
    Ist nicht schlecht.
    Auf jeden fall werden wir die Schwestern dann ein bisschen öfter sehen als jetzt :D

    Mfg
    Chaos Semmel

    PS: Weiß wer ob es dann auch Plastik figuren geben wird oder wieder nur alles Zinn?
    ES LEBE DIE SEMMEL
    An der Spitze der Evolution muss man sich nicht mehr Verstecken!

    Nur Idioten halten Ordung
    Genies beherrschen das Chaos

    FSK 6 = Der Held ist ein Mädchen.
    FSK 12 = Der Held bekommt das Mädchen.
    FSK 16 = Der Bösewicht bekommt das Mädchen.
    FSK 18 = Jeder bekommt das Mädchen.
    Original von Boomer
    Sisters wirds ziemlich sicher keine Platikmodelle geben.

    Hat aber den Vorteil das es trotz Codex eine ziemlich seltene Armee sein wird. :)

    Da wär ich mir mal nicht so sicher ;) Da sie jetzt Elitärer werden als vorher braucht man nicht mehr sooo viele Minis...und mit den neuen Minis und Panzerbausätzen sind die schon recht atraktiv....außerdem findet ja jeder die sister knuffig.... :P

    ...obwohl von den DJ gibts ja auch net so viele als eigenständige Armee...oder nicht? :rolleyes:
    Ich glaub die DJ wurden mehr als Cheeseupgrade entwickelt ;)
    Da liegst du aber ziemlich falsch Charon.
    Es gibt genug Sisters Spieler die eigentlich nur auf einen Codex gewartet haben.
    Die spielen weiterhin reine Sisters mit vieleicht maximal einem Inquisitor oder ein paar Priestern.

    Und zum Thema weniger Figuren, so viel Unterschied wirds glaub ich nicht machen. Im Vorabcodex kostete eine 10 Punkte mit BF3 da wirds mit BF4 wohl kaum mehr als 12-13 Punkte sein.

    Aber man wird sehen wenn der Codex wirklich rauskommt.

    Rechne aber wenn man Sisters trupplastig spielen wird man auf ca 60-80 Modelle in 1500 Punkten kommt.
    Join the Legion
    Voidlegion.at


    Be carefull when dealing with dragons, for you are crunchy and taste good with ketchup.
    Ich muss sagen eine reine Sisters armee mit bis zu 60-80 modellen
    kann sehr lustig werden.
    Vorallem wenn man Dominatoren einsetzt (bis zu 4 Melter im Trupp)

    Mfg
    Chaos Semmel
    ES LEBE DIE SEMMEL
    An der Spitze der Evolution muss man sich nicht mehr Verstecken!

    Nur Idioten halten Ordung
    Genies beherrschen das Chaos

    FSK 6 = Der Held ist ein Mädchen.
    FSK 12 = Der Held bekommt das Mädchen.
    FSK 16 = Der Bösewicht bekommt das Mädchen.
    FSK 18 = Jeder bekommt das Mädchen.