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	<title>2d4chan - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult_Creation_Tables&amp;diff=228620</id>
		<title>Genestealer Cult Creation Tables</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult_Creation_Tables&amp;diff=228620"/>
		<updated>2016-11-12T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92: /* Cult&amp;#039;s Planet of Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Genestealer Cults are finally a fully-fledged army again! To celebrate their resurgence we&#039;ve created these tables below. You can use them to create your very own Genestealer Cult!&lt;br /&gt;
&lt;br /&gt;
Happy insurrection!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cult&#039;s Planet of Origin==&lt;br /&gt;
&#039;&#039;&#039;&#039; GENESTEALERS? WHERE ARE THEY? BY THE NAME OF THE EMPEROR I WILL SMITE THEM! ARGGHHH!&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; | Where did the Cult Originate? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-25: Hive World&lt;br /&gt;
| This cult&#039;s seed was planted in the midst of a massive urban sprawl, providing &amp;quot;PURGE THE XENOS&amp;quot; all the nooks and crannies needed to spread its influence. These Cults are characterised by their sheer numbers&lt;br /&gt;
|- &lt;br /&gt;
! 26-40: Forge World&lt;br /&gt;
| Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds&lt;br /&gt;
|- &lt;br /&gt;
! 41-55: Agri-world&lt;br /&gt;
| Everyone and their mums are part of a Cult round &#039;ere! For &amp;quot;KILL THEM ALL&amp;quot; example: farmers. Farmers&#039; mums. Try converting Goliath trucks out of tractors and backhoes. &lt;br /&gt;
|- &lt;br /&gt;
! 56-60: Civilized World&lt;br /&gt;
| The rich elite call this planet home, always looking for a new thrill makes them perfect targets for the Cult&#039;s perversion. Cults from these worlds often have better and more sophisticated equipment as a result of the vast funds they gain access to.&lt;br /&gt;
|- &lt;br /&gt;
! 61-70: Imperial Guard Tithe World&lt;br /&gt;
| The only thing this planet provides to the Imperium is warm bodies, which &amp;quot;MURDER THEM!&amp;quot; Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard. &lt;br /&gt;
|- &lt;br /&gt;
! 71-80: Shrine World&lt;br /&gt;
| In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular 4-armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals. &lt;br /&gt;
|- &lt;br /&gt;
! 81-90: Death World&lt;br /&gt;
| Living on a death world can push the desperate to seek aid and succor &amp;quot;IN THE EMPERORS NAME!&amp;quot; from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops. &lt;br /&gt;
|-&lt;br /&gt;
! 91-96: Ork-held Planet&lt;br /&gt;
| Dese purpley gits ain&#039;t got nuffin&#039; on us Boyz! Dey do have some right propa gubbinz though, an&#039; sparkly bits...&lt;br /&gt;
|-&lt;br /&gt;
! 97-99: Tau-held Planet&lt;br /&gt;
| Cults on these planets must grow even more slowly &amp;quot;WE HAVE BEEN SUROUNDED! GOOD, NOW I CAN KILL IN EVERY DIRECTION!&amp;quot;than usual, however when they finally erupt in glorious revolution the firepower they bring is truly frightening.&lt;br /&gt;
|-&lt;br /&gt;
! 100: Eldar Craftworld&lt;br /&gt;
| The rarest of all Cults develop over the course of millenia aboard Eldar Craftworlds, though this is no guarantee of eventual success. Most are destroyed well before they emerge as a genuine threat. Those few Cults that do succeed are characterised &amp;quot;PUUUUURRRGGGEE!!!&amp;quot; by their extremely developed Psychic ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Terrain of the Origin Planet==&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; | Origin Planet Terrain (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-25: Urban&lt;br /&gt;
| Street gangs, vagrants, and urchins are the first to fall to this Cult&#039;s influence.&lt;br /&gt;
|-&lt;br /&gt;
! 26-50: Jungle&lt;br /&gt;
| How do you eradicate a force that can fade into the shadows of the canopy above?&lt;br /&gt;
|-&lt;br /&gt;
! 51-60: Desert&lt;br /&gt;
| The Cult probably got its start hoarding moisture accumulators and power converters. Eating womp rats, too.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70: Underground&lt;br /&gt;
| Some cataclysm on the surface forced the population into tunnels beneath the ground. The tight confines are the perfect place for the Cult to develop.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80: Wasteland&lt;br /&gt;
| Scavenging is a must on these desolate, barren plains. The Cult has learned this skill with aplomb, converting their already rugged vehicles to deal with the relentless dust.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90: Ice&lt;br /&gt;
| Fighting a Cult that has grown and developed in this kind of terrain is likely to leave you...cold. Bonus points for having your Patriarch speak like Mr. Freeze.&lt;br /&gt;
|-&lt;br /&gt;
! 91-100: Space Station/Satellite &lt;br /&gt;
| A huge space-based metropolis orbiting a planet, or a botanical garden encased within a sphere perhaps. The Cult is experienced conducting combat in low-grav environments and traversing the void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Cult&#039;s Combat Specialisation==&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; | Specialisation (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1: Striking from the shadows&lt;br /&gt;
|-&lt;br /&gt;
! 2: Swarming the enemy&lt;br /&gt;
|-&lt;br /&gt;
! 3: Armoured assault (with improvised vehicles if necessary)&lt;br /&gt;
|-&lt;br /&gt;
! 4: Shock and Awe&lt;br /&gt;
|-&lt;br /&gt;
! 5: Sabotage and Subterfuge&lt;br /&gt;
|-&lt;br /&gt;
! 6: Urban combat&lt;br /&gt;
|-&lt;br /&gt;
! 7: Ranged combat&lt;br /&gt;
|-&lt;br /&gt;
! 8: Close-quarters fighting&lt;br /&gt;
|-&lt;br /&gt;
! 9: Assassination/Cutting the head off the snake&lt;br /&gt;
|-&lt;br /&gt;
! 10: Iron Discipline/Unshakeable Faith in the Patriarch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Access to Technology==&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; | Level of Tech Available (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-20: Barely anything more complicated than simple melee weapons, maybe some improvised/cobbled together weaponry from discarded and scavenged machinery.&lt;br /&gt;
|-&lt;br /&gt;
! 21-50: Makeshift weaponry, hunting tools, and repurposed industrial equipment. Very little that was originally intended for a combat purpose beyond simple autoguns.&lt;br /&gt;
|-&lt;br /&gt;
! 51-75: Actual weaponry, though not particularly advanced. Akin to that used by local law enforcement groups such as Arbites, probably stolen or bought from them, including light body armour.&lt;br /&gt;
|-&lt;br /&gt;
! 76-95: Military-grade weaponry, vehicles, and sophisticated scanning equipment.&lt;br /&gt;
|-&lt;br /&gt;
! 96-100: High-end military materiel, including some still in the prototype phase. This includes some WMDs and/or planet-threatening weaponry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sphere of Influence==&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; | Sphere of Influence (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1-2: Almost insignificant, barely a blip on anyone&#039;s radar.&lt;br /&gt;
|-&lt;br /&gt;
! 3-4: Small, a thorn in the population&#039;s side, they have not yet ascertained the true nature of the threat.&lt;br /&gt;
|-&lt;br /&gt;
! 5-7: Medium, a legitimate threat, though possibly not the most pressing on the planet depending on other factors.&lt;br /&gt;
|-&lt;br /&gt;
! 8-9: Large, the planet is in dire straits.&lt;br /&gt;
|-&lt;br /&gt;
! 10: Enormous, the planet has for all intents and purposes been entirely taken over by the Cult, all the Cult has to do now is await their gribbly Deliverance...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Cult&#039;s Main Enemy==&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; | Nemesis (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-30: Local church or religious group.&lt;br /&gt;
| The priests or clergy in this group suspect heresy but have little evidence to back it up, save a definite feeling of dread and unease.&lt;br /&gt;
|-&lt;br /&gt;
! 31-50: Local Medicae Facility or Hospital.&lt;br /&gt;
| One too many visits by a member of the Cult has led to these medical professionals noticing physical oddities, like strangely coloured skin and brow ridges, leading to them becoming highly suspicious. &lt;br /&gt;
|-&lt;br /&gt;
! 51-60: Local Gang or Mob of importance&lt;br /&gt;
| The gang believes the Cult to be just another group of weirdos stepping on their turf. They&#039;ll be proven wrong, when the time is right.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70: Local law enforcement agencies/Arbites&lt;br /&gt;
| Although most of your flock have been the epitome of the perfect labourer, there&#039;s just something subtly wrong with the way they behave. The local police have noticed and are watching closely...&lt;br /&gt;
|-&lt;br /&gt;
! 71-90: Significant Noble/Politician/Public Figure&lt;br /&gt;
| A failed attempt at bringing this individual under the thrall of the Cult has led them to become incredibly paranoid of the Cult and its motives.&lt;br /&gt;
|-&lt;br /&gt;
! 91-95: Another Cult, roll a d6:&lt;br /&gt;
| 1-2 Chaos Cult, 3-4 Bizarre offshoot of the Imperial Faith, 5 Death Cult/Cult of Ynnead if on Craftworld, 6 Genestealer Cult&lt;br /&gt;
|-&lt;br /&gt;
! 96-100: No single enemy.&lt;br /&gt;
| Either because you&#039;ve eliminated the competition or the Cult is not yet big enough to have drawn attention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chance of Detection==&lt;br /&gt;
Roll a d100 - this is the percentage chance of the Cult being detected within the next 10 years.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=2 | [[Warhammer 40,000]] Faction Creation Tables&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Imperium]]&#039;&#039;&#039; || [[Space Marine Chapter Creation Tables|Space Marine Chapter]] - [[Imperial Guard Regiment Creation Tables|Imperial Guard Regiment]] - [[Stormtrooper Company Creation Tables|Tempestus Scions/Stormtroopers Regiment]] - [[Imperial Knight House Creation Tables|Imperial Knight House]] - [[Titan Legion Creation Tables|Legio Titanicus]] - [[Skitarii Army Creation Table|Legiones Skitarii]] - [[Sisters of Battle Order Creation Tables|Sisters of Battle Order]] - [[Grey Knight Brotherhood Creation Table|Grey Knight Brotherhood]] - [[Renegade Space Marine Chapter Creation Table|Renegade Space Marine Chapter]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Chaos]]&#039;&#039;&#039; || [[Chaos Warband Creation Tables|Chaos Warband]] - [[Chaos Space Marine Warband Creation Tables|Chaos Space Marine Warband]] - [[Heretical Cult Creation Tables|Heretics &amp;amp; Heretical Cults]] - [[Lost and the Damned Creation Tables|Lost and the Damned Regiment]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Xenos]]&#039;&#039;&#039; || [[Dark Eldar Kabal Creation Tables|Dark Eldar Kabal]] - [[Eldar Craftworld Creation Tables|Eldar Craftworld]] - [[Ork Klan Creation Tables|Ork Klan]] - [[Necron Army Creation Tables|Necron Dynasty]] - [[Tau Cadre Creation Tables|Tau Cadre]] - [[Tyranid Hive Fleet Creation Tables|Tyranid Hive Fleet]] - [[Creature_Feature_Creation_Table_for_/tg|Creature Creator]] - [[Genestealer Cult Creation Tables|Genestealer Cult]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template containing links to all the faction creation tables.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult_Creation_Tables&amp;diff=228619</id>
		<title>Genestealer Cult Creation Tables</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult_Creation_Tables&amp;diff=228619"/>
		<updated>2016-11-12T21:16:12Z</updated>

		<summary type="html">&lt;p&gt;2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92: /* Cult&amp;#039;s Planet of Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Genestealer Cults are finally a fully-fledged army again! To celebrate their resurgence we&#039;ve created these tables below. You can use them to create your very own Genestealer Cult!&lt;br /&gt;
&lt;br /&gt;
Happy insurrection!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cult&#039;s Planet of Origin==&lt;br /&gt;
&#039;&#039;&#039;&#039; GENESTEALERS? WHERE ARE THEY? BY THE NAME OF THE EMPEROR I WILL...&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; | Where did the Cult Originate? (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-25: Hive World&lt;br /&gt;
| This cult&#039;s seed was planted in the midst of a massive urban sprawl, providing all the nooks and crannies needed to spread its influence. These Cults are characterised by their sheer numbers&lt;br /&gt;
|- &lt;br /&gt;
! 26-40: Forge World&lt;br /&gt;
| Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds&lt;br /&gt;
|- &lt;br /&gt;
! 41-55: Agri-world&lt;br /&gt;
| Everyone and their mums are part of a Cult round &#039;ere! For example: farmers. Farmers&#039; mums. Try converting Goliath trucks out of tractors and backhoes. &lt;br /&gt;
|- &lt;br /&gt;
! 56-60: Civilized World&lt;br /&gt;
| The rich elite call this planet home, always looking for a new thrill makes them perfect targets for the Cult&#039;s perversion. Cults from these worlds often have better and more sophisticated equipment as a result of the vast funds they gain access to.&lt;br /&gt;
|- &lt;br /&gt;
! 61-70: Imperial Guard Tithe World&lt;br /&gt;
| The only thing this planet provides to the Imperium is warm bodies, which Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard. &lt;br /&gt;
|- &lt;br /&gt;
! 71-80: Shrine World&lt;br /&gt;
| In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular 4-armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals. &lt;br /&gt;
|- &lt;br /&gt;
! 81-90: Death World&lt;br /&gt;
| Living on a death world can push the desperate to seek aid and succor from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops. &lt;br /&gt;
|-&lt;br /&gt;
! 91-96: Ork-held Planet&lt;br /&gt;
| Dese purpley gits ain&#039;t got nuffin&#039; on us Boyz! Dey do have some right propa gubbinz though, an&#039; sparkly bits...&lt;br /&gt;
|-&lt;br /&gt;
! 97-99: Tau-held Planet&lt;br /&gt;
| Cults on these planets must grow even more slowly than usual, however when they finally erupt in glorious revolution the firepower they bring is truly frightening.&lt;br /&gt;
|-&lt;br /&gt;
! 100: Eldar Craftworld&lt;br /&gt;
| The rarest of all Cults develop over the course of millenia aboard Eldar Craftworlds, though this is no guarantee of eventual success. Most are destroyed well before they emerge as a genuine threat. Those few Cults that do succeed are characterised by their extremely developed Psychic ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Terrain of the Origin Planet==&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; | Origin Planet Terrain (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-25: Urban&lt;br /&gt;
| Street gangs, vagrants, and urchins are the first to fall to this Cult&#039;s influence.&lt;br /&gt;
|-&lt;br /&gt;
! 26-50: Jungle&lt;br /&gt;
| How do you eradicate a force that can fade into the shadows of the canopy above?&lt;br /&gt;
|-&lt;br /&gt;
! 51-60: Desert&lt;br /&gt;
| The Cult probably got its start hoarding moisture accumulators and power converters. Eating womp rats, too.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70: Underground&lt;br /&gt;
| Some cataclysm on the surface forced the population into tunnels beneath the ground. The tight confines are the perfect place for the Cult to develop.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80: Wasteland&lt;br /&gt;
| Scavenging is a must on these desolate, barren plains. The Cult has learned this skill with aplomb, converting their already rugged vehicles to deal with the relentless dust.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90: Ice&lt;br /&gt;
| Fighting a Cult that has grown and developed in this kind of terrain is likely to leave you...cold. Bonus points for having your Patriarch speak like Mr. Freeze.&lt;br /&gt;
|-&lt;br /&gt;
! 91-100: Space Station/Satellite &lt;br /&gt;
| A huge space-based metropolis orbiting a planet, or a botanical garden encased within a sphere perhaps. The Cult is experienced conducting combat in low-grav environments and traversing the void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Cult&#039;s Combat Specialisation==&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; | Specialisation (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1: Striking from the shadows&lt;br /&gt;
|-&lt;br /&gt;
! 2: Swarming the enemy&lt;br /&gt;
|-&lt;br /&gt;
! 3: Armoured assault (with improvised vehicles if necessary)&lt;br /&gt;
|-&lt;br /&gt;
! 4: Shock and Awe&lt;br /&gt;
|-&lt;br /&gt;
! 5: Sabotage and Subterfuge&lt;br /&gt;
|-&lt;br /&gt;
! 6: Urban combat&lt;br /&gt;
|-&lt;br /&gt;
! 7: Ranged combat&lt;br /&gt;
|-&lt;br /&gt;
! 8: Close-quarters fighting&lt;br /&gt;
|-&lt;br /&gt;
! 9: Assassination/Cutting the head off the snake&lt;br /&gt;
|-&lt;br /&gt;
! 10: Iron Discipline/Unshakeable Faith in the Patriarch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Access to Technology==&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; | Level of Tech Available (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-20: Barely anything more complicated than simple melee weapons, maybe some improvised/cobbled together weaponry from discarded and scavenged machinery.&lt;br /&gt;
|-&lt;br /&gt;
! 21-50: Makeshift weaponry, hunting tools, and repurposed industrial equipment. Very little that was originally intended for a combat purpose beyond simple autoguns.&lt;br /&gt;
|-&lt;br /&gt;
! 51-75: Actual weaponry, though not particularly advanced. Akin to that used by local law enforcement groups such as Arbites, probably stolen or bought from them, including light body armour.&lt;br /&gt;
|-&lt;br /&gt;
! 76-95: Military-grade weaponry, vehicles, and sophisticated scanning equipment.&lt;br /&gt;
|-&lt;br /&gt;
! 96-100: High-end military materiel, including some still in the prototype phase. This includes some WMDs and/or planet-threatening weaponry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sphere of Influence==&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; | Sphere of Influence (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1-2: Almost insignificant, barely a blip on anyone&#039;s radar.&lt;br /&gt;
|-&lt;br /&gt;
! 3-4: Small, a thorn in the population&#039;s side, they have not yet ascertained the true nature of the threat.&lt;br /&gt;
|-&lt;br /&gt;
! 5-7: Medium, a legitimate threat, though possibly not the most pressing on the planet depending on other factors.&lt;br /&gt;
|-&lt;br /&gt;
! 8-9: Large, the planet is in dire straits.&lt;br /&gt;
|-&lt;br /&gt;
! 10: Enormous, the planet has for all intents and purposes been entirely taken over by the Cult, all the Cult has to do now is await their gribbly Deliverance...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Cult&#039;s Main Enemy==&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; | Nemesis (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-30: Local church or religious group.&lt;br /&gt;
| The priests or clergy in this group suspect heresy but have little evidence to back it up, save a definite feeling of dread and unease.&lt;br /&gt;
|-&lt;br /&gt;
! 31-50: Local Medicae Facility or Hospital.&lt;br /&gt;
| One too many visits by a member of the Cult has led to these medical professionals noticing physical oddities, like strangely coloured skin and brow ridges, leading to them becoming highly suspicious. &lt;br /&gt;
|-&lt;br /&gt;
! 51-60: Local Gang or Mob of importance&lt;br /&gt;
| The gang believes the Cult to be just another group of weirdos stepping on their turf. They&#039;ll be proven wrong, when the time is right.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70: Local law enforcement agencies/Arbites&lt;br /&gt;
| Although most of your flock have been the epitome of the perfect labourer, there&#039;s just something subtly wrong with the way they behave. The local police have noticed and are watching closely...&lt;br /&gt;
|-&lt;br /&gt;
! 71-90: Significant Noble/Politician/Public Figure&lt;br /&gt;
| A failed attempt at bringing this individual under the thrall of the Cult has led them to become incredibly paranoid of the Cult and its motives.&lt;br /&gt;
|-&lt;br /&gt;
! 91-95: Another Cult, roll a d6:&lt;br /&gt;
| 1-2 Chaos Cult, 3-4 Bizarre offshoot of the Imperial Faith, 5 Death Cult/Cult of Ynnead if on Craftworld, 6 Genestealer Cult&lt;br /&gt;
|-&lt;br /&gt;
! 96-100: No single enemy.&lt;br /&gt;
| Either because you&#039;ve eliminated the competition or the Cult is not yet big enough to have drawn attention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chance of Detection==&lt;br /&gt;
Roll a d100 - this is the percentage chance of the Cult being detected within the next 10 years.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=2 | [[Warhammer 40,000]] Faction Creation Tables&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Imperium]]&#039;&#039;&#039; || [[Space Marine Chapter Creation Tables|Space Marine Chapter]] - [[Imperial Guard Regiment Creation Tables|Imperial Guard Regiment]] - [[Stormtrooper Company Creation Tables|Tempestus Scions/Stormtroopers Regiment]] - [[Imperial Knight House Creation Tables|Imperial Knight House]] - [[Titan Legion Creation Tables|Legio Titanicus]] - [[Skitarii Army Creation Table|Legiones Skitarii]] - [[Sisters of Battle Order Creation Tables|Sisters of Battle Order]] - [[Grey Knight Brotherhood Creation Table|Grey Knight Brotherhood]] - [[Renegade Space Marine Chapter Creation Table|Renegade Space Marine Chapter]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Chaos]]&#039;&#039;&#039; || [[Chaos Warband Creation Tables|Chaos Warband]] - [[Chaos Space Marine Warband Creation Tables|Chaos Space Marine Warband]] - [[Heretical Cult Creation Tables|Heretics &amp;amp; Heretical Cults]] - [[Lost and the Damned Creation Tables|Lost and the Damned Regiment]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;[[Xenos]]&#039;&#039;&#039; || [[Dark Eldar Kabal Creation Tables|Dark Eldar Kabal]] - [[Eldar Craftworld Creation Tables|Eldar Craftworld]] - [[Ork Klan Creation Tables|Ork Klan]] - [[Necron Army Creation Tables|Necron Dynasty]] - [[Tau Cadre Creation Tables|Tau Cadre]] - [[Tyranid Hive Fleet Creation Tables|Tyranid Hive Fleet]] - [[Creature_Feature_Creation_Table_for_/tg|Creature Creator]] - [[Genestealer Cult Creation Tables|Genestealer Cult]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template containing links to all the faction creation tables.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour_Creation_Tables&amp;diff=383919</id>
		<title>Power Armour Creation Tables</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour_Creation_Tables&amp;diff=383919"/>
		<updated>2016-11-12T21:13:15Z</updated>

		<summary type="html">&lt;p&gt;2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92: /* Armour Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article presents a custom set of tables to create your own Power Armour from [[Fantasy Flight Games]]&#039; [[Deathwatch (RPG)|Deathwatch]] Role-playing Game&#039;s &#039;&#039;&#039;[[Power Armor]] Chapter Creation Tables&#039;&#039;&#039;, allowing you to create your own, ancient Armour, albeit without in-game mechanics.&lt;br /&gt;
&lt;br /&gt;
==Armour Origins==&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 Mark is the Power Armor? (d20)&lt;br /&gt;
|- &lt;br /&gt;
! 1-2&lt;br /&gt;
| &#039;&#039;&#039;MKII - Crusade Armor:&#039;&#039;&#039; The oldest mark of power armor still in use, the owner is surely a veteran of countless conflicts.&lt;br /&gt;
|- &lt;br /&gt;
&#039;&#039;&#039;&#039;4 MKIII iron armor&lt;br /&gt;
! 3-5&lt;br /&gt;
| &#039;&#039;&#039;MKIV - Maximus Armor:&#039;&#039;&#039; The first truly advance power armor, the Maximus Armor is only issued to 1st Company Veterans.&lt;br /&gt;
|-&lt;br /&gt;
! 6-7&lt;br /&gt;
| &#039;&#039;&#039;MKV - Heresy Armor:&#039;&#039;&#039; A set of armor with a cursed backstory, these studded plates are still used by some Chapters.&lt;br /&gt;
|-&lt;br /&gt;
! 8-10&lt;br /&gt;
| &#039;&#039;&#039;MKVI - Corvus Armor:&#039;&#039;&#039; Named after the Primarch Corvus Corax, this mark is based on his grace and stealth.&lt;br /&gt;
|- &lt;br /&gt;
! 11-17&lt;br /&gt;
| &#039;&#039;&#039;MKVII - Aquila Armor:&#039;&#039;&#039; Tried and true, the Aquila Armor is used all over the galaxy.&lt;br /&gt;
|-&lt;br /&gt;
! 18-19&lt;br /&gt;
| &#039;&#039;&#039;MKVIII - Errant Armor:&#039;&#039;&#039; The newest mark of Power Armor, issued to officers and leaders.&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| &#039;&#039;&#039;Terminator Armor:&#039;&#039;&#039; The unstoppable heavy breakthrough armor of the Adeptus Astartes, this suit is issued to Veterans and used in the most dangerous situation.&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 Terminator Armor is it? (d6) (Roll only if you rolled up Terminator Armor)&lt;br /&gt;
|- &lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Cataphractii Armor:&#039;&#039;&#039; The heaviest personal armor used be the Astartes, this suit is more tank than suit.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Tartaros Armor:&#039;&#039;&#039; A lighter version of the regular Terminator Armor, used in missions were mobility is key.&lt;br /&gt;
|-&lt;br /&gt;
! 3-6&lt;br /&gt;
| &#039;&#039;&#039;Indomitus Armor:&#039;&#039;&#039; The most used type of Terminator Armor still in use, this suit is resistant and workable in any situation.&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 battle scars does the Armor have? (d20)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Blood of a Battle-brother:&#039;&#039;&#039; The armor bears the mark of the death of a comrade in arms, forever reminding the new owner of this tragedy.  &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Throphies of Battle:&#039;&#039;&#039; Embedded in the ceramite of the armor is remnants of battles and duels, telling the story of the previous owner.&lt;br /&gt;
|- &lt;br /&gt;
! 3-4&lt;br /&gt;
| &#039;&#039;&#039;Blood-soaked:&#039;&#039;&#039; Despite having been cleaned many times, blood always finds itself as plammages, telling of the armor&#039;s gruesome past.&lt;br /&gt;
|-&lt;br /&gt;
! 5-6&lt;br /&gt;
| &#039;&#039;&#039;Mark of Those Who Came Before:&#039;&#039;&#039; The insides of the armor is soaked light red with Marine blood.&lt;br /&gt;
|-&lt;br /&gt;
! 6-9&lt;br /&gt;
| &#039;&#039;&#039;Battered by War:&#039;&#039;&#039; The armor has bulletholes, sears and scratches from previous warzones.&lt;br /&gt;
|-&lt;br /&gt;
! 10-20&lt;br /&gt;
| &#039;&#039;&#039;Pristine Condition:&#039;&#039;&#039; Fresh, undamaged and ready for war, the armor looks like it is fresh from the Forges.&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; |What stories are bound to the armor? (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Warp Taint:&#039;&#039;&#039; The armor has felt the touch of the Ruinous Powers, and has a dark precence about it.  &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Hero&#039;s Shame:&#039;&#039;&#039; The previous owner was a renowned hero, who failed at the most important moment, with dire consequenses. &lt;br /&gt;
|- &lt;br /&gt;
! 3-4&lt;br /&gt;
| &#039;&#039;&#039;Emperor&#039;s Finest:&#039;&#039;&#039; Having been owned by many Astartes who were held as peers in their Chapters, and the armor itself has become a symbol of salvation and purgation.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;&#039;Undefeated:&#039;&#039;&#039; By a miracle or heroic fighting, this armor has never seen defeat on the battlefield. The armor itself seem to know, and bears itself with pride.&lt;br /&gt;
|-&lt;br /&gt;
! 6-7&lt;br /&gt;
| &#039;&#039;&#039;Lone Survivor:&#039;&#039;&#039; Owned by the last surviving member of a squad, this armor has seen incredible stress and heartfelt courage.&lt;br /&gt;
|-&lt;br /&gt;
! 8-9&lt;br /&gt;
| &#039;&#039;&#039;Pristine Condition:&#039;&#039;&#039; The spirit of a fallen hero seem to live in the circuitry of this armor, and guides the hand of the owner to greater deeds.&lt;br /&gt;
|- &lt;br /&gt;
! 10&lt;br /&gt;
| &#039;&#039;&#039;Unknown Provence:&#039;&#039;&#039; A mysterious piece of armor, all records have been struck from the annals of the Chapter.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Design==&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 mark has the artificers embedded in the armor? (d8)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Destroyed and Rebuilt:&#039;&#039;&#039; Completely ripped apart in a battle and later painstakingly rebuild, this suit of armor has weak points and a mean streak a mile wide for those who killed the last owner.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;Cannibalized:&#039;&#039;&#039; This suit has been built up off more than one Mark, and several different suits, and so looks quite cobbled together in comparison to the rank-and-file armors of the Chapter. The owner must learn to control the somewhat schizophrenic Machine Spirit.&lt;br /&gt;
|- &lt;br /&gt;
! 3&lt;br /&gt;
| &#039;&#039;&#039;Alien Parts Included:&#039;&#039;&#039; Pieces from the other suits of armor, like the advanced Errant Armor or the heretical Heresy Armor is incoorporated into the armor, mechanically or otherwise, making the armor work differently than what it looks.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| &#039;&#039;&#039;Overclocked Machine Spirit:&#039;&#039;&#039; The Machine Spirit of this armor is advanced and highly skilled, and uses its strengths to ensure the owner gets the most out of the armor, overworking servos and increasing hyper-sensetivity in the oculars.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;&#039;Crusader Marks:&#039;&#039;&#039; Having been used far beyond the reach of the Imperium, this armor has modifications made to bring the Emperors light to the outskirts of the galaxy, such as advanced ceramite plates for dealing with different Xenos or heraldry from unqiue campaigns.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;&#039;&#039;Ancient Heraldry:&#039;&#039;&#039; The spirit of ancient wars lies within this armor, maybe from the Horus Heresy or the Macharian Crusades, imbued in golden runes and old but wellkept adn experienced machinery.&lt;br /&gt;
|- &lt;br /&gt;
! 7&lt;br /&gt;
| &#039;&#039;&#039;Reinforced:&#039;&#039;&#039; Heavily modified and rebuilt to be almost completey different from the Mark it was based on, this armor has been changed to stand the tides of infidels and Xenos with extra plates, fortified ceramite mesh and strengthened servos.&lt;br /&gt;
|- &lt;br /&gt;
! 8&lt;br /&gt;
| &#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; Painstakingly crafted by artisans and the best Techmarines in the Chapter, this armor is the very definition of the might of the Imperium and is so wellcrafted, it could have been crafted during the Dark Age of Technology.&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; |How does the Machine Spirit act? (d10)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| &#039;&#039;&#039;Cover Not Before the Enemy:&#039;&#039;&#039; The Spirit within this armor is prideful, and the armor is adorned with myraids of honours, sashes and other items of importance, and actively sabotages any attempt to hide from the enemy&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| &#039;&#039;&#039;None Shall Escape the Emperor&#039;s Wrath:&#039;&#039;&#039; The censors within the armor scans tirelessly for new targets, analyzing the most effecient way to rid the world of the horrors that assails the Imperium. In return, the armor itself works on a slower level than normal, feeling more sluggish to use.&lt;br /&gt;
|- &lt;br /&gt;
! 3&lt;br /&gt;
| &#039;&#039;&#039;Scourge of the Impure:&#039;&#039;&#039; This Spirit is as much a crusader as its wearer, and is driven to rip apart any enemy standing before it. Reckless and brave, the armor assists the user to hit in the grind of melee, but is less accurate at range.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| &#039;&#039;&#039;Death is Joy:&#039;&#039;&#039; The Machine Spirit of this armor is methodical and effecient, downing each enemy with calculated ease. Slowly, the wearer and the Spirit becomes one, the wearer adding his aggressive zeal to the cold calculations of the Spirit.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;&#039;Fury as Lightning:&#039;&#039;&#039; While the Astartes Power Armor doesn&#039;t infer on the speed of the wearer, this Spirit increases it and makes the wearer speed ahead and dodge incoming blows with increased ease.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;&#039;&#039;Strength of Legend:&#039;&#039;&#039; Like the Herculean legends of ancient Terra, this armor has a heroic and powerful Machine Spirit that makes sure every step and punch shakes the surroundings, and that no obstacle can stand against the overpowered servos of the armor.&lt;br /&gt;
|- &lt;br /&gt;
! 7&lt;br /&gt;
| &#039;&#039;&#039;Superhuman Terror:&#039;&#039;&#039; This suit of armor has a menacing aura about it, and weaker souls feel cowered behind the towering suit. The Spirit within revels in this fact, and relishes to make the enemies of man flee from its wrath.&lt;br /&gt;
|- &lt;br /&gt;
! 8&lt;br /&gt;
| &#039;&#039;&#039;Lead by Example:&#039;&#039;&#039; This Spirit has been shaped into a leader, and its armor is adorned with heraldry that inspires its comrades and strikes fear in the hearts of the enemy. Easily distinguished, this suit yarns to be in the middle of any battle, driving its Battle-brothers to further heroics.&lt;br /&gt;
|- &lt;br /&gt;
! 9&lt;br /&gt;
| &#039;&#039;&#039;Death from Afar:&#039;&#039;&#039; Some suits of power armor are made to rush into the heat of battle, but not this one: This Spirit is incooperated with data-fragments that makes it ideal at balancing heavy ordnance and light Bolter alike, loosing next to no accuracy while plodding menacingly towards the enemy.&lt;br /&gt;
|- &lt;br /&gt;
! 10&lt;br /&gt;
| &#039;&#039;&#039;Never Forgive, Never Forget:&#039;&#039;&#039; The Spirit within this armor is a vengeful one, forever waiting to be able to fight the enemy of which grudges are written on the plates of the armor. Upon recieving the suit, the Astartes and Spirit soon learns to combine their drive to further stack pain on the enemies of Man.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- - - Unfinished - Please Help - - -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, add a name, colours, and Chapter, and you&#039;re ready to release your special snowflake piece of armor into the world&lt;br /&gt;
&lt;br /&gt;
{{40k-Faction-Creation-Tables}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]][[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2A02:C7F:201A:4A00:CD1D:6D68:61E4:FD92</name></author>
	</entry>
</feed>