r/35k

▲ 127 r/35k+2 crossposts

The supplement for you Ordo Xeno Deathwatch enjoyers is here.

This was a massive piece of work that took me about 4 months to complete. It is still open for feedback and could be adjusted as people use it, but I've been playing with drafts of the books since January (you can see all the models I painted for this).

This is one I'm pretty passionate about. The Inquisition are probably my favourite faction. The Daemonhunter and Witch Hunter books are my favourite books. We never got that third book 20 years ago, so I feel like this fan version should scratch the itch for a lot of people.

There's a lot of new things to capture the Ordo Xenos aspect, from new psychic powers, acolytes, and lobotomised Xenobeasts. I added some skirmish rules for spooky missions (I personally intend to use Shadow War Armageddon rules) as well as rules for alien enemies, which both the original two other books had.

I had so much fun with this. You can see my art abilities improve over it, as it's during this book I pushed myself to move beyond tracing towards trying traditional art and playing around with different techniques both digital and traditional.

As usual, I quite strictly don't republish rules - so you will need a copy of Codex: Space Marines 4th edition and a copy of either Codex: Daemonhunters or Codex: Witch Hunters.

I hope people enjoy it!

You can read and download it for free here: https://wh35k.com/alien-hunters/

u/Calgacusaur — 7 days ago
▲ 31 r/35k

I've been trying my best to clear out projects that have sat nearly completed for a while and, funnily enough, the one I started most recently is finished first!

This is the pre-11th edition version of the Ork Supplement. The plan is that once 11th edition has arrived, I can hopefully add changes to this rather than wait and wait on producing a new book.

I've absolutely loved researching this (and hated spellchecking it). I've tried to draw on stuff going back to Rogue Trader and 2nd edition, such as the Squig Catapult and Madboyz.

I've also tried to give armies more identity. There was an issue, clearly, in 3rd/4th ed around how you incorporate clans. I think they had it mostly right, which is why I broadly adopted the approach, of giving clans and kulturs their own rules. What I did, to allow you to stick to the tribe system dating back all the way to Rogue Trader, is that it's the clan of your Warlord that decides what you can and can't take. So, in effect, you can still have a tribe of lots of clans - your Goff warboss just won't let sneaky gitz in!

I've added in minor/custom clans and kulturs. I'm not sure how people will respond. Canonically there are minor clans in existence, so I've tried to advise how you would do such a thing. I just know some people might not like this different interpretation of that lore, even though I've kept it as consistent with the official lore as it could really be. There are canonical minor clans after all!

For Grot-enjoyers I put together a Grot Rebel army list for the fun of it. I've always wanted to run an army like that but will probably never get round to it. I know there are many like me, but who actually might get round to it.

The only thing I'd say is that I haven't had masses of time to play-test it, as I wrote it by myself and play about once a month. So feedback is always welcome on the Discord and would fit in with the post-11th edition version perfectly!

Link to the PDF: https://wh35k.com/orks/

(Note: this is my fourth attempt to get this uploaded properly! The image won’t load! Apologies for deleting the previous attempts!)

u/Calgacusaur — 13 days ago