Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I have got an idea to make a Ordo Xeno force to hold my alien hunting tendencies at bay until the codex is made. Tell me what you think.
First it will be led by a DW Librarian and DW Veterans.
Using Karskin models for the basic guardsmen have the following doctrines.
Xeno Hunter (either Necron or Tyranids)
Also many of the veteran sarges will have bolters, since they are the preffered weapon of the Ordo Xenos and Deathwatch.
Just have to say that Necrons isn't an option for Xeno-Fighters. Besides, even guardsmen will be hitting most of them half the time anyway, and the other half are pretty scary to guard...
take an inquisitor and a deathwatch detachment..those guys kick major as*...
when is the ordo xenos codex coming out? ive heard rumors that it will be the next to come after witchhunters. does any one know?
The very nature of firearms anywhere and everywhere restrains evil interference - they deserve a place of honor with all that is good. They are the American people's liberty teeth and keystone under independence."
- George Washington
<img src='http://www.rock.com.mx/images/motorhead.JPG' border='0' alt='user posted image' />
2005 and dude don't use inquisitorial stormtroopers unless your using imperial guard weaponryother wise make a kill team an inquisitor but it's ordo xenos so make it sciency with good equipment
Why bother with Xeno at all? If you're in hand to hand combat with Tyranids (as Necrons are not allowed) you are already screwed. That 3+ hit aint gonna save your jackbooted arse. Better to save the 15 pts per squad that it costs to allocate.
While on the same subject, why bother with sharp shooters at all? 90% of the models whom benefit from it will be firing a lasgun. Do you really need to increase the cost of most of your squads by around 17% just for a 8% increase in accuracy? If that? If you have 20 guardsmen rapid firing, you'll roll 40 dice, and odds are, 5-10 of those will be 1s. Half of those will be rerolled successfully, and then for damage, the vast majority of the times, you'll need 5+ to wound (note, a boltgun only needs 3+ to wound you). If you manage to wound, your opponent...even orcs with their 6+...will still get a armor saving throw. Sharpshooter dosen't effect plasma weapons, so at best, it'll help the occassional lascannon.
Thirdly, Carapace Armor is a waste of time. It costs +20 pts per squad! Sure, it helps against bolter fire, but is so phenomenally expensive compared to troops who already have better saves, that it isn't worth it.
Lastly, chem inhalers are 'okay', but their added cost makes them prohibitive.
If you tool up even a single platoon with all the above, they'll end up costing more then five squads of stormtroopers with a crappier baseline of stats. Heck, you'll be paying around 12 pts a trooper! Which is just insane, when playing a bunch of lasgun toting bags of meat which are the guard. Hell, all you need to do is added Hardened Fighters to the mix or Warrior Weapons, and have SM Scout rejects.
I agree but its usually heretics and radicals that use such weapons as tyrinid weapons etc. the only one that is supported is the c'tan phase sword because it is employed by the callidus assasins. beside that radicals would probablt not rely on many other xenos weaponry fluff wise its not uncommen for radicals to bear daemonic swords and such