Editing
Chaos Warband Creation Tables
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Warband Structure=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! Warband Build ! D100 Roll |- | No Masters, Only Gods: A vast tide of traitors belong to this Warband with no actual leadership heading the warband, instead it migrates across the stars in an anarchic horde. | 1-5 |- | Enhanced: A new member moves through rank after rank with a new modification, and its leaders are capable of ripping tanks in two with their unnatural strength. | 6-10 |- | Plague Master: The leader of such a throng has become host to a hundred different poxes, while most common in Nurglite warbands, a few strange cults such as those of Slaanesh take pleasure in the searing fire or icy chills a fever or cold brings, respectively. | 11-15 |- | Slayer of Souls: To kill the enemy is not enough, ambition is brought with the power to sear an enemy beyond recovery, and those who lead such warbands can remove any trace their enemies existed at all. | 16-20 |- | Hivemind: The Warband is led by a malign power which takes flesh-hosts to cloth its mind, and operates with the perfect precision that only a single guiding mind can bring. | 21-25 |- | Council of Psykers: A new recruit must demonstrate the power to commune with the Warp, and master its power before it burns their soul to a crisp. | 26-30 |- | Spawnling: The Warband plays host to a vast array of chaos spawn with each new mutation improving their rank, and it is said that the leaders of such impossible cults have even been able to lead their forces while changed beyond reason. | 31-35 |- | Warp's Toy: A new leader or rank is never "chosen" in this warband, and instead through the strings of fate will the gods allot each person into their required rank through "chance" alone. | 36-40 |- | Trial by Fire: A new member must endure soul-shriving trials to join, and must continue at them to keep their place within the warband. | 41-45 |- | Slaughter: A purge is enacted when a rank is left open to fill, and only the man or woman left standing alone among cowering peers will fill it. | 46-50 |- | Chosen One: A new hero or heroine will arise among the masses with unbridled hatred for the Imperial oppressors, and strike with all the force of a well-forged weapon. | 51-55 |- | Lottery: A sacred game of chance is held at one point or another, with each contestant offering their chance at glory. What happens to the losers when these games finish is best left unspoken. | 56-60 |- | Champion of Yore: The progenitor of the legion cannot die, at least by normal means, and will arise anew after death is repelled by whatever weird power has granted them favour. | 61-65 |- | The Tool of Warcraft: A single weapon, though not necessarily empowered by Chaos, selects a new leader through lethal trial and error to lead it to bloodshed. | 66-70 |- | Game of Shadows: An eternal cold war is waged within the warband to attain the position of leadership, and only the most cunning ever make it to the top. | 71-75 |- | Hidden Trophy: Unlike the a weapon or contest, the key to power has been scattered across the galaxy by a forebear, and to lead such a warband is to quest for artefacts of worth. | 76-80 |- | Survival: The warband follows whoever has the most resources to support them, rather than cunning or brute force or mystic power. | 81-85 |- | Council: A single leader is too easily killed, scattering a warband to the winds, and instead a council of elected officials leads the warband, though the election is not always a bloodless affair. Nurglite councils are filled with merriment and have excellent conduct as a standard. Khornate councils can be anything from whoever spilled the most blood to whoever is still alive deciding everything. Tzeentchian councils are filled with backstabbing and whoever is there for more than a few sessions is probably a very dangerous man. Slaaneshi councils can go through batches of ''toys'' and are so decadent that no actual work might get done! | 86-90 |- | Neverborn Chosen: The spawn of the Warp have taken an interest in this leader, and follow them to war under their banner. These warbands differ from those who are given servants by the gods; these Neverborn are there due to their own will, and can leave at a moment's notice if the tide of battle turns against them, leaving their hapless master without their claim to leadership. | 91-95 |- | The Mortal King: The Warband, through amassing a large force of Chaos Marines, xenos, and other abominations is led by a single mortal. The leaders of such Warbands are likely to be generals of the Imperial Guard, potent psykers, or seasoned warriors whose lack of eternal life has granted them the ambition to advance beyond their relatively immortal peers. A demigod might blanche at the thought of being led by such a tiny, fragile, short-lived thing, though when it comes time for war none question that they are a force to be reckoned with. | 96-100 |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! Recruitment Methods ! D100 Roll |- | Homegrown: This Warband shuns outsiders as they are not as pure as they are, and instead rely on the tools nature or warpsmithing provide. A soldier might descend from a long line of heretics, and a mighty Astartes has had tainted gene-seed passed down for generations. These warbands are insular and clannish in nature, and as a result have fewer instances of the random backstabbing that their peers endure. | 1-25 |- | Safe Haven: A world might be declared ''Perdita Extremis'', and so are its inhabitants forced to flee for their lives from an oppressive empire who seeks their death. These havens might be a world shrouded in mystery, accessible only by those with the connections to reach it, or a beacon for those on the run with a warm bed for those that make it. A haven will be accepting of newcomers who may not be purely aligned to Chaos, but this does allow them to quickly recover from losses that a vengeful Imperium would seek upon them. | 26-50 |- | Volunteer: The planets of Chaos are a vast tide that cannot be counted, and as a result some Warbands simply recruit from these worlds rather then strike into the Imperium. The average cultist belonging to these groups will likely be given training or some other incentive to join which results in a better armed overall force then those that have to scrounge for their weapons. The Warband might be misleading about the 666 thrones made of solid gold awaiting those that join them, and as a result while a more "impressive" offer might sway more recruits it also increases the chance of an uprising occurring once the new blood realises they've been had. | 51-65 |- | Kidnapping: The best recruits are those who have no past to tie them down, and as a result can be moulded into perfect killing machines. To be taken from birth is a large investment for a Warband, even if done through stealth, as said Warband must raise said offspring until they can fight in battle. The final product will be a soldier who fights with great loyalty to their false parents, but if this deception is found out then their faith may swing from fanatical to full rebellion against those that lied to them. | 66-80 |- | Mercenary: It is said that diversity is the spice of life, and these warbands have taken that message to heart. A talented cultist might be loaned off to another warband to serve them for a few years, learning new tactics, and will even sometimes return to the Warband with a few friends. This strategy allows the Warband to have a range of fighters with diverse experience, but those who have been loaned out might just decide that staying with their new Warband is a far better life then returning to their old home. | 81-95 |- | Final March: Death is final. Death comes for all. The Warband has suffered some great catastrophe: mass sterilization, ruined geneseed, or a battle so fierce as to make any chance of a recovery nigh impossible. Some may try to fight their fate through science or sorcery, but it does grant a great clarity to those within the Warband. A single battle might be their last. Each loss is irreplaceable, infighting has been snuffed out as a result, and each skirmish is fought with the rage of those who would stare death in the eye without a single shudder in their body. | 96-100 |- |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information