The Chaos Founding

5th Warband Part 1
[X] Plan: Fangs of Change.
-[X] 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....
-[X] 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.
--[X] Space Wolves.
-[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. 2x.
-[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] 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.

YES!

YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!YES! YES! YES! YES!

Code:
1: 6-1 is... very excited, for some reason.

No…. you aren't.

Well, no you are excited to begin your next creation.

YES! YES! YES!

It's just that you're suffering a minor issue with your internal signalling and it's sending the 'Yes' signal across your synapses at every opportunity.

YES! YES! YES! YES!

YES!!!

Code:
4:... We should probably get that fixed. Immediately.

Expendables
2 Charges 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.

[ ] Space Wolves: Renowned for their combat prowess, the Sons of that fool Russ were known as the Corpse-Emperor's favoured executioners. They are a stubborn and single minded lot, never ones to abandon they course they've set themselves on, and tend to display a great deal of independence and initiative. Their bestial cunning and enhanced senses will be a major boon indeed, even if they may cause some issues...

While the existence of the Wulfen is far less of an issue for the forces of the Dark Gods, due to a variety of factors, you are creating Chaos Marine Warbands, not random monsters. It is a comparatively small chance, but on occasion you will fail to curb the Curse of the Wulfen, leaving you without any actual Marines for your Warband. Good thing you always have backup Gene-Seed just in case!

(When selecting the Space Wolves, there is a 45% chance of the Warband being nonviable. Always be sure to have a backup Legion selected as well!)

Choose 1 (Request Mandate: Must Choose Tzeentch)
[ ] Nurgle
[ ] Khorne
[ ] Tzeentch
[ ] Slaanesh
[ ] Undivided (Faithful)
[ ] Undivided (Mercenary)
 
5th Warband Part 2
[X] Plan: *looks at mutation rate and ignores it*
-[X] Space Wolves: Renowned for their combat prowess, the Sons of that fool Russ were known as the Corpse-Emperor's favoured executioners. They are a stubborn and single minded lot, never ones to abandon they course they've set themselves on, and tend to display a great deal of independence and initiative. Their bestial cunning and enhanced senses will be a major boon indeed, even if they may cause some issues... While the existence of the Wulfen is far less of an issue for the forces of the Dark Gods, due to a variety of factors, you are creating Chaos Marine Warbands, not random monsters. It is a comparatively small chance, but on occasion you will fail to curb the Curse of the Wulfen, leaving you without any actual Marines for your Warband. Good thing you always have backup Gene-Seed just in case! (When selecting the Space Wolves, there is a 45% chance of the Warband being nonviable. Always be sure to have a backup Legion selected as well!)
--[X] MORE space Wolves (i do not care if you mutate, i'll just clone more gene seed until one of you is viable, if the warband can't handle an army of attack dogs and gets eaten by prototypes, it sucks to suck if you die to failures)
-[x] Tzeentch.
--[x] 2 Charge of Concentrated Corruption.


PLAN INVALID (You can't select Space Wolves as the backup for the Space Wolves), PLEASE HOLD...

[X] Plan: Fangs of Change-Mutation edition.
-[x] Space Wolves.
--[X] World Eaters (Without Nails) (Backup).
-[x] Tzeentch.
--[x] 2 Charge of Concentrated Corruption.

Code:
2: Our goal is to create a warband capable of protecting and carrying out the goals of the Tzeentch worshipping Eldar, correct?

1: Yes.

2: And the current batch of Marines are...

1:  Nothing but a pack of feral beasts.

6: I, for one, think they are adorable!

2: At least we had the foresight to prepare some World Eater templates in advance. Otherwise we may have failed the commision outright.

Current Traits
-Enhanced Empathy: The Marines of this warband are very empathetic and capable of understanding the feelings of the others.
-Beneficial Mutations: The mutations this warband occasionally suffers are far more likely to be beneficial than malignant.
-Unyielding Hope: The Marines of this warband never give up hope and will fight beyond what could cause even other Space Marines to despair.

Code:
1: Now this, we can work with!

2: Leave this next part to me, my comrades - though the Architect and I are far from being on good terms, I nevertheless have some knowledge to share...

Secrets of Tzeentch (Choose 1)

[ ] None: The Warband will have to learn their forbidden knowledge on their own merits.

[ ] Secret of Deals: The Secret of Deals gives the secret keeper extensive knowledge about how to perceive, manipulate, twist, and even negate the deals and bargains of Daemons. It is said those who have fully understood these secrets may even know the means to untangle oneself from a debt to the very Gods themselves....

[ ] Secrets of Enchantment: A series of hidden techniques and long forgotten arts that make creating Chaos-Touched weapons and armor far easier than it would otherwise be, allowing a Warband to equip even its lower Marines with regalia of unholy might.

[ ] Secret of Dread: This secret is said to drive any who dare to learn it to madness if they are unworthy. Those who are worthy, however, gain the power to conjure and control strange apparitions that bring eternal nightmares to any that can comprehend their existence.

[ ] Secret of Horrors: This Warband holds the deepest and most hidden secrets of the Horrors of Tzeentch, making them masters at summoning, controlling, and even manipulating the forms of the Architect of Fate's Lesser Daemons.
[ ] Secret of Revival: The Marines of this Warband have learned the secret means to resurrect the deceased!... So long as the soul remains intact, at least.

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.

[ ] Mutagon: A daemon world known for it's prominent oceans of constantly mutating flesh, Mutagon is, unsurprisingly, also home to an extremely large population of assorted Chaos Spawn.

[ ] Papparos: A Deamon world that takes the form of an immense, planet sized scroll, filled with countless writings on matters both mystic and mundane.

[ ] Uzuo: A planet split down the middle, the top half and bottom half of Uzuo rotate in separate directions.

[ ] Tibuna: A planet covered with a light blue crystal and whose wildlife is marked with crystalline growths, these crystals - especially those reclaimed from the local fauna - hold a great deal of psychic power, and can be used for a variety of purposes.
 
5th Warband Part 3
[X]Plan: Drip or Drown - Magic edition
-[x] Secrets of Enchantment: A series of hidden techniques and long forgotten arts that make creating Chaos-Touched weapons and armor far easier than it would otherwise be, allowing a Warband to equip even its lower Marines with regalia of unholy might.
-[X] Tibuna: A planet covered with a light blue crystal and whose wildlife is marked with crystalline growths, these crystals - especially those reclaimed from the local fauna - hold a great deal of psychic power, and can be used for a variety of purposes.

Hmmm... yes, your newest creations are going well.

Code:
1: Ignoring that earlier unpleasantness, of course.

…. Your newest creations are going well.

Code:
2: Agreed. The mass mutation was an.... exceptionally unpleasant reminder of past events, on my part.

YOUR NEWEST CREATIONS ARE GOING WELL!

Code:
3: I'm with 6-1, can we move on from the mass mutation already!?

6: Yes, I agree with the High Priest. Dwelling on the rapid decline that afflicted our… initial products will do no good.

Finally, someone helps shut those two up....

Current Traits
-Enhanced Empathy: The Marines of this Warband are very empathetic, and are naturally capable of understanding the feelings of the others.
-Beneficial Mutations: The mutations this Warband occasionally suffers are far more likely to be beneficial than malignant.
-Unyielding Hope: The Marines of this Warband never give up hope, and will fight beyond what could cause even other Space Marines to fall into despair.
-Enhanced Weapons: The weapons of this Warband are mystically enchanted to an impressive extent, leading to many of them having strange abilities or simply being better than average.
-Enhanced Armor: The armor of this Warband are mystically enchanted to an impressive extent, leading to many of them having strange abilities or simply being better than average.
-Crystal Creatures (Small-Medium): This Warband has access to crystalline monsters in the Small-Medium size category.
-Crystal Creatures (Large-Superheavy): This Warband has access to crystalline monsters in the Large-Superheavy size category.

Expendables
1 Charge of Extra Obliterators
1 Charge of More Mutilators
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.

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

Unusable Equipment Options for this warband
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.

OOC: Thanks to the Beta.
 
The Crystal Blades
[x]Plan:The Crystal Blades
-[x] Warband Name: The Crystal Blades
-[x] Chapter Colors: Light Blue mainly but it is common for crystals of varying colors to be embedded into their armor.
-[x] Warband Symbol: A crystal prism with Eldritch writings engraved on it
-[x] Warband Creed: "Weaponry is half the battle"
-[X] Weaponsmiths: This Warband has grown adept at forging infernal weapons.
-[X] Ax Masters: This Warband is remarkably proficient with chain-axes, and similar weapons.
-[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] Extra Mutilators
-[x] Soul Grinders

Warband Name: The Crystal Blades
Warband Colors: Light Blue mainly, but it is common for crystals of varying colors to be embedded into their armor.
Warband Symbol: A crystal prism with Eldritch writings engraved on it
Warband Creed: "Weaponry is half the battle"

Current Traits
-Enhanced Empathy: The Marines of this Warband are very empathetic, and are naturally capable of understanding the feelings of the others.
-Beneficial Mutations: The mutations this Warband occasionally suffers are far more likely to be beneficial than malignant.
-Unyielding Hope: The Marines of this Warband never give up hope, and will fight beyond what could cause even other Space Marines to fall into despair.
-Enhanced Weapons: The weapons of this Warband are mystically enchanted to an impressive extent, leading to many of them having strange abilities or simply being better than average.
-Enhanced Armor: The armor of this Warband are mystically enchanted to an impressive extent, leading to many of them having strange abilities or simply being better than average.
-Crystal Creatures (Small-Medium): This Warband has access to crystalline monsters in the Small-Medium size category.
-Crystal Creatures (Large-Superheavy): This Warband has access to crystalline monsters in the Large-Superheavy size category.
-Weaponsmiths: This Warband has grown adept at forging infernal weapons.
- Ax Masters: This Warband is remarkably proficient with chain-axes, and similar weapons.
-[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.
-Extra Mutilators: This warband has extra mutilators.
-Soul Grinders: This warband has access to Soul Grinders.

Homeworld: The Crystal Blades homeworld of Tibuna, though not entirely crystalline itself, is notable for a layer of blue crystals that covers its entire surface, forcing any who seek any kind of 'normal' ground to either build on top of the crystal or attempt to mine if off of vast areas of the surface - an act that would need repetition every year or so as the crystal attempted to grow back.

This is not actually considered much of a detriment for the locals of the planet however, as their shamans make frequent usage of the vast psychic power stored within each crystal; even the non-psychic tribals have found ways to implement them into what can only be described as simultaneously crude yet shockingly advanced technology.

Sometimes this ends up a necessity, for the very wildlife that lives on planet Tibuna is notably lethal even for that of a daemon world - most likely due to the fact that the power of the crystals that commonly grows within them is very easily converted into a makeshift explosive.

Craftworld Nuvula: A major Eldar Craftworld corrupted by Tzeentch, Craftworld Nuvula rests in the same system as Tibuna, having been moved there as the Crystal Blades first set up their dark empire on the planet. As one may expect, Craftworld Nuvula holds the vast majority of Tzeentch worshipping Eldar within the galaxy, but the 'Crystal Eldar' as they're called have actually expended in population over the years and hold a handful of colonies under the protection of the Crystal Blades.

The Crystal Towers: The Marines of the Crystal Blades have taken to deliberately molding large structures of crystal into the shape of massive towers connected to one another via similarly built crystal walkways. Unlike normal crystal growths, these towers and walkways are not explosive and in fact seem to shunt any damage done to them into the Warp.

Notable Events of the Crystal Blades
-A large force of Emperor's Children attempts to harvest the souls of the Crystal Eldar in the name of the Dark Prince… apparently, nobody thought to tell them about the Crystal Eldar's new Chaos Marine allies. This first war would lead to the Crystal Blades taking possession of several new worlds within the Eye, many of which would end up inhabited either by Crystal Eldar or transplants from Tibuna proper. All Emperor's Children killed are transformed into ritual ingredients.
-In retaliation for a series of very successful Dark Eldar raids on Crystal Blade tributary worlds, one of the 'victims' the Dark Eldar had captured was implanted with a powerful, mutation inducing psychic bomb. This bomb was then detonated within the Dark City itself, forcing the Dark Eldar to permanently kill many true born nobles due to the mutations being tied to the souls themselves.
-Thinking that the Crystal Blade's nature as a Tzeentch devoted warband would render them weak in close combat, the next Emperor's Children Warband to attack the Crystal Eldar focused entirely on entering melee combat. This, naturally proves, to be a horrific mistake when the proliferation of Mutilators, savage crystal beasts, and the shocking skill with a chain ax of the average Marine leads to the Emperor's Children warband being butchered and used for ritual ingredients.
-One of the largest Deathwatch deployments in Imperial history is sent to exterminate the Crystal Eldar, only to be destroyed in a surprise ambush by the Crystal Blades. All survivors of these raids were than forcibly shoved into Dreadnought chassis and turned into Hellbrutes.
-Yet another Warband of the Emperor's Children decides to take a shot at the Crystal Blade's territory. This time, simple raw numbers of expendable fodder are thrown ahead of the main force in an attempt to weaken the Crystal Blades. Sadly this too proves ineffective as the Crystal Blades make wide usage of summoned Lesser Daemons to blunt the impact of these numbers. When the actual Emperor's Children engage in battle they are swiftly defeated… before being slaughtered and turned into ritual ingredients.
-A Dark Eldar raiding party ends up <Error> after the Crystal Blades <Error> them on the planet of <Error> making vast usage of <Error>, <Error>, and <Error>. Afterwards, Vect declares the worlds of the Crystal Blades off limits without his express approval beforehand, and vows to personally eradicate any Kabal that so much as thinks of defying this decree.
-A botched raid on an Imperial World turns into a slaughter when the world in question turns out to have been a Necron Tomb World. Though their psychically enhanced weapons prove to be surprisingly effective against the Necron's metal hide, the Crystal Blades are still forced into a bloody retreat.
-A massive infestation of Slaanesh aligned Deamons invades the worlds of the Crystal Blades and is defeated without much fanfare, with many of the Daemons in question ending up imprisoned inside a wide variety of Daemon Weapons…. Each of which is then dumped on a nearby Daemon World of Khorne to make it someone else's issue.
-For their latest attempt, the Emperor's Children call upon the aid of their Primarch in their battles with the Crystal Blades, leading to a series of extremely one sided battles in which the Crystal Blades are handed defeat after defeat. It is only pure chance that leads to Fulgrim growing bored with the slaughter and leaving, allowing the Crystal Blades to survive.
-Without Fulgrim, the Emperor's Children once again find themselves on the backfoot as the departure of the Daemon Primarch leads to a surge in moral among the Crystal Blade forces - enough so that the Emperor's Children are forced to beg their father for his return…. A request the Primarch does deign to answer.
-Fulgrim's return would not go the way the Daemon Primarch had expected, however, for the pieces of the many, many, many, many, MANY Emperor's Children slain up until this point are used in a dark ritual to permanently banish Fulgrim from Crystal Blades space… and also to apply a curse to make the entire decade extremely boring for him, which he considered by far the worse of the two.
-Without Fulgrim the Emperor's Children that remained behind..... were promptly butchered and used for ritual ingredients.

Diplomatic Relations
-Emperor's Children: The Emperor's Children and the Crystal Blades despise one another with a fury that burns so bright not even an alliance between the Changer and the Dark Prince is sufficient to get them to stop killing each other.
-Thousand Sons: On the other hand the Crystal Blades and the Thousand Sons maintain warm relations with one another, and often trade notes, weapons, raw material, and even simply amusing stories with one another.
-World Eaters: The Crystal Blades have a long standing feud with the World Eaters, though this is far lesser than the utter hatred both hold for the Emperor's Children. Though it isn't right to say they will work together, or even form anything close to a truce, if the World Eaters and Crystal Blades are in the same battlezone as the Emperor's Children they will at least generally kill the Slaanesh worshipers first.

Unique Units
-Hellgaols: The Crystal Blade would not dream of imprisoning any of their brothers within the horrific confines of a Hellbrute. Instead, they imprison enemy Marines in them and control them with a set of crystalized 'receiver' bolted into the hellbrute itself. These rods will kill the unfortunate soul if disabled in any way. Naturally, this is fine enough in the eyes of the Crystal Blades as imprisonment in a Hellgoal was something they only ever did to their most hated enemies anyway.
-Sharded Mutilators: The Mutilators among the the Crystal Blades have weapons composed of the same crystals that grow on most of the surface and much of the wildlife of the planet of Tibuna. Due to this, Sharded Mutilators seem to have gained the odd ability to leave behind crystal shards in any foes they strike, shards that they can detonate at will should they feel the need.
-Shard Guard: Crystal Blade Marines encased in specialized power armor that has been enhanced with modified versions of the crystals of Tibuna's home world. This armor's enhancements and unique nature causes it to reflect energy weapons and psychic powers back at their users. Due to this, the Shard Guard are often deployed against foes that the Crystal Blades will expect to use either energy weapons or psychic powers themselves.
-Crystal Warriors: Tribals from the Crystal Blades homeworld, these warriors of Tibuna are armed with spears tipped with particularly energetic crystals that allow the warriors to fire powerful psychic beams from the tip, or do damage similar to a force weapon if used in close combat, even if they do not themselves have any psychic powers.
-Crystal Shaman: The Shamans of the Tibuna tribes often make usage of psychic powers that manipulate the crystals that cover their homeworld. Due to this, only the most powerful among them, who have learned how to actually create the crystals of Tibuna in the midst of battle, ever leave Tibuna proper.
-Palanquins of Tzeentch: Large floating platforms made up of multiple Disks of Tzeentch bound together, a Crystal Blade Sorcerer on a Palanquin of Tzeentch make usage of their warbands empathetic abilities to coordinate with each other beyond what most other warbands can attain, letting them achieve massive ritualistic effects on the battlefield even without an exceptionally powerful individual sorcerer being present.

Crystal Eldar
-Crystal Avengers: Dire Avengers wielding wraithbone armor that has been mixed in with a refined variant of the crystals native to Tibuna. Because of this, the Crystal Avengers are far more durable than the Dire Avengers of the Craftworld Eldar, and in large enough numbers can even aid the dedicated psykers they fight alongside in psychic combat… so long as they are not already preoccupied in a fight of course.
-Far Schemer: A nickname given to the Crystal Eldar Farseers, who ironically enough do not have the same problem of eventually transmuting into psychically sensitive crystal that their counterparts do. Still, the life of a Far Scheme is a peril filled one, for while the Changer of Ways protects them from the depravities of the Dark Prince He is a fickle and flighty master. Thankfully, the Eldar's innate mutation resistance does offer some protection, but a Far Schemer must always be prepared for when their distant master decides He wants to have fun at their expense.
- Chaos Warlocks: The 'basic' Craftworld Eldar warlocks but sworn to Tzeentch with all of the benefits and problems that implies.

Crystal Creatures
-Crystingers: Scorpions with shells composed entirely of crystal, the Crystinger for the most part attacks like the average tank sized scorpion with armor harder than adamantium across the galaxy, though these ones can fire psychic laser beams from their stingers for ranged combat.
-Sharpticks: Ticks with psychic crystal integrated into their very blood, they are well known for their habit of latching onto a given target and then exploding with roughly double the power of the standard Imperial krak grenade.
-Crystal Behemoth: Turtle like creatures the size of an Imperator Titan, with shells entirely composed of crystals. The Crystal Behemoth is notable for regeneration potent enough that even at it's titanic size, one can heal from the loss of a major limb in minutes. Offensively, they are known for a powerful bite and the ability to cast psychic abilities utilizing their own shells as a catalyst. Incidentally, when they bite into a daemon they seem able to gain actual sustenance from the act - the daemon seeming to be permanently weakened by the attack.
-Ytdrt: Strange humanoid figures composed entirely of crystals, each one is the size of a Space Marine Dreadnought and roughly as strong. They are smart enough to follow the Crystal Blade's orders, and do so in both spirit and letter, though the exact motivation for this is unknown to all except the Ytdrt and Crystal Blades themselves.

+20 Power

OOC: Thanks to the beta.
 
Last edited:
6th Warband Prologue
Code:
5: With this next Warband, our works will arrive at the Dark Prince's sacred number… do with it as you will.

2: You... are not remotely as enthusiastic about this as I would expect from a Slaanesh worshipper.

5: I am aware.

6: There there, at least you're among friends.

5: I….. actually do see you as friends…. Something must be horribly wrong with me.

2: YOU'RE ONLY DISCOVERING THAT NOW!?

5: I meant "more than normal."

[ ] 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.

[ ] 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 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.

[ ] 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.

Conditions: 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.

[ ] Mirror Images: A particularly vain warlord of Slaanesh desires Marines with reflective armor… apparently, he wants to be able to see his own reflection at all times. Weird, but okay.

Conditions: Next warband gains the 'Mirror Armor' trait.

[ ] Siege Breakers: The Despoiler himself has need of your services! Apparently, he wants a force specialized towards breaking though fortified lines, his available units insufficiently capable for his designs...

Conditions: Next warband must be specialized vs fortifications.


Current Power/Renown: 140

Resource Points: 60


Unlocks

[ ] 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.

One Time Creations

Your desire for creation is not limited to Astartes alone. Over time, many other ideas have entered the feverish cauldron of concepts that is your mind, many of them things that would give your Warbands quite the edge. Unfortunately, you can only give one of your works to each Warband - you simply aren't able to focus enough to repeat the feat, your mind ever surging between new horrors to forge...

[ ] Daemon Prisons: Small, pyramid like constructs, capable of holding a daemon within. Simply throw the device and it will open, sucking any Daemon unfortunate enough to be nearby into it. 10 Points.

[ ] Sensation Pattern Dreadnaught: A modified version of the traditional dreadnought, with skin growing over its outmost shell. The Sensation Pattern is much easier on it's Chaos Marine pilots, as they retain their full physical senses while interred within, and the archeotech devices you procured help keep the pilot from gaining a 'tolerance' for their vices... 10 Points. (Slaanesh Only)
 
Last edited:
6th Warband Part 1
[X] Plan Save a Horse, Ride a Slaaneshi-Cowboy
-[X] 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.
-[x] 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.
--[X] White Scars
-[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. 2x.
-[X] Demonic Steed Pact: This Warband has easier access to Demonic Mounts, such as Juggernauts and Discs of Tzeentch. 5 points.
-[x] Sensation Pattern Dreadnaught: A modified version of the traditional dreadnought, with skin growing over its outmost shell. The Sensation Pattern is much easier on it's Chaos Marine pilots, as they retain their full physical senses while interred within, and the archeotech devices you procured help keep the pilot from gaining a 'tolerance' for their vices... 10 Points. (Slaanesh Only)

Current Traits'
-Guardians of the Dark Prince's Cattle: This Warband is charged with defending the mortal pastures of the Lord of Pleasure's personal livestock. As such, they enjoy a measure of favor far above the average and fight with appropriate zeal.

CREATE! CREATE! CREATE!

The strange creatures of meat and other substances are to be protected.

So.

You shall create something to protect them.

Yes.

Yes, yes ,yes.

It will be done....

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, Sons of Lorgar Aurelian, 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.

[ ] The White Scars: Savage and utterly driven to go as fast as humanly possible at any given point in time, the Sons of the cretinous Jaghatai Khan are terrors when given sufficient fast attack equipment. If nothing else, the White Scars are formidable warriors, who are immensely difficult to pin down for any given enemy.

[ ] Space Wolves: Renowned for their combat prowess, the Sons of that fool Russ were known as the Corpse-Emperor's favoured executioners. They are a stubborn and single minded lot, never ones to abandon they course they've set themselves on, and tend to display a great deal of independence and initiative. Their bestial cunning and enhanced senses will be a major boon indeed, even if they may cause some issues...

While the existence of the Wulfen is far less of an issue for the forces of the Dark Gods, due to a variety of factors, you are creating Chaos Marine Warbands, not random monsters. It is a comparatively small chance, but on occasion you will fail to curb the Curse of the Wulfen, leaving you without any actual Marines for your Warband. Good thing you always have backup Gene-Seed just in case!

(When selecting the Space Wolves, there is a 45% chance of the Warband being nonviable. Always be sure to have a backup Legion selected as well!)

Choose 1 (Request Mandate: Must Choose Slaanesh)
[ ] Nurgle
[ ] Khorne
[ ] Tzeentch
[ ] Slaanesh (Locked)
[ ] Undivided (Faithful)
[ ] Undivided (Mercenary)

OOC: Thanks to the Beta.
 
6th Warband Part 2
- [x] Space Wolves
—[X] White Scars
- [x] Slaanesh

Current Traits
-Exalted Blessing of Slaanesh: The Marines of this chapter are excellent swordsmen, marksman, pilots, pyskers (When viable), Bike-Riders, engineers, axmen, and starship boarders.
-Ice Affinity: This warband has an affinity with ice, they have tendency towards developing ice based weapons and its sorcerors tend towards ice based abilities.
-Blademasters: This warband is extremely skilled in sword based combat.

Code:
1: It appears the second time was the charm, so to speak.

Aaaaaah, Personality One is in 'stating the obvious' mode. Again.

Code:
4: Keep up that sass, and you'll spawn a warp entity of the concept.

…. Sass does not seem like the sort of concept capable of spawning a warp entity. Certainly not from the actions of one intelligent life form.

Code:
4: You Corpse Throne-blessed know what I meant!

You deny that accusation.

Code:
4: Grrrrrrrr...

1: I think 6-1 just takes pleasure in annoying you.

Good to see Personality One is still in proper form...

Obsessions (Choose 1)
[ ] None, the warband will gain any future obsessions on its own time.
[ ] Knighthood
[ ] Marksmanship
[ ] Samurai
[ ] Engineering
[ ] Medicine
[ ] Tanks
[ ] Siege
[ ] Swordsmanship
[ ] Chemicals
[ ] Cowboys
[ ] Trains
[ ] Sharks
[ ] Dogs
[ ] Hand to Hand combat
[ ] Metal
[ ] Speed
[ ] Farming
[ ] Animal Husbandry
[ ] Gunsmithing


Incompatible with Current Mandate
[ ] Religion
[ ] Crabs
[ ] Fishing
[ ] Sweets
[ ] Bugs
[ ] Servo-Skulls
[ ] Acid
[ ] Food
[ ] Sin
[ ] Emperors Angels
[ ] Destruction
[ ] Piracy
[ ] Wealth
[ ] Hunting
[ ] Fire
[ ] Pain
[ ] Gems
[ ] Cats
[ ] Artillery
[ ] Water
[ ] Wind
[ ] Earth
[ ] Cybernetics
[ ] Justice
[ ] Starships
[ ] Adventure
[ ] Law
[ ] Villainy
[ ] Space

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.

[ ] Jububububu: This Daemon World is actually the insides of a gigantic, planet sized, Slaanesh corrupted fish. The locals have actually achieved a sort of symbiosis with the creature, breaking down the things it swallows into more useful chunks and hunting the seemingly infinite supply of parasites within its body.

Ooc: thanks to the beta… also can someone remind me to add the traits to the post proper when I can home around midnight Midwest time?
 
Last edited:
6th Warband Part 3
[X] Plan YEEHAW!
-[X] cowboys
-[X] 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

Current Traits
-Exalted Blessing of Slaanesh: The Marines of this chapter are excellent swordsmen, marksman, pilots, pyskers (When viable), Bike-Riders, engineers, axmen, and starship boarders.
-Ice Affinity: This warband has an affinity with ice, they have tendency towards developing ice based weapons and its sorcerors tend towards ice based abilities.
-Blademasters: This warband is extremely skilled in sword based combat.
-Grav Lassos: This warband has access to archeotech Lassos that manipulate the gravity anything their 'hoop' finds purchase on allowing the user to throw around objects far heavier than conventional logic dictates.
-Mutant Horses: This warband wides giant mutated firebreathing horses with crab claws on the front and a bladed tale capable of searing though adamantium.
-Killer Worms: The warband has intidraged giant worms ranging from Baneblade to large titan sized into it's forces.
-Killer Grass?: The warband has somehow managed to domesticate a kind of rapid growing yet short lived grass from pale into it's forces. The seeds of this grass are often scattered through the battlefield and within moments gives rise to leaves that are often compared more to a combination of razor blades and tentacles than any normal form of planet life…. Some variants may also have shown parasitic tendencies via implanting yet more seeds into the bodies of their enemies.

Code:
1: Aaaaah, that new lair smell!

3: Which we only need because Grimm supplied that Crusade Fleet with an Exterminatus-grade plasma bomb. I suspect he knows you're still alive.

1: Yes.

3: And he's rather angry with you… is this going to become a regular event?

1: Hmmm... Probably not. Grimm is many things, but he's not going to waste time building multiple plasma bombs of that caliber just to spite me. Honestly, it was more of a going away than anything else!

3: Sure…. let's go with that....

Expendables
1 Charge of Extra Obliterators
2 Charges of Better Support
1 Charge of Demonic Steed Pact
1 Charge of Basic Demonic Pact

Available One Time Creations:

[ ] Sensation Pattern Dreadnaught:
A modified version of the traditional dreadnought, with skin growing over it's outermost shell. The Sensation Pattern is much easier on it's Chaos Marine pilots, as they retain their full physical senses while interred within, and the archeotech devices you procured help keep the pilot from gaining a 'tolerance' for their vices... (Slaanesh Only)


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.

[ ] 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
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.
Doom Wings: This Warband has access to Doomwings.
 
Last edited:
Revolvers of Slaanesh
[X] Plan: "And he had a big iron on his hip".
-[x] Warband Name: Revolvers of Slaanesh.
-[x] Warband Colors: Golden Sand Primary, AuburnSecondary with Golden Trim and details.
-[x] Warband Symbol: Golden, horned Ox skull with the Sacred Six of Slaanesh engraved upon it and two overlapping Bolt-Revolvers beneath it.
-[x] Warband Creed: "No one shall dare to annex even the least of our acorn calves! Any yacks who dare shall have their hide tanned!".
--[x] Warband Battle-cry: "Something wicked this way comes! Me and mine Wheel-horses!".
-[x] Accuracy: This Warband is known for its marksmanship.
-[x] Weaponsmiths: This Warband has grown adept at forging infernal weapons.
-[x] Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces.
--[x] 1 Charge of Demonic Steed Pact.
--[x] 1 Charge of Better Support.

Current Traits
-Exalted Blessing of Slaanesh: The Marines of this Warband are excellent swordsmen, marksman, pilots, psykers (When viable), Bike-Riders, engineers, axmen, and starship boarders.
-Ice Affinity: This warband has an affinity with ice, they have a tendency towards developing ice based weapons and its sorcerers tend towards ice based abilities.
-Blademasters: This Warband is extremely skilled in sword based combat.
-Grav Lassos: This Warband has access to archeotech Lassos that manipulate the gravity of anything their 'hoop' finds purchase on, allowing the user to throw around objects far heavier than conventional logic dictates.
-Mutant Horses: This Warband rides to battle astride giant, mutated, fire breathing horses with crab claws on the front and a bladed tail capable of shearing through adamantium.
-Killer Worms: The Warband has integrated giant worms ranging from Baneblade to large titan sized into its forces.
-Killer Grass?: The Warband has somehow managed to domesticate a kind of rapid growing yet short lived grass from Paale into it's forces. The seeds of this grass are often scattered through the battlefield and within moments gives rise to leaves that are often compared more to a combination of razor blades and tentacles than any normal form of planet life…. Some variants may also have shown parasitic tendencies via implanting yet more seeds into the bodies of their enemies.
-Accuracy: This Warband is known for its marksmanship.
– Weaponsmiths: This Warband has grown adept at forging infernal weapons.
-Chaos Beasts: This Warband uses a variety of mutated Chaos Beasts to supplement its forces.
- Demonic Steed Pact: This Warband has access to a large number of Steeds of Slaanesh.

Warband Name: Revolvers of Slaanesh.
Warband Colors: Golden Sand Primary, Auburn Secondary with Golden Trim and details.
Warband Symbol: Golden, horned Ox skull with the Sacred Six of Slaanesh engraved upon it and two overlapping Bolt-Revolvers beneath it.
Warband Creed: "No one shall dare to annex even the least of our acorn calves! Any yacks who dare shall have their hide tanned!".
Warband Battle-cry: "Something wicked this way comes! Me and mine Wheel-horses!".

Culture Of The Revolvers Of Slaanesh

The Sacred Cattle: The sacred cattle of Slaanesh come in all different shapes and forms. Some of them look like Grox, other look like being from ancient Terra, and some even look like giant flying squid. Regardless of their form, due to the blessings of the Dark Prince all of these different 'cattle' species are able to breed with each other and somehow combined their best traits to create even more impressive offspring. To protect these unholy cattle is the prime duty of the Revolvers of Slaanesh, and it is one they take to with utmost zeal.

Homeworld: The world of Paale is at first glance, a peaceful and almost idyllic paradise world. In reality, it is a horrific death world covered entirely in several species of killer grass, patrolled by giant worms, and of course prone to random manifestations of large numbers of Slaanesh aligned Daemons. This grass is, at the very least, nutritious enough to provide a good food for the Sacred Cattle and the Revolvers of Slaanesh themselves have found ways to avoid both it and the worms, and so for them the world of Paale often ends up actually being the paradise it looks like to others at first glance.

Organization: The Revolvers of Slaanesh are divided into many different sub-factions, based on the kind of cattle they look after. This is mostly for practicalities sake instead of any actual political differences within the Revolvers - different cattle required different needs after all, and so the Marines of the Revolvers of Slaanesh often divide themselves based on who has the best traits needed to care for a specific type of cattle, or who thrives best in the cattle's preferred environment. A 'Posse' of the Warband's most powerful fighters acts as a way of settling disputes and aiding any sub-warbands that fall under attack, but it is mostly uninvolved in the day to day affairs of the Sub-Warbands.

Frostfire: It is common for different groups of the Revolvers of Slaanesh to sleep under open skies. They often do this next to a strange, mystical fire that carefully regulates the temperature around them and freezes anything it actually does touch solid. Somehow, the Revolvers are also able to use this to cook a wide variety of different foods, which they often share with each other while making casual conversation during their few breaks from the daily grind of their sacred duty.

Notable Events of the Revolvers of Slaanesh
-The early days of the Revolvers of Slaanesh were relatively uneventful, and mostly consisted of them securing control over nearby Daemon worlds that had suitable climates for the cattle that were not suited for life on Paale.
-The first of many Ork Warbands seeking to emulate Gorkules' deeds invade the Paale system, but are rebuffed by the involvement of the Revolvers of Slaanesh.
-A major force of Ork Blood Axe Speed freaks under Warboss Speedkrumpa invade the Paale system, and engage in a series of high speed engagements. These battles last for centuries, with forces from both sides battling on nearly every planet within the Eye of Terror at some point or the other… despite the fact that neither ever deployed warships outside of the initial phase of the fighting, leading to much confusion as to how exactly they got to their assorted battlefields.
-While at the same time fighting Speedkrumpa's WAAAAAGH, the Revolvers of Slaanesh also end up facing down and defeating one of the largest Ork WAAAAAGHs to ever invade the Eye of Terror… incidentally earning them the envy of their fellow Slaaneshi warband, the Emperor's Children.
-An Emperor's Children raiding force on Paale is defeated when the Slaaneshi daemons they had summoned for aid turned on them. Mayhaps predictably, as deliberately attempting to destroy the force protecting the Dark Prince's most prized cattle was not something even the most depraved of the Slaanesh aligned Daemons were willing to chance.
-Warbands devoted to Khorne, most notably the World Eaters themselves, invade Revolvers of Slaanesh territory and find themselves picked apart by a concentrated hit and run campaign.
-Seeking to avenge their earlier defeat, the Emperor's Children challenge the Revolvers of Slaanesh to a series of battles on neutral group….. The results would be so humiliating that Fulgrim personally forbade any ]of his children from fighting the Revolvers of Slaanesh unless attacked first or given his own explicit orders.
-Two major Ork WAAAGHs enter Revolvers of Slaanesh territory and go on a raiding spree. The first, whom tried to rustle one of the largest cattle herds on Paale, is crushed decisively. The second, led by Speedkrumpa himself, once again engaged the Revolvers of Slaanesh, leading to another Eye of Terror encompassing war of speed. These WAAAAGHs, though badly damaged in the fighting, were shockingly able to escape the Eye of Terror intact. Other Warbands gave chase, but all of them were destroyed - ironically providing the Revolvers of Slaanesh additional territory in the process.

Diplomacy
-Emperors Children: The Revolvers of Slaanesh and Emperors Children do not get along in the slightest, most likely because the honour of the task given to the Revolvers of Slaanesh is sometimes seen as a personal slight against the Emperor's Children.
-World Eaters: Khornate warbands and Slaanesh warbands rarely get along to begin with, and the Revolvers of Slaanesh unique hit and run fighting style only amplifies the mutual disdain the two warbands tend to have for one another.
-Black Legion: The Black Legion respects the sheer power of the Revolvers of Slaanesh, and while they are perturbed by the Revolver's lack of interest in actually contributing in the war against the Imperium, even the most committed to the Imperium's downfall consider guarding a Chaos God's personal property as something that demands one's full attention.

Unique Units
-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.
-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.
-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.
-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.
-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.

Killer Grass
-Razorleaf: The most common form of Paale's lethal grass species, Razorleaf is capable of tearing through Necrodermis as if it was simple butter, and has been known to cut fully Armored Terminators to shreds in fractions of a second.
-Bloodsucker: A type of grass that does exactly what it is named for, though oddly enough Bloodsucker seems able to consume any liquid so long as it fulfils a similar purpose to blood within the target's body - something many Tyranids and Daemon Engines have found out the hard way.
-Crusher: A type of grass that is capable of extending itself and exerting enough force to crush Space Marine Dreadnaughts, it is among the most aggressive species found on the planet.
 
Last edited:
Back
Top