Create Our Own 40k Sector

"Despite initial appearances, the loyalists are actually fucked" was the entire message I was trying to get across.

I mean, the thing is they'd be fucked if they were all sane and competent, though when I get the chance I'm planning on writing my zealot nutters as relatively sane by the sectorial standards and maybe enough to be a reason why things haven't totally fallen apart on the ground level.
 
Space Marine Chapter Creator
Taken from Space Marine Chapter Creation Tables - 1d4chan

Why was the Chapter founded?
Crusade -"We need people running around and hitting the Imperium's enemies. Found a Chapter!"

When was the Chapter founded?
40th Millennium

Who was the Chapter's Progenitor?
Imperial Fists

This Chapter has no new gene seed deficiencies other than those of its parent chapter

Legendary in the history of the chapter is a Chief Librarian
He led an action against an Eldar craftworld, boarding it and inflicting grievious casualties before withdrawing. He and his Chapter are especially hated by the Eldar, for whom the event is still fresh and raw.

Chapter Home World
Feral World: predominantly of an airless planet long since torn of its atmosphere
This chapter holds itself aloof from the populace, taking no hand in its internal affairs, and appearing only in its defense or to harvest Aspirants

Chapter Organization
Codex Compliant Chapter

Combat Doctrine
Siege

Chapter Beliefs
Revere the Primarch: The Chapter holds the Primarch of its Progenitor at the centre of its belief system, venerating him above all others. Although the Chapter worships the Emperor as the ultimate creator of the Legions and themselves, it is towards the Primarch that the bulk of its devotions are turned

Chapter Status
Nominal: The Chapter can field ten full companies. There may be some empty places in squads or specialized assignments, but the chapter is regarded as fully battle ready.

Chapter Friends
One other Adeptus Astartes Chapter (choose any one)

Chapter Enemies
Officio Assassinorum


Starlight Linebreakers
Battle-cry (official): "Primarch-Progenitor! We hold!"
Motto (unofficial): "The difficult we leave to the Guard. The impossible belongs to us."

Founded in the 40th Millenium as the lack of sanity in Sanguis Vitam became increasingly clear to the High Lords of Terra, the Starlight Linebreakers are grim-faced descendants of Rogal Dorn. A young chapter, they are eager to earn glory for the name of the Emperor's Praetorian.

Specialists in siege warfare, they have a tendency to act in more of a support role than they do on the front lines. A Space Marine is a potent weapon, but typical deployments are of squads and demi-companies and simply cannot cover much ground on their own. Instead, they act as advisors, with even neophytes expected to formulate proper siege lines on the regimental level; as kill-teams to destroy weak points, headquarters, or other critical elements of the foe's means of resistance; as rapid fortification and trench line builders with the aid of their tech-marines, serfs, and servitors; and as a strategic reserve, quickly responding to enemy breakthrough attempts or to exploit the breakthrough of the Guard by pouring Astartes into the enemy rear.

By the normal standards of His Angels of Death, the Starlight Linebreakers are an unexpectedly common sight in the worlds of the Sanguis Vitam sector, much to the grief of system and planetary defense commanders. The arrival of even a simple Rapid Strike Vessel is usually the harbinger of unannounced mandatory war games and exercises, intended not merely as teaching exercises for the younger brothers of the Chapter, but also to gauge the defenses of each system and planet. At the end of said exercises, each squad is required to submit action plans on the weaknesses of, and subsequent remedies for, each planet's defenses. Often, this results in the Starlight Linebreakers themselves taking part in the construction of additional defenses, a task relegated to the squad with the worst judged plan.

During their formative years, the Starlight Linebreakers fought alongside the Celestial Lions, who were charged with their training as a new chapter, and have sworn honor oaths to aid each other. Recent events with the Celestial Lions have resulted in the Officio Assassinorum coming into extreme disfavor with the Starlight Linebreakers; Officio operatives have a higher than normal rate of failure to return from missions where the Starlight Linebreakers are operating in the vicinity.

The world-moon of Daphatrim, granted to the Chapter by the Administratum, circles a hot Super Jupiter around an ancient and dying sun. It's atmosphere long since stripped away, feral clans yet live within the subterranean hives, maintained by machines from the Dark Age of Technology. For the most part, it is ignored by the Chapter, except as a source of new recruits. The Martian tech-priests have repeatedly asked for permission to investigate the world and its complex machinery, but thus far have been repeatedly denied.
 
I'mma make another thing based on the Only War rules, but this time it'll actually be a serious thing rather than a joke like the Malarum Nightmares.
Still something no sane GM would allow, but, y'know, actually effective, and scarily so.

Plus, I already kinda canonized this one in the writeup for Corondanus.
Just..uh...ignore that these are an 'imperial world' regiment, while Corondanus is a forgeworld. The forgeworld thing from the books is HEAVILY founded on the assumption that it's run by the admech, when Corundanus really isn't, and it costs 4x as much as an imperial world for little benefit (doesn't even make 'em that good at tech stuff). The regiments are generally sourced from the less technically adept parts of Corondanus' population.
12pts, 30 standard regimental kit pts
Drawback: Doomed +7, 19pts
Homeworld: Imperial World -1, 18pts
Commander: Fixed -1, 17pts
Type: Heavy Reconnaissance Regiment -8pts, 9 remain
Other Doctrines: Well Provisioned -3, Vanguard -6, 0 remain
Additional Standard Regimental Kit: Very Rare - Power Field (Vehicle/Emplacement) -20, Power Field (Common Quality) -> Power Field (Best Quality) -10, 0 remain

Stats: +9 Agility, +3 Willpower, -6 Toughness
Skills: Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic). Operate (Surface), Tech-Use
Talents: Hatred (Mutants), Command, Push the Limit, Tank Hunter

Favoured Weapons: Meltagun, Man-Portable Lascannon

Wargear (Per Person, Unless Stated Otherwise): 1 Sentinel Scout Walker (Enclosed Top, Reinforced Armor, Blade Equipped) • 1 Best Craftsmanship Vehicle Power Field • 1 set of magnoculars • 1 lascarbine (Main Weapon) with six chargepacks • 1 combi-tool • 1 data-slate • 1 9-70 entrenching tool • 1 anointed toolkit • One uniform • One set of poor weather gear • One knife • One flak vest • One rucksack or sling bag • One set of basic tools • One mess kit and one water canteen • One blanket and one sleep bag • One rechargeable lamp pack • One grooming kit • One set of cognomen tags or equivalent identification • One primer or instructional handbook • Combat sustenance rations, four weeks' supply • 1 lascutter per Squad • 6 demolitions charges per Squad • 1 siege auspex per Squad • a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting
1st Corondanus Mechanized Vanguard
In general, the Guard regiments of Sanguis Vitam are prone to extravagant eccentricity.
Whether choosing to engage primarily in melee combat against all opponents, being composed of cloned blank catgirl gangsters, just being catgirls, being fanatical lunatics, or being high to the gills on Spook, or being absolute abominations (really, only the Haran Desert Fighters are the least bit sane), though, most of them operate roughly at or below the standard effectiveness of imperial guard regiments.

It is not so for the guard regiments fielded by the Jaguarian-majority world of Corondanus. The Corondanus Mechanized Vanguard (Titled as the first despite being the only such regiment), for example, is terrifyingly and extravagantly practical. Each man is assigned a reinforced, enclosed-top Sentinel Scout Walker equipped with a chainsword arm, either an auto-laser or a lascannon arm, and an incredibly fine power field generator which utterly negates 80% of all attacks upon the walker while operating (not counting point-blank or melee ones, hence the armor), with only a minuscule chance of shorting. Each squad is also equipped with a large quantity of siege equipment and a well armed carrier vehicle to transport all of it as well as their walkers. In spite of the high rate at which gear intended for the regiment ends up disappearing into other parts of the Guard, or into other imperial forces entirely, the sheer volume of war materiel sent from Corondanus ensures that they always have enough parts to keep their wargear well fueled in good repair, at least.

A squad on 'reconnaissance' is enough to cripple most enemy forces of even remotely comparable size they might happen upon with their concentrated firepower, while being utterly unharmed itself due to their rather high mobility and supreme defense. Should they happen upon a fortified position, meanwhile, they are well prepared to crack the fortifications with the equipment kept in their transport vehicle before striding in in their walkers. This is rendered more ridiculous by the fact that the Mechanized Vanguard is not an abnormally small regiment: There are many squads out there, each of them armed to the same ridiculous standard.

It should be noted, though, that they have rather poor luck outside of their vehicles: never once has a ridiculously contrived accident prevented one of their Jaguarian pilots from receiving a deathblow that was headed at them. They aren't action-hero lucky or badass. They just have cool toys.

The same walkers this regiment uses are standard issue for the Corondanus Planetary Defense Force and Peacekeeping forces, wherever more powerful or specialized vehicles are not.

Big Cats in Small Mechs

Edit: A relatively common modification for their walkers, if a specialized one, is to replace the gun with one of a variety of tank cannons that the walker is capable of carrying the weight of. Commissars are the most common recipients, being given Battle Cannons or more rarely Vanquisher Battle Cannons with which to execute the rare cowardly guardsman of the regiment, if they have a dislike of lascannons for some reason. (The latter of those weapons badly strains the frame, though, due to its extreme length)

(Totally legit build by RAW, but by RAI your GM would tell you you're a stupid motherfucker for proposing this and make you start over with something less idiotic - as soon as you brought out the best quality power fields, at least.)
 
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I'm going to add an Ork Waagh once my computer's working, and nice one NPC.
Fear the chicken walkers of doom.
Ooh, it'd be fun if that were the main enemy of the "Emperor's Killing Chicken-Walkers", which I've decided is now the nickname of the Corondanus Mechanized Vanguard. Or rather, if the Orks consider 'em hyoomie minimeks a zoggin' gud foight.

A little later, I'll try to write fluff for one of the unfluffed things.

Edit: If one were to apply a strict-ish mechanical 'how only war works' perspective to that regiment I made, they might interpret it as 'only half of the regiment has walkers', because they're actually listed as 'one per player character', and every player has a NPC comrade, buuut...
in that case, there'd be people to man the APC.
Alternatively, I could make up the 'fact' that Corondanus Sentinels are two seaters, and have firing slits.
 
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Noted members and assets of the Starlight Linebreakers:
Chapter Master Grimwald:
Captain Wedekind: First Company
Captain Ingolf: Second Company
Captain Ottfried: Third Company
Led his company to glory during the genestealer cult purges of the Second Harrakan Massacre.
Captain Wieland: Fourth Company
Captain Dietger: Fifth Company
Captain Hinnrich: Sixth Company
Captain Hartwin: Seventh Company
Captain Aschwin: Eighth Company
Captain Farald: Ninth Company
Chaplain-Captain Volker: Tenth Company, Master of Recruits.
A chaplain as captain is one of the more unusual divergences from the Codex Astartes, yet one that the Starlight Linebreakers have found sensible for the 10th company. It is not merely battle leadership and organization that the 10th company demands, but indoctrination and molding into their new lives as Astartes rather than mere mortals. Neophytes now must learn of their new genetic heritage, of their father Dorn, and much of the wider universe. When Captain Gauron fell during the 1st Harrakan Massacre, Chaplain Volker stepped up to the task admirably, quickly taking control of the company and rallying his Scouts for vengeance against the treacherous Aeldari responsible. Afterwards, when the lords of the chapter discussed who may take command of the 10th company, the only reason found not to give it to Chaplain Volker was that he was a chaplain. With the simple pragmatism of the sons of Dorn, he was given command of the company nonetheless.
Chief Librarian Lanfrank
As the most powerful psyker in the chapter, Lanrank held tactical command during the raid on a rogue Aeldari craftword responsible for the 1st Harrakan Massacre. Ripping their souls from their bodies, he was instrumental to the success of the raid, which put an end to the 1st Harrakan Massacre.
Master Apothecary Astolfo
Master of the Forge Dantarian
High Chaplain Siegbert

Achilles pattern Land Raider Invicta Iram
Rare though they are, this newly built masterful work of Mars was gifted to the Chapter upon its founding by the tech-adepts of Mars and has done a fine job of living up to its name, Invincible Wrath in the Low Gothic. During the Aesontius Incursion, fourteen major battles had been fought by the Guard to breach the so-called Haides Line, with more than a million Guard casualties in the fighting alone, not counting injuries and deaths from the environment, disease, and accident. Invicta Iram broke through the stalemate, obliterating the defenses before her before unloading a trio of Vanguard Veterans into the rear of the enemy defense line. A five mile wide breach was made in the xenos defenses, through which the Guard was able to pour forth and rout the enemy army, resulting in its entire destruction within the span of a month.

To be periodically updated as I come up with inspiration for stuff.
 
Here's the Inquistor I made, and by the Emperor these rolls.
Gender: 59- Male
Age: 12- Young (40-55): The Inquisitor is young, by Inquisitorial standards.
Ordo: 68- Ordo Minoris (Ordo Chronos)
Title(rolled 3 times, since the table said I could): 46- Nobility: Sir, Lord, Duke, Count, Boyar, Fürst, Emir, Sheikh, etc. are all titles that could be held in the Imperium, showing the Inquisitor has either come from a noble line, could have been awarded it or has simply usurped it from a previous (no doubt heretical and deceased) holder.
34- Facility title: Steward, Custodian, Administrator, Governor and Castellan are all titles an Inquisitor may possess if they are in charge of a particular facility, ideal for Inquisitors Historical or Theoretical that spend a lot of time in research archives at Inquisitorial strongholds, 'holding down the fort'.
67- Miscellaneous: This could be pretty much anything, as in nick-names or popular names granted by compatriots or enemies, and so are usually informalities left out of official documentation. Examples include Psykerbane, Lucky, Warhound, Thrice-Blessed or names ending in the end (such as the Invincible, the Pure, the Cursed, etc).
Philosophy: 78- Moderate Radical: The Inquisitor that utilises a xeno-pistol, or makes use of beastmen in their retinue. To some this seems a slippery slope, but it is entirely justified by these Inquisitors as minor interactions with what others see as tainted.
Methodology(rolled 3 times): 49- Virtute Laborem Nascitur (Virtue is born in hardship): Every experience is a learning experience, even if that experience will test the mettle of body and soul. If something's worth doing, it's worth doing the hard way!
37- Victoriam Vult Accurata Praeparatione Gaudeant(Victory likes careful preparation): An intricate planner, often someone that will weave cunning webs before striking a precise blow at their enemy's heart.
64- In Me Vero Et Religionis Habeat Fiduciam (In the truth of religion I trust): Scepticism has no place in an Empire of Faith, and all matters great and small are decided by religious trials and the Emperor's Tarot.
Psychic Ability: 100: Master
Quirks(rolled 3 times): 24- Terran pilgrim: The Inquisitor has been to Holy Terra, and this influences their behaviour and their usual topic of conversation.
45- Collector: The Inquisitor has a penchant for artwork, ancient technologies or little toy soldiers, etc. They take great pride in their collection.
95- Family: The Inquisitor has found time to start a family.
Resources(rolled 5 times): 88- Hidden Base
49- Harem
76- Huge Archives
43- Armed Spaceship
62- Assassins
Armed Spaceship: 84- Exotic
Hidden Base: 47- Underwater
Edit: I removed the ties with for my Inquisitor because I realized that I didn't roll it for resources, and mistakenly thought it was something your rolled by default.
I'll roll a Grey Knight Brotherhood since they have a creation table as well.
Brotherhood Origin: 2- The Brotherhood was created after the 9th Astartes (Knight-Errant) picked by Malcador the Sigillite at the time of the Grey Knight's inception.
Knight-Errant's Original Chapter: 64- Thousand Sons
Secrecy/Inquisitorial Relationship: 4- They are known to the Chapter as well as the Ordo Malleus. They are as secret as other Brotherhoods, and are contracted by the Inquisition fairly averagely.
Knight's Ages: 1- Many upstarts. They may be here as punishment, but probably because they show great promise.
Grandmaster Personality: 2- Introverted. A logical thinker that carefully weighs options. Leads by ideals and plans. A grand strategist.
Personal Creed: 6- Honor above all - "Brothers, strike for the chapter and the Inquisition!
Figure of Legend: 7- Brotherhood Champion
Deed of Legend: 88- The hero dove into the warp after a unique daemon only to return mysteriously a great time later with the daemon's head in hand and the daemon seemingly destroyed.
Fleet Size: 1- One small cruiser and one or two supporting strike craft. Just barely enough.
Current Terminator Size: 16- 6 Terminator Squads (High)
Current Interceptor Size: 15- 6 Interceptor Squads (High)
Current Purgation Size: 11- 5 Purgation Squads (Above Average)
Current Strike Size: 12- 5 Strike Squads (Above Average)
Current Dreadnoughts: 9- 4 Deadnoughts (High)
Specialty: 7- Intense Firepower - Blasting the enemies from mid range with their stormbolters, special weapons, and psychic blasts before the inevitable assault.
Preferred Daemonic Enemies: 9- Chaos Undivided- The Hatred for all Chaos Gods is equal. The Brotherhood has either never been assailed horribly enough by one God, or has simply fought them all equally.
And here is a Tempestus Scions Regiment as well.
Company Type: 1- Tempestus Scions: Elite of the Departmento Munitorum, Schola Progenium trained soldiers
Training World Predominant Terrain: 46- Desert
Specialization: 8- Foot Troops
Special Tactics: 32- Air Assault blitz
Special Equipment: 89- Variant Heavy Weapons
Company Leadership: 6- Both Commissar and Tempestor Prime/Main Officer
Company Size: 5- Medium 250-400
Company Renown: 10- Legendary
Company Demeanor: 51- Brutal (Who else would beat a civilian for asking questions?)
Company Friends: 13- Adeptus Arbites
Company Enemies: 38- Eldar
Some interesting rolls for both of them, can someone please come up with lore for these guys, and also for that Inquisitor I rolled earlier?
Here are some more factions I rolled, I could really use some lore for them.

Here is a Lost and the Damned Regiment
Former Classification: 10- Navy Armsmen: Experts in void-combat, they found salvation on the tides of the Warp whispering to them.
Recruitment Criteria: 83- Gangers: They fought each other in the slums, now they fight a true enemy.
Nature of Recruitment: 7- Standard conscription: Average or above-average citizens recruited from all levels of society.
Homeworld: 52- Death World: For these people, life was a war before they could speak.
Homeworld Predominant Terrain: 76- Urban: Good soldiers, once you get the cityboy out of the city.
Core Units: 72- Drop
Specialization: 8- Shock & Awe
Chaos Allegiance: 47- Nurgle
Loyalty Rating: 1- Overzealous: need to be actively held back from shedding their blood as sacrifices to the Dark Gods.
Special Equipment: 73- Special Vehicle
Regimental Creed: 43- For the Dark Gods: They believe in the Word of Chaos as their gospel, and see it as their holiest endeavor to spread that Word with the flames.
Allies: 26- Chaos warband or specific Chaos Lord (I'll roll them next)
Enemies: 85- Imperium of Man
Imperial Enemy: 51- Adeptus Titanicus
Here is the Chaos Warband they are allied with.
Origins: 57- Time Travelers: Perhaps they came from the Horus Heresy or from five seconds in the future, but either way this Warband is not from when they should be. (Guess this explains why my Inquisitor is here.)
Allegiance: 41- Nurgle (I am not fudging these rolls)
Frequency of Blessings: 86- Ascended: The warband has been able draw the attention of many warp spawned deities, and as such has had the ultimate gift bestowed upon them; princehood. Automatically select the Daemonhood blessing, and roll thrice, re-rolling if Princehood is selected.
Blessings: Princehood: The most revered of all gifts, it is to be truly unkillable through any means, and to earn it requires worlds to be burnt at the stake or an unholy work to be made in the name of the malign. (Locked)
82- Spawn-hood: The Gods are uncaring, any attention from them they consider to be a gift, even if it is sorely unwanted as the soul is engulfed a mesh of twisted flesh.
31- Aesthetical Changes: Physical deformities that give nothing to the individuals other a change in looks, and a sign that something greater watches over them. It could be possibly a set of short horns, useless tentacles, a rotting skin, etc.
72- Unsound Mind: The blessed is no longer vulnerable to the Warp, the mind expanded beyond breaking, and is impossible to break again no matter the sight before them.
Headquarters: 24- Warp Storm: The Warband has found its home isolated within the Warp, and takes the opportunity to pillage the greater galaxy without fear of reprisal.
Warband Build: 25- Hivemind: The Warband is led by a malign power which takes flesh-hosts to cloth its mind, and leads with a perfect percision as only a single mind can bring.
Recruitment Methods: 20- Homegrown: This Warband shuns outsiders as they are not as pure as they are, and instead rely on the tools nature or warpsmithing provide. A soldier might descend from a long line of heretics, and a mighty astartes has had tainted geneseed passed down for generations. These warbands are likley to be insular in nature as they do not need outsiders, and as a result suffer less from random backstabbing that their peers endure.
Combat Doctrine: 3- Grinding Assault: Infantry win firefights, Tanks win battles, but Artillery wins wars at least that was the case until this Warband showed up. To say that they have a slight tendency towards using vehicles is like saying that a khorne has a slight tendency to be angry. The enemy faces a literal wall of vehicles which roll across the battlefield without a single gap between them, and anything that does not run or break through this will is crushed underneth without a single throught given for their lives.
Exalted Champion: 30- Chaos Lord
Deed for the Gods: 1- The figure is renowned for defeating the Forces of the Imperium in battle several times.
And here is an Ork Klan since I remember that a lot of the factions we have rolled have fought or are enemies of Orks, and only one Ork faction has been rolled as far as I know.
Klan or Freeboota: 7- Freeboota
Color: 69- Blue (da luckiest)
Legendary Ork: 8- Oddboy
Oddboy- Kommando
What did he do: 33- Krumped loads o' spiky 'umies
Gork or Mork: 7- Deyz both good, ya squighead!
Warband Size: 8- We gots more boyz dan you can toss a herd o' Squigs at! An' trust me, I tried.
Size of Boyz: 3- 'Are boys are da roight and proppa size boss!
Ally: 71- Dem 'umies (Imperium)
Enemy: 84- Spikey 'umies (Chaos)
Special Boyz: 7- Wierdboyz
Best Loot: 77- One o' dem skellyboyz' Monolisp- Monothil- big black killy pyramids
What they did with it: 10- We made it orkier, and da boss rides it to battle
Really interesting rolls for all of them, especially the Chaos Warband. Really hope that these guys get some lore.
Collecting all of the posts here.

Fukkit.
I'mma write up that ork Klan.

Da Owtra-Proivateers

The Ultra-Privateers are among the most outstanding angels of death in the Sanguis Vitam sector. A successor to the proud Ultramarines, they recruit from the deathworld of Golan, where men are hardened by combat with the greenskins. Among all of the chapter, they are the most steadfast enemies of the chaos cult infesting chapter command - the only ones to realize and combat the betrayal. Their Chapter Master (Chaptaboss) Kor Skullwalker is truly a man of honor and skill in battle. While their chapter is somewhat oversized, their victories over the foul xenotech of the necrons and steadfast resistance to the sector's chaos worshippers prove it valuable.

Unfortunately, about half of that is absolute bullshit, and about half of them don't even remember that it's bullshit. Da Owtra-Proivateers are a freeboota klan of orks that went undercover as space marines two centuries ago, joining the humies for the chance to go to waaagh against the humies that made a better fight. A job at which they absolutely excel. Their obscene luck at not getting found out already is to be commended, not only by them but by the Imperium- for it seems to guide ever more of the boyz into forgetting that they aren't actually space marines, because the klan is apt to be wiped out and lose the chance to fight if they ever get revealed as orks. This cycle of self-identity confusion bolsters the sector's resistance to chaos considerably.

There may or may not be some forces in the sector who both know the secret and are secretly battling the Ultra-Privateers, though.

Shit's dumb.
 
Collecting all of the posts here.

Fukkit.
I'mma write up that ork Klan.

Da Owtra-Proivateers

The Ultra-Privateers are among the most outstanding angels of death in the Sanguis Vitam sector. A successor to the proud Ultramarines, they recruit from the deathworld of Golan, where men are hardened by combat with the greenskins. Among all of the chapter, they are the most steadfast enemies of the chaos cult infesting chapter command - the only ones to realize and combat the betrayal. Their Chapter Master (Chaptaboss) Kor Skullwalker is truly a man of honor and skill in battle. While their chapter is somewhat oversized, their victories over the foul xenotech of the necrons and steadfast resistance to the sector's chaos worshippers prove it valuable.

Unfortunately, about half of that is absolute bullshit, and about half of them don't even remember that it's bullshit. Da Owtra-Proivateers are a freeboota klan of orks that went undercover as space marines two centuries ago, joining the humies for the chance to go to waaagh against the humies that made a better fight. A job at which they absolutely excel. Their obscene luck at not getting found out already is to be commended, not only by them but by the Imperium- for it seems to guide ever more of the boyz into forgetting that they aren't actually space marines, because the klan is apt to be wiped out and lose the chance to fight if they ever get revealed as orks. This cycle of self-identity confusion bolsters the sector's resistance to chaos considerably.

There may or may not be some forces in the sector who both know the secret and are secretly battling the Ultra-Privateers, though.

Shit's dumb.
I love it. When I first rolled this Klan, as soon as I saw that they were allied with the Imperium I honestly thought, "Did I roll Deffwotch?".
 
Here's the Inquistor I made, and by the Emperor these rolls.
Gender: 59- Male
Age: 12- Young (40-55): The Inquisitor is young, by Inquisitorial standards.
Ordo: 68- Ordo Minoris (Ordo Chronos)
Title(rolled 3 times, since the table said I could): 46- Nobility: Sir, Lord, Duke, Count, Boyar, Fürst, Emir, Sheikh, etc. are all titles that could be held in the Imperium, showing the Inquisitor has either come from a noble line, could have been awarded it or has simply usurped it from a previous (no doubt heretical and deceased) holder.
34- Facility title: Steward, Custodian, Administrator, Governor and Castellan are all titles an Inquisitor may possess if they are in charge of a particular facility, ideal for Inquisitors Historical or Theoretical that spend a lot of time in research archives at Inquisitorial strongholds, 'holding down the fort'.
67- Miscellaneous: This could be pretty much anything, as in nick-names or popular names granted by compatriots or enemies, and so are usually informalities left out of official documentation. Examples include Psykerbane, Lucky, Warhound, Thrice-Blessed or names ending in the end (such as the Invincible, the Pure, the Cursed, etc).
Philosophy: 78- Moderate Radical: The Inquisitor that utilises a xeno-pistol, or makes use of beastmen in their retinue. To some this seems a slippery slope, but it is entirely justified by these Inquisitors as minor interactions with what others see as tainted.
Methodology(rolled 3 times): 49- Virtute Laborem Nascitur (Virtue is born in hardship): Every experience is a learning experience, even if that experience will test the mettle of body and soul. If something's worth doing, it's worth doing the hard way!
37- Victoriam Vult Accurata Praeparatione Gaudeant(Victory likes careful preparation): An intricate planner, often someone that will weave cunning webs before striking a precise blow at their enemy's heart.
64- In Me Vero Et Religionis Habeat Fiduciam (In the truth of religion I trust): Scepticism has no place in an Empire of Faith, and all matters great and small are decided by religious trials and the Emperor's Tarot.
Psychic Ability: 100: Master
Quirks(rolled 3 times): 24- Terran pilgrim: The Inquisitor has been to Holy Terra, and this influences their behaviour and their usual topic of conversation.
45- Collector: The Inquisitor has a penchant for artwork, ancient technologies or little toy soldiers, etc. They take great pride in their collection.
95- Family: The Inquisitor has found time to start a family.
Resources(rolled 5 times): 88- Hidden Base
49- Harem
76- Huge Archives
43- Armed Spaceship
62- Assassins
Armed Spaceship: 84- Exotic
Hidden Base: 47- Underwater
Edit: I removed the ties with for my Inquisitor because I realized that I didn't roll it for resources, and mistakenly thought it was something your rolled by default.
All rise for the Lord Viceroy of the Palace Unforged, Inquisitor Flavius Nicodemos the Stranger.

Based in the depths of the Ocean world of Geesset, Flavius is, was, and will be a rising star of the Ordo Chronos.
In actuality born in the 45th Millenia to a stubbornly lingering Mankind, he was inducted into the Ordo Chronos by an inquisitor from the 33rd millenium who liked the look he saw in the boy's eyes.
Proving himself as one of the highest masters of psychic powers, particularly of divination, Flavius has come to the conclusion that the Ordo Chronos must not only administer time to prevent adverse tampering, but actively apply positive influences in a carefully thought out, moderated fashion to forge a better past, present, and future in the name of the emperor.

As such, he has begun using his Inquisitorial Chronoship, the Beau Reve, to collect artifacts of the past both practical and aesthetic, as well as making trips back to the dark age of technology to gather STC data to seed in the paths of the loyal. Along the way, the collects the fine ladies and ill fated assassins of history, with the former joining his undersea harem in establishing his dynasty and the latter being employed to purge those with heretical or undesirable destinies, when he becomes satisfied enough with his plan to reshape history and avert the Horus Heresy, in the name of the God Emperor he once met upon Terra.

For now, though, he is content to base himself in the Sanguis Vitam sector of the 42nd millenium, where he is rather unlikely to be found.
He will not move from this part of spacetime until such a point as he feels adequately prepared and experienced.
 
All rise for the Lord Viceroy of the Palace Unforged, Inquisitor Flavius Nicodemos the Stranger.

Based in the depths of the Ocean world of Geesset, Flavius is, was, and will be a rising star of the Ordo Chronos.
In actuality born in the 45th Millenia to a stubbornly lingering Mankind, he was inducted into the Ordo Chronos by an inquisitor from the 33rd millenium who liked the look he saw in the boy's eyes.
Proving himself as one of the highest masters of psychic powers, particularly of divination, Flavius has come to the conclusion that the Ordo Chronos must not only administer time to prevent adverse tampering, but actively apply positive influences in a carefully thought out, moderated fashion to forge a better past, present, and future in the name of the emperor.

As such, he has begun using his Inquisitorial Chronoship, the Beau Reve, to collect artifacts of the past both practical and aesthetic, as well as making trips back to the dark age of technology to gather STC data to seed in the paths of the loyal. Along the way, the collects the fine ladies and ill fated assassins of history, with the former joining his undersea harem in establishing his dynasty and the latter being employed to purge those with heretical or undesirable destinies, when he becomes satisfied enough with his plan to reshape history and avert the Horus Heresy, in the name of the God Emperor he once met upon Terra.

For now, though, he is content to base himself in the Sanguis Vitam sector of the 42nd millenium, where he is rather unlikely to be found.
He will not move from this part of spacetime until such a point as he feels adequately prepared and experienced.
I love it, you were able to do far more with this concept than I ever could have. Although I was under the assumption that it was his harem that served as his assassins. But this works just fine.
 
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I love it, you were able to do far more with this concept than I ever could have. Although I was under the assumption that his harem were all trained assassins and that he had at least one child with all of them.
Some of them are in both columns A and B, but he doesn't leave an unfortunate beauty or doomed assassin when he found 'em just because they aren't both.
 
Here are some more factions I rolled, I could really use some lore for them.

Here is a Lost and the Damned Regiment
Former Classification: 10- Navy Armsmen: Experts in void-combat, they found salvation on the tides of the Warp whispering to them.
Recruitment Criteria: 83- Gangers: They fought each other in the slums, now they fight a true enemy.
Nature of Recruitment: 7- Standard conscription: Average or above-average citizens recruited from all levels of society.
Homeworld: 52- Death World: For these people, life was a war before they could speak.
Homeworld Predominant Terrain: 76- Urban: Good soldiers, once you get the cityboy out of the city.
Core Units: 72- Drop
Specialization: 8- Shock & Awe
Chaos Allegiance: 47- Nurgle
Loyalty Rating: 1- Overzealous: need to be actively held back from shedding their blood as sacrifices to the Dark Gods.
Special Equipment: 73- Special Vehicle
Regimental Creed: 43- For the Dark Gods: They believe in the Word of Chaos as their gospel, and see it as their holiest endeavor to spread that Word with the flames.
Allies: 26- Chaos warband or specific Chaos Lord (I'll roll them next)
Enemies: 85- Imperium of Man
Imperial Enemy: 51- Adeptus Titanicus
Here is the Chaos Warband they are allied with.
Origins: 57- Time Travelers: Perhaps they came from the Horus Heresy or from five seconds in the future, but either way this Warband is not from when they should be. (Guess this explains why my Inquisitor is here.)
Allegiance: 41- Nurgle (I am not fudging these rolls)
Frequency of Blessings: 86- Ascended: The warband has been able draw the attention of many warp spawned deities, and as such has had the ultimate gift bestowed upon them; princehood. Automatically select the Daemonhood blessing, and roll thrice, re-rolling if Princehood is selected.
Blessings: Princehood: The most revered of all gifts, it is to be truly unkillable through any means, and to earn it requires worlds to be burnt at the stake or an unholy work to be made in the name of the malign. (Locked)
82- Spawn-hood: The Gods are uncaring, any attention from them they consider to be a gift, even if it is sorely unwanted as the soul is engulfed a mesh of twisted flesh.
31- Aesthetical Changes: Physical deformities that give nothing to the individuals other a change in looks, and a sign that something greater watches over them. It could be possibly a set of short horns, useless tentacles, a rotting skin, etc.
72- Unsound Mind: The blessed is no longer vulnerable to the Warp, the mind expanded beyond breaking, and is impossible to break again no matter the sight before them.
Headquarters: 24- Warp Storm: The Warband has found its home isolated within the Warp, and takes the opportunity to pillage the greater galaxy without fear of reprisal.
Warband Build: 25- Hivemind: The Warband is led by a malign power which takes flesh-hosts to cloth its mind, and leads with a perfect percision as only a single mind can bring.
Recruitment Methods: 20- Homegrown: This Warband shuns outsiders as they are not as pure as they are, and instead rely on the tools nature or warpsmithing provide. A soldier might descend from a long line of heretics, and a mighty astartes has had tainted geneseed passed down for generations. These warbands are likley to be insular in nature as they do not need outsiders, and as a result suffer less from random backstabbing that their peers endure.
Combat Doctrine: 3- Grinding Assault: Infantry win firefights, Tanks win battles, but Artillery wins wars at least that was the case until this Warband showed up. To say that they have a slight tendency towards using vehicles is like saying that a khorne has a slight tendency to be angry. The enemy faces a literal wall of vehicles which roll across the battlefield without a single gap between them, and anything that does not run or break through this will is crushed underneth without a single throught given for their lives.
Exalted Champion: 30- Chaos Lord
Deed for the Gods: 1- The figure is renowned for defeating the Forces of the Imperium in battle several times.
And here is an Ork Klan since I remember that a lot of the factions we have rolled have fought or are enemies of Orks, and only one Ork faction has been rolled as far as I know.
Klan or Freeboota: 7- Freeboota
Color: 69- Blue (da luckiest)
Legendary Ork: 8- Oddboy
Oddboy- Kommando
What did he do: 33- Krumped loads o' spiky 'umies
Gork or Mork: 7- Deyz both good, ya squighead!
Warband Size: 8- We gots more boyz dan you can toss a herd o' Squigs at! An' trust me, I tried.
Size of Boyz: 3- 'Are boys are da roight and proppa size boss!
Ally: 71- Dem 'umies (Imperium)
Enemy: 84- Spikey 'umies (Chaos)
Special Boyz: 7- Wierdboyz
Best Loot: 77- One o' dem skellyboyz' Monolisp- Monothil- big black killy pyramids
What they did with it: 10- We made it orkier, and da boss rides it to battle
Really interesting rolls for all of them, especially the Chaos Warband. Really hope that these guys get some lore.
Going in for the Chaos warband:
The Guarantor of Decay
Nurgleite Warband

It is the will of Nurgle that life should not struggle against the slide into death.
Meluc Versan came to understand that well. Once an inquisitor of the 'early' Ordo Chronos, his descent into radicalism and then heresy badly damaged the Ordo's ability to administer time for many 'eras' of their existence - Chronoships sabotaged, inquisitors and their retinues infested with horrid plagues which would not be brewed until the far future, their homeworlds rotted away before the time of their birth...
Eventually, he ventured upon building a warband, which he originally based in the 48th millenium, the last era when mankind would exist at all, if only in the form of a few bands of chaos worshippers. In 'time', his chronoraids on important historical events which originally helped the imperium to resist decay longer saw him made a Daemon Prince rather than merely a Chaos Lord...a promotion which made him see fit to rot out the individuality of his cultists and usurp their souls and bodies for himself. Many devolve into chaos spawn during this process, and yet he puppets them regardless. Even those few who have joined him as Daemon Princes are left under the boot of his identity.

Misfortune struck when he tracked the inquisitor Flavius Nicodemos to his own temporal port of call, though: Meluc and his bodies were left stranded in time as their Chaos Chronoship itself decayed beyond repair, still serviceable as a voidship but never again as a time machine. Forced to breed new bodies from his own stock, and with only a single ship to his name, Meluc thought it best to secure a larger and more thoroughly equipped force, and so tempted a chunk of the Imperial navy into the veneration of Nurgle. Knowing this era to be the base of a loyalist of the Ordo Chronos, Meluc seeks to kill Flavius and claim his Chronoship for himself, that he may once more assail the past in the name of the Plague God.

Some would say that Meluc Versan's many-bodied existence is a rebellion against decay. To parrot Meluc's perspective, he experiences a greater decay than any being but Papa Nurgle himself.
 
I'll roll a Grey Knight Brotherhood since they have a creation table as well.
Brotherhood Origin: 2- The Brotherhood was created after the 9th Astartes (Knight-Errant) picked by Malcador the Sigillite at the time of the Grey Knight's inception.
Knight-Errant's Original Chapter: 64- Thousand Sons
Secrecy/Inquisitorial Relationship: 4- They are known to the Chapter as well as the Ordo Malleus. They are as secret as other Brotherhoods, and are contracted by the Inquisition fairly averagely.
Knight's Ages: 1- Many upstarts. They may be here as punishment, but probably because they show great promise.
Grandmaster Personality: 2- Introverted. A logical thinker that carefully weighs options. Leads by ideals and plans. A grand strategist.
Personal Creed: 6- Honor above all - "Brothers, strike for the chapter and the Inquisition!
Figure of Legend: 7- Brotherhood Champion
Deed of Legend: 88- The hero dove into the warp after a unique daemon only to return mysteriously a great time later with the daemon's head in hand and the daemon seemingly destroyed.
Fleet Size: 1- One small cruiser and one or two supporting strike craft. Just barely enough.
Current Terminator Size: 16- 6 Terminator Squads (High)
Current Interceptor Size: 15- 6 Interceptor Squads (High)
Current Purgation Size: 11- 5 Purgation Squads (Above Average)
Current Strike Size: 12- 5 Strike Squads (Above Average)
Current Dreadnoughts: 9- 4 Deadnoughts (High)
Specialty: 7- Intense Firepower - Blasting the enemies from mid range with their stormbolters, special weapons, and psychic blasts before the inevitable assault.
Preferred Daemonic Enemies: 9- Chaos Undivided- The Hatred for all Chaos Gods is equal. The Brotherhood has either never been assailed horribly enough by one God, or has simply fought them all equally.

The Hammers of Light
Motto: Blinded eyes see not the lightning, deafened ears hear not the thunder.

The Hammers of Light have come to the Sanguis Vitam sector in a single stealth cruiser in order to prune the madness before it has a chance to bubble up and spill over into neighboring sectors. It is a task that they are uniquely suited for, for their traditions descend from the traitor Magnus and his fallen legion. This heritage grants them insight into the world and minds of the witch and sorcerer, and in a sector where Astartes and Sisters of Battle alike embrace those fell powers such insight is invaluable.

It is not Astartes witches that draw them here at the dawn of the 42nd millennium though. They have come to hunt an enemy who, by all rights, they have already slain. A Daemon Prince whose head even now resides within their vaults, taken by their champion. And yet this enemy lives, resurrected not by the will of his dark master but by the simple expedient of not yet having met his end. Such is the conundrum of time-travelers.

In battle, the Hammers of Light follow a doctrine that states that precision belongs to the beginning and end of a fight: the middle belongs to fury. Standard tactics are to teleport into combat at medium range and unleash a barrage of psychic and technological attacks designed to destroy the enemy senses and communications. This is followed by the sort of ranged assault that only four Dreadnoughts supported by six terminator and five purgation squads can unleash. Once the enemy's back is broken, it is up to the interceptors and strike squads to mop up any survivors.
Grandmaster Dalanius Szal takes great pride in his ability to pick and choose his battles such that these tactics are effective.
 
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Yay, that's one of the groups I definitely wasn't going to be able to do, because I don't have a good grasp on the Grey Knights.
A fucked up twist would be if the Daemon Prince they're here for /wasn't/ Meluc, but rather Flavius. Though honestly at that point it all gets a bit 'WTF' in a way even this sector doesn't usually do.
 
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All rise for the Lord Viceroy of the Palace Unforged, Inquisitor Flavius Nicodemos the Stranger.

Based in the depths of the Ocean world of Geesset, Flavius is, was, and will be a rising star of the Ordo Chronos.
In actuality born in the 45th Millenia to a stubbornly lingering Mankind, he was inducted into the Ordo Chronos by an inquisitor from the 33rd millenium who liked the look he saw in the boy's eyes.
Proving himself as one of the highest masters of psychic powers, particularly of divination, Flavius has come to the conclusion that the Ordo Chronos must not only administer time to prevent adverse tampering, but actively apply positive influences in a carefully thought out, moderated fashion to forge a better past, present, and future in the name of the emperor.

As such, he has begun using his Inquisitorial Chronoship, the Beau Reve, to collect artifacts of the past both practical and aesthetic, as well as making trips back to the dark age of technology to gather STC data to seed in the paths of the loyal. Along the way, the collects the fine ladies and ill fated assassins of history, with the former joining his undersea harem in establishing his dynasty and the latter being employed to purge those with heretical or undesirable destinies, when he becomes satisfied enough with his plan to reshape history and avert the Horus Heresy, in the name of the God Emperor he once met upon Terra.

For now, though, he is content to base himself in the Sanguis Vitam sector of the 42nd millenium, where he is rather unlikely to be found.
He will not move from this part of spacetime until such a point as he feels adequately prepared and experienced.
Going in for the Chaos warband:
The Guarantor of Decay
Nurgleite Warband

It is the will of Nurgle that life should not struggle against the slide into death.
Meluc Versan came to understand that well. Once an inquisitor of the 'early' Ordo Chronos, his descent into radicalism and then heresy badly damaged the Ordo's ability to administer time for many 'eras' of their existence - Chronoships sabotaged, inquisitors and their retinues infested with horrid plagues which would not be brewed until the far future, their homeworlds rotted away before the time of their birth...
Eventually, he ventured upon building a warband, which he originally based in the 48th millenium, the last era when mankind would exist at all, if only in the form of a few bands of chaos worshippers. In 'time', his chronoraids on important historical events which originally helped the imperium to resist decay longer saw him made a Daemon Prince rather than merely a Chaos Lord...a promotion which made him see fit to rot out the individuality of his cultists and usurp their souls and bodies for himself. Many devolve into chaos spawn during this process, and yet he puppets them regardless. Even those few who have joined him as Daemon Princes are left under the boot of his identity.

Misfortune struck when he tracked the inquisitor Flavius Nicodemos to his own temporal port of call, though: Meluc and his bodies were left stranded in time as their Chaos Chronoship itself decayed beyond repair, still serviceable as a voidship but never again as a time machine. Forced to breed new bodies from his own stock, and with only a single ship to his name, Meluc thought it best to secure a larger and more thoroughly equipped force, and so tempted a chunk of the Imperial navy into the veneration of Nurgle. Knowing this era to be the base of a loyalist of the Ordo Chronos, Meluc seeks to kill Flavius and claim his Chronoship for himself, that he may once more assail the past in the name of the Plague God.

Some would say that Meluc Versan's many-bodied existence is a rebellion against decay. To parrot Meluc's perspective, he experiences a greater decay than any being but Papa Nurgle himself.
The Hammers of Light
Motto: Blinded eyes see not the lightning, deafened ears hear not the thunder.

The Hammers of Light have come to the Sanguis Vitam sector in a single stealth cruiser in order to prune the madness before it has a chance to bubble up and spill over into neighboring sectors. It is a task that they are uniquely suited for, for their traditions descend from the traitor Magnus and his fallen legion. This heritage grants them insight into the world and minds of the witch and sorcerer, and in a sector where Astartes and Sisters of Battle alike embrace those fell powers such insight is invaluable.

It is not Astartes witches that draw them here at the dawn of the 42nd millennium though. They have come to hunt an enemy who, by all rights, they have already slain. A Daemon Prince whose head even now resides within their vaults, taken by their champion. And yet this enemy lives, resurrected not by the will of his dark master but by the simple expedient of not yet having met his end. Such is the conundrum of time-travelers.

In battle, the Hammers of Light follow a doctrine that states that precision belongs to the beginning and end of a fight: the middle belongs to fury. Standard tactics are to teleport into combat at medium range and unleash a barrage of psychic and technological attacks designed to destroy the enemy senses and communications. This is followed by the sort of ranged assault that only four Dreadnoughts supported by six terminator and five purgation squads can unleash. Once the enemy's back is broken, it is up to the interceptors and strike squads to mop up any survivors.
Grandmaster Dalanius Szal takes great pride in his ability to pick and choose his battles such that these tactics are effective.
I love all of these, and I really like how you were able to connect them to each other, good job you two.
 
So. Just the Tempestus Scions and Lost and Damned Regiment now.
Neither of them especially inspire me to write, so I'll leave those fluffjobs to others.
 
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