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MODEL ENTRY


Edit the following code to populate your table for a model choice:
[table=MODEL NAME]
[tr]
[th][b]Model Name[/b][/th][th][b]M[/b][/th][th][b]WS[/b][/th][th][b]BS[/b][/th][th][b]S[/b][/th][th][b]T[/b][/th][th][b]W[/b][/th][th][b]A[/b][/th][th][b]Ld[/b][/th][th][b]Sv[/b][/th][th][b]Max[/b][/th]
[/tr]
[tr]
[td=Model Name]Type 1 Name[/td][td=M]M[/td][td=WS]WS[/td][td=BS]BS[/td][td=S]S[/td][td=T]T[/td][td=W]W[/td][td=A]A[/td][td=Ld]Ld[/td][td=Sv]Sv[/td][td=Max]Max[/td]
[/tr]
[tr]
[td=Model Name]Type 2 Name[/td][td=M]M[/td][td=WS]WS[/td][td=BS]BS[/td][td=S]S[/td][td=T]T[/td][td=W]W[/td][td=A]A[/td][td=Ld]Ld[/td][td=Sv]Sv[/td][td=Max]Max[/td]
[/tr]
[tr]
[td=Model Name]Type 3 Name[/td][td=M]M[/td][td=WS]WS[/td][td=BS]BS[/td][td=S]S[/td][td=T]T[/td][td=W]W[/td][td=A]A[/td][td=Ld]Ld[/td][td=Sv]Sv[/td][td=Max]Max[/td]
[/tr]
[/table]
Once finished, the table will resemble:

MODEL NAME
Model Name M WS BS S T W A Ld Sv Max
Type 1 Name M WS BS S T W A Ld Sv Max
Type 2 Name M WS BS S T W A Ld Sv Max
Type 3 Name M WS BS S T W A Ld Sv Max
RANGED WEAPONS CHART


Edit the following code to populate your table for ranged weapons:
[table=RANGED WEAPONS]
[tr]
[th][b]Weapon[/b][/th][th][b]Range[/b][/th][th][b]Type[/b][/th][th][b]S[/b][/th][th][b]AP[/b][/th][th][b]D[/b][/th][th][b]Abilities[/b][/th]
[/tr]
[tr]
[td=Weapon]Weapon 1 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 2 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 3 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 4 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 5 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 6 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 7 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 8 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 9 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 10 Name[/td][td=Range]Range[/td][td=Type]Type[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[/table]
Once finished, the table will resemble:

RANGED WEAPONS
Weapon Range Type S AP D Abilities
Weapon 1 Name Range Type S AP D Abilities
Weapon 2 Name Range Type S AP D Abilities
Weapon 3 Name Range Type S AP D Abilities
Weapon 4 Name Range Type S AP D Abilities
Weapon 5 Name Range Type S AP D Abilities
Weapon 6 Name Range Type S AP D Abilities
Weapon 7 Name Range Type S AP D Abilities
Weapon 8 Name Range Type S AP D Abilities
Weapon 9 Name Range Type S AP D Abilities
Weapon 10 Name Range Type S AP D Abilities

BBCode tables can't combine cells, so for weapons that have multiple profiles, simply enter the standard text in the Abilities column.
MELEE WEAPONS CHART


Edit the following code to populate your table for melee weapons:
 
[table=MELEE WEAPONS]
[tr]
[th][b]Weapon[/b][/th][th][b]Range[/b][/th][th][b]Type[/b][/th][th][b]S[/b][/th][th][b]AP[/b][/th][th][b]D[/b][/th][th][b]Abilities[/b][/th]
[/tr]
[tr]
[td=Weapon]Weapon 1 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 2 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 3 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 4 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 5 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 6 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 7 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 8 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 9 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[tr]
[td=Weapon]Weapon 10 Name[/td][td=Range]Melee[/td][td=Type]Melee[/td][td=S]S[/td][td=AP]AP[/td][td=D]D[/td][td=Abilities]Abilities[/td]
[/tr]
[/table]
Once finished, the table will resemble:

MELEE WEAPONS
Weapon Range Type S AP D Abilities
Weapon 1 Name Melee Melee S AP D Abilities
Weapon 2 Name Melee Melee S AP D Abilities
Weapon 3 Name Melee Melee S AP D Abilities
Weapon 4 Name Melee Melee S AP D Abilities
Weapon 5 Name Melee Melee S AP D Abilities
Weapon 6 Name Melee Melee S AP D Abilities
Weapon 7 Name Melee Melee S AP D Abilities
Weapon 8 Name Melee Melee S AP D Abilities
Weapon 9 Name Melee Melee S AP D Abilities
Weapon 10 Name Melee Melee S AP D Abilities

BBCode tables can't combine cells, so for weapons that have multiple profiles, simply enter the standard text in the Abilities column.
COMMANDER POINTS CHART


Edit the following code to populate your table for commander points:
 
[table=MODEL]
[tr]
[th][b]Model[/b][/th][th][b]Points Per Model[/b][/th]
[/tr]
[tr]
[td=Model] [/td][td=Points Per Model](does not include wargear)[/td]
[/tr]
[tr]
[td=Model]Model (Level 1)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model (Level 2)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model (Level 3)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model (Level 4)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Better Model (Level 1)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Better Model (Level 2)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Better Model (Level 3)[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Better Model (Level 4)[/td][td=Points Per Model]#[/td]
[/tr]
[/table]
Once finished, the table will resemble:

MODEL
Model Points Per Model
(does not include wargear)
Model (Level 1) #
Model (Level 2) #
Model (Level 3) #
Model (Level 4) #
Better Model (Level 1) #
Better Model (Level 2) #
Better Model (Level 3) #
Better Model (Level 4) #
MODEL POINTS CHART


Edit the following code to populate your table for model points:
 
[table=MODEL]
[tr]
[th][b]MODEL[/b][/th][th][b]POINTS PER MODEL[/b][/th]
[/tr]
[tr]
[td=Model] [/td][td=Points Per Model](does not include wargear)[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[tr]
[td=Model]Model[/td][td=Points Per Model]#[/td]
[/tr]
[/table]
Once finished, the table will resemble:

MODEL
MODEL POINTS PER MODEL
(does not include wargear)
Model #
Model #
Model #
Model #
Model #
Model #
Model #
Model #
Model #
Model #
WEAPONS/WARGEAR POINTS CHARTS


Edit the following code to populate your table for weapon/wargear points:
 
[table=MELEE WEAPON/RANGED WEAPON/WARGEAR]
[tr]
[th][b]WEAPON/WARGEAR[/b][/th][th][b]POINTS PER WEAPON/ITEM[/b][/th]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[tr]
[td=Weapon/Wargear]Item[/td][td=Points Per Weapon/Item]#[/td]
[/tr]
[/table]
Once finished, the table will resemble:

MELEE WEAPON/RANGED WEAPON/WARGEAR
WEAPON/WARGEAR POINTS PER WEAPON/ITEM
Item #
Item #
Item #
Item #
Item #
Item #
Item #
Item #
Item #
Item #
LORE TABLES


Edit the following code to populate your table for kill team lore (Background/Mission/Squad Quirks/Specialists' Demeanors):
 
[table=BACKGROUND/MISSION/SQUAD QUIRK/SPECIALISTS' DEMEANORS]
[tr]
[th][b]D10/D6[/b][/th][th][b]BACKGROUND/MISSION/SQUAD QUIRK/SPECIALISTS' DEMEANORS: X[/b][/th]
[/tr]
[tr]
[td=D10/D6]1[/td][td=Background/Mission/Squad Quirk/Specialists' Demeanor][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]2[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]3[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]4[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]5[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]6[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]7[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]8[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]9[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[tr]
[td=D10/D6]10[/td][td=Range][b]Name:[/b] Description[/td]
[/tr]
[/table]
Once finished, the table will resemble:

BACKGROUND/MISSION/SQUAD QUIRK/SPECIALISTS' DEMEANORS
D10/D6 BACKGROUND/MISSION/SQUAD QUIRK/SPECIALISTS' DEMEANORS: X
1 Name: Description
2 Name: Description
3 Name: Description
4 Name: Description
5 Name: Description
6 Name: Description
7 Name: Description
8 Name: Description
9 Name: Description
10 Name: Description
NAME GENERATOR TABLES (D66)


Edit the following code to populate your table for kill team member names:
 
[table=(SUB-)FACTION NAME GENERATOR TABLE]
[tr]
[th][b]D66[/b][/th][th][b]TYPE 1 NAME[/b][/th][th][b]TYPE 2 NAME[/b][/th]
[/tr]
[tr]
[td=D66]11[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]12[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]13[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]14[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]15[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]16[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]21[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]22[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]23[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]24[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]25[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]26[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]31[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]32[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]33[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]34[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]35[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]36[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]41[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]42[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]43[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]44[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]45[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]46[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]51[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]52[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]53[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]54[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]55[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]56[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]61[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]62[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]63[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]64[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]65[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]66[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[/table]
Once finished, the table will resemble:

(SUB-)FACTION NAME GENERATOR TABLE
D66 TYPE 1 NAME TYPE 2 NAME
11 Name Name
12 Name Name
13 Name Name
14 Name Name
15 Name Name
16 Name Name
21 Name Name
22 Name Name
23 Name Name
24 Name Name
25 Name Name
26 Name Name
31 Name Name
32 Name Name
33 Name Name
34 Name Name
35 Name Name
36 Name Name
41 Name Name
42 Name Name
43 Name Name
44 Name Name
45 Name Name
46 Name Name
51 Name Name
52 Name Name
53 Name Name
54 Name Name
55 Name Name
56 Name Name
61 Name Name
62 Name Name
63 Name Name
64 Name Name
65 Name Name
66 Name Name
NAME GENERATOR TABLES (D10)


Edit the following code to populate your table for kill team member names:
 
[table=(SUB-)FACTION NAME GENERATOR TABLE]
[tr]
[th][b]D10[/b][/th][th][b]TYPE 1 NAME[/b][/th][th][b]TYPE 2 NAME[/b][/th]
[/tr]
[tr]
[td=D66]1[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]2[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]3[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]4[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]5[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]6[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]7[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]8[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]9[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[tr]
[td=D66]10[/td][td=Type 1 Name]Name[/td][td=Type 2 Name]Name[/td]
[/tr]
[/table]
Once finished, the table will resemble:

(SUB-)FACTION NAME GENERATOR TABLE
D10 TYPE 1 NAME TYPE 2 NAME
1 Name Name
2 Name Name
3 Name Name
4 Name Name
5 Name Name
6 Name Name
7 Name Name
8 Name Name
9 Name Name
10 Name Name
HOW TO USE THESE TEMPLATES
  • Copy the BBCode within the CODE tags for the table that you want to create.
  • Paste the BBCode into your chosen editor.
  • If you need to add rows, copy a row starting with the opening TR code and ending with the closing TR code, then paste as many sets as rows you need to insert.
  • If you need to delete rows, simply delete the excess rows starting with the opening TR code and ending with the closing TR code.
  • Populate the information in the cells.
  • Delete line breaks so that everything is one continuous line of text (except for the spaces you want in the cell content).
  • Copy the line of text/code to your clipboard.
  • Paste the line of text/code to your post.
EXAMPLE


Here's an example using excerpts from my Adeptus Arbites rules.

ADEPTUS ARBITES
The Adeptus Arbites are the final bulwark of Imperial law, rooting out rebels, recidivists, and threats to the stability of the Imperium from within and answering only to their commanders within the Adeptus Arbites and to higher Imperial authority, superseding local authorities. By rolling the appropriate dice on the following pages, you can generate names and background for your Adeptus Arbites kill teams.

The galaxy-spanning Imperium of Mankind encompasses millions of planets and countless souls spread throughout the galaxy. For ten thousand years the Imperium has endured, surviving disasters, heresies, and invasions from alien races intent on the extinction of mankind. All of these threats have been resisted through the greatest strength of the Imperium – the immortal Emperor of Mankind and the men and women who stand between the Imperium and danger...

BACKGROUND
D6 BACKGROUND: BOUND TO LAW
1 Grizzled Survivors: The battle has been long, the death toll horrific, yet still this band of warriors fights on in the Emperor?s name.
2 Those That Remain: From a larger force, these last for Arbitrators still fight the enemies of the Imperium.
3 Hold the Line: With the enemy pushing hard, this kill team must form an unbreakable line to halt their advance.
4 Destroy Target: Whether it be a heretical machine, a tainted xenos artefact, or a compromised Imperial asset, this kill team must destroy it to keep it from enemy hands.
5 Line Breakers: This team must smash through the foe?s lines, breaking through an enemy cordon or punching a hole for a wider Imperial force to exploit.
[/td] Purgation Force: Sometimes the enemy must be annihilated wholesale to ensure victory. This kill team specailises in such merciless actions.


[table MISSION]D6MISSION: DUTY TO THE EMPEROR1Witness Recovery: This kill team has been charged with recovering someone with important information about a crime or grave threat to the Imperium that has gone missing.2Ministorum Purge: Heretics have become emboldened by the break out of war and the kill team has been tasked with purging them.3Witch Hunters: This kill team is part of an Inquisition task force dedicated to destroying an apostate or mutants.4Xenos Hunters: This kill team is part of an Inquisition task force charged with tracking down a dangerous xenos or users of forbidden xenos technology.5Stolen Item: This kill team has been charged with recovering an item or relic vital to the Imperium or to an investigation.6Pax Imperialis: The planetary governor has declared rebellion and the kill team must restore Imperial rule.[/table]

SQUAD QUIRK
D6 SQUAD QUIRK: TRAIT
1 Faithful: These warriors are lent zealous courage by their faith in the Emperor.
2 Sworn to Justice: This patrol team strongly favours the use of any and all means to enforce the Dictates Imperialis.
3 Competitive: The members of this kill team strive not only to win victory for the Imperium, but to best one another in private contests of arms.
4 Exemplars: These warriors embody everything it means to be an Adeptus Arbites, and hold to the Lex Imperialis in all things.
5 Selfless: These warriors believe that their lives are best spent shielding the Emperor's servants from harm.
6 Unyielding: These warriors never give up, never give ground, and never ever surrender.


SPECIALISTS' DEMEANORS
D10 SPECIALISTS' DEMEANORS
1 Dutiful: Orders must be followed to the letter, for such is the Arbitrator's lot.
2 Nerves of Steel: This Arbitrator is implacably calm and focused no matter the circumstances.
3 Pious: This Arbitrator's hymns spill out across the battlefield as he fights.
4 Courageous: A true exemplar of heroism in the face of unimaginable terrors.
5 Expert: This Arbitrator hasn't survived as long has he has by chance alone. He's the best of the best.
6 Gung-ho: The only approach this Arbitrator knows is to kick down the door and storm in with guns blazing.
7 Fanatical: This Arbitrator pursues heretics and criminals and destroys them at the expense of all else.
8 Stoic: This proud warrior of the Imperium is utterly indomitable, and will never yield to any foe.
9 Dour: Nothing surprises or shocks this Arbitrator, but neither does anything give him joy.
10 Charismatic: This Arbitrator is a figure of courage and inspiration to all.


ADEPTUS ARBITES NAME GENERATOR TABLE
D10 TROJAN NAME HELLENIC NAME
1 Adrestos Agastrophos
2 Angelaos Amphios
3 Chromios Eniopeus
4 Hypeirion Kalesios
5 Lykophron Menesthes
6 Opites Oresbios
7 Orestes Oros
8 Pandaros Oros
9 Periphetes Phegeus
10 Stichios Trechos


PATROL SQUAD
Model Name M WS BS S T W A Ld Sv Max
Arbitrator 6" 4+ 3+ 3 3 1 1 7 4+ -
Arbitrator Gunner 6" 4+ 3+ 3 3 1 1 7 4+ 4
Proctor 6" 4+ 3+ 3 3 1 2 8 4+ 1

This model is armed with a laspistol and power maul.
Up to 4 Arbitrators in your kill team can be Arbitrator Gunners, and 1 Arbitrator in your kill team can be a Proctor.

WARGEAR OPTIONS
  • This model may replace its laspistol with a bolt pistol or a suppression shield.
  • This model may replace its laspistol and power maul with a boltgun or combat shotgun.
  • Two Arbitrator Gunners in your kill team may replace its laspistol and power maul with a heavy stubber.
  • Two Arbitrator Gunners in your kill team may replace its laspistol and power maul with a flamer, a plasma gun, or a webber.
  • Any Arbitrator Gunner in your kill team may replace its laspistol and power maul with a grenade launcher.
  • A Proctor may replace its laspistol with a plasma pistol or a web pistol.
ABILITIES
Nerves of Steel: You can re-roll failed Nerve tests for this model.

Crowd Control Grenades: See page 4.

SPECIALISTS
Leader (Proctor only), Combat, Comms, Demolitions, Heavy, Medic, Sniper, Veteran, Zealot

FACTION KEYWORD
ADEPTUS ARBITES

KEYWORDS
IMPERIUM, ADEPTUS TERRA, INFANTRY, ARBITRATOR

RANGED WEAPONS
Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Combat Shotgun When attacking with this weapon, choose one of the profiles below.
- Executioner Shell 12" Assault 1 4 -2 1 Ignore the hit roll modifiers for the target being at long range or obscured. If the target is within half range, subtract 1 from this weapon's hit roll.
- Scatter Shell 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon's Strength.
- Solid Shell 12" Assault 1 4 -1 1 -
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
Grenade Launcher When attacking with this weapon, choose one of the profiles below.
- Frag Grenade 24" Assault D6 3 0 1 -
- Krak Grenade 24" Assault 1 6 -1 D3 -
Heavy Stubber 36" Heavy 3 4 0 1 -
Laspistol 12" Pistol 1 3 0 1 -
Plasma gun When attacking with this weapon, choose one of the profiles below.
- Standard 24" Rapid Fire 1 7 -3 1 -
- Supercharge 24" Rapid Fire 1 8 -3 2 On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon's shots have been resolved.
Plasma pistol When attacking with this weapon, choose one of the profiles below.
- Standard 24" Rapid Fire 1 7 -3 1 -
- Supercharge 24" Rapid Fire 1 8 -3 2 On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon's shots have been resolved.
Web pistol 12" Pistol D3 3 0 1 When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll - whichever is lowest.
Webber 16" Assault D3 4 0 1 When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll - whichever is lowest.


MELEE WEAPONS
Weapon Range Type S AP D Abilities
Power maul Melee Melee 2 -1 1 -
Suppression shield Melee Melee User -1 1 A model with a suppression shield has a 3+ armour save.


KILL TEAM
MODEL POINTS PER MODEL
(does not include wargear)
Arbitrator 8
Arbitrator Gunner 9
Proctor 9


MELEE WEAPONS
WEAPON POINTS PER WEAPON
Power maul 1
Suppression shield 1


RANGED WEAPONS
WEAPON POINTS PER WEAPON
Bolt pistol 0
Boltgun 0
Combat shotgun 0
Flamer 3
Grenade launcher 2
Heavy stubber 0
Laspistol 0
Plasma gun 3
Plasma pistol 1
Web pistol 0
Webber 1

One method that members have used to present homegrown rules has been to post images of each page, as in my Adeptus Arbites for Kill Team rules development here. One tool that has greatly facilitated this method is the Kill Team Faction Template developed by @Ioldanach.

 

Another method is to simply post the information as text, perhaps using some BBCode to help make information more clear.

 

An advanced way to use the BBCode is to create tables. However, creating tables using the BBCode can be very challenging. The results, though, make presentation of information much more clear. When I create tables, I use spreadsheets to capture the information, ensuring that I don't miss opening/closing tags and that the rows and columns are in the correct sequence. I then convert the spreadsheets into text files for uploading.

 

The BBCode templates provided above will, hopefully, help others that want to incorporate tables into their own Kill Team homegrown rules discussions.

 

If you see any errors or areas where these templates can be improved, feel free to provide your input here.

 

 

 

 

Note that I'll be creating similar templates for other games set in the WH40K universe, with each to be covered in its own topic.

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