This is a set of tables intended to create your very own band, secret society, or cult of heretics to the Imperial Creed. Taken from a similar mold as those from the Deathwatch Rites of Battle and the generators inspired by them, these tables are taken directly from the Dark Heresy Second Edition supplement Enemies Within. Note that a few tables will be expanded slightly to make the resultant cults a thing which all three Ordos could conceivably deal with.
Just like the Imperial Creation Tables, these are instrument for deepening fluff and adding yet more things to the systems and sectors you may create, to give you foes (or alternatively friends) to spice your campaigns. All that's changed is their allegiance. Through 8chan, with zeal, we bring this to you. Welcome to the true faith, brother.
Origins of the Cult
Cults of Society (1d20) Background
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1-2
|
Desperate Underclass
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3-4
|
Decadent Nobles
|
5-6
|
Warrior Brotherhood
|
7
|
Worker's Collective
|
8
|
Primal Devotees
|
9
|
Trade Compact
|
10
|
Errant Adeptus
|
11
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Rogue Trader Gone Too Far
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12-13
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Hereditary Laborers
|
14
|
Clergy
|
15-18
|
Cross-class (roll twice, combine results)
|
19
|
Sin of the Founders
|
20
|
Sector Command
|
Cults of Idea (1d20) Background
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1
|
Freethinker's Enclave
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2-3
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Pleasure Cult
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4-5
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Secessionist Conspiracy
|
6
|
Progressive Plot
|
7
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Inhuman Ideals
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8-9
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Forbidden Worship
|
10
|
Sorcerous Cabal
|
11-12
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Apocalypse Cult
|
13-14
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Zealotry in Misplaced Idols
|
15-16
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The Most Dangerous Game
|
17-18
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Seekers of Immortality
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19-20
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Blessed Is The Land
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Leaders of the Cult
Cult Leadership Type (1D100)
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1-35
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Central Figure
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36-50
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Council of Inner Mysteries
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51-55
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Diumvirate/Triumvirate
|
56-70
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Strict Military Rankings
|
71-80
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Religious Figurehead, Secular Commander of the Faithful
|
81-90
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None: Cell Structure
|
91-95
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Hive Mind
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96-100
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Esoteric
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The Cult Leadership (1d20) Nature
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1-2
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Demagogue
|
3
|
Thug
|
4
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Military Figure
|
5
|
Noble
|
6
|
Religious Authority
|
7
|
Imperial Official
|
8
|
Mutant
|
9
|
Psyker
|
10
|
Multifaceted (roll again twice)
|
11-13
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Xenos (if part of 'Multifaceted,' the more mundane nature is a guise)
|
14-18
|
Daemon (same as above, but include 'Xenos' as another mundane guise)
|
19-20
|
Something Else
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Leadership Style (1d10)
|
1
|
Figurehead
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2
|
Hands-on
|
3
|
Dark Camaraderie
|
4
|
Charisma
|
5
|
Force of Arms
|
6
|
Dread Aura
|
7-8
|
Shadowy
|
9
|
Puppetmaster
|
10
|
Direct Control
|
Equipment and Identifiers of the Cult (Roll 1D6 for each to see how many results the Cult receives, then reroll the required die for the number of options given)
Armaments and Defenses (1d20)
|
1-2
|
Plentiful Ammunition
|
3
|
Intricate Craftsmanship
|
4-5
|
Brutal Weaponry
|
6-7
|
Fortified Protection
|
8
|
Heavy Firepower
|
9
|
Advanced Technology
|
10
|
Wyrdcraft/Sorcery
|
11-12
|
Cover of Position, Shield of Repute
|
13
|
Beasts
|
14-15
|
Instruments of the Xenos
|
15-16
|
Instruments of the Daemon
|
17-18
|
Extensive Bodily Modification
|
19-20
|
Otherwordly Allies
|
Tokens of Allegiance (1d10)
|
1
|
Symbolic Color
|
2
|
Special Material
|
3
|
Favored Craftsmanship
|
4-5
|
Hidden Sign
|
6-7
|
Secret Chant
|
8
|
Marked Flesh
|
9-10
|
Marked Mindset
|
Draw and Activities of the Cult
Cult Allure(1D20)
|
1-2
|
Refuge
|
3-4
|
Purpose
|
5-6
|
Indulgence
|
7-8
|
Power
|
9
|
Entrapment
|
10
|
Mystery
|
11-13
|
Faith of the Forefathers
|
14-15
|
Knowledge
|
16-17
|
Salvation of the Soul
|
18-19
|
Oblivion: The Imperium is a harsh and often dismal place for much of Mankind, there is no debate about that. What this cult offers, one way or another, is a way to end all suffering in utter annihilation. Only the mad and the twisted would see the way, but they will come with all the fervor madness can bring.
|
20
|
Call Unto The Native: Something in this region of space binds its inhabitants to it; over the generations it has reached into their minds and souls, effecting a subconscious alteration which drives certain individuals towards specific behaviors (often including worshipful activity). A poor soul afflicted so may be perfectly sane and Emperor-fearing, and yet once called by the inhuman presence will join the cult as a sleepwalker might stumble the path to his doom.
|
Rites and Observances of the Cult
|
1-3
|
Mass Devotions
|
4-5
|
Foul Communion
|
6-7
|
Blood Sacrifice
|
8
|
Flesh Twisting
|
9
|
Sorcerous Arts
|
10
|
Elaborate Rites (roll again twice, combine results)
|
Deities of the Cult
Focus of Worship (1d20)
|
1-2
|
Khorne
|
3-4
|
Nurgle
|
5-6
|
Slaanesh
|
7-8
|
Tzeentch
|
9-10
|
Hidden Mark of Heresy (roll again in secret)
|
11-12
|
Malal or Other Minor Chaos God
|
13-15
|
Chaos Undivided
|
16
|
Technology and Artifacts of the Xenos
|
17-18
|
Xenos as Divine
|
19
|
Something Else in the Dark
|
20
|
Strange Pantheon (roll twice, combine results)
|