Renegade Knight House Creation Tables

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Reason for Turning Renegade[edit]

Why did we turn renegade? (d12)
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.

Sovereign[edit]

Who is our direct Sovereign? (d10)
1-4 The Dark Mechanicus or a specific Forge World.
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[edit]

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[edit]

Ceremony (d10)
1–4 Rigid
5-7 Reasonable
7–8 Nonchalant
9–10 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[edit]

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 Ho so you can avoid this problem.
10 Uphold the Dishonour of the House - Performing acts that can be remotely decent? *BLAM* No.

House Flaw[edit]

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 Imperial Aquila or Cog Mechanicus 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 Imperial institution (or even another 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 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.

Figure of Legend[edit]

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 Emperor himself (reroll if the Knight was contacted after the Great Crusade).
31-40 A true Hero of the Imperium who stood against the Traitors (reroll if the Knight was contacted after the Time of Forging).
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
86-99 A peasant/member of the Fyrd/Militia
100 An outsider of your choice (Inquisitor, Chapter Master, Imperial Guard Colonel 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 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 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 Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by the Chapter's enemies, and is a reminder to all Battle Brothers of their holy duty.

Domain Size[edit]

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[edit]

House Homeworld (d100)
01-30 Agri World
31-60 Feral World
61-70 Medieval World
71-80 Civilised World
81-90 Uninhabited World
91-100 N/A (Independent)

(if Independent was chosen in the sovereign table, this can be chosen by default)


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

Homeworld Rule[edit]

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!"

House Hierarchy[edit]

House Hierarchy (d10)
1-5 Strict
6-8 Flexible
9-10 Every Knight for himself!

Preferred Combat Doctrine[edit]

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[edit]

Preferred Knight variant (d100)
01–15 Knight Rampager
16–30 Knight Errant
31-50 Knight Paladin
51-65 Knight Crusader
66-80 Knight Warden
81–90 Knight Cerastus Type
91-95 Knight Questoris Type
96-100 No particular preference

Restrictions[edit]

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 Paladin
31-40 Knight Errant
41-50 Knight Lancer
51-65 Knight Crusader
66-80 Knight Tyrant
81-95 Knight Warden
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[edit]

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. I mind praying to the arc welder ten times a day."
51-65 Code of Chivalry - "Duty is honor, and our duty is to protect the innocent and care for the weak."
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[edit]

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 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 an exasperating amount of time.

House Allies & Enemies[edit]

Who are your House friendly with? (d100)
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)
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[edit]

Lastly, add a name, colours, and heraldry. Chaos Gods help us all.

Warhammer 40,000 Faction Creation Tables
Imperium 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
Chaos Chaos Space Marine Warband - Chaos Warband
Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult
Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet
Planets

Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator

Vehicles of the Imperium of Man
Walkers Dreadnought - Nemesis Dreadknight - Ironstrider Ballistarius
Onager Dunecrawler - Penitent Engine - Sentinel - Sydonian Dragoon
Transports Chimera - Crassus Armored Assault Transport - Drop Pod - Goliath Truck
Gorgon Armored Assault Transport - Hades Breaching Drill - Immolator
Razorback Transport - Repressor - Rhino Transport - Taurox - Testudo - Pegasus AAV
Trojan Support Vehicle - Triaros Armoured Conveyer - Tunneling Transport Vehicles
Light
Vehicles
Atlas Recovery Tank - Bane Wolf - Bike Squad - Centaur Utility Vehicle - Scylla Light Tank
Cyclops Demolition Vehicle - Devil Dog - Hellhound - Land Crawler - Achilles Ridgerunner
Salamander Reconnaissance Tank - Siegfried - Tauros - Venator - Wolfquad - Pegasus AFV
Battle
Tanks
Caladius Grav-Tank - Krios Battle Tank - Land Raider
Leman Russ Battle Tank - Predator - Ragnarok - Sabre Tank Hunter
Sicaran Battle Tank - Spartan Assault Tank - Vindicator
Ordnance Basilisk Artillery Gun - Colossus Bombard - Deathstrike Missile Launcher
Exorcist - Griffon Heavy Mortar Carrier - Hunter - Hydra Flak Tank
Manticore Launcher Tank - Medusa Siege Gun - Rapier Armoured Carrier
Stalker - Thunderfire Cannon - Whirlwind - Wyvern Suppression Tank
Superheavy
Tanks
Baneblade - Capitol Imperialis - Cerberus Heavy Tank Destroyer
Fellblade - Leviathan - Macharius Heavy Tank - Macrocarid Explorator
Malcador Heavy Tank - Mastodon - Ordinatus - Typhon Heavy Siege Tank
Skimmers Javelin Attack Speeder - Grav-Rhino - Land Speeder - Pallas Grav-Attack
Flyers Caestus Assault Ram - Corvus Blackstar - Fire Raptor - Nephilim Jetfighter - Sky Talon
Space Marine Landing Craft - Storm Eagle - Stormbird - Stormhawk - Stormraven
Stormtalon - Stormwolf - Thunderhawk - 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
Faustus Interceptor - Fury Interceptor - Shark Assault Boat - Starhawk Bomber
Tetrarch Heavy Lander
Titans Imperial Knight - Warhound Scout Titan - Reaver Battle Titan
Warlord Battle Titan - Warbringer Nemesis Titan - Emperor Battle Titan