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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.
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.

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
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