Additional Rules Epic Armageddon - Crucible of Champions
Warbands in Epic Armageddon
Creating Your Warband
Background
Creating Your Warband
Reference Sheet (PDF)
Slaanesh Warband of Plyshtarin - The Rapture of Torment
Statistics of the Units Used
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Getting Started
Creating your warband is a relatively simple process, consisting of three stages. Firstly, you must generate your Champions
retinue, the group of warriors which form the core of the warband, and the Chaos power which they will follow. Then, your
champion rises through the ranks, gaining a few skills to put him above the other warriors. Finally, the rest of the
warband is assembled.
A note on Cult Marines: the type of Cult Marine generated will depend on the specific power which your Champion follows.
This is noted in the following table.
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Faction
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Marines
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Undivided
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Raptors
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Slaanesh
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Noise Marines
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Nurgle
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Plague Marines
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Khorne
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Berserkers
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Tzeentch
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Thousand Sons Marines
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Table One: The Chaos power and cult Marines.
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Stage One - The Retinue
The first decision to make is to select which Chaos Power your retinue, and therefore your Champion and warband as well,
will follow. You can choose Nurgle, Tzeentch, Slaanesh or Khorne, or you can decide that your warband will dedicate themselves
to Chaos Undivided.
Next, roll on the following table to determine what type of warriors make up your warbands retinue, how many units there
are, and whether they have any transport vehicles attached to the formation.
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2D6 Roll
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Retinue
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Number of Units
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D6 Roll
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Transports
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2-3
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Chaos Bikes
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D6 +4
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-
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None
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4-5
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Chaos Havoks
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D6 +2
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1-2
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None
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3-5
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Rhino
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6
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Land Raider
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6-7
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Chaos Marines
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D6 +4
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1
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None
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2-4
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Rhino
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5-6
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Land Raider
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8-10
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Cult Marines
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D6 +3
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1
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None
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2-4
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Rhino
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5-6
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Land Raider
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11-12
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Chosen Terminators
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D3 +2
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1-3
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None
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4-6
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Land Raider
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Table Two: Warband retinues.
Note: Where transports are assigned, enough are provided to transport all stands, but no more.
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Stage Two - The Champion
From your retinue, rises a single champion to lead your warband. Whether you choose to model him (or her) as a single leader,
or as a stand including your leader, is your choice. Whatever you do, your leaders unit has the same statistics as the rest of
the retinue. However, in addition the unit has the 'Leader' ability and rolls twice on the following table to generate
further abilities.
Once you have rolled and found the result you may chose to ignore it. However, if you do decide to do this, the ability
is lost and you may not reroll it. This occurs, for example if you champion is a Terminator and rolls 'reinforced armour',
or if the result is actually an ability which would replace an existing one, and is worse. Of course, you may also choose
to ignore a result is the roll generates an ability which does not fit the theme of your warband.
If the same ability is rolled more than once, it is also lost the second time unless specified in the result table otherwise.
The only exception to this is that if the ability is applied to a weapon and is rolled a second time, and could
potentially be applied to a second weapon, then it may do so. Similarly, if an ability is rolled which cannot be applied,
for example turning a weapon into a Macro Weapon, but the unit has only firefight weapons, then this is also lost.
This table uses a D66 roll. For this, roll a D6 for the tens, and then a second time for the units.
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D66 Roll
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Ability
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11-12
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The champion gains no ability this time, and the roll is lost.
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13-14
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If the Champion already has an Assault Weapon, it is upgraded to include the ability
Macro Weapon. If not, add the following stat line to his profile:
Power Weapon : Base Contact : Assault Weapon, Macro Weapon (Note that you cannot use this result to add additional attacks
to the Champions profile!)
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15
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The Champion and his unit gains the Scout ability.
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16-21
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The Champion and his unit increases his speed by +5cm. This may be applied a maximum of two times.
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22
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The Champion gains the Infiltrator ability.
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23-24
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The Champion 'increases' his close combat value by +1. So, if he had a close combat value of 4+, it is now 3+. This upgrade
cannot take the value to better than 2+.
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25-26
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The Champion is gifted with the Sniper ability.
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31-32
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If the Champion has additional close combat weapons, then one is upgraded to add the First Strike ability. If he does
not have any additional close combat weapons, the following is added to his profile:
Lightening Strike Weapon : Base Contact : First Strike
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33-34
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If the Champion has additional close combat weapons, then one is upgraded to add the Extra Attacks (+1). If he does not
have any additional close combat weapons, the following is added to his profile:
Cat-O-Nines : Base Contact : Extra Attacks (+1)
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35-36
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The Champion gains the Inspiring ability.
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41
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The Champion 'increases' his fire fight value by +1. So, if he had a fire fight value of 5+, it is now 4+. This upgrade
cannot take the value to better than 2+.
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42-43
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The Champion and his unit gain the ability Immune to Panic.
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44-45
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The Champion gains an additional ranged weapon. Add the following stats to his profile:
Reaper Autocannon : 30cm : AP4+/AT6+
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46
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If the Champion has a ranged weapon, add the ability Ignore Cover to it. If he does not, add the following stat to his
profile:
Flamer : (15cm) : Small Arms, Ignore Cover
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51-52
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The Champion gains the Thick Rear Armour ability.
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53-54
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The Champion 'increases' his basic save value by +1. So, if he had a save value of 6+, it is now 5+. This upgrade
cannot take the value to better than 2+.
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55
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If the Champion has a ranged weapon, add the Macro Weapon ability to it. If he does not, add the following stat to his
profile:
Melta Gun : (15cm) : Small Arms, Macro Weapon
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56-61
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The Champion is gifted with the Commander ability.
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62-63
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The Champion and his unit gains an Invulnerable Save.
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64-65
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The Champion is gifted with Reinforced Armour.
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66
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The Champion gains the Supreme Commander ability.
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Table Three: Champion abilities.
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Stage Two - The Warband
The final stage is to create the groups which make up the warband. To determine the number of groups, roll on the
following table.
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D6
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Number of Groups
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1-2
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3
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3-5
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4
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6
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5
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Table Four: The number of followers.
For each group, roll once on the following table. Each time, roll for the type of group joining your warband, the number
of units and whether they have transports attached. (If transports are included, enough are provided to transport only
that group, and no more than are needed.)
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D66 Roll
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Group
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Number of Units
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D6 Roll
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Transports
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11-12
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Chaos Hounds
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2D6 +4
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-
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-
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13-14
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Mutants
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D6 +8
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1-4
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None
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5-6
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Land Transporters
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15-16
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Traitor PDF
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D6 +8
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1-4
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None
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5-6
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Chimeras
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21-22
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Chaos Traitors
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D6 +6 (One unit includes an Arch Heretic.)
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1-4
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None
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5-6
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Land Transporters
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23-24
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Big Mutants
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D6 +4
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1-4
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None
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5-6
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Land Transporters
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25-26
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Chaos Cavalry
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D6 +6
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-
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-
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31-32
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Chaos Marine Bikers
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D6 +4
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-
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-
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33-35
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Chaos Marines
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D6 +6
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1-2
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None
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3-5
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Rhinos
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6
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Land Raiders
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36-41
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Chaos Havoks
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D6 +4
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1-3
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None
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4-6
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Rhinos
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42-43
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Cult Marines
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D6 +2
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1-2
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None
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3-5
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Rhinos
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6
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Land Raiders
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44-45
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Chaos Dreadnoughts
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D4 +4
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-
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-
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46-51
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Chaos Predators
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D3 +1
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-
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-
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52
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Sacrifices
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D4 +2
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1-4
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None
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5-6
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Land Transporters
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53-54
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Daemons
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See below
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-
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-
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55-56
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Chosen Terminators
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D4 +2
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1-4
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None
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5-6
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Land Raiders
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61
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Obliterators
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D4
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-
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-
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62
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Chaos Spawn
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D4
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-
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-
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63
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Land Raiders
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D3
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-
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-
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64
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Defiler
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D3
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-
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-
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65-66
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Dark Lord and Retinue
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See below
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Table Five: The champions followers.
Daemons
The type of Daemon pack which joins your warband depends on a dice roll, and the Chaos Power which your Champion follows.
In addition, any Daemons which join your warband remain and do not dissappear after a single game. They are treated like
any other troop types for the purposes of being killed and surviving between games.
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Chaos Faction
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Daemon Pack
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Undivided
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D6 +2 Units of Furies
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Slaanesh
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D6 +2 Units of Daemonettes
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Nurgle
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Roll a D6:
1-3: D6 +2 Units of Plaguebearers
4-6: D6 +2 Units of Nurglings
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Khorne
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Roll a D6:
1-3: D6 +2 Units of Bloodletters
4-6: D6 +2 Units of Flesh Hounds
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Tzeentch
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Roll a D6:
1-3: D6 +2 Units of Horrors
4-6: D6 Units of Screamers
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Table Six: Daemon packs.
Dark Lord and Retinue
A second character joins your warband. Generate this Lord as normal, but with the following exceptions:
- This Lord can only follow either the same power as the main Champion, or that of Chaos Undivided.
- This Lord only rolls a single time on the abilities table, although he also gets the Leader ability as normal.
- Obviously, he does not get to roll for followers of his own!
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Finishing Up
You now have most of your warband created. But, there are just two things left to do. The first is to set your warband up
into formations. Once you have set up these warbands, they may not be changed later (you will have to plan in advance for
your games). In addition, you must assign complete groups to formations and you may not split groups. So, if you have
seven units of Chaos Marines, you must assign all of these units to the same formation. However, you can choose to
leave the group as a formation on its own, and not add other groups to it.
There is one, final restriction to your formations in that there are three types of formation:
Champions and Lords: Your Champion and retinue may not join any other formation, nor may other units or groups join their
formation. This includes any secondary Champions/Lords in the warband. In addition, if you have two (or more) Champions/Lords and retinues,
they must remain in two (or more) seperate formations and cannot be combined in any way.
Cultist Formations: The only units that may be included in these formations are listed below. No other units may
be included in this type of formation.
Units in these formations: Chaos Hounds, Mutants, Traitor PDF, Chaos Traitors, Big Mutants, Chaos Cavalry, Chaos Predator
Destructors, Sacrifices, Daemons, Chaos Spawn.
Marine Formations: Like the Cultist Formations, the Marine Formations may only include a certain set of units,
detailed below.
Units in these formations: Chaos Hounds, Chaos Marine Bikers, Chaos Marines, Chaos Havoks, Cult Marines, Chaos
Dreadnoughts, Chaos Predator Destructors, Sacrifices, Daemons, Chosen Terminators, Obliterators, Chaos Spawn,
Land Raiders, Defilers.
The final thing to note is that all Champions have a certain number of Advancement Points on the creation of their warbands,
which is calculated at two advancement points for each follower roll that was made (the number of rolls was given by table
four, and made on table five). Also, all Champions and Lords begin their existance with zero Mutation
Points. These will be used later to track the progress of the warband and the Champions themselves.
I have included a PDF reference sheet on this site which you can use to track the creation and progress of your warbands.
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Version 1.1: 29/01/2004
Feedback on these rules: cybershadow@epic40k.co.uk
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