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		<title>Renegade Space Marine Chapter Creation Table</title>
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		<summary type="html">&lt;p&gt;2602:306:833C:48A0:7844:E44E:109C:435B: /* Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creation table for Chapters that do not serve the [[Imperium]], nor the [[Chaos|Ruinous Powers]], choosing to go rogue instead.&lt;br /&gt;
&lt;br /&gt;
==Chapter Origins==&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 Chapter&#039;s Progenitor? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! [[Rage|1-30]]&lt;br /&gt;
| [[Ultramarines]]&lt;br /&gt;
|-&lt;br /&gt;
! 31-45&lt;br /&gt;
| [[Blood Angels]]&lt;br /&gt;
|-&lt;br /&gt;
! 46–55&lt;br /&gt;
| [[Dark Angels]]&lt;br /&gt;
|-&lt;br /&gt;
! 56-60&lt;br /&gt;
| Traitor Legion&lt;br /&gt;
|-&lt;br /&gt;
! 61-68&lt;br /&gt;
| [[Imperial Fists]]&lt;br /&gt;
|-&lt;br /&gt;
! [[What|69-78]]&lt;br /&gt;
| Reroll, choose a &#039;&#039;&#039;successor&#039;&#039;&#039; from that chapter, or choose &#039;&#039;&#039;unknown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 79-86&lt;br /&gt;
| [[White Scars]]&lt;br /&gt;
|-&lt;br /&gt;
! 87–94&lt;br /&gt;
| [[Raven Guard]]&lt;br /&gt;
|-&lt;br /&gt;
! 95-98&lt;br /&gt;
| [[Iron Hands]]&lt;br /&gt;
|-&lt;br /&gt;
! 99&lt;br /&gt;
| [[Space Wolves]]&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| [[Salamanders]]&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; |When Was The Chapter Founded? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| 31st Millennium (the Chapter claims to be a [[Second Founding]]) (If rolled &#039;&#039;&#039;Traitor Legion&#039;&#039;&#039;, this must be taken by default.)&lt;br /&gt;
|-&lt;br /&gt;
! 2–5&lt;br /&gt;
| 32nd Millennium&lt;br /&gt;
|-&lt;br /&gt;
! 6–10&lt;br /&gt;
| 33rd Millennium&lt;br /&gt;
|-&lt;br /&gt;
! 11–20&lt;br /&gt;
| 34th Millennium&lt;br /&gt;
|-&lt;br /&gt;
! 21–30&lt;br /&gt;
| 35th Millennium&lt;br /&gt;
|-&lt;br /&gt;
! 31–45&lt;br /&gt;
| 36th Millennium (Cursed Founding)&lt;br /&gt;
|-&lt;br /&gt;
! 46–55&lt;br /&gt;
| 37th Millennium&lt;br /&gt;
|-&lt;br /&gt;
! 56–65&lt;br /&gt;
| 38th Millenium&lt;br /&gt;
|-&lt;br /&gt;
! 66–75&lt;br /&gt;
| 39th Millenium&lt;br /&gt;
|-&lt;br /&gt;
! 76–85&lt;br /&gt;
| 40th Millenium&lt;br /&gt;
|-&lt;br /&gt;
! 86–95&lt;br /&gt;
| 41st Millenium (Twenty-Sixth and last known Founding)&lt;br /&gt;
|-&lt;br /&gt;
! 96–100&lt;br /&gt;
| Unknown&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; |Imperial Exodus (d100) Causes &lt;br /&gt;
|-&lt;br /&gt;
! 1-6&lt;br /&gt;
| &#039;&#039;&#039;Altruistic Downfall:&#039;&#039;&#039; They came to blows with the Imperial Inquisition for actions undermining their authority to aid other fellow Imperials, resulting in the excommunication of the chapter.&lt;br /&gt;
|-&lt;br /&gt;
! 7-13&lt;br /&gt;
| &#039;&#039;&#039;Imperial Destruction:&#039;&#039;&#039; This chapter often caused more [[Marines Malevolent|collateral damage]] than the Imperium felt comfortable with, so they were branded traitors and excommunicated.&lt;br /&gt;
|-&lt;br /&gt;
! 14-20&lt;br /&gt;
| &#039;&#039;&#039;Eternally Loyal:&#039;&#039;&#039; Secret commands from high-ranking Imperial Lords demanded this chapter&#039;s secession from the Imperium, whether for unspecified reasons or for a particular mission.&lt;br /&gt;
|-&lt;br /&gt;
! 21-27&lt;br /&gt;
| &#039;&#039;&#039;Chaos Use:&#039;&#039;&#039; They somehow came to discover the power of Chaos tainted weapons, and began using such artifacts. It was not long before they were driven out.&lt;br /&gt;
|-&lt;br /&gt;
! 28-34&lt;br /&gt;
| &#039;&#039;&#039;Hereteks:&#039;&#039;&#039; Chapter began to dabble in technologies beyond them, and found themselves enemies with the Mechanicum, who forced them out of the Imperium.&lt;br /&gt;
|-&lt;br /&gt;
! 35-41&lt;br /&gt;
| &#039;&#039;&#039;Xenophilia:&#039;&#039;&#039; 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 excommunicated.&lt;br /&gt;
|-&lt;br /&gt;
! 42-48&lt;br /&gt;
| &#039;&#039;&#039;Bitter Resentment:&#039;&#039;&#039; The chapter was constantly ridiculed and undermined, and becoming frustrated with the treatment of their Chapter by other forces of the Imperium, they chose instead to strike off on their owned.&lt;br /&gt;
|-&lt;br /&gt;
! 49-55&lt;br /&gt;
| &#039;&#039;&#039;Political Suicide:&#039;&#039;&#039; Several bad political decisions and affiliations made this chapter a victim of their own ineptitude, being declared traitors and forced to flee from their former allies.&lt;br /&gt;
|-&lt;br /&gt;
! 56-62&lt;br /&gt;
| &#039;&#039;&#039;Codex Diversitas:&#039;&#039;&#039; The [[Codex Astartes]] is a Marine&#039;s life-line, and this chapter diverged too greatly from its rules and regulations, causing their ultimate expulsion from the Imperium of Man.&lt;br /&gt;
|-&lt;br /&gt;
! 63-69&lt;br /&gt;
| &#039;&#039;&#039;Emperor&#039;s Light:&#039;&#039;&#039; These Marines saw the Imperium as a perversion of the Emperor&#039;s will, deemed its festering bureaucracy beyond redemption, and rebelled in order to try and stay true to the Emperor.&lt;br /&gt;
|-&lt;br /&gt;
! 70-76&lt;br /&gt;
| &#039;&#039;&#039;Cowardice in the Face of Extinction:&#039;&#039;&#039; 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;
! 77-83&lt;br /&gt;
| &#039;&#039;&#039;Destiny:&#039;&#039;&#039; The seeds of their leaving the Imperium were implanted long ago, be it by their founders, another institution, or some other [[Alpha Legion|force]] this was always going to happen...&lt;br /&gt;
|-&lt;br /&gt;
! 84-92&lt;br /&gt;
| &#039;&#039;&#039;Cult of Personality:&#039;&#039;&#039; A single Champion within the Chapter(s) whose philosophy and ideals have lead the marines down their own path.&lt;br /&gt;
|-&lt;br /&gt;
! 93-100&lt;br /&gt;
| &#039;&#039;&#039;Lust for Adventure:&#039;&#039;&#039; These Marines saw a life free from the Imperium and their restrictions enticing, and left seeking high adventure at whatever the cost!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties and Defects==&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; |Geneseed Mutation Severity (d20) ( For Bitter Resentment, roll a 1d2 for either Significant or Heavy Mutation)&lt;br /&gt;
|- &lt;br /&gt;
! 1-10&lt;br /&gt;
| &#039;&#039;&#039;Pure Geneseed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 11-14&lt;br /&gt;
| &#039;&#039;&#039;Minor Flaw&#039;&#039;&#039;: Geneseed takes a new form from its predecessor&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
! 15-19&lt;br /&gt;
| &#039;&#039;&#039;Significant Mutation&#039;&#039;&#039;: Roll once on the Geneseed Mutation table.&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mutation&#039;&#039;&#039;: Roll twice on the Geneseed Mutation tables.&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; |If they have one, what mutation do they have? (This doesn&#039;t include mutations passed down from their founders, like the Imperial Fists&#039; lack of a Betcher&#039;s Gland and Sus-an Membrane.)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| Hyper-stimulated Omophagea - [[Flesh Tearers|Eat the enemy!]]&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Oversensitive Occulobe - &amp;quot;I&#039;m in the dark and I can see perfectly! How usefuAAAAH THE SUN&#039;S COMING UP HOLY EMPEROR MY EYES&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Mutated Catalepsean Node - [[Emperor&#039;s Nightmare|Yeah, just go here. It&#039;s basically the same effect.]]&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Oolitic Secretions - Weird-coloured skin. Yeah, that&#039;s it.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Disturbing Voice - Ranges from speaking like a creaking floorboard to having a deep, booming voice.&lt;br /&gt;
|-&lt;br /&gt;
! 6-8&lt;br /&gt;
| Lost zygote - &amp;lt;s&amp;gt;If you don&#039;t understand this one, why are you even trying to make a Chapter?&amp;lt;/s&amp;gt; {{BLAM}} &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;OI YA BIG FANZY WORDZ A MAK&#039;N NO SENSE. N&#039; WUN KNOW WOT YA ON ABOUT. Litz&#039;n up ya gitz, da zygot dhingy dat iz n&#039; of &#039;da aspetz of dem &#039;umie geen zeet. N &#039;DA WHOLE DHING. Only &#039;da Catalepsean Node, Preomnor, Omophagea, Occulobe, Lyman&#039;s Ear, Sus-an Membrane, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher&#039;s Gland o&#039; da Melanchromic Organ iz wat iz&#039;n working no more. Ya still gud for a fight but ya have &#039;ta fight propa with&#039;out&#039;n wun uv ya organz.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Doomed - the Chapter has either lost the ability to generate Progenoids or the Black Carapace, stopping future neophytes from being created. Unless they fix this fast, they&#039;re fucked.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Multiple instabilities - roll d3 more times on the table, rerolling multiples of the same result.&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 is the Chapter&#039;s Flaw? (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1–2&lt;br /&gt;
| &#039;&#039;&#039;Acute paranoia&#039;&#039;&#039; - The renegades believe that everyone is out to get them and the Imperium looks around every corner to purge them. They trust no one but themselves and are extremely cautious.&lt;br /&gt;
|-&lt;br /&gt;
! 3–4&lt;br /&gt;
| &#039;&#039;&#039;Pride in the Colours&#039;&#039;&#039; - The Chapter hates doing anything that covers their livery.&lt;br /&gt;
|-&lt;br /&gt;
! 5–6&lt;br /&gt;
| &#039;&#039;&#039;Kleptomania&#039;&#039;&#039; - The renegades tend to [[Blood Ravens|take anything valuable not nailed down, and then rip up the things that are nailed down]].&lt;br /&gt;
|-&lt;br /&gt;
! 7–8&lt;br /&gt;
| &#039;&#039;&#039;Eye to Eye&#039;&#039;&#039; - The Chapter hates any method of warfare other than [[Angry Marines|running up to the enemy and punching them]].&lt;br /&gt;
|-&lt;br /&gt;
! 9-10&lt;br /&gt;
| &#039;&#039;&#039;Chapter Cult&#039;&#039;&#039; - The practices of the Chapter are weird and probably quite [[Slaanesh|unsavory]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chapter Legends==&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; |Figure of Legend (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-20&lt;br /&gt;
| A Battle-Brother seconded from a previous generation Successor or even the First Founding Legion that provided the new Chapter’s gene-seed. Roll again on this table to determine what type of warrior he was, rerolling if you get this result again.&lt;br /&gt;
|-&lt;br /&gt;
! 21-50&lt;br /&gt;
| Chapter Master&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| Chief Librarian&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| Master of Sanctity&lt;br /&gt;
|-&lt;br /&gt;
! 71-73&lt;br /&gt;
| Master of the Forge&lt;br /&gt;
|-&lt;br /&gt;
! 74&lt;br /&gt;
| Master of the Fleet&lt;br /&gt;
|-&lt;br /&gt;
! 75&lt;br /&gt;
| Chief Apothecary&lt;br /&gt;
|-&lt;br /&gt;
! 76-85&lt;br /&gt;
| Company Captain (roll d10 to determine which company).&lt;br /&gt;
|-&lt;br /&gt;
! 86-90&lt;br /&gt;
| Squad Sergeant (roll d10 twice to determine company and squad).&lt;br /&gt;
|-&lt;br /&gt;
! 90-98&lt;br /&gt;
| Battle-Brother (roll d10 twice to determine company and squad).&lt;br /&gt;
|-&lt;br /&gt;
! 99&lt;br /&gt;
| A specialist of your choice (Librarian, Chaplain, Techmarine, driver, pilot, etc).&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| Scout Marine.&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 the bane of the Orks, to such an extent that his name is known to the vile greenskins even to this day.&lt;br /&gt;
|-&lt;br /&gt;
! 26-50&lt;br /&gt;
| The individual was a stalwart enemy of the chapter&#039;s foes, proving vicious and determined in his fight.&lt;br /&gt;
|-&lt;br /&gt;
! 51-70&lt;br /&gt;
| The hero led a glorious campaign against an attacking army, defeating the foe and bringing an entire sector back into the Chapter&#039;s fold.&lt;br /&gt;
|-&lt;br /&gt;
! 71-85&lt;br /&gt;
| The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing.&lt;br /&gt;
He and his Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.&lt;br /&gt;
|-&lt;br /&gt;
! 86-90&lt;br /&gt;
| The hero was lost to his Chapter in a warp accident, yet his descendants have cause to believe he lives still and may one day return to them in glory.&lt;br /&gt;
|-&lt;br /&gt;
! 91-95&lt;br /&gt;
| The hero was the first to face some newly discovered alien race, and ultimately responsible for its total destruction. Centuries later, only the Chapter remembers the name of the race, so utterly was it and its works cast down.&lt;br /&gt;
|-&lt;br /&gt;
! 96-100&lt;br /&gt;
| The hero led his Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by treachery within the fold of the Imperium, slain by an assassin’s turbo-penetrator round on the field of battle. Just why he was targeted was never discovered, and the Chapter harbours a special hatred for the servants of the Officio Assassinorum to this day.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chapter Territory and its Management==&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; |Home Sector (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;True Nomads&#039;&#039;&#039;: They drift aimlessly in the void, going from sector to sector avoiding destruction, and acquiring what they need to survive.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Nebula&#039;&#039;&#039;: These Marines park their Voidcraft on the outskirts of a nebula, using the outer floating debris for either resources or colonies.&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| &#039;&#039;&#039;Primordial Sector&#039;&#039;&#039;: The sector chosen to occupy is in its early years, late into the process or just after the planets began to take form, with only the earliest signs of life in the sector.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| &#039;&#039;&#039;Ending Sector&#039;&#039;&#039;: This sector is essentially dead, with either a white dwarf, black dwarf, or neutron star at the center. Only the foulest xenos live here.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;&#039;Primitive Sector&#039;&#039;&#039;: The only other race in the system is a fledgling race either before or on the cusp of their own space age.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;&#039;&#039;Abandoned sector&#039;&#039;&#039;: Formally Imperial Space, abandoned by the Imperium to its fate, they now have a new guardian, in the form of the Angels of Death.&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
|  &#039;&#039;&#039;Xenos Held&#039;&#039;&#039;: A system held by xenos (roll on enemies table and/or minor xenos table 1d3 times).&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| &#039;&#039;&#039;Imperial Held&#039;&#039;&#039;: This group must remain cautious, for they are not welcome here, but have no choice but to remain.&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| &#039;&#039;&#039;Stable Space Hulk&#039;&#039;&#039;: These Marines were lucky enough to happen on a stable [[Space Hulk]] adrift in the void, which they cleared out enough to set it up as their Operating Base.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| &#039;&#039;&#039;Wild System&#039;&#039;&#039;: A system broken up into multiple different territories(roll &#039;&#039;&#039;1d3&#039;&#039;&#039; time on this table, re-rolling this result and true nomads)&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; |Rule of Sector (d10) (If Imperial or Xenos held, roll a 1d2 for either Raiding or Hiding)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Ruleship&#039;&#039;&#039; - &amp;quot;My lord Chapter Master, here are the tax-plans for the North-West district of the sector...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Patronage&#039;&#039;&#039; - &amp;quot;Some Space Marines live here, they protect us and teach us things when we give them stuff sometimes.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| &#039;&#039;&#039;Enslaved/Iron fist&#039;&#039;&#039; - &amp;quot;Our Astartes overlords have us toil away to assist them in their wars. At least they give us protection sometimes, and if you&#039;re lucky they&#039;ll take your kid and he&#039;ll rule over our grandchildren!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| &#039;&#039;&#039;Tribute&#039;&#039;&#039; - &amp;quot;Hi, Planetary Governor? It&#039;s me, the Chapter Master. Just calling you to remind you that I can take anything I want, and you have to give it to me.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 5-7&lt;br /&gt;
| &#039;&#039;&#039;Raiding&#039;&#039;&#039; - &amp;quot;You see that ship up there? The Angel men stop by every once and a while to take all our shit, and kidnap our children.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 8-10&lt;br /&gt;
| &#039;&#039;&#039;Hiding&#039;&#039;&#039; - &amp;quot;Some say there are Marines behind that moon there, but who the fuck knows.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Doctrine and Strategic Organization==&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; |Combat doctrine (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;[[Rip and Tear]]&#039;&#039;&#039; - vicious before their rebellion and vicious now, the group engages often in glorious melee combat.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;True Marines&#039;&#039;&#039; - A strong focus on ship to ship and boarding combat in the void.&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| &#039;&#039;&#039;Silent as the Night&#039;&#039;&#039; - They use stealth and guile to their advantage, striking from the shadows.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| &#039;&#039;&#039;Overwhelming Force&#039;&#039;&#039; - The group prefers to use much heavy ordnance, be it tanks and other vehicles or heavy weapons.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039; - Renegades make extensive use of auxiliaries, human or otherwise.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;&#039;&#039;Feral Xenos&#039;&#039;&#039; - These Marines use savage xenos beasts as attack animals in combat, whether as mounts, aerial support, or hounds of war.&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| &#039;&#039;&#039;Siege and Attrition&#039;&#039;&#039; - Marines are skilled at trench warfare, sieges and similar forms of fighting. Able to stretch out fights until the foe starves to death.&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| &#039;&#039;&#039;The Sound of Engines&#039;&#039;&#039; - They carry a focus on lightning attacks and raids, using many bikes and other quick vehicles.&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| &#039;&#039;&#039;Death from the Skies&#039;&#039;&#039; - Master pilots and [[Drop Pod|drop pods]] assaulters, the group use these tactics to bring death to the foe with Thunderhawk, Stormbird, gunships, dropships and jump-infantry.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| &#039;&#039;&#039;Codex Compliant&#039;&#039;&#039; - Even after their rebellion, they follow the Codex Astartes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| &#039;&#039;&#039;Imperial Compliant&#039;&#039;&#039; - {| 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; |Chapter Operating Procedure (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-30&lt;br /&gt;
| &#039;&#039;&#039;Rogue Military&#039;&#039;&#039;: Operates essentially like a loyal Space Marine Chapter, who chooses its world and its ideals. It answers what calls for help it chooses, fight where it pleases for reasons it deems worthy.&lt;br /&gt;
|-&lt;br /&gt;
! 31-45&lt;br /&gt;
| &#039;&#039;&#039;Piratical&#039;&#039;&#039;: Pirates, these Marines attack Merchant ships, Imperial and Xeno fleets or lone ships, plunder what they want and disappear.&lt;br /&gt;
|-&lt;br /&gt;
! 46-60&lt;br /&gt;
| &#039;&#039;&#039;Mercenaries&#039;&#039;&#039;: These renegades sell their services to the highest bidder. Be it in gear, initiates, ammunition or ships, the renegade Angels of Death come with a price that must be paid.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80&lt;br /&gt;
|  &#039;&#039;&#039;Insurgency&#039;&#039;&#039;: We have a purpose, we know or purpose, and we kill for it. We target our enemies homes, their civilization, and destroy it, cause terror in their hearts and show our goals through force.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
|  &#039;&#039;&#039;Seekers&#039;&#039;&#039;: This Chapter is looking for something, and they will find it, no matter the cost. From world to world gathering evidence, clues and items, for a purpose and through violence if necessary.&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| &#039;&#039;&#039;Savior Complex&#039;&#039;&#039; - We arrive at the beleaguered and abandoned, and save them. Be it fighting back their enemies or helping them to escape, we are the rescuers, those who come to your aid when no others will.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialties==&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; |Specialty restrictions (units the chapter cannot field) (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01–20&lt;br /&gt;
| [[Apothecary]]&lt;br /&gt;
|-&lt;br /&gt;
! 21–40&lt;br /&gt;
| Assault Marine&lt;br /&gt;
|-&lt;br /&gt;
! 41-60&lt;br /&gt;
| Devastator Marine&lt;br /&gt;
|-&lt;br /&gt;
! 61-80&lt;br /&gt;
| [[Techmarine]]&lt;br /&gt;
|-&lt;br /&gt;
! 81-97&lt;br /&gt;
| [[Librarian]]&lt;br /&gt;
|-&lt;br /&gt;
! 98-100&lt;br /&gt;
| Roll Twice on this Chart or choose something truly unusual (i.e., the Chapter has no [[Scout]]s, the Chapter’s Veterans are not formed into the 1st Company, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is for equipment your chapter is missing and/or woefully under-equipped of.&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; |Missing Equipment (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-5&lt;br /&gt;
| Terminator Armor&lt;br /&gt;
|-&lt;br /&gt;
! 6-12&lt;br /&gt;
| Artificer Armor&lt;br /&gt;
|-&lt;br /&gt;
! 13-19&lt;br /&gt;
| Centurion Armor&lt;br /&gt;
|-&lt;br /&gt;
! 20-26&lt;br /&gt;
| Boltguns: Excludes bolters of all patterns, including bolt pistols, Astartes Combat Shotguns, and combi weaponry.&lt;br /&gt;
|-&lt;br /&gt;
! 27-33&lt;br /&gt;
| Powered and Chain Melee weaponry: Excludes all powered melee weaponry and chain weaponry. Note that this does &#039;&#039;&#039;not&#039;&#039;&#039; exclude melee weaponry as a whole.&lt;br /&gt;
|-&lt;br /&gt;
! 34-40&lt;br /&gt;
| Plasma Weapons: Excludes every pattern of Plasma weapons, including Plasma Pistols, Plasma Guns, and combi weaponry involving plasma.&lt;br /&gt;
|-&lt;br /&gt;
! 41-47&lt;br /&gt;
| Heavy Weaponry: Heavy Weaponry operated by a single marine, includes Autocannon, Assault cannon, Conversion beam projector, Cyclone Missile Launcher, Heavy bolter, Heavy flamer, Lascannon, Magna-Melta, Missile launcher, Multi-melta, Plasma cannon, Turbo-laser Destructor.&lt;br /&gt;
|-&lt;br /&gt;
! 48-54&lt;br /&gt;
| Melta Guns: Excludes all patterns of Melta guns, including inferno pistol, multi-melta, and meltagun.&lt;br /&gt;
|-&lt;br /&gt;
! 55-61&lt;br /&gt;
| Flamer Weapons: Excludes all flamer weaponry, including hand flamers, compact flamers, exterminators, and immolation rifles.&lt;br /&gt;
|-&lt;br /&gt;
! 62-68&lt;br /&gt;
| Bikes&lt;br /&gt;
|-&lt;br /&gt;
! 69-75&lt;br /&gt;
| Land Raiders&lt;br /&gt;
|-&lt;br /&gt;
! 76-82&lt;br /&gt;
| Rhinos&lt;br /&gt;
|-&lt;br /&gt;
! 83-89&lt;br /&gt;
| [[Dreadnoughts]]&lt;br /&gt;
|-&lt;br /&gt;
! 90-96&lt;br /&gt;
| Thunderhawks&lt;br /&gt;
|-&lt;br /&gt;
! 97-100&lt;br /&gt;
| [[Drop Pod]]&lt;br /&gt;
|-&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; |Special equipment (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-10&lt;br /&gt;
| &#039;&#039;&#039;Traditional Weapon&#039;&#039;&#039;: The Chapter favours one specific weapon over all others. Choose one specific weapon to serve as the Chapter’s traditional weapon. Examples: Power Sword, Bolt Pistol, Melta Gun&lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| &#039;&#039;&#039;Xenos Weaponry&#039;&#039;&#039;: This Chapter uses exotic xenos-made weapons. This can range from Necron Gauss weaponry, to Tau Pulse Carbines, to Crystaline weapons from the Psy-Gore system...&lt;br /&gt;
|-&lt;br /&gt;
! 21-30&lt;br /&gt;
| &#039;&#039;&#039;Archeotech&#039;&#039;&#039;: Technology formerly lost from humanity, hidden caches and derelict relics from the Dark Age of Technology, Age of Strife, and the Imperium&#039;s Goldenage have found their way into the hands of these marines. Who can know if these technologies are even being used properly...&lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| &#039;&#039;&#039;Crudely Crafted Weaponry&#039;&#039;&#039;: Specialty weaponry is crafted in a rudimentary and crass fashion, not unlike orkish [[dakka]]. What these weapons lack in refinement, they make up for with diversity and availability, providing a wide range of possibilities and being relatively inexpensive to produce.&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| &#039;&#039;&#039;Warp-Tainted Weapons&#039;&#039;&#039;: Despite the inherent dangers, this chapter makes use of weapons tainted by the warp, imbuing them with powers, however unstable they may be.&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| &#039;&#039;&#039;Bio-Technology&#039;&#039;&#039;: Whether from some Xenos experimentation, Chaos tampering, horrid Geneseed mutation, or something else entirely, this chapter has biologically infused technology.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| &#039;&#039;&#039;Phase Weaponry&#039;&#039;&#039;: Peculiar technologies of [[Eldar|unknown origin]], these inventions allow the bypass of materials, being able to fire these weapons through walls and other such obstructions. Can be used for more than just weapons, however, producing blinking effects when applied to armor.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| &#039;&#039;&#039;Specialty Void-Ships&#039;&#039;&#039;: Instead of using standard Imperium ships, this chapter blusters their fleet with esoteric voidcraft, whether of their own design or acquired from some outside force.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| &#039;&#039;&#039;Preferred Fighting Style&#039;&#039;&#039;: The Chapter has a specific way in which it prefers to go about killing the enemies it finds itself making. Examples: Bolt Pistol and Chainsword, dual Power Swords, special Bolter pattern or ammunition, dual Bolt Pistols&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| &#039;&#039;&#039;Genetic Modification&#039;&#039;&#039;: Modifications made to aid these marines in battle are their specialities. Whether they enhance certain senses or have biological weapons like fire breath. Examples: Black Dragon&#039;s claws.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chapter Status==&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; |At what strength is the Chapter? (d10)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| Endangered: The Chapter numbers only a handful of Companies or less having suffered devastating losses in combat, accident, or dramatic genetic instability. If recovery is even possible it will take many decades, making every Battle-Brother (and his Progenoids) an invaluable resource.&lt;br /&gt;
|-&lt;br /&gt;
! 2-4&lt;br /&gt;
| Under Strength: The Chapter is recovering from a defeat or accident that occurred several decades ago, or has recently suffered heavy, but not irrecoverable losses. It is probably at a minimum of half strength, and should return to nominal strength within a decade.&lt;br /&gt;
|-&lt;br /&gt;
! 5-9&lt;br /&gt;
| Nominal: The Chapter can field ten full companies, each with ten squads. In all likelihood most every squad consist of ten brethren and some specialised appointments may be empty, but the Chapter is regarded as fully fit for battle.&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| [[Troll|Over Strength]]: Some Chapters maintain more than the prescribed ten companies, either out of necessity or want for power. These chapters have proven successful, if only in population size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goals &amp;amp; Motivations==&lt;br /&gt;
This table is optional, and is used for assigning motivations to a chapter in any [[Warhammer 40,000|WH40k]] game.&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; |Goals/Motivations? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-9&lt;br /&gt;
| &#039;&#039;&#039;Survival&#039;&#039;&#039;: The Renegades have more immediate concerns, currently focused only on surviving the next few decades.&lt;br /&gt;
|-&lt;br /&gt;
! 10-19&lt;br /&gt;
| &#039;&#039;&#039;Recruiting&#039;&#039;&#039;: The renegades are intent on recruiting to bluster their ranks.&lt;br /&gt;
|-&lt;br /&gt;
! 20-29&lt;br /&gt;
| &#039;&#039;&#039;Redemptive Crusade&#039;&#039;&#039;: The chapter believe they can possibly redeem themselves in a holy crusade.&lt;br /&gt;
|-&lt;br /&gt;
! 30-39&lt;br /&gt;
| &#039;&#039;&#039;For the Emperor!&#039;&#039;&#039;: The Renegades believe they still serve the Emperor, if not the Imperium.&lt;br /&gt;
|-&lt;br /&gt;
! 40-49&lt;br /&gt;
| &#039;&#039;&#039;Vision Quest&#039;&#039;&#039;: The Renegades have begun following visions, portents, or more mystical divination for their actions, and can seem unpredictable in what they do.&lt;br /&gt;
|-&lt;br /&gt;
! 50-59&lt;br /&gt;
| &#039;&#039;&#039;Amassing Wealth&#039;&#039;&#039;: The renegades raid around their chosen hunting grounds, in need of supplies and loot.&lt;br /&gt;
|-&lt;br /&gt;
! 60-69&lt;br /&gt;
| &#039;&#039;&#039;Chapter Mania&#039;&#039;&#039;: The Renegades have developed a strange need to keep doing something, and just can&#039;t stop. It is this mania that drives their actions.&lt;br /&gt;
|-&lt;br /&gt;
! 70-79&lt;br /&gt;
| &#039;&#039;&#039;Inner Conflict&#039;&#039;&#039;: Currently the renegades are focused and embroiled in inner conflict, be it a civil war or simply vicious disagreements in the direction they are taking this rules their choices.&lt;br /&gt;
|-&lt;br /&gt;
! 80-89&lt;br /&gt;
| &#039;&#039;&#039;Unknown Agenda&#039;&#039;&#039;: Someone or something among the renegades is leading them down a path to the unknown, possibly directly, possibly indirectly, but even the chapter itself is unsure of its purpose.&lt;br /&gt;
|-&lt;br /&gt;
! 90-99&lt;br /&gt;
| &#039;&#039;&#039;Peace&#039;&#039;&#039;: The Renegades are experiencing a time of blissful peace, most likely for the first time in their existence, and will maintain it at all costs.&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| &#039;&#039;&#039;Domain Expansion&#039;&#039;&#039;: The renegades seek to carve out their own loyal realm away and separate from the Imperium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Allies and 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; |Who are the Chapter&#039;s allies/enemies?(d100) (Roll twice, once for allies, once for enemies.)&lt;br /&gt;
|- &lt;br /&gt;
! 01-10&lt;br /&gt;
| Fellow Rogue Astartes/Rogue Humans (I.E: Severan Dominate, Space Pirates)&lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| [[Eldar]] Craftworld/leader&lt;br /&gt;
|-&lt;br /&gt;
! 21-30&lt;br /&gt;
| [[Ork]] Waaagh!/Warboss&lt;br /&gt;
|-&lt;br /&gt;
! 31-35&lt;br /&gt;
| [[Tyranid]] Hive Fleet&lt;br /&gt;
|-&lt;br /&gt;
! 36-45&lt;br /&gt;
| [[Necron]] [[Tomb World]]&lt;br /&gt;
|-&lt;br /&gt;
! 46-65&lt;br /&gt;
| [[Space Marine]] Chapter/leader&lt;br /&gt;
|-&lt;br /&gt;
! 66-75&lt;br /&gt;
| [[Inquisition]] Force/Agent&lt;br /&gt;
|-&lt;br /&gt;
! 76-85&lt;br /&gt;
| [[Imperial Guard]]/[[Planetary Defense Force|PDF]] Regiment&lt;br /&gt;
|-&lt;br /&gt;
! 86-95&lt;br /&gt;
| [[Dark Eldar]] [[Kabal]]/leader&lt;br /&gt;
|-&lt;br /&gt;
! 96-99&lt;br /&gt;
| Specific Minor Xenos leader/group (see below)&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| Select your own&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;
| [[Tau| Tau Empire]] (alternatively, you may select a particular Tau force or leader)&lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| [[Hrud]]&lt;br /&gt;
|-&lt;br /&gt;
! 21-30&lt;br /&gt;
| Fra&#039;al&lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| Uluméathic League&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| Yu&#039;vath/Legacy of the Yu&#039;vath/[[Rak&#039;gol]]&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| Enslavers&lt;br /&gt;
|-&lt;br /&gt;
! 61-65&lt;br /&gt;
| Bargesi&lt;br /&gt;
|-&lt;br /&gt;
! 66-70&lt;br /&gt;
| Tarrelians&lt;br /&gt;
|-&lt;br /&gt;
! 71-75&lt;br /&gt;
| Thyrrus&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;
Lastly, add a name, colours, and heraldry. [[Rage|God-Emperor help us all.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Faction-Creation-Tables}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Creation Tables]]&lt;/div&gt;</summary>
		<author><name>2602:306:833C:48A0:7844:E44E:109C:435B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11694</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11694"/>
		<updated>2020-06-26T22:03:55Z</updated>

		<summary type="html">&lt;p&gt;2602:306:833C:48A0:7844:E44E:109C:435B: /* Beastmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sharkabs.jpg|300px|thumb|right|They call them &amp;quot;Ab&amp;quot;humans for a reason.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abhuman&#039;&#039;&#039; (from &#039;&#039;ab-&#039;&#039;, &amp;quot;of, from, away from,&amp;quot; &#039;&#039;human&#039;&#039;) is a term used in the [[Imperium of Man]] to refer to a stable-breeding subspecies of [[humanity]]. Although their physiology and mentality would be so different that they should technically be classified as a whole different species altogether. Officially, they are not considered [[mutant]]s by virtue of their breed stability, but they are generally not treated the same way as &amp;quot;normal&amp;quot; humans. Civilian abhumans are almost always an underclass on other worlds, and when [[Imperial Guard]] regiments are raised from abhuman worlds as part of the Imperial Tithe they tend to be broken up into individual companies, platoons, or squads that are then attached to other regiments as auxiliary troops. Though, this is usually because most abhumans that qualify for Guard service are either [[ogryn|too stupid]], [[Beastmen (40k)|too undisciplined]], [[ratling|too specialized]], or [[Felinid|aren&#039;t numerous enough]] to maintain their own independent regiments.&lt;br /&gt;
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So far as is known, none of the abhuman strains below are compatible with [[Space Marine]] implants, while all are compatible with the Psyker gene. Space Marines themselves are considered dubiously human in some circles, but since they don&#039;t breed, their inhumanity is the result of postnatal modifications, and they&#039;re all &amp;lt;s&amp;gt;7&amp;lt;/s&amp;gt; foot tall killing machines that carry automatic armor-piercing grenade launchers, they don&#039;t count as abhumans. [[Heresy|Or else]]. Of course we don’t even know if Astartes are genetically dissimilar from normal humans beyond the Progenoid adding and tweaking genes to allow for the other implants to be accepted. The other implants just change how the body behaves in a certain way. So, they might genetically not be notably dissimilar enough to be anything other than homo sapiens sapiens. The Custodes however...&lt;br /&gt;
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== Origins ==&lt;br /&gt;
Humanity&#039;s characteristics are influenced by the conditions in which it grew up, including gravity, climate, and diet.  If a population were isolated in a different environment for a long enough time, their distant descendants would be adapted to those new conditions.&lt;br /&gt;
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During the [[Dark Age of Technology]], humanity spread to the stars, first with slower-than-light colony ships, and then with [[Warp]] drives after the discovery of the [[Navigator]]s.  Some of their destination planets were very different from Earth, and when humanity entered the [[Age of Strife]], the inhabitants of these worlds were cut off from other colonies; when contact was restored during the [[Great Crusade]] (or even later), their gene pools had diverged so far from the baseline that they could almost be classified as separate species.  The Imperium spared them, though, because while they were clearly not pure humans, they were useful and no more prone to mutation than any other human.  As humanity had ready access to genetic engineering in that era, it can be difficult to distinguish natural evolution from artificial enhancement in many cases, as Games Workshop does not usually reveal the necessary details.&lt;br /&gt;
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The Horus Heresy novels mentioned that even during the high point of abhuman tolerance, formerly human populations have been purged due to achieving certain (high) levels of genetic &amp;quot;deviancy&amp;quot;. The natives of Davin were shaggy creatures that were close to it, though Chaos may have had a hand in that, unbeknown to the Imperials.&lt;br /&gt;
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Abhumans can be loosely categorized by the nature of their origin.&lt;br /&gt;
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==Definitely Artificial==&lt;br /&gt;
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These abhumans are definitively known to have been manufactured at some point. In the case of the Afriel Strain and Gland War Veterans, though, their actual status as true abhumans is a bit iffy, as it&#039;s unclear just how many of their augmented traits (if any) are genetically transferrable, and their populations are closer to (dwindling) engineered batches rather than self-sustaining breeds.&lt;br /&gt;
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=== [[Navigator]]s ===&lt;br /&gt;
&#039;&#039;Homo navigo&#039;&#039;&lt;br /&gt;
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Navigators are a three-eyed, specialized group of psykers that helps guide Imperial Ships through the Warp (in fact, they were developed to enable Warp travel); although essentially vital for the Imperium&#039;s survival, some radical groups in the Imperium declare them to be heretical mutants. These guys are so different from the mainstream human, that they are actually classified as another species of the Human genus, and not a human subspecies, hence their scientific name. They also get their own house in the Houses of Terra within the Terran Administratum, which provides a large modicum of independent political clout within the Imperium and prevents them from being sacrificed to the Golden Throne.&lt;br /&gt;
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Navigators are never any other kind of psyker (including being a [[Blank]]).&lt;br /&gt;
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=== [[Afriel Strain]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens superior&#039;&#039; (Presumed)&lt;br /&gt;
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Afriel Strains were the byproduct of the Imperium trying to create the &amp;lt;u&amp;gt;[[Mary Sue|&#039;Ultimate Human&#039;]]&amp;lt;/u&amp;gt; via a shadowy experimental process which used genetic material from a number of the Imperium&#039;s greatest heroes to, [[Fabius Bile|in effect, make clones of them.]] While this may sound [[Awesome]] in theory, the Strains themselves...[[Lamenters|seem to suffer a severe case of bad luck.]] The amount of genetic tempering has effectively made the Afriel Strain a new sub-species of human. Whether they are allowed to do their [[/d/|&#039;business&#039;]] and see whether the genes can pass on is unknown.&lt;br /&gt;
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Despite this, the Afriel Strain project is still approved by the Imperium, by and large, and is still undergoing improvements to fix the...issue.&lt;br /&gt;
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=== [[Gland War Veteran]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens tyranicavenatorus&#039;&#039; (Presumed)&lt;br /&gt;
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Similar to the Afriel Strains, Gland War Veterans were humans that underwent severe genetic tempering to effectively combat and out-adapt the [[Tyranids]]. The term &#039;Gland War Veterans&#039; is sometimes shortened to Glandies or Gland Warriors; they were made by the [[Mechanicus]] of the [[Magos|Biologis Magi]] in order to create a new human sub-species to effectively kill Tyranids without needing to waste more human lives. Woah, wait..not waste human lives? Yeah, the Tyranids are such a huge threat that against them, human life (literally cheaper than actual currency) is so valuable the Mechboys are willing to throw serious resources into preserving as many soldiers as possible in combat.&lt;br /&gt;
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While still in its experimental phase, the [[Techpriest|Tech Priests]] in charge are already looking forward in making more of them and further improving on their combat effectiveness. In case you were wondering, these guys are EXTREMELY effective. No information on their sanity.&lt;br /&gt;
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==Probably Natural==&lt;br /&gt;
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These abhumans are extremely adapted for one specific world, which is how evolution works; one would expect the [[Dark Age of Technology]] to be capable of far more versatile adaptations.  Typically, the only details we are given about them is their planet of origin.&lt;br /&gt;
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=== [[Psyker#Imperium|Psyker]]s ===&lt;br /&gt;
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&#039;&#039;Homo sapiens psychicus&#039;&#039; (Presumed)&lt;br /&gt;
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The most common strain of &#039;natural&#039; abhumans are the Psykers. Considered a new fleeting species of Humanity that is yet too weak to fully shield itself from the [[Chaos|horrible gribblies of the]] [[Warp]]. Psykers are both despised &#039;&#039;and&#039;&#039; useful abhumans of the Imperium of Man, which no doubt creates some existential crisis and massive insecurity issues among these Psykers. Due to their (relative) abundance, Psykers have found many roles inside the Imperium when they are picked up from a roaming [[League of Blackships|Blackship]] from either the [[Inquisition]] or the [[Adeptus Astra Telepathica]]. This may include [[Astropath|Astropaths]] to guide the [[Imperial Navy]], [[Psyker Battle Squad|Sanctioned Psykers]] to be used and utilized in the [[Imperial Guard]], protecting the knowledge of a [[Space Marine]] Chapter as a [[Librarian|Librarian]] and even becoming a [[Inquisitor]] [[Gregor Eisenhorn|themselves.]] Those who got the short end of the stick becomes the [[Emprah|Emprah&#039;s]] [[Meatbread|psychic chow.]]&lt;br /&gt;
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=== [[Felinid]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hirsutus&#039;&#039;&lt;br /&gt;
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Thanks to 6th Edition, Imperial [[catgirl|catgirls]] are canon! They&#039;re found only on the planet [[Carlos McConnell]] and we know absolutely nothing about them whatsoever... Which is quite disappointing really. Judging by the Latin name, they are likely [[furry|furries]].&lt;br /&gt;
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=== [[Troth]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens verdantus&#039;&#039;&lt;br /&gt;
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Only found on the world of [[Verdant]]; no other details known other than some claiming that they may be [[Wood Elves (Warhammer Fantasy)|plant people.]]&lt;br /&gt;
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=== [[Neandor]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hyannothus&#039;&#039;&lt;br /&gt;
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Only found on the world of [[Hyannoth IV]]; no other details known other than their names, which may be a blatant reference to the extinct Neanderthals and thus, are basically space cavemen.&lt;br /&gt;
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=== [[Scalies]] ===&lt;br /&gt;
&#039;&#039;Homo sauromimus&#039;&#039; (Presumed)&lt;br /&gt;
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Scalies are what happens when you mix an Ogryn with a Crocodile and launch the abomination down the deepest toilet hole. They often populate the underhive of Hive Worlds and are frequent bodyguards of [[Scavvies]] which are just poor hobos. They are so genetically unstable that their vox boxes have essentially twisted beyond proper human speech, only communicating via grunts or growls. Seriously, they are so far from the norm that they barely register as human, let alone a separate genetic caste.&lt;br /&gt;
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They are like Killer Croc from Batman. Each of them can regenerate their limbs like a reptile if it is chopped off. They aren&#039;t fielded by the Imperial Guard due to their inability to effectively communicate and somewhat heretical mutations.&lt;br /&gt;
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While they are found on many, distinct planets, they are only found in Hives, all of whom probably produce very similar waste, which the Scalies live in; combined with their &#039;&#039;lack&#039;&#039; of &amp;quot;stability&amp;quot; (i.e. having Scalies from different planets reliably breed true), they are what one would expect of natural evolution in an artificially similar environment.&lt;br /&gt;
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==Probably Artificial==&lt;br /&gt;
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These abhumans are adapted for a wide variety of worlds, and, critically, were found on multiple, distinct worlds; as evolution has an astronomically poor chance of producing results like this, odds are far better that the native population, in order to deal with problems brought about by the [[Age of Strife]], genetically tampered with themselves to survive, explaining why populations on similar but distant worlds would arrive at identical (or very similar) solutions.&lt;br /&gt;
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=== [[Longshank]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens longatus&#039;&#039;&lt;br /&gt;
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Longshanks are adapted for very low or zero gravity, such as would be expected on a damaged [[Imperial Navy|voidship]]. In appearance, the Longshanks are [[Indrick Boreale|bald]] with very pronounced eyes and have unnaturally long legs, when compared with baseline humans. May be an entire race of gingers if their name is any indication. Recently reappeared in the canon to be taken captive by Orks and then summarily executed by their [[Black Templar]] rescuers for being mutants.&lt;br /&gt;
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=== [[Ogryn]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens gigantus&#039;&#039; (sapiens being used in the loosest sense of the word) [[File:40k_ogryn.jpg|144px|thumb|right|Ogryn]]&lt;br /&gt;
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Ogryn are transparently based on the archetypal fantasy [[ogre]]: big, strong, and dumb.  They are useful as [[Imperial Guard]] shock troops because they are big enough to wreck the enemy and dumb enough to charge on command.  They are resolutely loyal to their immediate superior officer, but this also makes it extremely easy to turn them to serving Chaos, as they will perform any command given to them if their commanders are persuasive enough, though their childlike faith in the God Emperor makes outright corrupting them harder.&lt;br /&gt;
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Ogryn hail from high gravity worlds, where their large size is a major limiting factor (smaller creatures are much, much better at lifting more weight relative to their own, and everything is heavier on a high-gravity planet, including an organism&#039;s own body).  As even a relatively small amount of time to genetically drift would realistically cause them to [[Ratling|shrink]] due to extreme selection for minimizing height, as well as get smarter (due to the same pressures that made stock humans get smarter in a hurry), the implication is that someone or [[Games Workshop|something]] (such as the Guard population or planetary AI) has been inducing their large size and low intelligence [[grimdark|to help keep them contained]].  Their adaptations make them naturally suitable for cold, low-gravity worlds, although their low intelligence makes them unlikely to thrive in any environment where they are responsible for feeding, sheltering, and/or clothing themselves.&lt;br /&gt;
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=== [[Ratling]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens minimus&#039;&#039;&lt;br /&gt;
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Ratlings used to be space [[halfling]]s, but the latest edition miniatures give them hairy bare feet, making them look more like space [[Hobbits]] (though both archetypes have a fair amount of overlap).  They are also noted kleptomaniacs, so they&#039;ve got some space [[Kender]] in them, too.  Their good eyesight and small size make them useful as snipers, but they are otherwise useless in a fight and their personal characteristics make them less than endearing to [[Imperial Guard]] leadership, though the Guardsmen themselves usually don&#039;t mind. Many Guardsmen are perfectly fine with trading with Ratlings for some [[Dakka|special equipment]] or extra rations, and they&#039;re well-known as the sorts of field cooks that can make three old rats, a handful of sawdust, and a stolen muddy boot taste downright &#039;&#039;&#039;edible&#039;&#039;&#039;. Also, they tend to [[Slaanesh|shag like bunnies]].&lt;br /&gt;
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Taken together, their adaptations make them excellent at surviving on hot, high-gravity worlds with scarce access to food, particularly a damaged [[Imperial Navy|voidship]], where they would also be adapted to tight living quarters.&lt;br /&gt;
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=== [[Squat]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens rotundus&#039;&#039;&lt;br /&gt;
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Squats grew up on high-gravity mineral-rich worlds near the core of the galaxy and became adapted to be short, robustly built, and adept miners.  If this sounds familiar, it&#039;s because they were intentionally designed to be the space-equivalent of [[Dwarfs (Warhammer Fantasy Battle)|Dwarfs]] from [[Warhammer Fantasy Battle]].&lt;br /&gt;
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They were introduced in the [[Rogue Trader (Sourcebook)|First Edition]] of [[Warhammer 40,000]] as a separate army to the various Imperial forces (being fiercely independent), and were mentioned sparingly thereafter until they were written out of the background (hence the term &amp;quot;squatted&amp;quot;), but the [[Warhammer 40,000 6th edition|Sixth Edition]] rulebook has written them back in again and in Necromunda [[Squats#GUEEEEEESS WHAAAAAAT!? WE BACK NOW MOTHERFUCKERS!!!|they actually have models]].&lt;br /&gt;
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They are morphologically very similar to Ratlings but have the inferior eyesight one would expect of a race adapted to low-light and/or interior conditions (where nothing to be looked at is ever very far away), as well as the increased [[Catachan Jungle Fighters|musculature]] and robustness to be expected of an environment harsher than Terra. Where Squats seem to be more adapted to hunting and gathering, Ratlings are more adapted to farming.&lt;br /&gt;
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=== [[Nightsider]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens nocturnus&#039;&#039; (Presumed)&lt;br /&gt;
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Nightsiders are abhumans adapted to live in the dark; not much else is known about them. They may have any of the adaptations one might expect in a low-light environment, such as [[Anime|overly large eyes]] to gather as much light as possible or vestigial eyes that have given up on sight altogether, and/or enhanced alternative senses to cope, such as sonar.  As almost all dark environments are also cold, odds are very good they have some solution for this as well although this could be anything from thick, [[Nurgle|insulating fat]] and/or hair to having natural access to the Psyker discipline of Pyromancy, similar to how Navigators are stable psykers.&lt;br /&gt;
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=== [[Pelager]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens oceanus&#039;&#039;&lt;br /&gt;
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Abhumans adapted for Ocean Worlds; possibly an attempt to bring back the [[Saharduin]], like the Demiurg are an attempt to bring back the [[Squats]].&lt;br /&gt;
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==Unknown==&lt;br /&gt;
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=== [[Beastmen (40k)|Beastmen]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens variatus&#039;&#039;&lt;br /&gt;
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Beastmen are on their way to being declared [[mutant]]s; as it is, the [[Adeptus Arbites]] has basically declared them an underclass, preventing them from traveling to most planets and excluding them from the [[Imperial Guard]] unless they&#039;re willing to be cannon fodder--something which many of them view as their chance to atone for the [[Grimdark|crime of being born as mutants]]. This will probably be for the best, since their [[Warhammer Fantasy Battle]] counterparts are one of the major parts of the armies of [[Chaos]], but one wonders if the 40K beastmen would be less likely to fall to Chaos if the Imperium made them feel just a little welcome.&lt;br /&gt;
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All Beastmen which have not been mutated by Chaos are morphologically similar, having a basic human body type modified to have the head and lower legs of a [https://en.wikipedia.org/wiki/Bovidae cloven-hoofed, ruminant mammal from Earth]; one can assume they also possess internal changes, such as a 4-chambered stomach. However, they exhibit widespread diversity within that category, leading to their common consideration of being [[mutant]]s. As these adaptations &amp;quot;merely&amp;quot; adapt the organism to being better at running, jumping, and being able to digest cellulose while sacrificing proficiency at climbing but Beastmen are found on many worlds throughout the Imperium, they would seem to be artificial if not for the fact that one would expect far better of the [[Dark Age of Technology]] than, for example, needing to include horns in order to accomplish digesting grass. Their most likely origin is being artificial but not for the standard reason (like Ogryn seem to be), in particular due to possible interference by nonhumans, such as [[Chaos]] or [[Dark Eldar]], both of whom are notorious for genetically tampering with human populations for their [[Troll|own ends]].&lt;br /&gt;
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== DIY Abhumans ==&lt;br /&gt;
Rather surprisingly (considering how much creative freedom 40K typically offers), options for making your own abhuman breeds are actually quite limited, almost to the point of hardly being allowed at all. To recap, in the Imperium there are only 73 officially recognized abhuman breeds. 46 of those are declared extinct, and 12 more are believed extinct due to lack of contact. Only 15 abhuman breeds are officially alive and active in the Imperium of 40K, and 12 of those are named: Navigators, Beastmen, Ogryn, Ratlings, Squats, Nightsiders, Troths, Longshanks, Pelagers, Felinids, Scalies, and Neandors. That leaves &#039;&#039;only 3&#039;&#039; officially open slots for DIY abhumans.&lt;br /&gt;
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Now, you could quibble on which breeds belong where on the list, or even if some should or shouldn&#039;t be on it all, and how many free slots there actually are, but the end result still leaves little to no wiggle room for converters and fan-fluff writers that want to make their own thing while sticking to the lore.&lt;br /&gt;
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Then again, you could always just say &amp;quot;fuck it&amp;quot; and go ahead with a fan-creation, regardless of the official numbers, on the assumption that the [[Games Workshop|Administratum]] just got their paperwork wrong. [[Squats|It&#039;s not like that hasn&#039;t happened before]].&lt;br /&gt;
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{{Imperium}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2602:306:833C:48A0:7844:E44E:109C:435B</name></author>
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