- Imperial Guard Regiment Name Generator Online
- Imperial Guard Regiment Name Generator 2017
- Imperial Guard Regiment Creator
- Imperial Guard Regiment Name Generator
This Creature Creation Table is for use in making your own creatures in the Warhammer 40,000 universe. It is made directly to work with Warhammer 40,000/Chapter Approved/Creature Feature, which is just the updated Creature Feature from the good ole days. These tables are mainly for /tg/ just to make some random creatures for 40k tabletop, not Dark Heresy. It goes over background and some characteristics before going into the design and statistics.
Creature Lifestyle[edit]
Terrain of homeworld (d100) | |
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1-20 | Jungle - 'It thrives in a dense saturated jungle filled with diverse wildlife.' |
21-35 | Desert - 'Sandy and/or dry landscape stretches far across the land.' |
36–45 | Ice - 'Vast glaciers and ice form the mainstay of the creature's home.' |
46-55 | Swamp - 'Swamps and marshes make up much of the coastal terrain.' |
56-65 | Plains - 'It lives among the fertile plains of a temperate world.' |
66-75 | Wooded - 'Large forests and tall trees are what it calls home.' |
76-82 | Lava/Magma - 'The creature prefers the hot temperatures and dead landscape near volcanoes.' |
83-88 | Warp Maligned World - 'This planet/environment has been touched by the Warp and disturbed by Chaotic movements.' |
89-96 | Urban - 'Somehow the creature is able to sustain itself and thrive in and around cities where more intelligent species dwell.' |
97-100 | No atmosphere/Space - 'Survival in Space or otherwise seemingly lifeless environments is where it survives.' |
What is the creature's diet? (d10) | |
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1–3 | Carnivore - 'The Creature is a natural carnivore, killing prey outright when given the chance.' |
4 | Herbivore - 'Though still dangerous, this creature attacks out of defense or anger instead of hunger.' |
5-6 | Omnivore - 'Can attack out of hunger, but usually goes after other food sources first. Omnivores can also show slightly higher intelligence.' |
7-8 | Scavenger - 'Feasts only on dead animals or things that inexplicably end up in its mouth by accident. Doesn't mean it won't strike back.' |
9 | Killer for fun - 'This creature's eating habits are unknown, but it doesn't eat its prey. Regardless, it still enjoys slaughtering and killing. A True Bastard.' |
10 | Doesn't Eat - 'It has evolved in such a way that it lives off some other form of sustenance such as sunlight, radiation, chemical compounds or the warp itself. It may not even have a mouth.' |
Despite their pedigree and overflowing armouries, the Scintillan 17th, Commander-General Pailus' favoured regiment, is as straight-forward a regiment as can be found in the Imperial Guard. The regiment's commander, an unimaginative and blaggardly Colonel by the name. Army name generator. This name generator will give you 10 random names for armies and subdivisions within an army. Many names have a darker or imposing name, often including death or blood. Red, the color of blood, is also part of many names, including its synonyms, like 'sanguine', 'crimson' and 'maroon'. The names have been divided into two.
How does the creature reproduce? (d10) | |
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1–2 | Asexual - 'The Creature effectively clones itself by splitting into two beings with identical genetic code.' |
3-6 | Allogamy/Autogamy - 'Normal reproduction between two species with an egg and sperm.' |
7-8 | Parasitic - 'The creature cannot reproduce without a host from another species, e.g.: as a food source.' |
9-10 | Lone Wolf - 'The creature is the last of its kind and can't reproduce. It ain't happy!' |
Main Sense? (d10) | |
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1-2 | Sight |
3-4 | Smell |
5-6 | Hearing |
7 | Touch |
8 | Taste (re-roll if the creature doesn't eat.) |
9 | Its 5 main senses are largely equal |
10 | 6th sense |
Creature Conflicts[edit]
What major faction has had to deal most with the species? (d100) | |
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1-40 | Imperial Guard, PDF, or some kind of human resistance |
41-50 | Orks |
51-60 | The Forces of Chaos (likely inside a warpstorm) |
61-70 | Space Marines (likely on a recruiting world, or even possibly a hulk) |
71-85 | Eldar |
86-90 | Dark Eldar |
91-95 | Tyranids |
96-100 | Any other races not listed (includes tau/necron) or other xenos creatures |
What role (generally) does (or did) the species as a whole play? (d100) | |
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1-8 | Farmed/Grown/Engineered - 'Cultivated as food for the masses, no matter how dangerous or tame.' |
9-25 | Hunted - 'Attacked as sport for the challenge, a ritual, or rarity in material.' |
26-45 | Left Alone - 'The species is largely ignored by other more intelligent species, or it is futile to try and eradicate them.' |
46-57 | Trainable - 'Often trained to form a bond with their owner, or is suitably broken/enslaved for use.' |
58-85 | Dangerous - 'Threatening, either through its skill or the sheer amount of them on a world. No one tries to tame or hunt them.' |
86-95 | Imminent threat - 'Their nature makes them a danger to every species. They are confronted for it, by everyone.' |
96-100 | Dormant - 'The species usually stays in hibernation or stasis for long periods of time. They are largely unknown by the galaxy at large.' |
Personal Creature's Exemplary Action (d10) | |
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1 | Nothing of note.. Yet! |
2-4 | Taken down and possibly eaten scores of human hunters, guardsman, PDF, or neophytes. A terror on the galaxy's most widespread species. |
5 | Took down a Tempestus Kill Team while they were on a an important mission. A good catch. |
6 | Killed an Adeptus Astartes or Two. Just humanity's finest is all, no biggie. |
7 | Manage to kill a few of Eldar Aspect Warriors that blindly walked upon its path. They were hard to manage kills, but worth it. |
8 | Slaughtered a group of Orks armed to the teef with looted weapons. They had mistakenly sought another fight. |
9 | Killed one, or some of the many other xeno's creatures in the galaxy. Take your pick (necrons or tau or dark eldar encouraged). |
10 | Destroyed a warp spawned creature or a pack of daemons. The Chaos Gods are angered. (you can roll for daemon type if wished). |
Creature Design[edit]
Reminder that Warhammer 40,000/Chapter Approved/Creature Feature contains more detailed descriptions of many things in these tables from here on out, especially the Ability descriptions.
Roll (d6) | Size | WS | BS | S | T | W | I | A | Ld | Sv | Points |
---|---|---|---|---|---|---|---|---|---|---|---|
1-2 | Small | 4 | 0 | 3 | 3 | 1 | 4 | 1 | 10 | 6+ | 3 |
3-4 | Medium | 4 | 0 | 4 | 4 | 1 | 4 | 1 | 10 | 6+ | 9 |
5-6 | Large | 4 | 0 | 5 | 5 | 1 | 4 | 1 | 10 | 6+ | 15 |
Roll (d10) | Locomotion | Small Cost | Medium Cost | Large Cost |
---|---|---|---|---|
1–3 | Infantry | 0 | 0 | 0 |
4-7 | Quadruped (Beasts) | 3 | 7 | 10 |
8–9 | Winged (Jump Infantry) | 4 | 10 | 13 |
10 | Rooted (Unit remains as infantry, but must remain stationary. It gains Fearless and is classified as 'Flora' for purposes of this creation process) | -2 | -4 | -6 |
(Only roll if Fauna) Skin/Surface type (d12) | |
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1-2 | Exoskeleton - 'The creature's surface is hard or like bone. Often used by insects or arachnids. |
3-5 | Fur/Hairs - 'Usually a warm blooded creature whose skin has fur or some kind of hair. Often found in mammalia.' |
6-7 | Feathers - 'Feathers make up the creature's surface. Many avian creatures have feathers.' |
8-9 | Scales - 'Usually cold blooded with scales. Often reptilian in nature.' |
10 | Smooth/Slimey - 'Characterized by a skin that is mostly smooth, often slimy, to the touch. Found sometimes in Amphibians.' |
11 | Amalgamation - 'The creature is either mutant-like or looks spawned from the warp. It is a mismatch of many aspects of other creatures, and a scary sight to behold.' |
12 | Other - 'Anything from skin of rock to slime or from transparency to bark. Choose whatever is cool or fits best.' |
(Only roll if Flora) Skin/Surface type (d2) | |
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1 | Bark or woody - 'The Fauna is a little stiffer and harder. That doesn't mean it can't move and swing however.' |
2 | Non-Woody - 'The plant can easily bend to attack or defend itself. ' |
This is where it gets complicated..
Roll 1d3 for each of these attributes that a creature can have, so 11d3 for small, or 10d3 for medium or large (since you won't roll for Weak). On a 1-2, don't grant that attribute; on a 3, grant it. If the attribute is Additive, roll a second D3 when granted, and apply it as many times as you rolled on the second die.
Non-Additive Attributes | Small Cost | Medium Cost | Large Cost | Additive |
---|---|---|---|---|
Tough: +1 Toughness | 3 | 3 | 6 | No |
Strong: +1 Strength | 3 | 3 | 6 | No |
Agile: Gain Fleet | 5 | 5 | 10 | No |
Armoured: 5+ armour save | 2 | 2 | 5 | No |
Heavily Armoured: 4+ armour save; if you get this and Armoured, remove Armoured. | 5 | 5 | 8 | No |
Predator: +1 WS | 2 | 2 | 4 | No |
Slow-Witted: Counts as Initiative 1 | -1 | -3 | -5 | No |
Weak: -1 Strength and Toughness | -1 | - | - | Yes |
Resilient: +1 Wound | 5 | 10 | 15 | Yes |
Extra Attack: +1A | 3 | 4 | 5 | Yes |
Quick Reflexes: +1 I | 1 | 1 | 2 | Yes |
Creature Abilities[edit]
Roll on this chart to determine the amount of abilities the creature can take. Rolling here determines how many d35's are to be rolled on the next table after. Small to Medium Creatures have a limit of 25 points whilst Large have a limit of 50 points. If you roll up an ability and don't have enough points to use it, then don't take the ability and stop rolling (This is the end of the '9-10' roll naturally.)
Number of Abilities the Creature has?(d10) | |
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1–2 | Take 3 abilities for small/medium creatures, 5 for Large creatures |
3-4 | Take 4 abilities for small/medium creatures, 6 for Large creatures |
5-6 | Take 5 abilities for small/medium creatures, 7 for Large creatures |
7-8 | Take 6 abilities for small/medium creatures, 8 for Large creatures |
9-10 | Keep rolling for abilities until you hit an ability that would put you over your creature size's allotted point limit. |
Abilities (Roll d35's determined by the table above)(points cost corresponds as (s/m/l). (A '-' denotes that ability isn't usable by that size type) | Roll |
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Acid Blood .. (4/3/3) | 1 |
Agile Flora (Flora Only) .. (3/3/3) | 2 |
Burrowing .. (3/5/5) | 3 |
Camouflage .. (2/2/3) | 4 |
Defensive Spines .. (3/3/3) | 5 |
Deadly Attack .. (-/6/8) | 6 |
Defensive Maneuver .. (3/3/3) | 7 |
Disorienting Attack .. (-/4/4) | 8 |
Dodge .. (7/7/-) | 9 |
Duplicating Attack (special) | 10 |
Enhanced Senses .. (3/3/3) | 11 |
Entangle .. (5/5/5) | 12 |
Extended Attack (Flora Only) .. (3/3/3) | 13 |
Fearful Presence .. (2/2/2) | 14 |
Fission .. (-/3/6) | 15 |
Gaping Maw .. (-/-/4) | 16 |
Hit and Run .. (5/8/-) | 17 |
Horns/Spiky .. (3/4/5) | 18 |
Intimidation .. (-/2/2) | 19 |
Lure .. (3/3/4) | 20 |
Massive .. (-/-/20) | 21 |
Mind Control .. (5/5/5) | 22 |
Musk .. (5/6/6) | 23 |
No Pain (Flora Only) .. (2/2/2) | 24 |
Plague Ridden .. (6/6/6) | 25 |
Poisoned .. (6/5/5) | 26 |
Ranged Attack .. (3/3/3) (Roll an additional d4: 1-Scatter Range, 2-Multi-shot etc.) | 27 |
Razor Sharp Claws .. (6/7/7) | 28 |
Regeneration .. (7/7/7) | 29 |
Resilience .. (5/5/5) (Roll an additional d3: 1-Solid Slug, 2-Heat Based etc.) | 30 |
Rush Attack .. (-/7/7) | 31 |
Spine Burst (Flora Only).. (3/3/3) | 32 |
Spore Cloud (Flora Only).. (2/2/2) | 33 |
Stun .. (5/5/5) | 34 |
Vampirism .. (4/4/6) | 35 |
Warhammer 40,000 Faction Creation Tables | |
---|---|
Imperium | Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang |
Chaos | Chaos Space Marine Warband - Chaos Warband Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House |
Xenos | Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet |
Planets | Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator |
Retrieved from 'https://1d4chan.org/index.php?title=Creature_Feature_Creation_Table_for_/tg&oldid=670430'
Regiment Origin
Regiment Classification
Roll: (d10)
(1-4)Imperial Guard: A true regiment, drilled and competent in their service.
(5-6)Planetary Defense Force: What the Guard doesn't want, the PDF will take.
(7-8)Penal Legion: Scum, criminals, murderers. Watch them closely.
(9)Militia: Brave enough to defend their world without training or equipment.
(10)Navy Armsmen: Experts in void-combat, they'll defend the ship or take the enemy's.
Regiment Demographic
Recruitment Criteria
Roll: (d100)
(1-15)Volunteer: Only the braves (of which there are plenty) join this Regiment.
(16-25)Veterans: Taken from the 'best' of the PDF, this Regiment somehow knows less about battle than most.
(26-30)Caste-born: Raised from birth in the warrior caste.
(31-35)Nobility: Bought their commission for honor and glory.
(36-40)Priesthood: They venerate the God-Emperor in his soldier aspect.
(41-45)Abhumans: Ratlings, Ogryn, and other such useful creatures.
(46-50)Tribespeople: All you have to do is teach them which way the gun points.
(51-55)Lottery: Selection by the God-Emperor's grace, and a little luck.
(56-60)Spacers: Born on asteroids, off-world hab-stations, or the vessels of the Imperial Navy. (If Navy Armsmen was rolled, this may be taken as default)
(61-65)Firstborn: Chosen by right of being the eldest child.
(66-70)Vat-grown: No families to complain, no friends to consider.
(71-85)Gangers: They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)
(86-95)Convicts: Serving their sentence on the front lines, the slime. (If Penal Legion was rolled, this may be taken as default)
(96-100)Roll d3+1 times on this chart.
Nature of Recruitment
Roll: (d10)
(1)Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society. (If Gangers, Convicts, or Lottery was rolled on demographic table, you may select this by default)
(2-4)Elite tithe: The best of the best of the planet were recruited for this regiment. (If caste-born or nobility was rolled on demographic table, you may select this by default
(5-10)Standard conscription: Average or above-average citizens recruited from all levels of society. (If Volunteers, Firstborn, or Lottery was rolled on the demographic table, you may select this by default)
Regiment Homeworld
Home World
Roll: (d100)
(1-25)Hive World: No claustrophobia, excellent sense of direction? Urban combat!
(26-40)Feral World: They fight like wild animals in the Skyfather's name.
(41-55)Death World: For these people, life was a war before they could speak.
(56-60)Forge World: Blessed by the Omnissiah to carry His light across the Galaxy.
(61-70)Imperial World: Devout citizens, loyal to the Imperium and raised by the Creed.
(71-80)Civilized World: Soft as clay before the firing of the kiln; war is their crucible.
(81-90)Shrine World: They charge into battle eagerly, and their very prayers are warcries.
(91-100)Home World Lost: Ghosts do not fear death, but they seek life with a terrible fury.
Home World Predominant Terrain
Roll: (d100)
(1-25)Jungle: Masters of stealth and inured to disease.
(26-50)Desert: At home in sun, sand and wind.
(51-60)Ice: Cold-blooded, with hearts of fire.
(61-65)Ocean: They grew up in the dangers of the depths.
(66-75)Wasteland: Excellent scavengers and hardy survivors.
(76-80)Urban: Good soldiers, once you get the cityboy out of the city. (if hiveworld is the homeworld type this can be choosen)
(81-85)Dead World: Able to make full use of the technology required to survive in such places.
(86-90)Airless: They don't fear the void like most.
(91-100)Agriworld: Sturdy, hard-working types, glad to be off the farm.
Regiment Tactical Information
Regiment Core Units
Roll: (d100)
(1-35)Infantry Regiment
(36-45)Light Infantry
(46-55)Heavy Infantry
(56-70)Mechanized Infantry
(71-75)Drop
(76-80)Armored
(81-85)Artillery
(86-95)Siege
(96-99)Shock Troopers
(100)Abhuman
Specialization
Imperial Guard Regiment Name Generator Online
Roll: (d10)
(1)Drill & Discipline
(2)Counter
(3)Stealth Warfare
(4)Lightning Strike
(5)Trench Warfare
(6)Close Combat
(7)Ranged Combat
(8)Shock & Awe
(9)Guerrilla Warfare
(10)Hive Warfare
Loyalty Rating
Roll (d10)
(1)Overzealous: need to be actively held back from giving their lives for the Emperor
(2-3)Fanatical: No remorse, no retreat, no fear.
(4-5)Adherent: Hold fast to the Creed and His will.
(6-7)Undisciplined: Will follow the Emperor but don't expect them to bow to authority figures.
(8-9)Unorthodox: Serve the Emperor in ways frowned upon by most in the Administratum.
(10)Heretical: This regiment has abandoned the truth of the Emperor.
Special Equipment
Roll: (d100)
(1-10)Traditional Weapon
(11-20)War Trophies
(21-30)Specialized Lasgun Pattern
(31-40)Exotic Mounts
(41-50)Rare Heavy Weapon
(51-60)Blessed Wargear
(61-70)Augmented Troops
(71-80)Special Vehicle
(81-90)Preferred Fighting Style
(91-100)Modified Weaponry
Regiment Creed
Roll: (d100)
(1-40)For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the rest of the Imperium.
Cod mw2 zone english folder download. (41-65)For the Emperor: Fervent belief in the Imperial cult and the righteous mission of the Imperium fuels this regiment.
(66-75)Best of the Best: The regiment believes itself to be elite and constantly strives to prove itself.
(76-80)Glory In Death: The regiment's mission is to die, and take as many enemies with it as possible.
(81-85)We Must Repent: The regiment believes it is on a mission to pay for their homeworld's sins with blood.
(86-90)Tribal Faiths: This regiment is beholden to primitive beliefs. If from a civilized world, clannish practices from hive gang cultures or other such traditions predominate.
(91-95)Steel Over Flesh: This regiment believes the way to victory is through machine augmentation.
(96-100)Esoteric Beliefs
Regiment Relations
Regiment Friends
Roll: (d100)
(1-5)Administratum
(6-15)Adeptus Arbites
(16-30)Adeptus Astartes (a specific chapter)
(31-35)Scholastia Psykana
How to program remote for legacy garage door opener. (36-45)Adeptus Mechanicus
(46-50)Adepta Sororitas
(51-55)Adeptus Titanicus
(56-60)Ecclesiarchy
(61-75)Imperial Guard (of a specific world)
(76-83)Imperial Navy
(84-85)Inquisition
(86-88)Navis Nobilite (Navigators)
(89-91)Officio Assassinorum
(92-93)PDF (of a specific world)
(94-98)Rogue Trader Dynasty
(99)Schola Progenium
(100)League of Blackships
Regiment Enemies
Roll: (d100)
(1-2)Roll on the 'Regiment Friends' table.
(3-31)Orks
(32-42)Eldar
(43-51)Tyranids
(52-68)Chaos Space Marines
(69-79)Daemon Prince/Daemon/other specific disciple of Chaos
(80-87)Specific Chaos-aligned group
(88-96)Dark Eldar
(97--100)Other Xenos. See below.
Minor Xenos Species/Empires
Roll: (d100)
(1-10)Tau Empire (alternatively, you may select a particular Tau force or leader)
(11-20)Hrud
(21-30)Fra'al
(31-40)Uluméathic League
(41-50)Yu'vath/Legacy of the Yu'vath/Rak'gol
(51-60)Enslavers
(61-65)Bargesi
(66-70)Tarrelians
(71-75)Thyrrus
(76-80)Hellgrammite
Imperial Guard Regiment Name Generator 2017
(81-85)Loxatl
(86-90)Saharduin
Imperial Guard Regiment Creator
(91-92)Xenarch
(93-95)Cythor Fiends
Imperial Guard Regiment Name Generator
(96-97)Nightmare-Engines of the Pale Wasting
(98-100)Other Xenos Species (pick one or roll/write one up)