Forsaken (40k Chaos Warband Quest)

Voting is open
These all Stellaris races yes?

It's a mix really.

The Tzynn are more intelligent Krogans
The Likken are Sophonts from Endless Space/Asgard from SG1
The Yondarim are Asari
The Eliminators are indeed the Determined Exterminators civ in Stellaris.

Something I like in my 40k quests is to import alien races from other sci-fi universes as minor xenos races. The Tau in my verse by instance have the Mass Effect races as auxiliaries.
 
[X] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.

Conqueror, assimilate. The Chaos gods do not in fact care where their souls come from.
 
[X] The Eliminators are hated by all and their tombs are ripe for the taking. Even if their robotic frames do not contain the souls so prized by the Pantheon, the aetheric reflections of their murdered worlds contain Neverborn aplenty. This war will bring you few favor with the gods but the material rewards are substantive.
 
The Tzynn are more intelligent Krogans
The Likken are Sophonts from Endless Space/Asgard from SG1
The Yondarim are Asari
The Eliminators are indeed the Determined Exterminators civ in Stellaris.
I thought I saw Mass Effect vibes there!

[X] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.
 
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dragon ball, roger american dad, hombres de negro, El quinto elemento , ataque a marte, Galaxy Quest, Al filo del mañana, Película de evolución, Día de la Independencia, crónicas de riddick, Dune, Starship Troopers, (The Thing) Valeriana y la ciudad de los mil planetas, scorn , lilo and stitch ,
 
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líder: lobos lunares
campeón: devorador de mundos
teniente: hijos del emperador
capellán: portadores de la palabra
bibliotecaria: mil hijos
boticario: guardia de la muerte
tecnomarine: guerreros de hierro
explorador: señores de la noche
maestro espía: legión alfa

Pido una versión malvada del señor de la noche de batman

primero las asari por qué podemos usar la diplomacia para conseguirlas luego los krogan someterlas con fuerza y el resto con la ayuda del mecánico oscuro podemos conseguirlas
 
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Adhoc vote count started by ganonso on Apr 18, 2024 at 2:24 AM, finished with 14 posts and 8 votes.

  • [X] The Tzynn Empire relies on strength and seems to respect it in a degree. Conquering one of their worlds will elicit in them the same reaction than in Orks. They will be forced to count with you and as they are more intelligent they are likely to respect your claim.
    [X] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.
    [X] The Eliminators are hated by all and their tombs are ripe for the taking. Even if their robotic frames do not contain the souls so prized by the Pantheon, the aetheric reflections of their murdered worlds contain Neverborn aplenty. This war will bring you few favor with the gods but the material rewards are substantive.


Tight vote.

While the Warband is not a democracy, here are the preference of each of the nine Legions for foes

Emperor's Children: Yondarim (Ork-like opponents are boring)
Iron's Warriors: Eliminators (for the technology)
Night Lords: Yondarim (seem softer than the Tzinn)
World Eaters: Tzinn (Hilariously oppose slavery)
Death Guard: Tzinn (Vulnerable to their touch, strategies best suited for the Legion)
Thousand Sons: Yondarim (LOOT!)
Sons of Horus: Tzinn (Seem top-dogs around here and you should cut the head of the snake first)
Word Bearers: Eliminators (for the interesting Neverborn)
Alpha Legion: Eliminators (for the diplomatic capital)
 
We'll get to them all eventually, we just don't have enough bodies to split up.

[X] The Tzynn Empire relies on strength and seems to respect it in a degree. Conquering one of their worlds will elicit in them the same reaction than in Orks. They will be forced to count with you and as they are more intelligent they are likely to respect your claim.

Let's take down the big guys while we're fresh - or as fresh as a Chaos warband gets, anyway.
 
Major Factions of the Azkeli Sector
Tzynn Empire: Physically strong reptilian aliens in constant low-level civil war. More intelligent Orks from scrying reports. Telekine psykers present.
Likken Technocracy: Slender aliens looking like the Grey of pre-Imperial legend. Specialists in robotic armies and laser and plasma weaponry.
Yondarim Matriarchy: All-Female humanoid psychic race. Diplomats and subversive with a focus on the arts.
Eliminators: Ruined polity patrolled by the ancient defense system who slaughtered it. Scrying detect a powerful Neverborn at the center surging from the neuroses of the murdered species.
I do wonder did we get as much info even before scouting anything thanks to Neferou?

Would picking Sorcerers in first Vote end giving us more info here?

Or what would be our info/options here without having Diviner?
 
I do wonder did we get as much info even before scouting anything thanks to Neferou?

Would picking Sorcerers in first Vote end giving us more info here?

Or what would be our info/options here without having Diviner?

Yep, Neferou as well as some Crusade-Era reports as you were intended to head out in that sector space before the Heresy.

Choosing Sorcerers would have given a bit more info like contacting Chaos Cults already in place or something like that.

Without a Diviner the Eliminators would not have been an option. The worlds would have been described as emptied of life but without mention of the defense systems.
 
[X] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.
 
[x] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.
 
[X] The Yondarim seem a soft target who could be brought to submission by a display of strength such as the conquest of one of their worlds. They are witches all and all and such have potential either as warriors or as sacrifices to the Pantheon. They also despite being not overtly warlike, possibly your rivals for the attention of the Dark Gods.
 
The remnants of an ancient kingdom who by hubris had wrought its own doom. Fields of bleached bones lovingly maintained by ignorant murderers. Tombs patrolled by the very creatures who had cleansed them of life. Borders maintained by those who had made all defenses useless. Minds of metal wise in all ways of slaying and useless for anything else.
Actualy I am suprised that Techpriestess Aki-Zeta 13 and rest of Mechanicum in Warband arent screething in binary demanding a crusade to burn from galaxy the Abominable Intelligence in question?

Or are our tech priests more likely to want to study/slave that AI instead of destroying it?

Also noticed that four Xeno species in sector fit the four Chaos Gods.

So will dealing with each one give us points for god in question? Like Yondarim for Slannesh or Eliminators for Nurgle?
 
Actualy I am suprised that Techpriestess Aki-Zeta 13 and rest of Mechanicum in Warband arent screething in binary demanding a crusade to burn from galaxy the Abominable Intelligence in question?

Or are our tech priests more likely to want to study/slave that AI instead of destroying it?

Also noticed that four Xeno species in sector fit the four Chaos Gods.

So will dealing with each one give us points for god in question? Like Yondarim for Slannesh or Eliminators for Nurgle?

That's a good question and there will be occasions to choose the Mechanicum's reaction to things like that. Personally I see the Dark Mechanicum as engaging in all things previously forbidden by the Clergy of Mars so Abominable Intelligences are a field of study like any other even if they prefer to replace them with daemons engines.

With the exception of the Eldar, the Ruinous Powers don't care about species. What they care is the manner of death. Make a world a slaughterhouse of blood and skulls and Khorne is pleased, the victims being Tzynn, Likken or Yondarim. What the Ruinous Powers are invested in is the emotions and concepts championed in the act. Khorne and Slaanesh* are generally easier to get than Nurgle or Tzeentch as the Grandfather hungers for life and not death and the Architect of Changes demands more than mere slaughter but change and the realization of ambition.

*That's an aside but Slaaneshi Astartes worship is in some way easier favor-wise than mortals. The Dark Prince expects its mortal champions to spread decadence but is ready to honor the indulgence of its Astartes followers in atrocities as a good in itself.
 
[X] The Eliminators are hated by all and their tombs are ripe for the taking. Even if their robotic frames do not contain the souls so prized by the Pantheon, the aetheric reflections of their murdered worlds contain Neverborn aplenty. This war will bring you few favor with the gods but the material rewards are substantive.
 
First War New
First War
The image of the system dances above the strategium's table, evoked not from the science of the Mechanicum but the favor of the Dark Gods. It radiates feelings and images and symbols far from the cold mechanics of the sterile Imperium. Perhaps if you were human still, you would feel pity for it. Yet none of those gathered here are human. The knives of the Apothecaries took care of your fellow Legionaries and Aki-Zeta 13 is an adept of Mars. Her flesh was long surrendered to the cold embrace of the machine. The neverborn whisper the name of this system is Kelai, a simple colony of the Yondarim Matriarchy. A recent acquisition, rather isolated from their core worlds. A soft target, a good target to blood your warband and ensure internecine warfare is kept to a minimum. You will win there. You have no other choices. The favors you had garnered in the Heresy are gone now, exchanged for a simple gift. To churn the Sea of Souls around this system so as no message can get through and less so any ship. You will not be disturbed for some time, perhaps enough to cleanse the place of life if you so choose.

You are eleven across the strategium, studying the images of five planets. You look at the leaders who emerged from the different Legions. Menelas of the Emperor's Children is resplendent in the gaudy plate of a former Palatine swordsmen. Trinkets and trophies hang from the hooks he placed in his flesh and he delights wearing no helm to show his flayed face to the world. He smiles without lips to the others especially Korgoth of the World Eaters. You realize the control the former Chapter Master shows in not trying to behead the sybarite on the spot. The XIIth became a living paradox after their passage in Ultramar. Korgoth is a musclebound monster whose armor glisten with the blood of fresh victims and who has spiked three Astartes skulls to his pauldrons, like an Ork warboss. Yet it seems the elite of the Legion has exchanged the Butcher's Nails for a deeper, darker rage. He reassured you during your exodus that as long as his men could shed blood and harvest skulls, they would not attack in mindless rage. Facing each other too are Neferou of the Coven with his ibis-helmet and Pestilax of the Death Guard whose armor is covered in wards so he can share space with non-worshippers. The former Centurion wields the scythe of his office and is a collection of poxy scars who almost manage to make you retch.

These four are those likeliest to escalate things to duel to the death. They serve a single power and are offended by those who do not kneel to it. Not that other Astartes are not dangerous in themselves. Daedalus of the Iron Warrior in grey plate is muttering the equations of ruins as he pours over auspex reports. Mircea of the Night Lords cackles to himself as he thinks of the slaughter his band of killer will wreak on an unsuspecting populace. Karalet is pouring on reports, trying to see any hint of the Primordial Truth in the Yondarim culture while Jikaerus of the Twentieth has come with helmet attached and so could be any member of his Legion. Indeed except Jipul you don't trust any of these especially not the priestess. She looks nothing more than a great spider walking on several metal limbs while her face has been remade with mandibles and many ocular lenses bright red. You cannot read any expression on her and even Neferou feels only dark curiosity in her.

They are tools all of them, to be wielded against the Imperium at the end. Still they are dangerous and not only because they could kill you. You call them your warband in your thoughts but you are no fool. You are ten groups counting the Mechanicum allied by the circumstances of your flight alone. Well time for that to change. You begin by pointing the target you eleven have agreed on. A great station orbiting a planet right at the limit of the system. From what readings you managed to get, it holds a garrison meant to monitor the defenses of the colonies. That means it must hold knowledge enough and be a test of the Yondarim and their allies.

Scouting is impossible for your first assault. Enemies capabilities are near total unknown except that the Yondarim lead several species including humans. Not the first time Astartes are meant to go blind like this. It calls for a good plan.

Choose 1 in each category. You cannot choose twice the same Legion if available

The Speartip (The first wave meant to secure landing sites for the rest of the warband)
[]
Iron Warriors. You are sure the sons of Perturabo are able to fortify even the boarding sites once they cleansed them of life
[] World Eaters: They won't secure the sites but punch right through the foe and slay everything they meet making ample distraction
[] Night Lords: They won't secure the site but create terror and disarray through the corridors of the station creating fires the defenders will have to put down
[] Write-in

The Hidden Dagger: (Deployed outside the main assault as the defenders are distracted)
[] Alpha Legion: The sons of Alpharius will outflank the defenders and sabotage their strategies
[] Night Lords: The warriors of Nostramo will get to the vulnerable underbelly of the station
[] Word Bearers: The Possessed are dread warriors and best deployed outside the main contingent.
[] Emperor's Children: The sons of Fulgrim have speed and ferocity on their side and have proven their potential in disrupting a foe through their amusements.
[] Write-in

Coven Strategy
[] Support through telepathy and divinations
[] Summoning of Neverborn
[] Raw destruction
[] Write-in

Enemy Headquarters
[] Sons of Horus: Yours is the killing blow and the assault on the most defended position
[] Death Guard: Nothing will surprise the sons of Mortarion, and nothing will kill them.
[] Aki-Zeta 13: Her Skitarii are logical, immune to terror and could use a weapon test.
[] Write-in


Minor question what is your raiment of war and battle? Choose 1 (will influence your statline)

[] The Moonclaw: You fight in Terminator plate with a pair of lightning claws. In the Heresy the machine spirit of your armor became bloodthirsty enough to join the choirs of Khorne. You maintain a strict discipline and enjoy using its gifts against your opponents.

[] The Eye of Horus: You fight in artificer armor having replaced many of the components with ritualistic reagents. While not a psyker you have enchanted a Force sword and plasma pistol to help in your war. Your helmet contains a neverborn of the Architect of Change bound by sacrifice and enhancing your perception

[] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.

[] Write-in





*The difference between the World Eaters and the Night Lords is the World Eaters will stay relatively together and start a straightforward trail of destruction directed on the strongest point of the defense. The Night Lords will attack weakness rather than strength
 
[X] [Speartip] Iron Warriors. You are sure the sons of Perturabo are able to fortify even the boarding sites once they cleansed them of life
[X] [Hidden Dagger] Night Lords: The warriors of Nostramo will get to the vulnerable underbelly of the station
[X] [Coven Strategy] Support through telepathy and divinations
[X] [Enemy Headquarters] Sons of Horus: Yours is the killing blow and the assault on the most defended position
[X] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.
 
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[x] Work Together
- [x] [Speartip] A mixture of Iron Warriors and World Eaters. Send the World Eaters first to blitzkrieg them and then send the Iron Warriors to finish the job and fortify the landing sites.
- [x] [Hidden Dagger] Alpha Legion: The sons of Alpharius will outflank the defenders and sabotage their strategies.
- [x] [Coven Strategy] Support through telepathy and divinations
- [x] [Enemy Headquarters] Sons of Horus: Yours is the killing blow and the assault on the most defended position
- [x] The Moonclaw: You fight in Terminator plate with a pair of lightning claws. In the Heresy the machine spirit of your armor became bloodthirsty enough to join the choirs of Khorne. You maintain a strict discipline and enjoy using its gifts against your opponents.
 
[X] [Speartip] Iron Warriors. You are sure the sons of Perturabo are able to fortify even the boarding sites once they cleansed them of life
[X] [Hidden Dagger] Night Lords: The warriors of Nostramo will get to the vulnerable underbelly of the station
[X] [Coven Strategy] Support through telepathy and divinations
[X] [Enemy Headquarters] Aki-Zeta 13: Her Skitarii are logical, immune to terror and could use a weapon test.

Skitarii are easy to replace + Mechanicus should feel part of the team.

[X] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.

Charisma is a win-win situation
 
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[X] [Speartip] Iron Warriors. You are sure the sons of Perturabo are able to fortify even the boarding sites once they cleansed them of life
[X] [Hidden Dagger] Night Lords: The warriors of Nostramo will get to the vulnerable underbelly of the station
[X] [Coven Strategy] Support through telepathy and divinations
[X] [Enemy Headquarters] Sons of Horus: Yours is the killing blow and the assault on the most defended position
[X] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.
 
[X] [Speartip] Iron Warriors. You are sure the sons of Perturabo are able to fortify even the boarding sites once they cleansed them of life
[X] [Hidden Dagger] Night Lords: The warriors of Nostramo will get to the vulnerable underbelly of the station
[X] [Coven Strategy] Support through telepathy and divinations
[X] [Enemy Headquarters] Aki-Zeta 13: Her Skitarii are logical, immune to terror and could use a weapon test.
[X] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.
 
[X] World Eaters: They won't secure the sites but punch right through the foe and slay everything they meet making ample distraction
[X] Emperor's Children: The sons of Fulgrim have speed and ferocity on their side and have proven their potential in disrupting a foe through their amusements.
[X] Raw destruction
[X] Sons of Horus: Yours is the killing blow and the assault on the most defended position
[X] The Warmaster Shadow: Your Artificer armor is panache as well as a killing tool. Like the perfidious Eldar you come covered in fur and insign of rank. Your weapon is the mace in honor of Worldbreaker wielded by your genesire. A creature of Slaanesh is bound to your armor, enhancing your charisma and your skill in commanding your men on the front.
 
[x] Work Together
- [x] [Speartip] A mixture of Iron Warriors and World Eaters. Send the World Eaters first to blitzkrieg them and then send the Iron Warriors to finish the job and fortify the landing sites.
- [x] [Hidden Dagger] Alpha Legion: The sons of Alpharius will outflank the defenders and sabotage their strategies.
- [x] [Coven Strategy] Support through telepathy and divinations
- [x] [Enemy Headquarters] Sons of Horus: Yours is the killing blow and the assault on the most defended position
- [x] The Moonclaw: You fight in Terminator plate with a pair of lightning claws. In the Heresy the machine spirit of your armor became bloodthirsty enough to join the choirs of Khorne. You maintain a strict discipline and enjoy using its gifts against your opponents.
 
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