The Chaos Founding

[] Plan: Material Profit
-[] Raw Material: 4: I lack sufficient raw materials for my experiments. Create a Warband to rectify this, now.
-[] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more 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.
-[] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.
-[] Doom Blaster: This Warband has the knowledge needed to create the Doom Blaster, a potent ranged Daemon Engine. 20 Points.

[] Plan: Hounds Of War
-[] 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.
-[] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.
-[] Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces. 5 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.
-[] 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.
-[] 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.
 
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[] Plan Fires of Industry
-[ ] Raw Material:
I lack sufficient raw materials for my experiments. Create a Warband to rectify this, now
-[ ] 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.
-[ ] Plague Towers: This Warband has access to the Plague Towers of Nurge, formidable siege engines that excel at taking fortifications. 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.
- [ ] 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.
-[ ] 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.

Thinking Iron Warriors that have mastered the art of using Daemons and Chaos Beasts as an infinite labor force, before shoving Daemons into their crafts to make super-heavy ordnance.

The Warband everyone comes to for the best Dakka.

Almost a full spread too since we are Chaos Unfivided. Plague Tower artillery for Nurgle, Doom Wings aircraft for Tzeentch, and the mega-weapon Lord of Skulls for Khorne.
 
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Not really, like sure, it is interesting but I am pretty sure gene-seed would straight up reject Ogryn child.
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.
sad that we can't get ogryn astartes

the wording behind how our DAoT cloning machine implies that it can clone ogryns if given a dna sample and the integration of gene-seed would be higher due to lower mutation rates but okay
 
Wait if I'm reading new sons correctly these warriors aren't for abandon but people against him making the black legion.
Think of them as some of the smarter Horus loyalists.

While they might not be worshipping a corpse or anything they find that old armless is at best going waaaaaaay to hard and at worst throwing a petty tantrum that proves him unworthy of leading a gang let alone a legion.
 
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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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Anyway i'm all for doing that Sons of Horus thing or doing some fun with Khorne, can't wait to really read into the plans folks make for it.
 
Looking at the 'closely bonded' part of the Blood God request, wondered on if that's important at all, reviewed my plan, and now have a question.

Do Hellbrutes, Obliterators, and Mutilators cause more anarchy than is normal for a (Khorne) Chaos warband?
Because from my understanding, the first is a mutated dreadnought which is torture to live in and the other two are what happens when a cultist gets super obsessed with their weaponry & fuses with it.
 
Do Hellbrutes, Obliterators, and Mutilators cause more anarchy than is normal for a (Khorne) Chaos warband?
Because from my understanding, the first is a mutated dreadnought which is torture to live in and the other two are what happens when a cultist gets super obsessed with their weaponry & fuses with it.
Hellbrutes yes.

Obliterators and Mutilators no.
 
would it take a lesser pact or greater pact to make contact with a daemon to ask for a fast travel to a specific battle/place across the galaxy?

like we have a mercenary warband who can take contracts to join up to a fight, say like abandon hires them to help with a raid or something, instead of waiting upon a void ship as it travels through the warp , have a daemon guide you to a specific battle having the contractor also having to make a deal with the daemon helping them to act as a middle man and slingshot the mercenary warband to the battle?
or would the pact be in the form of faster warp travel?
 
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@undead frog , considering that it is the Warp and we are doing things for shiggles, how high are the chances that one of our Homebrew Warbands could end un-retconning Malal?
 
time to make an expy

[X] Plan: R-Corp 4th (technically 1st) pack, Rhino Division
-[X] Raw Material: Conditions: Put a Chaos Undivided (Mercenary) warband on a world with the (Resource Rich) tag.
-[X] 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.
-[X] Undivided (Mercenary)
--[X] they shall work for you; if you're going to create space marines, then you might as well make it a business out of it and earn a profit, set up a Private Mercenary company of Astartes
-[X] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.
-[X] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points.
-[X] 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.
-[X] 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.
-[X] 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.
-[X] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.
-[X] Greater Daemon Pact: This Warband has the dedicated support and patronage of one of the Greater Daemons of Chaos. 15 Points.
 
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[X] Plan: Hounds Of World War
-[X] 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.
-[X] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.
-[X] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points
-[X] 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.
-[X] Extra Brass Scorpions: This Warband of Khorne has access to a large number of Brass Scorpions. 10 Points.
-[X] 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.
-[X] 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.
-[X] Demonic Steed Pact: This Warband has easier access to Demonic Mounts, such as Juggernauts and Discs of Tzeentch. 5 points.
-[X] 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.
-[X] 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.

[X] Plan: Material Profit
-[X] Raw Material: 4: I lack sufficient raw materials for my experiments. Create a Warband to rectify this, now.
-[X] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.
-[X] Extra Predators: This Warband has access to a greater number of Predator battle tanks. 10 Points.
-[X] Doom Wings: This Warband has access to Doomwings. 5 Points.
-[X] 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.
-[X] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.
-[X] Doom Blaster: This Warband has the knowledge needed to create the Doom Blaster, a potent ranged Daemon Engine. 20 Points.

[X] Plan Fires of Industry
 
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[X] Plan Bloody Children
-[X] 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.
-[X] Extra Dreadnaughts: This warband has additional dreadnought hulls... which, given the rate of mutation, will ultimately mean more Hellbrutes. 5 Points.
-[X] Extra Predators: This Warband has access to a greater number of Predator battle tanks. 10 Points.
-[X] 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.
-[X] 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.
-[X] Demonic Steed Pact: This Warband has easier access to Demonic Mounts, such as Juggernauts and Discs of Tzeentch. 5 points.
-[X] Land Raiders: This Warband has access to corrupted Land Raiders, powerful engines of war that double as transports. 15 Points.
-[X] Greater Daemon Pact: This Warband has the dedicated support and patronage of one of the Greater Daemons of Chaos. 15 Points.

[X] Plan: Hounds Of World War
 
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