Monday, April 6, 2015

Ordo Xenos Inquisitor with Conversion Beamer

 Ordo Xenos Inquisitor with Conversion Beamer


After a few years of wanting the model, I finally have him finished and painted.  The model is from Moonfleet Miniatures, the gun is from chapter house, and the base is from WarGamma.  Various bits are attached from the terminator kit.

I considered several models from Kabuki like the Napoleon or Rommel both of which have a nice military general type feel and a pose that would work with the beamer.  I couldn't tell how big they were so I didn't want to take a risk.  The "Scientist Thinking" I used is on the small side, but works well enough.

Chapter House doesn't appear to sell the conversion beamer anymore.  I ordered a lot of stuff from Chapter House several years back and was mostly disappointed with it.  I have 6 magnetic razorback turrets.  The resin didn't line up very well, so most had to be glue in place and don't rotate.  The magnets holes don't line up well with the gun holes and they didn't include enough.  The worst thing I ordered was the Storm Raven extension kit.  It took a ton of work to get it to even build and I really wish I hadn't bothered.  It's fine as long as you don't look closely.

The beamer wasn't as bad as the rest, but was pretty brittle.  I ended up pinning it all the way from the backpack far into the actual gun itself.  That's why it is in one straight line rather than bent like it should be.  It's pretty secure now.  I magnetized it so I could swap out with another model if I change my mind or add a master of the forge.  The book and grenade bits were added to keep it from rotating and falling down but also give it more of an official look.

WarGamma 25mm bases came in groups of 13.  I used 10 for the PAGK and have 3 for various inquisitors and other ICs.  I painted it very similar to the seller, although I feel mine are a smidge better.
I painted him and the two assassins concurrently and he only took 2 days, but the backpack took me another few days before I was satisfied.  I think the glowing effect on the gun turned out ok.  It looks better in person because of the mix between glossy and matte.  I didn't want to go with OSL and risk the chance to repaint parts of it if I didn't like how it turned out.  The drybrushing is supposed to reflect that it is older technology that is falling apart and in need of constant repair.


His role in my army is to sit inside the imperial bunker and blast away with servitors.  In order to make my Nemesis Strike Force Detachment work I need reliable reserves and to lessen the chance of deep strike mishaps.  The Inquisitor takes serve skulls to reduce scatter to only D6" and the bunker lets me take a comms relay to re-roll reserves.

The bunker has 8 fire points and is fairly impervious to most damage at AV14.  For only 60 points, I can get 3 servitors with plasma cannons, throw in another 10 points for a psyker to add to my WC pool and possibly cast psychic shriek.  They can get out and run to an objective if needed.

The beamer itself has a unique weapon profile that gets stronger the further away it lands.
Range S AP
0”-18” 6 -
18”-42” 8 4
42”-72” 10 1

It's a small blast running you only 45 points.  This will let you put pressure on backfield vehicles such as manticores and devastators.  The AP1 will blow vehicles up nicely.  If they enemy gets in close you can start shooting them with the plasma cannons.

Additionally,  you can add Jokaero for lascannon shots and possible buffs like adding 12" to the plasma cannon range.  They are pricey at 35pts for only BS3.  There isn't a very effective way to take advantage of all 8 fire points though as this only uses half the potential.

Unfortunately, you can't cast blessings inside a vehicle or building, so no prescience.  This doesn't make sense to me at all, but it is the rule.

If the bunker is damaged, the occupants will be hit pretty hard, but in general, they'll be pretty safe inside since most of my army is deep striking midfield turn one and a bigger threat.  At least enemies can't assault, throw grenades, or flame inside anymore.

According to the rules, the bunker is a member of your army and can man the comms.  The comms should go outside the building rather than on top, just in case it gets destroyed.  It should be close to the unit inside so if they are forced to disembark they can man it.


I also take the void shield upgrade when points are available.   It can help protect the guys inside and a separate unit on top, which I never usually do, but the option is there.

Inquisitorial Detachment
79 Ordo Xenos Inquisitor with conversion beamer and 3 servo skulls
70 Henchmen: 3 servitors with plasma cannons, 1 psyker
100 Imperial Bunker with comms relay and void shield
249 points

Or barebones at 172 points if I'm strapped for points.
79 Ordo Xenos Inquisitor with conversion beamer and 3 servo skulls
18 1 psyker, 2 henchmen
75 Imperial Bunker with comms relay

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