In the style of the WH40K generator tables, I have made one for criminal organizations/radical resources, which can be used by acolytes as allies or enemies. Here are the tables and a few examples:
The Criminal Faction Generator
D20 Roll
Organization Type
Description
1
Religious Sect
Fanatics and cultists dedicated to religion
2
Crime Gang
Drug runners, human traffickers, etc.
3
Merchant Guild
Rich tradesmen and entrepreneurs
4
Void Pirates
The scum of the spacelanes
5
Death Cultists
Psychotic killers and masters of murder
6
Rogue Trader
Issued with a warrant of trade
7
Noble House
Navigators, Warlords, and many others
8
Logistics
Hackers and computicians
9
Tech-Cult
A faction of the Adeptus Mechanicus
10
Assassin’s Guild
Hired murderers with a flair for class
11
Dark Scholars
Hoarders of lore and secrets
12
Vigilantes
Seekers of justice outside the law
13
Renegade Guard
A traitorous regiment of the Imperial Army
14
Psyker Conclave
A cabal of witches, wyrds, and sorcerers
15
Corrupt Government
A decadent planetary governor or a bored prince
16
Artisans and Craftsmen
Makers of weapons, art, armor, etc.
17
Terrorist Cell
Enemies of the Imperium within its borders
18
Scum Clanners
Crime families and mafias, thicker than blood
19
Mutants and Twists
The reject stock of humanity
20
The Insane
Privy to things man was not meant to know
D10 Roll
Alignment
Description
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
D10 Roll
Alignment (The Xenos)
Description
1
Dark Eldar
The piratical druchii of Comorragh
2
Stryxis
Rodent-like traders and gypsies
3
Slaugth
Mggot-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
D10 Roll
Alignment (The Ruinous Powers)
1-6
Chaos Unidivided
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
D10 Roll
Strength
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
D20 Roll
Tools of the Trade
1
Poisons
2
Anarchy
3
Vehicles
4
Subterfuge
5
Bribery
6
Extortion
7
Warfare
8
Precision Strikes
9
Fronts
10
Mercenaries
11
Advanced Tech
12
Bombings/Arson
13
Terror
14
Creatures/Daemons
15
Psykers
16
Primitive Tech
17
Ritual Slaying
18
Hacking
19
Mutants
20
The Occult
D10 Roll
Organization Size
1
Entrepaneur
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
D10 Roll
Age
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
D10
Roll
Publicity
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
D10 Roll
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
D10 Roll
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
D10 Roll
Motivations
1
The Great Game
The faction thrives on politics and mental challenge
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
D20
Services Available
1
Military
2
Surveillance
3
Exploration
4
Pleasure
5
Chemistry
6
Information
7
Assassination
8
Commerce
9
Performance
10
Theft
11
Gambling
12
Inquiry
13
Communications
14
Smuggling
15
Transportation
16
Entertainment
17
Utile Goods
18
Livestock
19
Slaves
20
Cover-Ups
D10
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
D10 Roll
Territory
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
D10 Roll
Terrain Type
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
D10 Roll
Territory Rule
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
Some examples:
First Party
First Party is an ancient assassin’s guild that has prided itself for millennia on its ability to deliver the guttural thrill of murder to its clients. This release is considered by many as a form of entertainment or recreation – First Party are, essentially, victim dealers, taking the middle men out of murder as much as they can while also making a profit. The only other motivations expressed by the agents of First Party is the simple truth that life is murder - so why not make it fun? First Party often entraps their clients with promises and bribes, often offering to allow their clients to keep their murder weapons, but with one condition – the weapon must be of xenos provenance, provided by First Party, and in return they must receive another weapon of exotic nature. For those who care not who they slay, the weapon may be anything the buyer can provide – for those who want a specific target captured and brought before their knees, in a specific environment or manner, a more specific cost is therefore counted. Buyers capable of providing truly wondrous and unique items, such as a glowing staff of the Ancient Tomb Worlds or an undiscovered form of Tyranid biomorph-blade, the potential options for murder are near limitless. Some hypothesize that First Party is systematically choosing its victims and weapons so as to frame peoples of influence, nut others suspect a darker conspiracy such as the ritual or the occult. Agents of First Party are generally seen wearing crisp white suits, the clean nature of which belies their bloody trade.
Rolls: Assassin’s Guild, The Xenos (Various), Utile, Bribery, Faction, Ancient, Rumors, Uniform, Sign Language, the Truth, Entertainment, New Specimen, Desert Imperial City, Direct
The Sculptors of Spirits
The Sculptors of Spirits are a faction of sculptors inhabiting the pleasure worlds of the Cyrenoth systems, based on a planet known for its furious volcanoes and tropical oceans. Ever decade, when the volcanoes erupt in a shower of molten magma, the artists of the Sculptors wade into the boiling stone clad in heavy environment suits, carrying with them an array of sculpting tools and blocks of the strange, diamond-like stone harvested from the world's quarries. It is said that only the heat of the volcanoes is enough to soften the diamonds so they can be sculpted, and the artists claim that once immersed the lava the gems become as pliable and liquid as wax itself. The diamonds are used not only for sculptures, but are also melted down into paints,c rafted into jewelry, and pressed into ink. Stories tell of a darker provenance, however. Patrons of the Sculptors make nervous jests of their paintings' subjects moving while they turn their backs, or sculptures subtly changing their expressions and postures. It is from this lifelike quality that the artists take their name - for surely the statues and painting cannot truly be moving...right? Works by the Sculptors can be found across the entire sector in the homes of planetary governors, many of whom have invested in private security and counter-surveillance measures due to reports of "feeling watched".
Rolls: Artisans and Craftsmen, The Ruinous Powers (Undivided), Loathed, Creatures/Daemons, Corporation, Ancient, Rumors Abound, Signature Weapon, Electronic, Survival, Surveillance, New Specimens, Imperial City, Volcanic, Secret
Curator Jareth Lekter
Curator Jareth Lekter is something of an antiquity aboard Port Hospite. While others bustle and hustle about their way, purchasing curios and trinkets from the vendors and haggling with captains over transportation fares, Lekter sits alone in his shoppe, mulling away the days polishing his toys. A thin, emaciated man with sunken, hollow eyes and lank black hair, Lekter is never seen outside of his trim ebon suit and the stark, chromium confines of his shoppe. The shoppe is open only to the cleanliest, regardless of wealth or stauts. Many a drunken Rogue Trader or voidsick merchant has been turned away, while prim and well-mannered workers are allowed entry. Lekter appeared in Port Hospice a few months ago, and when asked why he refused entry to a bloody, battered Arbite, Lekter replied, "He might have bled on my toys." Lekter's "toys" are indeed wonders of craftsmanship, gleaming silver gadgets, timepieces, holos, and bionics inscribed with his signature geometric runes. Many of those who buy his toys do not return for more, but no matter, as there are always those willing to put up thousands of thrones for a gleaming set of scribe-tines or a glowing emerald ear stud.
Rolls: Death Cultists, The Xenos (Necrons), Fanatical, Fronts, Entrepaneur, Novice, Rumors Abound, Signets, Signets, Boredom, Theft, Straight Money, Space Port, Moderate.
The Greene Priests
The Greene Priests are a loathed and embarrassing mote on the proud record of the Adeptuss Mechanicus. While not heretical or technically criminal to any degree, the cult is nevertheless persecuted by the Martian priesthood so that the "stain of nostalgia may be swept from the hem of the Omnissiah's robes as soon as possible." These "nostalgic" tech-priests eschew the general smoke-belching, cog-turning devices of the Mechanicum Proper in favor of simple devices such as bow drills, wooden pulleys, grox-hair ropes, and good old-fashioned firestarters. The faction was birthed when a Mechanicum explorator fleet set sail for the Unbeholden Reaches, but was waylaid by a powerful warp storm. In the resulting chaos, the ships transgressed to realspace. Since then the ships have remained in contact, but spread across space, and have since resorted to living out their lives on their wrecked ships. The Greene Priests believe that primitive tech is the Omnissiah's most basic and pure blessing, and that modenr tech has made the Imperium a hell unfit for inhabitation. They desecrate their bionics with bones and teeth, fetishes, wooden baubles, and shrubbery. The only contact the Priests make with outsiders who stumble across their ship is to occasionally trade these small totems for other items in return for furthered word of their nirvana-esque discovery. The Mechanicum takes umbridge to this and does its best to suppress word of these liberals, successfully enough so far to have routed any attention from the Battlefleet or the Inquisition.
Rolls: Tech-Cult, Themselves, Fanatical, Primitive Technology, Faction, Novice, Total Secrecy, Scarification, Tattoos, Life Is Hell, Commerce, Advertisement, Flooded Starship, Moderate.
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