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		<id>http://2d4chan.org/mediawiki/index.php?title=House_Van_Saar&amp;diff=257877</id>
		<title>House Van Saar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=House_Van_Saar&amp;diff=257877"/>
		<updated>2023-05-08T17:42:29Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:66: /* The Van Saar STC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Van_Saar_Symbol.gif|300px|right|thumb|House Van Saar&#039;s iconography. Not very cuddly.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Van Saar&#039;&#039;&#039; is one of the six Hive City Houses of [[Necromunda]], making it one of the six original playable factions for the game when it was debuted. The most technologically advanced House in Necromunda, House Van Saar produces technological goods of the highest quality, and wear unique body-suits that provide extensive protection against environmental danger.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
House Van Saar&#039;s history begins somewhere in the 25th Millennium during the [[Dark Age of Technology]]. A colony ship called the &#039;&#039;Van Saar&#039;&#039; equipped with a brand spanking new [[STC]] along with a chief engineer ALSO named &#039;&#039;Van Saar&#039;&#039; launched from [[Terra|Earth]] looking for a new place to settle down. Unfortunately they were lost in the warp for 10,000 years and crash landed on the planet Necromunda.&lt;br /&gt;
&lt;br /&gt;
According to the house legends, the engineer Van Saar crawled from the wreck of the &#039;&#039;Van Saar&#039;&#039; and managed to salvage enough of the STC to manufacture the necessary tools and materials to allow his ragged band of survivors to thrive, eventually growing into the major power player that they became in later centuries. Other versions of the story claim that there were no survivors, and that tech scavengers discovered the damaged STC and claimed it for their own; naming their new faction after the ship that it came from. Recently with the addition of the [[Leagues of Votann]] and their Necromundan kin the [[Ironhead Squat Prospectors]] to the lore some people have started to become suspicious that the latter story is true and the STC might be a damaged Votann Ancestor Core which the ancestors of the gang recovered from a crashed ship which they then named themselves after. It would certainly explain why the tech it produces is so advanced compared to everything else on the planet.&lt;br /&gt;
&lt;br /&gt;
===The Van Saar STC===&lt;br /&gt;
[[File:Van Saar Art.jpg|right|300px|thumb|High tech with a dash of radiation poisoning.]]&lt;br /&gt;
The damaged [[STC]] irradiates their territory but gives them the ability to manufacture items that no other house can dream of. It allows them to produce a wide variety of items, of a such a high quality that their products are well regarded across the galaxy. Because of this, they are undoubtedly the wealthiest of the six Clan Houses. Where other manufacturers stamp out mass-produced equipment, the Van Saar create items from knives to Nihilis-pattern lasguns to Hystrar-pattern energy shields each as a veritable work of art. &lt;br /&gt;
They also typically gene-code their equipment so that it cannot be stolen from them and used without first being made safe by a good technician.&lt;br /&gt;
&lt;br /&gt;
They can even produce some items that even the [[Adeptus Mechanicus]] are not fully aware of; Sometimes it gives rise to the rumour that House Van Saar are sitting on vaults of archeotech from ages past, and bringing treasure hunters and thieves from all quarters to locate these hidden caches and exploit them; no-one realising that it is Van Saar who are making these items for themselves and that these wondrous items are actually brand new. &lt;br /&gt;
&lt;br /&gt;
These goods are also sold in the Tech Bazaar a territory type that in lore is the stores where van saar associates sell &amp;quot;archeotech&amp;quot; as such the gang can earn credits in this area and haggle for either a rare or common piece of equipment.&lt;br /&gt;
&lt;br /&gt;
The hoarding of such a potent device is a blatant techno-heresy of one of the highest orders, and the leaders of Van Saar are acutely aware of that fact and have made it their  priority to keep knowledge of the STC secret and safe. They carefully test any new technologies that are created outside of &amp;quot;Imperial Stock&amp;quot; items and are very serious when dealing with infractions into research that they consider forbidden. Those stock items they produce are frequently kept away from Imperial contracts by Noble houses, ostensibly to encourage competition and presumably keep prices low, but also unwittingly make those items scarce in the larger Imperium. Any rare or &amp;quot;restricted&amp;quot; items that they sell, such as vortex weapons or phase shields, are often only sold to selective bidders, who pay a premium for an advantage their rivals do not possess, but risk the censure of House Helmawr for flaunting such technology. &lt;br /&gt;
&lt;br /&gt;
In any case, it has only been since 996.M41 that the STC has triggered some kind of emergency protocol, and now produces items and wargear that have never been seen before, meaning that Van Saar has to be even more careful about what they present to outsiders.&lt;br /&gt;
&lt;br /&gt;
Despite being the size of a large building, the STC has been moved several times over the millennia to ensure that it cannot be discovered; variously being located out in the ash wastes, underneath hives, or even on orbital satellites! Currently it is located underneath the Hive Primus space port close to the hive&#039;s heat sinks, where the radiation it emits is concealed by the flow of thermal energy from the planetary core.&lt;br /&gt;
&lt;br /&gt;
The most likely case is that the AdMech have already studied the products of this house that they have been able to get their hands on, saw there was nothing there they didn&#039;t already have/know and so put it on the back burner so long as House Van Saar toed the line of acceptable technology.  Much like how many Hive Cities are themselves feats of archaeotech yet the AdMech doesn&#039;t come storming in to seize it for themselves. However, this may change as Van Saar uncovers new and unknown technologies since the STC has recently entered its more active state. What&#039;s worse is that in 911.M41, since the STC could no longer be moved, a dozen or so facsimiles of the STC were created to serve as decoys. Creating the unfortunate, but ultimately obvious consequence of drawing &#039;&#039;more&#039;&#039; attention to the fact the Van Saar have something that they shouldn&#039;t have.&lt;br /&gt;
&lt;br /&gt;
While the secret has occasionally been discovered by members of other Houses, it is carefully suppressed from the public, because everyone on Necromunda benefits from the massive wealth that Van Saar generates, and also because the houses are so interdependent on each other that to bring Van Saar down would dangerously upset the fragile balance of power that Necromunda is based upon. For example: without Van Saar there would be no amnio-vats to breed members of [[House Goliath]], and no pharmaceutical tech for [[House Escher]] parthogenesis. Those houses may survive the loss of Van Saar, but they would be extremely damaged because of it. The real reason is, of course, that they don&#039;t want Van Saar to be ransacked by the AdMech and then the entire world&#039;s population turned into servitors that retain their awareness as punishment.&lt;br /&gt;
&lt;br /&gt;
The constant exposure to the radiation emanating from the STC causes the members of House Van Saar to suffer chronic radiation sickness and condemns them to wither and degenerate over time. The quest continues to either repair the STC or find a way to permanently cure themselves of the radiation sickness but neither outcome looks like it is in danger of resolving itself soon. So for the meantime they are dependent upon varying regimes of life augmenting cybernetics, tox-filters, and human chemicals.&lt;br /&gt;
&lt;br /&gt;
One famed Van Saar cyber-chirurgeon claimed to have cured the sickness but was assassinated by [[House Delaque]] and left only one test subject known only as the &#039;&#039;&#039;Abomination&#039;&#039;&#039; who exists only as a figure of legend, a &amp;quot;hale and proud&amp;quot; warrior who only continues to wear his survival suit as a badge of honour rather than as life saving rig.&lt;br /&gt;
&lt;br /&gt;
==Organisation==&lt;br /&gt;
Van Saar organises its gangs differently from the other Houses of Necromunda, not least because they promote their leaders from the most educated or innovative among them, rather than the most brutal or violent. This tendency in turn reflects itself on the territories that the gangs themselves hold, generally turning into machine temples and forges in imitation of the fabricator vaults of the House itself.&lt;br /&gt;
&lt;br /&gt;
The hierarchy of House Van Saar is divided down two lines. The first are the &#039;&#039;&#039;Archeoteks&#039;&#039;&#039; who are somewhat synonymous with Tech-Priests, albeit without the religious dogma surrounding technology. They exist at all levels within the House and are arranged into descending circles, with the innermost circles having direct access to the STC itself and have varying degrees of understanding about its workings. Because they work so closely with the STC, they receive the largest doses of radiation, therefore most of the Inner Circle Archeoteks have significant augmetic replacements and cybernetic enchantments by necessity. As the ranks move away from the STC there is correspondingly less access and knowledge provided, to the point that the outermost members of the House may not ever realise what they possess, or why they are constantly exposed to debilitating radiation.&lt;br /&gt;
&lt;br /&gt;
Not all members of House Van Saar are gifted with an affinity for technology, but still find purpose on the factory floors, in work crews, in official militia, or [[Necromunda#The Game|in the gangs]]. Therefore the second line of hierarchy has have a more traditional chain of command. Though a variety of professions exist, leaders are commonly referred to as &#039;&#039;&#039;Primes&#039;&#039;&#039;, with their immediate subordinates called &#039;&#039;&#039;Augmeks&#039;&#039;&#039;. Beneath them are the &#039;&#039;&#039;Teks&#039;&#039;&#039; and &#039;&#039;&#039;Subteks&#039;&#039;&#039; who fulfil the most menial roles; though it would be a mistake to consider these individuals as dumb, uneducated, or disposable, the same way that other lower class groups in the Imperium might be, as even the lowliest Subtek will be expertly trained for his assigned role.&lt;br /&gt;
&lt;br /&gt;
Separate from both lines are the &#039;&#039;&#039;Neoteks&#039;&#039;&#039;, who represent promising candidates for promotion. Their particular talents tend towards the actual manipulation of technology. Thus they are permitted access to some of the more dangerous or unpredictable examples of what the STC is able to produce. This provides two functions: the first is that it allows the field testing of new prototypes, which is a dangerous process since not everyone can guarantee exactly what it will do, so the data gathered will be invaluable to the betterment of the house. The second function is that if the Neotek survives being the guinea pig for new technologies, they will have proved both their worth and their dedication, and tend to go far as Archeoteks or Primes depending on their chosen vocation.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
As the foremost experts on technology, House Van Saar maintains strong links with the Mercator Lux and the Pyromantic Conclaves, who dominate the light/electricity and the fuel industries respectively. This relationship works well for all sides, as the Lighting Guild and the Fuel Guild don&#039;t really understand the systems that they claim dominion over, and are content to allow the Van Saar to perform repair works for them. In return, Van Saar gain the ability to discretely tap into the hive infrastructure and use what they need without drawing too much attention.&lt;br /&gt;
&lt;br /&gt;
The House also maintains links with the secretive Noble [[House Catallus]] as well as any number of charlatans and &amp;quot;Fallen Houses&amp;quot;. Despite the fact that Van Saar are a &#039;&#039;bona fide&#039;&#039; Clan House in their own right, they still came from a line of ash-scavengers, and their power base and primary source of wealth must remain a tightly kept secret. So alliances with these dubious members of upper society allow them to maintain airs of legitimacy and throw off the scent for anyone who tries looking into the matter.&lt;br /&gt;
&lt;br /&gt;
In the 39th Millennium, House Van Saar played a part in the creation of [[House Goliath]], ostensibly as an attempt to refill the waning labourer population following an attempted [[Cult of the Redemption|Redemptionist]] uprising, the creation of fit and healthy vat-grown donors could have served to provide House Van Saar with a way of replacing their own failing flesh and organs. However the resulting Goliaths had even shorter lifespans than that of Van Saar, rendering the project a failure from that perspective, with Van Saar blaming [[House Escher]] for the betrayal. For their part, House Escher also blamed Van Saar for the Goliath&#039;s sterility, depriving them of potential breeding stock. &lt;br /&gt;
&lt;br /&gt;
Secretly, the result was manipulated by outside sources in order to maintain the status quo of dependence between houses. Van Saar trade for the rad-purgatives supplied by [[House Escher]] and in return provide them the components for the parthenogenesis process they need to reproduce, preventing any one House from gaining too much independence and dominance over the others.&lt;br /&gt;
&lt;br /&gt;
House Van Saar maintain an ongoing alliance with House Goliath, providing them with the amnio-vat technology required to maintain their population in exchange for the raw materials that the Goliaths can obtain from the inhospitable depths of the hives. This deal grossly favours the Goliaths, but was instituted in part to provide a means of striking against House Escher.&lt;br /&gt;
&lt;br /&gt;
===Technologies===&lt;br /&gt;
The technological ascendance of House Van Saar gives them access to items would be considered &amp;quot;rare&amp;quot; even in more prestigious institutions. Even the &amp;quot;standard-issue&amp;quot; bodyglove is a complicated arrangement of various technological devices that constantly monitor their health and provide life support functions, as well as providing the connections to their wargear, allowing overlay of targetting technology over their field of vision, or the jacks for connecting with other larger pieces of equipment. The use of Mind-Impulse-Unit (MIU) technology is very commonplace, allowing for the installation of servo-arms/rigs all the way up to specialist servo-suits that carry small arsenals of wargear and protective gear.&lt;br /&gt;
&lt;br /&gt;
Van Saar have perfected the art of las-technology as far as possible for any institution not connected with the [[Adeptus Mechanicus]] and produce a variety of mid-range rifles, las-carbines, las-sub-carbines, and even las-&amp;quot;shotguns&amp;quot; capable of peppering a wide arc. Yet, despite such mastery over las-weaponry, Van Saar does &#039;&#039;&#039;not&#039;&#039;&#039; have the bulk of the Imperial export contracts and so their weapons are unlikely to end up in the hands of the [[Imperial Guard]]; and try as they might to compete for the contracts each time they come up for renewal, they always get awarded to [[House Escher]]. The reason given is that Van Saar weapons tend to be &#039;&#039;&amp;quot;over-engineered&amp;quot;&#039;&#039;, which is an undesirable trait in something so straightforward and workmanlike as a lasgun. Van Saar lasguns also likely cost a lot more, even within the mechanics of the game a Van Saar lasgun is double the credit value of an Escher lasgun &#039;&#039;(that performs the same way)&#039;&#039; and costs up to &#039;&#039;seven times&#039;&#039; more once you add all the Van Saar bells and whistles.&lt;br /&gt;
&lt;br /&gt;
The Noble Houses still encourage the competition, knowing that they can buy advanced Van Saar weapons for their own private use &#039;&#039;(likely in House militaries)&#039;&#039; and give them an edge over their rivals.&lt;br /&gt;
&lt;br /&gt;
Despite their setbacks in the lucrative lasgun contracts, Van Saar are the &#039;&#039;&#039;only&#039;&#039;&#039; House with the capability to manufacture Plasma and Melta weapons. While other Houses may certainly have their own patterns &#039;&#039;(like the Goliath Combi-Plasma-Stub pistol for instance)&#039;&#039;, the primary components for those weapons will have almost certainly come from a Van Saar artificer&#039;s workshop.&lt;br /&gt;
&lt;br /&gt;
The aforementioned Hystrar-pattern energy shields are a unique variant of conversion fields that are wrist mounted and offer arguably better protection over a normal conversion field, albeit only in a limited arc. They are also one of the few insitutions outside of the Mechanicus that routinely produce, and use [[Radium Weaponry|rad-weaponry]], with their protective suits offsetting the dangers of exposing themselves to such technology.&lt;br /&gt;
&lt;br /&gt;
Van Saar are also unique on Necromunda in that they breed and modify the large native arachnids for the purposes of turning them into [[Servitor]]s, creating &#039;&#039;&#039;Cyberachnids&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Unique Mechanics==&lt;br /&gt;
The technological gang, every member of House Van Saar can learn both Shooting and Techno skills, making them on-par with [[House Delaque]] and arguably superior to [[House Orlock]], especially when their excellent BS (nothing lower than a 4+, with leaders and champions having BS 2+. That said, their skills in Ferocity and Stealth are sorely lacking, with only their gang leaders able to learn them. They also can&#039;t boost their Toughness beyond +1 in a campaign game due to their radiation poisoning. &lt;br /&gt;
&lt;br /&gt;
Appropriately enough, they have the best selection of guns: while they favor the use of lasguns and other laser weaponry, they also get more exotic stuff like grav-guns and rad-cannons and can also bolster their defenses with energy shields. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cyberarchnid-van-saar.jpg| As if the creepy spider theme wasn&#039;t creepy enough.&lt;br /&gt;
File:ArchnaRigOldart.jpg| The old image&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{House Van Saar}}&lt;br /&gt;
{{Necromunda}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Necromunda]]&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Space_Marine_Warband_Creation_Tables&amp;diff=119916</id>
		<title>Chaos Space Marine Warband Creation Tables</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Space_Marine_Warband_Creation_Tables&amp;diff=119916"/>
		<updated>2021-11-26T23:05:22Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:66: /* Combat Doctrine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;[[Chaos Space Marine]] Warband Creation Tables&#039;&#039;&#039; were actually the first of the faction creation tables created after [[Fantasy Flight Games]] released the &amp;quot;Rites of Battle&amp;quot; splatbook -- in fact, they basically were the [[Space Marine Chapter Creation Tables]], but with every table corrupted into a [[Chaos|Chaotic]] form.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Warband Structure==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Legion Warband or Renegade Chapter? (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1–5&lt;br /&gt;
| Renegade Chapter (once a loyal [[Space Marine]] Chapter, now serving [[Chaos]])&lt;br /&gt;
|-&lt;br /&gt;
! 6-8&lt;br /&gt;
| Legion Warband (a warband of one of the nine original [[Chaos Space Marine#The Traitor Legions|Chaos Space Marine Legions]])&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Renegade Chapter, roll again for secondary element such as allied groups and units (this can stack)&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Legion Warband, roll again for secondary element such as allied groups and units (this can stack)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reason for Fall==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Why did they fall? (Renegades only) (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-5&lt;br /&gt;
| The [[Chapter Master]] was accused of heresy by the [[Inquisition]] (whether or not this accusation was true, politically motivated, done by a secretly-heretical Inquisitor, etc. is up to you to decide). The Chapter fought against the Inquisition and lost, resulting in their excommunication from the Imperium. They then began gathering followers to wage war against the Imperium that forced them into exile.&lt;br /&gt;
|-&lt;br /&gt;
! 6-15&lt;br /&gt;
| The Chapter was friends with the wrong people, and suffered the consequences. Think the [[Lamenters]] siding with the [[Astral Claws]] out of misguided loyalty and a sense of honour, or the [[Celestial Lions]] calling out the Inquisition for senselessly [[Exterminatus]]-ing a repentant planet and you&#039;d be on the right track.&lt;br /&gt;
|-&lt;br /&gt;
! 16–30&lt;br /&gt;
| Marines in the Chapter dabbled in the dark arts of warpcraft and sorcery, thinking that nobody would find out. They were wrong, and the Chapter paid the ultimate price for their heresies.&lt;br /&gt;
|-&lt;br /&gt;
! 31–40&lt;br /&gt;
|  They tried to fight [[heresy]] with heresy, [[Relictors]]-style. The [[Ordo Malleus]] made them pay gravely for this when they found out.&lt;br /&gt;
|-&lt;br /&gt;
! 41–45&lt;br /&gt;
| The Chapter rebelled, with originally good intentions, against the [[Imperium]]. Think the [[Space Wolves]] and the Months of Shame, except without the &#039;&#039;de facto&#039;&#039; immunity from major consequences that a First Founding Chapter has, or the [[Soul Drinkers]]&#039; secession from the Imperium to fight for the common people so often forgotten by the wider Adeptae for examples of how they might have originally rebelled.&lt;br /&gt;
|-&lt;br /&gt;
! 46-55&lt;br /&gt;
| It was discovered that the Chapter&#039;s progenitor was a Traitor Legion (roll on Traitor Legion table to decide which). The Ordo Hereticus response was about as dramatic as you might expect, forcing the Chapter into exile to evade extermination at the hands of the Imperium they once served.&lt;br /&gt;
|-&lt;br /&gt;
! 56-70&lt;br /&gt;
| The Marines began indulging in the heretical and eventually became consumed by it.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| A battle-brother discovered a mighty weapon. Little did he know a [[daemon]] was bound to it, which whispered dark words to its wielder. This daemon would ultimately plant a seed of corruption in the Chapter&#039;s heart, which would grow until the Imperium took note and excommunicated the Chapter.&lt;br /&gt;
|-&lt;br /&gt;
! 81–90&lt;br /&gt;
| The Chapter&#039;s forces were stationed in an area with a powerful [[Warp]] presence. This twisted their minds and corrupted them.&lt;br /&gt;
|-&lt;br /&gt;
! 91–95&lt;br /&gt;
| Near the brink of annihilation, the Marines took an extremely cowardly or horrible action to preserve their Chapter, and were excommunicated for this.&lt;br /&gt;
|-&lt;br /&gt;
! 96-99&lt;br /&gt;
| A major mutation appeared in the Chapter&#039;s [[gene-seed]]. Agents were deployed to remove the impure Marines, but when they failed the Chapter broke their bonds with the Imperium.&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progenitor==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Original Traitor Legion (Legion Warbands and Descendants only) (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-15&lt;br /&gt;
| [[Black Legion]]/Sons of Horus&lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| [[World Eaters]]&lt;br /&gt;
|-&lt;br /&gt;
! 31-45&lt;br /&gt;
| [[Iron Warriors]]&lt;br /&gt;
|-&lt;br /&gt;
! 46-60&lt;br /&gt;
| [[Word Bearers]]&lt;br /&gt;
|-&lt;br /&gt;
! 61-75&lt;br /&gt;
| [[Emperor&#039;s Children]]&lt;br /&gt;
|-&lt;br /&gt;
! 76-85&lt;br /&gt;
| [[Death Guard]]&lt;br /&gt;
|-&lt;br /&gt;
! 86-92&lt;br /&gt;
| [[Alpha Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! 93-99&lt;br /&gt;
| [[Night Lords]]&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| [[Thousand Sons]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Who was the Warband&#039;s Progenitor? (Renegade non-Legion Descendants only)(d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-58&lt;br /&gt;
| [[Ultramarines]]&lt;br /&gt;
|-&lt;br /&gt;
! 59-68&lt;br /&gt;
| [[Blood Angels]]&lt;br /&gt;
|-&lt;br /&gt;
! 69-78&lt;br /&gt;
| [[Imperial Fists]]&lt;br /&gt;
|-&lt;br /&gt;
! 79-86&lt;br /&gt;
| [[White Scars]]&lt;br /&gt;
|-&lt;br /&gt;
! 87–88&lt;br /&gt;
| [[Raven Guard]]&lt;br /&gt;
|-&lt;br /&gt;
! 89-94&lt;br /&gt;
| [[Iron Hands]]&lt;br /&gt;
|-&lt;br /&gt;
! 94&lt;br /&gt;
| [[Salamanders]]&lt;br /&gt;
|-&lt;br /&gt;
! 95-100&lt;br /&gt;
| [[Space Wolves]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warband Beliefs==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Devotion to the Ruinous Powers (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1-2&lt;br /&gt;
| 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&#039; ever-shifting nature. (If your warband&#039;s progenitor is the Iron Warriors, Night Lords, or Alpha Legion, this may be taken automatically)&lt;br /&gt;
|-&lt;br /&gt;
! 3-7&lt;br /&gt;
| Neutral. The warband believes Chaos to be more of a tool than something to be worshipped, serving the dark gods when it benefits them.&lt;br /&gt;
|-&lt;br /&gt;
! 8-10&lt;br /&gt;
| 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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Chaos Worship (d12) (Ignore if your warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;)&lt;br /&gt;
|- &lt;br /&gt;
! 1–2&lt;br /&gt;
| [[Chaos Undivided]] (If the Progenitor is the Black Legion, Word Bearers, Iron Warriors, Alpha Legion or Night Lords, this can be selected automatically)&lt;br /&gt;
|- &lt;br /&gt;
! 3&lt;br /&gt;
| One of the [[Chaos Gods#The Other Ones|minor gods]], including [[Malal]].&lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| [[Slaanesh]] (If the Progenitor is the Emperor&#039;s Children, this is selected automatically)&lt;br /&gt;
|-&lt;br /&gt;
! 4, 7&lt;br /&gt;
| [[Nurgle]] (If the Progenitor is the Death Guard, this is selected automatically)&lt;br /&gt;
|-&lt;br /&gt;
! 8, 11&lt;br /&gt;
| [[Khorne]] (If the Progenitor is the World Eaters, this is selected automatically)&lt;br /&gt;
|-&lt;br /&gt;
! 9-10&lt;br /&gt;
| [[Tzeentch]] (If the Progenitor is the Thousand Sons, this is selected automatically)&lt;br /&gt;
|- &lt;br /&gt;
! 12&lt;br /&gt;
| Roll again, twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |What form do the Warband&#039;s beliefs take? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-20&lt;br /&gt;
| The [[Chaos Gods|Gods]] Above All - The warband reveres their chosen god(s) above all else. Re-roll if your warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 21-25&lt;br /&gt;
| Hail [[Horus]]! - The Marines of the warband still honour the First Warmaster, he who almost destroyed the Emperor.&lt;br /&gt;
|-&lt;br /&gt;
! 26-35&lt;br /&gt;
| Remember the Ancestors - The Marines remember and pay respects to those who came before them. They have a strong sense of tradition.&lt;br /&gt;
|-&lt;br /&gt;
! 36-50&lt;br /&gt;
| Death to the [[God-Emperor of Mankind|False Emperor]] - The Marines despise the Carrion Lord and his weak, corrupt empire. They seek to tear down the Corpse-God&#039;s fanes and bring His deluded followers into the true faith. &lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| Suffer Not the Weak - Those who lack strength deserve no mercy, even fellow Marines. Survival of the fittest.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| [[Daemon]]hood 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&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;. If your warband&#039;s progenitor is the Word Bearers, this can be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 71-75&lt;br /&gt;
| [[Sindri Myr|Power Demands Sacrifice]] - The Marines of this force understand that in order to gain you must first give something in return. They&#039;re willing to sacrifice anything to advance themselves, even their lives or the lives of others.&lt;br /&gt;
|-&lt;br /&gt;
! 76-80&lt;br /&gt;
| 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&#039;s progenitor is the World Eaters, this can be taken automatically.&lt;br /&gt;
|- &lt;br /&gt;
! 81-90&lt;br /&gt;
| Accept Any And All - Thieves and whores, traitors and scum alike are welcome to join the warband&#039;s forces. [[Mutant]]s, [[Beastmen]], [[Xenos]], and former foes can be found serving in this warband.&lt;br /&gt;
|-&lt;br /&gt;
! 91-99&lt;br /&gt;
| 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. &lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| 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&#039;s progenitor is the Alpha Legion, this can be taken automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warband Demeanour==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Warband Demeanor (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 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 [[abhuman]]s, [[mutant]]s and other freaks because of this. Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| [[Extra Heresy]]. A surprisingly large amount of the warband is willing to work alongside [[xenos|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.&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 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&#039;s life.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 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&#039;s chosen. Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Mutations &amp;amp; Deficiencies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Common Mutations/Deficiencies (if Neutral or Fanatic devotion) (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 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&#039;s progenitor was the Night Lords, this may be taken automatically)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| No Rest for the Wicked. The warband&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Freakish Skin. The touch of the Warp has manifested itself upon their skin. They may be covered in scales, lesions, chitin, or matted hair.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Voice of Evil. The Marines&#039; voices are sinister and painful to the ear. Merely speaking is enough to terrify many of their foes.&lt;br /&gt;
|-&lt;br /&gt;
! 6-8&lt;br /&gt;
| Body Horror. The warband&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Breath Weapon. Something has happened to the warband&#039;s Betcher&#039;s glands. They can breathe forth acid, fire, or poison. &lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Multiple (make 2 rolls, re-rolling duplicates or 10&#039;s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common Mental Flaws (if Fanatical devotion) (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1-2&lt;br /&gt;
| [[Horus]], is that you? - Centuries or millennia of exposure to the Warp have taken their toll. The warband&#039;s Marines have trouble remembering certain things and occasionally hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
! 3-4&lt;br /&gt;
| 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. &lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| Surrounded by Traitors - The warband&#039;s Marines are paranoid that those who surround them are schemers and liars who may backstab them at any moment.&lt;br /&gt;
|-&lt;br /&gt;
! 7-8&lt;br /&gt;
|  I Must Get Closer! - The warband&#039;s Marines are obsessed with getting close to their enemies.&lt;br /&gt;
|-&lt;br /&gt;
! 9-10&lt;br /&gt;
| Sanity is for the Weak - The warband&#039;s Marines disregard pitiful things such as &amp;quot;logic&amp;quot; and &amp;quot;common sense&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Champion of Legend==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Figure of Legend (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-20&lt;br /&gt;
| Champion of your choice.&lt;br /&gt;
|-&lt;br /&gt;
! 21-50&lt;br /&gt;
| Warband leader, [[Daemon Prince]], or [[Chaos Lord]]&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| [[Sorcerer (Warhammer 40,000)|Sorcerer]] Lord&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| An extremely zealous Champion or Possessed&lt;br /&gt;
|-&lt;br /&gt;
! 71-75&lt;br /&gt;
| [[Chaos Dreadnought|Dreadnought]]&lt;br /&gt;
|-&lt;br /&gt;
! 76-85&lt;br /&gt;
| Chosen or [[Terminator]]&lt;br /&gt;
|-&lt;br /&gt;
! 86-90&lt;br /&gt;
| [[Apothecary]]&lt;br /&gt;
|-&lt;br /&gt;
! 91-95&lt;br /&gt;
| Battle Brother of old&lt;br /&gt;
|-&lt;br /&gt;
! 96-99&lt;br /&gt;
| A [[Daemon]] who was close to the Warband. Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| Choose for yourself&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Deeds of Legend (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-25&lt;br /&gt;
| The figure is remembered as a scourge of the Imperium, having ravaged many planets and slaughtered many servants of the False Emperor.&lt;br /&gt;
|-&lt;br /&gt;
! 26-50&lt;br /&gt;
| 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).&lt;br /&gt;
|-&lt;br /&gt;
! 51-70&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 71-85&lt;br /&gt;
| The legend committed great atrocities during the boarding of an [[Eldar]] Craftworld, capturing and despoiling many of the craftworld&#039;s [[spirit stone]]s. He and his warband are still hated to this day by the Eldar.&lt;br /&gt;
|-&lt;br /&gt;
! 86-90&lt;br /&gt;
| 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&#039;s devotion to chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 91-95&lt;br /&gt;
| The hero led a campaign of extermination against a loyalist [[Space Marine|Astartes]] chapter, butchering them to the last man and stealing their [[gene-seed]].&lt;br /&gt;
|-&lt;br /&gt;
! 96-100&lt;br /&gt;
|  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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warband Homeworld==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Warband Homeworld (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-10&lt;br /&gt;
| [[Feral World]]&lt;br /&gt;
|- &lt;br /&gt;
! 11-20&lt;br /&gt;
| Feudal World&lt;br /&gt;
|- &lt;br /&gt;
! 21-30&lt;br /&gt;
| Industrial World&lt;br /&gt;
|- &lt;br /&gt;
! 31-40&lt;br /&gt;
| Agri World&lt;br /&gt;
|-&lt;br /&gt;
! 41-45&lt;br /&gt;
| Prison Planet&lt;br /&gt;
|-&lt;br /&gt;
! 46-50&lt;br /&gt;
| [[Hive World]]&lt;br /&gt;
|- &lt;br /&gt;
! 51-55&lt;br /&gt;
| [[Forge World]] (Allied with resident Dark Mechanicus cabal in addition to allies roll below)&lt;br /&gt;
|- &lt;br /&gt;
! 56-60&lt;br /&gt;
| Dead World&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| Fortress World&lt;br /&gt;
|-&lt;br /&gt;
! 71-75&lt;br /&gt;
| [[Death World]]&lt;br /&gt;
|-&lt;br /&gt;
! 76-80&lt;br /&gt;
| [[Daemon World]] (Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| Fleet-based&lt;br /&gt;
|- &lt;br /&gt;
! 91-95&lt;br /&gt;
| Stationary non-planet, such as a debris field, an asteroid belt or a deep-space station&lt;br /&gt;
|- &lt;br /&gt;
! 96-100&lt;br /&gt;
| [[Space Hulk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Homeworld terrain (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1–20&lt;br /&gt;
| Jungle&lt;br /&gt;
|-&lt;br /&gt;
! 21–30&lt;br /&gt;
| Desert&lt;br /&gt;
|-&lt;br /&gt;
! 31-45&lt;br /&gt;
| [[Warp]]-twisted, roll again for the base terrain, automatic for Daemon Worlds&lt;br /&gt;
|-&lt;br /&gt;
! 46–50&lt;br /&gt;
| Ice&lt;br /&gt;
|-&lt;br /&gt;
! 51–55&lt;br /&gt;
| Ocean&lt;br /&gt;
|-&lt;br /&gt;
! 56–70&lt;br /&gt;
| Wasteland&lt;br /&gt;
|-&lt;br /&gt;
! 71–75&lt;br /&gt;
| Volcanic&lt;br /&gt;
|-&lt;br /&gt;
! 76-85&lt;br /&gt;
| Dead&lt;br /&gt;
|-&lt;br /&gt;
! 86–95&lt;br /&gt;
| Toxic&lt;br /&gt;
|-&lt;br /&gt;
! 96–100&lt;br /&gt;
| Airless&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Doctrine==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Combat doctrine (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| [[Rip and Tear]] - The warband&#039;s Marines revel in the glorious act of ripping and tearing the enemies&#039; 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&#039;s progenitor is the World Eaters and/or your patron god is Khorne, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Unorthodox Warfare - The warband&#039;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&#039;s progenitor is the Alpha Legion and/or your patron god is Tzeentch, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Armoured Fist - The warband takes its cue from the Imperial Guard. Every combat action they participate in is fought with a regiment&#039;s worth of armor and mechanized infantry, utterly crushing the opposition under their iron treads.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Death from Afar - The warband&#039;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. If your warband&#039;s progenitor is the Iron Warriors, this may be take automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 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&#039;s progenitor is the Emperor&#039;s Children or Death Guard and/or your patron god is Slaanesh or Nurgle, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| [[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&#039;s devotion to chaos is &amp;quot;Loathed&amp;quot;. If your warband&#039;s progenitor is the Word Bearers, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 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&#039;s progenitor is the Iron Warriors, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Bloody Rain - The warband&#039;s Marines take the saying &amp;quot;Death from Above&amp;quot; to the utmost extreme. The Marines enter the fray through a massive rain of [[Drop Pod|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&#039;s progenitor is the Black Legion, this may be taken automatically.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Terror - The warband&#039;s Marines revel in the fear and suffering of their enemies. The warband&#039;s opponents are typically unable to fight when they attack, as their constant terror campaigns have eroded their victims&#039; 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&#039;s brand of fear further. If your warband&#039;s progenitor is the Night Lords, this may be taken automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Special Equipment (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-10&lt;br /&gt;
| Preferred Fighting Style. This warband has a particular way of making war, and adheres to that method above all others.&lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| Blessed Icons. Tattoos, brands, heraldry, banners: the warband plasters the sigil of their chosen god(s) everywhere. Re-roll if your warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 21-25&lt;br /&gt;
| [[Daemon]] Weapons. The warband has been &amp;quot;blessed&amp;quot; with a cache of daemon weapons. Rates of possession tend to be higher in such a warband. Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 26-35&lt;br /&gt;
| Bestial Companion. The warband&#039;s Marines have made companions of exotic animals captured from a remote world.&lt;br /&gt;
|-&lt;br /&gt;
! 36-45&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 46-50&lt;br /&gt;
| Unholy Wargear. The warband&#039;s weapons and armor have been touched by the Warp and bear obvious signs of corruption.&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| 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 &amp;quot;liberate&amp;quot; a cache of xenos technology, such as Necron gauss flayers or Drukhari splinter weapons. &lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| Special Mount. The warband uses either daemonic steeds or beasts taken from an exotic world and broken to the will of their new masters.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| Unique Daemon Engines. The warband&#039;s warpsmiths have created heretofore unseen abominations of flesh, metal, and daemonic fury. Re-roll if your warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| Special Armour. The warband&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warband Status==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Warband Status (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| Endangered&lt;br /&gt;
|-&lt;br /&gt;
! 2-4&lt;br /&gt;
| Slightly Understrength&lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| Typical Strength&lt;br /&gt;
|-&lt;br /&gt;
! 7-9&lt;br /&gt;
| Slightly Overstrength&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Massive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Cause of diminished strength (If Endangered or Slightly Understrength) (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| The warband lost a considerable portion of their forces in the Warp or due to mechanical errors (critical reactor failure, sabotaged drop ships, etc.)&lt;br /&gt;
|-&lt;br /&gt;
! 2-4&lt;br /&gt;
| The warband &#039;&#039;is&#039;&#039; strong, but its forces are spread thin: deployed in a Black Crusade, skirmishing, following their own agendas, etc.&lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| Conflicts within the warband. This may be anything from a dispute over the spoils of a raid to an all-out civil war.&lt;br /&gt;
|-&lt;br /&gt;
! 7-9&lt;br /&gt;
| The warband sustained massive casualties in an ill-fated battle.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| A part of the warband was assimilated by or was attacked by another Chaos-aligned entity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Cause of increased strength (If Slighly Overstrength or Massive) (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| The warband is favoured by a mighty Chaos Lord, or perhaps one of the Legions, and allows it to draw upon their forces.&lt;br /&gt;
|-&lt;br /&gt;
! 2-4&lt;br /&gt;
| The warband merged with a smaller warband or picked up the remains of a defeated one.&lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| The warband joined forces with another warband that shared the same goals or a common enemy.&lt;br /&gt;
|-&lt;br /&gt;
! 7-9&lt;br /&gt;
| Rumors of the warband&#039;s power attracts lesser warbands and other factions willing to serve them.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| The warband has incorporated a Space Marine Chapter who recently turned traitor into their ranks. (If you want to roll on fallen Chapter tables up top)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warband Allies &amp;amp; Enemies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Warband allies.  Who has our back? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-5&lt;br /&gt;
| Warmaster [[Abaddon]] (if Black Legion warband, can be taken automatically as Abaddon forced nearly all independent Sons of Horus survivors into the Black Legion and there only handfuls of Sons of Horus warbands that remain, possibly barely tolerated by Abaddon as a source of Horus geneseed)&lt;br /&gt;
|-&lt;br /&gt;
! 6-10&lt;br /&gt;
| Populace of a renegade Imperial planet or a human colony that has, through isolation, never joined the Imperium and has been independent since the old human government collapsed in the Age of Strife&lt;br /&gt;
|-&lt;br /&gt;
! 11-15&lt;br /&gt;
| Corrupt governor or other high-ranking Imperial official&lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| Chaos warband or specific Chaos Lord&lt;br /&gt;
|-&lt;br /&gt;
! 31-35&lt;br /&gt;
| Rogue [[Psyker]] Cult&lt;br /&gt;
|-&lt;br /&gt;
! 36-40&lt;br /&gt;
| [[Dark Mechanicus]]/Traitor [[Titan (Warhammer 40,000)|Titan]] Legion&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| Chaos Cult. Re-roll if your Warband&#039;s devotion to Chaos is &amp;quot;Loathed&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! 51-75&lt;br /&gt;
| 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)&lt;br /&gt;
|-&lt;br /&gt;
! 76-80&lt;br /&gt;
| Rogue [[Inquisitor]]&lt;br /&gt;
|-&lt;br /&gt;
! 81-85&lt;br /&gt;
| Specific Chaos [[Xenos]] or simply other xenos groups with whom they share mutual goals. See Minor Xenos Table below&lt;br /&gt;
|- &lt;br /&gt;
! 86-95&lt;br /&gt;
| A loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with your warband.&lt;br /&gt;
|-&lt;br /&gt;
! 96-100&lt;br /&gt;
| 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&#039;s needs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Who are the Warband&#039;s enemies?(d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-10&lt;br /&gt;
| [[Imperial Guard]]&lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| [[Orks]]&lt;br /&gt;
|-&lt;br /&gt;
! 21-30&lt;br /&gt;
| [[Eldar]]&lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| [[Tyranids]]&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| [[Space Marine]] Chapter&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| [[Skitarii]]&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| [[Imperial Knight]] House&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| [[Dark Eldar]]&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| [[Tau]]&lt;br /&gt;
|-&lt;br /&gt;
! 91-99&lt;br /&gt;
| [[Sisters of Battle]]&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| Other Xenos [http://wh40k.lexicanum.com/wiki/List_of_Sentient_Species See here]  for inspiration. Alternatively, see below.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Minor Xenos Species/Empires(1d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-10&lt;br /&gt;
| Roll Twice&lt;br /&gt;
|-&lt;br /&gt;
! 11-18&lt;br /&gt;
| [[Hrud]]&lt;br /&gt;
|-&lt;br /&gt;
! 19-20&lt;br /&gt;
| Khrave&lt;br /&gt;
|-&lt;br /&gt;
! 21-28&lt;br /&gt;
| Fra&#039;al&lt;br /&gt;
|-&lt;br /&gt;
! 29-30&lt;br /&gt;
| Scythian&lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| Uluméathic League&lt;br /&gt;
|-&lt;br /&gt;
! 41-48&lt;br /&gt;
| Yu&#039;vath/Legacy of the Yu&#039;vath/[[Rak&#039;gol]]&lt;br /&gt;
|-&lt;br /&gt;
! 49-50&lt;br /&gt;
| Enoulians&lt;br /&gt;
|-&lt;br /&gt;
! 51-55&lt;br /&gt;
| Enslavers&lt;br /&gt;
|-&lt;br /&gt;
! 56-58&lt;br /&gt;
| Saruthi&lt;br /&gt;
|-&lt;br /&gt;
! 59-60&lt;br /&gt;
| Dracolith&lt;br /&gt;
|-&lt;br /&gt;
! 61-65&lt;br /&gt;
| Barghesi&lt;br /&gt;
|-&lt;br /&gt;
! 66-70&lt;br /&gt;
| Tarrelians&lt;br /&gt;
|-&lt;br /&gt;
! 71-73&lt;br /&gt;
| Thyrrus&lt;br /&gt;
|-&lt;br /&gt;
! 74-75&lt;br /&gt;
| Paramours of the Morpheus Rift&lt;br /&gt;
|-&lt;br /&gt;
! 76-80&lt;br /&gt;
| Hellgrammite&lt;br /&gt;
|-&lt;br /&gt;
! 81-85&lt;br /&gt;
| Loxatl&lt;br /&gt;
|-&lt;br /&gt;
! 85-90&lt;br /&gt;
| [[Saharduin]]&lt;br /&gt;
|-&lt;br /&gt;
! 91-92&lt;br /&gt;
| Xenarch&lt;br /&gt;
|-&lt;br /&gt;
! 93-95&lt;br /&gt;
| Cythor Fiends&lt;br /&gt;
|-&lt;br /&gt;
! 96-97&lt;br /&gt;
| Nightmare-Engines of the Pale Wasting&lt;br /&gt;
|-&lt;br /&gt;
! 98-100&lt;br /&gt;
| Other Xenos Species (pick one or roll/write one up)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Crunch tables removed.]&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/15086952/ &amp;quot;Rites of Heresy&amp;quot;], the original thread.&lt;br /&gt;
&lt;br /&gt;
{{40k-Faction-Creation-Tables}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Chaos Space Marines]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Creation Tables]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:66</name></author>
	</entry>
</feed>