[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.