Imperial Knight

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Hmmm...does this look familiar to you...
File:Errant Detachment.jpg
EPIC Errant Knights. For when you want to cook your enemies really fast.

Somewhere between a regular walker and a Titan, the Imperial Knights are large single pilot war machines, similar to the Tau Riptide. Usually humanoid, the cockpit for the pilot is mounted in the head or just behind it in the main body.

About the Knights

The knights are allied with, or in some cases part of the Adeptus Mechanicus rather than being part of the Imperium. Knight Worlds are worlds which supply forge Worlds with foodstuff and raw materials and are defended by Knight Households. The Knight World gathers foodstuff and ores for a set period of time (usually a year) before the Adeptus Mechanicus arrive in a forge ship bringing new knight suits in exchange for the raw materials. As with most Imperial or Mechanicus forces, the Knight households wear bright heraldry.

Houses

There are two types of knight household, though a third association does exist.

  • Those who align themselves with the Imperium directly such as Imperial Houses, acting as independently operating vassals of a greater empire (much like Space Marine Chapters do), therefore answering calls for aid as they feel like, rather than being ordered to. Examples of Imperial Houses are:
    • House Terryn - House known for it's honour and bravery as well as rigidly adhering to ritual and ceremony. Supposedly it's homeworld of Voltoris is so peaceful and boring that it only encourages them to campaign across the galaxy. (their colour scheme is blue)
    • House Hawkshroud - A very Noblebright house, who believe that kindness should be returned tenfold and who answer any and all requests for assistance, which means their homeworld of Krastellan lies virtually undefended. Also have links with the Imperial Fists having been praised by the chapter master against Eldar of Alaitoc. (their colour scheme is also yellow)
    • House Cadmus - were once bound to the Mechanicum, but regained their independence and became an Imperial House when Gryphonne IV was nom nomed by Tyranids. Based on the mutant infested forest world of Riasa, they engage on mutant hunts ever year, with the winner getting to rule the house until the next hunt.
    • House Degallio
    • House Griffith - A house of hotheads who almost exclusively make use of the Knight Errant pattern and come from a planet inhabited by Actual Dragons. They are also one of the smallest knight houses, but remain one of the most respected. They engage in regular jousting tournaments using old fashioned horses, but wearing adamantium armour. Have a preference for close combat.
    • House Mortan
  • Other households are directly aligned to the Adeptus Mechanicus and are based on (or linked to) Forgeworlds, though retain their independence from the Cult Mechanicus they do have reciprocal trade and resupply agreements as well as swearing oaths of protection. Examples of Mechanicum Houses include:
    • House Taranis - The First of all Knight House (read Mechanicum) and were founded on Mars prior to the great crusade and the first martian contact with the Emperor. This house has ownership of some of the oldest knight suits.
    • House Raven - The largest of all Knight Households, based on the world of Kolossi and have close links to Forgeworld Metalica. Suspected to hold secret STC data which explains why they have so many Knight suits. Their fortress: the Keep Inviolate is said to be one of the most well-protected bastions in the Imperium, on a par with the Fang and the Imperial Palace, and is their coat of arms.
    • House Krast - The first Knight World (Chrysis) to be rediscovered during the Great Crusade, it's proximity to Mars mean't it was swiftly brought into the fold, but had its homeworld ravaged by Horus during the Heresy. They have a preference for hunting traitor titans.
    • House Vulker.
  • Sometimes, individual Knights detach themselves from Noble Houses entirely, either having been dishonoured, shunned or otherwise made unable to continue life within the Household. These knights break out on their own (with a handful of retainers to maintain the suit), either questing across the stars, or settling down and protecting the settlements on whichever worlds they end up on.
    • Knight Gerantius The Forgotten Knight - maintains a secret mountain base on Alaric Prime, though his planet is shared by other lesser knight houses.
    • Obsidian Knight - Fought in the Damocles campaign along with House Terryn on the planet Agrellan.
    • Auric Arachnus - somehow connected to the Ultramarines and earned honour slaying a Dominatrix during the battle for Macragge.
    • Retribution Incarnate - a hero of the Macharian crusades, believed to be the last member of an established household.
    • Justice - a freeblade connected to the Iron Hands chapter who is a master of slaying traitor knights. The Iron Hands chapter appear to be keeping his secrets and will not talk of his past.


Paladin Titans from EPIC times.

Knight Patterns

The Knights themselves come in several varieties, all of which have an energy shield to protect them from incoming fire and have a mix of shooty and choppy. Two varieties have just recently appeared in the 40K model range, the Knight Paladin with its rapid fire battlecannon and the Knight Errant with its thermal cannon. Other varieties, yet to be seen in 40k, are the Knight Lancer - similar to the Paladin, but faster and with more choppy, the Knight Crusader with Lascannons and a titan grade Quake Cannon, the Knight Castellan with Autocannons and a Quake Cannon and the command Baron class Knight with an even faster firing battlecannon, improved armour and the speed and choppiness of the Lancer.

Knights usually deploy alongside Titan legions as auxiliary forces. Although some patterns of Knight are capable of going toe to toe with smaller titans, or even larger titans outfitted exclusively for ranged combat, the Knights usual role is anti-infantry or anti-light vehicle freeing up the Titans to attack superheavies.

In game terms, the Knight Paladin and Knight Errant are superheavy walkers with strength D close combat weapons, a big gun and a special Ion Shield that gives them a 4+ invulnerable on a facing chosen at the start of each of your opponents shooting phases. The Paladin also mounts two heavy stubbers, and the Errant one heavy stubber.

Sacristans

Unlike the much larger Titan legions, most Imperial Knight Households do NOT retain tech-priests of the Adeptus Mechanicus to maintain and repair the knight suits. (Though Mechanicum households usually do)

Instead they invariably include a specific class of individual called a Sacristan, who is basically an artisan and a technology specialist. These Sacristans accompany the knight on his travels and keep his suit operational on campaign, and if a knight becomes somehow divorced from his household and becomes a Freeblade, the sacristans associated with the suit shall travel with him.

Unbeknownst (or immaterial) to the Imperial Households however, these Sacristans ARE inducted into the machine cult in a similar fashion to the Techmarines of the Adeptus Astartes having been trained either offworld or under an apprenticeship to an already established sacristan. So while they may not be fully ordained tech-priests, they do further the interests of the Mechanicum amongst the Knight Households.

Times of Epic

Back in the times of Epic Warhammer 40000, there were more types of Knights apart from the Paladin and the Errants:

Commander type Lancer. They all go really fast.
Lancer: Faster than other Knights, this pattern is all about scouting, distraction and hit and run tactics. Instead of its standard Shock Lance, it can swap it for a shorter in range, yet more powerful Power Lance. The only downside of them is that they are the most fragile of Knight Pattern.
When you need to kill something hard, roll out the Crusaders.
Crusader: Slower, yet more sturdier and powerful, Crusaders are armed with heavy weapons that are usually found on Warlord or Imperator Class Titans (such as the Quake Cannon). Due to them moving slow (blame the heavy weapons and loads of armoured bits) compared to other Knights, these behemoths are used to snipe targets from extreme range and act as a powerful support force for the rest of the Knights.
Castellans. Knight level of Dakka.
Castellan: The short-ranged cousin of the Crusader that swaps its Lascannons for multi-barreled Autocannons. This makes the Castellan a nightmare for infantry and light vehicles, as well as allowing it to deplete an enemy Titan's shields in a disturbingly short time.
When a Baron enters the battlefield, AWESOME ensues.
Baron: The biggest, baddest of all the Knights. Baron Knights are piloted by the deadliest members of a Knight House. Each Baron is actually build from the very basics as a ace-custom for its pilots. Combining armour and power to keep up with Lancers (yet being nearly as tough as Crusaders), as well being usually armed with Battle Cannons and the Lancer's Power Lance, the Barons lead their kinsmen to war and victory.
Old people are actually as deadly as younglings.
Warden: Piloted by the eldest (read retired) members of a Knight House, these goofy looking Knights shouldn't be underestimated as much as the old timers that pilot them. Warden Knight make up (like the Crusader) the heavy support part of a Knight House in the long-range category. Although not as fast as the youngsters, the pilots of Wardens make it up with years of brutally hard-won experience that makes them as deadly as the Barons.

Why Knight Titans are Awesome

Knight Errant of Freeblade Garantius. The Forgotten Knight. Closest you get to the Green Knight.

Knight Titan lore is some of the coolest stuff in 40K. True to both the medieval tradition and epic feel that 40K thrives from, Knight Titans protect the Agri Worlds that the Mechanicus use to supply (but predominantly feed) their incredibly ravenous Forge Worlds. These Titans are easier to produce by far than even the humble Warhound Titan, and so can be made reliable, and produced as an afterthought. So Knights aren't the biggest, baddest, most overblown thing in 40K. But, they are to the Knight Worlders. The people who live and die on those Agri Worlds, delineated from other Agri Worlds by their designation of Knight World, are all on the technology and societal levels of Medieval Europe. A lot of these worlds look like the Empire, from Warhammer Fantasy. Kings and Queens, Arthurian legend, stone brick castles an skullcapped peasantry. Fields and forests forever.

Imagine what someone from that world would think when they see a Knight Titan. The most agile giant robots the Imperium makes, capable of tanking lasers and plasma bombs, towering silently in a field on a world that probably doesn't even have gunpowder weaponry or a Copernican idea of the night sky. The kingdoms of the planet may have their petty wars, but life is dominated by meeting the food and resource quotas of machine-men from the sky, who build and fix the Knights that children and adults look at like gods or monsters, machine-men who could destroy a whole kingdom if they wanted to by dropping stars from the sky. Kingdoms train their nobles and knightly warriors to fight with swords, horses, and hammers. They drum up armies from farming peasants, and use squads of bowmen to kill men at range. Except for the Knight Titan pilots. Those who are honorable enough or skilled enough may graduate beyond knighthood, to Knighthood. Someone who takes a bath maybe twice a month and lives by torchlight has the duty to step inside a machine of such power an complexity that the science of the Third Millennium would be incapable of comprehending it. Those men are revered beyond their kings, for they are the wielders of magic and death, and are given more power than any other man on the planet. Those men fight monsters, murderous warriors from the sky, and even other Knight Titans from an enemy kingdom. Sometimes, when the machine men come down when they aren't expected, the men who pilot the machines must go to fight with the machine men in their wars. Not a war on the other side of the world, but a war on a distant star, surrounded by machines and giants even larger than they are.

Imagine the man who has the lifelong job of knowing how to run the Knights, and training the pilots. Imagine. The king that gives the order to bring his horsemen around the left flank, and fire the laser cannon onto the walls of his enemy's castle. Children grow up playing with a giant metal man standing over them, covered in livery and gold leaf. Old men tell stories of when their kingdom's metal giant slew a giant beast, or destroyed a castle, or ran across the planet to bring medicine to the king. Imagine what a pilot is to his subjects, or his lords. What legends would be told of them, the men who step inside the kingdom's giant? Not legends told of incomprehensible gods or statistic-scale tragedies, but of simple, honorable soldiers; told by humble, hardworking people for centuries after those soldiers are dead.

6th Edition

THOU SHALL NOT PASS BY A KNIGHT OF HOUSE TERRYN!! HAVE AT THEE BLUEBERRIES!!!.

Imperial Knights became a Codex in 6th edition. With the ability to be a primary detachment of 3-6 knights or secondary of 1-3 knights, to any army so far without limitations(have fun 'nid players) Knights may not ally with Chaos, Daemons, Necrons or Nids. They are desperate allies with Dark Eldar and Tau, allies of convenience with Eldar and Grey Knights, and battle brothers with all other factions. However, the Imperial Knights only come with 2 variations, the Paladin Knight and Errant Knight, each models is 375 and 370 respectively. To compound issues the Knights have no upgrades meaning it'll be hard to fit in points without taking a secondary attachment. However, you can ally with Chaos if you take Chaos as your allied detachment, as an Imperial Knight detachment is the same as a Lord or War or Inquisitor detachment due to the fact it can just be added on.

Note: Imperial Knights are only Vehicles, so no objective scoring unless you take allies GW announced the WD versions are scoring if they're your primary. But lets face it you're always playing Purge the Alien anyway, even when its not. (Although the editor of WD put this on facebook to a question on the GW digital editions page "Some clarification on the rules we presented in White Dwarf today for some folks here: the Imperial Knights don't occupy any force organisation slots, they are not Lords of War, they are an army unto themselves. Something we forgot to say is that all Imperial Knights are scoring units, and if you're playing 3-6 as a primary detachment, pick one as your Warlord." so we might get an FAQ soon.)

Lets do the numbers:

  • 1000 pts - You can have up to 2 models to fit the points cost. Sadly this means no Primary Detachment in low point games.
    • Max Points cost without going over - 750pts.
  • 1250 pts - Up to three models this time, making it the first points level you can play with your Primary detachment. Sadly you'll be short more than 100pts. Maybe you could take some upgrades? Oh wait...
    • Max Points cost without going over - 1125pts.
  • 1500 pts - Perfect if you plan on only taking Paladins, taking Errants will only punish you 5pts per Errant so not too bad. At this points cost you can field 4 of these Knights.
    • Max Points cost without going over - 1500pts.
  • 1750pts - Worst, since each Knight costs over 300pts and 1500 pts is a sweet spot you'll be unable to field anything more than what you can in 1500pts.
    • Max Points cost without going over - 1500pts.
  • 1850pts - Sweetspot if you are using only Errant Knights since if you have 5 of them they are perfect 1850 pts. Otherwise you'd have to ask your opponent for five more points depending on how many Paladins you want to throw in.
    • Max Points cost without going over - 1850pts.
  • 2000pts - This is another 1750pts issue, you can't go higher than 1850pts without going over because the model costs at least 370pts. Which puts it higher than 2000pts.
    • Max Points cost without going over - 1850pts.
    • Note: This is all speculation as the new Codex may have different rules and upgrades, best to wait.

So what if you want to deploy 6 Knights on the field at once? You are looking at somewhere between 2220 - 2250pts. If you can do this you just paid $840 American for an entire army of only 6 models, you sir are the envy of many neckbeards and clearly have more money than sense. And we thought the Grey Knights were an elite army per model.

Note: Flyers will laugh at your knights as they don't have any anti-flyer weapons (well minus the heavy stubber).

Creation Table

What is the Nature of our Vow? (d10)
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 Chapter Founded? (d100)
1 31st Millennium (the Chapter claims to be a Second Founding Chapter, although

little or no evidence exists to support the belief )

2–5 32nd Millennium
6–10 33rd Millennium
11–20 34th Millennium
21–30 35th Millennium
31–40 36th Millennium (Cursed Founding, this Chapter be fucked)
41–50 37th Millennium
51–60 38th Millenium
61–70 39th Millenium
71–80 40th Millenium
81–95 41st Millenium (Twenty-Sixth and last known Founding)
96–100 Unknown


Who was the Chapter's Progenitor? (d100)
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-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
7–8 Altered Stock - Gene-seed is altered and some implants are deficient - roll on Gene-Seed Deficiencies table
9–10 Flawed - Chapter's gene-seed is flawed and sets them apart from their progenitor - roll on Chapter Flaws table


Chapter Demeanour (d10)
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.
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.


Based on the Chapter's Progenitor, how likely are they to suffer gene-seed mutation?
Ultramarines 10%
Blood Angels 50%
Dark Angels 10%
Imperial Fists 10%
White Scars 20%
Raven Guard 20%
Iron Hands 20%
Salamanders 90%
Space Wolves 75%


If they have one, what mutation do they have? (This doesn't include mutations passed down from their founders, like the Imperial Fists' lack of a Betcher's Gland and Sus-an Membrane.)
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 Oolitic Secretions - Weird-coloured skin. Yeah, that's it.
5 Disturbing Voice - Ranges from speaking like a creaking floorboard to having a deep, booming voice.
6-8 Lost zygote - If you don't understand this one, why are you even trying to make a Chapter?
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 Multiple instabilities - roll d3 more times on the table, rerolling multiples of the same result.


If one exists, what is the Chapter's Flaw? (d10)
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 wierd and probably quite unsavory.


[Characteristic bonus table removed, because it wouldn't make sense without rules]


Figure of Legend (d100)
01-20 A Battle-Brother seconded from a previous generation Successor or even the First Founding Legion that provided the new

Chapter’s gene-seed. Roll again on this table to determine what type of warrior he was, rerolling if you get this result again.

21-50 Chapter Master
51-60 Chief Librarian
61-70 Master of Sanctity
71-73 Master of the Forge
74 Master of the Fleet
75 Chief Apothecary
76-85 Company Captain (roll d10 to determine which company).
86-90 Squad Sergeant (roll d10 twice to determine company and squad).
90-99 Battle-Brother (roll d10 twice to determine company and squad).
100 A specialist of your choice (Librarian, Chaplain, Techmarine, driver, pilot, etc).


Deeds of Legend (d100)
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 Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.

86-90 The hero was lost to his Chapter 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 Chapter remembers the name of the race, so utterly was it and its works cast down.
96-100 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 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 Chapter harbours a special hatred for the servants of the Officio Assassinorum to this day.


Chapter homeworld (d100)
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)
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)
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."


Chapter organisation (d10)
1-5 Codex-adherant
6-8 Divergent chapter
9-10 Unique organisation

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)
1 Close Combat
2 Ranged Combat
3 Armoured Assault
4 Stealth
5 Lightning Strike
6 Drop Pod
7 Thunderhawk Assault
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)
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)
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 Beastial 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 Chapters' beliefs take? (d100)
01-40 Revere the Primarch - "Our Spiritual Liege is better than yours!"
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 a hawk 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.


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 Nominal: The Chapter can field ten full companies, each with ten squads. In all likelihood most every squad consist of ten brethren and some specialised 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, or that the Chapter simply regards its numbers as optimal and cares little for the dictates of the Codex Astartes.


Who are your Chapter friendly with? (d100)
1-5 Administratum
6-15 Adeptus Arbites
16-30 Another 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 Chapter's enemies?(d100)
01-02 Roll on Chapter 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.

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House - Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter - Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang - Noble House
Chaos Chaos Space Marine Warband - Chaos Warband - Heretical Cult - Lost and the Damned Regiment - Renegade Knight House - Dark Skitarii Force - Traitor Titan Legion
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult - Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet - Wych Cult
Planets Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator
Misc. Power Armour
Vehicles of the Imperium of Man
Walkers Brutalis Dreadnought - Contemptor-Galatus Dreadnought - Contemptor-Incaendius Dreadnought
Death Company Dreadnought - Deathwatch Dreadnought - Dreadnought - Nemesis Dreadknight
Doomglaive Dreadnought - Furioso Dreadnought - Ironstrider Ballistarius - Invictor Tactical Warsuit
Librarian Dreadnought - Mortifier - Mortis Dreadnought - Onager Dunecrawler - Penitent Engine
Redemptor Dreadnought - Sentinel - Space Wolves Venerable Dreadnought - Sydonian Dragoon
Telemon Heavy Dreadnought - Throne of Judgement - Wulfen Dreadnought - Paragon Warsuit
Arachni-rig - Ballistus Dreadnought - Eldthursar - Hrimthursar - Ridge Walker
Unmanned
Robots
Auto-Gurney - Ambot - Castellan-class robot - Cataphract-class robot - Colossus-class robot
Conqueror-class robot - Crusader-class robot - Cyclops Demolition Vehicle - CATs - Nuncio-Aquila
Robot Crawler - Sanctioner Pattern Automaton - Servo-Automata - Servo-skull - Scyllax-class robot
Thanatar-class robot - Thunderfire Cannon - Vultarax stratos-automata
Transports Aurox - Chimera - Coronus Grav Carrier - Crassus Armored Assault Transport - Chronos Pattern Ironcrawler
Goliath Truck - Gorgon Armored Assault Transport - Hades Breaching Drill - Immolator - Impulsor - Macro-Hauler
Pegasus AAV - Razorback Transport - Repressor - Rhino - Road-Wheeler - Taurox - Testudo - Titan Train
Trojan Support Vehicle - Triaros Armoured Conveyer - Tunneling Transport Vehicles
Light
Vehicles
Atlas Recovery Tank - Achilles Ridgerunner - Bane Wolf - Bike Squad - Cargo-8 Ridgehauler - Centaur Utility Vehicle
Devil Dog - Field Ordnance Battery - Galvanic Servohauler - Goliath Mauler - Heavy Quad-Launcher - Hellhound
Invader ATV - Land Crawler - Outrider Quad - Pegasus AFV - Salamander Reconnaissance Tank - Scylla Light Tank
Siegfried - Squat Bike - Squat Trike - Tauros - Tectonic Fragdrill - Venator - Wolfquad
Battle
Tanks
Castigator Tank - Caladius Grav-Tank - Gladiator Tank - Kratos Heavy Assault Tank - Krios Battle Tank
Land Raider - Leman Russ Battle Tank - Predator - Ragnarok - Repulsor Tank - Rogal Dorn Battle Tank
Sabre Tank Hunter - Sicaran Battle Tank - Spartan Assault Tank - Vindicator
Ordnance Basilisk Artillery Gun - Colossus Bombard - Deathstrike Missile Launcher - Exorcist
Goliath Mega-Cannon - Griffon Heavy Mortar Carrier - Hunter - Hydra Flak Tank
Legion Arquitor Bombard - Manticore Launcher Tank - Medusa Siege Gun
Rapier Armoured Carrier - Stalker - Whirlwind - Wyvern Suppression Tank
Superheavy
Tanks
Astraeus - Baneblade - Capitol Imperialis - Cerberus Heavy Tank Destroyer - Fellblade
Leviathan - Macharius Heavy Tank - Macrocarid Explorator - Malcador Heavy Tank
Mobile Cathedral - Mastodon - Ordinatus - Typhon Heavy Siege Tank
Skimmers Dawneagle Jetbike - Escher Cutter - Gyrfalcon Pattern Jetbike - Imperial Jetbike
Javelin Attack Speeder - Grav-Cutter - Grav-Rhino - Kharon - Kyzagan Assault Speeder
Land Speeder - Land Speeder Vengeance - Pulpit of Saint Holline's Basilica
Skorpius Hover Tank - Stormrider - Storm Speeder - Pallas Grav-Attack - Abeyant
Flyers Archaeocopter - Ares Gunship - Caestus Assault Ram - Container Transporter - Corvus Blackstar
Fire Raptor - Iron Eagle Gyrocopter - Nephilim Jetfighter - Orgus Flyer - Orion Gunship - Overlord Gunship
Sky Talon - Space Marine Landing Craft - Storm Eagle - Stormbird - Stormhawk - Chiropteran
Stormraven - Stormtalon - Stormwolf - Thunderhawk - Whispercutter - Valkyrie - Vendetta - Vulture
Fighters &
Bombers
Avenger Strike Fighter - Lightning Fighter - Marauder Bomber
Stormfang - Thunderbolt Fighter - Xiphon Interceptor
Spacecraft Aquila Lander - Arvus Lighter - Boarding Torpedo - Devourer Dropship - Drop Pod
Faustus Interceptor - Fury Interceptor - Gun-Cutter - Shark Assault Boat
Starhawk Bomber - Tetrarch Heavy Lander - Galaxy Troop Ship
Titans Imperial Knight - Warhound Scout Titan - Dire Wolf Heavy Scout Titan - Reaver Battle Titan
Warbringer Nemesis Titan - Warlord Battle Titan - Warmaster Heavy Battle Titan - Emperor Battle Titan