Warband creation for Tor Megiddo

Over on Facebook, in the Inquisitorium group, there has been a lot of questions as to the rules for Tor Megiddo and how we created our warbands. While rules come last, literally since most of us wrote down our lists in the minutes before we started. Honourable mention goes out to Ana over at the Gardens of Hecate who not only made some amazing stat cards for her warband, but also printed and bound the Codex Tor Megiddo. The guiding rules for creating a warband for Tor Megiddo can, obviously, be found in Codex Tor Megiddo, it can be downloaded from the Files section in the Inquisitorium group.

As for my own warband, the 66 Fangs, I wanted to focus on a elite group out on a clear mission. They are the retinue of Blue Ruin, the warleader and therefor de facto ruler of Death Valley. Their stats should reflect this.

 

Name: Blue Ruin

Rank: Warleader

Faction: The 66 Fangs

M WS BS S T W I A LD SV
8 4 4 5 5 3 3 2 8 4+

Equipment: Chainsword, stubber, shotgun, carapace armour, bike.

Skills: Leader (warriors within 6” can use the Leaders Leadership when needed).

Chainsword

Strength Damage Save modifier
4 1 -1

Stubber

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-8 8-16 -1 3 1 2+

Shotgun

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-4 4-12 +1 -1 4 1 4+

As you can see she is well armed and armoured. Her movement, strength and toughness reflects the facts that she is mechanically modified and rides a huge bike. Her weapons are practical and strong, but she needs to get within range to use them.

In large games such as Tor Megiddo I find that skills tend to get in the way and be forgotten. I like to include them in the stats, but a single skill can be used to add flavour. In her case it is the Leader skill, very appropriate since she is the leader of her people.

 

Name: Black Acid

Rank: Kong elite

Faction: The 66 Fangs

M WS BS S T W I A LD SV
4 4 4 4 4 2 3 1 7 5+

Equipment: Chainsword, stubber, cracked carapace armour.

Skills: Bondmate to Steel Tomahawk (he will Frenzy if Steel Tomahawk is slain).

Chainsword

Strength Damage Save modifier
4 1 -1

Stubber

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-8 8-16 -1 3 1 2+

Black Acid is a member of the Kong, something that is shown in the fact that he has two wounds. He is a skilled fighter as can be seen on his profile. He is married to Steel Tomahawk, and his single skill reflects this background. If his husband dies then he will enter a mindless rage, the Frenzy status works well here.

 

Name: Steel Tomahawk

Rank: Kong elite

Faction: The 66 Fangs

M WS BS S T W I A LD SV
4 4 4 4 3 2 3 1 7 5+

Equipment: Lasblaster, mechandrites, primitive powered armour.

Skills: Bondmate to Black Acid (he will Frenzy if Black Acid is slain).

Mechandrites

Strength Damage Save modifier
4 1

Lasblaster

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-12 12-24 +1 3 1 -1 2+

Steel Tomahawk is his husbands opposite. Equally skilled, but he prefers to slay his enemies from afar and only moves into close combat if necessary. His weapons are standard weapons from the 40k second edition Wargear book. Changing the names of the equipment makes the characters feel more unique. He has the same skill as his husband, no need to complicate things.

 

Name: “Fresh” Scars

Rank: Scout

Faction: The 66 Fangs

M WS BS S T W I A LD SV
4 3 4 4 4 1 3 1 7 4+

Equipment: Bolter, knife, powered armour.

Skills: none

Knife

Strength Damage Save modifier
As user 1

Bolter

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-12 12-24 +1 4 1 -1 5+

“Fresh” Scars could be described as a grunt. Nothing particularly exciting about his stats. However he is a skilled tracker and he hopes to someday earn promotion into the Kong. Most warriors have the same armour stat, but again I have changed the names of the armour they wear to keep things original.

 

Name: Zogg

Rank: Master of Butchers

Faction: The 66 Fangs / Flesh Barons

M WS BS S T W I A LD SV
4 5 4 4 5 3 2 3 8 5+

Equipment: Swords, bionic chainsword, carapace armour.

Skills: Traitor (after the first turn Zogg must pass a Ld test or control will revert to a random player for the rest of the game. For each turn that passes his leadership will be lowered by 1).

Sword

Strength Damage Save modifier
As user 1 -1

Chainsword

Strength Damage Save modifier
4 1 -1

Zogg was a late addition to the warband, but from the beginning I had hoped to include a Flesh Baron in the game. They are a cannibalistic tribe that ruled the Promethean Tower, however they were wiped out by their slaves during a horrendous earth shake. By including Zogg I was able to represent them in a small way. Zogg is hiding among the 66 Fangs, masquerading as a guide. In fact he is the former lord of the Flesh Barons and a mighty warrior. He has very strong stats, but this is countered by the Traitor skill. As the game progress it becomes more and more likely that he will turn upon the 66 Fangs.

 

Name: Thirteen

Rank: Kong elite

Faction: The 66 Fangs

M WS BS S T W I A LD SV
4 4 4 5 3 1 3 1 6 5+

Equipment: Heavy stubber, knife, carapace armour.

Skills:

Knife

Strength Damage Save modifier
As user 1

Heavy Stubber

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-20 20-40 4 1 -1 4+

Thirteen, daughter of Misery. She ran away from the Tor where she was born and settled in Death Valley. She brings the thunder down upon her enemies with her heavy stubber. Not the strongest of weapons, but she wields it like a surgeon.

 

Name: Iron Moon

Rank: Driver

Faction: The 66 Fangs

M WS BS S T W I A LD SV
4 4 4 4 4 1 3 1 7 4+

Equipment: Autopistol, plasma pistol, carapace armour, bike.

Skills: Driver of the Firecracker.

Autopistol

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-6 6-16 +2 -1 3 1 4+

Plasma pistol

Short range Long range To hit short To hit long Strength Damage Save modifier Ammo roll
0-6 6-18 4 1 -1 4+

Iron Moon is the driver in the warband. Not something that actually has an impact on the game, but I wanted her to be protective of her machine. As such I would only let her drive the Firecracker. Anyone can fire its flamer, but she will always drive it. Driving and shooting is difficult, so I armed her with two pistols. Others might shoot wildly but she saves her shots until she sees the white in her enemies’ eyes.

 

Name: The Firecracker

Rank: Vehicle

Faction: The 66 Fangs

M S T W A SV
10 5 5 5 1 4+

Flamer

Short range To hit Strength Damage Save modifier Ammo roll
Template +2 4 1 -1 4+

Special: Make an ammo test after each shot.

The Firecracker is a light and fast vehicle, ideal for crossing large swaths of desert. I didn’t want it to be too powerful so I only gave it a flamer.

💀 💀 💀

So here is my gang and a bit of an explanation to why I made them the way they are. During the actual game we did not bother with the stats too much. They were a useful guide but we changed things as we saw fitting. Actions we could not foresee became viable and most of the time we just rolled a D6 and on 4 or more the action succeeded.

-Alexander Winberg-


15 thoughts on “Warband creation for Tor Megiddo

  1. Remember that you can upload files here on your blog. Use the site Pages to have Tor Megiddo as an easily found category on your blog. Much like I did with AoM and Vortapt IV.

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    1. Hiya Tommy, you should be able to see the different categories and pick one from there. Like for example Tor Megiddo or Outgard.

      Liked by 1 person

  2. Thanks for your insight into your warband creation! It is amazing what a few special rules can do to increase an already strong narrative. The Bondmate rule is a great example of this. Very simple, but it makes Black Acid and Steel Tomahawk all better. Strengthening their bond. Excellent.

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    1. Glad you like it Eric. These small touches goes a long way but still keeps the game running smoothly.

      Like

  3. Have you ever considered using simple (narrative) RPG rules instead of GW miniature rules? There are quite a few who combine general stats with keywords in the way you describe, and they would have the advantage of providing a clear yet concise complete system instead of a hodge-podge derived from different old out-of-print games where it’s never really clear what is & isn’t used.

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    1. For Tor Megiddo we looked at different rules, among others Age of Munda but in the end we decided to use the 2nd 40k rules for the simple reason that we all know the rules well and they are easily adapted to what ever situation occurs. None of us are really interested in rules so we just use what is convenient.

      It probably looks confusing from the outside, but in the game we just rolled with it. I had no idea what half of the players were doing at times, everyone just made up rules that enabled them to do fun stuff.

      Liked by 1 person

      1. Yeah, it does look cofusing from the outside, which is probably why people on the facebook group keep asking & wondering about what actual rules are used :-p

        I’m thinking of trying to set up a local event myself, but am not sure if I should go for the random hodge-podge spur of the moment approach you use or the simple but clearly defined rpg rules. Since it’ll be aimed at strangers from the Inquisitorum who probably play together for the first time, I’m inclined towards the second.

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      2. The second alternative seems reasonable for such an event. Depends on how keen the players are on rules and how good they are at making up stuff as needed.

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  4. That looks like a really awesome warband in a Mad Max-esque dystopia kind of way. They are all unique, but feel like they fit together. Kudos.

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    1. Thanks Luke! They have very different sorts of armour since they have to hand craft them all from whatever bits and bobs they can salvage. I glad you liked them!

      Like

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