Dark Eldar Kabal Creation Tables: Difference between revisions

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*'''Suffer Not The Alien To Live''' - Particular hatred/interest for alien species. Might capture them for a zoo, or just slaughter them because they're not Dark Eldar.
*'''Suffer Not The Alien To Live''' - Particular hatred/interest for alien species. Might capture them for a zoo, or just slaughter them because they're not Dark Eldar.
*'''Suffer Not The Works Of Heretics''' - Particular hatred for [[Eldar|their super-pure and uptight siblings]].
*'''Suffer Not The Works Of Heretics''' - Particular hatred for [[Eldar|their super-pure and uptight siblings]].
Some of these are going to have to be renamed. Suffer not the alien to live does not imply interest and it's a massive stretch to have a concept of heresy.


==Kabal Flaw==
==Kabal Flaw==

Revision as of 13:18, 12 October 2013

This article provides a number of fluffy options for you to consider if you create your own Dark Eldar Kabal. Options were sourced from /tg/. Currently some diceroll ranges are missing, so these tables do not function as a random Kabal generator. Feel free to invent your own ranges.

Kabal Motivation

Kabal Motivation (d12)
1 VENGEANCE
2 Sport
3 Kabal splinter
4 Fallen Craftworld Eldar
5 Fallen Exodite Eldar
6 Homunculus front
7 Kabal front
8 Pleasure Cult
9 Defence of a district
10 Pirates
11 Backup dancers
12 Some Spiritual shit

Kabal Age

Kabal Age (d100)
1-50 Extremely Recently: Not very powerful.
51-75 250-1000 years ago: Middle-aged as Kabals go; can range widely in power.
76-90 1-2 thousand years ago: Most that are still around are powerful in their own extremely localized fiefdoms. Not a lot that are shadows of their former glory; Vect didn't leave much behind when he wiped somebody out.
91-99 3-10 thousand years ago: Vect's Kabal arose around this time. Kabal is either extremely powerful or a shadow of its former glory.
100 Before the Fall: Kabal is either extremely powerful or a shadow of its former, extensive glory.

Kabal Progenitor

Kabal Progenitor (d8 Disregard first option unless you rolled one of the last two results on previous table.)
1 Member of pre-Fall nobility
2 Usurping Dracon or Sybarite
3 Hellion who gave up gang life for power
4 A ruthless badass who came out on top after the violent anarchic days before the Kabal fully formed
5 A Dark Muse
6 Fallen Craftworlder
7 Fallen Exodite
8 Pirate/Corsair

Kabal Demeanour

  • Swift As The Wind - Faster raiders even than other DE. They'll have the skin off your body faster than you can scream in torturous agony.
  • Cleanse and Purify - Thorough looters and pillagers. Nothing is left untouched.
  • Purity Above All - A particular hatred of psykers, for the attention from She Who Thirsts that they bring.
  • See, But Don't Be Seen - Sneaky and undetectable right until the point where they leap out and feed you your own testicles to laugh at your gurgling.
  • Suffer Not The Alien To Live - Particular hatred/interest for alien species. Might capture them for a zoo, or just slaughter them because they're not Dark Eldar.
  • Suffer Not The Works Of Heretics - Particular hatred for their super-pure and uptight siblings.

Some of these are going to have to be renamed. Suffer not the alien to live does not imply interest and it's a massive stretch to have a concept of heresy.

Kabal Flaw

Kabal Flaw (d8)
1–2 We Stand Alone - The Kabal maintains distant relations with everyone, seeing imminent betrayal everywhere.
3–4 Pride in the Colours - The Kabal insists on wearing gaudy and ostentatious ornamentation declaring their might and wealth.
5–6 Kabal Cult - The Kabal practices exotic and extreme rituals, even for the Dark Eldar.
7–8 Eye to Eye - The Kabal finds pleasure only in the slaughter of hand-to-hand combat.

Territory Location

Territory Location (d8)
1 High class district
2 Habitation spires
3 Slave-labour complex
4 Slums
5 Docking spires
6 Arena district
7 Haemonculus laboratory/temple/shrine
8 Non-Eldar Xenos camp

Territory Condition

  • Average
  • Toxic
  • Warp-poisoned
  • Fiercely-contested
  • Fogbound
  • Mandrake-infested
  • Warpbeast-infested
  • Haunted
  • Especially Grisly (by DE standards)
  • Partially Organic
  • Crystalline
  • Decaying
  • Ruined
  • Abandoned
  • Recently-conquered
  • Roll two dice, and reroll any duplicate results

Kabal Tactics

Kabal Tactics (d10)
1 Boarding Actions
2 Infiltration Tactics
3 Performance Art: Agony
4 Performance Art: Poison
5 Performance Art: Speed
6 Performance Art: Terror
7 Performance Art: Death (the go big or go home of the performance art segment; the really big Archons pay well for raids that specialize in mass slaughter, but they're also the ones who are most likely to subject you to tortures even they find novel if your performance isn't up to par.)
8 Death From Above
9 Capture Specialists
10 Sting And Disappear

Kabal Resource

  • Trueborn Majority
  • Nutrient Sources
  • Realspace Fleet
  • Anchorage
  • Ship-Forge
  • Webway Gate
  • Cloning Vats (more dudes/easier to attract Haemonculi)
  • Owned Arena
  • Weapon-Forge
  • Incubus Shrine
  • Low probability: Own a Sun

Kabal Signature Weapon

Kabal Signature Weapon (d9)
1 Splinter weapons
2 Close combat
3 Blaster weapons
4 Slave hunting focus
5 Jet bikes
6 Mandrake herders
7 Heavy weapons
8 Wrack lovers
9 Trueborn snob pain dealers

Currently Not Betraying

Currently Not Betraying (d8)
1 Another Kabal (That Might Be A Front For Yours)
2 A Wych Cult
3 A Haemonculus Coven
4 A Corsair Prince
5 An Exodite World
6 A Craftworld Exarch
7 A Craftworld Farseer
8 A Xenos Patsy (unbetrayed state EXTREMELY temporary)

Goals

Goals? (d8)
1 Carnal Pleasure
2 Stimulants & Hallucinogenics
3 Music
4 Inscrutable
5 Riches
6 Murder
7 Power
8 Survival
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