After seeing Baron Spikey's awesome Chapter Background Generator I decided to make one for those of us who worship the Dark Gods, not the False Emperor! This will hopefully be a great aid in creating your Traitor Marine Warbands and Lost Legions.
It covers origins, demeanours, battle styles, Chaos affiliation and overall strength similar to Baron S's Loyalist Generator, but for this I have added in Mutations, new types of Warband Flaws and a whole new host of options to create your Warband.
If you have any questions, just ask and i'll explain as best I can. Also these options I have given are not set in stone, for example if you roll Legion-Born that means your Warband came from a Legion, it doesn't explain why. Maybe they were exiled, a failed coup, or perhaps they were sent to establish Chaos dominance in a new sector.
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Whether or not you use the dice is up to you, but here's the same link Baron S provides. Online Dice Roller.
How was the Warband Founded?
Table 1.1
|
D10 Roll | Reason
1-3|Legion Born
4-7|Renegades
8-9|Force of Personality
10|Spawned
When was the Warband Founded?
Table 1.2
|
D100 Roll | Period New Warband Founded
1|31st Millennium
2-5|32nd Millennium
6-10|33rd Millennium
11-20|34th Millennium
21-30|35th Millennium
31-40|36th Millennium
41-50|37th Millennium
51-60|38th Millennium
61-70|39th Millennium
71-80|40th Millennium
81-95|41st Millennium
96-100|Unknown
Progenitor
Table 1.3
|
D100 Roll | Result
1-25|Imperial Chapter (Roll again on Table 1.3B)
26-50|Black Legion
51-65|World Eaters
66-80|Death Guard
81-85|Iron Warriors
86-90|Word Bearers
91-94|Emperor's Children
95-98|Thousand Sons
99|Night Lords
100|Alpha Legion
Table 1.3B
|
D100 Roll | Result
1-50|Ultramarines
51-65|Blood Angels
66-80|Dark Angels
81-85|Imperial Fists
86-90|White Scars
91-94|Raven Guard
95-98|Iron Hands
99|Space Wolves
100|Salamanders
Gene-Stock Purity
While some Warbands are fortunate enough to carry the "pure" gene-seed of the Progenitors either through being a direct loyalist descendent or having enough untainted gene-stock, others end up with using tainted and lessened gene-seed of the same Legion.
Table 1.4
|
D10 Roll | Result
1-5|Pure
6-7|A New Generation
8-9|Warp-Touched
10|Tainted
Progenitor Demeanours
Renegade Demeanours (Pure Warbands don't need to roll in this section)
Table 1.5
|
D10 Roll | Result
1|Brotherhood
2| Annihilation
3|Pitiless
4|Embrace Corruption
5|Warriors of the Warp
6|Mark of the Hunter
7|Aura of Madness
8|Human Dominance
9|Death to the False Emperor and All His Slaves
10|Will of the Gods
Mutations (Optional if not an Warp-Touched Warband.)
Mutation normally only arise after rolling on Table 1.4, but Table 1.6: Chance of Mutation exists to add further depth to your background if you so wish it- even a "pure" source such as the Night Lords could exhibit deficiencies due to external factors such as damage caused by the touch of the Warp, failed genetic manipulation, or even xenos influence.
Table 1.6
|
Progenitor | % Chance of Mutation
Alpha Legion|10%
Word Bearers|40%
Night Lords|10%
Iron Warriors|40%
Death Guard|40%
Emperor's Children|40%
World Eaters|50%
Black Legion|75%
Thousand Sons|90%
(Table 1.6 should only be used if you rolled anything other than Warp-Touched on Table 1.4)
Table 1.6B
|
Progenitor | % chance of Deficiency
Ultramarines|20%
Blood Angels|75%
Dark Angels|20%
Imperial Fists|20%
White Scars|40%
Raven Guard|40%
Iron Hands|40%
Space Wolves|15%
Salamanders|90%
(Table 1.6B should only be used if you rolled Renegades on Table 1.1 or Imperial Chapter on Table 1.3)
If by using the above Table it's determined a mutation exists- by rolling a D100 and checking to see if you rolled within the Progenitor's chances [i.e because Iron Warriors are 40% only Pure/A New Generation/Tainted successor Warbands rolling 1-40 would result in a mutation for an Iron Warriors successor whereas 41-100 wouldn't]- then there is a 90% chance that the mutation will be exactly the same as the Progenitor's.
So for a Night Lords Successor to have a mutation that wasn't present in the Progenitor they would have to Roll 1-10 on a D100 (because they only have a mutation rate of 10%) and then a further 1-10 (or 91-100) on a D100 to be eligible to roll on Table 1.7: Mutations. (again because there's a 90% chance the mutation will be exactly the same as the Progenitor's)
Table 1.7
|
D10 Roll | Result
1|Tomb Sealed
2|Warp Sight
3|Psyker Influx
4|Beastian Appendages
5|Voice of the Daemonic
6|Merged Consciousness
7|Doomed
8|Gene-Seed Damage (Roll on Table 1.7B)
9|Warped Reflexes
10|Esoteric Mutation
Warband Flaws (Only Tainted Warbands need to roll here)
Some Warbands are afflicted by a flaw that transcends mere zygote mutation and comes to totally define them. sometimes the flaw is linked to a nigh-catastrophic genetic malfunction, but just as often it is tied to the Progenitor's Primarch, the stock from which they recruit, or some other inexplicable factor, or more usually the effects of Warp exposure.
The flaws presented in Table 1.8: Warband Flaws are a general foundation not the be all and end all list.
Table 1.8
|
D10 Roll | Result
1-2|Faithless
3-4|Hated by All
5-6|Fickle in Faith
7-8|Traitors All
9-10|Imperial Ties
Damaged Gene-Seed
If Damaged Gene-Seed is rolled on Table 1.7, or Warp-Touched is rolled on Table 1.4 then there is the option to roll on Table 1.7B: Gene-Seed Damage to determine which organs are not functioning or are absent entirely.
Table 1.7B
|
D10 Roll | Result
1|Hyper-stimulated Omophagea
2|Oversensitive Occulobe
3|Mutated Catalepsean Node
4|Oolitic Secretions
5|Endless Suspended Animation
6-8|Lost Zygote
9|Melanochrome Deficiency
10|Multiple Instabilities
Table 1.9
|
Roll D100 | Result
1-8|Catalepsean Node
9-17|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 Table
It covers origins, demeanours, battle styles, Chaos affiliation and overall strength similar to Baron S's Loyalist Generator, but for this I have added in Mutations, new types of Warband Flaws and a whole new host of options to create your Warband.
If you have any questions, just ask and i'll explain as best I can. Also these options I have given are not set in stone, for example if you roll Legion-Born that means your Warband came from a Legion, it doesn't explain why. Maybe they were exiled, a failed coup, or perhaps they were sent to establish Chaos dominance in a new sector.
--------------------------------------------------------------------------
Whether or not you use the dice is up to you, but here's the same link Baron S provides. Online Dice Roller.
Origins
How was the Warband Founded?
- Legion Born (Formed as a splinter faction of a Traitor Legion.) Cannot have Imperial Chapter as Progenitor on Table 1.3.
- Renegades (Created by the Imperium and broke away to become renegades.) Automatically has Imperial Chapter as Progenitor on Table 1.3.
- Force of Personality (Formed by a Champion as warriors flocked to his cause.)
- Spawned (Created by a Chaos Lord/Chaos Apothecary or Daemon in a twisted way for some nefarious purpose.)
D10 Roll | Reason
1-3|Legion Born
4-7|Renegades
8-9|Force of Personality
10|Spawned
When was the Warband Founded?
D100 Roll | Period New Warband Founded
1|31st Millennium
2-5|32nd Millennium
6-10|33rd Millennium
11-20|34th Millennium
21-30|35th Millennium
31-40|36th Millennium
41-50|37th Millennium
51-60|38th Millennium
61-70|39th Millennium
71-80|40th Millennium
81-95|41st Millennium
96-100|Unknown
Gene-Seed
Progenitor
D100 Roll | Result
1-25|Imperial Chapter (Roll again on Table 1.3B)
26-50|Black Legion
51-65|World Eaters
66-80|Death Guard
81-85|Iron Warriors
86-90|Word Bearers
91-94|Emperor's Children
95-98|Thousand Sons
99|Night Lords
100|Alpha Legion
D100 Roll | Result
1-50|Ultramarines
51-65|Blood Angels
66-80|Dark Angels
81-85|Imperial Fists
86-90|White Scars
91-94|Raven Guard
95-98|Iron Hands
99|Space Wolves
100|Salamanders
Gene-Stock Purity
While some Warbands are fortunate enough to carry the "pure" gene-seed of the Progenitors either through being a direct loyalist descendent or having enough untainted gene-stock, others end up with using tainted and lessened gene-seed of the same Legion.
- Pure (Fortunate enough to possess pure gene-seed of its founding Legion, they will likely keep ties with their parent-legion but may just as easily despise them, especially if they are Renegades. If Legion Born/Force of Personality/Spawned then retain founding Legion Demeanour, if Renegade select a Renegade Demeanour from Table 1.5.)
- A New Generation (These Traitor Marines have chosen to strike out on their own and make their own choices, they differ greatly from their progenitors and will have their own customs Instead of using the Progenitor's Legion Demeanour, choose or roll on Table 1.5 to select one of the Renegade Demeanours)
- Warp-Touched (These marines have felt the touch of the Warp, either lightly or heavily. They show signs of mutation and may be shunned by certain Legions, or embraced by others. Follow the same Warband Demeanour as their Progenitor but roll on Table 1.7: Mutations)
- Tainted (The Warband has adopted strange manners and customs that may cause hatred. Their ways will definitely affect how others interact with them. Have a 50/50 chance of their Progenitor's Warband Demeanour or a Renegade Demeanour from Table 1.5. In additon they must roll on Table 1.8: Warband Flaws)
D10 Roll | Result
1-5|Pure
6-7|A New Generation
8-9|Warp-Touched
10|Tainted
Progenitor Demeanours
- Black Legion: Death to the False Emperor
(The Black Legion are proud and believe highly in their own skills, and that of their Warmaster Abaddon. They do not tolerate insults towards themselves and will likely react with explosive anger. A Black Legion marine can possess little or great solidarity with his brother-marines. Either way, treachery towards the Legion is not unthinkable to them.)
- World Eaters: Blood and Skulls. Automatically has Khorne as devotion on Table 1.19.
(The hunger for blood never ends for a World Eater. They will take any chance for a fight that they can get, and during battle they lose themselves in the haze of blood and killing. A World Eaters warband favours close combat above all else and despises sorcery. World Eaters are often mentally damaged and feature strange cybernetic augmentations, sometimes unnecessary and always painful ones.)
- Death Guard: Pestilence and Plague Automatically has Nurgle as devotion on Table 1.19.
(The Death Guard is a aloof and isolated legion. They do not speak where other legions would, and are often reserved around others. They despise the healthy and beautiful due to their own wrecked forms and enjoy nothing more than infecting things, bringing them down to their level. Their stubborn and implacable battle techniques win them many victories, with a slow cautious, but strong, advance on enemy lines being a simple tactic, but effective.)
- Iron Warriors: Iron Within, Iron Without
(The Iron Warriors are the masters of siege warfare, no fortress, garrison or emplacement is too hard for them to crack open, and no defender strong enough to withstand their rage. An Iron Warrior is often cold and laconic, preferring to let actions speak louder than words, but when they do speak they are gruff and hard as the iron they take their name from.)
- Word Bearers: Faith and Blood
(The Word Bearers are the greatest zealots in the galaxy. To even consider questioning the will and word of the Dark Gods or their servants is unthinkable. A Word Bearer will always take pride in tearing down the symbols of false faiths and corrupting the innocent souls of the weak. Word Bearers are resolute in their faith and often have a litany or doxology of Chaos on their lips, scriptures on their skin and armor and hate for all things Imperial in their hearts.)
- Emperor's Children: Pain and Pleasure Automatically has Slaanesh as devotion on Table 1.19.
(The Emperor's Children have no limits in how far they will go for a new experience and no restraint in what they will try. Constantly desiring stimulation the Emperor's Children roam the galaxy hunting for new and exciting things to try, do and kill. But these never last and they will always grow bored. As a Legion the Emperor's Children are universally arrogant and preening. They look down their noses at other Legions and hold a colossal pride in themselves.)
- Thousand Sons: Masters of the Warp Automatically has Tzeentch as devotion on Table 1.19.
(The Sorcerers of the Thousand Sons prize knowledge above all else. They consider it their right to take what knowledge they want and hoard it for its own "safe-keeping". They hate those who decry learning and intellect, and who take a stand against sorcery. They will often use foresight as a method of choosing a target and use the powers of the warp as much, perhaps more, than their own weapons.)
- Night Lords: Desire for Revenge
(The Sons of Curze are a brooding and ill-tempered group. They roam space tearing at the Imperium in revenge for the murder of their Primarch thousands of years ago. For them the memory is fresh and they eke out a hard existence, working to destroy the very fabric of the Imperium. A Night Lord usually feels a good connection with his Legion, though they may still hate each other, they will often stick together, though this is not a universal rule.)
- Alpha Legion: Secrets Beyond Count
(Shrouded in mystery, the Alpha Legion have been declared destroyed by the Imperium at least three times, only to reappear after each declaration. They work behind the scenes of war, favouring long game and strategies that involve manipulating others rather than going in guns blazing. Alpha Legionnaires are secretive and keep to themselves, using every tactic they can to confound the enemy.)
Renegade Demeanours (Pure Warbands don't need to roll in this section)
- Brotherhood (Strangely enough this Warband shows little to no fracturing in its ranks. Its warriors fight side by side and work together to achieve victory, and stick together to survive in the unforgiving universe.)
- Annihilation (Warbands who display this trait believe that no trace of the weak should be allowed to survive. Going so far as to destroy worlds just to eradicate their enemy, Warbands such as these often favour weaponry that immolates, incinerates, or atomises their enemies, and those that their enemies protect.)
- Pitiless (Some Warbands become so addicted to murder that they will place the chance to slaughter masses of innocents and enemies above all else. This can cause wider tactical problems, especially when working with other more coordinated Warbands.)
- Embrace Corruption (The Warband embraces the touch of Chaos and welcomes mutants, possessed and the deformed into their ranks. Hating purity they seek to remove themselves from their common human forms and become something unique, as every mutant is different.)
- Warriors of the Warp (Some Warbands favour using the Warp's powers more than they should. Warbands that have this trait will use sorcery/warp-enhanced weaponry/Daemons in their battles and make frequent gratifying use of them.)
- Mark of the Hunter (The Warband enjoys nothing more than hunting their enemies across the battlefield, stalking them unseen but not unheard, then striking his target is at its weakest, without mercy or restraint.)
- Aura of Madness (The Warband has been touched by the Warp, but not of the flesh but the mind. Madness runs deep within the Warband and its members can shift moods within an instant, Traitor Marines are as quick to anger as they are to jest. They can be impatient but can either show remarkable initiative in the face of the enemy or make utterly horrible suggestions that make sense only to their broken minds.)
- Human Dominance (Chaos hates the alien just as strongly as the Imperium, but some Warbands have suffered heavily at the hands of ravening aliens, and harbour a special hatred for a particular xenos strain, or all aliens)
- Death to the False Emperor and All His Slaves (The Warband holds more hatred than most for the False Emperor and his servants, taking every chance they can get to strike at the Imperium, no matter how small the target or how weak the gain will be. For them, just killing an Imperial dog is enough, be they a mighty loyalist Space Marine or just a simple Imperial civilian.)
- Will of the Gods (The Warband holds the word of the Dark Gods above all, and believe they will guide them in all things and eschew the use of stealthy tactics, preferring to make bold, frontal assaults and declare their allegiance immediately, so that the enemy knows the Dark Gods' servants have come for their souls.)
D10 Roll | Result
1|Brotherhood
2| Annihilation
3|Pitiless
4|Embrace Corruption
5|Warriors of the Warp
6|Mark of the Hunter
7|Aura of Madness
8|Human Dominance
9|Death to the False Emperor and All His Slaves
10|Will of the Gods
Mutations (Optional if not an Warp-Touched Warband.)
Mutation normally only arise after rolling on Table 1.4, but Table 1.6: Chance of Mutation exists to add further depth to your background if you so wish it- even a "pure" source such as the Night Lords could exhibit deficiencies due to external factors such as damage caused by the touch of the Warp, failed genetic manipulation, or even xenos influence.
Progenitor | % Chance of Mutation
Alpha Legion|10%
Word Bearers|40%
Night Lords|10%
Iron Warriors|40%
Death Guard|40%
Emperor's Children|40%
World Eaters|50%
Black Legion|75%
Thousand Sons|90%
Progenitor | % chance of Deficiency
Ultramarines|20%
Blood Angels|75%
Dark Angels|20%
Imperial Fists|20%
White Scars|40%
Raven Guard|40%
Iron Hands|40%
Space Wolves|15%
Salamanders|90%
(Table 1.6B should only be used if you rolled Renegades on Table 1.1 or Imperial Chapter on Table 1.3)
If by using the above Table it's determined a mutation exists- by rolling a D100 and checking to see if you rolled within the Progenitor's chances [i.e because Iron Warriors are 40% only Pure/A New Generation/Tainted successor Warbands rolling 1-40 would result in a mutation for an Iron Warriors successor whereas 41-100 wouldn't]- then there is a 90% chance that the mutation will be exactly the same as the Progenitor's.
So for a Night Lords Successor to have a mutation that wasn't present in the Progenitor they would have to Roll 1-10 on a D100 (because they only have a mutation rate of 10%) and then a further 1-10 (or 91-100) on a D100 to be eligible to roll on Table 1.7: Mutations. (again because there's a 90% chance the mutation will be exactly the same as the Progenitor's)
- Tomb Sealed (The touch of the Warp has made the Warband's armour turn partially alive and seal itself permanently, with their occupants still inside. Trapped within their own armour has set these Chaos marines apart from others, and only increased their rage at the universe.)
- Warp-Sight (The eyes of each marine have become tainted. Now rather than see as normal men do they see strange things in place, such as souls/true spirit forms/warp signatures. A Warband with this mutation may also see visions of the future, but these can be erratic and hard to interpret.)
- Psyker Influx (The Warband has an unusual number of Psykers in its ranks. Whether from mutated gene-stock, gene-seed or just the touch of the Warp this translates into more Sorcerers for the Warband, or more ticking time bombs of mutation just waiting to explode.)
- Beastial Appendages (The Warband's warriors are rapidly growing claws, fangs, pincers, wings and other strange parts that belong on beasts rather than men, but it doesn't have too be seen as all bad.)
- Voice of the Daemonic (Due to a mutation in the body the marines of this Warband may speak in strange tones like two voices at once or grinding tones like a machine, or in strange languages that nobody but them can understand.)
- Merged Consciousness (The warriors of the Warband display a connection to each other's bodies and minds. They can feel the pain of certain brothers and their thoughts as well, this can be a boon or a curse depending on how it is seen and who receives it.)
- Doomed (The Warband's Black Carapace or Progenoids have become so tainted that they will not function anymore, without the former future generations of Chaos Space Marines will be unable to interface with their power armour and without the latter there will be no future generations and to compensate the Warband must raid loyalist or traitor sources for fresh supplies. Warbands that live like this walk a dangerous line where a single mistake could mean extinction.)
- Gene-Seed Damage (There is something seriously wrong with the Warband's gene-seed, either through warp damage or progenitor defects. This could result in a weakened or hyper-sensitive organ, or could be a lost organ entirely, or an organ replaced with something more sinister.) Choose one or roll on Table 1.7B)
- Warped Reflexes (The Warband has shown extremely quick reflexes, in fact it is that the warriors have permanently entered an enhanced state and react far quicker than normal reactions would allow, even for a Space Marine. However the energy drain is much higher than normal and these marines would display much higher hunger and thirst than normal Space Marines.)
- Esoteric Mutation (The chaotic influence of the Warp has yielded a mutation that is truly unique amongst all. Make up your own mutation, but make it a good one and truly mind-boggling in its capability.)
D10 Roll | Result
1|Tomb Sealed
2|Warp Sight
3|Psyker Influx
4|Beastian Appendages
5|Voice of the Daemonic
6|Merged Consciousness
7|Doomed
8|Gene-Seed Damage (Roll on Table 1.7B)
9|Warped Reflexes
10|Esoteric Mutation
Warband Flaws (Only Tainted Warbands need to roll here)
Some Warbands are afflicted by a flaw that transcends mere zygote mutation and comes to totally define them. sometimes the flaw is linked to a nigh-catastrophic genetic malfunction, but just as often it is tied to the Progenitor's Primarch, the stock from which they recruit, or some other inexplicable factor, or more usually the effects of Warp exposure.
The flaws presented in Table 1.8: Warband Flaws are a general foundation not the be all and end all list.
- Faithless (These Traitor Marines prefer to keep Chaos at an arm's length. They do not worship the Gods but they do acknowledge them. These Warbands are shunned by most and hated by quite a few.)
- Hated by All (While all Warbands dislike each other some are hated by all equally, and hate all back equally. A Warband with this trait works alone and does not associate with any other Legion or Warband.)
- Fickle in Faith (Loyalty to a God is an important thing. A Warband with this trait often switches its allegiance to another God, one that suits it more at the time than what they worshipped before. A Warband like this must be very careful, lest they lose warriors needlessly and draw the wrath of the Gods.)A Warband with this trait does not choose a permanent belief in Table 1.19.
- Traitors All (All Chaos Space Marines are traitors, but there is some loyalty in them and the knowledge that they will never betray Chaos. This Warband has proven that it cannot be trusted even remotely and will turn on any ally it has whenever it feels like it.)
- Imperial Ties (This Warband insists on maintaing ties to Imperial life. Either through holding their homeworld together in an Imperial fashion of order or simply pretending to continue their lives under the Imperium, but with Chaos as their master.)
D10 Roll | Result
1-2|Faithless
3-4|Hated by All
5-6|Fickle in Faith
7-8|Traitors All
9-10|Imperial Ties
Damaged Gene-Seed
If Damaged Gene-Seed is rolled on Table 1.7, or Warp-Touched is rolled on Table 1.4 then there is the option to roll on Table 1.7B: Gene-Seed Damage to determine which organs are not functioning or are absent entirely.
- Hyper-stimulated Omophagea (Having tasted the flesh of the foe once, the Warband's Warriors develop an addiction to the processes allowed by the Omophagea)
- Oversensitive Occulobe (The organ that allows Space Marines to see in low light conditions has become overly sensitised, working exceptionally well in the dark but suffering in full light conditions)
- Mutated Catalepsean Node (The implant that allows the Warrior to enter a half-sleep in which he can remain alert for danger has become dangerously mutated.The Space Marine is unable to sleep normally and stays awake for days, even weeks without effect. However, when sleep does come it is wont to last for days on end)
- Oolitic Secretions (The Warband's Oolitic Kidney function is imbalanced in such a way that the Warrior's skin is turned an unusual colour due to it's secretions)
- Endless Suspended Animation (Due to a malfunction in the Sus-an Membrane anytime that a Chaos Marine enters a suspended state they risk never coming out of it again, being trapped in a permanent coma, at least until the Warband's apothecaries kill them.)
- Lost Zygote (One of the Warband's zygotes has ceased to function entirely. Choose one or roll on Table 1.9)
- Melanochrome Deficiency (The Warband's Melanochromes have mutated or been damaged, they overproduce or underproduce melanin for the skin to protect against radiation, resulting in extremely dark skin or pale skin respectively.)
- Multiple Instabilities (Roll D3 times on Table 1.7B, re-rolling any duplicate results including this one)
D10 Roll | Result
1|Hyper-stimulated Omophagea
2|Oversensitive Occulobe
3|Mutated Catalepsean Node
4|Oolitic Secretions
5|Endless Suspended Animation
6-8|Lost Zygote
9|Melanochrome Deficiency
10|Multiple Instabilities
Roll D100 | Result
1-8|Catalepsean Node
9-17|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 Table