Chaos Space Marine Warband Creation Tables

The Chaos Space Marine Warband Creation Tables were actually the first of the faction creation tables created after Fantasy Flight Games released the "Rites of Battle" splatbook -- in fact, they basically were the Space Marine Chapter Creation Tables, but with every table corrupted into a Chaotic form.

Use alongside the Chaos Space Marine Creation Tables to create an individual Chaos Space Marine. From Initiate, up to Chaos Lord or Daemon Prince, equipped with their own flagship and/or fleet, or group of planets/systems that they rule over.

Do not confuse this set of tables with the Chaos Warband Creation Tables -- those tables are for generating a Warband that also includes cultists and other non-Chaos Space Marines.

Warband Structure edit

Legion Warband or Renegade Chapter? (d10)
1–5 Renegade Chapter (once a loyal Space Marine Chapter, now serving Chaos)
6-8 Legion Warband (a warband of one of the nine original Chaos Space Marine Legions)
9 Renegade Chapter, roll again for secondary element such as allied groups and units (this can stack)
10 Legion Warband, roll again for secondary element such as allied groups and units (this can stack)

Reason for Fall edit

Why did they fall? (Renegades only) (d100)
1-5 Bitter Exiles: The Chapter Master was accused of heresy by the Inquisition (whether or not this accusation was true, politically motivated, done by a secretly-heretical Inquisitor, etc. is up to you to decide). The Chapter fought against the Inquisition and lost, resulting in their excommunication from the Imperium. They then began gathering followers to wage war against the Imperium that forced them into exile.
6-15 Guilt by Association: The Chapter was friends with the wrong people, and suffered the consequences. Think the Lamenters siding with the Astral Claws out of misguided loyalty and a sense of honour, or the Celestial Lions calling out the Inquisition for senselessly Exterminatus-ing a repentant planet and you'd be on the right track.
16–30 Lure of Forbidden Knowledge: Marines in the Chapter dabbled in the dark arts of warpcraft and sorcery, thinking that nobody would find out. They were wrong, and the Chapter paid the ultimate price for their heresies.
31–40 He Who Fights Monsters: They tried to fight heresy with heresy, Relictors-style. The Ordo Malleus made them pay gravely for this when they found out.
41–45 Well-Intentioned Betrayal: The Chapter rebelled, with originally good intentions, against the Imperium. Think the Space Wolves and the Months of Shame, except without the de facto immunity from major consequences that a First Founding Chapter has, or the Soul Drinkers' secession from the Imperium to fight for the common people so often forgotten by the wider Adeptae.
46-55 Sins of the Fathers: It was discovered that the Chapter's progenitor was a Traitor Legion (roll on Traitor Legion table to decide which). The Ordo Hereticus response was about as pleasant as you might expect, forcing the Chapter into exile to evade extermination at the hands of the Imperium they once served.
56-60 Slow Downfall: The Marines began indulging in the heretical and eventually became consumed by it.
61-70 Excommunicado: Something in the Chapter's rituals and practices didn't sit well with the Ecclesiarchy, resulting in a visiting Cardinal getting their excommunication hat on. Deemed heretics for their practices and facing destruction at the hands of the Imperium, the Chapter was forced to flee.
71-80 Poisoned From Within: A battle-brother discovered a mighty weapon. Little did he know a daemon was bound to it, which whispered dark words to its wielder. This daemon would ultimately plant a seed of corruption in the Chapter's heart, which would grow until the Imperium took note and excommunicated the Chapter.
81–90 Whispers of the Warp: The Chapter's forces were stationed in an area with a powerful Warp presence. This presence gradually twisted their minds and corrupted them.
91–95 Great Shame: Near the brink of annihilation, the Marines took an extremely cowardly or horrible action to preserve their Chapter, and were excommunicated for this.
96-99 Unacceptable Mutation: A major mutation appeared in the Chapter's gene-seed. Agents were deployed to remove the impure Marines, but when they failed the Chapter broke their bonds with the Imperium.
100 Xenophiles: The Chapter was friendly with a group of xenos and collaborated with them a bit too frequently. When the Ordo Xenos found out, they had the Chapter Master executed and excommunicated his brothers.

Progenitor edit

Original Traitor Legion (Legion Warbands and Descendants only) (d100)
1-15 Black Legion/Sons of Horus
16-30 World Eaters
31-45 Iron Warriors
46-60 Word Bearers
61-75 Emperor's Children
76-85 Death Guard
86-92 Alpha Legion
93-99 Night Lords
100 Thousand Sons
Who was the Warband's Progenitor? (Renegade non-Legion Descendants only)(d100)
1-58 Ultramarines
59-68 Blood Angels
69-78 Imperial Fists
79-86 White Scars
87–88 Raven Guard
89-94 Iron Hands
94 Salamanders
95-100 Space Wolves

Warband Beliefs edit

Devotion to the Ruinous Powers (d10)
1-2 Loathed: Many of, if not all, the Marines in the warband refuse to see Chaos as an ally and shun those who submit themselves to it, realizing the dangers of Chaos' ever-shifting nature. (If your warband's progenitor is the Iron Warriors, Night Lords, or Alpha Legion, this may be taken automatically)
3-7 Neutral: The warband believes Chaos to be more of a tool than something to be worshipped, serving the dark gods when it benefits them.
8-10 Fanatical: The Marines of the warband are highly devoted to their chosen god or gods, willingly submitting themselves to the Ruinous Powers and viewing possession as favourable. (If your progenitor is the Word Bearers, this is taken automatically)
Chaos Worship (d12) (Ignore if your warband's devotion to Chaos is "Loathed")
1–2 Chaos Undivided (If the Progenitor is the Black Legion, Word Bearers, Iron Warriors, Alpha Legion or Night Lords, this can be selected automatically)
3 One of the minor gods, including Malal.
5-6 Slaanesh (If the Progenitor is the Emperor's Children, this is selected automatically)
4, 7 Nurgle (If the Progenitor is the Death Guard, this is selected automatically)
8, 11 Khorne (If the Progenitor is the World Eaters, this is selected automatically)
9-10 Tzeentch (If the Progenitor is the Thousand Sons, this is selected automatically)
12 Roll again, twice.
What form do the Warband's beliefs take? (d100)
01-20 For the Dark Gods! - The warband reveres their chosen god(s) above all else. Re-roll if your warband's devotion to Chaos is "Loathed".
21-25 Hail Horus! - The Marines of the warband still honour the First Warmaster, he who almost destroyed the Emperor.
26-35 Remember the Ancestors - The Marines remember and pay respects to those who came before them. They have a strong sense of tradition.
36-50 Death to the False Emperor - The Marines despise the Carrion Lord and his weak, corrupt empire. They seek to tear down the Corpse-God's fanes and bring His deluded followers into the true faith.
51-60 Suffer Not the Weak - Those who lack strength deserve no mercy, even fellow Marines. Survival of the fittest. (If your warband's progenitor is the Iron Hands, this may be taken automatically).
61-70 Daemonhood is Godhood - To ascend to daemonhood is to become a god. Those who have become beings of the warp are revered greatly; those who have not strive to do so. Re-roll if your Warband's devotion to Chaos is "Loathed". If your warband's progenitor is the Word Bearers, this can be taken automatically.
71-75 Power Demands Sacrifice - The Marines of this force understand that in order to gain you must first give something in return. They're willing to sacrifice anything to advance themselves, even their lives or the lives of others.
76-80 Battle is Glory - To fight on the battlefield is the greatest thing in life. The best warriors are held above all others, and to fight without grandeur is pathetic. If your warband's progenitor is the World Eaters, this can be taken automatically.
81-90 Accept Any And All - Thieves and whores, traitors and scum alike are welcome to join the warband's forces. Mutants, Beastmen, Xenos, and former foes can be found serving in this warband.
91-99 Do What Thou Wilt Shall Be The Whole of The Law - These Marines are no longer bound by any laws or codes, and will do as they please when they please. They heed no higher authority than themselves, not even that of their primarch. If your warband's progenitor is the Emperor's Children, this can be taken automatically.
100 For the Emperor(?!) - The warband would seem to venerate or even worship the Emperor. Aquilas and symbols of the Imperium are scattered throughout their ships, and they shout war cries in His name. Whether this is meant to be a parody or true devotion is to be decided. If your warband's progenitor is the Alpha Legion, this can be taken automatically.

Warband Demeanour edit

Warband Demeanor (d10)
1 Exploit and Conquer: The warband views all others as mere pawns, assisting them when it helps their own goals and tossing them aside once they are no longer needed. These Marines are selfish and untrustworthy, caring only for themselves and maybe the warband as a group.
2 Scorched Earth: The battle-brothers of the warband commonly destroy anything they do not need so the enemy cannot use it. Even valuable things, such as captured fortresses and ships, are considered expendable if the foe can use it to their advantage.
3 Take No Prisoners: These warriors are butchers who slaughter all who stand before them. Even those who are willing to submit to the warband are ripped limb from limb. This may be taken automatically if the warband is Khorne-aligned or descended from the World Eaters.
4 Embrace Corruption: Marines in the warband embrace the madness of the Warp, viewing mutation as a blessing and boon. They are very willing to work with abhumans, mutants and other freaks because of this. Re-roll if your Warband's devotion to Chaos is "Loathed".
5 Of a Lost Age: The warband has access to much pre-Horus Heresy technology. Having these ancient weapons gives the Marines a respect and appreciation for the relics of old.
6 Stalk the Prey: The Marines of this force fight like hunters, waiting for just the right time to strike and kill their enemy. This way of combat gives them much patience and cunning.
7 Tolerance of the Xeno: A surprisingly large amount of the warband is willing to work alongside aliens, so long as they also worship Chaos (also this isn’t always the case. May also just include mutual hatred for the same enemy.). The battle-brothers in this force are more tolerant than most others.
8 Desecrate and Defile: The Marines of this warband bear a special hatred towards icons and relics of the enemy, and will try to destroy or corrupt them whenever the chance arises. Temples burn and works of art are despoiled by their hands.
9 Honour Amongst Thieves: Despite being evil and cruel individuals, these Marines have a strong sense of brotherhood. Many would never even consider betraying their fellow warriors an option, and would even sacrifice themselves to save a friend's life.
10 Chaos Über Alles: The Marines of this force believe their deities to be the ultimate beings of the galaxy and are willing to serve them for eternity. Champions in the warband will frequently try to prove their worth, accepting any challenge and constantly trying to elevate their status amongst the Warp's chosen. Re-roll if your Warband's devotion to Chaos is "Loathed".

Common Mutations & Deficiencies edit

Common Mutations/Deficiencies (if Neutral or Fanatic devotion) (d10)
1 Hunger for Flesh: A mutation of the omophagea has afflicted the Marines of the warband with a continual craving for raw, fresh human meat. They burn through a great deal of their chattel-slaves in their bloody, sinister feasts and must continually raid Imperial ships and outposts to acquire more.
2 Eyes of Night: A mutant occulobe has given the Marines of the warband exceptional night sight, but render them painfully photosensitive. Bright light is anathema to them. (If the warband's progenitor was the Night Lords, this may be taken automatically)
3 No Rest for the Wicked: The warband's Catalepsean Nodes have been sent into overdrive by the touch of the Empyrean. These Marines no longer need to sleep, but they tend to hallucinate and go berserk at inopportune moments. They must meditate to keep these symptoms at bay.
4 Freakish Skin: The touch of the Warp has manifested itself upon their skin, changing it somehow. They may be covered in scales, lesions, chitin, or matted hair.
5 Voice of Evil: The Marines' voices are sinister and painful to the ear. Merely speaking is enough to terrify many of their foes.
6-8 Body Horror: The warband's Marines no longer resemble anything like normal humanity. Compound eyes and insectile mouthparts glitter from within rugose, tumorous faces. Crablike claws and slimy, bubo-ridden tentacles wrap around limbs and throats as the Marines march forth on cloven hooves, their bodies continually warping and twisting as the empyrean ripples around them.
9 Breath Weapon: Something has happened to the warband's Betcher's glands. They can breathe forth acid, fire, or poison.
10 Excessive Corruption: Multiple (make 2 rolls, re-rolling duplicates or 10's)
Common Mental Flaws (if Fanatical devotion) (d10)
1-2 Horus, is that you? - Centuries or millennia of exposure to the Warp have taken their toll. The warband's Marines have trouble remembering certain things and occasionally hallucinate.
3-4 LOUD AND PROUD! - Stealth is dishonorable and cowardly. The warband feels the need to announce their arrival to their foe, making it clear just who the hell they are and that they are here.
5-6 Surrounded by Traitors - The warband's Marines are paranoid that those who surround them are schemers and liars who may backstab them at any moment.
7-8 I Must Get Closer! - The warband's Marines are obsessed with getting close to their enemies.
9-10 Sanity is for the Weak - The warband's Marines disregard pitiful things such as "logic" and "common sense".

Champion of Legend edit

Figure of Legend (d100)
01-20 Champion of your choice.
21-50 Warband leader, Daemon Prince, or Chaos Lord
51-60 Sorcerer Lord
61-70 An extremely zealous Champion or Possessed
71-75 Dreadnought
76-85 Chosen or Terminator
86-90 Apothecary
91-95 Battle Brother of old
96-99 A Daemon who was close to the Warband. Re-roll if your Warband's devotion to Chaos is "Loathed".
100 Choose for yourself
Deeds of Legend (d100)
01-25 Dark Legend: The figure is remembered as a scourge of the Imperium, having ravaged many planets and slaughtered many servants of the False Emperor.
26-50 King Slayer: The figure of legend killed a renowned and mighty Imperial hero (like a Chapter Master, a well-known Inquisitor, or a famous Imperial Guard General).
51-70 Lord of Anarchy: The hero corrupted nearly an entire sector, causing the population to fall to Chaos. If your warband loathes Chaos, he instead managed to get the sector to violently rebel against Imperial rule, throwing them into total anarchy.
71-85 Elfbane: The legend committed great atrocities during the boarding of an Eldar Craftworld, capturing and despoiling many of the craftworld's spirit stones. He and his warband are still hated to this day by the Eldar.
86-90 The Ascended: A fearsome champion of the Dark Gods, the figure achieved the impossible and became a Daemon Prince. He used his new power to crush all who opposed the Warband at the time. Re-roll if your Warband's devotion to Chaos is "Loathed".
91-95 Exterminator: The hero led a campaign of extermination against a loyalist Astartes chapter, butchering them to the last man and stealing their gene-seed.
96-100 Fallen Champion: The figure of legend led the warband through many campaigns and slaughtered countless foes. However, he was eventually slain by a rival Chaos champion. The warband holds great hatred for that champion to this day.

Warband Homeworld edit

Warband Homeworld (d100)
01-10 Feral World
11-20 Feudal World
21-30 Industrial World
31-40 Agri World
41-45 Prison Planet
46-50 Hive World
51-55 Forge World (Allied with resident Dark Mechanicus cabal in addition to allies roll below)
56-60 Dead World
61-70 Fortress World
71-75 Death World
76-80 Daemon World (Re-roll if your Warband's devotion to Chaos is "Loathed")
81-90 Fleet-based
91-95 Stationary non-planet, such as a debris field, an asteroid belt or a deep-space station
96-100 Space Hulk
Homeworld terrain (d100)
1–20 Jungle
21–30 Desert
31-45 Warp-twisted, roll again for the base terrain, automatic for Daemon Worlds
46–50 Ice
51–55 Ocean
56–70 Wasteland
71–75 Volcanic
76-85 Dead
86–95 Toxic
96–100 Airless

Combat Doctrine edit

Combat doctrine (d10)
1 Rip and Tear - The warband's Marines revel in the glorious act of ripping and tearing the enemies' guts out in close combat. Woe betide any large enemy, as the Marines especially love to disembowel enemies with huge guts. If a large enemy has no huge guts for the Marines to tear out, it only serves to anger them further and seek more enemies with guts to rip and tear out. If your warband's progenitor is the World Eaters and/or your patron god is Khorne, this may be taken automatically.
2 Unorthodox Warfare - The warband's Marines prefer to gradually tear down their enemies from the shadows through various means and only engaging them in open combat when the time is absolutely perfect. Any battle the warband participates in is a game of wits for them and the enemy. Guerrilla tactics, sabotage, key-target assassination, information warfare, infiltration, and the spread of anarchy and disorder, are all tools of their trade. If your warband's progenitor is the Alpha Legion and/or your patron god is Tzeentch, this may be taken automatically.
3 Armoured Fist - The warband takes its cue from the Imperial Guard. Every combat action they participate in is fought with a regiment's worth of armor and mechanized infantry, utterly crushing the opposition under their iron treads.
4 Death from Afar - The warband's Marines prefer to fight from a distance. Their enemies have to contend with legions of disciplined gunlines, snipers, and enough artillery to turn the battlefield into a giant crater. If your warband's progenitor is the Iron Warriors, this may be take automatically.
5 Chemical Warfare - The warband prefers to use a variety of chemical agents on the battlefield to enhance their strength and/or subject their enemies to a variety of painful deaths. Potent combat stimulants, viral and mutagenic concoctions, toxic and corrosive weapons; all these and more are free game for the warband. If your warband's progenitor is the Emperor's Children or Death Guard and/or your patron god is Slaanesh or Nurgle, this may be taken automatically.
6 Daemons, Daemons EVERYWHERE! - Any fight the warband participates in is followed by legions of Chaos daemons, with the intent of turning the planet into a daemon world for the glory of Chaos. Re-roll if your Warband's devotion to Chaos is "Loathed". If your warband's progenitor is the Word Bearers, this may be taken automatically.
7 Drown Them With Bodies - The warband believes in the doctrine of strength in overwhelming numbers. Any battle they participate in is complemented by legions of mortal servants (or unwilling slaves), who throw themselves at the enemy with reckless abandon.
8 Siege and Attrition - The Marines are experts in all things defense, from raising up a formidable fortress and creating nigh-impenetrable defensive lines, to assaulting enemy fortifications and breaking their lines. Basically, if it involves siege warfare, they know how to make sure the battle goes in their favor. If your warband's progenitor is the Iron Warriors, this may be taken automatically.
9 Bloody Rain - The warband's Marines take the saying "Death from Above" to the utmost extreme. The Marines enter the fray through a massive rain of drop pods, warp portals, teleport strikes, and dropships, while supported by legions of gunships, aircraft, and jump-infantry. This allows them to quickly strike at the enemy with precision and brutality, often before they even have time to react. If your warband's progenitor is the Black Legion, this may be taken automatically.
10 Terror Tactics - The warband's Marines revel in the fear and suffering of their enemies. The warband's opponents are typically unable to fight when they attack, as their constant terror campaigns have eroded their victims' resolve and sanity, leaving them as gibbering, paranoid wrecks. Any survivors and/or witnesses are often driven insane from experiencing their wanton acts of cruelty, spreading the warband's brand of fear further. If your warband's progenitor is the Night Lords, this may be taken automatically.

Special Equipment edit

Special Equipment (d100)
01-10 Preferred Fighting Style. This warband has a particular way of making war, and adheres to that method above all others.
11-20 Blessed Icons. Tattoos, brands, heraldry, banners: the warband plasters the sigil of their chosen god(s) everywhere. Re-roll if your warband's devotion to Chaos is "Loathed".
21-25 Daemon Weapons. The warband has been "blessed" with a cache of daemon weapons. Rates of possession tend to be higher in such a warband. Re-roll if your Warband's devotion to Chaos is "Loathed".
26-35 Bestial Companion. The warband's Marines have made companions of exotic animals captured from a remote world.
36-45 Ancient Weaponry. The warband has access to weaponry from the days of the Horus Heresy and even the Age of Strife, such as volkite chargers and calivers, conversion beamers, phosphex bombs, radiation weapons, and charnabal sabers.
46-50 Unholy Wargear. The warband's weapons and armor have been touched by the Warp and bear obvious signs of corruption.
51-60 Stolen Technology. The warband successfully raided an Imperial munitions depot or Forge World and made off with a great deal of modern wargear and equipment. Alternatively, they have managed to successfully "liberate" a cache of xenos technology, such as Necron gauss flayers or Drukhari splinter weapons.
61-70 Special Mount. The warband uses either daemonic steeds or beasts taken from an exotic world and broken to the will of their new masters.
71-80 Unique Daemon Engines. The warband's warpsmiths have created heretofore unseen abominations of flesh, metal, and daemonic fury. Re-roll if your warband's devotion to Chaos is "Loathed".
81-90 Special Armour. The warband's Marines have heavily modified their power armor, or have had it modified for them by the warp. Each suit is unique to its wearer.
91-100 Biological Experiments. This warband may have struck a deal with Fabius Bile, or perhaps they have a particularly inventive and twisted Apothecary in their ranks. Either way, its Marines have been biologically altered in strange and horrifying ways.

Warband Status edit

Warband Status (d10)
1 Endangered - The warband has suffered heavy losses, falling to perhaps a few thousand mortal troops and a handful of Marines. They will need a dramatic reversal of fortune to return to their former heights.
2-4 Slightly Understrength - The warband has taken some losses, though they remain a significant threat.
5-6 Typical Strength - About average strength for a Chaos warband: many thousands of mortal soldiers and serfs united under the banner of a group of Astartes.
7-9 Slightly Overstrength - The warband is slightly larger than most in some manner.
10 Massive - Loads of mortals, loads of Marines, the works. These guys are a significant threat.
Cause of diminished strength (If Endangered or Slightly Understrength) (d10)
1 Unsettled Travel/System Failure: The warband lost a considerable portion of their forces in the Warp or due to mechanical errors (critical reactor failure, sabotaged drop ships, etc.)
2-4 Fractured Deployment: The warband is strong, but its forces are spread thin: deployed in a Black Crusade, skirmishing, following their own agendas, etc.
5-6 Internal Strife: Conflicts within the warband. This may be anything from a dispute over the spoils of a raid to an all-out civil war.
7-9 Heavy Losses: The warband sustained massive casualties in an ill-fated battle.
10 Lost Brethren: A part of the warband was assimilated by or was attacked by another Chaos-aligned entity.
Cause of increased strength (If Slighly Overstrength or Massive) (d10)
1 Dark Patronage: The warband is favoured by a mighty Chaos Lord, or perhaps one of the Legions, and allows it to draw upon their forces.
2-4 Unified Remnants: The warband merged with a smaller warband or picked up the remains of a defeated one.
5-6 Enemy Mine: The warband joined forces with another warband that shared the same goals or a common enemy.
7-9 Reputable Warriors: Rumours of the warband's power attracts lesser warbands and other factions willing to serve them.
10 Welcome to the Long War: The warband has incorporated a Space Marine Chapter who recently turned traitor into their ranks. (If you want to roll on fallen Chapter tables up top)

Warband Allies & Enemies edit

Warband allies. Who has our back? (d100)
1-5 Warmaster Abaddon (if Black Legion warband, can be taken automatically as Abaddon forced nearly all independent Sons of Horus survivors into the Black Legion and there only handfuls of Sons of Horus warbands that remain, possibly barely tolerated by Abaddon as a source of Horus geneseed)
6-10 Populace of a renegade Imperial planet or a human colony that has, through isolation, never joined the Imperium and has been independent since the old human government collapsed in the Age of Strife
11-15 Corrupt governor or other high-ranking Imperial official
16-30 Chaos warband or specific Chaos Lord
31-35 Rogue Psyker Cult
36-40 Dark Mechanicus/Traitor Titan Legion
41-50 Chaos Cult. Re-roll if your Warband's devotion to Chaos is "Loathed".
51-75 Specific group of Chaos/renegade mortals (renegade/corrupted Lost and the Damned regiments, anti-Imperium rebels, clan of tribals, corrupted mutants, mercenary bands, pirate gangs....etc)
76-80 Rogue Inquisitor
81-85 Specific Chaos Xenos or simply other xenos groups with whom they share mutual goals. See Minor Xenos Table below
86-95 A loyalist Astartes chapter whose heretical/radical ideals led them to do back-room deals with your warband.
96-100 Specific Daemon Prince, Greater Daemon, or other powerful daemon. If your warband loathes Chaos; said daemon is covertly supporting and manipulating the warband from the sidelines to suit the daemon's needs.
Who are the Warband's enemies?(d100)
1-10 Imperial Guard
11-20 Orks
21-30 Eldar
31-40 Tyranids
41-50 Space Marine Chapter
51-60 Necrons
61-70 Imperial Knight House
71-80 Dark Eldar
81-90 Tau
91-99 Sisters of Battle
100 Other Xenos See here for inspiration. Alternatively, see below.
Minor Xenos Species/Empires(1d100)
1-10 Roll Twice
11-18 Hrud
19-20 Khrave
21-28 Fra'al
29-30 Scythian
31-40 Uluméathic League
41-48 Yu'vath/Legacy of the Yu'vath/Rak'gol
49-50 Enoulians
51-55 Enslavers
56-58 Saruthi
59-60 Dracolith
61-65 Barghesi
66-70 Tarrelians
71-73 Thyrrus
74-75 Paramours of the Morpheus Rift
76-80 Hellgrammite
81-85 Loxatl
85-90 Saharduin
91-92 Xenarch
93-95 Cythor Fiends
96-97 Nightmare-Engines of the Pale Wasting
98-100 Other Xenos Species (pick one or roll/write one up)

[Crunch tables removed.]

Source edit

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Guard Regiment Commander - Imperial Knight House - Inquisitor - Adeptus Mechanicus Tech-Priest - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter - Sisters of Battle Order - Space Marine Battle Brother/Chapter Master - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang - Noble House
Chaos Chaos Space Marine Warband - Chaos Space Marine/Daemon Prince - Chaos Warband - Heretical Cult - Lost and the Damned Regiment - Renegade Knight House - Dark Skitarii Force - Traitor Titan Legion
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult - Necron Dynasty - Ork Warboss - Ork Klan - Tau Cadre - Tyranid Hive Fleet - Wych Cult
Planets Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator
Misc. Power Armour - Custodes Power Armour