Friday, August 15, 2014

Ordo Chronos Psychic Powers (Homebrew Rules FTW!)

I was listening to Masters of the Forge, my favorite new 40k podcast, the other day and they were talking about the Enslavers. Being a huge fan of anything Warhammer OOP, it was fun to hear about these flying alien brains and their mind control themed rules. In another episode, they mentioned how cool it would be to have some Ordo Chronos-themed psychic powers. So, I started doing some research on these mysterious inquisitors.

In the grimdark future, there is only funk!

Over on Faeit I found this article written by the Dark Heresy author, Andy Hoare. He describes them as follows:
To return to the discussions I was reading about the Ordo Chronos, some people did seem to view them as one-dimensional, 40k Time Lords. That's not the case at all, as after all, existing to combat the effects of the time distortion doesn't mean they bring it about. However, as Inquisitors they would be just as subject to factionalism as their peers. Perhaps Puritan Ordo Chronos Inquisitors ('Time Hunters'?) ruthlessly hunt down anyone who has fallen prey of a mistimed warp jump, just in case anything happens to alter the Imperium's fate. Equally, perhaps Radical Time Hunters seek to utilise heretical technologies, and consider changing the course of history a valid way of keeping the Imperium alive? Just imagine the wars that these two factions could be fighting without the rest of the Imperium ever even knowing about it!
How cool is that, huh?! The possibilities for an army are pretty much infinite here. A Chronos Inquisitor partners with Eldar Outcast to aid them in their battle against Slaneeshi daemons; a battle that was originally lost that led to the invasion of multiple argo-worlds and the death of the Imperial Fist's Captain Julian Dominan.  The same Captain Dominan who could have prevented the Tyranid invasion of Luna, which led to the invasion of Terra and the great infestation! Endless possibilities, indeed! And a lot of interesting campaign/themed gaming to be had. 

Temporal Badass

So, take a game mechanic (controlling your opponents minis) and a cool theme (Time Lords, duh!) and you get my hopefully not-too-broken Ordo Chronos Psychic Powers. These rules were designed to give a lot of additional movement, as well as represent the control someone who resides in the past, present, and future can exert on the battlefield. Feel free to play-test and refine these for yourself. All types of feedback are appreciated.

Tacitcs: for the Inquistor, I would use whichever Ordos you see fit. These guys have access to all time and space, just equip them based on your own fluff.

Ordo Chronos Psychic Powers

Primaris Power
Foresight (Blessing) WC 1
The psyker shares his knowledge of what has passed and what is to come. 

  • Single friendly unit within 18" add +1 to their WS, BS, and I for one turn
1. Phaseshift (Blessing) WC 1
Vision blurs as the pysker advances the target through spacetime to a new strategic position on the battlefield.
Target friendly unit within 18" can make an additional move of D6 in the psychic phase, with the fleet special rule.

2. Slowed Response (Malediction) WC 1
Fingers pull at triggers to no avail. Feet as heavy as lead. Time stands still in the melee.
  • Target enemy unit within 18" can only move or shoot in the next turn. They may not do both.
3. Temporal Waining (Witchfire) WC 1
With their life force draining out of them, skin wrinkles and memories flash before the victim's eyes.
  •  Target enemy unit within 18" suffers D6 S3 AP3 hits. This attack has the Fleshbane special rule.
4. Temporal Wandering (Malediction) WC 2
We all move in every direction in mirrored dimensions. The psyker alters reality to weaken his enemies position.
  • Target enemy unit within 18" moves D6 inches, ignoring terrain, in a random direction (determined by a scatter die).
5. Through the Rift (Blessing) WC 2
The psyker rips a whole in spacetime catch his enemies unawares.
  • Target friendly unit within 12" may immediately deepstrike to any location on the board. Normal rules apply.
6. Temporal Paradox (Malediction) WC 3
Time slows, speeds, and stands still and the command of the psyker. In this moment, he is the lord of time.
  • All enemy units within 18" must take a leadership test. If the test is failed, they are pinned and take D3 S6 AP3 hits. These hits have the instant death special rule.
Until next time!

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