The Chaos Founding

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It is the aftermath of the Horus Heresy.

And you have just been born.

You don't know what your true 'goals' in life are.

But you know what you want to do.

You want to create.
The begining
You are -

1: Genetor Jarpun Dark!/2:Exalted Sorcerer of the Thousand Sons Contract Forger!/3: High Priest of the Bonecarver Cults!/4: Warpsmith Ogaran of the Undivided/5: Sessenan Pleasurebringer of the Sessetium Species/6: Blightstomach the Pestigor Lord.

[ERROR]

... You are 6-1.

A massive gash opens up on your central body, a horrific mass of organs and wires pulled along by two massive mechanical claws. Sprouting out from your body, attached to long snake-like mechanical extensions, are 'heads' representing the personalities of your foolish components. An ancient Dark Age of Technology cloning device, capable of recreating any form of Gene-Seed that you've gotten a sample of while at the same time minimizing future mutation rates, is mounted on your back, tended to by swarms of mechadendrites.
Code:
1: Just born and 6-1 already thinks itself better than its components….. Well, that was the point of this experiment, as insultingly arrogant as it may be.

2: I am an entire torso, not a mere 'head', fool.

And you feel the urge to... create.

There is no rhyme or reason to it, no great plan or wider objective.

You simply desire creation, above all else.
Code:
4: The desire to create was one of the few traits all of us had in common prior to our project - it is only logical our masterpiece shares our drive.

6: Mayhaps such optimism is unbefitting for a Pestigor Lord, but I think I already like 6-1. It shall be a wondrous servant for the Plaugefather, and all the other Gods...

And this want is all encompassing.

You look at the types of Gene-Seed you have data of.

[ ] World Eaters (Choose whether or not to include Butcher's Nails): Children of Khorne's Red Angel, when implanted with the Butcher's Nails the World Eaters are a Legion unparalleled in melee battle, but so blood crazed that they tend to be, for a lack of a better descriptor, rather idiotic. Without those cybernetic implants, the World Eaters are noticeably weaker, but they remain potent in melee and seem to form strong bonds with each other. It is they who have been claimed as the foremost servants of the Blood God, though Khorne may be willing to allow the genetic basis of His soldiers to be used elsewhere.

[ ] Death Guard: The Sons of Mortarion, the Death Guard is a Legion renowned for its durability and resistance to toxins. Once the hazardous environment specialists of the hated Imperium, they now have been adopted by Grandfather Nurgle, their durability raised to unimaginable extremes by His blessings - but Nurgle is a generous God, and will not hold using them for other purposes against you.

[ ] Iron Warriors: The Sons of Perturabo, the Iron Warriors are greatly intelligent, unimaginably spiteful, and excel at recovering from significant casualties in a short amount of time. They are masters of siege warfare, and though they do not serve any of the Gods in particular, seeing the Ruinous Powers merely as a source of unholy might, they refine the art of combining technology and the dark arts to a level few can hope to rival.

[ ] Thousand Sons: A Legion descended from Magnus the Red, and like him, are especially gifted in the ways of sorcery. It is also here that one of your… 'parents', as it were, was spawned from. Sadly, in exchange for their sorcerous gifts this Legion appears to be cursed with mutation rates that even your Dark Age cloning devices can't be guaranteed to stabilize - all the better in the eyes of Tzeentch, their master, though the Architect of Fate's infinite plans and schemes may well be served by allowing you to use his pawns separate from Him.

[ ] Emperors Children: The Sons of Fulgrim's amusingly named Legion is noted for great competence in many fields, with no outstanding mutations. The biggest issue with this Legion is its tendency towards excessive pride and perfectionism, though this is merely natural for Slaanesh's chosen providers of ecstasy. Using the Dark Prince's vassals elsewhere is of no consequence, so long as the Lord of Pleasure can amuse itself with your works.

[ ] Black Legion: The apex of the Chaos Marines, the Sons of Horus the Warmaster, and the de-facto leaders of all traitor forces one those rare occasions the God's will is that they cooperate with one another. Any warband created from the Black Legion Gene-Seed is bound to possess great power… but also to attract a great many eyes. The Black Legion serves all the Ruinous Powers, disdaining devoting themselves to only one of the Dark Pantheon, but you doubt the Despoiler will care what you do either way.

[ ] Alpha Legion: A shockingly stable Gene-Seed, the Alpha Legion, offspring of the twin Primarchs Alpharius and Omegon, are known to be masters in the art of treachery. They do not serve any of the Gods, though the Changer of Ways adores their predilection for schemes and plots.

[ ] Night Lords: The drudges of the traitor Legions, the Gene-Seed of the Night Lords, Sons of Curze, mainly grants those with the 'privilege' to bear it an increased skill in terror tactics. And a noted tendency for psychotic conditions, but why would you care about that? The Night Lords do not devote themselves to any of the Great Four, only serving them in exchange for fresh victims to torture and terrorise, but some among them have founded the cult of the Raptor God, a minor God just as sadistic and murderous as His adherents.

[ ] Word Bearers: The faithful of the Dark Gods the Word Bearers are masters at gathering large amounts of followers to fight for them.

And of course the raw Gene-Seed used isn't the only thing of importance.

You must also choose whether or not to gift this new warband with an affinity for one of the four Great Dark Ones. Of course, you could also instill in them the true faith of Chaos Undivided, or simply ignore their faith and have them serve no master but power itself...

Choose 1
[ ] Nurgle
[ ] Khorne
[ ] Tzeench
[ ] Slannesth
[ ] Undivided (Faithful)
[ ] Undivided (Mercenary)

OOC: Special thanks to me Beta this chapter wouldn't look nearly as cool without them.
 
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FIrst Warband Part 2
[X] Thousand Sons: A Legion descended from Magnus the Red, and like him, are especially gifted in the ways of sorcery. It is also here that one of your… 'parents', as it were, was spawned from. Sadly, in exchange for their sorcerous gifts this Legion appears to be cursed with mutation rates that even your Dark Age cloning devices can't be guaranteed to stabilize - all the better in the eyes of Tzeentch, their master, though the Architect of Fate's infinite plans and schemes may well be served by allowing you to use his pawns separate from Him.
[X] Nurgle

Current Traits
Powerful Sorcerers: This Warband has access to many powerful sorcerers.
Determination: This Warband's sheer determination is immense, even among Chaos Marines.

Code:
6: Goooooooooooood, gooooooooooooooooooooooood! Give them unto the Plaguefather's embrace. Rest assured Contract Forger, your little brothers will be well taken care of.

2: Truly, it cannot be worse than the false hope the Changer of Ways desperately tempts me with every day of my life. Do as you will, Blightstomach.

6: Worry not, behold! Already Grandfather has banished the flesh change from their very Gene-Seed!

Blightstomatch is very chatty today, not to mention in a surprisingly good mood.

He must be excited, now that you are to look upon the potential… Gifts that Nurgle may bestow on this fledgling warband.

The Plagues of Nurgle (Choose 1)

[ ] Leave it for now: These Marines will not begin their conquests with a signature plague, it will be up to them to earn one of their own - or die trying. It

[ ] Bloodmelt: A very potent disease, this creation of Nurgle's turns the victim's blood into substance best described as liquid plague, capable of melting Space Marines into slag in short notice if it makes contact. Sadly it loses potency very fast after leaving the body, as most of the daemonic bacteria die off in short order.

[ ] Ossifimition: A disease that causes boney spikes harder than adamantium to grow through the victims skin, and that can be spread with a mere scratch. A truly wondrous source of durability and destruction alike.

[ ] Legrot: A plague that consumes and rots the entirety of a host's lower body, decaying them away until they are nothing but a helpless torso.

[ ] Witherston: A plague that causes the victim's body to simply wither away, as if they were a vine cut off from its roots.

[ ] Eyeblight: A mutagenic plague that causes a victim to grow an excessive number of eyes on their face, in its most advanced stages a host's entire face can transform into a tumorous mass of eyeballs, forever gazing out into the world.

[ ] Maggotswarm: A parasite that never leaves its larval phase, in the more advanced stages of infection the sheer number of grubs within the host's body actually lets them repair it in the event of damage, utilizing the silk that would normally go into making a cocoon to stitch their carrier back together.

And of course there are a few unclaimed Daemon Planets you could station them on - if you decide they deserve to begin already in possession of a world of their own, of course.

(Choose 1)

[ ] Cast them to the Wind: When, and if, they find a planet to lord over it will be by conquest. No planet will shape them, but there is a good chance that one day they, more than any other Chaos Warband, shall shape a planet.

[ ] Corpseshallow: A Daemon World composed mostly of muddy swamps, this planet is notable in that corpses and dead bodies from many different worlds have been found floating in it's waters - seemingly pulled to the planet through the Warp itself. The few areas of stable land are rocky and sullen, massive stone islands looming over a swamp of endless death.

[ ] Scabland: A Daemon planet with open water that is mostly blood would seem to be Khorne's realm, rather than part of Nurgle's domain - except in this case the land of the planet is…. Scabs. All Scabs. All the way down to the very core.

[ ] Cenetan: This Daemon world is in truth a planet sized centipede, curled up around itself in slumber. It is, naturally, also infested with killer centipedes of many sizes, though none quite so massive as their progenitor.

[ ] Grusaus: A desert Daemon World, whose sole source of water is a vast freshwater lake in the form of Nurgle's emblem. As is only natural for Nurgle's domain, the lake is home to all manner of disease and crawling, swimming abominations.

[ ] Flakaan: A Daemon world that is a desert - made entirely of skin flakes.

OOC: Thanks to me beta and also please vote by plan this time around.
 
First Warband Part 3
[X]Plan: Nagash was weaknot
-[X] Leave it for now: These Marines will not begin their conquests with a signature plague, it will be up to them to earn one of their own - or die trying.
-[X] Corpseshallow: A Daemon World composed mostly of muddy swamps, this planet is notable in that corpses and dead bodies from many different worlds have been found floating in it's waters - seemingly pulled to the planet through the Warp itself. The few areas of stable land are rocky and sullen, massive stone islands looming over a swamp of endless death

Yeeeee, yes yes.

Goooooood.

Gooooooooooooooooooooooooooooooood.

Your first creations are coming along nicely.

Goooooooooooooooooooooooooooooooooooooooooooooooooooooood...

Traits
Nurglelite Mummies: This chapter has adapted the local customs of mummifying especially important servants, and reinanimating them using strange magics.
Wrecked Vehicles: In addition to the many corpse,s the wrecks of a wide variety of old vehicles often find themselves washed to the shores of Corpseshallow.
Abundant Corpses: Some corpses are wash up more frequently on Corpseshallow than others (X2). (Imperial Guardsmen/Solar Auxilia, Space Marines, Ratlings, Ambull, Ogryn, Razorwings)

[ ] Warband Name:
[ ] Warband Colors:
[ ] Warband Symbol:
[ ] Warband Creed:

Code:
2: Ah, I see the time for training has arrived. Worry not - I shall see to implanting knowledge into the first generation of Marines.

Choose 1
[ ] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
[ ] Fortification: The Marines in this warband have great skill in the arts of fortification.
[ ] Raiding: This warband is adapt at raiding and looting other worlds when the time calls for it.
[ ] Accuracy: This Warband is known for its marksmanship.

Code:
4: Leave the equipment and lesser allies of the Warband to me. You will find I can bend weaklings just as easily as I can bend metal.

Choose 1
[ ] Lots of Nurglings: This warband has a lot more Nurglings than the average.
[ ] Pestigor Reinforcements: This Warband can call upon large numbers of Pestigors to assist them in times of mass combat.
[ ] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
[ ] Extra Blight Drones: This Warband has extensive reserves of Blight Drones for usage in combat.
[ ] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Warband has some to spare.

OOC: Thanks to the beta for their help.

OOC 2: Please include all catagorieswhen making a plan.
 
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Chaos Founding warbands have it easy on the Gene-Seed front
why no worry about gene seed?
One of 6-1's most notable achievements is making Gene-Seed so stable the warbands he equips it with don't need to worry about it mutating to uselessness over time.

Of course marines made using that gene-seed will always drift towards that warband and even recreate it if the rest was destroyed so it's kind useless for every other chaos faction unless they deliberately are trying to bring the warband back.
 
Carrion Corrupters
[X] Plan: Necromancers, IN SPACE! Redux.
-[X] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
-[X] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
-[X] Warband Name: The Carrion Corruptors!
-[X] Warband Colors: Main focus of Dark Green. Secondary focus of Ivory White & Sickly Yellow. Tertiary focus of Blood Red colors.
-[X] Warband Symbol: Skull with a third eye and markings to share a resemblance to an upside down Mark Of Nurgle.
-[X] Warband Creed: The grave is ours to command.

Warband Name: Carrion Corrupters
Warband Colors: Main focus of Dark Green. Secondary focus of Ivory White & Sickly Yellow.
Warband Symbol: Skull with a third eye and markings to share a resemblance to an upside down Mark Of Nurgle.
Warband Creed: The grave is ours to command.

Current Traits
Nurglelite Mummies: This Warband has adopted the local customs of mummifying especially important servants, and reinanimating them using strange magics.
Wrecked Vehicles: In addition to the ubiquitous corpses, the wrecks of a wide variety of old vehicles often find themselves washed to the shores of Corpseshallow.
Abundant Corpses: Some corpses are wash up more frequently on Corpseshallow than others (X2). (Imperial Guardsmen/Solar Auxilia, Space Marines, Ratlings, Ambull, Ogryn, Razorwings)
Powerful Sorcerers: This Warband has access to many powerful sorcerers.
Determination: This Warband's sheer determination is immense, even among Chaos Marines.
Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
Master Sorcerers: The Sorcerers of this warband are true masters of their art.

Homeworld: Corpseshallow is a swampy Daemon World, filled with the bodies of the dead from across the galaxy. Despite being nearly constantly rotting at all times, however, these corpses never seem to decompose, and instead pile up in large amounts - sometimes even forming islands composed entirely of rotting bodies.

Within the swamp itself, many ramshackle huts held up on stilts and connected by bridges host the planet's human population, whom survive by gathering many of the corpses found within the waters and farming grubs on them for sustenance.

Of course more traditional islands, made up of dirt and rock are also present. It is on these rocky plots of land that the Carrion Corrupters make their homes. On each of these islands, elaborately designed rocky ziggurats have been carved from the stone and imbued with runes dedicated to Nurgle, each of which has its own sinister purpose and meaning for the followers of the Chaos God of Rot. The tribal inhabitants are allowed to come and go from these Plague Ziggurats as they please, and in fact the most honored of them are even interred within these holy monuments to the Plaguefather as mummies.

Surrounding these Ziggaurates are various machine shops and armories, which are used to repair and refurbish the many vehicles that wash up within Corpseshallows swampy waters as well as sort through the various items taken off of the countless bodies floating in the surrounding waters.

Combat: In combat, the Carrion Corruptors typically rely on large amounts of undead servants to take the majority of their damage - with more powerful undead either mixed into the swarms to boost overall performance, or in separate units to hit enemy weak points. Leadership of Carrion Corrupter warhosts typically falls to either extremely powerful undead or the greatest and most experienced Carrion Corruper Sorcerers. One oddity of the Carrion Corrupters is that they employ neither Hellbrutes nor traditional Chaos Dreadnoughts, likely due to a combination of not wanting to subject their brothers to such terrible fates and simply having other means of fulfilling those roles available.

Notable Events of the Carrier Corrupters
-Early in their existence, the Carrion Corrupters struck at many deployments of the Imperial Guard, killing them to the last and massively swelling their own numbers as a result.
-The Carrion Corrupters end up encountering their parent Legion, the Thousands Sons. The exact specifics of the encounter are unknown, and many years later the Thousand Sons themselves would come to suspect the involvement of the Changeling, the infamously mercurial Exalted Herald of their patron. What is known, is that the Thousand Sons would disown the Carrion Corrupters as their brothers, and assail them with the dark magic of the Changer of Ways, killing a great deal of the younger Warband. Bitter and betrayed by their kin, the Carrion Corrupters would declare eternal hatred for the Thousand Sons.
-A horrific encounter with the World Eaters would lead to the Khorne worshiping Legion slaughtering a significant amount of the Carrion Corruptors warband, and then besieging their very homeworld. The siege itself would be bloody, to the joy of the Blood God, but in the end it would turn out that the World Eaters force had made a horrific mistake in invading Corpseshallow itself. It is said that no matter how many undead the World Eaters brought down, more would arise, and that the very environment itself held down the World Eaters, rendering them unable to fight at anything near full capacity. In the end, the World Eater assault force would be killed to the last.
-Not satisfied with annihilating the forces attacking their homeworld, the Carrion Corrupters would end up ambushing several smaller World Eaters squads and killing all present. Several minor Thousand Sons forces would meet a similar fate, with the Carrion Corrupters going out of their way to kill the Sorcerers before going even considering the surviving Rubricae Marines or Cultists.
-The Carrion Corrupters would eventually make a contract with the Death Guard Legion, fellow followers of the Plauguefather. While the Daemon Primarch Mortarion himself was dismissive at best towards the younger Nurgle devoted warband, those Marines who followed Typhus would soon find themselves bonding with the Carrion Corrupters. This would lead to a collaboration between the two warbands, during which they would attack and utterly destroy a major Thousand Sons force - seizing a proto-Daemon World that would have otherwise gone to the cause of Tzeentch, and securing a great deal of equipment for their own use.
-In one particular battle, the Carrion Corrupters would engage a Black Templars company on the desert world of Sassandus. Though the Black Templars fought valiantly, they would find themselves worn down to half strength due to the sheer quantity of undead being thrown at them, and were ultimately forced to retreat when they came to the horrifying discovery that the Carrion Corrupters had taken to raising the Black Templar's own dead to supplement their forces.

Diplomatic Relations
-Death Guard: While the Carriorion Corrupters are on bad terms with the Daemon Primarch Mortarion himself, they actually get along well with the vast majority of the Death Guard, and Typhus himself has frequently called upon the support of the Carrion Corrupters to aid in his endeavours to spread Nurgle's gifts.
-World Eaters: The Carrion Corruptors have been bitter enemies of the World Eaters since the latter's attack on their homeworld, and have made a habit of killing and reanimating them whenever possible.
-Thousand Sons: The Carrion Corruptors despise their parent legion for the betrayal they experienced at the latters hands. For their part the Thousands Sons will defend themselves against the Carrion Corruptors, but mentioning the current state of affairs between the Legion and Warband is considered a good way to enrage any member of the Thousand Sons who know the truth, and not just because of any dislike towards the Carrion Corruptors.
-Black Legion: The Carrion Corrupters have very minimal interest in joining up with the Black Crusades, and the sheer amount of forces the former has managed to amass over the years makes the Black Legion unwilling to press the matter. Still, the Black Legion has been known to purchase Gene-Seed harvested from the Space Marine Corpses that wash up in Corpseshallow at an exceptional price, and the Black Legion has occasionally managed to get some degree of the Carrion Corrupter's aid in battle through their mutual relations with the Death Guard.
-Emperors Children: For reasons unknown to them, the Carrion Crawlers have occasionally need to fight back Emperors Children attempts to raid their stores of embalming fluid. The truth behind this conflict is almost disappointingly mundane - the Emperor's Children had, at some point discovered, that the fluid could also be used to create an extremely potent drug, even by Chaos standards.

Unique Units of the Carrion Corruptors

Poxflocks: Flocks compose of small flying creatures, namely the-bird like Razorwings whom have given the Poxflock formation its name. In combat, the Carrion Corruptors often use Poxflocks either as scouts or as a method of harassing the enemies backlines.

Wight Guardsmen: The lowest rank among the Carrion Corrupters' necromantic creations, yet also a sign of the extent of the Warband's sinister brilliance - for unlike mere poxwalkers, the Wight Guardsmen retain all of the skills, wisdom, and intelligence they had in life, though admittedly not the loyalties or soul. When not on active duty Wight Guardsmen will talk, sleep, and even feel emotion as if they yet lived, but when battle is joined they are shown to possess an unbreakable resolve and horrific durability that marks them as having been chosen by the Plague Father. It is this combination of supernatural endurance and relative sanity that makes the Wight Guardsmen some of the most threatening of Chaos's lower ranked forces. In addition to the normal Wight Guardsmen, Wight Commissioners are also known to exist, and are often even more durable than the normal Wight Guard forces.

Wight Guard Vehicles: Reconstructed vehicles of patterns such as the Lemon Russ, Chimera, Manticore, Salamander Scout Vehicle, Sentinel, Taurox, Basilisk, Hydra, Minotaur, and even the occasional Baneblade or, terrifyingly, a Capitol Imperialis can be found among the armies of the Wight Guard.

Wight Assassins: Wights raised from Imperial Guard Ratling snipers and used to target high value enemies, Elite Weight Assassins are also rumored to exist - being created from extremely capable Wight Assassins, or even the risen corpses of the dreaded Imperial Vindicare Assassins.

Wight Guard Generals: Occasionally the Carrion Corrupters will find themselves in possession of the bodies of Imperial Guard Generals they deem competent enough to be worth resurrecting. These Wight Generals are extremely powerful combatants due to the enhancements placed on them, capable of fighting Marines in full Terminator Armor in close combat. While usually only in charge of the Wight Guard, some Wight Generals prove so skilled they are allowed to lead full Carrion Corruptor Warbands into battle. Corpseshallow born cultists that prove themselves blessed with strategic excellence have also been gifted 'salvaged' and repurposed Imperial Guard General uniforms, and promoted to become living Wight Guard Generals.

Ziggurat Guard: The very best human fitted equipment that the Carrion Corrupters can get their hands on is gifted to the Corpseshallow-borne Ziggurat Guard, devoted cultists drawn from the tribal peoples of their home planet. Unlike the traditional cultist rabble most Imperial forces are used to, the Ziggurat Guard are well motivated and trained in combat, letting them last significantly longer in battle when they are called to fight. When not on campaign, the Ziggurat Guard do exactly as their names imply and help protect the Carrion Corruptor's Ziggurat Fortresses. When Ziggurat Guard fall in battle, they are resurrected and either allowed to retire to their home tribe as honored allies, or remain in service. Many of them, but not all, choose to remain in service to the Carrion Corrupters.

Ziggurat Mummies: Powerful Psykers trained by the Carrion Corruptors all of their lives, the Ziggurat Mummies are often not allowed to see combat until after their first natural death, after which they are raised from the dead and allowed to assist the Carrion Corruptors on the battlefield. Other Nurgle Mummies exist, but they are often only found within the Ziggurat fortresses, and are only called upon to fight when the facilities they protect are in danger. Particularly powerful Ziggurat Mummies are called Mummy Sorcerers, and much like Wight Guard Generals have occasionally been seen leading entire Carrion Corruptor warbands.

Wight Brutes: Powerful and brutal undead raised from dead Ogryn and Ambulls, they are not as skillful as Space Marines, but more often than not are able to compensate for the fact with sheer power.

Marine Wights: Undead Space Marines, much like the Guard these Wights possess the same skills they had in life and are just as competent in battle. Marine Wights from the Carrion Corruptors proper are often allowed to retain their old wills as well as their souls, and while not treated with any excessive respect they are not looked down upon either.

Berserker Wight: Wights reanimated from Khorne Berserkers, whom retain the legendary close combat prowess they had in life. These were first created out of spite as a result of the World Eater attack on Corpseshallow, but to the Carrion Corruptor's immense frustration Berserkers Wights actually seem to consider their current condition an improvement over their old ones.

Wight Batteries: Thousand Sons raised from the dead, and forced to act as magical artillery. Unlike most Wights the minds of these former Sorcerers are intentionally stripped away, leaving only enough mental faculty for them to cast a select few spells.

Wight Marine Champions: When one of the Carrion Corruptors falls in battle and has received too much damage to become a regular Wight Marine, they are raised as one of the dread Wight Marine Champions. Heavily augmented with cybernetic, biological and mystical means, they have been granted great enough power and sizes to stand up to Dreadnaughts or Hellbrutes as equals. Because it takes even more damage to render a Marine incapable of being raised as a wight than it does to render one dreadnought ridden, the Marines that end up turned into Wight Champions are often older and more experience on average. Naturally, this means that while the Carrion Corrupters lack any true equivalent for the Hellbrutes of other traitor forces, the Wight Champion can be considered to be a close match for a loyalist dreadnought, sharing their nature as old warriors that serve as sources of wisdom and experience. Some Wight Marine Champions have even been seen leading Carrion Corrupter Warbands outright, by dint of greater experience and not needing to spend extensive amounts of time sleeping like loyalist dreadnoughts must.

Necromancer Sorcerer: The Sorcerers of the Carrion Corrupters are naturally skilled in raising the dead, and can often be found tending to the many corpses kept within the Ziggurat Fortresses. When called upon they will often serve as advisors to Carrion Corruptor warlords, rarely taking direct charge of a warband unless ordered to by one of the Lich Sorcerers.

Lich Sorcerers: Instead of attempting to become Daemon Princes, the oldest and most powerful Necromancer Sorcerers often instead seek to bind a part of their soul to an individual object, becoming Liche Sorcerers. Immense in power, the Lich Sorcerers are the de-facto leaders of the Carrion Corrupters, ruling through their dark council in the largest and most foul Ziggurat Fortress on Corpseshallow. It is extremely difficult to kill a Liche Sorcerer, for killing them without destroying the object they have bound their souls to will often just lead to the body reconstructing itself later on. However, it should be noted that as powerful as the Liche Sorcerers are, they do seem capable of understanding that knowledge in the mystic arts does not always mean knowledge in combat, a rare trait among Chaos Sorcerors of such might. As such while one may be directing the greater goals of a warband, it is entirely likely for a Wight Guard General, Wight Marine Champion, or even a normal Chaos Warlord of the Carrion Corrupters Warband to be in charge of actual military leadership.

+20 Power

OOC: Thanks to the beta once again.
 
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2md Warband Prologue
So much to do.

Sooooo much to do! So very many things to create!

…. Hoh…. it appears that some other followers of the Dark Gods have taken an interest in you. You might just take up some of their requests, if it interests you at a given moment.

Choose 1

[ ] Do whatever you want: You will create however you please!

[ ] New Sons: Apparently, a high ranking captain known as Abaddon the Despoiler has started taking over the Sons of Horus, and is trying to root out any who remain loyal to the fallen Warmaster. Those seeking to resist him want a set of warriors, who they know will uphold their gene-father's legacy, no matter what.
Conditions: The next Warband must use the Black Legion as a basis.

[ ] Watchers:
Code:
6: I know this is rather informal of me, but I would like to create a Warband dedicated to looking after my herd. They have done much to make me into the Pestigor I am today, and I would see that they thrive.
Conditions: The next Warband must be Nurgle affiliated, and take Pestigor allies.

[ ] Raw Material:
Code:
4: I lack sufficient raw materials for my experiments. Create a Warband to rectify this, now.
Conditions: Put a Chaos Undivided (Mercenary) warband on a world with the (Resource Rich) tag.

[ ] The Moldy Breadbasket: An influential Great Unclean One has taken note of the horrific amounts of starvation in the wider galaxy. To fix this, Nurgle's kindly servant plans to dedicate a Daemon World to food production, and he seeks a Warband of Chaos Space Marines to protect it.
Condition: Put a Nurgle warband on a world with the (Breadbasket) tag.

[ ] Blood for the Blood God: A small Warband of unusually closely bonded World Eaters was attacked and slain to almost the last by a Ork WAAAAAGH. The last survivor managed to kill so many Orks he ascended to Daemon Princedom there and then, and now he seeks revenge for his fallen comrades. To do this, he has asked for your assistance.
Conditions: The next Warband must be Khorne aligned. World Eaters are not technically necessary, but would be appreciated.

Current Power/Renown: 20
Resource Points: 60

Unlocks
[ ] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.

[ ] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points.

[ ] Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces. 5 Points.

[ ] Enslaved Furies: This Warband has captured and enslaved many Chaos Furies into its service. 5 Points.

[ ] Extra Predators: This Warband has access to a greater number of Predator battle tanks. 10 Points.

[ ] Contagion: A massive Daemonic catapult, the Contagion is one of many Daemon Engines deployed when the force of Nurge need additional firepower. 10 Points.

[ ] Plague Towers: This Warband has access to the Plague Towers of Nurge, formidable siege engines that excel at taking fortifications. 10 Points

[ ] Cauldron of Blood: This Warband is known to employ the Cauldron of Blood, a Daemon Engine of Khorne that spews daemonic gore onto it's enemies. 5 Points.

[ ] Extra Brass Scorpions: This Warband of Khorne has access to a large number of Brass Scorpions. 10 Points.

[ ] Blood Reaper: This Warband of Khorne has access to Blood Reapers for usage in combat. 5 Points.

[ ] Doom Wings: This Warband has access to Doomwings. 5 Points.

1 Time modifiers (Can be purchased multiple times and stored for later.)

[ ] Better Support: This Warband is more heavily equipped than average, or has more allies than expected. Spend 1 charge to give the warband an extra Equipment/Ally choice. 5 Points.

[ ] Concentrated Corruption: The concentrated essence of the corruptive power of Chaos itself. Use 1 Charge to roll an extra time on the patron trait list. This can also be used for Chaos Undivided, as well as non-standard patrons that may show up as the result of a specific contract. 5 Points.

[ ] Basic Daemonic Pact: This Warband has a pact that lets them call upon the Lesser Daemons of the dark gods, such as Bloodletters or Plague Bearers, with relative ease. 5 Points.

[ ] Demonic Steed Pact: This Warband has easier access to Demonic Mounts, such as Juggernauts and Discs of Tzeentch. 5 points.

[ ] Soul Grinders: This warband employs the terrifying Soul Grinders in its forces. 10 Points.

[ ] More Obliterators: This Warband is likely to have Obliterators in its ranks, and if was likely to have them as it was, will have even greater numbers of the mutated walking arsenals. 10 Points.

[ ] More Mutilators: This Warband is likely to have Mutilators in its ranks, and if was likely to have them as it was, will have even greater numbers of the twisted living abattoirs. 10 Points.

[ ] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.

[ ] Greater Daemon Pact: This Warband has the dedicated support and patronage of one of the Greater Daemons of Chaos. 15 Points.

[ ] Kytans: This Warband has access to Kytans, powerful Daemon Engines that wreak havoc in Khorne's name. 20 Points.

[ ] Lord of Skulls: This Warband is blessed with the unholy knowledge of how to create the Lord of Skulls, the most powerful Daemon Engines of Khorne in existence. 20 Points.

[ ] Doom Blaster: This Warband has the knowledge needed to create the Doom Blaster, a potent ranged Daemon Engine. 20 Points.

[ ] Fire Lords: This Warband has access to Fire Lords, powerful superheavy attack aircraft. 20 Points.

[ ] Mutalith Vortex Beasts: This Warband knows how to create and employ Mutalith Vortex Beasts. 15 Points.

[ ] Silver Towers of Tzeentch: This Warband has access to the mighty Silver Towers of Tzeentch. 20 Points.
 
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Archon7’s forces of Nurgle list.
Unique Forces of Nurgle

Cultist

1: Ziggurat Guard: The very best human fitted equipment that the Carrion Corrupters can get their hands on is gifted to the Corpseshallow-borne Ziggurat Guard, devoted cultists drawn from the tribal peoples of their home planet. Unlike the traditional cultist rabble most Imperial forces are used to, the Ziggurat Guard are well motivated and trained in combat, letting them last significantly longer in battle when they are called to fight. When not on campaign, the Ziggurat Guard do exactly as their names imply and help protect the Carrion Corruptor's Ziggurat Fortresses. When Ziggurat Guard fall in battle, they are resurrected and either allowed to retire to their home tribe as honored allies, or remain in service. Many of them, but not all, choose to remain in service to the Carrion Corrupters.
Mutant
1: Wight Brutes: Powerful and brutal undead raised from dead Ogryn and Ambulls, they are not as skillful as Space Marines, but more often than not are able to compensate for the fact with sheer power.
Traitor Guardsmen
1: Wight Guardsmen: The lowest rank among the Carrion Corrupters' necromantic creations, yet also a sign of the extent of the Warband's sinister brilliance - for unlike mere poxwalkers, the Wight Guardsmen retain all of the skills, wisdom, and intelligence they had in life, though admittedly not the loyalties or soul. When not on active duty Wight Guardsmen will talk, sleep, and even feel emotion as if they yet lived, but when battle is joined they are shown to possess an unbreakable resolve and horrific durability that marks them as having been chosen by the Plague Father. It is this combination of supernatural endurance and relative sanity that makes the Wight Guardsmen some of the most threatening of Chaos's lower ranked forces. In addition to the normal Wight Guardsmen, Wight Commissioners are also known to exist, and are often even more durable than the normal Wight Guard forces.

2: Wight Assassins: Wights raised from Imperial Guard Ratling snipers and used to target high value enemies, Elite Weight Assassins are also rumored to exist - being created from extremely capable Wight Assassins, or even the risen corpses of the dreaded Imperial Vindicare Assassins.

3: Wight Guard Generals: Occasionally the Carrion Corrupters will find themselves in possession of the bodies of Imperial Guard Generals they deem competent enough to be worth resurrecting. These Wight Generals are extremely powerful combatants due to the enhancements placed on them, capable of fighting Marines in full Terminator Armor in close combat. While usually only in charge of the Wight Guard, some Wight Generals prove so skilled they are allowed to lead full Carrion Corruptor Warbands into battle. Corpseshallow born cultists that prove themselves blessed with strategic excellence have also been gifted 'salvaged' and repurposed Imperial Guard General uniforms, and promoted to become living Wight Guard Generals.
Psykers
1: Ziggurat Mummies: Powerful Psykers trained by the Carrion Corruptors all of their lives, the Ziggurat Mummies are often not allowed to see combat until after their first natural death, after which they are raised from the dead and allowed to assist the Carrion Corruptors on the battlefield. Other Nurgle Mummies exist, but they are often only found within the Ziggurat fortresses, and are only called upon to fight when the facilities they protect are in danger. Particularly powerful Ziggurat Mummies are called Mummy Sorcerers, and much like Wight Guard Generals have occasionally been seen leading entire Carrion Corruptor warbands.
Vehicle
1: Wight Guard Vehicles: Reconstructed vehicles of patterns such as the Lemon Russ, Chimera, Manticore, Salamander Scout Vehicle, Sentinel, Taurox, Basilisk, Hydra, Minotaur, and even the occasional Baneblade or, terrifyingly, a Capitol Imperialis can be found among the armies of the Wight Guard.
Chaos Space Marines
1: Marine Wights: Undead Space Marines, much like the Guard these Wights possess the same skills they had in life and are just as competent in battle. Marine Wights from the Carrion Corruptors proper are often allowed to retain their old wills as well as their souls, and while not treated with any excessive respect they are not looked down upon either.

2: Berserker Wight: Wights reanimated from Khorne Berserkers, whom retain the legendary close combat prowess they had in life. These were first created out of spite as a result of the World Eater attack on Corpseshallow, but to the Carrion Corruptor's immense frustration Berserkers Wights actually seem to consider their current condition an improvement over their old ones.
Chaos Sorcerer
1: Wight Batteries: Thousand Sons raised from the dead, and forced to act as magical artillery. Unlike most Wights the minds of these former Sorcerers are intentionally stripped away, leaving only enough mental faculty for them to cast a select few spells.

2: Necromancer Sorcerer: The Sorcerers of the Carrion Corrupters are naturally skilled in raising the dead, and can often be found tending to the many corpses kept within the Ziggurat Fortresses. When called upon they will often serve as advisors to Carrion Corruptor warlords, rarely taking direct charge of a warband unless ordered to by one of the Lich Sorcerers.
Chaos Champion
1: Wight Marine Champions: When one of the Carrion Corruptors falls in battle and has received too much damage to become a regular Wight Marine, they are raised as one of the dread Wight Marine Champions. Heavily augmented with cybernetic, biological and mystical means, they have been granted great enough power and sizes to stand up to Dreadnaughts or Hellbrutes as equals. Because it takes even more damage to render a Marine incapable of being raised as a wight than it does to render one dreadnought ridden, the Marines that end up turned into Wight Champions are often older and more experience on average. Naturally, this means that while the Carrion Corrupters lack any true equivalent for the Hellbrutes of other traitor forces, the Wight Champion can be considered to be a close match for a loyalist dreadnought, sharing their nature as old warriors that serve as sources of wisdom and experience. Some Wight Marine Champions have even been seen leading Carrion Corrupter Warbands outright, by dint of greater experience and not needing to spend extensive amounts of time sleeping like loyalist dreadnoughts must.
Chaos Lord
Chaos Sorcerer Lord

1: Lich Sorcerers: Instead of attempting to become Daemon Princes, the oldest and most powerful Necromancer Sorcerers often instead seek to bind a part of their soul to an individual object, becoming Liche Sorcerers. Immense in power, the Lich Sorcerers are the de-facto leaders of the Carrion Corrupters, ruling through their dark council in the largest and most foul Ziggurat Fortress on Corpseshallow. It is extremely difficult to kill a Liche Sorcerer, for killing them without destroying the object they have bound their souls to will often just lead to the body reconstructing itself later on. However, it should be noted that as powerful as the Liche Sorcerers are, they do seem capable of understanding that knowledge in the mystic arts does not always mean knowledge in combat, a rare trait among Chaos Sorcerors of such might. As such while one may be directing the greater goals of a warband, it is entirely likely for a Wight Guard General, Wight Marine Champion, or even a normal Chaos Warlord of the Carrion Corrupters Warband to be in charge of actual military leadership.
Dreadnaught
Chaos Creature

1: Poxflocks: Flocks compose of small flying creatures, namely the-bird like Razorwings whom have given the Poxflock formation its name. In combat, the Carrion Corruptors often use Poxflocks either as scouts or as a method of harassing the enemies backlines.
Lesser Daemon
Daemon Engine
Greater Daemon


(Hey @undead frog this is my list of unique forces of Nurgle. Can you threadmark this as an informational thread. I'll make the other lists of unique forces for the other chaos gods and the undivided forces (faithful and mercenary)
 
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2nd Warband Part 1
[ ] Plan: The True Sons of Horus
- [ ] New Sons: Apparently, a high ranking captain known as Abaddon the Despoiler has started taking over the Sons of Horus, and is trying to root out any who remain loyal to the fallen Warmaster. Those seeking to resist him want a set of warriors, who they know will uphold their gene-father's legacy, no matter what.
Conditions: The next Warband must use the Black Legion as a basis.
- [ ] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points.
- [ ] Extra Predators: This Warband has access to a greater number of Predator battle tanks. 10 Points.
- [ ] Doom Wings: This Warband has access to Doomwings. 5 Points
- [ ] Better Support: This Warband is more heavily equipped than average, or has more allies than expected. Spend 1 charge to give the warband an extra Equipment/Ally choice. 5 Points. (x2)
- [ ] More Obliterators: This Warband is likely to have Obliterators in its ranks, and if was likely to have them as it was, will have even greater numbers of the mutated walking arsenals. 10 Points.
- [ ] Demonic Steed Pact: This Warband has easier access to Demonic Mounts, such as Juggernauts and Discs of Tzeentch. 5 points.
- [ ] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.

Code:
5: Rawr... who knew Horus's sons could be so feisty. And so loyal too! I just want to adopt them all for myself...

6: I have questions about your parenting ability, Sessenan, and I am honestly afraid of the answer.

2: I agree with the Pestigor. A saying I, for one, thought would never leave my mouth.

1: I'm sure we all have experienced a lot of things that we believed never happen.

4: I would hope that you would have never expected someone to 'Pull a Grimm' on you, let alone Grimm himself. You are not a worshiper of the Dark Prince after all ,so I imagine it was quite painful for you.

1: Agonizing actually. Thank you for your concern.

6: Regardless, I suggest we never allow Sessenan to do anything resembling parenting alone.

5: I have raised several healthy children on my own, thank you very much…. And we can look into each others memories!  How didn't you know this fact already?.

4: Even among the faithful of Chaos, few mortals would willingly look into the memories of a Slaanesh Worshipper.

5:... None of the memories I've seen from the rest of you are any more pleasant than anything I've experienced. I'll say that much.

Free Trait
Disciplined: Being overseen by some of the last Sons of Horus loyal to the old warmaster, and by far the most organized, this warband, even in the depths of corruption, somehow maintains the discipline and brotherhood of the Space Marines their Legion of origin used to be.

Expendables
None

Choose 1 (Request Mandate: Must choose the Black Legion)

[ ] World Eaters (Choose whether or not to include Butcher's Nails): Children of Khorne's Red Angel, when implanted with the Butcher's Nails the World Eaters are a Legion unparalleled in melee battle, but so blood crazed that they tend to be, for a lack of a better descriptor, rather idiotic. Without those cybernetic implants, the World Eaters are noticeably weaker, but they remain potent in melee and seem to form strong bonds with each other. It is they who have been claimed as the foremost servants of the Blood God, though Khorne may be willing to allow the genetic basis of His soldiers to be used elsewhere.

[ ] Death Guard: The Sons of Mortarion, the Death Guard is a Legion renowned for its durability and resistance to toxins. Once the hazardous environment specialists of the hated Imperium, they now have been adopted by Grandfather Nurgle, their durability raised to unimaginable extremes by His blessings - but Nurgle is a generous God, and will not hold using them for other purposes against you.

[ ] Iron Warriors: The Sons of Perturabo, the Iron Warriors are greatly intelligent, unimaginably spiteful, and excel at recovering from significant casualties in a short amount of time. They are masters of siege warfare, and though they do not serve any of the Gods in particular, seeing the Ruinous Powers merely as a source of unholy might, they refine the art of combining technology and the dark arts to a level few can hope to rival.

[ ] Thousand Sons: A Legion descended from Magnus the Red, and like him, are especially gifted in the ways of sorcery. It is also here that one of your… 'parents', as it were, was spawned from. Sadly, in exchange for their sorcerous gifts this Legion appears to be cursed with mutation rates that even your Dark Age cloning devices can't be guaranteed to stabilize - all the better in the eyes of Tzeentch, their master, though the Architect of Fate's infinite plans and schemes may well be served by allowing you to use his pawns separate from Him.

[ ] Emperor's Children: The Sons of Fulgrim's amusingly named Legion is noted for great competence in many fields, with no outstanding mutations. The biggest issue with this Legion is its tendency towards excessive pride and perfectionism, though this is merely natural for Slaanesh's chosen providers of ecstasy. Using the Dark Prince's vassals elsewhere is of no consequence, so long as the Lord of Pleasure can amuse itself with your works.

[X] Black Legion: The apex of the Chaos Marines, the Sons of Horus the Warmaster, and the de-facto leaders of all traitor forces one those rare occasions the God's will is that they cooperate with one another. Any warband created from the Black Legion Gene-Seed is bound to possess great power… but also to attract a great many eyes. The Black Legion serves all the Ruinous Powers, disdaining devoting themselves to only one of the Dark Pantheon, but you doubt the Despoiler will care what you do either way.

[ ] Alpha Legion: A shockingly stable Gene-Seed, the Alpha Legion, offspring of the twin Primarchs Alpharius and Omegon, are known to be masters in the art of treachery. They do not serve any of the Gods, though the Changer of Ways adores their predilection for schemes and plots.

[ ] Night Lords: The drudges of the traitor Legions, the Gene-Seed of the Night Lords, Sons of Curze, mainly grants those with the 'privilege' to bear it an increased skill in terror tactics. And a noted tendency for psychotic conditions, but why would you care about that? The Night Lords do not devote themselves to any of the Great Four, only serving them in exchange for fresh victims to torture and terrorise, but some among them have founded the cult of the Raptor God, a minor God just as sadistic and murderous as His adherents.

[ ] Word Bearers: The true faithful of the Dark Gods, the Word Bearers are masters at gathering large amounts of followers to fight for them. Founders of the worship of Chaos Undivided as a unified faith, they will ever glorify the Ruinous Powers, and will gladly serve any of the Four.

Choose 1
[ ] Nurgle
[ ] Khorne
[ ] Tzeench
[ ] Slannesth
[ ] Undivided (Faithful)
[ ] Undivided (Mercenary)

OOC: Thanks for the Beta for helping to work this madness into something readable.
 
2nd Warband Part 2
[x] Black Legion
[x] Undivided (Mercenary)

Current Traits
Disciplined: Being overseen by some of the last Sons of Horus loyal to the old warmaster, and by far the most organized, this warband, even in the depths of corruption, somehow maintains the discipline and brotherhood of the Space Marines their Legion of origin used to be.
Headhunters: The Warriors of this Warband are adept at attacking and killing enemy commanders, disorganizing the rest of their forces.
Improved Equipment: This warband has far better maintained equipment than is the average for a group of Chaos Space Marines.

Contracts (Choose 1)

[ ] Leave it: The warband will start without a contract. Any deals they make will be their own.

[ ] The Gobmiras: A strange, artificially created type of demonic creature. The Gobmira's are small, multi-colored, roughly humanoid figures made up of different parts from many different animals. Different colored Gobmira have different traits, with the ones that match up to the primary color of one of the four major Chaos Gods having some sort of boost related to that God, and a near perfect resistance to the abilities granted by said deity. For a multitude of reasons they don't work with many other Chaos factions, but they are willing to change that and bring arms to bear if a deal is struck.

[ ] The Quarreling Ones: Four Greater Daemons, each in command of large numbers of the Lesser Daemons of their great god, are in near eternal competition to prove their own force's superiority. With this contract they will occasionally send these Lesser Daemons to aid the Warband as part of their contest, gaining or losing prestige depending on the contributions of their forces to the battle.

[ ] The Spawnherder: A contract with an enigmatic figure, whom will provide the Warband with a wide variety of Chaos Spawn sourced from the many regions of the galaxy. Some of them may even have strange abilities, ones not found in their common brethren.

[ ] The Pact of Skulls: Some Bloodthirsters actually want to be bound into a Lord of Skulls, seeing them as a suit of armor with which they may rampage upon the material plane without being restricted by the limits of a typical summoning. This contract would allow those Bloodthirsters to enter a Lord of Skulls at the very start of a battle, and return to the warp when the battle has ended - allowing even a mercenary Warband of Chaos Undivided to bring the dreaded Lord of Skulls Daemon Engines to battle.

[ ] The Pact of Retreat: Every day, countless Guardsmen fall to Chaos the galaxy over. Through this pact, binding them to cover the retreat of these new followers of the Ruinous Powers from their former allies, the Warband shall 'rescue' and recruit enough of these Guardsmen to form truly immense armies of Traitor Guard.

[ ] The Lost: This Warband has established contracts with many Lesser Daemons of Chaos, and drawn them into its surface.

Planets (Choose 1)

[ ] Cast them to the Wind: When, and if, they find a planet to lord over it will be by conquest. No planet will shape them, but there is a good chance that one day they, more than any other Chaos Warband, shall shape a planet.

[ ] Retera: A strange planet among those claimed by Chaos, Retera is unusual in that it actually has a functional society, based around a caste system enforced by dark mystic pacts. The people of this planet are divided into several 'Castes', each with a different purpose and color associated with it. The Nurgle affiliated Green cast3 act as stewards of nature, the Red Khorne Caste as arena fighters, Blue, associated with Tzeentch, act as intellectuals, Purple, associated with Slaanesh, act as artists, Brown act as humble laborers, Black, associated with the Forge of Souls, handle most technology, Yellow are heavily augmented and act as the regular military, and finally the White, who seem to have had all traces of personality forcibly sucked from their body, act as the rulers of the world.

[ ] Yuru: One of the worlds inhabited by Elder monstrosities, the strange, mutated descendants of Eldar that somehow survived the fall without being consumed by Slannesh. Much like their kin on other worlds, they often trade in advanced xeno technology that they manage to scavenge from the planet's sands - which can release such things even if they had never been on the planet in the first place.

[ ] Iurrran: A planet whose inhabitants have become pale and green eyed, the people of Iurran spend their time in a vast, dark forest in which they war with each other utilizing dark rituals and tamed monsters. They are actually extremely genetically stable for a human population in the Eye of Terror, and are very compatible with Space Marine Gene-seed.

[ ] Mututua: A Planet dominated by caves inhabited by some of the most extreme forms of stable human mutations any of your creators have ever seen, with several different varieties being present - all of which are horrific mixmashes of different human limbs and body parts.

[ ] Knuot: A world dominated by many different Chaos 'Kingdoms', the inhabitants of this world use a strange mix of modern weapons and hysterically enhanced full plate armor in their constant attempts to assert dominance over their rivals.
 
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2nd warband Part 3
[X] Plan: Dark Kingdom
-[X] The Pact of Retreat: Every day, countless Guardsmen fall to Chaos the galaxy over. Through this pact, binding them to cover the retreat of these new followers of the Ruinous Powers from their former allies, the Warband shall 'rescue' and recruit enough of these Guardsmen to form truly immense armies of Traitor Guard.
-[X] Iurrran: A planet whose inhabitants have become pale and green eyed, the people of Iurran spend their time in a vast, dark forest, in which they war with each other utilizing dark rituals and tamed monsters. They are actually extremely genetically stable for a human population in the Eye of Terror, and are very compatible with Space Marine Gene-seed.

Current Traits
-Disciplined: Being overseen by some of the last Sons of Horus loyal to the old warmaster, and by far the most organized, this warband, even in the depths of corruption, somehow maintains the discipline and brotherhood of the Space Marines their Legion of origin used to be.
-Headhunters: The Warriors of this Warband are adept at attacking and killing enemy commanders, disorganizing the rest of their forces.
-Improved Equipment: This warband has far better maintained equipment than is the average for a group of Chaos Space Marines.
-Improved Logistics: The traitor Guard often bring many of their supplies with them, as well as the knowledge of how to manage and organise it all. This Legion's auxiliaries have an improved logistical network from the average.
-Mutant Fodder: This Legion has access to plenty of mutants to use as fodder.
-Stabilization (Pact/Planet Combination: The Natives of Iurran have developed a special elixir, that helps to reduce the negative mental and physical effects of Chaos exposure. Those Traitor Guard that actually make it to the territory of their rescuers will be able to negate the impact of their newfound faith.
-Dark Forest Monsters: The Legion has tamed and learned to use many of the horrific monsters within Iurran's dark forests.
-Improved Sorcerers: The Sorcerers of this warband are adept at making deals with the powers of the Warp, and at managing the power gained from those deals. They are more skilled than the norm, and far less likely to find themselves trapped by an uneven bargain...
-Stability (Free): This warband recruits from a people innately resistant to the negative impacts of the Warp, thus allowing it to increase its numbers far more easily.

Hoh…. The home world and Pact seem to have created a truly potent combination for this warband. Not only are they heavily resistant to the negative effects of Warp energy, but their discipline and training make them and their servants far less likely to suffer from the lacking equipment and disobedience many Warbands do...

…….. Fascinating.

[ ] Warband Name:
[ ] Warband Colors:
[ ] Warband Symbol:
[ ] Warband Creed:

Expendables
2 Charges of Extra Support
1 Charge of Demonic Steed Pact
1 Charge of Extra Land Raiders
1 Charge of Obliterators

Choose 1
[ ] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
[ ] Fortification: The Marines in this warband have great skill in the arts of fortification.
[ ] Raiding: This warband is adept at raiding and looting other worlds when the time calls for it.
[ ] Accuracy: This Warband is known for its marksmanship.

Choose 1
[ ] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
[ ] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Warband has some to spare.
[ ] Extra Predators: This Warband has access to a greater number of Predator battle tanks. 10 Points.
[ ] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points.

Unusable Equipment Options for this warband
Doom Wings: This Warband has access to Doomwings. 5 Points
Lots of Nurglings: This warband has a lot more Nurglings than the average.
Pestigor Reinforcements: This Warband can call upon large numbers of Pestigors to assist them in times of mass combat.
Extra Blight Drones: This Warband has extensive reserves of Blight Drones for usage in combat.
 
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