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You could really go anywhere with this good baseline. As said above, another Troops choice will be needed to make this force any larger, and the Bike Chaplains are very strong.
The problem with converting an Outrider is that currently, they MUST be taken is squads of exactly three, which would leave you with two models you couldn't use.
As for your chapter, they come and go with their power levels, so it's more important to find one who's strategy feels good:
Ultramarines: Good all rounders, but not specializing in anything. Their main thing is that they can fall back and shoot which is pretty good.
Salamanders: Foragemasters and specialists of flame weaponry. They curranty get to re-roll some extra attack dice and are a little harder to wound.
Imperial Fists: Bolt Weapon Specialists and masters of defense. Their hits on 6's get you an additional hit with bolt weapons, they also get to ignore light cover when shooting. (If your Inceptors are the bolt variant, this could be good to try out for your list.)
Iron Hands: They are the Machine Specialists, and typically field lots of vehicles and heavy infantry. They ignore wounds on a 6 and their vehicles stay stronger longer.
Raven Guard: Hit and run specialists that like their Stealth units and Jump Infantry. They count as being in cover if they are far away from their attacker.
White Scars: The biker chapter. They can charge the turn they fell back and don't take a penalty to shooting assault weapons while advancing.
The other three big chapters, Blood Angels, Dark Angels, and Space Wolves all have their own books with lots of special rules.
Personally, I like having my own chapter which lets me mix and match from a pool of special abilities, or they can be run as successors of another chapter to get most of what they do. Allows to you to be very flexible with your armies at the cost of the special characters.
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