Reason for Turning Renegade
Why did we turn renegade? (d15)
|
1–3
|
During the Darkness of the Horus Heresy, the House sided with the Traitors or a Traitor Legion.
|
4–5
|
Sometime after the Heresy, the House abandoned the Imperium over some real or perceived slight.
|
6–8
|
During the waxing and waning of the Warp in the 10,000 years since the Heresy, their homeworld was consumed by a storm and corrupted by Chaos.
|
9–10
|
Consumed by the Great Rift, the House has since fallen to Chaos, utterly abandoned by the Imperium.
|
11-12
|
Hired Guns - more of a collection of mercenaries than a knightly House, theses pilots sell their services to the highest bidder, a habit that has corrupted their suits and world over time. Perhaps paid in slaves and material by a Chaos Warband or perhaps among the forces of a Hellforge, or simply selling their services to the highest bidder.
|
13-14
|
Gang of Theives - it may have started out as a fallen house but if it did its now little more then a large collection of Freeblades from all over the galaxy who have fallen to chaos or otherwise abandoned the Imperium brought together by a common cause. whether they'v joined forces in service to a common God or they believe themselves a brave band of outlaws (Merry Mechs if you will) fighting the good fight against the Imperium is up to you.
|
15
|
Never fell - Whether they've served the ruinous powers since time immemorial or just showed up in the annuals of history one day serving chaos they never fell from the light of the Emperor because they never served him in the first place.
|
Sovereign
Who is our direct Sovereign? (d10)
|
1-4
|
The Dark Mechanicus or a specific Hellforge.
|
5-8
|
A specific Traitor Legion or Warband (Roll a d10 - 1 for World Eaters, 2 for Emperor's Children, 3 for Thousand Sons, 4 for Death Guard, 5 for Black Legion, 6 for Night Lords, 7 for Iron Warriors, 8 for Word Bearers, 9 for Alpha Legion, 10 for a Renegade Warband)
|
9
|
A specific Chaos God (Roll a d10 - 1-2 for Slaanesh, 3-4 for Khorne, 5-6 for Nurgle, 7-8 for Tzeentch, 9 for Undivided, 10 for a lesser god/daemon).
|
10
|
Independent.
|
Succession Laws
Succession Laws. Who inherits the Knight Titan and titles? (d5--do not roll if Independent; roll on eligibility table below to determine set of eligible inheritors; d6 if you want to include something custom.)
|
1
|
Gavelkind/Partible
|
Titles and Knights are split between all eligible inheritors by lottery. Roll a d2; on a 1, an inheritor cannot inherit a second inheritance until all inheritors have at least one, nor a third until all have at least 2, and so on; on a 2, they can (the lottery can return the same winner for every item, in theory).
|
2
|
Gerontocracy
|
All titles and Knights are given to the eldest eligible inheritor, who may distribute them as necessary (hopefully they're not in diapers!).
|
3
|
Feudal Elective
|
All eligible inheritors vote on who all titles and Knights are given to, who may distribute them as necessary (hopefully they're not in diapers!). Politicking is fierce!
|
4
|
Peerage
|
Each title and Knight follows a distinct inheritance scheme; roll again for the type of inheritance that is used for each.
|
5
|
Free Knights
|
There is no inheritance structure; when a Knight and title become "up for grabs", they are fought over until someone holds it by might makes right.
|
6
|
Unique
|
The House has come up with its own, no-doubt incredibly convoluted, succession laws.
|
Succession Laws. Who is eligible to inherit? (d6--do not roll if Independent)
|
1
|
Primogeniture
|
Set of inheritors is children; only go to grandchildren if no children are alive. Full line of succession (when age based) is eldest child > second eldest child > ... > eldest child's eldest child > eldest child's second eldest child > ... > eldest sibling > second eldest sibling > ... > eldest sibling's eldest child and so on, where children > siblings > aunts and uncles > great-aunts and great-uncles, always going "laterally" across a generation before going "down", despite going "down" initially from the deceased.
|
2
|
Absolute Primogeniture
|
Set of inheritors is children, but a dead child's children inherit for them. Full line of succession (when age based) is eldest child > eldest child's eldest child > eldest child's second eldest child > ... > second eldest child > second eldest child's eldest child > ... > eldest sibling > eldest sibling's eldest child and so on, where children > siblings > aunts and uncles > great-aunts and great-uncles, always going "down" a family line before going "laterally".
|
3
|
Seniority
|
Set of inheritors is siblings first, always going "laterally" across a generation before going "down"; otherwise, follow primogeniture. Order of succession is eldest sibling > second eldest sibling > ... > eldest child > second eldest child > ... > eldest child's eldest child > ... > eldest sibling's eldest child and so on.
|
4
|
Feudal Commune
|
Set of inheritors is entire family.
|
5
|
Meritocracy
|
Set of inheritors is entire family; in addition, there is some process by which non-family members can become eligible as inheritors, although their families do not, so the inheritance will always return to the family eventually (a deceased non-family member counts as both sibling and child to the family member they inherited their titles or Knights from, but their family does not). Typical processes include being rewarded for doing extremely well in military service or being voted in by the family.
|
6
|
Tyranny
|
The set of inheritors is always the current holder of the title to the Head of the Household; roll again for inheriting the Head of the Household title. If you prefer, this can be any other title, although this will always inevitably eventually result in the owner of that title taking the Head of the Household title by force.
|
Amount of Ceremony
Ceremony (d10)
|
1–2
|
Rigid
|
3-4
|
Reasonable
|
5–6
|
Nonchalant
|
7–10
|
Divergent
|
- Rigid: Daily sacrifices to the Dark Gods are common, and all knights are required to take part.
- Reasonable: Using ritual as a way to strengthen themselves, this House is unwilling to sell their souls to the gods for power. Those that haven't gone insane that is.
- Nonchalant: The House is very fast and loose, and mostly just cares that they have giant robots. Most pilots will be raucous (and rakish) playboys (or girls). Any worship of the True Gods will be through actions and not words.
- Divergent: Holding beliefs only the insanity of the Dark Mechanicus could harbor, from infesting their suits with Daemons to integrating xenos tech into their machines, things are very different here.
House Demeanour
House Demeanour (d10)
|
1
|
Swift As The Wind - Going slowly and thinking things out? *BLAM* No.
|
2
|
Kill Maim Burn - Not destroy everything? *BLAM* No.
|
3
|
No Mercy for the Weak - Let the enemy go so we can follow them? *BLAM* No.
|
4
|
Corruption Above All - Not being a possessed and mutated freak? *BLAM* No.
|
5
|
Scions of the True Omnissiah - Orthodoxy? *BLAM* No. Awesome Daemonic toys? Yes please.
|
6
|
See, But Don't Be Seen - Run onto the battlefield in colourful knights screaming like a maniac? *BLAM* No.
|
7
|
Suffer Not the Alien to Live - Xenos? *BLAM* No.
|
8
|
Suffer Not the Work of Loyalists - Loyalists? *BLAM* No.
|
9
|
Brothers in Battle - Hoes before bros? *BLAM* No. Note that your Bro or Sis are also good candidates for your Hoe so you can avoid this problem.
|
10
|
Uphold the Dishonour of the House - Performing acts that can be remotely decent? *BLAM* No.
|
House Flaw
If one exists, what is the House's Flaw? There really ought to be more of these (d10)
|
1
|
We Stand Alone
|
2
|
Honour Any Oath
|
3
|
Pride in the Colours
|
4
|
Our Way
|
5
|
Faith in Suspicion
|
6
|
Enjoys “a Bit” of the Claret
|
7
|
Eye to Eye
|
8
|
The Big Guns Never Tire
|
9
|
Blind Hatred
|
10
|
Local Cult
|
- We Stand Alone: The House is isolationist and only attends battle when absolutely required by bonds of honour. As a result, many distrust the House and its intentions...
- Honour Any Oath: The House is obsessed with honouring any and every oath, even when it would lead to the destruction of the House. They are often particularly brash.
- Pride in the Colours: The House is obsessed with maintaining their colours, going so far as to refuse the Eight Point Star or Sigils of the Dark Gods because it might obscure their insignia!
- Our Way: The Knights of the House listen to and understand the strategy of the campaign's warmaster... and then do what they were going to do anyway.
- Faith in Suspicion: The House finds another Chaotic Host (or even another Fallen Knight House) particularly suspicious. They will fight with them if they must, but they would really prefer not to...
- Enjoys “a Bit” of the Claret: There's a difference between, but nothing wrong with, killing the foe and splashing around in their blood.
- Eye to Eye: The House hates any method of warfare other than running up to the enemy and stomping them.
- The Big Guns Never Tire: The House prefers to keep their enemies at range, to the point that this House cannot be relied upon to engage in close assault.
- Blind Hatred: The presence of a particular, ancient foe on the battlefield drives the Knights beyond reason.
- Local Cult: The practices of the House are weird and probably quite unsavory, even by the standards of their peers.
Figure of Legend
Figure of Legend (d100)
|
01-20
|
A great Hero from days of yore, Dark Age of Technology or before.
|
21-30
|
A mighty Knight who crusaded with the Warmaster himself (reroll if the Knight didn't fall during the Darkness of the Horus Heresy).
|
31-40
|
A true Scion of the Dark Gods who stood against the Loyalist Dogs.
|
41-50
|
A Baron
|
51-53
|
A Knight initiate
|
54-74
|
Just a regular Knight
|
75-78
|
An Idolator
|
79-85
|
A Knight's Consort
|
86-99
|
A peasant/member of the Fyrd/Cult
|
100
|
An outsider of your choice (Warmaster, Chaos Lord, Corrupted Official 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 the Corpse Emperor and slew an Imperial Titan!
|
51-70
|
The hero led a glorious campaign against an Imperial army, driving the foe and bringing an entire sector into the Realm of Chaos.
|
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 to a warp breach, yet his descendants 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 the House’s enemies, and is a reminder to all Nobles of their dark destiny.
|
Domain Size
Size of our Domain(d10)
|
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 yours."
|
Homeworld
House Homeworld (d100)
|
01-10
|
Feral World
|
11-20
|
Feudal World
|
21-30
|
Industrial World
|
31-40
|
Agri World
|
41-45
|
Prison Planet
|
46-50
|
Hive World
|
51-55
|
Forge World
|
56-60
|
Dead World
|
61-70
|
Fortress World
|
71-75
|
Death World
|
76-80
|
Daemon World (Re-roll if your House is "Independent")
|
81-90
|
N/A (Independent) (if Independent was chosen in the sovereign table, this can be chosen by default)
|
91-95
|
Stationary non-planet, such as a debris field, an asteroid belt or a deep-space station
|
96-100
|
Space Hulk
|
Homeworld terrain (d100)
|
1–20
|
Jungle
|
21–30
|
Desert
|
31-45
|
Warp-twisted, roll again for the base terrain, automatic for Daemon Worlds
|
46–50
|
Ice
|
51–55
|
Ocean
|
56–70
|
Wasteland
|
71–75
|
Volcanic
|
76-85
|
Dead
|
86–95
|
Toxic
|
96–100
|
Airless
|
Homeworld Rule
Rule of homeworld (d10)
|
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! I've got things to kill for the Dark Gods!"
|
House Hierarchy
House Hierarchy (d10)
|
1-3
|
Strict
|
4-6
|
Flexible
|
7-10
|
Every Knight for himself!
|
Preferred Combat Doctrine
Combat doctrine (d10)
|
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
|
Preferred Knight Variant
Preferred Knight variant (d100)
|
01–15
|
Knight Rampager
|
16–30
|
Knight Despoiler
|
31-15
|
Knight Desecrator
|
45-55
|
Knights of Slannesh (Knights may choose this if their Sovereign is Emperor's Children or Slannesh. Disregard if the Sovereign is not Emperor's Children or Slannesh.)
|
56-70
|
Knight Tyrant
|
71–80
|
Knight Abhorrent Type (Disregard if the Sovereign is Independent.)
|
81–89
|
Some unspeakable...thing for which there can be no true description
|
91-95
|
Knight Questoris Type
|
96-100
|
No particular preference
|
Restrictions
Specialty restrictions (units the house has few of or cannot field) - Do not roll if No Particular Preference was selected (d100)
|
01–20
|
No restrictions
|
21–30
|
Knight Rampager
|
31-40
|
Knight Desecrator
|
41-50
|
Knight Abhorrent Type (Knights may take it automatically if their sovereign is Independent)
|
51-65
|
Knight Despoiler
|
66-80
|
Knight Tyrant
|
81-95
|
Knights of Slannesh (Knights may take it automatically if their sovereign is World Eaters, Khorne, or Independent. Disregard if the Sovereign is Slannesh or Emperor's Children)
|
96-100
|
Roll Twice on this Chart or choose something truly unusual (i.e., the House has no Sacristans, there are no supporting Men-at-Arms/peasant militia, etc.)
|
House Beliefs
What form do the House's beliefs take? (d100)
|
01-25
|
Revere the True Omnissiah - "He's the Dark Gods. Or the Dark Gods are him. Look, the point is there's machines, cogs, and it's all really cool. "
|
26-50
|
Dark Gods Above All - "I don't mind praying in the Chapel while sacrifices are made once a week. I mind praying to the arc welder ten times a day."
|
51-65
|
Honor Amongst Thieves - "We betrayed the Imperium not our own House."
|
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
|
Dark Mechanicus Scions - "We're here for the STC fragments. Your Hive is collateral damage."
|
91-95
|
Purity of Man - "Technology makes you weak. Only our giant battle mech are allowed."
|
96-100
|
Esoteric Beliefs - "Get me the calipers and nails! Ol' Bessy got herself another trophy!"
|
House Combat Strength
At what strength is the House? (d10)
|
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 Dark 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 for the Ruinous Powers and Dark 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, idolators and their offspring takes up an exasperating amount of time.
|
House Allies & Enemies
House allies. Who has our back? (d100)
|
1-5
|
Warmaster Abaddon
|
6-10
|
Populace of a waning Imperial Planet
|
11-15
|
Corrupt Governor or other high-ranking Imperial official
|
16-30
|
Chaos warband or specific Chaos Lord
|
31-35
|
Rogue Psyker Cult
|
36-40
|
Dark Mechanicus/Traitor Titan Legion
|
41-50
|
Chaos Cult. Re-roll if your House is "Independent".
|
51-75
|
Specific group of Chaos/renegade mortals (renegade/corrupted Lost and the Damned regiments, anti-Imperium rebels, clan of tribals, corrupted mutants, mercenary bands, pirate gangs....etc)
|
76-80
|
Rogue Inquisitor
|
81-85
|
Specific Chaos Xenos or simply other xenos groups whom they share mutual goals with. See Minor Xenos Table below
|
86-95
|
A loyalist Astartes chapter who's heretical/radical ideals led them to do back-room deals with your House.
|
96-100
|
Specific Daemon Prince, Greater Daemon, or other powerful daemon. If your House is Independent; said daemon is covertly supporting and manipulating the House from the sidelines to suit the daemon's needs.
|
Who are the House's enemies?(d100)
|
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
|
Imperial Knight house!
|
52-62
|
The Tyranids (alternatively, you may select a particular Hive Fleet)
|
63-72
|
Space Marines (you should choose a particular warband or Chapter)
|
72-79
|
A particular Primarch.
|
80-87
|
Adeptus Mechanicus.
|
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
|
Bargesi
|
66-70
|
Tarrelians
|
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)
|
Other Stuff
Lastly, add a name, colours, and heraldry. Chaos Gods help us all.