This article provides a number of fluffy options for you to consider if you create your own Dark Eldar Wych Cult. Many options were taken from the Dark Eldar Kabal tables.
Cult Age[edit]
Every Wych Cult was founded at some point.
Cult Age (d10)
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1-2
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Juvenile (<1000 years old)
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3-7
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Young (1,000 - 2,500 years old)
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8-9
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Old (2,500 - 5,000 years old)
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10
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Ancient (>5,000 years old)
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Cult Origin[edit]
How did the Wych Cult form?
Cult Origin(d8)
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1
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Formed by members of another Wych Cult that split off
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2
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Formed by members seeking excitement and sport
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3
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Formed by members that found an abandoned arena
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4
|
Fallen Craftworld/Exodite/Corsair Eldar
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5
|
Created by an Archon to offer entertainment to their territory
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6
|
Descended from a pre-Fall Pleasure Cult
|
7
|
Dark Eldar pirates created a place to show off their living booty in a gruesome way
|
8
|
Spiritual reasons (e.g followers of a Dark Muse's teachings)
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Current Succubus (d100)
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1-10
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Founder
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11-30
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Usurping Hekatrix
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31-50
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Former Slave
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51-70
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Syren (second in command)
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71-90
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Puppet of a Haemonculus or Archon of an "allied" Coven or Kabal
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91-99
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Fallen Craftworlder/Exodite/Corsair Prince
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100
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Something extremely unusual, like a ruling triumvirate or a male
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Cult Leader's Personality[edit]
Succubus Personality (d10, roll twice and add for really colorful results)
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1
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Insane
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2
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Calculating
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3
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Delusional
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4
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Flamboyant
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5
|
Arrogant
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6
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Ambitious
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7
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Fuelled by Hatred
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8
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Hedonist
|
9
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Tyrannical
|
10
|
Curious
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Greatest Deed[edit]
Condition[edit]
Arena Condition (d100)
|
1-19
|
Average
|
20-29
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Toxic
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30-35
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Terrifying
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36-40
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Ornamented
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41-45
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Foggy
|
46-55
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Cramped
|
56-60
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Infested
|
61-70
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Haunted
|
71-75
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Crystalline
|
76-80
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Decaying
|
81-85
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Ruined
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86-90
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Colossal
|
91-95
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Shadowed
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96-100
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Impossible
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Realspace Raids[edit]
Frequency[edit]
Tactics[edit]
Culture[edit]
Signature Weapon[edit]
Cult Signature Weapon (d10)
|
1
|
Ranged weapons
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2
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Wych Knives or other small, bladed weapons
|
3
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Punch Daggers or Vambrace Blades
|
4
|
Hydra Gauntlets
|
5
|
Weighted Flails
|
6
|
Razorflails
|
7
|
Agonizers or other whip-like weaponry
|
8
|
Impalers
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9
|
Power swords or other large, bladed weapons
|
10
|
Multiple - roll 2d10, rerolling 10s
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Demeanor[edit]
Cult Flaw (d8)
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1
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We Stand Alone - The Cult maintains distant relations with everyone, seeing imminent betrayal everywhere.
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2
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Pride in the Colours - The Cult insists on wearing gaudy and ostentatious ornamentation declaring their might and wealth.
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3
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Cult Rituals - The Cult practices exotic and extreme rituals, even for the Dark Eldar.
|
4
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Infrequent Performances - The Doors of the Cult's Arena frequently stay closed, earning them the ire of Commorragh's other denizens.
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5
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A Knife in Every Back - The Cult is riven by internal feuds to a degree that is extreme even by Commorragh standards.
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6
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Endless Thirsting - The Cult members are ravaged by the Thirst even more than the rest of their race.
|
7
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Forbidden Pact - The Cult has had dealings with another power that would earn it the wrath of the rest of their race if this was revealed.
|
8
|
Eldar Arrogance - The Cult will not hesitate to attack even the most dangerous foes or the most heavily-defended targets.
|
Politics[edit]
Strength[edit]
Cult Status (d10)
|
1
|
Endangered - The Cult has suffered heavy losses, falling to less than a thousand Wyches, with almost no allies and mercenarys remaining. They will need a dramatic reversal of fortune to return to their former heights.
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2-4
|
Slightly Understrength - The Cult has recently taken some losses, though they remain a significant power.
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5-6
|
Typical Strength - About average strength for a Wych Cult: many thousand Wyches and slaves supported by a reliable supporting caste united under the iron grip of a strong Succubus.
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7-9
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Slightly Overstrength - The Cult is slightly larger than most in some manner.
|
10
|
Massive - Loads of Wyches, loads of Slaves, the works. These gals are a significant power in Commorragh.
|
Cause of diminished strength (If Endangered or Slightly Understrength) (d10)
|
1
|
Infertility: The cult is kept small because it lost access to its means of procreation (cloning vats, breeding slaves, etc.).
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2-4
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Fractured Deployment: The Cult is strong, but its forces are spread thin: deployed by an allied kabal, skirmishing, following their own agendas, etc.
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5-6
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Internal Strife: Conflicts within the Cult. This may be anything from a dispute over the spoils of a raid to an all-out civil war.
|
7-9
|
Heavy Losses: The Cult sustained massive casualties in an ill-fated raid.
|
10
|
Treachery: A part of the Cult split off.
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Cause of increased strength (If Slighly Overstrength or Massive) (d10)
|
1
|
Patronage: The warband is favoured by a mighty Archon, or perhaps a powerful haemonculy, which allows it to draw upon their forces.
|
2-4
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Takeover: The Cult merged with a smaller one or picked up the remains of a defeated one.
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5-6
|
Enemy Mine: The Cult joined forces with another Drukhari faction that shared the same goals or a common enemy.
|
7-9
|
Legendary Artists: Rumours of the Wyches' prowess attracts many initiates and other factions willing to serve them.
|
10
|
Population Growth: The Cult has gained access to cloning vats or a large amount of slaves, allowing them to quickly grow their numbers.
|
Dark Eldar don't have allies in the traditional sense, but they always find it useful to manipulate others...
Currently Not Betraying (d10)
|
1
|
Another Wych Cult (That Might Be A Front For Yours)
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2
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A Kabal
|
3
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A Haemonculus Coven
|
4
|
The Ynnari
|
5
|
An Exodite World
|
6
|
A Craftworld Exarch
|
7
|
A Craftworld Farseer
|
8
|
A Xenos Patsy (unbetrayed state EXTREMELY temporary)
|
9
|
A Corsair Prince
|
10
|
Roll on Enemies Table
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Enemies[edit]
It's beneath the Dark Eldar to consider lower races their rival, but many Cults have preferred targets...
Who does the Cult raid frequently? (d10)
|
1
|
Orks (specific Klan)
|
2
|
Imperial Guard (specific Regiment/homeworld)
|
3
|
Space Marines (specific Chapter)
|
4
|
Minor Aliens(see below)
|
5
|
Another Dark Eldar Faction
|
6
|
Daemons (specific god)
|
7
|
Chaos Space Marines (specific Warband)
|
8
|
Necrons (specific Dynasty)
|
9
|
Tyranids/Genestealer Cult (specific fleet/cult)
|
10
|
Roll twice. Re-roll additional results of 10.
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