Showing posts with label Ordo Chronos. Show all posts
Showing posts with label Ordo Chronos. Show all posts

Friday, May 15, 2015

Dredging the Grimdark: Ordo Chronos

This post was featured on House of Paincakes. It is a really awesome site, with a lot of great writers and a lot of really cool topics and ideas on gaming. Make sure to check it out, you'll be glad you did!

 This article is a part of a series called "Dredging the Grimdark" that reviews how you can use old, out of production (OOP) Citadel models or odd fluff armies in your games of 7th Edition Warhammer 40k. In this edition, we will be looking into how you can represent the Ordo Chronos on the table top. Have a favorite mini or fluff concept you'd like to play with on the table? Let me know and it could be the focus of a post down the line.

There are no Bad Wolves on Fenris

 By far, the best part of my hobby life (painting, playing, reading, and writing erotic fan ficiton) is that it all happens in the 40k universe. The Warhammer cannon is so revered and beloved that even one sentence can spark the imagination. That is a lot of responsibility for those select few who curate and create the future of our beloved game. And, how do you keep your ego in check with so much at stake?

 You get the feeling that there is this eternal battle at GW Headquarters between the fluff police and the trolls who want to throw stuff into new books to make us all lose our minds. In my head, it must look exactly like the fight scene between Gandalf and Balrog, except with British guys and not inside a mountain. I mean, imagine how it feels to control the destiny of an entire fictional universe. Then, imagine being in a room with ten other people who feel the exact same way. These dudes killed Sly Marbo. Nothing is safe.

The design meeting for the new Eldar codex were INTENSE

So, back in 2013 the Inquisition codex came out. And, in this book was a one page snippet about the Ordo Chronos. If you've never head of them, here is a quick review from Lexicanum:


The Ordo was established to study the anomalous passage of time during interstellar travel through the warp. This is because of the fact that time works differently within the empyrean; in rare circumstances, vessels can arrive at their destination much later than intended ... Tales of such dreadful fates are common knowledge amongst void travelers and accepted as one of the risks of warp travel. In extremely rare circumstances vessels may even arrive back into real space at a time before they actually set out.

Ok, so I'm reading this and I start to get all hot and bothered about my new army of Time Lords. Quickly flipping through the pages on my iPad, I come to the rules for three types of Inquisitors (Ordo Malleus, Hereticus, and Xenos). Wait, where are the rules for the Ordo Chronos? What... the... HELL! That was a tease. I ended up giving up on it, and the whole idea got thrown on the back-burner (right next to that Genestealer army I'm going to start one day).

Fast forward to a couple months ago. I ran across this excellent blog post written by Andy Hoare, who is credited with creating the Ordo Chronos in a Dark Heresy supplement. The whole thing is worth a read, but this snippet in particular piqued my interest:

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!

I really love this concept. Puritan and Radical Ordo Chronos forces fighting these secret wars over the fate of time itself! Scenarios like this have to be played out on the table. I mean, what's the point of even rolling dice if you can't fight out shadow wars between rival Ordo Chronos inquisitors? How cool would it be to get six buddies together and have two playing in the "past", two in the "present" and then have the Ordo Chronos bouncing between the tables in order to dictate their own vision of the future. So cool! Now, all we need are rules. How can we represent the Ordo Chronos, while still keeping with the rules and current codexes of 7th Edition Warhammer 40,000? Here are some of my ideas.

Time Lord 2.0

 The Rules


Option One: The Inquisition Codex

Ok, so this one is by far the most obvious to me. I would use an Ordo Xenos inquisitor due to the cool alien weapons and build up a retinue however you see fit. The real fun in this would be the modeling (more on that later). The largest advantage of this rule set being that you don't really need to explain all that much to your opponent. Overall, a nice plug and play option if you care less about the rules and more about the narrative.

Option Two: The Craftworld Eldar Codex

Ok, a bit of a stretch, but hear me out. Battle Focus feels very Ordo Chronos to me. It is really literal (actually bouncing around in space-time), but would also give a lot of character to an Inquisitorial list. I would limit your unit choices to Farseers, Autarchs, Guardians, Dire Avengers, and Warp Spiders as all of these have rules that represent the ability to time-shift or replay scenarios. You could incorporate other parts of the codex, but I don't see the Ordo Chronos representing more than 500 to 750pts in a list.

Option Three: Militarum Tempestus Scions Codex

Deep-striking out of the Warp is not just for Daemons and Dark Eldar anymore! Take a bunch of Scions, throw in an Ordo Chronos in Terminator armor (actually Ordo Malleus, but who's checking), and viola! You have your time-shifting Time Lords! Honestly, I think this one is the best choice. It hits all the marks (enhanced stats but still human toughness, Imperial, and fairly easy to explain to almost any opponent). The real fun with this list will be the converting, and I do fear that the tactics would eventually become a bit stale. But, that's just my poor deep-strike rolling skills talking.

The Models


There should be a lot of freedom in a project like this. Following the fluff, you could imagine an Ordo Chronos Inquisitor collecting equipment and people from a wide variety of places and time periods. And, the more radical your warlord, the more radical his or her force should be! Due to my love of OOP models, I'd throw in some of the older Storm Trooper models (hey, you're making an Ordo Chronos army, that just screams OOP to me). But, don't let you imagination stop you there. Do your research and some eBay searches and you'll find a treasure trove of pewter in need of some serious TLC.


Until next time!

Saturday, August 23, 2014

Inquisitor Josep Arador and the Fell Hounds (the beginnings of my Ordo Chronos army)

I love old citadel models. Something about them has always caught my eye. Especially with the prevalence of digital modeling, the hand-sculpted details and character really stands out in the modern 40k scene. Normally, when I am planning out a new army, I will start with one model. Something that represents the narrative I have created, and a show piece that will make my force unique. Enter the Ordo Chronos:

Inquisitor Verhoeven (from sho3box.worpress.com)

I came across this guy searching Ordo Chronos on Google. He is beautifully painted by the author of sho3box, a great blog with some incredible minis. After I saw this mini, I realized that he would make a perfect Ordo Chronos Inquisitor. Dated enough to look ancient next to newer models, but still tough and exotic. A temporal badass. After a couple searches on eBay, I came across this:

The future Inquisitor Josep Arador
Gorgeous, right! A nice bid and he was mine for about $10 after shipping. I am really excited about this guy, and looking forward to building on the Ordo Chronos theme. Here is a little teaser of things to come:
Inquisitor Joseph Arador is a mysterious figure. Born on Tirnan, a world trapped in a perpetual storm know as "The Tempest", he was discovered by Imperial Black Ships at the age of ten. He quickly gained the attention of the Ordo Chronos, and began training with the Guardians of History at the age of fifteen. A brash man, he was known for being the loudest of the otherwise shadowy Ordo. While he served the Emperor with all his ability, it was whispered that the darkness of what he had seen was beginning to taint the Inquisitor. When the Ordo Chronos dissapeared, he fell into the shadows and returned to his homeworld. After some time he resurfaced with the Fell Hounds, his personal Space Marine warband. Their purpose and actions remain a mystery.

Until next time!




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!