View Full Version : How to represent the Ordo Xenos?

22-01-2008, 01:48
I did a bit of a search, but I fear the Force is weak in this one...

Anyway, what I want to know is which of the Witch Hunters or the Daemonhunters would be more suitable for respresenting the Ordo Xenos?

I have been leaning towards Witchhunters (Inquisitor, Inquisitorial Storm Troopers, Death Cult Assassins, etc.), with allied Space Marines (Deathwatch), but I'm open to suggestions.

22-01-2008, 01:52
GW has made rules for deathwatch kill teams - http://uk.games-workshop.com/spacemarines/deathwatch/1/

you could in theory upgrade MOST your entire SM army to death watch. (HQ, vet squads & tactical squads). Then fill out the rest with INQ allies from ether witch or daemonhunters books as "counts as" stuff.

22-01-2008, 02:00
I think I remember Xenos inquisitors being known for carrying needle-weapons...

Which list lets you take a needler? I can't recall.

22-01-2008, 02:06
I know the DH Codex lets you take Needle weapons. The WH codex might too but I don't recall...

Personally I think the DH codex would be better to represent the Ordo Xenos, if only for their access to psycannons and Incinerators, both of which make great stand-ins for anti-xenos weaponry/Xenos tech.

Khornies & milk
22-01-2008, 02:15
DH has access to Needle Pistols, WH doesn't.
Have a look at the Tempus Fugitives 'Damocles Gulf Crusade' Document on the Net. There are lots of cool ideas in there.
I have 2 Squads of DW and I just used the GW Ruleset for them.

22-01-2008, 07:39
My two cents:

I actually pondered whether a Deathwatch 'company detachment' was possible through C:SM, overlooking the fact that such a force would be extremely rare (if not utterly unfluffy). That disclaimed, I figured that the force might be a more experienced Kill Team leading recent 'recruits' into battle, and would look something like:

Traits: Suffer Not the Alien To Live, Cleanse & Purify and Flesh Over Steel. I figure that each 'detachment' is drawn up to face a particular enemy, and you wouldn't necessarily send Eldar specialists against Tyranids. Cleanse and Purify mainly because DWKTs tend to pack multiple special weapons, unless they've got those nice suspensor heavy bolters. And Flesh Over Steel because... Well, the Deathwatch might have some Rhinos or Razorbacks, but I don't really associate stealthy Xeno hunters with lumbering goliaths like the Land Raider. The alternative is to go Suffer Not the Alien and Trust Your Battle Brothers with Flesh Over Steel and Faithful Unto Death for that True Grit.

HQ: Deathwatch Kill Team as per the GW rules.
Elites: Probably not any Dreadnoughts, and I'm thinking that while they might have Terminator suits, it's more likely that they've simply got Veteran Marines lurking about somewhere.
Troops: Tac Squads, of course. Scouts are right out from the beginning because - by fluff - the Deathwatch only recruits the best and brightest of the varied chapters' current battle brothers.
Fast Attack: If you loaded up on Transports, then you shouldn't worry about FA too much... Flesh Over Steel has that effect. That said, none of the choices in this category really 'fit' the Deathwatch image... although you could cheese it somewhat by taking BA Assault Marines in Deathwatch colors. Your funeral!
Heavy Support: Again, it's hard to find a really fluffworthy HS choice for a Chamber Militant based around sneaking around. You might decide to go Devastators loaded to the gills with mundane heavy bolters, but that's your own business, I suppose.

Of course, your own mileage may vary, but I thought I'd at least get my thoughts out there. Cheers!

22-01-2008, 07:48
I'd say traited Marines with Inq allies for the best bet- Daemonhunters are probably more generic, although the shotgun-stormtroopers from WH as Arbites also seem fluffy to me.

There's the Kill-Team, and you can upgrade squad members- there was a member a few years back who just used Trust Your Battle Brothers and Preferred Enemy (Suffer not the Unclean to Live, as I recall)- the disadvantage being when he played a non-Xenos army. I'd say take only assault weapons and heavy bolters in your squads, rely on tanks for your anti-armor. They're up-close Alien killers, surgical raiders beyond most other marines, if they need heavy backup, they requisition it in true Inq style.

22-01-2008, 08:26
DW are rarely fielded at company level. A few kill teams at the most. Use the DH/WH rules for Inq and retinues stormtroopers and perhaps some indentured guard units but keep the DW to teams. Read the Black Library book XENOS this had DW team members leading units of Inq. and Guard.


22-01-2008, 09:05
Well this is what I would do and have considered doing.

Get the FW inquisitor and ask your opponent for permission to use him and they have rules for him in one of the IA books.

Bits order some DW pads and then possibly use the WH army book to build the core army, in this case ( again this is a slight variation but only on the inquisitor himself ) take some inqisitorial storm troopers and fill the rest up with a non dark angles etc space marine force, then do up a few marines in the squad as deathwatch ( crimsons fists would be perfect for this as they serve time in the DW and hate aliens, especially orks ), or take some real DW marines.

It is kinda hard to do an accurate list as there is no codex for them but this would come very close, remember the OX does not have legions of DW marines at their disposal, I am sure they do have an army but I doubt all are working for a single inquisitor. So basically you end up with a marine heavy inquistor force and some ST to field them legally, well technically the list is not 100% legal if you decide to do the FW route but with permission it would be very much in theme.

22-01-2008, 09:55
For fluff games the DWKT rules are great, I have found them to be very very epensive and can quickly add up if you load them out. Best combo i found was a couple of heavy bolters and the rest just as bolters.

Personally i'd use the daemon hunters book and represent DW using the grey knights rules somehow (i forget their special rules so it might not work). Also lets you use say a daemon host as a bound alien, dreads as bounded carifexs etc hehe depending on how radical you want you inq to be.