Necron Color Scheme Generator

This article presents a cut-down version of Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables, allowing you to create your own Chapters, albeit without in-game mechanics.

'There is a terrible darkness descending upon the galaxy, and we shall not see it ended in our lifetimes.' The Necrons are a mysterious xenos species of humanoid, robotic skeletal warriors that have lain dormant in their stasis-tombs for more than 60 million Terran years, though they have begun to awaken at last. They are the soulless creations and former servants of the ancient C'tan, the. As for your unique colour scheme, that can be difficult as you really have such a basic colour palette for your army that will be exceedingly difficult to transfer across to your more detailed models. If I may, I would like to show a necron model that I personally find very attractive and if I were to paint them, would do them in a similar manner. Dakka's Army Paint Scheme Tester - Generate an automatic army painter for any image of any wargaming model. Simply upload an image, choose the areas you want to recolour and then apply colours from many major paint ranges, including metallic simulation.

Do be sure to roll on the Planet generator and System generator tables for further fluffing.

Chapter Origins[edit]

  1. Jul 17, 2020 I’ve decided to do the heads on my characters with a bone color, because it looks bad ass and gives them more of an undead feel. Necron Warriors. For the Necron Warriors I went with a really simple scheme that can be easily replicated across a large number of models. Metal bodies, Red chests/shoulders/helmets. It’s roughly a 9-to-12 step.
  2. Warhammer 40k Necrons Warhammer Paint Warhammer Models Warhammer 40k Miniatures Warhammer Fantasy Necron Army Necron Warriors Paint Schemes Color Schemes The Red Death - Necron army project (28/2: C'Tan) - Forum - DakkaDakka So l33t we spell it 'elite'.
Why Was The Chapter Founded? (d10)
1-4Strategic Prognostication - 'Our tarot cards say there's going to be a threat here, maybe. Found a Chapter!'
5-6Counter - 'There are Orks over here! Found a Chapter!' 'But it'll take 50 ye-' 'Do it!'
7-8Standing Force - 'This area doesn't have any Marines in it. Found a Chapter!'
9-10Crusade - 'We need people running around and hitting the Imperium's enemies. Found a Chapter!'


Color scheme generator online
When Was The Chapter Founded? (d100)
1Unsupported claim of Second Founding status, but definitely ancient.
2Late M31; Third Founding
3-10Unknown
11-1532nd Millennium
16-2033rd Millennium
21-2534th Millennium
26-30M35; 13th ('Dark') Founding, or allegedly, since the Imperium lost all data regarding it save for the fact that the Exorcists, the Death Spectres and the Crimson Sabres who went traitor and became the Crimson Slaughter are from this founding.
31-40M35; 14th-20th Founding
41-50991.M35; 21st ('Cursed') Founding, this chapter be fucked.
51-5536th Millennium
56-6037th Millennium
61-66M38; 23rd ('Sentinel') Founding
67-7239th Millennium
73-7840th Millennium
79-8441st Millennium
85-100M41/M42; Ultima Founding consisting of Primaris Marines. Actually in two waves (+ intermittents inbetween), first in 999.M41 and 000.M42, intermittent foundings during the intervening years to garrison places, and the second in 111.M42 after the Indomitus Crusade from the last core of Unnumbered Sons veterans.

Go check which foundings are available in the millenium you rolled and pick the closest one.

Who was the Chapter's Progenitor? (d100)
1-50Ultramarines
51-65Blood Angels
66-75Dark Angels
76-80Traitor Legion or unknown
81-85Imperial Fists
86-90White Scars
91-94Raven Guard
95-98Iron Hands
99Space Wolves
100Salamanders

Chapter Properties and Flaws[edit]

Gene-seed purity (d10)
1–5Pure - Same as progenitor in terms of purity, and will maintain close links with it
6-7A New Generation - Gene-seed is slightly divergent (usually because of attempts to breed out flaws, real or not), leading to the Chapter being less linked to its progenitor
8–9Altered Stock - Gene-seed is altered and some implants are deficient - roll on Gene-Seed Deficiencies table
10Flawed - Chapter's gene-seed is flawed and sets them apart from their progenitor - roll on Chapter Flaws table


Necron
Chapter Demeanour (d10)
1Swift As The Wind - Going slowly and thinking things out? *BLAM*No.
2Cleanse and Purify - Not destroy everything? *BLAM*No.
3No Mercy, No Respite - Let the enemy go so we can follow them? *BLAM*No.
4Purity Above All - Mutants? *BLAM*No.
5Scions of Mars - Flesh is strong? *BLAM*No.
6See, But Don't Be Seen - Run onto the battlefield in colourful armour screaming like a maniac?*BLAM*No.
7Suffer Not the Alien to Live - Xenos? *BLAM*No.
8Suffer Not the Work of Heretics - Heretics? *BLAM*No.
9Brothers in Battle - Hos before bros? *BLAM*No.
10Uphold the Honour of the Emperor - Performing unheroic acts? *BLAM*No.


Based on the Chapter's Progenitor, how likely are they to suffer gene-seed mutation? (d100/d20)
Ultramarines10% (1-2)
Blood Angels50% (1-10)
Dark Angels10% (1-2)
Imperial Fists35% (1-7)
White Scars20% (1-4)
Raven Guard25% (1-5)
Iron Hands20% (1-4)
Salamanders90% (1-18)
Space Wolves75% (1-15)


If they have a new mutation, what is it? (d10)
1Hyper-stimulated Omophagea - Eat the enemy!
2Oversensitive Occulobe - 'I'm in the dark and I can see perfectly! How usefuAAAAH THE SUN'S COMING UP HOLY EMPEROR MY EYES'
3Mutated Catalepsean Node - Yeah, just go here. It's basically the same effect.
4Oolitic Secretions - Weird-coloured skin. Yeah, that's it.
5Disturbing Voice - Ranges from speaking like a creaking floorboard to having a deep, booming voice.
6-7Lost zygote - Something's gone. One of the silly EMPRAH-BLESSED things like the Betcher's Gland or Melanchromic Organ, not something critical like the Black Carapace
8Lost zygote or Progenitor-specific. Some mutations are more common in particular gene-lines, see the next table.
9Doomed - the Chapter has either lost the ability to generate Progenoids or the Black Carapace, stopping future neophytes from being created. Unless they fix this fast, they're fucked.
10Multiple instabilities - roll d3 more times on the table, rerolling multiples of the same result.


Progenitor-specific mutation
UltramarinesDoomed
Blood AngelsHyper-stimulated Omophagea
Dark AngelsLost zygote
Imperial FistsReroll with a d6
White ScarsHyper-stimulated Omophagea
Raven GuardOversensitive Occulobe
Iron HandsDisturbing Voice or lost zygote
SalamandersOversensitive Occulobe or lost zygote
Space WolvesHyper-stimulated Omophagea


Lost Zygotes (d100)
01–08Catalepsean Node
09–17Preomnor
18–26Omophagea
27–35Occulobe
36–44Lyman’s Ear
45–53Sus-an Membrane
54–62Oolitic Kidney
63–71Neuroglottis
72–80Mucranoid
81–89Betcher's Gland
90–98Melanchromic Organ
99–100Roll twice on this Chart


If one exists, what is the Chapter's Flaw? (d10)
1–2We Stand Alone - The Chapter is either distrusted for some reason, or shuns contact with others.
3–4Pride in the Colours - The Chapter hates doing anything that covers their livery, including wearing Deathwatch black.
5–6Faith in Suspicion - The Chapter particularly hates a single Imperial institution, and refuses to work with them.
7–8Eye to Eye - The Chapter hates any method of warfare other than running up to the enemy and punching them.
9-10Chapter Cult - The practices of the Chapter are weird and probably quite unsavory.

Chapter Legends[edit]

Figure of Legend (d100)
01-20A Battle-Brother seconded from a previous generation Successor or even the First Founding Legion that provided the new Chapter’s gene-seed.
Roll again on this table to determine what type of warrior he was, rerolling if you get this result again.
21-40Chapter Master
41-50Chapter/Company Champion (roll D2 to determine Chapter (1) or Company (2), if Company roll d10 to determine which company)
51-60Chief Librarian
61-70Master of Sanctity
71-73Master of the Forge
74Master of the Fleet (who wasn't the Fourth Company Captain, either due to temporary step down or the post being separately appointed as a full time Marine)
75Chief Apothecary
76-85Company Captain (roll d10 to determine which company).
86-90Company Lieutenant (roll d10 to determine which company, roll d2 to determine Junior (1) or Senior (2) lieutenant).
91-95Squad Sergeant (roll d10 twice to determine company and squad).
95-99Battle-Brother (roll d10 twice to determine company and squad).
100A specialist of your choice (Librarian, Chaplain, Techmarine, driver, pilot, etc).


Deeds of Legend (d100)
01-17The figure is remembered as the bane of the Orks, to such an extent that his name is known to the vile greenskins even to this day.
18-45The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince.
46-60The hero led a glorious campaign against a rebel army, defeating the foe and bringing an entire sector back into the light of the Emperor.
61-75The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing.
He and his Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.
76-85The hero was lost to his Chapter in a warp accident, yet his descendents have cause to believe he lives still and may one day return to them in glory.
86-93The hero was the first to face some newly discovered alien race, and ultimately responsible for its total destruction.
Centuries later, only the Chapter remembers the name of the race, so utterly was it and its works cast down.
94-100The hero led his Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions.
In the end, he was brought down by the Chapter's enemies, and is a reminder to all Battle Brothers of their holy duty.

Chapter Homeworld and its Properties[edit]

Do be sure to flesh out in the Planet generator and System generator tables.

Chapter homeworld (d100)
01-30Hive World
31-60Feral World
61-70Feudal World
71-80Civilised World
81-90Uninhabited World
91-100Fleet-based

Fleets have d10 vessels; 50% chance they're battle-ready, 50% they're damaged or have other problems

Homeworld terrain (d100)
1–25Jungle/Forest/Swamp
26–50Desert
51–60Ice (water or otherwise)
61–65Ocean (almost always water)
66–75Wasteland
76–80Urban/Human Ruins/Xeno Ruins
81–85Dead
86–90Airless
91–100Temperate/Garden

Quoth FFG: A Hive world, for example, may be an ash-blasted wasteland—or its rearing spires might form islands of plasteel amidst an endless sea of jungle. Death worlds are often thought of as deadly jungles, but might just as easily be ocean-bound planets. The type of terrain in which a Chapter builds its Fortress-Monastery might have little bearing on its character, but may have plenty, especially if that terrain has shaped the qualities of the peoples from which it recruits.

Note that while plenty of these terrain types can be combined with the categories previously described, some are mutually exclusive. Others might seem so at first glance, but with a little imagination can be combined. For example, an urban Death world seems contradictory, but what if the planet’s malevolent ecosystem has risen against its population, and the once-populace cities are now reduced to post-apocalyptic ruins smothered in choking vines? An ocean Hive-world might feature air-sealed hives at the bottom of the sea, or afloat on great manmade islands. An Urban Hive World might an ecumenopolis with extreme population even by Hive World standards, and almost certainly allows for both Astartes and Guard recruitment out of sheer numbers. In the 41st Millennium, almost anything is possible!

Rule of homeworld (d10)
1Direct Rule - 'My lord Chapter Master, here are the tax-plans for the North-West district of Boreale City...'
2-4Stewardship - 'Hi, Planetary Governor? It's me, the Chapter Master. Just calling you to remind you that I outrank you, even if I don't do anything.'
5-10Distant rule - 'You see that castle up there? It's inhabited by the mighty sky-warriors of Emp-rar. Sometimes they come and steal our children.'

Necron Color Scheme Generator For Websites

Tactical and Strategic Organization[edit]

Necron color scheme generator design
d10 ResultChapter organisationUltramarinesVariant Base Chapter
1-3Codex-adherentMatches progenitor
4-5Codex-adherent
6-7Divergent chapterCodex-adherentDivergent(progenitor)
8Divergent chapterDivergent(Codex)
9Unique organisationDivergent chapterUnique(progenitor)
10Unique organisationUnique(Codex)

As suggested by Rites of Battle, numbers are different for Ultramarines successors; also usable for successors of the Hammers of Dorn or other painstakingly Codex-observant chapters. 'Variant Base Chapter' is for chapters like the Space Wolves, Salamanders, or Dark Angels. (Blood Angels have organization which is nominally Codex-compliant, their deviations are all in geneseed with twothings designed/redesigned to deal with that and most Iron Hands successors use the Clan-Company system.) Divergent/Unique(Codex) means their organization is divergent, to a lesser or greater extent, and is closer to the Codex organization than the way their progenitor chapter structures things. Divergent/Unique(progenitor) is the reverse; they are closer to their progenitor than the Codex.The post of Master of the Fleet is the most frequent special assignment to be given to anyone other than the nominally responsible 4th Captain, and a common Codex variant is to assign a full time marine to this and have 4th Captain as another Master of the X (most likely to be found in fleet based Chapters).


Combat doctrine (d10)
1Close Combat
2Ranged Combat
3Armoured Assault
4Stealth
5Lightning Strike
6Drop Pod
7Thunderhawk Assault
8Siege
9Shock and Awe
10Terror


d100 ResultCharacteristic Chapter Training
01–10The Holy Bolter: The chapter undertakes drill with the bolter and meditative prayer daily, and may combine the two.
11–20Mental Bulwark: The chapter's hypno-indoctrination is more thorough than most, leading to strong-willed if inflexible astartes.
21–30Warrior Angels: Astartes of this chapter are famously skilled with both gun and sword, but sometimes lacking in more abstract skills.
31–40Mens et Manus: This chapter believes in building their brother's minds and bodies to peak performance, the better to be ready for anything.
41–50Endure Anything: Training in this chapter emphasizes the need for any squad to be ready to endure any trials they find themselves in. They produce tough, durable brothers with diverse specialties.
51–60Duty Unto Death: Astartes of this chapter will readily take on missions others see as suicidal, and soldier through any pain they encounter on the way.
61–70Shatter the Foe: This chapter considers the best way to combat the enemy to be fast, powerful strikes which demoralize enemies and inspire allies.
71–80Scholar-Knights: All Astartes of this chapter are expected to be well-read and treat gathering intelligence as a duty of equal importance to direct destruction of the foe.
81–90Shepherd-Marshals: The chaplain's arts are spread well beyond the reclusiam in this chapter, and its brothers inspire those they fight alongside with their stirring rhetoric and skill with the blade.
91-100All Paths to Victory: This chapter encourages an unusual degree of freedom in its training, with a result of very diverse skillsets and aptitudes among its astartes.

Chapter Specialities[edit]

Specialty restrictions (units the chapter cannot field) - Only roll if Unique Organisation was selected (d100)
01–20Apothecary (someone still needs to collect the progenoids)
21–40Assault Marine (Jump packs can still be issued)
41-60Devastator Marine (Heavy weapons can still be issued)
61-80Techmarine (better have close contact with AdMech for those advanced weapons)
81-97Librarian
98-100Roll Twice on this Chart or choose something truly unusual (i.e., the Chapter has no Scouts, the Chapter’s Veterans are not formed into the 1st Company, etc.)


Special equipment- Roll once if Divergent was selected, twice if Unique Organisation was selected (d100)
01-10Traditional Weapon: The Chapter favours one specific weapon over all others. Choose one specific weapon to serve as the Chapter’s traditional weapon. Examples: Power Sword, Bolt Pistol, Melta Gun
11-20Totemic Charm: This Chapter has strong beliefs in the icons of either the Emperor or their Primarch. A Battle- Brother from this Chapter would never be caught without such an icon on their person. Example: Chapter Heraldry on a necklace, Imperial Aquilla tattooed over the right eye.
21-30Modified Jump-Pack: Primarily seen in Chapters that favor the Assault Combat Doctrine, Battle-Brothers from this Chapter modify their Jump-Packs (with a Tech-Marine’s help of course) to provide a more glorious sight to their allies and a more terrifying one to their enemies. Examples: Jump-Pack’s created in different shapes such as angel wings.
31-40Bestial Companion: More common among those Chapters whose origins come from Feral Worlds, this Chapter prides itself on raising hunting animals to assist in battle. Examples: Fenrisian Wolf, hunting birds.
41-50Rare Weaponry: Whether through the blessing of the Adeptus Mechanicus or sheer good fortune, this Chapter has a large stock of weaponry that is considered rare amongst the other Chapters. It is seen as a symbol of honour to wield one of these weapons in battle. Examples: Astartes Assault Cannon, Digital Weapons.
51-60Blessed Wargear: It is common for members of this Chapter to have their Wargear blessed by a Chaplain before battle. Doing so puts the Battle-Brother’s mind at ease and more focused on the task at hand.
61-70Special Mount: While other Chapters may keep animals as companions, this Chapter uses them for what they were intended for — transportation. Examples: Fenrisian Wolf, Carnodon, very angry Grox.
71-80Special Vehicle: This Chapter prefers to ride into battle in more modern conveyances. While the traditional Space Marine vehicle is the Rhino, other Chapters may use more rare vehicles as primary transport. Examples: Modified Rhino, Land Raider, or Land Speeder
81-90Preferred Fighting Style: The Chapter has a specific way in which it prefers to go about killing the enemy in the name of the God-Emperor of Mankind. Examples: Bolt Pistol and Chainsword, dual Power Swords, special Bolter pattern or ammunition
91-100Modified Weaponry: When the Chapter’s forges produce a weapon, they produce them in a style that is specific to their Chapter. Examples: Power Sabre, Bolt Pistol with weighted butt for clubbing.

Chapter Beliefs[edit]

Necron Color Scheme Generator Css

What form do the Chapters' beliefs take? (d100)
01-40Revere the Primarch - 'Our Spiritual Liege is better than yours!' (can reroll if lineage is unknown)
41-65The Emperor Above All - 'Screw your spiritual liege. The big E is where it's at.'
66-75Honour the Ancestors - 'Old members of our Chapter are better than your guys.'
76-80Death Cult - 'SHUT UP YOU GUYS DON'T YOU KNOW WE'RE GOING TO DIE SOME DAY'
81-85Totem Creature - 'You know how we've got a hawk as our Chapter symbol? Yeah, we're going to stick that everywhere.'
86-90Purity of Man - 'Flesh is better than bionics!'
91-95Steel Over Flesh - 'Bionics are better than flesh!'
96-100Esoteric Beliefs - You know our Chapter's beliefs? They're weird.

Chapter Strength[edit]

At what strength is the Chapter? (d10)
1Endangered: The Chapter numbers only a handful of Companies or less having suffered devastating losses in combat, accident, or dramatic genetic instability. If recovery is even possible it will take many decades, making every Battle-Brother (and his Progenoids) an invaluable resource.
2-4Under Strength: The Chapter is recovering from a defeat or accident that occurred several decades ago, or has recently suffered heavy, but not irrecoverable losses. It is probably at a minimum of half strength, and should return to nominal strength within a decade.
5-9Normal: The Chapter can field ten full companies, each with ten squads. In all likelihood most every squad consist of ten brethren and some specialized appointments may be empty, but the Chapter is regarded as fully fit for battle.
10Over Strength: Some Chapters maintain more than the prescribed ten companies, though it is rare for more than a handful more to be fielded and even then only temporarily. It may be that the Emperor’s Tarot has predicted terrible losses ahead, The Marines are getting some extra Milage out of the the Marines that technically don't count towards the 1000 Marine limit (such as Librarians and Dreadnoughts, or permanent fleet crews) or that the Chapter simply regards its numbers as optimal and cares little for the dictates of the Codex Astartes.

Chapter Relations[edit]

Who are your Chapter friendly with? (d100)
1-5Administratum
6-15Adeptus Arbites
16-30Another Chapter (choose one)
31-35Adeptus Astra Telepathica
36-45Adeptus Mechanicus
46-50Adepta Sororitas
51-53Adeptus Titanicus
54-55an Imperial Knight house
56-58Astropaths
59-60Chartist Captains
61-65Ecclesiarchy
66-75Imperial Guard from a specific world
76-79Imperial Navy
80-85Inquisition
86-88Navigators
89-91Officio Assassinorum
91-93Planetary Defence Force of a specific world
94-98A Rogue Trader dynasty
99Schola Progenium
100Scholastica Psykana


Who are the Chapter's enemies?(d100)
01-02Roll on Chapter Friends table
3-21The Orks (alternatively, you may select a particular Waaagh! or Warboss)
22-30The Tau Empire (alternatively, you may select a particular Sept, Commander, or Ethereal)
31The Farsight Enclaves (alternatively, you may select Farsight himself or a subcommander)
32-42The Eldar (alternatively, you may select a particular Craftworld or leader)
43-51The Tyranids (alternatively, you may select a particular Hive Fleet)
52-60The Genestealer Cults (alternatively, you may select a particular Cult)
61-70Chaos Space Marines (you should choose a particular warband, Chapter, or Traitor Legion)
71-79A particular Daemon, Daemon Prince or Disciple of Chaos
80-87A particular Chaos-aligned group (i.e., Traitor Titan Legion, Chaos pirates, renegade Imperial Guard, etc.)
88-97The Dark Eldar (alternatively, you may select a particular Kabal or leader).
97-100Other (choose one force or group, such as aliens (see below) or heretics or a specific cult)
Necron Color Scheme Generator


Minor Xenos Species/Empires(1d100)
1-15Kroot, Vespid, or another T'au client race
16-25Hrud
26-35Fra'al
36-45Uluméathic League
46-55Yu'Vath/Legacy of the Yu'vath/Rak'gol
56-65Enslavers
66-70Barghesi
71-75Thyrrus
76-80Hellgrammite
81-85Loxatl
85-90Saharduin
91-92Xenarch
93-95Cythor Fiends
96-97Nightmare-Engines of the Pale Wasting
98-100Other Xenos Species (pick one or roll/write one up)

Lastly, add a name, colours, and heraldry, and you're ready to release your overpowered piece-of-shit Chapter on the world. God-Emperor help us all.

Warhammer 40,000 Faction Creation Tables
ImperiumAdeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House
Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter
Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang
ChaosChaos Space Marine Warband - Chaos Warband
Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House
XenosCreature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult
Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet
Planets

Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator

Retrieved from 'https://1d4chan.org/index.php?title=Space_Marine_Chapter_Creation_Tables&oldid=724847'

The Chaos Space Marine Warband Creation Tables were actually the first of the faction creation tables created after Fantasy Flight Games released the 'Rites of Battle' splatbook -- in fact, they basically were the Space Marine Chapter Creation Tables, but with every table corrupted into a Chaotic form.

Do not confuse this set of tables with the Chaos Warband Creation Tables -- those tables are for generating a Warband that also includes cultists and other non-Chaos Space Marines.

Warband Structure[edit]

Legion Warband or Renegade Chapter? (d10)
1–5Renegade Chapter (once a loyal Space Marine Chapter, now serving Chaos)
6-8Legion Warband (a warband of one of the nine original Chaos Space Marine Legions)
9Renegade Chapter, roll again for secondary element such as allied groups and units (this can stack)
10Legion Warband, roll again for secondary element such as allied groups and units (this can stack)

Reason for Fall[edit]

Color
Why did they fall? (Renegades only) (d100)
1-5The Chapter Master was accused of heresy by the Inquisition. The Chapter fought against the Inquisition and lost. They then began gathering followers to wage war
6-15The Chapter was friends with the wrong people and ended up being punished because of this.
16–30Marines in the Chapter dabbled in the dark arts and thought nobody would find out. They were wrong.
31–40They tried to fight heresy with heresy. The Ordo Malleus made them pay gravely for this when they found out.
41–45The Chapter rebelled, with originally good intentions, against the Imperium.
46-55It was discovered that the Chapter's progenitor was a Traitor Legion (roll on Traitor Legion table to decide which).
56-70The Marines began indulging in the heretical and eventually became consumed by it.
71-80A battle-brother discovered a mighty weapon. Little did he know a daemon was bound to it, which whispered dark words to its wielder.
81–90The Chapter's forces were stationed in an area with a powerful Warp presence. This twisted their minds and corrupted them.
91–95Near the brink of annihilation, the Marines took an extremely cowardly or horrible action to preserve their Chapter, and were excommunicated for this.
96-99A major mutation appeared in the Chapter's gene-seed. Agents were deployed to remove the impure Marines, but when they failed the Chapter broke their bonds with the Imperium.
100The Chapter was friendly with a group of xenos and collaborated with them a bit too frequently. When the Ordo Xenos found out, they had the Chapter Master executed and excommunicated his brothers.

Progenitor[edit]

Original Traitor Legion (Legion Warbands and Descendants only) (d100)
1-15Black Legion
16-30World Eaters
31-45Iron Warriors
46-60Word Bearers
61-75Emperor's Children
76-85Death Guard
86-92Alpha Legion
93-99Night Lords
100Thousand Sons


Who was the Warband's Progenitor? (Renegade non-Legion Descendants only)(d100)
1-58Ultramarines
59-68Blood Angels
69-78Imperial Fists
79-86White Scars
87–88Raven Guard
89-94Iron Hands
94Salamanders
95-100Space Wolves

Warband Beliefs[edit]

Devotion to the Ruinous Powers (d10)
1-2Loathed. Many of, if not all, the Marines in the warband refuse to see Chaos as an ally and shun those who submit themselves to it, realizing the dangers of Chaos' ever-shifting nature. (If your warband's progenitor is the Iron Warriors, Night Lords, or Alpha Legion, this may be taken automatically)
3-7Neutral. The warband believes Chaos to be more of a tool than something to be worshipped, serving the dark gods when it benefits them.
8-10Fanatical. The Marines of the warband are highly devoted to their chosen god or gods, willingly submitting themselves to the Ruinous Powers and viewing possession as favourable. (If your progenitor is the Word Bearers, this is taken automatically)


Chaos Worship (d12) (Ignore if your warband's devotion to Chaos is 'Loathed')
1–2Chaos Undivided (If the Progenitor is the Word Bearers, Iron Warriors, Alpha Legion or Night Lords, this can be selected automatically)
3One of the minor gods.
5-6Slaanesh (If the Progenitor is the Emperor's Children, this is selected automatically)
4, 7Nurgle (If the Progenitor is the Death Guard, this is selected automatically)
8, 11Khorne (If the Progenitor is the World Eaters, this is selected automatically)
9-10Tzeentch (If the Progenitor is the Thousand Sons, this is selected automatically)
12Roll again, twice.


What form do the Warband's beliefs take? (d100)
01-20The Gods Above All - The warband reveres their chosen god(s) above all else. Re-roll if your warband's devotion to Chaos is 'Loathed'.
21-25Hail Horus! - The Marines of the warband still honour the First Warmaster, he who almost destroyed the Emperor.
26-35Remember the Ancestors - The Marines remember and pay respects to those who came before them. They have a strong sense of tradition.
36-50Death to the False Emperor - The Marines despise the Carrion Lord and his weak, corrupt empire. They seek to tear down the Corpse-God's fanes and bring His deluded followers into the true faith.
51-60Suffer Not the Weak - Those who lack strength deserve no mercy, even fellow Marines. Survival of the fittest.
61-70Daemonhood is Godhood - To ascend to daemonhood is to become a god. Those who have become beings of the warp are revered greatly; those who have not strive to do so. Re-roll if your Warband's devotion to Chaos is 'Loathed'. If your warband's progenitor is the Word Bearers, this can be taken automatically.
71-75Power Demands Sacrifice - The Marines of this force understand that in order to gain you must first give something in return. They're willing to sacrifice anything to advance themselves, even their lives or the lives of others.
76-80Battle is Glory - To fight on the battlefield is the greatest thing in life. The best warriors are held above all others, and to fight without grandeur is pathetic. If your warband's progenitor is the World Eaters, this can be taken automatically.
81-90Accept Any And All - Thieves and whores, traitors and scum alike are welcome to join the warband's forces. Mutants, Beastmen, Xenos, and former foes can be found serving in this warband.
91-99Do What Thou Wilt Shall Be The Whole of The Law - These Marines are no longer bound by any laws or codes, and will do as they please when they please. They heed no higher authority than themselves, not even that of their primarch.
100For the Emperor - The warband would seem to venerate or even worship the Emperor. Aquilas and symbols of the Imperium are scattered throughout their ships, and they shout warcries in His name. Whether this is meant to be a parody or true devotion is to be decided. If your warband's progenitor is the Alpha Legion, this can be taken automatically.

Warband Demeanour[edit]

Warband Demeanor (d10)
1Exploit and Conquer. The warband views all others as mere pawns, assisting them when it helps their own goals and tossing them aside once they are no longer needed. These Marines are selfish and untrustworthy.
2Scorched Earth. The battle-brothers of the warband commonly destroy anything they do not need so the enemy cannot use it. Even valuable things, such as captured fortresses and ships, are considered expendable if the foe can use it to their advantage.
3Take No Prisoners. These warriors are butchers who slaughter all who stand before them. Even those who are willing to submit to the warband are ripped limb from limb.
4Corruption Above All. Marines in the warband embrace the madness of the Warp, viewing mutation as a blessing and boon. They are very willing to work with abhumans, mutants and other freaks because of this. Re-roll if your Warband's devotion to Chaos is 'Loathed'.
5Of a Lost Age. The warband has access to much pre-Horus Heresy technology. Having these ancient weapons gives the Marines a respect and appreciation for the relics of old.
6Stalk the Prey. The Marines of this force fight like hunters, waiting for just the right time to strike and kill their enemy. This way of combat gives them much patience and cunning.
7Extra Heresy. A surprisingly large amount of the warband is willing to work alongside aliens, so long as they also worship Chaos (also this isn’t always the case. May also just include mutual hatred for the same enemy.). The battle-brothers in this force are more tolerant than most others.
8Desecrate and Defile. The Marines of this warband bear a special hatred towards icons and relics of the enemy, and will try to destroy or corrupt them whenever the chance arises. Temples burn and works of art are despoiled by their hands.
9Honour Amongst Thieves. Despite being evil and cruel individuals, these Marines have a strong sense of brotherhood. Many would never even consider betraying their fellow warriors an option, and would even sacrifice themselves to save a friend's life.
10For the Dark Gods. The Marines of this force believe their deities to be the ultimate beings of the galaxy and are willing to serve them for eternity. Champions in the warband will frequently try to prove their worth, accepting any challenge and constantly trying to elevate their status amongst the Warp's chosen. Re-roll if your Warband's devotion to Chaos is 'Loathed'.

Common Mutations & Deficiencies[edit]

Common Mutations/Deficiencies (if Neutral or Fanatic devotion) (d10)
1Hunger for Flesh. A mutation of the omophagea has afflicted the Marines of the warband with a continual craving for raw, fresh human meat. They burn through a great many chattels in their bloody, sinister feasts and must continually raid Imperial ships and outposts to acquire more.
2Eyes of Night. Mutated occulobes have given the Marines of the warband exceptional night sight, but render them painfully photosensitive. Bright light is anathema to them. (If the warband's progenitor was the Night Lords, this may be taken automatically)
3No Rest for the Wicked. The warband's catalepsean nodes have been sent into overdrive by the touch of the empyrean. These Marines no longer need to sleep, but they tend to hallucinate and go berserk at inopportune moments. They must meditate to keep these symptoms at bay.
4Freakish Skin. The touch of the Warp has manifested itself upon their skin. They may be covered in scales, lesions, chitin, or matted hair.
5Voice of Evil. The Marines' voices are sinister and painful to the ear. Merely speaking is enough to terrify many of their foes.
6-8Body Horror. The warband's Marines no longer resemble anything like normal humanity. Compound eyes and insectile mouthparts glitter from within rugose, tumorous faces. Crablike claws and slimy, bubo-ridden tentacles wrap around limbs and throats as the Marines march forth on cloven hooves, their bodies continually warping and twisting as the empyrean ripples around them.
9Breath Weapon. Something has happened to the warband's Betcher's glands. They can breathe forth acid, fire, or poison.
10Multiple (make 2 rolls, re-rolling duplicates or 10's)


Common Mental Flaws (if Fanatical devotion) (d10)
1-2Horus, is that you? - Centuries or millennia of exposure to the Warp have taken their toll. The warband's Marines have trouble remembering certain things and occasionally hallucinate.
3-4LOUD AND PROUD - Stealth is dishonorable and cowardly. The warband feels the need to announce their arrival to their foe, making it clear just who the hell they are and that they are here.
5-6Surrounded by Traitors - The warband's Marines are paranoid that those who surround them are schemers and liars who may backstab them at any moment.
7-8I Must Get Closer! - The warband's Marines are obsessed with getting close to their enemies.
9-10Sanity is for the Weak - The warband's Marines disregard pitiful things such as 'logic' and 'common sense'.

Champion of Legend[edit]

Figure of Legend (d100)
01-20Champion of your choice.
21-50Warband leader, Daemon Prince, or Chaos Lord
51-60Sorcerer Lord
61-70An extremely zealous Champion or Possessed
71-75Dreadnought
76-85Chosen or Terminator
86-90Apothecary
91-95Battle Brother of old
96-99A Daemon who was close to the Warband. Re-roll if your Warband's devotion to Chaos is 'Loathed'.
100Choose for yourself


Deeds of Legend (d100)
01-25The figure is remembered as a scourge of the Imperium, having ravaged many planets and slaughtered many servants of the False Emperor.
26-50The figure of legend killed a renowned and mighty Imperial hero (like a Chapter Master, a well-known Inquisitor, or a famous Imperial Guard General).
51-70The hero corrupted nearly an entire sector, causing the population to fall to Chaos. If your warband loathes Chaos, he instead managed to get the sector to violently rebel against Imperial rule, throwing them into total anarchy.
71-85The legend committed great atrocities during the boarding of an Eldar Craftworld, capturing and despoiling many of the craftworld's spirit stones. He and his warband are still hated to this day by the Eldar.
86-90A fearsome champion of the Dark Gods, the figure achieved the impossible and became a Daemon Prince. He used his new power to crush all who opposed the Warband at the time. Re-roll if your Warband's devotion to chaos is 'Loathed'.
91-95The hero led a campaign of extermination against a loyalist Astartes chapter, butchering them to the last man and stealing their gene-seed.
96-100The figure of legend led the warband through many campaigns and slaughtered countless foes. However, he was eventually slain by a rival Chaos champion. The warband holds great hatred for that champion to this day.

Warband Homeworld[edit]

Warband Homeworld (d100)
01-10Feral World
11-20Feudal World
21-30Industrial World
31-40Agri World
41-45Prison Planet
46-50Hive World
51-55Forge World
56-60Dead World
61-70Fortress World
71-75Death World
76-80Daemon World (Re-roll if your Warband's devotion to Chaos is 'Loathed')
81-90Fleet-based
91-95Stationary non-planet, such as a debris field, an asteroid belt or a deep-space station
96-100Space Hulk


Homeworld terrain (d100)
1–20Jungle
21–30Desert
31-45Warp-twisted, roll again for the base terrain, automatic for Daemon Worlds
46–50Ice
51–55Ocean
56–70Wasteland
71–75Volcanic
76-85Dead
86–95Toxic
96–100Airless

Combat Doctrine[edit]

Combat doctrine (d10)
1Rip and Tear - The warband's Marines revel in the glorious act of ripping and tearing the enemies' guts out in close combat. Woe betide any large enemy, as the Marines especially love to disembowel enemies with huge guts. If a large enemy has no huge guts for the Marines to tear out, it only serves to anger them further and seek more enemies with guts to rip and tear out. If your warband's progenitor is the World Eaters and/or your patron god is Khorne, this may be taken automatically.
2Death from Afar - The warband's Marines prefer to fight from a distance. Their enemies have to contend with legions of disciplined gunlines, snipers, and enough artillery to turn the battlefield into a giant crater.
3Armoured Fist - The warband takes its cue from the Imperial Guard. Every combat action they participate in is fought with a regiment's worth of armor and mechanized infantry, utterly crushing the opposition under their iron treads.
4Unorthodox Warfare - The warband's Marines prefer to gradually tear down their enemies from the shadows through various means and only engaging them in open combat when the time is absolutely perfect. Any battle the warband participates in is a game of wits for them and the enemy. Guerrilla tactics, sabotage, key-target assassination, information warfare, infiltration, and the spread of anarchy and disorder, are all tools of their trade. If your warband's progenitor is the Alpha Legion and/or your patron god is Tzeentch, this may be taken automatically.
5Chemical Warfare - The warband prefers to use a variety of chemical agents on the battlefield to enhance their strength and/or subject their enemies to a variety of painful deaths. Potent combat stimulants, viral and mutagenic concoctions, toxic and corrosive weapons; all these and more are free game for the warband. If your warband's progenitor is the Emperor's Children or Death Guard and/or your patron god is Slaanesh or Nurgle, this may be taken automatically.
6Drown Them With Bodies - The warband believes in the doctrine of strength in overwhelming numbers. Any battle they participate in is complemented by legions of mortal servants (or unwilling slaves), who throw themselves at the enemy with reckless abandon.
7Daemons, Daemons EVERYWHERE - Any fight the warband participates in is followed by legions of chaos daemons, with the intent of turning the planet into a daemon world for the glory of Chaos. Re-roll if your Warband's devotion to chaos is 'Loathed'. If your warband's progenitor is the Word Bearers, this may be taken automatically.
8Siege and Attrition - The Marines are experts in all things defense, from raising up a formidable fortress and creating nigh-impenetrable defensive lines, to assaulting enemy fortifications and breaking their lines. Basically, if it involves siege warfare, they know how to make sure the battle goes in their favor. If your warband's progenitor is the Iron Warriors, this may be taken automatically.
9Bloody Rain - The warband's Marines take the saying 'Death from Above' to the utmost extreme. The Marines enter the fray through a massive rain of drop pods, warp portals, teleport strikes, and dropships, while supported by legions of gunships, aircraft, and jump-infantry. This allows them to quickly strike at the enemy with precision and brutality, often before they even have time to react. If your warband's progenitor is the Black Legion, this may be taken automatically.
10Terror - The warband's Marines revel in the fear and suffering of their enemies. The warband's opponents are typically unable to fight when they attack, as their constant terror campaigns have eroded their victims' resolve and sanity, leaving them as gibbering, paranoid wrecks. Any survivors and/or witnesses are often driven insane from experiencing their wanton acts of cruelty, spreading the warband's brand of fear further. If your warband's progenitor is the Night Lords, this may be taken automatically.

Special Equipment[edit]

Special Equipment (d100)
01-10Preferred Fighting Style. This warband has a particular way of making war, and adheres to that method above all others.
11-20Blessed Icons. Tattoos, brands, heraldry, banners: the warband plasters the sigil of their chosen god(s) everywhere. Re-roll if your warband's devotion to Chaos is 'Loathed'.
21-25Daemon Weapons. The warband has been 'blessed' with a cache of daemon weapons. Rates of possession tend to be higher in such a warband. Re-roll if your Warband's devotion to Chaos is 'Loathed'.
26-35Bestial Companion. The warband's Marines have made companions of exotic animals captured from a remote world.
36-45Ancient Weaponry. The warband has access to weaponry from the days of the Horus Heresy and even the Age of Strife, such as volkite chargers and calivers, conversion beamers, phosphex bombs, radiation weapons, and charnabal sabers.
46-50Unholy Wargear. The warband's weapons and armor have been touched by the Warp and bear obvious signs of corruption.
51-60Stolen Technology. The warband successfully raided an Imperial munitions depot or Forge World and made off with a great deal of modern wargear and equipment. Alternatively, they have managed to successfully 'liberate' a cache of xenos technology, such as Necron gauss flayers or Drukhari splinter weapons.
61-70Special Mount. The warband uses either daemonic steeds or beasts taken from an exotic world and broken to the will of their new masters.
71-80Unique Daemon Engines. The warband's warpsmiths have created heretofore unseen abominations of flesh, metal, and daemonic fury. Re-roll if your warband's devotion to Chaos is 'Loathed'.
81-90Special Armour. The warband's Marines have heavily modified their power armor, or have had it modified for them by the warp. Each suit is unique to its wearer.
91-100Biological Experiments. This warband may have struck a deal with Fabius Bile, or perhaps they have a particularly inventive and twisted Apothecary in their ranks. Either way, its Marines have been biologically altered in strange and horrifying ways.

Warband Status[edit]

Warband Status (d10)
1Endangered
2-4Slightly Understrength
5-6Typical Strength
7-9Slightly Overstrength
10Massive

Necron Color Scheme Generator Copy


Cause of diminished strength (If Endangered or Slightly Understrength) (d10)
1The warband lost a considerable portion of their forces in the Warp or due to mechanical errors (critical reactor failure, sabotaged drop ships, etc.)
2-4The warband is strong, but its forces are spread thin: deployed in a Black Crusade, skirmishing, following their own agendas, etc.
5-6Conflicts within the warband. This may be anything from a dispute over the spoils of a raid to an all-out civil war.
7-9The warband sustained massive casualties in an ill-fated battle.
10A part of the warband was assimilated by or was attacked by another Chaos-aligned entity.


Cause of increased strength (If Slighly Overstrength or Massive) (d10)
1The warband is favoured by a mighty Chaos Lord, or perhaps one of the Legions, and allows it to draw upon their forces.
2-4The warband merged with a smaller warband or picked up the remains of a defeated one.
5-6The warband joined forces with another warband that shared the same goals or a common enemy.
7-9Rumors of the warband's power attracts lesser warbands and other factions willing to serve them.
10The warband has incorporated a Space Marine Chapter who recently turned traitor into their ranks.

Warband Allies & Enemies[edit]

Warband allies. Who has our back? (d100)
1-5Warmaster Abaddon
6-10Populace of a renegade Imperial planet
11-15Corrupt governor or other high-ranking Imperial official
16-30Chaos warband or specific Chaos Lord
31-35Rogue Psyker Cult
36-40Dark Mechanicus/Traitor Titan Legion
41-50Chaos Cult. Re-roll if your Warband's devotion to Chaos is 'Loathed'.
51-75Specific group of Chaos/renegade mortals (renegade/corrupted Lost and the Damned regiments, anti-Imperium rebels, clan of tribals, corrupted mutants, mercenary bands, pirate gangs....etc)
76-80Rogue Inquisitor
81-85Specific Chaos Xenos or simply other xenos groups with whom they share mutual goals. See Minor Xenos Table below
86-95A loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with your warband.
96-100Specific Daemon Prince, Greater Daemon, or other powerful daemon. If your warband loathes Chaos; said daemon is covertly supporting and manipulating the warband from the sidelines to suit the daemon's needs.


Who are the Warband's enemies?(d100)
1-10Imperial Guard
11-20Orks
21-30Eldar
31-40Tyranids
41-50Space Marine Chapter
51-60Skitarii
61-70Imperial Knight House
71-80Dark Eldar
81-90Tau
91-99Sisters of Battle
100Other Xenos See here for inspiration. Alternatively, see below.


Minor Xenos Species/Empires(1d100)
1-10Roll Twice
11-18Hrud
19-20Khrave
21-28Fra'al
29-30Scythian
31-40Uluméathic League
41-48Yu'vath/Legacy of the Yu'vath/Rak'gol
49-50Enoulians
51-55Enslavers
56-58Saruthi
59-60Dracolith
61-65Barghesi
66-70Tarrelians
71-73Thyrrus
74-75Paramours of the Morpheus Rift
76-80Hellgrammite
81-85Loxatl
85-90Saharduin
91-92Xenarch
93-95Cythor Fiends
96-97Nightmare-Engines of the Pale Wasting
98-100Other Xenos Species (pick one or roll/write one up)


[Crunch tables removed.]

Source[edit]

Necron Color Scheme Generator Excel

  • 'Rites of Heresy', the original thread.
Warhammer 40,000 Faction Creation Tables
ImperiumAdeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House
Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter
Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang
ChaosChaos Space Marine Warband - Chaos Warband
Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House
XenosCreature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult
Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet
Planets

Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator

Color Schemes

Retrieved from 'https://1d4chan.org/index.php?title=Chaos_Space_Marine_Warband_Creation_Tables&oldid=719158'