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File: Vharos Frontier V3.png (1.92 MB, 1311x851)
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Since the last thread of the Malaxis Expanse is gone we can start on the 3rd sub-sector in our yet to be named sector, namely the Vharos Frontier, a region of space cut in twain by two roiling warpstorms, only accessible through a thin passageway, where one side of the sub sector is held by the Imperials, and the other is a lawless frontier where pirates, xenos, pirate xenos, and much, much worse things might call home while they plot the demise of the Imperium.
Some locations are already set for this place, like Zelak (possible home of a Dark Eldar kabal), Formazom Majoris (cursed homeworld of a chaos knight household), and Gorskrap the locale of a greenskin warboss/WAAAGH!!!.
The passageway into is watched over by Port Manus from the Imperial side. The details of these places have yet to be decided so just use what's in the map from the start as a base to work stuff out.

Here's a link to the old thread:
>>>94460300

Links to the 1d6 pages:
>https://1d6chan.miraheze.org/wiki/Setting:Astrum_Nihilum
>https://1d6chan.miraheze.org/wiki/Setting:Astrum_Nihilum/Malaxis_Expanse

Now there are still some stuff that needs to be done still in both of the other sub-sectors, but I think starting (fairly) fresh with this 3rd installment can get the creative juices flowing even for the other regions.

For this sub-sector we will be focusing on a single area first, to make it simple we will start with the Aegis Sanctus area, the place with most (possible) control by the Imperium, and once we're done with that side (at least for planets) we can start with the other side.
I am thinking a simple 1d10+2 for the amounts of worlds on this side is enough, at least to start with.
>>
Rolled 10 + 2 (1d10 + 2)

>>94716025
Happy new year Map Anon
>>
>>94716316
Happy new year to you too Anon! 12 worlds! We better start rolling then.

>Planet Class (1d100)
>>
Rolled 42 (1d100)

>>94716547
>>
>>94716566
Developing/Civilised World

Our first new world for this region of space

>Tech Value 2d10+20 (Civilized worlds may have disparity between the capital and rest of the planet; the capital can be up to High Imperial)
>>
Rolled 6, 6 + 20 = 32 (2d10 + 20)

>>94716666
>>
>>94716672
32 gets us to:

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

>star size (1d100)
>>
Rolled 72 (1d100)

>>94716684
>>
>>94716904
Medium star

Okay, time for the Imperial organizations
Adepta Presence
>Administratum 1d10
>Astra Telepathica 1d5
>Ministorum 1d10
>Mechanicus 1d10
>Inquisition 1d5
>>
Rolled 2 (1d10)

>>94717159
>>
Rolled 2, 1 = 3 (2d10)

>>94717159
Rolling the two remaining d10s
>>
Rolled 4 (1d5)

>>94717159
>>
Rolled 3 (1d5)

>>94717159
nobody but psykers out here
>>
>>94717164
>>94717203
>>94717204
>>94717253
Token for Telepathica, none for the rest so they can at least send and receive messages without having to send ships or send slower methods of information.

>Planet size 1d100
>>
Rolled 29 (1d100)

>>94717396
>>
>>94717637
>>94717637
It seems to be a small world.

> 4d10 in thousands of km
>>
Rolled 8, 4, 5, 1 = 18 (4d10)

>>94720002
>>
>>94720716
18,000km in circumference, smaller than half the size of Earth.

1d100 for axial tilt

and a 1d100-10 for length of day
>>
Rolled 11 (1d100)

>>94721244
>>
Rolled 45 + 10 (1d100 + 10)

>>94721244
>>
>>94721281
Oops fucked it up
>>
>>94721269
Slight tilt, ± 5°C/41°F depending on the season

>>94721281
that'd be a 35 giving

>3d10 for hours in a day
>>
Rolled 1, 2, 8 = 11 (3d10)

>>94721365
>>
>>94721387
11 hours in a day, half a day for half an Earth.

>1d100 for length of year
>which will then need a 10d10
>>
Rolled 29 (1d100)

>>94721437
>>
Rolled 5, 4, 10, 8, 3, 8, 7, 9, 8, 5 = 67 (10d10)

>>94721437
>>
>>94721456
x3
>>94721463
67x3=201 Terran days per year, or 438.5 local 11 hour days

>1d100 (-10) to roll on the number of satellites it will get
>>
Rolled 87 + 10 (1d100 + 10)

>>94721489
>>
>>94721503
Fuck, fat fingered it again
>>
>>94721503
77 gets

>1d10 Satellites or moons
>>
Rolled 10 (1d10)

>>94721512
>>
>>94721534
Small planet, lotta moons
>>
>>94721534
10 Satellites, damn not bad for such a small planet, maybe it's super dense.
Next few are

>1d100 for gravity
>1d100 for atmosphere
>1d100 for hydrosphere
>and a 1d100 for temperature
>>
Rolled 28, 3, 52, 9 = 92 (4d100)

>>94721570
>>
>House Skald:

History:

The Skald family originates from the space stations around Sontarch. They started out in M36 as the leaders of a business conglomerate that ran companies specializing in station maintenance and private security for stations owned by off-world nobles. Over time, they expanded into other fields, and the merged most of their assets into Skald Industries, which owns or operates many of the stations orbiting Sontarch, as well most of the mining, gas harvesting, and shuttle operation in the system. By M37, they were seen as the undisputed rulers of Sontarch.

They branched out across the subsector, and then the sector, becoming an owner or investor of many large corporations. During this time, they learned many of the dark secrets of the various factions that operate in Astrum Nihilum and neighboring subsectors. They developed a reputation as information brokers, free thinkers, and as a group that somehow always managed to walk on the very edge of heresy without crossing the Inquisition.

During its early years, the Skald family would offer leadership positions based on age. This meant that roles were often assigned to those with only a few years left, and encouraged everyone to be a team with the leaders often as mere figureheads. However, as the family began to spread out across the sector, it became no longer practical for an elderly person on planet A to inherit a role on planet B, and instead the current head of a branch was given the ability to cut off certain family members from the main section of the family and label them as a new branch. Positions were still be assigned by absolute horizontal preference, but members of different branches were not able to inherit positions from other branches. Frequent creation of new branches ensured ones own children inherited key positions quicker, but ignoring succession plans developed by parents or older siblings is taboo, as is coming up with plans that offer little to younger siblings.
>>
>>94721608

(2/13)

In truth, many family members had little interest in positions of responsibility within the family, its political postings, or its many corporations. Some repeatedly turned down positions so they could focus on personal endeavors or live pointless lives of hedonism. Others took on roles in Imperial organizations that are typically served to the death such as the Navy, the Guard, the Administratum, the Ecclesiarchy, and even a few became Inquisitors.

This system sometimes resulted in bitter family feuds and power struggles, but for the most part helped ensure that only the most ruthless and cunning members ended up in positions of power, as less suitable members were encouraged by their own family to turn down such roles.

By late M41, the Skalds were a serious force within the sector, and its power and wealth quadrupled under the rule of Heward Skald, a rare only child of an only child of an eldest child who was able to concentrate most of the power within House Skald around himself and his children. Heward gained much wealth by investing in trade and exploration ventures in the least developed parts of the sector, which he then converted into political power by loaning ships and soldiers to various Imperial military initiatives. He thus became the first Skald to become Sector Governor, a long held goal of the Skalds.

However, having reached what he saw as the peak of his power, Heward quickly lost interest in it, and instead spent his remaining life working on his pet project, the artificial environments and societies of Barnum. He gave his oldest son the position of Sector Governor (which usually isn’t inherited, but Heward was popular enough to pick his successor), the next oldest child the position of Sub-Sector Governor of Astrum Nihilum, the third oldest was made Governor of Sontarch, and the rest were given various corporate positions until one of their older siblings stepped down or passed away.
>>
>>94721625

(3/13)

His oldest son, Raphael, already had a reputation as an extremely skilled negotiator and diplomat even before becoming Sector Governor. During his reign, he oversaw a number of successful reforms and daring initiatives, including the integration of Kin refugees onto one of Sontarch’s moons. But Raphael was even more ambitious than his father. Upon hearing that Roboute Guilliman had returned from the dead and was removing conservatives and deadweight from power on Terra, Raphael stepped down from the position of Sector Governor and got himself made Sector Ambassador to Terra instead. Once inside Guilliman’s court, he held a series of positions, ultimately ending up as Imperial Ambassador to several of the Leagues of Votann. For his services, and those of several other Skald family members, Guilliman made House Skald (technically only the ones descended from Heward) one of the Terran Great Houses, the highest tier of nobility within the Imperium.

Raphael’s oldest children were twin daughters who were highly skilled, but also competitive and cutthroat. Hoping to keep them from killing each other, Raphael split the Heward’s descendants into two EQUAL branches (in the past, most new branches were explicitly subservient to the main one), the Terran Branch and the Sontarchian Branch, but arranged things so that his siblings, children, nieces, and nephews were mixed between the branches, so that when all individuals from his generation died, his twins would each inherit their own branch, and they could arrange things so that their descendants could form the core of each new branch. The plan worked surprisingly well, although some of his siblings outlived him, none tried to rejig the order of succession he set up, and now one of his daughters is already the head of the Terran branch, while his last remaining sibling is symbolic head of the Sontarchian branch, but is too senile to do much on his own.
>>
>>94721639

(4/14)

Resources:

The Sontarchian Branch of the Terran Great House of Skald, plus the several dozen or so minor cadet branches still in the area, plus the dozens of corporations it owns or have significant investments in, collectively represent perhaps the wealthiest and most powerful civilian faction in the sector.

The money it gets from Sontarch is of course its largest income stream, but it also owns dozens of large corporations (including banks, manufacturing, and tech guilds) found on well populated worlds across the sector, as well as a number of small, specialized colonies. It is also a significant owner and investor in void faring ventures like Merchant Fleet vessels and Rogue Traders, and it often uses these resources to support military initiatives for political gain, particularly crusades along the borders of the sector. It is also one of the few organizations in the Imperium to have its own private fleet, mostly surplus Imperial Navy vessels which have upgraded weapons and shields, and very heavily upgraded luxury quarters.

House Skald controls several private armies and mercenary forces, with 6KILL6 being the largest and most famous. The Skalds sometimes uses its political power to get the Imperial Navy and Imperial Guard to prioritize protecting its assets. Much like their minor rivals in House von Askbolt, House Skald has nurtured close alliances with both certain reformist Ministorum factions, as well as the Exemplars of Hexrax.

Key Individuals:

Olaf is the last of Heward’s children and the head of the Sontarchian Branch. 21 of Heward’s grandchildren, 185 great-grandchildren, plus many of younger generations, are members of the Sontarchian Branch. In addition to this, there are dozens of lesser branches of the Skald family holding positions of power throughout the sector.
>>
>>94721653

(5/13)

(some of these are descriptions posted by other anons, slightly modified to fit the format)

Prince Olaf – A decrepit individual nearing the end of his life even with access to the best available rejuv treatments. Olaf was capable in his prime, and over his life held many positions of power in both his home sector and on Terra. He has been head of the Sontarchian branch for several decades since the death of an elder sibling, but hasn’t done much for the past two decades due to rapid mental decline. Currently known for his fondness of hitting things with candlesticks.

The Grandchildren of Heward:

Lady Henrietta – Daughter of Raphael, but heir to leadership of the Sontarchian branch as eldest of her generation within the branch. She is ruthless, cunning, and highly ambitious, and it is well known she will rearrange the Sontarchian branch to ensure only her children will inherit anything of significance. Despite the name “Sontarchian branch”, many of the real power figures within the family, including Henrietta herself, spend most of their time on Sector Capital, which these days is the real heart of the House Skald corporate empire. The current Sector Governor is ancient and will retire soon, and Henrietta is the House Skald candidate for being the next Sector Governor, though she faces stiff competition from both local and Terran candidates.

Lady Shyne – Youngest daughter of Raphael, and the only other of his offspring to join the Sontarchian Branch rather than the Terran one. Shyne is a financial and business genius, and runs several of the main Sontarch corporations and banks that are based out of the Sector Capital. Normally as a sibling, Shyne would be next in the line of succession after Henrietta, but Shyne has no interest in family politics and has already stated she would turn it down.

Lord Quinlan - 2nd son of Jasper. A firm ally of Henrietta and commander of the 6KILL6 branch on the Sector Capital.
>>
>>94721678

(6/13)

Lady Vanessa - 3rd daughter of Jasper. She settled on Hertigatt Alpha, in theory to oversee Skald assets there, but in practice just to enjoy the hedonistic culture. Three minor branches of the Skald family own mega corporations on Hertigatt Alpha, but the pointless rivalries between them have been creating minor drops in profits for the Skald family as a whole.

Lord Arvek - 2nd son of Vivienne, and the only of her children to join the Sontarchian Branch rather than the Terran one. Arvek is a veteran of two centuries of service in the Skald private fleet, which he is now in charge of. He has no interest in increasing his own wealth or starting his own branch of House Skald, instead he is only interested in boasting the family’s reputation by protecting shipping and sometimes aiding the Imperial Navy.

Lord Detrius – 1st son of Olaf. He is decades older than any of Olaf’s other children, and has aged rather badly, leading many to think he is Olaf’s brother instead of son. He has always been erratic and emotional, but it has gotten worse with age. He has been a religious fanatic of a hard line Imperial Cult for the past century, and has lately been pushing for a crusade against the local xenos populations in the sub-sector and thinks that it will somehow solve several unrelated problems like mass food riots and overcrowding in the Sontarch owned prison on Dantem Minoris, as well as the Inquisition's investigation into possible links between House Skald and missing mineral shipments from Tartion Omega. Mostly seen as a senile lunatic by the other members of the house. Very old, he is the only member of the Sontarchian Branch who saw its the formation other than Olaf , Henrietta, and Asmodure. He has no official role in the House, but serves Mikaeus as an advisor of sorts, and also runs part of the Skald’s private prison network.
>>
>>94721695

(7/13)

Lord Asmodure - 2nd son of Olaf. Asmodure has little interest in the day to day politics and ceremonies that come with being a politician, and unlike some of his siblings, hasn’t sought out his father’s patronage to acquire a sub-sector or sector governorship. Instead, he and his brother Detrius decided to become advisors to their brother Mikaeus and other family members holding positions of official power within the sector. A bald, overweight man appearing in his 60s, though is over 300, he possesses immense intelligence, creativity, intuition, and charisma, but is also extremely self-centered and easily bored. He likes being the center of attention and dresses flamboyantly, wearing radically different fashions from one day to the next. His golden bionic eye and three golden bionic fingers are always highly visible no matter what he wears. He is highly knowledgeable on a wide range of subjects, including the criminal underworld, xenos, the occult, and technology, which makes him the ideal point man for meetings with those who the Skalds don’t want to openly associate with like radicals among the Mechanicus, Ministorum, and Inquisition, criminal kingpins, Eldar outcasts, and outlaw Rogue Traders. Despite everything, Asmodure still sees himself as a true servant of the Emperor, just one that has gift for ensuring even the more wayward individuals can benefit the Imperium in some way, as well as House Skald of course.

Lady Adeleine - 1st daughter of Olaf, she is a hardcore party girl who has never held a position of responsibility in her long life. Due to repeated rejuv work, she looks 30 despite being over 200.

Lady Sasha - 2nd daughter of Olaf, she manages several trade routes between worlds in the sector and as a result moves around often.
>>
>>94721701

(8/13)

Lord Mikaeus – 3rd son of Olaf, he was given the position of Sub-Sector Governor of Astrum Nihilum because no one else better wanted it, partially since everyone knows Henrietta will give the job to Jasmine the minute that Olaf dies. Mikaeus is a decent quality politician, but is a weak administrator, and has no skill for the more cloak and dagger aspects of the job, nor does he have the guts to stand up to anyone with true power. He knows certain factions of the Kin on Zhar’Gazan are thinking of leaving, but hasn’t reported this to most of the people he should flag it to, worrying it will reflect badly on him. He also knows the Inquisition has been poking around, but thinks it is related to the Kin, and not the missing shipments of lorelei and blackstone from Tartion Omega that are being moved through Sontarch.

Lord Tristan - 4th son of Olaf. He heads up the Night Owls, a specialized branch of 6KILL6 who handle shipboard security. The Night Owls are much more knowledgeable of warp phenomena, psyker abilities, and xenos races than most Imperial fighting men, and therefore are sometimes seconded to the Inquisition or Telepathica. Tristan has relations with several moderate radical Inquisitors, and works with Asmodure and several others to ensure that forbidden knowledge is shared with those who need it within the family without crossing the line into outright treason.

Commander Frinia - 3rd daughter of Olaf, she is one of the few descendants of Olaf who choose Imperial service. Frinia is competent enough, but her career has moved slowly, perhaps because she can still use family funds to pay for rejuv treatments, which means her motivation to advance to a position of wealth and power is less than that of a typical Imperial Navy officer.

Lord Aiden - 5th son of Olaf, he is a hardened sadist who spends most of his time running lethal competitions on Schonbrunn.
>>
>>94721596
Standard gravity, normal atmosphere, average water, but cold as fuck (-328°F to -150°F)

I'm quitting here, I hope taking some rolls helped Map Anon. If anyone wants to take over we're on Terrain.
https://1d6chan.miraheze.org/wiki/Planet_generator#Terrain:
>>
>>94721718

(9/13)

Children of Henrietta:

Henrietta and her thirteen children spend most of their time on the Sector Capital, but Henrietta feels some of her children would benefit from some practical experience running things, and also worries Mikaeus and his children will become too entrenched on Sontarch if they are allowed to run things there for too long. Therefore, she has made it well known she will send some of her children to take up key roles on Sontarch the minute Olaf dies and she becomes the new head of the Sontarchian Branch of House and is therefore able to turn all her cousins families into subservient branches.

Lady Jasmine - 1st daughter of Henrietta. She is so similar to Henrietta in looks and temperament, many suspect she is either a clone, or at least was genetically tampered with. Jasmine is well regarded and has held a chain of administrative and political posts on the Sector Capital, but many feel she has no chance at becoming Sector Governor (at some point after her mother) without at least a few crisis resolutions under her belt. Therefore, Henrietta plans on sending her to be Sub-Sector Governor on Sontarch as soon as she is able to.

Lady Miranda - 2nd daughter of Henrietta. She is often seen as the “spare” for her older sister, but the way the succession is currently planned to be organized, she will become Governor of Sontarch soon, and would also become Sub-Sector Governor should her sister ever die or be promoted.

Lord Bruno - 3rd son of Henrietta. His father is rumored to be the survivor of a particularly vicious “game” on Schonbrunn. Bruno is good looking and highly capable, but too obviously psychopathic to hold any major official role on the Sector Capital. He spends most of his time in brothels and various blood sports, but he also leads an elite brigade of 6KILL6 who are highly loyal to Henrietta and her offspring.
>>
>>94721741

(10/13)

Children of Mikaeus:

Mikaeus and his twelve children all know that it is only a matter of time before Olaf dies and several of them will be bumped to lesser positions by Henrietta’s children. Some accept this is inevitable, others seek to carve out new roles, or perhaps even find ways to fight back against Henrietta’s children.

Lord Olaf II – The 1st son of Mikaeus, he is the Governor of Sontarch, though like his father, he prefers the ceremonial aspects of his job to the administrative ones. He is on good terms with a number of Terran noble families who spend time vacationing in the space stations orbiting Sontarch, but both they and he know that he will be replaced by Miranda around the same time his father is replaced by Jasmine.

Lord Handitz – The 2nd son of Mikaeus is brute of a man, not as sharp as his siblings by a long shot, but what he lacks in mental fortitude he makes it up in brute strength and grit, he's often an embarrassment to bring into diplomatic meetings or fine dinners as his uncouth and boisterous nature is seen as not fit for the standards of a noble, as such Mikaeus has stationed Handitz onboard the Sword class frigate "Purest Mace", a vessel that was gifted to the Skald House from a Terran High Lord sometime in the past, so he may roam the sub-sector and thus away from imperial affairs. His brutishness has been quite successful to rout small time pirate gangs and other scum in the sub-sector, something that Mikaeus has used to bolster his own reputation with to show the prowess of his House.

Lady Irene – The 1st daughter of Mikaeus. She is a serious minded individual who takes her role as a captain in the Skald family fleet. Unlike her sisters Hanette and Izubella who leave the operation of their ships to members of lesser Skald branches, Irene is a competent captain who is well respected by her crew.
>>
>>94721748

(11/12)

Lady Hanette – The flirtatious 2nd daughter of Mikaeus. She has a sharp wit to her and is eager to navigate the courts of Sontarch. To the unsuspecting she appears only interested in the pleasures of the high life of a noble, seemingly always away on her cruiser, "Light of Barnum", dancing away in various systems. In truth, she gathers information in hopes of carving her own seat of power. It's rumored the head of 6KILL6 is firmly under her heel.

Lady Katurina - 3rd daughter of Mikaeus, Second only in popularity to Olaf II, Katurina is a prominent figure within the Imperial court on Sontarch, known for her charm and ability to please any crowd, no matter the topic of conversation. A master fencer, she wields her custom power rapier with expert precision, a skill she honed and improved after surviving a harrowing assassination attempt in her youth which left her scarred, a mark she has chosen not to have removed via gene-grown skin implant procedures to signal to others that she will not be trifled with. When not entertaining Imperial emissaries or noble guests, Katurina resides aboard her personal space station, the "Pearl of Skald," a vast and opulent domain staffed by a city-sized workforce of servants. The station's polished marble floors and genuine silk drapes cast an envy to lesser nobles, much to her delight. However, beneath her polished exterior, rumors swirl of a darker side. It is said that on occasion, a servant or rude guest might vanish without a trace within the depths of her station, nothing that dissuades the coming and going of people as these disappearances are easily excused or dismissed, however scant whispers persist of shadowy figures lurking in the dimly lit corners of her estate. Yet, nothing concrete has ever been proven.
>>
>>94721759

(12/13)

Lord Kreaus – 3rd son of Mikaeus. Mikaeus managed to get a distant cousin demoted so that Kreaus could take over the banking subdivision of Skald Industries on Sontarch.

Lord Gregor – 4th son of Mikaeus. He is one of several lesser members of the Sontarchian Branch who plan on conquering new worlds for the Imperium within the Vharos Frontier, and perhaps winning a position of power on one of these new worlds, thus ensuring he is the progenitor of a powerful new branch of the Skald family. In order to do this, Gregor moved from Sontarch to the Sector Capital, where he was able to join the Guard and become a General of one of the Army Groups heading for the many battles being fought on the far side of the Nullflow Passage.

Lady Izubella – The 6th daughter of Mikaeus is reclusive member of the Skald House who prefers to stay on her personal pleasure yacht the “Grand Glory” while cruising the moons of Sontarch. She doesn't care too much about the affairs of her family as she prefers the solitude to read poetry and plays. She’s an avid collector of ancient literature and has a thrice copied original of Shakespire’s 2nd surviving play stored in a stasis vault onboard her vessel. A relic that is sought after by many avid collector, human and otherwise.

Lord Commodus – The 5th son of Mikaeus is an adventurous youth who frequently visits Barnum disguised as one of his alter egos, who are all either gods or demi-god heroes.

Lady Salene – The 7th daughter of Mikaeus. She is a lazy introvert who is rarely seen in public. Her private palace is home to her large collection of felines, including a rare gyrinx.
>>
>>94721776

(13/13)

Other Great-Grandchildren:

Aside from the children of Henrietta and Mikaeus, a number of other cousins of their generation also have children. Many don’t stand to inherit anything, so spend their large stipends on idle amusements. The more motivated and capable members are given leadership positions within the many companies owned by House Skald, or join one of several Imperial institutions at a high level like the Guard, Navy, or Ministorum. Although lesser branches of the Skald family can be found throughout the Sector, the great-grandchildren of Heward are mostly concentrated on Sontarch and the Sector Capital, with the less valuable members mostly on Sontarch where they can create less embarrassment.

Lady Cirene – The 2nd daughter of Shyne. She grew up on the Sector Capital and was close with her cousins Jasmine and Miranda, but was sent to Sontarch after her mother decided she would only ever be adequate at even the simpler roles expected of a noble. Cirene is a member of Vuliliea’s clique, and her local knowledge will likely be useful to Jasmine and Miranda when they finally arrive on Sontarch to take positions of power.

Lady Jinia Frust – The 3rd daughter of Shyne. She is a rare example of a senior Skald marrying into another family. Most female Skalds take consorts as they see no other family in the Sector as being even near their equals, but the marriage of Jinia to the Frusts helped Shyne pacify one of her main rivals in the banking world and boasted the interests rates she could charge on the Sector Capital considerably.

Lady Vuliliea – The 3rd daughter of Adeleine, she is a “queen bee” of sorts, the unofficial ruler of a clique of siblings, cousins, and second-cousins who regularly stir up trouble on Sontarch’s social scene.
>>
>>94721729
Thanks for holding the fort Anon.

Let's move on with the terrains;
>Number of Terrain 1d100
>>
Rolled 6 (1d100)

>>94722967
I've added the House Skald write-up and Rathunters short story to the wiki.
What still needs writing for Astrum Nihilum :
>Dantem Rathunters (there's already an article but it only has the short story)
>6KILL6
>Tyrell-82
For Malaxis :
>Azvitt Primus
>Semiterna Mortua
Also was the Kabal of Stolen Hope part of the Malaxis Expanse or the Vharos Frontier?
>>
>>94723095
1 (major) terrain feature, so 1d100
>was the Kabal of Stolen Hope part of the Malaxis Expanse or the Vharos Frontier?
I would say the Vharos Frontier, but they use hidden webway gates to harass the denizens of the Malaxis Expanse, and probably some other sub-sectors/regions as well
>>
Rolled 75 (1d100)

>>94723105
>>
>>94723153
Swamp

Frozen swamps? Perhaps there a chemical, geological, or biological agent that prevents the water from freezing?

>Population 1d100-30
-20 from being a developing world, and -10 for size
>>
Rolled 83 + 30 (1d100 + 30)

>>94723168
>>
>>94723189
53 give us:
>1d10 hundred million
That's quite a lot from a developing world. Should it be a planet that was on their own until recently, or should it be like Graffros as in it being a colony set up agents from the wider Imperium?
>>
Rolled 9 (1d10)

>>94723197
The Graffros route seems more logical to me
>>
>>94723374
900 million is quite a lot for this tiny frozen rock
>>
>>94723435
Maybe there’s an underground ecosystem. Or some of the moons could be habitable.
>>
>>94723435
>>94723729
Maybe a bunch of people are on the moons, but everyone's perception of time must be so skewed on the planet, either you're inside under the surface living on Terran standard days, or you're watching the sun and moons zip by and feeling like you've lived twice as many days as on Earth or a ship. Seasons don't really change anything and you're almost living 2 years per year there, it's gotta make everyone there feel long-lived and would probably be torture for a space marine.
There's probably partial and full eclipses almost all the time too, maybe it's the movement of the moons that keeps the subsurface water moving and liquid so it's swamp-like in that the ice cracks constantly and you can be sucked down to drown and freeze like frosty quicksand.
>>
>>94723095
I am working on Tyrell and 6KILL6

Semiterna has stuff, but no one ever put it on the wiki

It sounds like people wanted the kabal to be based on both the ghastel gate and zelak, so I guess they have a presence in both sectors

>>94723168
Some common gases like oxygen and nitrogen turn liquid at the temperatures this planet has

>>94723197
>>94723374
>>94723435
Developing/civilized worlds are supposed to have relatively large populations and long histories, they are earth-like worlds where the population has a relatively free rein to do what it wants because it doesn't have anything the wider Imperium really needs.

It is just that all our previous rolls for developing worlds ended up giving us really small populations which makes them more frontier worlds really (also the -20 modifier which I still think is a typo).
>>
>>94723197
>>94723374

>1d100 for society type
>>
Rolled 22 (1d100)

>>94724267
>>
>>94724284
Hereditary Dictatorship, sounds like a monarchy but with less steps and even more control.

>1d12 for economy
>>
Rolled 11 (1d12)

>>94724336
>>
>>94724438
Workers(slaves), they're either importing or exporting a ton of them. If their oceans are liquid oxygen I could see them trading that as a valuable resource.

>12d100 to see if the planet has any defenses
>>
Rolled 10, 29, 25, 73, 56, 32, 8, 35, 40, 19, 3, 24 = 354 (12d100)

>>94724709
>>
>>94724746
They've got

Enforcers
Militia
Standing Army
Navy
Planetary Missile silos
Orbital Missile silos
Defense Lasers
Mercenary Forces

Let's roll them in sets for quantity and quality, I need
>Enforcers 5d10
>Militia 4d10
>Standing army 5d10
>Navy 3d10
>>
Rolled 2, 7, 5, 8, 7 = 29 (5d10)

>>94724808
>>
Rolled 7, 8, 8, 6 = 29 (4d10)

>>94724808
Militia
>>
Rolled 4, 7, 7, 7, 9 = 34 (5d10)

>>94724808
Standing Army
>>
Rolled 3, 3, 1 = 7 (3d10)

>>94724808
Navy
>>
File: Vharos Frontier V4.png (1.93 MB, 1308x854)
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Thanks for taking over the rolling once more Anons.
I took the liberty of adding (and naming) the planet to the map, let me know if you like it; either/or the placement and the name.
>>
>>94724825
>>94724843
>>94724936
>>94724952
Enforcers, large force, medium quality
Militia, large force, medium quality
Standing army, huge force, medium/high quality
Navy, tiny force, poor quality :(


Last rolls for the planet are
>Planetary Missile Silos 5d10
>Orbital Missile Silos 3d10
>Defense Lasers 2d10
>Mercenary Force 5d10
>>
Rolled 8, 10, 7, 9, 3 = 37 (5d10)

>>94724972


>>94724971
Nice, I like it. It's gonna get crowded on that side with 12 planets
>>
>>94725016
>It's gonna get crowded on that side with 12 planets
I was thinking about that. I have a thought; if we start with around 6 planets, see if there's room for 1 or 2 more, the remaining number if worlds can then be added to the roll for the worlds on the other side, example; 1d10+6 (4 left over planets plus an extra 2)
>>
Rolled 7, 7, 10, 10, 1 = 35 (5d10)

>>94724972
Mercenary Force
>>94725016
Maybe those planets can be sorted into a handful of star systems, like we did with Tartion Omega and Tyrell-82 for Astrum Nihilum. Something like 3 star systems of 2 to 3 rolled planets each, with the rest as regular "one habitable world per system" situations
>>
>>94724709
don't we usually roll twice, once for imports and once for exports?
>>
Rolled 3, 4, 6 = 13 (3d10)

>>94724972
Orbital Silos

>>94725052
Looks like a few planets like this one are going to be pushed up right against the storms, think this subsector in general will have additional warp fuckery like Cadia had?
>>
>>94725102
>think this subsector in general will have additional warp fuckery like Cadia had?
Who knows, I guess we can decide on something once more of the sub-sector is established and fluffed out, but a warp storm doesn't mean a world is instantly corrupted, could just a little harder to travel to it and send astropathic messages perhaps.
>>
>>94725096
I think you're right, looking at the tables what we rolled (workers, manpower, etc) is the planets export, another 1d12 for the imports
>>
Rolled 1, 9 = 10 (2d10)

>>94724972
lasers
>>
Rolled 11 (1d12)

>>94725310
>>
>>94725453
We got the same as before, shall we try and fluff this somehow, maybe import of workers, and export of guardsmen, or something else along those same lines.
Alternatively we can just re-roll, but I'd rather try and work this out first
>>
>>94725473
maybe roll for an additional export, and then say they are bring in lots of workers to increase said export, but also sending lots of guardsmen to the nullflow passage

or automatically assume the additional export is a mix of fuel and minerals and manufactured goods
>>
File: Administratum.png (1 MB, 1510x921)
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Rolled 9 (1d12)

>>94725509
I can give it a shot to see what we get, but perhaps an export of guardsmen or other people is a recent thing ordained by the Adeptus Administratum
>>
>>94725016
>>94725102
>>94725373
>>94725071
Missile Silos(Planet), massive force, medium quality
Missile Silos(Orbital), medium force, poor/medium quality
Defense Lasers, tiny force, poor/medium quality
Mercenary force, massive force, medium quality

seems like they're bringing in a ton of mercenaries for some reason, even with a huge well-trained standing army
>>94725549
and selling meth
>>
>>94725549
>drugs

Maybe rejuvenat drugs. An elusive predator in the subsurface ecosystem might create the substance, necessitating the hiring of mercs to hunt them.
>>
Planet Name:New Nankali
Class: Developing World
Tech Level: Advanced Space

Size of Star: Medium
Galactic Position:
Sector:
Subsector: Vharos Frontier

Planetary Governor:
Adepta Presence: Adeptus Astra Telepathica (token presence)

Size: Small
Axial Tilt: Slight (1-5°) ± 5°C/41°F
Length of Day: 11 Hours
Length of Year: 201(Terran days), 438.5(local days)
Satellites: 10
Gravity: Standard

Atmosphere: Normal, Breathable
Hydrosphere: Average
Temperature: Cold -200°C
Terrain: Swampy
Climate:
Native Flora and Fauna:

Countries and Continents:
Population: 900 million
Society: Hereditary Dictatorship

Economy:
Exports: Alcohol/Drugs
Imports: Workers

Conflicts:
Defences(size/quality): Enforcers (Large/Medium); Militia (Large/Medium); Standing Army (Huge/Medium-High); Armoured Force (N/A); Titan Force (N/A); Private Army/Armies (N/A); Naval Force (Tiny/Poor); Orbital Station(s) (N/A); Missile Silos (planet) (Massive/Medium); Missile Silos (orbital) (Medium/Poor-Medium); Defence Lasers (Tiny/Poor-Medium); Mercenary Force (Massive/Medium)

Imperial Guard Recruitment:
Contact with Other Worlds:
>>
>>94726015
I think if there's people on the moons, one of the dictator's control tactics should be having some of his massive amounts of planetary missiles specifically targeted at them. Maybe it's said there used to be 11 moons before the time his family took power or he just threatens to blow them all at any sign of rebellion.
And maybe he's specifically hiring/buying mercenaries to send to Port Manus for recruitment quotas because he doesn't want to lose any of his loyal standing army.
>>
>6KILL6

History:

6KILL6 was founded in late M36 by some ex-Guard as a private security firm that could provide extra manpower to the industrial space stations orbiting Sontarch, which at the time was a rarely visited colony. The discovery of rare gems within the gas giant’s atmosphere in M37 lead to an explosion of economic activity and many new stations being built or moved into Sontarch’s orbit, both industrial and pleasure stations. 6KILL6 expanded rapidly during this time, and often found themselves working alongside Skald Industries, who operated many of the stations 6KILL6 guarded. Skald Industries eventually bought out 6KILL6 and merged them into Skald Industries, but then split them back out as a Skald owned, but separate corporate entity so they could establish a brand identity separate to that of Skald Industries.

As House Skald expanded across the sector, they created new branches of 6KILL6 where ever they needed extra muscle. Sometimes entire army groups were raised under the 6KILL6 banner, to aid in crusades the Skalds had taken an interest in, or to support one side or another in civil wars that the Skalds had a vested interest in.

But for the past few centuries, 6KILL6 has been shrunk down and returned to its roots as corporation primarily concerned with private security. This is partially because the Skalds are influential enough now to get whole regiments of PDF troops from certain planets reassigned to their personal use, partially because they now have more of a say in how Guard and Navy assets are deployed, and partially because fighting large scale wars for personal gain has been frowned upon as of late.
>>
>>94727957

(2/4)

Structure:

6KILL6 is an odd mix of a private army and a mercenary company. Some formations are permanently assigned to guarding Skald assets, while others are available for hire by any entity that the Skalds are okay with. Some units are organized into company or brigade strength formations that are trained to fight together, while other branches of 6KILL6 will hire out small groups, or even individual fighters to minor clients. Usually every world on which 6KILL6 operates will have a head branch that handles the protection of Skald assets and larger clients, plus some smaller branches which can be approached by minor clients looking to hire.

6KILL6 usually fills military and corporate leadership positions in a meritocratic manner, but some formations that guard key Skald assets are lead by Skald family members.

There are a number of elite 6KILL6 formations. Some of them are just highly skilled operators that fetch top dollar from clients. Others are specialized groups who work solely for the Skalds guarding high security sites or performing very sensitive operations. They include the Night Owls, who are trained to fight xenos and daemons, particularly on board voidships, and the Black Praetorians, who guard Henrietta, the heir of this sector’s branch of House Skald, and her immediate family. Soldiers in elite groups are encouraged to get bionics and other physical modifications relevant to their roles, and those working on highly sensitive deployments are often required to undergo mental conditioning and brain modifications to ensure their loyalty and fearlessness.
>>
>>94727964

(3/4)

Equipment:

6KILL6 has long nurtured an “edgy tacticool” aesthetic, opposed to the flamboyant and/or archaic uniforms favored by many other mercenaries and private armies. Uniforms usually consist of drab blue, black, or gray fatigues and functional plates of light carapace armor, plus large amounts of (relatively) technologically advanced accessories. Many units encourage members to customize their gear and appearance, as long as it makes them more intimidating (or in a few cases, more alluring). Bared muscular arms are not uncommon depending on climate, and bared muscular or well toned midriffs are not unheard of. Faces, or at least eyes, are usually covered, but helmets and hats are often optional. Guns and armor is often marked with personalized decals and messages.

Since these days 6KILL6 members are usually posted indoors or in urban areas, their preferred weapons are those optimized for close-up fighting like autocarbines, lascarbines, and combat shotguns. They sometimes use shock mauls and heavy shields for riot duty and boarding actions. Most members will carry several grenades of various sorts, at least one knife, and sometimes a stub pistol as backups.

When fighting outdoors, 6KILL6 will switch to appropriate colored camo gear, and use longer ranged autoguns and lasguns, as well as a range of special and heavy weapons. They use a range of upgraded civilian vehicles and light military vehicles including dirt bikes, quad bikes, sentinels, tauroxes, tauros, cargo-8s, ridgerunners, and goliath trucks.
>>
>>94727969

(4/4)

Most 6KILL6 branches will have a range of support specialists including armorers, hackers, remote equipment operators, and medical personnel, including specialists in bionic implants, steroids, and genetic modifications. These support formations are legal tech guilds and are periodically audited by the Mechanicus. In addition to supporting soldiers off the battlefield, some of the specialists take a direct role, like demolitions experts, canine handlers, and the operators of servo-skulls and other drones.

Recruitment and Training:

6KILL6 once recruited mostly from the space stations around Sontarch, but as it spread around the sector, it set up large branch offices on several worlds with advanced technology, large populations, and a friendly attitude to private military companies. Most of its members hail from such worlds, though sometimes they recruit from lower tech worlds and colonies as well.

Most of those seeking to join 6KILL6 are expected to have done at least a few years in law enforcement, PDF, or other combat training. However, during major recruitment drives, nearly anyone can join provided they are willing to put themselves through several weeks of boot camp. Through said boot camps and regular training exercises, 6KILL6 determines how much current ability and raw potential different soldiers have and moves them between different formations accordingly. Those with little ability are paid next to nothing, and rarely leave core facilities, and instead do cleaning, cooking, grunt work, but still train regularly, partially in hopes they will improve enough to be a mid-tier soldier, but also partially just to provide variety to mock combat exercises for more elite troops. On the other end of things, elite soldiers and officers are very well paid and enjoy luxurious quarters and other perks. Most fall between those two extremes, and enjoy fairly good pay for work that is not that dangerous compared to some alternatives.
>>
File: Ministorum_Data_Archivist.png (767 KB, 1920x1920)
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With the first world all rolled up and summarized we can begin on the next one

>Planet class 1d100
>>
Rolled 18 (1d100)

>>94728352
Let's go!
>>
File: Penal guardsman.jpg (46 KB, 554x854)
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46 KB JPG
>>94728372
Penal World

>Tech level 3d10+15
>>
Rolled 7, 2, 2 + 15 = 26 (3d10 + 15)

>>94728380
>>
>>94728386
Early Space: Has developed basic space flight, and may have established settlements on its own moons, and even close neighboring planets in the same system. Basic las weapons and early coilguns may have been developed. Beyond this point, it is almost a guarantee that the multicultural empires and nation states of earlier periods vanish in favor of planetary unification.

>Star size 1d100
>>
Rolled 82 (1d100)

>>94728409
>>
>>94728425
Large star

Adepta Presence
>Administratum 2d10
>Arbites 4d10
>Astra Telepathica 1d10
>Astronomica 1d5
>Mechanicus 1d10
>Ministorum 2d10
>Inquisition 1d10
>>
Rolled 8, 9 = 17 (2d10)

>>94728468
>>
Rolled 7, 10, 2, 6 = 25 (4d10)

>>94728468
>>
Rolled 4 (1d10)

>>94728468
>>
Rolled 3 (1d5)

>>94728468
>>
Rolled 10 (1d10)

>>94728468
>>
Rolled 10, 8 = 18 (2d10)

>>94728468
>>
Rolled 5 (1d10)

>>94728468
>>
File: Imperial Hierarchy.png (429 KB, 690x481)
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>>94728500
Administratum
Notable. A powerful force in its own area of the planet.

>>94728504
>Arbites
Dominating: One of, if not the, most powerful and influential forces on the planet.

>>94728512
>Astra Telepathica
Token. For administrative purposes only.

>>94728515
>Astronomica
None

>>94728526
>Mechanicus
Small. Involved, but quietly and unobtrusively.

>>94728529
>Ministorum
Notable. A powerful force in its own area of the planet.

>>94728532
>Inquisition
Token. For administrative purposes only.

Barring Adeptus Astronomica every major imperial organization is on this penal world in some number.

>Planet Size 1d100
>>
Rolled 97 (1d100)

>>94728559
>>
>>94728566
Massive: (10d10)x5

an absolute unit
>>
Rolled 5, 6, 1, 1, 4, 7, 10, 4, 8, 8 = 54 (10d10)

>>94728592
>>
>>94728597
270.000km circumference

Axial Tilt 1d100
>>
Rolled 79 (1d100)

>>94728712
>>
>>94728719
Large (26-35°), ± 40°C/104°F

Length of Day:
>1D100+50
>>
Rolled 75 + 50 (1d100 + 50)

>>94728786
>>
>>94728798
(10d10)x3 hours
I think the days are gonna be really long, sucks to be assigned a "day shift" here.
>>
Rolled 9, 9, 10, 6, 3, 4, 3, 1, 5, 4 = 54 (10d10)

>>94728799
>>
>>94728830
162 hour long days

>Length of Year (1d100)
>>
Rolled 85 (1d100)

>>94728852
>>
>>94728884
(10d10)x9 Terran days
>>
Rolled 2, 2, 9, 4, 5, 2, 2, 9, 6, 4 = 45 (10d10)

>>94728890
>>
>>94728900
405 Terran days
60 local days for one year (if I got this right)

Satellites
>1d100+40
>>
Rolled 72 + 40 (1d100 + 40)

>>94728922
>>
>>94728963
5d10 satellites
>>
Rolled 1, 7, 6, 3, 2 = 19 (5d10)

>>94728997
>>
>>94729043
19 different moons or other things orbiting the world

>Gravity Level 1d100
Since this world is massive I am gonna input my own thing here and give this roll a +20
>>
Rolled 2 + 20 (1d100 + 20)

>>94729061
>>
>>94729067
Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.
That was a very low roll regardless, but hey it's perfect for a world like this since it's so big and with a normal-ish earth like gravity

>Atmosphere 1d100
>>
Rolled 18 (1d100)

>>94729124
>>
>>94729139
Normal: Safe to breathe

>Hydrosphere 1d100
>>
Rolled 49 (1d100)

>>94729170
Finaly some livable fucking planet
>>
>>94729180
Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.

Don't be hasty, we have one more roll for the habitability of this world
>Temperature 1d100
>>
Rolled 60 (1d100)

>>94729198
>>
>>94729224
Average (-10°C to +30°C/14°F to 86°F): Humans are comfortable in normal clothing and need only the most basic of shelters to survive. Honestly just walk outside, chances are it'll be within this range.

You weren't far off from the next one which was 'warm', but this planet is pretty nice, and with the axial tilt it can get as cold as -50°C and as hot as +50°C, so overall this is a good world. Now for whatever reason the Adeptus Administratum in their endless wisdom has designated this as a penal colony.

>Number of Terrains 1d100
>>
>>94729240
sorry meant to have written +70°C not 50
>>
Rolled 87 (1d100)

>>94729240
>>
>>94729337
87 give us 5 rolls, so 5d100 please
>>
Rolled 68, 2, 27, 5, 11 = 113 (5d100)

>>94729342
>>
>>94729342
68: Barren
2 & 5: Grassland
27: Mountains
11: Continual Forest

This is like "the" perfect world for a human colony yet it's filled with prisoners. The barren areas I imagine is where the temperature gets worse certain times of the year when the axle tilts

>Roll Population 1d100+30 (-10 for penal, +40 for a massive planet)
>>
Rolled 66 + 30 (1d100 + 30)

>>94729357
Since it's such a promising planet, maybe the convicts are here to clear the planet for later largescale colonization?
>>
>>94729375
96 give us; 1d10 billion people on the planet

Depends on how long it has been a penal world, but it's a promising idea to let them build the foundations of Imperial infrastructure.
Maybe the planet was found recently, or the slow gears of imperial bureaucracy has finally gotten around to adding the planet to the Imperium after it has been found several millennia ago?

>Society Type 1d100
>>
>>94729382
Whoops didn't mean to add the next roll to this post.
>>
Rolled 10 (1d10)

>>94729382
>>
>>94729396
10 billion prisoners (and guards, among other non convicts)
>>
Rolled 9 (1d100)

>>94729382
Rolling for society type
>>
>>94729416
Elected Dictator: The population 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 whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.

>Import/export 2d12
>>
>>94729382
It could be Exacta, the former Administratum HQ that had a lower class rebellion which caused the Administratum to move some assets to Algor Rex and Dantem Minoris, among other worlds.

Pretty much anyone living in areas associated with the rebellion were charged with treason, given life sentences, and their descendants are still considered property of the Imperial penal system even today.
>>
Rolled 3, 2 = 5 (2d12)

>>94729460
>>
File: battle beans.png (4.46 MB, 1600x1038)
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>>94716025
Oh hey, these threads are cool

Nice to see there's a 1d6chan archive instead of having it lost to the ether like other sectors
>>
>>94730610
Import: Minerals
Export: Animal Products

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

Also since out tech level is Early space each of the d100 rolls has a +3 modifier to them, so just keep that in mind when rolling

Enforcers: 99% / 3d10 / 2d10

Militia: 10% / 1d10 / 1d10

Standing Army: 30% / 1d10 / 2d10

Armored Force: 3% / 1d10 / 1d10

Titan Force: 1% / 1d10 / 2d10

Private Army/Armies: 40% / 1d10 / 1d10

Naval Force: 30% / 1d10 / 2d10

Orbital Station(s): 30% / 1d10 / 1d10

Missile Silos (planet): 1% / 1d10 / 1d10

Missile Silos (orbital): 1% / 1d10 / 1d10

Defence Lasers: 1% / 1d10 / 1d10

Mercenary Force: 30% / 2d10 / 2d10
>>
>>94730690
You're free to check out the previous thread and the 1d6 pages to catch up. If you want to add lore, basically the stuff in the red on the pages have yet to have lore about them, so you can start there if you want, or join in as we're working on this current sub-sector.

>>94730540
That could work, but let's not set anything in stone at the moment, but it's a good contender to link stuff to the other sub-sectors
>>
>>94730690
3.50 for a Dreadnought my word
Lets see if I remember how to roll
>>
Rolled 9, 37, 11, 73, 93, 47, 64, 70, 78, 53, 52, 31 = 618 (12d100)

>>94730855
Trying again
>>
>>94731004
So this penal world only has Enforcers and a standing army, give 5d10 for the enforces and 3d10 for the army
>>
Rolled 5, 5, 9, 2, 8 = 29 (5d10)

>>94731052
>>
Rolled 1, 8, 1 = 10 (3d10)

>>94731052
Billions of prisoners raising cows huh
>>
>>94731112
Enforcers; Size - Huge, quality - Medium
Standing army; Size - Tiny , quality - Poor/Medium

I can picture the army just guarding the most vital parts such as spaceport, the planetary governor or other vital pieces of infrastructure while the enforcers are there to keep the inmates in line.

>>94731121
It's most likley some grox or other creature. In fact we can roll up if you guys want what animal they're breeding and exporting it's resources from if you want?

But with those rolls we have finished the penal world
>>
>>94729460
Wonder how that would work. Maybe the enforcers elect one of their own to dictator? Or even weirder, the prisoners elect their own warden.
>>
>>94731176
It's most likely someone from the administratum, or from the other Adeptas. Prisoners have no say in the matter they are there to work and serve their generational sentence
>>
>>94729382
>>94730540
What if it was a primitive planet that was all abhumans, or chaos worshippers influenced by the storms and placed in planetary quarantine. The Imperium wants the world, but doesn't want to gas it or spend time killing the massive population so they just set up a spaceport on a small continent they control and go out on raids and collect tithes of animals and people. Maybe the planet doesn't have any natural occurring metals so they can't produce tech and the Imperium is trading metal for livestock.
>>
>>94731121
Going with >>94729375 it could also be hunting
>gigantic Earth-like planet with potential to be a god-tier agri-world (temperature and humidity are just right, atmosphere and soil composition are a Magos Biologis' wet dream), able to feed the whole sector
>it also has absolutely nightmarish Caliban-style fauna that reproduces relatively fast
>Munitorum refuses to waste precious military ressources on an Emu War situation
>Administratum really REALLY wants that world's biosphere intact so orbital bombardment/chemical xenocide is out of the question, and the Navy and Munitorum aren't willing to provide such means anyway
>a compromise is found : declare the world a Penal colony
>send waves of convicts to clear out the beasts, finding redemption in death for the sake of expanding the Emperor's domain, even if against "mere beasts" rather than Xenos or heretics
Convict Plymouth Pilgrims meet Monster Hunter/Long Night Caliban
>>
>>94731262
Sounds like the best idea imo.
>>
Did we want to name the planet Exacta >>94730540 or are we saving it for another world?
>>
>>94731535
I think we should save it, I don't think the Administratum HQ planet would have such low tech and they would probably purge any world if something were dire enough to make them move (which would be super embarrassing and all info/witnesses expunged for sure).
>>
>>94731262
>>94731285
Maybe don't make the beasts THAT nightmarish, more like, say, Siberian tigers or polar bears in terms of how big and dangerous they are, but they're extremly fast-reproducing and invasive, as in rat-levels. It's estimated that current rat population on Earth is equals to the humans', so imagine the challenge of colonizing a planet litteraly covered in polar bears reproducing at rat rates.
That way they're dangerous and numerous enough that calling the IG in has been put on the table, but not big enough that shipborne or airborne weaponry would be cost-efficent to deal with them. Just the right size, agressiveness and numbers that an equaly renewable mass of disposable humans with lasguns or autoguns would be expected to exterminate them given time.
They're not Chaos-touched either so their meat and other remains (fur/scales, horns, bones) are safe, and that way the planet is already contributing to the sector's food situation and economy, but nowhere near what it could if the basts were cleared and the entire planet turned into farms.
Maybe a really aggressive (to the point of cannibalism), leaner and faster offshoot of Grox, then?
Also, maybe a few small isolated regions (like islands or valleys) could have already been succesfuly cleared of the beasts and cultivated, serving as a proof of concept, motivation for the Imperium authorities to keep pressing on with their idea and advance bases for the clearing efforts.
>>
>>94731735
>they would probably purge any world if something were dire enough to make them move (which would be super embarrassing and all info/witnesses expunged for sure).
Overuse of Exterminatus is a meme, it is not something the Imperium does lightly

The Imperium usually punishes rebellious worlds with higher tithes and sometimes placing them under direct Administratum control

>>94731262
>>94731750
I don't think this really works for a planet with 10 billion people. Clearing land with that kind of work force isn't that hard even if it is an absolute death world. Also, where would they even get 10 billion people on short notice? That is close to the entire population of either of our other two subsectors. This seems like a world that has been settled for quite some time.
>>
Is anyone still working on a lore dump for the rathunters? The one anon said he would do a short story first, then a lore dump, but the short story was posted about a week ago and nothing since then
>>
>>94731905
Maybe it was originally a penal colony but has grown into a regular imperial world after thousands of years as the original prisoners died off and their descendants eventually worked off their sentences after several generations. Kind of like Australia but on a longer time scale.
>>
>>94731735
>I don't think the Administratum HQ planet would have such low tech
probably they just pulled a lot of their equipment out when they relocated
>>
>>94731750
>>94731905
>>94732241
>>94732261
how about we try and merge the ideas together?

something along the lines that the planet was originally a death world, but the Imperium has been using prisoners for millennia to try and clear it and turn it into an agri world, but every time they get close to clearing the last of the wild areas, some invasion, uprising, disaster, etc. happens which sets them back centuries as the wild areas quickly spread without constant work

also not the entire world is a penal world, most are just descendants of former prisoners, working on farms, factories, etc.

it could still be Exacta, or we could save it for a world where the administratum has a stronger presence, I kind of want it to be Exacta though
>>
>>94732378
What if the prisoners are the frontliners who do the worst jobs with clearing, and the Imperium has a constant supply of convicts to send there as well even though the planet is starting to get slightly overcrowded with a mix of a large prison population and civilians setting up shop in the more urbanized areas.
I can see the armies of enforcers only really guarding work camps and prison citadels (for longer term holdings) and not the entirety of the planet since if a prisoner escapes their labor detail and run off into the wilds he is dead meat for sure from the local fauna who at this point don't take kindly to humans

>it could still be Exacta
I'll put it down as Exacta then, at least for now and it can be subject to change if need be.
>>
File: Vharos Frontier V5.png (1.93 MB, 1309x852)
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Let me know what you think of its placement and if you have any other thoughts about the overall map of course.
>>
The only inhabitable planet is Butcher's Bay from Riddick. Sounds about right, all we're missing is Vin Diesel as a DM PC and we have a halfway decent adventure hook.
>>
>>94732674
how did you make this?
>>
Oh, the Vharos Frontier Subsector? What a godforsaken hellhole! It’s like the universe crapped out a giant, festering turd and called it a tourist destination. If you’re looking for a place where navigators go to rage-quit, buckle up, baby!
>>
>>94735109
I make it in gimp with assets from the 40k rpg thread that you can find in the OP post

>>94700256
>Make your maps look just like FFGs
https://www.mediafire.com/?laj4tr275fl2s09
>>
Planet Name: Exacta
Class: Penal World
Tech Level: Early Space

Size of Star: Large star
Galactic Position:
Sector:
Subsector:

Planetary Governor:
Adepta Presence: Adeptus Arbites (Dominating); Adeptus Astra Telepathica (Token); Adeptus Mechanicus (Small); Administratum(Notable); Adeptus Ministorum (Notable); Inquisition (Token)

Size: 270.000km
Axial Tilt: Large (26-35°), ± 40°C/104°F
Length of Day: 162 hour long days
Length of Year: 405 Terran days (60 local days)
Satellites: 19
Gravity: Standard

Atmosphere: Normal
Hydrosphere: Average
Temperature: Average
Terrain: Barren, grassland x2, Mountains, Continual Forest

Population: 10 billion
Society: Elected Dictator

Economy:
Exports: Animal Products
Imports: Minerals

Conflicts:
Defences: Enforcers (Huge size/Medium quality) ; Standing Army (Tiny size/Poor/Medium quality)

That's the summary for our penal world, so we might as well go roll up for our 3rd world in the sub-sector now

>Planet Class 1d100
>>
Rolled 26 (1d100)

>>94735587
>>
File: honest-work.jpg (144 KB, 1020x765)
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>>94736004
Agri-World

The first one in all 3 sub-sectors, good roll Anon

>3d10+15 for tech level
>>
Rolled 4, 4, 2 + 15 = 25 (3d10 + 15)

>>94736064
>>
>>94736761
Industrial: Has completely moved on from small farms and independent manufactories. Everything is mechanized and automated. The population mostly lives 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. At the very end of this stage, nuclear power and advanced computing systems can be found.

>Star size 1d100
>>
Rolled 92 (1d100)

>>94736772
>>
>>94736816
Huge star

Alright time for the Adepta Presence
>Administratum 2d10
>Arbites 1d10
>Astra Telepathica 1d10
>Astronomica 1d5
>Mechanicus 1d10
>Ministorum 2d10
>Inquisition 1d10
>>
Rolled 8, 10 = 18 (2d10)

>>94736836
>>
>>94731052
The Wardens, & a Penal Legion I guess?
>>94731121
Maybe something much less savoury than Cows or Grox, that they make the Prisoners do.
>>94732241
It could be for prisoners with multi-generation long sentences, really long even by Imperial Standards, putting such intense sentences to use in extremely long term penal-settlements. Like handling whatever unpleasant creature they handle there.


The few decedents that have no prison time inherited from any & all ancestors may join the Wardens or maybe they are shipped off to wherever their direct ancestors came from.

Or maybe the final "Sentence" in a lineage is sent to the Penal Legion to earn the ultimate pardon.
The Wardens must use a heavy fist on the "new" arrivals, the Imperium may be Draconian in some parts but millennial or multi-millennial sentences are still usually reserved for the truly dangerous. New arrivals, their children & in some cases their grandchildren occupy the fortified work-complexes that operate more like regular prison worlds

Later generations are treated more like a serf class than High security prisoners, a culture of penance through work is prevalent, hammered home over generations of indoctrination that they deserve this life for the sins of their fathers & only through toil can their descendants know freedom again. They life & work in "the fields", a relatively freeform, if unenviable task, they live more like those on early frontier worlds than prisoners, just with a touch more stability & toil. Though any crimes committed such as theft or murder can earn the guilty party a one-way trip to the Work Complex & extended sentences for their children.
I imagine conscription into the Penal Legion is viewed as an esteemed honour or privilege by the the later generations, perhaps reserved for those with a 1000 or less years left to serve
"The Exactad Millennial Corps"
>>
Rolled 4 (1d10)

>>94736836
>>
Rolled 1 (1d10)

>>94736836
>>
Rolled 3 (1d5)

>>94736836
Planet Exacta raises 2 Penal Legions every tithing, grouped into the "Exactad Millennial Legion"
the Millennial Battalion.
Each Millennial battalion raised numbers One Million Souls, which considering the planets population rests in the 10s of Billions makes this an uncommon but desirable position, only those with a thousand years or less remaining to serve may volunteer, & of those only the best of the best can are chosen, the rest returning to their sentences until the next tithe, though the Exactad definition of "best" mirrors their nihilistic outlook on life. The Millennial legions are some of the best engineering or logistics corps in the sector, they will toil in trenchworks & run convoys with the best of them, but in battle they have mediocre skill & while they are totally willing to die for their penance, this will actually negatively impact their performance. They must be explicitly told retrained to fall back when ordered to & treat minefields with caution. Explaining to them that they serve the Emperor best when alive & that they must sell their lives dearly to truly earn penance on the battlefield can be very effective though, but they are more obedient than well drilled, & more fearless than disciplined. Still they'll dig & fill trenches with the best of them.
The Irregular Corps.
Raised from the "New Arrivals" incarcerated on Exacta's Labour-Complexes, these men & women usually were not born on the world & resemble much more a traditional Penal Legion. Orange Fatigues & Collars included. 1-200,000 souls are conscripted by the planets wardens to serve, with only the most dangerous & effective being picked. Ideally used as Shock Troops & hopefully expended in the first few days of conflict they will be used to augment the middling combat performance of the Battalion. Hopefully the Battalion will be assigned to manual labour duties behind lines while the Irregulars are sent to fulfil combat obligations. Hopefully the 2 groups don't interact...
>>
>>94736899
>Administratum: Notable. A powerful force in its own area of the planet.

>>94737004
>Arbites: Token. For administrative purposes only.

>>94737070
>Astra Telepathica: None

>>94737123
>Astronomica: None
>>
Rolled 5 (1d10)

>>94737123
Members of the Millennial Battalion are called "Troopers" while the Irregular Corp are often called "Irregulars"
The Former despise the latter for, in their minds, "circumventing" the 1000 year term limit & thus having not proven themselves as truly sorry for their actions.
The Latter are difficult to control psychopaths who think little of the Former.
Friendly Fire incidents between the 2 are very common

Though small in number & difficult to wrangle, the Irregulars are extremely effective combatants & should they break their bonds & go rouge, most of the potentially dramatic damage they can do is focussed on the Battalion, meaning the Legion as a whole hasn't hurt any other regiments war effort.

Also of note is the Exacta PDF, made up from & an extension of the Prison Planets Warden population.
>>
>>94737385
>Mechanicus: Token. For administrative purposes only.
>>
>>94737470
Token stuff for running the prison
>>
Rolled 3, 1 = 4 (2d10)

>>94737491
whoops
>>
Rolled 10 (1d10)

>>94737494
Actually I might amend how that regiment is laid out it's a bit weird at the moment
>>
>>94737494
>Ministorum: Token. For administrative purposes only.

Anon we're done with the penal world, we're rolling for the agri world now

>>94737501
>Inquisition: Small. Involved, but quietly and unobtrusively.

That's the adeptas done, onto the next table

>Planet size: 1d100
>>
Rolled 72 (1d100)

>>94737523
grow big agriworld, multiple subsectors need your food
>>
>>94737939
Average: 10d10
Let's hope for all 10s on the next rolls for maximum size
>>
Rolled 1, 8, 5, 1, 5, 7, 8, 6, 1, 7 = 49 (10d10)

>>94737974
I hope we get the smallest world growing the dankest indoor kush in the imperium
>>
>>94738006
The Leaves are toxic but the fruits are dense with nutrients, Similar can be said for the beasts that graze on the leaves
>>
>>94738006
49.000km circumference

>Axial Tilt 1d100
>>
Rolled 35 (1d100)

>>94738141
>>
>>94716025
>>94716025
is there a blank map without annotation? at least without the name written on the interest point? it really fits something i wanted to do on my side for my own game and name convention
(and in general, what do you use to make this map?)
>>
File: 1733613620807015.png (1.25 MB, 1188x778)
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>>94738295
He said it in this thread a while ago >>94735553

Here's the v1 you could probably make entirely blank if you can edit.

>>94738181
Tilt is Moderate (16-25°), ± 20°C/68°F depending on the season

>Length of day 1d100
>>
Rolled 42 (1d100)

>>94738445
>>
>>94738445
>>94738295
The map template comes blank, the only thing I added was the starmap in the background and warpstorm, so a map with only the grids, etc is in the linked file.
>>
>>94738509
You should do some rolls too Map Anon

>>94738495
No mods,
>4d10 hours
>>
Rolled 2, 7, 9, 8 = 26 (4d10)

>>94738589
>>
>>94738596
26 hours/day, slightly longer day on slightly bigger planet

>Length of year 1d100
>>
>>94738624
>>
Rolled 33 (1d100)

>>94738624
Let’s try that again…
>>
>>94738654

>10d10(x4) Terran days long
>>
Rolled 8, 5, 6, 4, 10, 10, 8, 7, 1, 2 = 61 (10d10)

>>94738703
>>
>>94738745
244 Terran days/year or 225 local days

>1d100 for number of satellites
>>
Rolled 87 (1d100)

>>94738786
>>
>>94738799
there's some moons
>2d10 for actual number of moons
>>
Rolled 2, 9 = 11 (2d10)

>>94738836
>>
>>94738873
11, a healthy number of satellites

gravity and atmosphere are stupid heavily weighted to be normal so lets do

>4d100 for gravity, atmosphere, hydrosphere and temperature
>>
Rolled 98, 5, 30, 42 = 175 (4d100)

>>94738948
>>
>>94738986
Gravity: Very Heavy (1.5 to 2 G)
Atmosphere:Normal, safe to breathe
Hydrosphere: Arid, mostly dry climate either small seas or underground reservoirs.
Temperature: Average (-10°C to +30°C/14°F to 86°F)

Our crop likes it dry and everything is super fucking heavy here

>1d100 for number of terrains
>>
Rolled 85 (1d100)

>>94739016
I mean a very dense crop due to gravity can be filled with enough nutrients for several people
>>
>>94739025
5 different terrains, this planet's about to get weird

>5d100 for types of terrains
>>
Rolled 18, 33, 92, 57, 64 = 264 (5d100)

>>94739040
All 100s now, come on!
>>
>>94739061
Broken Forests
Plateaus
Islands
Columns
Moors

there's at least some wet places

>1d100 for population, no mods
>>
Rolled 23 (1d100)

>>94739081
>>
>>94739216
almost no one here, farming must be entirely mechanized since it's such a high gravity and almost all the food is exported

>10D10(x10,000 people total)
>>
Rolled 10, 5, 8, 7, 5, 9, 5, 2, 5, 2 = 58 (10d10)

>>94739255
>>
>>94739284
580,000 people running everything on an earth-sized planet, let's see who's in charge.

>1d100 for Society Type
>>
File: Vharos Frontier V6.png (1.92 MB, 1306x849)
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Rolled 100 (1d100)

>>94739321
Added and named the agri world to the map. Let me know what you guys think
>>
>>94739379
Direct Control by the Administratum or Offworld Appointed Goverment, this place must be super fucking critical to the sector and they're not letting enough people on it for even a chance of losing control. Nice roll.

Economy is probably entirely what food they're exporting but lets roll

>2d12 for any interesting imports or exports
>>
Rolled 9, 3 = 12 (2d12)

>>94739425
>>
>>94739457
Damn they really are growing dank kush down there
>>
>>94739457
Drugs/alcohol, and minerals. I could see them importing fertilizer and exporting some kush so heretically dank the Adminstratum had to seize control.

I've gotta go play tabletop so I'm passing taking rolls back to Mapsama or another anon.
>>
>>94739425
It's super important because it's the only world capable of supporting the sector. The prison planet should've been the most vital one, but was shifted into a source of cheap labor and a tax write off for bureaucrats showcasing the corruption inherent in the imperium.
>>
>>94739544
God, space Afghanistan. This sector must be really rundown with a shitload of administrative corruption.
>>
>>94739457
>>94739544
AGRI-WORLD

Enforcers: 90% / 1d10 / 1d10
Militia: 75% / 1d10 / 1d10
Standing Army: 50% / 1d10 / 2d10
Armored 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
Defense Lasers: 15% / 1d10 / 1d10
Mercenary Force: 30% / 2d10 / 2d10

Let's roll defenses, you have to roll under the % and there's a +6 modifier from only being industrial tech level, so Armored forces, titan forces, Orbital stations+silos and planetary silos aren't possible. Whatever forces are present look like they're going to be pretty small and pitiful, I hope we roll a Fortress world for this sector cause this one sure ain't it.

>7d100 to see if there's any Enforcers, Militia, Standing Army, Private Army, Navy, Defense Lasers, or Mercenaries.
>>
Rolled 38, 33, 95, 79, 39, 3, 62 = 349 (7d100)

>>94741469
The Seriously Dank Kush grown on New Nankali will make you see the Emperor!
>>
>>94742455
There are Enforcers, Militia, and at least some Defense lasers which kinda makes sense for how much automation they need.
Final roll is

>6d10 to see how dogshit they each are
>>
>>94742455
>grown on New Nankali
Nankali isn’t the agri world anon, please read before you post
>>
Rolled 4, 1, 1, 2, 2, 4 = 14 (6d10)

>>94742501
>>
>>94742551
Enforcers, small force, poor quality
Militia, tiny force, poor quality
Defense Lasers, tiny force poor quality

Dang, who actually protects all the food? Why is there such a heavy Administratum presence on a big empty farm world? Maybe they control the subsector by heavily rationing how much food each planet gets. Maybe another planet will have a massive fleet that can patrol it's space. Is there any info on what Port Manus is or does yet?
>>
>>94742634
I added port manus as a location of interest, so we are free to write up stuff about it. It would be cool however if there was a creation table for Imperial space station since there are several interesting ones in 40k like Port Wander and Port Maw
>>
>>94739734
>>94742634
maybe Synix Bantes just isn't that important, Exacta and Avathan Prime probably produce a lot more food than they do, and who knows how many other food producing worlds we will end up rolling up. Also, many worlds we have made so far are pretty self-sufficient in terms of food, and many others are so small it doesn't take much to feed them
>>
>Tyrell-82

History:

Tyrell-82 (often simply called Tyrell) was settled around the same time as Tartion Omega, and for the same reason, to provide raw material to the newly established forge world of Delta-Theta-10. Tyrell-82 was initially called “Tartion Sigma” as it was the eighteenth planet from the sun, but was renamed “Tyrell-82” after an obscure legend popular with local factions of the Mechanicum. Tyrell was rich in heavy metals, and nutrient rich algae, and plans soon began to upgrade it from a mining colony to a minor forge world in its own right.

Tyrell quickly developed two main specializations. Its heavy metals were used to forge armor piercing shells and bolts, and its nutrient rich algae was easily converted to nutrients for creating large numbers of vat clones. In M32, several factions of militant and/or radical tech-priests relocate from Delta to Tyrell due to their dislike of Delta’s increasing obsession with honoring the Omnissiah with art. This provides a major boost to Tyrell’s manufacturing ability and allows it to officially become a minor forge world, as well as the capital of the Tartion System with its many mining colonies. Tyrell suffers a big setback when it is badly damaged during a raid during the 4th Black Crusade of M34, however, it recovers in M35, when some of the more artistic factions from Delta also relocate to Tyrell after being driven out by those obsessed with painting. In particular, most of the flesh artisans of Delta relocate here and turn Tyrell into a major manufacturer of servitors and clone bodies.
>>
>>94742648
I really hope some planet is a fortress world or forge world that can project a big fighting force through the passage, but if not I'm imagining every planet sending everything they have to Port Manus as the only bastion of defense against whatever's coming from the Nihil Obscurus side. Is there a different generator for chaos worlds on that side?

>>94742669
Yeah, I'd assume Exacta would need a bunch of food with their billions of convicts, but there are a bunch more planets to go maybe something will click into place.
>>
>>94742717

(2/7)

Like for most of the Sector, M36 was a bad time period, and Tyrell was invaded several times by Slaaneshi forces, plus had to supply considerable amounts of troops to help liberate Tartion Omega. It recovers within a few centuries, but the near defeat leads to political unrest within the ranks of the tech-priests. Some see it as a sign the forge world must become more orthodox and militant and focus its efforts on directly and indirectly supporting the Imperial war machine. Others see it as a sign radical technological breakthroughs are the only way to save humanity. As the sector rebuilds itself throughout M37, both the more militant and radical factions of Tyrell take the opportunity to send many of their members to other worlds, particularly compared to its larger but more isolationist neighbor, Delta-Theta-10.

Tensions boil over in early M38 when the so-called Second Schism occurs. Both the orthodox-militants, and the radical-innovators challenge the moderates and isolationist-aestheticians for control of several key positions. Several small wars break out, and Delta lends some of its forces to Tyrell to fend off the small but well armed orthodox-militants. After several unnecessarily destructive battles, including one where Legio Aureola destroys an expensive forge city, a compromise is reached whereby some of the orthodox-militants voluntarily leave, and many radical-innovators are exiled from the planet, but overall the political power shifts away from isolationist-aestheticians, and more towards the remaining orthodox-militants.
>>
>>94742724

(3/7)

The self-exiled orthodox-militants are welcomed with open armed by other Imperial factions on worlds like Algor Rex, but the radicals are more of a mixed blessing, creating a number of scandals on worlds including Delta-Theta-10, Avathan Prime, and especially Tartion Omega, where many radical genetors and ordinatii ended up. Tensions climax with the Tartion Omega Incident of M40, where the Inquisition went after hidden radical labs, and skitarii from Tyrell and Delta intervened in what it saw as largely an internal Mechanicus issue. A confusing civil war broke out between these three factions as well as certain radicals who fought back, renegade creations, and eventually a hidden but powerful Slaaneshi cult. The Imperial factions set aside their differences in order to defeat the Slaaneshi, but much ill feelings remained, particularly between the skitarii of Tyrell and the Sisters of the Order of the Cleansing Sepulcher, whose predecessors fought several brutal battles against loyal, radical, and corrupted individuals from Tyrell.

Since the Incident, Tyrell has slowly been rebuilding its reputation, while also doing whatever it can to preserve the secret that radical inventors are still present on Tartion Omega. For the past few centuries, Tyrell has been a particularly popular target of the Warriors of Perfection, who the Tyrellians thought were just an unusual genestealer cult. With the opening of the Great Rift, the forces of Serpentia-Erotica have used warp rifts to launch several raids and small invasions on Tyrell to keep them from coming to the aid of Delta-Theta-10.
>>
>>94742732

(4/7)

Geography and Climate:

Tyrell is a small but dense planet with a rapid spin and no moons. Much of it is covered in shallow seas, and the continents receive frequent rainfall. Native lifeforms are primitive, mostly insects, molluscs, and crustaceans, with seas full of algae, and land covered in barren, broken rock with the occasional patch of ferns. Similar to Tartion Omega, it has unnatural rock columns, but no link between the two has been discovered. The atmosphere is warm, humid, and difficult for unmodified humans to breath due to gas composition.

The two main appeals of this world to the Mechanicus are its many deposits of heavy metals and its thick mats of algae that can be easily converted into specialized nutri-fluids for rapidly growing clone bodies. Although the planet is scarred by countless open pit mines and smoke belching foundries, the Mechanicus are careful not to allow environmental degradation to get so bad that it threatens the world’s hardy and quick growing algae.

Economy:

Like most forge worlds, Tyrell has a massive industrial output, producing all sorts of things, though ever since the Second Schism, it has been focusing on equipment that supports the Imperial war machine. Its main specialty is munitions, particularly those that use Tyrell’s abundant heavy metals, like armor piercing shells, bullets, and bolts. Its other specialty is clones and servitors. Some of its creations, especially high-end servitors, are popular with wealthy nobles. Although this may seem contrary to Tyrell’s prioritization of military manufacturing, its sees the cost-effort trade-off for certain products as worth it in order to get cash that can be used to buy rare materials needed for specialty military products.
>>
>>94742738

(5/7)

Society and Culture:

Despite waves of emigration following the Second Schism, Tyrellian tech-priests remain divided into several factions.

The orthodox-militants believe that Tyrell and Delta’s long held obsession with honoring the Omnissiah with art and ornate craftsmanship is wasteful and self-indulgent and that the research of the radical-innovators is at worse extremely dangerous, and at best a waste of resources that could be better spent manufacturing weapons and munitions to meet the Imperium’s current needs. Their clothing, structures, and creations are utilitarian, and combat oriented where applicable. They believe in strengthening links between different combat oriented branches of the Imperium, and often push for more tech-priests to be deployed off-world to fortress worlds and to any world where weapons are manufactured. They also push for directly supporting the Imperium’s wars by producing large amounts of Skitarii.

The isolationist-aestheticians believe that creating beautiful objects is the best way to honor the Omnissiah. They believe in slowly building up the strength of the Mechanicus by preserving its strength and acquiring wealth and resources, and believe that significant effort should be put towards honoring the Omnissiah via art so that all who gaze upon their creations will be inspired by power and opportunity provided by the Omnissiah. Although some settled Tyrell right from the very beginning, most descend from those who left Delta during the Paint-Maker’s Coup of M35. Although there are several different factions of isolationist-aestheticians who specialize in different ways of creating art, the most prominent are the flesh-artisans, who only use clones of the most aesthetic individuals during the creation of servitors and menials, and who work closely with other types of aestheticians to seamlessly integrate beautiful flesh, gilded, artistically stylized machine.
>>
>>94742744

(6/7)

The radical-innovators try and keep a low profile on Tyrell, though they are still very much present, particularly in senior roles. They believe that only through rapid technological advancement that humanity has any hope for survival, and that the time of a tech-priest is best spent on research rather than manufacture, art, or warfare. They often leak their research to Radical Inquisitors, unorthodox Forge Worlds, and exiled radicals hiding throughout the sector, who face much fewer restrictions on implementing unsanctioned research.

Many individuals do not fit neatly within these three categories, and hold a mix of beliefs from two or even all three factions. Tyrell is also home to some menials, but has a much higher ratio of servitors versus menials than Delta-Theta-10 does. The menials prefer to keep a low profile, though some of them will subscribe to the beliefs of one or more of the factions, particularly if they work closely with tech-priests of said faction.

Organizations:

The Skitarii Legions – The skitarii of Tyrell are fairly conventional in their tactics and organization. Most of them favor the orthodox-militant ideology and dress in the standard red robes favored by many forge worlds, however, some have aesthetic leanings (or were at least created by such individuals) and therefore have more ornate equipment. Like the Skitarii of Delta, they favor lots of vehicles, and prioritize orbital defenses, though theirs aren’t as elaborate as Delta’s.

Tech Auxilia – A blanket term for the numerous formations of menials and servitors that support the Skitarii. Some are used as battle fodder, others as laborers and support.
>>
>>94742754

(7/7)

The Explorator Fleet – Tyrell’s fleet is smaller than Delta’s, and many tech-priests on board are secretly or openly radicals. They are often away from Tyrell for decades at a time. They have close ties with several Rogue Traders and others involved in exploration or smuggling like House Skald and House von Askbolt.

Tartion System Patrol – Made up of large numbers of system vessels of varying sizes. They protect the remaining mining colonies and patrol asteroids and planets for signs of smugglers and pirates. Unofficially they also keep visiting vessels as far from Tartion Omega as possible.

Centurio Ordinatus, Titans, and Knights – Tyrell is home to a number of large Ordinatus weapons. Although both Legio Aureola and House Venator Epsilon relocated to Algor Rex, some can still sometimes be found on Tyrell doing extensive repairs. Freeblade Knights are also not uncommon on Tyrell.
>>
>>94742721
>Is there a different generator for chaos worlds on that side?
Still working on that, I might just have it so that before we roll the planet class we roll a 1d3 or something where 1 is that we roll as normal, while a 2 is a war world and 3 is a Xenos world (we can even coinflip that result too if we get it to have a choice between chaos and xeno world) before we continue to roll on the tables
>>
>>94716025
This phantom tempest/storm of ash looks extremely cool.
Is it supposed to be a wall of sort? A cross-section of a dome? A stream?
>>
is there a space marine chapter for this area or is there not gonna be one?
>>
>>94746726
There's a chapter based in the Astrum Nihilum sub-sector called the Exemplars of Hexrax. Have read through the 1d6 pages to get up to speed.
>>
>Warp Storm – Endless Perdition

The Endless Perdition is one of countless small “whirlpool” type warp storms found in the Segmentum Obscurus. It is believed they are a by-product of the Warp Turbulence common in the areas bordering the Eye of Terror. Its name is said to come from the nonstop psychic screaming and wailing that Navigators sense anytime they travel too close to the storm. Some myths suggest that the center of the Endless Perdition is an opening into a portion of Slaanesh’s Realm, where billions of souls are trapped somewhere between agony and bliss.

The storm has varied in size and intensity greatly at different points in history, at some points shrinking to no more than a small nuisance, at other times expanding large enough to make reaching worlds like Delta Theta 10 and Infura Quintus almost impossible (such as during the dark centuries of M36). It is has been expanding at an alarming rate since late M41.

Due to its relatively small size combined with high intensity, Endless Perdition hasn’t become a stronghold for renegades and xenos like many larger but less intense storms. However, small bands of xenos raiders and pirates sometimes hide along the edges. It is also believed that the Slaaneshi horde currently assaulting Delta-Theta-10 and Tyrell-82 somehow are using the warp instability caused by the expanding storm to form the warp rifts that are allowing them to transport forces directly from the Eye of Terror onto the surfaces of the forge worlds, bypassing their considerable orbital defences in the process.
>>
>Silence of Vurn

The Silence of Vurn is the name given to a strange warp phenomenon that sometimes appears in random places along the edges of the Endless Perdition. Those who have been caught in it and found a way out report a brown dwarf star orbited by hundreds of ships and space hulks. It has been theorized that somewhere in the system is a large piece of blackstone, either naturally occurring or placed there deliberately, that changes polarity at random or perhaps when ships are near. The polarity theory, recently supported by Cawl’s Theory of Empyric Polarity, suggests that sometimes the hypothetical blackstone is “positively charged”, helping fuel the Endless Perdition, sometimes “negatively charged” creating a null space so large that it pulls ships and other objects out of the warp, whether they be luckless pirates or long dead space hulks. If it was placed there deliberately, it was likely by Necrons, though it is unclear if it is some sort of elaborate trap, or if it was part of the pylon network surrounding the Eye of Terror but somehow got pulled into the storm it currently orbits.

Most of the ships orbiting the brown dwarf are long dead wrecks pulled from the Warp, including several space hulks. Others were active ships that took critical damage as they are ripped from the Warp. A few arrive in the system relatively intact, but once trapped, many ships simply run out of supplies trying to leave the system without Warp propulsion. Disturbingly, it seems others were boarded by unknown forces while trying to scavenge wrecks for supplies. Only a few have ever made it out alive. These vessels report being trapped for years, even decades, before the null field blocking their access to the Warp suddenly disappears.
>>
Since we have rolled up everything needed for Synix Bantes we can start with the 4th world in the Aegis Sanctus region

>Planet Class (1d100)
>>
Rolled 5 (1d100)

The Exactad Millennials number a little over 1 million souls in every regiment each one a generation of multiple generations of prisoners, each one fully convinced of their sin & need to earn forgiveness on the battlefield. Well accustomed to toil & nihilistic to a fault, they make for excellent logistic & engineering personal, & mediocre if stubborn solders.
They will happily dig earthworks & fortifications, many seeing it as their place. They will see orders to the front as High Command throwing chaff into a meat grinder to slow them down, for they re lowly sinners & will happily do this as well, they must be convinced of a retreat however.
Smart Commanders value the millennials running their supply lines & as combat engineers, other soldiers view them as peasants & menials, the average Millennial will agree on both things.
>>
File: Hive City Ambient.jpg (943 KB, 1920x1080)
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>>94751322
Hive World

Finally! The first one for this entire thing! May be able to finally use the hive world creation tables once we're done with the planet itself after this

>Tech Value 2d10+36
>>
Rolled 9, 6 + 36 = 51 (2d10 + 36)

>>94751322
Though 1 million souls are raised from the generational prisoners, other troops from other sources are folded in.
New arrivals are formed into more traditional Penal legionaries to act as shock troops, bringing a fighting vigour the Millennials lack otherwise. This means that despite usually performing on par with regular penal legionaries, the Irregulars are the best assault troops in the Regiment.
The average Millennial views the irregulars as bloodthirsty psychopaths undeservedly given a second chance to repent sins they clearly don't regret
The average Irregular is a bloodthirsty Psychopath who views the generational prisoners as mind-broken serfs, if they think anything of them at all.
Friendly Fire & other incidents between the 2 groups is common

Secondly the Warden class for their own volunteer brigade attached to the Millennials, trained almost all of the Officers as well as operating the majority of the regiments tank, artillery & Stormtrooper corps, though the generational prisoners also operate some of these elements in a far more limited capacity. A Millennial Battalion may have 1 squadron of Leman Russ tanks, a single squad of Stormtroopers & 2 Chimera Squadrons, but attached to it are several Warden Tank columns. If the regiment ever receives anything that could be called "A Lord of War" Will be given to the Warden battalion, unless it's that one massive transport in which case they probably fill it with Irregulars.
>>
>>94751702
High Imperial: The peak of the Imperium's technological advancement outside of the greatest hive worlds and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour, and equipment, such as hellguns, plasma weapons, power weapons, melta weapons, bolters and carapace armour can be found deployed to the PDF (and indirectly the Imperial Guard recruits) and Enforcers more common than other planets and the rich strata almost certainly equip their security forces with the open market's top end.

>star Size (1d100)
>>
Rolled 21 (1d100)

>>94751799
>High Imperial
Neat, hopefully the surface is habitable and the population is decent.
>>
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>>94752263
Medium star

Hive world and habitable surface is a rare combination, but who knows this one might that one in a thousand.

Adepta Presence

>Administratum 3d10
>Arbites 3d10
>Astra Telepathica 3d10
>Astronomica 1d10
>Mechanicus 2d10
>Ministorum 3d10
>Inquisition 3d10
>>
Rolled 1, 9, 2, 5, 7, 10, 10, 4, 9, 8, 1, 7, 2, 1, 10, 10, 7, 5 = 108 (18d10)

>>94752494
Their wasteland is a different kind of wasteland
>>
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>>94752596
>Administratum: Small. Involved, but quietly and unobtrusively
>Arbites: Major. A powerful and influential force throughout the planet.
>Astra Telepathica: Major. A powerful and influential force throughout the planet.
>Astronomica: Slight. Specific duties; not involved in wider planetary affairs.
>Mechanicus: Slight. Specific duties; not involved in wider planetary affairs.
>Ministorum: Moderate. Has offices and planetary duties, and are widely known.
>Inquisition: Major. A powerful and influential force throughout the planet.

Seems like a pretty well balanced world, although the major influence of the holy inquisition might be something to worry about, but with the neighbor being an untamed realm not under the heel of the Imperium it makes sense

Next tables:
>Planet size: 1d100
>>
Rolled 14 (1d100)

>>94752668
Lots of telepaths too getting out lots messages, definitely feeling like a capital world for this sub-sector
>>
Rolled 76 (1d100)

>>94752697
fuck that's going to be tiny, rolling with advantage for a bigger one or we assume the entire planet is hollowed out and filled with structures
>>
>>94752697
We will be going with the rolls we're given, and building up and down is certainly an option, if the population is large enough the world could be an Ecumenopolis akin to Holy Terra

>Tiny: 2d10

>>94752716
I'll be using this one for the axial tilt
>Large (26-35°)
>>
Rolled 45 (1d100)

>>94752737
Tiny World, habitable, hive

The entire thing is a Hive, the whole tiny world.
Maybe much of that is an abandoned sprawl, but the whole world is covered in structures, Spires jut up everywhere, & the entire surface is covered in at least Underhive

d100 next right?
>>
Rolled 6, 3 = 9 (2d10)

>>94752737
>>
>>94752858
9000km circumference

>>94752850
Using the result of this d100 minus the size of the world we need to roll 2d10 for the hours of the day
>>
Rolled 4, 2 = 6 (2d10)

>>94752907
Damn, this planet is smaller than our moon.
>>
>>94753005
6 hours days

>Length of Year (1d100)
>>
Rolled 50 (1d100)

>>94753039
A Tiny Ecumonopolis is a fun concept
>>
>>94753095
>(10d10)x5 Terran days
>>
Rolled 29 (1d100)

>>94753121
>>
Rolled 9, 6, 1, 8, 6, 2, 10, 8, 8, 2 = 60 (10d10)

>>94753129
whoops
>>
>>94753139
300 terran days for a local year on the planet or 1200 local days for a full year.

>>94753129
Let's use this for satellites which gives us;
>none

>Gravity 1d100
>>
Rolled 99 (1d100)

>>94753184
It's practically a moon sized object as is.
>>
>>94753258
Well it's:
Very Heavy (1.5 to 2 G): Don't trip and shatter your bones!

But I'd say it's probably the lowest at around 1.5Gs due to it's size

>Atmosphere 1d100
>>
Rolled 32 (1d100)

>>94753271
The whole planet made of lead or something?
>>
>>94753277
Normal: Safe to breathe

We can figure out the more fine details later

>Hydrosphere 1d100
>>
Rolled 14 (1d100)

>>94753309
Breathable, neat. Let's see if we have any water on our tiny, dense hive
>>
>>94753337
Parched: This world has some water but it is hard to locate and make use of.

>Temperature 1d100
>>
Rolled 4 (1d100)

>>94753343


>>94753277
dense ass core of a dead sun they're using for metals maybe
>>
>>94753510
Bitter (-201°C/-330°F or lower): As cold as it gets. Maybe too cold for an atmosphere. Only the best heating and most complex equipment can keep the habs habitable. Going outside means flash-freezing and becoming part of the icy terrain.

>Number of Terrains 1d100
>>
Rolled 28 (1d100)

>>94753530
Seems pretty inhospitable
>>
>>94753562
2d100 for the terrain

I mean it is a hive world, it wouldn't have been the most hospitable place either way
>>
>>94753565
>>
Rolled 78, 17 = 95 (2d100)

>>94753565
Derp
>>
>>94753580
Caves and Broken Forests

I can imagine that the hives are built in and around these caves before they need to build upwards, so the Hives could be like ant hills even more than regular hives with the top layer and it's spires only being a small part

>Population 1d100+20
>>
Rolled 20 + 20 (1d100 + 20)

>>94753591
>>
>>94753786
5d10 million

Shame, not the billions we're hoping for, but I suppose it makes sense if there are several smaller hives jutting out from the caves on this frigid planet(oid)

>Society Type 1d100
>>
Rolled 5, 2, 7, 3, 10 = 27 (5d10)

>>94753989
>>
Rolled 9 (1d100)

>>94753989
>>
>>94753271
2Gs, & it's a mystery as to why.
>>94753591

Maybe the Broken Forest refers to just a sea of Ruined buildings stretching between the still functional parts of the hive, like the entire planet was covered in city but the population has collapsed with the 27 million remnants retreating to the caves
>>
>>94754015
27 million people on the planet. Do you Anons want to tweak this one roll and make it billions instead or leave it as is?

>Elected Dictator: The population 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 whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.

>Exports and Imports 2d12
>>
Rolled 3, 5 = 8 (2d12)

>>94754046
Well it’s a tiny frozen rock, maybe it wasn’t always so? Perhaps something happened to decrease the population.
>>
>>94754075
Export - Minerals

Import - Weapons

I suppose stockpile arms for the threats beyond the warp storms makes sense

For the 1d100 for the percentile rolls we get a -12 to the result, so if it's equal or below the percentile number it's on the planet

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
>>
Rolled 8, 5, 9, 3, 6 = 31 (5d10)

>>94754121
Enforcers
>>
Rolled 2, 2, 6, 9, 8 = 27 (5d10)

>>94754121
Militia
>>
>>94754133
We need the 1d100-12 rolls first for all of these so we know if we have them at all
>>
Rolled 3, 18, 12, 69, 12, 90, 25, 7, 8, 73, 24, 77 = 418 (12d100)

>>94754121
Just realized I didn’t roll for whether they’re there lmao
>>
>>94754121
Ghost Hive or 27 Billion population?

Or both, 27 bil crammed into a single Hive structure jutting out of the caves while the rest of the world is a wasteland of ancient crumbled hive structures. Some live there, like how some live in the wastelands of other Hiveworlds, but all that's out there is freezing rain & crumbling plasticrete.
Record show this as a bustling ecumonopolis in ancient times, during the Heresy it raised half a trillion conscripts. Why it's diminished so, or rather hoe it got so large in the first place, has been forgotten.

Also the gravity, a tiny world riddled with extensive cave networked, yet it has a gravity twice that of the Holy Terran Standard, a great mystery not mentioned in the ancient documents that speak of a planet covered in live Cityscape.
A mystery few on or off world really seek to uncover with that much vigour though, the crumbling city has held no political influence for a looong time
>>
>>94754197
We can figure out the details after using these new tables, perhaps we can make something interesting from it all once we're done with the planet creation tables
>https://1d6chan.miraheze.org/wiki/Hive_World_Creation_Tables
>>
>>94754046
Right under the population roll it says

"As stated previously, population numbers may not be accurate outside of Calixis. Conservatively, Terra alone has hundreds of trillions. Realistically, more like hundreds of quadrillions to a quintillion. Hive Worlds can grow absurdly huge. Since Terra is the biggest, keep it under this. At a minimum though, tens of billions at least for a relatively small Hive World"

So maybe 27 billion?
>>
Rolled 3, 1, 10, 4, 2, 4 = 24 (6d10)

>>94754164
They have absolutely everything except a private army and mercenary force. They got fucking titans and a fleet boys, lets go!

Standing Army
>>
>>94754265
Seconding this. I've been here since the very first thread back in August and the planet generator population rolls have consistently been absolute nonsense. We've had gigantic numbers for hellish Feral Worlds (with Barnum in particular we had to convert billions into millions) and now those baby hives
>>
>>94754334
Oh dang, the intrigue Grows. A Ghost Hive with a ton of troops. Maybe this is the 40K equivalent of a fort town the Imperium pumps food here because it's a Titan Legion's homeworld & the Titan Legion are based here because it's a Hive World.
Sounds cool.

Maybe the Hives all built into the massive cave networks, while the ruined surface is now fully the stomping ground for the various armed forces based & trained here. With the exception of some Spires jutting out of cave entrances & going up for miles
>>
Rolled 3, 9, 8, 7, 3, 4 = 34 (6d10)

>>94754374
Armoured Force, what's the difference between the Armoured Force & A Standing Army thinking about it? they both reference PDF/Guard regiments? Does the latter have way more tanks?
>>
Rolled 6, 7, 6, 8 = 27 (4d10)

>>94754121
Titan force go!
>>
Rolled 10, 7, 8, 4, 1, 3 = 33 (6d10)

>>94754121
Navy
>>
Rolled 8, 9, 8, 9 = 34 (4d10)

>>94754121
Orbital stations
>>
Rolled 8, 8, 1, 5, 10 = 32 (5d10)

>>94754121
Missile Silos(planet)

>LARGE titan force, MASSIVE navy
hell yeah
>>
Rolled 6, 3, 8, 1, 10 = 28 (5d10)

>>94754121
Planetary missile silos
>>
Rolled 5, 9, 9, 3 = 26 (4d10)

>>94754121
Orbital Missile silos

>>94754619
if we use this for defense lasers, that's everything

I don't know how OP feels, but with this much defense maybe this planet IS Port Manus
>>
>>94754121
(Force Size, Force Quality)
Enforcers 22, 9 Massive, Poor/Medium
Militia 10, 17 Medium, Medium/High
Standing army 14, 10 Large, Medium
Armored Force 20, 14 Huge, Medium
Titan Force 13, 14 Large, Medium
Naval Force 25, 8 Massive, Medium
Orbital stations 17, 17 Huge, Medium/High
Planetary Missile silos 17, 15 Huge, Medium
Orbital Missile silos 14, 12 Large, Medium
Defence lasers 17, 11 Huge, Medium

Nice rolls everyone
>>
This little iceball is the most heavily defended planet in the subsector. Is it made out of adamantium or something?
>>
>Planet Name:
>Class: Hive World
Tech Level: High Imperial

>Size of Star: Medium
>Galactic Position:
>Sector:
>Subsector: Vharos Frontier

>Planetary Governor:
>Adepta Presence:
>Administratum: Small. Involved, but quietly and unobtrusively
>Arbites: Major. A powerful and influential force throughout the planet.
>Astra Telepathica: Major. A powerful and influential force throughout the planet.
>Astronomica: Slight. Specific duties; not involved in wider planetary affairs.
>Mechanicus: Slight. Specific duties; not involved in wider planetary affairs.
>Ministorum: Moderate. Has offices and planetary duties, and are widely known.
>Inquisition: Major. A powerful and influential force throughout the planet.

>Size: Tiny, 9,000km
>Axial Tilt: Large, ± 40°C/104°F
>Length of Day: 6 hours
>Length of Year: 300 Terran days, 120 Local days
>Satellites: None
>Gravity:Very Heavy(1.5 to 2G)

>Atmosphere: Normal, safe to breathe
>Hydrosphere: Parched
>Temperature: Bitter(-201°C/-330°F)
>Terrain:Caves and Broken Forests
>Climate:
>Native Flora and Fauna:

>Countries and Continents:
>Population: 27 billion(?)
>Society: Elected Dictator

>Economy:
>Exports: Minerals
>Imports: Weapons

>Conflicts:
>Defences:(Force Size, Force Quality)
>Enforcers, (Massive, Poor/Medium)
>Militia, (Medium, Medium/High)
>Standing army, (Large, Medium
>Armored Force, (Huge, Medium)
>Titan Force, (Large, Medium)
>Naval Force, (Massive, Medium)
>Orbital stations, (Huge, Medium/High)
>Planetary Missile silos, (Huge, Medium)
>Orbital Missile silos, (Large, Medium)
>Defence lasers, (Huge, Medium)

Just noticed we never summarized Synix Bantes, gonna do that really quick
>>
File: Synix Bantes.png (1.17 MB, 749x749)
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1.17 MB PNG
Planet Name: Synix Bantes
Class: Agri-World
Tech Level: Industrial

Size of Star: Huge
Galactic Position:
Sector:
Subsector: Vharos Frontier

Planetary Governor:
Adepta Presence: Administratum(Notable); Adeptus Arbites(Token); Adeptus Astra Telepathica(None); Adeptus Astronimica (None); Adeptus Mechanicus (Token); Adeptus Ministorum (Token); Inquisition (Small)

Size: Average, 49,000km
Axial Tilt: Moderate (16-25°), ± 20°C/68°F
Length of Day: 26
Length of Year: 244 Terran days, 225 local days

Satellites: 11
Gravity: Very Heavy(1.5-2G)

Atmosphere: Normal
Hydrosphere: Arid
Temperature: Average(-10°C to +30°C)
Terrain:Broken Forests, Plateaus, Islands, Columns, Moors
Climate:
Native Flora and Fauna:

Countries and Continents:
Population: 580,000
Society: Direct Control by Administratum

Economy:
Exports: Food, Drugs/Alchohol
Imports: Minerals

Conflicts:
Defences:
Enforcers, small force, poor quality
Militia, tiny force, poor quality
Defense Lasers, tiny force poor quality
>>
>>94754962
>>94754829
Sorry, the Navy is Massive, but a little worse than Medium quality. Poor/Medium
>>
>>94754962
Also should be 1,200 local days/year.

I like the idea that the planet is either the superdense core of a tiny star or big planet and the Imperium intentionally sped up it's rotation to give it some centrifugal force to counter-act a bit of it's naturally high gravity. Many of it's hives reach down deep under the surface into caves and cavities offering increased protection from planetary bombardment and the surface is so cold only Titans and armored vehicles regularly patrol outside. The Elected Dictator and Planetary Governor controls the population with a massive amount of Enforcers and water rationing, and being so close to warp storms and having such a high population there is significant chaos worship in certain levels which requires a strong Inquisition presence.
>>
>>94755513
I wonder how much the gravity could be negated by spinning it up. Maybe all the hives are near the equator where the effect is felt the most.
>>
>>94756379
My math is probably fucked, but right now I have our planet spinning at 416.7 m/s and we'd have to be spinning at 2,650 m/s to get from 1.5g to 1g at the equator. So we'd have to speed up to a 56.4 minute long day, or we could say it was 1.5 g before it was sped up to a 6 hour day and now it's closer to 1g away from the poles.
>>
Where can I find good sector creation guides? I'm trying to make a scenario for my players in an upcoming game. The idea is an entire subsection is bottled up behind Warp storms & a daemon is taking advantage of it. I'd like some tools to help fill in some blanks if I can.
>>
>>94754962
Lets roll on the hive world creation tables for this to expand it more. Or should we wait until the next thread?

>Hive World Origins (d100)
>>
>>94757452
Looks like we're past the bump limit, should start a new thread or let Map Anon do it. It would be nice to roll off a different table to start the new thread and fill out the hive info while the planet's still fresh.
>>
>>94757678
Let’s give it until next thread then
>>
Shall we make a new thread?
>>
>>94755513
Sounds rad. Maybe there's some ancient infrastructure that makes this very useful as a staging ground, like massive space-docks with elevators to & from the Surface.

The population living in urban cave systems is cool, while the long ruined surface is a stomping ground for massive amounts of armed forces.

Nail hard trees squeeze through crumbling plasticrete before being crushed once more by the warriors kept here, some small areas are still in ruins (& not crushed). mainly used as training grounds for the military. In the distance a tall but thin Hive Spire, hugging a space elevator before disappearing into the ground. The Hives here are built underground, it's what makes 'em so small. But the caves reach between hives & all over the world. The Military use some of them to move stuff around but the underhivers can go all over the world, really live up their name. Upper Brass lets 'em, keeps the armoury guards sharp they say.
the Caves go down as well, no one knows how deep. Inquisition REALLY don't like anyone exploring past a certain depth, but it's not like you'd want to.
See the story is the deeper you go, the heavier you get, & the effect ramps up quickly. Bottom of the biggest hive here hits 3gs, but only a mile further down it reaches 20. Just a rumour though.
>>94758063
Sounds cool
>>
New thread >>94759354



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