Additional Rules
Epic Armageddon - Crucible of Champions

Warbands in Epic Armageddon

Creating Your Warband



Back To The Main Page
Back To Additional Rules



Background
Creating Your Warband
Reference Sheet (PDF)
Slaanesh Warband of Plyshtarin - The Rapture of Torment
Statistics of the Units Used



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.

Faction Marines
Undivided Raptors
Slaanesh Noise Marines
Nurgle Plague Marines
Khorne Berserkers
Tzeentch Thousand Sons Marines
Table One: The Chaos power and cult Marines.

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.

2D6 Roll Retinue Number of Units D6 Roll Transports
2-3 Chaos Bikes D6 +4 - None
4-5 Chaos Havoks D6 +2 1-2 None
3-5 Rhino
6 Land Raider
6-7 Chaos Marines D6 +4 1 None
2-4 Rhino
5-6 Land Raider
8-10 Cult Marines D6 +3 1 None
2-4 Rhino
5-6 Land Raider
11-12 Chosen Terminators D3 +2 1-3 None
4-6 Land Raider
Table Two: Warband retinues.
Note: Where transports are assigned,
enough are provided to transport all stands, but no more.


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.

D66 Roll Ability
11-12 The champion gains no ability this time, and the roll is lost.
13-14 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!)
15 The Champion and his unit gains the Scout ability.
16-21 The Champion and his unit increases his speed by +5cm. This may be applied a maximum of two times.
22 The Champion gains the Infiltrator ability.
23-24 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+.
25-26 The Champion is gifted with the Sniper ability.
31-32 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
33-34 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)
35-36 The Champion gains the Inspiring ability.
41 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+.
42-43 The Champion and his unit gain the ability Immune to Panic.
44-45 The Champion gains an additional ranged weapon. Add the following stats to his profile: Reaper Autocannon : 30cm : AP4+/AT6+
46 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
51-52 The Champion gains the Thick Rear Armour ability.
53-54 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+.
55 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
56-61 The Champion is gifted with the Commander ability.
62-63 The Champion and his unit gains an Invulnerable Save.
64-65 The Champion is gifted with Reinforced Armour.
66 The Champion gains the Supreme Commander ability.
Table Three: Champion abilities.


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.

D6 Number of Groups
1-2 3
3-5 4
6 5
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.)

D66 Roll Group Number of Units D6 Roll Transports
11-12 Chaos Hounds 2D6 +4 - -
13-14 Mutants D6 +8 1-4 None
5-6 Land Transporters
15-16 Traitor PDF D6 +8 1-4 None
5-6 Chimeras
21-22 Chaos Traitors D6 +6
(One unit includes
an Arch Heretic.)
1-4 None
5-6 Land Transporters
23-24 Big Mutants D6 +4 1-4 None
5-6 Land Transporters
25-26 Chaos Cavalry D6 +6 - -
31-32 Chaos Marine Bikers D6 +4 - -
33-35 Chaos Marines D6 +6 1-2 None
3-5 Rhinos
6 Land Raiders
36-41 Chaos Havoks D6 +4 1-3 None
4-6 Rhinos
42-43 Cult Marines D6 +2 1-2 None
3-5 Rhinos
6 Land Raiders
44-45 Chaos Dreadnoughts D4 +4 - -
46-51 Chaos Predators D3 +1 - -
52 Sacrifices D4 +2 1-4 None
5-6 Land Transporters
53-54 Daemons See below - -
55-56 Chosen Terminators D4 +2 1-4 None
5-6 Land Raiders
61 Obliterators D4 - -
62 Chaos Spawn D4 - -
63 Land Raiders D3 - -
64 Defiler D3 - -
65-66 Dark Lord and Retinue See below
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.

Chaos Faction Daemon Pack
Undivided D6 +2 Units of Furies
Slaanesh D6 +2 Units of Daemonettes
Nurgle Roll a D6:
1-3: D6 +2 Units of Plaguebearers
4-6: D6 +2 Units of Nurglings
Khorne Roll a D6:
1-3: D6 +2 Units of Bloodletters
4-6: D6 +2 Units of Flesh Hounds
Tzeentch Roll a D6:
1-3: D6 +2 Units of Horrors
4-6: D6 Units of Screamers
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!

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.

Next Page - Slaanesh Warband of Plyshtarin - The Rapture of Torment
Top of Page

Version 1.1: 29/01/2004
Feedback on these rules: cybershadow@epic40k.co.uk