Promotional banner for the new Warhammer 40K edition featuring two armored figures and the '#NEW40K' text.

Adepta Sororitas, New 40K Accessories, Cogfort Rules, and a Fast Lumineth Warband

Games Workshop dropped a very mixed bundle of updates here. So, this feels less like one headline and more like a full hobby sweep.

The Sisters got the biggest rules preview of the lot. Meanwhile, new 40K support products, fresh Cogfort rules, and a smart Underworlds warband helped round the week out. Altogether, it is the sort of news spread that gives several different corners of the hobby something useful to chew on.

The Adepta Sororitas finally get detachments that feel mobile, elite, and properly sermon-fuelled

Adepta Sororitas jump troop

The Adepta Sororitas preview is the real anchor, because each detachment pushes a different version of the army’s identity.

Adepta Sororitas rules

First, Chorus of Condemnation leans hard into jump infantry and target marking. Seraphim and Zephyrim can condemn nearby enemies, which increases those targets’ detection range by 3 inches and helps expose hidden threats. That matters a lot in the new edition, because it also puts targets into cleaner multi-melta and Exorcist range.

Adepta Sororitas enhancemments

Then Clarion of Urgency lets a Canoness with Jump Pack return to Strategic Reserves at the end of the opponent’s Fight phase, which keeps the whole detachment slippery and threatening.

Game card titled 'Harmonised Exorcism' describing a stratagem: when a friendly Exorcist unit shoots, choose that unit to improve its hit rolls against a nearby foe.

Harmonised Exorcism follows that up by giving an Exorcist +1 to hit a unit spotted near Sororitas INFANTRY FLY models.

Warhammer 40K miniatures clash on a metallic sci‑fi board, with Space Marines and Chaos units in battle.

Meanwhile, Sacred Champions goes the other way and turns Celestian Sacresants into a real brick.

Detachment Rules slide for Holy Quest: Celestian Sacresants gain +1 BS and WS; this detachment carries the Revered tag and cannot pair with another Revered detachment.

Holy Quest gives them +1 BS and WS, while Writ of Compunction adds Objective Control and can be taken on up to three units.

Upgrade card for Writ of Compunction: Celestial Sacresants unit only, +1 OC; includes 'Enhancements' header and 'Upgrade' badge.
Faithful Fortitude card for a tabletop game, with two green banners, flavor text about piety and steadfast defense, and a right-side emblem column.

So, big Sacresant squads start looking like brutally efficient midfield anvils. Better still, Faithful Fortitude gives them Feel No Pain 5+ against mortal wounds, which patches a very obvious weakness.

Warhammer 40K miniature battle: armored space marines clash with grotesque demons inside a gothic fortress.

Finally, Sanctified Orators is the character-heavy option. It gives Sororitas Characters +1 Leadership, and its enhancements do not count toward your normal army total.

Rule card titled 'Detachment Rules' with header 'Hymns of Battle'; notes two bullets: (1) enhancements from this detachment do not count toward the army’s total; (2) Adepta Sororitas character units have +1 LD.

The Hagiomnifex is the star there, because it can hand out strong situational buffs each turn, including better hidden-unit spotting, stronger battle-shock resistance, and defensive help for fragile Battle Sisters.

Game card titled 'Hagiomnifex Upgrade' with descriptive lore text and a list of character abilities such as Rite of Revelation, Sermon of Intolerance, Catechism of Raging Fervour, Psalm of Righteous Smiting, and Chorus of Repudiation.

As a result, the whole preview sells three very different Sisterhood moods: flying hunters, elite shieldwall zealots, and commanders roaring hymns into the frontline.

The extra 40K launch products look more useful than flashy, and that is probably the right call

Box cover of Warhammer 40,000 Combat Patrol Companion showing orcs and Space Marines in battle; title and logo are clearly visible.

The shorter release roundup is mostly practical, but that is honestly part of its charm. First, it confirms that the Armageddon launch box is not the only new-edition buy-in point. The Combat Patrol Companion is a 184-page introduction to the setting, hobby basics, and early Combat Patrol play, with background lore, artwork, hobby guidance, and material designed to work alongside an upgraded Warhammer 40,000 app.

Spread from a hobby magazine about Warhammer, showing panels on collecting, building, painting and playing with miniatures and a boxed Astra Militarum set in the foreground.

So, this is clearly aimed at onboarding. However, it is also pitched as a solid lore-and-hobby volume for veterans.

Gray ruined fortress walls with a rusted metal floor, set on a game board for tabletop Warhammer terrain.

Meanwhile, the Terrain Area Set feels like a tournament-minded utility product. It includes 16 double-sided card templates in five sizes and shapes, meant to recreate official terrain maps and make setup easier.

Warhammer 40,000 Core Rules book with two smaller decks, Dominatus and Mission Deck, in front, plus Warhammer Community logo and #NEW40K badge in the corners.

Then Games Workshop confirms that the Core Rulebook, Chapter Approved Mission Deck, and Dominatus Deck from the Armageddon box will all get standalone releases, with the rulebook receiving a variant Ultramarines cover. That is not glamorous, but it is very sensible.

The Cogfort rules make this thing feel exactly as excessive as the model promised

Warhammer miniatures battle scene with towering armored orks and ruined fortifications beneath a blue night sky, logo in top-left corner

The Cogfort rules article is the sort of reveal that actually justifies the absurdity of the kit. First, it confirms two main variants.

Two fantasy siege-weapon cards side by side: left shows Cannonade Cogfort with a massive multi-barrel cannon on a stone turret; right shows Conqueror Cogfort with a fortified platform and cannon, connected ram, and a small banner on top. Each card includes a stat table listing Rng, Atk, Hit, Wnd, Rnd, Dmg and weapon names: Godbreaker Cannon (left) and Breacher Cannon (left) and Realmsccharger Flame Cannon (right), with visual decorative borders and a paper banner titles. The image conveys the two unit cards used for tabletop gameplay.

The Cannonade carries the godbreaker cannon and a breacher cannon, while the Conqueror swaps to a pyroleum-fuelled realmscorcher flame cannon and can transport infantry into the fight. Right away, that gives the kit two clear jobs.

Two parchment-style cards: 'FULL POWER!' and 'FULL CHARGE!', each listing six unit abilities for the army's turn in a hero phase.

One is a mobile artillery monster. The other is an assault platform with very nasty short-range pressure. The raw profiles are also spicy enough to match the concept. The godbreaker cannon throws four attacks at 24 inches, wounds on 2+, has Rend 2, and deals 4 damage. Meanwhile, the Conqueror’s flame cannon throws 6D6 attacks at 18 inches and hits on 2+, which is exactly the kind of crowd-clearer you would expect.

Card titled OVERHEATING with game rules text about heat tokens and rolling dice; decorative armored banner artwork with lanterns on either side.

However, the real fun starts with the overheating engine mechanics. Full Power! and Full Charge! let the Cogfort stack benefits like better movement, countermeasures, stronger shooting reliability, extra melee output, or even a flat 22 attacks from the realmscorcher flame cannon. In return, you build heat tokens, then roll for self-inflicted damage after pushing too hard. So, the machine feels like a barely controlled industrial nightmare, which is perfect.

Game card Vessel of Sigmar by Pontifex Zenestra: a hero-phase ability card with Declare, Effect, Sanctified Ground, Ardent Prayers, Cast Out Evil; Keywords: Prayer.

Meanwhile, the article also expands the idea further. The new battletome’s Iron March Army of Renown adds two more patterns, the Immolator and the Linebreaker, plus named enhancements like Commodore de Graçon for pregame movement and Engineer Bartel Holst for Ward 6+ at the cost of Strike-last.

Two game cards: left is Deployment Phase for Commodore de Gracon with flavor text and an effect; right is Passive for Engineer Bartel Holst with Ward(6+) and Strike-last notes.

Then the Regiments of Renown angle gets even sillier in a good way, because Outlaw Cogforts can join any Age of Sigmar army and dump brutal passengers into combat with “This is Your Stop, Maggots!”. That is exactly the kind of overbuilt nonsense Cities of Sigmar should get.

Two parchment-style game cards side by side: left card titled 'BROADMOORE AND LOUSE' with flavor text and keyword notes; right card titled 'THIS IS YOUR STOP, MAGGOTS!' showing 'Declare' and 'Effect' sections and a bordered rules area.

The new Lumineth warband looks tricky, rewarding, and much less forgiving than a simple rush team

Warhammer Community diorama: five blue‑and‑gold armored miniatures advancing through a misty forest; bottom banner reads THRYIELLE’S ZEPHYRITES.

Thyrielle’s Zephyrites close the batch on a smaller scale, but the design sounds sharp. They are a Lumineth Realm-lords warband built around the Mastery archetype, and their whole game revolves around Tzul, a vulpine spirit who must be placed in a new empty hex each battle round through The Living Gale.

Parchment-style page titled 'THE LIVING GALE' with game rules about placing and removing friendly Tzul models in empty hexes during battle group play.

That placement matters constantly, because fighters in a straight line from Tzul become windblown. Friendly windblown fighters gain flying and +1 Move through Zephyr Leap, while enemy windblown fighters count as Flanked because of Hurricane Aid.

Parchment card listing two abilities: Zephyr Leap with flavor text about gravity-defying leaps, granting flying and +1 Move if windblown, and Hurricane Aid with gale-themed support and a Flanked rule for windblown enemies.

So, the warband rewards planning movement lanes several steps ahead. It also layers defense into that movement game. Fighters who end a Move or Charge in line with Tzul can become harder to hit, because Zephyr Dance gives windblown fighters with Move or Charge tokens +1 Save dice.

Zephyr Dance card: two blue-robed Hurakan acolytes with a dagger and a bow on a ruined stone bridge, foggy battlefield behind.
Two Warhammer hero cards, Orieth (left) and Anara (right), featuring miniatures on green backgrounds with stat bars and banners at the top, plus watermark 'WARHAMMER COMMUNITY' in the corner.
Pair of Warhammer Community game cards featuring heroes Thyrielle (left) and Sirikith (right) with stat icons and action indicators on green backgrounds.

Meanwhile, if you place Tzul badly, One with the Wind gives a once-per-game reposition, and Cyclonic Pull can drag a friendly windblown fighter toward Tzul in a straight line.

Parchment-style game card showing two abilities: One with the Wind and Cyclonic Pull, with flavor text and step-by-step usage notes.

Better still, windblown attacks also feed the Inspire condition, because a windblown friendly fighter becomes inspired after a successful attack. Add two archers, clear Mastery deck synergy, and a pre-order date of Saturday, and this looks like a warband for players who enjoy precision more than brute force.

Two Warhammer cards: Thyrielle (left) and Orieth (right) with gold borders on a green field, showing their stats (4, 2, 4) and weapon icons.
Two Warhammer Community character cards: Anara (left) and Sirikith (right) with yellow borders, banners at the top, and stat icons along the left edge, each featuring a detailed miniature in a green field.
author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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