I’ve been thinking about Cogniczar ’s call for an ‘outline’ for the Ordo Xenos project. I looked through my other Dark Heresy sourcebooks for ideas, and it seems to me that Daemon Hunter has a layout that would work well for our purposes. DH ’s chapters are: 1) The Ordo Malleus [overview/factions/holdings/dramatis personae], 2) Hunter Careers [PC options], 3) Malleus Armoury [new equipment], 4) Daemonic Incursions [adversaries], 5) Grey Knights [new crunch]. Here’s how I picture that breakdown translating to an Ordo Xenos sourcebook:
Chapter 1: The Ordo Xenos-
- Overview of the Ordo Xenos and its duties.
- History of the Calixian Ordo Xenos- from purging xeno remnants in the wake of the Angeven Crusade, up to consulting on Waaagh! Grimtoof on the Spinward Front and investigating emerging threats in the Koronus Expanse, such as the Rak’Gol.
- An overview of how the different Puritan-through-Radical factions within the Ordo interpret their duties- and much more detail on the Calixis-specific Xeno Hybris radical faction (mentioned in The Radical’s Handbook p.128 and Disciples of the Dark Gods p.181).
- A ‘Who’s Who’ of Ordo Xenos Inquisitors and other key figures, and descriptions of the political intrigues within the Ordo.
- Holdings of the Ordo Xenos, possibly combined with descriptions of some Forbidden Worlds quarantined by the Ordo due to xeno contamination.
- An overview of the Calixian Deathwatch, with key personnel, holdings, and recent activities.
Here’s a quick run-down of OX inquisitors that have appeared in various DH books: Inq. Van Vuygens ( DHRB :320), Inq. Al-Subaai ( DHRB :322), Inq. Llor ( DotDG :179), Inq. Amaros ( DotDG :180), and Inq. Arcturos ( DotDG :181)- this was a hasty search, am I missing any?
I have introduced a character in my campaign called Inquisitor-Lord Titus Gormanghast, the premier expert on xenomorphology in the Calixis Sector, who is slowly dying of a powerful mutagenic poison as the result of a Dark Eldar assassination attempt. He is kept alive in a life-support tank which constantly tries to counteract the effects of the poison, but the best Imperial science can do is delay the inevitable. I came up with this situation simply to justify his being available to consult , but not participate in missions; it occurs to me that, if he was the head of the Calixian OX, his impending death could set up an interesting power struggle within the Ordo, as senior inquisitors vie to become his replacement, frantically forming alliances and trying to sabotage rivals…
As for the Calixian Deathwatch, I use the Threnos Zone ( DHRB :326) as the site of the Sector’s Watch Fortress, with the 13 lifeless planets being the Exterminatus’d remains of the Yu’Vath capitol system. The constantly-broadcast Imperial Hymns that interfere with navigation are intended to foil would-be treasure hunters. See here for more details.
To contrast with the Jericho Reach, I would make the Calixian Deathwatch understaffed, with only a few Kill Teams at their disposal (-and they are being run ragged putting out fires across the sector). Hence, Acolytes must sometimes be sent in when no Astartes are available…
Chapter 2: PC Options-
- New Origins.
- New Background Packages.
- New Alternate Ranks.
- New Cell Directives.
I currently have some Origins ( Changeling [a human raised by Eldar] and Collegus Xenorum [mentioned in The Koronus Bestiary p.101]), Background Packages ( Raid Survivor , Freed Thrall- see earlier posts in this thread), and Alternate Ranks ( Diplomatist [authorized negotiator with xenos], Scalp-Taker [hunter of alien bounties], Archaeoxenologist [excavator of xeno sites- name taken from the Eisenhorn novels], and Xenophile [collector of forbidden artifacts]) in progress.
This section should probably contain references to appropriate options from other sources (with page numers) like the Calixian Xeno-Arcanist in The Inquisitor’s Handbook p.58 and Cold Trade Broker in Book of Judgement p.37.
Chapter 3: New Equipment-
- Xeno-fighting ‘Counter Measures’.
- New Xeno items.
- A 1d100 list of minor xeno artifacts (with no real combat applications) that can be used to quickly flesh out a Cold Trade auction, warehouse, or smuggler’s cargo.
- Descriptions of Tech Heresy involving xeno materials, possibly with more info on the Ordinati Xenologis (a rogue Adeptus Mechanicus cult, mentioned in the Rogue Trader sourcebook Hostile Acquisitions p.133).
I have complained in several threads about the blatant Power Creep in later DH sourcebooks, usually exemplified by equipment that is simply a drastically better version of an existing item. Some people say that this Power Creep is intentional and carefully calculated, but I don’t buy it; I think “like that thing, but way better !” is simply a cop-out used by freelance writers to fill pages when they can’t think of anything original. This offends me on multiple levels: in addition to throwing game balance out of whack ( Book of Judgement , for example, includes stacking armour combos that can render PCs flat-out immune to conventional weapons) and defying common sense (if a new sourcebook’s “Omega-Plus Lasgun” is astronomically better than a conventional Lasgun, why hasn’t it replaced all conventional Lasguns? Yes, the Imperium is reactionary, but 10,000 years is plenty of time for Natural Selection to exert itself), there is the all-important fact that people play WH40KRP because they like the 40K universe , and not because they just like percentile systems and don’t care about the setting; hence anything that renders iconic elements of the 40K universe statistically obsolete is committing an egregious sin.
This means that the Armoury will undoubtedly be the hardest part of this project. Original, logical, and balanced- that’s a tall order…
Chapter 4: Adversaries-
- An overview of the Cold Trade, with a particular organization given the full Disciples of the Dark Gods -style treatment (I vote for the ‘League of Black Crystal’- a Cold Trade group led by a radical Inquisitor, mentioned in the Rogue Trader sourcebook Hostile Acquisitions p.134).
- New xenos, and some more info on existing species (the Enoulians from Creatures Anathema p.86 could definitely use some love, and of course more details on the Slaught and Yu’Vath are a must).
- Xeno beasts, with guidelines for what kind of creatures are broadly legal within the Calixis Sector (such as the Mukaali from The Koronus Bestiary ), which require varying degrees of licensing (Sabre Wolves from the DH Rulebook , Ripsaw Scuttlers from DotDG ), and which are flatly illegal (such as most Deathworld species). This section should reference the rules for training xenobeasts in The Radical’s Handbook p.140. More info on The Beast House from DotDG would also probably be appropriate.
- A xeno generator, expanding on the limited one in the DH GM's Screen .
I’ve created WH40KRP versions of the Hrud (long-time lurkers on the edges of the 40Kverse), Morgauth (based a brief description in The Radical’s Handbook p.200), Verminthiculians (mentioned Dark Heresy Rulebook p.258), and Nostrafex (mentioned Disciples of the Dark Gods p.71)- see here for details (I'll treat these posts as rough drafts and polish them up), and I’m working on the Draethri ( from The Radical’s Handbook p.201), plus some xenobeasts.
As far as the Big Mystery of what the Enoulians are up to with the weird stuff (dead plants, fossils) they are collecting, my suggestion would be that they are trying to reconstruct the DNA of a long-extinct void-travelling super-predator species, which they hope to unleash against the hated Imperium.
I’ve seen a post somewhere with full details of Genestealer Cults in WH40KRP - if we ask nicely we might be able to borrow that…
Chapter 5: New Crunch-
- Using Deathwatch allies?
- Xeno PCs?
I’m not sure about this part… are there any other suggestions?
That’s my two Thrones worth. -And keep in mind that this is all just suggestions - this project is still in the ‘spit-balling’ stage. Feel free to contradict any of this, and once everyone has said their piece we can vote on which versions to keep later.
Edited by Adeptus-B