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===Warband Tactics=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! Combat Doctrine ! D10 Roll |- | For the Master: Those within the Warband have an unwavering loyalty to their leaders (at least on the battlefield), and as such their favored tactic is a massed rush upon the enemy lines with close range weaponry, rather than chance a single flesh wound upon their overlords. The masses of cultists and Chaos Marines will form vast lines to protect their leader, killing the chaff around enemy commanders, and allowing for only the truly worthy to face their champions. Those Warbands which have no leader or a council can re-roll, or follow another system such as electing a leader before battle or assigning a single duelist in the stead of a leader. | 1 |- | Blot out the Sun: To fight an enemy at close range is barbaric, and is a tactic for the uneducated loyalists who have yet to see the Eternal Truth. This Warband will lay waste to the enemy from leagues away with snipers and siege engines, without a single flesh wound to show for the destruction they wrought. Close range weapons are only used as a last resort, or is confined to a single shunned element of the Warband such as a freshly recruited cultist who is not worthy of a lasgun. | 2 |- | Grinding Assault: Infantry win firefights, tanks win battles, but artillery wins wars. At least, that was the case until this Warband showed up. To say that they have a slight tendency toward using vehicles is like saying that a Khorne worshipper has a slight tendency to be angry. The enemy faces a literal wall of vehicles which roll across the battlefield without a single gap between them, and anything that does not run or somehow break through will be crushed into pulp beneath their blood-soaked treads. | 3 |- | Anarchy: The Imperium might have the God-Emperor, but Chaos is an ally in and of itself. This Warband's members fight as they wish, obeying no dictates or overall tactical plan. Some hunt for the enemy commander. Others simply charge the enemy lines, seeking to reap a bloody harvest for the gods, while others commit acts of mayhem which seem to have no tactical purpose. The end result is that try as they might, no enemy can comprehend their motives or tactics, and as such the chain of command be forced to break down until the end result is an entire army at war with itself. A common practice for these Warbands is to simply collect all the survivors and move on, with Leaderless warbands being able to automatically select this. | 4 |- | Lightning Strike: This Warband makes war in the name of Chaos, and each second spent fighting is a second that could be spent in grateful prayer in the name of Chaos. The common tactic is to select kill teams of elite forces to engage with the enemy on objectives, and once secured leave as quickly as possible. A battle might result in casualties for neither side as they achieve their goals, and leave as quickly as they appeared to continue their propitiation of the gods. A Warband with the Stasis-Crypt headquarters can select this automatically. | 5 |- | Conversion: Each enemy slain is one who could have been brought to the Primordial Truth, and made to turn upon their former oppressors. The communication systems of the enemy are taken for the cause of the righteous, and daily broadcasts unveil malign truths which turn brother against brother in the name of Chaos. The Warband will often recruit more of their former enemies than could ever be lost in a battle, and will often increase their numbers ten-fold after a conflict is over. Volunteer and Safe Haven Warbands can automatically select this. | 6 |- | Overkill: There is no kill like overkill. The opening salvo of this Warband is the steady thunder of heavy artillery, the hiss and roar of flamers and meltas searing flesh from bone, and the annihilating light of nuclear payloads detonating inside hive cities. Merely killing an enemy is not enough; every trace of their existence must be purged from reality. If concerned with stealth then a Warband might instead slowly muddle the history of their foes until the supposed beliefs of their past are little more than figments created by the chosen of Chaos. | 7 |- | Maelstrom: To better embrace the power of Chaos, one must fully tap into the Warp, and what better way to do so than in the heat of battle? The Warband turns the battlefield into an unreal mess of flesh and metal, with the first casualty being the sanity of those involved. Those involved will often be of Tzeentchian alignment, but a few Khornate cults have been able to summon such great rage as to tear screaming rifts into the very fabric of reality itself. The end of a war will often be in alignment with a Warpstorm, and only when its power fades do the servants of Chaos leave the battlefield for a change of scenery. | 8 |- | Terror: The song of fear is a sweet melody, and it is best sung by those who thought themselves immortal. These Warbands will often kill in bursts, bloody massacres that claim the lives of many, and then simply stop for decades at a time. The price of victory is one they are willing to pay if they can make their enemy sing, and will often retreat from battles if only to deepen their enemies' fear. A Warband with the Nightmare Host locale can automatically select this, and can often result in a sleeping populace literally dreaming their fears into reality as potent warriors from ages past. | 9 |- | Hydra's Doctrine: Chaos is a multiform beast whose heads number in the thousands, and as such the devout of Chaos have multifarious ways of waging war. If selected then roll two dice, and select those results; if you roll this trait, roll again until either two more are selected or all are selected. | 10 |- |}
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