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Space Wolves Great Company Creation Tables


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SPACE WOLVES GREAT COMPANY
CREATION TABLES


Inspired by Fantasy Flight Games' Death Watch RPG Space Marine Chapter Creation Tables, here are options for creating a Space Wolves Great Company.
Roll 2d6, 3d6 keep two, or pick and choose your favorite traits to build an army worth of Russ!

PART ONE: THE WOLF LORD
In the Space Wolves, Great Companies change hands often. As one Wolf Lord falls and adds his name-stone to the Grove of Heroes, his successor reinvents the Great Company in his own image. His heraldry becomes their heraldry, his tactics become the company's tactics. In essence, the Wolf Lord is your Great Company personified in a single astartes.

WHEN WAS THE GREAT COMPANY FOUNDED?
Most Wolf Lords have reigned for no longer than a few centuries at best. A rare few may have risen to power in ages ago, were lost to a tragic warp accident, and re-emerged in the modern era to fight again.

(02): Pre-400.M41
(03): 400-499.M41
(04-05): 500-599.M41
(06-07): 600-699.M41
(08-09): 700-799.M41
(10-11): 800-899.M41
(12): 900-999.M41

WHAT ARE YOUR WOLF LORD'S ORIGINS?
All men of Fenris are known for their ferocity, but it takes a truly exceptional warrior to draw the interest of the Sky Warriors. What was it about your Wolf Lord that lead to him be selected as a Space Wolf?

(02-04): Chosen from the Slain
(05): Fangseeker
(06): Foundling
(07): Iron Pilgrim
(08): Kraken Slayer
(09): Lone Hunter
(10): Pack Chosen
(11): Rune-Marked
(12): Wave Rider

Chosen from the Slain: The majority of Space Wolves are chosen from the dead (or almost dead) of Fenris' battlefields. Attacked by a superior foe, you refused to relent in battle until your enemy was slain. Only then did you succumb to your injuries, but the Sky Warriors could not let such potential be lost. When you awoke, you were in the presence of living gods, and soon after joined their ranks.

Fangseeker: Your immense strength carried you easily through life. Believing you were destined for greater things, you climbed the cliffs of Asaheim to meet the Sky Warriors themselves. Blistering cold, mighty predators and thinning air almost robbed you of your life, but at last you came to the gates of the legendary Aett and howled a challenge. A surprised but impressed Sky Warrior answered. After giving you ample time to rest, he soundly beat you senseless. Momentarily humbled, your confidence came back tenfold when you discovered the glories you sought would be yours.

Foundling: No one knows what tribe you come from, for you were found as an infant (or a feral child) by the Wolf Priests. It is as if Fenris herself birthed and nourished you, protecting you from certain death until you could be welcomed into the arms of the Chapter. Leman Russ himself was a foundling, and your presence is held as a great omen, though none can say whether you will bring good or ill.

Iron Pilgrim: Your tribe has always valued your skills with metalwork. Hearing of the Gods of Iron, you set sail for their volcanic island. Your arrival was impressive enough, and your skills had promise, but you were too impatient for the delicate art of machinery. The fires of combat burned much stronger in your soul than the steady heat of the forge. You were inducted into the Chapter in the hope that experience and time would temper that fire. Instead you found a new calling: forging a Great Company of Space Wolves under your banner.

Kraken Slayer: What more needs to be said? Dragged under by a mile-long monstrosity, you emerged from the depths of the sea alive and laughing. The kraken's corpse would provide your tribe with food, hide and weapons for months. Tales of your deed spread far, and the Sky Warriors were listening.

Lone Hunter: You have never felt like one of the tribe. Only when hunting in solitude, pitting yourself against the great beasts of Fenris, did you find contentment. After acquiring an impressive collection of pelts and skulls, you encountered a tall stranger who saw promise in your skills, and offered you a chance to stalk the monsters lurking in the stars above. How could you refuse?

Pack Chosen: Most Space Wolves boast of the heroic deeds that won their place in the Chapter, but your origins are humble. You were brave and strong, no doubt, but you never truly excelled in a way that impressed your betters. One day a stranger came to your tribe and challenged the finest men to battle. Honor demanded you answer, but you were easily defeated. Still, a smile played across the stranger's face as he helped you to your feet. You and a few others found yourselves recruited into the ranks of the Space Wolves. Though honored beyond measure, part of you recognizes it was not skill but a statistical need for reinforcements that gave you this opportunity. Determined to prove your worth, you have fought hard and risen to become a Wolf Lord, surprising those who thought less of you (if they thought about you at all).

Rune-Marked: Perhaps your were gifted with a measure of rune magic yourself, or perhaps a shaman of your tribe foretold greatness in you as a babe. Strange fortune seems to follow you around, bringing you victory in battle while your foes suffered inexplicable bad luck. The Rune Priests came to you, and while you lacked the power to become a true shaman, your abilities earned you a chance with the Space Wolves. Now your destiny is revealed.

Wave Rider: Your tribe rarely saw solid ground, and you developed a sixth sense for the moods of the tides. With this talent you steered your tribe's longboat through a great storm, navigating through churning waters of gnashing ice floes, your fingers freezing on your oars as wave after wave washed over you. When the longboat emerged from the danger you were barely alive. A Sky Warrior beckoned to you, and with all your remaining strength you followed him.

WHAT ARE YOUR WOLF LORD'S DEEDS OF LEGEND?
The Space Wolves do not adhere to a chain of command, they honor bravery. A Space Wolf does not become a Jarl because some codex says he was due a promotion, he seizes glory with deeds worthy of song. What did your Wolf Lord accomplish to earn his title?

(02): Eldar Slayer
(03-04): Enemy of Chaos
(05): Inquisitor's Thorn
(06): Lion Tamer
(07): Lost and Returned
(08-09): Ork's Bane
(10-11): Savior of Man
(12): Scourge of the Thousand

Eldar Slayer: The Eldar are tricksters, stealing what they cannot fight for and attacking from the rear like cowards. Your superior bravery carried you through an Eldar ambush, turning what could have been humiliating defeat into a bloody victory. Now the jackals cower, tails between their legs in the presence of a true hunter.

Enemy of Chaos: The Forces of Chaos have felt the bite of your blade. Rebel traitors and Warp-spawned horrors alike know you and fear you. Your trophy wall sports the head of a snarling daemon, branded with runes of binding to keep it from crawling off in search of mischief (or its missing body).

Inquisitor's Thorn: Since the First War for Armageddon, the Inquisition and the Space Wolves have stood on the razor's edge of war. While engaged in other matters, you saw a chance to show up the Inquisition and make them look foolish. Though you may be called to account for your actions against them one day, your deeds won uproarious laughter in the halls of the Aett, and even a rumbling chuckle from Logan Grimnar himself.

Lion Tamer: The rivalry between the Dark Angels and the Space Wolves is ten thousand years old. Whenever these two Chapters meet, a champion is chosen from each to satisfy honor in a duel. You were chosen, and defeated your opponent. Though your Dark Angels counterpart grudgingly accepted your prowess, the Sons of Russ have added your name to the list of warriors who have put the Sons of the Lion in thier place.

Lost and Returned: Every century or so the Space Wolves read the runes, and determine the time is right to begin a Great Hunt for their Primarch, Leman Russ. You were a member of one such hunt, but on a distant world you were believed dead and left behind, or found yourself the only survivor of a doomed expedition. Years or decades later, you returned home, bringing closure to the Chapter and honor to your fallen brothers.

Ork's Bane: You single-handedly turned the tide of an Ork WAAAGH!, either by slaying its warboss in single combat or making clever use of resources to crush their superior numbers with a minimum of effort.

Savior of Man: More than any other chapter (save perhaps the Salamanders), the Space Wolves are the protectors of Mankind. For all their great strength and boasting, the Sons of Russ recognize that bravery can exist in the smallest man, and is worthy of being honored. During an important campaign, you stood inviolate against the enemy, saving thousands of innocent lives. The civilians you rescued hold you as a true exemplar of the Emperor's Grace.

Scourge of the Thousand: The Thousand Sons will never forgive your Chapter for the destruction of Prospero. A sorcerer targeted your Great Company for annihilation, but magic proved weaker then mettle that day. Shrugging off bolts of warp-fire, you tore the traitor's head from his shoulders and banished his forces back into the hell they came from.

CANIS GENE-SEED PURITY
The Space Wolves' gene-seed is tainted (or blessed) by the canis helix, which grants the Sons of Russ superhuman senses (even for astartes) and a predator's ferocity in combat. But sometimes an initiate's wolf-blood burns white-hot in his veins, leading to subtle mutations and in rare cases the curse of the Wulfen.

(02-07): Pure
(08-09): Mean
(10-11): Savage
(12): Feral

Pure: The rough edges you had as a Blood Claw have been worn smooth with time. You bear all the savage nobility of your Chapter, tempering fury with a strong sense of honor. Russ would be proud.

Mean: You came out of your initiation stronger, but meaner. You are even more likely to shirk authority than your fellow Space Wolves, and fight according to your own beliefs. The other Wolf Lords find you odd, but most respect your desire for greater freedom. Roll on the Wolf Lord Flaws table, below.

Savage: Something went wrong with your gene-seed implantation. You have gained a short temper (or a brooding intensity) that can explode into violence at a moment's notice. The Great Wolf keeps you on a long leash, allowing you to sooth your bottomless rage with the balm of combat. The Mark of the Wulfen is strong in the Savage, but not universal. Roll on the Wolf Lord Flaws table below. In addition, roll on the Canis Gene-seed Deficiencies table to see what mutations may have resulted from your difficult initiation.

Feral: Your mind is slowly regressing, from a once-proud warrior into something more... bestial. There a times when you don't even speak or recognize the voices of others, communicating only in growls or snarls. Somewhere deep inside, you know the day will come when you are more animal than man. Your only hope is to find a glorious death in battle before you succumb. You bear the Mark of the Wulfen. In addition, roll for Wolf Lord Flaws and Canis Gene-seed Deficiencies tables. Re-roll if you get the Mark of the Wulfen again.

WOLF LORD FLAWS
If you rolled Mean, Savage or Feral on the Canis Gene-seed Purity Table, your Wolf Lord has developed a personality flaw that makes him difficult for the other Space Wolves to get along with. Sometimes this flaw can be beneficial, other times it can be a detriment to you and your Great Company.

(02-03): Brazen
(04-05): Crude
(06): Demanding
(07-08): Loner
(09): Rune-dependent
(10-11): Stubborn
(12): Suspicious

Brazen: Your impulsive attitude makes you impatient and reckless. The Blood Claws admire you, but older and more experienced Space Wolves find your antics infuriating. With a laugh and a song you act without considering the consequences, believing that pure audacity will carry you to victory. Your usual tactic is a head-long charge into the very heart of the enemy.

Crude: The romanticized image of a barbarian is a ferocious but noble warrior. You've got plenty of the ferocious, but "noble" is a four letter word in your already limited vocabulary. You're rarely clean, belch when the urge hits you, drink more than seems necessary and go out of your way to be as rude or vulgar as possible, especially to those you dislike. Your combat style is similar: destructive, loud and completely lacking in finesse.

Demanding: For you, being a Space Wolf is about more than being a warrior, it is about being the best warrior. You refuse to allow weakness into your ranks, and come down hard on breaches of discipline. Some even question (behind your back) whether you keep a copy of the Codex Astartes close by, for all your talk of "military uniformity" and other long, complicated words.

Loner: You have a strong desire for solitude. On the battlefield you are more likely to fight alongside a small pack of Wolf Scouts while the rest of your force fights elsewhere--far away elsewhere. At the victory feasts you are a shadow on the wall, well away from the merriment.

Rune-Dependent: Rune-dependents are constantly second-guessing and doubting themselves. They place all of their hopes in the mystical arts of runecraft, adorning themselves with various talismans to protect against harm. Seen as moon-touched and half-mad, only Space Wolves with similarly superstitious outlooks enjoy serving under such leaders. Rune-dependent Wolf Lords are always accompanied by Rune Priests, if only to give them enough peace of mind not to halt in the middle of a battle and consult the latest portent.

Stubborn: Courage can carry a man to greatness, but pride is its scheming twin. Stubborn to the bitter end, you would rather rage against death and defeat--however uselessly--than cower before it. You have a standoffish personality, quick to accuse others of cowardice and quicker still to prove you fear nothing.

Suspicious: Suspicious Wolf Lords mistrust other factions of the Imperium, and place their faith solely in Chapter, Russ, and the Allfather. Most Space Wolves look down on certain Imperial organizations, particularly the Inquisition, but your mistrust is even greater. You are prone to moments of irrational paranoia and overly-cautious planning that your battle-brothers find grating.

CANIS GENE-SEED DEFICIENCY
If your Wolf Lord rolled Savage or Feral on the Canis Gene-seed Purity table, roll 2d6. If the result is 02-06, he has developed a deficiency of his canis gene-seed. Roll on the Canis Gene-seed Deficiency table below.

(02): Bloodthirsty (Hyper-stimulated Omophagea)
(03): Greyhide (Malfunctioning Melanochrome)
(04-08): Mark of the Wulfen
(09): Nighteyes (Oversensitive Occulobe)
(10): Restlessness (Mutated Catalepsean Node)
(11:) Wolftongue (Over-productive Betcher's Gland)
(12): Multiple Instabilities (roll 1d3 times on this table, re-rolling duplicates)

Bloodthirsty: The scent of blood invigorates you, and has developed into an addiction for the taste of blood and raw flesh.

Greyhide: Over their long lives, all Space Wolves develop toughened hides and copious body hair. This process has begun early for you, giving you thick grey skin devoid of feeling, and forcing you to shave more often than others.

Mark of the Wulfen: You are one of many Space Wolves touched by the Mark of the Wulfen. Possessed by a primal savagery, you want nothing more than to rip your foes apart with your bare hands, losing yourself in the thrill of combat. While the Mark can carry you to victory, the Chapter considers it a curse that robs an astartes of his wits and ultimately, his life.

Nighteyes: Your senses are particularly acute. You see better at night, but the glare of bright light is painful.

Restlessness: You are marked by the Rune Wolf, a beast said to feed on the dreams of mortals and rob them of sleep. It can take you days before you feel the weariness of rest. When it finally comes, your dreams are haunted by the restlessness of the hunt, robbing you of ever feeling truly rested.

Wolftongue: Your Betcher's Gland produces an excess of acidic saliva. You drool copiously when hungry or when the scent of blood comes over you. In battle, your mouth foams like a rabid animal, unnerving your enemies.

PART TWO: THE GREAT COMPANY
A wolf can fight alone, but it takes a pack to win. What traits has your Wolf Lord instilled in your Great Company? What qualities do they share that a Wolf Lord might harness to achieve victory?

GREAT COMPANY BELIEFS
(02): For the Allfather
(03-04): Honor Leman Russ
(05-06): Honor the Ancestors
(07): Iron Fangs
(08): Protect Humanity
(09-10): The Rout
(11): Trust in the Runes
(12): We are Wolves

For the Allfather: While Russ is honored, the Allfather had an all-encompassing dream for humanity, and the Great Company fights in the hope of one day achieving that goal in His name.

Honor Leman Russ: The Great Company reveres Leman Russ as the unstoppable warrior he was, and his deeds are an example for all to follow.

Honor the Ancestors: The Great Company retains a deep reverence for the fallen heroes of the Space Wolves, vowing to sing their songs for all time.

Iron Fangs: For some Fenrisians, the only thing one can trust in life is the cold steel in their hands. A Great Company that adheres to the Iron Fang philosophy goes to war armed with only the heaviest weapons and armor.

Protect Humanity: The Great Company recognizes that their duty to Russ and the Allfather is the defense of mankind. They go to extreme lengths to save as many lives as they possibly can, inspiring humanity to greater heights of courage.

The Rout: Many Space Wolves see themselves as the Emperor's Executioners, and have an obsession with Morkai the Deathwolf. The Great Company devotes itself to slaying the enemies of Man, often launching pre-emptive crusades rather than waiting for the enemy to come to them.

Trust in the Runes: This Great Company has developed a reverence for runecraft, often bringing as many Rune Priests as the Great Wolf will allow. Some packs will not act until a Rune Priest has read the runes for them.

We are Wolves: The ways of wolves are predominant in the Great Company. Their cunning, nobility and strength are virtues to embrace, and the company always marches alongside or astride great wolf companions.

GREAT COMPANY DEMEANOR
If your Wolf Lord rolled Mean, Savage, or Feral on his Canis Gene-seed Purity table, roll on Great Company Demeanor to see how his personality has affected the mentality of his men.

(02): Brotherhood of the Wolf
(03): Gods of Thunder
(04): For Russ, and the Allfather!
(05): Heroes of Man
(06): Iron Priests
(07): Lords of the Hunt
(08): Rout of Heretics
(09): Slayer of Xenos
(10): Sons of Fenris
(11): Swift as the Wind
(12): Worthy of Bjorn

The Sons Of Russ: The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honor, and are driven ever onwards by a desire to right the many wrongs that have befallen the Imperium of Man. They abhor pretension and despise politicking, they are honest to a fault, and demand the same quality in those they fight alongside. Pure Wolf Lords may automatically take the  Sons of Russ demeanor.

Brotherhood of the Wolf: This Great Company keeps to itself and shuns contact. It is likely they produce larger numbers of Wulfen than normal, and wish to protect their shame from the eyes of others. Rune-dependent or Suspicious Wolf Lords may take Brotherhood of the Wolf automatically, as can any Wolf Lord that carries the Mark of the Wulfen.

For Russ, and the Allfather!: This Great Company has cleansed itself of fear. Bold frontal assaults with flying banners and blood-chilling howls let the enemy know its doom approaches. Brazen or  Stubborn Wolf Lords may take For Russ, and the Allfather! automatically.

Gods of Thunder: The Great Company loves nothing more than the roar of battle, and go to war astride as many bikes, thunderwolves, and tanks as possible. Heavy weapons of all kinds are welcome, but the Great Company finds less use with weapons or wargear that require a delicate hand. Crude Wolf Lords may take Gods of Thunder automatically.

Heroes of Man: The Great Company holds that humanity is worth defending, and takes great pains to ensure the Emperor's subjects are protected from the horrors of an uncaring universe. This includes shielding them from aspects of the Imperium itself that may threaten them, such as the Inquisition. Wolf Lords with the Savior of Man Deed of Legend or a Great Company with the For the Allfather or Protect Humanity Beliefs may chose Heroes of Man automatically.

Iron Priests: The Great Company places greater importance in the machinery of warfare. They regularly request the aid of Iron Priests and field more impressive armor and weapons as a result. Iron Pilgrim Wolf Lords or Great Companies that hold to the Iron Fangs Belief can take the Iron Priests demeanor automatically.

Lords of the Hunt: This Great Company embraces the philosophy of a swift, stealthy kill, and is home to large numbers of Wolf Scouts. Lone Hunter or Loner Wolf Lords can take Lords of the Hunt automatically.

Swift as the Wind: The Great Company attacks with as much speed as possible, fielding large numbers of Skyclaws, Swiftclaw Bikers, Drop Pods and Land Speeders to overwhelm the foe before it has time to react. Brazen Wolf Lords may choose Swift as the Wind automatically.

Rout of Heretics: The workings of Chaos earn the particular ire of the Great Company. Whether it is due to the Space Wolves' history with the Thousand Sons or some other blasphemy, the Great Company has devoted itself to bringing down the works of heretics. Any Wolf Lord who has a Deed of Legend centered on battling Chaos in all its forms, or is Rune-dependent may take Rout of Heretics automatically.

Slayer of Xenos: The Great Company has built its reputation around fighting treacherous xenos, and may have suffered a humiliating defeat at their hands, filling them with unrelenting hatred. Any Wolf Lord who has a Deed of Legend centered on battling xenos may take Slayer of Xenos automatically.

Sons of Fenris: The Great Company is willing to do anything in the name of aiding their fellow battle-brothers, even dying to ensure that his companion may live. They tend to look down on other chapters, however. Wolf Lords with the Lion Tamer Deed of Legend may take Sons of Fenris automatically, sharing a particular dislike for the Dark Angels Space Marines.

Worthy of Bjorn: The Great Company has developed a stubbornness that could match an Imperial Fist. Refusing to give quarter with their foe under any circumstances, they fight on even when it would be more advantageous to retreat. Demanding or Stubborn Wolf Lords can choose Worthy of Bjorn automatically.

HOW CLOSELY DOES YOUR GREAT COMPANY FOLLOW THE CODEX ASTARTES?
(02-06): The Honor of Russ is all that matters to us.
(07-09): A book will not fight your war for you.
(10-12): I wouldn't scoop my wolf's mess with it.

GREAT COMPANY SPECIAL EQUIPMENT OR UNITS
(02): Traditional Weapon
(03): Lone Wolves
(04): Long Fangs
(05): Fenrisian Wolf Packs
(06): Rare Weaponry
(07): Wolf Scouts
(08): Thunderwolves
(09): Special Vehicle
(10): Dreadnaughts
(11): War Trophies
(12): Roll 1d3 times on this Table, re-rolling duplicates.

GREAT COMPANY STRENGTH
(02-04):Endangered (50 or Fewer Space Wolves)
(05-07): Under Strength (51-100)
(08-11): Nominal (101-120)
(12): Over Strength (121-200)

GREAT COMPANY ALLIES (Roll 4d6)
(04): Administratum
(05): Adeptus Arbites
(06): Adeptus Astartes Chapter
(07): Adeptus Astra Telepathica
(08): Adeptus Mechanicus
(09): Adepta Sororitas
(10): Adeptus Titanicus
(11): Astra Miltarum (specific World)
(12): Astropaths
(13): Chartist Captains
(14): Ecclesiarchy
(15): Imperial Knight House
(16): Imperial Navy
(17): Inquisition
(18): Navigator House
(19): Officio Assassinorum
(20): Planetary Defense Force (specific world)
(21): Rogue Trader Dynasty
(22): Schola Progenium
(23): Scholastica Psykana
(24): Roll 1d3 times on this table, re-rolling duplicates

GREAT COMPANY ENEMIES
(02): Roll On Great Company Allies
(03): Chaos Worshipers
(04): Daemons
(05): Dark Eldar
(06): Eldar
(07): Necrons
(08): Orks
(09): Tau
(10): Thousand Sons
(11): Tyranids
(12): Roll 1d3 times on this table

PART THREE: CHOOSING YOUR LOOK
Once you've rolled for your new Great Company, you can use the Wolf Lord tables to invent more heroes to round out your Wolf Guard. With the information here it will be fairly easy to come up with a history of mighty battles, victories and defeats to shape your Great Company for the End Times. Then consult the Bolter and Chainsword Space Marine Painter to choose what shade of Space Wolves Grey you want to use for your Great Company, and chose a Space Wolves decal that suits your Wolf Lord's personality. Build it, paint it, and have fun!
 

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To start off this is a great idea and I applaud the effort. My further comments are an attempt at a constructive critique to suggest a few modifications here and there. 

 

 

SPACE WOLVES GREAT COMPANY

CREATION TABLES

 

Inspired by Fantasy Flight Games' Death Watch RPG Chapter Creation Tables, here are creation tables for the specific purpose of forging a Great Company of the Space Wolves.

Roll for random traits, or pick and choose your favorites to build an army worthy of Russ.

 
PART ONE: THE WOLF LORD
In the Space Wolves, Great Companies change often. As one Wolf Lord dies and adds his name to the Grand Annulus, his successor reinvents the Great Company in his own image. His heraldry becomes their heraldry, his tactics become the company's tactics. In essence, the Wolf Lord is your Great Company personified in one man.


When was the Great Company Founded?
Great Companies are forged anew regularly. Logan Grimnar is not the oldest Space Wolf by far, but he is the oldest of the Wolf Lords. It is reasonable to assume that no Great Company is older than a thousand years, and no Great Company other than Logan's own may be more than a few centuries old at best. To determine when your Wolf Lord came to power, roll 1d10 and consult the table below.
 

When was the Great Company Founded? (d100)

(01-10): 400-499.M41

(11-25): 500-599.M41

(26-40): 600-699.M41

(41-55): 700-799.M41

(56-80): 800-899.M41

(81-00): 900-999.M41

 

This is pretty good but I'd include an option for either a questionable or pre-400.M41 founding, to represent Lost Companies that have returned from time displacement in the warp.

 

What are your Wolf Lord's Origins?

All men of Fenris are known for their ferocity, but it takes a truly exceptional warrior to draw the eyes of scrutinizing Wolf Priests.What was it about your Wolf Lord that lead to him becoming a Space Wolf? Roll 1d100 and consult the table below to find out.

 

What are your Wolf Lord's Origins? (d100)

(01-25): Warrior of Fenris
(26-50): Lone Hunter
(51-60): Wave Rider
(61-65): Kraken Slayer
(66-75): Iron Pilgrim

76-80): Rune-Marked
(81-85): Fangseeker

(86-90): Foundling
(91-00): Pack Chosen

 

Warrior of Fenris: Your skills in battle earned your place among the Space Wolves. Cutting down swaths of enemy tribesmen, you stood (or fell) bloody and triumphant as a protector of your people. To the awe of those around you, a Sky Warrior stepped out of the fog to claim you and carry you into legend.

Lone Hunter: You have never truly felt like one of the tribe. Only by hunting in solitude agaisnt the beasts of Fenris did you find contentment. After acquiring an impressive collection of pelts and skulls, you encountered a fellow hunter who saw promise in your skills, and offered you a chance to stalk the monsters that lurked in the stars above. How could you refuse?

Wave Rider: Your tribe rarely saw solid ground, and you developed a sixth sense for the moods of the tides. With this skill, you steered your tribe's longboat through a great storm, steering through churning waters of gnashing ice floes, your fingers freezing on your oars as wave after wave washed over you. When the longboat finally emerged from the danger you were barely alive, but when a Sky Warrior appeared and beckoned to you, you forced yourself to your feet and followed him into the fog.

Kraken Slayer: What more needs to be said? Dragged under by a mile-long monstrosity, you emerged from the depths of the sea alive and laughing. The kraken's corpse capable of providing your tribe with food, hide and weapons for months. Your deed spread far, and the Sky Warriors were listening.

Iron Pilgrim: Your tribe has always valued your skills with metalwork. Hearing of the Gods of Iron, you set sail for their volcanic island. Your arrival was impressive enough, and your skills had promise, but you were too impatient for the delicate work of machinery. The fires of combat burned much stronger in you than the steady heat of the forge. You were inducted into the Chapter in the hopes that experience and time would temper that fire, but instead you found a new calling: forging a Great Company into one worthy of Russ.

Rune-Marked: Perhaps your were gifted with a measure of rune magic yourself, or perhaps a shaman of your tribe foretold greatness in you as a babe. Strange fortunes seems to follow you around, bringing you victory in battle while your foes suffered inexplicable bad luck. The Rune Priests came to you, and while you lacked the power to become a true shaman, your abilities were more than enough to earn you a chance with the Space Wolves. Now your destiny is revealed, as jarl of a Great Company of mystically-minded warrriors.

Fangseeker: Your immense strength carried you easily through life as a tribesman. Believing you were destined for greater things, you climbed the cliffs of Asaheim to meet the Sky Warriors themselves. Blistering cold, mighty predators and thinning air almost robbed you of your life, but at last you came to the gates of the legendary Aett howled a challenge. A surprised, but thoroughly impressed Sky Warrior answered, After giving you ample time to rest, he soundly beat you senseless. Momentarily humbled, your brazen confidence came back tenfold when you earned a place in the Space Wolves.

Foundling: No one knows what tribe you come from, for you were found as an infant (or a feral child) by the Wolf Priests themselves. It is as if Fenris herself birthed and even nourished you, protecting you from almost certain death until you could be welcomed into the arms of the Chapter. Russ himself was such a foundling, and your existence is a great omen for the chapter, though none can say whether you will bring good or ill to the Sons of Russ.

Pack Chosen: While many Space Wolves can boast of some great feat to earn their place in the chapter, yours is perhaps the most humble. You were brave and strong, no doubt, but you had never truly excelled in a way that impressed your betters. One day a tall, grim-faced stranger came to your tribe. He out-drank everyone around him and challenged the finest men to battle. Honor demanded you answer, so you did... and were roundly defeated. But a smile played across the stranger's face as he helped you to your feet. You and a few others soon found yourselves recruited into the ranks of the Space Wolves. While honored beyond measure, part of you recognizes it was not your own skill, simply a statistical need for reinforcements, that gave you this opportunity. You became determined to prove your worth to the Chapter, and lo and behold you stand now as a Wolf Lord, surprising those who thought less of you (if they thought about you at all).

 

Pretty good, though I'd include an option for "Chosen from the Slain" and maybe make that the most common option. The majority of Space Wolf recruits are taken from battlefields and a significant number of those from the dead, thus the Rune Priests psyber-familiars are known as Choosers of the Slain.

 

Who was your Wolf Lord?

With the rare exception of warriors like Ragnar Blackmane, most Space Wolves move through the ranks of the various packs before their Wolf Lord recognizes their skill and choses them as successor. What was your Wolf Lord before taking up that mantle?

 

I'd remove this section, even Ragnar Blackmane was promoted to Wolf Lord from the ranks of the Wolf Guard. What was unusual about Ragnar is that he advanced to Wolf Guard straight from Blood Claw having never served as a Grey Hunter and ritually discarded his exuberant youth. There's no precedent for a Wolf Lord being promoted from one of the other specialists despite their temperament and certainly not from the rarefied ranks of the Rune Priests, Iron Priests or Wolf Priests.

 

What are your Wolf Lord's Deeds of Legend?

The Space Wolves do not honor a chain of command, they honor bravery. Your Wolf Lord did not become a Wolf Lord simply because some codex says he was due a promotion. What did your Wolf Lord achieve to earn his position?

 

Deeds of Legend (d100)
(01-25): Ork's Bane
(26-50): Enemy of Chaos
(51-70): Savior of Man
(71-85): Eldar Slayer
(86-90): Lost and Returned
(91-95): Lion Tamer
(96-00): Inquisitor's Thorn

 

Ork's Bane: You are single-handedly responsible for turning the tide of an Ork WAAAGH! by slaying its warboss in single combat or using clever use of your resources to crush their superior numbers with a minimum of effort.

Enemy of Chaos: The Forces of Chaos have felt the bite of your blade. Perhaps a Thousands Son sorcerer lost a hand for taunting your Chapter too long, or the head of a vile daemon proved too tempting a prize for your trophy wall. Rebel traitors and Warp-spawned horrors alike know you and fear you.

Savior of Man: More than any other chapter (save perhaps the Salamanders), the Space Wolves are the protectors of Mankind. For all their great strength and boasting, the Sons of Russ recognize that bravery can exist in the smallest man and that courage is worthy of honor. During some important campaign, you stood inviolate against the enemies of Man and saved thousands of innocent lives, becoming a true exemplar of the Emperor's Grace.

Eldar Slayer: The Eldar are tricksters, without honor. Though part of you sympathizes with their dwindling numbers, a pack that has lost its territory and prey, the Eldar have none of the nobility of true wolves. They are jackals, stealing what they cannot fight for and attacking from the rear like cowards. Your superior bravery carried you through an Eldar ambush, turning what could have been humiliating defeat into a bloody victory.

Lost and Returned: From time to time, the Space Wolves read the runes and determine now is the right time to venture into the stars during a Great Hunt for their Primarch Leman Russ. You were a member of one such crusade, and on some distant world far from Fenris you were believed dead and left behind, or found yourself the only survivor of a doomed expedition. Though it took years or even decades, you returned to Fenris, bringing closure to the Chapter and honoring your brothers by bringing their memory back to the Fang.

Lion Tamer: The rivalry between the Dark Angels and the Space Wolves is an old one. Whenever these two First-Founding Chapters meet, one among each is chosen as a champion to fight in (usually) non-lethal combat and satisfy honor. You were chosen during one such occasion, and won the following duel. Though your Dark Angels counterpart grudgingly accepted your prowess, amongst the Sons of Russ your name is added to the long list of "Lion Tamers" for putting the glory-stealers in their place.

Inquisitor's Thorn: Since the First War for Armageddon, the Inqusition and the Space Wolves have stood on the razor's edge of plunging into bloody warfare. The Inquisition believe the Space Wolves are heretics for daring to stand up to their Emperor-given authority, while the Space Wolves know the Inquisition condemned the Emperor's people to humiliation and extinction simply for defending their own homeworld. During one of many battles, you had the chance to show up the Inqusition and make them look foolish. Though you may becalled to account for your actions against them one day, your deeds won uproarious laughter in the halls of the Aett, and even a rumbling chuckle from Logan Grimnar himself.

 

Also pretty good but here I'd add an option for being a bane of the Thousand Sons.

 

What is your Wolf Lord's Canis Gene-Seed Purity?

The Space Wolves' gene-seed is tainted (or blessed) by the canis helix, which grants the Sons of Russ superhuman senses (even amongst astartes) and a predator's ferocity in combat. But from time to time a Space Wolf is recruited who's wolf-blood burns white hot in his veins, leading to subtle mutations in his organs and, sometimes, the curse of the Wulfen.

 

Canis Gene-Seed Purity (d10)
(01-05):
Pure
(06-07): Mean
(08-09): Savage
(10): Feral

 

Pure: Whatever rough edges you had as a Blood Claw have smoothed out. You bear all the savage nobility of your Chapter, tempering fury with a strong sense of honor.

Mean: You came out of your initiation stronger, but meaner. You are even less likely to adhere to the authority than your fellow Space Wolves, and fight according to your own beliefs. The other Wolf Lords might find you odd, but most quietly respect your desire for greater freedom. Roll on the "Wolf Lord Flaws" table, below.

Savage: Something went wrong with your gene-seed implantation. You have gained a short temper (or a brooding intensity) that can explode into violence at a moment's notice. The other Wolf Lords keep you on a long leash, allowing you to work out your bottomless rage with the balm of combat. The Mark of the Wulfen is strong in the Savage, but not universal. Roll on the "Wolf Lord Flaws" table below. In addition, roll on the "Canis Gene-seed Definciencies" table below to see if your difficult implantation resulted in a mutation of one or more of your gene-seed implants.

Feral: Your mind is slowly regressing from a once-proud warrior into something more bestial. There a times you don't even speak or recognize the voices of others, communicating only in growls or snarls. Somewhere deep inside you rage against the inevitable, knowing that one day you will be more man than beast and unable to stand as a proud Son of Russ. You can only hope to find glorious death in battle before you succumb. You bear the Mark of the Wulfen. In addition, roll for "Wolf Lord Flaws" and "Canis Gene-seed Deficiencies" tables.

 

Quite an interesting idea.

 

Wolf Lord Flaws

If you rolled Mean, Savage or Feral for your Canis Gene-seed Purity, your Wolf Lord has developed a personality flaw that makes him stand out from other Space Wolves. Sometimes this flaw can be beneficial, other times a determient to the goals of the Great Company and the Chapter as a whole.

 

Wolf Lord Flaws (d10)

(01-20): Loner
(03-04): Proud
(05-06): Suspicious
(07-08): Brazen
(09-10): Rune-dependent

 

Loner: You have developed a strong desite for solitude. On the battlefield you are more likely to fight alongside a small pack of Wolf Scouts while the rest of your force fights elsewhere--far away elsewhere. You keep a small cadre of bodyguards, men of similar mentality, a brooding presence in the shadows far from the feast tables of your battle-brothers.

Proud: Courage can carry a man to greatness, but Pride is its scheming twin. A courageous man knows when to put aside fear and fight, and likewise knows when to put aside pride and retreat. You do not share this mentality. Stubborn to the bitter end, you would rather rage against death and defeat--however uselessly--than cower before it. You have a standoffish personality, quick to accuse others of cowardice and quicker still to prove you fear nothing.

Suspicious: Very similar to Loners, Suspicious Wolf Lords mistrust other members of the Imperium, and place their faith solely in the Chapter, the Primarch, and the Emperor. Most Space Wolves look down on certain Imperial organizations, particularly the Inquisition, but for you this mistrust is even greater, prone to moments of irrational paranoia and overly cautious planning that Space Wolves--famous for their impulsive attitudes--find grating.

Brazen: Your impulsive attitude makes you impatient and reckless. The Blood Claws love you, but older and more experienced Space Wolves find your antics infuriating. With a laugh and a song you act without considering the consequences, believing that pure audacity will carry you to victory, and your usual order of battle is the head-long charge into the very heart of the enemy.

Rune-Dependent: Rune-dependents are even less trusting than their Suspicious kin. Constantly second-guessing and doubting themselves, Rune-dependents have begun placing all of their hopes in the casting of runes. Most carry bags of fang-runes and adorn themselves with various talismans designed to protect them against unexpected harm, and only make decisions based on the casting of runes on the battlefield. Witch-touched and believed half-mad, only Space Wolves with similar superstitious outlooks enjoy serving under such leaders, and Rune-dependent Wolf Lords are often accompanied by Rune Priests simply to give them peace of mind strong enough not to halt in the middle of a battle to consult the latest portent.

 

One or two more options here would be nice, otherwise I like it.

 

Canis Gene-seed Deficiency

If your Wolf Lord rolled Savage or Feral on the Canis Gene-seed Purity table, roll a d100. He has a 75% (01-75) chance to develop a deficiency of his canis gene-seed. If so, roll on the Zygote Mutation table below.

 

Zygote Mutation (d10)

(01): Hyper-stimulated Omophagea
(02): Oversensitive Occulobe
(03): Mutated Catalepsean Node
(04): Malfunctioning Melanochrome
(05): Rabid Betcher's Gland
(06): Lost Zygote
(07-09): Mark of the Wulfen
(10): Multiple Instabilities (roll 1d3 times on this table, re-rolling duplicates)

 

Hyper-Stimulated Omophagea (Bloodthirst): The scent of blood invigorates you, developing into an addiction for the taste of blood and flesh.

Oversensitive Occulobe (Nighteyes): Your canis senses are particularly accute. You see better at night, but the glare of bright light is uncomfortable.

Mutated Catalepsean Node (Restlessness): You are marked by the Rune Wolf, a beast said feed on the dreams of mortals and rob them of sleep. It can take you days before you feel the weariness of rest. When you do finally succumb, your mind is filled with the restlessness of the hunt, robbing you of every feeling truly rested.

Malfunctioning Melanochrome (Greyhide): All Space Wolves, over thier long lives, develop toughened hides and copious body hair. This process has begun early for you, giving you thick grey skin devoid of feeling and forced you to shave more often than not.

Rabid Betcher's Gland (Wolftongue): Your Betcher's Gland produces an excess of acidic saliva, causing you to drool copiously when hunger or the scent of blood come over you. In battle, your mouth foams like a rabid animal, unnerving your enemies.

Lost Zygote: One or more of your gene-seed implants is missing or ceased functioning. Roll on the Missing Zygotes table below.

Mark of the Wulfen: You are one of many Space Wolves who have succumbed to the Mark of the Wulfen. In times of battle you become possessed by a primal savagery. You want nothing more than to rip your foes apart with your bare hands, losing yourself in the thrill of combat. While the Mark can carry you to victory, it is held as a curse by your brothers who regard you as cursed.

 

I like this optional table, could lead to some interesting concepts, except for the Lost Zygote. Individual zygotes missing in individual marines is not something I've ever seen in 40k fluff, if a zygote is missing it is missing from the entire Chapter as with the Imperial Fists and any malfunctioning zygote would be detected during the meticulous transformation process and resulted in a wash-out, either dooming the reject to life as a crippled serf or a servitor.

 

 

PART TWO: THE GREAT COMPANY

A wolf can fight alone, but it takes a pack to win. What traits has your Wolf Lord instilled in your Great Company?

 

Great Company Beliefs

Great Company Beliefs (d100)
(01-40):
Honor Leman Russ
(41-65): For the Allfather
(66-75): Honor the Ancestors
(76-80): The Rout
(81-85): We are Wolves
(86-90): Protect Humanity
(91-95): Iron Fangs
(96-00): Trust in the Runes

 

Honor Leman Russ: The Great Company reveres Leman Russ as the unstoppable warrior he was, making his beliefs their guiding principles.

For the Allfather: While Leman Russ is honored for his bravery, the Great Company recognizes the works the Emperor hoped to achieve and works towards seeing those goals someday met, venerating the Allfather for giving his all for humankind.

Honor the Ancestors: The Great Company retains a deep reverence for the heroes of the Space Wolves, vowing to carry on their noble efforts and singing their songs for all time.

The Rout: Many Space Wolves still see themselves as the Emperor's Executioners, and have an obsession with Morkai the Deathwolf. The Great Company devotes itself to slaying the enemies of Man wherever they appear.

We are Wolves: The ways of the wolves are predominant in the Great Company. Their cunning, nobility and strength are virtues to embrace, and the company often marches to war alongside or astride great wolves.

Protect Humanity: The Great Company recognizes their duty to Russ and the Allfather is the defense of mankind. The Great Company goes to sometimes extreme lengths to save as many lives as they possibly can, inspiring Humanity to greater heights of courage.

Iron Fangs: For some Fenrisians, there is only one thing you can trust in life: the cold steel in your hands. A Great Company that adheres to the Iron Fang philosophy goes to war armed with only the heaviest weapons and armor.

Trust in the Runes: This Great Company has developed a reverence for runecraft, often bringing as many Rune Priests as the Great Wolf will allow and placing their trust uttterly in the portents they gleam from a casting of the runes.

 

Great Company Demeanour

If your Wolf Lord rolled Mean, Savage, or Feral on his Canis Gene-seed Purity table, roll on Great Company Demeanour to see how his personality has affected the mentality of his men.


Great Company Demeanour (d10)
(01): Swift as the Wind
(02): Heroes of Man
(03): Worthy of Bjorn
(04): Brotherhood of the Wolf
(05): Iron Priests
(06): Lords of the Hunt
(07): Slayer of Xenos
(08): Rout of Heretics
(09): Sons of Fenris
(10): For Russ, and the Allfather!

 

The Sons Of Russ: The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and are driven ever onwards by a desire to right the many wrongs that have befallen the Imperium of Man. They abhor pretension and despise politicking, they are honest to a
fault, and demand the same quality in those those they fight alongside. Pure Wolf Lords may automatically take the Sons of Russ demeanour.

Swift as the Wind: The Great Company is likely to make use of quick-strike tactics like Skyclaws, Swiftclaw Bikers, Drop Pods and Land Speeders. Brazen Wolf Lords may choose Swift as the Wind automatically.

Heroes of Man: The Great Company holds that humanity is worth defending, and takes great pains to ensure the Emperor's subjects are protected from the horrors of an uncaring universe. This includes shielding them from aspects of the Imperium itself that may threaten them, such as the Inquisition.

Worthy of Bjorn: The Great Company has developed a stubbornness that could match an Imperial Fist. Refusing to give quarter with their foe under any circumstances, they fight on even when it would be more advantagenous to retreat. Proud Wolf Lords can choose Worthy of Bjorn automatically.

Brotherhood of the Wolf: This Great Company keeps to itself and avoids contact with others. It is likely they produce larger numbers of Wulfen than normal, and wish to protect their shame from the eyes of others. Suspicious or Rune-dependent Wolf Lords may take Brotherhood of the Wolf automatically, as can any Wolf Lord that carries the Mark of the Wulfen.

Iron Priests: The Great Company places greater importance in the machinery of warfare. They regularly request the aid of Iron Priests and field more impressive armor and weapons as a result. Great Companies that hold to the Iron Fangs philosophy can take the Iron Priests demeanour automatically.

Lords of the Hunt: This Great Company embraces the philosophy of a swift, stealthy kill, and is home to large numbers of Wolf Scouts. Loner and Suspicious Wolf Lords can take Lords of the Hunt automatically.

Slayer of Xenos: The Great Company has built its reputation around fighting treacherous xenos, and may have suffered a humiliating defeat at their hands, filling them with unrelenting hatred. Any Wolf Lord who has a Deed of Legend centered on battling xenos may take Slayer of Xenos automatically.

Rout of Heretics: The workings of Chaos earn the particular ire of the Great Company. Whether it is due to the Space Wolves' history with the Thousand Sons or some other event, the Great Company has devoted itself to bringing down the works of heretics. Any Wolf Lord who has a Deed of Legend centered on battling Chaos in all its forms may take Rout of Heretics automatically.

Sons of Fenris: The Great Company is willing to do anything in the name of aiding their fellow battle-brothers, even dying to ensure that his companion may live. They tend to look down on other chapters, however. Wolf Lords with the Lion Tamer Deed of Legend may take Sons of Fenris automatically, sharing a particular disrespect for the Dark Angels Space Marines.

For Russ, and the Allfather!: This Great Company has cleansed itself of fear. Bold frontal assaults with flying banners and blood-chilling howls let their know their enemy's doom approaches. Brazen or Proud Wolf Lords may take For Russ, and the Allfather! automatically.

 

Good stuff.

 

 

How closely does your Great Company adhere to the Codex Astartes? (d10)
(01-05):
The Honor of Russ is all that matters to us.
(06-08): A book will not fight your war for you.
(09-10): I wouldn't scoop my wolf's mess with it.

 

Those poor Ultrasmurfs.

 

 

Special Equipment (d100)
(01-10):
Traditional Weapon
(11-20): Wolf-Tooth Necklace
(21-30): Sky Claws
(31-40): Fenrisian Wolf Packs
(41-50): Rare Weaponry
(51-60): Wolf-Tail Talismans
(61-70): Thunderwolves
(71-80): Special Vehicle
(81-90): Dreadnaughts
(91-00): War Trophies

 

Wolf Tooth Necklaces, Wolf Tail Talismans and Trophies are all pretty standard and universal, every Great Company should have plenty of these regardless of structure or temperament. The other options are good but I'd add Lone Wolves and Wolf Scouts and a final option to roll twice more on the table.

 

 

Great Company Strength (d10)
(01):
Endangered (25 or Fewer Space Wolves)
(02-04): Under Strength (25-100)
(05-09): Nominal (100-120)
(10): Over Strength (120-200)

 

Great Company Allies (d100)
(01-04): Administratum
(05-09): Adeptus Arbites
(10-14): Adeptus Astartes Chapter
(15-19): Adeptus Astra Telepathica
(20-24): Adeptus Mechanicus
(25-29): Adepta Sororitas
(30-34): Adeptus Titanicus
(35-39): Astra Miltarum (specific World)
(40-44): Astropaths
(45-49): Chartist Captains
(50-54): Ecclesiarchy
(55-59): Imperial Knight House
(60-64): Imperial Navy
(65-69): Inquisition
(70-74): Navigator House
(75-79): Officio Assassinorum
(80-84): Planetary Defense Force (specific world)
(85-89): Rogue Trader Dynasty
(90-94): Schola Progenium
(95-99): Scholastica Psykana
(00): Roll 1d3 times on this table

 

Great Company Enemies (d100)
(01-15): Roll On Friends (Inquisition)
(16-31): Orks
(32-42): Eldar
(43-51): Tyranids
(52-68): Chaos Space Marines
(69-79): Daemons
(80-87): Necrons
(88-96): Dark Eldar
(97-98): Tau
(99-00): Roll 1d3 times on this table

 

PART THREE: CHOOSING YOUR LOOK

Once you've rolled for your new Great Company, you can use the Wolf Lord tables to invent more heroes to round out your Wolf Guard as well as any Iron, Rune or Wolf Priests that accompany them. With the information here it will be fairly easy to come up with a history of mighty battles, victories and defeats to shape your Great Company for the End Times. Then consult the Bolter and Chainsword Space Marine Painter to choose what shade of Space Wolves Grey you want to use for your Great Company, and decide on a Space Wolves decal that best suits your Wolf Lord's personality.

Build it, paint it, and have fun!

 

All told pretty well done, the Fantasy Flight games are great and the tables they produce are very useful for creating chapters and characters and applying one for the Space Wolves is a cool idea and I like the execution.

 

As a final suggestion though I'd change the tables slightly to use 2D6 to produce the results rather than a D100. I doubt most of us have a hundred sided dice but we all most certainly have plenty of D6 laying around.

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Agree with Vash on pretty much all of his points.  Wanted to jump in and reinforce that all Wolf Lords are selected from the Wolf Guard - that fluff has been consistent throughout, and it even applies to Ragnar, as Vash pointed out.

 

Otherwise, terrific effort and well done in your contribution to the Fang.

 

V

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Excellent work one question though........How long did it take you to make this? also ale for your work gallery_24878_5332_150.gif

It took me a fair part of Friday and Saturday to clip the bits out of the Space Marine Creation Tables that I felt could be used, and the extra fluff I wrote mostly on Saturday. It was a bit of a spur-the-moment idea; I like sitting down to roll for random chapters from time to time, and found that I rarely (if ever) rolled anything but an Ultramarines successor. I started toying with a new Progenitor table that would allow for each Founding Chapter to get more equal representation, but then I realized I just wanted a Space Wolves chapter. Since that's not canon I went with a Great Company table. I'm thinking about expanding into other Chapters but we'll see what my free time is like over the next few weeks.

Thanks for the ale!

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Okay, what the heck happened to my first post? I was doing some spell-checking and editing and then it saved looking like that.

 

EDIT: Spent the morning fixing whatever the heck happened to the Creation Tables last night. It's plain flavor not but I'm wary about making any more changes to it without getting all that excess code all over it.

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Okay, what the heck happened to my first post? I was doing some spell-checking and editing and then it saved looking like that.

 

EDIT: Spent the morning fixing whatever the heck happened to the Creation Tables last night. It's plain flavor not but I'm wary about making any more changes to it without getting all that excess code all over it.

Recommend that you keep a "clean copy" in a text file on your computer, so in the event of future glitches/problems you can go back to that.

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Only problem with the great company enemies is that the tau are all the way on the other side of the known galaxy.  I would just change the last option to be 97-100 for random d3.

 

The Space Wolves, like many Chapters, have no limit to their range of operations, elements of the Chapter could roam from the Ghoul Stars to the Maelstrom to the Damocles Gulf and beyond.

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