1d4chan Renegade Astartes Table

Result

++Chapter Progenitor++

The chapter's ancestry can be traced back to Roll on "Progenitor".

++Era of Founding++

The chapter was founded in Roll on "Founding".

++Cause for Exodus++

The chapter's fall from grace came about Roll on "Exodus Cause"

++Geneseed Purity++

The chapter's geneseed is Roll on "Properties and Defects".

++Chapter Flaws++

Chief among the flaws of this chapter is Roll on "Flaws".

++Chapter Legend++

One of the heroes of the chapter is Roll on "Chapter Legends", who rose to legend Roll on "Legendary Deeds".

++Chapter Territory++

The Chapter Roll on "Chapter Territory".

++Battle Doctrine++

The primary battle doctrine of the chapter Roll on "Combat Doctrine"

++Operating Procedure++

The chapter operates Roll on "Chapter Operating Procedure"

++Chapter Restrictions++

The chapter is unable to field any Roll on "Specialty Restrictions" in battle. In addition to this, they are woefully lacking in Roll on "Missing Equipment".

++Specialty Equipment++

Roll on "Special Equipment"

++Current Strength++

The chapter's strength is currently Roll on "Chapter Status"

++Chapter Motivation++

The chapter is motivated by Roll on "Goals and Motivations"

++Known Allies++

The chapter is allies with Roll on "Allies/Enemies"

++Known Foes++

The chapter holds a special emnity towards Roll on "Enemies"

Subcharts

Progenitor (d100)

d100 Result

1-30

the Ultramarines

31-45

the Blood Angels

46-55

the Dark Angels

56-60

a Traitor Legion

61-68

the Imperial Fists

69-78

an unknown progenitor

79-86

the White Scars

87-94

the Raven Guard

95-98

the Iron Hands

99

the Space Wolves

100

the Salamanders

Founding (d100)

d100 Result

1

M31 - The chapter is (or claims to be) from the Second Founding

2-5

M32

6-10

M33

11-20

M34

21-30

M35

31-45

M36 - This chapter was born from the so-called 'Cursed Founding'

46-55

M37

56-65

M38

66-75

M39

76-85

M40

86-95

M41 - The 26th and last known Firstborn Founding; No Primaris Marines are known to have gone renegade

96-100

An unknown founding

Exodus Cause (d100)

d100 Result

1-6

after coming to blows with the Imperial Inquisition for actions undermining their authority to aid other fellow Imperials, resulting in their excommunication

7-13

due to their habit of causing more collateral damage than the Imperium felt comfortable with.

14-20

after receiving secret commands from high-ranking Imperial Lords that demanded this chapter's secession from the Imperium, either for unspecified reasons or for a particular mission.

21-27

after their discovery and use of Chaos-tainted weapons. As soon as the Ordo Malleus found out, the chapter was exiled.

28-34

by dabbling in technologies beyond them and being declared Hereteks by the Mechanicus, who forced them out of the Imperium.

35-41

after becoming too friendly with a group of Xenos, even going so far as to collaborate with them. Excommunication came quickly once the Ordo Xenos found out.

42-48

after a long history of constant ridicule and undermining at the hands of other Imperial forces. In the face of numerous lost glories and dwindling reputation, the frustrated chapter decided they had suffered enough under the Imperium and struck off on their own.

49-55

after a number of unfortnuate political choices and affiliations. Victims of the fickle nature of politics, the chapter were declared traitors and forced to flee the Imperium.

56-62

thanks to their radical deviations from the Codex Astartes, causing more adherent chapters to lack trust in them.

63-69

due to their disillusionment with the Imperium, seeing it as a perversion of the Emperor's will. Deeming its festering bureaucracy beyond redemption, the chapter rebelled in order to try and stay true to the Emperor.

70-76

After their fear of their own extinction drove them to commit a cowardly, horrible act in the hopes of their own salvation.

77-83

long before their actual exile; whether by their founders, other parties in the Imperium or fate itself, such an excommunication was inevetable.

84-90

after their gene-seed was found to be contaminated beyond acceptable limits, resulting in their expulsion.

91-97

after a single champion within the chapter's ranks led his brethren down the path of excommunication through his philosophies and ideals.

98-100

due to their lust for high adventure. Seeing the Imperium as a restrictive entity only holding them back, the chapter left on their own accord to forge their own path.

Properties and Defects (d20)

d20 Result

1-10

totally pure; they possess no flaws besides those inherited from their predecessor.

11-14

slightly flawed; having taken a new form from its predecessor's, but with ultimately insignificant alterations.

15-19

significantly flawed; This has resulted in the chapter developing Roll on "Geneseed Mutation".

20

heavily mutated; These Astartes have been cursed to bear the multiple mutations of Roll on "Geneseed Mutation" and Roll on "Geneseed Mutation".

Geneseed Mutation (d10)

d10 Result

1

a hyper-stimulated Omophagea, burdening them with the compulsion to devour flesh regardless of its source

2

an oversensitive occulobe, giving the chapter exquisite night vision but rendering them blinded by anything brighter than a candle

3

a mutated Catalepsean Node, resulting in the Astartes alternating between states of insomnia and narcolepsy

4

a malfunctioning Oolitic Kidney, which allows toxins to pass through and re-enter an Astartes' bloodstream

5

a disturbing voice, perhaps comparable to claws scraping metal or the rolling boom of thunder.

6-8

one of the chapter's minor organs such as the Catalepsean Node, Sus-an Membrane, Neuroglottis, or Betcher's Gland being rendered useless by its severe mutations.

9

an inability to produce more Progenoids and/or Black Carapaces. Unless this is rectified as soon as possible, the chapter's continued future is all but nonexistent.

10

Roll on "Geneseed Mutation" and Roll on "Geneseed Mutation".

Flaws (d10)

d10 Result

1-2

their acute paranoia -  these renegades believe that everyone is out to get them and the Imperium looks around every corner to purge them. They trust no one but themselves and are extremely cautious.

3-4

their pride in colours - the chapter forbids any tactic or action that would obscure their livery. Camouflage is non-existent among the chapter, and during their time as a loyal chapter their members may even have turned down offers to join the Deathwatch.

5-6

their kleptomania, which leads them to help themselves to valuables and relics that they 'just happened to come across'. Friend and foe alike, anyone who deals with this chapter often has learned to keep a close eye on their reliquaries.

7-8

their hatred any method of warfare other than glorious close-quarters combat. Doctrines such as subterfuge, armoured assaults and the like are cowardly, according to them.

9-10

the strange, esoteric and even heretical practices of the Chapter Cult.

Chapter Legends (d100)

d100 Result

1-20

A Battle-Brother, seconded from the chapter's progenitor chapter

21-50

The Chapter Master

51-60

The Chief Librarian

61-70

The Master of Sanctity

71-73

The Master of The Forge

74

The Master of the Fleet

75

The Chief Apothecary

76-85

The Captain of the Roll on "1-10" Company

86-90

The Sergeant of the Roll on "1-10" Company's Roll on "1-10" Squadron

91-98

A Battle-Brother of the Roll on "1-10" Company's Roll on "1-10" Squadron

99

Roll on "Specialists"

100

A Scout Marine

Legendary Deeds (d100)

d100 Result

1-10

by bringing the chapter and its allies together, and possibly ensuring their very survival.

11-20

as the bane of the Orks, to such an extent that his name is known to the vile greenskins even to this day.

21-30

after proving instrumental to defeating a Tyranid splinter fleet, earning eternal glory among the ranks.

31-40

by bloodying the very nose of the Imperium, challenging and rebuking a minor crusade to purge their chapter.

41-50

by dealing a grievous blow to a loyalist chapter, so dire that they have yet to recover and will never forget.

51-60

by fighting and slaying a great servant of the Ruinous Powers, scattering their warband and spurning their patron god.

61-70

by leading a glorious campaign against an attacking army, defeating the foe and bringing an entire sector back into the Chapter's fold.

71-75

for annihilating much of a dark eldar kabal when the opportunity struck, putting an end to their depravities for a time and earning their eternal enmity.

76-80

for leading 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.

81-85

for being a stalwart enemy of the chapter's foes, proving vicious and determined in his fight.

86-90

after he was lost to his Chapter in a warp accident; his descendants have cause to believe he lives still and may one day return to them in glory.

91-95

for being the first to face some newly discovered alien race, and becoming ultimately responsible for its total destruction. Centuries later, only the Chapter remembers the name of the race, so utterly was it and its works cast down.

96-100

by leading his Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by treachery within the fold of the Imperium, slain by an assassin’s turbo-penetrator round on the field of battle. Just why he was targeted was never discovered, and the Chapter harbours a special hatred for the servants of the Officio Assassinorum to this day.

Chapter Territory (d9)

d9 Result

1

are true nomads drifting aimlessly in the void, going from sector to sector avoiding destruction and acquiring what they need to survive.

2

parks their Voidcraft on the outskirts of a nebula, using the outer floating debris for either resources or colonies.

3

occupies a primordeal sector in its early years, late into the process or just after the planets began to take form, with only the earliest signs of life in the sector. The chapter manages their sector through Roll on "Territory Management".

4

occupies a dead sector with either a white dwarf, black dwarf, or neutron star at the centre. Only the foulest xenos live here. The chapter manages their sector through Roll on "Territory Management".

5

occupies a primitive sector; the only other race in the system being a fledgling race either before or on the cusp of their own space age. The chapter manages their sector through Roll on "Territory Management".

6

occupies a sector that like them was formerly a part of the Imperium of Man. Abandoned by the Imperium to its fate, they now have a new guardian in the form of the Angels of Death. The chapter manages their sector through Roll on "Territory Management".

7

operates within a system held by Roll on "Enemies". The chapter replenishes their supplies by Roll on "Held Territory".

8

continues to operate in Imperial space. They must remain cautious, for they are not welcome here, but have no choice but to remain. The chapter replenishes their supplies by Roll on "Held Territory".

9

was lucky enough to happen on a stable Space Hulk adrift in the void, which they cleared out enough to set it up as their Operating Base.

Territory Management (d10)

d10 Result

1

Ruleship -  As with many chapters still within the Imperium, these renegades maintain an active rulership of their territory and replenish their supplies through taxes and tithes.

2

Patronage - In exchange for protecting the people of their sector, the chapter is repaid in kind with supplies and neophytes.

3

Enslavement - The chapter rules their domain with an iron fist, seeing its inhabitants as little more than slaves.

4

Tribute - The chapter often calls in favours from various planetary governing bodies in its sector. The wise capitulate and give the chapter what it asks for; the foolhardy and insolent are made example of.

5-7

Raiding - Not keen on raising the planets of their sector, the chapter instead opts to pillage much-needed materiel when needed.

8-10

Hiding - The chapter are little more than a ghost story, as far as the inhabitants of their sector are concerned. Keeping one's head down is a good way to avoid drawing attention, and especially avoiding picking any fights one cannot afford to lose.

Combat Doctrine (d10)

d10 Result

1

is to face the enemy and slay them in melee combat.

2

is strongly focused on ship to ship and boarding combat in the void.

3

uses stealth and guile to their advantage, striking from the shadows.

4

to use much heavy ordnance, be it tanks and other vehicles or heavy weapons to take out their foes with sheer overwhelming force.

5

makes extensive use of auxiliaries, human or otherwise.

6

uses savage xenos beasts as attack animals in combat, whether as mounts, aerial support, or hounds of war.

7

is geared towards trench warfare, sieges and similar forms of fighting. Able to stretch out fights until the foe starves to death.

8

focuses on lightning attacks and raids, using many bikes and other quick vehicles.

9

uses aerial-based tactics to bring death to the foe with Thunderhawks, Stormbirds, gunships, dropships and jump-infantry.

10

remains true to the Codex Astartes, even after their exile.

Chapter Operating Procedure (d100)

d100 Result

1-30

essentially like a loyal Space Marine Chapter, who chooses its world and its ideals. It answers what calls for help it chooses, fight where it pleases for reasons it deems worthy.

31-45

as pirates, attacking Merchant ships, Imperial and Xeno fleets or lone ships, plundering what they want and disappearing as suddenly as they arrived..

46-60

by selling their services to the highest bidder. Be it in gear, initiates, ammunition or ships, the renegade Angels of Death come with a price that must be paid.

61-80

as insurgents. They target their enemies' homes, their civilization, and destroy it, cause terror in their hearts and show their goals through force.

81-90

as if looking for something; they will find it, no matter the cost. From world to world gathering evidence, clues and items, all for a purpose and through violence if necessary.

91-100

as saviours, showing up to aid the beleaguered and abandoned; be it by slaying their foes or helping them escape, they pride themselves on helping the helpless.

Specialty Restrictions (d100)

d100 Result

1-20

Apothecaries

21-40

Assault Marines

41-60

Devestator Marines

61-80

Techmarines

81-97

Librarians

98-100

Roll on "Specialty Restrictions" or Roll on "Specialty Restrictions".

Missing Equipment (d100)

d100 Result

1-5

Terminator Armor

6-12

Artificer Armor

13-19

Centurion Armor

20-26

Boltguns: Excludes bolters of all patterns, including bolt pistols, Astartes Combat Shotguns, and combi weaponry.

27-33

Powered and Chain Melee weaponry: Excludes all powered melee weaponry and chain weaponry. Note that this does not exclude melee weaponry as a whole.

34-40

Plasma Weapons: Excludes every pattern of Plasma weapons, including Plasma Pistols, Plasma Guns, and combi weaponry involving plasma.

41-47

Heavy Weaponry: Heavy Weaponry operated by a single marine, includes Autocannon, Assault cannon, Conversion beam projector, Cyclone Missile Launcher, Heavy bolter, Heavy flamer, Lascannon, Magna-Melta, Missile launcher, Multi-melta, Plasma cannon, Turbo-laser Destructor.

48-54

Melta Guns: Excludes all patterns of Melta guns, including inferno pistol, multi-melta, and meltagun.

55-61

Flamer Weapons: Excludes all flamer weaponry, including hand flamers, compact flamers, exterminators, and immolation rifles.

62-68

Bikes

69-75

Land Raiders

76-82

Rhinos

83-89

Dreadnoughts

90-96

Thunderhawks

97-100

Drop Pods

Special Equipment (d10)

d10 Result

1

The Chapter favours one specific weapon over all others. Choose one specific weapon to serve as the Chapter’s traditional weapon. Examples: Power Sword, Bolt Pistol, Melta Gun

2

This Chapter uses exotic xenos-made weapons. This can range from Necron Gauss weaponry, to Tau Pulse Carbines, to Crystaline weapons from the Psy-Gore system...

3

Technology formerly lost from humanity, hidden caches and derelict relics from the Dark Age of Technology, Age of Strife, and the Imperium's Golden Age have found their way into the hands of these marines. Who can know if these technologies are even being used properly...

4

Specialty weaponry is crafted in a rudimentary and crass fashion, not unlike orkish dakka. What these weapons lack in refinement, they make up for with diversity and availability, providing a wide range of possibilities and being relatively inexpensive to produce.

5

Despite the inherent dangers, this chapter makes use of weapons tainted by the warp, imbuing them with powers, however unstable they may be.

6

Whether from some Xenos experimentation, Chaos tampering, horrid Geneseed mutation, or something else entirely, this chapter has biologically infused technology.

7

Peculiar technologies of unknown origin, these marines use Phase Weaponry which allows the bypass of materials, being able to fire these weapons through walls and other such obstructions. Can be used for more than just weapons, however, producing blinking effects when applied to armor.

8

Instead of using standard Imperium ships, this chapter bolsters their fleet with esoteric voidcraft, whether of their own design or acquired from some outside force.

9

The Chapter has a specific way in which it prefers to go about killing the enemies it finds itself making. Examples: Bolt Pistol and Chainsword, dual Power Swords, special Bolter pattern or ammunition, dual Bolt Pistols

10

Modifications made to aid these marines in battle are their specialities. Whether they enhance certain senses or have biological weapons like fire breath. Examples: Black Dragon's claws.

Chapter Status (d10)

d10 Result

1

Endangered - The Chapter numbers only a handful of Companies or less having suffered devastating losses in combat, accident, or dramatic genetic instability. If recovery is even possible it will take many decades, making every Battle-Brother (and his Progenoids) an invaluable resource.

2-4

Under Strength - The Chapter is recovering from a defeat or accident that occurred several decades ago, or has recently suffered heavy, but not irrecoverable losses. It is probably at a minimum of half strength, and should return to nominal strength within a decade.

5-9

Nominal - The Chapter can field ten full companies, each with ten squads. In all likelihood most every squad consist of ten brethren and some specialised appointments may be empty, but the Chapter is regarded as fully fit for battle.

10

Over-Strength - Some Chapters maintain more than the prescribed ten companies, either out of necessity or want for power. These Chapters have proven successful, if only in population size.

Goals and Motivations (d100)

d100 Result

1-9

survival; their focus is only on ensuring their continued existence in the face of exile.

10-19

a need for recruiting, in order to bolster their ranks.

20-29

the belief that they can possibly redeem themselves in a holy crusade.

30-39

the belief that they still serve the Emperor, if not the Imperium.

40-49

knowledge gleaned from visions or other divinations, which guides their actions in ways others may find erratic or unpredictable.

50-59

the amassment of weath, be it supplies or trophies.

60-69

a strange need to keep doing something, and just can't stop. It is this mania that drives their actions.

70-79

an inner conflict, be it a civil war or simply vicious disagreements in the direction they are taking.

80-89

something secret which steers them; be it from within the chapter or without, not even they know the true purpose of what they do.

90-99

a peace they have not experienced before, if ever; they will maintain this blissful solitude at any and all costs.

100

the notion of a realm all to themselves, seeking to carve out a territory to call their own beyond the Imperium's rule.

Allies/Enemies (d9)

d9 Result

1

A fellow renegade chapter, or non-Imperium human faction such as the Severan Dominate.

2

an Eldar Craftworld or Leader

3

an Ork WAAAGH! or Warboss

4

a Necron Tomb World

5

A loyal Space Marine chapter or chapter master.

6

A force or agent of the Inquisition.

7

A regiment of the Imperial Guard, or a local Planetary Defense Force.

8

a Dark Eldar Kabal or Leader

9

Roll on "Minor Xenos"

Enemies (d2)

d2 Result

1

Roll on "Allies/Enemies"

2

a Tyranid Hive Fleet

1-10 (d10)

d10 Result

1

1st

2

2nd

3

3rd

4

4th

5

5th

6

6th

7

7th

8

8th

9

9th

10

10th

Specialists (d6)

d6 Result

1

An Apothecary

2

A Chaplain

3

A Librarian

4

A Techmarine

5

A Vehicle Driver

6

A Pilot

Held Territory (d2)

d2 Result

1

Raiding - With no allies, the chapter has turned to raiding settlements and vessels in order to get what they need.

2

Hiding - The very existence of the chapter is considered little more than a folktale by the people of the sector, as they keep their heads down in order to avoid conflicts they cannot afford to have.

Minor Xenos (d100)

d100 Result

1-10

a T'au Sept

11-20

the Hrud

21-30

the Fra'al

31-40

the Uluméathic League

41-50

the Yu'Vath, the Legacy of the Yu'Vath, or the Rak'gol

51-60

the Enslavers

61-65

the Barghesi

66-70

the Tarellians

71-75

the Thyrrus

76-80

the Hellgrammites

81-84

the Loxatl

85-90

the Saharduin

91-92

the Xenarch

93-95

the Cythor Fiends

96-97

the Nightmare-Engines of the Pale Wasting

98-100

an Unknown or extremely minor Xenos species