Notes
At the end of the day, most of the rules that I come up with are for me. I want new rules and ideas to play, and I want
them to be balanced and fair, not just to my mind but in the eyes of others as well. So, after sitting down and pulling
together all of the rules so far, I thought that I would put together a warband of my own. Doing this would also demonstrate
how it all works and hopefully fire a few of you into doing the same for yourselves. So, here is the creation of the
warband of Plyshtarin, the Rapture of Torment.
First up, is to decide which Chaos Power my warband will be dedicated to. I have never really bothered with Slaanesh in the
past, but all of that changed when I read about Lucius in the 40K Codex. This guy is undoubtedly cool, and is fast becoming
my favourite 40K character so far. So, I started to consider Slaanesh more seriously. This warband will be dedicated
to the Lord of Pleasure, to give me an idea of the force and whether it will capture me at a larger level and inspire me
to create a full Slaanesh army for Epic Armageddon later on.
Note: This list was put together with a previous version of the tables. Therefore, the results may not match the
existing list. I have decided to leave the warband unchanged.
Chaos Power: Slaanesh
Next up is to find out what troops make up my retinue. I roll an 8, giving me Chaos Marines. I am quite happy with that.
Another dice roll later and I discover that a total of 9 units make up the retinue, and that they bring with them enough
Rhinos for the formation, which is 5 vehicles.
Retinue: Nine Chaos Marine units, and five Rhino transports
This is all looking pretty good for me. I already have a strong formation as a retinue, and they have the ability to move
rapidly around the battlefield. The numbers also work out nicely for me, as it means that I get eight Chaos Marine units
transported by four Rhinos, and then Plyshtarin himself with his own personal transport. I see conversion opportunities!
Next up, are the abilities for my Champion. I end up rolling 32 and 42, giving him the First Strike and Immune to
Panic abilities, which is added to the 'Leader' ability that all Champions get. Plyshtarin is starting to take shape.
Champion Abilities: Leader, First Strike, Immune to Panic
So, that is my Champion and his retinue of bodyguards sorted out, now onto the core forces of his warband. The roll to
determine the number of groups in the warband comes up as 6! This gives me 5 groups of followers. (While I was very pleased
at this result, a part of me was very sceptical that the rest of the rolls would end up being turkeys! Besides, I am sure
that you guys dont believe that I even have dice in the room with me and that I am making up the numbers.)
Warband Followers: Five Groups
For the first of these groups, I roll 44, giving me Cult Marines, in this case Noise Marines. I am particularly pleased
with this result, as I wanted to theme the warband closely to Slaanesh. Subsequent dice rolling gives me 6 units (highly
appropriate!), and that they remembered to bring their transports with them.
Group One: Six units of Noise Marines, and three Rhinos
The second dice roll results in 33, Chaos Marine Bikers (they must belong to the cult of Doomrider). I score only 5 units
of these guys. I am also very tempted to replace the minis of these guys with some Marines on some beasts of
Slaanesh.... very tempting.
Group Two: Five units of Chaos Marine Bikers
Group three of my warband, and the dice threw up 24, and so a group of 7 Big Mutants wandered up to join in the carnage,
unfortunately forgetting to bring their Land Transporters with them.
Group Three: Seven Big Mutants
For the last two groups, I managed to recruit 8 Chaos Dreadnoughts and 12 units of Chaos Traitors, who also arrived without
their wheels.
Group Four: Eight Chaos Dreadnoughts
Group Five: Eleven Chaos Traitors, One Chaos Traitor Arch Heretic
In all, I am quite happy with the selection that I got. I woudl have liked to get another Champion, and possibly some
Chaos Predators, but I guess that you cant have everything and there is always a chance that these will turn up after
a few games.
So, aside from giving Plyshtarin zero mutation points and ten advancement points (two for each of the five rolls on
the follower table), the only thing left is to assign the groups into formations. The Champion and retinue are easy,
since they can only form a formation of their own and no-one else can join them. The Big Mutants and Chaos Traitors
are also fairly straight-forward, and I combine these two groups together. This will make a very colourful formation.
The last three groups are more of a trouble. They are all fairly fragile groups, but putting the Dreadnoughts in with
the others will force the formation to move slowly, and I am unsure about combining the Bikers with any other groups
as I like the thought of them racing around flanks and causing mayhem to small and vulnerable enemy formations. In the
end, I decide to leave the Bikers as a seperate formation, although I will have to be very careful with them, and
combine the Dreadnoughts with the Noise Marines - even though this means that the Marines lose most of the advantage
of having Rhinos. The factor which swung it for me was that both the Cult Marines and the Dreads have longer ranged
weaponry, and the Rhinos should be able to provide fire support in an emergency.
So, the final warband looks like this:
Champion and Retinue:
- Plyshtarin - Chaos Marine Champion, with the Leader, First Strike and Immune to Panic abilities
- Eight Chaos Marine Units
- Five Chaos Rhino transports
Alpha Formation:
- Six Noise Marine units
- Three Slaanesh Rhino transport vehicles
- Eight Chaos Marine Dreadnoughts
Beta Formation:
- One Chaos Traitor Arch Heretic unit
- Eleven Chaos Traitor units
- Seven Big Mutants
Gamma Formation:
- Five Chaos Marine Bike units
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