Create Your Own 40k Army

Stormtrooper Company:

Type: 9

Inquisitorial Stormtroopers

Training World: 22

Jungle. Probably a damn death world.

Specialization: 4

Mechanized. For when an Inquisitor decides "Feth Subtlety"

Tactics: 12

Siege Breakers. uhm, ok. I'll assume they're for cracking open heretic refuges.

Gear: 48

Specialized standard gear. Hm, sanctified Hot Shot Lascarbines ho!

Leadership: 10

Guard Officers. Hm, gonna assume these guys are experienced guys kidnapped by the Inquisition. "Great fan of your work General. Oh by the way, you work for me now, everyone thinks you're dead, and you're gonna spend the rest of your life training me super soldiers."

Company Size: 2

100 Troops. Well, the Inquisition isn't exactly known for sunshine and rainbows.

Company Renown: 9

Legendary. I guess they're more on the terrifying end of things that subtlety.

Company Demeanor: 1

Always calm and collected. We space Black Ops, no time for emotions!

Friends: 69

Specific IG world. Guess that general still got to maintain contacts.

Enemies: 7

Orks. Guess we're not Ordo Hereticus after all.

Alright, i'm gonna go with these guys being some Ordo Xenos inquisitor's personal goon squad. Fluff to follow later.
 
Lyria Aerenas, The Shining Hammer

"Blood, even more than hatred, binds the Shining Hammer and the traitorous Knight of the Broken Blade, for they are kin. True kin, born of the same womb, once thought of as the closest of allies, but now they hunt one another across the stars."
- Freeblades of Segmentum Ultima, scribe-tertius Cassius Aquilo (Library of Hera)

Armoured in halved silver and blue, the crossed hammers of House Aerenas and the name of its rider plain on its chest plating, none doubt the identity of the Freeblade Knight commonly called 'the Shining Hammer'. What is less known - indeed, a close-held secret to all but a handful of fellow Knights, Titan Princeps, and the officers of the Howling Griffons Chapter sworn to aid in her quest - is just what drove the Lady Lyria to put aside her stewardship of House Aerenas and journey among the stars as a Freeblade.

In the waning years of the Forty-First Millennium, the situation on the Knight World of Orphides Prime seemed stable. House Aerenas, first among the Knightly Houses and holders of the Falcon Spire, had a strong, capable Lord, in the prime of his life and with two heirs of equal capacity ready for their Rite of Becoming; Lyria and Kasyan, twins born of Lord Orwyn's first wife. With the vigilant Mechanicus adepts of the Caldari Array watching Orphides Prime's skies, there seemed no cause for worry.

Then, catastrophes began to occur. In Lyria's Rite of Becoming, the inhibitor collar of the massive dragon-spider that was her first kill was, by some agent unknown at the time, loaded instead with a mixture of highly potent combat drugs. Although, by skill and more than a little luck, Lyria was able to slay the beast, it left her face brutally scarred and her right arm needing substantial augmetic work to be useful again. Before a detailed investigation could begin, Lord Orwyn was struck down by an illness beyond the ability of the Magi Biologis to counter, left crippled and comatose, while the twins, as best as they were able, took over the House's running. Then, in the depths of winter - the seasons on Orphides Prime running as long as Terra-standard years - two disasters occurred simultaneously; the Caldari Array ceased communication with the rest of Orphides Prime, and a dragon-spider - one of the largest specimens on record; estimated to be the size of a Warlord Titan - awoke from its hibernation in berserk fury, slaughtering a dozen townships and, in the battle that slew it, four of House Aerenas' finest Knights and a dozen more from lesser Houses.

Investigating both occurrences, the twins mounted their Knights - Lyria's custom Questoris armour, Valkyrien, equipped with a thunderstrike gauntlet, Icarus-pattern autocannon and an ancient Volkite Chieorovile; and Kasyan's Lancer suit, Hunter in the Dark, modified with the addition of an Ironstorm missile launcher - and journeyed into the mountains; and, on reaching the Caldari Array, the truth became clear.

Embittered by his parents' perceived favouring of Lyria, and her selection as heir-designate, Kasyan had struck a deal with the xenos Tau. Using their technology to disable the Caldari Array and poison his father, and a judicious bribe to ensure his sister's death or crippling in the Rite of Becoming, he intended to accede to command of House Aerenas and - in the Tau Empire - find an outlet for greater ambitions than as a mere Second Knight in a single House.

Furious, Lyria turned her Knight's guns on her brother and his newly revealed allies, but - against a score of Crisis and Riptide Battlesuits, as well as her brother's Knight - even Valkyrien was outmatched, and a final hail of plasma and railgun shots blasted the ground out from under her, sending Lyria tumbling into an abyss. If not for two Knights of House al-Sayeed - Lord Feisal and his heir, Hassan; investigating the Caldari Array going dark - it is very probable Lyria would have died; instead, after her Knight was finally restored, and her own wounds tended to, in company with champions of all the Knightly Houses who would heed her, she journeyed to the Falcon Spire and - before the entire court - denounced her brother for his actions.

The result was chaos. Enraged by learning the truth, many of the Knightly Houses of Orphides Prime sided with Lyria, but the Tau had already landed in force, and their armoured formations clashed with Knights all over the planet. With reinforcements from nearby Forge Worlds, detachments of three Astartes Chapters - the Genesis Chapter, Sons of Guilliman and Howling Griffons - and Astra Militarum and Navy battlegroups, the invaders were driven off, but the cost was catastrophic; and Kasyan fled, boarding one of the last Tau vessels to slip the Navy's blockade.

Handing over House command to a cousin, Lyria boarded one of the Howling Griffons' strike cruisers and joined them in the hunt. Engaging Tau forces on a score of worlds, Lyria and her brother - his armour now modified with equipment of Tau design - have clashed indecisively half a dozen times, each determined to see to the other's death.
 
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So this is a Work in Progress but here's an attempt at Space Marine Legion/Primarch Builder. Thoughts and suggestions are Welcome
The Universe
*Insert Numbers Here* Canon (Basically Canon universe plus this Primarch)
**Divergent (Canonical primarchs but Who's Loyal and Whose Traitor May Change)
** Original (All OC primarchs, probably OC aliens and problems as well)

Primarch Discovery (When where they Found)
** First (This Primarch was the First Primarch Found by the Emperor.)
** Early (Found Within the First Hundred years of the Crusade)
**Late (Founding during the Last Hundred Years of the Crusade)
*Last (Found only Fifty Years before the Heresy)

Legion History Pre-Primarch

** Average (The Legion's Service History before Contact with the Primarch was respectable but unremarkable)
** Gene Seed Flaw (A Flaw or Accident involving their Gene Seed Left the Legion on the Verge of Extinction before they Found their Primarch)
** Divided (This Legion suffered major internal Strife before encountering the Primarch)
** Champions of the Emperor (The Legion was widely regarded as Emperor's Right Hand in the Earliest days of the Crusade)
** Honorable (This Legion was widely know for It's Honorable Conduct in Combat and Efforts to protect Civilian Life)
**Savage (The Legion gained a reputation as Brutal Killers with little regard for Civilian or even Imperial Army Lives)
**Mutation (This Legion suffered large mutations that left them with Low Numbers and Few Friends, Only when the Primarch arrived was this problem fixed)

Primarch Mutation/ Change
(IE: Change to their basic form either by Mutation by the Warp or something that happened to them)
**Wings (This Primarch has Massive, Angelic Wings that often inspire Awe)
**Pysker (This Primarch has incredibly powerful Pysker powers and abilities)
**Female (This Primarch is Female, No stronger or Weaker because of it, but it does change how Societies, and the Imperium might view them)
**Cybernetics (Due to Accident or other reasons, this primarch has extensive Cybernetics)
**Dying (The Primarch is dying, either due to some sort of implant or some genetic flaw, not for a long time, few hundred years or so, but as they get closer to their Death they will become, stronger, and much more violent , eventually going insane.)
**Twin (This Primarch has an indentical twin that landed with them)
**Tough (Even By Primarch Standards this Primarch is exceptionally durable, capable of surviving toxic environments and near lethal blows with ease)
**Animal Affinity (This Primarch has a natural affinity for animals and can command them with ease)
**Master of Shadows (This Primarch is naturally at home in the Shadows and can make themselves effectively invisible, even to Space Marines)
**Perpetual (In all but the most unusual of situations, this Primarch will revive anytime they're killed.)
**Visions of the Future (This Primarch receives Visions of the future, often terrifying things that get worse the closer things get to the Heresy)
**Too Human (For whatever reason this Primarch's trip through the warp sapped them of much of their potential. While still stronger than any regular Human and even Most Space Marines. This Primarch is Weakly runt by Primarch Standards. Standing no more than Six Foot tall even when they're fully grown and have a fraction of the strength they should have had. Does make stuff like Infiltration a lot easier though.)
**Reincarnation (This Primarch can die, but they won't stay dead. Instead every time they die their soul is reborn in a newborn human's body. Fully remembering who and what they are when their new body turns fifteen Terran years old. Not as powerful as their Primarch form was their new forms are still plenty strong.)
**Roll d3+1 times on this chart

Primarch Home World
**Feral (Tech at Bronze Age Levels)
**Death World (Feral Tech levels but a whole lot more dangerous)
**Medieval (Tech at 1500s Levels)
**Age of Terra (Tech at 2000s Levels)
**Advanced (Tech Almost on Par with that of the Imperium's)
**Knight World
**Instellar Empire (Planet is at the Heart of an Empire spanning multiple Solar Systems)
**Dying (World has very few Resources and is slowly dying)
**Xenos (Grew up on planet filled with nothing but Xenos)
**Alone (World contained no Sentient Life, leaving the Primarch Entirely Alone until Contact)
** Fleet (Crashed into a ship that was part of an fleet of Human Nomads)

Home World Terran (Doesn't Apply to Fleet)
1–25 Jungle
26–50 Desert
51–60 Ice
61–65 Ocean
66–75 Wasteland
76–80 Urban
81–85 Toxic
86–90 Volcanic
90–100 Temperate
*Don't Fix what ain't too broken*

Primarch's Adopted Parents (Doesn't Apply to Alone)
**Ruler (Was raised by the King, Queen, Elected Official)
**General in the Military/Warlord
**Doctor
**Scientist/ Blacksmiths and general weapon makers in Lower tech worlds
**Priest/Shaman
**Monastic Order
**Working Class Family
**Rebel Leader (was raised by a Rebel fighting against the Planet's rulers)
**Slave (Was made a Slave or Raised by Slaves)
** Outcasts (Was raised by people on the very fringes of Society)
**Raised by Animals
**None (Either by circumstance or due to fear from the local populace, this primarch was raised by no one)

Primarch History Pre-Contact with the Emperor
** Came to power peacefully (Through either Succession, Vote or Popular Uprising)
** Came to Power Violently
**Lead Unsuccessful Rebellion against the Rulers of the Planet
** Fought many battles and defeated numerous enemies of Their Nation/Patron/Order/ Family
**Killed a Giant and Terrifying Beast that had devastated entire nations.
**Fended off a deadly Xenos Raid
**Uplifted the Planet Tech Wise (Only applies to Low Tech Worlds)
**Survivor of Deadly Plague that Wiped out most of the world's population
**Necron attack wiped out entire Village/City/Ship, only spared because one of them told the Primarch they weren't ready for his "Collection". One of the Few Truly terrifying moments in the Primarch's life.
**Fought off a Daemonic Incursion, giving the Primarch rare insight into the existence of Chaos.

Contact
** Expected (Primarch knew the Emperor was coming and welcomed him)
**Friendly (Unexpected but went well)
**Start of a Grudge (The Emperor did something, intentionally or otherwise, to piss off the Primarch.)
**Kicking and Screaming (Had to be forced into leading their Legion)
**Hostile (Tried to fight against the Imperium during First Contact, they failed and were forcibly conscripted)

Primarch Personalty (Roll up to 5, Re-roll if unconpatiable *IE: Pious and Atheist)
**Honest (Will not tell a lie, ever. even if they should)
**Bitter (This Primarch is Angry and resentful of a certain Group, Person, organization or in extreme cases, everyone)
**Honorable (This primarch prefers honorable forms of combat and is disdainful of more underhanded methods of warfare)
**Compassionate
**Stubborn (This Primarch is quite Stubborn, once they set their mind on something it's VERY hard to change it, even if they should)
**Anti-Pysker (This Primarch is not a fan of pyskers, at all. If a Pysker this Primarch has self-loathing issues)
**Stoic (This Primarch very rarely shows emotions)
**Melancholic/Fatalistic (This Primarch is not the most happy of people)
**Pious (This Primarch is a person of Faith. Faith in the Emperor or ...Other Things)
**Perfectionist (This Primarch tries to seek perfection in everything they do, Warfare, Art, Weapon making, etc)
**Psychotic (This Primarch ain't exactly what we call mentally stable)
**Split-Personalty (This Primarch has two personalities, The secondary one is dark reflection of the first, a corruption of it's virtues and it's an exaggeration of it's flaws)
**Charismatic (This Primarch can presuade whole worlds to their cause with one speech)
**Pragmatic
**Under-handed (This Primarch doesn't fight fair)
**Social Darwinist (This Primarch is a bigger believer in survival of the Fittest, and looks down upon the Weak)
**Atheist (This primarch goes above and beyond with the Imperial Truth, treating all religious beliefs with utter contempt
**Academic (Can be Occult or simply historical or scientific)
**Blood Lust *This Primarch Doesn't just fight out of duty, They love fighting.)
**Short Tempered (This Primarch is quick to Anger)

Relationship with Legion
**Fanatical (Legion is fanatical loyal to their Primarch. Would follow them regardless)
** Loyal (Legion is quite loyal to their Primarch but not mindlessly so)
**Old/New Divide (There is a serious divide between the Older Terran Members of this Primarch's Legions and newer Recruits)
**Emperor Above All Else (Loyal to their Primarch but would never go against the Emperor)
**Loathed (This Primarch privately, or even openly, has next to no love for their legion)
**Tainted by Chaos (Some of the Legion have secretly fallen to Chaos)

Pre-Heresy Legion Tactics
1 Close Combat
2 Ranged Combat
3 Armoured Assault
4 Stealth (Insurgency and or General Covert Ops)
5 Lightning Strike
6. Psychic Warfare
7 Void Warfare
8 Siege
9 Chemcial/Biological Warfare
10 Terror

Side During the Heresy
**Loyalist
**Traitor
**Renegade (Rebelled but didn't Fall to Chaos)
**Secretly Loyal
**Loyal After, Uncertain during (Is Loyal to the Imperium now but no one knows which side they took during the Heresy)


Probably needs a lot more but I think it's a good start

Edit: Added Primarch Personalty Traits (A bit uncertain about them truth be told)
 
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So this is a Work in Progress but here's an attempt at Space Marine Legion/Primarch Builder. Thoughts and suggestions are Welcome
The Universe
*Insert Numbers Here* Canon (Basically Canon universe plus this Primarch)
**Divergent (Canonical primarchs but Who's Loyal and Whose Traitor May Change)
** Original (All OC primarchs, probably OC aliens and problems as well)

Primarch Discovery (When where they Found)
** First (This Primarch was the First Primarch Found by the Emperor.)
** Early (Found Within the First Hundred years of the Crusade)
**Late (Founding during the Last Hundred Years of the Crusade)
*Last (Found only Fifty Years before the Heresy)

Legion History Pre-Primarch

** Average (The Legion's Service History before Contact with the Primarch was respectable but unremarkable)
** Gene Seed Flaw (A Flaw or Accident involving their Gene Seed Left the Legion on the Verge of Extinction before they Found their Primarch)
** Divided (This Legion suffered major internal Strife before encountering the Primarch)
** Champions of the Emperor (The Legion was widely regarded as Emperor's Right Hand in the Earliest days of the Crusade)
** Honorable (This Legion was widely know for It's Honorable Conduct in Combat and Efforts to protect Civilian Life)
**Savage (The Legion gained a reputation as Brutal Killers with little regard for Civilian or even Imperial Army Lives)
**Mutation (This Legion suffered large mutations that left them with Low Numbers and Few Friends, Only when the Primarch arrived was this problem fixed)

Primarch Mutation/ Change
(IE: Change to their basic form either by Mutation by the Warp or something that happened to them)
**Wings (This Primarch has Massive, Angelic Wings that often inspire Awe)
**Pysker (This Primarch has incredibly powerful Pysker powers and abilities)
**Female (This Primarch is Female, No stronger or Weaker because of it, but it does change how Societies, and the Imperium might view them)
**Cybernetics (Due to Accident or other reasons, this primarch has extensive Cybernetics)
**Deadly Implant (This Primarch has been forcibly implanted with a Device that makes them much more dangerous in Combat but is slowly driving them insane and killing them)
**Twin (This Primarch has an indentical twin that landed with them)
**Tough (Even By Primarch Standards this Primarch is exceptionally durable, capable of surviving toxic environments and near lethal blows with ease)
**Animal Affinity (This Primarch has a natural affinity for animals and can command them with ease)
**Master of Shadows (This Primarch is naturally at home in the Shadows and can make themselves effectively invisible, even to Space Marines)
**Perpetual (In all but the most unusual of situations, this Primarch will revive anytime they're killed.)
**Visions of the Future (This Primarch receives Visions of the future, often terrifying things that get worse the closer things get to the Heresy)
**Too Human (For whatever reason this Primarch's trip through the warp sapped them of much of their potential. While still stronger than any regular Human and even Most Space Marines. This Primarch is Weakly runt by Primarch Standards. Standing no more than Six Foot tall even when they're fully grown and have a fraction of the strength they should have had. Does make stuff like Infiltration a lot easier though.)
**Roll d3+1 times on this chart

Primarch Home World
**Feral (Tech at Bronze Age Levels)
**Death World (Feral Tech levels but a whole lot more dangerous)
**Medieval (Tech at 1500s Levels)
**Age of Terra (Tech at 2000s Levels)
**Advanced (Tech Almost on Par with that of the Imperium's)
**Knight World
**Instellar Empire (Planet is at the Heart of an Empire spanning multiple Solar Systems)
**Dying (World has very few Resources and is slowly dying)
**Xenos (Grew up on planet filled with nothing but Xenos)
**Alone (World contained no Sentient Life, leaving the Primarch Entirely Alone until Contact)
** Fleet (Crashed into a ship that was part of an fleet of Human Nomads)

Home World Terran (Doesn't Apply to Fleet)
1–25 Jungle
26–50 Desert
51–60 Ice
61–65 Ocean
66–75 Wasteland
76–80 Urban
81–85 Toxic
86–90 Volcanic
90–100 Temperate
*Don't Fix what ain't too broken*

Primarch's Adopted Parents (Doesn't Apply to Alone)
**Ruler (Was raised by the King, Queen, Elected Official)
**General in the Military/Warlord
**Doctor
**Scientist/ Blacksmiths and general weapon makers in Lower tech worlds
**Priest/Shaman
**Monastic Order
**Working Class Family
**Rebel Leader (was raised by a Rebel fighting against the Planet's rulers)
**Slave (Was made a Slave or Raised by Slaves)
** Outcasts (Was raised by people on the very fringes of Society)
**None (Either by circumstance or due to fear from the local populace, this primarch was raised by no one)

Primarch History Pre-Contact with the Emperor
** Came to power peacefully (Through either Succession, Vote or Popular Uprising)
** Came to Power Violently
**Lead Unsuccessful Rebellion against the Rulers of the Planet
** Fought many battles and defeated numerous enemies of Their Nation/Patron/Order/ Family
**Killed a Giant and Terrifying Beast that had devastated entire nations.
**Fended off a deadly Xenos Raid
**Uplifted the Planet Tech Wise (Only applies to Low Tech Worlds)
**Survivor of Deadly Plague that Wiped out most of the world's population
**Necron attack wiped out entire Village/City/Ship, only spared because one of them Said the Primarch said they weren't ready for his "Collection". One of the Few Truly terrifying moments in the Primarch's life.
**Fought off a Daemonic Incursion, giving the Primarch rare insight into the existence of Chaos.

Contact
** Expected (Primarch knew the Emperor was coming and welcomed him)
**Friendly (Unexpected but went well)
**Start of a Grudge (The Emperor did something, intentionally or otherwise, to piss off the Primarch.)
**Kicking and Screaming (Had to be forced into leading their Legion)
**Hostile (Tried to fight against the Imperium during First Contact, they failed and were forcibly conscripted)

Relationship with Legion
**Fanatical (Legion is fanatical loyal to their Primarch. Would follow them regardless)
** Loyal (Legion is quite loyal to their Primarch but not mindlessly so)
**Old/New Divide (There is a serious divide between the Older Terran Members of this Primarch's Legions and newer Recruits)
**Emperor Above All Else (Loyal to their Primarch but would never go against the Emperor)
**Loathed (This Primarch privately, or even openly, has next to no love for their legion)
**Tainted by Chaos (Some of the Legion have secretly fallen to Chaos)

Legion Tactics
1 Close Combat
2 Ranged Combat
3 Armoured Assault
4 Stealth
5 Lightning Strike
6. Chemical Warfare
7 Void Warfare
8 Siege
9 Shock and Awe
10 Terror

Side During the Heresy
**Loyalist
**Traitor
**Renegade (Rebelled but didn't Fall to Chaos)
**Secretly Loyal
**Loyal After, Uncertain during (Is Loyal to the Imperium now but no one knows which side they took during the Heresy)


Probably needs a lot more but I think it's a good start



I think this is a good builder. I'd love to try it out one day.


EDIT: New Knight House

Vow Nature: Strategic Prognostication

"By the grace of the Emperor were we alerted to the dangers of the future. I and my kinsmen shall be ready for anything."

House's First Contact with the Imperium: The Forging

"The Forging was a great time of prosperity for the Imperium and our House. Vassals and ambassadors of His great nation found us and brought with them promises of glory and honour. We are eternally grateful to Him on Earth that we could become part of his great domain."

Sovereign: Imperium of Mankind

"The Adeptus Mechanicus are a useful breed of techno-wizards, but they have no sway over the hearts of true warriors. We fight for the Imperium and we die for the Emperor."

Succession Laws: Primogeniture

"The responsibilities of the Firstborn have been a part of our House since its birth and that shall not change."

Gender Laws: Agnatic

"What kind of barbarian would force women into the throes of battle? We are men, we are Knights, and have honour. We shall defends our wives, mothers, sisters, and daughters until the last breath, so that they may never know the grim realities of this blood-soaked galaxy."

Ceremony: Divergent

"Our world has old and esoteric laws. They have served us well, so despite the misgivings of our allies we shall not abandon them."

House Demeanor: Purity Above All

"The human form is holy and sacred. Any who diverge from are condemned to eternal damnation and would bring ruin to us all. They must be purged."

House Flaw: Honour Any Oath

"Our honour is constantly at stake. We are not some lowborn trash who lie through their teeth for every advantage. Oaths are what make us great and powerful."

Figure of Legend: A Knight's Consort

"Lady Hellena was a woman of great courage and cunning. She fought through doubt and tradition to achieve her goals, and we remember her as a Hero of the Imperium forever more."

Deed of Legend: The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing.

"Our House is shamed that one of its women had to fight while the men were weak and haughty. But we are proud of Lady Hellena for her example showed us how to be strong again."

Size of Domain: Immense

"To the conqueror goes the spoils."

Homeworld: Civilised World

"Our people have culture, art, and happiness. Can you say the same, savage?"

Terrain: Jungle

"Our home is beautiful in its boundless growth."

Rule: Direct Rule

"Who else can rule these people? We are Knights and our wisdom shall protect them as surely as our might."

House Hierarchy: Flexible

"There is much to be done. If we must change to fulfill our goals then we shall."

Combat Doctrine: Ranged Combat

"Our firepower shall overwhelm any foe."

Knight Variant: No particular preference

"All Knight suits can achieve our goals. Why limit ourselves?"

Beliefs: The Emperor Above All

"He has a vision for humanity and achieved it where all others failed. His might, His glory, and His honour are without question. We are grateful to serve his Imperium."

Combat Strength: Under Strength

"We were great once and we shall be again."

House Allies: Adeptus Arbites

"These protectors of the law have our respect. It takes a man of admirable resolve to cleanse the vermin of society."

House Enemies: Officio Assassinorum

"They have no mercy nor honour. I doubt they even have souls. These wretched beings should be cast out or purged."

Ladies and gentlemen, I present to you House Korbin. I'll think up fluff for them later.
 
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I like cults. Let's make a cult.

Cult of Idea Background

(16) The Most Dangerous Game: Oooh, smooth talking cultists. Or spy cultists. I know await them being Khornates.

Cult Leadership Type
(87) None:Cell Structure : Welp. I forsee political backstabbing of each other.

Cult Leadership Nature
I'm guessing this doesn't apply? If it does, it's Daemon.

Leadership Style
And this is Shadowy. Again, don't think it applies for this leadership type. But man, this would be so Tzeentech

Armaments and Defences (4)
(1,2) Plentiful Ammunition: Ok. A lot of ammunition then
(4) Brutal Weaponry: Ok, getting away from all that sneaky stuff. Revolution building maybe?
(10) Wyrdcraft/Sorcery: This makes more sense.

Tokens of Allegiance (5)
(6,6,7) Secret Chant: We like to chant a lot around here.
(1) Symbolic Color: Fashionable
(2) Specific Material: Very fashionable

Cult Allure
(17) Salvation of the Soul: Well that's different alright.

Rites and Observances of the Cult
(1) Mass Devotions : Well, it's impressive that they do this with a Cell Structure, but whatever.

Focus of Worship
(9) Hidden Mark of Heresy: Ooooh, rerolls. I love rerolls.
(14) Chaos Undivided: Well, this explains all the strange combinations. (The Most Dangerous Game and Brutal Weaponry/Plentiful Ammunition)
 
Hm. Why not....Gonna try both of the new ones.

Stormtrooper Company
Company Type: 10, reroll, 2: Tempestus Scions.
Training World Predominant Terrain:36: Desert. (We need desert power...)
Specialization: 1 : Airborne. (Nothing like death from above.)
Special Tactics: 45: Shock Troopers. (This makes a decent amount of sense so far.)
Special Equipment: 71: Special Vehicles. (Okay this could get interesting....)
Company Leadership: 8: Both Commisar and Tempestor Prime/Main Officer. (Morale and actual leadership, Nice Hats for everyone!)
Company Size: 6: Medium (250-400). (Hm. Maybe they all have awesome tanks or something?)
Company Renown: 1: Unknown. (No one knows about us because everyone we fight dies to a man?)
Company Demeanor: 19: Phlegmetic (men of few words and focused on the job). (Air-dropping tanks does take focus...)
Company Friends: 36: Adeptus Mechanicus. (Well I guess we know how they got the Special Vehicles.)
Company Enemies: 1, roll on Friends table, 64: Imperial Guard (of a specific world). (Maybe we made someone mad when we dropped a tank on their house?)
Minor Xenos Species/Empire: 69: Tarrelians. (I don't know what this one does or who those guys are.)

So they're "basic" stormtroopers, trained in the Scholas and going right to the field from there. They really like deserts. They jump out of perfectly good spaceships, use shock tactics, and "special vehicles" (not sure what qualifies there), have a well-rounded command structure, decent numbers, but are completely unknown. They do their job and don't afraid of anything. They're buds with Mars but have beef with 1 specific Guard regiment out there. And have xenos friends (still not sure what that last item determines).
 
Now for GIANT ROBOTS OF GLORY AND AWESOMENESS.

Titan Legion 1
Mainstay Engine:45: Warhound Pattern. (So, fast-striking; not my first personal choice but not bad by any means.)
Lead Engine: 99: Warmonger Pattern. (Wat.)
Deeds of Legend of the Lead Engine: 34: This Engine is a stalwart enemy of the servants of Chaos, and laid low a Daemonically Possessed Titan of one of the Traitor Titan Legios in glory. (Probably because it has ALL THE GUNS.)
Legio Homeworld: 26: War World. (Um sure okay.)
Legio Age: 1: Age of Strife. (....I guess that's how they got a Warmonger?)
Legio Strength: 6: Half-Strength. (Because War World?)
Deeds of Note: 4: Forlorn Hope - In the last moments, your Legio stood proud in the midst of defeat, buying time for Imperial reorganization. (Oh that's why Half-Strength I guess.)
Trophies: 10: Blessing of the Emperor - Your Legio has fought closely alongside the Astarte of the God-Emperor in the forefront of battle, turning the tide in their favour and carrying the day to victory. (So apparently we took heavy losses helping an Asatares Chapter.)
Failures: 9: Curse of the Machine - Some flaw within the Forge's results in unreliable equipment and the reputation for this is known. (Okay seriously dice, have you been in the sacramental wine?)
Quirks: 5: Nomads of War - Crews raised with the Legio on the road. (I...I guess that fits War World.)
Allies: 11: Rogue Trader Dynasty. (...Okay.)
Enemies: 9: Chaos Space Marine Warlord. (Okay that fits the Deeds of Legend I guess.)
Minor Xenos Species/Empire: 24: Fra'al. (Still don't know what this thing does or who those are.)
Tactics: 10: Hellfire - Place your odds, ladies and gentlemen - which one dies next? Scatter weapons. (....This is why we're half-strength; this is a terrible tactic with mostly Warhounds.)

Not quite as cohesive-feeling as the Stormtroopers. Might try it again sometime.

EDIT: Wait there's a Knight House creator? I'll have to run that one when I re-do the Titan Legion.
 
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Cult of Idea Background
(16) The Most Dangerous Game: Oooh, smooth talking cultists. Or spy cultists. I know await them being Khornates.

Isn't what Most Dangerous Game means, in this context. It means they like to hunt humans for sport. 'Most Dangerous Game' is a term named after a famous short story of the same title in which a bored millionaire held a hunt on his private jungle island where the 'game' was a man, and I mean game as in 'a animal you hunt'.
 
Isn't what Most Dangerous Game means, in this context. It means they like to hunt humans for sport. 'Most Dangerous Game' is a term named after a famous short story of the same title in which a bored millionaire held a hunt on his private jungle island where the 'game' was a man, and I mean game as in 'a animal you hunt'.
Dammit, you're right. Well, very Khornate then. Just, classy Khornates? I may be spelling that wrong. Still, I'm a bit miffed I missed that reference, since I enjoyed that short story a lot.
 
Dammit, you're right. Well, very Khornate then. Just, classy Khornates? I may be spelling that wrong. Still, I'm a bit miffed I missed that reference, since I enjoyed that short story a lot.

Human hunts aren't a Khorne specific thing. Slaneesh would do that shit as well. Maybe Tzeench as well, depending on the rules of the hunt.
 
Human hunts aren't a Khorne specific thing. Slaneesh would do that shit as well. Maybe Tzeench as well, depending on the rules of the hunt.
True, but with the addition of their focus on weaponry, I figured they would have an emphasis on Khorne. Also, Chaos Undivided.With sorcery they no doubt enjoy Tzeentech as well. And Slaanesh is probably part of the hunt. No clue how Nurgle fits in. Can you be Chaos Undivided and get away with putting more importance on one or two of the Ruinous Powers than the rest?
 
True, but with the addition of their focus on weaponry, I figured they would have an emphasis on Khorne. Also, Chaos Undivided.With sorcery they no doubt enjoy Tzeentech as well. And Slaanesh is probably part of the hunt. No clue how Nurgle fits in. Can you be Chaos Undivided and get away with putting more importance on one or two of the Ruinous Powers than the rest?

Yes.
 
Because I'm a total weeb, here's a Tau Cadre:

What Phase was your Sept founded in?(d10): 5
2nd Sphere of Expansion

We were among the second wave of Tau forces. So we've probably seen a great deal of shit already.

What is the predominant terrain of your homeworld? (d10): 9
Jungle

We come from a Jungle World. Does this make us the NVA to the Catachan's rambo?

Which tactical philosophy does your commander prefer?(d10): 1
Mont'ka, the Killing Blow – Study the enemy before attacking its weak point

We more or less cram in some studying of our ignorant enemies before totally blitzkrieging them.

Which tactic does your cadre prefer?(d100): 28
Mobile units for rapid strikes and creating confusion

Probably the best tactic for that actually. We seem fairly competent so far.

What is the primary function of your cadre?(d10): 7
Peacekeeping/Policing

We're a bunch of heavily armed cops, so we don't really need the big stuff anyway.

What is the Ethereal Caste presence/adherence to Greater Good?(d10): 7
Normal presence/adherence to Greater Good

Nothing out of the ordinary here.

What is the size of the auxiliaries in the Cadre?(d10): 4
Normal deployment of auxiliary

We continue to be a mostly average occupation unit.

What is the composition of the auxiliaries?(d20): 9
Majority of auxiliary are Galg Mercenaries

Normal as having a bunch of frogmen for friends can be, anyway.

What is the Cadre's preferred enemy?(d100): 7
Imperial Guard

Of course our Cadre's main mission is to protect captured worlds from Imperial insurgencies.

Who is the leader of your Cadre?(d10): 6
Shas'el - Fire Caste Noble

Unfortunately the guy leading us probably got the gig through connections rather than skill.

How would characterize your leader?(d10):5
Alhosive - Reclusive

Our commander doesn't seem to be happy with the position himself, tho.
 
For kicks, a Sisters of Battle Roll

Original Order
(5) Order of the Ebon Chalice

Why Was The Order Founded
(7) Standing Force (This area is super full of Heretics, correct that)

Order's Flaw
(10)Bad Ecclesiarch Relations - The Order has deviated from the Imperial Cult in a significant way. (Okay then, we got the Weirdos)

Order Demeanour
(5) Relic Keepers - The remnants of the saints of old must be preserved.

Figure of Legend
(20) The Founder is the figure of legend. Roll again on this table to determine what type of warrior she was (94) Battle Sister

Deed of Legend
(49) The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince. (Congrats, you killed a Daemon Prince, clearly you're now ready to lead an entire new order)

Order homeworld
(31) Civilised World-A.K.A. Cathedral worlds

Homeworld terrain
(72) Wasteland (Pictured, an average Church on this planet)



Influence over homeworld
(8) Major influence - You are one of the biggest players on the world where your monastery is stationed. Everyone has to take you into account when they take any sort of action and your influence spreads even to other neighboring worlds and systems.

Order organisation
(9) Radically Different

Combat doctrine
(1) Close Combat/ Fireteams (Burner Sisters)

Special equipment (x2)
(3) Modified Jump-Pack (This is quickly becoming my new all female roll)
(7) Special Mount: While other Order's may keep animals as companions, this Order uses them for what they were intended for—transportation

What form do the Orders' beliefs take?
(1) Honour to the Heroine- "Remember the saint and she shall guide you!"

Order Strength
(2) Under powered

Order Ally
(37) Adeptus Mechanicus (I'm starting to understand why the Ecclesiarchy doesn't like them)

Order Enemy
(100) Other-Roll on Minor Xenos Table (9) Tau Empire. (Kitten would be pleased)

Order of the Broken Sword
"Not one Step back!"
Battlecry during the Defense of Annuttian II

Originally founded by Saint Lelatia after she banished the Nurgle Daemon Prince Yahoel. The Order of the Broken Sword has become a subject of much debate in the Ecclesiarchy as of late. With some seeing them as a vital part of Defending the Faith on the Eastern Fringe, and others seeing them as willful deviants who too easily consort with Mars. The Order Guards the Relics of Saint Lelatia at their Shrine-Fortress , located on Annuttian II, the world where Yahoel was banished. Yahoei's pestilence war brought Annuttian to near ruin, leaving most of the world a blasted wasteland filled with dangerously aggressive wildlife and occasional wild bands of mutants. Most of the Surviving civilizan population lives in great Fortress Cities defended by high walls built with stone and scrap metal. While not in total control of Annuttian, The sister's help with the rebuilding effort has left them with great influence over the planet, influence that has only grown over the Centuries. Conditions on Anuttian have forced the Order to adapt in unusual ways. Waste Wolfs are used often by sisters as a means of transport, as rhinos often become bogged down in the shifting black sands and the giant Wolves are one of the few animals that are even remotely tamable. The Order has often found itself working close with the Ad-Mech simply to keep both it's Equipment and the Fortress Cities working. This has forged a surprisingly close relationship with the nearby Forge World of Brufowei, which, along with the Order's increasingly divergent beliefs, has led to rather strained relationships with the rest of the Ecclesiarchy.

Then the Tau arrived. A meer three decades ago then invaded the Annuttian system, conquering the Feral World of Annuttian IV and nearly pushing the Order off of Anuttian II entirely, the fighting was intense, not helped by the foul razorwinds that dominated winters at the Shrine Fortress. The Tau where repealed but at great cost, a third of the Order's number lay dead, the Tomb of Lelatia had been damaged, and the Sword of her Oath-Sister Ríona was missing. What enraged the Sisters most where the Tau's Allies, The Gue'vesa Auxiliary. Former Guardsmen and Citizens of the Imperium that had turned traitor, renounced the God Emperor and even fought alongside Xenos against their fellow man. For the Order, this was among the worst heresies they had ever seen. As they rebuilt they vowed to see the Tau, and every human who allied with them, burn on the Pyre, a Pyre they intend to light.​
 
Doing another Titan Legion. Doing a "lump sum" set of rolls, let's see what we get.

Titan Legion 2
Mainstay Engine: Warhound Pattern. (Again with the scouty mechs....)
Lead Engine: Reaver Pattern. (This at least makes more sense; it might be a bit slower, but it can at least kind of keep up.)
Deeds of Legend, Lead Engine: This Engine was at the forefront of a glorious crusade deep into uncharted regions, defeating countless foes and bringing an entire sector back into the light of the God-Emperor. (Wow that's impressive for a smaller-ish Titan like a Reaver.)
Homeworld: Manufactorum - The millions of worlds of the Imperium rely upon the Adeptus Mechanicus, and this Forge World is one of the most important. A tremendous variety and quantity of the technologies that hold the Imperium together are produced on this world, but such prodigious production means that less of their production capacity is a dire blow to the Imperium. (Yay supplies?)
Legion Age: The Nova Terra Interregnum - The dark age of the Nova Terra Interregnum saw the Cult Mechanicus cleft in twain as the Moirae Schism rocked its own stability. (Hm. Maybe that's why it's all smaller mechs?)
Strength: Over Strength - This Titan Legion has grown strong over the centuries as replacements have outpaced losses. (ALL THE SCOUTS.)
Deeds of Note: Unending War - The long war continues unabated, despite the firepower of your god-machines. The forces of the enemy, led by an uncharacteristically brilliant warlord, continue to grind down the forces of the Imperium. (Apparently no one near this Legion knows what "scouting means", so they just call this Legion.)
Trophies: Twisted Drive Chain - Over the ages, your Legio has slain countless armoured vehicles and enemy titans on the field of battle. (Well we are at endless war...)
Failures: Graceful Slaying - You were driven from the field of battle by the forces of the Eldar. (Damnable space elves. They out-scouted us!)
Quirks: Steel Body, Steel Mind - The Legio is slavish in its devotion to the tenets and traditions of the Collegia Titanica. (We're very by-the-book scouts?)
Allies: Imperial Guard Infantry Regiment. (Because scouting?)
Enemies: Ork Warboss. (So we lost to Eldar and we hate Orks. Sure why not.)
Minor Xenos Species/Empire: Thyrrus. (....Squid people? Clearly we saved an all-female Guard Regiment from these guys. Because....well. You know.)
Tactics: Purgation Codex - Suffer not a single Emperor-damned one of them to live. (We're gonna scout the hell out of them, then flank the hell out of them. But we do it by the book, damn it!)

Still not really my personal style (to put it in Battletech terms, I'm a Steiner man when it comes to preferred tactics), but this feels at least a bit more cohesive.
 
Actually I haven't done a Titan Legion yet

Mainstay Engine
(37) Warlord Pattern (Starting to wonder if this is gonna be a thing)

Lead Engine
(97) Warmonger Pattern (Dear Emperor, Why?)

Deeds of Legend
(35) This Engine is a stalwart enemy of the servants of Chaos, and laid low a Daemonically Possessed Titan of one of the Traitor Titan Legios in glory.

Legio Homeworld
(81) Datahive - Extremely rare and nigh-legendary, a datahive is a Forge World devoted entirely to the collection and analyzation of data. On those rare occasions when a Titan Legio is established upon a datahive, they are invariably equipped with immense and comprehensive databases on the foes of mankind from those long-dead tomes. (NERDS)

Legio Age
(4) The Forging

Strength
(2) Decimated (Well we still got the Freaking Emperor Battle Titan so it's all good)

Deeds of Note
(8) Failure and Despair - The forces of the Imperium have been shamed! And the Legio played its part. Your stratagems were weak, you princeps inefficient, your Titans found wanting. The enemies of Mankind know your weakness, and to complete their humiliation, hunt you throughout the galaxy (Well, crap)

Trophies
(2) Scars of Behemoth - Your Titans were scarred by the massive chitin claws and biological acid of the Bio-Titans of Hive Fleet Behemoth, whom you faced directly in battle.

Failures
(4) Machine Unbound - Your Legio suffered defeat at the hands of the Tau and their foul Techno-Sorcery. (Well that's just shameful.)

Quirks
(1) Divergent Pattern - The Legio is harboring divergent practices, like experimental machinery or unorthodox beliefs. (

Allies
(14) Warmaster of the Imperium (Errr,so we're allied with the guy from the Sabbat Worlds Crusade?)

Enemies
(2) Minor Xenos (20) Hrud (I, err, okay then)

Edit: Why are Tactics on the Bottom?!

Tactics
(1) There is no inappropriate amount of death - Kill everything as much as possible. (That's not an actual tactic)

So an Legios led by a freaking Emperor Battle Titan is on the verge of defeat and is running from the Tau and the freaking Hrud. Despite taking on the Nids and Chaos just fine. That's...something I guess. Speaking of which, are Datahives an actual thing in 40k because they sound rather neat.
 
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(8) Failure and Despair - The forces of the Imperium have been shamed! And the Legio played its part. Your stratagems were weak, you princeps inefficient, your Titans found wanting. The enemies of Mankind know your weakness, and to complete their humiliation, hunt you throughout the galaxy (Well, crap)

Well, obviously someone didn't read all five thousand pages of data on Xenos Species designate Tau their forge provided them. For shame.
 
Actually I haven't done a Titan Legion yet

Mainstay Engine
(37) Warlord Pattern (Starting to wonder if this is gonna be a thing)

Lead Engine
(97) Warmonger Pattern (Dear Emperor, Why?)

Deeds of Legend
(35) This Engine is a stalwart enemy of the servants of Chaos, and laid low a Daemonically Possessed Titan of one of the Traitor Titan Legios in glory.

Legio Homeworld
(81) Datahive - Extremely rare and nigh-legendary, a datahive is a Forge World devoted entirely to the collection and analyzation of data. On those rare occasions when a Titan Legio is established upon a datahive, they are invariably equipped with immense and comprehensive databases on the foes of mankind from those long-dead tomes. (NERDS)

Legio Age
(4) The Forging

Strength
(2) Decimated (Well we still got the Freaking Emperor Battle Titan so it's all good)

Deeds of Note
(8) Failure and Despair - The forces of the Imperium have been shamed! And the Legio played its part. Your stratagems were weak, you princeps inefficient, your Titans found wanting. The enemies of Mankind know your weakness, and to complete their humiliation, hunt you throughout the galaxy (Well, crap)

Trophies
(2) Scars of Behemoth - Your Titans were scarred by the massive chitin claws and biological acid of the Bio-Titans of Hive Fleet Behemoth, whom you faced directly in battle.

Failures
(4) Machine Unbound - Your Legio suffered defeat at the hands of the Tau and their foul Techno-Sorcery. (Well that's just shameful.)

Quirks
(1) Divergent Pattern - The Legio is harboring divergent practices, like experimental machinery or unorthodox beliefs. (

Allies
(14) Warmaster of the Imperium (Errr,so we're allied with the guy from the Sabbat Worlds Crusade?)

Enemies
(2) Minor Xenos (20) Hrud (I, err, okay then)

Edit: Why are Tactics on the Bottom?!

Tactics
(1) There is no inappropriate amount of death - Kill everything as much as possible. (That's not an actual tactic)

So an Legios led by a freaking Emperor Battle Titan is on the verge of defeat and is running from the Tau and the freaking Hrud. Despite taking on the Nids and Chaos just fine. That's...something I guess. Speaking of which, are Datahives an actual thing in 40k because they sound rather neat.
Ah, that's some bad luck.
 
Imperial Guard Regiment -- 134th Gorran IV "Desert Mice"
"If the heretics want to kill us, they'll have to find us first." -- Captain Gurran "Dunk" Montana, 14th Company
Regiment Classification -- Militia: Brave enough to defend their world without training or equipment.
Regiment Demographics -- Convicts: Serving their sentence on the front lines, the slime.
Recruitment Method -- Elite tithe: The best of the best of the planet were recruited for this regiment.
Homeworld -- Shrine World: They charge into battle eagerly, and their very prayers are warcries.
Homeworld Terrain -- Desert: At home in sun, sand and wind.
Core Units -- Drop
Specialization -- Guerilla Warfare
Loyalty -- Overzealous: need to be actively held back from giving their lives for the Emperor
Specialist Equipment -- War Trophies
Regiment Creed -- Glory In Death: The regiment's mission is to die, and take as many enemies with it as possible.
Regiment Friends -- Officio Assassinorum
Regiment Enemies -- Chaos Space Marines

Gorro IV is a world of peace in the endless war of the 41st millennium. The great shrine-cities rise gleaming out of vast deserts, attended by millions of monks and nuns in the service of the God-Emperor. Across the Imperium, pilgrims stream towards the holy Cathedral of His Steps, where two footsteps of the Emperor Himself are cast in adamantium. Yet even this paradise requires its defenders. From the prisons and underbellies of the cities and shrines, the best, most talented, and most pious of those who have erred against the Emperor volunteer for another chance to fight and redeem themselves. The "Desert Mice," as they were dubbed by one particularly obnoxious priest, strike in lightning fast aerial-drop raids, then disappear into the desert sands, harrying and raiding their opponents without heed to their own losses. The World Eaters earned their particular ire, when the blood-crazed traitors attacked the nearby world of Rakarin. The Mice refused to meet the Khornates in open battle, until their bites caused the Marines to return to the Eye of Terror. Even today, the veterans and officers are known to carry the massive chainaxes looted from the marauders. The lightning-fast and precise raids of the Desert Mice have made them perfect allies of the Officio Assassinorum, and it isn't uncommon for a Vindicare or Vanos to have a small bodyguard of Guardsmen.
 
Imperial Guard:

Regiment Classification: (4) - Imperial Guard
Recruitment Criteria: (57) - Spacers
Nature of Recruitment: (3) - Elite Tithe

An Imperial Guard Regiment formed from the most elite of the Imperium's space-born populace? M'kay. Interesting.

Homeworld: (22) - Hive World
Predominant Terrain: (67) - Wasteland

Uh... aren't we spacers? How come we have a homeworld? I suppose this is just where the spacers are based for training... or something. It's an irradiated wasteland with a few huge cities spread across it. Neato. My Spacers are excellent scavengers and hardy survivors, with an excellent sense of direction and no claustrophobia.

All of those things make sense for spacers, too (cough, Migrant Fleet, cough) so that's cool I guess.

Regiment Core Unit: (44) - Light Infantry
Specialization: (6) - Close Combat
Loyalty: (7) - Undisciplined
Special Equipment: (84) - Preferred Fighting Style
Regiment Creed: (78) - Glory In Death

These spacers are a rabble of lightly armoured glory hounds specialising in close combat. I'm guessing that Preferred Fighting Style here translates to some kind of combination of weaponry and tactics - I'm thinking some sort of jet/jump pack, shotguns, and brutal hand-to-hand, possibly augmented with power fists or just plain old metal gloves with studs and spikes and shit. Rapidly storm enemy locations and beat the shit out of them in CQC.

Regiment Friends: (84) Inquisition
Regiment Enemies: (2 -> 68) Imperial Guard

Okay... so I have a Light Assault Regiment who're friends with the Inquisition and dislike other Guardsmen - I like to believe that the Guardsmen in question are traitor/heretic Guardsmen, and we're beating them down in the name of the personal glory.

Soooo...

31st Tarrakine Regiment 'Thunder Strikers'
The 31st Tarrakine Regiment draws its soldiers not from the Hive Cities of Tarrakine but from the planet's vast array of orbital hubs and asteroid mining facilities. Between being raised on space stations and trained in Hive Cities, the Guardsmen of the 31st have excellent senses of direction, and are as fearless in claustrophobic environments as they are under the noon sun. Further training across the wastes of Tarrakine ensures that the 31st, as with all Tarrakine Regiments, is capable of surviving even the most inhospitable of environments, scavenging supplies and resources with ease.

Despite their incredible natural talents and the harsh training they are put through, the individuals of the 31st Tarrakine are generally an undisciplined group of soldiers - not only are they nonchalant at best in their worship of the Emperor, but their battle formations often break apart as soldiers race to be in the thick of the fight, striving to obtain personal glory even at the cost of their own lives. Recognising this, the Regiment's commanders restructured the unit into a Light Assault Regiment. Utilizing small scale jump-packs to close with the enemy, the 31st engage in brutal close quarters combat, overwhelming the opposition with devastating hand-to-hand techniques and specialised short range weapons such as Shotguns and Flamers.

After being shipped out to another hiveworld named Huros, the 31st worked alongside an Inquisitor of Ordo Hereticus to reclaim the capitol city from Chaos cultists, executing simultaneous strikes against multiple enemy strongholds whilst the Inquisitor, his Stormtrooper Retinue, and a team of Adepta Sororitas located and eliminated the leaders of the heretic uprising. Once the uprising was dealt with, the 31st continued to work alongside the Inquisitor, purging the traitors and the heretics from the ranks of Huros' PDF. The ferocity of the 31st in combat and their martial skills surprised even the Inquisition, earning them the nickname 'Thunder Strikers'.

Though the 31st Thunder Strikers remain on the move, reinforcing allies across the sector, there are rumors that occasionally, individual platoons are called away from the front lines for more... clandestine operations.

The fact that the disappearances tend to coincide with the decimation or destruction of heretic groups, especially those trying to hide themselves within the Imperium's many Hive cities, is purely coincidental... or so says the Inquisition.

Nevertheless, the 31st Thunder Strikers remain unusual in that they have engaged supposedly friendly Imperial targets far, far more than they have engaged xenos, or the forces of Chaos.
 
And here is my first ever post here...

180th Berdugo Heavy Infantry Regiment "Mole-Rats"

Regiment Classification: Militia
Regiment Demographics: Male
Recruitment Method: Standard Conscription
Homeworld: Hive World
Homeworld Terrain: Wasteland
Regiment Formation: Heavy Infantry
Regiment Specialization: Lightning Strike
Loyalty: Unorthodox
Special Equipment: Rare Heavy Weapon
Regiment Creed: Best of the Best
Regiment Friends: League of the Black Ships
Regiment Enemies: Orks

The 180th Berdugo Heavy Infantry Regiment has a long history of warfare behind them. The Regiment originated from the hive world Berdugo IV, located close to the Maelstrom Zone. During the Long Night, warp storms from the Core assailed the world, resulting in a disproportionally higher number of psykers born in the planet's population. Purges and culls of psykers and witches were widespread in this era, until the arrival of the Imperium in late M32. Because of its high psyker population, the sight of Adeptus Astra Telepathica Blackships above the world is common, with the noble lords of Berdugo even forming close ties to the hallowed adepts of the Telepathica.

The world, opened to the greater galaxy, prospered, quickly becoming a rising star in its local sector. But this age of prosperity was not to last. In 141.M39, an Ork Waaagh! tore through the sector, cutting a vicious path of death and destruction across a dozen worlds before stumbling into Berdugo. Here, a combined force of both off-world Imperial Guard and planetary militia halted the Orkish advance. The planet became a charnel ground for both Imperial and Ork as intense fighting reduced the hive cities into burnt out husks. Eventually, the Ork Warboss was killed by a daring assault made by a Tempestus Scion strike force, leading to the collapse of the Ork horde as infighting spread through the Orkish ranks.

The Imperial Guard was quickly shipped off to other warzones, leaving a half-dead hive world in its wake. The planet and its people now had to contend with the dual problems of a severe Ork infestation and severely damaged infrastructure. Pleas for aid to the Administratum were answered with a slight lowering of the planet's tithe levels and a paltry amount of supplies to rebuild. By the dawn of the 41st Millennium, the hive world of Berdugo remains a pale shadow of its former glory. Its hive cities still bear the scars of the battles that took place millennia ago. What industry the planet still have is dedicated towards military production, which, unsurprisingly, has become its main export.

The native Berdugoni are a people hardened by millennia of endless warfare against the now-constant threat of feral Orks. Its planetary defense forces are composed of various militias controlled by the local lords. The militias are battle-hardened soldiers, specialized in carrying out quick and sudden lightning strikes against their enemies. These militias are maintained via a system of conscription, in which every young Berdugoni men of age must serve in defense of both home and humanity. Conscription into the militias have long since become a sort of "rite of passage" for the native Berdugoni of all walks of life, and avoiding conscription would bring great shame to their families, and will often be valid grounds for exile from their hive city of birth.

The 180th Berdugo Heavy Infantry, nicknamed the "Mole-Rats", is the latest Berdugoni regiment to serve in the glorious armies of the Imperial Guard. Formed from the amalgamation of the 106th and 207th Ash Waste Militias and the 315th Hive Suppression Militia, the 10,000-strong 18th Berdugo Heavy Infantry is adept in fighting in both dense, urban terrains and desolate wastelands. Primarily an infantry-based force, they are equipped with the best Berdugoni lasguns and heavy flak armor, as well as a varied assortment of heavy weapons. Although they are lightly armed and armored compared to other Imperial Guard Heavy Infantry units, their relatively modest load-out allows the 180th to perform fast and deadly lightning strikes against their enemies. Unique to the Regiment is its possession of the ancient Autocannon, the Fist of Vengeance. Presumably made from the steel shards of Berdugo's broken hive cities, the weapon is deployed solely against the age-old enemy of the Berdugo: the Orks.

The Berdugoni have not forgotten what the vile green-skinned xenos did to their beloved homeworld, and the Regiment's commander, Colonel Inos Onaqi II, the second son of Lord Inos Onaqi I, constantly lobby for the Regiment to be deployed against Ork incursions into Imperium space. The Regiment have served in anti-Ork operations near the northeastern periphery of the Maelstrom Zone with distinction, and is currently being shipped to Segmentum Solar and the besieged world of Armageddon.

Notable for the Regiment is its commander's close associations with members of the Adeptus Astra Telepathica. When not fighting Orks, the Regiment is sometimes assigned as guards for Telepathica adepts when a Blackship begins to collect psykers in a world the Regiment is stationed on. The Regiment also sees a regular use of psykers in the battlefield.

Another notability is the unusual way that the Regiment venerates and worships the God-Emperor. In general, the Berdugoni believes in the spilling the blood of their enemies as sacrifices for the Master of Mankind, and the soldiers of the Berdugoni regiments will regularly massacre entire enemy populations for the Emperor. This has led to accusations of heresy by more conservative officers of the Imperial Guard, and a sizable detachment of Commissars have been assigned to the Regiment to observe any potential signs of heresy within the ranks.
 
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The Blackened Steel Warband
Type: Legion Warband
Progenitor: Black Legion
-Fanatical Devotee of the Ruinous Power (The marines of the warband are highly devoted to their God, willingly submitting themselves to the Ruinous Powers and viewing possession as favorable.)
Deity: Blood for the Blood God!
Belief: Accept Any And All (Thieves and whores, traitors and scum alike are welcome to join the Warband's forces. Mutants, Beastmen and former foes can be found serving in this Warband.)
Demeanor: Corruption Above All (Marines in the Warband love being twisted by the warp, viewing mutation as a blessing and boon. They are very willing to work with abhumans, mutants, and other freaks because of this.)
Flaws: No Rest for the Wicked (Catalepsean Node mutation, which grants them perfect memory, but also curses them with...)
- Amnesia and Hallucinations (Horus, is that you? Most of the old Legionaries are completely detached from reality, believing they are fighting the Horus Heresy)
Figure of Legend: Battle Brother of Old
- The Scourge of the Imperium (The figure is remembered as a scourge of the Impeirum, having ravaged many planets and slaughtering servants of the Emperor aplenty.)
Homeworld: Forge World (recently conquered and corrupted)
-Warp-twisted Jungle
Combat doctrine: Armoured Fist (Heavy use of vehicles, tanks, transports and mechanized infantry.)
Special Equipment: Ancient Weaponry (Fellblade Lord of the Beasts and several Infernal Relic Predators)
Warband Status: Slightly Under-strength
- Spread Thin (13th Black Crusade)
Allies: Hell Jackals. Enemies: Blood Angels Chapter (participated in Mackan)


Hell Jackals
Allegiance: Undivided
-Blessings: Moderate (The warband regularly has individuals within whom are capable of garnering the attention and blessings of the gods.)
-Common Blessing: Servants of the Warp (Warp spawned creatures are given to the blessed as utterly loyal servants. Usually some kind of warp-twisted hunting beasts.)
Homeworld: Warp Storm (Eye of Terror)
Structure: Those few marines that exists within the Warband is from the Blackned Iron as liaisons/taskmasters.
-Recruitment: Harbors fleeing traitors from the Imperium (suspected to be founded from former Cthonian 'Jackals' Cohorts of the Solar Auxilia).
Tactics: Terror (adept at garrisoning the conquered world and brutally exploiting its enslaved population. Also specialized in hunting down the loyalists and exterminating them in horrifying spectacles)
Legendary Champion: Chaos Lord Taloc the Lash (Tyrant of the Port Maw, Enslaver of the Thousand Worlds, the commander of the Blackened Steel)
-Slayed the Loyalist Chapter Master in duel.
 
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