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File: Vokaris Sector wip 8.png (2.01 MB, 1328x870)
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>+++ADMINISTRATUM PASS KEY ACCEPTED+++
>Loading message...

Welcome back, revered clerk of the Administratum.
Your efforts in compiling the information on [Vokaris Sector] and its eight subsectors have been further received with satisfaction, and thus you are welcomed to continue your holy assignment to collect the data about this sector in our grand Imperium of Man
A brief reminder that as data comes in via the servitors around you, you will have to compile it and make this sector whole again.
May the God Emperor continue to guide you clerk Anon.

Hello there, Anons of /tg/. If anyone is still interested in this fun project, here is the whole sector - updated with the discovered planets so far - where we can continue to create together, using the planet generator found on 1d6chan.

>https://1d6chan.miraheze.org/wiki/Planet_generator

>Previous thread
>>96641456

Last thread we left off finishing the up the quarantined Hive World of Ninazu Minoris

We have 3 more worlds to roll up in this sub sector so why not start with that

>Planet Class 1d100
>>
Rolled 28 (1d100)

>>96683255
>>
>>96684349
>Forge World: Overworked factory planets owned by the Adeptus Mechanicus to pump out all sorts of goodies for the Astra Militarum: guns, Titans, ships, power armor, and simple consumer goods are all manufactured in continent-spanning manufactorums. The Adeptus Mechanicus Forge World Creation Tables aren't a bad supplement for this result.
>If rolling multiple worlds, this world type needs at least one nearby mining world to supply it with raw materials.
1d10+50 for its tech level
>>
Rolled 9 + 50 (1d10 + 50)

>>96685020
>>
>>96685119
>Advanced: Have access to limited or developing technology. In the Imperium of Man only the greatest Hive Worlds, the most advanced space or orbital habitats, the most well fortified Fortress Worlds, the richest and most important Shrine Worlds, and the upper half of Forge Worlds have this level of technology (although it wouldn't be surprising if some Inquisitors, who at least can be trusted to not fuck up all the time by both their fellows and the Mechanicus, have a planet or two that run an actual research facility that legitimately researches new technology). Extremely advanced weapons and armour are available in this planet and its manufactora can produce some of the most demanding (and commensurately deadly) weapons available to mankind. Such weapons can include graviton/grav weapons, conversion beam weapons, photon-thruster weapons, disintegration weapons, volkite weapons, particle weapons, and ordnance special even for being Titan or Voidship grade. At its peak, the deadly Vortex weapons that tear open holes in reality can even be produced, but such materials need to be handled with extreme care. Further, who knows what manner of technological horrors a planet so blessed to have survived the Iron War, the Age of Strife, the Great Crusade, the Horus Heresy and the Long War so unusually intact, or at least was able to rebuild may contain? Alternatively (or simultaneously), this may be world with divergent tech-line (xenotech, humans whose science went differently, or both), whose technologies are comparable or higher than those of absolute top-tier Imperial technologies (e.g. weaponry comparable or stronger than volkite), and who are so advanced that no one wants to bother them with "inventing new things is heresy" due to them being so useful and out of fear of getting disintegrated or something.
1d100 for their star size
>>
Rolled 12 (1d100)

>>96685140
>>
>>96685451
Small Star

give me 9d10s and 3d5s for the various Adepta
>>
Rolled 6, 10, 7, 7, 7, 2, 8, 3, 7 = 57 (9d10)

>>96685763
>>
>Kaelthun Beta

Overview:
A lush water world that has been resettled many times. Although it has high potential as an Agri-World, its troubled history and Warp instability has caused the Imperium to write it off for now. It has devolved into a feudal world ruled by corrupt oligarchs, cunning merchants, ruthless pirates, and unusual freedom fighters.

History:
From the moment it was first surveyed, the Imperium has recognized the potential Kaelthun has to be a major source of nutrients for the Sector. Unfortunately, proper colonies never seem to last more than a few centuries on Kaelthun before it gets cut off by a Warp Storm, or a voidship crashes into it, or a cult corrupts the government, or an invasion occurs. The most recent attempt to colonize the planet ended several centuries ago when colonial authorities hit a malfunctioning voidship in low orbit with a nuclear weapon in hopes of destroying it before it could crash into the planet. Although the voidship was destroyed, the nuclear explosion triggered an electromagnetic storm that fried all electronics on the planet. Tired of sinking resources into failed ventures on the planet, the Imperium simply gave up on it for now.

The colonial government renamed itself the “World Government”, and was able to continue functioning more or less despite the loss of advanced technology. Over time though the World Government became corrupt due to secretly worshipping the four “Deep Sea Gods” and began suppressing worship of the Emperor and engaging in all sorts of degeneracy. The World Government was eventually overthrown by an unlikely alliance of pirates and rebels, but without a central government the planet split up into countless fiefdoms, and without regular contact with the outside galaxy, the worship of the Emperor became increasingly unorthodox. Over the past few decades, wealthy oligarchs have become the true power in most nations.
>>
>>96685940
2/5

Geography and Climate:
Kaelthun is completely covered in water, though vast mats of floating kelp support a surprisingly large terrestrial ecosystem. The shallow seas support an almost unbelievable amount of aquatic plants and animals, which the Imperium had hoped to harvest using massive mobile processing plants. Many of these processing plants still drift the oceans, while stilt mounted cities and crashed voidships are the only other remnants of Kaelthun’s past as a major agri colony.

Kaelthun is known for its frequent storms, both the hurricanes that frequently ravage the planet’s surface, and the warp storms that disrupt access to and from the Kaelthun System, and that sometimes cause vessels to emerge from the Warp almost right next to the planet which often causes them to crash into it.

Aside from the hurricanes, Kaelthun is home to many sea monsters, it has high gravity, and the equatorial regions can be brutally hot during the summers. Despite this, the planet supports an unusually large population for its small size and lack of technology or solid land. Most of the population lives on large mats of floating kelp which are carefully woven together, and can sometimes become several square miles in size. A smaller portion of the population lives in the ruined kelp processing ships, cities, and crashed void vessels.

Economy:
Despite its limited technology and seemingly feudal nature, Kaelthun is capitalist to its core. Power comes from wealth, not titles, and the king of a cluster of kelp mats can be easily overthrown by a passing merchant with a crew of hardened fighters loyal to coin and the ability to bribe his enemies. Key trade items include metal weapons, bright bird feathers, slaves, pearls, certain fish scales, shark teeth, whale oil, and clothes and gold coins dating back to when the world still traded with the wider Imperium.
>>
>>96685954
3/5

Society and Culture:
Kaelthun’s population is divided up into countless thousands of small tribes and nations. Each is unique in its own way, but they can be lumped together into five broad categories.

The Iron Lords are the rulers of the old colonial stilt cities, kelp processing ships, and crashed void vessels. They are inevitably the wealthiest of the oligarchs due to their access to metal, gold coins, and clothing and sails made from off world fabrics. Although their attire may make them look technologically advanced, their manufacturing techniques are limited to smelting down scrap metal into primitive swords and stitching old fabrics into sails. They have a fondness for dogs, who they consider sacred to the Emperor.

The Islanders live on the kelp mats that drift the oceans. Their kings are often very poor compared to the rulers of the Iron Lords, the Merchant Princes, and the Pirate Kings, but a few become wealthy by turning their mats into hubs of piracy or trade. The Islanders often spend nearly as much time in the water as on their kelp mats, relying on the highly buoyant salt water and the webbed fingers some of them have to tread water for up to hours at a time. Many tribes don’t bother with clothes other than a few bands of seaweed for attaching decorations or tools to. A few tribes have tamed giant pelicans as mounts. Although the pelicans can’t fly with a human on their back, they can run along the kelp mats at surprising speeds, and swim even faster. The Islanders worship the Emperor as the God of the Sea, with many worshipping him in a way that scarcely resembles an approved Imperial Cult.
>>
>>96685966
4/5

The Merchant Princes and the Pirate Kings are often one and the same, those with ships are often just as happy to trade as they are to steal depending on what is more profitable at the time. Some of those who become wealthy enough will overthrow an existing ruler and rule in their place for as long as they have funds to pay their followers. Others become the powers behind the thrones, leading shadowy criminal networks, coalitions of smaller merchant fleets, or unusual cults. They are known for their highly ostentatious dressing styles, often combining off world fabrics with as much valuable materials like gold, pearls, and feathers, as they can carry. The ships used by the merchants and pirates are often as garish and unique as those that command them. They can be made from many different materials including flattened metal, dried kelp, giant turtle shells, and colonial-era motorized vessels converted to sailing ships.

The Revolutionary Army dates back to the war against the World Government. They still hold a certain amount of moral authority for their role in protecting the worship of the Emperor from the followers of the Four Deep Sea Gods. However, they are increasingly seen as being nothing more than a collection of failed pirates and impoverished Islanders who claim anyone who they want to attack anyways is a secret worshipper of the Four. Their main base is Mount Freedom, the single place on the planet where natural land is tall enough to pierce the waves. Here they built a massive statue to Duffy D., a pirate who was key in bringing down the World Government.
>>
>>96685977
5/5

The Castaways are the survivors of the various voidship crashes that have occurred since the Warp became unstable around Kaelthun again. They include Imperial survey ships, Rogue Traders, and space pirates, and are thus a very diverse group. Due to their possession of advanced technology, many become extremely powerful Merchant Princes or Pirate Kings. Others refuse to get drawn into Kaelthun’s decadence and greed, including the crew of the Tithe, which is made up of a few Administratum census clerks who survived a recent crash. The captain of the Tithe is convinced a rescue mission will eventually come, so has ordered his crew to perform a census of Kaelthun’s countless nations, in case the wider Imperium one day returns to this world. It is only a matter of time before their small turtle shell sailing ship is lost to a storm, eaten by a sea monster, or suffers a mutiny from its increasingly disgruntled clerks who are tired of performing an impossible census when they could be sleeping with the daughters of some Islander king in return for their off world knowledge.
>>
I am going to do WZ-412 (Formerly Oblivia Minor) next, but first I will roll the adeptus and defense rolls we skipped, plus the optional quirks rolls
>>
Rolled 3, 1, 5 = 9 (3d5)

>>96685763
>>
>>96685835
Notable Administratum
Slight Arbites
Slight Telepathica
Dominating Mechanicus

>>96686012
No Astronomica
No Ministorium
Token Inquisition

About what you'd expect for a Forge World, I reckon. Fucking hate doing these Adepta rolls, it's so tedious to check the table, do the count, check to make sure you're reading the right adepta, add shit up, yada yada yada.

Show me planet size, 1d100. Do we continue the sector tradition of puny planets, or did the sons of Mars claim the only fat boy to be found for their own?
>>
Have you guys ever tried making a planet WITHOUT rolling on tables? Or are the tables the whole point of the exercise?
>>
>>96686102
I've done non-rolling stuff before, yeah. Participated in some of the Primarch projects over the years, making Chapters, making xenos races. But yeah the point of these kind of threads is to intentionally use the rolling tables and see what kind of chaos ensues.

You'd be amazed how many anons prefer writing when they have a prebuilt skeleton to flesh out, as opposed to doing the whole thing from whole cloth.
>>
Rolled 69 (1d100)

>>96686090
c'mon big world now!
>>
>>96686129
>nice

But still just Average size. Which actually does put it on the upper end of this sector, so far.

10d10 for circumference.
>>
Rolled 2, 3, 2, 1, 6, 8, 6, 6, 4, 6 = 44 (10d10)

>>96686164
>>
>>96686254
44,000 km circumference, a good counterpart to Terra's size, plus a bit.

1d100 for axial tilt.
>>
Rolled 49 (1d100)

>>96686284
>>
>>96686314
Moderate (16-25°) ± 20°C/68°F

1d100 for length of day
>>
Rolled 11 (1d100)

>>96686337
>>
>>96686431
fast spinner, 1d10 for hours in the day
>>
Rolled 5 (1d10)

>>96686490
>>
>>96686534
Damn, that's fast. We had another one like that in the previous subsector too.

1d100 for length of year
>>
Rolled 62 (1d100)

>>96686632
>>
>>96686654
10d10 x 7 for days in the year
>>
Rolled 2, 2, 8, 3, 10, 9, 4, 4, 6, 4 = 52 (10d10)

>>96686686
>>
>>96686771
364 Terran days in the year. Spooky almost.

Which is like, a thousand local days and I can't be bothered to do the math.

Show me 1d100 to find out if we've got moons orbiting this spinny boi
>>
Rolled 93 (1d100)

>>96686783
1,747 would be the math for local days
>>
>>96687699
I was wondering if anyone was still around lol.

Moons we have! And potentially a LOT of them, too. You're in the highest bracket an Average sized world can be, actually.

3d10 for number of satellites.
>>
Rolled 6, 4, 9 = 19 (3d10)

>>96687719
If we get absurd amount I assume some of it are dust rings
>>
>>96687806
19 moons, goddamn.

I would assume maybe one or two of them are Moon-sized, maybe a couple Ceres-ish, and then the majority are more along the lines of Phobos and Deimos drifting along. Might even be that a handful of the smaller moons tightly orbit our larger moons!

It makes sense given our stupidly fast rotation, a higher proportion of our gas/rock wasn't able to shed angular momentum enough to fall into the growing planetesimal, leaving a lot of "waste" unattached to the core, but still gravitationally bound.

And it's good odds we have a small ring or two anyway, shepherded by a couple tiny bodies, as we see with Saturn.

1d100 for Gravity.
>>
>>96687839
Also, the tides on this world are going to be INSANE. Not only are we spinning fast, dragging the crust into and under the tidal bulges extremely rapidly, not allowing the water to get out of the way, but we have a wildly complex set of gravitational forces acting on our hydrosphere (if we have one)

And even if it's a barren world, we'll likely see a lot of volcanic activity as both spin and moons tug on the mantle.

Days of orbital synchronization or closest approaches should any of the moons be on elliptical orbits are days to be dreaded here.
>>
Rolled 99 (1d100)

>>96687839
Gonna be real awkward when we get light gravity
>>
>>96687857
Also awkward when we get near instantly-lethal gravity, too. Holy shit. We're at 5 G's minimum, if not closer to 10.

>Overwhelming (5 to 10 G): Unaugmented humans cannot survive even for a brief time period without heavy technological assistance as you get smashed to the ground and crushed under your own weight (a sufficiently powerful Psyker can also survive and might find it a nice place to lift weights).


Any anons who are reading the thread, this might be a point to consider rerolling. On the one hand, this IS a Forge World. Heavily roboticized AdMech might be the ideal settlers, among the few who can handle the planet. (Gonna suck exporting anything from it, that's for sure. Hard to get it out of the grav well.)

On the other hand, absolutely no one else can live here. I think even SPESS MEHREENS wouldn't be able to handle weighing eight times their normal for long.

1d100 for atmosphere.
>>
And on a side note, that extra mass or 90% metal composition or whatever does help explain how we have so many moons. This planet punches well above its weight in being able to hold onto them.

If one or more of the moons is large, maybe that's where everyone lives, and the planet itself is just automated mining operations and manufactorums, staffed by ultra-heavy servitors and operated remotely?
>>
Rolled 60 (1d100)

>>96687879
>Heavily roboticized AdMech might be the ideal settlers
We also rolled for this world to be advanced so I think that’d make sense.
>>
Also for a planet the size we've rolled here to have 5 G's on the surface (the minimum rolled here), its average density is greater than uranium. Do we have another Tomb World in the making here, I wonder?
>>
>>96687929
Normal atmosphere, at least. Probably dense as hell, but theoretically breathable. Or maybe it's an otherwise very thin atmosphere that's compressed enough to average out to an Earth-normal atmosphere, perhaps.

1d100 for hydrosphere
>>
>>96687932
If that's a tomb world, it's pure necrodermis from end to end. Maybe whatever AI running the tomb went bonkers and converted the entire planet into one giant ball of metal over the ages? Dragged in metal from the rest of the system and put them in orbit as well. Over time the crazy AI collapsed from cascading errors and damage from the increasing gravity.
>>
>>96688002
It's something wild, whatever it is. And the funny part is, we rolled a different planet with some similarities already in the last thread.

Or maybe this is a gravitic research world/place that manufactures grav-plates and associated things/both, that came to this oddball world on purpose despite the hazards.

or maybe this is a world where Dark Age Mankind was up to something clever with gravity, and the AdMech is trying to suss out what it was
>>
Rolled 38 (1d100)

>>96687941
Rollin'
>>96688002
I mean isn't the Quarantined Hive World a Necron Outpost/Tomb World. Maybe this forge world is so advanced/founded because the Mechanicus were interested in whatever stuff the Necrons left here.
>>
>>96688042
Well, we (just barely) got an Earthlike hydrosphere.

>Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.

So far it's fairly Earthlike in a lot of ways, making the gravity all the stranger.

1d100 for temperature. Time to fuck it all up with nuclear heat or something.
>>
Rolled 59 (1d100)

>>96688057
>>
>>96688042
the quaratnined world just looked a lot like a potential tomb world, i dont think it was officially one
>>
>>96688065
>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.

Oh shit, Earthlike again. Somehow. Despite the atmosphere being compressed thin as a pancake.

1d100 for number of terrain types.

(why is this world so damn pleasant as it snaps your spine?)
>>
Rolled 60 (1d100)

>>96688079
What a lovely world
>>
>>96688089
3 terrains, 3d100 for what they are.
>>
Rolled 40, 35, 73 = 148 (3d100)

>>96688097
>>
>>96688128
>Dormant Volcanoes
>Plateaus
>Swamps

Make of this what you will?

1d100+20 for planetary population
>>
Rolled 24 + 20 (1d100 + 20)

>>96688142
>>
>>96688224
roll me 10d10 million. Quite small, honestly.
>>
Rolled 4, 8, 4, 5, 5, 6, 10, 9, 3, 10 = 64 (10d10)

>>96688636
Honestly with the high gravity, I’m surprised its this much.
>>
>>96688682
64 million "souls" riding in whatever nightmarish Imperial grav-rigs or AdMech body replacements are available.

1d100 for society type
>>
Rolled 65 (1d100)

>>96688797
Since its a forge world shouldn’t we just default to relgion(Machine God)?
>>
>>96688813
Well, we rolled Local Religion, so I'd say either go with Machine God, or say that this world has an altered local form of Omnissiah worship.

2d12 for import/export, presumably on the high quality side given the tech level.
>>
Rolled 4, 12 = 16 (2d12)

>>96688831
Its gonna be a real shame when the export is food
>>
>>96688898
That must be some amazing fucking lumber if they're importing it to build with in this gravity.

OTOH, if it's an export, heavy-gravity wood must be stupid durable.
>>
>>96688898
Imports:
>Wood of a unique color or with peculiar qualities makes for fine lawn chairs or even structural support due to special properties. Creating fanciful colored fire, possibly burning for a very long time, or even living plant tissue creating flames for extremely long lasting and clean torches. Magnificently effective oxygen producing and waste recycling trees. Potentially mixing agriculture and animals through agroforestry and mixed farming, respectively.

Exports:
>High born outfits, highly valuable thrones, and the fanciest decorations you'll find in the galaxy. Sophisticated personal equipment (voidsuits, multi-tools, auspex scanners etc.), high grade industrial goods, and incredible luxury items.

I don't know what the hell this means, but apparently we blend really really fancy lumber with whatever high end goods we ship out.

I think... I think this means we make the shit Rogue Traders, Inquisitors and High Lords buy to look posh, maybe. And by doing so bribe them to not look too closely at our welcoming, yet leg-shattering planet and its obvious -[REDACTED]- going on below the surface.

Maybe.

And then there's a million dice for planetary defenses, several more dice for planetary quirks, and then PROBABLY we should also roll on this table: https://1d6chan.miraheze.org/wiki/Adeptus_Mechanicus_Forge_World_Creation_Tables

Which is specifically meant to additionally fluff out exactly this sort of world.

But I'm tired and I'm going to bed, so I very much hope another anon or two picks up where I left off as I've been babysitting this thread all day off and on. Have fun yall!
>>
Yeah were definitely the guys who take really good, ultra heavy duty components for whatever, and then lacquer them in space-mahogany so Ecclesiarch Thundercock can get one over on the next guy with his battle pulpit capable of not only deflecting tank shells since the metal was forged in the Gravity Chamber from DBZ, but also getting bitches thanks to the silky smooth grain of its polished wood paneling.
>>
>>96688981
12d100 for world's defenses
>>
Rolled 27, 84, 76, 52, 18, 48, 34, 8, 4, 10, 56, 37 = 454 (12d100)

>>96689667
>>
>>96689675

>Enforcers: 50% / 2d10 / 2d10

>Militia: 20% / 1d10 / 2d10

>Standing Army: 60% / 2d10 / 2d10

>Armoured Force: 90% / 3d10 / 3d10

>Titan Force: 70% / 3d10 / 3d10

>Naval Force: 90% / 3d10 / 3d10

>Orbital Station(s): 80% / 2d10 / 3d10

>Missile Silos (planet): 90% / 2d10 / 3d10

>Missile Silos (orbital): 90% / 3d10 / 3d10

>Defence Lasers: 90% / 3d10 / 3d10

So just some d10s now
>>
Rolled 2, 9, 1, 8, 8, 7, 1 = 36 (7d10)

>>96689718
Rolling for enforcers and militia
>>
>>96689737
>Enforcer Size: Large(10-15% of the population)
>Enforcer Quality: Poor/Medium

>Militia Size: Medium (5-10% of the population)
>Militia Quality: Poor/Medium

Surprisingly low.
>>
Rolled 5, 5, 9, 9, 10, 8, 8, 5, 3, 6 = 68 (10d10)

>>96689718
Standing army and armored force
>>
>>96689864
>Standing Army Size: Medium (5-10% of the population)
>Standing Army Quality: Medium/High

>Armored Force Size: Massive (25-50% of the population)
>Armored Force Quality: Medium
So Skiitari looking pretty solid
>>
Rolled 9, 2, 8, 2, 8, 9, 10, 4, 3, 4, 5, 5 = 69 (12d10)

>>96689718
Titans and Navy
All 10s let’s go!
>>
>>96689948
>Titan Size: Huge (15-25% of the population)
>Titan Quality: Medium/High

>Navy Size: Huge (15-25% of the population)
>Navy Quality:Medium
Their defenses continue to be solid
>>
Rolled 9, 9, 3, 2, 2, 1, 8, 10, 1, 2, 4, 1, 4, 3, 4, 2, 3, 4, 8, 9, 5, 3 = 97 (22d10)

>>96689718
Orbital stations and both versions of missile silos
>>
>>96689963
Our titans are going to have to be covered with grav plates instead of actual armor in order to walk around, arent they. Walkers are dubious at 1 G, I can only imagine how unfavorable the math gets at 8 G.
>>
Rolled 8, 8, 5, 5, 10, 3 = 39 (6d10)

>>96689718
Guess I'll roll for the last defense lasers
>>
Ok I'm going to make a suggestion. We ignore all planetary defense tables. They just don't add anything interesting to the worlds that we couldn't make up ourselves, you know?

You roll something wild for planet size, gravity, population? Cool, that's a story point. But it matters very little if the planetary militia is Medium sized versus Large sized. And the time/effort we'd be spending on those rolls can be spent on the Quirks and such instead, for rolling.

It'd save us a lot of time in the long run, if we're actually wanting to fill in all the blank spaces on this map. Thoughts?
>>
>>96696146
I use the defense rolls when doing planetary write-ups, it helps give me a sense of how powerful and competent the various factions are
>>
Rolled 9, 2 = 11 (2d10)

>>96686009
adeptus rolls for oblivia minor (death/war/quarantine world from last thread)
>>
Rolled 4, 4, 2, 5, 4 = 19 (5d5)

>>96697023
more adeptus rolls for oblivia minor (death/war/quarantine world from first thread actually)
>>
>>96697023
adeptus results for oblivia minor (death/war/quarantine world from first thread)
administratum - slight
arbites - token
telepathica - token
astronomica - none
mechanicus - token
ministorum - none
inquisition - token
>>
>>96690650
nah, at best the "pauldrons" and upper plating will be grav. Keep in mind the average titan legion is majority warhounds with a balanced amount of reavers and a platoon's worth of warlords, an emperor being usually the lead of the maniple and being the oldest.
>>
Rolled 27, 94, 47, 13, 67, 33, 14, 31, 81, 88, 61, 81 = 637 (12d100)

>>96686009
defense rolls for oblivia minor (death/war/quarantine world from first thread), using developing world rolls because the recommended rolls for death, war, and quarantine worlds are all "GM's discretion"
>>
Rolled 6, 6, 7, 5, 5, 2, 9, 6, 7, 2, 2, 7, 7, 3, 10, 8, 7, 2 = 101 (18d10)

>>96697113
oblivia minor (death/war/quarantine world from first thread) has enforcers, standing army, armor, navy

rolls for size, quality
>>
>>96697142
oblivia minor (death/war/quarantine world from first thread) has:
enforcers - huge, medium
standing army - huge, poor-medium
armored force - medium, medium-high
naval force - medium, poor-medium
>>
Rolled 5, 6, 1, 8 = 20 (4d10)

>>96686009
quirks for oblivia minor (death/war/quarantine world from first thread)
>>
Rolled 5, 15, 6, 18, 9, 14 = 67 (6d20)

>>96697182
more quirks for oblivia minor (death/war/quarantine world from first thread)
>>
>>96697182
>>96697198
>quirks for oblivia minor (death/war/quarantine world from first thread)
The planet has lots of recent ruins from a recently genocided minor xenos race, some of the xenos still live in remote areas
Parts of the planet are chaos tainted
No genetic quirks
The Emperor is only depicted in abstract terms as he is far to superior to be depicted by any man or object. Attempts to depict him in this way are seen as misguided at best, and heresy more often than not
Planet has individuals who dress and behave like ninjas (but use the technology available on the planet)
The planet has a massive statue or shrine to an unusual Imperial hero
The commoners are organized into worker’s communes
The planet’s elite are fond of crass displays of excessive wealth and power
The ruling elite have an unusually large secret police force (in proportion to their normal enforcers)
The planet once had a much more livable surface
>>
bump
>>
File: Vokaris Sector wip 9.png (2.03 MB, 1347x866)
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Sorry for my absence Anons, real life is taking time away from me, but thanks to you all for keeping this thread alive and rolling up the worlds!
I added the forge world on the map, let know if you want anything changed about the names, planet positions, etc
>>
>>96690016
I felt insane doing this, you included the defense lasers also.
>Orbital Station Quantity: Huge (15-25% of the population)
>Orbital Station Quality: Poor/Medium

>Missile Silos (planet) Quantity: Medium (5-10% of the population)
>Missile Silos (planet) Quantiy: Medium

>Missile Silos (orbital): Medium (5-10% of the population)
>Missile Silos (orbital): Poor/Medium

>Defence Lasers: 90% / 3d10 / 3d10 Large (10-15% of the population)
>Defence Lasers: 90% / 3d10 / 3d10 Medium/High
>>96696146
I got mixed feelings on it. It's the section of rolling I dread the most. It's tedious but I think the rolls can add some detail. Rolling worlds with little to no defenses makes a decent backdrop for xenos wanting to invade. Lots defenses but poor quality can paint a picture that the world's unable to maintain equipment or they've learned throwing copious amounts of bodies at the problem is a good enough solution.

I like seeing what the dice gives us but I'm not going to be upset if we decide to skip it.
>>96701613
No worries, dude. I was out of it yesterday, so I forgot to finish the results for this world.

So I think we can roll more details on the Forge World Creation Table if we want to do that. So 1d10 for the Forge World's style
>>
Planet Name: Tyndgeist Lambda
Class: Forge World
Tech Level: Advance

Size of Star: Small
Galactic Position: Segementum Tempestus
Sector: Vokaris
Subsector: Wurmcrux Drift

Planetary Governor:
Adepta Presence: Adeptus Arbites ( Slight); Adeptus Astra Telepathica ( Slight); Adeptus Astronomica (None ); Adeptus Mechanicus (Dominating ); Administratum(Notable ); Adeptus Ministorum ( None); Inquisition (Token )

Size:44,000 km
Axial Tilt: Moderate (16-25°) ± 20°C/68°F
Length of Day: 5 Hours
Length of Year: 364 Terran days, 1,747 Local
Satellites: 19
Gravity: Overwhelming (5 to 10 G)

Atmosphere: Normal
Hydrosphere: Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.
Temperature:Average (-10°C to +30°C/14°F to 86°F)
Terrain: Dormant Volcanoes, Plateaus, Swamps


Population:64 million
Society: Local Religion

Economy:
Exports: General Goods
Imports: Lumber

Enforcer Size: Large
Enforcer Quality: Poor/Medium

Militia Size: Medium
Militia Quality: Poor/Medium

Standing Army Size: Medium
Standing Army Quality: Medium/High

Armored Force Size: Massive
Armored Force Quality: Medium

Titan Size: Huge
Titan Quality: Medium/High

Navy Size: Huge
Navy Quality:Medium

Orbital Station Quantity: Huge
Orbital Station Quality: Poor/Medium

Missile Silos (planet) Quantity: Medium
>Missile Silos (planet) Quantity: Medium

Missile Silos (orbital): Medium
Missile Silos (orbital): Poor/Medium

Defence Lasers: Large
Defence Lasers: Medium/High
>>
Rolled 5 (1d10)

>>96703109
>So 1d10 for the Forge World's style
>>
>>96703316
>Mostly Orthodox: As above, though the elder Magi are slightly more tolerant of younger radicals, assuming they are trusted associates, as opposed to keeping such unofficial low-level tolerance to the trusted ranking Archmagos' only.
1d100 for forge world type
>>
Rolled 97 (1d100)

>>96703327
>>
>>96703432
damn, so close to Antiquary
>>
>>96703432
>Arsenal World - The wars of the Imperium require vast amounts of materiel, and it is the Arsenal Worlds which produce them. These forges are critical parts of the Munitorum's vast logistics chain, supplying everything from engine grease to bolter shells to Vortex torpedoes.
1d100 for when the Forge was founded
>>
Rolled 91 (1d100)

>>96703457
>>
>>96703474
>The Waning/Time of Ending (M39-M41) - Founded as the Imperium is beset on all sides by Xenos and Heretics alike, this young Forge World is forced to push its capabilities to the limit to match the demand for war material by the embattled Imperium.
So it's a relatively new world. 1d100 what the world's known for making
>>
Rolled 9 (1d100)

>>96703502
being such a new founding is... interesting. And kinda odd. I didn't even know new forges ever GOT founded.
>>
>>96703523
>Imperial Guard Arms
1d10 for their product bonus
>>
Rolled 3 (1d10)

>>96703659
>>
>>96703666
>date] [Auto] 1 new post
>Esoteric Design - Digging long-forgotten secrets of technology out of its deepest data-vaults and applying them to its methods and gear, the outputs of this Forge World operate on little-understood principles that the wider Mechanicus may have forgotten entirely over the millennia. However, these ill-understood principles make field maintenance something of an issue, and their machine-spirits wilful indeed.
1d10 for the Tech-Priest's demeanor
>>
Rolled 6 (1d10)

>>96703731
>>
>>96703753
>Faith in the Omnissiah - Holding that their loyalty and faith are to the Omnissiah above all else, this Forge World is noticeably stand-offish to Imperial and even some Mechanicus factions. May be automatically taken with Forge Altar
1d10 for skiitari type
>>
Rolled 3 (1d10)

>>96704236
>>
yumping.
>>
>>96704375
>Skitarii Mars Pattern - A force of enhanced and well-equipped warriors, organised and augmented along the lines of their Martian forebears.
d10 for the legion’s strength
>>
Rolled 8 (1d10)

>>96704533
>>
>>96703731
Could this be an opportunity to make Tyndgeist/Wurmcrux/Vokaris pattern Lasguns, and other firearms?
>>
>>96704694
> Above Average: Whether bolstered by reinforcements for a mission or a preliminary recruitment drive, Skitarii numbers are slightly over the expected strength.
>>96704779
Sounds like it
1d100 for the Forgeworld’s ally
>>
Rolled 37 (1d100)

>>96705063
>>
>>96704779
probably an opportunity to make phased plasma rifles.
>>
>>96705096
>Adeptus Mechanicus
Shocking, 1d100 for their enemy
>>
>>96705173
the fleet they have is likely an explorator fleet from another forge world, likely one with cordial relations so as a oath/pledge of honor they're probably defending the subsector for the forge world.
>>
Rolled 38 (1d100)

>>96705173
Rollin’
>>96705204
Makes sense to me
>>
File: IMG_1430.jpg (199 KB, 1000x920)
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>>96705233
>Chaos Knights
So something we can keep in mind for further lore/rolls. I believe that’s it for this world
>>
>>96705204
I would more say it could’ve been founded when the Mechanicus got chased off of Ninazu Minoris during one of their rebellions/uprisings?
Or possibly combined with a mechanicus colonization fleet to found this forge
>>
>>96705445
Well how long were we planning for Nanzu to have been quarantined for?
>>
>>96705445
likely it could be both. The army composition being mostly parsed out evenly between everything plays to that fact. The huge pool of manpower of militia/enforcer chaff tells me they're using the planet twofold for thralling and inductment. The skitarii being slightly above average in number also plays into this situation.
>>
How many planets are left to do in this area?
>>
>>96705518
1 more I think
>>
So should we roll the next planet?
>>
>>96707480
Why not
>>
>>96707705
>>
Rolled 15, 6 = 21 (2d100)

>>96707711
I am horrible at this
>>
>>96707725
I'll use the first of those two dice you rolled

>Hive World: The most heavily-developed worlds in the Imperium, covered in hive arcologies, with populations often peaking at the tens or low hundreds of billions (though it can go much, much higher). Life is generally good on the surface, but generally sucks eggs on the underside and is just run-of-the-mill lower middle to upper middle class daily grind for the vast majority in the middle. The most heavily populated Hive Worlds are Ecumenopoli and the entire surface of the planet can be covered in hundreds of floors of buildings and go down potentially tens of kilometers underground. Needless to say, an Ecumenopolis Hive World has a frankly absurd population and needs to produce some manner of cheap and sufficiently energetic food to sustain itself to a certain degree if it doesn't have at least one Agri-world exporting crops to it (and sometimes even then some native food production is needed).
Keep in mind that this generator was made with the relatively densely populated Calixis Sector in mind. For other sectors, these worlds will be a much rarer sight, and it is pretty much a safe bet that if a sector only has one Hive World (that is to say, very rarely as most of the time every sub sector has one at least, if only for manpower requirement in the grimdarkness of the Milky Way Galaxy) it is the sector (or subsector) capital. If rolling multiple worlds, this world type needs at least one nearby Agri-world to feed its citizens.

>Tech Value: 2d10+36
>>
Rolled 5, 9 + 36 = 50 (2d10 + 36)

>>96708117
>>
>>96708166
Mid Imperial: Most of the technology of the Imperium can be found. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot be purchased). The PDF is guaranteed to pack plasma weapons and other demanding ordnance for its specialists. Most Imperial worlds are at this level.

>Star size 1d100
>>
Rolled 53 (1d100)

>>96708117
>2 Hives
>1 Mining World
>1 Forge World
No AgriWorld this subsector is going to be desperate for food
>>96708222
>>
>>96708278
>Star Size: Medium
Next is adepta presence. First is 4d10 Administratum
>>
Rolled 9, 10, 1, 1 = 21 (4d10)

>>96708966
>>
>>96709233
>Administratum: Significant. Controls its area, and has a say in wider planetary matters.
3d10 for Arbites
>>
Rolled 6, 1, 7 = 14 (3d10)

>>96709629



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