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File: Brakkis Sector WIP 1.png (1.85 MB, 1319x863)
1.85 MB PNG
Greetings esteemed data scribe of our most revered Adeptus Administratum. We are glad to have elevated you from a peon in the data stacks to one of honored clerks, your family may enjoy their new life in the F-Class Hive dwelling assigned to them. Let's pray to Him on the Throne you stay diligent in your tasks for their sake.

We have come into possession new data regarding one of our sectors that needs to the studied, revered and later archived.
So far the only for sure data we have is that is it called the Brakkis Sector, possibly...hopefully, named after a great hero of the Imperium in ages past and its subsequent sub-sectors.

But before we can gather the data on the planets within (and what tithe they provide to Him on Terra) we need to triangulate where in the galaxy this sector is located.

Hey all, it has been a while since the last sector creation thread(s) and I am hoping to get started with a new one for a fun collaborative project.
Before we start properly we need to roll a d6 to see in which segmentum this sector is in.

>1: Segmentum Solar
>2: Segmentum Obsucurus (if rolled; roll a 1d2, on a 2 it is on the other side of the Great Rift)
>3: Segmentum Pacificus
>4: Segmentum Tempestus
>5-6: Ultima Segmentum (if rolled; roll a 1d2, on a 2 it is on the other side of the Great Rift)

Once that is done we can start with the planets itself using these tables to start with, and we can move to other tables to further flesh out certain world and locations as we go along.
>https://1d6chan.miraheze.org/wiki/Planet_generator
>>
Rolled 6 (1d6)

>>
>>98334564
Good old Ultima, so roll one d2, on a two it is somewhere in the Dark Imperium
>>
Rolled 1 (1d2)

>>98334592
>>
>>98334622
Ok so the Brakkis Sector is still within the Emperor's Light.

So for the first world, which will be placed in the center sub-sector "Verniox" for convenience sake and we will rotate around it once it is done.

But before we know what class the first planet is we need to decide the number of planets, since it isn't the largest sub-sector I'd a 1d4+2 is sufficient.

Keep in mind this is only planets of note, there could be multiple planets, planetoids, moons and whatnot scattered around a single sub sector
>>
Rolled 3 + 2 (1d4 + 2)

>>98334641
>>
>>98334763
Pretty densely packed, I like it
>>
>>98334763
Alright so 5 worlds makes up the core of the Verniox Sub-Sector

Let's start with the first one
>Planet Class (1d100)
>>
Rolled 75 (1d100)

>>98334787
>>
File: Catachan-Recon.jpg (198 KB, 1920x845)
198 KB JPG
>>98334799
Death World: If it's not the molecular acid rain, it's the constant supervolcanic eruptions or the rape-spiders. These worlds are nearly impossible to live on. Anyone who can survive here more than ten years would make a perfect Space Marine.

Good(?) start for this sector

>Tech Value 4d10
>>
Rolled 10, 2, 5, 7 = 24 (4d10)

>>98334809
>>
>>98334814
Tech level: 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.

Quite advanced for a death world, the people here must be a hard folk to eek out a proper civilization on this world.

>Size of Star 1d100
>>
Rolled 74 (1d100)

>>98334819
maybe its the 40k version of factorio, place wants to kill you but damn is it ripe for industry if you are autistic enough
>>
>>98334826
The world is bathed in the light of a Medium star

>Adepta Presence

Administratum 1d10

Arbites 1d5

Astra Telepathica 1d5

Astronomica 1d5

Mechanicus 1d5

Ministorum 1d10

Inquisition 1d5
>>
Rolled 1 (1d10)

>>98334831
this will take a bit
>>
Rolled 3 (1d5)

>>98334831
>>
>>98334835
>>98334838
No administratum nor arbites
>>
Rolled 2 (1d5)

>>98334831
>>
Rolled 4 (1d5)

>>98334831
>>
Rolled 1 (1d5)

>>98334831
>>
Rolled 3 (1d5)

>>98334831
getting there
>>
Rolled 2 (1d5)

>>98334831
and that should be it for the adepta
>>
>>98334844
>>98334849
>>98334851
>>98334858
>>98334861
So it only has a token presence from the Astronomica the rest are missing.

>Planet size 1d100
>>
Rolled 38 (1d100)

>>98334865
>>
>>98334870
>Small: 5d10
>>
Rolled 5, 10, 6, 4, 9 = 34 (5d10)

>>98334884
>>
>>98334892
34,000km

>Axial Tilt 1d100
>>
Rolled 62 (1d100)

>>98334896
>>
>>98334897
Moderate tilt (16-25°) ± 20°C/68°F

>Length of Day 1d100 - 10
>>
Rolled 75 - 10 (1d100 - 10)

>>98334905
>>
>>98334907
5d10 hour long days
>>
Rolled 8, 2, 7, 9, 9 = 35 (5d10)

>>98334910
>>
>>98334916
35 hour days

>Length of Year 1d100
>>
Rolled 8 (1d100)

>>98334920
>>
>>98334926
10d10 Terran days
>>
Rolled 1, 6, 5, 9, 3, 3, 5, 2, 10, 4 = 48 (10d10)

>>98334927
At least the years go by quick in this hellhole
>>
>>98334933
48 terran days in a year.
32,9 local days for a full year

>Satellites 1d100 - 10
>>
Rolled 26 - 10 (1d100 - 10)

>>98334942
>>
>>98334968
None

>Gravity Level 1d100
>>
Rolled 20 (1d100)

>>98334984
>>
>>98335042
Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.

>Atmosphere 1d100
>>
Rolled 16 (1d100)

>>98335073
>>
>>98335294
Normal (Thin or Dense): Breathable, but oxygen levels are unusual.

>Hydrosphere 1d100
>>
>>98334826
Love this factorio deathworld concept
>>
Rolled 38 (1d100)

>>98335310
>>
>>98335374
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 seems pretty earth like, I wonder what makes it so hostile, must the flora/fauna unless we get something crazy with the last few rolls

>Temperature 1d100
>>
Rolled 43 (1d100)

>>98335459
Watch how we're about to get a fucked up temperature
>>
>>98335464
Fuck
>>
>>98335464
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.

This confirms it, if it isn't the planet itself it must be something living on it, e.g catachan style

>Number of Terrains 1d100
>>
Rolled 61 (1d100)

>>98335521
>>
>>98335560
6 types, so 6d100 please
>>
Rolled 75, 35, 1, 34, 41, 16 = 202 (6d100)

>>98335614
Comin' right up
>>
>>98335635
75: Swamp
35: Plateaus
1: Grassland
34: Plateaus
41: Active Volcanoes
16: Broken Forest

Quite the diverse landscape, not sure why this is a deathworld. Perhaps every X amount of years the planet gets massive storms, gets irradiated, or something else if animals and plants don't make it hostile.

>Native Flora and Fauna 1d100
>>
Rolled 75 (1d100)

>>98335646
This does seem almost pleasant, yeah. Yellowstone-tier volcanic eruptions, maybe? The rolls will decide
>>
>>98335665
Hyper-Aggressive Fauna: Most creatures are territorial and prone to attack.

Maybe this is the reason, but nothing is stopping us from having multiple yellowstones erupt a few times every century too. Maybe a reason for why the planet is fertile with so much grasslands and forests?

>Population
Roll Population density (km2) 1d100 - 40 (-30 from death world and -10 for small planet size)
>>
Rolled 82 - 40 (1d100 - 40)

>>98335684
It makes me think the people here have a more migratory lifestyle. They live in the lush forests and grasslands when the volcanoes are dormant, but have to contend with the deadly fauna. Once the volcanic eruptions start, they're forced to move high up on the plateaus to avoid the lava, then the cycle begins again.
>>
>>98335725
If we go with that idea I wonder how they manage to become industrial?

Also I hope I am understanding this table right, it has been updated with the population tables, so I may do mistakes here, so correct me if I am doing anything wrong.

>7d10 hab/km2
>>
Rolled 8, 5, 6, 6, 8, 10, 10 = 53 (7d10)

>>98335741
Something like Mortal Engines comes to mind, where they develop tech to install engines and wheels on their cities to make them mobile. Or maybe they just straight up have to rebuild everything after every eruption.
>>
>>98335785
53 hab/km2

I am not sure how to calculate the population desu if some other, smarter anon can do that it would be great. The explanation on the creation tables aren't that helpful.

>Points of Interest 1d3+6
>>
>>98335798
The area of our planet is about 368 million km2. It's fairly Earthlike and about 20% of Earth is habitable, so let's go a bit lower and say 15% for us given the weird atmosphere. That gives us 55 million km2 of habitable land.

55 million x 53 hab/km2 = 2.915 billion inhabitants

Hopefully I didn't fuck that up. I'll leave the PoIs to another anon, I'm off for a few hours
>>
>>98335785
big moving cities with walls and a knight force that goes out and fights kaijus
>>
>>98335828
Now we're getting somewhere
>>
Rolled 1 + 6 (1d3 + 6)

>>98335798
>>
>>98336449
7 Points of Interest, so all in all give me 7d20s
>>
Rolled 2, 11, 11, 16, 2, 11, 15 = 68 (7d20)

>>98336492
>>
>>98336612
2 x2: Unusual Population Center - Urban settlement, colony, or habitation cluster. Scale and importance vary.
11 x3: Ancient or Abandoned - Ruins, lost settlements, or derelict structures of unclear origin.
15 + 16: Natural Feature - Geographical landmark or unusual environmental formation.

Shall we re-roll duplicates or just have them be more common across the planet?

>Society Type 1d100
>>
File: Verniox WIP 1.png (888 KB, 789x678)
888 KB PNG
Added the world to the map, let me know if you want to change the name and/or the location of it.
>>
Rolled 15 (1d100)

>>98336802
Looking good!

>>98336633
I actually like it this way, it reinforces pretty much everything we talked about. Weird cities designed to withstand or escape the volcanoes and the wildlife, ruins of previous volcanic cycles...

Society coming right up
>>
>>98336850
Elected Dictator: The population or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.

A harsh but necessary role for this planets society when the tithe ships loom overhead, speaking about that;

>Economic Fortune 1d100 - 50 (-40 from Death World, -10 from small world.
>>
Rolled 31 + 50 (1d100 + 50)

>>98338276
>>
>>98338390
that was supposed to be a minus sorry, but either way damn, this will certainly affect the local murder trout population
>>
>>98338390
-19 ouch

Total Economic Collapse/Non existent economy

I'd say for this world it is the latter rather than the former

But what little they produce, probably for domestic use only, what is it that they do?
>Local Economic Focus 1d100
>>
Rolled 60 (1d100)

>>98338401
>>
File: Ministorum_Data_Archivist.png (767 KB, 1920x1920)
767 KB PNG
>>98338484
Self suficiency / Industrial Society
Mid-scale factories, workshops, assembly lines, or mass craftsmanship. Produces weapons, vehicles, tools, clothing, or consumer goods. Imports raw materials from other parts of the world or from space and exports finished products. Medium-high tithe in manufactured goods.

Fitting, and possibly the best we could have gotten.

Do we want to do imports/exports at all?
If we want to roll it's 2d12 one for import and one for export, the next rolls after those are defenses which I would relegate to just say is just a few militia, maybe a defense battery where the governor lives, which may double as the only true spaceport on the planet.

If we don't wish to roll on their of those we are almost done with this surprisingly pleasant death world, as there are far, far worse ones out there.

The last few things are optional fluff

>Ruins & Planetary Hazards 1d10 for each
>>
Rolled 10 (1d10)

>>98338500
I think we can skip the exports since they really don't have any economy for suche a thing
>>
>>98338546
10: Roll two more times (ruins)
>>
Rolled 3 (1d10)

>>98338500
and the hazards
>>
Rolled 7, 4 = 11 (2d10)

>>98338549
>>
>>98338555
Ruins:
7: The planet has a DAOT superstructure that was only recently discovered
4: The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

>>98338550
Hazards:
3: There is a minor xenos presence that occasionally threatens outlying settlements, like feral orks, or the occasional Drukhari raid

>Genetic Quirks 1d20
>>
Rolled 9 (1d20)

>>98338561
the planet having a DAOT superstructure is probably why it continues to exist instead of being abandoned
>>
>>98338565
No extra quirks

>Religious Quirks & Unusual Factions 1d20 for each table
>>
Rolled 8, 13 = 21 (2d20)

>>98338571
going to use a 2d20 so we can get both out of the way
>>
>>98338577
Religious Quirks: No extra quirks

Unusual Factions: Some of the planet’s inhabitants are fond of seances, ouija boards, and similar activities, they are tolerated by the Ministorum for promoting the idea of life after death.

>"The bodies we leave behind are swallowed by the earth and become one with our world" type of vibe

>Architectural Quirks 1d10
>>
Rolled 6 (1d10)

>>98338582
>>
>>98338586
The inhabitants of the planet are obsessed with skulls (even by 40k standards) and put them in everything

>Miscellaneous Social Quirks, Ruling Class Quirks & Military Quirks 3d20
>>
Rolled 18, 1, 18 = 37 (3d20)

>>98338595
>>
>>98338598
Miscellaneous Social Quirks: The commoners are organized into worker’s communes

Ruling Class Quirks: Planet is matriarchal

Military Quirks: Roll twice more on this table
>>
Rolled 2, 13 = 15 (2d20)

>>98338604
>>
>>98338607
>Military Quirks
The planet’s inhabitants prefer mobile warfare using mounts or light vehicles
Parts of the planet are forbidden, and are zealously guarded by organizations founded or currently run by the Inquisition

>Historic Quirks 1d10
>>
Rolled 6 (1d10)

>>98338609
both fit pretty well given what has been rolled and brainstormed
>>
>>98338614
The planet was the site of a major battle

And that is all for Hedaran Prime
>>
If someone could do a write up/summary I can get started on the next world as have 4 to go

>Planet Class 1d100
>>
Rolled 54 (1d100)

>>98338618
>>
>>98338622
Feral World: Wild, backwater worlds that only technically qualify as a colony, with nomadic hunter-gatherers fighting tooth-and-nail to live another day. May be a failed colony, or a plain Death World. Many inhabitants don't even know there is an Imperium, only that sometimes weird men come to recruit soldiers to fight in the Skyfather's wars in distant stars.

>Tech Value 1d10
>>
>>98338618
I'm slow to this thread but it seems like
>The world is FUCKED but there's still a hive city built off of dark age tech
>The citizens are mostly self sufficient, and make craft goods & other exports
>Matriarchies with various communes, maybe based on what items they produce
>Army is mobile & is thwarting small xenos incursions
>Parts of the world are closely guarded, maybe secret entrances to places deeper in the megastructure
>>
Rolled 8 (1d10)

>>98338625
man this system is starting to be an actual backwater
>>
>>98338633
Bronze/Iron Age: The people have started to learn how to shape and work bronze and ultimately iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gathering is still common, though small farms may be seen dotted about. The absolute limit of Feral Worlds.

Let's hope the 3 other worlds in the sub-sector are more prominent

>Size of Star 1d100
>>
Rolled 62 (1d100)

>>98338638
>>
>>98338639
Medium star

>Adepta Presence
Astra Telepathica 1d5
>>
Rolled 3 (1d5)

>>98338655
>>
>>98338660
None

>world size 1d100
>>
Rolled 41 (1d100)

>>98338665
>>
>>98338667
Small: 5d10
>>
Rolled 5, 6, 6, 7, 10 = 34 (5d10)

>>98338676
>>
>>98338721
Oh same size as Hedaran Prime, 34.000km

>Axial Tilt 1d100
>>
>>98338618
>>98338632
Planet Name: Hedaran Prime
Class: Death World
Tech Level: Industrial

Size of Star: Medium
Galactic Position: Ultima Segmentum
Sector: Brakkis Sector
Subsector: Verniox

Planetary Governor: TBD
Adepta Presence: Token Astronomica presence, other Adepta missing

Size: Small (34 000km)
Axial Tilt: Moderate (16-25°) ± 20°C/68°F
Length of Day: 35h
Length of Year: 32,9 local days, 48 terran days
Satellites: None
Gravity: Standard (0.8 to 1.2 G)

Atmosphere: Normal (Thin or Dense)
Hydrosphere: Average
Temperature: (-10°C to +30°C/14°F to 86°F)
Terrain: Active Volcanoes, Broken Forests, Grasslands, Plateaus x2, Swamps
Native Flora and Fauna: Hyper-Aggressive Fauna

Population: 2.9 billion
Society: Elected Dictator
Points of Interest: Ancient or Abandoned x3, Natural Feature x2, Unusual Population Center x2

Economy: Non-existent
Local Economic Focus: Self-sufficiency
Exports / Imports: N/A

Defences: Small militia & a few defense batteries

Quirks:
The planet has a DAOT superstructure that was only recently discovered
The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

There is a minor xenos presence that occasionally threatens outlying settlements, like feral orks, or the occasional Drukhari raid

Some of the planet’s inhabitants are fond of seances, ouija boards, and similar activities, they are tolerated by the Ministorum for promoting the idea of life after death.

The inhabitants of the planet are obsessed with skulls (even by 40k standards) and put them in everything

The commoners are organized into worker’s communes
Planet is matriarchal

The planet’s inhabitants prefer mobile warfare using mounts or light vehicles
Parts of the planet are forbidden, and are zealously guarded by organizations founded or currently run by the Inquisition
>>
>>98338844
Thanks king
>>
Rolled 71 (1d100)

>>98338778
>>
>>98338844
Brainstorming has mostly been about the idea of volcanic cycles, with the people having to cope with multiple Yellowstone-level eruptions every century as well as hostile wildlife and xenos incursions. Mobile cities were mentioned, and the rolls have been pretty well suited to these ideas with all the ruins and shit everywhere and the focus on self-sufficiency
>>
>>98334809
>Death World: If it's not the molecular acid rain, it's the constant supervolcanic eruptions or the rape-spiders. These worlds are nearly impossible to live on. Anyone who can survive here more than ten years would make a perfect Space Marine.
>Tech level: 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.
>Medium Star.
>Only a token presence from Astronomica. Every other institution is missing.
>Planet size: Small, at 34,000km.
>Axial tilt: Moderate tilt (16-25°) ± 20°C/68°F
>35 hour days
>48 terran days a year, 32.9 local days a year.
>No satellites.
>Standard (0.8 to 1.2 G) gravity.
>Atmosphere: Normal (Thin or Dense): Breathable, but oxygen levels are unusual.
>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): Humans are comfortable in normal clothing
>Terrains: Swamp, Plateaus, Grassland, Plateaus, Active Volcanoes, Broken Forest
>Hyper-Aggressive Fauna: Most creatures are territorial and prone to attack.
>Population: 53 hab/km2. Roughly 2.9 billion inhabitants by imperial estimate.
>Point of interest:
>Unusual Population Center - Urban settlements, colonies, or habitation cluster. Scale and importance vary.
> Ancient or Abandoned - Lots of Ruins, lost settlements, or derelict structures of unclear origin.
>Natural Features - Geographical landmark or unusual environmental formation.
>Society type: Elected dictator.
>Economic fortune: None.
Cont.
>>
>>98338853
Large (26-35°) ± 40°C/104°F

>Length of Day 1d100-10
>>
Rolled 21 - 10 (1d100 - 10)

>>98338871
>>
>>98338885
1d10 hours
>>
Rolled 2 (1d10)

>>98338899
>>
>>98338859
Wait, nvm, already done.

>>98338854
>Jurassic era earth, crossed with Pandora.
>Jungle dwellers hiding in ruins and dodging the treads of huge migrating Hive cities, each containing often rare and incredible DaoT Tech.
>Mostly little industrial output because shit went fucky in history which destroyed most of their static settlements, resource gathering is hard due to native fauna, and it's mostly used in periodic wars between hive cities, each run by warrior-totally-not-queens, who are elected in but holds absolute power over everything.

I get the vibe of something of a cross between Catachan, and Victorian England. But also very goth.
>Angry, violent survivalists used to very hard living, but pretending to be sophisticated and upper class. Softness and the like being both a show of being upper class, but also of weakness of mind and body, which is abhorrent.
>Very good fighters, but especially in regards to what's basically naval combat over land via macro cannon and lances.
>Average ruler is a cross between Lord Nelson, and Queen Elizabeth. If they were a tall, muscular, goth amazon, who's spent her whole life as an Officer in the army/navy/militia doing daring shit, and statistically speaking should be dead many times over.
>Probably very racist. To other moving cities, to lower decks in their own.

Idk, I was late to join.
>>
>>98338912
I love all of this
>>
>>98338844
Hedaran Prime was also the site of a major battle, I missed that
>>
>>98338910
2 hour long days

>Length of Year 1d100
>>
Rolled 67 (1d100)

>>98338943
Rollin
>2 hour long days.
Damn that's fast.
>>
>>98338952
>(10d10)x7 Terran days
>>
>>98338912
>Class divide between Aristocracy and peasants.
>Aristocracy is made up of Officers and Ex-Officers who've served in the gun decks/scouts/boarding parties/wherever.
>Only women (who are of special promise/background/connections) can be Officers because of some gender-role thing in the past (maybe tied to a major battle of prehistory ala >>98338932), and now it's extremely entrenched tradition.
>While the temptation may be to target the highest ranking officers/aristo's in a city engagement, typically the palace, this is in fact a terrible idea.
>Yes, because you probably don't have the right or the rank to shoot them, but also because the current Queen/Dictator/Empress/Prime minister is going to be one of the most dangerous and unhinged fuckers on the whole thing, wearing a custom-tooled fighting dress designed by and for her that's probably laden with archeotech, and would have gone to war with your city-nation for less.
>Naturally, if you're put off by the idea of having to be some rough and tough stoic brute that's also educated and sophisticated and genteele, while also being bold and aggressive and willing to gamble your life on every venture you take, and love and adore your Royal Soverign, you're welcome to leave 'civilized societah' and take your chances in nature.
>Which is actually very comfy. Until you're mauled by a dino-panther, crushed beneath a moving city, caught in the fallout of a battle, or captured as a slave.
>Because to them, an uncivilized ignorant savage like you is no less an animal than the beasts/orks in the woods.
>>
Rolled 6, 7, 7, 6, 3, 8, 2, 9, 2, 2 = 52 (10d10)

>>98338954
Rollin again!
>Please be 70.
>>
>>98339021
52 terran days in a year, or 1.7 local days.

>Satellites 1d100-10
>>
Rolled 22 + 10 (1d100 + 10)

>>98339026
That's acktually 364 days a year, missed the *7

Also shamelessly rolling until we get to gravity.
>>
>>98339041
None

>Roll Gravity Level 1d100
>>
Rolled 94 (1d100)

>>98339076
Rollin,
>>
>>98339086
Bone crushing (2.5 to 5 G): Unaugmented Humans cannot survive in this world for long periods of time.

Depening on how the rest of the world turns out I am almost advoacting for using these tables after the planet is done to make an abhuman strain on this world, seeing as it has no technology to counteract the High Gs with.
>https://1d6chan.miraheze.org/wiki/Abhuman_Strain_Creation_Tables

Next roll!
>Atmosphere 1d100
>>
>>98339102
Hold off on abhumans for a moment.
Also, there aren't any modifier for it being a category: small planet are there?
I feel like their should be (because if there are, or we're willing to accept a reroll, there'd be something mildly funny that requires less math).
>>
>>98339116
>Also, there aren't any modifier for it being a category: small planet are there?
Don't think so, there should be a cap imo if you are small or smaller size when it comes to gravity. But i'll accept a re-roll if you guys want.
>>
Rolled 83 (1d100)

>>98339143
Imma do 1 more, just to either: lock in the gravity as bone crushing, or do a funny.
>>
>>98339191
Heavy (1.3 to 1.5 G): A bit of a workout.

A bit more manageable.

>Atmosphere 1d100
>>
Rolled 79 (1d100)

>>98339197
>>
>>98339236
Bearable: A Bearable atmosphere can be breathed normally for a short time, but carries abnormalities.

>Hydrosphere 1d100
>>
Rolled 31 (1d100)

>>98339239
>>
>>98338952
>Length of day: 2 hours.
>>98338778
>Size of circumference: 34,000km.

>2 hrs = 7200 seconds
>34,000km/7200=4.72km/s

>Velocity needed to orbit earth (where g=1): 28,000km/h.
>28,000km/h=7.777km/s

>Therefore: Only 60.71% of planetary gravity is experienced by those on it.

>>98339197
>If g=1.3-1.5, effective g (eg)= 0.79-0.91

>>98339102
>If g=2.5-5, eg=1.51-3.04


I then realized my retardation, and decided to calculate orbital velocity correctly, but despite doing the equations three times over the numbers came off less interesting. Orbital velocity=~34.6km/s (or 27.93 in a calculator I found online). Only 89% (or 83.13%) of local gravity is felt, so heavy becomes standard, bone-crushing becomes very heavy, etc
>>
>>98339242
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.

>Temperature 1d100
>>
Rolled 44 (1d100)

>>98339269
Bronze age tech and arid? Fertile Crescent moment
>>
>>98339284
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.

>Number of Terrains 1d100
>>
Rolled 53 (1d100)

>>98339289
>>
>>98339320
5, so give me 5d100 please
>>
Rolled 85, 66, 27, 95, 44 = 317 (5d100)

>>98339329
>>
>>98339487
85 Ravines
66 Barren
27 Mountains
95 Islands
44 Active Volcanoes

>Native Flora and Fauna 1d100
>>
Rolled 32 (1d100)

>>98339692
>>
>>98339854
Normal Biosphere (Sparse): Balanced but low-density ecosystem. Life exists but is not abundant.

>Population density (km2) 1d100-40
>>
Rolled 93 - 40 (1d100 - 40)

>>98339929
Seems like a pretty classic desert planet here.
>>
>>98339949
>10d10 hab/km2
>>
File: 40122.png (1.46 MB, 1080x1080)
1.46 MB PNG
So from what I'm gathering so far these are the most god awful backwater hellholes to live in and may the god emperor help you if you're deployed there
>>
Rolled 2, 7, 9, 7, 6, 5, 5, 3, 3, 3 = 50 (10d10)

>>98340385
>>
>>98340626
With a conservative estimate of 10% habitable area, this leaves us with a population of 1.8 billion on the low end. On the other hand, we could go high up to about 80% habitable area (small oceans + barren areas wouldn't be inhabitable) which would give us about 15 billion. I'll leave the exact number up to you guys.

>>98340528
Yeah pretty much
>>
>>98340652
Thanks for the habitable area breakdown Anon, still unsure how to go about it myself.

>Points of Interest 1d3+5
>>
>>98340528
that is just for the stuff we currently know, imagine what we roll later or what we brain storm later
>>
>>98340672
>>
Rolled 2 + 5 (1d3 + 5)

>>98340672
wait sorry fucked up the roll
>>
>>98340954
7 points of interests, so please roll 7d20s
>>
Rolled 17, 1, 16, 16, 13, 6, 11 = 80 (7d20)

>>98340960
>>
>>98341028
17: Hazard Zone - Area of environmental danger (radiation, toxins, storms, etc.).
1: Unusual Population Center- Urban settlement, colony, or habitation cluster. Scale and importance vary.
16 x2: Natural Feature - Geographical landmark or unusual environmental formation.
13: Scientific or Technical - Research station, Mechanicus site, or experimental facility.
6: Resource Extraction - Mining, harvesting, or gathering site tied to planetary resources.
11: Ancient or Abandoned - Ruins, lost settlements, or derelict structures of unclear origin.

>Society Type 1d100
>>
>>98340528
First one, Hedaran Prime, the Gothic Victorian Dino world actually sounds pretty metal desu.
>>
Rolled 9 (1d100)

>>98341054
>>
>>98341570
Elected Dictator: The population or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.

>Economic Fortune 1d100-40
>>
Rolled 33 + 40 (1d100 + 40)

>>98342376
>>
>>98342412
Total Economic Collapse/Non existent economy

Hardy surprising.

>Local Economic Focus 1d100
>>
Rolled 54 (1d100)

>>98342424
>>
>>98342495
Self suficiency / Industrial Society

So they make their own tools, clothes, and whatnot with the materials and methods at hand.

Going to skip imports and exports

Defenses
>Roll 6d100 then we add a plus 15 on each d100, if it is below the percentage shown on the table that force is present.
>>
Rolled 51, 71, 50, 3, 6, 53 = 234 (6d100)

>>98342505
in that case I will just roll a 6d100 and the plus 15 can be added after the roll
>>
Enforcers: N/A
Militia: Yes
Standing Army: Yes
Titan Force:N/A
Private Armies: Yes
Gang Levies: N/A

Ok time to see their quality, roll 2d100 for every type of force present, with a +15 on each roll too for their size and quality.
>>
Rolled 49, 34 = 83 (2d100)

>>98342554
>>
>>98342575
Militia
>Size: Massive
>Quality: High
>>
Rolled 100, 18 = 118 (2d100)

>>98342625
>>
>>98342650
Standing Army
>Size: Massive
>Quality: High
>>
Rolled 11, 35 = 46 (2d100)

>>98342659
>>
>>98342691
Private Armies
>Size: Massive
>Quality: High

That's the makeup of forces on this planet. Large and well equipped for the tech level of this world

>Optional Fluff: Ruins & Planetary Hazards 1d10 for each table
>>
Rolled 2, 5 = 7 (2d10)

>>98342702
going to use a 2d10 so we can roll both at once
>>
>>98342738
Ruins: The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

Hazards: Parts of the planet are radioactive

>Genetic Quirks, Religious Quirks & Unusual Factions 3d20
>>
Rolled 9, 13, 20 = 42 (3d20)

>>98342778
>parts of the planet are radioactive
no wonder they are in the bronze age
>>
>>98342797
Genetic Quirks: No extra quirks beyond what was already rolled

Religious Quirks: The Emperor is depicted as the god of the dead, gathering a vast army of souls for the final battle against Chaos, skulls and skeletons everywhere (even more so than normal).
That's pretty metal

Unusual Factions: Roll two more times
>>
Rolled 10, 17 = 27 (2d20)

>>98342805
>>
>>98342847
What a combo of various factions
>The planet has a lot of nudists
>A local government, criminal, or rebel faction heads into battle dressed in a highly unusual manner, possibilities include; fursuit, glam rocker, wedding dress, top hat and mankini combo, japanese school girl, gimp suit, clown, or giant masks

>Architectural Quirks 1d10
>>
Rolled 8 (1d10)

>>98342851
>The planet has a lot of nudists
>A local government, criminal, or rebel faction heads into battle dressed in a highly unusual manner, possibilities include; fursuit, glam rocker, wedding dress, top hat and mankini combo, japanese school girl, gimp suit, clown, or giant masks
so this is just 40k bronze age kill la kill
>>
>>98342857
Most people live underground or in large structures with no windows

>Miscellaneous Social Quirks, Ruling Class Quirks & Military Quirks 3d20
>>
Rolled 20, 12, 5 = 37 (3d20)

>>98342869
>>
>>98342895
>The elite physically alter themselves as a sign of status
>The planet’s inhabitants use biped walkers as scouts and flankers, which could be anything from giant cassowaries to Sentinel formations depending on tech level

What a world this is turning out to be

>2d20 reroll Social Quirks
>>
Rolled 11, 7 = 18 (2d20)

>>98342967
>>
>>98342994
>The planet is considered to be THE place for shore leave among voidsmen
>The planet has some Christmas themed aesthetics

My point stands

Last thing for this planet, 1d10 Historic Quirks
>>
Rolled 3 (1d10)

>>98343003
>>
>>98343010
>The planet was only settled recently

This really is a weird place. Scantily clad / nudist Christmas-themed desert dwellers with bronze age tech forced to live underground due to radiation and volcanoes? The ruins imply to me that this was a recently settled colony that failed or regressed to this level very quickly somehow.

I'll do a summary in a little bit
>>
>>98343016
What if it was a colony that was in the throes of getting set up but the transport ship that brought them there had some malfunction while in orbit leading to it crashing into the planet, and the subsequent detonation of the warp drive/plasma engines irradiated a large part of one of the hemispheres, forcing people to go underground and regress socially and technologically.
>>
>>98343016
Planet Name: Rengov
Class: Feral World
Tech Level: Bronze Age / Iron Age

Size of Star: Medium
Galactic Position: Ultima Segmentum
Sector: Brakkis Sector
Subsector: Verniox

Planetary Governor: TBD
Adepta Presence: None

Size: Small (34 000km)
Axial Tilt: Large (26-35°) ± 40°C/104°F
Length of Day: 2 hours
Length of Year: 1,7 local days, 52 terran days
Satellites: None
Gravity: Heavy (1.3 to 1.5 G)

Atmosphere: Bearable
Hydrosphere: Arid
Temperature: Average (-10°C to +30°C/14°F to 86°F
Terrain: Active Volcanoes, Barren, Islands, Mountains, Ravines
Native Flora and Fauna: Normal Biosphere (Sparse): Balanced but low-density ecosystem. Life exists but is not abundant.

Population: 1.8 billion (felt the lower estimate was more fitting given our rolls >>98340652
)
Society: Elected Dictator
Points of Interest: Hazard Zone, Unusual Population Center, Natural Feature x2, Scientific or Technical, Resource Extraction, Ancient or Abandoned

Economy: Self-sufficiency / Industrial Society

Defences: Militia (Massive / High quality); Standing Army (Massive / High quality); Private Army/Armies (Massive / High quality);

Cont.
>>
>>98343054

Quirks:
The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring
Parts of the planet are radioactive

The Emperor is depicted as the god of the dead, gathering a vast army of souls for the final battle against Chaos, skulls and skeletons everywhere (even more so than normal).

The planet has a lot of nudists
A local government, criminal, or rebel faction heads into battle dressed in a highly unusual manner, possibilities include; fursuit, glam rocker, wedding dress, top hat and mankini combo, japanese school girl, gimp suit, clown, or giant masks

Most people live underground or in large structures with no windows

The elite physically alter themselves as a sign of status

The planet’s inhabitants use biped walkers as scouts and flankers, which could be anything from giant cassowaries to Sentinel formations depending on tech level

The planet is considered to be THE place for shore leave among voidsmen
The planet has some Christmas themed aesthetics

The planet was only settled recently
>>
>>98343037
I dig it. Would imprint some serious societal trauma about death and destruction too, explains the "Emperor as the Death God" angle. Maybe people tame and ride underground beasts and use them to explore the surface? And for war as well, this seems to be a very militaristic society given how huge and high-quality their armies are

We've got 3 more planets to go in the Verniox sub-sector, hopefully we can get something a bit more low-key than Hedaran Prime and Rengov

>1d100 Planet Class
>>
Rolled 41 (1d100)

>>98343066
Hive world get!
>>
>>98343071
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.

Close enuff

>20+2d10 Tech Value
>>
Rolled 2, 7 = 9 (2d10)

>>98343082
20 get!!
>>
>>98343083
Early Space: Has developed basic space flight, and may have established settlements on its own moons, and even close neighboring planets in the same system. Basic laser weapons and early coilguns may have been developed. Hot Fusion is used for power. Combat-worthy spaceships appear. Beyond this point, it is almost a guarantee that the multicultural empires and nation states of earlier periods vanish in favor of planetary unification (this may occur earlier if an empire is sufficiently successful, out of necessity to combat invasions or through shrewd negotiations).

Practically utopian compared to the other two

Keep trying anon, I believe in you!

>1d100 Size of Star
>>
Rolled 63 (1d100)

>>98343088
100 (or 1) get!
>>
>>98343091
Another medium star

Adepta time
>3d10 for Administratum, Mechanicus and Ministorum
>>
Rolled 10, 3, 6 = 19 (3d10)

>>98343095
>>
>>98343101
Administratum: Small. Involved, but quietly and unobtrusively.
Mechanicus: None
Ministorum: Token. For administrative purposes only.

>2d5 Telepathica and Inquisition
>>
Rolled 4, 3 = 7 (2d5)

>>98343105
>>
>>98343111
Token Telepathica, no Inquisition. So we got bureaucrats, psykers and priests, nothing else

>1d100 Planet Size (Trips = get incoming?)
>>
Rolled 30 (1d100)

>>98343116
>>
>>98343133
>Small: 5d10
>>
Rolled 5, 6, 1, 4, 1 = 17 (5d10)

>>98343139
>>
>>98343153
17 000km. That's slightly bigger than Mercury, for reference.

>1d100 Axial TIlt
>>
Rolled 42 (1d100)

>>98343165
>>
>>98343167
Moderate (16-25°) ± 20°C/68°F

>1d100-10 Length of Day
>>
Rolled 52 (1d100)

>>98343172
>>
>>98343175
>5d10
>>
Rolled 1, 2, 3, 6, 2 = 14 (5d10)

>>98343196
>>
>>98343211
14 hour days, not too bad

>1d100 Length of Year
>>
Rolled 40 (1d100)

>>98343214
>>
>>98343220
>10d10
>>
Rolled 3, 5, 5, 5, 7, 2, 9, 6, 1, 1 = 44 (10d10)

>>98343230
>>
>>98343233
44x4 gives us a year of 176 terran days and 301,7 local days

>1d100-10 Satellites
>>
Rolled 71 (1d100)

>>98343241
100 get!
>>
>>98343243
GetQuest continues

Looks like we have
>1d5 Satellites
>>
File: Verniox WIP 2.png (905 KB, 776x697)
905 KB PNG
Thanks Anon for taking rolling the planets up, I've added the feral world and the civilized world to the map now, names and locations can still be changed if you guys want.
>>
Rolled 3 (1d5)

>>98343245
5 get!!!
>>
>>98343246
Welcome back Map Anon! I can keep rolling unless you want to take over.

>>98343249
3 moons for the newly christened Belloran XVI.

>1d100 Gravity
>>
Rolled 90 (1d100)

>>98343262
>>
>>98343425
Very Heavy (1.5 to 2 G): Don't trip and shatter your bones!

It was going so well
At least they have the tech to cope with it this time

>1d100 Atmosphere
>>
Rolled 69 (1d100)

>>98343475
>>
>>98343482
Normal (Temperate): Safe to breathe. Stable and mild conditions.

Funny number, nice

>1d100 Hydrosphere
>>
Rolled 67 (1d100)

>>98343489
>>
>>98343512
Well aren't you a comedian?

Damp: This world has swollen seas and oceans, with a high sea level resulting in vast inland seas. The broken-up continents get average to high rainfall, but soak up the moisture like a sponge, making it damp year-round. Deserts still possible, but more as geographical quirks that probably receive rainfall or stuck in-between huge mountains with frequent rivers.

>1d100 Temperature
>>
Rolled 38 (1d100)

>>98343529
>>
>>98343546
Average (-10°C to +30°C/14°F to 86°F)

>1d100 Number of Terrains
>>
Rolled 97 (1d100)

>>98343573
>>
>>98343714
That's 7 terrains, so give me
>7d20
>>
>>98343815
7d100, apologies
>>
Rolled 97, 16, 69, 74, 54, 62, 9 = 381 (7d100)

>>98343826
>>
>>98343836
Cliffs, Broken Forests, Barrens, Swamps, Flat Rocks, Moors, Savannahs

Seems like quite a rocky and sparsely vegetated world except for the forests and swamps

>1d100 Native Flora and Fauna
>>
Rolled 81 (1d100)

>>98343936
>>
>>98343949
Parasitic Lifeforms: Infestation risk is high; many organisms rely on hosts.

>Population density 1d100
>>
Rolled 69 (1d100)

>>98344401
>>
>>98344931
10d10 hab/km2
>>
Rolled 8, 6, 6, 10, 10, 9, 7, 1, 8, 1 = 66 (10d10)

>>98344970
>>
>>98345359
Let's say about 15% habitable area here as well given the large oceans and terrain. That puts us at 911 million people.
>>
>Points of Interests 1d3+7
>>
Rolled 3 + 7 (1d3 + 7)

>>98347072
>>
>>98347193
>10d20
>>
Rolled 16, 20, 4, 4, 4, 8, 8, 15, 13, 10 = 102 (10d20)

>>98347213
>>
>>98347223
15 & 16: Natural Feature: Geographical landmark or unusual environmental formation.

20: Unique Feature: Something singular to the planet. Define freely.

4 x3: Industrial Site: Manufactorum, refinery, or production complex of any scale.

8 x2: Military Site: Fortress, outpost, garrison, or defensive installation.

13: Scientific or Technical: Research station, Mechanicus site, or experimental facility.

10: Religious Site: Shrine, temple, or place of worship. Importance varies widely.

We can start to figure out what the 20 will be once we're done with the rolls.

>Society Type 1d100
>>
Rolled 5 (1d100)

>>98347266
this planet can probably be the HQ for the whatever Inquistor is in charge of searching throught the STC mega struture back on Hedaran Prime
>>
>>98347295
Democratic Republic: The government is run, at least on paper, on the principles of civil rights, freedom, and equal treatment and representation under the law. The population is responsible for electing their leaders and representatives, and for making important civic decisions. In addition, the government is often divided into three codependent branches: Legislative, administrative, and judicial.

So far this seems to be the most stable and most developed planet in the sub-sector so that may be a possible HQ location.

>Economic Fortune 1d100+25
>>
Rolled 23 + 25 (1d100 + 25)

>>98347317
>>
>>98347327
Unstable Economy –. Insufficient production and limited reserves.

Not great not terrible

>Local Economic Focus 1d100
>>
Rolled 5 (1d100)

>>98347365
>>
>>98347463
The planet's economy revolves around growing, raising, or harvesting food — vast grain fields, protein farms, hydroponic vaults, fungus caverns, or megafauna hunting. It may feed its own population or export to hungry hive worlds. High tithe in foodstuffs.

Maybe it's a burgeoning agri world? Or perhaps it is the most easiest way to pay the tithe until the planet is further developed?

For this I'd say their PRIMARY export is agri stuff, but we can still roll on both imports and exports
>2d12
>>
>>98347365
you might want to bump that up to stagnant economy since the 25 bonus we gave to the roll was actually supposed to be a 35 bonus according to the table
>>
Rolled 6, 9 = 15 (2d12)

>>98347481
>>
>>98347482
We got a -10 from being a small planet

>>98347486
Exports: Vehicles: Deliver people from point A to point B.
Imports: Alcohol/Drugs: Alters the mental state of the user, usually to create a sense of euphoria or ecstasy, though long term effects may be unpleasant. Alcohol is typically drunk, while drugs can be smoked, snorted, consumed or injected.

Need that Amasec for the hard workers amirite?

>Base Presence Percentages by World Class: Roll d100 + Tech Modifier; if the total is ≤ the number shown, the force is present.
>15d100+3
>>
>>98347495
Forgot to mention this current roll if for defenses.
>>
Rolled 91, 92, 81, 5, 10, 60, 95, 11, 20, 86, 62, 30, 64, 38, 53 + 3 = 801 (15d100 + 3)

>>98347495
>>
>>98347502
Enforcers: N/A
Militia: N/A
Standing Army: Yes
Armoured Force: Yes
Titan Force: N/A
Private Armies: N/A
Naval Force: N/A
Orbital Stations: N/A
Missile Silos (Surface): Yes
Missile Silos (orbital): N/A
Defence Lasers: N/A
Mercenary Force: Yes
Gang Levies: N/A
Skitarii Legion: N/A
Sororitas Commandery: N/A

Now we roll 2d100 for every force present with the +3 modifier to determine size and quality
>>
Rolled 58, 76 + 3 = 137 (2d100 + 3)

>>98347582
>>
Rolled 8, 60, 12, 6, 64, 95 + 3 = 248 (6d100 + 3)

>>98347582
for the rest I will just roll a 6d100 so I can get the rolls for the 3 remaining ones out of the way quickly
>>
>>98347587
Standing army
>Size: Massive
>Quality: High

>>98347595
Armoured Force
>Size: Large
>Quality: High

Missile Silos (Surface)
>Size: Large
>Quality: Poor/Medium

Mercenary Force
>Size: Massive
>Quality: High

Probably a decent force to fend of pirates, small Ork warbands and other hostiles, but wouldn't last long against a proper invading force.

>Optional Fluff: Ruins and Hazards 2d10
>>
Rolled 4, 10 = 14 (2d10)

>>98347603
>>
>>98347607
Ruins: The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

Hazards: Roll two more times
>>
Rolled 4, 7 = 11 (2d10)

>>98347609
>>
>>98347612
Hazards: Parts of the planet are haunted, Parts of the planet are poisoned by industrial waste or natural features (more so than usual)

>Genetic Quirks, Religious Quirks & Unusual Factions 3d20
>>
Rolled 16, 17, 11 = 44 (3d20)

>>98347614
would some of the haunted areas allow the ghosts in there to vote
>>
>>98347620
Genetic Quirks: Many of the inhabitants have the same minor mutation

Religious Quirks: Some of the planet’s inhabitants worship nature in a way that is tolerated by the Ministorum.

Unusual Factions: Many of the planet’s inhabitants are fanatical about a particular recreational sport

>Architectural Quirks 1d10
>>
Rolled 2 (1d10)

>>98347643
this planet must really love blood bowl
>>
>>98347651
The inhabitants are obsessed with fire and incorporate torches, braziers, and fire pits into their building designs

>Miscellaneous Social Quirks, Ruling Class Quirks & Military Quirks 3d20
>>
Rolled 18, 18, 1 = 37 (3d20)

>>98347655
>>
>>98347669
Miscellaneous Social Quirks: The commoners are organized into worker’s communes

Ruling Class Quirks: The elite have unusually strong ties to the local religious factions

Military Quirks: The planet’s inhabitants are obsessed with building highly defensible structures

Last roll for Belloran XVI
>Historic Quirks 1d10
>>
Rolled 3 (1d10)

>>98347821
>>
>>98347827
The planet was only settled recently

That's a wrap for this world. We have 2 more to go for this sub sector. so we can start right now on the 4th world

>Planet Class 1d100
>>
Rolled 12 (1d100)

>>98347831
>>
>>98347831
Planet Name: Belloran XVI
Class: Developing / Civilised World
Tech Level: Early Space

Size of Star: Medium
Galactic Position: Ultima Segmentum
Sector: Brakkis Sector
Subsector: Verniox

Planetary Governor: TBD
Adepta Presence: Small Administratum, Token Telepathica, Token Ministorum

Size: Small (17 000km)
Axial Tilt: Moderate (16-25°) ± 20°C/68°F
Length of Day: 14 hours
Length of Year: 301,7 local days, 176 terran days
Satellites: 3
Gravity: Very Heavy (1.5 to 2 G)

Atmosphere: Normal (Temperate)
Hydrosphere: Damp
Temperature: Average (-10°C to +30°C/14°F to 86°F
Terrain: Cliffs, Broken Forests, Barrens, Swamps, Flat Rocks, Moors, Savannahs
Native Flora and Fauna: Parasitic Lifeforms: Infestation risk is high; many organisms rely on hosts.

Population: 911 million
Society: Democratic Republic
Points of Interest: Natural Feature x2, Industrial Site x3, Military Site x2, Scientific or Technical, Religious Site, Unique Feature (Currently undefined)

Economy: Unstable Economy
Local Economic Focus: The planet's economy revolves around growing, raising, or harvesting food — vast grain fields, protein farms, hydroponic vaults, fungus caverns, or megafauna hunting. It may feed its own population or export to hungry hive worlds. High tithe in foodstuffs.
Exports: Agricultural goods, Vehicles
Imports: Alcohol / drugs

Defences: Standing Army (Massive / High quality); Armoured Force (Large / High quality); Missile Silos [Surface] (Large / Poor quality); Mercenary Forces (Massive / High quality);

>Cont.
>>
>>98347864
Quirks:
The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

Parts of the planet are haunted
Parts of the planet are poisoned by industrial waste or natural features (more so than usual)

Many of the inhabitants have the same minor mutation

Some of the planet’s inhabitants worship nature in a way that is tolerated by the Ministorum.

Many of the planet’s inhabitants are fanatical about a particular recreational sport

The inhabitants are obsessed with fire and incorporate torches, braziers, and fire pits into their building designs

The commoners are organized into worker’s communes

The elite have unusually strong ties to the local religious factions

The planet’s inhabitants are obsessed with building highly defensible structures

The planet was only settled recently
>>
>>98347834
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).

Oh my, do we have the sub-sector capital, or perhaps even the sector capital itself?

>Tech Value: 2d10+36

>>98347864
Thanks for the summary Anon.
>>
Rolled 4, 10 + 36 = 50 (2d10 + 36)

>>98347872
that might explain why Belloran has some food producing capabilities
>>
>>98347877
>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.

>Size of Star 1d100

Seeing as both Belloran and Rengov were settled recently (albeit the former more successfully than the latter) maybe something has happened to the original food producer that brought goods to the Hive world?
>>
Rolled 86 (1d100)

>>98347880
depending on the roll it could either be a case of the hive just experienced an unexpected growth and they just needed some supplementary supplies until the main agri world could meet demand, or it suffered and production got lowered or cut off and they needed a quick solution until a more long term one could be found
>>
File: Hive City.jpg (47 KB, 736x552)
47 KB JPG
>>98347885
Huge star

>Adepta Presence

Administratum 4d10

Arbites 3d10

Astra Telepathica 3d10

Astronomica 1d10

Mechanicus 2d10

Ministorum 3d10

Inquisition 3d10
>>
Rolled 9, 10, 10, 4, 8, 1, 7, 8, 2, 10, 10, 1, 7, 5, 3, 5, 3, 8, 8 = 119 (19d10)

>>98347908
Rolling a big pile of d10s
>>
>>98348204
Administratum: Dominating

Arbites: Notable

Telepathica: Significant

Astronomica: Small

Mechanicus: Slight

Ministorum: Moderate

Inquisition: Significant

Gotta get going but wanted to compile them at least
>>
>Planet size 1d100
>>
Rolled 37 (1d100)

>>98348333
>>
>>98348923
Small: 5d10
>>
Rolled 10, 7, 6, 2, 2 = 27 (5d10)

>>98348967
>>
>>98349158
27.000km circumference

>Axial Tilt 1d100
>>
Rolled 8 (1d100)

>>98349196
>>
>>98349759
Slight (1-5°) ± 5°C/41°F

>Length of Day 1d100-10
>>
Rolled 37 - 10 (1d100 - 10)

>>98349882
>>
>>98349938
3d10 hours
>>
Rolled 10, 7, 5 = 22 (3d10)

>>98350551
>>
>>98352089
22 hour long days

>Length of Year 1d100
>>
Rolled 97 (1d100)

>>98352411
>>
>>98352520
(10d10)x10 Terran days
>>
Rolled 6, 10, 9, 2, 1, 3, 4, 6, 3, 5 = 49 (10d10)

>>98352532
Let's go!
>>
>>98352588
490 Terran days, or 534,5 Local days for a full year

>Satellites 1d100-10
>>
Rolled 73 (1d100)

>>98352727
Come on. Give us something good Dice Gods!
>>
>>98352786
1d5
>>
Rolled 4 (1d5)

>>98352865
>>
>>98352906
4 moons

Now the fun begins
>1d100 Gravity
>>
Rolled 15 (1d100)

>>98354676
>>
>>98354742
Light (0.5 to 0.7 G)

>1d100 Atmosphere
>>
Rolled 96 (1d100)

>>98354761
>>
>>98354804
A poisonous atmosphere. Looks like we're staying indoors

>1d100 Hydrosphere
>>
Rolled 56 (1d100)

>>98354817
>>
>>98354861
Another Damp world

>1d100 Temperature
>>
Rolled 35 (1d100)

>>98354889
Look at this being a 1 now.
>>
>>98354901
Frosty (-40°C to -11°C/-40°F to 12°F)

>1d100 for # of Terrain types
>>
Rolled 31 (1d100)

>>98355351
>>
>>98355367
4, it's impossible to get less than 3 terrains now, someone's been fucking with these tables

>4d100 Terrain Types
>>
Rolled 88, 66, 95, 96 = 345 (4d100)

>>98355389
>>
>>98355431
Sandy, Barren, Islands, and Cliffs

>1d100 for Flora and Fauna
>>
Rolled 3 (1d100)

>>98355457
>>
>>98355467
Barren World: No native life. Sterile rock, ash, or ice dominates.

>1d100 (+30) for population
>>
Rolled 81 (1d100)

>>98356221
>>
>>98356278
Just barely made 111+, (10d10)x50 hab/km2, really glad someone made this part needlessly complex

>10d10 for Population
>>
Rolled 10, 7, 9, 9, 10, 8, 5, 5, 7, 6 = 76 (10d10)

>>98356341
>>
Rolled 7, 2, 1, 5, 7, 2, 9, 10, 8, 4 = 55 (10d10)

>>98356341
>>
>>98356556
17.5 billion at 10% habitable area, up to 157 billion at 90%. It is a Hive world, but the place is also poisonous and completely barren... What do you guys think?
>>
>>98356556
>>98356570
I got 232,048,000km^2 total surface area, so maybe 50-100,000,000km^2 habitable area(25-50%), so anywhere between 190-380 billion
>>
>>98356570
>place is poisonous and bareen
sounds like the perfect place for the Imperium to stuff a shit load of people on
>>
>>98356570
Considering how there's two backwaters already, I'd say the former. We're not dealing with the Imperium's finest real estate here.
>>
Wow, this entire sector is an absolute shithole. Not even in the crazy warfare chaos way, this is just the imperial equivalent of a place like...I don't fucking know, Papua New Guinea.
>>
>>98356995
I mean there's a fucking DaoT megaruin in one of the planets but the Mechanicus doesn't even give a fuck. Barely even around.
>>
we should finish the rolls for the current planet then make a new thread
>>
>>98357013
>be Explorator on Forgeworld
>get message from 'Brakkiis' about DAoT ruins
>check archives
>barely any data, Sector appears to be a total shitshow
>request to mount an expedition is postponed
>they file request for more data to the Administratum
>this will take 500 years
>oh_welll.exe
might be a fun idea to have ann AdMech Explorator arrive hundreds of years late due to bureacracy.
>>
>Points of Interests 1d3+4
>>
Rolled 2 (1d3)

>>98357217
>>
File: Verniox WIP 3.png (1 MB, 846x725)
1 MB PNG
>>98357243
6 PoI so give us 6d100 please.

Also added the Hive World to the map, let me know if you want anything changed.
>>
>>98357251
6d20*
>>
Rolled 2, 8, 5, 13, 8, 8 = 44 (6d20)

>>98357267
>>
>>98357275
>2: Unusual Population Center - Urban settlement, colony, or habitation cluster. Scale and importance vary.

>8 x3: Military Site - Fortress, outpost, garrison, or defensive installation.

>5: Resource Extraction - Mining, harvesting, or gathering site tied to planetary resources.

>13: Scientific or Technical - Research station, Mechanicus site, or experimental facility.

>Society Type 1d100

Also when we are done with these rolls I think we should roll on the hive world creation tables, but keep in mind as a few of those rolls might contradict or override some of rolls we do on these tables.
>>
Rolled 95 (1d100)

>>98357349
for any contradictions, I think we should either stick wtih what we rolled before or see if we can combine the two
>>
>>98357363
Oligarchy: On this world, a small body of wealthy people, not necessarily of noble birth or having military, religious or bureaucratic rank, rule the area. They may be merchants, artisans, or some other type of guild members, but whatever their origins or source of wealth, they keep their authority only through that wealth and the fact that they finance society from their own pockets. A world producing an important specialty good will see the Imperium backing those with knowledge and means to make it (possibly and preferably infintely long) over other power cliques or alternatively a rich class may have already been present in such a scenario and the Imperium saw fit to retain it. The Planetary Governor will either be a puppet of the guild/society/mafia council or be its most powerful member.

>Economic Fortune 1d100+15
>>
Rolled 85 + 15 (1d100 + 15)

>>98357461
>>
>>98357478
Moderately Productive – Reasonably productive. Meets tithe with some surplus.

>Local Economic Focus 1d100
>>
Rolled 77 (1d100)

>>98357521
>>
File: Imperial Bastion.jpg (69 KB, 600x600)
69 KB JPG
>>98357523
War Economy / Military Production: Everything is geared toward warfare — munitions factories, troop training, or logistical support. The planet exists to supply the endless wars of the Imperium. Very high tithe in soldiers and war materiel.

>Imports & Exports 2d12
>>
Rolled 11, 1 = 12 (2d12)

>>98357589
>>
File: The Hive Cities.jpg (44 KB, 735x438)
44 KB JPG
>>98357610
Imports: Trade Goods - Workers: People born or vat grown specifically to serve the Imperium. Worlds like these tend to have larger populations than most.

Workers - Common Goods: Guardsmen, menials, and servitors. Basic workers, low grade technicians, and middle management. Not much to say, really.

Workers - Luxury Goods: Tempestus Scions, essential adepts, high grade technicians, professional specialists (doctors, architects, etc.), upper management, and powerful tech priests. People from these worlds tend to be the Imperium's best of the best.

Exports:
Trade Goods - Agriculture: Plant based food. Fruits, vegetables, fungi, algae, anything grown and edible. Can also include spices and herbs. Perhaps some non-edible plants for making medicine or chemicals.

Agriculture - Common Goods: Basic staple foods, such as wheat or rice. Algae chips, bread, anything cheap. Plants with basic healing or mass use chemical properties. Simple decorative plant tissue. Monoculture nutrition bar fodder. Basic multicropping. Basic fungal crops and mold.

Agriculture - Luxury Goods: Exotic fruits, rare mushrooms, or pungent spices. Difficultly cultivated miracle cures or extremely deadly poisons. Substitutes for industrial chemicals. Beautiful, long lived flowers providing clean air and recycling hazardous waste from the air and soil. High quality permaculture, potentially mixing lumber through agroforestry and animals through mixed farming.

I'd say the agriculture is a byproduct of something else related to the war production?

>Planetary Defence Forces Roll 15d100 + Tech Modifier (-6 for low Imperial)
>>
Rolled 59, 20, 57, 59, 43, 68, 65, 59, 19, 78, 65, 41, 80, 57, 88 + 6 = 864 (15d100 + 6)

>>98357655
>>
>>98357727
Enforcers: Yes
Militia: Yes
Standing Army: Yes
Armoured Force: Yes
Titan Force: N/A
Private Armies: N/A
Naval Force: Yes
Orbital Stations: Yes
Missile Silos (Surface): Yes
Missile Silos (orbital): N/A
Defence Lasers: N/A
Mercenary Force: N/A
Gang Levies: N/A
Skitarii Legion: N/A
Sororitas Commandery: N/A

Ok s0 2d100 for each force present with a -6 modifier for their size and quality



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