Genestealer Cult Creation Tables: Difference between revisions

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The Genestealer Cults are finally a fully-fledged army again! To celebrate their resurgence we've created these tables below. You can use them to create your very own Genestealer Cult!
The [[Genestealer Cult]] [[:Category:Creation Tables|Creation Table]]. They are finally a fully-fledged army again! To celebrate their resurgence, we've created the tables below. You can use them to create your very own Genestealer Cult!


Happy insurrection!
Happy insurrection!


==Cult's Planet of Origin==
''For a more printable version of these tables, see [[{{PAGENAME}}/1|here]].''
'''
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" | Where did the Cult Originate? (d100)
|-
! 1-25: Hive World
| This cult's seed was planted in the midst of a massive urban sprawl, providing all the nooks and crannies needed to spread its influence. These Cults are characterised by their sheer numbers
|-
! 26-40: Forge World
| Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds
|-
! 41-55: Agri-world
| Everyone and their mums are part of a Cult round 'ere! For example: farmers. Farmers' mums. Try converting Goliath trucks out of tractors and backhoes.
|-
! 56-60: Civilized World
| The rich elite call this planet home, always looking for a new thrill makes them perfect targets for the Cult's perversion. Cults from these worlds often have better and more sophisticated equipment as a result of the vast funds they gain access to.
|-
! 61-70: Imperial Guard Tithe World
| The only thing this planet provides to the Imperium is warm bodies, which Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard.
|-
! 71-80: Shrine World
| In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular 4-armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals.
|-
! 81-90: Death World
| Living on a death world can push the desperate to seek aid and succor from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops.  
|-
! 91-96: Ork-held Planet
| Dese purpley gits ain't got nuffin' on us Boyz! Dey do have some right propa gubbinz though, an' sparkly bits...
|-
! 97-99: Tau-held Planet
| Cults on these planets must grow even more slowly than usual, however when they finally erupt in glorious revolution the firepower they bring is truly frightening.
|-
! 100: Eldar Craftworld
| The rarest of all Cults develop over the course of millenia aboard Eldar Craftworlds, though this is no guarantee of eventual success. Most are destroyed well before they emerge as a genuine threat. Those few Cults that do succeed are characterised by their extremely developed Psychic ability.
|}


==Terrain of the Origin Planet==
==Creation Table==
===Cult's Progenitor===
<tabs>
<tab name="d10">
What Hive Fleet spawned the Cult's first Members?<br />Note: Just because a Hive Fleet seeded the cult doesn't mean that they will be the ones to come try and eat them.
</tab>
<tab name="1">
;[[Hive Fleet Leviathan|Leviathan]]
With tendrils entering from below the Galactic plane, Leviathan is the largest fleet to have assailed the Galaxy yet. Their Genestealers have seeded uprisings in thousands of systems. These cult members are tenacious and enduring;  even if they can't throw off the yoke of the Imperium, they can fight losing uprisings for much longer than other cults. This keeps their worlds in enough turmoil long enough to be easy pickings for when the Star Fathers arrive.
</tab>
<tab name="2">
;[[Hive Fleet Behemoth|Behemoth]]
Spawned by one of the first great fleets to fight the Imperium, this cult may express the aggression and drive Behemoth is infamous for and a larger than usual amount of Abhorrents.
</tab>
<tab name="3">
;[[Hive Fleet Kraken|Kraken]]
One of the first fleets to seed Cults on a large scale, the great Hive Fleet Kraken wasn't wholly destroyed, and this cult makes a world ready for the coming of one of these splinters. Often exploding into large violent uprisings, cults spawned by Kraken often dedicate members to be sent to other worlds shortly before the day of the uprising to further spread the name of the Four-Armed Emperor without the need for Tyranid intervention.
</tab>
<tab name="4">
;[[Hive Fleet Jormungandr|Jormungandr]]
This cult was spawned by one of the preeminent employers of the Genestealer Cult. It will probably enjoy an extensive network of caves excavated by the other lifeforms that infiltrated alongside its Patriarch. Since the cult will have been cooperating with Trygons and Mawlocs from the beginning means that should they rise up on their own, they will have tunnelling assets that other cults have no access to. Should their Star Fathers arrive to slay the foul Imperials together, the cult will often be able to work alongside the horrifying insectoids far more readily than other cults will once they are confronted with the reality of their gods.
</tab>
<tab name="5">
;[[Hive Fleet Hydra|Hydra]]
Cults brought about by Hydra are often seeded in the path of the smaller splinters Hydra likes to prey on. Many times, this cult will early on have to snuff out a cult spawned by rival Genestealers and often have their Day of Uprising forced by the coming or Hydra, the smaller fleet they were seeded to intercept, or both.
</tab>
<tab name="6">
;[[Hive Fleet Gorgon|Gorgon]]
This Hive Fleet has begun to rebuild itself from a broken splinter of Behemoth, pulling itself from the brink of extinction. This cult is just as adaptive and underhanded as its masters in the void. Common in these infestations are the usage of poisons and concoctions, the presence of extra limbs and other mutations that often grow in response to threats.
</tab>
<tab name="7">
;[[Hive Fleet Kronos|Kronos]]
These cults often demonstrate resistance to and almost an innate understanding of Chaos and The Warp. They often spawn large numbers of Psykers and thrive on chaos-held worlds and in the former territories of chaos cults in Imperial worlds. Many planets have found their problem with Chaos Cultists suddenly dropping off and thanked the Emperor as nearby warp storms calm and retreat, not knowing how damned they are until it is too late.
</tab>
<tab name="8">
;[[Hive Fleet Tiamet|Tiamet]]
Since M35, what are now thought to be Tiamet lifeforms have been sighted. Tiamet has been loading Genestealers into Space Hulks and derelict ships for a long time. Cults spawned by Tiamet choose not to take over a world for their Four-Armed Emperor. Instead, they will often invade ports and spaceships by force and secure a small fleet to act as their ark before setting sail for promised "Paradise Planets" in the heart of Tiamet's Fortress-Hive. Not before sending some Pure-Strains to other untouched worlds, of course.
</tab>
<tab name="9">
;Unknown/Minor
Spawned either from a smaller Hive Fleet, such as [[Hive Fleet Naga|Naga]] or [[Hive Fleet Moloch|Moloch]] or an [[/tg/ 40,000#Tyranids|as-of-yet fleet]]. This Cult bears markings unfamiliar; perhaps their ascendance will allow their Star Fathers to become the next greatest threat to the galaxy. Or perhaps you could [[Tyranid Hive Fleet Creation Tables|make your own]].
</tab>
<tab name="10">
;Ymgarl Cult
This cult does not originate from a known Hive Fleet but the strange Ymgarl Genestealers. These cults often shine a beacon for the Hive Fleets sharing the Ymgarl’s wish to rejoin with the hive, one the Hive Fleets themselves do not share. Aside from that, their motives, methods and beliefs vary wildly, the presence of the strange and powerful Purestrain Ymgarls and the use of their unique abilities being the only constant.
</tab>
</tabs>


{| border="1" cellspacing="0" cellpadding="5" align="center"
===Cult's Planet of Origin===
! colspan="2" | Origin Planet Terrain (d100)
<tabs>
|-
<tab name="d100">
! 1-25: Urban
Where did the Cult Originate?
| Street gangs, vagrants, and urchins are the first to fall to this Cult's influence.
</tab>
|-
<tab name="1-25">
! 26-50: Jungle
;Hive World
| How do you eradicate a force that can fade into the shadows of the canopy above?
This cult's seed was planted amid a massive urban sprawl, providing all the nooks and crannies needed to spread its influence. These Cults are characterized by their sheer numbers.
|-
</tab>
! 51-60: Desert
<tab name="26-40">
| The Cult probably got its start hoarding moisture accumulators and power converters. Eating womp rats, too.
;Forge World
|-
Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds.
! 61-70: Underground
</tab>
| Some cataclysm on the surface forced the population into tunnels beneath the ground. The tight confines are the perfect place for the Cult to develop.
<tab name="41-55">
|-
;Agri-World
! 71-80: Wasteland
Everyone and their mums are part of a Cult round 'ere. For example: Farmers. Farmers' mums. Try converting Goliath trucks out of tractors and backhoes.
| Scavenging is a must on these desolate, barren plains. The Cult has learned this skill with aplomb, converting their already rugged vehicles to deal with the relentless dust.
</tab>
|-
<tab name="56-60">
! 81-90: Ice
;Civilized World
| Fighting a Cult that has grown and developed in this kind of terrain is likely to leave you...cold. Bonus points for having your Patriarch speak like Mr. Freeze.
The rich elite calls this planet home, always looking for a new thrill making them perfect targets for the Cult's perversion. Cults from these worlds often have better and more sophisticated equipment due to the vast funds they gain access to.
|-
</tab>
! 91-100: Space Station/Satellite
<tab name="61-70">
| A huge space-based metropolis orbiting a planet, or a botanical garden encased within a sphere perhaps. The Cult is experienced conducting combat in low-grav environments and traversing the void.
;Imperial Guard Tithe World
|}
The only thing this planet provides to the Imperium is warm bodies, which Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard.  
</tab>
<tab name="71-80">
;Shrine World
In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular Four-Armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals.  
</tab>
<tab name="81-90">
;Death World
Living on a Death World can push the desperate to seek aid and succour from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops.  
</tab>
<tab name="91-96">
;Ork-held Planet
Dese purpley gits ain't got nuffin' on us BoyzDey do have some right propa gubbinz though, an' sparkly bits...
</tab>
<tab name="97-99">
; Tau-held Planet
Cults on these planets must grow even more slowly than usual. However, the firepower they bring is truly frightening when they finally erupt in glorious revolution.
</tab>
<tab name="100">
;Eldar Craftworld
The rarest of all Cults develop over millennia aboard Eldar Craftworlds, though this is no guarantee of eventual success. Most are destroyed well before they emerge as a genuine threat. Those few Cults who succeed are characterized by their extremely developed Psychic ability.
</tab>
</tabs>


==The Cult's Combat Specialisation==
===Terrain of the Origin Planet===
<tabs>
<tab name="d20">
Origin Planet Terrain
</tab>
<tab name="1-5">
;Urban
Street gangs, vagrants, and urchins are the first to fall to this Cult's influence.
</tab>
<tab name="6-10">
;Jungle
How do you eradicate a force that can fade into the shadows of the canopy above?
</tab>
<tab name="11-12">
;Desert
The Cult probably got its start hoarding moisture accumulators and power converters. Eating womp rats, too.
</tab>
<tab name="13-14">
;Underground
Some cataclysm on the surface forced the population into tunnels beneath the ground. The tight confines are the perfect place for the Cult to develop.
</tab>
<tab name="15-16">
;Wasteland
Scavenging is a must on these desolate, barren plains. The Cult has learned this skill with aplomb, converting their already rugged vehicles to deal with the relentless dust.
</tab>
<tab name="17-18">
;Ice
Fighting a Cult that has grown and developed in this kind of terrain is likely to leave you...cold. Bonus points for having your Patriarch speak like Mr. Freeze.
</tab>
<tab name="19-20">
;Space Station/Satellite
A huge space-based metropolis orbiting a planet, or a botanical garden encased within a sphere perhaps. The Cult is experienced conducting combat in low-grav environments and traversing the void.
</tab>
</tabs>


{| border="1" cellspacing="0" cellpadding="5" align="center"
===Access to Technology===
! colspan="2" | Specialisation (d10)
<tabs>
|-
<tab name="d20">
! 1: Striking from the shadows
Level of Tech Available
|-
</tab>
! 2: Swarming the enemy
<tab name="1-4">
|-
Barely anything more complicated than simple melee weapons, maybe some improvised or cobbled-together weaponry from discarded and scavenged machinery.
! 3: Armoured assault (with improvised vehicles if necessary)
</tab>
|-
<tab name="5-10">
! 4: Shock and Awe
Makeshift weaponry, hunting tools, and repurposed industrial equipment. Very little originally intended for a combat purpose beyond simple autoguns.
|-
</tab>
! 5: Sabotage and Subterfuge
<tab name="11-15">
|-
Actual weaponry, though not particularly advanced. Akin to that used by local law enforcement groups such as Arbites, probably stolen or bought from them, including light body armour.
! 6: Urban combat
</tab>
|-
<tab name="16-19">
! 7: Ranged combat
Military-grade weaponry, vehicles, and sophisticated scanning equipment.
|-
</tab>
! 8: Close-quarters fighting
<tab name="20">
|-
High-end military materiel, including some still in the prototype phase. This includes some Weapons of Mass Destruction and/or planet-threatening weaponry.
! 9: Assassination/Cutting the head off the snake
</tab>
|-
</tabs>
! 10: Iron Discipline/Unshakeable Faith in the Patriarch
|}


==Access to Technology==
===The Cult's Combat Specialisation===
<tabs>
<tab name="d10">
Specialisation
</tab>
<tab name="1">
;Striking from the shadows
</tab>
<tab name="2">
;Swarming the enemy
</tab>
<tab name="3">
;Armoured assault (with improvised vehicles if necessary)
</tab>
<tab name="4">
;Shock and Awe
</tab>
<tab name="5">
;Sabotage and Subterfuge
</tab>
<tab name="6">
;Urban combat
</tab>
<tab name="7">
;Ranged combat
</tab>
<tab name="8">
;Close-quarters fighting
</tab>
<tab name="9">
;Assassination/Cutting the head off the snake
</tab>
<tab name="10">
;Iron Discipline/Unshakeable Faith in the Patriarch
</tab>
</tabs>


{| border="1" cellspacing="0" cellpadding="5" align="center"
===Sphere of Influence===
! colspan="2" | Level of Tech Available (d100)
<tabs>
|-
<tab name="d10">
! 1-20: Barely anything more complicated than simple melee weapons, maybe some improvised/cobbled together weaponry from discarded and scavenged machinery.
Sphere of Influence
|-
</tab>
! 21-50: Makeshift weaponry, hunting tools, and repurposed industrial equipment. Very little that was originally intended for a combat purpose beyond simple autoguns.
<tab name="1-2">
|-
Almost insignificant, barely a blip on anyone's radar.
! 51-75: Actual weaponry, though not particularly advanced. Akin to that used by local law enforcement groups such as Arbites, probably stolen or bought from them, including light body armour.
</tab>
|-
<tab name="3-4">
! 76-95: Military-grade weaponry, vehicles, and sophisticated scanning equipment.
Small, a thorn in the population's side, they have not yet ascertained the true nature of the threat.
|-
</tab>
! 96-100: High-end military materiel, including some still in the prototype phase. This includes some WMDs and/or planet-threatening weaponry.
<tab name="5-7">
|}
Medium, a legitimate threat, though possibly not the most pressing on the planet, depending on other factors.
</tab>
<tab name="8-9">
Large, the planet is in dire straits.
</tab>
<tab name="10">
Enormous, the planet has essentially been entirely taken over by the Cult. All the Cult has to do now is await their Deliverance...
</tab>
</tabs>


===Cult's Greatest Hero===
<tabs>
<tab name="d100">
Cult's Greatest Hero
</tab>
<tab name="1-20">
;Magus
</tab>
<tab name="21-40">
;Primus
</tab>
<tab name="41-60">
;Patriarch
</tab>
<tab name="61-70">
;Alphus
</tab>
<tab name="71-90">
; Roll another d6
1: Biophagus<br />2: Kelemorph<br />3: Clamavus<br />4: Locus<br />5: Nexos<br />6: Sanctus
</tab>
<tab name="91-95">
;Jackal
</tab>
<tab name="96-99">
;Vehicle operator
</tab>
<tab name="100">
;Neophyte/Acolyte
</tab>
</tabs>


==Sphere of Influence==
<tabs>
<tab name="d10">
What are/were they famous for?
</tab>
<tab name="1-2">
Killed a powerful enemy of the cult in a duel.
</tab>
<tab name="3-4">
Commanded an army/force to victory.
</tab>
<tab name="5">
Completed an important subterfuge mission.
</tab>
<tab name="6">
Saved many of their comrades from discovery or death.
</tab>
<tab name="7">
Left on a noble voyage to find the rightful gods and bring them home, will return during the cult's time of greatest need.
</tab>
<tab name="8">
Marked by the gods.  This character received a holy mutation marking them as a significant figure and is looked up to.
</tab>
<tab name="9">
Did something barely noteworthy that has been inflated by the leadership for propaganda purposes.
</tab>
<tab name="10">
Totally fictional character- deeds are many, varied, and more mythological than realistic.
</tab>
</tabs>


{| border="1" cellspacing="0" cellpadding="5" align="center"
===The Cult's Main Enemy===
! colspan="2" | Sphere of Influence (d10)
<tabs>
|-
<tab name="d20">
! 1-2: Almost insignificant, barely a blip on anyone's radar.
Nemesis
|-
</tab>
! 3-4: Small, a thorn in the population's side, they have not yet ascertained the true nature of the threat.
<tab name="1-6">
|-
;Local church or religious group.
! 5-7: Medium, a legitimate threat, though possibly not the most pressing on the planet depending on other factors.
The priests or clergy in this group suspect heresy but have little evidence to back it up, save for a definite feeling of dread and unease.
|-
</tab>
! 8-9: Large, the planet is in dire straits.
<tab name="7-10">
|-
;Local Medicae Facility or Hospital.
! 10: Enormous, the planet has for all intents and purposes been entirely taken over by the Cult, all the Cult has to do now is await their gribbly Deliverance...
One too many visits by a Cult member has led to these medical professionals noticing physical oddities, like strangely coloured skin and brow ridges, leading to them becoming highly suspicious.
|}
</tab>
<tab name="11-12">
;Local Gang or Mob of importance
The gang believes the Cult to be just another group of weirdos stepping on their turf. They'll be proven wrong when the time is right.
</tab>
<tab name="13-14">
;Local law enforcement agencies/Arbites
Although most of your flock have been the epitome of the perfect labourer, there's just something subtly wrong with how they behave. The local police have noticed and are watching closely...
</tab>
<tab name="15-18">
;Significant Noble/Politician/Public Figure
A failed attempt at bringing this individual under the thrall of the cult has led them to incredible paranoia of it and its motives.
</tab>
<tab name="19">
;Another Cult, roll a d6:
1-2 Chaos Cult<br />3-4 Bizarre offshoot of the Imperial Faith<br />5 Death Cult/Cult of Ynnead if on Craftworld<br />6 Genestealer Cult spawned by a different Hive Fleet
</tab>
<tab name="20">
;No single enemy.
Either because you've eliminated the competition or the Cult is not yet big enough to have drawn attention.
</tab>
</tabs>


==Likelihood of Tyranid arrival==
===Likelihood of Tyranid arrival===
<tabs>
<tab name="d6">
Likelihood of Tyranid arrival
</tab>
<tab name="1">
;Almost impossible
This cult is nested deep within imperial space (perhaps on Terra itself) or otherwise somewhere out of reach.
</tab>
<tab name="2">
;Unlikely
While it would take a massive invasion from a Hive Fleet, it is still possible for the cults to meet their masters in the foreseeable future.
</tab>
<tab name="3">
;Possible
Tyranid fleets are in the region of this cult and will reach them if they are victorious over their enemies in the region- although this is by no means a certainty.
</tab>
<tab name="4">
;Likely
They're coming, and only a scant few forces stand between a Hive Fleet and this cult's home planet. Victory against the Tyranids is possible, but it would take a miracle.
</tab>
<tab name="5">
;Almost Certain (distant).
While the closest Hive Fleet will almost certainly arrive to 'liberate' the planet, there is still some time. Roll a d10 to determine roughly how many centuries it will take for them to arrive.
</tab>
<tab name="6">
;Almost Certain (imminent).
It's only a matter of time before the great ones arrive. Rejoice! The gods' arrival is imminent. They will arrive in less than a century- roll a d10 to determine how many decades it will take for them to arrive.
</tab>
</tabs>


{| border="1" cellspacing="0" cellpadding="5" align="center"
===Chance of Detection===
! colspan="2" | Likelihood of Tyranid arrival (d10)
Roll 1d100 - this is the percentage chance of the cult being detected within the next decade.
|-
! 1: Almost impossible- This cult is nested deep within imperial space (perhaps on Terra itself), or otherwise somewhere out-of-reach.
|-
! 2: Unlikely- While it would take a massive invasion from a hive-fleet, it is still possible for the cults to meet their masters in the forseeable future.
|-
! 3: Possible- Tyranid fleets are in the region of this cult, and will reach them if they are victorious over their enemies in the region- although this is by no means a certainty.
|-
! 4: Likely- They're coming, and only a scant few forces stand between a hive-fleet and this cults home-planet. Victory against the Tyranids is yet possible, but it would take a miracle.
|-
! 5: Almost Certain (distant). While the closest Hive-Fleet will almost certainly arrive to 'liberate' the planet, there is still some time. Roll a d10 to determine how many centuries it will take- roughly- for them to arrive.
|-
! 6: Almost Certain (imminent). It's only a matter of time until the great ones arrive. Rejoice! The gods' arrival is imminent. They will arrive in less than a century- roll a d10 to determine how many decades it will take for them to arrive.
|}


 
==Links==
==The Cult's Main Enemy==
[https://archive.4plebs.org/tg/thread/49531315/#49532476 Creation of original table].
 
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" | Nemesis (d100)
|-
! 1-30: Local church or religious group.
| The priests or clergy in this group suspect heresy but have little evidence to back it up, save a definite feeling of dread and unease.
|-
! 31-50: Local Medicae Facility or Hospital.
| One too many visits by a member of the Cult has led to these medical professionals noticing physical oddities, like strangely coloured skin and brow ridges, leading to them becoming highly suspicious.
|-
! 51-60: Local Gang or Mob of importance
| The gang believes the Cult to be just another group of weirdos stepping on their turf. They'll be proven wrong, when the time is right.
|-
! 61-70: Local law enforcement agencies/Arbites
| Although most of your flock have been the epitome of the perfect labourer, there's just something subtly wrong with the way they behave. The local police have noticed and are watching closely...
|-
! 71-90: Significant Noble/Politician/Public Figure
| A failed attempt at bringing this individual under the thrall of the Cult has led them to become incredibly paranoid of the Cult and its motives.
|-
! 91-95: Another Cult, roll a d6:
| 1-2 Chaos Cult, 3-4 Bizarre offshoot of the Imperial Faith, 5 Death Cult/Cult of Ynnead if on Craftworld, 6 Genestealer Cult spawned by a different Hive Fleet
|-
! 96-100: No single enemy.
| Either because you've eliminated the competition or the Cult is not yet big enough to have drawn attention.
|}
 
== Chance of Detection ==
 
Roll a d100 - this is the percentage chance of the Cult being detected within the next 10 years.


{{40k-Faction-Creation-Tables}}
{{40k-Faction-Creation-Tables}}
[[Category: Warhammer 40,000]]
[[Category: /tg/ 40,000]]
[[Category: Xenos]]
[[Category: Tyranid]]
[[Category: Genestealer Cults]]
[[Category: Creation Tables]]

Latest revision as of 09:08, 21 June 2023

The Genestealer Cult Creation Table. They are finally a fully-fledged army again! To celebrate their resurgence, we've created the tables below. You can use them to create your very own Genestealer Cult!

Happy insurrection!

For a more printable version of these tables, see here.

Creation Table[edit]

Cult's Progenitor[edit]

<tabs> <tab name="d10"> What Hive Fleet spawned the Cult's first Members?
Note: Just because a Hive Fleet seeded the cult doesn't mean that they will be the ones to come try and eat them. </tab> <tab name="1">

Leviathan

With tendrils entering from below the Galactic plane, Leviathan is the largest fleet to have assailed the Galaxy yet. Their Genestealers have seeded uprisings in thousands of systems. These cult members are tenacious and enduring; even if they can't throw off the yoke of the Imperium, they can fight losing uprisings for much longer than other cults. This keeps their worlds in enough turmoil long enough to be easy pickings for when the Star Fathers arrive. </tab> <tab name="2">

Behemoth

Spawned by one of the first great fleets to fight the Imperium, this cult may express the aggression and drive Behemoth is infamous for and a larger than usual amount of Abhorrents. </tab> <tab name="3">

Kraken

One of the first fleets to seed Cults on a large scale, the great Hive Fleet Kraken wasn't wholly destroyed, and this cult makes a world ready for the coming of one of these splinters. Often exploding into large violent uprisings, cults spawned by Kraken often dedicate members to be sent to other worlds shortly before the day of the uprising to further spread the name of the Four-Armed Emperor without the need for Tyranid intervention. </tab> <tab name="4">

Jormungandr

This cult was spawned by one of the preeminent employers of the Genestealer Cult. It will probably enjoy an extensive network of caves excavated by the other lifeforms that infiltrated alongside its Patriarch. Since the cult will have been cooperating with Trygons and Mawlocs from the beginning means that should they rise up on their own, they will have tunnelling assets that other cults have no access to. Should their Star Fathers arrive to slay the foul Imperials together, the cult will often be able to work alongside the horrifying insectoids far more readily than other cults will once they are confronted with the reality of their gods. </tab> <tab name="5">

Hydra

Cults brought about by Hydra are often seeded in the path of the smaller splinters Hydra likes to prey on. Many times, this cult will early on have to snuff out a cult spawned by rival Genestealers and often have their Day of Uprising forced by the coming or Hydra, the smaller fleet they were seeded to intercept, or both. </tab> <tab name="6">

Gorgon

This Hive Fleet has begun to rebuild itself from a broken splinter of Behemoth, pulling itself from the brink of extinction. This cult is just as adaptive and underhanded as its masters in the void. Common in these infestations are the usage of poisons and concoctions, the presence of extra limbs and other mutations that often grow in response to threats. </tab> <tab name="7">

Kronos

These cults often demonstrate resistance to and almost an innate understanding of Chaos and The Warp. They often spawn large numbers of Psykers and thrive on chaos-held worlds and in the former territories of chaos cults in Imperial worlds. Many planets have found their problem with Chaos Cultists suddenly dropping off and thanked the Emperor as nearby warp storms calm and retreat, not knowing how damned they are until it is too late. </tab> <tab name="8">

Tiamet

Since M35, what are now thought to be Tiamet lifeforms have been sighted. Tiamet has been loading Genestealers into Space Hulks and derelict ships for a long time. Cults spawned by Tiamet choose not to take over a world for their Four-Armed Emperor. Instead, they will often invade ports and spaceships by force and secure a small fleet to act as their ark before setting sail for promised "Paradise Planets" in the heart of Tiamet's Fortress-Hive. Not before sending some Pure-Strains to other untouched worlds, of course. </tab> <tab name="9">

Unknown/Minor

Spawned either from a smaller Hive Fleet, such as Naga or Moloch or an as-of-yet fleet. This Cult bears markings unfamiliar; perhaps their ascendance will allow their Star Fathers to become the next greatest threat to the galaxy. Or perhaps you could make your own. </tab> <tab name="10">

Ymgarl Cult

This cult does not originate from a known Hive Fleet but the strange Ymgarl Genestealers. These cults often shine a beacon for the Hive Fleets sharing the Ymgarl’s wish to rejoin with the hive, one the Hive Fleets themselves do not share. Aside from that, their motives, methods and beliefs vary wildly, the presence of the strange and powerful Purestrain Ymgarls and the use of their unique abilities being the only constant. </tab> </tabs>

Cult's Planet of Origin[edit]

<tabs> <tab name="d100"> Where did the Cult Originate? </tab> <tab name="1-25">

Hive World

This cult's seed was planted amid a massive urban sprawl, providing all the nooks and crannies needed to spread its influence. These Cults are characterized by their sheer numbers. </tab> <tab name="26-40">

Forge World

Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds. </tab> <tab name="41-55">

Agri-World

Everyone and their mums are part of a Cult round 'ere. For example: Farmers. Farmers' mums. Try converting Goliath trucks out of tractors and backhoes. </tab> <tab name="56-60">

Civilized World

The rich elite calls this planet home, always looking for a new thrill making them perfect targets for the Cult's perversion. Cults from these worlds often have better and more sophisticated equipment due to the vast funds they gain access to. </tab> <tab name="61-70">

Imperial Guard Tithe World

The only thing this planet provides to the Imperium is warm bodies, which Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard. </tab> <tab name="71-80">

Shrine World

In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular Four-Armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals. </tab> <tab name="81-90">

Death World

Living on a Death World can push the desperate to seek aid and succour from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops. </tab> <tab name="91-96">

Ork-held Planet

Dese purpley gits ain't got nuffin' on us BoyzDey do have some right propa gubbinz though, an' sparkly bits... </tab> <tab name="97-99">

Tau-held Planet

Cults on these planets must grow even more slowly than usual. However, the firepower they bring is truly frightening when they finally erupt in glorious revolution. </tab> <tab name="100">

Eldar Craftworld

The rarest of all Cults develop over millennia aboard Eldar Craftworlds, though this is no guarantee of eventual success. Most are destroyed well before they emerge as a genuine threat. Those few Cults who succeed are characterized by their extremely developed Psychic ability. </tab> </tabs>

Terrain of the Origin Planet[edit]

<tabs> <tab name="d20"> Origin Planet Terrain </tab> <tab name="1-5">

Urban

Street gangs, vagrants, and urchins are the first to fall to this Cult's influence. </tab> <tab name="6-10">

Jungle

How do you eradicate a force that can fade into the shadows of the canopy above? </tab> <tab name="11-12">

Desert

The Cult probably got its start hoarding moisture accumulators and power converters. Eating womp rats, too. </tab> <tab name="13-14">

Underground

Some cataclysm on the surface forced the population into tunnels beneath the ground. The tight confines are the perfect place for the Cult to develop. </tab> <tab name="15-16">

Wasteland

Scavenging is a must on these desolate, barren plains. The Cult has learned this skill with aplomb, converting their already rugged vehicles to deal with the relentless dust. </tab> <tab name="17-18">

Ice

Fighting a Cult that has grown and developed in this kind of terrain is likely to leave you...cold. Bonus points for having your Patriarch speak like Mr. Freeze. </tab> <tab name="19-20">

Space Station/Satellite

A huge space-based metropolis orbiting a planet, or a botanical garden encased within a sphere perhaps. The Cult is experienced conducting combat in low-grav environments and traversing the void. </tab> </tabs>

Access to Technology[edit]

<tabs> <tab name="d20"> Level of Tech Available </tab> <tab name="1-4"> Barely anything more complicated than simple melee weapons, maybe some improvised or cobbled-together weaponry from discarded and scavenged machinery. </tab> <tab name="5-10"> Makeshift weaponry, hunting tools, and repurposed industrial equipment. Very little originally intended for a combat purpose beyond simple autoguns. </tab> <tab name="11-15"> Actual weaponry, though not particularly advanced. Akin to that used by local law enforcement groups such as Arbites, probably stolen or bought from them, including light body armour. </tab> <tab name="16-19"> Military-grade weaponry, vehicles, and sophisticated scanning equipment. </tab> <tab name="20"> High-end military materiel, including some still in the prototype phase. This includes some Weapons of Mass Destruction and/or planet-threatening weaponry. </tab> </tabs>

The Cult's Combat Specialisation[edit]

<tabs> <tab name="d10"> Specialisation </tab> <tab name="1">

Striking from the shadows

</tab> <tab name="2">

Swarming the enemy

</tab> <tab name="3">

Armoured assault (with improvised vehicles if necessary)

</tab> <tab name="4">

Shock and Awe

</tab> <tab name="5">

Sabotage and Subterfuge

</tab> <tab name="6">

Urban combat

</tab> <tab name="7">

Ranged combat

</tab> <tab name="8">

Close-quarters fighting

</tab> <tab name="9">

Assassination/Cutting the head off the snake

</tab> <tab name="10">

Iron Discipline/Unshakeable Faith in the Patriarch

</tab> </tabs>

Sphere of Influence[edit]

<tabs> <tab name="d10"> Sphere of Influence </tab> <tab name="1-2"> Almost insignificant, barely a blip on anyone's radar. </tab> <tab name="3-4"> Small, a thorn in the population's side, they have not yet ascertained the true nature of the threat. </tab> <tab name="5-7"> Medium, a legitimate threat, though possibly not the most pressing on the planet, depending on other factors. </tab> <tab name="8-9"> Large, the planet is in dire straits. </tab> <tab name="10"> Enormous, the planet has essentially been entirely taken over by the Cult. All the Cult has to do now is await their Deliverance... </tab> </tabs>

Cult's Greatest Hero[edit]

<tabs> <tab name="d100"> Cult's Greatest Hero </tab> <tab name="1-20">

Magus

</tab> <tab name="21-40">

Primus

</tab> <tab name="41-60">

Patriarch

</tab> <tab name="61-70">

Alphus

</tab> <tab name="71-90">

Roll another d6

1: Biophagus
2: Kelemorph
3: Clamavus
4: Locus
5: Nexos
6: Sanctus </tab> <tab name="91-95">

Jackal

</tab> <tab name="96-99">

Vehicle operator

</tab> <tab name="100">

Neophyte/Acolyte

</tab> </tabs>

<tabs> <tab name="d10"> What are/were they famous for? </tab> <tab name="1-2"> Killed a powerful enemy of the cult in a duel. </tab> <tab name="3-4"> Commanded an army/force to victory. </tab> <tab name="5"> Completed an important subterfuge mission. </tab> <tab name="6"> Saved many of their comrades from discovery or death. </tab> <tab name="7"> Left on a noble voyage to find the rightful gods and bring them home, will return during the cult's time of greatest need. </tab> <tab name="8"> Marked by the gods. This character received a holy mutation marking them as a significant figure and is looked up to. </tab> <tab name="9"> Did something barely noteworthy that has been inflated by the leadership for propaganda purposes. </tab> <tab name="10"> Totally fictional character- deeds are many, varied, and more mythological than realistic. </tab> </tabs>

The Cult's Main Enemy[edit]

<tabs> <tab name="d20"> Nemesis </tab> <tab name="1-6">

Local church or religious group.

The priests or clergy in this group suspect heresy but have little evidence to back it up, save for a definite feeling of dread and unease. </tab> <tab name="7-10">

Local Medicae Facility or Hospital.

One too many visits by a Cult member has led to these medical professionals noticing physical oddities, like strangely coloured skin and brow ridges, leading to them becoming highly suspicious. </tab> <tab name="11-12">

Local Gang or Mob of importance

The gang believes the Cult to be just another group of weirdos stepping on their turf. They'll be proven wrong when the time is right. </tab> <tab name="13-14">

Local law enforcement agencies/Arbites

Although most of your flock have been the epitome of the perfect labourer, there's just something subtly wrong with how they behave. The local police have noticed and are watching closely... </tab> <tab name="15-18">

Significant Noble/Politician/Public Figure

A failed attempt at bringing this individual under the thrall of the cult has led them to incredible paranoia of it and its motives. </tab> <tab name="19">

Another Cult, roll a d6

1-2 Chaos Cult
3-4 Bizarre offshoot of the Imperial Faith
5 Death Cult/Cult of Ynnead if on Craftworld
6 Genestealer Cult spawned by a different Hive Fleet </tab> <tab name="20">

No single enemy.

Either because you've eliminated the competition or the Cult is not yet big enough to have drawn attention. </tab> </tabs>

Likelihood of Tyranid arrival[edit]

<tabs> <tab name="d6"> Likelihood of Tyranid arrival </tab> <tab name="1">

Almost impossible

This cult is nested deep within imperial space (perhaps on Terra itself) or otherwise somewhere out of reach. </tab> <tab name="2">

Unlikely

While it would take a massive invasion from a Hive Fleet, it is still possible for the cults to meet their masters in the foreseeable future. </tab> <tab name="3">

Possible

Tyranid fleets are in the region of this cult and will reach them if they are victorious over their enemies in the region- although this is by no means a certainty. </tab> <tab name="4">

Likely

They're coming, and only a scant few forces stand between a Hive Fleet and this cult's home planet. Victory against the Tyranids is possible, but it would take a miracle. </tab> <tab name="5">

Almost Certain (distant).

While the closest Hive Fleet will almost certainly arrive to 'liberate' the planet, there is still some time. Roll a d10 to determine roughly how many centuries it will take for them to arrive. </tab> <tab name="6">

Almost Certain (imminent).

It's only a matter of time before the great ones arrive. Rejoice! The gods' arrival is imminent. They will arrive in less than a century- roll a d10 to determine how many decades it will take for them to arrive. </tab> </tabs>

Chance of Detection[edit]

Roll 1d100 - this is the percentage chance of the cult being detected within the next decade.

Links[edit]

Creation of original table.

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