warhammer 40k - planet generator v2

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  • 7/31/2019 Warhammer 40k - Planet Generator V2

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    DARK HERESYPLANETARY INFORMATION GENERATOR

    The Imperium of the Dark Heresy game

    contains millions of settled planets. Such is the

    number of these planets that an almost limitlessvariety 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 mostlengthy 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 oftechnology is commonly used on the world, and

    what kind of relationship the people of the planet

    have with the Imperium.

    PLANET CLASS

    Roll Class01-20 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 World65-68 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 theplanets 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 easierto control and administer.

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    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+2d10Agri 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+2d10Forbidden 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 Level01-05 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 ofPre-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 greatesthive 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.

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    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 Size01-05 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: SOfor 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 Adrantisand 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 Inquisitionassigned 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.

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    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.

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    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 andunobtrusively.

    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 mayhave 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 km01-10 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)x496-100 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 Tilt01-05 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 10to 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 +5o

    -5o

    Notable +10o

    -10o

    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 ModifierMiniscule -30

    Tiny -20

    Small -10Average No Mod

    Large +10

    Huge +20

    Enormous +30

    Massive +50

    LENGTH OF DAY

    Roll Length of Day01-05 1d5

    06-15 1d10

    16-25 2d10

    26-35 3d10

    36-45 4d10

    46-65 5d1066-75 6d10

    76-85 7d10

    86-90 8d10

    91-95 9d10

    96-100 10d10

    101-120 (10d10)x2

    121-150 (10d10)x3

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    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 Year01-10 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 ModifierMiniscule -30

    Tiny -20

    Small -10Average No Mod

    Large +10

    Huge +20

    Enormous +30

    Massive +50

    NUMBER OF SATELLITES

    Roll Number of Satellites01-20 None

    21-40 1

    41-70 1d5

    71-80 1d10

    81-90 2d10

    91-100 3d10101-110 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 fordetermining 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 invarying 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.

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    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 gassesthat 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 Atmosphere01-70 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 Hydrosphere01-10 Waterless

    11-20 Parched

    21-35 Arid

    36-55 Average

    56-70 Damp

    71-80 Moist

    81-90 Watery91-100 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 whereprotective 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 afatigue 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

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    withstand the heat of these places without bursting

    into flames.

    Roll Temperature01-05 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 betweendifferent 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

    21-40 241-60 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 Mountains31-35 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 andanimal 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

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    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 planetgets two modifiers applied, based on the class and

    size of the planet.

    Class ModifierHive 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 ModQuarantined 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 Population01-05 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 anygreater 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

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    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 theirorigins 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 Type01-10 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 anyviolent 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.

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    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 planethas 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 / 2d10Armoured 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 / 2d10Orbital 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%

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    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 / 2d10Orbital 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 / 1d10Orbital 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 Size01-03 Tiny

    04-06 Small07-10 Medium

    11-15 Large

    16-20 Huge

    21+ Massive

    FORCE QUALITY

    Roll Quality01-04 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 oftraffic. Note here if there are any stable warp routes

    radiating from the planet, and to what other planets

    they lead.

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    DARK HERESYPLANETARY INFORMATION DATA-SHEET

    PLANET NAME

    CLASS TECH LEVELSIZE OF STAR GALACTIC POSITION

    SECTOR SUBSECTORPLANETARY GOVERNORADETPA PRESENCE Adeptus Arbites ( ); Adeptus Astra Telepathica ( );Adeptus Astronimica ( ); Adeptus Mechanicus ( );

    Administratum( ); Adeptus Ministorum ( ); Inquisition ( )

    SIZE AXIAL TILT

    LENGTH OF DAY LENGTH OF YEARSATELLITES

    GRAVITY ATMOSPHEREHYDROSPHERE TEMPERATURE

    TERRAIN

    CLIMATE

    NATIVE FLORA AND FAUNA

    COUNTRIES AND CONTINENTS

    POPULATIONSOCIETY

    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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