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  1. Luther - the fallen

    INQ ST F 2

    From the album: Ordo Xenos

  2. Luther - the fallen

    INQ ST F 1

    From the album: Ordo Xenos

  3. Luther - the fallen

    INQ F

    From the album: Ordo Xenos

  4. Luther - the fallen


    From the album: Ordo Xenos

  5. Luther - the fallen


    From the album: Ordo Xenos

  6. This may seem something of a diversion from the Horus Heresy narrative wargaming project I'm presently working on; but in truth, rather than being a dire manifestation of Hobby ADHD, it's actually a return to something that's been bubbling away at the back of my head since somewhen late in 2012/early 2013. InquisiNecronMunda. A basic fluff rundown for this is that after reading Fall of Orpheus (IA:12 - which did the wonderful job of putting the almost lovecraftian Terror back into Necrons following the ... controversial rework they got with the second 'Newcron' codex) , I had the idea for exploring a similar event from a vastly different perspective. Instead of witnessing an entire Imperial Sector falling to massed armed force, this narrative would follow a pair of rival inquisitors (one Ordo Xenos, one Ordo Hereticus) as one of them attempted to first piece together the pattern of dark events engulfing the region ... while the other became steadily more and more convinced that the first was some sort of dangerous, dire radical in need of a swift purging. The miniature pictured above (with a guardsman and a truescaled Astartes for scale comparison) is my Ordo Xenos Inquisitor (my associate's running the Hereticus). Planned additions to the warband include the usual stock characters (sanctioned psyker; grizzled Imperial Guard veteran; lexmechanic; xenoarchaeologist ... that sort of thing) ... as well as some perhaps less well-worn numbers (Kroot warrior sanctioned xenos; an Eldar guide - either a Ranger or a Warlock; and other dramatis personae that would swiftly raise eyebrows (followed by bolters/handflamers) in more Orthodox circles). But we'll go into those later http://b1.ifrm.com/static/emo/2.png As you can see, the base-miniature for this character is the rather excellent plastic Fantasy Chaos Lord figure, with all the obvious chaos iconography filed off. I seriously liked the roaring ram-daemon shoulderpad, so that stayed; as did some of the armour-detailing. The rationale behind this was that I wanted an Inquisitor in some form of powered armour (or potentially even terminator armour) - but without going for the 'lazy' approach of simply using regular Astartes power armour. The Chaos Lord seemed to have the requisite imposing bulk and baroqueness to suit a well-equipped inquisitor (albeit in a much more 'dark ages'/medieval flavouring than, say, the Renaissance-inflected Inquisitor Tyrus [the visual concept of which I absolutely love]). The head's drawn from the superlatively useful Empire Flagellant kit - I felt it was the most 'dignified' yet 'stern' cranium in the kit, and radiated a sense of both zealous piety, as well as steadfast determination. It's the sort of head which one could easily see silhouetted against blood-red boiling skies such as those we saw on the classic 3rd ed Daemonhunters codex. Possibly because Shouty. And with a definite level of "worried". But also, "powerful". And with a strong sense of aged wisdom conveyed by the beard (remembering one of the classic 'inversions' from the original Inquisitor game being the tendency of *older* Inquisitors to be more radical than young orthodox puritans). Now as for the armament ... that gave me pause for thought. I did initially toy around with the idea of keeping somewhat converted versions of the model's original weaponry. There's a multitude of potential staff-based weapons one could conceive for an Imperial servant; and the left gauntlet poised upon the pommel of a rather massive sword looked pretty intimidating. It would, no doubt, have looked even MORE intimidating if I went with my initial inclination and added a vambrace-mounted plasma-pistol to the top of it. But something just didn't feel quite right. So we kept playing around with the contents of the almighty bits-box ... until some unused arms from Forgeworld's excellent Hector Rex model stumbled into view. I was initially a bit lukewarm about this outfitting - not least because I was still struggling to see how to work in a ranged weapon (because in a game with the occasional rampaging inhuman monstrosity, it's always seemed a bit of an OSH violation for an old man - even one in power armour - to get up close and personal with the gribblies); however after thinking about it some more, and with some chopping to reposition the sword-arm, it just seemed to *click*. There's something delightfully barbaric about the image of a trusted agent of the Emperor clad in somewhat primitive-looking (powered) plate-mail, and armed with a great hacky sword and shield. I did contemplate adding a pistol-sized weapon (or potentially one of the old 2nd edition metal Legion of the Damned bolters I have lying around - we've decided these are perhaps more 'carbine' weapons than the much larger modern Astartes bolters) hung on his belt ... but this would probably have just overcomplicated the miniature. Besides, parrt of the background I'd worked out ofr him was that he's a psyker of some ability - so perhaps mortal-material ranged weapons are unnecessary due to the Inquisitor's demonstrable facility with MIND BULLETS. About the only thing that's still niggling me about him (other than the fact that the sword's broken in two twice now) is the back of the miniature. I felt that he might require some obvious up-techenning in order to more properly bring the miniature into the 41st millennium, in the form of a power-back for his armour ... but nothing seemed to visually work. I tried a 2nd ed metal Legion of the Damned backpack for that baroque skull-look, an older plastic Chaos marine backpack, a Kasrkin's powerpack - and even the backpack from an Eversor Assassin. All of it distorted the silhouette and just looked 'tacked on'. So eventually, he was just left as-is. Fluffwise, I rationalized the lack of an overt power-pack by looking at the back of the Hector Rex model - which, Terminator armour style, appears to have an internal reactor.
  7. I finally picked up Kyria Draxus, and I'm looking to build a Crusade for her. With the current state of the Inquisition, this is a bit of a challenging proposition, so this thread is going to begin with some discussion of options before I charage headlong into a list. What I know for sure is that the Crusade will start at 25 PL; I will use my starting requisition points to augment my units, rather than buying additional models. It is important to me to start small so that it feels like the Crusade grows from humble beginnings. This is actually the approach I take with all my Crusades. At this size, I can only include a single detachment. The biggest choice is whether to field an Inquisition detachment, or attach the Inquisitor to another Imperial detachment. Now I know FOR SURE that the Deathwatch are joining this Crusade as it grows. But I think the Inquisitor needs to show up to investigate, and that she'll only call the Deathwatch once she confirms that there is a Genestealer Cult hiding in the shadows of Orison's Wake (the Agri-world where the campaign takes place). When Kyria shows up, she will have her retinue with her- experts that she has trained and worked with for decades. Before we get into her retinue, let's talk a bit about Kyria herself. As a named character, she is frozen in time- she gains no experience or battlescars, but she does get to start with her WL Trait for free, and it is always active, even when she's not the Warlord. Now I want Kyria to be a bad@ss, so I'm going to burn an RP to give her Alpha Level Psyker; this lets her know an extra power and gives her an extra deny. Her powers will be the Xeno specific Psychic Veil- this is a good choice because it only affects Ordo Xenos units; it would be useless on an Inquisitor who was attached to an Imperial detachment, but it's perfect here. The second power is Psychic Pursuit, which would allow an Acolyte unit to target a character if it is a Xeno with less than 10 wounds. That's all the customization I can get out of a named character, and that's 5 PL gone. Next: Kyria is a radical- that's her WL trait, plus she uses Alien tech. As a radical, she's going to have a pair of Jokaero. One of this Jokaero is older and wiser- battle hardened, while the other is his protege.To represent this on the battlefield, I'm burning another RP to give the senior Jokaero the Puritan WL trait to take his invul to 4+. The other is just a basic Jokaero. That's 2 more PL. Then we need a majordomo, a brother in arms. This is the most controversial pick in the list- It's a lone Acolyte, so it counts as a character, but the problem is that Acolytes only have one wound, which means any investment I make on the character is only effective until a single shot from a lasgun takes him off the board. Still though, I feel like he's necessary for story purposes. I'll burn my 3rd RP to hit him up with the Ordo Xenos specific WL Trait, Esoteric Lore, which gives me ANOTHER way to make up lost command points. (I wish Kyria could take this trait- I like it better than her bespoke option; rerolls are great and all, but they aren't very flavourful). Going to further load him up with a meltagun and a needle pistol. I have a spare classic Xyclos Needler in the bits box. The schtik is that he uses it to knock people out so he can interogate them later. That's one more PL, taking me to 8. Next up are the Acolyte squads; two squads of 6. One squad will have 3 storm bolters and 3 meltaguns, the other 3 storm bolters and 3 plasma guns. Technically, I could super cheese and go 6 Plasma and 6 melta, but I'm not that much of a jerk. Plus the storm bolters give me extra versatility. That takes me to 20 PL and fills all my mandatory Vanguard slots. Because it's an Inquisition detachment, Kyria is present as the HQ, NOT an Imperial Agent. So for my last 5 pl, I want an Assassin, and I'm feeling the Vindicare temple. RAW, I believe I can only attach an Agent to a Core detachment, so this won't be strictly legal. I'm instituting a special rule: if an army list does not allow you to field a core detachment, any detachment that the army can field is considered core for the purpose of attaching an Imperial Agent. If GW wants to give the Inquisition a troops choice, I'd be happy to include it. (Note: this rule will also allow Greyfax to hook up with a null maiden vanguard... but that's another story). GW should not make army lists without troop options if they want to restrict agents to core detachments. That leaves me with two RP in the bank. Against Xenos, the idea is to use Clandestine Operation to zap the plasma team, the master Jokaero and and Draxus into a position to hit the Warlord with ALL the plasma and storm bolter shots using psychic pursuit. If I don't get lucky and win the first turn, I can use Psychic Veil to try and protect the acolytes. The Vindicare will be close enough to provide covering fire from somewhere safe, while the Majordomo deploys with the Melta and the Jokaero protege. He stays safe to act as my CP battery. And there you have it. I only need the house rule until I can afford the allied Deathwatch detachment- once it is in play, the Vindicare can attach to it instead of the Inquisition Vanguard.
  8. From the album: Ordo Xenos

    Here is the finished Jokaero from the right.
  9. From the album: Ordo Xenos

    Here is the finished Jokaero from the Left.
  10. From the album: Ordo Xenos

    Zooming out, you can see who else got primed this batch: that's a Haemonculus, an Archon, Two BSF Rogue Psykers and then on the other side of our little hero is Draxus and Greyfax.
  11. From the album: Ordo Xenos

    Here is our intrepid apprentice after his primer coat.
  12. From the album: Ordo Xenos

    Here's a hint about what my February 12 Months of Hobby Challenge might be.
  13. From the album: Ordo Xenos

    Here you can see the diameter through which the wire bundle or staff must pass.
  14. From the album: Ordo Xenos

    Here you see the right arm, again, much of the upper arm joint was remove to rotate a vertical grip to the horizontal plane. You can see how he could hold a staff. Alternately, a bunch of wires (guitar strings have a nice testure) could be plugged into the backpack, draped over the shoulder and held in the fist, with the marble dangling below. I like the second option better and I think it will be easier to deal with the left arm if the orb is low.
  15. From the album: Ordo Xenos

    This is a converted Jokaero, and there's more conversion work ahead. This character can be given a Warlord Trait in Crusade, so I'm giving him a bonus to the invulnerable save he gets for Defense Orbs... Which is why I'm trying to reposition his hands to work with a scratch built Defense Orb. This photo shows the left arms. I cut away much of the upper arm joint attempting to shorten the limb. This arm position may not be permanent. The Orb will be a small marble or glass bead. I haven't decided whether it will dangle from a coil of wires connected to his backpack or sit on a staff; either way, I'd like to reposition the left arm to be more interactive with the orb- the long fingers perhaps curving defensively around it, pointing into it or even touching it's surface.
  16. From the album: Ordo Xenos

    This alternate angle shows the right shoulder of a typical build of the right shoulder.
  17. From the album: Ordo Xenos

    This Jokaero Model was assembled December 28. It will represent an apprentice Jokaero- one who enters the Crusade without upgrades; that's why I chose to assemble this model as is, straight out of the box, and that's why I plan to follow GW's guidelines for colour. This angle shows the typical build of a left shoulder.
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