Chaos Warband Creation Tables: Difference between revisions

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| Malign Augmentations: The Warband is not alive per say, and instead its members have become malignant pieces of scrapcode, seeking eachother out, and pillaging in vast cybernetic hordes when enough unlucky or foolish people install them.
| Malign Augmentations: The Warband is not alive per say, and instead its members have become malignant pieces of scrapcode, and pillage in vast cybernetic hordes when enough unlucky or foolish people install them.
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| T'au Embassy: The T'au are a naive who at first extend an open hand to sustain peace, but find their "Greater Good" is no match for the eternal truth that is Chaos.
| T'au Embassy: The T'au are a naive race who at first extend an open hand to make peace, but find their "Greater Good" is no match for the eternal truth that is Chaos.
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Revision as of 00:43, 21 May 2018

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Inspired by the Space Marine Chapter Creation Tables from Fantasy Flight Games' Deathwatch Roleplaying Game, these tables are for generating a warband of Cultists, Traitor Imperial Guard, and Chaos Space Marines. If you're looking to make a CSM-only Warband, check out the Chaos Space Marine Warband Creation Tables.

Warband's Origins

How did they start out? D100 Roll
Imperial Guard: The warband was once a loyalist regiment, but received "friendly fire" one too many times for their liking. 1-10
Planetary Rebels: The planetary governor wanted the world, and decided that Chaos was a fine ally to help him or her do just that! 11-20
Isolated colony: After the 900th call to the Administratum for help against those Xenos raiders it was decided that perhaps the Imperium just wasn't worth helping out. 21-30
Pirates: A few enterprising souls in the vast darkness of space decided that they just want to kick back, relax, and enjoy the hard-earned efforts of others. 31-40
Warband offshoot: Things got a tad boring after the last pillaging, and a few of the boys decided that they'd make their own warband with blackjack and hookers. 41-50
Time Travelers: Perhaps they came from the Horus Heresy or from five seconds in the future, but either way this Warband is not from when they should be. 51-60
Chaotic Genestealers: Your Patriarch ate one too many Chaos Worshippers, and found out that serving Chaos was a lot more fun than only eating it. 61-70
Misbegotten Expedition: This Warband was looking for ancient STC's or long lost treasure, but either way found something far greater than they ever imagined. 71-80
Warp Madness: A Warp Storm caused the world's population to go batshit insane, and decide that the only logical thing to do was burn down the nearest Shrine World. 81-90
Daemon World: Your warband was homegrown in the Warp itself on a daemon world, and finally got a chance to strike out on their own! 91-100

Warband's Alignment and Blessings

Chaos Allegiance D100 Roll
Chaos Undivided 1-30
Lesser God (Ex. Malice) 31-40
Nurgle 41-54, 77
Slaanesh 55-69 (Hehehe~)
Khorne 70-84, 88 (except for 77)
Tzeentch 85-100 (except for 88)

Blessings of the Gods

Frequency of Blessings D100 Roll
Shunned: These Warbands are those that have great failure, the deities of chaos spurning them, and as such evem their mightiest leader has remained untouched by their warping powers. Do not roll for any blessings on the Blessings Table. 1-20
Singular: This warband's leader has either earned the wrath or reward of the Gods, and have been changed forevermore. Roll once on the Blessings Table. 21-40
Few: A group of elite warriors, sorcerous coven, or elected priesthood have managed to all be touched by the gods in one way or another. Roll twice on the Blessings Table. 41-60
Several: The warband has managed to favour the gaze of the gods quite often, and many within have been shown their power through fleshy mutations. Roll thrice on the Blessings Table. 61-80
Ascended: The warband has been able draw the attention of many warp spawned deities, and as such has had the ultimate gift bestowed upon them; princehood. Automatically select the Daemonhood blessing, and roll thrice, re-rolling if Princehood is selected. 81-100


Blessings D100 Roll
Aesthetical Changes: Physical deformities that give nothing to the individuals other a change in looks, and a sign that something greater watches over them. It could be possibly a set of short horns, useless tentacles, a rotting skin, etc. 1-50
Deadly Protrusions: Once again numerous physical deformities run riot across the body; however, these deformities serve a purpose in combat. These mutations may be spiked limbs, large horns, enlarged tusks, or any number of marks which aid the blessed in slaughter. 51-55
Unnatural Luck: The gods are fickle things with their mood changing from moment to moment, a lasgun's blast might deflect harmlessly upon hitting the skin or manage to vaporize the target entirely, such is the will of Chaos. 56-60
Vessel of the Impossible: Those blessed feel the power of the warp coursing, not through them, but through things which inhabit their soul like parasites on a great ocean beast whose presence could drain the occupant to dust or change the nature of their soul entirely. 61-65
True Sight: The most powerful weapon known to those of Chaos is truth, malign or beneficent, and those blessed can see events in the future, past, or even beyond what mortal minds are supposed to comprehend. 66-70
Unsound Mind: The blessed is no longer vulnerable to the Warp, the mind expanded beyond breaking, and is impossible to break again no matter the sight before them. 71-75
Divine Aide: The blessed have received a bondsmen which carries the spark of a hostile reality within them, able to inflict great harm upon their enemies, but equally liable to betray their commanders at an opportune time. 76-80
Spawn-hood: The Gods are uncaring, any attention from them they consider to be a gift, even if it is sorely unwanted as the soul is engulfed a mesh of twisted flesh. 81-90
Weapons of Chaos: The blessed have been given the trust of the Gods, a vessel of their power wrought for mortal glory, and as such is a relic unique in all the galaxy. 91-97
Princehood: The most revered of all gifts, it is to be truly unkillable through any means, and to earn it requires worlds to be burnt at the stake or an unholy work to be made in the name of the malign. 98-100

Headquarters

Base of Operations D100 Roll
Infiltrated Shrine: The Warband has managed to hide admist the faithful of the Corpse God, tricking priests and witch-hunters alike, while growing all the while. 1-5
Space Hulk: The Warband has taken residence of a drifting hulk, once filled with life, and now home to darker things then the void itself. 6-10
Xenos Temple: The Warband has either discovered or taken hold of a Xenos Temple, alien figures torn down to be replaced with malign gods. 11-15
Demonic Beast: The Warband has been able to survive within the confines of a great warp-beast, lurking admist folds of unreal flesh, and living off its spoils. 16-20
Warp Storm: The Warband has found its home isolated within the Warp, and takes the opportunity to pillage the greater galaxy without fear of reprisal. 21-25
Chaos Warfleet: The Warband has scrounged up a ship to use as its home, and is able to hunt without limits across the vast expanse of space. 26-30
Chasm of Woe: The Warband has been able to somehow live within one of the various pocket dimensions which the Dark Eldar feed the Chasm of Woe with to survive. 31-35
Nightmare Host: The Warband occupies no "real" place, it lives inside the mind of an insane individual, and nightmares are temporary gateways to reality. 36-40
Malign Augmentations: The Warband is not alive per say, and instead its members have become malignant pieces of scrapcode, and pillage in vast cybernetic hordes when enough unlucky or foolish people install them. 41-45
Forbidden World: The Warband has become so infamous or spawned of a conflict so horrific that its very base has been quarantined from the Imperium at large. 46-50
Underhive: The Warband finds its refuge amongst the slave and the mutant where honest men fear to tread leaving only their efforts untouched by the Imperium. 51-55
Noble Spire: The Warband is kept safe within the confines of a noble spire through a rich supporter, and plot within the dining halls of the affluent. 56-60
Stasis-Crypt: The Warband is either sleeping centuries away in its crypt or is spreading bloody chaos throughout the Imperium, and finds doing anything else abhorent. 61-65
Former Black Ship: The Warband was either once the wardens or prisoners, but either way the Black Ship now spreads the power of the Warp instead of containing it. 66-70
Chaos Bastion: The Warband sits within a vast stronghold, built by themselves or their peers, and can repulse any invasion that would dare threaten their borders. 71-75
Warrior Band: The Warband has no home, it moves from place to place, and carves a bloody swath across the galaxy as it does so. 76-80
T'au Embassy: The T'au are a naive race who at first extend an open hand to make peace, but find their "Greater Good" is no match for the eternal truth that is Chaos. 81-85
Warp Locale: The Warband has managed to carve out their own home within the Warp itself, unshackled by reality, and can talk with demons in gardens or behind palisades. 86-90
Uncharted World: The Warband has found a home unknown to the Imperium at large, unexplored, and only a radius of death to tell that any life is there at all. 91-95
Eldar Craftworld: The Warband, through impossible deception or raw force alone, have managed to seclude themselves within the wraithbone spires of a doomed race. 96-100


Warband Structure

Warband Build D100 Roll
Very few Marines, extremely reliant upon cultists 1-25
Platoon level element worth of Marines but still heavily reliant on cultists 26-45
Company level element worth of Marines that work alongside a fair number of cultists 46-65
High percentage of Marines with some cultists namely for infiltration/sacrificial/etc. purposes 66-85
Roughly balanced amounts of both Marines and cultists 86-95
No cultists, only Marines 96-100


Recruitment Methods D100 Roll
Uses cultists within the war band who show the appropriate fervor and potential for a Champion of Chaos (Note: If the result: “No cultists, only Marines,” was received in the Build of War band table, ignore this result and reroll) 1-25
Harbors fleeing traitors of the Imperium 26-50
Recruits from worlds that are fully under the control of Chaos and out of reach of the Imperium 51-65
Launches raids onto unsuspecting worlds, stealing the young, impressionable youth to brainwash into vehement followers of chaos 66-80
Recruits from other Chaos Legions or Warbands 81-95
Does not recruit, War band is slowly dying off 96-100

Warband Tactics

Combat Doctrine D10 Roll
Close Combat 1
Ranged Combat 2
Armored Assault 3
Stealth/Infiltration 4
Lightning Strike 5
Drop Pod/Dread Claw 6
Siege 7
Shock and Awe 8
Terror 9
Sorcery (If a Khorne aligned war band, disregard this result and reroll) 10


Legendary Champion

Warband’s Exalted Champion D100 Roll
Daemon Prince 1-20
Chaos Lord 21-40
Sorcerer (If a Khorne aligned war band, disregard this result and reroll) 41-60
Champion of Chaos (Ex. Possessed, Aspiring, Plague, Skull) 61-75
Aspiring Sorcerer (If a Khorne aligned war band, disregard this result and reroll) 76-90
Chosen 91-100


Deed for the God(s) D10 Roll
The figure is renowned for defeating the Forces of the Imperium in battle several times. 1
The figure defeated a Chapter Master of a Loyalist Space Marine Chapter in one on one combat and has gained the eternal enmity of that Chapter 2
The figure led a campaign upon an important world of the Imperium which brought the entire planet to chaos 3
The figure led a glorious campaign which brought an entire sector to its knees 4
The figure discovered an alien race and brought it to worship chaos, empowering the gods further. 5
The figure led the forces to many a glorious campaign in the name of chaos, perhaps wiping out those who defied the gods and bringing many others into the light of true gods. The figure is highly favored by his patron god(s) for his actions. 6
The figure is well noted for successfully leading an action, which resulted in the annihilation of a Space Marine Chapter. The figure removed the geneseed from all the corpses and either utilized them for the warband or sacrificed them to his patron god(s) 7
The figure led a successful boarding action upon an Imperial battleship, which resulted in the takeover of the craft. The battleship now serves as a mobile fortress for the warband 8
The figure led a bloody and vicious raid upon an unsuspecting Imperial naval fleet and successfully destroyed many of the ships as well as taking over a few for the warband 9
The Champion single-handedly wiped out the warband of a rival Chaos God (reroll if the Chapter is unaligned, Undivided, or following a lesser deity). 10
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