Space Marine Chapter Creation Tables
This article presents a cut-down and then expanded version of the Space Marine Chapter Creation Tables from the Rites of Battle (pp. 13-43) supplement to Fantasy Flight Games' Deathwatch RPG , allowing you to create your own Chapters, albeit without in-game mechanics. Use alongside the Space Marine Battle Brother Creation Tables to create individual Battle Brothers, or a Chapter Master.
Do be sure to roll on the Planet generator and System generator tables for further fluffing. Also please help with the Space Marine Chapter Homeworld Generator.
Chapter Origins[edit | edit source]
| Why Was The Chapter Founded? (d20) | |
|---|---|
| 1-2 | Strategic Prognostication - "Our tarot cards say there's going to be a threat here, maybe. Found a Chapter!" |
| 3-4 | Counter - "There are Orks over here! Found a Chapter!" "But it'll take 50 ye-" "Do it!" |
| 5-6 | Standing Force - "This area doesn't have any Marines in it. Found a Chapter!" |
| 7-8 | Crusade - "We need people running around and hitting the Imperium's enemies. Found a Chapter!" |
| 9-10 | Strategic Prognostication - "Our tarot cards say there's going to be a threat here, maybe. Found a Chapter!" |
| 11-12 | Honour and Glory - "We shall honour an existing Chapter's glorious deeds by using their gene-seed to found a new Chapter!" |
| 13-15 | Cryptic - "This Chapter's existence is a mystery. Few have the authority to know of its existence, fewer still know why it was founded." |
| 16-17 | Chamber Militant - "These guys need more muscle to do their job, found a Chapter!" |
| 18-20 | Crusade - "We need people running around and hitting the Imperium's enemies. Found a Chapter!" |
Note that the Chapter may have been founded for a particular threat or campaign and have since come to settle down as a normal standing force, or it may have lost its homeworld and became a crusading Chapter in search of a new one. The aftermath of the Great Rift is a excellent opportunity to clear out the old grudges and shift the status quo of the Chapter, for instance a Chapter that crusaded for thousands of years may have found a world to settle. Chamber Militants should pick what Imperial organization they serve (besides military forces, the Ecclesiarchy, and the Mechanicus) and count that organization as an extra ally.
| When Was The Chapter Founded? (d100) | |
|---|---|
| 1 | Unsupported claim of Second Founding status, but definitely ancient. You can count this as Third Founding but with major connections to elder Great Crusade and Horus Heresy veterans forming the initial Chapter Council, with possibly some still being alive in Dreadnoughts to this day. Salamanders, Iron Hands, and Raven Guard must treat this as Third Founding due to casualties suffered in the Drop Site Massacre, and Space Wolves must reroll as no chimeric Chapters existed at this time. |
| 2 | Late M31; Third Founding. Some Founding members are Great Crusade and Horus Heresy veterans. Salamanders must treat this as Fourth Founding (except if a 1 was rolled first) as they suffered the most loyalist casualties in the Horus Heresy, and Space Wolves must reroll as no chimeric Chapters existed at this time. |
| 3-10 | Unknown |
| 11-15 | 32nd Millennium, War of the Beast and subsequent Fourth Founding. |
| 16-20 | 33rd Millennium |
| 21-25 | 34th Millennium; 8th Founding (sometime mid-millennium) and 9th Founding (between M34 and M35, earlier Chapters). The Chapters of the 8th Founding were explicitly intended by the High Lords to be more bellicose and violent to scare the populace into line. |
| 26-30 | M35; 9th Founding (later Chapters), 10th Founding, 11th Founding, 12th Founding and 13th ("Dark") Founding, which is called that since the Imperium lost all data regarding the chapters created at this time, save for the fact that the Exorcists, the Death Spectres and the Crimson Sabres who went traitor and became the Crimson Slaughter are from this founding. It may also have spilled over into the 36th Millennium on top of the massive waves in the 35th Millenium. |
| 31-40 | M35; 14th-20th Founding , these foundings were the greatest wave of foundings in history, with an astonishing nine foundings in the same millennium; even excluding the 9th, 10th, 11th, 12th, 13th and the following one the 14th through 20th wave was massive. |
| 41-50 | 991.M35; 21st ("Cursed") Founding, this chapter be fucked. This was the individually largest founding of Firstborn Astartes after the 2nd founding, but only handfuls of loyalist Chapters survive. Gene-seed is automatically Flawed. |
| 51-55 | 36th Millennium |
| 56-60 | 37th Millennium |
| 61-66 | M38; 23rd ("Sentinel") Founding. Chapters of this founding are more warlike than most due to being founded at a time of increased threats, and are likely to be Fleet based permanent crusaders or settled near protracted danger spots. |
| 67-72 | 39th Millennium; 24th Founding |
| 73-78 | 40th Millennium; 25th ("Bastion") Founding. Chapters of this founding are more likely to be loose with the Codex Astartes due to the various threats coming to prominence at this time and they are less set in their ways than long existing Chapters. |
| 79-84 | 41st Millennium; 26th Founding. This is the last Firstborn founding. |
| 85-100 | M41/M42; Ultima Founding consisting of Primaris Marines. Actually in two waves (+ intermittents in-between), first in 999.M41 and 000.M42, intermittent foundings during the intervening years to replace destroyed chapters or garrison key areas, and the second in 012.M42 after the first phase of the Indomitus Crusade ended with victory at the Battle of Raukos from the last core of Unnumbered Sons veterans, capping off the largest founding in history. Some members of the Chapter may be Great Crusade, Horus Heresy, or Great Scouring veterans among the first Primaris Marines who were awakened from stasis. Such Veterans assigned to a new Chapter are almost certainly members of the command cadre. |
If there's no founding listed in the millennium you rolled, go check which ones are available and pick the closest one to see what they are counted as being from, even if the founding was before or after the official timing. And remember that the Imperium routinely loses planets due to rounding errors, so your chapter not knowing exactly when it was founded is hardly out of step with the lore. For an egregious case, the 22nd Founding is the only one with two entire millenia to itself (assuming the absolute latest Chapters mistakenly labelled as part of the Dark 13th Founding don't count) and it can't even have the previous one got extended and records got muddled excuse as that was the Cursed 21st Founding.
| Progenitor Chapter Founding (d100) | |
|---|---|
| 1-40 | First Founding, this Chapter is directly descended from the First Founding Legion successor or from Gene-seed sourced from the Tithes of multiple chapters of the same Primarch's lineage. Space Wolves must pick this. |
| 41-60 | Second or Third Founding, this Chapter is descended from a Successor founded by Great Crusade and Horus Heresy veterans (counts as First Founding or must be Third Founding for Salamanders as they didn't have any early successors). |
| 60-75 | Later Founding, this Chapter is a relatively uncommon case of a later Chapter being honored with a writ of succession. Bear in mind that two or three is the usual maximum for all but the most venerable and ancient Chapters. |
| 75-100 | Unknown or Redacted Founding, this Chapters predecessors founding date has been lost or redacted. Chapters with unknown or Traitor Legion geneseed must pick this. |
| Progenitor Chapter (if not First Founding, then a successor of that First Founding Chapter) (d100) | |
|---|---|
| 1-30 | Ultramarines |
| 31-45 | Dark Angels (cannot be from 5th or 6th Foundings) |
| 46-55 | Imperial Fists |
| 56–65 | Blood Angels |
| 66-75 | Raven Guard |
| 76–85 | White Scars |
| 86–90 | Iron Hands |
| 91–95 | Salamanders (the Salamanders do not recognize any of their successors except the Ultima Founding) |
| 96-99 | Unknown Chapter or Traitor Legion Loyalists if Second or Third Founding |
| 100 | Space Wolves (must reroll if not chimeric gene-seed or from Ultima Founding) |
Due to the Curse of the Wulfen the Sons of Russ are under a hard limit in canon, though you can do as you wish, possibly justifying by Chimeric gene seed fixing the worst problem at the cost of other issues. Or you can just make an Ultima Founding successor like the Wolfspear. The Dark Angels can not have any Chapters in the Fifth and Sixth Foundings, as the High Lords of Terra were explicitly avoiding to make any new ones at this time out of suspicions of Legion building. Decide if Chapter had any units assigned from parent chapter (usually veterans or maybe a whole battle company -reserve companies are unlikely to be separated this way-) as the founding Battle Brothers (for extra fun, you can have some forces go missing for a while and end up culturally isolated and marked down for leaving whenever a Writ of Succession is next granted). If no Brothers were assigned, the Gene Seed tithe reserve will be used (likely with consent of parent Chapter if possible) directly without any further contribution (Dark Angels and Blood Angels will almost certainly send Chaplains to explain the grim realities of the knowledge of the Fallen and the Red Thirst/Black Rage respectively). Also determine if the parent Chapter is a Successor Chapter itself (likely to be more common in later Foundings, except the Ultima Founding). More than any other choice, which Primarch you descend from is dependent on preference. Also note that Traitor Legion Loyalists almost certainly do not know this and if anyone knows it is classified at the highest levels.
Chapter Properties and Flaws[edit | edit source]
| Gene-seed purity (d10) | |
|---|---|
| 1–5 | Pure - Same as progenitor in terms of purity, and will maintain close links with it |
| 6-7 | A New Generation - Gene-seed is slightly divergent (usually because of attempts to breed out flaws, real or not), leading to the Chapter being less linked to its progenitor |
| 8–9 | Altered Stock - Gene-seed is altered and some implants are deficient - roll on Gene-Seed Deficiencies table |
| 10 | Flawed - Chapter's gene-seed is flawed and sets them apart from their progenitor - roll on Chapter Flaws table |
| Chapter Demeanour (d20) | |
|---|---|
| 1 | Swift As The Wind - Going slowly and thinking things out? *BLAM* NO |
| 2 | Cleanse and Purify - Not destroy everything? *BLAM* NO |
| 3 | No Mercy, No Respite - Let the enemy go so we can follow them? *BLAM* NO |
| 4 | Purity Above All - Mutants? *BLAM* NO |
| 5 | Scions of Mars - Flesh is strong? *BLAM* NO |
| 6 | See, But Don't Be Seen - Run onto the battlefield in colourful armour screaming like a maniac? *BLAM* NO |
| 7 | Suffer Not the Alien to Live - Xenos? *BLAM* NO |
| 8 | Suffer Not the Work of Heretics - Heretics? *BLAM* NO |
| 9 | Brothers in Battle - Hos before bros? *BLAM* NO |
| 10 | Uphold the Honour of the Emperor - Performing unheroic acts? *BLAM* NO |
| 11 | For the Emperor! – Wait for orders? *BLAM* NO |
| 12 | Iron Discipline – Emotions? Compassion? *BLAM* NO |
| 13 | Words are Wind – Negotiate? Parley? *BLAM* NO |
| 14 | Flesh Over Steel – Augmentations and cybernetics? *BLAM* NO |
| 15 | Glory in Death – Retreat for survival? *BLAM* NO |
| 16 | Knowledge is Power – Share knowledge freely? *BLAM* NO |
| 17 | The Codex Astartes is Law – Improvise or adapt? *BLAM* NO |
| 18 | Interrogate the Unclean – Use lethal force? *BLAM* NO |
| 19 | Burn the Unclean – Use non-lethal force? *BLAM* NO |
| 20 | Only in Death Does Duty End – Rest before dying? *BLAM* NO |
| Based on the Chapter's Progenitor, how likely are they to suffer gene-seed mutation? (if picked second founding chapter, you may choose the chapter with the same primarch, if unknown, roll 3d20, that is your mutation change) (d100/d20) | |
|---|---|
| Ultramarines | 10% (1-2) |
| Blood Angels | 50% (1-10) |
| Dark Angels | 10% (1-2) |
| Imperial Fists | 35% (1-7) |
| White Scars | 20% (1-4) |
| Raven Guard | 25% (1-5) |
| Iron Hands | 20% (1-4) |
| Salamanders | 90% (1-18) |
| Space Wolves | 75% (1-15) |
| If they have a new mutation, what is it? (d20) | |
|---|---|
| 1 | Hyper-stimulated Omophagea - Eat the enemy! |
| 2 | Oversensitive Occulobe - "I'm in the dark and I can see perfectly! How usefuAAAAH THE SUN'S COMING UP HOLY EMPEROR MY EYES" |
| 3 | Mutated Catalepsean Node - Yeah, just go here. It's basically the same effect. |
| 4 | Malfunctioning Melanochrome - Weird-coloured skin. Yeah, that's it. |
| 5 | Disturbing Voice - Ranges from speaking like a creaking floorboard to having a deep, booming voice. Might have something to do with the multi-lung or the neuroglottis messing with their vocal cords. |
| 6-7 | Lost zygote - Something's gone. One of the |
| 8 | Lost zygote or Progenitor-specific. Some mutations are more common in particular gene-lines, see the next table. |
| 9 | 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're fucked. |
| 10 | Neuroglottis Overdrive – Can identify a xeno by taste alone. Unwillingly. |
| 11 | Ineffective Occulobe - They're blind. But they have good hearing. |
| 12 | Extra Ossmodula Growth – Bony spikes everywhere. Makes hugs dangerous. |
| 13 | Faulty Lyman’s Ear – Immune to vertigo. Also immune to balance. |
| 14 | Vampiric Betcher’s Gland – Acidic spit that also requires blood to recharge. Disgusting and cool. |
| 15 | Overactive Mucranoid – Constantly sweating bio-gel. Gross. And slippery. |
| 16 | Unstable Haemastamen – Blood reacts violently with air. More red mist than man. |
| 17 | Echoed Black Carapace Signals – Armour sometimes controls you. Hope it’s in the mood to dodge. |
| 18 | Screaming Gene-seed – Causes psychic echoes during implantation. Causes actual screams during extraction. |
| 19 | Warp-Touched Gland – It's still functioning, technically. Just... humming in eight tones. |
| 20 | Multiple Instabilities – Roll d3 more times. Yes, really. |
| Progenitor-specific mutation | |
|---|---|
| Ultramarines | Lost zygote |
| Blood Angels | Hyper-stimulated Omophagea |
| Dark Angels | Lost zygote |
| Imperial Fists | Reroll with a d6 |
| White Scars | Hyper-stimulated Omophagea |
| Raven Guard | Oversensitive Occulobe |
| Iron Hands | Disturbing Voice or lost zygote |
| Salamanders | Oversensitive Occulobe or lost zygote |
| Space Wolves | Hyper-stimulated Omophagea |
| Lost Zygotes (d100) | |
|---|---|
| 01–08 | Catalepsean Node |
| 09–17 | Preomnor |
| 18–26 | Omophagea |
| 27–35 | Occulobe |
| 36–44 | Lyman’s Ear |
| 45–53 | Sus-an Membrane |
| 54–62 | Oolitic Kidney |
| 63–71 | Neuroglottis |
| 72–80 | Mucranoid |
| 81–89 | Betcher's Gland |
| 90–98 | Melanchromic Organ |
| 99–100 | Roll twice on this Chart |
| If one exists, what is the Chapter's Flaw? (d20) | |
|---|---|
| 1–2 | We Stand Alone - The Chapter is either distrusted for some reason, or shuns contact with others. |
| 3–4 | Pride in the Colours - The Chapter hates doing anything that covers their livery, including wearing Deathwatch black. |
| 5–6 | Faith in Suspicion - The Chapter particularly hates a single Imperial institution, and refuses to work with them. |
| 7–8 | Eye to Eye - The Chapter hates any method of warfare other than running up to the enemy and punching them. |
| 9-10 | Chapter Cult - The practices of the Chapter are weird and probably quite unsavory. |
| 11 | Gene-Ancestors Mythologized – The Primarch is worshipped more than the Emperor. Someone's iconography budget got out of hand. |
| 12 | Monastic Obsession – The Chapter engages in constant, excessive prayer, chants, or martial rituals. Even during firefights. Especially during firefights. |
| 13 | Artificer Snobs – They hoard relics and treat everything like sacred tech. Even the bolter rack. No, you can’t touch it. |
| 14 | Vocal Purity – The Chapter refuses to speak High Gothic, or only speaks in it. Either way, they’re very annoying about it. |
| 15 | Purity Seal Overload – Covered head-to-toe in purity seals. Can’t move their arms properly, but they’re so pure. |
| 16 | Trial by Combat... Always – Promotions, disputes, breakfast line: all settled via honour duels. |
| 17 | No Outsiders Allowed – Refuses to work with non-Astartes, even if it's the Inquisition knocking. |
| 18 | Ceremonial Warfare – They announce themselves before every battle. Loudly. With banners. And fireworks. |
| 19 | Xenocultural Obsession – They’ve adopted bizarre customs from a xeno war they “totally won.” They won’t shut up about it. |
| 20 | Secret Shame – The Chapter has a dark past. Everyone knows. They just pretend no one does. And they're very defensive about it. |
Note that missing organs have been reintroduced to all Chapters that received Primaris reinforcements and obviously are not present in Ultima Founding Chapters. If the Chapter is Ultima Founding missing organs should be rerolled.
Chapter Legends[edit | edit source]
| Figure of Legend (d100) | |
|---|---|
| 01–05 | A Battle-Brother seconded from a previous generation Successor or First Founding Legion, among the Founders of the Chapter (or a hero who fell and who was honored with his gene-seed used in a new Founding). Roll again to determine his role. |
| 06–10 | Chapter Master – The highest commander of the Chapter, responsible for its fate and doctrine. |
| 11–13 | Master of Sanctity – Chief Chaplain, responsible for the faith and morale of the Battle-Brothers. |
| 14–16 | Epistolary – A powerful Librarian with decades (or centuries) of experience, they lead the Codiciers. |
| 17–19 | Master of the Forge – Responsible for the Chapter's weapons, vehicles, and technology. |
| 20–21 | Chief Librarian – Leader of the Librarius, focal point of the Chapters psychic might, and a powerful figure who bends entire wars to his will. |
| 22–23 | Castellan – Commander of a Chapter's fortress-monastery or a key defensive position. |
| 24–26 | Lexicanum – Junior Librarians who have passed training as an acolytum. |
| 27–28 | Chapter Champion – The finest warrior of the Chapter, picked to defend the Chapter Master himself. |
| 29–30 | Codicier – A senior-level Librarian, often tasked with leadership of junior Librarians or psychic consultation. |
| 31–32 | Chief Apothecary – The highest authority on Astartes biology and the recovery of progenoids. |
| 33–34 | Master of the Fleet – In charge of the Chapter’s fleet and its space operations (who wasn't Fourth Company Captain, either temporarily or due to the Chapter having them as a full time marine). |
| 35–36 | Company Ancient – The bearer of a Companies sacred banner and an inspiration in battle (roll d10 to determine Company). |
| 37–39 | Mortificator – An Apothecary or Techmarine responsible for Dreadnoughts and nearly-dead Brothers. |
| 40–42 | Company Champion – A battle-honored warrior, often the personal defender of a Company Captain (roll d10 to determine Company). |
| 43–44 | Reclusiarch – Second in command of the Chaplaincy, guards the relics of the Chapter (some Chapters that lack a large reliquary may not have this post). |
| 45–47 | Dreadnought – An ancient hero preserved in a Dreadnought sarcophagus, continuing to fight. Roll again to determine his previous role. |
| 48–49 | Deathwatch Veteran – A Battle-Brother who served the Long Vigil in the Deathwatch and gained fame for his deeds there. Roll again to determine his role, reroll if Second or Third Founding and the legendary figure was among the Founders. |
| 50–53 | Company Captain – A commander of one of the ten companies in the Chapter (roll d10 to determine Company). |
| 54–57 | Veteran Sergeant – A member of the Chapter’s elite First Company picked among their peers to lead fellow veterans. Can also be seconded to other Companies to provide guidance, or lead any Company Command Squad. |
| 58–60 | Techmarine – A member trained in the Machine Cult of Mars, responsible for maintaining sacred warmachines and equipment. |
| 61–63 | Assault Sergeant – Leader of assault squads, specializing in close-quarters combat (roll d10 to determine squad, determine Company, cannot be 1, 10, tactical, or devastator reserve). |
| 64–66 | Scout Sergeant – The leader and instructor for recruits on field missions (10th Company). |
| 67–69 | Devastator Sergeant – A leader of squads armed with heavy weapons (roll d10 to determine squad, determine Company, cannot be 1, 10, tactical, or assault reserve). |
| 70–74 | Chaplain – Spiritual leaders and soul protectors of their Battle Brothers. |
| 75–77 | Lieutenant – An intermediate officer, with tactical authority between Captains and Sergeants (roll d10 to determine Company, d2 to determine senior -1- or junior -2-). |
| 78–80 | Chapter Ancient – An Ancient given the great honour of bearing the Chapter's banner. |
| 81–83 | Honour Guard – A member of the Chapter Honour Guard, whose skill at war and command demands the respect of even Captains. |
| 84–86 | Apothecary – An Apothecary is a field medic, surgeon, geneticist, and physical purity keeper in one. |
| 87–89 | Tactical Sergeant – Leader of versatile tactical squads, skilled in dealing with multiple threats (roll d10 to determine squad, determine Company, cannot be 1, 10, assault, or devastator reserve). |
| 90–92 | Vanguard Sergeant – Leader of Vanguard Squads who specialize in recon and elimination of key targets (roll d10 to determine squad, determine Company, 10th is permanent Vanguard, others swap as needed). |
| 93–95 | Neophyte – A promising recruit, whose deeds have surpassed expectations for his age. |
| 96–98 | Machine-Brother – A Techmarine who has become almost entirely mechanized, dedicated to the Machine God. |
| 99 | Battle-Brother (roll 2d10 to determine company and squad, 1st Company means Veteran, and 10th Company means Scout pre-Primaris and Vanguard post-Primaris) |
| 100 | Specialist of your choice (e.g., Librarian, Chaplain, Apothecary, Techmarine, one of these four who was in training at the time (titles in order are Acolytum, Judiciar, Helix Adept, and unknown), Scout (post-Primaris, otherwise they'd be 10th Company), ace pilot, tank/vehicle ace, permanent ship crew, lineage or Chapter specific role -for instance Dark Angel Interrogator Chaplains or Iron Hands Iron Fathers- etc.). |
Note that some roles may be post-Primaris. If the Chapter is older the hero belonged to an earlier equivalent position, for instance a Vanguard Sergeant equivalent lead an elite Recon formation in an appropriate Company and Lieutenants either existed before Guilliman's reform (like Black Templars Castellans -not to be confused with fortification leader Castellan in the table- and Space Wolves Wolf Guard Battle Leaders) or were the senior most Sergeant in their Company and heir of the Captain at the time. It is also possible that a Chapter organizes its company numbering or roles differently, such as treating each company as a mini-Chapter with all types of reserve being present, the Company rolls are meant for Codex compliant chapters. Adjust as needed (for example Space Wolves have Wolf Priests who combine the roles of Chaplain and Apothecary, Iron Hands have Iron Fathers who combine the roles of Techmarine and Chaplain, and Blood Angel Apothecaries are called Sanguinary Priests due to their position in the Chapter Cult alongside the Chaplains).
| Deeds of Legend (d100) | |
|---|---|
| 01-04 | 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. |
| 05-08 | The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince. |
| 09-12 | The hero led a glorious campaign against a rebel army, defeating the foe and bringing an entire sector back into the light of the Emperor. |
| 13-16 | The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing. He and his Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw. |
| 17-20 | 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. |
| 21-24 | 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. |
| 25-28 | 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 the Chapter's enemies, and is a reminder to all Battle Brothers of their holy duty. |
| 29-32 | The warrior held a gate alone for three days and nights, allowing his brothers to regroup and strike back in victory. |
| 33-36 | The figure challenged an enemy warlord to single combat and slew him before both armies, demoralizing the enemy and winning the war. |
| 37-40 | The hero personally destroyed a Necron tomb world before it could awaken, sacrificing his own life to collapse the core. |
| 41-44 | The figure defended a Shrine World from heretical cults, purging the infestation with fire and blade before reinforcements arrived. |
| 45-48 | The hero struck the killing blow on a Tyranid Hive Tyrant, causing the swarm to scatter and saving an entire subsector. |
| 49-52 | The individual held fast in the Siege of Vrax, standing as a beacon of defiance even as the walls fell around him. |
| 53-56 | The warrior's death triggered a holy crusade, his martyrdom inspiring generations of Space Marines. |
| 57-60 | The hero performed a rescue mission deep in the Eye of Terror, retrieving sacred relics and surviving against impossible odds. |
| 61-64 | The hero orchestrated a feint that lured the forces of Chaos into a trap, leading to their total annihilation. |
| 65-68 | The figure survived alone on a death world for over a year, emerging stronger and bearing the head of the xenos chieftain. |
| 69-72 | The hero led a daring drop assault into a Traitor Titan forge and destroyed it from within using only melta charges. |
| 73-76 | The hero repelled a Dark Eldar slave raid, rescuing thousands of Imperial citizens from a fate worse than death. |
| 77-80 | The warrior guided a crusade that reclaimed lost relics of the Great Crusade, restoring honor to the Chapter. |
| 81-84 | The hero refused to yield in the face of overwhelming odds and fell beneath a mountain of enemy corpses. |
| 85-88 | The figure was cursed by a Chaos Sorcerer, but his indomitable will allowed him to fight on for decades despite the affliction. |
| 89-92 | The hero's ship rammed a xenos capital vessel, leading the boarding party himself as the ships burned around him. |
| 93-96 | The individual brought down a corrupted Imperial Knight with nothing but a thunder hammer and sheer fury. |
| 97-100 | The hero died defending the Emperor’s cathedral, his final stand inspiring the Adepta Sororitas to join the war and turn the tide. |
Chapter Homeworld and its Properties[edit | edit source]
Do be sure to flesh out in the Planet generator and System generator tables.
| Chapter Homeworld (d100) | |
|---|---|
| 01–04 | Hive World |
| 05–08 | Feral World |
| 09–12 | Feudal World |
| 13–16 | Civilised World |
| 17–20 | Death World |
| 21–24 | Fleet-based |
| 25–28 | Forge World stationed (Mechanicus ties) |
| 29–32 | Shrine World |
| 33–36 | Penal Colony |
| 37–40 | Agri-world |
| 41–44 | Mining World |
| 45–48 | Knight World stationed (presence of Imperial Knights) |
| 49–52 | Space Hulk base |
| 53–56 | Asteroid Fortress |
| 57–60 | Orbital Ring around a gas giant |
| 61–64 | Gas Giant with floating cities |
| 65–68 | War-torn World (constant conflict zone) |
| 69–72 | Lost World (isolated for millennia) |
| 73–76 | Psyker World (latent psychic activity common) |
| 77–80 | Deep space Colony |
| 81–84 | Artificial World (e.g. Blackstone Fortress, flat planets, etc) |
| 85–88 | Daemon-haunted World (cleansed and reclaimed) |
| 89–92 | Exodite World (abandoned Eldar domain) |
| 93–96 | Tomb World (partially inactive Necron presence) |
| 97–100 | Warp-anchored bastion (tethered near the warp for monitoring or defense) |
Fleets have 10+d10 vessels, made up of Battle-barges, Strike Cruisers and Escorts and possibly other vessels; 50% chance they're battle-ready, 50% they're damaged or have other problems. At a minimum, a powerful Battle Barge as a Fortress Monastery, at least a Strike Cruiser and preferably a Battle Barge for each company + Strike Cruisers and Escorts that accompany them. Obviously, fleet based Chapters have larger fleets than the norm.
| Homeworld Terrain (d100) | |
|---|---|
| 01–04 | Jungle/Forest/Swamp |
| 05–08 | Desert |
| 09–12 | Mountains/Hills/Highlands |
| 13–16 | Ice (glaciers or tundra) |
| 17–20 | Oceanic/Archipelago |
| 21–24 | Wasteland |
| 25–28 | Urban Sprawl |
| 29–32 | Artificial Megastructures |
| 33–36 | Volcanic/Geothermal |
| 37–40 | Cave Systems/Underground |
| 41–44 | Floating platforms (over ocean or gas) |
| 45–48 | Plains/Steppe/Grasslands |
| 49–52 | Canyon/Ravine-riddled terrain |
| 53–56 | Toxic Gas clouds (for orbital/floating worlds) |
| 57–60 | Psychic storms and warp anomalies |
| 61–64 | Crystalline formations |
| 65–68 | Ruins of ancient civilizations (xenos or human) |
| 69–72 | Hive ruins buried beneath layers of detritus |
| 73–76 | Meteorite/asteroid scarred landscape |
| 77–80 | Arctic wastes with sub-zero storms |
| 81–84 | Radioactive zones |
| 85–88 | Tectonic instability (frequent quakes/rifts) |
| 89–92 | Terraforming-incomplete terrain |
| 93–96 | Living terrain (bio-organic ecosystem) |
| 97–100 | Temperate/Garden World |
Quoth FFG: A Hive world, for example, may be an ash-blasted wasteland—or its rearing spires might form islands of plasteel amidst an endless sea of jungle. Death worlds are often thought of as deadly jungles, but might just as easily be ocean-bound planets. The type of terrain in which a Chapter builds its Fortress-Monastery might have little bearing on its character, but may have plenty, especially if that terrain has shaped the qualities of the peoples from which it recruits.
Note that while plenty of these terrain types can be combined with the categories previously described, some are mutually exclusive. Others might seem so at first glance, but with a little imagination can be combined. For example, an urban Death world seems contradictory, but what if the planet’s malevolent ecosystem has risen against its population, and the once-populace cities are now reduced to post-apocalyptic ruins smothered in choking vines, how about one that is such an awful hellhole that it is effectively a Death World? An ocean Hive-world might feature air-sealed hives at the bottom of the sea, or afloat on great manmade islands. An Urban Hive World might an ecumenopolis with extreme population even by Hive World standards, and almost certainly allows for both Astartes and Guard recruitment out of sheer numbers. In the 41st Millennium, almost anything is possible!
| Rule of homeworld (d10) | |
|---|---|
| 1 | Direct Rule - "My lord Chapter Master, here are the tax-plans for the North-West district of Boreale City..." |
| 2-4 | Stewardship - "Hi, Planetary Governor? It's me, the Chapter Master. Just calling you to remind you that I outrank you, even if I don't do anything." |
| 5-10 | Distant rule - "You see that castle up there? It's inhabited by the mighty sky-warriors of Emp-rar. Sometimes they come and steal our children." |
| If Fleet Based (d100) | |
|---|---|
| 01–04 | Forgeship – The Chapter uses a single, gigantic forge ship as their fortress-monastery. It also helps with repairing or manufacturing new equipment and weapons. |
| 05–08 | Ramilles Class Star Fort – A massive, semi-mobile space station. It is capable of warp travel and is often used by the Imperial Navy as a forward operations base. Incredibly rare and formidable. |
| 09–12 | Gloriana Class Battleship – Ancient and powerful, this warship dates back to the Great Crusade. Few exist, and your Chapter holds one as its seat of power, a relic reforged in loyalist hands. |
| 13–16 | Battle Barge – A heavily armed and armored battleship, serving as a mobile fortress-monastery and command vessel for the Chapter. |
| 17–20 | Space Hulk – Your Chapter purged and sanctified a massive Space Hulk, now using it as a mobile fortress, armory, and tomb of ancient secrets. |
| 21–24 | Ark Adeptus– A rare vessel lost in time and space, your chapter made convincing enough arguments to say it is not an Ark Mechanicus. |
| 25–28 | Dreadnought Carrier – A massive ship designed to carry and deploy numerous smaller ships into battle. |
| 29–32 | Strike Cruiser Convoy – The Chapter operates a flotilla of agile Strike Cruisers that function together as a coordinated fortress-fleet. |
| 33–36 | Chain of Light Ships – Instead of a central vessel, the Chapter uses a dispersed network of smaller ships connected via teleportation and psychic relays. |
| 37–40 | Reclaimed Chaos Vessel – A captured traitor ship now consecrated and wielded as a symbol of redemption and vengeance. |
| 41–44 | Ancient Human Star-Forge – A Dark Age relic retrofitted by the Chapter into a mobile forge-fortress, partially sentient and sacred. |
| 45–48 | Lost Human Colony Ark – A massive voidship from the Dark Age of Technology converted into a war citadel, discovered in the outer void. |
| 49–52 | Cathedral-Ship – A vast religious vessel brimming with relics, shrines, and chapels. It is both monastery and pilgrimage site. |
| 53–56 | Warp Beacon Bastion – A fortress designed to anchor the fleet in the warp, providing psychic navigation and spiritual stability. |
| 57–60 | Planet Ark – A mobile artificial world with ecosystems, manufactorums, and fortress cities aboard. |
| 61–64 | Ghost Fleet – A fleet hidden by ancient stealth tech and warp-shadows, operating in silence and mystery. |
| 65–68 | Xenocide Oath Fleet – The Chapter has inherited or formed its fleet from vessels made to slay aliens, with heavy xenos-hunting capability. |
| 69–72 | Leviathan-Class Supercarrier – A colossal carrier with near-limitless launch bays for Thunderhawks and drop pods. |
| 73–76 | Imperial Navy Alliance – The Chapter maintains close ties with the Imperial Navy and operates from Navy vessels in mutual defense. |
| 77–80 | Warp-anchored Monastery – A massive fortress that drifts in the Immaterium itself, tethered to realspace by sacred rituals. |
| 81–84 | Astropathic Nexus Craft – A vessel housing a unique choir of astropaths that guide the fleet with powerful divinations and psychic pulses. |
| 85–88 | Relic Battle Moon – A half-planet, half-ship relic once built by lost human empires, now fully armed and holy to the Chapter. |
| 89–92 | The Broken Spear – A ruined but reforged vessel, symbolizing the Chapter’s survival and resistance against impossible odds. |
| 93–96 | Crusade Fleet – The Chapter moves as a permanent crusade fleet, holy warriors on eternal pilgrimage. |
| 97–100 | Ark of Judgement – A mobile execution platform, this vessel brings fire and retribution wherever the Emperor’s will demands. |
Tactical and Strategic Organization[edit | edit source]
| d10 Result | Chapter organisation | Ultramarines | Variant Base Chapter |
|---|---|---|---|
| 1-3 | Codex-adherent | Matches progenitor | |
| 4-5 | Codex-adherent | ||
| 6-7 | Divergent chapter | Codex-adherent | Divergent(progenitor) |
| 8 | Divergent chapter | Divergent(Codex) | |
| 9 | Unique organisation | Divergent chapter | Unique(progenitor) |
| 10 | Unique organisation | Unique(Codex) | |
As suggested by Rites of Battle, numbers are different for Ultramarines successors; also usable for successors of the Hammers of Dorn or other painstakingly Codex-observant chapters. "Variant Base Chapter" is for chapters like the Space Wolves, Salamanders, or Dark Angels. (Blood Angels have organization which is nominally Codex-compliant, their deviations are all in geneseed with two things designed/redesigned to deal with that and most Iron Hands successors use the Clan-Company system.) Divergent/Unique(Codex) means their organization is divergent, to a lesser or greater extent, and is closer to the Codex organization than the way their progenitor chapter structures things. Divergent/Unique(progenitor) is the reverse; they are closer to their progenitor than the Codex. The post of Master of the Fleet is the most frequent special assignment to be given to anyone other than the nominally responsible 4th Captain, and a common Codex variant is to assign a full time marine to this and have 4th Captain as another Master of the X (most likely to be found in fleet based Chapters). Some Chapters, especially Imperial Fists successors, have the additional post of Siege Captain, either supplementing or replacing standard Captain duties. Dark Angels and successors must use the Deathwing and Ravenwing if they are part of the Unforgiven (which is like 99.9 percent of them, the rest being those diplomatically fractured ones who still maintain the standard Fallen protocols and the Star Phantoms who rejected the hunt for the Fallen). Space Wolves and Blood Angels must have some method to deal with/utilize the Wulfen and have a Death Company for those afflicted by the Black Rage respectively.
| Combat Doctrine (d100) | |
|---|---|
| 01–04 | Close Combat – The chapter focuses on brutal hand-to-hand combat, excelling in melee engagements. |
| 05–08 | Ranged Combat – Precision marksmanship and coordinated volleys define this chapter’s doctrine. |
| 09–12 | Armoured Assault – The use of tanks, dreadnoughts, and heavy vehicles is central to their battlefield tactics. |
| 13–16 | Stealth – Guerilla warfare, ambush tactics, and night raids are second nature to this chapter. |
| 17–20 | Lightning Strike – Rapid deployment, overwhelming force, and swift withdrawal define this doctrine. |
| 21–24 | Drop Pod Assault – Sudden attacks via orbital insertion are their trademark, striking without warning. |
| 25–28 | Thunderhawk Assault – Using aerial gunships for heavy fire support and fast transport is a key element of their operations. |
| 29–32 | Siege Warfare – Masters of entrenchment and bombardment, they grind enemies down with sheer firepower. |
| 33–36 | Shock and Awe – Maximum destruction in minimum time; psychological dominance is part of every attack. |
| 37–40 | Terror – This chapter uses fear as a weapon, often leaving survivors to spread tales of their horror. |
| 41–44 | Boarding Actions – Experts in ship-to-ship combat, they specialize in void warfare and breaching enemy vessels. |
| 45–48 | Counter-Insurgency – Skilled at hunting rebels and traitors, these marines root out enemies from the shadows. |
| 49–52 | Anti-Xenos Strike Force – Their doctrine is tailored specifically for purging alien threats with extreme prejudice. |
| 53–56 | Exterminatus Specialists – Trained in planetary annihilation, this chapter often ends wars with one overwhelming strike. |
| 57–60 | Relic Recovery – Combat engagements are often centered around recovering or protecting ancient artifacts. |
| 61–64 | Defense of the Imperium – Stationed on key worlds, they specialize in defense and last stands against overwhelming odds. |
| 65–68 | Urban Warfare – Masters of street fighting, they are trained for hive and city conflicts. |
| 69–72 | Beast Hunters – Specialize in battling monstrous xenos and warp-spawned horrors, often alone or in small kill teams. |
| 73–76 | Rapid Redeployment – Highly mobile forces that adapt mid-battle, redirecting strength where it's needed most. |
| 77–80 | Covert Operations – Frequently used in black ops missions, assassinations, and tactical elimination. |
| 81–84 | War of Attrition – Grind down the foe through endless, punishing engagements with unrelenting discipline. |
| 85–88 | Psyker Integration – Librarians are tightly woven into squads and strategies, shaping combat through psychic dominance. |
| 89–92 | Strike from the Shadows – A combination of stealth, sniping, and sabotage; kill unseen, vanish again. |
| 93–96 | Sacred Crusade – Doctrinally driven by religious zeal, they treat war as a holy rite. |
| 97–100 | Combined Arms Mastery – This chapter uses every tool in the Imperium’s arsenal with coordinated perfection. |
| Characteristic Chapter Training (d100) | |
|---|---|
| 01–04 | The Holy Bolter: The chapter undertakes drill with the bolter and meditative prayer daily, and may combine the two. |
| 05–08 | Mental Bulwark: The chapter's hypno-indoctrination is especially thorough, resulting in stoic, nearly unshakable Astartes. |
| 09–12 | Warrior Angels: This chapter excels in both gunplay and melee combat, forming paragons of martial skill. |
| 13–16 | Mens et Manus: This chapter balances intellectual and physical excellence, crafting warriors and thinkers alike. |
| 17–20 | Endure Anything: The Astartes are trained for extreme endurance, pain resistance, and battlefield adaptability. |
| 21–24 | Duty Unto Death: Brothers of this chapter willingly accept suicidal missions without hesitation, driven by duty alone. |
| 25–28 | Shatter the Foe: Fast, demoralizing strikes are drilled constantly, prioritizing speed and psychological impact. |
| 29–32 | Scholar-Knights: All Astartes are taught advanced logic, history, and warfare theory alongside combat. |
| 33–36 | Shepherd-Marshals: Chaplains play a key role in spreading spiritual strength and martial precision through inspiring oratory. |
| 37–40 | All Paths to Victory: The chapter promotes versatility; each marine is trained in multiple disciplines and strategies. |
| 41–44 | Beast Masters: Training includes surviving and dominating feral xenos or native fauna, producing ruthless hunters. |
| 45–48 | Void Hardened: Marines are drilled in ship-to-ship boarding, zero-G warfare, and void survival tactics. |
| 49–52 | Blade before Bolter: Melee combat is emphasized heavily, even above firearms, honoring ancient traditions. |
| 53–56 | Perfect Harmony: The chapter trains in unison with advanced servitors, war machines, and dreadnoughts, achieving rare battlefield synergy. |
| 57–60 | Echoes of the Primarch: Their training closely mirrors that of their Primarch, reflecting his traits in each marine. |
| 61–64 | Relic Seekers: Astartes are taught the value of ancient knowledge and often double as archaeotech hunters. |
| 65–68 | Stubborn Resolve: The chapter's training instills unbreakable resolve; retreat is never an option. |
| 69–72 | Battle Sermons: Each training drill is accompanied by litanies and sermons to unite the body and spirit in purpose. |
| 73–76 | Ghost Walkers: Specialists in silent movement, infiltration, and misdirection, taught from neophyte status. |
| 77–80 | Juggernauts: Power armor mastery and brute strength are prized; initiates are trained like living tanks. |
| 81–84 | Lords of Siege: Trench warfare, demolition, entrenchment, and attrition tactics are drilled from early stages. |
| 85–88 | Hunter’s Patience: Sniper drills and tracking prey across months-long campaigns are considered core skills. |
| 89–92 | Brotherhood First: Emphasis on tight squad coordination and protection; no brother is left behind. |
| 93–96 | Iron Will, Iron Flesh: Pain tolerance, machine meditation, and transhuman discipline form the core of their regimen. |
| 97–100 | Crusader Zeal: The chapter infuses each warrior with fervent belief in their divine purpose, bordering on fanaticism. |
Chapter Specialities[edit | edit source]
| Specialty restrictions (units the chapter cannot field) - Only roll if Unique Organisation was selected (d100) | |
|---|---|
| 01–20 | Apothecary (someone still needs to collect the progenoids) |
| 21–40 | Assault Marine (Jump packs can still be issued) |
| 41-60 | Devastator Marine (Heavy weapons can still be issued) |
| 61-80 | Techmarine (better have close contact with AdMech for those advanced weapons) |
| 81-97 | Librarian (can't, won't, or unorthodoxly use Psykers) (Space Wolf successors can pick this if they are hypocritical about like their progenitor, though it is possible for them to admit the facts and just use Librarians normally) |
| 98-100 | Roll Twice on this Chart or choose something truly unusual (i.e., the Chapter has no Scouts, the Chapter’s Veterans are not formed into the 1st Company, etc.) (depending on what you want to go with, you can pick this by default) |
| Special equipment- Roll once if Divergent was selected, twice if Unique Organisation was selected (d100) | |
|---|---|
| 01-10 | Traditional Weapon: 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 |
| 11-20 | Totemic Charm: This Chapter has strong beliefs in the icons of either the Emperor or their Primarch. A Battle- Brother from this Chapter would never be caught without such an icon on their person. Example: Chapter Heraldry on a necklace, Imperial Aquilla tattooed over the right eye. |
| 21-30 | Modified Jump-Pack: Primarily seen in Chapters that favor the Assault Combat Doctrine, Battle-Brothers from this Chapter modify their Jump-Packs (with a Tech-Marine’s help of course) to provide a more glorious sight to their allies and a more terrifying one to their enemies. Examples: Jump-Pack’s created in different shapes such as angel wings. |
| 31-40 | Bestial Companion: More common among those Chapters whose origins come from Feral Worlds, this Chapter prides itself on raising hunting animals to assist in battle. Examples: Fenrisian Wolf, hunting birds. |
| 41-50 | Rare Weaponry: Whether through the blessing of the Adeptus Mechanicus or sheer good fortune, this Chapter has a large stock of weaponry that is considered rare amongst the other Chapters. It is seen as a symbol of honour to wield one of these weapons in battle. Examples: Astartes Assault Cannon, Digital Weapons, Volkites, Disintegrators. |
| 51-60 | Blessed Wargear: It is common for members of this Chapter to have their Wargear blessed by a Chaplain before battle. Doing so puts the Battle-Brother’s mind at ease and more focused on the task at hand. |
| 61-70 | Special Mount: While other Chapters may keep animals as companions, this Chapter uses them for what they were intended for — transportation. Examples: Fenrisian Wolf, Carnodon, very angry Grox. |
| 71-80 | Special Vehicle: This Chapter prefers to ride into battle in more modern conveyances. While the traditional Space Marine vehicle is the Rhino, other Chapters may use more rare vehicles as primary transport. Examples: Modified Rhino, Land Raider, or Land Speeder |
| 81-90 | Preferred Fighting Style: The Chapter has a specific way in which it prefers to go about killing the enemy in the name of the God-Emperor of Mankind. Examples: Bolt Pistol and Chainsword, dual Power Swords, special Bolter pattern or ammunition |
| 91-100 | Modified Weaponry: When the Chapter’s forges produce a weapon, they produce them in a style that is specific to their Chapter. Examples: Power Sabre, Bolt Pistol with weighted butt for clubbing. |
Chapter Beliefs[edit | edit source]
| What form do the Chapters' beliefs take? (d100) | |
|---|---|
| 01-40 | Revere the Primarch - "Our Spiritual Liege is better than yours!" (can reroll if lineage is unknown) |
| 41-65 | The Emperor Above All - "Screw your spiritual liege. The big E is where it's at." |
| 66-75 | Honour the Ancestors - "Old members of our Chapter are better than your guys." |
| 76-80 | Death Cult - "SHUT UP YOU GUYS DON'T YOU KNOW WE'RE GOING TO DIE SOME DAY" |
| 81-85 | Totem Creature - "You know how we've got an animal as our Chapter symbol? Yeah, we're going to stick that everywhere." |
| 86-90 | Purity of Man - "Flesh is better than bionics!" |
| 91-95 | Steel Over Flesh - "Bionics are better than flesh!" |
| 96-100 | Esoteric Beliefs - You know our Chapter's beliefs? They're weird. |
Chapter Strength[edit | edit source]
| At what strength is the Chapter? (d10) | |
|---|---|
| 1 | 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. |
| 2-4 | 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. |
| 5-9 | Normal: The Chapter can field ten full companies, each with ten squads. In all likelihood most every squad consist of ten brethren and some specialized appointments may be empty, but the Chapter is regarded as fully fit for battle. |
| 10 | Over Strength: Some Chapters maintain more than the prescribed ten companies, though it is rare for more than a handful more to be fielded and even then only temporarily. It may be that the Emperor’s Tarot has predicted terrible losses ahead, The Marines are getting some extra Milage out of the the Marines that technically don't count towards the 1000 Marine limit (such as Librarians and other specialists, Veterans, Dreadnoughts, Scouts, fleet crews, vehicle crews) or that the Chapter simply regards its numbers as optimal and cares little for the dictates of the Codex Astartes. |
Chapter Relations[edit | edit source]
| Who are your Chapter friendly with? (d100) | |
|---|---|
| 1-5 | Administratum |
| 6-15 | Adeptus Arbites |
| 16-30 | Another Chapter (choose one) |
| 31-35 | Adeptus Astra Telepathica |
| 36-45 | Adeptus Mechanicus |
| 46-50 | An Adepta Sororitas Order Militant |
| 51-53 | An Adeptus Titanicus Legion |
| 54-55 | An Imperial Knight house |
| 56-58 | Adeptus Astra Telepathica Astropaths |
| 59-60 | Chartist Captains |
| 61-65 | Ecclesiarchy |
| 66-75 | Imperial Guard from a specific world |
| 76-79 | An Imperial Navy Battlefleet |
| 80-85 | Inquisition |
| 86-88 | A Navigator House |
| 89-91 | Officio Assassinorum |
| 91-93 | Planetary Defence Force of a specific world |
| 94-98 | A Rogue Trader dynasty |
| 99 | Schola Progenium |
| 100 | Scholastia Psykana |
| Who are the Chapter's enemies?(d100) | |
|---|---|
| 01-02 | Roll on Chapter Friends table. (Automatically roll or choose a faction if Faith in Suspicion is taken). |
| 3-31 | The Orks (alternatively, you may select a particular Waaagh! or Warboss) |
| 32-42 | The Eldar (alternatively, you may select a particular Craftworld or leader) |
| 43-51 | The Tyranids (alternatively, you may select a particular Hive Fleet) |
| 52-60 | The Genestealer Cults (alternatively, you may select a particular Cult) |
| 61-70 | Chaos Space Marines (you should choose a particular warband, Chapter, or Traitor Legion) |
| 71-75 | A particular Daemon, Daemon Prince or Disciple of Chaos |
| 76-80 | A particular Chaos-aligned group (i.e., Traitor Titan Legion, Chaos pirates, renegade Imperial Guard, etc.) |
| 81-90 | The Dark Eldar (alternatively, you may select a particular Kabal or leader). |
| 91-99 | The Necrons (alternatively, you may select a particular Dynasty or Overlord). |
| 100 | Other (choose one force or group, such as aliens (see below) or heretics or a specific cult) |
| Minor Xenos Species/Empires(1d100) | |
|---|---|
| 1-15 | Kroot, Vespid, or another T'au client race |
| 16-25 | Hrud |
| 26-35 | Fra'al |
| 36-45 | Uluméathic League |
| 46-55 | Yu'Vath/Legacy of the Yu'vath/Rak'gol |
| 56-65 | Enslavers |
| 66-70 | Barghesi |
| 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) |
Chapter Effectivness[edit | edit source]
| Chapter Effectiveness (d20) | |
|---|---|
| 1-2 | Ineffective – The Chapter fails in most campaigns, plagued by poor leadership, bad tactics, or lack of coordination. Their name is synonymous with failure. |
| 3-5 | Struggling – They attempt to serve the Imperium, but suffer frequent defeats. Poor logistics, morale issues, or fractured command hinders them constantly. |
| 7-10 | Unreliable* – They succeed on occasion but fail just as often. Allies are cautious when relying on their support. |
| 11-14 | Mediocre – A passable Chapter. They win battles, but their contributions are rarely decisive or noteworthy. |
| 15 | Competent – They complete objectives with consistency. Not outstanding, but a dependable force of the Imperium. |
| 16 | Disciplined – Above-average performance. Tactical discipline and training lead to regular success on the battlefield. |
| 17 | Efficient – They achieve results with minimal losses and optimal resource use. Commanders across the Imperium take notice. |
| 18 | Renowned – Their battlefield prowess and honor are widely recognized. Other Chapters might model their conduct on this one. |
| 19 | Legendary – A name that echoes through the Imperium. Entire crusades have turned by their intervention alone. |
| 20 | Secret – Their campaings goes unremembered by a reason or another |
Chapter History[edit | edit source]
| Major Achievements of the Chapter, roll 1d3 times, and then extra 1d3 times if Disciplined or more efficiency (d10) | |
|---|---|
| 1 | Purge of a Hellforge – The Chapter successfully assaulted a corrupted Dark Mechanicum Hellforge, halting the production of blasphemous machines and securing valuable STCs. |
| 2 | Defense of a Shrine World – Against overwhelming odds, the Chapter defended a sacred planet of the Ecclesiarchy, preserving its relics and millions of faithful. |
| 3 | Suppression of a Sector Rebellion – The Chapter played a leading role in quelling a massive rebellion across multiple star systems, restoring Imperial rule. |
| 4 | Extermination of a Genestealer Cult – The Chapter rooted out and purged a widespread Genestealer infestation before it could summon the full wrath of the Tyranids. |
| 5 | Assault on a Dark Eldar Spire – The Chapter launched a precision strike into Commorragh itself, rescuing captives and collapsing part of a xenos fortress. |
| 6 | Annihilation of a Warboss – The Chapter decapitated a massive Ork Waaagh! by slaying the Warboss in ritual combat before his horde. |
| 7 | Liberation of a Long-Lost Planet – The Chapter rediscovered and reclaimed an Imperial world lost to the warp for millennia, restoring it to the Imperium. |
| 8 | Breaking of a Daemonic Incursion – The Chapter led a strike force into a warp-ravaged system and banished a Greater Daemon at the height of its power. |
| 9 | Victory in a Black Crusade – The Chapter delivered a crushing blow to a Chaos-led Black Crusade, turning the tide in favor of the Imperium. |
| 10 | Chosen By a Primarch - The Chapter was chosen by one of the Emperor´s Sons to perform a crucial mission, and, against all odds, the mission was successful. |
| Shameful Defeats of the Chapter, roll 1d3 times, and then extra 1d3 times if Unreliable or less efficiency (d10) | |
|---|---|
| 1 | Routed by Ferals – The Chapter suffered an embarrassing defeat at the hands of under-equipped feral world natives due to overconfidence and poor intelligence. |
| 2 | Ambushed by Eldar Raiders – A key strike force was caught in an ambush by Eldar forces and wiped out before reinforcements could respond. |
| 3 | Failure to Defend a Shrine – A sacred site of the Ecclesiarchy was lost under the Chapter's watch, and relics of the Emperor were desecrated by the enemy. |
| 4 | Miscalculated Orbital Bombardment – Friendly Imperial Guard forces were annihilated due to misfire during an orbital strike ordered by the Chapter's command. |
| 5 | Captured by Xenos – Several Veterans were captured alive by Tau forces, their fate unknown. The Chapter's honor remains stained until they are avenged or retrieved. (Change as appropriate if not close to the Tau.) |
| 6 | Loss of a Relic – A revered Chapter relic was lost in battle, and remains in enemy hands. Attempts to retrieve it have failed. |
| 7 | Retreat Without Cause – The Chapter withdrew from a winnable engagement for unclear reasons (very obvious ones for Dark Angels), leading to the loss of an Imperial world. Their seeming cowardice remains a whisper in high command. |
| 8 | Years of Shame – This chapter waged an honour war against a fellow loyalist chapter, the result was a loss for the Imperium as a whole. |
| 9 | Defeated by Renegade Astartes – The Chapter was humiliated in battle by a traitor warband composed of far fewer Astartes, casting doubt on their strength. |
| 10 | A significant number of this Chapter fell to Chaos at some point. Whether the traitors were wiped out or not, this is not the sort of thing that can be forgotten. |
Lastly, add a name, colours, and heraldry, and you're ready to release your overpowered piece-of-shit Chapter on the world. God-Emperor help us all.