Space Marine Battle Brother Creation Tables

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This table can be used to create a loyal Space Marine Battle Brother. Use alongside the Space Marine Chapter Creation Tables for best results, and more fluff.

Use your best judgement! Reminder to not let bad rolls get in the way of a good story. If it doesn't fit, reroll or choose one that does.

Chapter[edit]

Chapter (d100)
01-09 Ultramarines
10-18 Blood Angels
19-27 Space Wolves
28-36 Dark Angels
37-45 Imperial Fists
46-54 Salamanders
55-63 White Scars
64-72 Raven Guard
73-81 Black Templars
82-90 Iron Hands
91-100 Custom: Roll again, or Create a Chapter

Faith in the Emperor[edit]

Faith in the Emperor (d100)
01 Fallen Marine: What are you doing here? This Battle Brother has embraced heresy or chaos, becoming an enemy of the Imperium. Roll on the Chaos Space Marine Creation Tables, you traitorous scum.
2-10 Slight Doubt: The Space Marine questions the Emperor's divinity and the justifiability of sacrifices made in His name.
11-90 Absolute Belief: Unwavering faith in the Emperor as humanity's saviour, considering every action in His name righteous. The average belief of a loyal battle brother.
91-100 Devout Zealot: Fanatical belief in the Emperor, willing to sacrifice anything to eradicate any slight trace of heresy in the name of the Emperor. Even amongst the most devout, he takes it to a new level.

Age[edit]

Age (d100)
01-10 Young: (Less than 100 years old)
11-50 Middle-aged: (100-200 years old)
51-70 Veteran: (200+ years old)
71-80 Ancient: (500+ years old)
81-90 Unknown: (May have been around since the Founding of the Chapter.)
91-100 Dreadnought: (entombed within a Dreadnought chassis). Roll again to determine age when they were entombed, reroll if this is rolled again. Automatically gain "Dreadnought" Rank.

Roll the below tables to find out his life before he was interred, then roll on the "Dreadnought" table for chassis type, weaponry used, and for what injuries cause this battle brother to be interred in a Dreadnought. Roll thrice on the Notable Personal Battles table.

Rank[edit]

Rank (d100)
01-10 Scout Marine: Young and initiatory recruits undergoing training in stealth, reconnaissance, and marksmanship to become full-fledged Space Marines.
11-20 Vanguard Space Marine: Specialised elite warriors who excel in covert operations, infiltration, and sabotage.
21-70 Battle Brother: A fully initiated Space Marine, the backbone of the Chapter, and the warriors who execute its missions and battles.
71-80 Sergeant: A veteran Battle Brother who holds a leadership position within a squad or unit, responsible for directing their fellow Marines in combat.
81-90 Lieutenant: An officer who assists higher-ranking officers in tactical planning and command, often leading smaller units or formations. +10 to Equipment Specialisation roll. Roll twice on the Notable Personal Battles table.
91-100 Captain: A high-ranking officer and commander of a Space Marine company, responsible for leading and coordinating the company's forces in battle. +20 to Equipment Specialisation roll. Roll thrice on the Notable Personal Battles table.

Specialised Ranks[edit]

Choose below or roll if you want your Brother to be more specialised.

Specialised Ranks (d8)
1 Veteran Space Marine: An experienced and battle-hardened warrior who has survived countless campaigns and embodies the Chapter's traditions.
2 Standard Bearer: The bearer of the Chapter's sacred standards, inspiring fellow Marines with their presence on the battlefield.
3 Chaplain: A spiritual leader who provides guidance, morale, and religious fervour to the Chapter's warriors.
4 Librarian: A psychic warrior with unique powers who serves as both a combatant and a keeper of ancient knowledge. +20 to Equipment Specialisation roll.
5 Techmarine: A skilled technician and engineer responsible for maintaining and repairing the Chapter's advanced weaponry and technology.
6 Apothecary: A medic and geneticist who tends to wounded Marines, oversees their gene-seed implantation, and ensures the Chapter's future.
7 Dreadnought: A venerable warrior interred within a colossal armoured walker, continuing to serve the Chapter from the brink of death.
8 Chapter Master: The highest-ranking and most esteemed leader of a Space Marine Chapter, responsible for its overall command and strategic decisions. +50 to Equipment Specialisation Roll. Roll 1d3+3 times on the Notable Personal Battles table.

Further Specialised Ranks[edit]

In addition to his duties as the leader of a Space Marine Company, each Space Marine Captain also bears one or more honorific titles which may also carry additional responsibilities extending to the entire chapter. Only roll here if you want extra fluff if you rolled or chose "Captain" on the Rank table.

Further Specialised Ranks (d10)
1 Regent/Master of the Keep: In some Chapters the 1st Company Captain serves as the Master of the Keep and serves as the Chapter Master's 2nd in command. In addition, they are also responsible for managing the Chapter's Fortress-Monastery.
2 Master of the Watch: Master of the Watch is a class of Space Marine Master used by Codex Chapters given to Captains of the 2nd Company. Heavily involved in system-wide defense and intelligence assessment of threats to their Chapter's homeworld.
3 Master of the Arsenal: Master of the Arsenal is a class of Space Marine Master used by Codex Chapters given to Captains of the 3rd Company. They help oversee the arsenal and munitions of their Chapter.
4 Master of the Fleet: Master of the Fleet is a class of Space Marine Master used by Codex Chapters typically given to Captains of the 4th Company. They oversee the Chapter Fleet.
5 Master of the Marches: Master of the Marches is a class of Space Marine Master used by Codex Chapters given to Captains of the 5th Company. They oversee the deployment of the Chapter's fighting strength and it is to his knowledge that the Chapter turns when readying for war. Masters of the Marches are wholly devoted to their logistical duties and oversee immense amounts of data.
6 Master of the Rites: Master of the Rites is a class of Space Marine Master used by Codex Chapters given to Captains of the 6th Company. They oversee the rites and rituals of the Chapter.
7 Chief Victualler: Traditionally held by the Captain of the 7th Company, the Chief Victualler is responsible for the non-armament provisions the Chapter requires to continue operations. As well as Serfs and Servitor management, they are also required to be a master in logistics.
8 Lord Executioner: Lord Executioner is a title traditionally held by the Captain of the 8th Company. Lord Executioners are brutal and direct individuals, known to be bloody and efficient in close combat, rather than heroic or flamboyant.
9 Master of Relics: Master of Relics is a title traditionally held by the Captain of the 9th Company, the Master of Relics is an unmatched expert in the tactics of long-range warfare. He is also the guardian of the Chapter's many technological masterpieces and relics, bringing them to the battlefield in times of need.
10 Master of the Recruits/Master of Reconnaissance: Master of the Recruits/Master of Reconnaissance is a class of Space Marine Master used by Codex Chapters given to Captains of the 10th Company. They oversee the newly recruited Neophytes and Scouts of the Chapter, and the Chapter's Vanguard Space Marines.

Preferred Combat Style[edit]

Preferred Combat Style (d100)
01-10 Assault and Close Quarters Combat: Specialised in close combat engagements, excelling in melee combat and rapid assaults.
11-20 Long-Range Marksmanship: Expert marksman capable of precise and devastating long-range shooting.
21-30 Heavy Weapons Support: Equipped to provide devastating firepower and suppressive fire with heavy weapons.
31-40 Lightning Fast Strikes: Known for his speed and agility, he strikes swiftly and decisively.
41-50 Stealth and Infiltration: Skilled in covert operations, infiltration, and surprise attacks.
51-60 Defensive Tactics: Master of fortification and defensive strategies, adept at holding ground.
61-70 Shock and Awe Assaults: Specialises in overwhelming and intimidating enemy forces with sudden, ferocious assaults.
71-80 Guerrilla Warfare: Expert in hit-and-run tactics, sabotage, and unconventional warfare.
81-90 Siege Warfare: Proficient in the art of siegecraft, breaking through enemy fortifications and defending his own with tenacity.
91-100 Psychic Warfare: Utilises psychic powers to influence, disrupt, or attack opponents in unique and potent ways. (Automatically gained if Librarian was rolled on Rank table.)

Preferred Weaponry[edit]

Use your best judgement based on the Preferred Combat Style above. If it doesn't fit, reroll or choose one that does.

Primary Weapon[edit]

Primary Weapon(d100)
01-09 Boltgun: The primary weapon of Space Marines. (Gained Automatically)
10-18 Heavy Bolter: A heavy version of the Boltgun, used for suppressing fire.
19-27 Stalker Bolter: A long-range precision rifle for accurate shots.
28-36 Grav Gun: Utilises gravitic technology to disrupt and damage targets.
37-45 Storm Bolter: A double-barrelled version of the Boltgun, capable of rapid fire.
46-54 Assault Cannon: A heavy, automatic anti-personnel weapon, its most notable feature is its incredibly high rate of fire.
55-63 Assault Bolter: Outfitted with a large box magazine and high-speed autoloader. Although short-ranged, its rate of fire and damage are considerable, with the recoil contained by a mag-shield.
64-72 Astartes Assault Shotgun: Can use an array of specialty ammunition ranging from armour-piercing penetrator rounds to the powerful manstopper rounds. Assault Shotguns are best used in urban and close-quarters combat, as well as in boarding actions.
73-81 Bolt Carbine: A more compact variant of the standard Bolt Rifle.
82-90 Combi-Weapon: These are weapons with additional features, such as Combi-Volkite, or Combi-Melta.
91-100 Custom: (Roll again, choose, or create a Primary Weapon.)

Secondary Weapon[edit]

Secondary Weapon (d100)
01-09 Bolt Pistol: A standard sidearm for many Space Marines. (Gain Automatically)
10-18 Plasma Pistol: Contains all the destructive fury of a larger Plasma Gun, although with a reduced range and rate of fire.
19-27 Heavy Bolt Pistol: A variant of the standard Bolt Pistol that is larger and possesses a more elongated barrel to enhance its range.
28-36 Absolvor Bolt Pistol: (Gained Automatically if "Chaplain" or "Apothecary" was rolled on the Rank Table)
37-45 Stalker Pattern Bolt Pistol: A variant of the bolt pistol with improved accuracy and range, often favoured by marksmen.
46-54 Combi-Weapons: These are pistols with additional features, such as a bolter and a secondary weapon like a flamer or melta.
55-63 Inferno Pistol: A specialized plasma weapon with even more destructive power, used by certain Space Marine units.
64-72 Grav-Pistol: A smaller version of the grav-gun, which utilizes gravitic technology to disrupt and damage targets.
73-81 Hand Flamer: A close-range flamethrower that projects a stream of burning promethium.
82-90 Double Secondaries: Roll twice.
91-100 Custom: (Roll again, choose, or create a Secondary Weapon.)

Melee Weapon[edit]

Melee Weapon (d100)
01-09 Fists: Standard Space Marine gauntlets.
10-18 Combat Knife: A standard-issue knife often carried by Space Marines for close-quarters combat. (Gained Automatically)
19-27 Chainsword: A melee weapon combining teethed chains with a sword blade.
28-36 Chainfist: A melee weapon with a chainsaw blade designed for cutting through enemy vehicles and fortifications.
37-45 Thunder Hammer: A powerful, two-handed melee weapon that delivers crushing blows.
46-54 Lightning Claw: A pair of clawed gauntlets that enhance a Space Marine's close combat capabilities.
55-63 Power Fist: A massive, gauntlet-like weapon that enhances strength and crushes foes.
64-72 Power Sword: A type of power weapon that uses an energy field to enhance its cutting ability.
73-81 Power Axe: Similar to the Power Sword but with a different blade shape, often used by Space Marine officers.
82-90 Power Maul: A blunt melee weapon with an energy field, capable of crushing enemy armour and bones.
91-100 Custom: (Roll again, choose, or create a Melee Weapon.)

Specialist Weapon[edit]

Specialist Weapon (d100)
01-09 Lascannon: A powerful laser weapon effective against heavily armoured targets.
10-18 Plasma Gun: Fires superheated plasma bolts, capable of devastating damage.
19-27 Plasma Cannon: A heavy plasma weapon with a wide area of effect.
28-36 Flamethrower: A close-range weapon that projects a stream of burning promethium.
37-45 Melta Gun: A short-ranged, high-intensity weapon that can melt through armour.
46-54 Multi-Melta: An even more potent version of the Melta Gun.
55-63 Heavy Flamer: A larger version of the flamer, projecting a deadly wall of fire.
64-72 Missile Launcher: Fires various types of missiles, offering versatility in combat.
73-81 Autocannon: An automatic, self-loading, heavy ballistic weapon that fires a high velocity hail of solid shells
82-90 Force Weapon: A powerful melee weapon and a focus for the psychic abilities. (Gained Automatically if "Librarian" was rolled on the Rank Table)
91-100 Custom: (Roll again, choose, or create a Specialist Weapon.)

Equipment Customisation[edit]

Equipment Customisation (d100)
01-50 Regular: Standard-issue equipment with no special modifications.
51-70 Custom: Personalized modifications tailored to the Space Marine's preferences and combat style.
71-80 Artificer: Enhanced craftsmanship and additional features, improving performance and durability.
81-90 Relic: Ancient and revered equipment with unique properties, often passed down through generations.
91-100 Master-Crafted: Exceptionally rare and meticulously crafted, possessing unparalleled quality and potency.

Notable Personal Battles[edit]

Notable Personal Battles (d100)
01-05 Duel with a Chaos Champion: Fought a brutal duel against a Chaos Champion on a desolate moon.
06-10 Vital Outpost Defence: Single-handedly defended a critical outpost against overwhelming odds.
11-15 Survived Xenos Assassin: Outwitted a relentless Xenos assassin's assassination attempt.
16-20 Covert Stronghold Infiltration: Successfully infiltrated an enemy stronghold, eliminating their leader.
21-25 Genestealer Cult Foiling: Uncovered and thwarted a Genestealer Cult's plot to overthrow Imperial authorities.
26-30 Rival Space Marine Duel: Settled a personal vendetta in a fierce one-on-one combat against a fellow Battle Brother.
31-35 Daring Imperial Guardsmen Rescue: Led a perilous mission to save stranded Imperial Guardsmen.
36-40 Critical Bridge Defense: Held a vital bridge against a relentless Ork horde.
41-45 Tyranid-Infested Ship Cleansing: Cleansed a derelict spacecraft infested by Tyranids.
46-50 Heretical Cult Leader Elimination: Infiltrated a cult and thwarted a daemonic ritual by eliminating their leader.
51-55 Relentless Chaos Siege: Withstood an unending Chaos assault, displaying unwavering courage and resilience.
56-60 Necron Awakening Disruption: Successfully disrupted an awakening of the ancient Necron threat.
61-65 Traitor Marine Sabotage: Infiltrated and executed critical sabotage against a Traitor Marine warband.
66-70 Pirate Captain Defeat: Hunted down and vanquished a notorious pirate captain.
71-75 Deadly Alien Predator Encounter: Triumphed over a lethal alien predator in an unknown hostile environment.
76-80 Sacred Relic Protection: Commanded a valiant last stand to safeguard a sacred relic.
81-85 Warp Rift Exorcism: Led a perilous mission into the Warp to banish daemonic entities from a rift.
86-90 Deathworld Survival: Endured the deadly challenges of a hostile Deathworld, emerging as a seasoned survivor.
91-95 Inquisition Pursuit Evasion: Eluded capture and interrogation by the Imperial Inquisition, safeguarding Chapter secrets.
96-100 Dignitary Rescue: Led a daring mission to rescue a stranded Imperial dignitary.

Alliances[edit]

Alliances (d100)
01-10 Chapter Master from the same Chapter (Fraternity of Command): An alliance with the Chapter Master of their own Chapter, forged through shared leadership responsibilities and a mutual dedication to the Chapter's success.
11-15 Chapter Master from another Chapter (Respect of Command): An alliance with the Chapter Master of another Chapter.
16-60 Brother Astartes from the same Chapter (Bound by Battle): A fellow Battle Brother of his Chapter, bound by unbreakable bonds of brotherhood and camaraderie, sharing a history of battles and triumphs.
61-70 Brother Astartes from another Chapter (Bound by Respect): A fellow Battle Brother from another Chapter, bound by unbreakable bonds of brotherhood and camaraderie, sharing a history of battles and triumphs.
71-75 Imperial Guard Commander (Respected Collaboration): A respected ally and commander of the Imperial Guard, working closely with the Space Marine to achieve strategic objectives and defend the Imperium.
76-80 Imperial Governor (Planetary Cooperation): An alliance with an Imperial planetary governor, forged through joint efforts to protect and govern a valuable Imperial world.
81-85 Tech-Priest (Technological Partnership): A valuable ally from the Adeptus Mechanicus, providing technological expertise and support to maintain and enhance the Chapter's equipment.
86-90 Imperial Navy Admiral (Mutual Respect): A Space Marine and an Imperial Navy Admiral share mutual respect for each other's roles in protecting the Imperium, often collaborating on strategic operations that require space and ground forces working in unison.
91-92 Inquisitor (Vigilant Cooperation): A complex relationship marked by mutual respect and occasional tension, as the Inquisitor seeks to ensure the Space Marine Chapter's loyalty to the Emperor.
93-94 Rogue Trader (Adventurous Alliance): An unconventional but often valuable partner in exploration and trade, providing access to rare resources, exotic locations, and important tactical information.
95-96 Sisters of Battle Canoness (Religious Bond): A deep spiritual connection exists between the Space Marine and a Sisters of Battle Canoness, as both are devoted to the Emperor's cause, leading to a strong alliance in matters of faith and combat against heretical threats.
97-98 Eldar Farseer (Unlikely Alliance): A reluctant alliance born out of necessity, with a cautious Eldar Farseer and the Space Marine working together to thwart a common (currently) greater threat.
99 Gathering Allies: Roll three times.
100 Renegade Space Marine (Complicated Relationship): A deeply complicated and strained relationship with a renegade Battle Brother who has fallen from grace, resulting in mixed emotions of anger, regret, and a lingering hope for redemption.

Enemies[edit]

Enemies (d100)
01-08 Chaos Space Marine Warband: A relentless and corrupted group of former Space Marines, dedicated to spreading chaos and destruction.
9-16 Ork Warboss: A belligerent and overpowering leader of the savage Ork race, commanding hordes of brutal warriors.
17-24 Tyranid Hive Fleet: An all-consuming and relentless alien menace, driven by an insatiable hunger for organic matter.
25-32 Necron Overlord: An ancient and calculating ruler of the undying Necron race, commanding legions of implacable mechanical warriors.
33-40 T'au Commander: A skilled and tactical mastermind of the T'au Empire, employing advanced technology and firepower.
41-48 Chaos Cult Leader: A charismatic and heretical figure who leads a cult dedicated to the worship of chaos and rebellion against the Imperium.
49-56 Genestealer Cult: A secretive and subversive cult, infiltrating Imperial worlds to prepare the way for the Tyranid Hive Fleet's arrival.
57-64 Chaos Sorcerer: A malevolent wielder of dark and chaotic sorcery, capable of summoning daemonic entities and warping reality.
65-72 Eldar Corsair: An enigmatic and agile Eldar pirate and privateer, renowned for their cunning and hit-and-run tactics.
73-80 Chaos Daemon Prince: A nightmarish and immensely powerful entity, once mortal but now ascended to serve the dark gods as a Daemon Prince.
81-88 Traitor to the Imperium (formerly loyal): A tragic figure who was once loyal to the Imperium but has now become a renegade, a complex and conflicted enemy torn between past loyalties and newfound darkness.
89-96 Traitor to the Imperium (formerly loyal): A tragic figure who was once loyal to the Imperium but has now become a renegade, a complex and conflicted enemy torn between past loyalties and newfound darkness.
97-100 Holy War: Roll three times.

Battle Cry[edit]

Recommended to make your own, but these are here for inspiration.

Battle Cry (d100)
01-05 "For the Emperor!"
06-10 "Death to the Heretics!"
11-15 "No Pity! No Remorse! No Fear!"
16-20 "By the Emperor's Will!"
21-25 "For (Chapter Master name)!"
26-30 "For the (Chapter Name)'s!"
31-35 "For the Emperor and Mankind's Glory!"
36-40 "In the Emperor's Name, We Strike!"
41-45 "With Faith and Fury, We Prevail!"
46-50 "No Mercy! No Respite!"
51-55 "In Unity, We Stand!"
56-60 "For the Eternal Crusade!"
61-65 "In the Emperor's Light, We Triumph!"
66-70 "Through Fire and Blood, We Endure!"
71-75 "In Death, Redemption!"
76-80 "For Honour and Duty, We Fight!"
81-85 "With Iron Resolve, We March!"
86-90 "By the Emperor's Will, We Prevail!"
91-95 "For Holy Terra!"
96-100 "Fight now, brothers!
100+ "PHWOAR DA EMPRAH! WAAAGH!!"

Battle Honours[edit]

Battle Honours (d100)
01-10 Decorated Service Studs: Service studs are awarded to Space Marines who serve for a certain number of years. A single stud records, 10, 50 or 100 years of service depending on its design and the Chapter traditions.
11-30 Seal of Oath: Oath Seals are applied before a battle, commending the Space Marine to victory. it represents the solemn oaths and vows that the Space Marine has undertaken during their service. Each Oath Seal is unique to the individual, displaying personal symbols, sigils, or inscriptions that embody the Marine's devotion to duty, honour, and the defence of humanity.
31-80 Purity Seal: A sacred emblem representing a Marine's adherence to purity and duty.
81-85 Iron Halo: A protective energy field worn by valorous Space Marine heroes.
86-90 Imperial Laurel: A mark of honour for bravery and unwavering service to the Imperium.
91-94 Marksman's Honour: An accolade for exceptional precision and sharpshooting skills.
95 The Imperialis: A prestigious honour signifying devotion to the Emperor and humanity.
96 Skull and Motto: A distinctive emblem, often featuring a skull and motto, symbolising a Marine's Chapter or deeds.
97 Iron Skull: A symbol of survival and experience awarded to battle-hardened leaders. (If Sergeant was rolled)
98 Prime Helix: A revered symbol of genetic purity and excellence among Space Marines. (If Apothecary was rolled)
99 Machina Opus: An emblem of technological mastery and engineering prowess. (If Techmarine was rolled)
100 Crux Terminatus: A sacred terminator badge marking tactical mastery and resilience.

Quirks[edit]

Quirks (d100)
01-05 Collects Trophies: Keeps mementos from defeated foes as grim reminders.
06-10 Distinctive Battle Cry: Known for a unique and memorable war cry.
11-15 Never Removes Helmet: Refuses to reveal their face, even among comrades.
16-20 Tactical: Values strategy above all in combat.
21-25 Practises Asceticism: Lives a Spartan lifestyle, even for a Space Marine.
26-30 Unorthodox Strategies: Utilises unconventional tactics in battle.
31-35 Lucky: Miraculously escapes deadly situations.
36-40 Chapter Heirloom: Entrusted with a cherished relic passed down through generations.
41-45 Lone Wolf: Prefers solitary missions and self-reliance.
46-50 Xenos Hunter: Specialises in hunting and exterminating alien threats.
51-55 Tech-Savvy: Possesses a deep understanding of technology and machines. (May select this automatically if "Techmarine" was rolled on Rank table.)
56-60 Fearless: Faces danger with unwavering courage. (May select this automatically if "Dreadnought" was rolled on Rank table.)
61-65 Master Strategist: Exceptional at devising intricate battle plans. (May select this automatically if "Sergeant or above" was rolled on Rank table.)
66-70 Scarred Veteran: Wears the physical and emotional scars of countless battles. (May select this automatically if "Veteran Space Marine" was rolled on Rank table.)
71-75 Religious Zealot: Extremely devout in their faith and devotion to the Emperor. (May select this automatically if "Chaplain" was rolled on Rank table.)
76-80 Stealthy Operative: Proficient in covert operations and infiltration. (May select this automatically if "Scout Marine" was rolled on Rank table.)
81-85 Cybernetic Enhancements: Augmented with advanced bionics and cybernetics. (May select this automatically if "Techmarine" was rolled on Rank table.)
86-90 Artisan Craftsman: Skilled at crafting and maintaining weaponry and armour. (May select this automatically if "Techmarine" was rolled on Rank table.)
91-95 Quirky: Roll three times.
96-100 Quirk?: Sounds like you've got too much time on your hands, brother. (No quirk)

Dreadnought Tables[edit]

These tables are only used if you rolled or selected "Dreadnought" on the Rank table.

Dreadnought Chassis[edit]

Use your best judgement! Reroll or select one if the Chassis doesn't make sense.

Dreadnought Chassis (d8)
1 Contemptor Pattern: The Contemptor Pattern Dreadnought is a revered ancient design, often used by Space Marine Legions during the Great Crusade. It features advanced technology and a sleeker, more agile profile compared to other Dreadnought patterns.
2 Redemptor Pattern: The Redemptor Pattern Dreadnought is a more recent and heavily armed design. It is known for its devastating firepower, combining heavy weaponry with close combat capabilities, making it a formidable presence on the battlefield.
3 Furioso Pattern: The Furioso Dreadnought is a variant of the standard Dreadnought that is used almost exclusively by the Blood Angels and their Successor Chapters for melee combat.
4 Mortis Pattern: The Mortis Pattern Dreadnought, is a variant of the standard Castraferrum Pattern Dreadnoughts used by the Adeptus Astartes. The Mortis Pattern, like most Dreadnought variants, only differs from the standard Dreadnought in its armament loadout and the battlefield role it plays.
5 Leviathan Pattern Siege Dreadnought: The Leviathan Pattern Dreadnought was created in limited numbers in the latter days of the Great Crusade of the late 30th Millennium, was developed in secret on Terra, away from the pervasive oculars of the ancient Mechanicum.
6 Venerable Pattern: The Venerable Dreadnought is a variant of the standard Imperial Castraferrum Pattern Dreadnought combat walker used by the Chapters of the Adeptus Astartes whose occupant is regarded as one of the oldest and wisest Space Marines still in service to the Imperium of Man.
7 Chaplain Dreadnought: Chaplain Dreadnoughts are a variant of Venerable Dreadnought which house the remains of Chaplains which have been crippled in battle.
8 Librarian Dreadnought: The Librarian Dreadnought is a variant of the Furioso Dreadnought, which house the remains of Librarians which have been crippled in battle. They combine the psychic might of a Librarian with the unyielding body and heavy firepower of a Dreadnought.

Dreadnought Weapon[edit]

Use your best judgement! Reroll or select one if the Weapon doesn't make sense.

Dreadnought Weapon (d100)
01-05 Custom: (Roll again, select, or create one.)
06-10 Assault Cannon: A rapid-firing weapon effective against infantry and light vehicles.
11-15 Twin Lascannon: A powerful anti-armour and anti-vehicle energy weapon.
16-20 Heavy Flamer: A close-range flamethrower for clearing enemy infantry in close combat.
21-25 Multi-Melta: A short-ranged, high-powered meltagun for dealing damage to armoured targets and vehicles.
26-30 Storm Bolter: A rapid-firing bolter providing additional firepower against infantry.
31-35 Plasma Cannon: A heavy energy weapon capable of dealing damage to both infantry and armoured targets.
36-40 Dreadnought Close Combat Weapon (DCCW): Melee weapons designed for devastating close combat.
41-45 Assault Drill: A close combat weapon with a rotating drill head for breaching enemy fortifications and vehicles.
46-50 Seismic Hammer: Used by Ironclad Dreadnoughts, designed to shatter enemy armour and fortifications.
51-55 Twin Autocannon: A rapid-firing autocannon with twin barrels for anti-infantry and anti-vehicle purposes.
56-60 Flamestorm Cannon: A flamethrower used by some Dreadnoughts.
61-65 Soulburner Petard: A specialized weapon used by some Dreadnoughts emitting destructive psychic energy.
66-70 Furioso Fist: A Dreadnought-sized power fist used for close combat.
71-75 Twin Lascannon: Wielded by Venerable Dreadnoughts for enhanced anti-armour capabilities.
76-80 Chainfist: A larger version of the Dreadnought close combat weapon for breaking through vehicles and structures.
81-85 Force Halberd: Used by some Dreadnoughts, combining a massive power weapon with a ranged component.
86-90 Heavy Onslaught Gatling Cannon: A rapid-firing Gatling cannon for mowing down infantry.
91-95 Macro Plasma Incinerator: A heavy plasma weapon effective against infantry and armour.
96-100 Inferno Cannon: An immense Flamer weapon mounted to a Dreadnought

Injuries Leading to Dreadnought Internment[edit]

Injuries Leading to Dreadnought Internment (d100)
01-05 Devastating Psychic Attack: This Space Marine endured a relentless psychic assault that left them incapacitated, their mental fortitude tested to its limits. The scars of the psychic battle linger, affecting their psychic resilience and causing occasional psychic visions.
06-10 Mauled by a Daemon: Engaged in a harrowing melee battle with a daemon, this warrior emerged victorious but at a heavy cost. Their body bears the physical and spiritual scars of the encounter, and they are haunted by nightmares of the daemon's otherworldly presence.
11-15 Engulfed in Plasma: Survived an explosion from a plasma weapon that seared their armour and flesh, leaving them severely burned. The scorching heat permanently altered their appearance, and their body is a testament to their resilience and defiance.
16-20 Buried by Debris: Buried beneath tons of rubble during a devastating battle, this Space Marine miraculously survived but not without enduring physical and psychological trauma. They now have an acute sense of claustrophobia and a profound fear of confinement.
21-25 Engaged a Greater Daemon: Engaged in a desperate struggle against a Greater Daemon, a battle that pushed them to their limits. While victorious, the psychic strain of the encounter has left them with heightened sensitivity to warp entities and a burning desire to further purge the galaxy of chaos.
26-30 Exposure to Toxic Chemicals: Endured relentless exposure to corrosive and toxic substances on a poisoned battlefield, resulting in severe physical and chemical scarring. They are immune to most toxins but now struggle with the side effects of their resilience.
31-35 Massive Ordnance Blast: Survived a direct hit from a massive artillery or orbital bombardment. Their body and armour were shattered and rebuilt, making them a symbol of endurance and a living reminder of the destructive power of war.
36-40 Betrayed by a Fellow Marine: Wounded by a treacherous battle brother or rival within the Chapter. This betrayal has left deep emotional and physical scars, and they are now plagued by questions of loyalty and trust among their brethren.
41-45 Overwhelmed by Xenos: Injured while facing an overwhelming xenos threat that pushed them to the brink of defeat. Their body bears the marks of alien weaponry, and they are determined to learn from this encounter to better defend humanity.
46-50 Ambushed by Heretics: Ambushed and severely wounded by heretical forces, this warrior's faith in the Emperor was tested. They emerged with a renewed sense of devotion and a burning desire to root out heresy wherever it may fester.
51-55 Crushed by an Alien Monster: Battled a colossal alien creature that inflicted devastating injuries, leaving them permanently scarred and with a profound respect for the dangers lurking in the galaxy's darkest corners.
56-60 Frozen in Suspended Animation: Encountered a freezing or stasis trap that left them encased in ice or suspended animation for a prolonged period, resulting in extreme disorientation upon thawing.
61-65 Psychic Possession and Exorcism: Fell victim to psychic possession by malevolent entities and subsequently underwent an exorcism ritual, leaving psychic scars and vulnerabilities.
66-70 Tortured by Dark Eldar: Captured and subjected to the sadistic tortures of the Dark Eldar, resulting in both physical and psychological trauma.
71-75 Blighted by Nurgle's Rot: Contracted the vile Nurgle's Rot, a deadly and grotesque disease, and miraculously survived, though not without permanent disfigurement and lingering effects.
76-80 Buried Alive: Buried alive in a tunnel collapse or underground warren, enduring days of darkness and isolation before rescue.
81-85 Void Exposure: Survived exposure to the unforgiving vacuum of space or a voidship breach, leading to severe decompression injuries.
86-90 Chaos Dreadnought: Injured by a Chaos Dreadnought, their weaponry breaching the Battle Brothers armour and leading to severe injuries.
91-95 Time Distortion: Encountered a temporal anomaly that caused time to flow differently, ageing them or causing them to exist out of sync with the rest of the universe, resulting in unique temporal abilities and weaknesses.
96-100 [Redacted]: Roll three times.

Extra Fluff[edit]

None of these rolls are required, but are available for those that wish to add further detail to the Battle Brother.

Injuries[edit]

Injuries (d100)
01-05 Tinnitus: Constant ringing in the ears due to proximity to heavy weaponry and explosions.
06-10 Metallic Taste: Experiences a constant metallic taste in their mouth, a lingering effect of chemical exposure during warfare.
11-15 Facial Scars: Battle-scarred, with prominent facial scars.
16-20 Bionic Eye: Lost an eye in combat and replaced it with a bionic implant.
21-25 Bionic Limb: Limb injury - wears a bionic arm or leg.
26-30 Severe Burns: Suffers from severe burns due to a plasma weapon.
31-35 Bio-Resonance: An unusual connection with flora and fauna, allowing the warrior to sense nearby life forms but also making them susceptible to psychic assaults from nature.
36-40 Psychic Headaches: Suffers from occasional psychic headaches due to warp exposure.
41-45 Unearthly Allure: The Space Marine exudes an otherworldly charisma that draws attention, often accompanied by unusual synchronicities, a result of a warp-influenced encounter.
46-50 Raspy Voice: Injured vocal cords, resulting in a deep, raspy voice.
51-55 Shrapnel Wounds: Shrapnel wounds from a grenade explosion, with embedded fragments.
56-60 Warp Ailment: Cursed by a Warp-inflicted ailment, which occasionally weakens him.
61-65 Static Vision: Occasional visual disturbances, like static interference, affecting the Space Marine's vision, the legacy of an encounter with a malfunctioning xenos artefact.
66-70 Turbulent Dreams: Frequent and vivid dreams that often provide cryptic insights but sometimes lead to mental exhaustion, the aftereffect of psychic exposure during a warp storm.
71-75 Bionic Spine: Bionic spine after a near-fatal injury that left him paralysed.
76-80 Missing Fingers: Missing fingers, replaced with precision servos.
81-85 Chest Scars: Scarred chest from a close brush with a meltagun.
86-90 Bionic Leg Braces: Wears advanced bionic leg braces to support mobility after a near-fatal leg injury.
91-95 Cranial Implant: A significant cranial implant that enhances cognitive functions after a traumatic head injury.
96-100 Armour Fusion: Fused in his armour due to a catastrophic injury, reliant on life-support systems but able to move.

Fillable Table[edit]

Chapter:
Faith in the Emperor:
Age:
Rank:
Specialised Ranks:
Preferred Combat Style:
Preferred Weaponry:
Primary Weapon:
Secondary Weapon:
Melee Weapon:
Specialist Weapon:
Equipment Customisation:
Notable Personal Battles:
Alliances:
Enemies:
Battle Cry:
Battle Honours:
Quirks:

Dreadnought Tables:
Dreadnought Chassis:
Dreadnought Weapon:
Injuries Leading to Dreadnought Internment:

Extra Fluff:
Injuries:

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