Designing the Differences
Graham
: Another new tool we used in designing Codex: Witch Hunters was a "visualization" book. We sat down with the Art and Graphics Department to sketch out how we pictured the look and feel of the book developing. One thing we had in mind for the book from the outset was that its character should be quite different from that of Codex: Daemonhunters.

Where the Daemonhunters are portrayed as shining paladins of virtue who stand toe-to-toe with the Daemon and chop its head off, we wanted to take the Witch Hunters in a much darker direction. Where your average citizen of the Imperium would no doubt be happy to see the warriors of the Ordo Malleus or Ordo Xenos turn up (since the people are probably on the verge of being eaten by Daemons or aliens), that same citizen might be a bit more hesitant about rolling out the red carpet for the Ordo Hereticus.

Inspired by the phrase "who watches the watchers," we wanted the arrival of an Ordo Hereticus Inquisitor to be greeted with a mixture of awe and dread, the feeling that yes, he might have come to take down the powerful rogue psyker eating your babies, but could just as easily have come for you.

To that end, we wanted the book to reflect the malevolent nature of the Ordo Hereticus, and in our discussions with the artists, we emphasized this point above all others. Early on in this process, John Blanche gave us a copy of the "Malleus Maleficarum," the tome dealing with the persecution of witches that was written by two real-life inquisitors back in the 15th century. This book provided oodles of character for Codex: Witch Hunters. We wanted the book to look and feel like a 40K version of the "Malleus Maleficarum," like a tome an Inquisitor of the Ordo Hereticus would have sitting on his desk and that he'd refer to whenever he needed to contemplate the machinations of his foe. So our book was to be dark, very Gothic, and replete with sinister imagery that undercut the more heroic nature of Codex: Daemonhunters that had gone before.

By the time we'd gone through this process with the artists, we had a folder put together with the look and feel of the book. This folder allowed us to establish where everything went and how we could relate one part to another with the art and text working together. With this basic framework of the book, we were able to get started on the mechanics of putting an army list together.

The Army List: A New Order
Andy: From the beginning of the project, we knew that the Witch Hunters list would work in the same way as it did in Codex: Daemonhunters, with the same format for Inquisitors, Chamber Militant, and allied units. Removing those units specific to the Ordo Malleus and replacing them with those more in character with the Ordo Hereticus was a fairly simple task. As with Codex: Daemonhunters, players will also be able to use Witch Hunters as allies and include allied Imperial Guard and Space Marines. Thus, it will be easy for existing Imperial players to integrate the Witch Hunters into their own armies. The Chamber Militant of the Witch Hunters are the Sisters of Battle. We'll have a look at what's happened to them in their latest incarnation.

One major change that existing Sisters players will be pleased to see is the reintroduction of Rhinos as transport vehicles for Battle Squads. Rhinos were removed from the Chapter Approved list and for a good reason. Under the Warhammer 40,000 rulebook list, every single Sisters of Battle army we saw consisted of Rhinos and Immolators, and precious little else. Invariably, the Sisters themselves remained packed away in the carrying case, while the transports sped around the table conducting devastating drive-by shootings with flamers and heavy flamers.

The Chapter Approved list shifted the balance back toward infantry, but this change made for an army that was somewhat expensive for players and somewhat specialized in its tactics. In Codex: Witch Hunters, we've adjusted the balance again and now believe we have things just right. Battle Squads get their Rhinos back but have a minimum squad size of 10. Hopefully, the min-maxing seen before will be less prevalent. Similarly, Retributors lose their heavy flamers, but the heavy flamers have been passed onto the Battle Squads. All in all, the potential for drive-by flaming is reduced but still remains a viable tactic for those who want to specialize that way.

Shiny Stuff
When it comes to new, shiny stuff, there are three all-new units for players to sink their teeth into. First, the Penitent Engines. These miniatures have generated a lot of excitement among players who have seen them, and quite rightly. Tim Adcock and Aly Morrison have done a fantastic job of realizing the concept of a crazed, death-dealing flagellant machine. We started with the initial concept that some Ecclesiarchy shrines would keep a "temple guardian" machine to be animated in times of direst need. This guardian was inspired by the 16th century golem myth.

The concept evolved and crossed over into Arco-Flagellant territory to become the beast we see now. The Penitent Engine performs a very useful role, being excellent at countering rampaging enemy assault units and vehicles. Of course, they are not the tactically flexible Dreadnoughts of the Space Marines and are by nature unpredictable. Thus, they must always move toward and assault the nearest enemy and get D6 Attacks in close combat.

The Arco-Flagellants were a must for this Codex. As their description in the Inquisitor game described them as sometimes being fielded in "the Ecclesiarchy's fighting forces in suicide attack units," that was all we needed to create a theme for the unit. The rules actually went through a lot of development and playtesting, as any unit consisting of vulnerable-yet-deadly close combat troops are very difficult to assign a points value to. In some games, the Arco-Flagellants were shot down by heavy bolter fire before doing a thing. In others, they went through Terminators like curried grox through a ratling. The trick is choosing a target for the Acro-Flagellants well and doing everything in your power to allow the unit to get there. In the end, the rules and attached points value reflect what the unit will be capable of most of the time. To some, Arco-Flagellants will appear grossly overpowered. To others, they will be too random to be worth the points. It all comes down to your own playing style, but I guarantee those who think they are too powerful will soon field them as allies.

Next, we have the Sisters Repentia. These girls first appeared in the Inquisitor game, and we've expanded the idea of the penitent Sister for Codex: Witch Hunters. In Inquisitor, they were represented as individuals in self-imposed exile who were determined to gain absolution before returning to their Order. We reasoned that, alternatively, a Sister who has broken some obscure rule of her convent might be assigned to a squad composed of other such miscreants and led into battle by a Mistress, a harsh leader whose whim would determine the Sister's fate. The Repentia needed a strong hook. Rather than make them just another assault unit armed with bolt pistols and close combat weapons, we decided to give them all suitably large and ornate ceremonial Eviscerators. The unit strikes last in Assault, but when it hits back, it hits back hard - just right for a unit of Penitents desperate to gain absolution for their sins.

Next: Designer's Notes, Part 3

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters