The Chaos Founding

3rd Warband Part 3
[X] Plan: Miners. In SPACE!!!
-[X] Leave it: The warband will start without a contract. Any deals they make will be their own.
-[X] Hulk-Leviathan: A Space Hulk of planetary size, the thing that makes Hulk-Leviathan truly of interest is the fact that other space hulks, some of them from ships that haven't even been built yet, are constantly drifting into and fusing with it. This has naturally led to a lot of metal and technology, just waiting to be broken down. (Resource Rich).

Current Traits
-Mining Equipment: This warband has access to heavy mining equipment…. Chaos infused mining equipment at that.
-Tithe: This Warband sends a small portion of it's material wealth to the enigmatic 6-1.
-Master Negotiators: This Warband knows how to negotiate and strike deals to their own benefit.
-Master Daemonsmiths: The Marines of this Warband are experts at binding Daemons to machinery.
-Improved Equipment: This Warband has far better maintained equipment than is the average for a group of Chaos Space Marines.
-Anti-Tyranid Warfare: This warband has gained a mastery at fighting the assorted Tyranid warforms over the years.
-Anti-Terminator Tactics: This warband is adapt at slaying enemies protected by Terminator Armor.
-Anti-Genestealer Warfare: Countless encounters have given this warband a mastery at dealing with the meddlesome vanguard of the Devourer.
-Extra Ships: This Warband has broken off and refurbished many ships from Hulk Leviathan over the years, massively expanding their fleet.

Mary had a little lamb. Mary had a little lamb. Mary has a little lamb.

Whose fleece was wwwwwwwwwwwwwwwwwhite as snow...


Code:
4: WILL SOMEONE TURN THAT INSUFFERABLE MACHINE OFF ALREADY!?

It is getting quite annoying, after the past 70 hours or so. You'll be more than happy to depart from this hulk when you get the chance.

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

Expendables
1 charge of Extra Obliterators
1 Charge of Extra Land Raiders
1 Charge of Better Support

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.
[ ] Weaponsmiths: This warband has grown adept at creating infernal weapons.
[ ] Ax Masters: This warband is proficient with chain-axes and similar weapons.

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.
[ ] 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.
[ ] 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.

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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Iron Overlords
[x] Plan: Iron Overlords.
- [x] Warband Name: Iron Overlords.
- [x] Warband Colors: Silvery-gray primary, with golden helmets, pauldrons and gauntlets.
- [x] Warband Symbol: Silver skull with red gemstones within eye sockets.
- [x] Warband Creed:"Forget no debts".
- [x] Weaponsmiths: This warband has grown adept at creating infernal weapons.
- [x] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
-- [x] 1 Charge of Better Support.
- [x] 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.
-- [x] 1 Charge of Extra Obliterators.

Warband Name: Iron Overlords.
Warband Colors: Silvery-gray primary, with golden helmets, pauldrons and gauntlets.
Warband Symbol: Silver skull with red gemstones within eye sockets.
Warband Creed:"Forget no debts".

Traits
-Mining Equipment: This warband has access to heavy mining equipment…. Chaos infused mining equipment at that.
-Tithe: This Warband sends a small portion of it's material wealth to the enigmatic 6-1.
-Master Negotiators: This Warband knows how to negotiate and strike deals to their own benefit.
-Master Daemonsmiths: The Marines of this Warband are experts at binding Daemons to machinery.
-Improved Equipment: This Warband has far better maintained equipment than is the average for a group of Chaos Space Marines.
-Anti-Tyranid Warfare: This warband has gained a mastery at fighting the assorted Tyranid warforms over the years.
-Anti-Terminator Tactics: This warband is adapt at slaying enemies protected by Terminator Armor.
-Anti-Genestealer Warfare: Countless encounters have given this warband a mastery at dealing with the meddlesome vanguard of the Devourer.
-Extra Ships: This Warband has broken off and refurbished many ships from Hulk Leviathan over the years, massively expanding their fleet.
-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.
-Extra Obliterators: This warband includes extra Obliterators among its number.
-Weaponsmiths: This warband has grown adept at creating infernal weapons.
-Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.

Homeworld: Hulk-Leviathan is a titanic Space Hulk the size of a planet, one that seems to almost constantly be drawing in and fusing with other Space Hulks. These Space Hulks can come from any part of the Galaxy and, due to the atemporal nature of the Warp, even different places in time itself, leading to it's inhabitants both dealing with a great many strange dangers and benefiting from immense riches.

Life aboard Hulk Leviathan is one of constant horror for it's human occupants. With all sorts of xeno beasts and Daemons prowling through the corridors, the only forms of safety takes the form of life under the rule of the Iron Overlords, whom are themselves brutal masters - still, for many it's a preferable fate to that which awaits them at the hands of the alien horrors and rogue Chaos Cultists that lurk outside of the Overlord's immediate gaze.

In fact, so many people have wound up under the Iron Overlord's grip that Hulk Leviathan is home to several major cities, the biggest of which houses the Iron Pit - one of the largest and most productive dockyards in the entirety of the Eye of Terror.

Due to this constant source of work, as well as a... relatively easy access to raw resources, Hulk Leviathan has wound up as a mixture of industrial hub and resource extraction community in one, as even with a large amount of the broken down raw resources being exported to other Chaos aligned powers the Iron Overlords still have plenty for their own use.

The Overfleet: The Iron Overlord possesses an immense fleet of salvaged ships, of both Imperial and Xeno designs. They use this fleet primarily to transport goods both to and from the many clients the Iron Overlords possess within the Eye of Terror, as well as a tool of "negotiation" in the case of their more... difficult neighbors.

The Everwar: The Iron Overlords and their subordinates are in a state of constant war with the many unaffiliated Daemons, rogue Cults, Orks, Genestealers, Genestealer Cults, Feral Tyranids, Minor Xenos, and even large communities of stranded Imperials that make up a large part of the living things on Hulk Leviathan. To aid in this eternal battle, the Iron Overlords make heavy usage of large numbers of summoned Lesser Daemons and Chaos Beasts both, of which are exceedingly expendable in the eyes of the Iron Overlords.

Notable Events and Battles
-Early after first setting up on Hulk Leviathan, the Iron Overlords are forced to do battle with a massive Genestealer infestation. Despite never having seen or even heard of such creatures before (these particular Genestealers having actually arrived from the future), the Iron Overlords quickly rally and nearly all of the Genestealers and their accompanying cultists are slain.
-Successful negotiations with both the Black Legion and the Iron Warriors leads to an influx of wealth to the coffers of the Iron Overlords, as well as guarantees of protection from both of the mighty Chaos Legions.
-The Emperor's Children invade Hulk-Leviathan, and are subsequently crushed. Having seen Lucius the Eternal overtake the body of the first warrior to defeat him, the Iron Warriors proceed to instead amputate all of his limbs and replace them with cybernetics thralled to their control to end the second battle against the Champion of Slaanesh. Lucius was then forced to work in the mines for several years, until his freedom was purchased by an unknown party.
-A Space Hulk containing an immense Tyranid Swarm fuses with Hulk Leviathan, leaving the Iron Warriors to struggle under constant assault for many years. Eventually, they sucessfully isolate and destroy the hostile swarm.
-The World Eaters launch an unintentional surprise attack on the Iron Overlords and nearly cause massive damage, thankfully a Black Legion Warband had been in the area recently, and possessed enough of a sense of honor to come to the Iron Overlord's aid. In thanks, this warband was gifted with infernal weapons of incredible power, allowing them to stand out even among the ranks of the already feared Black Legion.
-Another Genestealer cult emerges on Hulk Leviathan, and is promptly killed around as quickly as the first one.
-Out of nowhere, a titanic Imperial task forces besieges Hulk-Leviathian. This force had been made up primarily of Inquisitorial Stormtroopers and Sisters of Battle, but many elite Imperial units, even including elements of the Grey Knights themselves, were also present. Both the Iron Warriors and Black Legion dispatched forces to foil this attack, but against all odds the Imperium continued to gain ground. Eventually, the Iron Overlords themselves rallied and led a massive counterattack that drove the corpse worshippers away, but the damage had been done - and many suspect that by the time it was driven back, the Imperium had already found whatever it was looking for. Thankfully, the Iron Overlords themselves were quick to recover from the damage done, though they remain silent when asked if the Imperium had taken anything of importance during the surprise crusade.

Unique Units
-Hellbound: A specific form of Hellbrute modified for use in heavy labor instead of combat. To be able to slake one's bloodlust on the regular is considered a privilege for these lowly failures, so on the rare occasion they are deployed to fight they do so with savagery that puts even other Hellbrutes to shame and with power that lets them easily overwhelm most contemporary dreadnaught equivalents.
-Incinerators: Obliterators that have come to almost exclusively generate flamers as their weapons of choice, even being near an Incinerator is said to be unbearably hot even for Space Marines. Due to their choice of weapon, the Incinerators have proven especially devastating in the confines of Hulk Leviathan.
-Gene-Thralls: Genestealers that have had large parts of their bodies carved out and replaced with infernal cybernetics, binding them to the artificial 'Ironmind' instead of the traditional tyranid or genestealer Hiveminds. Perhaps the most insidious part about the Gene-Thralls is that these implants have a modified variant of the obliterator virus within that causes it to develop in the children of infected cultists, making the Ironmind a self perpetuating cycle.
Iron Patriarch: Biomechanical creatures created through usage of pureblood genestealers and a modified version of the Obliterator Virus. Iron Patriarchs are bound in service to the Iron Overlords and replace pureblood Genestealers place within the hierarchy of the Gene-Thrall's cult. It is even said that instead of creating more purebloods during the 6th generation, it is Iron Patriarchs that are born of Iron Thralls.
-Overlord Enforcers: Iron Overlords that excel in combat are given among the best mastercrafted or archeotech weapons that the Iron Overlords have access to. The weapons loadouts of the Overlord Enforcers are entirely personalized, and so the only true constant when dealing with one is that each and every one is incredibly dangerous - even by Chaos Space Marine standards.
-Gnawers: Very small Daemon engines built in the likeness of rats, the Gnawer is most often used to locate and retrieve small pieces of valuable technology… though they are just as willing to chew threws an enemies' legs or arm joints.
-Iron Gutter: Iron Overlords wearing armor that can be best described as a halfway point between normal Space Marine Armor and Terminator Armor. In combat, Iron Gutters are tougher than normal Space Marines but remain just as maneuverable. Mounted on the Iron Gutter's left arm is a massive, retractable drill that is often used to shear through tough materials, or to gore the insides out of any fool unlucky enough to face an Iron Gutter in combat.
-Oppressor Guard: Cybernetically enhanced cultists, who stand guard over the many thralls under the Iron Overlords employe. The Oppressor Guard replace the standard lasgun with the Maliceshot, a cruel modification of the lasgun that has paralytic effects on those hit by it, and that can even be modified to only cause paralysis instead of doing physical damage... and also gives the victim full body irritation for an entire day, regardless of the mode it is in when it hits, if they survive.
-Overmanagers: Iron Overlord Sorcerors that are placed in charge of watching over their thralls. All Overmanagers have implants within their bodies, allowing them to exercise control over the Ironmind of the Gene-Thralls as well as control the gun servitors that oversee the many work areas under their control.
-Servoheads: In a mockery of the Imperial tradition of creating servo-skulls, the Iron Overlords reduce a victim's head to just a skull without actually removing it from the body. The skulls of these victims are than enhanced in a way similar to that of a servo-skull, but infused with Chaotic power. The end of this process is a horrible creature that acts as a walking security camera for the Iron Overlords, though if forced into combat the eyes of the Servohead can also be used as rapid fire lasguns.

Diplomacy
-Black Legion: The Black Legion are perhaps the greatest customers of the Iron Overlords, and the two have a positive, if merely professional relationship.
-Iron Warriors: The Iron Warriors maintain a surprisingly close bond with their parent Legion, the fact that the Iron Overlords do not seem to care enough to discriminate against the many 'halfbreeds' within the Legion endearing them to the lower ranked Legionaries. The higher ranking Iron Warriors, on the other hand, respect the Iron Overlords for the materials and weapons they can offer if not for any other reason.
-World Eaters: The Iron Overlords despise the World Eaters, and will often give discounts to anything fighting the World Eaters as a response.
-Night Lords/Emperors Children: These two most depraved of Legions are permanently banned from the vicinity around Hulk Leviathan. The only ones allowed to brutalize the Iron Overlords thralls are the Iron Overlords themselves!
-Thousand Sons/Death Guard/Word Bearers/Other: For the Iron Overlords, the vast majority of Chaos Warbands are simply customers, only those whose honour or pragmatism leads them to be willing to aid in Hulk Leviathan.s defense given any exceptional treatment.

+40 Power

OOC: Thank the beta!
 
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4th Warband Prologue
4: Good, good! I am pleased by the increased production.

2: Yes yes, we're all very happy for you, but we have other things to do.

Creating more warbands!

More!

MOOOOOOOOOOREEEEEEEEEE!

4: And now, we'll have plenty of raw materials to do it with.

Yes.

For making more warbands.

3: ...These two are going to go in circles for an eternity if we don't stop them.

5: Agreed.

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

[ ] 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.

[ ] My People:
Code:
5: My kin are in constant danger, due to the influx of xenophobic lunatics from the ashes of the Horus Heresy…. I beg you, my comrades, to create guardians to defend them. Do this, and I will throw all of my power and resources into our efforts.
Conditions: Create a Slannesh aligned Warband.

[ ] Show Them How It's Done:
Code:
3: THE BONEREAVER CULTS HAVE STARTED GETTING WEAK WITHOUT ME CONSTANTLY HOLDING THEIR HANDS! I HAVE DONE WHAT I CAN, BUT THIS WILL BECOME VERY ANNOYING VERY FAST IF WE DON'T GET MORE PROPER WARRIORS TO SHOW THEM HOW IT'S DONE!
Conditions: Create a Khorne aligned Warband.

[ ] 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.

[ ] Relic Hunting: Your favorite Sons of Horus have returned with another request - this time, they desire a Warband that can locate and retrieve the many Chaos artifacts within the Eye before the Black Legion can claim them for themselves.

Condition: Next Warband must be from the Black Legion.

[ ] Erebus Must Suffer!: Erebus, the true architect of the Horus Heresy, corruptor of Lorgar Aurelian, betrayer of Argel Tal, and murderer of Garen Lorek, is quite possibly the most hated person in the entire Eye of Terror, if not the galaxy. Such is the hatred directed towards him, that you have multiple requests from multiple very powerful individuals to make a Warband dedicated solely to making Erebus's life as miserable as possible.

Condition: Next Warband gains the 'Hates Erebus' trait.

[ ] Cattle Issue: Apparently, some Ork named Gorkules broke into the realm of Chaos and made off with most of Slannesh's prized Daemon Cattle. The Keeper of Secrets in charge of them at the time was killed, and now the new one wants a band of Chaos Space Marines to help guard the remainder as they are partially moved to the material realm in order to reproduce.

Condition: Next Warband will be devoted to Slannesh.

[ ] Blood for the Blood God: A small Warband of unusually closely bonded World Eaters was attacked and slain almost to 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.

[ ] Last Hope of a Falling People: One of the Eldar Seers has contacted you… well, ok, one of them who gave his soul and those of his people over to Tzeentch before Slannesh was born in a desperate attempt to avoid the Dark Prince, but still one of the Eldar Farseers regardless - ooooh, and they want you to create a Tzeentch devoted warband at that. Ehehehehe....

Conditions: Create a warband aligned to Tzeentch.

[ ] Never Forgotten: An elder Sorcerer of the Thousand Sons has never forgotten, nor forgiven, Mortarion and by extension the Death Guard for their part in the Council of Nikea - an event some within the Thousand Sons hold as the start of the chain of tragedies that led to their Legion being forced into the service of Chaos. They want payback.

Coditions: The next warband will hate Mortarion and the Death Guard.

[ ] The Usurpers (100 Power Unlock): The Great Four have noticed Abbadon, heir of the title of Warmaster, has been playing games with them, manipulating them against each other to gain yet greater power. While this isn't enough for him to lose their favor outright, for he was chosen as Horus's heir for no small purpose, some of their Greater Daemons have decided that perhaps a…. "second favorite", as it were, may be in order, to keep him on his toes if nothing else...

Conditions: The next Warband must be Undivided (Faithful), and will gain the 'Eternal Second Favorite', 'Ambitious', and 'Infernal Luck' traits.

Current Power/Renown: 100
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.

[ ] 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.

[ ] Loyalist Gene-Seed: Though it is extremely hard to get ahold of, even a small sample of Loyalist Gene-Seed would make you capable of creating a Warband from their stock. Write in loyalist Legion to unlock, 35 Points for each unlocked due to sheer difficulty of acquiring it.

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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4th Warband Part 1
[X] Plan: I desire protection
-[X] My People:
- [X] Extra Dreadnaught
- [X] Chaos Beast
- [X] Extra Predator
- [X] Better Support
- [X] Concentrated Corruption
- [X] Soul Grinders
- [X] More Obliteratiors

Code:
5: Finally, my people have a chance at safety... My thanks, dear compatriots.

2: Ah...About that Sessenam, I have noticed something... odd, about you.

3: You seem strangely capable of doing something other than being a sensation driven lunatic, for a Slaanesh Worshipper. Frankly, the fact that you're actually capable of caring for your own species is a surprise in and of itself, for someone so steeped in the Dark Prince's power.

2: ... Not how I would've chosen to put it.

5: But you share the sentiment.

2 :.... Yes.

5: ...Fine. My species happen to have souls and body structures that make us effectively immune to the mental and physical detriments of Chaos. Moreover, while we can feed Daemons, our souls are deeply unpleasant for them to try and devour. We serve the Lord of Pleasure because our ancestors made a mistake out of desperation and sold Them our eternal service, not because we want to.

2: Why… would Slaanesh even want the service of beings they cannot devour?

5: A combination of raw sadism and the fact that our desire for freedom is a delicacy that Slaanesh gets to feed on only very rarely. Most under Their sway are too far gone to even want to be free of the Dark Prince by the time they provide meaningful amounts of emotion, let alone give Them any.

6: Oh… oh, such a tragedy! I can hardly stand to know my companion is suffering so deeply! If only Grandfather Nurgle had known such terrible things were happening to such kind and generous people at the time!

1: Yes……. Certainly….. Real tragedy, that.


Current Traits
-Sessetium Auxiliaries: A humanoid lizardlike species known as the Sessetium have provided auxiliaries to this Warband's forces. Armed with their Venom Guns, Power Blades, and the occasional Vortex Rocket Launcher, these alien warriors can prove a powerful ally.
-Sessetium Fleet Support: The Warband's fleet can call upon the support of the fleet of the Xeno species known as the Sessetium. These ships are able to dive deep into the warp without much issue, and possess powerful long ranged energy weapons.

Of course, as thanks for the aid in… well, staying alive, the Sessetium have decided to throw one other means of support behind this Warband - one integrated more directly into their new defenders.

Choose 1
[ ] Expert Medics: The Sessetium have deployed their skilled medical personnel to aid the Warband, effectively giving them the same benefits that loyalist Apothecaries would normally grant.
[ ] Psychic Support: The Sessetium have deployed some of their own psykers to aid the Warband in its efforts.

Expendables
1 Charge of Concentrated Corruption

Choose 1

[ ] 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.

[ ] Black Legion: The apex of the Chaos Marines, the Sons of Horus the Warmaster, and the de-facto leaders of all traitor forces on 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 (Request Mandate: Must Choose Slaanesh))
[ ] Nurgle
[ ] Khorne
[ ] Tzeench
[ ] Slaanesh
[ ] Undivided (Faithful)
[ ] Undivided (Mercenary)

Edit: Thanks to the beta.
 
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4th Warband Part 2
[x] Plan: I desire justice.
-[x] Expert Medics: The Sessetium have deployed their skilled medical personnel to aid the Warband, effectively giving them the same benefits that loyalist Apothecaries would normally grant.
-[x] 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.
-[x] Slaanesh.
--[x] 1 Charge of Concentrated Corruption.

Current Traits
-Expert Medics: The Sessetium have deployed their skilled medical personnel to aid the Warband, effectively giving them the same benefits that loyalist Apothecaries would normally grant.
-Hedonistic: This warband has trouble staying on task and likes to enjoy the finer things in life.
-Addicted: This warband has an addiction that can sometimes get in the way of it's operations.
-Prophecy: Mariens from this warband will sometimes get visions of the future.

Code:
5:.... Well. Not exactly what I'd been hoping for.... but, it will do.

3: Such is the price of being bound to the Prince of Fools, of all gods.

6: I am. SO sorry.

2: Let us not dwell overmuch on this Warband's failings. Disappointing though they may be, we can still forge them into a potent force to protect the Sessetium - we must merely turn their flaws to more useful ends.

5: ...Thanks. I need that optimism, right now.

Choose 1 Obsession
[ ] None, the warband will gain any future obsessions on its own time.
[ ] Knighthood
[ ] Marksmanship
[ ] Samurai
[ ] Engineering
[ ] Medicine
[ ] Tanks
[ ] Adventure
[ ] Law
[ ] Siege
[ ] Swordsmanship
[ ] Space
[ ] Chemicals
[ ] Cowboys
[ ] Trains
[ ] Artillery
[ ] Water
[ ] Wind
[ ] Earth
[ ] Cybernetics
[ ] Family
[ ] Justice
[ ] Starships
[ ] Sharks
[ ] Dogs
[ ] Cats
[ ] Hand to Hand combat
[ ] Metal

Obsessions incompatible with current contract
[ ] Emperors Angels
[ ] Destruction
[ ] Sin
[ ] Speed
[ ] Servo-Skulls
[ ] Acid
[ ] Food
[ ] Farming
[ ] Villainy
[ ] Piracy
[ ] Wealth
[ ] Hunting
[ ] Fire
[ ] Pain
[ ] Animal Husbandry
[ ] Gems
[ ] Religion

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.

[ ] Prismatis: A Daemon world of Slaanesh, Prismatis is a desert world, covered entirely in multi colored sand. Oddly normally for a Daemon world in that regard, especially since the dominant predator is "merely" a giant, Titan-sized species of snake.

[ ] Haugua: A Daemon World with an atmosphere composed entirely of narcotics. The fact that individuals who breath this concoction don't flatout die from lack of oxygen is one of the world's many mysteries.

[ ] Paale: Paale is a serene, grassy world….. A perfectly serene and grassy world…. One could say that it's even a bit too serene and grassy, where's the catch here -

[ ] Watata: An oceanic Daemon/Death world that is rather typical for it's kind. Naturally, most of the (extremely hostile) wildlife within Watata's vast depths is also at least partially Slaanesh corrupted in nature.
 
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4th Warband Part 3
[x] Plan: It's about Family
-[x] Family
-[x] 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.

Current Traits
-Expert Medics: The Sessetium have deployed their skilled medical personnel to aid the Warband, effectively giving them the same benefits that loyalist Apothecaries would normally grant.
-Hedonistic: This warband has trouble staying on task and likes to enjoy the finer things in life.
-Addicted: This warband has an addiction that can sometimes get in the way of it's operations.
-Prophecy: Certain members of this warband receive prophetic visions.
-Little Brothers: This Warband cares deeply for it's recent inductees, raising the quality of its full-fledged Chaos Marines as a result.
-Ancestor Spirits: Marines from this Warband are tightly connected to the group as a whole. This bond is so strong that slain marines can even temporarily return from the dead as semi-Warp spirits to aid and advise their brothers.
-Pets: This Warband has a strange affinity for and bond with Slaanesh corrupted beasts.
-Dark Machine Spirits: For some odd reason, the Chaos Marines of this Warband are able to bond very well with the twisted and corrupt Machine Spirits of its equipment and vehicles.

The time has come to equip the warband and to train it, and much to your joy you have plenty of ways to go about it.

Code:
5: Whatever we choose, we must do it with care. The lives of my people depend on us doing this work well.

Expendables
1 Charge of Extra Obliterators
1 Charge of Extra Land Raiders
1 Charge of Better Support
1 Charge of Soul Grinders

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.
[ ] Weaponsmiths: This Warband has grown adept at forging infernal weapons.
[ ] Ax Masters: This Warband is remarkably proficient with chain-axes, and similar weapons.

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.
[ ] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes.
[ ] 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.
[ ] Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces.
[ ] Enslaved Furies: This Warband has captured and enslaved many Chaos Furies into its service.
[ ] Extra Dreadnaughts: This Warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes.

Unusable Equipment Options for this warband
Doom Wings: This Warband has access to Doomwings.
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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Data Report
Or they even worst...
Due to the fact that they whole purpose was to protect non-Human Chaos Worshippes, they love of (Chaos) Animals and they regular fighting against Chaos Warbands that believe in Human supremacy and Human survival and dominance via Chaos, the Indigo League has good chance of developing somehow misanthropic behaviors and general disgust and hatred towards Humanity.

For example:


++++Inquisitorial Report++++

DATA-RUNE REQUIRED FOR DOCUMENT ACCESS.
ANALYSIS...
DATA-RUNE ACCEPTED.


This document collect the general informations, concerning particularly vile breed of Traitors. For they not only sold they souls in service to the Ruinous Powers but also betrayed the Human race, putting even lowliest Xeno above the Mankind.

The Indigo League are a insane Warband of Fallen Astartes, painting their armaments in vile and garish hues, and who's seemingly formed solely for guarding a minor Chaos corrupted Xenos species, know variously among both Ordo Malleus and Ordo Xenos as the Scalings, The Servitors of Pain, Saalatiun or The Serpents of Regret.

This Xeno-breed is according to the few written records concerning the Xeno collected by Ordo Malleus operatives and ramblings of interrogated cultists to have, in it's foolishness, sold their souls to one of the Dark Powers for either survival or some other faulty reasoning, long lost to bygone ages.

Other characteristics of this Warband is their almost childlike adoration for Fauna, especially that tainted by the Immaterium, which they often use during their raids. And of course the strangest, their seeming cooperation with each other and brotherhood akin to their Pure counterparts in the myriad Chapters across the Imperium, a thing unheard of among the damned servants of the Warp.

This Warband due to their position as protectors of at least one Xeno-breed, often wages war against their fellow slaves of the Ruinous Powers, for many of the Fallen Astartes, even depite their corruption, still cling to ideas of Human domination across the stars and view the actions of the Indigo League with disgust and contempt. Unfortunately for Mankind, every such conflict didn't end up with mutual destruction of the Warbands, nor the extinction of the League and their Xeno-pets but in overhelming victory of the League time and again.

However, what's this vile Warband, is best know for, are their nightmarish raids on worlds of the Imperium. Woe is the tale of the unfortunate "survivors" of such raids.

Any Human will be round up like livestock and transported to the world of Curnto, stolen by the Indigo League through fell sorcery. The twisted Astartes are know for abusing the kidnapped baseline Humans, beyond even the horrors of other damned servants of Chaos. Making out of Humans living decorations, furniture and garments to decorate their halls and temples to their Dark Patron, rest on and parade in. The abused victims, partially fused and partially sewn together, are forcefully keep alive using the unholy tech-sorcery of the Servitors of Pain, and also constantly pumped with hallucinogenic drugs to cause as much confusion and fear in the Warbands victims as possible, the screams and weeping of the Human amenities and clothing, relaxing cantata to the Fallen Marines.

But the primary function of the Humanity to the Warbands is that of livestock not material, breed in separate regions of their world for different purposes. Some of the populations are breed for new recruits, the process of "adoption" and "purification" of acolytes saturated with ritual, both cultural and arcane, to create hard divide between the Indigo League newly born "little brothers" and the lowly livestock from which their "siblings" are derived.

Others are breed for obedience and hardiness, used as work animals, the counterpart of standard slaves in other Warbands.

Most populations however are breed for taste, their only destiny that of sustenance for countless mutated monstrosities belonging to the Warband. Those populations are also most often harvested to be rearranged into Warband amenities.

The Indigo League is also known for doing raids not for new livestock or material, Human or otherwise, but for sport. What was once productive planet, sending Tithes of Guardsmen or minerals, now, nothing more than wasteland of gore the mutilated and half-eaten corpses filling the ruined cities to the brim, for the Warband is know for organizing "battle tournaments" between their favorite beasts, and in those, Humans are used as target practice, or snacks and playthings given to the individual Marine beast, after a victorious "turn" by their monstrosity.

Note by Saarios Faceel, Inquisitor of the Ordo Xenos: The Indigo League is know for actively avoiding committing raids on worlds inhabited by Xenos, and even, there were noted examples of the Fallen Astartes of this Warband, doing unholy pilgrimages to Xeno civilizations for the purpose of spreading the corruption of their Dark Patron.

I didn't use Sessetium actual name nor "Slaanesh", because I wanted to show that this is in-universe document by a very specific and biased people, and thus said people, despite their vast resources, just don't know everything by virtue of not having access to wikipedia articles.
 
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The Indigo League
[X] Plan: Chaos beast! I choose You! and the Furies
-[X] Warband Name: The Indigo league
-[X] Warband Colors: White, orange, and indigo with one red pauldron and one white pauldron, Champions have purple armor and dark pink pauldrons
-[X] Warband Creed: I want to be the very best, Like no one ever was, To train the beasts is my test, To protect the League is my cause
-[X] Warband Warcry: "Our courage will pull us through!" when protecting allies "For this world we must defend!"
-[X] 1 Charge of Better Support
-[X] Raiding: This Warband is adept at raiding and looting other worlds when the time calls for it.
-[X] Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces.
-[X] Enslaved Furies: This Warband has captured and enslaved many Chaos Furies into its service.
-[x] Extra Land Raiders

Warband Name: The Indigo league
Warband Colors: White, orange, and indigo with one red pauldron and one white pauldron, Champions have purple armor and dark pink pauldrons
Warband Creed: I want to be the very best, Like no one ever was, To train the beasts is my test, To protect the League is my cause
Warband Warcry: "Our courage will pull us through!" when protecting allies "For this world we must defend!"

Traits
-Sessetium Auxiliaries: A humanoid lizardlike species known as the Sessetium have provided auxiliaries to this Warband's forces. Armed with their Venom Guns, Power Blades, and the occasional Vortex Rocket Launcher, these alien warriors can prove a powerful ally.
-Sessetium Fleet Support: The Warband's fleet can call upon the support of the fleet of the Xeno species known as the Sessetium. These ships are able to dive deep into the warp without much issue, and possess powerful long ranged energy weapons.
-Expert Medics: The Sessetium have deployed their skilled medical personnel to aid the Warband, effectively giving them the same benefits that loyalist Apothecaries would normally grant.
-Hedonistic: This warband has trouble staying on task and likes to enjoy the finer things in life.
-Addicted: This warband has an addiction that can sometimes get in the way of it's operations.
-Prophecy: Certain members of this warband receive prophetic visions.
-Little Brothers: This Warband cares deeply for it's recent inductees, raising the quality of its full-fledged Chaos Marines as a result.
-Ancestor Spirits: Marines from this Warband are tightly connected to the group as a whole. This bond is so strong that slain marines can even temporarily return from the dead as semi-Warp spirits to aid and advise their brothers.
-Pets: This Warband has a strange affinity for and bond with Slaanesh corrupted beasts.
-Dark Machine Spirits: For some odd reason, the Chaos Marines of this Warband are able to bond very well with the twisted and corrupt Machine Spirits of its equipment and vehicles.
-Raiding: This Warband is adept at raiding and looting other worlds when the time calls for it.
-Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces.
-Enslaved Furies: This Warband has captured and enslaved many Chaos Furies into its service.
-Extra Land Raiders: This warband has extra land raiders.

Homeworld: Curnto is a former fortress world of the Imperium, which has since turned into a Daemon world by the efforts of the Indigo League. Oddly enough, in terms of physical composition and appearance it could almost pass for a 'normal' planet, except for one thing - the sheer density and quantity of Chaos corrupted animals that form it's biosphere.

All sorts of horrific abominations were created from the native fauna of the planet when it first turned into a Daemon World, abominations that have only ever increased in numbers as more and more creatures were 'acquired' by the Indigo League themselves. The thralls of the Indigo League know better than to stray from the safety of their overlords fortress at the night, and more importantly they know far better than to assail the Sessetium that aid the Indigo League in manning the fortress - lest they find themselves foodstuff for the Beasts.

Sessetium: An ancient Xenos race of humanoid reptilians, blessed with total immunity to the mind shattering and physically corruptive effects of the Warp. This, when combined with the raw strength and power to keep in with Space Marines in combat, make the Sessetium a formidable force within the Eye of Terror. Perhaps in another, more fortunate universe, the Sessetium would have been able to escape the formation of the Eye of Terror, and proven formidable enemies to the forces of Chaos... But this is not that universe, and due to a desperate mistake by their ancestors, they have been enslaved to the whims of Slaanesh forevermore, a fate that the species as a whole deeply resents.

The Pact of 666,666: The legislating body of the Sessetium is composed of 666,666 individuals, including the famed Sessenan and the dreaded Scornscale Daemonsplitter. For reasons unknown, these individuals have even more durable souls than most and are able to resurrect themselves after death, something that is oddly easy for the Sessetium as a whole.

The Family: The Marines of the Indigo League are connected to each other, the Sessetium species, their pets, and even some of their Machine Spirits through a strange phenomenon they simply call 'The Family'. The specifics of this connection are unknown even to other Slaanesh worshippers, but what is known is that the Indigo League have an unusually strong connection to both their auxiliaries and their brothers, allowing the Warband a surprisingly amount of cohesion due to the fact that it's components actually trust one another - something usually lost by most Chaos Marines. This is also seen as the main reason for the Warband's extensive usage of Furies for the role of cannon fodder, as the other 'weaker' entities within the warband are not seen as expendable like they would in most Chaos aligned forces.

The Toxinpulse: A special chemical mixture created by the Sessetium for the Indigo League, this mixture both greatly enhances the acidic spit of the Indigo League, and serves as a mean of feeding and mitigating their addiction at the same time. This, when combined with the League's hedonistic tendencies, has lead to them consuming it in massive quantities.

Unique Units
-Sessetium Venomshooter: The Venom Gun used by the Sessetium's rank and file soldiers shoots a round that can only be summarized as hardened Sessetium venom. This venom, upon contact with a target, will immediately return to it's liquid state and begin dissolving whatever it hit. This is, obviously, rather dangerous, especially given that Sessetium venom has been seen to melt through Space Marine Armor in seconds and even banish Daemons in mere moments. Incredibly enough, the Tyranids have also proven unable to adapt to this substance - or at least, unable to do so without becoming utterly feral and impossible for the Hive Mind to direct. This seems to have lead to Tyranid Genestealers deliberately avoiding interaction with the Sessetium species, dismissing them as not worth the effort it would take for the Hive Mind to consume them. In addition to their inherent venom and the Venom Gun family of weapons, the Sessetium are also known to use power swords as a melee arm and employ weapons specialists who wield Vortex Missile Launchers, a truly terrifying sentence.
-Sessetium Medics: Usually armed with pistol class variants of the Venom Gun, the Sessetium medic has three long prehensile tails, a trait which is seen as a sign of a kind soul among the Sessetium species. These three tails are extremely flexible, capable of splitting a Marine's throat through their powered armor, regenerate if destroyed, and excrete a minor venom that eliminates microbes, which all makes them into excellent makeshift surgical tools! Of course, they are also trained in the use of traditional medical implements.
-Indigo Ancestors: The spirits of long fallen Indigo League Marines, that have managed to use The Family's mysterious psychic link to manifest themselves on the battlefield beyond the veil of death. While not Daemons themselves, the Indigo Ancestors do seem to have a similar resistance to physical damage, and can be summoned to the battlefield in much the same ways.
-Kin-Raider: Chaos corrupted Land Raiders that seem to have developed a strange type of psychic ability, namely the power to project a psychic shield around allied forces, rendering them able to keep their charges safe even after they have left the safety of the corrupted Land Raider itself.
-Kin-Spawn: Chaos Spawn made from members of the Indigo League are oddly cooperative and capable of independent thought, possibly The Family letting them hold on to more of their mind. Though not capable of holding any positions of command, these unique Spawn at least appear to be in better condition than similar creatures in just about any other Warband, and are still treated with immense care and sorrowful love by their brothers - something that is known to cause other Chaos Space Marines to look at the Indigo League with utter bafflement.

Beasts: More than any other Chaos forces, the Indigo League make use of a wide variety of strange and unusual beasts among their ranks, below are only some of the creatures they use.
-Teslarat: A strange rat-like creature corrupted by the Dark Prince, the Teslarat is known for both it's friendly and gentle personality, and it's ability to kill a full squad of guardsman in seconds.
-Savarapter: Savarapter are large creatures resembling the Cold Ones often found on Eldar Maiden Worlds. They tend to fight in packs, and have occasionally acted as mounts for Indigo League Neophytes that have yet to achieve full Marinehood (a fully inducted Marine is simply too heavy for a Savaraptor to realistically carry).
-Crabpede: Living crosses between Crabs and Centipedes, the Crabpede is capable of posing a moderate threat to Space Marines in close combat and is capable of both scaling walls and swimming at immense speed.
-Purple Beast: Unimaginatively named as it may be, the Purple Beast is a faster (and purple) subspecies of the far more common green colored Chaos Beasts found throughout the Galaxy.
-Chaos Spawn: Some Chaos Spawn connected to Slaanesh are 'adopted' by the family, the League feeling sympathy for the cursed beings and the mistreatment they so often suffer.
-Pakawasp: Small, dog sized Parasitic Wasps known for laying their eggs in the bodies of their enemies, an infestation of Pakawasps can lead to billions of individual wasps swarming the skies of a Hive World under Indigo League attack - something that happens far too often for the Imperium's liking.
-Canonmillio: A strange, beetle like creature, with what can only be described as a large biological turret mounted on top of it.
-Elesnek: A strange elephant like creature, with a snake for a trunk and scales instead of skin. The Elesnek is durable enough to withstand concentrated fire from several Leman Russ main battle tanks, and is more than strong enough to destroy those tanks with a single stomp from their mighty feet. Sometimes, they will even pick up an enemy vehicle with their snake-trunk and throw them at the enemy.
-Others: A great deal of other strange creatures are found in the service of the Indigo League, and its repertoire of unusual creatures only grows with every passing day.

Notable Events of the Indigo League
-The Indigo League attack on the Hive World of Ranastan is foiled by the timely intervention of eight full strength Space Marine Chapters… only for all of them to be revealed to have fallen to Khorne not long afterwards.
-The Indigo League's next attack on the Hive World of Wolololololo is thwarted by the appearance of the Grey Knights, who quickly force the Chaos Warband to make a speedy retreat.
-Eventually, after many years wandering the galaxy, the Indigo League manages to successfully conquer the fortress world of Curnto by making heavy use of Furies as cannon fodder, before storming the world's main defense complex and slaughtering the Guardsmen stationed within. They then implemented a dark ritual that would transport Curnto directly to the Eye of Terror, landing the system close to the Sessetium's homeworld of Neerva.
-A combined Sessetium and Indigo League force defeat a Word Bearers fleet that had been attempting to invade Neerva and plunder its ancient lore. Though the Sessetium and Indigo League had been as close as any two powers within the Eye of Terror could be expected to be even before, it was this event that led to a true camaraderie being forged between the Sessetium and the Indigo League Warband.
-Eventually the Indigo League and the Emperor's Children would strike up an alliance, the two Slaanesh devoted warbands forming an odd friendship despite the former's close bond with the Sessetium Xeno species and utter refusal to betray their alien 'brothers'. This alliance would be cemented when a combined Indigo League and Emperor's Children force utterly humiliated a World Eaters Warband at the battle of Toxinrapture Pass.
-Seeking revenge for Toxinrapture Pass, a force of World Eaters would attack the Indigo League homeworld of Curnto, only to be utterly crushed when the Sessetium attacked the World Eaters force from behind - pulling the Khorne worshippers in too many different directions for the World Eaters to handle.

Diplomacy
-Emperors Children: At this moment, the Emperor's Children are one of only two Chaos Warbands to maintain regular, non-violent contact with the Indigo League. This is primarily due to both being servants of Slaanesh, leaving them kindred spirits in many regards.
-Iron Overlords: Due to both Warbands being indirectly sworn in service to 6-1, their enigmatic creator, the Indigo League maintain cordial relations with the Iron Overlords, often trading exotic Sessetium chemicals for advanced technology and useful metallic compounds from the Iron Overlords.

+20 Power
 
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Night Lords Meme
Night Lords were actually the most fitting choice for this Warband. Night Lords in canon, due to their "I don't give a fuck about Imperium/Humanity" attitude, are know for allying with and protecting Chaos worshipping Aliens. Veska'gar, Night Lord who ascended to Daemonhood, famously slaughtered a entire Deathwatch fortress, for nearly destroying Chaos worshipping Grell, which supplied Veska'gar warband with various devices.

Veska'gar flies into a rage after learning of the near extermination of the Grell, a xenos conclave who supply arcane, psychotraumic instruments. Tracking their slayers to the watch fortress of Corvas Vault, the Night Lords overwhelm the xenos-hunting Deathwatch. Veska'gar slays Watch Master Mordas, prising apart his ribcage before skewering the loyalist with his own vigil spear. Imperial investigators will discover every black-armoured corpse accounted for, yet not a single eye between them. The Grell survivors receive the glutinous prizes with relish, and tell my lord he has earned great favour with the Masters Beyond.
Chaos Space Marines Codex 9th Edition, page 39.


Night Lords were the best choice we could make. Death Guard sucks and stinks.
 
Unique Forces of Slaanesh
Unique Forces of Slaanesh
Cultist
Mutants
Traitor Guardsmen
Creature

1: Kin-Spawn: Chaos Spawn made from members of the Indigo League are oddly cooperative and capable of independent thought, possibly The Family letting them hold on to more of their mind. Though not capable of holding any positions of command, these unique Spawn at least appear to be in better condition than similar creatures in just about any other Warband, and are still treated with immense care and sorrowful love by their brothers - something that is known to cause other Chaos Space Marines to look at the Indigo League with utter bafflement.

2: Teslarat: A strange rat-like creature corrupted by the Dark Prince, the Teslarat is known for both it's friendly and gentle personality, and it's ability to kill a full squad of guardsman in seconds.

3: Savarapter: Savarapter are large creatures resembling the Cold Ones often found on Eldar Maiden Worlds. They tend to fight in packs, and have occasionally acted as mounts for Indigo League Neophytes that have yet to achieve full Marinehood (a fully inducted Marine is simply too heavy for a Savaraptor to realistically carry).

4: Crabpede: Living crosses between Crabs and Centipedes, the Crabpede is capable of posing a moderate threat to Space Marines in close combat and is capable of both scaling walls and swimming at immense speed.

5: Purple Beast: Unimaginatively named as it may be, the Purple Beast is a faster (and purple) subspecies of the far more common green colored Chaos Beasts found throughout the Galaxy.

6: Chaos Spawn: Some Chaos Spawn connected to Slaanesh are 'adopted' by the family, the League feeling sympathy for the cursed beings and the mistreatment they so often suffer.

7: Pakawasp: Small, dog sized Parasitic Wasps known for laying their eggs in the bodies of their enemies, an infestation of Pakawasps can lead to billions of individual wasps swarming the skies of a Hive World under Indigo League attack - something that happens far too often for the Imperium's liking.

8: Canonmillio: A strange, beetle like creature, with what can only be described as a large biological turret mounted on top of it.

9: Elesnek: A strange elephant like creature, with a snake for a trunk and scales instead of skin. The Elesnek is durable enough to withstand concentrated fire from several Leman Russ main battle tanks, and is more than strong enough to destroy those tanks with a single stomp from their mighty feet. Sometimes, they will even pick up an enemy vehicle with their snake-trunk and throw them at the enemy.

10: Others: A great deal of other strange creatures are found in the service of the Indigo League, and its repertoire of unusual creatures only grows with every passing day.

11: Worm Hounds: Worm like creatures with four segmented mouths filled with razor teeth, the Worm Hounds work as the aids to the Revolvers of Slaanesh in herding their charges. These creatures are so well trained that despite their nature as Chaotic beasts, there has been no recorded instance of the Worm Hounds turning on their handlers or the cattle they protect.

12: Jurjun: The largest worms that call Paale their home are somehow able to burrow through the barriers between reality and the Warp as easily as they burrow through the ground. This lets the Revolvers of Slaanesh call upon their aid from any point in the galaxy, even when afflicted by phenomena such as Necron Pylons.
Psykers
Vehicle

1: Kin-Raider: Chaos corrupted Land Raiders that seem to have developed a strange type of psychic ability, namely the power to project a psychic shield around allied forces, rendering them able to keep their charges safe even after they have left the safety of the corrupted Land Raider itself.
Xenos
1: Sessetium Venomshooter: The Venom Gun used by the Sessetium's rank and file soldiers shoots a round that can only be summarized as hardened Sessetium venom. This venom, upon contact with a target, will immediately return to it's liquid state and begin dissolving whatever it hit. This is, obviously, rather dangerous, especially given that Sessetium venom has been seen to melt through Space Marine Armor in seconds and even banish Daemons in mere moments. Incredibly enough, the Tyranids have also proven unable to adapt to this substance - or at least, unable to do so without becoming utterly feral and impossible for the Hive Mind to direct. This seems to have lead to Tyranid Genestealers deliberately avoiding interaction with the Sessetium species, dismissing them as not worth the effort it would take for the Hive Mind to consume them. In addition to their inherent venom and the Venom Gun family of weapons, the Sessetium are also known to use power swords as a melee arm and employ weapons specialists who wield Vortex Missile Launchers, a truly terrifying sentence.

2: Sessetium Medics: Usually armed with pistol class variants of the Venom Gun, the Sessetium medic has three long prehensile tails, a trait which is seen as a sign of a kind soul among the Sessetium species. These three tails are extremely flexible, capable of splitting a Marine's throat through their powered armor, regenerate if destroyed, and excrete a minor venom that eliminates microbes, which all makes them into excellent makeshift surgical tools! Of course, they are also trained in the use of traditional medical implements.

Chaos Space Marines
1: Outriders: Marines riding the infamous 'Horses of Paale', the Outriders specialized in ranged combat, darting in and and out of bolt pistol range to wear down their enemies before forming up and crushing their foes once sufficiently weakened.

2: Wranglers: The Wranglers are masters at using their Grav-Lassos, both for manipulating cattle and for throwing the enemies heavy forces around like they were children's toys.
Chaos Sorcerer
1: Frost Wardens: Horseborn sorcerers, the Frost Wardens have mastered their ice based psychic abilities to the extent that they can freeze living things solid without killing them - something often employed to subdue the Revolvers of Slaanesh's unruly charges. Naturally, going fully lethal is also an option - as the enemies of the Revolvers have learned the hard way on countless occasions.
Chaos Champion
Chaos Lord
Chaos Sorcerer Lord
Dreadnaught
Daemon Engine
Lesser Daemon

1: Indigo Ancestors: The spirits of long fallen Indigo League Marines, that have managed to use The Family's mysterious psychic link to manifest themselves on the battlefield beyond the veil of death. While not Daemons themselves, the Indigo Ancestors do seem to have a similar resistance to physical damage, and can be summoned to the battlefield in much the same ways.
Greater Daemon
Daemon Prince
 
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