Imperial Knight House Creation Tables: Difference between revisions
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| The Big Guns Never Tire - The House prefers to keep their enemies at range and in their gun sights, to the point that this House cannot be relied upon engage in close assault. | | The Big Guns Never Tire - The House prefers to keep their enemies at range and in their gun sights, to the point that this House cannot be relied upon to engage in close assault. | ||
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Revision as of 03:58, 13 March 2014
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Creation Table
Work in Progress, help out!
What is the Nature of our Vow? (d10) | |
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1–3 | Strategic Prognostication - "Our tarot cards say there's going to be a threat here, maybe. Call the Knights!" |
4–5 | Counter - "There are Orks over here! Send the Knights!" "But it'll take 50 ye-" "Do it!" |
5–8 | Standing Force - "And these stars are ours to defend." |
9–10 | Crusade - "We need people running around and hitting the Imperium's enemies. Call the Knights!" |
When Was The House Contacted? (d100) | |
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1 | Time Immemorial (Houses like Taranis who are on Mars or Houses that were always in contact with a Forgeworld) |
2–52 | Great Crusade |
53–60 | Heresy, dire times indeed |
61–65 | Scouring |
66–70 | Early Imperium |
71–80 | Schism/Beheading |
81–90 | Macharian Crusade/Other Crusade |
91-100 | Recent |
Who is our direct suzereign? (d10) | |
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1-4 | Imperial |
5-8 | Mechanicum |
9 | Freeblade Band |
10 | Something Else, Chapter of Astartes, Rogue Trader, etc etc |
Ceremony (d10) | |
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1–4 | Rigid -- Things are literally so boring that Knights go to war to keep their sanity. Just as planned. |
5-7 | Reasonabe -- Things are much like any other organization in the Imperium, with ritual guiding many aspects of life. Just not all of them. |
7–8 | Nonchalant -- Ceremony, who cares? We've got giant robots. |
9–10 | Divergent -- Be it blood sacrifice or machine meditation, things are very different here. |
House Demeanour (d10) | |
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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 - Progress? *BLAM* No. Awesome toys? Yes please. |
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 House - Performing unheroic acts? *BLAM* No. |
If one exists, what is the Chapter's Flaw? There really ought to be more of these (d10) | |
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1 | We Stand Alone - The House is either distrusted for some reason, or shuns contact with others. |
2 | Honor Any Oath - The House is sworn to honor any commitment, no matter thinly it stretches its forces. |
3 | Pride in the Colours - The House places the honour of the house first, even above common sense. |
4 | Our Way- These Knights listen, understand, and then do what they were going to do anyway. |
5 | Faith in Suspicion - The House particularly hates a single Imperial institution, and refuses to work with them. |
6 | Enjoys a Bit of the Claret - There's a difference between killing the foe and splashing around in their blood. |
7 | Eye to Eye - The House hates any method of warfare other than running up to the enemy and punching them. |
8 | The Big Guns Never Tire - The House prefers to keep their enemies at range and in their gun sights, to the point that this House cannot be relied upon to engage in close assault. |
9 | Blind Hatred - The presence of an ancient foe or a rival House can drive these Knights beyond reason. |
10 | Local Cult - The practices of the House are wierd and probably quite unsavory. |
Figure of Legend (d100) | |
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01-20 | A great Hero from days of yore, Dark Age of Technology or before. |
21-30 | A mighty Knight who crusaded with the Emperor himself! |
31-40 | A true Hero of the Imperium who stood against the Traitors! |
41-50 | A Baron |
51-53 | A Knight initiate |
54-74 | Just a regular Knight |
75-78 | A Sacristan |
79-85 | A Knight's Consort |
86-90 | A peasant/member of the Fyrd/Militia |
100 | A specialist of your choice (Librarian, Chaplain, Techmarine, driver, pilot, etc). |
Deeds of Legend (d100) | |
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01-25 | 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. |
26-50 | The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince. |
51-70 | 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. |
71-85 | The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing.
He and his House are especially hated by the pernicious Eldar, for whom the event is still fresh and raw. |
86-90 | The hero was lost to his House in a warp accident, yet his descendents have cause to believe he lives still and may one day return to them in glory. |
91-95 | The hero was the first to face some newly discovered alien race, and ultimately responsible for its total destruction. Centuries later, only the House remembers the name of the race, so utterly was it and its works cast down. |
96-100 | The hero led his House in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by treachery within the fold of the Imperium, slain by an assassin’s turbo-penetrator round on the field of battle. Just why he was targeted was never discovered, and the House harbours a special hatred for the servants of the Officio Assassinorum to this day. |
Size of our Domain(d10) | |
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1-3 | Tiny, just the Homeworld/System |
4-8 | Sizable, several star systems |
9-10 | Immense -- "My son, some day all of that will be your's" |
House Homeworld (d100) | |
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01-30 | Hive World |
31-60 | Feral World |
61-70 | Medieval World |
71-80 | Civilised World |
81-90 | Uninhabited World |
91-100 | Fleet-based (d10 vessels, 50/50 chance of fleet being battle-ready or suffering from damage/other inhibiting complications) |
Homeworld terrain (d100) | |
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1–25 | Jungle |
26–50 | Desert |
51–60 | Ice |
61–65 | Ocean |
66–75 | Wasteland |
76–80 | Urban |
81–85 | Dead |
86–90 | Airless |
90–100 | Temperate |
Rule of homeworld (d10) | |
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1-4 | Direct Rule - "So I have written, so shall it ever be." |
5-7 | Stewardship - "Hi, Planetary Governor? It's me, the Baron. Just calling you to remind you that I outrank you, even if I don't do anything." |
8-10 | Distant rule - "Rule? That's peasant's work!" |
House Hierarchy (d10) | |
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1-5 | Strict |
6-8 | Flexible |
9-10 | Every Knight for himself! |
NOTE - Rites of Battle suggests using the numbers 1-7, 8-9, and 10 for Ultramarines successors. Keep in mind that the Smurfs don't like it when their successors try to break off from the Codex Astartes.
Combat doctrine (d10) | |
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1 | Close Combat |
2 | Ranged Combat |
3 | Armoured Assault |
4 | Stealth |
5 | Lightning Strike |
6 | Planet Strike Vanguard |
7 | Long Range Operations |
8 | Siege |
9 | Shock and Awe |
10 | Terror |
[Squad Mode and Solo Mode tables removed, because they wouldn't make sense without rules]
Specialty restrictions (units the chapter cannot field) - Only roll if Unique Organisation was selected (d100) | |
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01–20 | Apothecary |
21–40 | Assault Marine |
41-60 | Devastator Marine |
61-80 | Techmarine |
81-97 | Librarian |
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.) |
Special equipment- Only roll if Divergent or Unique Organisation was selected (d100) | |
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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 Chapter’s that favor the Assault Combat Doctrine, Battle-Brother’s 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 Chapter’s 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. |
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 Chapter’s 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. |
What form do the House's beliefs take? (d100) | |
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01-40 | Revere the Omnissiah - "He's the Emperor. Or the Emperor is him. Look, the point is there's machines, cogs, and it's all really cool. " |
41-65 | The Emperor Above All - "I don't mind praying in the Chapel. I mind praying to the arc welder ten times a day." |
66-75 | Honour the Ancestors - "Old members of our House 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 a horse as our House symbol? Yeah, we're going to stick that everywhere." |
86-90 | Servants of the Imperium - "We're all comrades in arms in the Emperor's service. I'm just a good deal better equipped." |
91-95 | Mechanicus Scions - "We're here for the STC fragments. Your Hive is collateral damage." |
96-100 | Esoteric Beliefs - "Get me the calipers and nails! Ol' Bessy got herself another trophy!" |
At what strength is the House? (d10) | |
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1 | Few, but Proud: The last remnants of a once proud House, these warriors are few in number. Each Knight is a precious relic that is maintained with what resources the House has left. Every battle is a struggle for survival, every loss irreplaceable. |
2-4 | Under Strength: The House 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 several decades. Connections with the Mechanicus may accelerate this process. |
5-9 | Nominal: The House can field several Strongholds of Knights, enough to defend its fiefdoms and fulfill its obligations to the Imperium and Mechanicus |
10 | Over Strength: Some Houses, through luck, long history or ties to a powerful Forge World, can field large numbers of Knights. The daily roll call for Knights, consorts, sacristans and their offspring takes up a depressingly long amount of time. |
Who are your House friendly with? (d100) | |
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1-5 | Administratum |
6-15 | Adeptus Arbites |
16-30 | Adeptus Astartes Chapter (choose one) |
31-35 | Adeptus Astra Telepatica |
36-45 | Adeptus Mechanicus |
46-50 | Adepta Sororitas |
51-55 | Adeptus Titanicus |
56-58 | Astropaths |
59-60 | Chartist Captains |
61-65 | Ecclesiarchy |
66-75 | Imperial Guard from a specific world |
76-79 | Imperial Navy |
80-85 | Inquisition |
86-88 | Navigators |
89-91 | Officio Assassinorum |
91-93 | Planetary Defence Force of a specific world |
94-98 | A Rogue Trader dynasty |
99 | Schola Progenium |
100 | Scholastica Psykana |
Who are the House's enemies?(d100) | |
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01-02 | Roll on House Friends table |
3-14 | The Orks (alternatively, you may select a particular Waaagh! or Warboss) |
15-32 | The Eldar, Probably one of their Knight Houses (alternatively, you may select a particular Craftworld or leader) |
33-51 | Chaos Knight house! |
52-62 | The Tyranids (alternatively, you may select a particular Hive Fleet) |
63-72 | Chaos Space Marines (you should choose a particular warband, Chapter, or Traitor Legion) |
72-79 | A particular Daemon, Daemon Prince or Disciple of Chaos |
80-87 | A particular Chaos-aligned group (i.e., Traitor Titan Legion, Chaos pirates, renegade Imperial Guard, etc.) |
88-97 | The Dark Eldar (alternatively, you may select a particular Kabal or leader). |
97-98 | The Tau (alternatively, you may select a particular Tau force or leader) |
99-100 | Other (choose one force or group, such as aliens or heretics or a specific cult) |
Lastly, add a name, colours, and heraldry. God-Emperor help us all.