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For anyone who's read Codex: Inquisition or who's familiar with the organisation's lore, they would've seen that it describes more than the three main Ordos that the codex has units for. There are many different Ordos; ranging from glorified paper pushers to the watchers of the Space Marines. With that in mind, I thought I'd open a thread for an idea I had for an Ordo Machinum Inquisitor:
Fluff: Just as the Ordo Hereticus scrutinise the Ecclesiarchy, the Ordo Machinum scrutinise the Adeptus Mechanicus; concerning themselves chiefly with the reintegration of STCs into the Imperium along with the adoption of new technologies. Typically, the Inquisitor will supervise Adeptus Mechanicus expeditions to ensure the lost technology is not heretical and that the Magos is not concealing vital technology to benefit itself. However, that is not all the duties of the Ordo Machinum. For the Heretek Hunters also scrutinise Imperial armies to ensure their technologies are in line with Imperial regulations and will often wage war to ensure Imperial technology remains solely within the hands of the Imperium and away from the filthy Xenos and Daemons who seek to corrupt Humanity.
Concept: Basically, it's an Inquisitor with an anti-vehicle slant.
Warlord Traits: 1. Unquestionable Wisdom (as per codex) 2. Reader of the Tarot (as per codex) 3. Burner of Worlds (as per codex) 4. Heretek Hunter - The Warlord and his unit gain Preferred Enemy (Army of the Imperium). 5. Master of Machines - Vehicles embarked by the Warlord fire at the Warlord's BS and gains "Power of the machine spirit" 6. Archaeotech Collector - The Warlord may carry up to two Master-crafted weapons.
May replace bolt pistol and/or chainsword with: - Power sword, Power axe, Plasma pistol, Combi-flamer, Combi-melta or Combi-plasma - 10 pts each - Power fist, Meltagun or Penetrator boltgun - 15 pts each - Hull-breacher hammer - 20 pts - Conversion beamer - 45 pts
May replace Carapace armour with Power armour - 8 pts
If using Power armour, may additionally take: - Teleport homer or Teleporter - 10 pts each - Refractor field - 15 pts
If Power armour is not taken, may instead take Cyborg body and Servo-arm - 40 pts
May take up to 3 Servo-skulls - 3 pts each May take Skyocculum - 25 pts
May upgrade to a Psyker (Mastery Level 1), with either the Hammerhand or Psychic Communion psychic power - 30 pts An Inquisitor with Mastery Level 1 can exchange any one weapon for a force sword - free An Inquisitor with Mastery Level 1 can exchange his psychic power for a single roll on either the Divination, Pyromancy or Telekinesis disciplines.
May take items from the Inquisitorial Relics list.
Weapon profiles and other unique wargear:
Spoiler:
Penetrator boltgun: A boltgun equipped with specially shaped ammunition designed to pierce through the thickest of armour. Range: 24''. S: 4. AP: 3. Type: Rapid fire, Armourbane
Hull-breacher hammer: An advanced hammer designed to deliver an electromagnetic pulse that damages vehicles on impact Range: -. S: User. AP: 3. Type: Melee, Haywire
Teleporter: A personal teleportation device. A model with this item gains the "Deep strike" special rule.
Cyborg body: Cybernetic augments that improve a person's physical abilities. A model with this item gains +1 to Strength, +1 to Toughness and gains the "It will not die" special rule.
Skyocculum: A targeting optic that allows the user to track and calculate trajectories of enemy flyers. A unit with at least one model with this item may choose to fire using the "Skyfire" special rule.
That's all for now. Any thoughts/suggestions? Any other Ordos out there that might be interesting to field?
This message was edited 2 times. Last update was at 2014/10/18 21:34:15
Looks pretty cool and balanced to me. Nothing comes out as OP, and all the options are very flavourful.
As for other options, I think the Ordo Chronos (time-travelly stuff) would be quite fun, and the Ordo Sicarius (Assassiny stuff) would be cool as well. A few ideas:
Ordo Chronus equipment:
Preemptive Chronoculum: One of the Inquisitor's eyes has been replaced with a device that, through lost technology and forgotten powers, predict the path of events a moment before they happen. The Inquisitor may re-roll a single Hit, Wound or Armour save roll each player turn. 15 points
Timeshift Beacon: This device manipulates the eddies of the warp such that the Inquisitor's reinforcements arrive never late nor early, but precisely when he means them to. The Inquisitor may cause a single reserve roll to be re-rolled each turn so long as he is on the board. 10 points.
Temporal Transducer: This device, ancient and horrendusly powerful, removes the bearer and those around him from the streams of time for just an instant, saving them from certain death. One Use Only: At the start of his turn, the Inquisitor may use this device. He and his unit gain a 2+ Invulnerable save until is next movement phase, but may not make any action, voluntary or otherwise. This includes moving, shooting, assaulting, manifesting psychic powers, running, falling back and going to ground. The device may not be used if the bearer is in close combat, and if he is subsequently charged, his unit may not strike any blows nor fire Overwatch. 40 points.
I'll try and come up with some more.
This message was edited 1 time. Last update was at 2014/10/22 13:08:51
2014/10/21 21:02:14
Subject: Re:Ideas for Inquisitors from other Ordos
I was wondering if anyone would spot that one. Points for observataion!
A few more cool bits of gear for the Time Lords -ahem- Ordo Chronus:
The Sands of Time: It is said in the legends and lores of lesser races that time flows as sand, and that when that sand runs empty life ceases to be. Of this peculiar device, that could not be more true; as the last grain of sand falls from the timer, an explosion is triggered that immolates all nearby.
10 points
Range: Special S:8 AP:2 Large Blast, One Use Only, Duty Done, Time Runs Out
Duty Done: This item is bought by the Inquisitor when selecting an army. When deploying, it may be given to any model in the detachment and from then on is treated as part of the wargear of that model.
Time Runs Out: To release the sands and start the countdown, announce at the start of any of the owning player's turn the device is primed. At the end of the Assault phase of his next turn, place a Large Blast template over the carrier, and apply the relevant hits to anything in the blast radius.
Notes:
Spoiler:
This one is a bit fiddly to use as it requires a degree of planning, and also that the carrying model remain alive, hence the lower cost for the power of it. Maybe not the best use of points, but fun nonetheless.
Transtemporal Array for Reality Distorting Interruptive Strikes: This device allows the Inquisitor and those around him to stride through time where others walk, leaping ahead to where there is most glory to be had or knowledge to be gained.
At the start of any of your turns, remove the Inquisitor and his unit from the board, and place a marker at the centre of the area it occupied. At the start of any of your subsequent turns, you may place removed unit on the marker as if it had arrived from Deep Strike. Any models that cannot be placed are destroyed. If the unit is out of play at the start of Turn 5, it is automatically placed. 30 Points, One Use Only
Notes
Spoiler:
Ok, had to be done at some point, this is quite literally a Time Machine. It only goes one way, but can you imagine the YMDC arguments that would result from the wording 'the unit immediately deploys last turn, at which point it will can have made a shooting attack. From this point on it will did acting normally' It's a step up from the Transducer in both ways, as it grants complete immunity but also prevents any kind of scoring/blocking, and is easier to defeat if you can get to the marker quick enough and block the reentry point.