WH Slumptabell för en världs/grupps krigare-elit eller kontrollerade monster

Gamiel

Champion
Joined
22 Dec 2013
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Stockholm
Jag har i mina andra WH slumptabell trådar har jag skapat tillräckligt många resultat som handlar om någon typ av krigarelit eller skapade monster. Eftersom jag, och då troligen några andra, nog vill ha en samling av alla dessa resultat, för när man vill ge den lokala storpampen, adelsfamiljen, oligark-organisationen, stackstaden eller själva planeten något som är annorlunda att gläns/hota med. Galaxen är stor och många världar har tillgång till teknologi andra saknar, även om vi sällan ser det på spelbordet så dyker det upp i flera böcker regementen, elitstyrkor eller monster med tillgång till vapen andra aldrig ser och/eller modifierade på sätt omöjliga (eller otänkbara) för andra. Sedan är några av resultaten mer av en tvist om att de ser imponerande ut men kanske inte är lika coola i praktiken.

Till skillnad från de andra trådarna kommer jag inte ge så många förslag till vem dessa elitkrigare eller monster tillhör eftersom om du rullar på den här tabellen så vet du till vem/vilka de bör tillhöra.

Folk får gärna kommentera och ge egna inlägg :)

1. The [ noble | group | hive | planet ]’s high-techs and gene-smiths are the keepers of ancient knowledge and have created superhuman warriors clad in power-armour, physically capable to going toe to toe with a [ Space Marine | squad of Space Marines ] and win, not unlike the ancient Thunder Warriors. But like the Thunder Warriors are they not physically or mentally stable and need constant monitoring so they don’t go berserk, suddenly have their organs rapturing, suffer from spasm attacks, kill-lust overtaking their hypno-indoctrinated ability to follow order, and such. Therefor are they seldom used for longer campaigns and many of them are put in [ stasis | cryo-sleep ] when not needed. Possibly can their [ master | keepers | both ] be persuaded to lend out one or a few of those transhuman warriors in exchange for [ political gain | exotic xeno artefacts | a good story about the glory and riches that will be won by lending them out | the right kind of rare art (or gaining the art is part of the thing the warrior is lent out for) ].

2. The warrior-eliter go to war clade in power-armour, as protective as space marine armour, if lacking their machine-spirits intelligence, are unable to go at higher speed than walking, and their engines only have power for [ half a day | one day | 2T3 days ] active use. Armed with [ chainsword | gatling-gun | auto hand-cannon | power-weapons ] and [ shield | chainsword | shock-bec de corbin | bolter ].

3. Blood bloom is an infectious xeno-plant/fungus/lichen that grow on animals (including humans) and gets greenery and red flowers to grow from their skin and/or orifices as it also increases the body’s physical capability while it slowly transforms the body into a massive spooring fruit. It’s possible to remove the infection with the right medical knowledge, alchemical preparations and (if the infection have gone to far) new cyber/cloned organs. But it is also possible to keep the infection in check so a person can expand the period with increased physical ability without dying from the ‘bloom into years (or even decennia with enough money). The members of this warrior group are all blood bloom hosts and have a full control of their hosts thanks to advanced bioalchemical knowledge among their caretaker-servants.

4. Dreadnought-like machines are used by [ group | area ]’s elite to continue living beyond even their expanded years, it is also gifted to the too-wounded or too-old high officers who want to continue to lead their troops near or at the front.

5. Thanks to little understood technology can they create aesthetically pleasing transhuman warriors, capable of fighting Space Marines – they are less durable then Astartes but faster and nimbler. The process is long, costly and secretive, possibly using forbidden technology. They are then dressed in Phobos-pattern-like golden armour sculpted to mimic the human musculature, some with extra decorations of baroque style.

6. An elite-cadre of transhuman fighters that use sonic weapons and are heavy modified to use them at best capability and without danger themselves. Many of them have banshee-speakers augments and/or sonic-blasters weapon-arms.

7. This warrior-elite is equipped in gear not dissimilar to the Tempestus Scions and/or the Arbites Exaction Squads, too bad they are nowhere near as well-trained, disciplined or iron willed.

8. Alchemystics – warrior-alchemists that specialise in the brewing of mind-altering potions and hallucinogenic bombs. Their weapons are poisoned, their bodies enhanced by their own-mixed chems, and they are trained in fighting in the smoke and vapour their bombs and xxx create.

9. Chem-warriors whose constant occupational hazards promote the use of various combat drugs and stimulants, which they view as a perfectly natural way to increase their fighting potential. This led to that many of them regularly suffer intense bouts of suicidal rage, mental instability, delusions, loss of self-restraint and control, and other negative effects of long-term systemic drug use. They are still considered warrior elite and used by those wanting the deadlier kind of killers.

10. Are a-kin to the Arbites in ability and equipment, but loyal to their master/s instead of the Adeptus Terra. The process to create them is not without its kinks, and many of those enforces suffer from psychotic episodes, total lack of empathy and/or overdeveloped killing instinct.
 
11. An warrior-cult of [ trident | plasmasword | miaodao | tabar axe ] armed elite-fighters, decked in all-encasing baroque void-armour. Their origins are murky at best and there are numerous explanations about how they came into existence and got their role, many of which are at odds with one another. Their detractors have all sorts of stories about human sacrifice, worship of unspeakable forces and perverted rituals abound. That the cult remain silent on their origins does little to refute these claims, though their fierce reputation is enough to keep their enemies from voicing their theories in a more public forum.

12. The children of trusted servants and/or lesser members of [ the group | to the master ] that show the right talent are handed over to an internal order of smoke-knights where they are trained in all the arts of stealth, infiltrations, and silent killing. As smoke-knights they function as elite guardians and agents for their superior.

13. Great combat servitors, similar in design to [ dreadnoughts | saturnine terminators | Mortifiers-engines | Armiger Knight ] their cogitators and servitorbrains programmed with countless combat-strategies and advanced tactical understanding. The secret component to their creation is a servitorised psychic Null placed within a psytech casket that can both dampen and increase the Null’s ability, making it possible for the warmachine to stand around or fight alongside normal humans (with just a feeling on unease for those near) when that is needed as well as projecting an aura of dreed and unwholesomeness to those near when that’s needed. In either case they are constantly protected from psychic or sorcery attacks.

14. Made from decorated veterans that go throng a rebuilding process of their damaged bodies, enhanced with cybernetics and new vatgrown organs that make them highly resistant to the hostile environment and physically more capable than they were in their prime.

15. Great automates, created with arcane technology and little understood science. Known as [ bogatyrs | heroibus | vitez | youxia ] they stand taller than a [ dreadnought | Kastelan Robot | Armiger Knight | Questoris Knight ] and are just as powerful. Their creation is tightly kept secrets and with good reasons, they are creation of forbidden science with the dissected but still living remains of psykers as an essential part of their construction, that also gives them a limited form of precognition and defence against psychic attacks, making those formidable war machines even more dangerous.

16. Great combat servitors, similar in design and power to [ dreadnoughts | saturnine terminators | Mortifiers-engines | Armiger Knights ] their cogitators and servitorbrains programmed with countless combat-strategies and advanced tactical understanding. The secret component to their creation is a servitorised psychic Null placed within a psytech casket that can both dampen and increase the Null’s ability, making it possible for the warmachine to stand around or fight alongside normal humans (with just a feeling on unease for those close) when that is needed as well as projecting an aura of dreed and unwholesomeness to those near when that’s needed. In either case are they constantly protected from psychic or sorcery attacks.

17. Dress in dull black fatigues under glossy black armour, their faces hidden by black mirror visors. Also function as the sanctioned psyker/witch-hunters in the [ realm | hive | planet ] by ancient decree and at least some of them are equipped with anti-psyker tech, obvious and/or hidden. Their skin and inside of their armour and fatigues are covered by supposedly protective prayers and geometric patterns.

18. Bondage blade-masters, trained from birth to excellence and then enhanced by cyber-implants and chems. Fighting with swords and daggers of all sizes and throwing shuriken, there are few who can match their bladework.

19. Great automatas, created with arcane technology and little understood science, known as [ bogatyrs | heroibus | vitez | youxia ] they stand taller than a [ dreadnought | Kastelan Robot | Armiger Knight | Questoris Knight ] and are just as powerful. Their creation is tightly kept secrets and with good reasons, they are creation of forbidden science with the dissected but still living remains of psykers as an essential part of their construction, that also gives them a limited form of precognition and defence against psychic attacks, making those formidable war machines even more dangerous.

20. The hive is protected by [ Armiger Knight | Questoris Knight | Cerastus | all three variants ] like servitor-constructs, with a cluster of servo-skulls where the head of the mecha they resemble should be. The skulls chosen for the cluster are made up by the [ group | area | realm ]’s great tacticians, officers, decorated soldiers, and champions.
 
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20. The hive is protected by [ Armiger Knight | Questoris Knight | Cerastus | all three variants ] like servitor-constructs, with a cluster of servo-skulls where the head of the mecha they resemble should be.

21. Masters of the duelling blade and the longlas, both as sharpshooters or as part of a gunline. Their decorated weapons and light armour the best money can buy.

22. The warrior-elite are made up of heavily wounded veterans who would no longer be able to serve, but still have the flames of a fighting spirit burning in them, they are cybernetically enhanced and given MIU-linked power-armour, allowing them not just to continue fighting but to become much more than what they once were.

23. Chem warriors. Controlled chem-applications from youth have made them taler, stronger and tougher than human standard. Implanted with artisanally crafted injector rigs that give them boosts of combat chems, pain relievers, or heling drugs when needed.

24. Deathworlders, with buck-skin war-shirts, embroidered with their greatest conquests, braided hair with colourful bands and feathers halfway down their backs. Armed with power-glaives and fine-bladed chainshortswords, protected by refractor fields and their own skills.

25. Genhanced with muscle-slabbed physiques, dressed in bronzed muscled carapace breastplates and helmets with horns and horsehair plumes, their visors glowing with augmetics. Armed with chain-axes and [ auto-hand cannons | plasma pistols | bolter guns | shields ].

26. BONE’eads ogryns, protected by heavy carapace armour, slab shields and drake-skin cloaks, armed with power mauls and ogryn-boltguns.

27. Highly trained ogryns, of a kind with a disturbingly predatory cunning. Armed with broad-bladed ogryn-hand-and-a-half sabres and punch daggers, protected by carapace scale armour, and sallets with feathered plums.

28. Decorated veterans of the Astra Militarum and the PDF:s. Dressed in colourful uniforms, over carapace armour, with puffed sleeves and knees, decorative braids and rosettes, a white millstone collar, and a bicorn hat with jewelled chelengk. Armed with master-crafted lascarbines with gilded bayonets and chaincutlasses.

29. Insectile cyborgs with long necks and inhuman heads with metal mandibles. Inhumanly fast, flexible and strong, armed with bayoneted lascarbines, shortswords, and their cybernetic strength and mandibles.

30. Cyber-warriors patterned after the skitarii regarding cybernetics and weapons, dressed in [ lacquered samurai-like mook-armour | tunic with gold lace ornaments, together with a cross-belt, knee-breeches and stockings, flat hat, and shoes with rosettes. The gold-embroidered emblems of their master on their stiff half-capes | 19th-centery cavalry uniforms | flowing robes and silk sashes, with fine snakeskin glows and spats over their limbs ].
 
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31. Are armoured similar to the [ Tempestus Scions | Stormtroopers | Arbites Exaction Squads | Sisters of Battle ] but with colourfully embroidered coats, dickeys, cravats, powdered high wigs on their helmets, and fine spats.

32. Wear a distinctive gold-chased cuirass wrought with all manner of ornate texts and traceries, complemented by a plumed helm, knee-high boots, and puff-sleeves – all in bright colours. The officers’ uniforms are still more refined: with jewelled scabbards, kilts of rare fur, and pelisse jackets, resplendent with gleaming golden buttons and braided fasteners. Though they might be mistaken for mere ceremonial troops intended more for showy displays of power than actual combat, nothing could be further from the truth: they are highly experienced, well equipped and deadly.

33. Wear a distinctive and ornamented uniforms and equipment, in bright colours and gleaming metals, with the officers’ uniforms are still more refined and opulent. Despite their splendour and status, they are regarded with deep contempt by the average member of the citizenry of the planet. This since they are often used to bolster the enforcers when large scale civil disorder threatens the status quo, and when a suspected witch need to be dragged from hens family.

34. While highly trained are their status as elite just as much a question of good propaganda as real ability. Many of their successes could have been done with much less civilian casualty but their preference for the easier way, or just the kill-happiness of their members, have led to what could be a clean operation to bloodbaths. Their use of combat drugs and stimulants to give them an extra edge or keep them awake for long time have also made many of them suffering from addiction.

35. Made up by scrapmurais, recruited from the warrior-elite among the [ underhive scavvies | Feudal world tech-barbarians ], masters of duelling and the killing arts, hardened by their original environment.

36. Dressed in black and urban camouflage-pattern, with matte black weapons, they present themselves as highly tactical without any froufrou, but in reality are their equipment more aesthetical in design or there to impress then functional.

37. A cadre of [1D10x10] automats similar in design and power to [ saturnine terminators | Kastelan Robot | Castellax Battle-automata | Domitar Class Robot ]. Kept secret is that only four of them works and their masters give the impression of there being more by constantly changing identification numbers, decorations, and similar on the few that still work.

38. A warrior-caste that have become xenophobic, angry and inbred, they have little tolerance for others not of their breed. They follow and bow to their master but seldom respect them. They will try to appear friendly or helpful if there is something to gain for them in it, but if they can take that with threats or violence and get away they will do so instead.

39. A grand martial order whose members are highly trained in duelling, squad combat and tactical thinking. They represent themself as pillars of virtue dedicated to upholding the ideals of honour, courage, skill, strength at arms, and other notions. Though outwardly positive and virtuous, such things are easily perverted into excuses for violence and conflict for its own sake, and while the bulk of the members of the order have no idea what the group truly represents is its inner core a Khorne cult. They have no uniform but members are recognised by the wakizashi with a large synth-ruby as pommel they all have (and only they are allowed to bear).

40. Are united by brotherhood and colours not equipment, with every armsman having to get their own body armour, rifle, pistol and close-combat weapon, leading to an eclectic collection of equipment.
 
41. Made up by highly trained and disciplined beastmen females, protected by carapace armour and cloaks of reflective black glass scales. Armed with sturdy chainswords, lasguns and hand-cannons.

42. Armed with rifle-halberds and bayonet-pistols, their faces hidden by heavy hoods and cowls. They have no understanding of mercy or forgiveness, and they expect none in return.

43. Kasrkin like in ability and equipment, they forsake the baroque honours and ornamentation usual among the Imperium’s officers and elite, and instead go for barbarian splendour of furs, leather, jewellery made out of fangs, claws, bones and wood.

44. Made up by Thallax- and Ursarax-pattern cyborgs with high, flowing helmet-crests, tilting shields with their master’s coat-of-arm, and golden honour-chains hanging from, or tied around, their limbs or shoulders.

45. Humanoid murder gholams, two n’ a half to three meter tall with their inhumanity mostly hidden by fullbody [ red lacquered muscle armour, with grinning monster face-masks | kaskrin like unforms and body armour | gilded knight armour with blue-and-black checkered kaftans | officer uniforms (field or parade depending on the situation), tubed rebreather masks and fezes with top tassel ]. They are stronger and tougher than an ogryn and much faster, with poisonous blood and a healing factor so fast that wounds can be seen closing while you look at them. Once unleashed they will kill anyone near but their imprinted ward-maters (and sometime then hunt for more to kill) and they will react to any obvious threat to their ward-masters or their ward-masters orders to kill/protect. They are armed with their inhuman strength and a [ wrist-mounted bolter | chainglaive | set of ripper-claws, hidden in their forearms until expanded | power-kanabō ].

46. Murder-gholam Chimerics. Twisted monstrosities each able to fight a squad of [ Kasrkin | Tempestus Scions | Space marines ] and win. They are kept away in sleeper vats while not in service, those vats are placed where the chemerics’ murderous abilities are believed to be of most need.

47. Similar to Space Marine Reivers in appearance but not as strong or tough but they are faster and their armour is as durable.

48. Combat servitors. Usually in squads of ten – five gun-servitors, five close combat-servitors – lead by a decanus-tech, trained in the leadership and caretaking of the servitors, as well as at least basic combat.

49. Combat servitors based on Tyranid Warriors, their heads replaced by boxes containing cogitors and servitoriced brains. Some of them also with other cybernetic replacements of limbs or organs that were lost during their capture.

50. Undead Tyranid Warriors, and similar sized bioforms, reanimated by alchemy and cybernetics and controlled by the servo-skulls wired into the back of their head (or replacing the head in some cases).
 
51. Elite fighter recruited from those already serving that has to go through a hard testing and training program to become members. But nepotism has made it possible for many with the right families or friends to be let in even if they are not fully able to compleat all test and/or training.

52. Squats in Vartijan exo-armour.

53. Disciplined and well-groomed ogryns. Trained not only in fighting and how to protect their wards but also in the simpler forms of high manners so they don’t embers their masters.

54. Similar to Kasrkin in ability and equipment, with the officers having as their weapon-of-rank the [ trident | bow-n-arrows | flail | sniper rifle ]. They are expected to be at least trained in the weapon and there is prestige among them in being good with their weapon.

55. A warrior confraternity, masters of squad- as well as single-combat. Many of their members constantly train and hone their martial skills, seeking unattainable heights of perfection. With many of the members partaking in gene-, cyber- and/or drug-enchantments to become even better.

56. Protected by black-armoured exoskeletons with dragoon helmets and a tubed gasmasks with glowing red lenses. Armed with bajonetted machine guns, laspistol as sidearm and single edged shortswords (heavy sabres for the officers).

57. Similar to the [ Tempestus Scions | Adeptus Arbites | Kasrkin | Solar Auxilia ] in ability and equipment. They project a demeanour of propriety, etiquette and civility, yet this is known to all but the most ignorant of offworlder as a thin veneer. In reality, they are callous to the point of sadism, seeing threats and disrespect wherever they wish to find it.

58. Is highly experienced, because beside their main duties are they used to lead the near constant purges of the ruined [ outlands | underhives | wastes ] in order to cull the populations of mutants and recidivists that lurk within.

59. Deathworlders. Nearly inhumanly fast and though, masters of the knife, shortsword and silent rifle, they move in silence and communicating through sign-language and click based short-speak. Dress in the flowing robes of their homeworld with their traditional red and pink cammo-pattern.

60. Recruited from the unforgiving wilderness of a [ underhive | Death World | Hive World’s wastelands ]. Having survived being constantly exposed to all manner of pollutants and toxins of that environment, they are naturally resistant to such chemicals – but have also become dependent on the very compounds that afflict their bodies. It has been discovered that their chem-changed bodies take to drugs in different ways to normal and through trial and error have each of them developed their own unique cocktails of combat-drugs that gives them an edge over other stim-warriors, while finding the normal stuff often to week to work on them.
 
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