Martell Опубликовано 11 июля, 2010 Жалоба Поделиться Опубликовано 11 июля, 2010 Как правильнее собирать армию Ордо Ксенос, - в качестве ванильного десанта или брать инквизицию и присобачивать к ним первых? Ссылка на комментарий Поделиться на другие сайты Поделиться
tilindir Опубликовано 11 июля, 2010 Жалоба Поделиться Опубликовано 11 июля, 2010 Поднималось, и не раз. Вариант №1. Лист маров - либр, пара пачек штернов, тактички и все прочее, характерное для Десвотча (см. тему про РПГ). К ним можно присоединить элитного или хакушного инква, можно ассассина, можно пару пачек штурмовиков. Вариант №2. Лист инквов - скорее ДХ. Инкв-лорд, ассассины, штурмовики, все как в первом. К ним по индактеду присоединяешь см - тактички, ассолтников и пр. Для пущего фана можешь взять инквизитора Соломона Лока из ИА4, он как раз из Ордо Ксенос. Вариант №1 более играбелен и жизнеспособен. Ссылка на комментарий Поделиться на другие сайты Поделиться
Hopper Опубликовано 14 июля, 2010 Жалоба Поделиться Опубликовано 14 июля, 2010 К ним можно присоединить элитного или хакушного инква ..... <skip> ...... Для пущего фана можешь взять инквизитора Соломона Лока из ИА4, он как раз из Ордо Ксенос. Или хотя бы просто модельку от Форджа заюзать в качестве инква. Детализация офигенная! :rolleyes: Ссылка на комментарий Поделиться на другие сайты Поделиться
VerdenZ Опубликовано 29 июля, 2010 Жалоба Поделиться Опубликовано 29 июля, 2010 собственно Иг+инквизиция не чем не хуже... а еще можно в ВД поискать дезвотч кил тим, забавная штука. Ссылка на комментарий Поделиться на другие сайты Поделиться
samurai_klim Опубликовано 30 июля, 2010 Жалоба Поделиться Опубликовано 30 июля, 2010 А еще - дождаться нового кодекса. Фиг знает, что там будет. Может, союзников (скорее всего) уберут Ссылка на комментарий Поделиться на другие сайты Поделиться
VerdenZ Опубликовано 30 июля, 2010 Жалоба Поделиться Опубликовано 30 июля, 2010 почему это? как-то не бэково тогда будет.... Вообще, ходят слухи о кодексе всех про имперских фракций - типа АМ, ВХ, ЧХ, где всего по маленьку юнитов... Ссылка на комментарий Поделиться на другие сайты Поделиться
Листопадов Опубликовано 30 июля, 2010 Жалоба Поделиться Опубликовано 30 июля, 2010 Вот ежели механикус будут - то будет эпично. Всякие механизмы-пострелушки,круто же :image166: А алиенхантэров скорее всего ограничат инквом,да дэф вочэм,и всё. Ссылка на комментарий Поделиться на другие сайты Поделиться
Martell Опубликовано 30 июля, 2010 Автор Жалоба Поделиться Опубликовано 30 июля, 2010 Есть хоть какая-нибудь достоверная информация об этих мифических кодексах, кроме древних намеков/ обещаний ГВ? Ссылка на комментарий Поделиться на другие сайты Поделиться
Captain Beefheart Опубликовано 31 июля, 2010 Жалоба Поделиться Опубликовано 31 июля, 2010 Есть хоть какая-нибудь достоверная информация об этих мифических кодексах, кроме древних намеков/ обещаний ГВ? вот сто страниц про это: http://forums.warforge.ru/index.php?showto...p;#entry1589656 Если в двух словах - нет, информации по-прежнему нет Ссылка на комментарий Поделиться на другие сайты Поделиться
EKZAR-KUN Опубликовано 5 августа, 2010 Жалоба Поделиться Опубликовано 5 августа, 2010 (изменено) a некто не видел сaмодельных прaвил нA Ordo Ksenos Изменено 5 августа, 2010 пользователем EKZAR-KUN Ссылка на комментарий Поделиться на другие сайты Поделиться
tilindir Опубликовано 5 августа, 2010 Жалоба Поделиться Опубликовано 5 августа, 2010 (изменено) Разверни мысль. Инквы есть, десвотч есть - какие еще правила? Ну, есть еще книжка по Второй тиранидской войне, там были правила на скотов, переработанные килл-тимы и терми Десвотча, а также инква ОХ, если мне память не изменяет. Но это фанатский самопал, да еще и под прошлую редакцию. Изменено 5 августа, 2010 пользователем tilindir Ссылка на комментарий Поделиться на другие сайты Поделиться
EKZAR-KUN Опубликовано 5 августа, 2010 Жалоба Поделиться Опубликовано 5 августа, 2010 но я про сaмопAл и спрaшивaю Ссылка на комментарий Поделиться на другие сайты Поделиться
tilindir Опубликовано 5 августа, 2010 Жалоба Поделиться Опубликовано 5 августа, 2010 Повторюсь, все это для 4 редакции, и ссылки на РБ и кодекс Маров - старые. 0-1 Deathwatch Disruption Team On St Capilene, while supporting units from the Order of the Blue Robe, Deathwatch Disruption Teams were used for the first time against the Tyrannic threat. Deployed ahead of the Sororitas forces, the Deathwatch marines in scout armour made use of a number of projectors coated in Etherium. These projectors, when paired with a type of Ordo Xenos operative known as a blank or pariah, were originally intended for use against the Eldar seers of the Ulthwe Craftworld. However the Second Tyrannic War changed everything and the Teams were re-deployed with a different mission. After successfully disrupting the influence of the Hive Mind in a limited battlefield role on St Capilene, Inquisitor Kryptman ensured that several teams were deployed in all the major Warzones. Any army of Imperial Guard, Witch Hunters, Space Marines or Cult Mechanicus may include a unit of these superbly trained and equipped infiltrators as a single Elite choice. Number/Squad: 1 Ordo Xenos Specialist, 1 Deathwatch Kill-Team wearing scout armour and 3 Etherium projectors. Equipment: The Ordo Xenos Specialist carries a las pistol. Spec cost ws bs s t w i a ld sv 30 pts 3 3 3 3 1 3 1 7 - Etherium Projector cost front side rear 10 9 9 9 Special Rules: Disruption Team: The disruption team are purchased as a Deathwatch Kill-Team (see next page for details and points costs). Being equipped with scout armour rather than power armour, they have a 4+ armour save but will always deploy using the rules for infiltrate regardless of the scenario. Because of the presence of the Specialist, the Deathwatch captain in the squad may not be upgraded to a Librarian. Ordo Xenos Specialist: The Specialist is infiltrated along with the Disruption Team and is considered to be part of the unit for all purposes. At the start of each player’s turn a dampening field is emitted from the Specialist with a 2d6” radius. All units (friend or foe) with models within one or more fields (excluding members of Deathwatch but including models which are Fearless) have their leadership value reduced to 7. The field blocks the power of the Hive Mind and the warp so units with models within the radius of the field may not use any psychic powers. Additionally, Synapse creatures lose any benefit of the Synapse rule and cannot provide the ability to any other models (including those outside of the field). Units with models within the field are similarly considered to be outside of Synapse range. Etherium Projectors: These must be deployed once the Disruption team has been infiltrated. They must be placed within 6” of the Ordo Xenos Specialist or another Projector and may not move once deployed. Each projector emits a dampening field to the same radius as that emitted by the Specialist. If a Projector is out of 6” range of the specialist or another Projector, then it does not emit a field. If the specialist is slain then the projectors go offline and count as destroyed. The Projectors are targeted separately from the squad and are treated like a vehicle squadron. Any glancing or penetrating hit destroys a projector. === Deathwatch Kill-Team Without the Ordo Xenos’ famous Deathwatch Kill-Teams, aliens such as the Orks, H’rud, Fraal and Genestealer Covens would be able to rampage through whole sectors of the galaxy unchecked and unmonitored. Any army of Imperial Guard, Witch Hunters, Space Marines or Cult Mechanicus may include units of these superbly trained and equipped warriors as HQ or Elite choices. They may NOT be taken in place of the compulsory HQ choice. DW Marine cost ws bs s t w i a ld sv 30 pts 4 4 4 4 1 4 2 9 3+ DW Captain cost ws bs s t w i a ld sv 70 pts 5 5 4 4 3 5 4 10 3+ DW Librarian cost ws bs s t w i a ld sv 110 pts 5 5 4 4 3 5 4 10 3+ Number/Squad: 1 Deathwatch Captain and 4-9 Deathwatch Marines. Equipment: Bolter, bolt pistol, close combat weapon, Frag grenades and Melta bombs. Options: Up to 2 Deathwatch Marines can be armed with a special weapon from the following list in place of their Bolter: Heavy Bolter with suspensors and Hellfire ammo at +15 pts; Bolter with M.41 Targeter and ammo at +10 pts; Plasma gun at +10 pts; Meltagun at +10 points; Flamer at +3 pts. Any Deathwatch Marine can be armed with a weapon from the following list unless they are also armed with a special weapon. The new weapon replaces their Close Combat Weapon: Power Fist at +25 pts; Lightning Claw at +25 pts; a pair of Lightning Claws at +30 pts (these replace both the Bolter and Close Combat Weapon); Power Weapon +15 pts. All models armed with a Bolter may be issued with one of the following special ammo types: Metal Storm ammunition at +3 pts or Inferno Bolts at +5 pts. Note that the same ammo must be used throughout the squad. Character: The Deathwatch Captain has terminator honours (already included in his profile). He may purchase wargear from the space marine armoury (except Terminator armour). The Deathwatch Captain may be upgraded to a Deathwatch Librarian for +40 points. He replaces his close combat weapon with a force weapon and is equipped with a psychic hood. He gains the psychic power Storm of the Emperor’s Wrath but may replace it with a different power at the points cost indicated. He may purchase a second power from pg 26 of Codex Space Marines at the costs indicated for an Epistolary. A Deathwatch Librarian is a psyker and counts as a Space Marine Librarian for purchasing additional wargear from the space marine armoury (except Terminator armour). Special Rules Fearless: See page 74 of the Warhammer 40,000 rulebook. Infiltrate: The Deathwatch have many ways of reaching a battlefield by surprise and are often found spearheading an assault deep into enemy territory. They may deploy using the rules for infiltrate where permitted in a scenario. Heavy Bolters with Suspensors: The Heavy Bolter is potentially a very versatile weapon, especially if equipped with additional suspensor units to provide enough stability to fire on the move and becomes Assault 3. The weapon’s effective range is reduced to 18” however. Hellfire Ammo: Deathwatch heavy bolters always have Hellfire rounds available. A round is chambered singly and can be used as an alternative to the heavy bolter with suspensors profile as follows: Range 36"; SX; AP4; Assault 1, Blast. Irrespective of the Toughness of the target, a Hellfire round always wounds a Tyranid creature on a 2+. M.41 Targeter with Bolter: Equipped with advanced targeting systems and loaded with Stalker Silenced Rounds, the M.41 turns a Bolter into a rapid-firing Sniper Rifle. It has a range of 24", always wounds on a 4+, has an AP 5 and becomes Heavy 2. Metal Storm Ammunition: A Bolter loaded with Metal Storm ammunition may be fired from the hip with remarkable accuracy. The Metal Storm shells explode in proximity to the enemy, their fragmentation casing making pinpoint accuracy unnecessary. The penetrative and destructive qualities of the round suffer as a consequence. A bolter fired with Metal Storm Ammunition has the same profile as a S4 shotgun. Inferno Bolts: A Bolter loaded with Inferno rounds can cause far more horrific wounds than a conventionally loaded Bolter. This is achieved by filling the Bolt with an oxy-phosphor gel. Re-roll any failed rolls to wound (but not any vehicle Armour Penetration Rolls). === 0-1 Deathwatch Terminator Kill Team The ultimate sanction against an alien infestation, short of Exterminatus, is the Ordo Xenos’ Deathwatch Terminators. Chosen from the best warriors the ranks of the Astartes can provide and equipped with deadly tactical dreadnought armour, Deathwatch Terminators are the bane of aliens everywhere. Any army of Imperial Guard, Witch Hunters, Space Marines or Cult Mechanicus may include a single unit of these superbly trained and equipped warriors. They may be taken as an HQ choice. They may NOT be taken in place of the compulsory HQ choice. Number/Squad: 1 Deathwatch Terminator Captain and 4-9 Deathwatch Terminators. DW Termi cost ws bs s t w i a ld sv 46 pts 4 4 4 4 1 4 2 9 2+\5++ DW Termi Captain cost ws bs s t w i a ld sv 95 pts 5 5 4 4 3 5 4 10 2+\5++ DW Termi Librarian cost ws bs s t w i a ld sv 135 pts 5 5 4 4 3 5 4 10 2+\5++ Equipment: The Deathwatch Terminator Captain is armed with a storm bolter and a power weapon. All other Terminators have a storm bolter and a power fist. All members of the squad wear Terminator armour. Options: Any model (including the Deathwatch Terminator Captain) may replace their weapons with either a pair of lightning claws or a thunder hammer and storm shield. Any combination of these two types may be included in the squad. Up to two Deathwatch Terminators may replace their storm bolter with a heavy flamer at +10 pts or assault cannon at +20 pts or may add a cyclone missile launcher to their existing weaponry at +25 pts. Any model with a power fist may replace it with a chain fist at +5 pts. Character: The Deathwatch Terminator Captain may select equipment from the Space Marine Armoury. He may be upgraded to a Terminator Librarian for +40 points. He replaces his close combat weapon with a force weapon and is equipped with a psychic hood. He gains the psychic power Storm of the Emperor’s Wrath but may replace it with a different power at the points cost indicated. He may purchase a second power from pg 26 of Codex Space Marines at the costs indicated for an Epistolary. A Deathwatch Librarian is a psyker and counts as a Space Marine Librarian for purchasing additional wargear from the space marine armoury. Special Rules earless: Sent into the most horrific of alien environments and trained to expect any kind of resistance that they might find there, the powers of the xenos hold no terrors for the Deathwatch. Deathwatch Terminators are Fearless. See page 74 of the Warhammer 40,000 rulebook. Inferno Bolts: Deathwatch Terminator storm bolters are routinely loaded with Inferno rounds that cause far more horrific wounds than a conventionally loaded Storm Bolter. Re-roll any failed rolls to wound (but not any vehicle Armour Penetration Rolls). Rapid Teleport: A Deathwatch Terminator squad may teleport onto the battlefield, taking the fight directly to the heart of their enemy's battle line. They may always start the game in Reserve and arrive using the Deep Strike special rule, even if it is not part of the mission being played. Because of the superior technology employed, the squad always arrives at the start of the Imperial player’s first turn and may re-roll the scatter dice and distance rolled. Preferred Enemy: Trained by the Genitor Biologis to slay their alien foes, Deathwatch Terminators possess the Preferred Enemy: Tyranids skill (see the Universal Special Rules section of the Warhammer 40,000 rulebook). === Ordo Xenos Inquisitor Lord While the Ordo Hereticus gave their support to the Adeptus Sororitas and the Ordo Malleus remained largely uninvolved in the Second Tyrannic War, the Ordo Xenos realised their expertise was best spent spread throughout the defending Warzones. Inquisitors made extensive use of Deathwatch Kill-Teams and even the dreaded Deathwatch Terminators. Some radicals even made use of various xenos mercenaries - whatever it took to bring about victory for the Imperium. The end justifies the means. An Ordo Xenos Inquisitor is an HQ or Elites choice for the Imperial Guard, Space Marines, Witch Hunters or Cult Mechanicus army. An Ordo Xenos Inquisitor may be taken as a compulsory HQ choice for an army (replacing the Command Platoon in an Imperial Guard army, for example). If the Inquisitor is accompanied by a retinue of henchmen rather than a Deathwatch Kill Team, he may NOT be taken by Space Marines, Witch Hunters or armies including Deathwatch units. Number/Squad: An Ordo Xenos Inquisitor and either 3 to 6 Henchmen or a Deathwatch Kill-Team. Inquisitor cost ws bs s t w i a ld sv 55 pts 4 4 3 3 3 4 3 10 3+ Demiurg cost ws bs s t w i a ld sv 25 pts 3 3 3 4 1 2 1 9 4+ Eldar cost ws bs s t w i a ld sv 30 pts 3 3 3 3 1 5 1 8 5+ Hrud cost ws bs s t w i a ld sv 30 pts 4 3 3 3 1 4 1 6 5+ Kroot cost ws bs s t w i a ld sv 15 pts 3 3 4 3 1 3 1 8 6+ Ork cost ws bs s t w i a ld sv 35 pts 4 2 4 4 2 3 3 8 6+ Equipment: The Ordo Xenos Inquisitor wears powered armour and is armed with a needle pistol and power weapon. Retinue: The Inquisitor must be accompanied by a retinue of Henchmen as detailed below or a Deathwatch Kill-Team (in which case both he and the squad count as the same HQ choice). If the Inquisitor has a retinue then he and the retinue are treated as a single unit during the battle. Special Rules Independent Character: An Ordo Xenos Inquisitor is an Independent Character. Unless attached to a Deathwatch Kill Team, he must lead a retinue of 3 to 6 Henchmen, selected from the options below. The Ordo Xenos Inquisitor may not leave his retinue or squad or join another unit. If the retinue or squad is destroyed he becomes an independent character and is then free to join other units. Needle Pistol: This is a compact weapon of unknown origin that delivers a lethal flight of poisoned darts into the Inquisitor’s target. The Needle Pistol has a range of 12” and an AP of 5. It counts as a pistol and any hit always wounds on 4+ regardless of the target’s toughness. A roll of a 6 to wound increases the power of the shot to AP 1. Retinue: An Ordo Xenos Inquisitor deals with all manner of alien species in his travels through the galaxy and it is not uncommon for temporary alliances to be formed in the interests of using one alien race against another. Servants and Mercenaries that have proven useful to an Inquisitor may find themselves called upon in times of need. Demiurg Trader: The Demiurg appear to have some unresolved business of their own with the Tyranids and readily offer their services to the Imperium – for a fee. Each Demiurg Trader maintains the equipment in the allied force and allows a friendly unit within 6” of him to re-roll misses each shooting phase. The Demiurg counts as being armed with a storm bolter. Eldar Mystic: The powers of foresight inherent in the Eldar provide insight not otherwise available to the Inquisitor. The controlling player may re-roll the dice when determining who gets first turn and may always set up a unit of infiltrators before the enemy does. The Mystic carries a close combat weapon. Each Mystic included permits you to take a unit of Eldar Rangers as a non-compulsory Troop choice or an Elites Choice (see Codex Eldar). They may be upgraded to Pathfinders as normal. Hrud Fusiliers: A secretive race, the Hrud have adapted a form of warp-plasma to make a highly effective weapon. In the service of a radical Ordo Xenos Inquisitor they provide much needed fire support. They are armed with a Hrud Fusil, which can fire each turn as either a plasma gun (ignoring the rule for overheating) or a plasma cannon (do not ignore the rule for overheating!) Using a form of cloaking technology, the Hrud always counts as having a 5+ cover save. Kroot Tracker: A superb huntsman the Kroot Tracker allows the Inquisitor to spot enemy units at night as well as those in cover. The Inquisitor and his retinue may re-roll the spotting distance for night-fighting as well as counting as equipped with an auspex. The Tracker is armed with a sniper rifle and two close combat weapons. Each Tracker included permits you to take a unit of Kroot Carnivores as a non-compulsory Troop choice or an Elites Choice (see Codex Tau Empire). Ork Nobles: The Blood Axe Clan of Orks has proved to be vaguely useful to the Imperium on occasion. Ork Nobles in the retinue are armed with a power fist and a bolt pistol. Each Noble included permits you to take a unit of Ork Kommandos as a non-compulsory Troop choice or an Elites Choice (see Codex Orks). Ork Nobles may not make Waagh tests or Mob checks. [ Добавлено спустя 4 минуты 32 секунды ] ® The Second Tyrannic War, by Tempus Fugitives, 2008. Ссылка на комментарий Поделиться на другие сайты Поделиться
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