Ancient Oaths - Having long ago vowed to unconditionally support a Chapter, Legion, or group, the House followed their allies into heresy out of an inability or unwillingness to break their ancient oaths.
4–5
Stained Honour - When the House suffered some real or perceived slight at the hands of the Imperium, the House pitched a temper tantrum in reply, first lashing out at the group they perceived as responsible for this dishonour, then turning renegade entirely.
6–8
Consumed by the Warp - During the waxing and waning of the Warp in the millennia since the Heresy, their homeworld was consumed by a Warp Storm, cutting them off from any help. Facing sanity-rending horrors on all sides, those who failed to go down fighting were swiftly corrupted by Chaos.
9–10
Abandoned - Whether due to some bureaucratic error that saw them lost to history, deliberate malice on the part of the Imperium, or some other factor, this House found themselves utterly abandoned by the Imperium they once served and facing threats on all sides. The Knights of the House subsequently turned renegade in an effort to survive.
11-12
Hired Guns - More of a collection of mercenaries than a knightly House, theses pilots sell their services to the highest bidder, a habit that has corrupted their suits and world over time. They may be paid in slaves and material by a Chaos Warband or Hellforge, or they may simply travel about, selling their services to the highest bidder without any care for allegiance or loyalty.
13-14
Gang of Thieves - This group is little more then a large collection of Freeblades from all over the galaxy who have fallen to Chaos or otherwise abandoned the Imperium, bound together into a coherent group by a common cause. Whether they've joined forces in service to a common God or they believe themselves a brave band of outlaws (Merry Mechs, if you will) fighting the good fight against the Imperium, possibly unaware of the price of their Dark patrons, is up to you.
15
Never Fell - Whether they've served the Ruinous Powers since time immemorial or just showed up in the annals of history one day serving Chaos, the House never encountered the Emperor or His Imperium, preventing them from ever truly 'falling' in the first place.
A specific Traitor Legion or Warband (Roll a d10 - 8 for Word Bearers, 10 for a Renegade Warband)
9
A specific Chaos God (Roll a d10 and select the result from the 'Chaos Worship' Table. If a Renegade Warband is your Sovereign, you may choose the same Chaos God as them or roll at random).
10
Independent.
Chaotic Sovereigns (1d10) (Ignore if your House's Sovereign is "Independent".)
1
Alpha Legion
2
Night Lords
3
Iron Warriors
4
Word Bearers
5
Black Legion
6
Emperor's Children
7
Death Guard
8
World Eaters
9
Thousand Sons
10
Renegade Warband
Chaos Worship (1d12) (Ignore if your House's Sovereign is "Independent".)
1–2
Chaos Undivided (If the Sovereign is the Black Legion, Word Bearers, Iron Warriors, Alpha Legion or Night Lords, this can be selected automatically)
Succession Laws. Who inherits the Knight Titan and titles? (d5--do not roll if Independent; roll on eligibility table below to determine set of eligible inheritors; d6 if you want to include something custom.)
1
Gavelkind/Partible
Titles and Knights are split between all eligible inheritors by lottery. Roll a d2; on a 1, an inheritor cannot inherit a second inheritance until all inheritors have at least one, nor a third until all have at least 2, and so on; on a 2, they can (the lottery can return the same winner for every item, in theory).
2
Gerontocracy
All titles and Knights are given to the eldest eligible inheritor, who may distribute them as necessary (hopefully they're not in diapers!).
3
Feudal Elective
All eligible inheritors vote on who all titles and Knights are given to, who may distribute them as necessary (hopefully they're not in diapers!). Politicking is fierce!
4
Peerage
Each title and Knight follows a distinct inheritance scheme; roll again for the type of inheritance that is used for each.
5
Free Knights
There is no inheritance structure; when a Knight and title become "up for grabs", they are fought over until someone holds it by might makes right.
6
Unique
The House has come up with its own, no-doubt incredibly convoluted, succession laws.
Succession Laws. Who is eligible to inherit? (d6--do not roll if Independent)
1
Primogeniture
Set of inheritors is children; only go to grandchildren if no children are alive. Full line of succession (when age based) is eldest child > second eldest child > ... > eldest child's eldest child > eldest child's second eldest child > ... > eldest sibling > second eldest sibling > ... > eldest sibling's eldest child and so on, where children > siblings > aunts and uncles > great-aunts and great-uncles, always going "laterally" across a generation before going "down", despite going "down" initially from the deceased.
2
Absolute Primogeniture
Set of inheritors is children, but a dead child's children inherit for them. Full line of succession (when age based) is eldest child > eldest child's eldest child > eldest child's second eldest child > ... > second eldest child > second eldest child's eldest child > ... > eldest sibling > eldest sibling's eldest child and so on, where children > siblings > aunts and uncles > great-aunts and great-uncles, always going "down" a family line before going "laterally".
3
Seniority
Set of inheritors is siblings first, always going "laterally" across a generation before going "down"; otherwise, follow primogeniture. Order of succession is eldest sibling > second eldest sibling > ... > eldest child > second eldest child > ... > eldest child's eldest child > ... > eldest sibling's eldest child and so on.
4
Feudal Commune
Set of inheritors is entire family.
5
Meritocracy
Set of inheritors is entire family; in addition, there is some process by which non-family members can become eligible as inheritors, although their families do not, so the inheritance will always return to the family eventually (a deceased non-family member counts as both sibling and child to the family member they inherited their titles or Knights from, but their family does not). Typical processes include being rewarded for doing extremely well in military service or being voted in by the family.
6
Tyranny
The set of inheritors is always the current holder of the title to the Head of the Household; roll again for inheriting the Head of the Household title. If you prefer, this can be any other title, although this will always inevitably eventually result in the owner of that title taking the Head of the Household title by force.
Rigid - Daily sacrifices to the Dark Gods are common, and all knights are required to take part. If not Chaos-aligned, the House's daily ceremonies are highly ritualized, with breaches in formality being harshly punished.
3-4
Reasonable - Using ritual as a way to strengthen themselves, this House is unwilling to sell their souls to the Dark Gods for power. Those that haven't gone insane, that is.
5–6
Nonchalant - The House plays very fast and loose with the rules, and mostly just cares that they have giant robots. Most pilots will be raucous (and rakish) playboys (or girls). Any worship of the True Gods will be through actions and not words.
7–10
Divergent - Holding beliefs only the insanity of the Dark Mechanicus could harbour, from infesting their suits with Daemons to integrating xenos tech into their machines. Things are very different here.
We Stand Alone - The House is isolationist and only attends battle when absolutely required by bonds of honour. As a result, many distrust the House and its intentions...
Pride in the Colours - The House is obsessed with maintaining their colours, even going so far as to refuse the Eight Pointed Star or Sigils of the Dark Gods because it might obscure their insignia.
4
Our Way or the Highway - The Knights of the House listen to and understand the strategy of their Warmaster or employers... and then do what they were going to do anyway.
5
Faith in Suspicion - The House finds another Chaotic Host (or even another Fallen Knight House) particularly suspicious. They will fight with them if they must, but they would really prefer not to, as the number of tragic accidents and friendly fire incidents related to their presence may imply.
6
Enjoys “a Bit” of the Claret - There's a difference between (but nothing wrong with) killing the foe and killing them then splashing around in their blood.
The Big Guns Never Tire - The House prefers to keep their enemies at range, to the point that this House cannot be relied upon to engage in close assault.
9
Blind Hatred - The presence of a particular, ancient foe on the battlefield drives the Knights beyond reason. You may roll on the House Allies and Enemies table, or select a faction of your choosing.
10
Local Cult - The practices of the House are weird and probably quite unsavory, even by the standards of their peers.
A great Hero from days of yore, Dark Age of Technology or before.
21-30
A mighty Knight who crusaded with the Warmaster himself (reroll if the Knight didn't fall during the Darkness of the Horus Heresy).
31-40
A true Scion of the Dark Gods who stood against the Loyalist Dogs.
41-50
A Baron
51-53
A Knight initiate
54-74
Just a regular Knight
75-78
An Idolator
79-85
A Knight's Consort
86-99
A peasant/member of the Fyrd/Cult
100
An outsider of your choice (Warmaster, Chaos Lord, Corrupted Official etc.).
Deeds of Legend (d100)
01-25
The figure is remembered as the bane of the Orks, to such an extent that his name is known to the vile greenskins even to this day.
26-50
The individual was a stalwart enemy of the servants of the Corpse Emperor and slew an Imperial Titan!
51-70
The hero led a glorious campaign against an Imperial army, driving the foe and bringing an entire sector into the Realm of Chaos.
71-85
The figure led an action against an Eldar craftworld, boarding it and inflicting grievous casualties before withdrawing. He and his House are especially hated by the pernicious Eldar, for whom the event is still fresh and raw.
86-90
The hero was lost to his House to a warp breach, yet his descendants have cause to believe he lives still and may one day return to them in glory.
91-95
The hero was the first to face some newly discovered alien race, and ultimately responsible for its total destruction. Centuries later, only the House remembers the name of the race, so utterly was it and its works cast down.
96-100
The hero led his House in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by the House’s enemies, and is a reminder to all Nobles of their dark destiny.
Knights of Slannesh (Knights may choose this if their Sovereign is Emperor's Children or Slannesh. Disregard if the Sovereign is not Emperor's Children or Slannesh.)
56-70
Knight Tyrant
71–80
Knight Abhorrent Type (Disregard if the Sovereign is Independent.)
81–89
Some unspeakable...thing for which there can be no true description.
Specialty restrictions (units the house has few of or cannot field) - Do not roll if No Particular Preference was selected (d100)
01–20
No restrictions
21–30
Knight Rampager
31-40
Knight Desecrator
41-50
Knight Abhorrent Type (Knights may take it automatically if their sovereign is Independent)
51-65
Knight Despoiler
66-80
Knight Tyrant
81-95
Knights of Slaanesh (Knights may take it automatically if their sovereign is World Eaters, Khorne, or Independent. Disregard if the Sovereign is Slannesh or Emperor's Children)
96-100
Roll Twice on this Chart or choose something truly unusual (i.e., the House has no Sacristans, there are no supporting Cultists/Slave Militia, etc.)
Few, but Proud: The last remnants of a once proud House, these warriors are few in number. Each Knight is a precious relic that is maintained with what resources the House has left. Every battle is a struggle for survival, every loss irreplaceable.
2-4
Under Strength: The House 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 several decades. Connections with the Dark Mechanicus may accelerate this process.
5-9
Nominal: The House can field several Strongholds of Knights, enough to defend its fiefdoms and fulfill its obligations for the Ruinous Powers and Dark Mechanicus
10
Over Strength: Some Houses, through luck, long history , ties to a powerful Forge World or some sort of Unspeakable bargain with the Dark Gods can field large numbers of Knights. The daily roll call for Knights, consorts, idolators and their offspring takes up an exasperating amount of time.
Dark Mechanicus/Traitor Titan Legion (can be selected directly if sworn to a Hellforge)
41-50
Chaos Cult. Re-roll if your House is "Independent".
51-75
Specific group of Imperial Loyalists (Imperial Guard regiments, Planetary officals, Loyal Forge Worlds, an Imperial Knight house etc. etc.) who either think they deal with fellow Corpse Worshippers or can be easily tricked and manipulated to serve your own foul ends whether they know it or not
Specific Chaos Xenos or simply other xenos groups whom they share mutual goals with. See Minor Xenos Table below
86-95
A loyalist Astartes chapter who's heretical/radical ideals led them to do back-room deals with your House.
96-100
Specific Daemon Prince, Greater Daemon, or other powerful daemon. If your House is Independent; said daemon is covertly supporting and manipulating the House from the sidelines to suit the daemon's needs.
Who are the House's enemies?(d100)
01-02
Roll on House Friends table
3-14
The Orks (alternatively, you may select a particular Waaagh! or Warboss)
15-32
The Eldar, Probably one of their Knight Houses (alternatively, you may select a particular Craftworld or leader)
33-41
Imperial Knight house!
42-51
A Rival Renegade Knight house!
52-62
The Tyranids (alternatively, you may select a particular Hive Fleet)
63-72
Space Marines (you should choose a particular warband or Chapter)
72-79
A particular Primarch.
80-87
Adeptus Mechanicus.
88-97
The Dark Eldar (alternatively, you may select a particular Kabal or leader).
97-100
Other (choose one force or group, such as aliens (see below) or heretics or a specific cult)
Minor Xenos Species/Empires(1d100)
1-10
Tau Empire (alternatively, you may select a particular Tau force or leader)