Creature Feature Creation Table for /tg

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This Creature Creation Table is for use in making your own creatures in the Warhammer 40,000 universe. It is made directly to work with Warhammer 40,000/Chapter Approved/Creature Feature, which is just the updated Creature Feature from the good ole days. These tables are mainly for /tg/ just to make some random creatures for 40k tabletop, not Dark Heresy. It goes over background and some characteristics before going into the design and statistics.

Note, that this is still "Work In Progress". Many things are not implemented yet - such as most rules required to stat sapient/genius/transapient xenos.

What's still missing[edit | edit source]

  1. Most rules for making stats of sapient Xenos are missing; that is, you can stat average member of their species when one is naked and unarmed - but weapons, armor, equipment, cybernetic/biological augmentations, vehicles, ships, and other such things still need their charts.
    1. Personal Wargear should have it's own chart.
    2. Vehicles should have their own chart.
    3. Starships should have their own chart.
    4. Augmentations should have their own chart.
    5. Tactics, strategies and such should have their own chart. Aka how creature prefers to fight.
    6. Rules should be for both stuff that's equivalent to things of Major Factions, and wholly unique custom gear. Costs will be listed in both in-universe resources (money) and in-game points (if applicable).
  2. Sapience and Sentience need chart in how they affect creature's statblock. Non-Sapient to Barely-Sapient and lower Normal Sapient work fine, but higher normal Sapients (experts and such smart guys) should give large bonuses, Genius Polymath (on level with or smarter than Primarch) should give massive bonuses, and Tran-Sapient should give larger bonuses still. Entire army made out of Trans-Sapients would pile up bonuses on each-other. Extremely high or extremely low Sentience can give creature psionics or anti-psionics respectively.
    1. Genius Polymath are (on level with or smarter than Primarch); as such, they would likely have at least as many special rules and bonuses as Roboute Guilliman does. As such, statting them is possible, if very hard and not-supported by this chart.
    2. Trans-Sapients transcend Primarch intellectually, like Primarch transcend microbes. Their hypothetical statblock would have multiple terabytes worth of special rules and ludicrous bonuses, and his extremely potent skill would allow him to "devastate entire armies without leaving their office or getting detected" (computers stop working, people start fighting each other in civil war, everyone are panicking, army ends up manipulated and going elsewhere, etc).
    3. Psyker power is Sentience and Sapience multiplied on each other - and at higher levels, Psyker should become very prominent. High-Sentient Human-Sapient are powerful Psykers, though not all are psykers; Trans-Sentient Human-Sapient would be ± comparable to Primarch in power, and even their commoners are psykers. Trans-Sentient Trans-Sapient could likely rip apart entire Sector (or even entire Galaxy) with power of his mind alone.
  3. Robotic creatures (total-conversion cyborgs, robots, AI's, etc) are not supported yet. Not only they always have wargear, often integrated into them (which table doesn't support yet), but rules are written for organical creatures; trying to use current table version to stat robots would end up in obviously incorrect results.
  4. Another needed parameter is ecological niche of creature. What place in food chain it occupies; and another roll for place which it's pre-sapient ancestors occupied; what exactly it does with other creatures on planet. Creature's diet doesn't fully cover it (e.g. it's possible to be carnivorous, yet be in wildly different ecological niches - from low anteater/hedgehog equivalent, to apex bear/tiger equivalent). Especially since, when generating entire ecosystems worth of species for planet, you must keep in mind that it's planet filled with multiple dozens or hundreds of sapient species with advanced technologies - and as such, actual food chain place starts depending less on physical prowess and more on other factors (e.g. massive barn-sized predator of Steel Age terrorized by Advanced mouse-sized herbivores).

If you think that your creature or your unit can't be properly statted by this creation table (is anything but unarmed naked non-augmented, non-trained commoner; Genius Polymath, Trans-Sapient; High Sentience, Trans-Sentience; Robot; etc), you may ignore the parts about tabletop stats due to being obviously wrong and focus on background and basic non-tabletop characteristics.

Creature Lifestyle[edit | edit source]

Terrain of homeworld (d100)
1-20 Jungle - "It thrives in a dense saturated jungle filled with diverse wildlife."
21-35 Desert - "Sandy and/or dry landscape stretches far across the land."
36–45 Ice - "Vast glaciers and ice form the mainstay of the creature's home."
46-55 Swamp - "Swamps and marshes make up much of the coastal terrain."
56-65 Plains - "It lives among the fertile plains of a temperate world."
66-75 Wooded - "Large forests and tall trees are what it calls home."
76-82 Lava/Magma - "The creature prefers the hot temperatures and dead landscape near volcanoes."
83-88 Warp Maligned World - "This planet/environment has been touched by the Warp and disturbed by Chaotic movements."
89-96 Urban - "Somehow the creature is able to sustain itself and thrive in and around cities where more intelligent species dwell."
97-100 No atmosphere/Space - "Survival in Space or otherwise seemingly lifeless environments is where it survives."


What is the creature's diet? (d10)
1–3 Carnivore - "The Creature is a natural carnivore, killing prey outright when given the chance."
4 Herbivore - "Though still dangerous, this creature attacks out of defense or anger instead of hunger."
5-6 Omnivore - "Can attack out of hunger, but usually goes after other food sources first. Omnivores can also show slightly higher intelligence."
7-8 Scavenger - "Feasts only on dead animals or things that inexplicably end up in its mouth by accident. Doesn't mean it won't strike back."
9 Killer for fun - "This creature's eating habits are unknown, but it doesn't eat its prey. Regardless, it still enjoys slaughtering and killing. A True Bastard."
10 Doesn't Eat - "It has evolved in such a way that it lives off some other form of sustenance such as sunlight, radiation, chemical compounds or the warp itself. It may not even have a mouth."


Main Sense? (d10)
1-2 Sight
3-4 Smell
5-6 Hearing
7 Touch
8 Taste (re-roll if the creature doesn't eat.)
9 Its 5 main senses are largely equal
10 6th sense
Prominence and size of soul in Warp (Sentience)? (d10)
1 All of them have negative Psyker levels.
2-3 Soulless (≈Necron level). Immune to Warp corruption, can't be Psykers, immune to many mind-affecting effects.
4-5 Barely-Sentient (≈Tau level). Their soul's Warp presence is rather small, they are resistant to Warp corruption, and many of them have Negative Psychic Levels.
6-7 Normal Sentience (≈Human Level).
8-9 High Sentience (≈Eldar level). Their soul is large, their Psykers are stronger-than-average - yet the cost of that is being more vulnerable to corruption of Ruinous Powers.
10 Trans Sentience. Their soul is massive, their Psyker powers are mighty, and they are extremely unstable.

Spell-casting depends on both Sentience and Sapience. Trans-Sapient Barely-Sentient would be stronger Psyker, than Trans-Sentient Barely-Sapient. Sentience determines raw power of psionics, while Sapience allows for use of it in effective and creative ways.

Cognitive Levels (Sapience)? (d10)
1 Non-Sapient (+2 in the reproduction table)
2 Barely-Sapient (Ogryn Level) (-5 in the sociey roll) (-20 in the Tech Level)
3-5 Sapient (Human Level)
6-8 Advanced Sapience (Genius Polymath; comparable or smarter than smartest humans ever, like Belisarius Cawl and Primarchs) (+5 In the society roll) (+10 in the Tech Level)
9-10 Trans Sapience (Incomprehensible to humans; hard to visualize, best compared with Gods or post-Singularity Transapients) (+10 in the Society Roll) (+25 in the Tech Level)

Sapience is needed for most cognitive tasks - science, strategy, tactics, learning speed, bureaucracy, information technologies and hacking, medicine, etc. Non-Sapients act simply, either randomly or in predictable patterns. Barely-sapients can use weapons and follow orders, but can't do most "smart" tasks. Normal-Sapient does things like human would. Advanced Sapient gives large bonuses to allies, maluses to enemies, has lots of special rules and options. Trans-Sapient is even smarter, giving even more bonuses to allies, hindering enemies more, and having even more special rules and options. Since every member of their species is that smart, bonuses quickly pile up on each other into something truly devastating. Even a single Trans-Sapient (and to lesser extent, Advanced Sapients) can devastate entire armies without leaving their office or getting detected - by hacking computers, suing enemies and turning enemy's own laws and red tape against them, messing up data bases and legal documents/orders, manipulating factions and sub-factions to go against someone or each other, breaking spirit with messages so they act inadequate, mind-washing and recruiting with propaganda, etc.

How does the creature reproduce? (d10)
1–6 Allogamy/Autogamy - "Normal reproduction between two species with an egg and sperm."
7-8 Asexual - "The Creature effectively clones itself by splitting into two beings with identical genetic code."
9-10 Parasitic - "The creature cannot reproduce without a host from another species, e.g.: as a food source."
11-12 Lone Wolf - "The creature is the last of its kind and can't reproduce. It ain't happy!" (pick only if non sapient or solitary individuals)
If Sapient, how its society is organized (d20)
1–3 Solitary Individuals: The society of this race is composed of lone individuals that meet for reproduction and occasional cooperation. (autopick if Lone Wolf)
3-5 Might makes right: The strong dominate the weak, a society based on constant submission via violence of the others.
5-8 Nuclear Families: This race is organzied around big families, lead by a partiarch or matriachs"
9-11 Herds: This race is divided in imense Herds, lead by the ones who managed to lead the heard to the best palces in the long past
12-15 Eusocial Animals: This race is centered around a reproductive female who produce hundreds or thousands of eggs, others individuals are working drones who are controled by the reproductive members.
16-18 Colective Society: This race managed to abolish the concept of state as we know, its descentralized society managed to evolve by free flow of ideas, people and goods by the benefit of all.
19–20 Tribal Society: This race is divided in tribal states and leagues of tribes, those tribes can go from a few hundreds to thousands
21-25 National States: This race is divided in several nationalities, each one with its culture and costumes, even if this race is unified under a single political entity, is possible to see the internal divisions.
26-30+ Unified society: This race managed to developed an unified culture and identity that unifies the vast majority of its race in a single political entity. Alternatively, they may have Hive Mind - whether they evolved that way, or unified their minds via technologic/psychic means.

Creature Conflicts[edit | edit source]

What major faction has had to deal most with the species? (d100)
1-40 Imperial Guard, PDF, or some kind of human resistance
41-50 Orks
51-60 The Forces of Chaos (likely inside a warpstorm)
61-70 Space Marines (likely on a recruiting world, or even possibly a hulk)
71-85 Eldar
86-90 Dark Eldar
91-95 Tyranids
96-100 Any other races not listed (includes tau/necron) or other xenos creatures


What role (generally) does (or did) the species as a whole play? (d100)
1-8 Farmed/Grown/Engineered - "Cultivated as consumer goods (e.g. food) for the masses, no matter how dangerous or tame."
9-25 Hunted - "Attacked as sport for the challenge, a ritual, rarity in material, or (if applicable) advanced technologies."
26-45 Left Alone - "The species is largely ignored by other more intelligent species, or it is futile to try and eradicate them yet they aren't imminent threat either."
46-57 Trainable - "Often trained to form a bond with their owner, or is suitably broken/enslaved for use." (for Sapients, may be engineers/scientists/soldiers/mercenaries/etc)
58-85 Dangerous - "Threatening, either through its skill or the sheer amount of them on a world. No one tries to tame or hunt them."
86-95 Imminent threat - "Their nature makes them a danger to every species. They are confronted for it, by everyone."
96-100 Dormant - "The species usually stays in hibernation or stasis for long periods of time. They are largely unknown by the galaxy at large."

Note, that the "role" is the intention/plan (what they're trying to do). Power and ability to actually influence things depend on tech level, then, then cognitive levels, then soul size, and lastly on their innate physical power. Cavemen make laughably weak "imminent threat", being practically insignificant - while sufficiently advanced aliens, depending on motives, can be both threat of multi-sector scale, or strong allies who save the day from multi-sector threat, or otherwise greatly influence the plot.

What those creatures are capable of? What did the avarage warrior/drone of this race is had as its exemplary actions? (d10)
1 Nothing of note... Yet!
2-4 Taken down and possibly eaten scores of human hunters, guardsman, PDF, or neophytes. A terror on the galaxy's most widespread species.
5 Took down a Tempestus Kill Team while they were on a an important mission. A good catch.
6 Killed an Adeptus Astartes or Two. Just humanity's finest is all, no biggie.
7 Manage to kill a few of Eldar Aspect Warriors that blindly walked upon its path. They were hard to manage kills, but worth it.
8 Slaughtered a group of Orks armed to the teef with looted weapons. They had mistakenly sought another fight.
9 Killed one, or some of the many other xeno's creatures in the galaxy. Take your pick (necrons or tau or dark eldar encouraged).
10 Destroyed a warp spawned creature or a pack of daemons. The Chaos Gods are angered. (you can roll for daemon type if wished).


How Old is this Race? (d12)
1-2 Recent: this race emerged a few hundred years ago
3-4 Emerging:This race is evolving from a few thousand years, prospering in a galaxy dominated by the Imperium of Men
5-6 Established: This race is on the galactic states for 10s of thousands of years, appearing in the face of the galaxy around the same time as humanity. (+5 in the Tech level)
7-8 Seasoned: This race lives across the stars for over 100s of thousands of years (+15 in the Tech level)
9-10 Old: This race has existed for over millions of years. (+25 in the Tech Level)
11-12 Ancient: This race evolved from Times immemorial. (+50 in the Tech Level)


Starting Tech Level (note, that Random/Minor Xenos's tech gets better over time; higher cognition, advanced society, and being robotic speeds up RnD; young races typically get more science per-year than old races, unless something breaks the stagnation and lets fresh ideas in) 1d100
---- Non-Sapient: Dumb animals. (Automatic on Non-Sapient Cognitive Level)
(-19)-0 Pre-Civilization: The people still didn't invent any technologies, acting as smart animals (like crows or chimpanzees). They can use rocks, pointy sticks, and other found objects. (Only possible on Barely-Sapient Cognition Level)
01-05 Stone Age: Inhabited by people who live in small family groups, dwell in caves or rough shelters, and use only the most basic of tools made of stone. People survive by hunting and gathering.
06-10 Bronze/Iron Age: The people have started to learn how to shape and work bronze and ultimately iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gathering is still common, though small farms may be seen dotted about.
11-15 Steel Age: The use of iron has evolved into the manufacture of alloys to make steel for weapons, armour and tools. Farming and trade are ways of life for most people, and civilization has started to gather in fortified villages and towns. The ruling classes live in large stone castles. Communication networks of couriers and carrier birds are common. Extremely crude black powder firearms, like hand-gonnes, appear.
16-20 Pre-Industrial: The underclass lives mostly by farming, and there is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Printing presses make education and distribution of information more efficient. Black powder firearms like muskets appear.
21-25 Industrial: Has completely moved on from small farms and independent manufactories. Everything is mechanized and automated. The population mostly lives in large cities, and computers are starting to become common in all things. Unitary cartridge smokeless powder firearms and missiles are the norm for military forces, and advanced armour has started to appear for personnel and vehicles. At the very end of this stage, nuclear power, advanced computing systems and hot fusion bombs can be found.
26-30 Early Space: Has developed basic space flight, and may have established settlements on its own moons, and even close neighboring planets in the same system. Basic laser weapons and early coilguns may have been developed. Hot Fusion is used for power. Combat-worthy spaceships appear. Beyond this point, it is almost a guarantee that the multicultural empires and nation states of earlier periods vanish in favor of planetary unification (this may occur earlier if an empire is sufficiently successful, out of necessity to combat invasions or through shrewd negotiations).
31-35 Advanced Space: Has explored their own system and colonized any viable planets to be found there. Imperial level weapons are common, and cybernetics are starting to become practical.
36-40 Warp Space: Has seen the development of warp drives and Geller fields, and the inhabitants are capable of traveling the galaxy beyond their own system. Powerful computers are common. Cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and rejuvenants. Primitive models of more advanced weapons, like plasma and needle weapons, are rare but present.
41-55 Early Stellar: Average level of Imperium. The developed of advanced solar panels and plasma reactors allows this civilization to be able to operate at levels of energy that allows them to operate in a new level of technology and scale. Plasma weapons become common, but not safe; advanced plasma thrusters and primitive magnetic catapults are starting to appear.
56-70 Mid Stellar: More advanced than average Imperium. Mature plasma technology allows Plasma weapons to become reliable (don't explode on overheat). Magnetic catapults can now be used as specialist weapons. Cold fusion reactors are now the main form of energy, capable of powering vehicles, space ships and entire cities, while Cold fusion bombs are used as devastating weapons of mass destruction. Gama ray weaponry and Ion guns are starting to appear.
71-90 High Stellar: Gama Rays, Magnetic Catapults, Ion Guns and Fusion Guns are miniaturized enough to be used as personal weapons. Combat AI starts to appear in the battlefield. Black Holes can be created and used as energy generation. Ships powered by Anti Matter catalized fusion, or black holes generators. Alternatives to Warp Travel for FTL becomes viable. Weaponized Black Holes and Weaponized Antimatter are rare, but present.
91-120 Advanced: Weaponized Black Holes, Weaponized Antimatter and Smart AI Warmachines are commonplace in the battlefield. Zero Point Energy generation can use energy from the fabric of reality itself. Gravitic FLT, while slower tham Warp Travel, is reliable and complete outside the Immaterial. Technology may become outright incomprehensible to humans. The technology of such race is second only to the serfs of the Ctans of times immemorial.
121-160 Extremely Advanced:Necron, Dark Age of Technology, Jokaero, and/or Technological Singularity. Equals to serfs of the Ctans of times immemorial; may be better in some aspects and worse in others. Not every Genius Polymath could comprehend it. (Possible if Old; or Trans-Sapient; or Seasoned + Genius Polymath; or Seasoned + Robotic; or Robotic + Genius Polymath)
161-162+ Incomprehensibly Advanced: More advanced than Ctans, somehow, to degree we struggle to comprehend and explain. Incomprehensible even to many Trans-Sapients. (Possible if Ancient + Trans-Sapient; or Old + Robotic + Genius Polymath, due to 2x multiplication)

Creature Design[edit | edit source]

Reminder that Warhammer 40,000/Chapter Approved/Creature Feature contains more detailed descriptions of many things in these tables from here on out, especially the Ability descriptions.

Keep in mind, that many things are not implemented yet - so you're generating statblock of unarmed, naked, non-augmented, non-trained commoner of their species, which also doesn't factor in it's intellect or psionics. Stat generator also can't be used to robots correctly, as each cyborg/robot does carry equipment and wargear (which this chart doesn't support yet).

Roll (d6) Size WS BS S T W I A Ld Sv Points
1-2 Small 4 0 3 3 1 4 1 10 6+ 3
3-4 Medium 4 0 4 4 1 4 1 10 6+ 9
5-6 Large 4 0 5 5 1 4 1 10 6+ 15
  • Small: ≈From mouse-sized or smaller, to size of normal man.
  • Medium: ≈From large man-sized or Space Marine-sized, to size of a very large bull or polar bear.
  • Large: ≈About as big as elephant, tankette, or Sentinel.
  • Large, Massive: ≈The size of a tank, or barn, or anything bigger.
Roll (d10) Locomotion Small Cost Medium Cost Large Cost
1–3 Biped (Infantry) 0 0 0
4-7 Quadruped (Beasts) 3 7 10
8–9 Winged (Jump Infantry) 4 10 13
10 Rooted (Unit remains as infantry, but must remain stationary. It gains Fearless and is classified as "Flora" for purposes of this creation process) -2 -4 -6


(Only roll if Fauna) Skin/Surface type (d12)
1-2 Exoskeleton - "The creature's surface is hard or like bone. Often used by insects or arachnids.
3-4 Fur/Hairs - "Usually a warm blooded creature whose skin has fur or some kind of hair. Often found in mammalia."
5-6 Feathers - "Feathers make up the creature's surface. Many avian creatures have feathers."
7 Scales - "Usually cold blooded with scales. Often reptilian in nature."
8 Leathery skin- "Beast with a hide similar to that of furry creature, only less hair and tougher to peirce."
9 Smooth/Slimey - "Characterized by a skin that is mostly smooth, often slimy, to the touch. Found sometimes in Amphibians."
10 Amalgamation - "The creature is either mutant-like or looks spawned from the warp. It is a mismatch of many aspects of other creatures, and a scary sight to behold."
11 Robotic - "The creature is fully or primarily made out of complex machinery, with artificial inorganic armor for hull." (+5 in Society Roll, +10 in Tech Level, Tech bonus from Cognitive Levels and Race Age is doubled if it's robot/AI/cyborg with computer for brains, if it's cyborg or living-neuron-based robot then any Tech Level result smaller than Advanced Space is re-rolled, if it's true synthetic AI/robot then any Tech Level result smaller than High Stellar is re-rolled)
12 Other - "Anything from skin of rock to slime or from transparency to bark. Choose whatever is cool or fits best."


(Only roll if Flora) Skin/Surface type (d2)
1 Bark or woody - "The Fauna is a little stiffer and harder. That doesn't mean it can't move and swing however."
2 Non-Woody - "The plant can easily bend to attack or defend itself. "


This is where it gets complicated...

Roll 1d3 for each of these attributes that a creature can have, so 11d3 for small, or 10d3 for medium or large (since you won't roll for Weak). On a 1-2, don't grant that attribute; on a 3, grant it. If the attribute is Additive, roll a second D3 when granted, and apply it as many times as you rolled on the second die.

Non-Additive Attributes Small Cost Medium Cost Large Cost Additive
Tough: +1 Toughness 3 3 6 No
Strong: +1 Strength 3 3 6 No
Agile: Gain Fleet 5 5 10 No
Armoured: 5+ armour save 2 2 5 No
Heavily Armoured: 4+ armour save; if you get this and Armoured, remove Armoured. 5 5 8 No
Predator: +1 WS 2 2 4 No
Slow-Witted: Counts as Initiative 1 -1 -3 -5 No
Weak: -1 Strength and Toughness -1 - - Yes
Resilient: +1 Wound 5 10 15 Yes
Extra Attack: +1A 3 4 5 Yes
Quick Reflexes: +1 I 1 1 2 Yes

Creature Abilities[edit | edit source]

Roll on this chart to determine the amount of abilities the creature can take. Rolling here determines how many d35's are to be rolled on the next table after. Small to Medium Creatures have a limit of 25 points whilst Large have a limit of 50 points. If you roll up an ability and don't have enough points to use it, then don't take the ability and stop rolling (This is the end of the "9-10" roll naturally.)


Number of Abilities the Creature has?(d10)
1–2 Take 3 abilities for small/medium creatures, 5 for Large creatures
3-4 Take 4 abilities for small/medium creatures, 6 for Large creatures
5-6 Take 5 abilities for small/medium creatures, 7 for Large creatures
7-8 Take 6 abilities for small/medium creatures, 8 for Large creatures
9-10 Keep rolling for abilities until you hit an ability that would put you over your creature size's allotted point limit.


Abilities (Roll d35's determined by the table above)(points cost corresponds as (s/m/l).

(A "-" denotes that ability isn't usable by that size type)

Roll
Acid Blood ... (4/3/3) 1
Agile Flora (Flora Only) ... (3/3/3) 2
Burrowing ... (3/5/5) 3
Camouflage ... (2/2/3) 4
Defensive Spines ... (3/3/3) 5
Deadly Attack ... (-/6/8) 6
Defensive Maneuver ... (3/3/3) 7
Disorienting Attack ... (-/4/4) 8
Dodge ... (7/7/-) 9
Duplicating Attack (special) 10
Enhanced Senses ... (3/3/3) 11
Entangle ... (5/5/5) 12
Extended Attack (Flora Only) ... (3/3/3) 13
Fearful Presence ... (2/2/2) 14
Fission ... (-/3/6) 15
Gaping Maw ... (-/-/4) 16
Hit and Run ... (5/8/-) 17
Horns/Spiky ... (3/4/5) 18
Intimidation ... (-/2/2) 19
Lure ... (3/3/4) 20
Massive ... (-/-/20) 21
Mind Control ... (5/5/5) 22
Musk ... (5/6/6) 23
No Pain (Flora Only) ... (2/2/2) 24
Plague Ridden ... (6/6/6) 25
Poisoned ... (6/5/5) 26
Ranged Attack ... (3/3/3) (Roll an additional d4: 1-Scatter Range, 2-Multi-shot etc.) 27
Razor Sharp Claws ... (6/7/7) 28
Regeneration ... (7/7/7) 29
Resilience ... (5/5/5) (Roll an additional d3: 1-Solid Slug, 2-Heat Based etc.) 30
Rush Attack ... (-/7/7) 31
Spine Burst (Flora Only)... (3/3/3) 32
Spore Cloud (Flora Only)... (2/2/2) 33
Stun ... (5/5/5) 34
Vampirism ... (4/4/6) 35

Creature Enemies[edit | edit source]

Xeno Enemies (d100)
1-10 Themselves (the main enemy being a breakaway faction of its race)
11-20 Orks
21-30 Eldar
31-40 Tyranids
41-50 Chaos Space Marines
51-55 Daemon Prince/Daemon/other specific disciple of Chaos
56-60 Specific Chaos-aligned group
61-70 Dark Eldar
71-80 Tau
81-90 Necrons
91-100 Other Xenos See here for inspiration. Alternatively, see below.
Minor Xenos Species/Empires(1d100)
1-10 Roll twice on this chart
11-20 Hrud
21-30 Fra'al
31-40 Uluméathic League
41-50 Yu'vath/Legacy of the Yu'vath/Rak'gol
51-60 Enslavers
61-65 Barghesi
66-70 Tarrelians
71-75 Thyrrus
76-80 Hellgrammite
81-85 Loxatl
85-90 Saharduin
91-92 Xenarch
93-95 Cythor Fiends
96-97 Nightmare-Engines of the Pale Wasting
98-100 Other Xenos Species (pick one or roll/write one up)
Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield HostGrey Knight BrotherhoodImperial Guard RegimentImperial Guard Regiment CommanderImperial Knight HouseInquisitorAdeptus Mechanicus Tech-PriestLegiones SkitariiLegio TitanicusRenegade Space Marine ChapterSisters of Battle OrderSpace Marine Battle Brother/Chapter MasterSpace Marine ChapterTempestus Scions RegimentUnderhive GangNoble HouseImperial Navy VesselAdeptus Arbites Precinct
Chaos Chaos Space Marine WarbandChaos Space Marine/Daemon PrinceChaos WarbandHeretical CultLost and the Damned RegimentRenegade Knight HouseDark Skitarii ForceTraitor Titan Legion
Xenos Creature CreatorDark Eldar KabalEldar CraftworldHarlequin MasqueGenestealer CultNecron DynastyOrk WarbossOrk KlanTau CadreTyranid Hive FleetVotann LeagueWych CultEldar Corsairs
Planets Forge World GeneratorDark Mechanicus Forge World GeneratorPlanet GeneratorHive World Creation TablesSolar System GeneratorImperial Space Station
Misc. Power ArmourCustodes Power Armour