01-05 Religious Sect. Fanatics and cultists dedicated to religion.
06-10 Crime Gang. Drug runners, human traffickers, etc.
11-15 Merchant Guild. Rich tradesmen and entrepreneurs.
16-20 Void Pirates. The scum of the spacelanes.
21-25 Death Cultists. Psychotic killers and masters of murder.
26-30 Rogue Trader. Issued with a warrant of trade.
31-35 Noble House. Navigators, Warlords, and many others.
36-40 Logistics. Hackers and computicians.
41-45 Tech-Cult. A faction of the Adeptus Mechanicus.
46-50 Assassin’s Guild. Hired murderers with a flair for class
51-55 Dark Scholars. Hoarders of lore and secrets.
56-60 Vigilantes. Seekers of justice outside the law.
61-65 Renegade Guard. A traitorous regiment of the Imperial Army.
66-70 Psyker Conclave. A cabal of witches, wyrds, and sorcerers.
71-75 Corrupt Government. A decadent planetary governor or a bored prince.
76-80 Artisans and Craftsmen. Makers of weapons, art, armor, etc.
81-85 Terrorist Cell. Enemies of the Imperium within its borders.
86-90 Scum Clanners. Crime families and mafias, thicker than blood.
91-95 Mutants and Twists. The reject stock of humanity.
96-100 The Insane. Privy to things man was not meant to know.
1-5 Themselves. The faction has no allies and is exclusively human.
6-8 The Xenos. The factions allies or employs xenos specimens and tech.
9-10 The Ruinous Powers. The faction is sworn to the Chaos Gods.
1 Dark Eldar. The piratical druchii of Comorragh.
2 Stryxis. Rodent-like traders and gypsies.
3 Slaugth. Maggot-men and whisperers.
4 Necrons. The Ancients.
5 Rak’Gol. Reavers and destroyers.
6 Orks. Barbarian xenos thugs.
7 Tau. An advanced but young culture of xenos.
8 Hrud. Scavengers and stalkers.
9 Tyranids. The voracious Hive Fleets.
10 Various. It matters not what sources.
1-6 Chaos Undivided. The untapped power of the warp itself.
7 Khorne. The Blood God, the Skull Lord.
8 Nurgle. The Grandfather, the Plague God.
9 Slaanesh. The Dark Prince of Pleasure.
10 Tzeentch. The Architect of Fate and the Changer of Ways.
1 Loathed. The faction reluctantly commits crime.
2-7 Utile. The faction views its crimes as a means to an end.
8-10 Fanatical. The factions takes pleasure in the violating the Emperor.
Tools of the Trade
36-40 Precision Strikes
51-55 Advanced Tech
76-80 Primitive Tech
81-85 Ritual Slaying
96-100 The Occult
1 Entrepeneur. One man against the universe is a dangerous thing.
2-5 Group. The faction is limited to one planet or ship.
6-9 Faction. The faction is rooted on many ships or linked worlds.
10 Corporation. The faction is spread across an entire fleet or sector.
1-2 Novice. New players in the game, but no less deadly.
3-8 Veteran. The faction has a history that makes it formidable.
9-10 Ancient. The faction is a venerable conspiracy.
1-2 Total Secrecy. No information can be collected on their identity.
3-8 Rumors Abound. Talking to right people can bring up some information
9-10 Under the Eye. The Arbites and the Inquisition know well of the faction.
Calling Cards and Evidence
1 Scarification. The bodies were horribly mutilated.
2 Vandalism. An icon scrawled on a wall.
3 Signets. A strange rune.
4 Signature Weapon. Some sort of plasma, perhaps?....
5 Unusual Materials. What is this metal that repairs itself without blessing?
6 Code Phrase. Some sort of secret language, Lord Inquisitor.
7 Manifestos. An essay on the doctrines of the Arroneus Verdus.
8 Uniform. All the killers were described wearing the same clothes.
9 Shock and Awe. No-one else uses fluorescent dyes in their grenades.
10 None. The faction is very clever.
Identification and Membership
1 Pride in the Colors. I see you bear the livery of our corporation...
2 Tattoos. Often animal or arcane motifs.
3 Signets. The symbols of powerful dynasties and houses.
4 Hereditary Traits. Either gene-factored or familial.
5 Totemic Animal. The crest or symbol of the organization.
6 Code Phrase. A secret language known only to them.
7 Sign Language. A secret language known only to them.
8 Electronic. Seemingly meaningless binary.
9 Mortification. A signature wound shared by all.
10 Bionics. A signature implant shared by all.
1 The Great Game. The faction thrives on politics and mental challenges.
2 Indulgence. The faction exists for its own pleasure.
3 Life is Hell. The faction seeks shelter from the harshness of the Imperium.
4 Survival. The faction fears for its existence in the galaxy.
5 Improvement. The faction wishes to better the Imperium.
6 Cult of Personality. The faction follows the orders of its leader.
7 Boredom. The faction seeks to amuse itself.
8 The Truth. The faction has uncovered a universal philosophy, and commits crime to either spread this belief or punish nonbelievers.
9 Domination. The faction wants power over its territory and expansion.
10 Arcane. The faction seeks to know the way of the universe.
17 Utile Goods
The Price of Business
1 Arcane Lore. Knowledge of dark and forbidden things.
2 A Favor. They will call again, at a time of their choosing.
3 New Specimen. Is that the recently deceased corpse of a genestealer?
4 Device. My, what a lovely callophean psy-engine!
5 Rare Item. Procure this for us in return for our services.
6 Ally. You will make useful friends in the future....
7 New Member. They will take their tithe in the flesh of your party
8 Advertisement. Spread the word throughout the shadows.
9 Straight Money. Only the thrones.
10 A Sacrifice. Our masters demand it.
1 Hive Complex. A mega-metropolis for the masses of humanity.
2 Feral Tribe. Primitive dwellings are all they can muster.
3 Void Zone. A sector of space.
4 Fortress. A military installation or stronghold.
5 Penal Colony. Criminal recruitment grounds.
6 Starship. A starship.
7 Imperial City. Schools and churches miles high.
8 Noble Holdings. Manors and lands of the aristocracy.
9 Frontier Town. Unexplored territory, with little infrastructure.
10 Space Port. A place of exchange between the worlds of the Imperium.
1 Jungle. The area is lush and forested.
2 Desert. The area is parched and dry.
3 Volcanic. The area is in a state of eruption.
4 Urban. The area has teeming infrastructure.
5 Wasteland. The area is useless and blasted.
6 Toxic. The area is contaminated.
7 Infested. Something has taken root in the area.
8 Haunted. Shades move in the shadows and gloom.
9 Aquatic. The area is flooded.
10 Ruined. The infrastructure is crumbling.
1-3 Direct. The faction has power over the region.
4-7 Moderate. The faction is known but keeps itself hidden.
8-10 Secret. None know of the factions presence.