>+++ADMINISTRATUM PASS KEY ACCEPTED+++>Loading message...Welcome to another glorious day in your officio station revered clerk of the Administratum.Your efforts in compiling the information on [Vokaris Sector] and its eight subsectors have been further garnering plenty of praise from your peers and lords above your meager station, we implore you to continue to gather this stellar data about this sector in our grand Imperium of ManA 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.Previous thread >>96942798 1d6 page>https://1d6chan.miraheze.org/wiki/Setting:Vokaris_SectorLast thread we wrapped up the rolling for Pyrelight Reach and have moved on to Ultranox Void. 1d100 for what planet #3 for Ultranox is.
Rolled 31 (1d100)>>97008470
>>97008660>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.1d10+50 for it's tech level.
Rolled 7 + 50 (1d10 + 50)>>97008680Another Forge World seems fitting.
>>97008874>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 star size
Rolled 84 (1d100)>>97008981
>>97009365>LargeNext is Adeptas>Administratum: 2d10>Arbites: 1d10>Astra Telepathica: 1d10>Astronomica: 1d5>Mechanicus: 5d10>Ministorum: 1d5>Inquisition: 1d5
Rolled 1 (1d10)>>97009504
Rolled 8, 8 = 16 (2d10)>>97009557fug make that arbites and this one Administratum
>>97009557>Arbites: None>>97009566>Administratum: Notable. A powerful force in its own area of the planet.
Rolled 10 (1d10)>>97009633Rolling for Astra Telepathica
>>97010043>Astra Telepathica: Small. Involved, but quietly and unobtrusively.
Rolled 7, 9, 8, 7, 9 = 40 (5d10)>>97009504Rollin for mechboys
>>97010250>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.Shocker.
Rolled 2 (1d5)>>97010250>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.Rolling for ministorum
>>97010277>Ministorum: None
Rolled 2 (1d5)>>97010280Astronomica
>>97010360>Astronomica: None
Rolled 1 (1d5)>>97009504Inquisition
>>97010508>Inquisition: None1d100 for Planet Size
Rolled 66 (1d100)>>97010935
>>97010965>Average: 10d10
Rolled 2, 1, 7, 7, 6, 1, 2, 1, 7, 7 = 41 (10d10)>>97011019
>>97011027>Size 41,000 km1d100 for Tilt
Rolled 63 (1d100)>>97011043
>>97011044>Moderate (16-25°) ± 20°C/68°FLength of day 1d100
Rolled 24 (1d100)>>97011076
>>97011093>2d10 hoursShort days here too2d10
Rolled 2, 9 = 11 (2d10)>>97012817
>>97012978>Day: 11 hours1d100 for Year
Rolled 31 (1d100)>>97014648
>>97014830>(10d10)x4 Terran days
Rolled 7, 7, 9, 2, 7, 5, 7, 10, 1, 7 = 62 (10d10)>>97015615
>>97015644>Year: 248 Terran days, 541 Local daysSatellites 1d100
Rolled 88 (1d100)>>97015934
(1/6)WZ-412 Oblivia MinorOverview: A harsh death world that was settled by an unusual pseudo-religious worker’s collective. Things were going great prior to the local xenos made deals with Chaos to jump start their civilization. The Imperials first rushed in reinforcements, then quarantined the planet, resulting in a world that is simultaneously classified as a death, war, and quarantined world.History:It is believed Oblivia Minor was once a much more fertile world, but an unknown catastrophe caused the surface to heat up significantly and the planet to develop an extremely rapid spin, causing all life on the surface to die, and only the most hardy xenoforms to survive in the underground cave networks.Oblivia Minor was first settled over a millennia ago by the Mikazuke Combine, a pseudo-religious worker’s collective with strong ties to certain factions of the Ministorum. The world didn’t have much in the way of strategic resources, but the Combine managed to find enough usable minerals and organic content to create a thriving colony, and produce enough niche luxury goods for export for the Combine to see the world as a financial success. One of the more popular exports were Hoseki gems, which were harvested from a local xenos species known as Rokku. Although it was often theorized that the Rokku could be sentient, their minds were too alien for the Inquisition to make a definitive decision, and their lack of technology or organization made them seem like a minimal threat, so no organized attempts were made to exterminate them.
>>97016671(2/6)But then came the devastating event known as “The Eruption”, where several warp breaches occurred at the same time at several locations across the planet, each of which resembled a sudden volcanic eruption that spewed glowing smoke and tainted crystals for hundreds of kilometers across the planet’s surface. Following this event, the Rokku became organized and dangerous. Some of them morphed into humanoid-like shapes, others learned to “hack” Imperial technology by subtly manipulating electromagnetic fields. The Imperial authorities of the Vokaris Sector rushed hundreds of hastily raised Imperial Guard regiments to Oblivia, many of them from mining worlds like Mizar who were accustomed to working underground. But then the Rokku began displaying even more disturbing abilities, like telepathically controlling humans, shaping their flesh, and creating knock-off versions of captured Imperial tech. After they made several attempts to infiltrate Imperial voidships in orbit by either hijacking Imperial shuttles, or in one case even making their own shuttle, the Inquisition decided to quarantine the planet until the nature of the Rokku is better understood. Exterminatus has been discussed, but it is unclear which method would work, if any. For now, the surviving colonies and Imperial Guard regiments are barely holding their own, but many worry it is only a matter of time before the Rokku come up with some new advancement in their technology or Warp abilities that allows them to conquer the planet and perhaps even escape it. Meanwhile, the Inquisition is slowly deleting records of the planet from everywhere they can. Within a few decades they hope all records of Oblivia will be deleted, aside from a few falsified records showing the star system (now named WZ-412) as having been surveyed, but is completely lacking in resources or other reasons to visit.
>>97016683(3/6)Geography and Climate:Oblivia is a harsh world. Its surface is too hot for life, except near the poles during the winter. It is bleak maze of mountains, ravines, and plateaus thanks to a high tectonic activity caused by its rapid spin. Due to the planet’s extremely rapid spin, the sun is always visibly moving, and days are only two hours long.Below the surface things aren’t much better. There is enough water in the cave networks to support strange fungal swamps regularly produce clouds of hallucinogenic bioluminescent spores, and also support a small ecosystem of unpleasant xenos insects and arachnids. The planet’s rapid spin and small size causes low gravity, particular near the equator.Based on geological research, it is believed that the planet wasn’t always so harsh. Most believe an ancient asteroid knocked the planet closer to its sun, and increased its spin, but some within the Inquisition believe that the increased spin is actually due to some sort of entity deep within the planet, which may be trying to break free by spinning the planet so fast it collapses. According to classified readings, the planet’s spin has gotten noticeably faster since the planet was first settled. Given the planet’s hostile nature, the human population lives in fortified cities beneath the surface. Prior to the war with the Rokku, they only left to harvest certain minerals, fungi, and Hoseki gems from the Rokku themselves. Now they rarely ever leave their cities, however, many cities have been breached, allowing fungi, xenos vermin, and the Rokku themselves to invade.
>>97016698(4/6)Economy:Since the quarantine, Oblivia hasn’t been allowed to export or import anything, but prior to that it did export a range of niche luxury goods like Hoseki gems, edible fungi, fungi-based narcotics, and xenos creatures for gladiator fights. Once it had achieved self sufficiency, the world didn’t import that much other than certain luxury goods for the leadership caste, including holy wood from Kelgon used in corporate temples and ceremonial staffs.Society and Culture:The Mikazuke Combine started out as a small Ministorum affiliated charity that grew into a massive megacorporation with operations in several sectors. It donates most of its profits to the Ministorum, and uses the rest to continue expanding its operations. It is unpopular with some Vokaris Sector Ministorum factions due to their strict rejection of depicting the Emperor, his Saints, or any other religious figures in art, preferring to worship them as abstract concepts more pure than could ever be depicted by something crafted by human hands. Workers of the commune are taught to reject vices like greed, lust, vanity, personal possessions, or any other vices. Basic needs are looked after, but workers from the lowliest laborer to the most senior overseers live simple lives of strict discipline and routine, wearing only jumpsuits, and living in large communal halls where senior managers sleep in the same types of bunk beds as laborers. Specialized and leadership positions are awarded in a meritocratic fashion, but workers are taught to not take any pride in their positions.
>>97016713(5/6)The most fanatical Combine members are directed into the blandly named Security and Temperance Division, who once spent most of their time intimidating anyone who appeared to be struggling with or rebelling against the strict lifestyle of the Combine. However, now they split their time defending the cities and being on the watch out for Chaos taint. The most elite section of the Security and Temperance Division are the “Blades of the Emperor” who handle the most sensitive tasks, including secretly hunting down and executing those deemed to be heretics. Despite their fondness for archaic weapons like shuriken and kama, they have access to the best surveillance gear, weaponry, and armor on the planet. Only those with the right mix of intelligence, charisma, belief, and moral ambiguity are invited into the pseudo-religious leadership caste known as the Divine Bureaucracy. In contrast to the bland jumpsuits and identical haircuts of the workers, the Divine Bureaucrats dress in flamboyant costumes and elaborate make-up inspired by their ideas of abstract perfection. Gold, Kelgon Wood, stylized aquilas, complex layered robes, and geometric patterns feature heavily in their uniforms. Part preacher, part corporate executive, part theologian, and part social engineer, they are respected by some in the Vokaris Sector, and hated by others.Aside from the Combine, there are about a million Guardsmen still on the planet, many of them mediocre levies from nearby worlds, especially Mizar. Although cut off from reinforcements, Oblivia’s cities are still able to supply them with energy for las weapons, and basic shells for autocannons and heavy stubbers. Some of the regiments brought specialized drilling equipment and vehicles with them to aid in underground fighting. The Mizarian’s fondness for carving stylized statues of their heroes and religious figures is a frequent point of contention between them and the Combine.
>>97016727(6/6)The blockade of the planet is enforced by several second-line Imperial Navy escort vessels. Sector authorities, particularly the Administratum and the Inquisition sometimes get one or two of these vessels seconded to them when they have urgent business in the Solspire subsector, making this the most valuable planet in the subsector in the eyes of many other than the Ministorum.The Rokku come in many different shapes and sizes, and the Inquisition still hasn’t been able to deduce what their motives are, or how their society works. A Rokku could look like anything from a foot long rock with small legs on the bottom, to a roughly humanoid rock creature, to a many legged rock dragon over a hundred feet long. Some have the ability to psychically dominate humans, which overtime has led to a mutant human vassal race. Others can generate beams of energy from glowing crystals embedded in their bodies. Many though are limited to physically pummeling their opponents, or using knock-off versions of Imperial technology that have been adapted to their bodies.
going to do Mizar XXV next
>>97016751Rad, nice work anon. I might write something for the chaos knight house we rolled.>>97016655>2d10 moons
Rolled 10, 10 = 20 (2d10)>>97016982
>>97017096>Oh fuck 20 moonsNice rolls1d100 for Gravity
Rolled 85 (1d100)>>97018405
>>97018446>Gravity: Heavy (1.3 to 1.5 G): A bit of a workout. -2 Agility bonus for movement, -4 to Strength and Toughness levels for Encumbrance, -2 Strength for Throwing. Jumping and leaping distances get halved, fall damage gets doubled.1d100 for Atmosphere
Rolled 94 (1d100)>>97018468
>>97018496>Poisonous: A Poisonous atmosphere is made up of gasses that are quickly lethal to humans. A character can only survive unhampered in such conditions for a number of rounds equal to their Toughness bonus, and then gain a level of fatigue each round until unconscious. They will die after one more round in the poisonous atmosphere.What an awful forge world. 1d100 for hydrosphere
Rolled 34 (1d100)>>97018501>thefleshisweak.binary
>>97018619>Arid: This world is mostly dry, having large desert landmasses, infrequent rainfall, and a peppering of oases. There is also usually a substantial water table underground which can have wells dug into it. There will be some small seas and oceans.1d100 for temperature
Rolled 61 (1d100)>>97018634Pretty shitty world so far.
>>97019162>Warm (+31°C to +50°C/88°F to 122°F): Depending on moisture, this world may either be a baked desert, a steamy jungle, or even a storm-wracked archipelago. Architecture will require plenty of cross-breeze. Tolerable until it hits the high forties but it'll still be dangerous if out of the shade too long. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.1d100 for terrain
Rolled 43 (1d100)>>97020501Sounds like a polluted hellscape
>>97020703>33d100 to see what the world looks like
Rolled 49, 44, 13 = 106 (3d100)>>97021231
>>97021249>Broken Rock, Active Volcanoes, Continual ForestSee not all bad, they even have something like trees.1d100 (+20) for Population
Rolled 72 + 20 (1d100 + 20)>>97021826
>>97021872>1d10 billion
Rolled 9 (1d10)>>97021954
>>97023199>>97023202>Population: 9 BillionThat's crazy no posts for 3 hours and we got the same roll 23 seconds apart.Society's going to be machine god2d12 for Economy
Rolled 7, 6 = 13 (2d12)>>97023227
>>97023240>Import: Fuel>Export: VehiclesIn defenses they've got an 85% chance to have a titan force, everything else is guaranteed or irrelevant1d100 (-15) for Titan Force
Rolled 16 (1d100)>>97023338
>>97023885So looks like the forge world does have a titan force. Let's get into more details about the forge, 1d10 for it's style
Rolled 3 (1d10)>>97024028
>>97024108>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 forgeworld type
Rolled 69 (1d100)>>97024180I don't know much about forgeworld politics.
>>97024424>Ghost Forge - A terrific cataclysm has befallen this forge. Whether by accident or design, its manufactories have fallen silent, powerplants glow no more, and its people have turned from the Omnissiah.Oh no, got blown up in the Mechanicus uprising I guess.1d100 for Founding
Rolled 72 (1d100)>>97026597Uh oh :(
>>97027348>The Ages of Apostasy & Redemption (M36-M38) - Having been founded during Vandire's deranged rule and seen the end of both the Moirae Schism and the Nova Terra Interregnum, this Forge and the newly reunited Mechanicus worked to supply the numerous Crusades of the following Age of Redemption. This Forge bore witness to the subsequent horrors of the Occlusiad War, and may have directly fought against the Apostles of the Blind King. Alternatively, it was formed in the aftermath of said war, as the galaxy settled into a long stalemate that remains only partly broken today.1d100 for what they (used to) make
Rolled 15 (1d100)>>97027455
>>97028070>Imperial Guard Arms1d10 for Special Product Bonus
Rolled 4 (1d10)>>97028180
>>97028278>Alternative Pattern - Based on a modified STC pattern recovered from a desolate world, these devices are quite unlike those of the traditional Mechanicus.Well they used to make fancy guns for the Guard, this next roll is a loyalty check1d10 for Mechanicus Demeanor
Rolled 1 (1d10)>>97028365
>>97028955>Praise be to the Father Mars! - Fanatically loyal to Mars to the point of fundamentalism, this Forge World seeks to emulate the first Forge World's tactics, dress, and overall demeanour.That's not very Imperial cult friendly2d10 for Skitarii Type and Strength
Rolled 1, 5 = 6 (2d10)>>97029340Does the mechcanicus not get on with the imperial faith?
>>97029642>Skitarii Mars Pattern - A force of enhanced and well-equipped warriors, organised and augmented along the lines of their Martian forebears.>Srength: Average, The number of Skitarii present on the Forge World are about the usual expected of a Forge World.Not usually no, depends who you call the Omnissiah. Sounds like these guys are much bigger fans of Old Mars than the Imperium, or the Emperor, or their neighbors.1d100 for Allies
Rolled 59 (1d100)>>97029734
>>97029752>Chartist Captainsdiscount bulk shipping1d100 for Enemies
Rolled 58 (1d100)>>97029777
>>97030259>The TyranidsNollpunk also had a Tyranid problemThat's it for here, I'll make a summary post
>Class: Forge World>Technology: Advanced>Administratum: Notable>Astra Telepathica: Small>Mechanicus: Dominating>Size: 41,000 km>Day: 11 hours>Year: 248 Terran days, 541 Local days>20 moons>Gravity: Heavy (1.3 to 1.5 G)>Atmosphere: Poisonous>Hydrosphere: Arid>Temperature: Warm (+31°C to +50°C/88°F to 122°F)>Tilt: Moderate (16-25°) ± 20°C/68°F>Terrain: Broken Rock, Active Volcanoes, Continual Forest>Population: 9 Billion>Import: Fuel>Export: Vehicles>Style: Mostly Orthodox>Type: Ghost Forge (Dead/Abandoned)>Founded: (M36-M38)>Produced: Alternative Pattern Imperial Guard Arms>Demeanor: Fanatically loyal to Mars>Skitarii: Mars Pattern>Strength: Average>Allies: Chartist Captains>Enemies: TyranidsWhat are these 9 Billion up to if they're not working the Forges?
>>97030467They could be trying to get the Forges working again after whatever devastation occurred. Or maybe their simply forgotten by Mars and the Imperium so those 9 billion souls are left to fend for themselves. +
>>97030561Yeah I imagine they would be working on getting the forges running again. They export vehicles so they still have some operational manufacturing. I wonder if conflict with the nids is hampering their operations?
>>97030467>>97030641Must be a weird tendril split if they're causing trouble for Nollpunk and this new forge world.
Should we move to planet #4?
>>97030561Could be. Or maybe they're just looting this Forge World for whatever it's got, given the state of the Mechanicus and Ministorum in this sector things are shaping up to be pretty interesting.
Rolled 32 (1d100)>>97030906Rolling for the 4th world
>>97032968>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.Our 5th forge in the sector, it's a wonder the Mechanicus uprising wasn't completely successful.1d10 (+50) for Tech
Rolled 2 (1d10)>>97033800
>>97034663>High Imperial: The peak of the Imperium's technological advancement outside of the greatest Hive Worlds, ver rare other planets, 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.9d10 and 3d5 for Adeptas
Rolled 5, 7, 5, 10, 1, 3, 10, 5, 8 = 54 (9d10)>>97034750
>>97035156>Administratum: Small. Involved, but quietly and unobtrusively.>Arbites: Token. For administrative purposes only.>Astra Telepathica: Small. Involved, but quietly and unobtrusively.>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.
Rolled 5, 3, 1 = 9 (3d5)>>97034750
>>97035742>Astronomica: Token. For administrative purposes only.>Ministorum: None. No purpose at all; best used for[...] worlds where they don't want interference.>Inquisition: None.1d100 for Size of planet
Rolled 17 (1d100)>>97035788
>>97035844>Tiny: 2d10Oh look, it's a mobile forge.2d10 thousand km circumference
Rolled 5, 4 = 9 (2d10)>>97035906
>>97035927>Size: 9,000 km1d100 for Axial Tilt
Rolled 41 (1d100)>>97036038
>>97036062>Moderate (16-25°) ± 20°C/68°F1d100 (-20) for Length of Day
Rolled 33 - 20 (1d100 - 20)>>97036196
>>97036261>1d10 hours
Rolled 10 (1d10)>>97036280>inb4 1 hour days
>>97036347>Day: 10 HoursNot crazy. 1d100 for Year mod
Rolled 76 (1d100)>>97036443
>>97036461>(10d10)x8 Terran days
Rolled 1, 3, 3, 8, 10, 7, 6, 7, 4, 3 = 52 (10d10)>>97036610
>>97036644>Year 416 Terran days, 999 Local daysjust going to round up that last day1d100 (-20) for Satellites
Rolled 38 - 20 (1d100 - 20)>>97036775>999 DaysTzeentch must love this place
>>97036863>No moonsGoing to add the size modifier for gravity here and advocate we change the wiki to add it every time.1d100 (-20) for Gravity
Rolled 84 - 20 (1d100 - 20)>>97036998
>>97037262>Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.Still pretty crazy for a planet half the size of our moon, but I guess they got it figured out.1d100 for Atmosphere
Rolled 66 (1d100)>>97037297
>>97037850>Atmosphere: Normal, safe to breath.1d100 for Hydrosphere
Rolled 44 (1d100)>>97037881
>>97037925>Hydrosphere: Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.1d100 for Temperature
Rolled 83 (1d100)>>97037950Huh, this place doesn’t seem awful so far
>>97038041>Tepid (+51°C to +100°C/124°F to 202°F): A world on the edge. Any hotter, and any water will just boil away. Very hot but a pretty big range, on the high end with our seasonal variation it could literally be boiling in the summer, or on the low end it could be a reasonable 31°C/87°F in the winter.1d100 for # of Terrain
Rolled 89 (1d100)>>97038111
>>97038117>5d100 Terrain types
Rolled 36, 71, 54, 41, 56 = 258 (5d100)>>97038142
>>97038149>Dormant Volcanoes, Swamp, Flat Rock, Active Volcanoes, Columns1d100 (+20)(-20)for Population
Rolled 19 (1d100)>>97038293
>>97038304>(10d10)x1,000Going to be small10d10
Rolled 6, 1, 6, 3, 6, 5, 2, 4, 3, 9 = 45 (10d10)>>97038365
>>97035906>Oh look, it's a mobile forge.What if it actually is>Some Magos in the past wanted to recreate the Phobos teleportation experiment from when the Imperium fought the Beast, he succeeded with his experiment, perished in the process, but now it cannot be turned off, fortunately the techpriests of this forge world(moon?) have a countdown/cooldown period of several decades to centuries, and they can with some degree wrangle where it will move next, either it could be a few light-years, or a several sectors.>So perhaps a small sect have deviated slightly from the teachings of the Machine God where they believe that at some point the world will reach a final destination, presumably where they machine god itself resides.It just sounds like a cool concept
>>97038536>Population: 45,000 Society is machine god so going to the Forge World details now 1d10 for Forge World Style
Rolled 9 (1d10)>>97038658
>>97038682>Semi-Orthodox: Though holding true to most of the practices of Mars, this Forge has developed some traditions and taboos not held by Father Mars. dice 1d100 for forge world type
Rolled 18 (1d100)>>97038688
>>97038718>Forge Altar - Even amongst the ranks of the Forge Worlds, this world stands out for its devotion to the Omnissiah. The esoteric symbols of the Cult Mechanicus infuse all its creations, from the lowliest powercell to the mightiest Titan. Cannot be taken with Unorthodox.They're devout. 1d100 when the forge was founded
Rolled 67 (1d100)>>97038734
>>97038823>Nova Terra Interregnum (M34-M36) - As the Moirae Schism tears the Mechanicus and the Interregnum the Imperium asunder, members of the core of the Cult Mechanicus found multiple new Forge Worlds to counter the destruction of those deemed too heretical to be saved. This Forge was founded in those troubled times, refusing to be corrupted by the heresies of the pernicious Moirae Doctrine (though it had its fair share of troubles).>Founded during a Schism>Semi-orthodoxInteresting, 1d100 for what it's known for making
Rolled 17 (1d100)>>97038835
>>97038865>Small Arms 1d10 for their product bonus
Rolled 9 (1d10)>>97038872
>>97039402>Bulk Production - This Forge World is geared almost completely towards the creation of one specific product, which it manufactures in massive quantities. This may render them reliant on external imports of certain components the Forge cannot or will not spare the infrastructure to mine.1d10 for Mechanicus Demeanor
Rolled 28 (1d100)>>97040625
>>97040684>2>Praise be to the Father Mars! - Fanatically loyal to Mars to the point of fundamentalism, this Forge World seeks to emulate the first Forge World's tactics, dress, and overall demeanour. Cannot be taken with Unorthodox, may be automatically taken with Forge Altar.2d10 for Skitarii type and Strength
Rolled 3, 8 = 11 (2d10)>>97040863
>>97040947>Skitarii Mars Pattern - A force of enhanced and well-equipped warriors, organised and augmented along the lines of their Martian forebears.>Strength Above Average: Whether bolstered by reinforcements for a mission or a preliminary recruitment drive, Skitarii numbers are slightly over the expected strength. 1d100 for Allies
Rolled 46 (1d100)>>97040969
>>97041051>Adepta Sororitas1d100 for Enemies
Rolled 15 (1d100)>>97041060
>>97041068>The Eldar, probably one of their Knight Houses (alternatively, you may select a particular Craftworld or leader)Neat, some Eldar in the sector. That's it for this Forge.
>>97033800>Forge World>Tech: Hight Imperial>Administratum: Small. Involved, but quietly and unobtrusively.>Arbites: Token. For administrative purposes only.>Astra Telepathica: Small. Involved, but quietly and unobtrusively.>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.>Astronomica: Token. For administrative purposes only.>Ministorum: None.>Inquisition: None.>Size: 9,000 km>Tilt: Moderate (16-25°) ± 20°C/68°F>Day: 10 Hours>Year 416 Terran days, 999 Local days>Gravity: Standard (0.8 to 1.2 G)>Atmosphere: Normal, safe to breath.>Hydrosphere: Average> Temperature:Tepid (+51°C to +100°C/124°F to 202°F)>Terrain: Dormant Volcanoes, Swamp, Flat Rock, Active Volcanoes, Columns>Population: 45,000>Type: Semi-Orthodox Forge Altar>Founded: Nova Terra Interregnum (M34-M36)>Produces: Bulk Production of Small Arms>Demeanor: Praise be to the Father Mars! Fanatically loyal to Mars.>Skitarii Mars Pattern>Strength Above Average>Ally: Adepta Sororitas>Enemy: EldarBoth of the forges here seem like they were geared just for equipping Guard regiments.
>>96748135desuarchive org/tg/thread/96683255/#q96748135Infernal House DesmondHistoryM31Originally a loyal pilot family of the Questor Mechanicus, House Desmond was granted titles and mounts by their sponsors on Forgeworld X. Under the Sidon Protocols they swore first loyalty to Mars and the Forgeworlds, but were granted lands on and charged with the defense of Imperial Planet Y which had seen repeated Ork invasions. Deeply inspired by the Emperor's legendary deeds against the greenskins during the Ullanor Campaign, the first Princeps of the House dubbed their new Dominus Class Knight Castellan “The Iron Emperor” in his honor. He went on to slay many Ork War Machines in defense of the planet and build the notoriety of his House.
>>97041244M3XExploiting a widening schism between the Imperial Cult and Cult Mechanicus, a Chaos cult of Tzeentch formed the “ultra orthodox” Arch Technica cult on Forgeworld X, who preached reverence for the "True Omnissiah" as a separate entity from the Emperor of Mankind. Eventually their influence spread across the sector and their actions hastened a civil war between the Mechanicus and Ministorum which quickly reached House Desmond’s home planet.Due to their pacts made under the Sidon Protocols, House Desmond was forced to join their corrupted host Forgeworld in fighting Ministorum forces, overthrowing Imperial rule, and becoming the dominant faction on the planet. Labeled an Infernal House of traitors and heretics by the Imperium and with no other offworld support, House Desmond became entirely reliant on their now Dark Mechanicum benefactors.
>>97041249M3X-M41 In the millenia since the rebellion, conditions, technology, and civilization deteriorated on Planet Y, while the Arch Technica cult on Forgeworld X twisted the planet into a fullblown Hellforge. Under pressure from the cult, House Desmond eventually had no choice but to swear utter fealty to Hellforge X who demanded they begin taking daemonic pacts allowing Warp entities to use their Knights as vessels in the Materium. These pacts quickly corrupted and shattered the order with each Knight striking their own bargain for power with very self interested daemons who immediately began to scheme and carve out their own territories on the planet. The last Princeps of House Desmond saw his House and planet splitting into feral warring states and in a Faustian bargain pledged the souls of himself and his mount “The Iron Emperor” in eternal servitude to Tzeentch if it allowed him to rule his House for eternity. After performing a dark ritual, he, his mount, and hundreds of daemonic entities were fused together into a single abominable being known from then on only as The Iron Emperor. He quickly regained control of the planet through violence and has held power for millennia since, even renegotiating the position of his Infernal House with the Hellforge and Cult Arch Technica to that of equal allies.
>>97041256SocietyThe Iron Emperor rules through his Exalted Court of Knight Abominant Barons who collect tithes of supplies, raw materials, and serfs from the fiefdoms controlled by lesser Knights across the planet. These tithes as well as the service of Chaos Knight lances are exchanged with offworld Dark Mechanicus representatives for trade goods, transport, new Chaos Knight chassis, and advanced technodaemonic service rituals.Each Knight of the House has become horrifically mutated by the warp entities residing inside them but each pilot is uniquely affected by their pact. Some pilots are born bound by generational servitude while some are able to bargain with the souls of others, some pilots are permanently fused into their mounts like a vital organ, while other mounts are entirely daemon possessed and regularly eat their pilot and demand another. Each Knight has a retinue of tech adepts, squires, and attendants who tend to their mount and manage their fiefdoms, usually they are the pilot’s direct family or picked from the members of the cult.The ranking members of the Cult Arch Technica act as liaisons between individual Knights, the Exalted Court, and the Hellforge with the lower members directly overseeing the population left on the planet. Almost everyone else is an expendable serf bred for hard labor and often sacrificed for ritual or amusement.
>>97041261Battle DoctrineIt has been a long time since the Infernal House has seen any kind of order or discipline. When lances of House Desmond Chaos Knights are sent out on missions they seldom use any tactics beyond laying down suppressive fire while the most feral daemon Knights rush into melee to tear their targets to pieces.In one Imperial reclamation effort Titanicus forces from Tyndgeist Lambda and an allied Knight House invaded the ruined war-wracked planet expecting a disorderly weakened foe. Due to the dark alliance with the Hellforge however, Infernal House Desmond was at an all time strength and The Iron Emperor was able to assemble a large enough warhost to overwhelm the enemy’s position and lock their Knights into a chaotic melee. While the Titans could not to use their heavy weaponry amongst allies, from afar The Iron Emperor and his Knight Abominant Barons were able to summon a destructive localized warp storm focused just slightly over the heads of the battling Knights, devastating the battlefield but tearing the much larger God-Engines to pieces.
>>97041244>>97041287Good stuff anon
So we only have one more planet left for this subsector, 1d100 for what it is
Rolled 92 (1d100)>>97041884inb4 another forgeworld
>>97041944>Dead World: Be it naturally barren, Tyranids, Exterminatus, natural disaster, unsustainable living, the end result is the same: No atmosphere, no civilization, not a cell of life to be found, short of terraforming which will probably take decades at the bare minimum. The vast majority of planets are lifeless, but this particular world was once inhabited. Roll 1d100 on this table to establish this world's original class. If this is rolled again then it's always been dead (classify it as a Barren World which was incapable of supporting life in the first place and significantly raise its potential mining resources), but that won't stop the Imperium if it really wants to set up shop here for some reason.1d100 for what used to be
Rolled 39 (1d100)>>97042012
>>97042025>Developing/Civilised World: 'Adolescent' colony worlds that just sort of sat there and were allowed to develop on their own before the IoM came around asking for tithes. Often highly balkanized and highly culturally diverse, yet decently developed with a population somewhere in the million-billion bracket, up to around 10 billion or so, and may have one hive city for a capital pushing the population maxing out at 15 to 20 billion or so. The balkanization is not strictly under national lines (indeed, the Administratum would prefer to deal with one governor and the factions of the planetary one-world government rather than disparate states if the world is advanced enough) and the divide may be factionalism under a single planetary government, the factions being composed of various nobles and rich burghers or the purveyors of certain produced goods for example. This is the most common form of planet in the Imperium and they are fairly pleasant as far as the Imperium goes, not having the issues found on specialized planets, not being overcrowded hellholes like Hive Worlds, and also not being priority targets.Not a huge loss probably. 2d10+20 for its tech level
Rolled 1, 4 = 5 (2d10)>>97042077
>>97042253>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. Unitary cartridge smokeless powder firearms and missiles 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, advanced computing systems and hot fusion bombs can be found.3d10 and 2d5 for Adeptas
Rolled 1, 4, 7 = 12 (3d10)>>97042800
Rolled 5, 1 = 6 (2d5)>>97042800
>>97042831>Administratum: None>Mechanicus: Token, For administrative purposes only.>Ministorum: Slight Specific duties; not involved in wider planetary affairs.>>97042960>Astra Telepathica : Token, For administrative purposes only.>Inquisition: None1d100 for Planet Size
>>97043112
Rolled 55 (1d100)>>97043112
>>97043923>Average: 10d10
Rolled 4, 10, 7, 5, 8, 10, 1, 6, 3, 6 = 60 (10d10)>>97044208
>>97044678>Size: 60,000 km1d100 for axial tilt
Rolled 37 (1d100)>>97045708
>>97046128>Tilt: Moderate (16-25°) ± 20°C/68°F1d100 for Length of Day
Rolled 44 (1d100)>>97046137
>>97047313>4d10 hours
Rolled 9, 9, 2, 10 = 30 (4d10)>>97049177
>>97049197>Day: 30 Hours1d100 for year
Rolled 66 (1d100)>>97049203
>>97049308>(10d10)x7 Terran days
Rolled 6, 2, 1, 2, 2, 1, 8, 8, 8, 4 = 42 (10d10)>>97049448
>>97049555>Year: 294 Terran Days, 235 Local Days 1d100 for satellites
Rolled 64 (1d100)>>97049567
>>97050492>1d5
Rolled 3 (1d5)>>97051071
>>97051415>Satellites: 31d100 for Gravity
Rolled 38 (1d100)>>97051423
>>97052150>Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.1d100 for Atmosphere
Rolled 30 (1d100)>>97052376
Ive been trying to ask this question for awhile but i keep missing these threads... How are you making this sector map? I want to make one for a crusade setting im working on and ive seen this art used before to make a sector map. Where can I go to find these assets to put together a sector map of my own?
>>97052449Stolen from the OP of these threads >>97037282https://www.mediafire.com/file/laj4tr275fl2s09/Sector+Map+Maker.rar>>97052433>Atmosphere: Normal, Safe to breath1d100 for Hydrosphere
Rolled 58 (1d100)>>97052575
>>97052789>Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.1d100 for Temperature
Rolled 24 (1d100)>>97053011
>>97054107>Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.1d100 for # of Terrains
Rolled 21 (1d100)>>97054115
>>97054570>22d100 for main Terrain types.
Rolled 100, 79 = 179 (2d100)>>97054700
>>97054735>Terrain:Cliffs, Caves2d100 for population. First one for original population, second for current
Rolled 80, 16 = 96 (2d100)>>97054783
>>97055078>Population(originally): 1d5 billion>Population(currently): 10d10
Rolled 1 (1d5)>>97055088
Rolled 8, 8, 5, 5, 1, 7, 9, 5, 9, 7 = 64 (10d10)>>97055088
>>97055138>Population(originally): 1 billion>Population(currently): 641d100 for what their society used to be.
Rolled 42 (1d100)>>97055152
>>97055193>Elected Monarchy: The world is ruled by a monarch who, while ruling by fiat, is bound by a written constitution and a governing body, with the power to veto any declarations made that violates said constitution. Here, the monarch is elected by either the governing party, or by the people at large.2d12 for what their economy was
>>97055152lmao
Rolled 6, 5 = 11 (2d12)>>97055209
>>97055228>Export: 6.Vehicles: Deliver people from point A to point B. >Import: Weapons: Tools made for putting holes in people. Either require contact with the target or fires projectiles.Wonder what vehicles they'd be exporting since they're basically modern earth tech level. But that's it for the Dead World.
>>97042012>Dead World(Developing/Civilized World)>Tech: Industrial>Administratum: None>Mechanicus: Token, For administrative purposes only.>Ministorum: Slight Specific duties; not involved in wider planetary affairs>Astra Telepathica : Token, For administrative purposes only.>Inquisition: None>Size: 60,000 km>Tilt: Moderate (16-25°) ± 20°C/68°F>Day: 30 Hours>Year: 294 Terran Days, 235 Local Days>Satellites: 3>Gravity: Standard (0.8 to 1.2 G)>Atmosphere: Normal, Safe to breath>Hydrosphere: Average>Frosty (-40°C to -11°C/-40°F to 12°F)>Terrain:Cliffs, Caves>Population(originally): 1 billion>Population(currently): 64>Elected Monarchy>Export: Vehicles>Import: WeaponsWell neat, two fucked up planets, two forges, and another pretty big hive that never has food. This place is ripe for a history of conflict.
>>97055730How many worlds to do we have left to roll up in this sub-sector?
>>97055830That was it for Ultranox Void, we've only got 2 subsectors left to go till it all makes sense. Unless anyone has any theories they want to put out about who was on Deadworld and what killed all but 64 of them we can start rolling for the next subsector.1. Netherwatch2. Bleakthorn Expanse1d2 for the Next subsector
Rolled 2 (1d2)>>97056036
>>97056070Rad, next sector is Bleakthorn, saving Netherwatch for last. I think we should start the new subsector in a new thread and use the last posts here to roll up anything else for the sectors we've done.Could add another space station in this sector or could roll up techpriests or skitarii for a forgeworld, a new regiment or an underhive gang for a hiveworld, a regiment commander for our fortressworld, or an inquisitor for our Inquisition fortress, our arbites precinct for prison warworld.For enemies, we could roll up some Eldar, Dark Eldar, Tyranid splinter fleet or genestealer cult, or a chaos cult.
>>97057935Sounds good to me. I think Inquistor rolling might open up some more potential plot threads between the subsectors
>>97058200Alrighty then2d100 for Gender and Age
Rolled 5, 51 = 56 (2d100)>>97058260
>>97058327>Gender: Male>Age: Old (90-150): It is at this age Inquisitors will have established themselves, with a host of resources.1d100 for Ordo
Rolled 34 (1d100)>>97058344Ordo Xenos get!
>>97058410>Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.Too much HERESY going on to worry about xenos.3d100 for full Title
Rolled 2 (1d3)>>97058471Whoops, that's a d3 for number of titlesXd100 titles
Rolled 2 (1d3)>>97058509
Rolled 78, 78 = 156 (2d100)>>97058471>>97058509>>97058551
>>97058617>Nothing: The Inquisitor's only title is that, which should be scary enough!1d100 for Philosophy
Rolled 40 (1d100)>>97058632Well that was a whole load of nothing
>>97058779>Temperate Puritan: These Inquisitors understand the place of psykers and mutants is one of servitude, and that they should be made to understand their inferiority. These are Puritans that acknowledge psychic benefits and understand that not every mutant and abhuman wanted to be born as such. A close plurality within the Inquistion.1d3 for # of Methodologies
Rolled 2 (1d3)>>97058822
>>970589092d100 Methodologies
Rolled 56, 55 = 111 (2d100)>>97058930
>>97059087>Et Per Arte Belli (By skill and by fighting): The more you bleed in training, the less you'll have to bleed in battle, seems an ideal motto for the more martially-inclined.>Etiamsi Fueris Turpis Hie Salvus Erit (Be saved even though you are filthy): The Inquisitor believes everyone, no matter how base and vile their sins, can be redeemed whether in this life or the next. Most often the latter.Exactly at the split,1d100 for Physic Ability
Rolled 35 (1d100)>>97059136
Rolled 1 (1d3)>>97059192>None: No psionic ability exhibited.Xd100 for Quirks
Rolled 21 (1d100)>>97059215
>>97059339>Visions: Some power has granted the Inquisitor visions, of the future, the past or hidden items. This could be a blessing from the Emperor, one of his Saints, or something more malign.1d6 for # of Resources
Rolled 2 (1d6)>>97059364
>>970593912d100 for Resources
Rolled 81, 36 = 117 (2d100)>>97059411
>>97059421>Forbidden tomes: The Inquisitor keeps proscribed texts.>Civilian spaceship: Roll on the 'Civilian spaceship' table.last roll1d100 for that Voidcraft
Rolled 95 (1d100)>>97059456
>>97059490>Exotic: Alien (exploration or transport vessel?), Mechanicus exploration vessel, Naval/Inquisitorial Reconnaissance (possibly with psychic wardings), Ministorum Cathedral ship, etc.This is in addition to commanding Castellum Ignisi and at least all the Inquisition forces in the sector, so it's probably a heavily armed Cathedral ship. We could roll a d100 on the military ships table to see what it's equivalent to.
Rolled 10 (1d100)>>97059561
>>97058344>Gender: Male>Age: Old (90-150): It is at this age Inquisitors will have established themselves, with a host of resources.>Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.>Nothing: The Inquisitor's only title is that, which should be scary enough!>Temperate Puritan: These Inquisitors understand the place of psykers and mutants is one of servitude, and that they should be made to understand their inferiority. These are Puritans that acknowledge psychic benefits and understand that not every mutant and abhuman wanted to be born as such. A close plurality within the Inquistion.>Et Per Arte Belli (By skill and by fighting): The more you bleed in training, the less you'll have to bleed in battle, seems an ideal motto for the more martially-inclined.>Etiamsi Fueris Turpis Hie Salvus Erit (Be saved even though you are filthy): The Inquisitor believes everyone, no matter how base and vile their sins, can be redeemed whether in this life or the next. Most often the latter.>None: No psionic ability exhibited.>Visions: Some power has granted the Inquisitor visions, of the future, the past or hidden items. This could be a blessing from the Emperor, one of his Saints, or something more malign.>Forbidden tomes: The Inquisitor keeps proscribed texts.>Exotic spaceship: Ministorum Cathedral Frigate/CorvetteSeems like a pretty upright guy besides whatever is in those forbidden tomes, his methodologies fit for a fortress world vet and seems like he'd ally with the Abhuman fortress pretty easily.Any names for our guy?
>>97059787Just spitballing some names >Cassian Draken >Iskander Voss >Mathias Ward >Karl Vexaris
>>97059787>>97061025Maybe something a little more Biblical?Shephatiah KothYonah JedIshpah Beriah
Bump
>>97061025>>97062418I like the sound of Inquisitor Voss the most so far. It would be funny if the forbidden tome actually was a bible that he was getting his ideas of temperance and redemption from, just assuming "God" is shorthand for "God Emperor of Mankind". How's Inquisitor Gideon Voss for a mashup?>>97057935We should do a Dark Eldar Kabal next, they're already attacking some planets, don't need a homeworld, and they're pretty easy to make a large or small threat anywhere in the sector. https://1d6chan.miraheze.org/wiki/Dark_Eldar_Kabal_Creation_Tables1d10 for Kabal Age.
Rolled 1 (1d10)>>97065302
>>97065432>Young (1 - 2,500 years old)2d10 for Current Archon's Origin and Personality
Rolled 2, 9 = 11 (2d10)>>97065483
>>97065541>Member of pre-Fall nobility>Tyrannical: "There is a price to pay for failing me. And that price involves a Haemonculus..." -Common response of Archons to failure from their subordinates. The Archon considers fear and tyranny to be the best motivators.Interesting, old nobility leading a new kabal of young punk upstarts to this sector.1d12 for Kabal Origins
Rolled 4 (1d12)>>97065655
>>97065995>A splinter-group from an established Kabal 2d8 for Kabal Demeanor and Flaw
Rolled 4, 7 = 11 (2d8)>>97066016
>>97066042>See, But Don't Be Seen - Sneaky and undetectable right until the point where they leap out and feed you your own testicles to laugh at your gurgling.>Forbidden Pact - The Kabal has had dealings with another power that would earn it the wrath of the rest of their race if this was revealed.Oh shit, CHAOS Deldar, or something2d10 for Territory Location and Condition
Rolled 7, 5 = 12 (2d10)>>97066115
>>97066128>Territory: Haemonculus laboratory/temple/shrinewhoops, that's1d100 for Condition
Rolled 36 (1d100)>>97066160
>>97066178>Fiercely-contestedHmm, I could see them either splitting from their contested Haemonculus temple in Commorragh, or setting up a new Haemonculus lab in this sector and being contested by Imperial forces.1d10 for Kabal Tactics
Rolled 9 (1d10)>>97066235
>>97066663>Capture Specialists1d100 for Resource
Rolled 2 (1d100)>>97066671
>>97066758>Nutrient Sources1d10 for their signature weapon
Rolled 2 (1d10)>>97067200
>>97067556>Close combat1d10 for who they're currently not betraying
Rolled 7 (1d10)>>97068280
>>97068288>A Craftworld Farseer1d10 for who they fight most often
Rolled 10 (1d10)>>97068434
>>97068471>Roll twice. Re-roll additional results of 10.They're haters.
Rolled 4 (1d10)>>97068485
>>97068637>Minor Aliens(see below)1d100 for what they are
Rolled 33 (1d100)>>97068684
>>97008470
>>97068815>Uluméathic League1d10 for their second enemy
Rolled 1 (1d10)>>97068836
>>97068888>Orks
>>97069066So that means orks are running around somewhere in the area?
>>97072770Possibly on one of the war worlds perhaps? Or Orks could be the reason for the dead civilized world.Would be a proper Imperium thing to "nip the Ork problem in the bud" by destroying the planet (which was a little of note world anyway) the WAAAGH!!! landed on, and now small warbands are scattered through the (sub) sector, smaller than a proper invasion, yet large enough to be a nuisance
>>97072810That makes sense to me
DEldar summary>Kabal's Age: Young (1 - 2,500 years old)>Archon's origin: Member of pre-Fall nobility>Archon's personality: Tyrannical: "There is a price to pay for failing me. And that price involves a Haemonculus..." -Common response of Archons to failure from their subordinates. The Archon considers fear and tyranny to be the best motivators.>Kabal Origins: A splinter-group from an established Kabal>Demeanor: See, But Don't Be Seen - Sneaky and undetectable right until the point where they leap out and feed you your own testicles to laugh at your gurgling.>Flaw: Forbidden Pact - The Kabal has had dealings with another power that would earn it the wrath of the rest of their race if this was revealed>Territory: Haemonculus laboratory/temple/shrine>Territory Condition: Fiercely-contested>Tactics: Capture Specialists>Resource: Nutrient Sources>Signature Weapon: Close Combat>Currently not betraying: Craftworld Farseer>Enemies: Uluméathic League and Orks
>>97073444>Uluméathic LeagueThey were wiped out. Maybe this kabal led the tyranids to their empire?
>>97073717I could see that. Maybe the Archon also just has a group of them enslaved so if they ever breakout it'd be an inconvenience for them.
>>97074431They got the last survivors. Made them watch the end of their race and fed off their suffering. They now really hate the archon
>>97074467That's what I was thinking. It seems like it'd be right up their alley since they specialize in capturing.
>>97073444Just tossing a name out for them Kabal of Shackled Dreams?
>>97077578Kabal of Stolen Futures?
>>97077578>>97079434Either sound good to me
Reading through the thread it seems like we have a forge world and a dead civilized world to add to Ultranox Void, correct?
>>970814352 Forge Worlds and a dead(civilized) world from the looks of it>>97030467>>97041201>>97055730
>>97081466Gotcha, probably going to update the map later today then.
Should we roll up some techpriests and skitarii for our forgeworlds?
Here is an updated map, let me know what you think, and if anything needs changing.
>>97082360Now with more forgeworlds we could roll a d5 for one of the forge worlds, and then roll up the fabricator general of that world, could lead to some developments for the sector as well as giving it some more personality and life.We could also see to roll up a noble house as well for one of these worlds.Going left to right for the Forge Worlds>1: Eruria 393>2: Zengtose Dhata>3: Nollpunk>4: Stalverk Primus>5: Tyndgeist Lambda
Rolled 5 (1d5)>>97082607Rolling for the Forge World
>>97082728Looks like we're rolling for the Fabrictor General of Tyndgeist Lambda, the heavy gravity world that may or may not have some Necron presence on the planet.>https://1d6chan.miraheze.org/wiki/Adeptus_Mechanicus_Tech_Priest_Creation_TablesFirst roll>Faith in the Omnissiah (1d100)
Rolled 72 (1d100)>>97082742
>>97082904>Omnissian Zealot: Remain unwavering in faith, defending it against all challenges, displaying zealous devotion to the Omnissiah.>Gender (1d100)
Rolled 74 (1d100)>>97082908
>>97083096Female>Age (1d100)
Rolled 44 (1d100)>>97083114
>>97083307Senior (301–500 years): These tech-priests are held in high regard and possess advanced augmentations, signifying their seasoned expertise. Likely oversee hundreds of tech-priests. Have undergone major augmentations.>Roll thrice on the "Specialisations" table.>Roll thrice on the "Augmentations" table.>Roll thrice on the "Quirks" table.>Roll once the "Minor Derangements" table, twice on the "Middling Derangements" table, and once on the "Minor Beneficial Derangements" table.>Were they born on a Forge World? (1d2)
Rolled 2 (1d2)>>97083326
>>97083459No>Non-Forge World Origin (1d12)
Rolled 7 (1d12)>>97083467
>>97083538Pleasure World Origin: Grew up on a luxurious Pleasure World, where entertainment and leisure technology created a hedonistic and indulgent lifestyle.Oh perhaps she is a native of either Khandania Prime or Ter Threpva if she comes from this sector, she could also have come from outside of it of course.>Induction into the Adeptus Mechanicus (1d100)
Rolled 52 (1d100)>>97083715
>>97083783Genetic Duplicate: They are a clone of a previously high-ranking member of the Mechanicus.>Mentor or Teacher (d100)
Rolled 57 (1d100)>>97083841
>>97084485Eccentric Enginseer Mentor: Mentored by an eccentric Enginseer known for their unorthodox inventions>Specializations (3d100)
Rolled 22, 91, 47 = 160 (3d100)>>97084528
>>97084571>22: Cybernetica: Proficiency in robotics and bionics, designing and maintaining mechanical systems.>91: Tempestas: Focus on climate sciences, studying weather patterns and atmospheric conditions.>47: Investigatus: Advanced military design and construction, contributing to military strategies and technologies.>Augmentations (3d100)
Rolled 23, 39, 53 = 115 (3d100)>>97084578
>>97084723>23: Cerebrum in Vitro: The Tech-Priest's brain has been removed and emplaced in a resilient mobile container, perhaps supported by a suspensor or on mechanical limbs.>39: Alternative Power Sources: The Tech-Priest can sustain themselves and their implants using an unusual or esoteric power sources, be it solar, nuclear, psychic, or something even more unusual.>53: The Rite of Corpora Multiplex: The Tech-Priest has several mechanical or cloned bodies under parallel control. The priest's consciousness resides in one body and controls the others through wireless transmissions, allowing them to potentially be in several places at once.This lady sounds like a proper servant of the machine god>Life-Altering Events (1d100)
Rolled 70 (1d100)>>97084734
>>97084744Artefact Discovery: Stumbled upon an ancient alien artefact buried deep within a Forge World's catacombs, forever changed by the mysteries it held.>Personal Motivation (1d100)"These can be past, present, or future motivations"
Rolled 16 (1d100)>>97084763
>>97084781Defending the Forge World: A strong sense of duty to protect the sacred Forge World from all threats, including xenos, heretics, and invaders.>Quirks 3d10
>>97084839
Rolled 7, 8, 6 = 21 (3d10)>>97084839whoops
>>97084852>Sacred Artisan>Void Seeker>Mysterious Past3d6 for them
Rolled 2, 2, 4 = 8 (3d6)>>97084870
>>97084897>Sacred Artisan: Divine Forge Sculptor, Creates miniature sculptures of the Machine God's form.>Void Seeker: Celestial Anomaly Interpreter, Deciphers the cosmic significance of celestial events.>Mysterious Past: Unseen Influence, They suspect that a powerful and unseen force has manipulated their past, but the details remain elusive.4d100 for 1 Minor Derangement, 2 Middling Derangements, and 1 Minor Beneficial derangement
Rolled 64, 96, 28, 86 = 274 (4d100)>>97084946
>>97085060>Minor: Tech-Speech Tendency: Incorporates obscure technical terms or binary into everyday conversations, leading to confusion among non-Tech-Priests.>Middling: Numerical Mantras: Shouts in binary or hexadecimal as a calming ritual.>Middling: Techno-Obscure References: Frequently references obscure tech-related lore and anecdotes, baffling those not versed in Adeptus Mechanicus culture, even some that are.>Beneficial: Tech-Seer Prophecies: Believes they can predict future technological advancements, sometimes foreseeing critical breakthroughs.No holdings so 2d100 for Allies and Enemies
Rolled 63, 56 = 119 (2d100)>>97085248
>>97085270>Allies: Imperial Knight House: Aligns with a Noble House of Imperial Knights, providing maintenance and repair services for their towering war engines in return for their support in times of conflict.>Enemies: Dark Mechanicum: Those who have strayed from the path of the Omnissiah, embracing forbidden technology or unorthodox beliefs.Neat, fits with Tyndgeist also being allied with Knights against the Infernal House. Chart is missing 51-60 so I'm choosing to round down.last roll>1d100 for Familiar
Rolled 68 (1d100)>>97085295
>>97085323>Familiar: Servo Skulls: From Medi-Skulls, Sensor-Skulls, Servo-Hunters, Guardian-Skulls, or any other class, several of these accompany them at all times.How unusual
>Omnissian Zealot: Remain unwavering in faith, defending it against all challenges, displaying zealous devotion to the Omnissiah>Female>Senior (301–500 years)>Pleasure World Origin>Genetic Duplicate: They are a clone of a previously high-ranking member of the Mechanicus.>Eccentric Enginseer Mentor: Mentored by an eccentric Enginseer known for their unorthodox inventionsSpecializations>Cybernetica: Proficiency in robotics and bionics, designing and maintaining mechanical systems.> Tempestas: Focus on climate sciences, studying weather patterns and atmospheric conditions.> Investigatus: Advanced military design and construction, contributing to military strategies and technologies.Augmentations>Cerebrum in Vitro: The Tech-Priest's brain has been removed and emplaced in a resilient mobile container, perhaps supported by a suspensor or on mechanical limbs.>Alternative Power Sources: The Tech-Priest can sustain themselves and their implants using an unusual or esoteric power sources, be it solar, nuclear, psychic, or something even more unusual.>The Rite of Corpora Multiplex: The Tech-Priest has several mechanical or cloned bodies under parallel control. The priest's consciousness resides in one body and controls the others through wireless transmissions, allowing them to potentially be in several places at once.>Artefact Discovery: Stumbled upon an ancient alien artefact buried deep within a Forge World's catacombs, forever changed by the mysteries it held.>Motivation: Defending the Forge World: A strong sense of duty to protect the sacred Forge World from all threats, including xenos, heretics, and invaders.>Sacred Artisan: Divine Forge Sculptor, Creates miniature sculptures of the Machine God's form.>Void Seeker: Celestial Anomaly Interpreter, Deciphers the cosmic significance of celestial events.>Mysterious Past: Unseen Influence, They suspect that a powerful and unseen force has manipulated their past, but the details remain elusive.
>>97085387Derangements>Minor: Tech-Speech Tendency: Incorporates obscure technical terms or binary into everyday conversations, leading to confusion among non-Tech-Priests.>Middling: Numerical Mantras: Shouts in binary or hexadecimal as a calming ritual.>Middling: Techno-Obscure References: Frequently references obscure tech-related lore and anecdotes, baffling those not versed in Adeptus Mechanicus culture, even some that are.>Beneficial: Tech-Seer Prophecies: Believes they can predict future technological advancements, sometimes foreseeing critical breakthroughs.>Allies: Imperial Knight House: Aligns with a Noble House of Imperial Knights, providing maintenance and repair services for their towering war engines in return for their support in times of conflict.>Enemies: Dark Mechanicum: Those who have strayed from the path of the Omnissiah, embracing forbidden technology or unorthodox beliefs.>Familiar: Servo Skulls: From Medi-Skulls, Sensor-Skulls, Servo-Hunters, Guardian-Skulls, or any other class, several of these accompany them at all times.
>>97085387With her augments she could look like anything really, and I assume she's stationary in one place controlling a bunch of puppet bodies.
>>97085387>>97085392Any name ideas for her?
>>97085387>>97085392I bet anyone who is talking to her isn't even communicating with her real body. Any Imperial envoy must also be either augmented themselves or versed in lingua techna to even understand her fullyMaybe her real body is at the heart of the forge itself, one with the planet wide manufactorum itself.If we can get a consistent reference for how she looks it would be amazing to get a drawfriend to bring her to life.>>97086526Some ideas for naming her:>Seraphis Yxandria>Alectra-Omicron A-9>Miralith Mechtris>Lythriel Omnisephora>Astryx Noctidonia-77
>>97073444looks like we missed a roll for the kabal, 1d12 for goals and motivations
Rolled 7 (1d12)>>97086808
>>97077578I'm for Shackled Dreams over Stolen Futures.>>97086817>Massive Territorial ExpansionDefinitely seems like they had to ditch Commorragh and start up someplace new. They are enemies of the Regiment on Pyrehold and we mentioned them being the antagonists of Ter Threpva so it seems like they've got some major force. Should we say they're in the webway but have a major gate on Ter Threpva they're making the most use of. They could be currently not betraying the Eldar enemies of Eruria(small forge) and Zengtose so we have a fun little elf zone in the southwest.
New thread soon?
>>97089974sure