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]
- 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.
- 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) |
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1-4 | Strategic Prognostication - 'Our tarot cards say there's going to be a threat here, maybe. Found a Chapter!' |
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5-6 | Counter - 'There are Orks over here! Found a Chapter!' 'But it'll take 50 ye-' 'Do it!' |
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7-8 | Standing Force - 'This area doesn't have any Marines in it. Found a Chapter!' |
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9-10 | Crusade - 'We need people running around and hitting the Imperium's enemies. Found a Chapter!' |
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When Was The Chapter Founded? (d100) |
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1 | Unsupported claim of Second Founding status, but definitely ancient. |
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2 | Late M31; Third Founding |
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3-10 | Unknown |
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11-15 | 32nd Millennium |
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16-20 | 33rd Millennium |
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21-25 | 34th Millennium |
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26-30 | M35; 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. |
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31-40 | M35; 14th-20th Founding |
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41-50 | 991.M35; 21st ('Cursed') Founding, this chapter be fucked. |
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51-55 | 36th Millennium |
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56-60 | 37th Millennium |
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61-66 | M38; 23rd ('Sentinel') Founding |
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67-72 | 39th Millennium |
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73-78 | 40th Millennium |
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79-84 | 41st Millennium |
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85-100 | M41/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. |
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Go check which foundings are available in the millenium you rolled and pick the closest one.
Who was the Chapter's Progenitor? (d100) |
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1-50 | Ultramarines |
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51-65 | Blood Angels |
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66-75 | Dark Angels |
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76-80 | Traitor Legion or unknown |
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81-85 | Imperial Fists |
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86-90 | White Scars |
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91-94 | Raven Guard |
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95-98 | Iron Hands |
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99 | Space Wolves |
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100 | Salamanders |
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Chapter Properties and Flaws[edit]
Gene-seed purity (d10) |
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1–5 | Pure - Same as progenitor in terms of purity, and will maintain close links with it |
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6-7 | A 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 |
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8–9 | Altered Stock - Gene-seed is altered and some implants are deficient - roll on Gene-Seed Deficiencies table |
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10 | Flawed - Chapter's gene-seed is flawed and sets them apart from their progenitor - roll on Chapter Flaws table |
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Chapter Demeanour (d10) |
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1 | Swift As The Wind - Going slowly and thinking things out? *BLAM*No. |
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2 | Cleanse and Purify - Not destroy everything? *BLAM*No. |
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3 | No Mercy, No Respite - Let the enemy go so we can follow them? *BLAM*No. |
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4 | Purity Above All - Mutants? *BLAM*No. |
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5 | Scions of Mars - Flesh is strong? *BLAM*No. |
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6 | See, But Don't Be Seen - Run onto the battlefield in colourful armour screaming like a maniac?*BLAM*No. |
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7 | Suffer Not the Alien to Live - Xenos? *BLAM*No. |
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8 | Suffer Not the Work of Heretics - Heretics? *BLAM*No. |
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9 | Brothers in Battle - Hos before bros? *BLAM*No. |
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10 | Uphold the Honour of the Emperor - Performing unheroic acts? *BLAM*No. |
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Based on the Chapter's Progenitor, how likely are they to suffer gene-seed mutation? (d100/d20) |
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Ultramarines | 10% (1-2) |
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Blood Angels | 50% (1-10) |
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Dark Angels | 10% (1-2) |
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Imperial Fists | 35% (1-7) |
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White Scars | 20% (1-4) |
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Raven Guard | 25% (1-5) |
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Iron Hands | 20% (1-4) |
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Salamanders | 90% (1-18) |
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Space Wolves | 75% (1-15) |
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If they have a new mutation, what is it? (d10) |
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1 | Hyper-stimulated Omophagea - Eat the enemy! |
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2 | Oversensitive Occulobe - 'I'm in the dark and I can see perfectly! How usefuAAAAH THE SUN'S COMING UP HOLY EMPEROR MY EYES' |
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3 | Mutated Catalepsean Node - Yeah, just go here. It's basically the same effect. |
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4 | Oolitic Secretions - Weird-coloured skin. Yeah, that's it. |
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5 | Disturbing Voice - Ranges from speaking like a creaking floorboard to having a deep, booming voice. |
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6-7 | Lost 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 |
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8 | Lost zygote or Progenitor-specific. Some mutations are more common in particular gene-lines, see the next table. |
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9 | Doomed - 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. |
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10 | Multiple instabilities - roll d3 more times on the table, rerolling multiples of the same result. |
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Progenitor-specific mutation |
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Ultramarines | Doomed |
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Blood Angels | Hyper-stimulated Omophagea |
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Dark Angels | Lost zygote |
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Imperial Fists | Reroll with a d6 |
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White Scars | Hyper-stimulated Omophagea |
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Raven Guard | Oversensitive Occulobe |
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Iron Hands | Disturbing Voice or lost zygote |
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Salamanders | Oversensitive Occulobe or lost zygote |
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Space Wolves | Hyper-stimulated Omophagea |
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Lost Zygotes (d100) |
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01–08 | Catalepsean Node |
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09–17 | Preomnor |
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18–26 | Omophagea |
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27–35 | Occulobe |
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36–44 | Lyman’s Ear |
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45–53 | Sus-an Membrane |
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54–62 | Oolitic Kidney |
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63–71 | Neuroglottis |
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72–80 | Mucranoid |
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81–89 | Betcher's Gland |
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90–98 | Melanchromic Organ |
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99–100 | Roll twice on this Chart |
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If one exists, what is the Chapter's Flaw? (d10) |
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1–2 | We Stand Alone - The Chapter is either distrusted for some reason, or shuns contact with others. |
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3–4 | Pride in the Colours - The Chapter hates doing anything that covers their livery, including wearing Deathwatch black. |
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5–6 | Faith in Suspicion - The Chapter particularly hates a single Imperial institution, and refuses to work with them. |
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7–8 | Eye to Eye - The Chapter hates any method of warfare other than running up to the enemy and punching them. |
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9-10 | Chapter Cult - The practices of the Chapter are weird and probably quite unsavory. |
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Chapter Legends[edit]
Figure of Legend (d100) |
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01-20 | A 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. |
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21-40 | Chapter Master |
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41-50 | Chapter/Company Champion (roll D2 to determine Chapter (1) or Company (2), if Company roll d10 to determine which company) |
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51-60 | Chief Librarian |
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61-70 | Master of Sanctity |
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71-73 | Master of the Forge |
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74 | Master 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) |
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75 | Chief Apothecary |
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76-85 | Company Captain (roll d10 to determine which company). |
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86-90 | Company Lieutenant (roll d10 to determine which company, roll d2 to determine Junior (1) or Senior (2) lieutenant). |
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91-95 | Squad Sergeant (roll d10 twice to determine company and squad). |
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95-99 | Battle-Brother (roll d10 twice to determine company and squad). |
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100 | A specialist of your choice (Librarian, Chaplain, Techmarine, driver, pilot, etc). |
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Deeds of Legend (d100) |
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01-17 | The 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. |
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18-45 | The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince. |
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46-60 | The hero led a glorious campaign against a rebel army, defeating the foe and bringing an entire sector back into the light of the Emperor. |
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61-75 | The 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. |
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76-85 | The 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. |
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86-93 | The 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. |
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94-100 | The 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. |
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Chapter Homeworld and its Properties[edit]
Do be sure to flesh out in the Planet generator and System generator tables.
Chapter homeworld (d100) |
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01-30 | Hive World |
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31-60 | Feral World |
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61-70 | Feudal World |
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71-80 | Civilised World |
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81-90 | Uninhabited World |
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91-100 | Fleet-based |
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Fleets have d10 vessels; 50% chance they're battle-ready, 50% they're damaged or have other problems
Homeworld terrain (d100) |
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1–25 | Jungle/Forest/Swamp |
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26–50 | Desert |
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51–60 | Ice (water or otherwise) |
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61–65 | Ocean (almost always water) |
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66–75 | Wasteland |
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76–80 | Urban/Human Ruins/Xeno Ruins |
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81–85 | Dead |
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86–90 | Airless |
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91–100 | Temperate/Garden |
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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) |
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1 | Direct Rule - 'My lord Chapter Master, here are the tax-plans for the North-West district of Boreale City...' |
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2-4 | Stewardship - '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.' |
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5-10 | Distant 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.' |
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Necron Color Scheme Generator For Websites
Tactical and Strategic Organization[edit]
d10 Result | Chapter organisation | Ultramarines | Variant Base Chapter |
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1-3 | Codex-adherent | Matches progenitor |
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4-5 | Codex-adherent |
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6-7 | Divergent chapter | Codex-adherent | Divergent(progenitor) |
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8 | Divergent chapter | Divergent(Codex) |
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9 | Unique organisation | Divergent chapter | Unique(progenitor) |
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10 | Unique organisation | Unique(Codex) |
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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) |
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1 | Close Combat |
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2 | Ranged Combat |
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3 | Armoured Assault |
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4 | Stealth |
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5 | Lightning Strike |
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6 | Drop Pod |
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7 | Thunderhawk Assault |
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8 | Siege |
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9 | Shock and Awe |
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10 | Terror |
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d100 Result | Characteristic Chapter Training |
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01–10 | The Holy Bolter: The chapter undertakes drill with the bolter and meditative prayer daily, and may combine the two. |
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11–20 | Mental Bulwark: The chapter's hypno-indoctrination is more thorough than most, leading to strong-willed if inflexible astartes. |
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21–30 | Warrior Angels: Astartes of this chapter are famously skilled with both gun and sword, but sometimes lacking in more abstract skills. |
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31–40 | Mens et Manus: This chapter believes in building their brother's minds and bodies to peak performance, the better to be ready for anything. |
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41–50 | Endure 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. |
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51–60 | Duty 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. |
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61–70 | Shatter the Foe: This chapter considers the best way to combat the enemy to be fast, powerful strikes which demoralize enemies and inspire allies. |
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71–80 | Scholar-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. |
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81–90 | Shepherd-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. |
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91-100 | All 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. |
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Chapter Specialities[edit]
Specialty restrictions (units the chapter cannot field) - Only roll if Unique Organisation was selected (d100) |
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01–20 | Apothecary (someone still needs to collect the progenoids) |
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21–40 | Assault Marine (Jump packs can still be issued) |
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41-60 | Devastator Marine (Heavy weapons can still be issued) |
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61-80 | Techmarine (better have close contact with AdMech for those advanced weapons) |
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81-97 | Librarian |
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98-100 | Roll 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.) |
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Special equipment- Roll once if Divergent was selected, twice if Unique Organisation was selected (d100) |
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01-10 | Traditional 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 |
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11-20 | Totemic 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. |
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21-30 | Modified 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. |
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31-40 | Bestial 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. |
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41-50 | Rare 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. |
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51-60 | Blessed 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. |
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61-70 | Special 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. |
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71-80 | Special 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 |
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81-90 | Preferred 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 |
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91-100 | Modified 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. |
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Chapter Beliefs[edit]
Necron Color Scheme Generator Css
What form do the Chapters' beliefs take? (d100) |
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01-40 | Revere the Primarch - 'Our Spiritual Liege is better than yours!' (can reroll if lineage is unknown) |
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41-65 | The Emperor Above All - 'Screw your spiritual liege. The big E is where it's at.' |
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66-75 | Honour the Ancestors - 'Old members of our Chapter are better than your guys.' |
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76-80 | Death Cult - 'SHUT UP YOU GUYS DON'T YOU KNOW WE'RE GOING TO DIE SOME DAY' |
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81-85 | Totem Creature - 'You know how we've got a hawk as our Chapter symbol? Yeah, we're going to stick that everywhere.' |
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86-90 | Purity of Man - 'Flesh is better than bionics!' |
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91-95 | Steel Over Flesh - 'Bionics are better than flesh!' |
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96-100 | Esoteric Beliefs - You know our Chapter's beliefs? They're weird. |
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Chapter Strength[edit]
At what strength is the Chapter? (d10) |
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1 | Endangered: 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. |
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2-4 | Under 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. |
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5-9 | Normal: 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. |
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10 | Over 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. |
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Chapter Relations[edit]
Who are your Chapter friendly with? (d100) |
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1-5 | Administratum |
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6-15 | Adeptus Arbites |
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16-30 | Another Chapter (choose one) |
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31-35 | Adeptus Astra Telepathica |
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36-45 | Adeptus Mechanicus |
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46-50 | Adepta Sororitas |
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51-53 | Adeptus Titanicus |
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54-55 | an Imperial Knight house |
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56-58 | Astropaths |
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59-60 | Chartist Captains |
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61-65 | Ecclesiarchy |
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66-75 | Imperial Guard from a specific world |
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76-79 | Imperial Navy |
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80-85 | Inquisition |
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86-88 | Navigators |
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89-91 | Officio Assassinorum |
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91-93 | Planetary Defence Force of a specific world |
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94-98 | A Rogue Trader dynasty |
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99 | Schola Progenium |
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100 | Scholastica Psykana |
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Who are the Chapter's enemies?(d100) |
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01-02 | Roll on Chapter Friends table |
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3-21 | The Orks (alternatively, you may select a particular Waaagh! or Warboss) |
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22-30 | The Tau Empire (alternatively, you may select a particular Sept, Commander, or Ethereal) |
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31 | The Farsight Enclaves (alternatively, you may select Farsight himself or a subcommander) |
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32-42 | The Eldar (alternatively, you may select a particular Craftworld or leader) |
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43-51 | The Tyranids (alternatively, you may select a particular Hive Fleet) |
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52-60 | The Genestealer Cults (alternatively, you may select a particular Cult) |
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61-70 | Chaos Space Marines (you should choose a particular warband, Chapter, or Traitor Legion) |
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71-79 | A particular Daemon, Daemon Prince or Disciple of Chaos |
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80-87 | A particular Chaos-aligned group (i.e., Traitor Titan Legion, Chaos pirates, renegade Imperial Guard, etc.) |
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88-97 | The Dark Eldar (alternatively, you may select a particular Kabal or leader). |
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97-100 | Other (choose one force or group, such as aliens (see below) or heretics or a specific cult) |
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Minor Xenos Species/Empires(1d100) |
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1-15 | Kroot, Vespid, or another T'au client race |
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16-25 | Hrud |
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26-35 | Fra'al |
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36-45 | Uluméathic League |
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46-55 | Yu'Vath/Legacy of the Yu'vath/Rak'gol |
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56-65 | Enslavers |
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66-70 | Barghesi |
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71-75 | Thyrrus |
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76-80 | Hellgrammite |
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81-85 | Loxatl |
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85-90 | Saharduin |
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91-92 | Xenarch |
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93-95 | Cythor Fiends |
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96-97 | Nightmare-Engines of the Pale Wasting |
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98-100 | Other Xenos Species (pick one or roll/write one up) |
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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 |
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Imperium | Adeptus 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 |
Chaos | Chaos Space Marine Warband - Chaos Warband Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House |
Xenos | Creature 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) |
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1–5 | Renegade Chapter (once a loyal Space Marine Chapter, now serving Chaos) |
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6-8 | Legion Warband (a warband of one of the nine original Chaos Space Marine Legions) |
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9 | Renegade Chapter, roll again for secondary element such as allied groups and units (this can stack) |
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10 | Legion Warband, roll again for secondary element such as allied groups and units (this can stack) |
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Reason for Fall[edit]
Why did they fall? (Renegades only) (d100) |
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1-5 | The 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 |
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6-15 | The Chapter was friends with the wrong people and ended up being punished because of this. |
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16–30 | Marines in the Chapter dabbled in the dark arts and thought nobody would find out. They were wrong. |
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31–40 | They tried to fight heresy with heresy. The Ordo Malleus made them pay gravely for this when they found out. |
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41–45 | The Chapter rebelled, with originally good intentions, against the Imperium. |
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46-55 | It was discovered that the Chapter's progenitor was a Traitor Legion (roll on Traitor Legion table to decide which). |
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56-70 | The Marines began indulging in the heretical and eventually became consumed by it. |
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71-80 | A battle-brother discovered a mighty weapon. Little did he know a daemon was bound to it, which whispered dark words to its wielder. |
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81–90 | The Chapter's forces were stationed in an area with a powerful Warp presence. This twisted their minds and corrupted them. |
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91–95 | Near the brink of annihilation, the Marines took an extremely cowardly or horrible action to preserve their Chapter, and were excommunicated for this. |
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96-99 | A 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. |
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100 | The 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. |
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Progenitor[edit]
Original Traitor Legion (Legion Warbands and Descendants only) (d100) |
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1-15 | Black Legion |
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16-30 | World Eaters |
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31-45 | Iron Warriors |
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46-60 | Word Bearers |
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61-75 | Emperor's Children |
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76-85 | Death Guard |
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86-92 | Alpha Legion |
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93-99 | Night Lords |
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100 | Thousand Sons |
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Who was the Warband's Progenitor? (Renegade non-Legion Descendants only)(d100) |
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1-58 | Ultramarines |
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59-68 | Blood Angels |
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69-78 | Imperial Fists |
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79-86 | White Scars |
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87–88 | Raven Guard |
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89-94 | Iron Hands |
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94 | Salamanders |
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95-100 | Space Wolves |
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Warband Beliefs[edit]
Devotion to the Ruinous Powers (d10) |
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1-2 | Loathed. 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) |
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3-7 | Neutral. The warband believes Chaos to be more of a tool than something to be worshipped, serving the dark gods when it benefits them. |
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8-10 | Fanatical. 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) |
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Chaos Worship (d12) (Ignore if your warband's devotion to Chaos is 'Loathed') |
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1–2 | Chaos Undivided (If the Progenitor is the Word Bearers, Iron Warriors, Alpha Legion or Night Lords, this can be selected automatically) |
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3 | One of the minor gods. |
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5-6 | Slaanesh (If the Progenitor is the Emperor's Children, this is selected automatically) |
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4, 7 | Nurgle (If the Progenitor is the Death Guard, this is selected automatically) |
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8, 11 | Khorne (If the Progenitor is the World Eaters, this is selected automatically) |
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9-10 | Tzeentch (If the Progenitor is the Thousand Sons, this is selected automatically) |
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12 | Roll again, twice. |
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What form do the Warband's beliefs take? (d100) |
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01-20 | The Gods Above All - The warband reveres their chosen god(s) above all else. Re-roll if your warband's devotion to Chaos is 'Loathed'. |
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21-25 | Hail Horus! - The Marines of the warband still honour the First Warmaster, he who almost destroyed the Emperor. |
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26-35 | Remember the Ancestors - The Marines remember and pay respects to those who came before them. They have a strong sense of tradition. |
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36-50 | Death 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. |
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51-60 | Suffer Not the Weak - Those who lack strength deserve no mercy, even fellow Marines. Survival of the fittest. |
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61-70 | Daemonhood 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. |
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71-75 | Power 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. |
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76-80 | Battle 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. |
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81-90 | Accept 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. |
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91-99 | Do 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. |
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100 | For 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. |
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Warband Demeanour[edit]
Warband Demeanor (d10) |
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1 | Exploit 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. |
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2 | Scorched 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. |
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3 | Take 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. |
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4 | Corruption 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'. |
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5 | Of 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. |
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6 | Stalk 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. |
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7 | Extra 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. |
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8 | Desecrate 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. |
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9 | Honour 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. |
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10 | For 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'. |
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Common Mutations & Deficiencies[edit]
Common Mutations/Deficiencies (if Neutral or Fanatic devotion) (d10) |
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1 | Hunger 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. |
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2 | Eyes 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) |
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3 | No 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. |
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4 | Freakish Skin. The touch of the Warp has manifested itself upon their skin. They may be covered in scales, lesions, chitin, or matted hair. |
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5 | Voice of Evil. The Marines' voices are sinister and painful to the ear. Merely speaking is enough to terrify many of their foes. |
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6-8 | Body 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. |
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9 | Breath Weapon. Something has happened to the warband's Betcher's glands. They can breathe forth acid, fire, or poison. |
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10 | Multiple (make 2 rolls, re-rolling duplicates or 10's) |
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Common Mental Flaws (if Fanatical devotion) (d10) |
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1-2 | Horus, 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. |
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3-4 | LOUD 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. |
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5-6 | Surrounded by Traitors - The warband's Marines are paranoid that those who surround them are schemers and liars who may backstab them at any moment. |
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7-8 | I Must Get Closer! - The warband's Marines are obsessed with getting close to their enemies. |
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9-10 | Sanity is for the Weak - The warband's Marines disregard pitiful things such as 'logic' and 'common sense'. |
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Champion of Legend[edit]
Figure of Legend (d100) |
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01-20 | Champion of your choice. |
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21-50 | Warband leader, Daemon Prince, or Chaos Lord |
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51-60 | Sorcerer Lord |
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61-70 | An extremely zealous Champion or Possessed |
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71-75 | Dreadnought |
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76-85 | Chosen or Terminator |
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86-90 | Apothecary |
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91-95 | Battle Brother of old |
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96-99 | A Daemon who was close to the Warband. Re-roll if your Warband's devotion to Chaos is 'Loathed'. |
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100 | Choose for yourself |
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Deeds of Legend (d100) |
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01-25 | The figure is remembered as a scourge of the Imperium, having ravaged many planets and slaughtered many servants of the False Emperor. |
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26-50 | The figure of legend killed a renowned and mighty Imperial hero (like a Chapter Master, a well-known Inquisitor, or a famous Imperial Guard General). |
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51-70 | The 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. |
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71-85 | The 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. |
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86-90 | A 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'. |
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91-95 | The hero led a campaign of extermination against a loyalist Astartes chapter, butchering them to the last man and stealing their gene-seed. |
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96-100 | The 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. |
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Warband Homeworld[edit]
Warband Homeworld (d100) |
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01-10 | Feral World |
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11-20 | Feudal World |
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21-30 | Industrial World |
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31-40 | Agri World |
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41-45 | Prison Planet |
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46-50 | Hive World |
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51-55 | Forge World |
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56-60 | Dead World |
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61-70 | Fortress World |
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71-75 | Death World |
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76-80 | Daemon World (Re-roll if your Warband's devotion to Chaos is 'Loathed') |
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81-90 | Fleet-based |
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91-95 | Stationary non-planet, such as a debris field, an asteroid belt or a deep-space station |
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96-100 | Space Hulk |
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Homeworld terrain (d100) |
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1–20 | Jungle |
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21–30 | Desert |
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31-45 | Warp-twisted, roll again for the base terrain, automatic for Daemon Worlds |
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46–50 | Ice |
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51–55 | Ocean |
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56–70 | Wasteland |
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71–75 | Volcanic |
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76-85 | Dead |
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86–95 | Toxic |
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96–100 | Airless |
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Combat Doctrine[edit]
Combat doctrine (d10) |
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1 | Rip 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. |
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2 | Death 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. |
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3 | Armoured 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. |
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4 | Unorthodox 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. |
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5 | Chemical 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. |
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6 | Drown 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. |
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7 | Daemons, 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. |
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8 | Siege 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. |
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9 | Bloody 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. |
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10 | Terror - 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. |
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Special Equipment[edit]
Special Equipment (d100) |
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01-10 | Preferred Fighting Style. This warband has a particular way of making war, and adheres to that method above all others. |
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11-20 | Blessed 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'. |
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21-25 | Daemon 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'. |
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26-35 | Bestial Companion. The warband's Marines have made companions of exotic animals captured from a remote world. |
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36-45 | Ancient 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. |
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46-50 | Unholy Wargear. The warband's weapons and armor have been touched by the Warp and bear obvious signs of corruption. |
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51-60 | Stolen 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. |
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61-70 | Special Mount. The warband uses either daemonic steeds or beasts taken from an exotic world and broken to the will of their new masters. |
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71-80 | Unique 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'. |
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81-90 | Special 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. |
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91-100 | Biological 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. |
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Warband Status[edit]
Warband Status (d10) |
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1 | Endangered |
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2-4 | Slightly Understrength |
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5-6 | Typical Strength |
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7-9 | Slightly Overstrength |
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10 | Massive |
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Necron Color Scheme Generator Copy
Cause of diminished strength (If Endangered or Slightly Understrength) (d10) |
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1 | The warband lost a considerable portion of their forces in the Warp or due to mechanical errors (critical reactor failure, sabotaged drop ships, etc.) |
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2-4 | The warband is strong, but its forces are spread thin: deployed in a Black Crusade, skirmishing, following their own agendas, etc. |
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5-6 | Conflicts within the warband. This may be anything from a dispute over the spoils of a raid to an all-out civil war. |
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7-9 | The warband sustained massive casualties in an ill-fated battle. |
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10 | A part of the warband was assimilated by or was attacked by another Chaos-aligned entity. |
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Cause of increased strength (If Slighly Overstrength or Massive) (d10) |
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1 | The warband is favoured by a mighty Chaos Lord, or perhaps one of the Legions, and allows it to draw upon their forces. |
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2-4 | The warband merged with a smaller warband or picked up the remains of a defeated one. |
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5-6 | The warband joined forces with another warband that shared the same goals or a common enemy. |
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7-9 | Rumors of the warband's power attracts lesser warbands and other factions willing to serve them. |
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10 | The warband has incorporated a Space Marine Chapter who recently turned traitor into their ranks. |
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Warband Allies & Enemies[edit]
Warband allies. Who has our back? (d100) |
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1-5 | Warmaster Abaddon |
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6-10 | Populace of a renegade Imperial planet |
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11-15 | Corrupt governor or other high-ranking Imperial official |
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16-30 | Chaos warband or specific Chaos Lord |
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31-35 | Rogue Psyker Cult |
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36-40 | Dark Mechanicus/Traitor Titan Legion |
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41-50 | Chaos Cult. Re-roll if your Warband's devotion to Chaos is 'Loathed'. |
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51-75 | Specific 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) |
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76-80 | Rogue Inquisitor |
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81-85 | Specific Chaos Xenos or simply other xenos groups with whom they share mutual goals. See Minor Xenos Table below |
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86-95 | A loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with your warband. |
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96-100 | Specific 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. |
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Who are the Warband's enemies?(d100) |
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1-10 | Imperial Guard |
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11-20 | Orks |
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21-30 | Eldar |
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31-40 | Tyranids |
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41-50 | Space Marine Chapter |
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51-60 | Skitarii |
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61-70 | Imperial Knight House |
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71-80 | Dark Eldar |
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81-90 | Tau |
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91-99 | Sisters of Battle |
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100 | Other Xenos See here for inspiration. Alternatively, see below. |
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Minor Xenos Species/Empires(1d100) |
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1-10 | Roll Twice |
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11-18 | Hrud |
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19-20 | Khrave |
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21-28 | Fra'al |
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29-30 | Scythian |
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31-40 | Uluméathic League |
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41-48 | Yu'vath/Legacy of the Yu'vath/Rak'gol |
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49-50 | Enoulians |
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51-55 | Enslavers |
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56-58 | Saruthi |
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59-60 | Dracolith |
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61-65 | Barghesi |
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66-70 | Tarrelians |
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71-73 | Thyrrus |
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74-75 | Paramours of the Morpheus Rift |
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76-80 | Hellgrammite |
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81-85 | Loxatl |
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85-90 | Saharduin |
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91-92 | Xenarch |
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93-95 | Cythor Fiends |
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96-97 | Nightmare-Engines of the Pale Wasting |
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98-100 | Other Xenos Species (pick one or roll/write one up) |
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[Crunch tables removed.]
Source[edit]
Necron Color Scheme Generator Excel
- 'Rites of Heresy', the original thread.
Warhammer 40,000 Faction Creation Tables |
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Imperium | Adeptus 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 |
Chaos | Chaos Space Marine Warband - Chaos Warband Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House |
Xenos | Creature 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
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