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1d4 World Generator

The document describes different planet classes in the Warhammer 40k universe and the typical level of technology found on each class of planet. There are 20 different planet classes listed that determine factors like population size, primary industries, and common social structures. The technology level is generated based on the planet class, ranging from Stone Age to various levels of Imperial technology. Higher classes like Hive Worlds and Forge Worlds have very advanced industrialized societies, while more primitive classes like Feral Worlds or Feudal Worlds have pre-industrial or medieval levels of development.

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0% found this document useful (0 votes)
347 views

1d4 World Generator

The document describes different planet classes in the Warhammer 40k universe and the typical level of technology found on each class of planet. There are 20 different planet classes listed that determine factors like population size, primary industries, and common social structures. The technology level is generated based on the planet class, ranging from Stone Age to various levels of Imperial technology. Higher classes like Hive Worlds and Forge Worlds have very advanced industrialized societies, while more primitive classes like Feral Worlds or Feudal Worlds have pre-industrial or medieval levels of development.

Uploaded by

Oscar Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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Class:edit

The class of a world describes what type of planet it is, what kind of civilisation and society can be found on the

Planet Class (d100)


01-15 Hive World: The most heavily-developed worlds in the Imperium, covered in hive arcologie
Keep in mind that this generator was made with the relatively densely-populated Calixis se
16-19 Penal World: Class of Imperial world that functions as a military prison planet. A single such
20-27 Agri-World: Lightly-urbanized worlds which have been completely converted for use in foo
28-32 Forge World: Overworked factory planets owned by the Adeptus Mechanicus to pump out
If rolling multiple worlds, this world type needs at least one nearby mining world to supply
33-38 Mining World: Metal and mineral-rich planets, covered in city-sized mines and refineries, p
39-44 Developing/Civilised World: 'Adolescent' colony Worlds that just sort of sat there and were
45-49 Fortress World: Well-guarded and armed to the teeth, these worlds are the haunts of the b
50-53 Feudal World: Sword-and-Psykery worlds whose development peaked in the late medieval
54-58 Feral World: Wild, backwater worlds that only technically qualify as a colony, with nomadic
59-64 Shrine World: So you go to church every Sunday? How about living there? How about havi
65-68 Cemetery World: Consecrated worlds that serve as the final resting place of the Martyrs an
69-73 Pleasure/Paradise/Garden World: Walled gardens where the rich and powerful can unwind
74-76 Death World: If it's not the molecular acid rain, it's the Rape-spiders. These worlds are nea
77-80 Frontier World: A newly discovered, newly settled, poorly-explored world that's a bit rough
81-83 Quarantined World: Something bad has happened here, but not quite bad enough for Old

Whatever happened, roll 1d80 on this table to establish this world's original class, before e
84-89 War World: You know the mantra. In the grim darkness, there is only war. There's only bee

But it wasn't always this way. Roll 1d80 on this table to see what this world was originally l
90-92 Dead World: Be it naturally barren, Tyranids, Exterminatus, natural disaster, unsustainable

The vast majority of planets are lifeless, but this particular world was once inhabited. Roll 1
93-94 Forbidden World: As on a Quarantine world, for one reason or another, Imperial Authority
95-98 Xenos World: This world is the homeworld or colony of a primitive xenos race, and lies out
99-100 Gas Giant: A giant planet made mostly of hydrogen and helium gas, with no solid ground to

Tech Level:edit

The level of technology common on a planet will determine its society and economy, and will limit what is avail

The tech level of a planet is determined by generating a value based on the class of the world. Find the class on

Tech Value
Hive 36+2d10
Penal 15+3d10
Agri 15+3d10
Forge 50+1d10
Mining 15+4d10
Developing 20+2d10
Fortress 40+2d10
Feudal 5+1d10
Feral 1d10
Shrine 20+4d10
Cemetery 20+3d10
Pleasure 35+2d10
Quarantined/Dead Use prev. class
War Prev. class
or 20+2d10
Death 4d10
Frontier 15+2d10
Forbidden 6d10 ±1d5 (for edge cases such as a roll of 6 to make a stone age quarantine)
Xenos 6d10 ±1d5 (for edge cases such as a roll of 6 to make a stone age xenos)
Gas Giant 30±4d10

Tech Level
1-May Stone Age: Inhabited by people who live in small family groups, dwell in caves or rough she
6-Oct Iron Age: The people have started to learn how to shape and work iron to make more effec
Nov-15 Steel Age: The use of iron has evolved into the manufacture of alloys to make steel for wea
16-20 Pre-Industrial: The underclass lives mostly by farming, and there is a richer class starting to
21-25 Industrial: Has completely moved on from small farms and independent manufactories. Ev
26-30 Early Space: Has developed basic space flight, and may have established settlements on its
31-35 Advanced Space: Has explored their own system, and colonised any viable planets to be fo
36-40 Warp Space: Has seen the development of warp drives and Geller fields, and the inhabitan
41-45 Low Imperial: The advanced technologies of the Imperium start to be seen, but are not alw
46-50 Mid Imperial: Most of the technology of the Imperium can be found. Only the most obscur
51-55 High Imperial: The peak of Imperium technological advancement outside of the greatest h
56-60 Advanced: Have access to limited or developing technology. In the Imperium of Man only t
ociety can be found on the planet, what level of technology is commonly used on the world, and what kind of relationship the people o

m, covered in hive arcologies, with populations often peaking at the tens of billions. Life is generally good on the surface, but generally
ensely-populated Calixis sector in mind. For other sectors, these worlds will be a much rarer sight. If rolling multiple worlds, this world
prison planet. A single such world's population consists entirely of criminals drawn from hundreds of different worlds.
ely converted for use in food production, be it natural or hydroponic; grain, vegetables, meat and hide, or the occasional alien fungus o
s Mechanicus to pump out all sorts of goodies for the Astra Militarum: Guns, Titans, Ships, Power armor, or simple consumer goods ar
rby mining world to supply it with raw materials.
zed mines and refineries, producing a fuckton of raw materials for the local Forge world, possibly extracting plasma (for direct use or a
t sort of sat there and were allowed to develop on their own before the IoM came around asking for tithes. Often highly balkanized an
rlds are the haunts of the best of the Astra Militarum, and may even be graced by a passing Space Marine chapter. Military service is o
peaked in the late medieval/early renaissance age, but stalled at gunpowder, castles, thatched roofing, and courtly intrigues. These wo
y as a colony, with nomadic hunter-gatherers fighting tooth-and-nail to live another day. May be a failed colony, or a plain Death Worl
ing there? How about having your whole planet being one mega-Vatican, covered in shiny gothic cathedrals and temples, and living an
ting place of the Martyrs and heroes of the Imperium. They may range from the mausoleums of a noble house or a brave Space Marine
h and powerful can unwind and sow their oats, with the populace living to wait on them hand and foot, or step aside and make art, m
ders. These worlds are near impossible to live on. Anyone who can live here more than ten years would make a perfect Space Marine.
red world that's a bit rough around the edges. Usually, inhabitants must fend for themselves while their sponsor world focuses on oth
t quite bad enough for Old Reliable. Instead, all access to this world has been cut off while the upstart WAAAGH!, crotchrot epidemic,

rld's original class, before everything went to shit in a stain.


s only war. There's only been war here for generations. It's likely nobody remembers what all the fighting is about, and the thing they'v

t this world was originally like before one thing led to another.
ural disaster, unsustainable living, the end result is the same: No atmosphere, no civilization, not a cell of life to be found, short of Terr

d was once inhabited. Roll 1d80 on this table to estalish this world's original class.
another, Imperial Authority has barred access to this world. Usually a very good reason. So good they won't tell you what it is. They hav
ve xenos race, and lies outside the control of the Imperium of Man. Usually tolerated as long as they pose no threat to the Imperium,
gas, with no solid ground to speak of. If anyone lives here, they live in the drifting cloud cities. More likely, though, it's the myriad of m

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

he world. Find the class on the first table below, and use the listed value to determine the planet’s tech level, as defined on the second
e quarantine)

dwell in caves or rough shelters and use only the most basic of tools made of stone. People survive by hunting and gathering.
ork iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gatherin
alloys to make steel for weapons, armour and tools. Farming and trade are ways of life for most people, and civilisation has started to g
e is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Printing presses make educ
pendent manufactories. Everything is mechanised and automated. The population mostly lives in large cities, and computers are starti
ablished settlements on its own moons, and even close neighbouring planets in the same system. Basic las weapons may have been de
any viable planets to be found there. Las weapons are common, and cybernetics are starting to become practical.
er fields, and the inhabitants are capable of traveling the galaxy beyond their own system. Powerful computers are common. Cyberne
to be seen, but are not always available. Standard issue and common weapons and armour can be easily found, but rare, expensive or
ound. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot b
t outside of the greatest hive worlds and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open marke
he Imperium of Man only the greatest hive worlds and forge worlds have this level of technology. Although it wouldn't be surprising if
of relationship the people of the planet have with the Imperium.

the surface, but generally sucks eggs on the underside.


multiple worlds, this world type needs at least one nearby Agri-world to feed its citizens.

e occasional alien fungus or long pork casserole. Sometimes ruled directly by the Administratum or under Mechanicus authority throug
simple consumer goods are all manufactured in continent-spanning manufactorums.  The Adeptus Mechanicus Forge World Creation T

plasma (for direct use or as a fusion catalyst for nuclear transmutation to needed materials) from the stars or rare gases from the Gas
Often highly balkanized and highly culturally diverse, yet decently developed with a population somewhere in the million-billion bracke
hapter. Military service is often on these worlds what agriculture is on a primitive world: Everybody does it, has done it for generations
ourtly intrigues. These worlds generally keep to themselves, unless something has gone seriously wrong.
ony, or a plain Death World. Many inhabitants don't even know there  is an Imperium.
and temples, and living and breathing its own brand of the Imperial Cult? Naturally, these worlds are often dominated by the Ecclesiar
se or a brave Space Marine company, or the unmarked and paved-over field from a nearby hive world.
tep aside and make art, music, and pretty things. Often a beautiful place to live, as long as  nobody takes it too far.
e a perfect Space Marine.
nsor world focuses on other matters.
AGH!, crotchrot epidemic, or warp outbreak runs its course, one way or the other.

about, and the thing they've been fighting over was long since destroyed, and that that thing is the planet itself.

to be found, short of Terraforming which will probably take decades at the bare minimum.

ell you what it is. They have a good reason for that, too. They can tell you it, but only if you ask, and anyone asking that many question
o threat to the Imperium, and aren't sitting on anything too valuable. Occasional orbital bombardment to break up larger gatherings a
hough, it's the myriad of moons these planets tend to have, that have been settled. If you really like this table, you'll really like this type

olute limit on what can be found there; it is simply a measure of what technological level the indigenous people possess, and is what is

l, as defined on the second table.


ng and gathering.
ngs. Hunting and gathering is still common, though small farms may be seen dotted about.
civilisation has started to gather in fortified villages and towns. The ruling classes live in large stone castles. Communication networks
Printing presses make education and distribution of information more efficient.
, and computers are starting to become common in all things. Solid projectile weapons are the norm for military forces, and advanced
weapons may have been developed.

ers are common. Cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and
und, 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
availability items cannot be purchased). Most Imperial worlds are at this level.
bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour an
it wouldn't be surprising if some Inquisitors, who at least can be trusted to not fuck up all the time by both their fellows and the Mech
echanicus authority through a Knight House.
cus Forge World Creation Tables aren't a bad supplement for this result.

or rare gases from the Gas Giant they orbit as well. Often the retirement home and final resting place for criminals and 'criminals' alike
n the million-billion bracket, up to around 10 billion or so. The balkanization is not strictly under national lines (indeed, the Administra
has done it for generations, and will do it until everybody dies.

dominated by the Ecclesiarchy, and many a true believer from around the galaxy makes pilgrimage here.

asking that many questions is either an Inquisitor or a heretic.


eak up larger gatherings and keep technology low might be undertaken. If the Xenos race, no matter how minor or peaceful, begins th
e, you'll really like this type of planet. If the planet size is rolled very high, you can rule it to be a Brown Dwarf rather than a Super Jupit

ple possess, and is what is most common on the world. An ‘Industrial’ world can still have a spaceport in orbit and a ‘High Imperial’ sett
Communication networks of couriers and carrier birds are common.

tary forces, and advanced armour has started to appear for personnel and vehicles.

al level augmentation and rejuvenants. Primitive models of more advanced weapons, like plasma and needle weapons, are rare but pr
very rare availability can be found on these worlds).

anced weapons, armour and equipment.


heir fellows and the Mechanicus, have a planet or two that run an actual research facility that legitimately researches new technology
minals and 'criminals' alike.
es (indeed, the Administratum would prefer to deal with one governor and the factions of the planetary one world government rather

inor or peaceful, begins the stage where it starts to have large amounts of Psykers popping up then they may be cleansed for safety of
f rather than a Super Jupiter. Check out the  System generator table for a better way to determine whether its a (relatively) small Gas

it and a ‘High Imperial’ settlement as its capital; the mass of the locals are simply kept at the lower level so that they may be more eas
e weapons, are rare but present.

esearches new technology. Extremely advanced weapons and armour are available in this planet and its manufactora can produce som
world government rather than disparate states if the world is advanced enough) and the divide may be factionalism under a single pla

y be cleansed for safety of the Imperial domain.


its a (relatively) small Gas Dwarf, a regular Gas Giant, a Gas Titan or a Brown Dwarf.

hat they may be more easily controlled and administered.


nufactora can produce some of the most demanding (and commensurately deadly) weapons available to mankind. Such weapons can i
tionalism under a single planetary government, the factions being composed various nobles and the rich burghers or the purveyors of c
nkind. Such weapons can include graviton, conversion beam, photon-thruster and ordnance special even for being Titan or Voidship gr
ghers or the purveyors of certain produced good for example.
being Titan or Voidship grade. At its peak, the deadly Vortex weapons that tear open holes in reality can even be produced, but such m
en be produced, but such materials need to be handled with extreme care. Further, who knows what manner of technological horrors
er of technological horrors a planet so blessed to have survived the Iron War, the Age of Strife, the Great Crusade, the Horus Heresy an
sade, the Horus Heresy and the Long War so unusually intact, or at least was able to rebuild?
Size of Star:edit https://1d4chan.org/wiki/Planet_generator#Class:

The size of the star that a planet orbits can have a significant effect on the economy and military importance of the

Size (d100)
01-05 Tiny
06-15 Small
16-75 Medium
76-85 Large
86-95 Huge
96-100 Giant

Galactic Position:edit

The coordinates which describe the planet’s location in the galaxy. The coordinates are given as 5 pieces of informa

The first two letters are used to indicate what Segmentum the planet is in. The codes used are: SO for Solar, OB for

The next piece of information is a three letter code that indicates the sector of space that the planet is in. In the cas

Third is a two letter code that indicates what sub-sector of the indicated sector the planet is in. Calixis’ sub-sectors

On the last page of this article is a chart of the Calixis Sector. This chart is divided into squares, each of which is 2 lig

The first three-digit number is used to indicate the planet’s grid reference along the Trailing edge. The second three

Obviously this system is not precise enough for stellar navigation, but it adequately fills the role of allowing us to pl

Adepta Presence:

Adeptus\World Hive
Administratum 4d10
Arbites 3d10
Astra Telepathica 3d10
Astronomica 1d10
Mechanicus 2d10
Ministorum 3d10
Inquisition 3d10

Roll Adepta Presence


01-03 None. No purpose at all best used for Xenos Worlds or Feral/Feudal Ast
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 the planet.
19-21 Significant. Controls its area, 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

Size:edit

The size of a world is defined by its equatorial circumference. The smallest planets may have a circumference of on
and the truly massive planets may reach 500,000 kilometres. (To provide a sense of scale, Holy Terra herself has a c
Roll Size (in thousands 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
Gas Giant Modifier: +55

Axial Tilt:
Tilt
d100 Axial Tilt
01-05 None
06-15 Slight (1-5°)
16-30 Notable (6-15°)
31-70 Moderate (16-25°)
71-85 Large (26-35°)
86-95 Severe (36-45°)
96-100 Extreme (46°+)

Length of Day:edit
Size Modifier:
Miniscule -30
Tiny -20
Small -10
Average No Mod
Large 10
Huge 20
Enormous 30
Massive 50

Length of Day (d100)


01-05 1d5 hours
06-15 1d10 hours
16-25 2d10 hours
26-35 3d10 hours
36-45 4d10 hours
46-65 5d10 hours
66-75 6d10 hours
76-85 7d10 hours
86-90 8d10 hours
91-95 9d10 hours
96-100 10d10 hours
101-120 (10d10)x2 hours
121-150 (10d10)x3 hours

Length of Year:edit

The length of a planet’s year is given as the number of Terran days it takes to complete one full rotation of its local

Length of Year (d100)


1-Oct 10d10 Terran days
Nov-20 (10d10)x2 Terran days
21-30 (10d10)x3 Terran days
31-40 (10d10)x4 Terran days
41-50 (10d10)x5 Terran days
51-60 (10d10)x6 Terran days
61-70 (10d10)x7 Terran days
71-80 (10d10)x8 Terran days
81-90 (10d10)x9 Terran days
91-100 (10d10)x10 Terran days

Satellites:edit
Modifiers
Miniscule -30
Tiny -20
Small -10
Average No Mod
Large 10
Huge 20
Enormous 30
Massive 50
Gas Giant 50

Number of Satellites (d100)


Jan-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:edit

Most planets that have civilization on them have a gravity that is equal to Terran gravity, or close enough that hum

Roll Gravity Level


01-05 Very Light (0.1 to 0.5 G): Don't trip and fly into orbit! +4 Agility bonus fo
06-15 Light (0.5 to 0.7 G): Lightfooted. +2 Agility bonus for movement, +4 to S
16-90 Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.
91-95 Heavy (1.3 to 1.5 G): A bit of a workout. -2 Agility bonus for movement,
96-100 Very Heavy (1.5 to 2 G): Don't trip and shatter your bones! -4 Agility bon

Atmosphere:edit

The gasses that make up a planet’s atmosphere are numerous, and occur in varying degrees and proportions. A det

Gas Giant Modifier +60 Roll Atmosphere

Atmosphere
01-70 Normal: Safe to breathe
71-85 Bearable: A Bearable atmosphere can be breathed normally for a short
86-92 Tainted: A Tainted atmosphere is even more dangerous. A character ca
93-97 Poisonous: A Poisonous atmosphere is made up of gasses that are quick
98-100 Deadly: In a deadly atmosphere, a character will survive for a number o

Hydrosphere:edit

The hydrosphere of a planet is how much water the surface and the atmosphere contains. This can be water vapou

Hydrosphere
01-10 Waterless: This world is completely deprived of water. Bring your own b
11-20 Parched: This world Has some water but it is hard to locate and make u
21-35 Arid: This world is mostly dry, having large desert landmasses, infrequen
36-55 Average: This world has appreciable oceans, seas, lakes and rivers, and
56-70 Damp: This world has swollen seas and oceans, with a high sea level res
71-80 Moist: This world has enormous oceans, a ton of rainfall, permanently s
81-90 Watery: This world is mostly ocean, with only a few island landmasses a
91-100 Aquatic: This world is one giant ocean, with no land whatsoever. Any se

Temperature:edit

The mean temperature of a planet is one of the most significant deciding factors on how much shelter and technolo

Temperature
01-05 Bitter (-201°C/-330°F or lower): As cold as it gets. Maybe too cold for an
06-10 Cold (-200°C to -101°C/-328°F to -150°F): Chances are, this world is mad
11-20 Chilly (-100°C to -41°C/-148°F to -42°F): Cold, but not uninhabitable. Sea
21-35 Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas ab
36-60 Average (-10°C to +30°C/14°F to 86°F): Humans are comfortable in norm
61-75 Warm (+31°C to +50°C/88°F to 122°F): Depending on moisture, this wor
76-85 Tepid (+51°C to +100°C/124°F to 202°F): A world on the edge. Any hotte
86-90 Hot (+101°C to +150°C/204°F to 302°F): Any water has long since boiled
91-95 Roasting (+151°C to +300°C/304°F to 572°F): A scorcher, a tortured was
96-100 Searing (+300°C/+572°F or more): Fire tornadoes and acid rain! One of

Terrain:edit
Some planets have a single dominant terrain type, a particular model that describes all of the land to be found on t

You can divide a planet between different terrains by having more than one landmass with a terrain each, or simply

Gas Giants do not roll here as they have one terrain - gas clouds - whether or not something lies in the middle and w

Number of Terrains
01-20 1
21-40 2
41-60 3
61-80 4
81-100 5

Terrain Types
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

Population:
The roll to determine the population of a planet gets two modifiers applied, based on the cl

Planet Class Modifier


Hive World 40
Penal World -10
Agri-World No Mod
Forge World 20
Mining World 10
Developing World -20
Fortress 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
Gas Giant -50

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
Society Type
01-07 Democracy: The government is run, at least on paper, on the principals
08-16 Elected Dictator: The population or a designated body politic elected a
18-26 Hereditary Dictator: The role of dictator is hereditary on this planet. Wh
27-35 Tyrannical Dictator: The dictator has illegally seized power, and often ru
36-44 Elected Monarchy: The world is ruled by a monarch who, while ruling b
45-54 Hereditary Monarchy: The world is under the rule of a long line of mona
55-63 Military Junta/Dictatorship: The world’s culture is either built around a
64-72 Religious (Local): Planetary society has either been built around, or foun
73-81 Religious (Ministorum): Live for the Emperor, Work for the Emperor, die
82-90 Religious (Machine God): The Church of the Machine God functions as t
91-99 Oligarchy: On this world, a small body of wealthy people, not necessaril
100 Direct Control by the Administratum or Offworld Appointed Goverment

Economy:

Trade Goods Common Goods

1.Agriculture: Plant based food. Fruits,


vegetables,fungi, algae, anything grown
and edible. Can also include spices and Basic staple foods, such as wheat or
herbs. rice. Algae chips, bread, anything
cheap.
Basic staple foods, such as wheat or
rice. Algae chips, bread, anything
cheap.

Must be export if agri-world.

2.Animal Products: The hides, flesh,


bones and byproducts of fauna can Processed grox meat is many a
have a multitude of uses. citizen's favorite meal. Eggs, fish and
milk can all be plentiful depending
on the planet's biome.
Must be export if agri-world.

3.Minerals: Rocks from the ground


that have value. Used in construction,
technology, currency or decoration. Basic materials for the construction
of buildings, machines, etc.

Must be export if mineral world.

It may be half rotten or break from a


4.Lumber: The body of a tree, used in
stiff breeze, but it's plentiful and
construction of buildings, furniture, gun
takes less time to grow than the
stocks and more.
average lifespan of a guardsman.

5.Weapons: Tools made for putting Swords and knives, gunpowder


holes in people. Either require contact firearms, nothing more advanced
with the target or fires projectiles. than the humble lasgun.

Large civilian transports designed to


6.Vehicles: Deliver people from point A
transfer citizens from their
to point B.
manufactoria shift to their hablock.

7.Fuel: Generates power, which is Coal, oil, and promethium laced with


released as heat, light or electricity. local contaminants.

8.Spacecraft: A vehicle capable of


flying through the void of space. Those Cheap intrasystem crafts, mass
without warp drives cannot leave the transports or frigates to bolster
system but are much cheaper than Imperial fleets.
those with one.
9.Alcohol/Drugs: Alters the mental
state of the user, usually to create a
Cheap swill or chemicals that will
sense of euphoria or ecstasy, though
tear up your guts worse than an
long term effects may be unpleasant.
enraged grox. You're better off
Alcohol is typically drunk, while drugs
drinking unrefined promethium.
can be smoked, snorted, consumed or
injected.

10.Contraband: Shit The Man doesn't


want you to have. In a totalitarian, Illicit chems or texts that speak out
theocratic regime like the Imperium, against the Imperium's rule.
there's a lot that can fall under this.
net_generator#Class:

e economy and military importance of the planet, as the gravity well projected by the star determines the size of the system’s warp zone.

oordinates are given as 5 pieces of information, and is written with each separated by a slash, like this: AB/CDE/FG/123/456.

n. The codes used are: SO for Solar, OB for Obscurus, PA for Pacificus, TE for Tempestus and UL for Ultima.

tor 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 i

sector the planet is in. Calixis’ sub-sectors use the following codes: PE for The Periphery, MM for the Markayn Marches, MA for Malfian, G

divided into squares, each of which is 2 light years across. The squares are numbered across the bottom (Trailing) edge and up the left (Ri

e along the Trailing edge. The second three-digit number is used to indicate the planet’s grid reference up the Rimward edge. The first two

dequately fills the role of allowing us to plot a planet’s location for purposes of game-play.

Penal Agri Forge Mining Developing


2d10 2d10 2d10 2d10 1d10
4d10 1d10 1d10 1d10 N/A
1d10 1d10 1d10 1d10 1d5
1d5 1d5 1d5 1d5 N/A
1d10 1d10 5d10 3d10 1d10
2d10 2d10 1d5 2d10 1d10
1d10 1d5 1d5 1d5 1d5

used for Xenos Worlds or Feral/Feudal Astartes homeworlds/recruitment worlds where they don't want interference.
rposes only.
olved in wider planetary affairs.
nd unobtrusively.
anetary duties, and are widely known.
its own area of the planet.
and has a say in wider planetary matters.
ntial force throughout the planet.
e, most powerful and influential forces on the planet.

st planets may have a circumference of only 5,000 kilometres,


a sense of scale, Holy Terra herself has a circumference of 40,000 kilometres).

Seasonal Variation
None
± 5°C/41°F
± 10°C/50°F
± 20°C/68°F
± 40°C/104°F
± 60°C/140°F
± 80°C/176°F
es to complete one full rotation of its local star. Divide the rolled number by 365 to see how many Terran years this is. To determine how m
o Terran gravity, or close enough that humanity can easily adapt to life there. Extreme worlds that are populated tend to have the habitats

't trip and fly into orbit! +4 Agility bonus for movement, +8 to Strength and Toughness levels for Encumbrance, +4 Strength for Throwing.
ed. +2 Agility bonus for movement, +4 to Strength and Toughness levels for Encumbrance, +2 Strength for Throwing. Jumping and leaping
mal or easily adaptable. No modifiers.
a workout. -2 Agility bonus for movement, -4 to Strength and Toughness levels for Encumbrance, -2 Strength for Throwing. Jumping and le
t trip and shatter your bones! -4 Agility bonus for movement, -8 to Strength and Toughness levels for Encumbrance, -4 Strength for Throw

r in varying degrees and proportions. A detailed description of a planet’s atmospheric makeup is not necessary for gaming purposes; we ne

here can be breathed normally for a short time, but carries a slight abnormality, will create an unfavourable taste in the mouth, and will p
re is even more dangerous. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus, a
osphere is made up of gasses that are quickly lethal to humans. A character can only survive unhampered in such conditions for a number
ere, a character will survive for a number of rounds equal to their Toughness modifier, gaining a fatigue level each round, and will then die

osphere contains. This can be water vapour in the air, streams and rivers, lakes, seas and oceans.

pletely deprived of water. Bring your own bottles.


e water but it is hard to locate and make use of. Perhaps all of the planet’s moisture is vapour in the air which must be farmed, or held in r
, having large desert landmasses, infrequent rainfall, and a peppering of oases. There is also usually a substantial water table underground
eciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.
n seas and oceans, with a high sea level resulting in vast inland seas. The broken-up continents get average to high rainfall, but soak up the
ous oceans, a ton of rainfall, permanently sodden ground, and likely something big, toothy and tentacle-y lurking in those bogs and jungles
ocean, with only a few island landmasses and microcontinents.
nt ocean, with no land whatsoever. Any settlements will have to take the form of underwater bubble-towns, drifting space yachts, or flyin

factors on how much shelter and technological assistance humans require to comfortably survive there. Temperature is always given as a

r): As cold as it gets. Maybe too cold for an atmosphere. Only the best heating and most complex equipment can keep the habs habitable.
F to -150°F): Chances are, this world is made of ice, and any 'oceans' are either rock-solid, or not water at all. Giant heating networks and s
F to -42°F): Cold, but not uninhabitable. Sealed buildings are still a good idea, but smaller heating systems should work just fine. Going outs
o 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If
F to 86°F): Humans are comfortable in normal clothing and need only the most basic of shelters to survive. Honestly just walk outside, chan
o 122°F): Depending on moisture, this world may either be a baked desert, a steamy jungle, or even a storm-wracked archipelago. Archite
F to 202°F): A world on the edge. Any hotter, and any water will just boil away. If outside and unprotected, you'll last a number of rounds e
to 302°F): Any water has long since boiled away, leaving this a parched or waterless world. Vast power networks and strong construction
304°F to 572°F): A scorcher, a tortured wasteland, an oven, where exposure and spontaneous combustion are synonymous.
ore): Fire tornadoes and acid rain! One of the most extreme environments imaginable. You can forget about any kind of life that's not insi

t 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 de

one landmass with a terrain each, or simply divide a landmass into regions of each terrain. You could even overlap and mix different terrain

er or not something lies in the middle and what that might be is up to GMs discretion
two modifiers applied, based on the class and size of the planet.
is run, at least on paper, on the principals of civil rights, freedom, and equal treatment and representation under the law. The population
tion or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatev
of dictator is hereditary on this planet. When one person retires, a designated successor, usually a close relative, inherits their position. Th
ator has illegally seized power, and often rules with a bloody fist as they purge or 'disappear' the planet's dissidents, political enemies, scap
d is ruled by a monarch who, while ruling by fiat, is bound by a written constitution and a governing body, with the power to veto any decla
orld is under the rule of a long line of monarchs, who pass the crown from generation to generation by a complex code of inheritance. The
he world’s culture is either built around a military cause, or there have been events in its history which caused a great demand for military
ociety has either been built around, or founded because of, a local religious sect. Or events have brought the church to the fore of all politi
or the Emperor, Work for the Emperor, die for the Emperor. The Ecclesiarchy, the state church or the Imperium of Man, functions as the p
e Church of the Machine God functions as the planet's government, and makes sure all the trains run on time. Obviously, the default on Fo
mall body of wealthy people, not necessarily of noble birth or having military, religious or bureaucratic rank, rule the area. They may be me
stratum or Offworld Appointed Goverment: This world has direct and constant control by the overall Imperial bureaucracy or a direct repr

Luxury Goods

Exotic fruits, rare mushrooms or pungent spices.


Exotic fruits, rare mushrooms or pungent spices.

Exotic hides for ostentatious coats, bones to make regal


tool handles, and the most succulent meats to dine on
after a long day of oppressing Imperial subjects.

Valuable and rare gems, precious bullion or marble.

Wood of a unique color or with peculiar qualities makes


for fine lawn chairs.

Fancy alloys folded over a thousand times to produce


rapiers of exceptional quality, or powerful and arcane
weaponry like meltas or plasma guns. Maybe the planet's
culture has a unique and crazy weapon found only there
like a super lasgun? Or maybe even super advanced
weapons like Grav Guns or Vortex Warheads?

Luxury vehicles and custom craft to cruise in style.

Highly potent promethium that can burn twice as many


heretics with half the amount. Efficiency is loyalty!

From the personal craft of noble families to cruisers or


even battleships of the Imperial Navy.
The finest wines in the galaxy, usually only available for a
limited season. Or maybe hookah's are all the rage among
the nobles?

Scandalous works and dangerous knowledge that shed


light on things man was not meant to know. Xenotech is
in incredibly high demand by the elite; while anyone
caught with such heresy is to be executed, some secrets
can bring a fate worse than death...
ize of the system’s warp zone.

CDE/FG/123/456.

n three digit code that is used in the coordinates of planets in that sector (presumably, they at least try to avoid repeats within Segmenta a

yn Marches, MA for Malfian, GR for Golgenna Reach, JR for Josian Reach, DM for Drusus Marches, AD for Adrantis and HA for Hazeroth.

railing) edge and up the left (Rimward) edge. These numbers are used as grid reference coordinates to indicate a planet’s location within t

he 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 tent

Fortress Feudal Feral Shrine Cemetery Pleasure Death Frontier Quarantined / War / Dead / Forbidden
5d10 1d5 N/A 2d10 1d10 2d10 1d10 1d5 GM's Discretion
3d5 N/A N/A 1d10 1d5 2d10 1d5 N/A GM's Discretion
2d10 1d5 1d5 1d5 1d5 2d10 1d5 1d5 GM's Discretion
2d10 N/A N/A 1d5 1d5 1d5 1d5 N/A GM's Discretion
3d10 N/A N/A 1d5 1d5 2d10 1d5 1d5 GM's Discretion
4d5 1d5 N/A 4d10 3d10 2d10 1d10 1d5 GM's Discretion
1d25 1d5 N/A 1d5 1d5 1d5 1d5 1d5 GM's Discretion
ars 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
lated tend to have the habitats in artificial gravity, though if they are low tech the population maybe a form of abhuman suitable to live he

nce, +4 Strength for Throwing. Jumping and leaping distances get quadrupled, fall damage gets quartered.
hrowing. Jumping and leaping distances get doubled, fall damage gets halved.

h for Throwing. Jumping and leaping distances get halved, fall damage gets doubled.
mbrance, -4 Strength for Throwing. Jumping and leaping distances get quartered, fall damage gets quadrupled.

ary 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

e taste in the mouth, and will prove fatal if breathed for too long. Any character subject to such an environment without a respirator or reb
ual to their Toughness bonus, and then gain a fatigue level per minute longer. Once unconscious due to fatigue, the character will die one
such conditions for a number of rounds equal to their Toughness bonus, and then gain a level of fatigue each round until unconscious. Th
l each round, and will then die instantly. At the GMs discretion, the natives of a planet, through evolutionary change, may be able to endu

ch must be farmed, or held in reservoirs deep underground and must be mined.


antial water table underground which can have wells dug into it. There will be some small seas and oceans.

to high rainfall, but soak up the moisture like a sponge, making it damp year-round.
rking in those bogs and jungles.
s, drifting space yachts, or flying cloud-cities.

emperature is always given as a range, as there will invariably be variations from equator to poles, and through the seasons.

nt can keep the habs habitable. Going outside means flash-freezing and becoming part of the icy terrain.
l. Giant heating networks and sealed structures are a must. If you find yourself outside, you'd better be wearing top-of-the-line protective
hould work just fine. Going outside requires exceptionally warm clothing but this planet is still likely to be inhabited in numbers larger than
dows, thick walls, the usual. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigu
Honestly just walk outside, chances are it'll be within this range.
m-wracked archipelago. Architecture will require plenty of cross-breeze. If unprotected, you'll last a number of minutes equal to your toug
you'll last a number of rounds equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one roun
works and strong construction are required to keep any sealed settlements reasonably cool. If you find yourself outside, you'd better eithe
re synonymous.
t any kind of life that's not inside a liquid nitrogen and ceramite bunker. Unless you're inside said bunker, or are part dragon, you're gonna

l on the first table below to determine how many terrains the planet has, then generate each on the second table.

verlap and mix different terrains. Exactly what the terrain will look like will depend on other factors, like the temperate and hydrosphere o
under the law. The population is responsible for electing their leaders and representatives, and for making important civic decisions. In ad
eir will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, b
ative, inherits their position. The successor holds absolute power over the law and their people upon coming of age. This transition is not
sidents, political enemies, scapegoats of the day, and anyone who poses a threat to the tyrant's ambitions. This brand of leadership can b
ith the power to veto any declarations made that violates said constitution. Here, the monarch is elected by either the governing party, or
mplex code of inheritance. The monarch is, however, limited by the constitution and the governing body, whose job it is to keep the mona
sed a great demand for military action and organisation. Either way, society is ruled by the military. Rather than noble or bureaucratic ran
e church to the fore of all politics. This religion functions as the planet's government, and everyone must follow, or at least not bad-mouth
rium of Man, functions as the planet's government, making sure everybody, top to bottom, follows their branch's interpretation of the Im
e. Obviously, the default on Forge Worlds, and other worlds governed by the  Adeptus Mechanicus.
rule the area. They may be merchants, artisans, or some other type of guild members, but whatever their origins or source of wealth, the
al bureaucracy or a direct representative of it as, possibly due to being a strategic location making the Imperium unable to trust its import
oid repeats within Segmenta at least, the Imperium wouldn't have existed as long as it had if the Administratum were THAT bad).

rantis and HA for Hazeroth.

ate a planet’s location within the sector.

s 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

ned / War / Dead / Forbidden


e year by 24, then divide that number by the length of the planet’s day.
of abhuman suitable to live here (with the normal humans presiding over or living alongside the abhuman population presumably in the c

ow dangerous the air is if it is not within the range that is conducive to human respiration.

ent without a respirator or rebreather can breath normally for a number of hours equal to their Toughness bonus, and must then return t
gue, the character will die one minute later if still in the tainted atmosphere.
h round until unconscious. They will die after one more round in the poisonous atmosphere.
y change, may be able to endure a bearable, tainted or poisonous atmosphere without penalty.
gh the seasons.

ring top-of-the-line protective equipment. Any sad sod finding himself outside without at least 23 parkas lasts a number of rounds equal to
abited in numbers larger than a few outposts. If unprotected, you'll last a number of rounds equal to your toughness bonus, after which y
after which you gain +1 fatigue until unconscious. Death follows in one minute.

of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.
ous. Death follows in one round.
self outside, you'd better either be wearing top-of-the-line thermal protection. Otherwise, you'll last a number of rounds equal to your tou

are part dragon, you're gonna burst into flame instantly, no matter what you're wearing.

temperate and hydrosphere of the planet. You must decide yourself how the terrain manifests when combined with the other planetary t
mportant civic decisions. In addition, the government is often divided into three codependent branches: Legislative, administrative, and ju
or day-to-day management, but in the end Dear Leader's decision is final.
g of age. This transition is not always peaceful, and rarely seamless.
This brand of leadership can be the result of a warlord, a particularly psychotic heir, or even, distressingly often, a rogue democratic leader
either the governing party, or by the people at large.
hose job it is to keep the monarch in check. Results may vary spectacularly.
han noble or bureaucratic rank, Military rank is the position of highest political authority. Everything is arranged and run in a military fashi
ow, or at least not bad-mouth, the religion. Depending on the religion's origins and compatibiity with the  Imperial Creed, it is likely to hav
nch's interpretation of the Imperial Creed. Or at least aren't spouting  HERESY!!

rigins or source of wealth, they keep their authority only through that wealth and the fact that they finance society from their own pocket
rium unable to trust its important governance to the locals, its status as a sub-sector or sector capital or having been recently colonized, co
tum were THAT bad).

ve the location of any planet in the Imperium.


opulation presumably in the capital with higher tech in artificial gravity zones).

bonus, and must then return to a normal atmosphere (natural or artificial). Being subject to a bearable atmosphere for any longer will give
s a number of rounds equal to their toughness bonus before re-enacting the end of The Shining.
oughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one round.

in one minute.

er of rounds equal to your toughness bonus before boiling alive like a clam.

ned with the other planetary traits.


islative, administrative, and judicial.

en, a rogue democratic leader who  played the long game and finally made his move. After all, power corrupts, absolute power corrupts a

ged and run in a military fashion. The Imperial Guard (and/or the Imperial Navy) have major influence here.
mperial Creed, it is likely to have a close eye kept on it.

society from their own pockets. A world producing an important specialty good will see the Imperium backing those with knowledge and m
ng been recently colonized, conquered, (re)discovered and forcibly integrated or (re)discovered and peacefully integrated (in the latter ca
sphere for any longer will give the character one fatigue level per hour. Once the character falls unconscious due to fatigue they will die on
pts, absolute power corrupts absolutely, and is absolutely sought by the absolutely corrupt.

g those with knowledge and means to make it (possibly and preferably infintely long) over other power cliques or alternatively a rich class
ully integrated (in the latter case, it maybe that a planet is in a lower tech level that the Imperium saw fit to increase due to a benefit or be
due to fatigue they will die one hour later if not provided with proper air to breathe.
ues or alternatively a rich class may have already been present in such a scenario and the Imperium saw fit to retain it. The Planetary Gove
ncrease due to a benefit or because a politically divided but imperial accepting political class needing a neutral arbiter of power before sett
o retain it. The Planetary Governor will either be a puppet of the guild/society/mafia council or be its most powerful member.
ral arbiter of power before settling into the new form). Some edge cases include important fortress worlds or naval bases the Imperial Gua
owerful member.
r naval bases the Imperial Guard or the Imperial Navy have under military governorship, or possibly an Astartes Chapter or Sororitas Orde
tes Chapter or Sororitas Order Homeworld whose government may answer to them depending on political involvement. If such is the case
nvolvement. If such is the case, roll again for what form of government is subordinate to the Astartes or Sororitas.

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