The codex goes up for pre-order this weekend. Let's roll up a chapter to celebrate.
1d100 for their geneseed
Ape Out Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Ape Out Shirt $21.68 |
The codex goes up for pre-order this weekend. Let's roll up a chapter to celebrate.
1d100 for their geneseed
Ape Out Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Ape Out Shirt $21.68 |
Rolled 25 (1d100)
I wonder what this will make.
Rolled 70 (1d100)
>Urban/Human Ruins/Xenos Ruins
Let's see how busy our sons of Guilliman are.
>Distant Rule
Pretty hands off it seems. I'll let someone else roll for recruitment.
Rolled 73 (1d100)
>Kidnapping
Does the Codex approve this action?
they did volunteer, some are just foolish enough to think they truly don't want to at first, now role a d100 for doctrine
Rolled 41 (1d100)
Thunderhawk Assault is fricking based
Rolling for training
Rolled 25 (1d100)
being a pilot must be a prized position within the chapter
>Warrior Angels: Astartes in this chapter are famously skilled with bolt gun and sword but are lacking in more abstract concepts
>Role of non-Astartes
>Craftsmen and Artisans: Serfs serve an important role in maintaining weaponry or creating artistry in its halls
1d100 for special equipment
Rolled 100 (1d100)
>Modified Weaponry: The Chapter’s forges provide a weapon that’s unique to the chapter. Examples: Power Sabre, Bolt Pistol with a weighted butt for clubbing
1d100 for their fleet
Rolled 42 (1d100)
I wonder what type of weapons or equipment they modified, could either see a modified sword, bolter, or thunder hawk
>2 Battlebarges+ some strike and support craft
I imagine the modified weapon is a modifier chains or powersword. Maybe a Chain Gladius?
1d100-30 for how many relics they have
Rolled 35 + 20 (1d100 + 20)
Looks like they don’t have any artifacts. 1d100 for Chapter strength
Rolled 94 (1d100)
pretty sure they would have at least one if I am reading the rule of it correctly, but this roll is dedicated to chapter strength
>Over Strength
The Codex doesn’t support this.
Artifact I guess it said rounded up so 2d100 for what it is
Rolled 100, 57 = 157 (2d100)
>Heresy Era Space Ship
That’s neat. 1d100 for their enemy
Rolled 72 (1d100)
the chapters artist serfs probably have a field day with that vessel
>A particular disciple of Chaos
1d100 for what God this group follows
Rolled 24 (1d100)
>Chaos Undivided
Then 2d100 for their friends. First one is who they’re the attack dog for
Rolled 15, 28 = 43 (2d100)
>Adeptus Arbites
>Another Space Marine Chapter
So they’re the attack dogs for the cops. That can be interesting.
1d100 for their major achievement
Rolled 94 (1d100)
>local cops need space marines to deal with crime
just like in the old rogue trader days
>Slaying a Daemon Prince
That’s pretty cool. 1d100 for their failure
Rolled 16 (1d100)
>Battle Brothers were kidnapped by Dark Eldar and were never retrieved
And that’s it
now time to brain storm for the following
>back story
>name
>culture
>color scheme
Culture wise they share same beliefs as Ultramarines so maybe a Holy Roman Empire or Byzantine Empire theme for them.
how about we combine the two
Quick Summary
>Progenitor: Ultramarines:
>8th Founding (M.34)
>Reason: Attack Dog
>The Chapter is the attack dog for the Adeptus Arbites
>Strict adherence to the Codex Astartes
>Strive towards a common good
>Moralistic
>Honorable
>Protectors of Humanity- Mortals must be protected at all cost
>Breaking the rules of the Codex is punishable by death
>Belief: Imperial Cult(Veneration of the Emperor as a God)
>Hive World
>Urban/Human Ruins/Xenos Ruins
>Distant Rule
>Recruitment: Kidnapping
>Combat Doctrine: Thunderhawk Assault
>Chapter Training: Warrior Angels: Astartes in this chapter are famously skilled with bolt gun and sword but are lacking in more abstract concepts
>Craftsmen and Artisans: Serfs serve an important role in maintaining weaponry or creating artistry in its halls
>Modified Weaponry: The Chapter’s forges provide a weapon that’s unique to the chapter. Examples: Power Sabre, Bolt Pistol with a weighted butt for clubbing
>Fleet: 2 Battlebarges+ some strike and support craft
>Chapter Strength: Over Strength
>Relic: Heresy Era Space Ship
>Enemy: Disciples of Chaos Undivided
>Ally: Adeptus Arbites and another Space Marine Chapter
>Major Achievement: Slaying a Demon Prince
>Major Failure: Battle Brothers were kidnapped by Dark Eldar and were never retrieved
So they're both LARPing as the Roman Empire. So I guess translating that for a Marine Chapter, they believe their better Ultramarines than the actual Ultramarines but that begs the question why they don't rule over their Hive and gave up the Imperial Truth.
going off the idea of HRE Byzantine combo I decided on the main colors of purple, yellow, and red, specifically the colors found on the banners of the HRE and Byzantium, originally I was going to make the eagle black as well but it didn't look right but that could also be due to the program itself, any suggestions on what to improve
my guess is they see it as more proper that as protectors of humanity especially since it conflicted with the emperors vision, they will give advice to the planetary govenor and make sure a proper canidate is in place but that is the extent they view as a marines role, as for abandoning the Imperial truth perhaps the chapter masters battle with a greater daemon was won due to a miracle that many within the chapter could only explain as divine intervention on the emperors part
It could be that the miracle involved the slaying the Daemon Prince since that was their Major Achievement
>Chapter Strength: Over Strength
And
>Strict adherence to the Codex
Punisheble by death?
I wonder how that is geting resolved?
Execution of full battle brothers?
Codex dictated the 1,000 limit can be broken if the Chapter is on a crusade. That’s the only work around I see.
They are not a crusading chapter, its still not allowed by the codex as in black templers are in open violation of said rule. but as it sounds overglorified MP.
From my knolage its just 1000 SM total no exeptions. A marine is a marine no matter the ocupation.
Cant be strict adherent to the codex and simutanasly braking it.
Its a or b.
no the 1000 rule is for regular marines only, while it does vary depending on the source, the positions that do not fall under the thousand rule limit are
>officers
>honor guard
>any member of a command squad
>dreadnoughts
>chaplins
>librarians
>techmarines
>pilots
>vehicle crews
>recent recruits (not exactly at scout level)
>chapter master himself
in other words every chapter would at full strength have around a few hundred extra marines, and while you can't really just stuff a thousand extra marines in thse rolls without trouble, in this case its easier to fluff away saying due to their connections with the arbites and likely connection to the local church, followed by the practical need of having to deal with a fairly dangerous warband, its easy to fluff away the excuse as they have the connections and practical reasons to be stronger than allowed, that or you can just go with the straightfoward answer of Gorillaman returning and saying 1,000 marine limit can be broken due to chaos
you are allowed to go over if you are constantly crusading, that and the 1000 rule applies to standard marines not specialist which includes pilots, and they certainly need a lot of pilots for their thunderhawk doctrine which includes plenty of gunship support, and of course for void combat as well, and certainlly supply gun ships, and there is certainly no problem having excess pilots who can conviently serve as ground forces
Rolled 71 (1d100)
Fricked up
since you intended to roll that first we can go with this roll as their training doctrine, now roll for the role of non astartes within the chapter
Tossing out some names for them
>The Hounds of Nethamus
>The Noble Patricians
>The Violet Praetors
>The Justicars Errant
I like the Hounds and Justicars since it does bring reference to their original purpose of being extra muscle to the arbites
I like Hounds of Nethamus.
Should we roll for their homeworld, their enemy cult or ally chapter?
we can do a bit of rolling for their homeworld while also making fluff for them alongside it, I am a sucker for incorporating greek and german names for their formations and rank, maybe even a few of their unique weapons
Alright so we already have it's classification
2d10 for the world's tech level.
Rolled 2, 8 = 10 (2d10)
>Mid Imperial: Most of the technology of the Imperium can be found. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot be purchased). The PDF is guaranteed to pack plasma weapons and other demanding ordnance for its specialists. Most Imperial worlds are at this level.
1d100 for the size of it's star
Rolled 12 (1d100)
>Star Size: Small
19d10 for Adepta Presensce
Rolled 4, 2, 8, 5, 8, 2, 9, 10, 1, 8, 9, 4, 6, 8, 10, 7, 10, 9, 6 = 126 (19d10)
>Admistratum (19): Significant. Controls its area, and has a say in wider planetary matters.
>Arbites (19): Significant. Controls its area, and has a say in wider planetary matters.
>Astra Telepathica (19): Significant. Controls its area, and has a say in wider planetary matters.
>Astronomica(9): Slight. Specific duties; not involved in wider planetary affairs.
>Mechaicus(10):Small. Involved, but quietly and unobtrusively.
>Ministorum (25): Dominating: One of, if not the, most powerful and influential forces on the planet.
>Inquisition(25): Dominating: One of, if not the, most powerful and influential forces on the planet.
So the Church and the Inquisition are the strongest forces on this world. What a holy Hive. 1d100 for the size of the planet.
Rolled 57 (1d100)
perhaps the marines believe in a legend about how an Imperial Saint gave the chapter master the means to defeat the greater daemon either in the form of a power boost, the daemons true name, or even an artifact, would make sense due to how involved the church is on this planet
>Average: 10d10
So 10d10 for the planet's size
Rolled 8, 2, 5, 7, 8, 10, 6, 10, 10, 6 = 72 (10d10)
>72,000 km
1d100 for the world's axial tilt
Rolled 56 (1d100)
>Axial Tilt: Moderate (16-25°)
>Seasonal Variation: ±20°C/68°F
1d100 for the length of the day
Rolled 83 (1d100)
>7d10 hours
So 7d10 now
Rolled 2, 3, 3, 6, 3, 8, 9 = 34 (7d10)
>34 Hours
1d100 for the length of the year
Rolled 37 (1d100)
>(10d10)x4 Terran days
So 10d10
Rolled 7, 2, 7, 7, 8, 10, 1, 1, 10, 9 = 62 (10d10)
>248 Terrran Days
>175 Local Days
1d100 for the number of satellites it has
Rolled 54 (1d100)
>1d5
So potential to have a decent amount of moons.
Rolled 5 (1d5)
moons could be a pretty decent place for the chapter to set up training areas depending on what they are like
>5 Satellites
1d100 for its gravity
Rolled 23 (1d100)
>Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.
Next 1d100 for Atmosphere
Rolled 68 (1d100)
>Normal: Safe to breathe
1d100 for its Hydrosphere
Rolled 92 (1d100)
>Aquatic: This world is one giant ocean, with no land whatsoever. Any settlements will have to take the form of underwater bubble-towns, drifting space yachts, or flying cloud-cities.
Ocean Hive. 1d100 for it's temperature
Rolled 82 (1d100)
>inb4 is a frozen wasteland or so hot the oceans are always boiling
>Tepid (+51°C to +100°C/124°F to 202°F): A world on the edge. Any hotter, and any water will just boil away. If outside and unprotected, you'll last a number of rounds equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one round.
So factoring in it's axial tilt that means this world is +31°C to +120°C/56°F to 270°F. Summers here must be brutal especially with the longer days.
Since the world has no land no need to roll for terrain. 1d100+40 for its population
Rolled 6 + 40 (1d100 + 40)
>10d10 million
Looks like the Hive is kinda small. let's see those 10d10
Rolled 4, 3, 6, 6, 3, 10, 4, 1, 3, 9 = 49 (10d10)
not really that much of a surprise given its essentially a boiling cauldron
>49 Million
1d100 for what their society is like.
Rolled 27 (1d100)
>Tyrannical Dictator: The dictator has illegally seized power, and often rules with a bloody fist as they purge or 'disappear' the planet's dissidents, political enemies, scapegoats of the day, and anyone who poses a threat to the tyrant's ambitions. This brand of leadership can be the result of a warlord, a particularly psychotic heir, or even, distressingly often, a rogue democratic leader who played the long game and finally made his move. After all, power corrupts, absolute power corrupts absolutely, and is absolutely sought by the absolutely corrupt.
As long as they have order on the planet I guess the marines are cool with it. 2d12 for the planet's export and import
Rolled 5, 10 = 15 (2d12)
>Export: Weapons: Tools made for putting holes in people. Either require contact with the target or fires projectiles.
>Import: Contraband: Shit The Man doesn't want you to have. In a totalitarian, theocratic regime like the Imperium, there's a lot that can fall under this.
That's...definitely something. 12d100 to see what defenses they have
Rolled 8, 37, 75, 53, 17, 40, 35, 93, 74, 89, 83, 11 = 615 (12d100)
>our honourable medieval greeco kraut roman larpers now live on a planet that is essentially a South American nation in space
no wonder the arbites need them
>Enforcers: 99% / 3d10 / 2d10
>Militia: 99% / 3d10 / 2d10
>Standing Army: 99% / 3d10 / 3d10
>Armoured Force: 99% / 3d10 / 3d10
>Titan Force: 30% / 2d10 / 2d10
>Naval Force: 99% / 3d10 / 3d10
>Missile Silos (planet): 85% / 3d10 / 2d10
>Mercenary Force: 10% / 3d10 / 2d10
So they're lacking a couple things but should be solid enough. 5d10 for what the enforcers are looking like
Rolled 6, 9, 3, 1, 10 = 29 (5d10)
>Enforcer Size: Huge
>Enforcer Quality: Medium
That checks out with Arbites being one the most prominent powers on the planet. 5d10 for the militia
Rolled 10, 8, 4, 5, 7 = 34 (5d10)
>Militia Size: Massive
>Militia Quality: Medium
6d10 for the Standing Army.
Rolled 7, 9, 7, 6, 9, 10 = 48 (6d10)
>Standing Army Size: Massive
>Standing Army Quality: High
It makes sense the PDF for this world would be top of the line. 6d10 for armored forces
Rolled 3, 4, 2, 5, 8, 1 = 23 (6d10)
>Armored Force Size: Medium
>Armored Force Quality: Medium
I guess that makes sense. 4d10 for the Titan force
Rolled 5, 1, 5, 4 = 15 (4d10)
>Titan Force Size: Small
>Titan Force Quality: Poor/Medium
6d10 for their Navy
Rolled 6, 7, 8, 9, 10, 4 = 44 (6d10)
>Navy Size: Massive
>Navy Quality: High
Next up is their missile silos 5d10 for that
Rolled 9, 4, 2, 3, 6 = 24 (5d10)
no wonder our dudes have a pretty decent sized navy
you have actual autism, and you are probably in the wrong thread
>Missile Silos(Planetary) Size: Large
>Missile Silos(Planetary) Quality: Poor/Medium
Last 5d10 for mercenaries
Rolled 2, 3, 9, 3, 4 = 21 (5d10)
>Mercenary Size: Large
>Mercenary Quality: Poor/Medium
So that’s it for the home world. I’ll get a summary up in a bit
Sons of chems
>Nethamus(?)
>Classification: Hive
>Tech: Mid Imperial: Most of the technology of the Imperium can be found. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot be purchased). The PDF is guaranteed to pack plasma weapons and other demanding ordnance for its specialists. Most Imperial worlds are at this level.
>Star: Small
>Admistratum (19): Significant. Controls its area, and has a say in wider planetary matters.
>Arbites (19): Significant. Controls its area, and has a say in wider planetary matters.
>Astra Telepathica (19): Significant. Controls its area, and has a say in wider planetary matters.
>Astronomica(9): Slight. Specific duties; not involved in wider planetary affairs.
>Mechaicus(10):Small. Involved, but quietly and unobtrusively.
>Ministorum (25): Dominating: One of, if not the, most powerful and influential forces on the planet.
>Inquisition(25): Dominating: One of, if not the, most powerful and influential forces on the planet.
>Size: 72,000 km
>Axial Tilt: Moderate (16-25°)
>Seasonal Variation: ±20°C/68°F
>Day: 34 hours
>Year: 248 Terrran Days, 175 Local Days
>5 Satellites
>Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.
>Normal: Safe to breathe
>Aquatic: This world is one giant ocean, with no land whatsoever. Any settlements will have to take the form of underwater bubble-towns, drifting space yachts, or flying cloud-cities.
>Tepid (+51°C to +100°C/124°F to 202°F): A world on the edge. Any hotter, and any water will just boil away. If outside and unprotected, you'll last a number of rounds equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one round.
>Population: 49 Million
>Tyrannical Dictator: The dictator has illegally seized power, and often rules with a bloody fist as they purge or 'disappear' the planet's dissidents, political enemies, scapegoats of the day, and anyone who poses a threat to the tyrant's ambitions. This brand of leadership can be the result of a warlord, a particularly psychotic heir, or even, distressingly often, a rogue democratic leader who played the long game and finally made his move. After all, power corrupts, absolute power corrupts absolutely, and is absolutely sought by the absolutely corrupt.
>Export: Weapons: Tools made for putting holes in people. Either require contact with the target or fires projectiles.
>Import: Contraband: Shit The Man doesn't want you to have. In a totalitarian, theocratic regime like the Imperium, there's a lot that can fall under this.
>Enforcer Size: Huge
>Enforcer Quality: Medium
>Militia Size: Massive
>Militia Quality: Medium
>Standing Army Size: Massive
>Standing Army Quality: High
>Armored Force Size: Medium
>Armored Force Quality: Medium
>Titan Force Size: Small
>Titan Force Quality: Poor/Medium
>Navy Size: Massive
>Navy Quality: High
>Missile Silos(Planetary) Size: Large
>Missile Silos(Planetary) Quality: Poor/Medium
>Mercenary Size: Large
>Mercenary Quality: Poor/Medium
safe to say the mercs are probably the new govenors goons and mostly just there for the drug trade, also what would the chapters fortress monestary be like
I feel like the chapter monastery is deep underwater surrounded by old ruins.
they probably at least have some surfance entrance just so their various thunderhawks can get in and out
I imagined it would giant sea elevators for them to get in and out. The ocean parts when the Angels mobilize for war.
the various moons the systems has are probably also home to outposts they have, mostly for training, garrision, and to help hide their real numbers to keep the local Inquisitors happy
Well the chapter is extremely codex compliant. They could be over strength because they're on a crusade or preparing to go on a crusade.
Or warp shenanigans caused a company from the future to arrive here.
could be a situation were the various orgs on the planet especially the arbites require a large amount of marines present which if they remain at the limit would really limit their ability to help across the sector so they did some back dealing and convincing to have other orgs look away from the fact they recruit above the limit
So any other ideas for this chapter?
for naming conventions I propose their formations have German names especially from the HRE era, while their vehicles and guns have Greek names
So for the heresy era ship how about Vengeance of Varangar for the name?
that could work
We can roll up their current chapter master and/or their heroic figure
https://1dGanker/wiki/Space_Marine_Battle_Brother_Creation_Tables
Oh yeah that table didn’t have a fogure of legend so we can use this for it.
1d100 for his faith
Rolled 31 (1d100)
>Absolute Belief: Unwavering faith in the Emperor as humanity's saviour, considering every action in His name righteous. The average belief of a loyal battle brother.
1d100 for his age
Rolled 47 (1d100)
>Middle-aged: (100-200 years old)
So 1d2 to see if he’s rank file marine or if he has a specialized role
Rolled 2 (1d2)
Specialized it is. 1d8 for what he is
Rolled 5 (1d8)
>Techmarine: A skilled technician and engineer responsible for maintaining and repairing the Chapter's advanced weaponry and technology.
1d100 for his preferred combat style
Rolled 13 (1d100)
>Long-Range Marksmanship: Expert marksman capable of precise and devastating long-range shooting.
Techmarine sharp shooter, what an odd guy.
1d100 for his primary weapon
Rolled 31 (1d100)
our sniper IT guy might have also been the guy that created the chapters custom war gear patterns in the first place
>Grav Gun: Utilises gravitic technology to disrupt and damage targets.
1d100 for his seconday
Rolled 80 (1d100)
>Going to snipe with a gun built to frick up tanks
What a mad lad
imagine being some heretic and then you see your buddy either turn into a flat pile of gore or get thrown in the air followed by a rough impact
>Hand Flamer: A close-range flamethrower that projects a stream of burning promethium.
And since he’s Techmarine his melee would just be the Omnissian Power Axe.
1d100 for his equipment
Rolled 31 (1d100)
>Regular: Standard-issue equipment with no special modifications
I guess he’s not Master of the Forge if he’s getting standard gear. 1d100 for his personal battle
Rolled 66 (1d100)
>Pirate Captain Defeat: Hunted down and vanquished a notorious pirate captain.
Pirate leaves a lot of wiggle room. 1d100 for his alliances
Rolled 52 (1d100)
>Brother Astartes from the same Chapter (Bound by Battle): A fellow Battle Brother of his Chapter, bound by unbreakable bonds of brotherhood and camaraderie, sharing a history of battles and triumphs.
And that wraps up this guy
Neat, people are actually using the tables I made, that's cool. I'm pretty sure this is the first time they've been used as they're very new. If anyone has any recommendations for the loyal battle brother or chaos space marine table for additions or reworks, let me know and I'll get round to it when I can.
I'm really looking forward to seeing what stuff you all roll up in the extra fluff section.
Rolled 9, 8 = 17 (2d10)
honestly the only imrpovements beyond probably updating a them with the extra roles added over the years is maybe some chapter specific ones
> Haunting Premonitions Quirks
> Animalistic Traits Quirks
4d10 for what quirks he has
Rolled 10, 6, 4, 8 = 28 (4d10)
> Cursed to witness future tragedies.
> Gets cursed by echoes of future battles.
> Has bestial eyes and fangs.
> Predatory instincts in combat.
1d20 for his most recent experience
Rolled 6 (1d20)
> Tempted by a Chaos God's offer.
1d12 for his relic
Rolled 12 (1d12)
> Vortex Engine: A device that can open rifts to the Warp for devastating effects.
Well that sorta fits the vibe of the warband he has. 1d6 for his bodyguards
Rolled 3 (1d6)
> Daemon Familiar Swarm: A collection of lesser daemons bound to serve.
1d10 for his personality trait
Rolled 1 (1d10)
> Ruthless and Merciless.
1d10 for his demeanor
Rolled 4 (1d10)
> Relentlessly Vengeful: Focused on avenging past wrongs, they're driven by vendettas.
1d20 for his deed of legend
Rolled 10 (1d20)
> Led a Mutiny: Led a mutiny aboard a Chaos battleship
So he’s probably not the original leader of the Cogs of Chaos. 1d12 for his end goal
Rolled 7 (1d12)
>Chaos Eternal: They seek to ensure Chaos' everlasting dominion over the galaxy.
1d100 for his ally
Rolled 92 (1d100)
>Loyalist Astartes Chapter Allies: "Allied" with a loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with Chaos.
Well that’s concerning.
Since he’s not a full on lord, I think that’s it for his rolling
So what segmentum should the homeworld be in?
middle area of pacificus, close enough were you can see the various orgs of the Imperium wanting to dedicate a decent prescence to it, but far enough away were they can keep a low profile on some of the more questionable practices that go on within the system
That can be interesting. It’d also put them on the frontlines for the current Tyrranic War. I was thinking Obscurus since it’d put them in the Nihilus so they’d have more freedom to operate and if their enemy is a Chaos Cult plenty of those pop out there because of the Eye of Terror.
to be fair chaos cults are popping up everywhere due to the rift though being cut off would make an interesting tibit
Rolled 3 (1d4)
I’m going to let RNGesus decide
looks like we are in tempesta
So reading it over looks like it’s sort of like the Wild West of the segmentums. Mostly xenos but there can be odd time shenanigans and hazards to navigate the region. It’s also interesting that the Chapter sent out here before the Dark Marches Crusade so that’s a thing they possibly participated in.
the dark marches campaign is probably were the chapter refined its doctrines
That would make sense. I would also assume this is when they also befriend their other marine ally.
Should we roll up their enemy cult?
Obscurus or Ultima would be cool. Or we could roll for it
>1. Obscurus
>2. Ultima
>3. Tempestus
>4. Pacificus
>Chapter: Hounds of Nethamus
>Absolute Belief: Unwavering faith in the Emperor as humanity's saviour, considering every action in His name righteous. The average belief of a loyal battle brother.
>Middle-aged: (100-200 years old)
>Techmarine: A skilled technician and engineer responsible for maintaining and repairing the Chapter's advanced weaponry and technology.
>Long-Range Marksmanship: Expert marksman capable of precise and devastating long-range shooting.
>Grav Gun: Utilises gravitic technology to disrupt and damage targets
>Hand Flamer: A close-range flamethrower that projects a stream of burning promethium.
>Power Axe: Similar to the Power Sword but with a different blade shape, often used by Space Marine officers.
>Regular: Standard-issue equipment with no special modifications
>Pirate Captain Defeat: Hunted down and vanquished a notorious pirate captain.
Astartes from the same Chapter (Bound by Battle): A fellow Battle Brother of his Chapter, bound by unbreakable bonds of brotherhood and camaraderie, sharing a history of battles and triumphs
Any name ideas for this hero?
I did some name serach and came up with Ada Nikolaou for the tech priest
Techmarine Ada Nikolaou. Should we roll for another battle brother or is Ada the one who slew the Daemon Prince?
it was the chapter master that slew the daemon prince
Got it. Is it the current one or one of the previous ones? The Chapter has been around for like 6,000 years
the rolling doesn't usually specify beyond it was a chapter master, earlier in the thread it was brain strormed he could have had the assitance of a saint to banish the daemon prince which led to the chapter adopting emperor worship
Alright so that makes me think it was one of the earlier ones then
I would say that is most likely the case, could even be the chapters founder making the event more notable
That would make sense.
Let’s see what their enemy is like https://1dGanker/wiki/Chaos_Warband_Creation_Tables
1d12 for its origin
Rolled 9 (1d12)
>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.
We know their allegiance is to Chaos Undivided so 1d100 for the frequency of their blessings
Rolled 77 (1d100)
>Several: The warband has managed to earn the favour of the gods quite often, and many within have been shown their power through fleshy mutations. Roll thrice on the Blessings Table.
3d100 for their blessing
Rolled 57, 53, 40 = 150 (3d100)
>Unnatural Luck: The gods are fickle beings, and their mood changes from moment to moment. A lasgun's blast might deflect harmlessly upon hitting the skin or manage to vaporize the target entirely, for such is the will of Chaos.
>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.
>Aesthetical Changes: Physical deformities that give nothing to the individuals other than a change in looks, and a sign that something greater watches over them. It could be possibly a set of short horns, useless tentacles, rotting skin, etc.
1d100 for their headquarters
Rolled 42 (1d100)
>Malign Augmentations: The Warband is not alive per se. Instead its members have become malignant pieces of scrapcode, and pillage in vast cybernetic hordes when enough unlucky or foolish people install them.
So that’s interesting and horrifying. 1d100 for the warband’s structure
Rolled 72 (1d100)
thats probably why the arbites need us
>one day everything is lawful
>only for then somebody to send out scam emails
>hive erupts into cult uprisings
>Game of Shadows: An eternal cold war is waged within the warband to attain the position of leadership, and only the most cunning ever make it to the top.
1d100 for their recruitment method
Rolled 85 (1d100)
tzeentch would certainly approve of this power play
>Mercenary: It is said that diversity is the spice of life, and these warbands have taken that message to heart. A talented cultist might be loaned off to another warband to serve them for a few years, learning new tactics, and will even sometimes return to the Warband with a few friends. This strategy allows the Warband to have a range of fighters with diverse experience, but those who have been loaned out might just decide that staying with their new Warband is a far better life then returning to their old home.
Huh. 1d10 for their combat doctrine
Rolled 8 (1d10)
>planet filled with a large merc force
oh no
>Maelstrom: To better embrace the power of Chaos, one must fully tap into the Warp, and what better way to do so than in the heat of battle? The Warband turns the battlefield into an unreal mess of flesh and metal, with the first casualty being the sanity of those involved. Those involved will often be of Tzeentchian alignment, but a few Khornate cults have been able to summon such great rage as to tear screaming rifts into the very fabric of reality itself. The end of a war will often be in alignment with a Warpstorm, and only when its power fades do the servants of Chaos leave the battlefield for a change of scenery.
Oh these guys are going to be a messy issue. 1d100 for their Exalted Champion
Rolled 65 (1d100)
>Champion of Chaos (Ex. Possessed, Aspiring, Plague, Skull)
1d10 for their deed
Rolled 9 (1d10)
>The champion 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
So he’s a menace if he secured a few ships for these guys
Rolled 6, 34, 36 = 76 (3d100)
Summary for the Chaos Warband
>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
>Several: The warband has managed to earn the favour of the gods quite often, and many within have been shown their power through fleshy mutations. Roll thrice on the Blessings Table.
>Unnatural Luck: The gods are fickle beings, and their mood changes from moment to moment. A lasgun's blast might deflect harmlessly upon hitting the skin or manage to vaporize the target entirely, for such is the will of Chaos.
>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.
>Aesthetical Changes: Physical deformities that give nothing to the individuals other than a change in looks, and a sign that something greater watches over them. It could be possibly a set of short horns, useless tentacles, rotting skin, etc.
>Malign Augmentations: The Warband is not alive per se. Instead its members have become malignant pieces of scrapcode, and pillage in vast cybernetic hordes when enough unlucky or foolish people install them.
>Game of Shadows: An eternal cold war is waged within the warband to attain the position of leadership, and only the most cunning ever make it to the top.
>Mercenary: It is said that diversity is the spice of life, and these warbands have taken that message to heart. A talented cultist might be loaned off to another warband to serve them for a few years, learning new tactics, and will even sometimes return to the Warband with a few friends. This strategy allows the Warband to have a range of fighters with diverse experience, but those who have been loaned out might just decide that staying with their new Warband is a far better life then returning to their old home
>Maelstrom: To better embrace the power of Chaos, one must fully tap into the Warp, and what better way to do so than in the heat of battle? The Warband turns the battlefield into an unreal mess of flesh and metal, with the first casualty being the sanity of those involved. Those involved will often be of Tzeentchian alignment, but a few Khornate cults have been able to summon such great rage as to tear screaming rifts into the very fabric of reality itself. The end of a war will often be in alignment with a Warpstorm, and only when its power fades do the servants of Chaos leave the battlefield for a change of scenery.
>Champion of Chaos (Ex. Possessed, Aspiring, Plague, Skull)
>The champion 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
Any name ideas for these guys?
Cogs of Chaos
Simple yet effective. I dig the name.
So for the Champion, I think a Warpsmith or a Heretek would be the most fitting for it.
There was a chaos champion generator in a similar style to the space marine champion we just used if we want to roll o that?
We could do that
So 1d10 for what Legion this man was apart of
Rolled 68 (1d100)
Rolled 1 (1d10)
Whoops wrong dice
>Black Legion
1d100 for his faith
Rolled 92 (1d100)
>Devout Zealot: The Chaos Marine is a fervent and fanatical follower of Chaos, ready to commit any atrocity in its name. Their faith is all-consuming, and will eradicate any who oppose his beliefs Chaos as heretics to be eradicated.
1d20 his motivation
The 1,000 marine factors the ten companies of ten squads. Chaplains, Techmarines and Libarians aren’t factored into it.
The chapter isn’t a crusading chapter but any chapter can go on a crusade. When they go on crusade their allowed to go above the 1,000 limit because they’re expected to suffer massive losses so it’ll balance out by the end of the conflict. The Crusade thing is how the Black Templars initially got away with it.
Rolled 18 (1d20)
>Cultist Lover's Influence: Influenced by a Chaos Cultist Lover.
He used risked it all for Cultist Chan. So we know his rank is Champion.
>Champion: A veteran warrior who has proven their skill and loyalty to their Chaos Lord. They often lead squads of Chaos Marines into battle, making them more powerful than Initiates and Aspiring Champions.
>Battle-Hardened: A seasoned warrior, capable of handling tough challenges.
1d6 for his mark of undivided
Rolled 1 (1d6)
>Taint of All: The character bears the mark of multiple Chaos Gods, causing unpredictability.
1d3 for how many mutations he has
Rolled 1 (1d3)
>2
2d100 for what he has
Rolling for the sneed.
Rolled 82 (1d100)
Hmh, couldn't roll, trying again.
Gonna use this roll for
>Void Survival: Able to stay alive in space indefinitely.
1d100 for the Champion’s other mutation
Rolled 73 (1d100)
> Voice of the Gods: The unsettling whispers and commands of the Chaos Gods influence theirs actions.
1d22 for his weapon of choice
That’s actually bad ass anon
Rolled 5 (1d22)
> Meltagun: A short-ranged, high-energy weapon that fires a superheated blast capable of penetrating heavy armour with ease.
d3 for his secondary
Rolled 3 (1d3)
> Custom: Roll again, choose, or create a new Secondary Weapon.
So he has something fancy. 1d15 for his melee weapon
Rolled 6 (1d15)
> Power Axe: A melee weapon with a powered blade that can cut through armoured foes with ease.
2d10 for what type of quirks he has
bump
Popped my results into chatgpt and got pic related. Actually a pretty cool chapter, dark angel successors focused on ambush combat using land speeders. geneseed mutation grants enhanced vision which aids in laying ambushes. they fought a demon prince but lost a portion of the chapter to chaos. this leaves them under strength but they make up for this with strong artifacts and focused training. I might actually make these guys an army. chatgpt actually managed to make a pretty cool creed for them as well.
>In the shadows, we wait; in the light, we strike. You cannot escape what you cannot see.
Summary of the Chaos Champion
>Black Legion
>Devout Zealot: The Chaos Marine is a fervent and fanatical follower of Chaos, ready to commit any atrocity in its name. Their faith is all-consuming, and will eradicate any who oppose his beliefs Chaos as heretics to be eradicated.
>Cultist Lover's Influence: Influenced by a Chaos Cultist Lover.
>Champion: A veteran warrior who has proven their skill and loyalty to their Chaos Lord. They often lead squads of Chaos Marines into battle, making them more powerful than Initiates and Aspiring Champions.
>Battle-Hardened: A seasoned warrior, capable of handling tough challenges.
>Taint of All: The character bears the mark of multiple Chaos Gods, causing unpredictability.
>Void Survival: Able to stay alive in space indefinitely
> Voice of the Gods: The unsettling whispers and commands of the Chaos Gods influence theirs actions.
> Meltagun: A short-ranged, high-energy weapon that fires a superheated blast capable of penetrating heavy armour with ease.
> Custom: Roll again, choose, or create a new Secondary Weapon.
> Power Axe: A melee weapon with a powered blade that can cut through armoured foes with ease.
> Cursed to witness future tragedies.
> Gets cursed by echoes of future battles.
> Has bestial eyes and fangs.
> Predatory instincts in combat.
> Tempted by a Chaos God's offer.
> Vortex Engine: A device that can open rifts to the Warp for devastating effects.
>Daemon Familiar Swarm: A collection of lesser daemons bound to serve.
> Ruthless and Merciless
> Relentlessly Vengeful: Focused on avenging past wrongs, they're driven by vendettas.
> Led a Mutiny: Led a mutiny aboard a Chaos battleship
>Chaos Eternal: They seek to ensure Chaos' everlasting dominion over the galaxy
>Loyalist Astartes Chapter Allies: "Allied" with a loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with Chaos.
I think we should give this guy the name of void wolf
Void Wolf sounds cool to me
we can probably list him as being part of a pirate group serving his lord but after a deal gone wrong left for dead, eventually returned and fricked up his previous lord with the mutiny and now plunders the wider sector with the cogs and has the occasional fight with our dudes
Void Wolf just wants to pillage with his Cyber Cultist GF. The lover thing really took me off guard for a marine
one of the few advantages of being a chaos marine is the fact you have more free time so in other words time for pussy, granted said lover is probably a bigger freak than he is, also how about some fluff ideas for a battle our boys took part in
>Pacification of Golgius VII: A civillian uprising started due to the Noble Houses hoarding foood. This greatly disrupted production for the subsector and the Arbites and even local regiments couldn’t quell the rebellion. The Hounds of Nethamus dispatched three squads and snuffed out the traitors.
>Hunt Through the Veil: A company of the Hounds were deployed to the Veiled Region to hunt an ork Kaptin that had been raiding local Imperial worlds. The ork freeboota had lead them to world where a warband of World Eaters were occupying leading to a long drawn out conflict
If you have to use a rolltable to come up with a chapter of your own it's better to admit you are creatively bankrupt and nothing will ever come of it.
good thread