Create Our Own 40k Sector

That could work, and it would explain how Meluc's warband use so many vehicles.
Admittedly, you need to use 'warband' loosely when referring to the collection of puppeted bodies Meluc uses.

Edit: Here's a new IG regiment, just for fun. Rolling it, just for fun.
6 - Planetary Defense Force
98 - 1d3=3 criteria
24 24 24 - All Female, All Female, All Female - they are a WHOOOLE lotta woman.
Overriding this one: It is the ENTIRE female population of the world, from the scum to the elite.
93 - Homeworld Lost
Rolling for Former Class 43 - Deathworld
84 - Dead World
2 - Infantry Regiment
9 - Guerilla Warfare
6 - Undisciplined
28 - Specialized Lasgun Pattern
8 - For the Homeworld
88 - Navis Nobilite
99 - Other Xenos

The Atalantan Planetary Defense Force, AKA "The Fighting Amazons" is mostly known for their unfortunate failure to protect their wretched homeworld when it turned out to be a minor tombworld of the Senedj dynasty, and vast hordes of Necrons rose out of the ground to dissect the lesser race that dwell upon the transcendentally inhospitable planet to learn the secrets of the soul. The second thing they're known for is not dying in the process, but rather managing to evacuate the world with the remaining male 5% of the populace left behind as a seed population, after 45% of the planet's people were taken to form Imperial Guard Regiments all at once, due to them technically owing ten thousand years of tithes (Something which greatly disturbed the Atalantans, as men of good genetic character were considered too valuable to be warriors, when they could have many hundreds of children instead. They were essentially left with the dregs of their male population.)

The evacuation of such a massive population was only possible due to the extremely close relations between the Atalantans and a prominent navigator dynasty, which has agreed to help them in their quest to link up with the Atalantan guard regiments, breed a massive force of amazons, and retake the homeworld or settle a new utterly inhospitable rock.

In combat, the Atalantan PDF employs hit and run tactics and other fundamentals of Guerilla Warfare, aided by the distinctive Hippolyta Pattern Charger Lasweapons still provided to them by the Craftworld of Hippolyta, which was originally populated with Atalantan stock, even if they have now grown effete from their work in factories, and living on a relatively more pleasant planet. The charger lasweapon class is named for using the laser to deliver a potent electric shock which not only sends those struck into convulsions but through some unknown mechanism also polarizes the area struck, such that any intense physical or neural activity releases deadly electric shocks into the victim's body, a danger which remains for hours and can even strike repeatedly. This comes at the cost of halving the available number of shots from a given chargepack and somewhat reducing the strength of the initial hit. It is incredibly difficult to supply these weapons to military forces numbering in the tens of millions, between the Atalantan PDF and guard regiments, but Hippolyta is bound by treaty and honor to provide them, as it was the discovery of this STC by the Atalantans that led to their craftworld's foundation - though they truly wish they could stop producing so many of the things, and resent their kin-planet. It is unfortunate for the Atalantan PDF that their principle enemies are inorganic, and less severely affected by the electrolasers than most.

(Yet another stupid guard regiment. I'll admit, I was repeatedly rolling to get a particular result with the criteria part...but this was not it. I was trying to generate warrior caste abhuman tribesmen. Not 3x WOMEN. But when I rolled the same value three times, I knew it was fate.)
 
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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
... Hmm. Hmm.

The Schola Progenium on Salusa Prime, an all-but-inhospitable, heavier-than-average-gravity desert planet nestled deep within the Sanguis Vitam sector, is a place of renown even among other Scholae for the quality of its Tempestus Scions. They are legendary not only in the Sector, but even throughout the Segmentum for the harshness of their upbringing and the brutality with which they conduct their operations. Zealously loyal to the God-Emperor, they have generated a great deal of goodwill from the Adeptus Arbites, as their preferred assignments are generally not against xenos, or even necessarily the heretics of Chaos, but against rebellious subjects of the Imperium. Should the First Salusan Sandworms be sent to a planet suffering from divergent thoughts, its next governor can rest assured that crime, mutation, heresy, discontent, and other undesirable elements will have utterly vanished by the time of his or her appointment. It is also true that the planet will tend to have been reduced to less than half its previous population, leaving behind a great many orphans - the better for the new governor to instill with proper virtues. Stores are told far and wide of Tempestors walking into a place of business, or even a home, and having the building razed and anyone within the vicinity executed if it fails to meet their expectations.

Infantry specialists by training, they have also perfected aerial blitzes as an attack form, dispersing themselves into squads targeting enemy vital points and troop locations. In keeping with their preferred tasks, they have also perfected tactics for dealing with rebellious PDF and Guard elements, regardless of the enemy classification or size. Much of their success, beyond even the highly-regarded Tempestus Scion training, can be laid to a particularly effective variant of the Hotshot Volley Gun they carry. Not only are they much more penetrative than normal Volley Guns carried by other Tempestus Scion regiments - squads have been seen to defeat Leman Russes with those weapons alone - but they also seem to have better insulating gear, being able to fire longer sustained bursts more frequently. The Scions are suspected to have integrated material from a creature native to the planet - the sandworms from which they draw their name - as such creatures have been shown to have an extreme tolerance to heat.

While their command structure is no different from the standard Tempestus Scion model, they frequently rotate Commissars out of the Regiment - it doesn't take long for the Commissar assigned to the First Salusan Sandworms to lose what little humanity they had, and the Tempestor Primes prefer to leave what little negotiation they do without their hellguns to the Commissars. Fortunately, the Officio Prefectus appears to have no problem with this arrangement, viewing each Commissar's service with the Salusan Regiment a form of seasoning; if they can meet the Salusans' exacting standards and restrain them if necessary, then not even Catachan Devil Fighters could give them pause.

Somehow, however, the First Salusan Sandworms have managed to draw the ire of the Eldar, and while neither the Schola nor the planet have come under attack, Corsairs and Craftworld forces alike have sent fleets and troops to disrupt the Scions' activities. Groups with access to the Eldar - primarily Rogue Traders, but also some less dogmatic Inquisitors and Space Marine Chapters - have reported on the intolerance, but the answers vary, with even the same group of Eldar giving different answers when asked by different groups. Some believe that the planet itself is the cause - that it holds something of value to the Eldar that they wish to protect or keep secret, but aren't willing to attack the planet to retrieve. Others believe that it is what the Sandworms will do, sometime in the future, that has the Eldar worried.
 
Admittedly, you need to use 'warband' loosely when referring to the collection of puppeted bodies Meluc uses.

Edit: Here's a new IG regiment, just for fun. Rolling it, just for fun.
6 - Planetary Defense Force
98 - 1d3=3 criteria
24 24 24 - All Female, All Female, All Female - they are a WHOOOLE lotta woman.
Overriding this one: It is the ENTIRE female population of the world, from the scum to the elite.
93 - Homeworld Lost
Rolling for Former Class 43 - Deathworld
84 - Dead World
2 - Infantry Regiment
9 - Guerilla Warfare
6 - Undisciplined
28 - Specialized Lasgun Pattern
8 - For the Homeworld
88 - Navis Nobilite
99 - Other Xenos

The Atalantan Planetary Defense Force, AKA "The Fighting Amazons" is mostly known for their unfortunate failure to protect their wretched homeworld when it turned out to be a minor tombworld of the Senedj dynasty, and vast hordes of Necrons rose out of the ground to dissect the lesser race that dwell upon the transcendentally inhospitable planet to learn the secrets of the soul. The second thing they're known for is not dying in the process, but rather managing to evacuate the world with the remaining male 5% of the populace left behind as a seed population, after 45% of the planet's people were taken to form Imperial Guard Regiments all at once, due to them technically owing ten thousand years of tithes (Something which greatly disturbed the Atalantans, as men of good genetic character were considered too valuable to be warriors, when they could have many hundreds of children instead. They were essentially left with the dregs of their male population.)

The evacuation of such a massive population was only possible due to the extremely close relations between the Atalantans and a prominent navigator dynasty, which has agreed to help them in their quest to link up with the Atalantan guard regiments, breed a massive force of amazons, and retake the homeworld or settle a new utterly inhospitable rock.

In combat, the Atalantan PDF employs hit and run tactics and other fundamentals of Guerilla Warfare, aided by the distinctive Hippolyta Pattern Charger Lasweapons still provided to them by the Craftworld of Hippolyta, which was originally populated with Atalantan stock, even if they have now grown effete from their work in factories, and living on a relatively more pleasant planet. The charger lasweapon class is named for using the laser to deliver a potent electric shock which not only sends those struck into convulsions but through some unknown mechanism also polarizes the area struck, such that any intense physical or neural activity releases deadly electric shocks into the victim's body, a danger which remains for hours and can even strike repeatedly. This comes at the cost of halving the available number of shots from a given chargepack and somewhat reducing the strength of the initial hit. It is incredibly difficult to supply these weapons to military forces numbering in the tens of millions, between the Atalantan PDF and guard regiments, but Hippolyta is bound by treaty and honor to provide them, as it was the discovery of this STC by the Atalantans that led to their craftworld's foundation - though they truly wish they could stop producing so many of the things, and resent their kin-planet. It is unfortunate for the Atalantan PDF that their principle enemies are inorganic, and less severely affected by the electrolasers than most.

(Yet another stupid guard regiment. I'll admit, I was repeatedly rolling to get a particular result with the criteria part...but this was not it. I was trying to generate warrior caste abhuman tribesmen. Not 3x WOMEN. But when I rolled the same value three times, I knew it was fate.)
Interesting regiment, though I'm pretty sure you can reroll if you get the same result multiple times.
 
Nobody has ever had to ask before joining or adding one to the pile.

Sorry, I always ask before I try to contribute to stuff like this. Anywho, let's see what I can roll up:

Chapter Progenitor: 25 (Ultramarines)
Founding: 70 (40th M)
Imperial Exodus Causes: 86 (Cult of Personality)
Geneseed Mutation Severity: 17 (Significant Mutation)
Mutation: 4 (Oolitic Secretions)
Chapter's Flaw: 9 (Chapter Cult)
Chapter Legends: 92 (Battle-Brother)
Battle-Brother Company: 2 (Don't know where to find this table for this, it only told me to roll for this and the other one) (Second Company)
Battle-Brother Squad: 1 (Don't know where to find this table for this, it only told me to roll for this and the other one) (First squad) Thanks @DonBosco
Deeds of Legend: 78 (The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing. He and his Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.)
Home Sector: 2 (Nebula)
Combat Doctrine: 7 (Raiding)
Operating Procedure: 40 (Mercenaries)
Units that cannot be fielded: 76 (Techmarines)
Missing Equipment: 97 (Drop Pods)
Special Equipment: 2 (Traditional Weapon)
Chapter Strength: 5 (Nominal)
Goals: 90 (Peace)
Allies: 27 (Orks)
Enemies: 89 (Saharduin)

Space Marine Chapter name generator: Gamma Sons

... So, I rolled up a peaceful group of mercenaries raiders who don't have drop pods, are friends with the Orks, are enemies with the... Saharduin, who also is in the sector now, apparently... And they have a cult based around a cult of personality. And the Eldar hate them... If they weren't peaceful these rolls may have made sense. They're friends with Orks, love raiding, and the Eldar hate them. But... that peaceful thing... Any thoughts?

Now I'm off to make their heraldry and colors.
 
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Battle-Brother Company: 2 (Don't know where to find this table for this, it only told me to roll for this and the other one)
Battle-Brother Squad: 1 (Don't know where to find this table for this, it only told me to roll for this and the other one)

First squad of second company is what it means.

As for peace, perhaps due to a fault in the hypnoindoctrination, they've gotten a bit PTSD afflicted and are tired of all the killing?
 
Sorry, I always ask before I try to contribute to stuff like this. Anywho, let's see what I can roll up:

Chapter Progenitor: 25 (Ultramarines)
Founding: 70 (40th M)
Imperial Exodus Causes: 86 (Cult of Personality)
Geneseed Mutation Severity: 17 (Significant Mutation)
Mutation: 4 (Oolitic Secretions)
Chapter's Flaw: 9 (Chapter Cult)
Chapter Legends: 92 (Battle-Brother)
Battle-Brother Company: 2 (Don't know where to find this table for this, it only told me to roll for this and the other one)
Battle-Brother Squad: 1 (Don't know where to find this table for this, it only told me to roll for this and the other one)
Deeds of Legend: 78 (The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing. He and his Chapter are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.)
Home Sector: 2 (Nebula)
Combat Doctrine: 7 (Raiding)
Operating Procedure: 40 (Mercenaries)
Units that cannot be fielded: 76 (Techmarines)
Missing Equipment: 97 (Drop Pods)
Special Equipment: 2 (Traditional Weapon)
Chapter Strength: 5 (Nominal)
Goals: 90 (Peace)
Allies: 27 (Orks)
Enemies: 89 (Saharduin)

Space Marine Chapter name generator: Gamma Sons

... So, I rolled up a peaceful group of mercenaries raiders who don't have drop pods, are friends with the Orks, are enemies with the... Saharduin, who also is in the sector now, apparently... And they have a cult based around a cult of personality. And the Eldar hate them... If they weren't peaceful these rolls may have made sense. They're friends with Orks, love raiding, and the Eldar hate them. But... that peaceful thing... Any thoughts?

Now I'm off to make their heraldry and colors.
They want peace because their lack of techmarines means their equipment is all falling to pieces around them.
Their traditional weapon is a pointy stick.
 
First squad of second company is what it means.

As for peace, perhaps due to a fault in the hypnoindoctrination, they've gotten a bit PTSD afflicted and are tired of all the killing?

Thanks!

They want peace because their lack of techmarines means their equipment is all falling to pieces around them.
Their traditional weapon is a pointy stick.

That reminds me... I kinda forgot to choose their traditional weapon... Just a second... there's actually no table to roll for traditional weapons. But it does suggest that choose something like power swords, bolt pistols... and Melta Guns. A whole chapter armed with half-working Melta Guns... that'd actually be pretty funny.
 
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Thanks!



That reminds me... I kinda forgot to choose their traditional weapon... Just a second... there's actually no table to roll for traditional weapons. But it does suggest that choose something like power swords, bolt pistols... and Melta Guns. A whole chapter armed with half-working Melta Guns... that'd actually be pretty funny.
Sometimes they get hot and melt-a your hand!
 
Since I don't have anything better to do, I'll roll another faction, this time I feel like rolling Necrons.
Original Side in the Necrontyr Secession Wars: Fought independently to bring honor to the kingdom.
C'Tan fought alongside before betraying during the War in Heaven: The Void Dragon
Most Hated Nemesis: The Tyranids who would consume this galaxy, the Necrons' birthright
Damage sustained during sleep: By some miscalculation every single one of the Necron warriors and lower ranks have perfect recollections of their former lives and are completely sentient.
Greater Objectives or Goals: They have lived for untold millenia and have lost more than Man can remember. Now they are the stewards of the galaxy and it is their responsibility to guide the young children so that they cannot make the same mistakes. Forcibly, if necessary.
Favored Conversion Subject: Eldar – Psychically gifted and nearly immortal. How ironic that the potential key to Necron salvation lies in the biology of your hated enemy.
So they seem to be a group of fairly honorable Necrons, who hate Tyranids, believe that they are supposed to serve as the Stewards for the younger races, and want Eldar bodies for themselves. Since they fought alongside the Void Dragon, they are likely technophiles.

Since we only have one heretical cult so far, not counting genestealers, I'll roll one of them as well.
Cults of Society: Cross Class(Decadent Nobles and Warrior Brotherhood)
Cults of Idea: Inhuman Ideals
Cult Leadership Type: Council of Inner Mysteries
Cult Leadership Nature: Mutant
Leadership Style: Charisma
Armaments and Defenses: Beasts
Tokens of Allegiance: Special Material
Cult Allure: Indulgence
Rites and Observances of the Cult: Mass Devotions
Focus of Worship: Chaos Undivided
I'm not entirely sure what to make of these guys.
 
Gonna make another planet, the only way I know how: with a random generator.
Class: 1d100 = 73, Pleasure World
Tech Level: 35+2d10 = 54, High Imperial
Size of Star: 1d100 = 100 - Giant Star
Administratum Presence: 2d10 = 3 - None
Arbites: 2d10 = 6 - Token presence (For administrative purposes only.)
Astra Telepathica: 2d10 = 20 - Significant (Controls its field, and has a say in wider planetary matters.)
Astronomica: 1d5 = 5 - Token (For administrative purposes only.)
Mechanicus: 2d10 = 7 - Slight (Specific duties; not involved in wider planetary affairs.)
Ministorum: 2d10 = 6 - Slight (Specific duties; not involved in wider planetary affairs.)
Inquisition: 1d5 = 2 - None
Size: 1d100 = 8 - Miniscule ((1d10+4),000 kilometers equatorial circumference) = 7,000 kilometers equatorial radius. For reference, the distance around the equator is barely more than twice the maximum north-south length of India.
Axial Tilt: 1d100 = 90 - Severe. Temperature ranges +-60 degrees celsius of the rolled baseline
Length of Day: 1d100-30 = 33 - 3d10 hours = 6 terran hours
Length of a Year: 1d100 = 87 - 10d10x9 terran days = 531 terran days, 2124 local days
Satellites: 1d100-30 = 60 - 1d5 satellites = 5 satellites
Gravity: 1d100 = 63 - Standard Earth Gravity ~ 1g (On a world with a volume about 1/187th that of earth. Which (in a wholly RL context) implies a density about five hundred times that of osmium, to create a planet with equivalent mass to earth at this size. Unless I don't understand the physics that go into gravity. This roll really should have had some sort of modifier. Either there's a lot of dark matter here to account for that mass, some fucky gravitech/warp gravity anomaly (meaning it ISN'T hundreds of times denser than any known element), or this planet should probably be killing everyone on it by radiation or something worse. Probably the second possibility.)
Atmosphere: 1d100 = 17 - Normal (Air's good)
Hydrosphere: 1d100 = 99 - Aquatic (So the planet has no dry land...)
Temperature: 1d100 = 65 - +31 to +50 pre-modification. Which is to say...an actual temperature range of -29 celsius to 110 celsius. Over the course of the LONG years on this planet, the ocean may be presumed to go from at least partially frozen to actively boiling on the surface. I would presume people live underwater here.
Terrain: 1d100 = 73 - 4 terrains. 47, 85, 3, 26 - Broken Rock (presumably from thermal expansion and contraction near the surface, which sends it tumbling down from cracked mountains), Ravines (Presumably some of the nicer places to stay, assuming the gravity doesn't get FUCKING HORRIFIC down there because of how much more quickly you can get close to center-mass), Grasslands (Just going to assume this means short seaweed), Mountains (Seamounts are a proud and honored tradition. Must exist due to tectonics rather than volcanism though?)
Climate: Hardy ass kelp and hardy ass fish. That is all. Frankly, I would assume there are very few separate settlements on this tiny hedonistic hellmarble.
Population: 1d100+0-30 = 63 - 1d10 hundred million people = 400 million people (Okay, so this joyous little sleezemarble that runs from hot to cold is more populous than the US. Well, guess that makes sense since they're in the second to highest tech class)
Society Type: 1d100 = 93 - Oligarchy
Economy: Probably exports technology and imports raw materials. Perhaps the raw materials are collected from the satellites, if those things were towed into place or if this place's gravity is natural. Then again, if the place is natural, it probably exports the exotic quasimaterials that it is clearly made from. Probably imports food. What's interesting is that despite the very minor presence of the admech, it still has an incredible technology base. Maybe the planet has some exotic autofactories...which process the exotic matter the planet is made of into vast amounts of minerals to make a variety of goods. The admech are ONLY there to run those.
Conflicts: Nah bruh.
Enforcers: 1d100 = 39 - Yes. 2d10=15 quantity. 2d10=8 Quantity. Large, Poor-Medium quality.
Militia: 1d100 = 92 - No.
Standing Army: 1d100 = 18 - Yes. 2d10=11 quantity. 2d10=9 quality. A middling amount of slightly bad troops. Large, Poor-Medium quality (But smaller and slightly better than the cops)
Armoured Force: 1d100 = 25 - No.
Titan Force: No
Private Armies: 1d100 = 7 - Yes. 1d10=5 quantity. 2d10 = 5 quality. A small amount of really bad private troops. Small, Poor-Medium Quality (But way worse than the cops or actual armies)
Naval Force: 1d100 = 70 - No (Imperial Navy Not Present)
Orbital Stations: 1d100 = 49 - No
Missile Silos (Planet): 1d100 = 28 - No
Missile Silos (Orbital): 1d100 = 75 - No
Defense Lasers: 1d100 = 76 - No
Mercenary Forces: 1d100 = 10 - Yes. 2d10 = 19 Quantity. 2d10 = 19 Quality. Huge, Medium-High Quality (Ranging towards the high end)
PLANET NAME: Iradika
CLASS: Pleasure World
TECH LEVEL: High Imperial
SIZE OF STAR: Giant Star
GALACTIC POSITION:Northeast
SECTOR: Sanguis Vitam
SUBSECTOR: Sanguis Desolatus
PLANETARY GOVERNOR: Krosos Kartenos
ADEPTA PRESENCE: Adeptus Arbites (Token); Adeptus Astra Telepathica (Significant); Adeptus Astronomica (Token); Adeptus Mechanicus (Slight); Administratum(None); Adeptus Ministorum (Slight); Inquisition (None)
SIZE: 7,000 KM Equatorial Circumference.
AXIAL TILT: 39 degrees
LENGTH OF DAY: 6 Terran Hours
LENGTH OF YEAR: 531 Terran Days
SATELLITES: 5 moons artificially relocated from elsewhere in the system at some unknown point in the past, after the planet was artificially given terran gravity. Currently all colonized.
GRAVITY: Exactly 1g
ATMOSPHERE: Breathable. It's perfectly fine, but you're very unlikely to ever be out in it aside from on arrival.
HYDROSPHERE: Aquatic. Totally covered in water.
TEMPERATURE:Ranges from -29 to 110 degrees celsius on the surface. All settlements and installations exist underwater where the effect is more moderate or travel on the surface of the ocean in such a manner as to always be somewhere where the surface of the ocean isn't boiling or at all freezing. (Assuming the ocean would, in fact, freeze or boil at all, given the moderating effects of hydrogen bonds.)
TERRAIN:The undersea terrain of the planet is largely composed of mountains, areas covered in rocks that were thermally fractured from those mountains, areas with short kelps and seaweeds, and massive undersea trenches.
CLIMATE: Wet. Warm on average, but ranges from freezing to literally boiling.
NATIVE FLORA AND FAUNA: There's some fish and there's some seaweed.
COUNTRIES AND CONTINENTS: Both crust and politics are fractured heavily, unified only loosely into a coherent whole by fragile connections and temporary happenstance.
POPULATION: 432,884,231 people (Not counting the moon colonies)
SOCIETY: Society is essentially run by a number of prominent families who are the partial or complete owners of various undersea arcologies, watercraft, and manufacturing facilities (the admech are essentially here as workers). The largest holdings are owned jointly by the Adeptus Astra Telepathica and Adeptus Astronomica (and hosts the minor ecclesiarchal and arbitratorial presences), but even then they must ally themselves with enough local factions that they themselves are outnumbered within the de-facto ruling coalition. The police, the military, and the personal gangs of the various shareholders are dwarved by the utterly massive number of sanctioned psykers (the mercenary forces) the Astra Telepathica keeps onworld to prevent the expulsion of the various Adeptas located onworld.
ECONOMY: Hedonistic Anarcho-Capitalist Manoralism
EXPORTS: Rather advanced (but not obscenely advanced) technology with a quality-of-life focus (Mostly to the moons), psykers, navigators.
IMPORTS: Food, minerals, drugs, luxuries. (All mostly from the moons)
CONFLICTS: None (and if you believe that, I have some nice beachfront property onworld to sell you)
DEFENCES: Enforcers (Y/Large+/Poor-Medium Quality); Standing Army (Y/Large-/Poor-Medium Quality+); Private Army/Armies (Y/Small/Poor-Medium Quality--); Mercenary Force (Y/Huge+/Medium High Quality+)
IMPERIAL GUARD RECRUITMENT: The administratum has no presence here with which to levy tithes. That being said, Iradikan (or Iradikan trained) psykers are rather common in the region's imperial guard, because it is an incredible psychic hotspot (Not only are there foreign psykers there...but about 5% of the native population is recognized as true psykers, rated as iota or stronger. Virtually the entire population is somewhere between omicron and kappa rating - possessing unconscious, unregulated levels of psychic power.), and the home of the sector's largest (Or perhaps only...) Scholastica Psykana installation.
CONTACT WITH OTHER WORLDS: Outside of the transfer of psykers into and out of the planet, Iradeka's contact with worlds other than its five moons is almost exclusively astropathic.

So what we've got here is a dystopic little world of hedonism and the rule of coin, where the only imperial institution with ACTUAL influence over planetary politics is the one dedicated to the training and deployment of psykers. It's kinda like Rapture, but with perhaps a few hundred very large underwater cities totaling a population of over 400 million people, a surface that ranges from freezing temperatures to boiling temperatures, and actual significant oversight over the closest thing to plasmids (As a result of the Astra Telepathica presence), if relatively little else. But what that means is that the Astra Telepathica is kept from conquering the world with their army of psykers (which is both larger than and much more capable than any other force that exists on the planet - and perhaps larger and more powerful than all of the other forces combined) only by the fact that they haven't decided to do it. It could easily be turned into a psykerocracy, if they decided to do that, because the inquisition isn't even watching this planet.

That also means that if it suddenly exploded into a massive* daemon rift, there'd be nobody to point the grey knights that way or exterminatus it.

*well, not really massive, because this is one of the tiniest planets in the entire imperium. It's just a fucking sardine can despite not formally being a hiveworld.
 
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Cults of Society: Cross Class(Decadent Nobles and Warrior Brotherhood)
Cults of Idea: Inhuman Ideals
Cult Leadership Type: Council of Inner Mysteries
Cult Leadership Nature: Mutant
Leadership Style: Charisma
Armaments and Defenses: Beasts
Tokens of Allegiance: Special Material
Cult Allure: Indulgence
Rites and Observances of the Cult: Mass Devotions
Focus of Worship: Chaos Undivided

The Houses of His Arete

The Houses are an Imperial cult that venerates Him on Earth as the paragon of transcendent excellence, the ultimate golden end to which all mankind must strive. Each center of the cult is organized into five Houses: the four lower houses, Fortitude, Valor, Wisdom and Purpose, each teaching a specific virtue, and the High House of Arete, where initiates are taught how to meld the virtues in order properly emulate, and thus venerate, the Emperor. The Houses offer several tiers of instruction that must be taken in succession. Each tier consists of a series of lectures and group exercises in each of the lower houses that culminates in a final lesson in the high house that ties the lessons of the lower houses together.
While some of the more outlandish claims regarding the higher tiers* can be dismissed, and are in fact repudiated by the cult, it is definitely true that initiates with a few tiers under their belts make excellent recruits for the Guard, and often volunteer for a tour, citing the teachings of the Houses as the reason for the fervor in serving the Emperor.

It should be noted that many of the cult's initiates are drawn to the Houses specifically due to the first tier lessons of the House of Purpose. Wild rumors suggest that these lessons begin with the pleasures of life as a reason to pursue the path of Arete.

*Such as the persistent rumor that a true master of the houses will begin to transcend their base form into one more akin to that of His Angels of Death
 
Errant Adeptus
Zealotry in Misplaced Idols
Hive Mind
Multifaceted
Military Figure
Xenos
Dark Camaraderie
6!
Beasts
Extensive Bodily Modification
Intricate Craftsmanship
Fortified Protection
Instruments of the Xenos
Otherwordly Allies
Special Material
Salvation of the Soul
Elaborate Rites
Foul Communion
Mass Devotions
Something Else in the Dark: Void Dragon, the True Omnissiah/Men of Iron?
.... Well it appears even our local administration has been woo'd by some kind of popular "omnissiah-worshiping military figure" promising salvation and a sure to what ails you if only you open wide and surrender your fleshbody. Who is actually a necron because of course he is.

Alternatively, my first thought was some group of adeptus turning themselves into Men of Iron and slowly trying to convert the sector into the golden age of humanity once again. Either way they're an Adeptus cult that heavily modifies themselves and their environment into a hive mind, and their leader shares a kinship with them strangely enough?
 
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Errant Adeptus
Zealotry in Misplaced Idols
Hive Mind
Multifaceted
Military Figure
Xenos
Dark Camaraderie
6!
Beasts
Extensive Bodily Modification
Intricate Craftsmanship
Fortified Protection
Instruments of the Xenos
Otherwordly Allies
Special Material
Salvation of the Soul
Elaborate Rites
Foul Communion
Mass Devotions
Something Else in the Dark: Void Dragon, the True Omnissiah/Men of Iron?
.... Well it appears even our local administration has been woo'd by some kind of popular "omnissiah-worshiping military figure" promising salvation and a sure to what ails you if only you open wide and surrender your fleshbody. Who is actually a necron because of course he is.

Alternatively, my first thought was some group of adeptus turning themselves into Men of Iron and slowly trying to convert the sector into the golden age of humanity once again. Either way they're an Adeptus cult that heavily modifies themselves and their environment into a hive mind, and their leader shares a kinship with them strangely enough?
What table did you roll this on? 1d4chan doesn't have a decent admech table.
 
I rolled it on the Cult Table, figuring I'd get some weird religious thing not.... the mechanicum as done by a bunch of office workers.
I mean, by the time you're networking your brains with implants to the point that you become a single entity, I'm not sure you can call yourself a bunch of office workers anymore.
And for the mechanicum, they are uncharacteristically lacking in advanced tech.
I'mma roll something that hasn't been rolled in this thread before.

97 - Space
10 - Doesn't eat
5 - Allogamy/Autogamy - Sexual Reproduction
24 - Imperial Guard/PDFs/Other normal human forces
50 - Trainable
8 - Slaughtered a group of orcs
5 - Large
9 - Winged
8 - Scales
3 +2 +3 +2 +2 +1 +1 +3 +3 +2 - Tough, Agile, Resilient (3 - x3 resilient), Extra Attack (2. x2 extra attack.)
7, 27 (2), 8, 4, 20 - Defensive Maneuver, Ranged Attack (Multishot), Disorienting Attack, Camouflage, Massive

Korosian Star-Whale

A peculiar species found within the ternary star system of Koros, the Star Whale is an immense scaled creature which nests in the close orbit of the local stars, where the males and females mate to produce more of their immense brood. There is no observed instance of these behemoths seeking sustenance, despite their inconceivable bulk.
It is estimated that their population numbers in the low hundreds of thousands.
The creatures were originally passive towards human vessels, content to ignore them as they used their solar sail like wings to navigate around the system amusing themselves by pushing asteroids around.
This changed when a vessel of the local navy joined them in fending off a fleet of ork freebootas that had been attacking their young for food. Ever since, the Star-Whales have been seen to travel alongside imperial vessels, attacking whatever the ships fire upon, and to swarm space hulks, roks, and other ork vessels in the area on their own initiative, pelting them with sprays of glimmering crystal spines from the relative concealment their refractive scales provided them.

It is a strange symbiotic relationship, but the local navy has greatly appreciated the help from these...dumb but friendly space-megafauna.
 
You shouldn't have said that....

Would another Inquisitor be welcome?
I'll roll one.
Gender: Male
Age: Venerable (150-250): By now an Inquisitor may be (in)famous and have cemented their reputations.
Ordo: Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.
Titles: Ordo Specific, Nobility, and Nothing.
Philosophy: Temperate Puritan: These Inquisitors understand the place of psykers and mutants is one of servitude, and that they should be made to understand their inferiority. These are Puritans that acknowledge psychic benefits.
Methodology: In Omni Rei Audaciam (In all things daring), Nulli Cede (Yield to none), and Et Per Arte Belli (By skill and by fighting)
Psychic Ability: None
Quirks: Hatred, Spartan, and (in)Famous
Resources: Armed Spaceship, Unarmed Spaceship, Huge Favor, Infil-traitor Network, Dogsbody/Butler
Unarmed Spaceship: Mercantile
Armed Spaceship: Frigate
Here you go.
 
I'll roll one.
Gender: Male
Age: Venerable (150-250): By now an Inquisitor may be (in)famous and have cemented their reputations.
Ordo: Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.
Titles: Ordo Specific, Nobility, and Nothing.
Philosophy: Temperate Puritan: These Inquisitors understand the place of psykers and mutants is one of servitude, and that they should be made to understand their inferiority. These are Puritans that acknowledge psychic benefits.
Methodology: In Omni Rei Audaciam (In all things daring), Nulli Cede (Yield to none), and Et Per Arte Belli (By skill and by fighting)
Psychic Ability: None
Quirks: Hatred, Spartan, and (in)Famous
Resources: Armed Spaceship, Unarmed Spaceship, Huge Favor, Infil-traitor Network, Dogsbody/Butler
Unarmed Spaceship: Mercantile
Armed Spaceship: Frigate
Here you go.

I... Thank you?

I was thinking of rolling one myself, but I could make fluff for two, I suppose.
 
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