Warhammer 40k - PlanetGeneratorV2

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Planet Generator for Warhammer 40k, Dark Heresy, Rogue Trader, &c.

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  • DARK HERESY PLANETARY INFORMATION GENERATOR

    The Imperium of the Dark Heresy game contains millions of settled planets. Such is the number of these planets that an almost limitless variety of environments can be created for the setting of your game. Below is detailed a method for generating planetary information, and a standard layout for presenting the information. The steps below allow the generation of a planet within the Imperium that holds some form of settlement and society. Obviously, there are many more planets in the galaxy that are devoid of life than there are which bear civilisation: in any stars system, usually only one, sometimes two, rarely three, and virtually never more than that of the planets will be settled. Most of the planets in a system are simply too inhospitable, even for the most inventive of colonists or strongest and most lengthy terra-forming projects. The steps detailed below for generating a planet will create a planet that is within the parameters where civilisation can be easily established, or made possible by the stubbornness of humanity and the technology of the Adeptus Mechanicus. Many planets exist beyond the variations possible on the following tables, but these planets rarely, if ever, possess any significant settlements. Some of the steps have tables which allow you to randomly generate traits for the planet, all of which use a d100, and some of which will then require the rolling of one or more d10 to get a further definition. Other steps have no random tables, and are merely a suggestion of what kind of details you should create for the planet to make it complete and distinctive. When generating a planet you can use as many of the random tables as you wish, or you can simply select one of the options from each table. While it can be entertaining to randomly generate as many of the planets features as possible, a planet is sometimes being created because it is required for a particular scene or scenario in a game of Dark Heresy, so the randomly generated traits may not be suitable or desirable: the GM should ignore or re-roll any features that do not suit the requirements or tone of the game being played, or simply select the most suitable. The details generated by this system provide only the basics of a planets size, geography and social basics. The details, colour and flavour must be added by the GM and players as required by their Dark Heresy campaign.

    CLASS: The class of a world describes what type of planet it is, what kind of civilisation and society can be found on the planet, what level of technology is commonly used on the world, and what kind of relationship the people of the planet have with the Imperium. PLANET CLASS Roll Class

    01-20 Hive World 21-28 Agri-World 29-33 Forge World 34-41 Mining World 42-49 Developing World 50-53 Feudal World 54-58 Feral World 59-64 Shrine World 65-68 Cemetery World 69-73 Pleasure World 74-76 Quarantined World* 77-82 War World* 83-84 Dead World* 85-87 Death World 88-92 Frontier World 93-95 Forbidden World 96-99 Xenos World *Quarantined worlds, War worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class. Roll again to determine the planets original class. TECH LEVEL: The level of technology common on a planet will determine a lot about its society and economy, and will limit what is available to be bought and traded there. The tech level given for a world is not an absolute limit on what can be found there; it is simply a measure of what technological level the indigenous people are at, and is what is most common on the world. An Industrial world can still have a spaceport in orbit and a High Imperial settlement as its capital; the mass of the locals are simply kept at the lower level so that they are easier to control and administer.

  • The tech level of a planet is determined by generating a value based on the class of the world. Find the class on the first table below, and use the listed value to determine the planets tech level, as defined on the second table. Class Value

    Hive 36+2d10 Agri 15+3d10 Forge 50+1d10 Mining 15+4d10 Developing 20+2d10 Feudal 5+1d10 Feral 1d10 Shrine 20+4d10 Cemetery 20+3d10 Pleasure 35+2d10 Quarantined * War * Dead * Death 4d10 Frontier 35+2d10 Forbidden 6d10 Xenos 6d10

    *Quarantined worlds, War worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class. Use the value for the planets original class.

    TECH LEVEL Value Tech Level 01-05 Stone Age 06-10 Iron Age 11-15 Steel Age 16-20 Pre-Industrial 21-25 Industrial 26-30 Early Space 31-35 Advanced Space 36-40 Warp Space 41-45 Low Imperial 46-50 Mid Imperial 51-55 High Imperial

    56-60 Advanced

    Stone Age worlds are inhabited by people who live in small family groups, dwell in caves or rough shelters and use only the most basic of tools made of stone. People survive by hunting and gathering.

    On Iron Age worlds the people have started to learn how to shape and work iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gathering is still common, though small farms may be seen dotted about.

    Steel Age worlds have seen the use of iron evolve into the manufacture of alloys to make steel for weapons, armour and tools. Farming and trade are ways of life for most people, and civilisation

    has started to gather in fortified villages and towns. The ruling classes live in large stone castles. Communication networks of couriers and carrier birds are common.

    The poor people of Pre-Industrial worlds live mostly by farming, and there is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Printing presses make education and distribution of information more efficient.

    Industrial worlds have completely moved on from small farms and independent manufactories. Everything in mechanised and automated. The population mostly live in large cities, and computers are starting to become common in all things. Solid projectile weapons are the norm for military forces, and advanced armour has started to appear for personnel and vehicles.

    Early Space worlds have developed basic space flight, and may have established settlements on its own moons, and even close neighbouring planets in the same system. Basic las weapons may have been developed.

    Advanced Space worlds have explored their own system, and colonised any viable planets to be found there. Las weapons are common, and cybernetics are starting to become practical.

    Warp Space worlds have seen the development of warp drives and Geller fields, and the inhabitants are capable of travelling in the galaxy beyond their own system. Powerful computers are common. cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and rejuvenants. Primitive models of more advanced weapons, like plasma and needle weapons, are exceptional but present.

    Low Imperial worlds are where the advanced technologies of the Imperium start to be seen, but are not always available. Standard issue and common weapons and armour can be easily found, but rare, expensive or very high tech items are still unavailable most of the time (no items with rare or very rare availability can be found on these worlds).

    Most Imperial worlds are Mid Imperial tech level, where most of the technology of the Imperium can be found. Only the most obscure or scarcely found items of technology cant be found on these worlds (very rare availability items cannot be purchased).

    High Imperial worlds are the peak of Imperium technological advancement outside of the greatest hive worlds and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour and equipment.

    Advanced worlds are those that have access to limited or developing technology. In the Imperium of humankind only the greatest hive worlds and forge worlds have this level of technology.

  • SIZE OF STAR: The size of the star that a planet orbits can have a significant effect on the economy and military importance of the planet, as the gravity well projected by the star determines the size of the systems warp zone.

    SIZE OF STAR Roll Size 01-05 Tiny 06-15 Small 16-75 Medium 76-85 Large 86-95 Huge 96-00 Giant GALACTIC POSITION: The coordinates

    which describe the planets location in the galaxy. The coordinates are given as 5 pieces of information, and is written with each separated by a slash, like this: AB/CDE/FG/123/456 The first two letters are used to indicate what Segmentum the planet is in. The codes used are: SO for Solar, OB for Obscurus, PA for Pacificus, TE for Tempestus and UL for Ultima. The next piece of information is a three letter code that indicates the sector of space that the planet is in. In the case of Calixis CAL is used. Every sector of the Imperium has its own three digit code that is used in the coordinates of planets in that sector. Third is a two letter code that indicates what sub-sector of the indicated sector the planet is in. Calixis sub-sectors use the following codes: PE for The Periphery, MM for the Markayn Marches, MA for Malfian, GR for Golgenna Reach, JR for Josian Reach, DM for Drusus Marches, AD for Adrantis and HA for Hazeroth.

    On the last page of this article there is a chart of the Calixis Sector. This chart is divided into squares, each 2 light years across. The squares are numbered across the bottom (Trailing) edge and up the left (Rimward) edge. These numbers are used as grid reference coordinates to indicate a planets location within the sector. The first three-digit number is used to indicate the planets grid reference along the Trailing edge. The second three-digit number is used to indicate the planets grid reference up the Rimward edge. The first two digits in each case indicates what square the planet is in, and the third digit is a measure of how many tenths of a square the planet lies into the square. Using this system it is easy to give the location of any planet in the Imperium. (Obviously this system is not precise enough for stellar navigation, but it adequately fills the role of allowing us to plot a planets location for purposes of game-play).

    SECTOR: The galaxy of the Imperium is divided into administrative sectors, each of which has its own sector governor and administratum infrastructure. While each sectors administration and authority is obviously still beholden to the powers of Holy Terra, they are mostly self functioning and largely autonomous. A sector usually also has a Conclave of the Inquisition assigned to watch over it, led by a Lord Inquisitor.

    SUB-SECTOR: All sectors are divided into sub-sectors, and this is which sub-sector the planet can be found in.

    PLANETARY GOVERNOR: One person on each planet is held responsible for the payment of the required tithe when the Imperium shows up to collect. The manner in which the planet is governed and the methods used to gather the tithe are beyond the concern of the Imperium. All the powers of Terra care to know of planetary politics is who the responsible individual is. The title used on the planet varies from place to place; Governor is simply a generic title used for bureaucratic ease.

    ADEPTA PRESENCE: The branches of the Adeptus Terra are present on different worlds in varying degrees. To determine what Adepta are present on a planet, and to what extent they are involved in the planets politics and daily life, consult the tables below. At each class of world each branch of the Adeptus Terra is listed with a dice value. Roll the indicated dice for each Adepta and consult the ADEPTA PRESENCE table below to determine the normal everyday presence and influence that Adepta has on the world. Following the tables there is a brief explanation of what each level of presence means. For purposes of simplicity, the Inquisition and Adeptus Ministorum are included here as well, even though they are not strictly branches of the Adeptus Terra.

    HIVE WORLD Adeptus Arbites: 3d10. Adeptus Astra Telepathica: 3d10. Adeptus Astronimica: 1d10. Adeptus Mechanicus: 2d10. Administratum: 4d10. Adeptus Ministorum: 3d10. Inquisition: 3d10.

    AGRI-WORLD Adeptus Arbites: 1d10 Adeptus Astra Telepathica: 1d10 Adeptus Astronimica: 1d5 Adeptus Mechanicus: 1d10. Administratum: 2d10 Adeptus Ministorum: 2d10. Inquisition: 1d5.

  • FORGE WORLD Adeptus Arbites: 1d10. Adeptus Astra Telepathica: 1d10. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 5d10. Administratum: 2d10. Adeptus Ministorum: 1d5. Inquisition: 1d5.

    MINING WORLD Adeptus Arbites: 1d10. Adeptus Astra Telepathica: 1d10. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 3d10. Administratum: 2d10. Adeptus Ministorum: 2d10. Inquisition: 1d5.

    DEVELOPING WORLD Adeptus Arbites: N/A Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: N/A. Adeptus Mechanicus: 1d10. Administratum: 1d10. Adeptus Ministorum: 1d10. Inquisition: 1d5.

    FEUDAL WORLD Adeptus Arbites: N/A. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: N/A. Adeptus Mechanicus: N/A. Administratum: 1d5. Adeptus Ministorum: 1d5. Inquisition: 1d5.

    FERAL WORLD

    Adeptus Arbites: N/A. Adeptus Astra Telepathica: N/A. Adeptus Astronimica: N/A. Adeptus Mechanicus: N/A. Administratum: N/A. Adeptus Ministorum: N/A. Inquisition: N/A.

    SHRINE WORLD Adeptus Arbites: 1d10. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 1d5. Administratum: 2d10. Adeptus Ministorum: 4d10. Inquisition: 1d5.

    CEMETERY WORLD Adeptus Arbites: 1d5. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 1d5. Administratum: 1d10. Adeptus Ministorum: 3d10. Inquisition: 1d5.

    PLEASURE WORLD Adeptus Arbites: 2d10. Adeptus Astra Telepathica: 2d10. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 2d10. Administratum: 2d10. Adeptus Ministorum: 2d10. Inquisition: 1d5.

    QUARANTINED WORLD

    GMs Discretion. You could roll the values for the planets original class, and modify the results according to the circumstances under which the planet was quarantined. WAR WORLD

    GMs Discretion. You could roll the values for the planets original class, and modify the results according to the circumstances under which the planet was reduced to a state of war. DEAD WORLD

    GMs Discretion. You could roll the values for the planets original class, and modify the results according to the circumstances under which the planet became a dead world. DEATH WORLD

    Adeptus Arbites: 1d5. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 1d5. Administratum: 1d10. Adeptus Ministorum: 1d10. Inquisition: 1d5.

    FRONTIER WORLD

    Adeptus Arbites: N/A. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: N/A. Adeptus Mechanicus: 1d5. Administratum: 1d5. Adeptus Ministorum: 1d5. Inquisition: 1d5.

    FORBIDDEN WORLD GMs Discretion.

  • ADEPTA PRESENCE Roll Presence 01-03 None. 04-06 Token. For administrative purposes only. 07-09 Slight. Specific duties; not involved in wider planetary affairs. 10-12 Small. Involved, but quietly and unobtrusively. 13-15 Moderate. Has offices and planetary duties, and are widely known. 16-18 Notable. A powerful force in its own area of expertise. 19-21 Significant. Controls its field, and has a say in wider planetary matters. 22-24 Major. A powerful and influential force throughout the planet. 25+ Dominating: One of, if not the, most powerful and influential forces on the planet.

    SIZE: The size of a world is defined by its equatorial circumference. The smallest planets may have a circumference of only 5,000 kilometres, and the truly massive planets may reach 500,000 kilometres. (To provide a sense of scale, Holy Terra itself has a circumference of 40,000 kilometres). PLANET SIZE Roll Size 000s of km 01-10 Miniscule 1d10+4 11-20 Tiny 2d10 21-35 Small 4d10 36-75 Average 10d10 76-85 Large (10d10)x2 86-90 Huge (10d10)x3 91-95 Enormous (10d10)x4 96-100 Massive (10d10)x5 AXIAL TILT: The degree by which a planet leans to the side on its axis determines how severe its seasonal variations are. AXIAL TILT Roll Tilt 01-05 None 06-15 Slight (1-5o) 16-30 Notable (6-15o) 31-70 Moderate (16-25o) 71-85 Large (26-35o) 86-95 Severe (36-45o) 96-00 Extreme (46o+) The other planetary trait that gets affected by axial tilt and the resulting seasonal variation is temperature. A planet with no axial tilt experiences no change of seasons, with an increasing tilt causing an increasing variation in seasonal conditions. The effect this has on the planets statistics is to cause the temperature to raise in the summer and drop in the winter. The northern

    hemisphere will experience summer while the southern has its winter, and vice versa. The table below shows how much the temperature changes with the seasons. The given temperature for the planet gets modified by the shown amount in summer and winter, but stays as given in autumn and spring (the modifier is applied to both the max and min temperatures given, so 10 to 30 with a +20 modifier would become 10 to 50). The seasonal modifier may move the temperature into another bracket on the temperature table (bitter, cold, chilly.hot roasting, searing), and the affects of the new bracket then take effect. TEMPERATURE VARIANCE Tilt Summer Winter Slight +5 o -5 o Notable +10 o -10 o Moderate +20 o -20 o Large +40 o -40 o Severe +60 o -60 o Extreme +80 o -80 o

    LENGTH OF DAY: The length of a planets day, the time taken for it to complete a single revolution around its polar axis, is given as a number of standard hours. The roll to randomly determine the length of a planets day gets a modifier based on the size of the planet: Size Modifier Miniscule -30 Tiny -20 Small -10 Average No Mod Large +10 Huge +20 Enormous +30 Massive +50 LENGTH OF DAY Roll Length of Day 01-05 1d5 06-15 1d10 16-25 2d10 26-35 3d10 36-45 4d10 46-65 5d10 66-75 6d10 76-85 7d10 86-90 8d10 91-95 9d10 96-100 10d10 101-120 (10d10)x2 121-150 (10d10)x3

  • LENGTH OF YEAR: The length of a planets year is given as the number of Terran days it takes to complete one full rotation of its local star. Divide this number by 365 to see how many Terran years this is. To determine how many local days make up a local year, simply multiply the number of days in the year by 24, then divide that number by the length of the planets day. LENGTH OF YEAR

    Roll Length of Year 01-10 10d10 11-20 (10d10)x2 21-30 (10d10)x3 31-40 (10d10)x4 41-50 (10d10)x5 51-60 (10d10)x6 61-70 (10d10)x7 71-80 (10d10)x8 81-90 (10d10)x9 91-100 (10d10)x10

    SATELLITES: The table below determines how many orbiting satellites the planet has. Satellite can have their terrain, atmosphere and other details generated randomly as well if you so wish. The roll to determine the number of satellites orbiting a planet gets modified by the size of the planet:

    Size Modifier Miniscule -30 Tiny -20 Small -10 Average No Mod Large +10 Huge +20 Enormous +30 Massive +50 NUMBER OF SATELLITES Roll Number of Satellites 01-20 None 21-40 1 41-70 1d5 71-80 1d10 81-90 2d10 91-100 3d10 101-110 4d10 111-130 5d10 131-150 6d10

    GRAVITY: Most planets that have civilisation on them have a gravity that is equal to Terran gravity, or close enough that humanity can easily adapt to life there.

    A standard gravity level is so close to Terran gravity that humans notice no difference, or one so slight that they easily adapt.

    Light gravity worlds affect a characters ability to operate normally. On such worlds characters increase their Agility bonus by 2 for purposes of determining their movement, add 4 to the total of their Strength and Toughness bonuses for determining encumbrance levels, and add 2 to their Strength bonus to determine throwing distances. In addition, all jumping and leaping distances get doubled.

    High gravity worlds affect characters in a similar, but opposite way. Agility bonuses are lowered by 2 for determining movement, the total of Strength and Toughness bonuses loose 4 for determining encumbrance, and the Strength bonus has 2 subtracted for determining throwing ranges. Jumping and leaping distances get halved.

    Very light and Very heavy gravity worlds have all of the modifiers given above doubled: +/-4 to Agility for movement and Strength for throwing, +/- 8 to Strength and Toughness total for encumbrance. Jumping and leaping get quadrupled or quartered. GRAVITY LEVEL Roll Gravity Level 01-05 Very Light (0.1 to 0.5) 06-15 Light (0.5 to 0.7) 16-90 Standard (0.8 to 1.2) 91-95 Heavy (1.3 to 1.5) 96-100 Very Heavy (1.5 to 2)

    ATMOSPHERE: The gasses that make up a planets atmosphere are numerous, and occur in varying degrees and proportions. A detailed description of a planets atmospheric makeup is not necessary for gaming purposes; we need only be concerned with whether or not humans can breathe easily, and how dangerous the air is if it is not within the range that is conducive to human respiration. A Normal atmosphere supports human life in a comfortable manner, and breathing is regular and relaxed in such an environment. A Bearable atmosphere can be breathed normally for a short time, but carries a slight abnormality, will create an unfavourable taste in the mouth, and will prove fatal if breathed for too long. Any character subject to such an environment without a respirator or rebreather can breath normally for a number of hours equal to their Toughness bonus, and must then return to a normal atmosphere (natural or artificial). Being subject to a bearable atmosphere for any longer will give the character one fatigue level per hour. Once the character falls unconscious due to fatigue they will die one hour later if not provided with proper air to breathe.

  • A Tainted atmosphere is even more dangerous. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus, and then gain a fatigue level per minute longer. Once unconscious due to fatigue, the character will die one minute later if still in the tainted atmosphere. A Poisonous atmosphere is made up of gasses that are quickly lethal to humans. A character can only survive unhampered in such conditions for a number of rounds equal to their Toughness bonus, and then gain a level of fatigue each round until unconscious. They will die after one more round in the poisonous atmosphere. In a deadly atmosphere, a character will survive for a number of rounds equal to their Toughness modifier, gaining a fatigue level each round, and will then die instantly. At the GMs discretion, the natives of a planet, through evolutionary change, may be able to endure a bearable, tainted or poisonous atmosphere without penalty. Roll Atmosphere 01-70 Normal 71-85 Bearable 86-92 Tainted 93-97 Poisonous 98-100 Deadly

    HYDROSPHERE: The hydrosphere of a planet is how much water the land and the atmosphere contain. This can be water vapour in the air, streams and rivers, lakes, seas and oceans. A Waterless world is completely deprived of water. A Parched planet has some water but it is hard to locate and make use of. Perhaps all of the planets moisture is vapour in the air which must be farmed, or held in reservoirs deep underground and must be mined. An Arid world has landmasses like deserts, being mostly dry, but having infrequent spells of rainfall, and being dotted with oases. There is also usually a substantial water table underground which can have wells dug to it. There will be some small seas and oceans. A world with an Average hydrosphere gets frequent rainfall, and has rivers and lakes, seas and oceans. A Damp planet has seas and oceans, and land which gets average rainfall and holds onto its moisture, making it damp all year. A Moist world has substantial oceans, a lot of rainfall and permanently sodden ground. A Watery world is mostly water, with a few island landmasses. An Aquatic planet is completely covered with water.

    Roll Hydrosphere 01-10 Waterless

    11-20 Parched 21-35 Arid 36-55 Average

    56-70 Damp 71-80 Moist 81-90 Watery 91-100 Aquatic

    TEMPERATURE: The mean temperature of a planet is one of the most significant deciding factors on how much shelter and technological assistance humans require to comfortably survive there. Temperature is always given as a range, as there will invariably be variations from equator to poles, and through the seasons. Temperature is given as degrees centigrade. An Average temperature world is one where humans are comfortable in normal clothing and need only the most basic of shelters to survive. Warm and Frosty worlds are those where protective clothing most be worn when outside, and shelters must have power to maintain a controlled environment inside. If exposed to such and environment without protective clothing, a character can withstand it for a number of minutes equal to their Toughness bonus. Every minute beyond this will cause the character to gain a level of fatigue until they fall unconscious, and they will die after one more minute. Tepid and Chilly worlds also require protective clothing and controlled environment shelters. Exposure to such environments can be tolerated only for a number of rounds equal to the characters Toughness bonus, then the character will gain a fatigue level each round until they fall unconscious. One more round of exposure kills the character. Hot and Cold worlds require extreme environment protection. The protective clothing required for such environments are expensive and cumbersome, and for the inside of a shelter to provide a normal environment against such conditions requires a lot of power and the strongest construction. Anyone unfortunate enough to be exposed to such an environment will last a number of rounds equal to their Toughness bonus and will then die. Roasting and Bitter conditions cannot be tolerated by humans, even dressed in the most extreme protective clothing. Buildings equipped with huge power-plants and complex equipment to ward off the environment and make conditions bearable inside need to be constructed, and movement must be done briefly and in special vehicles. Unprotected exposure to these environments will kill a character instantly. Searing planets are the most extreme hot environments imaginable. Only the toughest and most scientifically advanced materials can

  • withstand the heat of these places without bursting into flames. Roll Temperature 01-05 Bitter (-201 or lower) 06-10 Cold (-200 to 101) 11-20 Chilly (-100 to 41) 21-35 Frosty (-40 to 11)

    36-60 Average (-10 to +30) 61-75 Warm (+31 to +50) 76-85 Tepid (+51 to +100) 86-90 Hot (+101 to +150) 91-95 Roasting (+151 to +300) 96-100 Searing (+300 or more)

    TERRAIN: Some planets have a single dominant terrain type, a particular model that describes all of the land to be found on the planet. Other planets have more than one terrain present. Roll on the first table below to determine how many terrains the planet has, then generate each on the second table. You can divide a planet between different terrains by having more than one landmass with a terrain each, or simply divide a landmass into regions of each terrain. You could even overlap and mix different terrains.

    Exactly what the terrain will look like will depend on other factors, like the temperate and hydrosphere of the planet. You must decide yourself how the terrain manifests when combined with the other planetary traits. NUMBER OF TERRAINS Roll Number 01-20 1 21-40 2 41-60 3 61-80 4 81-100 5

    TERRAIN TYPES Roll Terrain 01-05 Grassland 06-10 Savannah 11-15 Continual Forest 16-20 Broken Forest 21-25 Hills 26-30 Mountains 31-35 Plateaus 36-40 Dormant Volcanoes 41-45 Active Volcanoes 46-50 Broken Rock 51-55 Flat Rock 56-60 Columns 61-65 Moor 66-70 Barren 71-75 Swamp 76-80 Caves 81-85 Ravines 86-90 Sandy 91-95 Islands 96-100 Cliffs

    CLIMATE: Created by the combined effects of

    the planets qualities, like terrain, temperature and hydrosphere, the climate is a brief description of the prevalent conditions on the surface of the world. You will have to look at the contributing factors, imagine how they will interact, and give a brief description of what it is like on the planet. If you want the planet to have climactic variations, maybe for different regions, or through changing seasons, describe them here.

    NATIVE FLORA AND FAUNA: If you wish, you can create the details of any native plant and animal life on the planet. Doing this can breathe some personality into a planet, bring it alive and make it distinctive from the millions of other planets in the Imperium.

    COUNTRIES AND CONTINENTS: How is the planet divided? Is the entire population united as a single political body, or are there rival and competitive or friendly and cooperative factions or countries? Is the entire land of the planet a single mass, or are there continents divided by oceans? These are details that you must decide based on the other features of the planet and the requirements the planet is to fill in your campaign. POPULATION: The population of a planet in the Imperium can vary from a few dozen settlers or scientists on a frontier world up to the billions on a hive world. Note that the Imperium does contain worlds with a population higher than that possible on the following table. The reason for the maximum on this table is that Dark Heresy is set against the backdrop of the Calixis Sector where the capital of

  • Scintilla has, at 25 billion, the largest population in the sector. If you are generating a world that is to be set outside of the Calixis Sector, you may wish to extend or modify this table to create even larger populations. The roll to determine the population of a planet gets two modifiers applied, based on the class and size of the planet. Class Modifier

    Hive World +40 Agri-World No Mod Forge World +20 Mining World +10 Developing World -20 Feudal World -20 Feral World No Mod Shrine World -10 Cemetery World -20 Pleasure World No Mod Quarantined World No Mod War World No Mod Dead World -40 Death World -30 Frontier World -20 Forbidden World No Mod Xenos World No Mod Size Modifier Miniscule -30 Tiny -20 Small -10 Average No Mod Large +10 Huge +20 Enormous +30 Massive +40 Roll Population 01-05 10d10 06-10 (10d10)x10 11-15 (10d10)x100 16-20 (10d10)x1,000 21-25 (10d10)x10,000 26-30 1d5 million 31-35 1d10 million 36-40 5d10 million 41-50 10d10 million 51-70 1d10 hundred million 71-90 1d5 billion 91-100 1d10 billion 101-110 2d10 billion 111+ 3d10 billion

    SOCIETY: Though all planets of the Imperium are beholden to the authority of Holy Terra, the Emperor cares little for how any individual planet is organised. Different social structures exist, and

    even within each of the broad definitions on the table below there can be variance and variety. You can define the politics and social structure of the planet as broadly or as narrowly as you desire or is required.

    A Democracy is a system of government based on a few definite principles: all people are subject to the same laws and punishments; no one has any greater right to something than someone else; there must be a respect for individual will and freedom; no person has the right to rule arbitrarily over others; on matters of important political decisions, the whole population has a say, votes must be made, and the majority decision followed; on the day to day running of the nation a party of representatives make the decisions and enforce the laws; these representatives must be voted into their position by the population, with those who get the majority vote being given the responsibility. Usually there must also be three distinct branches of government for it to be a true democracy; the legislative, administrative and judicial. In a Dictatorship one person has absolute power, their will is law, and they can make and change rules as they see fit. An absolutist dictator will often have a group of advisors, but in the end their decision is final. There will be a government body to oversee the day to day running of the society, but the dictator can change, increase or decrease their power at will. The dictator can be elected (voted into the position by the population), hereditary (the position is passed on to the old rulers child) or tyrannical (the ruler has conquered or oppressed the people they rule over). In a Monarchy, there is a monarch, who has the position through either election or hereditary right, but who rules according to a written constitution. There are laws which the monarch must follow, and rules which restrict and define their power. A government party exists to oversee the monarch, which has the power to make rulings based on the constitution, which can override any decision the monarch makes which conflicts with the constitution. The constitution can be amended only by a majority vote. In a Military society the planets culture is either built around a military cause, or there have been events in its history which caused a great demand for military action and organisation. Either way, the society is ruled by the military, and military rank, instead of noble or bureaucratic rank, is the position of highest political authority. Everything is arranged and run in a military fashion. In a Religious State, either the society was built around, or because of, a religious body, or events in its history have brought religious authority to the fore of all politics. Either way, a religious body is the areas government and law, and everyone must follow, or at least never act in defiance of, the rules

  • of the religion. The religion in question can either be a local religion, or Ministorum of the Imperium or the Machine God of the Adeptus Mechanicus. An Oligarchy is where there is a small body of wealthy people, not of noble birth or having military, religious or bureaucratic rank, who rule the area. They may be merchants, artisans, or some other type of guild members, but whatever their origins or source of wealth, they keep their authority only through that wealth and the fact that they finance the society from their own pockets. Obviously the types of society on the following table contain certain options that are more compatible with certain types of planet than with others. For example, a forge world will almost always have a Religious (Machine God) society, but very few, if any, other worlds will. More than with any other section of planet generation, the GM should consider rejecting unsuitable rolls, or simply selecting the most suitable option. If the planet has more than one country or continent, you can even have different society types striving against each other for dominance. SOCIETY TYPE Roll Society Type 01-10 Democracy 11-20 Elected Dictator 21-30 Hereditary Dictator 31-40 Tyrannical Dictator 41-50 Elected Monarchy

    51-60 Hereditary Monarchy 61-70 Religious (Local) 71-80 Religious (Ministorum) 81-90 Religious (Machine God) 91-100 Oligarchy

    ECONOMY: The economy of a planet is a description of how the people of that world manage their resources and finances. Look at the important contributing factors form the other aspects of the world determined in this process (class of world, population and society in particular), think about your own ideas for the world and the function you wish it to fill in your campaign, and note as many points as you can, or desire, about the planets economy. Examples of detail you could give are: What is the local currency called? Do imports from other worlds get paid for in cash or simply a trade value to be swapped directly for exports? How extreme is the gulf between the poor and the wealthy on the world? How much does wealth dictate about lifestyle and opportunities on the world? This is an example of an area where the GM and players can go into as much detail as they wish, or simply create only the bare essential facts.

    EXPORTS: Decide what the planet produces that will be valuable on other planets. The produce

    of a planet is traded to merchant captains who ship it off across the stars.

    IMPORTS: Whatever the planet is in need of is brought to them by the merchant captains and traded for exports.

    CONFLICTS: Decide if there are currently any violent conflicts underway on the planet. This could be a civil war between rival factions (contenders with equal claim to throne / trade war / general uprising), a struggle to fight off invading xenos forces (or even to conquer the native xenos!), a war against insurgents or terrorists, or any other types of conflict(s) you care to have taking place on the world. This is one of the details about the world that should be discussed between the GM and players to create the right type of environment and mood for your game, or decided on by the GM as a suitable backdrop to a scenario/campaign idea.

    DEFENCES: This is what forces the planet has to defend itself from enemies, both domestic and foreign. The forces that can be mustered in defence of a planet and its settlements come in a few different forms, which are described below. Enforcers: The local law enforcers and security forces.

    Militia: Part time soldiers, who have civilian jobs but can be called upon to fight when required. Standing Army: The normal full time, fully trained warriors of the planet. Usually known as the Planetary Defence Force (PDF). Armoured Force: Any tanks and APCs. Titan Force: Some worlds have mighty titan war machines stationed there permanently. Private Army/Armies: Wealthy people/organisations can have their own private armies. Naval Force: Ships belonging to the Imperial Navy that are usually stationed in orbit. Orbital Station(s): Space stations with defence weapons, like lasers and missiles. Missile Silos (planet): Missile silos that can launch missiles over the surface of the world. Missile Silos (orbital): Silos with the ability to launch against ships in orbit. Defence Lasers: Huge laser batteries that can fire on orbiting ships. Mercenary Force: Hired muscle, brought in to fight for money. The defence forces present on a world do not include any Imperial Guard or Navy forces that may be sent there. They are the planets own defence forces, always present and alert, and consisting of local troops.

  • To determine what forces are present on a world, first find the class of world on the tables below, and the three pieces of information given for each type of force for that world.

    The first bit of information is a percentage chance of the planet having that type of defence force present: simply roll a d100, and on a result equal to or less than the number given, the planet has that type of force present.

    The second bit of information is what dice to roll on the FORCE SIZE table to determine what size of force of the given type is present on the world.

    The third bit of information is what dice to roll on the FORCE QUALITY table to determine what quality that force is, if it is present on the world.

    Simply make all of these rolls for each type of defence force and record the results.

    HIVE WORLD Enforcers: 99% / 3d10 / 2d10

    Militia: 99% / 3d10 / 2d10 Standing Army: 99% / 3d10 / 3d10 Armoured Force: 99% / 3d10 / 3d10 Titan Force: 30% / 2d10 / 2d10 Private Army/Armies: 30% / 2d10 / 2d10 Naval Force: 99% / 3d10 / 3d10 Orbital Station(s): 50% / 2d10 / 2d10 Missile Silos (planet): 85% / 3d10 / 2d10 Missile Silos (orbital): 70% / 2d10 / 2d10 Defence Lasers: 30% / 3d10 / 2d10 Mercenary Force: 10% / 3d10 / 2d10

    AGRI-WORLD Enforcers: 90% / 1d10 / 1d10

    Militia: 75% / 1d10 / 1d10 Standing Army: 50% / 1d10 / 2d10 Armoured Force: 5% / 1d10 / 1d10 Titan Force: 1% / 1d10 / 2d10 Private Army/Armies: 30% / 1d10 / 2d10 Naval Force: 25% / 1d10 / 2d10 Orbital Station(s): 5% / 1d10 / 1d10 Missile Silos (planet): 5% / 1d10 / 1d10 Missile Silos (orbital): 5% / 1d10 / 1d10 Defence Lasers: 15% / 1d10 / 1d10 Mercenary Force: 30% / 2d10 / 2d10

    FORGE WORLD Enforcers: 50% / 2d10 / 2d10

    Militia: 20% / 1d10 / 2d10 Standing Army: 60% / 2d10 / 2d10 Armoured Force: 90% / 3d10 / 3d10 Titan Force: 70% / 3d10 / 3d10 Private Army/Armies: 5% / 1d10 / 2d10 Naval Force: 90% / 3d10 / 3d10 Orbital Station(s): 80% / 2d10 / 3d10 Missile Silos (planet): 90% / 2d10 / 3d10 Missile Silos (orbital): 90% / 3d10 / 3d10 Defence Lasers: 90% / 3d10 / 3d10 Mercenary Force: 1% / 1d10 / 2d10

    MINING WORLD Enforcers: 95% / 2d10 / 2d10

    Militia: 60% / 3d10 / 1d10 Standing Army: 5% / 2d10 / 2d10 Armoured Force: 1% / 1d10 / 1d10 Titan Force: 1% / 1d10 / 1d10 Private Army/Armies: 20% / 2d10 / 2d10 Naval Force: 5% / 1d10 / 2d10 Orbital Station(s): 15% / 1d10 / 2d10 Missile Silos (planet): 1% / 1d10 / 1d10 Missile Silos (orbital): 1% / 1d10 / 1d10 Defence Lasers: 30% / 1d10 / 1d10 Mercenary Force: 10% / 1d10 / 1d10

    DEVELOPING WORLD Enforcers: 90% / 3d10 / 2d10

    Militia: 90% / 2d10 / 2d10 Standing Army: 90% / 3d10 / 2d10 Armoured Force: 50% / 2d10 / 3d10 Titan Force: 1% / 1d10 / 1d10 Private Army/Armies: 15% / 2d10 / 2d10 Naval Force: 15% / 1d10 / 2d10 Orbital Station(s): 10% / 1d10 / 1d10 Missile Silos (planet): 75% / 3d10 / 2d10 Missile Silos (orbital): 65% / 2d10 / 1d10 Defence Lasers: 40% / 1d10 / 1d10 Mercenary Force: 40% / 3d10 / 2d10

    FEUDAL WORLD Enforcers: 75% / 2d10 / 2d10

    Militia: 99% / 2d10 / 2d10 Standing Army: 99% / 3d10 / 2d10 Armoured Force: 0% Titan Force: 0% Private Army/Armies: 90% / 2d10 / 2d10 Naval Force: 0% Orbital Station(s): 0% Missile Silos (planet): 0% Missile Silos (orbital): 0% Defence Lasers: 0% Mercenary Force: 85% / 2d10 / 2d10 FERAL WORLD Enforcers: 20% / 1d10 / 2d10

    Militia: 99% / 3d10 / 2d10 Standing Army: 90% / 3d10 / 2d10 Armoured Force: 0% Titan Force: 0% Private Army/Armies: 99% / 2d10 / 2d10 Naval Force: 0% Orbital Station(s): 0% Missile Silos (planet): 0% Missile Silos (orbital): 0% Defence Lasers: 0% Mercenary Force: 0%

  • SHRINE WORLD Enforcers: 60% / 2d10 / 3d10

    Militia: 20% / 2d10 / 2d10 Standing Army: 40% / 1d10 / 2d10 Armoured Force: 1% / 1d10 / 2d10 Titan Force: 1% / 1d10 / 2d10 Private Army/Armies: 1% / 1d10 / 2d10 Naval Force: 10% / 1d10 / 2d10 Orbital Station(s): 1% / 1d10 / 2d10 Missile Silos (planet): 1% / 1d10 / 1d10 Missile Silos (orbital): 1% / 1d10 / 1d10 Defence Lasers: 1% / 1d10 / 1d10 Mercenary Force: 0%

    CEMETERY WORLD Enforcers: 10% / 2d10 / 2d10

    Militia: 0% Standing Army: 10% / 1d10 / 2d10 Armoured Force: 0% Titan Force: 0% Private Army/Armies: 10% / 1d10 / 2d10 Naval Force: 0% Orbital Station(s): 0% Missile Silos (planet): 0% Missile Silos (orbital): 0% Defence Lasers: 0% Mercenary Force: 0%

    PLEASURE WORLD Enforcers: 90% / 3d10 / 2d10

    Militia: 10% / 2d10 / 2d10 Standing Army: 40% / 2d10 / 2d10 Armoured Force: 5% / 1d10 / 2d10 Titan Force: 0% Private Army/Armies: 30% / 3d10 / 2d10 Naval Force: 5% / 2d10 / 2d10 Orbital Station(s): 1% / 1d10 / 2d10 Missile Silos (planet): 1% / 1d10 / 2d10 Missile Silos (orbital): 1% / 1d10 / 2d10 Defence Lasers: 15% / 2d10 / 2d10 Mercenary Force: 30% / 2d10 / 2d10 QUARANTINED WORLD: As original class, though may not be fully equipped, manned or

    functioning, depending on the circumstances of the quarantine and the time quarantined. WAR WORLD: GMs discretion. DEAD WORLD: GMs discretion. DEATH WORLD: GMs Discretion.

    FRONTIER WORLD Enforcers: 50% / 2d10 / 2d10

    Militia: 30% / 2d10 / 2d10 Standing Army: 5% / 1d10 / 2d10 Armoured Force: 1% / 1d10 / 1d10 Titan Force: 0% Private Army/Armies: 20% / 1d10 / 1d10 Naval Force: 1% / 1d10 / 1d10 Orbital Station(s): 0% Missile Silos (planet): 0% Missile Silos (orbital): 0% Defence Lasers: 0% Mercenary Force: 20% / 1d10 / 2d10

    FORBIDDEN WORLD: GMs Discretion. XENOS WORLD: GMs discretion. FORCE SIZE Roll Size 01-03 Tiny 04-06 Small 07-10 Medium 11-15 Large 16-20 Huge 21+ Massive FORCE QUALITY Roll Quality 01-04 Poor 05-09 Poor/Medium 10-15 Medium 16-20 Medium/High 21+ High

    IMPERIAL GUARD RECRUITMENT: Does the world have a tradition of supplying Imperial Guard regiments? How many regiments have been founded on the world? Is there anything about the Guard regiments from this world that makes them distinctive or noteworthy? These are details that must be decided by the GM/players, again to add flavour and distinction to the world.

    CONTACT WITH OTHER WORLDS: Travel between any worlds can be accomplished through the Immaterium with the proper preparation and successful navigation, but there exist established, well known, and more stable warp routes between planets that see a high exchange of traffic. Note here if there are any stable warp routes radiating from the planet, and to what other planets they lead.

  • DARK HERESY PLANETARY INFORMATION DATA-SHEET

    PLANET NAME CLASS TECH LEVEL SIZE OF STAR GALACTIC POSITION SECTOR SUBSECTOR PLANETARY GOVERNOR ADETPA PRESENCE Adeptus Arbites ( ); Adeptus Astra Telepathica ( ); Adeptus Astronimica ( ); Adeptus Mechanicus ( ); Administratum( ); Adeptus Ministorum ( ); Inquisition ( ) SIZE AXIAL TILT LENGTH OF DAY LENGTH OF YEAR SATELLITES GRAVITY ATMOSPHERE HYDROSPHERE TEMPERATURE TERRAIN CLIMATE NATIVE FLORA AND FAUNA COUNTRIES AND CONTINENTS POPULATION SOCIETY ECONOMY EXPORTS IMPORTS CONFLICTS DEFENCES: Enforcers ( / / ); Militia ( / / ); Standing Army ( / / ); Armoured Force ( / / ); Titan Force ( / / ); Private Army/Armies ( / / ); Naval Force ( / / ); Orbital Station(s) ( / / ); Missile Silos (planet) ( / / ); Missile Silos (orbital) ( / / ); Defence Lasers ( / / ); Mercenary Force ( / / ) IMPERIAL GUARD RECRUITMENT CONTACT WITH OTHER WORLDS

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