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Inspired by Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables, these tables let you roll up (or otherwise generate) your very own traitorous Imperial Guard Regiment. These tables are for fluff only! Fun though and creativity is key. Still a WIP so feel free to contribute FOR THE DARK GODS! Now cast up a worthy offering.
Note that a sovereign Chaos Power which has successfully receded from the Imperium (or turned to the Dark Gods after being abandoned likely by accident or loss of access, or more mundane separatists/rebels who haven't quite realized the price of their new allies) or otherwise formed a functioning state can raise its own Ground Force or Naval Infantry regiments. The one that is being rolled is simply what they are famous for or the specific regiment that is being focused on with other troops raised from the same world having different specialisations. Roll on the Planet generator and System generator tables as well. The sky is the limit when Your Dudes is concerned.
Regiment Origin
| Former Regiment Classification
|
d10
|
| Imperial Guard: A true regiment, drilled and competent in their service but found more purpose in the call of Chaos rather than selfless sacrifice for a Corpse-God.
|
1-4
|
| Planetary Defense Force: Former defenders of an Imperial world but having realized truths they never considered that have freed them from Imperial rule.
|
5-6
|
| Penal Legion: Scum, criminals, murderers now free from the oppression that was held over them and pledged to Chaos. (Think mortal Night Lords pretty much)
|
7-8
|
| Militia/Cultist: Average Citizens taken to training and arming themselves for the glory of Chaos.
|
9
|
| Navy Armsmen: Experts in void-combat, they found salvation on the tides of the Warp whispering to them.
|
10
|
| Why did you betray the Imperium (if the Regiment was not raised by a Chaos controlled polity)?
|
d10
|
| It's Complicated: Roll twice, combine your new results! This could lead to utter madness such as idiosyncratic Loyalists who try to weaponize Chaos |
1
|
| Glory: You think the Imperium of Man is going to let some lowly Guardsman become a Warmaster? |
2-3
|
| Disillusionment: You didn't betray the Imperium, it betrayed you! A lifetime of unrequited service left these soldiers bitter. |
4-5
|
| Money: The rewards of the mercenary line of work were just too good to turn down. |
6-7
|
| Religion: Either through cultic infiltration or personal revelation, this force has come to see the Chaos gods as true divine entities. |
8-9
|
| You Never Did!: These forces regard themselves as Imperial loyalists fighting with their own idiosyncratic methods...whether or not the Imperium agrees |
10
|
Technology Level
| Regiment's Tech Level
|
D10
|
| 1
|
Stone Age: The regiment hails from a feral world or has completely degenerated into madness and primitivism. They wield bone clubs, sharpened rocks, and fire-hardened spears. Armor is scavenged chitin, hides, or daemonic flesh. They often operate in massive berserker hordes, driven by mutation, faith, and overwhelming bloodlust
|
| 2
|
Bronze/Iron Age: Ancient city-states or war-tribes who discovered metalworking but not common sense. These regiments fight in phalanxes or chariot-charges using spears, short swords, and bronze axes. Their "tactics" are more sacrificial rites than strategy. They see autoguns or lasguns as divine relics and may worship a plasma pistol like a holy flame. Their wargear is often adorned with crude Chaos iconography hammered into place with religious zeal.
|
| 3
|
Steel Age: Feudal hellworlds produce these regiments. They field steel weapons, crossbows, and basic black powder firearms. Their ranks are drilled in rigid formations under mad warlords or knight-commanders possessed by daemons. Their armor may be plate mail or half-fused ceramite. May still use warbeasts, daemon-barded cavalry, or warp-mutated siege gear.
|
| 4
|
Pre-Industrial: The regiment resembles early gunpowder-era forces. Muskets, flintlocks, cannons, and sabres rule their arsenals. Discipline is often high — they march in step and drill relentlessly — but their tactics are antiquated. Field sorcerers and daemonic advisors offer "improvements" in firepower or strategy (e.g., cursed blackpowder, exploding heretics, or warp-boosted bullets). Capable of structured warfare, but hilariously outgunned by anything modern.
|
| 5
|
Early Industrial: Ragged trench-dwellers and gas-masked lunatics. Bolt-action rifles, crude machine guns, daemonic tanks fueled by souls. Gas warfare, flame weapons, and brutal attrition tactics. Think Great War meets Nurgle. Equipment is functional but always corrupted — guns might whisper or bleed.
|
| 6
|
Late Industrial: Bloodthirsty commandos and tacticool edgelords. Assault rifles and machineguns, plastic ergonomic weapon parts, swarms of drones roam the skies. Nuclear/thermonuclear weapons, early energy weapons, doctrine of levelling enemy positions with aircraft and long-range missiles. Bits of advanced technologies and electronical Abominable Intelligences. Think Ukrainian Special Military Operation meets Khorne. Equipment is functional but corrupted.
|
| 7
|
Early Space: Lasguns, flak armor, and light vehicles — but tech is patched together with scrap and sorcery. Mutated servitors handle logistics. Warp-filth infects their dataslates. Radios whisper heresy. Soldiers may carry daemon-bonded gear without fully understanding it. Discipline through fear, mutation, and daemonic possession.
|
| 8
|
Advanced Space: A regiment from a technologically mature but not Imperium-tier world — now corrupted. Las carbines, and energy shields are standard.
|
| 9
|
Low Imperial: A standard Imperial Guard force turned traitor.
|
| 10
|
Mid Imperial: Formerly elite or favored Imperial forces that defected or were corrupted.
|
| 11
|
High Imperial: This regiment once belonged to the apex of Imperial might
|
| 12
|
Divergent: Technologies not like anything Imperium uses. They diverged from Imperium's norms, researching their technologies in completely separate direction; and/or they heavily utilize Xenos tech, to the point that Xenos tech vastly out-weights Imperial-pattern equipment. Stay cautious.
|
Regiment Demographic
| Recruitment Criteria
|
d100
|
| All male [m/f ratio adjustable]
|
1-15
|
| All female [m/f ratio adjustable]
|
16-25
|
| Caste-born: Raised from birth in the warrior caste.
|
26-30
|
| Nobility: Bought their commission for honor and glory.
|
31-35
|
| Dark Priesthood: Once devout servants to the Emperor but now something more.
|
36-40
|
| Abhumans: Ratlings, Ogryn, and other such useful creatures embracing their true creators.
|
41-45
|
| Tribespeople: All you have to do is teach them which way the gun points and the falsehoods of the Imperium.
|
46-50
|
| Unlucky Souls: A World chosen by the will of the Gods to the dismay of whoever lives there.
|
51-55
|
| Spacers: Born on asteroids, off-world hab-stations, or the vessels of the Imperial Navy. (If Navy Armsmen was rolled, this may be taken as default)
|
56-60
|
| Firstborn: Chosen by right of being the eldest child and now in the service to something greater than the Imperium.
|
61-65
|
| Vat-grown: No families to complain, no friends to consider, much easier to devote themselves to Chaos.
|
66-70
|
| Gangers: They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)
|
71-85
|
| Convicts: Were serving their sentence on the front lines, but have cast off their shackles. (If Penal Legion was rolled, this may be taken as default)
|
86-95
|
| Roll d3+1 times on this chart.
|
96-100
|
| Nature of Recruitment
|
d10
|
| Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society. (If Gangers, Convicts, or Unlucky Souls was rolled on demographic table, you may select this by default)
|
1
|
| Elite tithe: The best of the best of the planet were recruited for this regiment. (If caste-born or nobility was rolled on demographic table, you may select this by default)
|
2-4
|
| Standard conscription: Average or above-average citizens recruited from all levels of society. (If All-Male, All-Female, Firstborn, or Unlucky Souls was rolled on the demographic table, you may select this by default)
|
5-10
|
Regiment Homeworld
| Home World
|
d100
|
| Hive World: No claustrophobia, excellent sense of direction? Urban combat!
|
1-25
|
| Feral World: They fight like wild animals in the Axefather's name.
|
26-40
|
| Death World: For these people, life was a war before they could speak.
|
41-55
|
| Forge World: Once blessed by the Omnissiah to carry His light across the Galaxy, now loyal to a greater cause.
|
56-60
|
| Imperial World: Once from among devout citizens, now loyal to Chaos.
|
61-70
|
| Pleasure world : Once pampered by a life of ease, they were swiftly turned to the Lord of Excess.
|
71-80
|
| Shrine World: They charge into battle eagerly, and their very prayers are war cries. After all, they're free from those stifling conditions now.
|
81-90
|
| Home World Lost: Ghosts do not fear death, but they seek life with a terrible fury.
|
91-99
|
| Daemon World: So privileged as to be born upon a world held by one of the gods' own.
|
100
|
| Home World Predominant Terrain
|
d100
|
| Jungle: Masters of stealth and inured to disease.
|
1-25
|
| Desert: At home in sun, sand and wind.
|
26-50
|
| Ice: Cold-blooded, with hearts of fire.
|
51-60
|
| Ocean: They grew up in the dangers of the depths.
|
61-65
|
| Wasteland: Excellent scavengers and hardy survivors.
|
66-75
|
| Urban: Good soldiers, once you get the cityboy out of the city.
|
76-80
|
| Dead World: Able to make full use of the technology required to survive in such places.
|
81-85
|
| Airless: They don't fear the void like most.
|
86-90
|
| Agriworld: Sturdy, hard-working types, glad to be off the farm.
|
91-100
|
| Homeworld Rule Status
|
D20
|
| Iron Dominion: The warband rules their homeworld with an iron fist
|
1-5
|
| Contested Rule: The warband claims rulership, but their hold is shaky.
|
6-10
|
| Proxy Overlords: The warband rules through puppets—corrupted governors, fanatical cults, or enthralled warlords.
|
11-15
|
| Non-Unified World: The warband holds no true power over their homeworld. It’s a lawless hellscape where they’re just one of many factions scrabbling for survival, dodging the wrath of stronger powers.
|
16-20
|
Regiment Tactical Information
| Regiment Core Units (d100)
|
| 1-35
|
Infantry Regiment
|
| 36-45
|
Light Infantry
|
| 46-55
|
Heavy Infantry
|
| 56-70
|
Mechanized Infantry
|
| 71-75
|
Drop
|
| 76-80
|
Armored
|
| 81-85
|
Artillery
|
| 86-95
|
Siege
|
| 96-99
|
Shock Troopers
|
| 100
|
Abhuman
|
| Specialization (d10)
|
| 1
|
Drill & Discipline
|
| 2
|
Counter
|
| 3
|
Stealth Warfare
|
| 4
|
Lightning Strike
|
| 5
|
Trench Warfare
|
| 6
|
Close Combat
|
| 7
|
Ranged Combat
|
| 8
|
Shock & Awe
|
| 9
|
Guerrilla Warfare
|
| 10
|
Hive Warfare
|
| Loyalty Rating (d10) (Don't roll if Renegade, count as Disloyal)
|
| 1
|
Overzealous: need to be actively held back from shedding their blood as sacrifices to the Dark Gods.
|
| 2-3
|
Fanatical: No remorse, no retreat, no fear.
|
| 4-5
|
Adherent: Hold fast to the Word and the Dark Gods' will.
|
| 6-7
|
Undisciplined: Will follow the Gods, but don't expect them to bow to authority figures.
|
| 8-9
|
Unorthodox: Their faith in the Gods is a strange one, and their practices raise the eyebrows of more traditional followers.
|
| 10
|
Disloyal: These scum fight only for themselves, or even seek to return to the wretched Corpse-Emperor.
|
| Special Equipment (d100)
|
| 1-10
|
Traditional Weapon
|
| 11-20
|
War Trophies
|
| 21-30
|
Specialized Lasgun Pattern
|
| 31-40
|
Exotic Mounts
|
| 41-50
|
Rare Heavy Weapon
|
| 51-60
|
Warp-Blessed Wargear (Re-roll if Renegade)
|
| 61-70
|
Augmented Troops
|
| 71-80
|
Special Vehicle
|
| 81-90
|
Preferred Fighting Style
|
| 91-100
|
Modified Weaponry
|
| Regiment Creed (d100)
|
| 1-40
|
For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the Galaxy, woe unto them.
|
| 41-65
|
For the Dark Gods: They believe in the Word of Chaos as their gospel, and see it as their holiest endeavor to spread that Word with the flames. Re-roll if Renegade.
|
| 66-75
|
Best of the Best: The regiment believes itself to be elite and constantly strives to prove itself.
|
| 76-80
|
Glory In Death: The regiment's mission is to die, and take as many enemies with it as possible.
|
| 81-85
|
We Must Repent: The regiment believes it is on a mission to pay for their homeworld's sins with blood for the Blood God. Or the Emperor, if Renegade.
|
| 86-90
|
Tribal Faiths: This regiment is beholden to primitive beliefs. If from a civilized world, clannish practices from hive gang cultures or other such traditions predominate.
|
| 91-95
|
Steel Over Flesh: This regiment believes the way to victory is through machine augmentation.
|
| 96-100
|
Esoteric Beliefs
|
Regiment Relations
| Damned allies. Who has our back? (d100)
|
| 1-5
|
Warmaster Abaddon. Re-roll if Renegade.
|
| 6-10
|
Populace of a waning Imperial planet
|
| 11-15
|
Corrupt Governor or other high-ranking Imperial official
|
| 16-30
|
Chaos warband or specific Chaos Lord
|
| 31-35
|
Rogue Psyker Cult. Re-roll if your regiment's allegiance is Khorne.
|
| 36-40
|
Dark Mechanicus/Traitor Titan Legion
|
| 41-50
|
Chaos Cult. Re-roll if your regiment's devotion to Chaos is "Disloyal".
|
| 51-75
|
Specific group of Chaos/renegade mortals (renegade/corrupted Lost and the Damned regiments, anti-Imperium rebels, clan of tribals, corrupted mutants, mercenary bands, pirate gangs....etc)
|
| 76-80
|
Rogue Inquisitor
|
| 81-85
|
Specific Chaos xenos or simply other xenos groups whom they share mutual goals with. See Minor Xenos Table below
|
| 86-95
|
A loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with your regiment.
|
| 96-100
|
Specific Daemon Prince, Greater Daemon, or other powerful daemon. If your regiment is disloyal to Chaos; said daemon is covertly supporting and manipulating the regiment from the sidelines to suit the daemon's needs.
|
| Who are the Damned's enemies?(d100)
|
| 01-10
|
Roll on Allies table
|
| 11-20
|
Specific Eldar Craftworld/leader
|
| 21-30
|
Specific Ork Waaagh!/Warboss
|
| 31-35
|
Specific Tyranid Hive Fleet
|
| 36-45
|
Specific Necron Tomb World
|
| 46-90
|
The Imperium of Man (choose an institution or a specific leader or faction from that institution)
|
| 91-95
|
Specific Dark Eldar Kabal/leader
|
| 96-99
|
Specific Minor Xenos leader/group (see below)
|
| 100
|
Select your own
|
| Minor Xenos Species/Empires(1d100)
|
| 1-10
|
Tau Empire (alternatively, you may select a particular Tau force or leader)
|
| 11-20
|
Hrud
|
| 21-30
|
Fra'al
|
| 31-40
|
Uluméathic League
|
| 41-50
|
Yu'vath/Legacy of the Yu'vath/Rak'gol
|
| 51-60
|
Enslavers
|
| 61-65
|
Bargesi
|
| 66-70
|
Tarrelians
|
| 71-75
|
Thyrrus
|
| 76-80
|
Hellgrammite
|
| 81-85
|
Loxatl
|
| 85-90
|
Saharduin
|
| 91-92
|
Xenarch
|
| 93-95
|
Cythor Fiends
|
| 96-97
|
Nightmare-Engines of the Pale Wasting
|
| 98-100
|
Other Xenos Species (pick one or roll/write one up)
|
See also