Adeptus Custodes Shield Host Creation Tables

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This article presents creation tables for an Adeptus Custodes Shield Host. Ave Imperator! Desperately in need of expansion and refinement.

Shield Host Origins[edit]

Why Was The Shield Host Founded? (d10)
1–2 General Consensus - "This Shield Host was founded by majority vote or some other method of decision. Regardless, the bulk of the Host's forces decided to form the Host in the first place."
2–4 Lost to Time - "This Company has been around since the early days of the Great Crusade, but whether due to the passage of time, the meddling of the Adeptus Administratum, or the work of the Inquisition, its name and deeds have been lost to Imperial records...until now."
5–6 Counter - "This Shield Host was founded as a direct counter to an immediate threat that just happened to have a sizable number of Custodian Guard within striking distance."
7–8 Prophecy - "This Shield Host was founded because its founder, or a figure of status, had a vision of a dire prophecy about to pass."
9–10 Crusade - "This Shield Host was founded with the sole purpose of going on crusade and striking back against the foes of the Imperium."

Serving in His name[edit]

What is the role of this Shield Host? (d10)
1–2 Fighting at the Front - This Shield Host is known for making its way to the front lines so as to whack the xenos/heretics/mutants on the head with greater efficiency.
3–4 Search and Recovery - This Shield Host is adept at finding and securing artifacts and information such that they may be transported back to Terra.
5–6 Advisors - The Shield Host offers the wisdom of centuries, be it in combat or in waxing poetic to Eldar.
7–8 His Sword in the Dark - This Shield Host serves to act upon information delivered to them by the Eyes of the Emperor. Where the Eyes see, the Host strikes.
9-10 Devout Servants - This Shield Host will fight with post-human fury, believing that each stroke of their auric weapons, each shot from their bolters, and each strike with their fists serves to revive the Emperor, bit by bit.


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

Commander Legends[edit]

The Deed that promoted the current Commander to his position (d10)
1 While only a Custodian Guard, the Commander banished a Daemon Prince while fighting at a severe disadvantage (lack of armour/weapon, warp-fuckery, etc.).
2 Acting on information about a possible attempt on the life of an Imperial officer of extremely high rank, the now-Commander cut down the assassin(s) and saved the officer, who in turn sent a missive to Terra detailing the deed.
3 The Commander stood at his vigil, guarding the Golden Throne, for well over ten thousand years. His service was of such distinction that he was promoted and dispatched to the front.
4 The Commander went behind enemy lines to take a T'au commander as prisoner, so that he might be taken to the Inquisition for "interrogation".
5 The Commander has personally communed with the Emperor through the use of his Text to Speech device the Emperor's frequent telepathic communication with the Custodes, and in this particular communion the Commander was told to fight at the front.
6 The Commander cleared out an uprising in one of Terra's numerous hives, alone.
7 The Commander was crowned Victor of the Blood Games with a streak 1d6 games long. For this, he was promoted.
8 In a battle against fate itself, the Commander thwarted the efforts of Magnus the Red himself once the Crimson King emerged once more into reality, and has forever claimed the title of "God Killer" as his sole victory.
9 The Commander took a point-blank shot from a well-aimed lance shot while overseeing a frenzied void war. After this, he took only twenty mortal Voidsmen-at-Arms in a Shark Assault Boat for a successful decapitation strike upon the xeno flagship. Literally. The Commander ripped the Eldar admiral's head and spine from her body in one go. Rumors that the decapitated head was mailed to Commoragh with a Vortex grenade tied to the packaging persist to this day.
10 In his wisdom and charisma, he managed to sway a traitor commander to surrender despite being surrounded on all fronts and massively outnumbered, simultaneously ending the conflict with minimal damage and helping the traitors find redemption (in suicide attacks after brainwashing, of course, though their souls are hopefully fine).
Combat doctrine (d10)
1 Aid Unlooked For: The Host arrives from the blackness of space to claim victory against a foe, be it mortal or malign, and then depart into that same blackness as arrived.
2 Without Flaw: These Custodes either engage in melee or fight from range, but either way do so in a way that most battles are fought without a scratch.
3 Grinding Assault: A vast force of Land Raiders churns stone and metal into dust, as they roll across the horizon, and then their occupants sweep up what is left behind.
4 Shield Breaker: Within this host lies a large number of stubborn and wrathful Custodes who wade into the tide of battle to allow their allies to break through.
5 Executioners: Rather than permit the leader of the enemy to exist, they will ensure that upon the eve of battle, no expense is spared in ensuring their Great Enemy is slain.
6 Holy Crusade: Rather than halt for the enemy to engage them this Shield Host simply marches through the enemy, and does not stop until all are dead.
7 Honor Duel: A challenge to a ruler must be answered, but while a battle rages around them the enemy finds that this challenge is often far greater than any before.
8 Kill-Teams: Though a common tactic throughout the galaxy it is a rare few that can equal the might of a Custodes kill team who are more like entire legions of ordinary troops, and in war small squads will force the enemy to fight on a thousand fronts against a thousand such legions.
9 An Example For All: It is most relevant in Shield Hosts that fight alongside allies, but it is not unheard of for such a Shield Host to impress themselves upon their enemies as to make the presence of any Custodes to be a dire threat.
10 Golden Gods: To face a Custodes in battle is to face a unique creature, warrior without peer, and as such this Host rides into battle with their sheer presence scattering the enemy before them.

Reputation[edit]

What is the reputation of this Shield Host? (d10)
1 Unknown: The Host is either so effective as to leave no knowledge of their presence or fight well enough to deny the enemy any survivors to tell of their glories.
2-4 Hardly Heard: Perhaps suffering from what others would look upon as an ignoble duty, guarding a sanctuary or standing watch on a moon, this Host is unheard of to most of the Galaxy besides the most well versed.
5-9 Known: The Shield Host is recorded in quite a few tales and legends across the galaxy with their exploits being described as epic tales to those that have heard.
10 Legendary: Some Shield Hosts attain such glory in combat, such recognition in the eyes of their friends and foes, that from the smallest feral world child to the greatest traitor leader are their efforts known. The Host's name is told to heretic children as something to be feared.


Shield Host Relations[edit]

Who are your Shield Host friendly with? (d100)
1-5 Administratum
6-15 Adeptus Arbites
16-30 Another Shield Host (choose one)
31-35 Adeptus Astra Telepathica
36-45 Adeptus Mechanicus
46-50 Adepta Sororitas
51-53 Adeptus Titanicus
54-55 an Imperial Knight house
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 Shield Host's enemies?(d100)
01-02 Roll on Shield Host Friends table
3-31 The Orks (alternatively, you may select a particular Waaagh! or Warboss)
32-42 The Eldar (alternatively, you may select a particular Craftworld or leader)
43-51 The Tyranids (alternatively, you may select a particular Hive Fleet)
52-68 Chaos Space Marines (you should choose a particular warband, Chapter, or Traitor Legion)
69-79 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).
97-100 Other (choose one force or group, such as aliens (see below) or heretics or a specific cult)


Minor Xenos Species/Empires(1d100)
1-10 Tau Empire (alternatively, you may select a particular Tau force or leader)
11-20 Hrud
21-30 Fra'al
31-40 Uluméathic League
41-50 Yu'Vath/Legacy of the Yu'vath/Rak'gol
51-60 Enslavers
61-65 Barghesi
66-70 Tarellians
71-75 Thyrrus
76-80 Hellgrammite
81-85 Loxatl
85-90 Saharduin
91-92 Xenarch
93-95 Cythor Fiends
96-97 Nightmare-Engines of the Pale Wasting
98-100 Other Xenos Species (pick one or roll/write one up)

Links[edit]

Original Version

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