The Chaos Founding

[x] Plan: Wizard in green Boxes
-[x] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
-[x] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Warband has some to spare.
 
[ ] Plan: In for a cold in for the Plague

Welp, this is awkward. Gonna wait for moratorium to be over.
 
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You know, not gonna lie after this chapter is done I want to see Magnus (You know, The Red) reacting to them, I think that would be funny.
I mean for those in the know most opinions of Chaos Founding Warbands and normal ones is going to hold at least a little envy over the fact that Chaos Founding Warbands don't need to worry about Gene-Seed mixed with frustration that Dark Magic Blackboxing means that the latter just take it from the former.
 
I mean for those in the know most opinions of Chaos Founding Warbands and normal ones is going to hold at least a little envy over the fact that Chaos Founding Warbands don't need to worry about Gene-Seed mixed with frustration that Dark Magic Blackboxing means that the latter just take it from the former.
why no worry about gene seed?
 
I like the beastman option, especially when I see them using them as servants who would be greater options than lunatic cultists or nurglings. They would shit everywhere.
 
Chaos Founding warbands have it easy on the Gene-Seed front
why no worry about gene seed?
One of 6-1's most notable achievements is making Gene-Seed so stable the warbands he equips it with don't need to worry about it mutating to uselessness over time.

Of course marines made using that gene-seed will always drift towards that warband and even recreate it if the rest was destroyed so it's kind useless for every other chaos faction unless they deliberately are trying to bring the warband back.
 
Of course marines made using that gene-seed will always drift towards that warband and even recreate it if the rest was destroyed so it's kind useless for every other chaos faction unless they deliberately are trying to bring the warband back.
So basically Commissions are literally going to be 'A major Chaos Power is absolutely sure that they want this certain tool to exist for use in schemes'.
 
[ ] Plan The Lich Masters
-[ ] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
-[ ] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
-[ ] Warband Name: the Lichborn
-[ ] Warband Colors: Falu Red (Minor), Bone White (Major), Black (Minimal)
-[ ] Warband Symbol: a red hand on a white pauldron
-[ ] Warband Creed: the LichLord will raise us all!

What do you think of this plan? Well Armed Cult will help us on the war front while the chapter can dedicate themselves to the study of the Warp.
 
If this was any more accurate you'd be outshooting Vindicare Assassins.
I am now imagining that that someone, somewhen after Abaddon starts doing his 'the only Sons of Horus around are Black Legion' thing is going to place a commission to produce either a Believer Unaligned Sons of Horus Chapter, or (insert their God here) Sons of Horus Chapter with the sole objective of 'They must survive no matter what, and can never join the Black Legion'.
 
I think you are all understamating the utility the cults bring, mainly due to the planet bonuses

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

The mummies is obius, lets us recover units of importance from battles

The vehicles can be repaired by the cultist, so they have armored support

And due to all the corpses in the swamps we can have entire armies directed by the trusted cultist as generals
 
True. We do not need the pestigors. They don't give anything we don't already have. We have plenty of magic and bodies to throw at problems. It's why we picked the sons and this planet. Disease comes standard with anything Nurgle. A well trained group of cultists will offer significantly more advantages.
 
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7 symptoms of a Nurgal Disease​
  1. Constant depression​
  2. A grin is constant ly on the face​
  3. They loose fear of plague​
  4. Become terrified of medicine​
  5. Hygiene is discarded​
  6. Can't learn anything new past this point​
  7. Everything about them becomes infectious spreading this plague and any additional they caught​
 
I do admit i am sad we didn't bless them with a plague to start out with.

That being said, i do advocate for enhanced cultists! Cults are something Nurgle can snowball damn hard with, as seen in Darktide. A properly led and reinforced Nurgle Cult can overtake an entire hive world when t gets going.

Infested Beastmen are just not as neat in my eyes.
 
A valid take...counter point, Funny Goat screaming in the swamps

Our main bonuses for the planet we choose are mass undead, and specialized cultists. Funny goat men offer literally nothing to that, where as a well armed Cult plus Raiding training means our Thousand Sun Nurglite unit becomes the Dread Hand of Zandri, and goes out armed with Far more bodies and better armed bodies than most other warbands could hope to hold onto.

In fact, i'mma try and put one warband idea together. One sec
 
Our main bonuses for the planet we choose are mass undead, and specialized cultists. Funny goat men offer literally nothing to that, where as a well armed Cult plus Raiding training means our Thousand Sun Nurglite unit becomes the Dread Hand of Zandri, and goes out armed with Far more bodies and better armed bodies than most other warbands could hope to hold onto.

In fact, i'mma try and put one warband idea together. One sec

Very fair points...i will advocate for funny Goats for the next Warband...assuming that is an option of course, I require it for my amusement
 
[]Plan Legion's Arise!
-Warband Name: The Endless Tide
-Warband Colors: Green and Gold, a nod to the past and a show of loyalty to their new patron
- Warband Symbol: A Mummified Hand Grasping a Khopesh
-Warband Creed: "The Tide will have its Due."
- Master Sorcerer
- Well Armed Cultists

Keeping Master Sorcerer because honestly this is a Thousand Sun descendant, and Well Armed Cultists for maximum Mummy Militants and also whatever interesting things we can do with all these corpses and Thousand Son sorceries. And fuck tons of munitions of course!
 
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