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File: Brakkis Sector WIP 2.png (1.89 MB, 1339x865)
1.89 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.

During your last shift we ascertained information on 4 out of the 5 notable worlds within the first of the sub-sectors in Brakkis.

>Hedaran Prime
>>98338844

>Rengov
>>98343054
>>98343055

>Belloran XVI
>>98347864
>>98347866

and Rex Triumpha, which is still getting compiled by our diligent and high quality* servitors.

As we wait for the summary of the Hive Rex Triumpha we will delve into more of it's details

Creation tables used:
https://1d6chan.miraheze.org/wiki/Planet_generator
https://1d6chan.miraheze.org/wiki/Hive_World_Creation_Tables

Last thread
>>>98334525

Our first roll for the hive

>Hive World Origins (1d100)
>>
Rolled 17 (1d100)

>>98359074
>>
File: Hive City Ambient.jpg (943 KB, 1920x1080)
943 KB JPG
>>98359085
Ancient World: The planet has been part of the Imperium for millennia. The power structure on the planet is likely set in stone. The rulers rule and the tithe is always met, one way or another. Rebellion may be unthinkable and unwanted, or deeply suppressed, though it lingers in the hearts of some. The hives likely blanket the planet’s surface, with levels that are abandoned, forgotten, or host to forgotten things far below.

>Population (1d100) + Population Modifier (+30)
>>
Rolled 94 + 30 (1d100 + 30)

>>98359104
>>
>>98359181
>quadrillion
Gawhddamn
>>
>>98359181
1d5 quadrillion

I think this trumps the pop roll on the planet creation tables. Unless we find a middleground between both results?
>>
Rolled 5 (1d5)

>>98359207
It's a bit of a shame, if I rolled just two higher we would have gotten a quintillion

Either way, an absolute joke, this Is a Holy Terra tier population
>>
>>98359221
>>98359207
Well we have a range of 17.5 billion at the lowest to 5 quadrillion at the highest so anywhere in between is probably fine lol
>>
>>98359221
5 Quadrillion

>Planetary Power Structure (d10)
>>
Rolled 1 (1d10)

>>98359316
>>
>>98359337
Imperial Governor: The planet is ruled by a Governor appointed by the Imperium, responsible for maintaining control and overseeing the planet’s resources. Often drawn from noble families or seasoned Administratum officials, the Governor wields near-absolute authority but must balance the demands of the tithe with local stability. Insufficient performance may lead to a swift replacement, often by the Inquisition or a rival faction.

>Religious Influence (1d100)
>>
Rolled 27 (1d100)

>>98359370
>>
>>98359378
The Imperial Cult: The planet is governed by the single official faith, with the Emperor worshipped and all dissenters persecuted as heretics. Faith permeates every level of governance, and even minor deviations are seen as grave offences.

>Imports/Exports (2d20)
>>
Rolled 13, 10 = 23 (2d20)

>>98359399
>>
>>98359405
Imports: Artillery and Heavy Weaponry: Simple goods such as mass-produced field guns, autocannons, missile launchers, mortars, and anything a vehicle may use as armaments. More advanced goods include heavy artillery pieces, siege guns, and self-propelled artillery.

Exports: Educational Materials: Simple goods such as The Imperial Infantryman's Uplifting Primer, sanctioned scripts, books, and scrolls containing the Imperial Creed. Morale-boosting propaganda broadcasts, pamphlets with sermons and vox-recorded sermons included, scrumball tournaments, and dataslates promoting loyalty and servitude. More advanced goods include saintly relics which are usually borrowed and put on exhibition, forbidden texts for Inquisitorial training, advanced experimental psyops techniques to enforce Imperial doctrine and subvert heretical ideologies.

>Environmental Hazards (1d20)
>>
Rolled 15 (1d20)

>>98359421
Importing artillery and exporting...educational pamphlets? Ngl, pretty retarded.
>>
>>98359432
We could play around with these import/exports and the ones we rolled before, I say it's quite fluid at the moment.

>Notable Figures (d20)
For this I say we roll 1d3+1 for the amount of rolls since the world is ancient.
>>
Rolled 1 + 1 (1d3 + 1)

>>98359443
>>
>>98359452
2d20 for notable figures, and keep in mind these could be centuries if not millennia apart.
>>
Rolled 17, 13 = 30 (2d20)

>>98359496
>>
>>98359527
17: Battle Medic: A combat-trained medic. May be a combat medic, field chirurgeon, even a Sister of Battle. May be respected for saving many and perhaps assisting in designing a new stimm, or saving a hero, saint, or someone well-loved. Or shunned for using untested, outdated, even borderline heretical treatments that lead to the suffering or death of many, or giving preferential treatment to wealthier patients, extorting people even as they die, causing the death of a hero, saint, or someone well-loved.

13: The Industrialist: A person who ran or took over an industrial empire. May be respected for stabilising the economy, safer equipment designs, or creating a new industry which ensured work for all. Or may be despised for treating workers as expendable, using subpar materials that led to catastrophes, causing environmental collapse, or even collaboration with xenos.

>Planetary Boons (1d20)
>>
Rolled 10 (1d20)

>>98359534
>>
>>98359562
Population Boom: The planet experienced a rapid and sustained increase in its population due to improved living conditions, or successful colonisation efforts. This surge in population brought more labour and resources, enhancing the planet’s productivity.

>Planetary Defences (d10)
I'd say this will be in addition to whatever we rolled up before.
>>
Rolled 7 (1d10)

>>98359570
>>
>>98359575
Holographic Decoy Cities: Entire sections of the planet are disguised with holographic emitters, confusing invaders and luring them into heavily mined or fortified traps.

I can only imagine this being displayed over slums or parts of the underhive so the enemy think they are void shield generators, manufactorums, and so on, or that the slums and underhives spread across the "oddly undeveloped open plains surrounding that big tower".

>Planetary Defence History (1d10)
>>
Rolled 8 (1d10)

>>98359597
>>
>>98359432
We're starting to see why this sector is a mess. The Hive takes more than it should, and its old age really shows that the world is a part of the problem. This entire sector has been designed to feed the capital and nothing else.
>>
>>98359627
Major Rebellion Suppressed: A planet-wide rebellion against the Imperial presence was brutally suppressed by the Imperial Guard and their allies, leaving lasting scars on the populace.

>Economy Stability and Influence (1d10)
>>
Rolled 5 (1d10)

>>98359632
Now we're seeing problems.
>>
>>98359642
Self-Sufficient: The hive world has achieved economic stability, with industries that support the local system and occasionally export goods to nearby planets in the subsector. Its production capabilities meet basic needs, though the quality of most goods is average at best, but some high-quality goods produced for the general population and export. The economy is stable, but growth is slow. May have occasional resource shortages, reliance on imports for certain goods, and potential political conflicts that affect trade. However, stable governance and gradual industrial advancement help maintain economic stability. The population earns modest wages, lives in functional but limited housing, and works in demanding but increasingly regulated environments.

>Tithe: Decuma Tithe Level (1d5)
>>
Rolled 2 (1d5)

>>98359642
The most powerful planet in the sector and it's just "self sufficient", this place really is a shithole.

>>98359662
>>
>>98359666
Decuma Particular: A high level of tithe demanding significant contributions but permitting planets to preserve more of their resources and manpower compared to Extremis.

>Rumours and Secrets (1d30)
>>
Rolled 11 (1d30)

>>98359682
Can't wait for the Demon cult or what not.
>>
File: docwho.png (359 KB, 768x432)
359 KB PNG
>>98359694
The Clockwork War: The lower levels of a hive are home to a group of automaton-like beings that are said to have a war with each other. This war has been ongoing for centuries, and those who venture too deep report strange sights of rusting machines fighting endlessly.

Strange, an echo of an era lost to time or something else? But these are only rumors, right?

>Outsider Relations (1d10)
This one we can veto after the roll if we get a result that does not fit at all.
>>
Rolled 4 (1d10)

>>98359723
>>
Rolled 6 (1d10)

>>98359723
Kind of hard to see these guys hating the other planets due to relying on them for essentially everything but you never know. This sector is a mess.
>>
>>98359734
Reserved and Cautious: While not overtly hostile, the inhabitants prefer to keep to themselves. Outsiders are treated with politeness, but there is an underlying wariness. Relationships with them are slow to develop and require careful negotiation.

What do you Anons think? Would this fit?

Or are we going with >>98359737 instead

Transactional: The people of the world are primarily focused on what they can gain from outsiders. Everything is treated as a trade: knowledge, resources, or services are given only when something of equivalent value is offered in return.

Either way, next roll
>Adeptus Arbites Attitude (d6)
>>
>>98359744
Either can work. The planet relies on everyone just to feed itself, taking from every planet in the whole sector just to maintain its decrepit frame.
>>
Rolled 2 (1d6)

>>98359744
>>
I suggest we flesh out the current planets a bit before we roll anything else. Maybe with a local imperial guard regiment, or a space station

I'm writefagging something for Hedaran Prime, will post when it's done
>>
Relentless: The Arbites are a force of severity. They execute the law with unwavering commitment and brutal efficiency. On-the-spot harsh punishments—while swift—are typically reserved for serious crimes, but they still show little mercy. The populace knows that the Arbites will act decisively, and they rule with a strict sense of justice, though it may often appear harsh and unforgiving. Minor infractions are met with severe consequences, but they don’t kill without reason. Punishment—if not death—may include Servitude Imperpituis—being turned into a servitor, burning, and extreme acts of public humiliation.

A leftover imprint after the failed rebellion even if it was ages ago?

>Notable Landmarks (1d20)
>>
>>98359871
Good idea, we'll finish Rex Triumpha and collect our thoughts, or do we want to finish up the sub-sector and roll up the last planet before that?
>>
File: images (6).jpg (13 KB, 475x421)
13 KB JPG
>>98359723
Looks like we're dealing with DAOT holdovers. The old age of the Hive, and the superstructure planet, imply that a DAOT culture used it as an industrial hub for the local sector. Alternatively, it was a fairly young colony that was settled towards the end of the DAOT but not before they constructed important infrastructure to maintain further expansion efforts. Or, possibly, the Clockbros were a synthetic species in their own right.

These beings may have lived alongside humanity during that time which suggests.... That all Xenos aren't ba- oh my Emperor! What have I done?!
>>
Rolled 15 (1d20)

>>98359872
Let's make this sector WEIRD.
>>
>>98359932
The Hall of Reflections: A great hall adorned with mirrors that reflect the faces of those who enter. It is said that the mirrors show a person’s true self, revealing their innermost thoughts and desires. While many seek the hall for clarity, others claim the mirrors drive people mad with what they see.

I'd imagine this place to be in a more wealthier area of the planet, perhaps in a shrine district/spire or somewhere where nobles reside.

And that is it for Rex Triumpha
>>
>>98359879
Let's do the last planet. 40k is getting weird, I love it.
>>
>>98359957
Alright, last planet in the Verniox Sub-Sector coming up!

>Planet Class 1d100
>>
Rolled 45 (1d100)

>>98359967
C'mon weird planet!
>>
File: 40k fortress.png (667 KB, 1000x500)
667 KB PNG
>>98359977
Fortress World: Well-guarded and armed to the teeth, these worlds are the haunts of the best of the Astra Militarum, and may even be graced by a passing Space Marine chapter. Military service is often on these worlds what agriculture is on a primitive world: everybody does it, has done it for generations, and will do it until everybody dies.

Nice

>Tech Level 2d10+40
>>
Rolled 8, 4 = 12 (2d10)

>>98359992
Alright, what's this planet's weird thing going to be?
>>
>>98359949

Planet Name: Rex Triumpha
Class: Hive World
Tech Level: Mid Imperial
Size of Star: Huge
Galactic Position: Ultima Segmentum
Sector: Brakkis Sector
Subsector: Verniox

Planetary Governor: Imperial Governor
Adepta Presence: Administratum Dominating, Arbites Notable, Telepathica Significant, Astronomica Small, Mechanicus Slight, Ministorum Moderate, Inquisition Significant

Size: Small (27 000km)
Axial Tilt: Slight (1-5°) ± 5°C/41°F
Length of Day: 22 hours
Length of Year: 534,5 local days, 490 terran days
Satellites: 4
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: 17,5 billion - 5 quadrillion
Society: Oligarchy led by Imperial Governor
Religious Influence: Imperial Cult
Points of Interest: Unusual Population Center, Military Site x3, Resource Extraction, Scientific or Technical
Notable Landmarks: The Hall of Reflections: A great hall adorned with mirrors that reflect the faces of those who enter. It is said that the mirrors show a person’s true self, revealing their innermost thoughts and desires. While many seek the hall for clarity, others claim the mirrors drive people mad with what they see.
Notable Figures: Battle Medic, Industrialist
Adeptus Arbites Attitude: Relentless

Economy: Moderately Productive / Self-Sufficient
Tithe Level: Decuma Particular: A high level of tithe demanding significant contributions but permitting planets to preserve more of their resources and manpower compared to Extremis.

Local Economic Focus: 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.

>Cont.
>>
>>98360028
Exports: Agriculture / Educational Materials
Imports: Workers / Artillery and Heavy Weaponry

Defences: Enforcers (Massive / High quality); Militia (Massive / High Quality); Standing Army (Massive / High quality); Armoured Force (Massive / Poor quality); Naval Force (Massive / Poor quality); Orbital Stations (Massive / High quality); Missile Silos [Surface] (Massive / High quality);

Hive Defences: Holographic Decoy Cities: Entire sections of the planet are disguised with holographic emitters, confusing invaders and luring them into heavily mined or fortified traps.

Defence History: Major Rebellion Suppressed: A planet-wide rebellion against the Imperial presence was brutally suppressed by the Imperial Guard and their allies, leaving lasting scars on the populace.

Outsider Relations: Reserved and Cautious OR Transactional

Quirks & Rumors:
The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring

The planet is a breeding ground for dangerous diseases

A restaurant chain, entertainment company, or other seemingly harmless group is secretly one of the planet’s most powerful factions

Many important buildings are of unusual design, like built in strange shapes and/or covered with occult symbols

The commoners are organized into clans of relatives

The planet’s elite sometimes marry their siblings

There is an elite force that deals with any unusual hazards specific to the planet (chaos, xenos, ghosts, wildlife, etc.)

The planet once had a much more livable surface

The Clockwork War: The lower levels of a hive are home to a group of automaton-like beings that are said to have a war with each other. This war has been ongoing for centuries, and those who venture too deep report strange sights of rusting machines fighting endlessly.

>Long summary is long
>>
>>98360008
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.

>Size of Star 1d100
>>
>>98360028
Messed up the Gravity to Fauna section, should be this:

Gravity: Light (0.5 to 0.7 G)
Atmosphere: Poisonous
Hydrosphere: Damp
Temperature: Frosty (-40°C to -11°C/-40°F to 12°F)
Terrain: Sandy, Barren, Islands, and Cliffs
Native Flora and Fauna: Barren World: No native life. Sterile rock, ash, or ice dominates.
>>
Rolled 4 (1d100)

>>98360038
>>
>>98360087
Tiny star

>Adepta Presence

Administratum 5d10

Arbites 3d5

Astra Telepathica 2d10

Astronomica 2d10

Mechanicus 3d10

Ministorum 4d5

Inquisition 1d25
>>
Rolled 1, 6, 1, 3, 10 = 21 (5d10)

>>98360194
Alright, I'll bite: there's got to be something wrong with this planet. The rest of the sector is too much of a mess for it to be functional.
>>
Rolled 1, 2, 3 = 6 (3d5)

>>98360194
rolling for arbites i think?
>>
>>98360292
There's always going to be small bubbles where the competent people congregate to get away from the retards, and most planets in the Imperium attempt to be as self-sufficient as possible because you never know when warp storms are going to cut you off for a hundred years.
>>
>>98360403
>self-sufficient
My friend and fellow human, we only have one self-sufficient planet, the capital. Need I remind you its surrounded by colonies strained to support it with collapsing economies. If there's ever a warp storm, Triumpha probably wouldn't last very long without an unfortunate but necessary population reduction as what happened decades ago. But while said situation is concerning, I see no need to change it.

Our planet is simply more important than the others and we do our part by educating those yokels.
>>
>>98360382
Ruling for the Telepathica.
>>
>>98359871

1 History

Hedaran prime was first settled early during the dark ages. When the imperium first reached it during the great crusade, the Jegett (a nomadic people since exterminated) had established a thriving harbor in orbit. From what little can be gathered from the reports, the inhabitants ferociously resisted the imperium, and a brutal war of extermination destroyed both the harbor and the planet-bound civilization. Roughly 17% of the emerged surface is still filled with deadly chemicals and unlivable.

The nascent imperium apparently made no efforts to properly colonize the place, and several waves of independent adventurers quietly repopulated the place during the next millennia. When the imperium finally came around to settle the system, it was greeted by a disunited, lukewarm population that more or less followed some version of the imperial faith. Given the extreme difficulty of invading the place, the conquest merely consisted in sending a few orthodox preachers and calling it a day.

The tax level was temporarily set so "null", the time for a local council of settlement leaders to elect their representative. They never managed to agree to do so, and Heradan was conveniently ignored by everyone. The recent rise to power of lady Yolande Stermenghetty might be what finally shakes things up.
>>
>>98360555

2 Geography and Climate

Hedaran Prime is a young, energetic planet full of active volcanoes, shaken by frequent earthquakes and battered by extreme meteorological phenomenons. Its surface is brimming with life : its lush forests and beautiful mangroves would have made it a paradise world if not for the unfortunate climate. The soil is still shallow and rocky in most places, though, hardly fit for agriculture. And hydrocarbons are near-nonexistent.
The atmosphere, while breathable, is loaded with excess oxygen and carbon dioxide, which makes it exhausting to foreigners.
The fauna is just as fierce as the world itself, and every biome hosts massive apex predators who gave the colonists a hard time. Most of the place is still untamed.

3 Ethnicities

There is no dominant ethnic group on Hedaran Prime. About 2% of the population identifies as "Jegetti" and 9% as "true Herradians" (referring to the pre-imperial population), both claims denied by genetor Magi. The rest is an eclectic mix of the numerous small waves of colonists who washed up here during the last millennia, most of which simply refer to themselves as "Hedarans".
About 22% of the population, primarily in the southern hemisphere, bears a dominant allele giving them a characteristic purple-ish stretchy and smooth skin. It is seemingly indigenous to the place, and considered as a harmless mutation. None of the so-called "Jegetti" and "true Herradians" exhibit it.
It is however confirmed that lady Yolande Stermenghetty indeed has cadian blood running through her veins, and that her purple eyes are no mere coincidence.
>>
>>98360569

4 Archeotechnology

Hedaran Prime is littered with archeotechnology, which the natives have put to good use.
The most noticeable by far are the "Uniblocks" or "Unihabs". These are sturdy, highly modular lodgings that can comfortably accommodate around fifteen inhabitants, or serve as a high-end manufacturum. Held together by electro-magnets and reversible gravity-plates, they are uniquely suited to Heradan's climate. Their shape allows them to clump together, dislocate seamlessly during seismic events, and find back their place afterwards with no damage. They are possibly the most valuable ressource on the planet, and the locals fight tirelessly to steal their neighbor's, protect theirs and salvage abandoned ones from dangerous places.
Close behind are the "Fusang matrix", a wriggling mass of tendrils that make up most of the bodies of the local techpriests, and motojets, several of which are destroyed each year in high speed racing events.

Of course, there is also Atlas.
>>
File: Verniox WIP 4.png (990 KB, 885x660)
990 KB PNG
>>98360292
>Administratum: Significant. Controls its area, and has a say in wider planetary matters.

>Arbites: Token. For administrative purposes only.

Added and named the fortress world, names are not yet set in stone, let me know if you want/think of a better one.
>>
Rolled 7, 10 = 17 (2d10)

Rolling for Telepathica.
>>
>>98360579

5 Atlas

Alledgedly, Atlas was only a puny kilometer long and three hundred meters wide when miss Stermenghetty excavated it from the networks of caverns surrounding the Stermingham unihab-cluster. Hard to imagine given the dimension it has reached in the century since. Back then, it needed lengthy treadmills to move its lengthy body, constantly begged for fuel with pathetic howls, thwarted every attempt to settle it with deep snorts that sent masons and diggers flying. Miss Stermenghetty could hardly leave its command cabin for more than two hours, or it would suddenly shake uncontrollably, as if it was about to die off on the spot. Yous average explorer would have promptly slain the biomechanical construct and proceeded to more sensible endeavors. But miss Stermenghetty was anything but average.

The decades she spent taming the beast eventually bore fruits. Atlas is now a hundred and seventy-five times its original length, and carries a whole city on its back, without flinching . It crawls, heavy, swift, through Heradan's plains and forests, carried by its innumerable legs, its mighty belly, its wheels and its threads. The trail can even be seen from orbit. With macrocannons, it imposes peace and obedience to all on the surface. With unihabs, it promises a luxurious life to the nobles who would choose to leave their homes and joins Lady Stermenghetty in her travel. It granted her wealth through uncountable blessed secretions : silks spinned in the finest fabrics, saps hard and sticky, milks fat and nutritious, sweet honey, purest methane farted from many sphincters, bile that melts stone itself, the most exquisite musk to ever grace a human's nostrils... Atla's blessings are too many to count !

1/2
>>
>>98361005

And yet, despite the immense wealth her most precious slave granted her, Lady Stermenghetty barely breaks even in her expenses. Her lavish parties are but a rounding error in the tremendous spending that goes into Atla's maintenance. As it grows ever larger, it requires ever more fuel : food to be shoveled into its many hungry mouths, prometheum to be poured into its many hatches. It rests for months at once, often asking for more than what the land can provide. Moreover, it must be tended to : its growths cut down, its rugged skin planed, its mites corralled.

Thus, Lady Yolande Stermenghetty has taken upon her to cut apart the beast, and grant control of the outgrowths to her daughters. They roam the land in her place, extract tributes, wage glorious wars, hold decadent feasts, all in the hope of, one day, outdoing their mother.
>>
>>98361008
Will continue tomorrow
>>
File: p00rfq4v.jpg (28 KB, 560x315)
28 KB JPG
>>98361008
>>98361008
Calling the Stermenghetty aristocrats is an insult to the class. They are, at best, trumped up barbarians who have only just barely begun to understand the mere puerile concepts of space travel. Concepts that even those Krugburg yokels know. Honestly, why do we put up with such trash?

Our generous outreach programs have done so much to uplift these wretched abhumans but they spit on our gifts and deny our knowledge. So I ask you, fellow man, what benefits could we possibly gain from courting these savages?
>>
>>98361064

Sorry, but it appears the astropath killed himself when he was asked to asked to translate your message personally to Lady Yolande.
Surely the next one will do a better job.
>>
File: Burger-king.jpg (36 KB, 321x480)
36 KB JPG
>>98361064
I concur, fellow human. The Stermenghetty need to be brought to heel. We of the Bergur family feel insulted whenever they dare grace our magnificent balls.
>>
>>98361117
that pic made me realize there is a non zero chance the robots fighting in the under hive could just be dark age era mascots that are forever stuck in a marketing competition, saw the trend in the area was excessive violence, and decided the best marketting strategy was endless turf wars with their rivals
>>
>>98361450
During the first roll, we got:
>Unusual Factions: A restaurant chain, entertainment company, or other seemingly harmless group is secretly one of the planet’s most powerful factions
As a political quirk so it's absolutely not out of the realm of possibility. Now that really dials in the weirdness of the sector: 40k has fucking Moon Man.
>>
Rolled 4, 7 = 11 (2d10)

>>98360795
Astronomica.
>>
File: Imperial Hierarchy.png (429 KB, 690x481)
429 KB PNG
>>98360795
>Notable. A powerful force in its own area of the planet.

>>98362393
>Small. Involved, but quietly and unobtrusively.
>>
Rolled 4, 5, 3 = 12 (3d10)

>>98362632
Rolling for Mechanicus.
>>
Rolled 5, 5, 4, 5 = 19 (4d5)

>>98362715
The Mechanicus truly could care less about this sector. Time for the Ministorum.
>>
>>98362715
Small. Involved, but quietly and unobtrusively.

>>98362731
Significant. Controls its area, and has a say in wider planetary matters.
>>
Rolled 6 (1d25)

>>98363134
Inquisition time.
>>
>>98363313
Token. For administrative purposes only.

That's a good sign, right?

>Planet Size 1d100
>>
Rolled 4 (1d100)

>>98363371
>>
>>98363371
>For administrative purposes only.
Yeees. . .she stays in the guest bedroom right next to mine for that very reason.
>>
>>98363396
>Minuscule: 1d10+4

That's no moon it's a fortress.
>>
File: Moon Man.jpg (34 KB, 480x638)
34 KB JPG
>>98363371
>That's a good sign, right?
>Sector has parasitic lifeforms
>That other planet has a DAOT mega structure
>The capital planet has killer fast food mascots and fucking Moon Man
And we said that the Mechanicus was being negligent.
>>
Rolled 6 (1d10)

>>98363535
And just like that, we have a fully dysfunctional sector.
>>
>>98363672
10.000 km circumference

>Axial Tilt 1d100
>>
>>98363672
Watch the next sub-sector be completely standard in every way
>>
Rolled 52 (1d100)

>>98364232
Probably. But the entire intrasolar economy literally revolves around feeding the Hive. And not only that, it's also so Ronald can keep pumping out his roadkill burgers. The pocket fortress is a clear tax write off at this point.
>>
>>98364508
Moderate (16-25°) ± 20°C/68°F axial tilt

>Length of Day 1d100-30
>>
Rolled 74 (1d100)

>>98364620
We're going to get drive-by days, aren't we?
>>
>>98364787
>4d10 Hours/Day
>>
Rolled 1, 6, 7, 4 = 18 (4d10)

>>98365440
The pocket planet.
>>
>>98366516
18 hour days
>Length of Year (1d100)
>>
Rolled 52 (1d100)

>>98367570
>>
>>98367609
(10d10)x6 Terran days
>>
Rolled 4, 6, 2, 2, 1, 4, 1, 6, 9, 10 = 45 (10d10)

>>98367615
>>
>>98367633
270 Terran days/year, 360 Local days

>1d100 (-30) for Satellites
>>
Rolled 36 (1d100)

>>98367832
>>
Rolled 36 - 30 (1d100 - 30)

>>98367832
>>
>>98359074
Why isn't there a wiki page yet?
Also namefags get the rope.
>>
>>98367931
>>98367950
No moons here

>>98368654
>Why isn't there a wiki page yet?
I am not proficient enough to set up a wiki page, I know my limits.

>Gravity 1d100
>>
>>98368697
https://1d6chan.miraheze.org/wiki/Setting:Brakkis_Sector
Not much but it's a start
>>
Rolled 10 (1d100)

>>98368697
>>
>>98370092
Light (0.5 to 0.7 G): Lightfooted. +2 Agility bonus for movement, +4 to Strength and Toughness levels for Encumbrance, +2 Strength for Throwing. Jumping and leaping distances get doubled, fall damage gets halved.

>Atmosphere 1d100
>>
>>98369631
This is a great start! Thanks for setting it up Anon!
>>
>>98360032
>Native Flora and Fauna: Parasitic Lifeforms
>Local Economic Focus: War Economy / Military Production
>Exports: Agriculture / Educational Materials
>Agriculture includes poisons and biological material
>The planet is a breeding ground for dangerous diseases
>The planet once had a much more livable surface
>Imports: Workers / Artillery and Heavy Weaponry
>There is an elite force that deals with any unusual hazards specific to the planet (chaos, xenos, ghosts, wildlife, etc.)
Is it too much of a stretch to imagine Rex Triumpha's export economy specializes in bioweapons/virus bombs derived from the planets fucked up biosphere? The large importation of heavy weapons might be because they don't actually produce the delivery mechanism (bomb casings/artillery shells etc.) and the elite force mentioned could be a militarized Hazmat/quarantine unit for when the labs inevitably Wuhan themselves
>>
>>98370233
>Is it too much of a stretch to imagine Rex Triumpha's export economy specializes in bioweapons/virus bombs derived from the planets fucked up biosphere?
This is 40k if it's a cool concept we can roll with it, and this sounds like a neat idea to make this hive worlds main export stand out a little bit.
>>
Rolled 42 (1d100)

>>98370218
>>
>>98370547
Normal (Temperate): Safe to breathe. Stable and mild conditions. No penalties.

>Hydrosphere 1d100
>>
Rolled 57 (1d100)

>>98372074
>>
>>98372195
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.

>Temperature 1d100
>>
Rolled 51 (1d100)

>>98372259
>>
>>98372262
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.

So far this place ain't all that bad

>Number of Terrains 1d100
>>
Rolled 98 (1d100)

>>98372358
>>
>>98372374
7 types, lots of diversity in the terrain on this small planet.
>7d100
>>
Rolled 96, 97, 92, 63, 5, 1, 46 = 400 (7d100)

>>98372386
>>
File: images (7).jpg (22 KB, 399x501)
22 KB JPG
Rolled 98, 70, 90, 23, 5, 15, 51 = 352 (7d100)

>>98370233
Like zyklon? Guess there's a reason Moon Man has made a home here.

>>98372386
Most decent world is a pocket planet. Lord have mercy.
>>
>>98372418
96-97: Cliffs
92: Islands
63: Moor
1-5: Grassland
46: Broken Rock

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

>>98372492
>>
>>98372532
Normal Biosphere (Sparse): Balanced but low-density ecosystem. Life exists but is not abundant.

>Population 1d100 -10
>>
Rolled 93 + 10 (1d100 + 10)

>>98372561
>>
>>98372614
They have a lot of people too

>(10d10)x5 hab/km2
>>
Rolled 10, 4, 1, 4, 4, 10, 6, 4, 8, 6 = 57 (10d10)

>>98372627
at least the place had plenty of bodies for its main purpose
>>
>>98372641
285 hab/km2

>Points of Interest 1d3+7
>>
Rolled 3 + 7 (1d3 + 7)

>>98372645
>>
>>98372654
>10d20
>>
Rolled 16, 5, 15, 14, 12, 13, 5, 9, 3, 10 = 102 (10d20)

>>98372660
>>
>>98372664
15-16: Natural Feature - Geographical landmark or unusual environmental formation x2

5 x2: Resource Extraction - Mining, harvesting, or gathering site tied to planetary resources.

13-14: Scientific or Technical - Research station, Mechanicus site, or experimental facility. x2

12: Ancient or Abandoned - Ruins, lost settlements, or derelict structures of unclear origin.

9-10: Religious Site - Shrine, temple, or place of worship. Importance varies widely. x2

3: Industrial Site - Manufactorum, refinery, or production complex of any scale.

Lots of thing crammed around the bunkers, battlements, gun batteries, and so on

>Society Type 1d100
>>
Rolled 100 (1d100)

>>98372671
>>
File: BurgerKing3000AdWP.jpg (234 KB, 593x554)
234 KB JPG
>>98361450
Imagine, in the depths of Triumpha, a bunch of fast food animatronics stalking the deep hive. To us they look tacky and fake, the end result of a corporation trying wayyyy too hard to attract new customers, who cut so many corners its a miracle these funky Wally's Wonderland rejects work at all. You see them clanking, awkwardly stumbling around as they blare out their fast food slogans, the machine itself not even knowing the context behind the words.

Just blaring out 'have it your way,' or 'I'm loving it,' and 'Finga licken good.' But to an Imperial, they look bizarre. The creation of an abominable intelligence designed to bring man only misery. It's human shapes a mockery of the creature's prey, a clear insult to the light of the Emperor and the glory of mankind.

And the Imperials are right for once. These things, with their empty mechanical eyes, kill relentlessly and coldly like an assembly line robot building a car. Whenever you see the Clown, the Colonel, the King, or the Jack, you run. Run as fast as you can, for they know no mercy... They do not tire, they do not fear, or think, only kill.

Except for Moon Man of course. But he has bigger fish to fry.
>>
>>98375205
moon man is the way he is because some random hive ganger that learned basic programming was able to rewire the moon man bots to help him kill mutants, but got a bit more than he bargined for
>>
>>98373454
Direct Control by the Administratum or Offworld Appointed Goverment: This world has direct and constant control by the overall Imperial bureaucracy or a direct representative of it as possibly due to being a strategic location making the Imperium unable to trust its important governance to the locals, its status as a sub-sector or sector capital or having been recently colonized, conquered, (re)discovered and forcibly integrated or (re)discovered and peacefully integrated (in the latter case, it maybe that a planet is in a lower tech level that the Imperium saw fit to increase due to a benefit or because it's politically divided, possibly across regional lines of multiple nation states, but an Imperial-accepting political class needed a neutral arbiter of power before settling into the new form of a single planetary government). Some edge cases include important fortress worlds or naval bases the Imperial Guard or the Imperial Navy have under military governorship, or possibly an Astartes Chapter or Sororitas Order Homeworld whose government may answer to them depending on political involvement. If such is the case, roll again for what form of government is subordinate to the Astartes or Sororitas.

Not surprised. The Administratum has a strong foothold in the Hive.

>Roll (1d100)+5
>>
Rolled 72 + 5 (1d100 + 5)

>>98378553
Rolling for economy.
>>
>>98378558
>77
Stagnant Economy – Typical Imperial economy: meets tithe with effort, no surplus.

And that solidifies the subsector's poor economic situation. Furthermore, as it's a fortress world, we automatically gain a war economy meaning:

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.

Roll (2d12) for imports and exports.
>>
Rolled 2, 12 = 14 (2d12)

>>98378585
>>
>>98378686
Exports are:
2. Animal Products: The hides, flesh, bones and byproducts of fauna can have a multitude of uses, not to mention the animals themselves.

Common: Processed grox meat is many a citizen's favorite meal. Eggs, fish and milk can all be plentiful depending on the planet's biome. Basic beasts of burden, transportation, and battle.

Luxury goods: Exotic hides for ostentatious coats, bones to make regal tool handles, and the most succulent meats to dine on after a long day of oppressing Imperial subjects. Mixed farming combining animals and plants/fungi and potentially lumber through agroforestry. Gigantic beasts capable of lifting entire cargo containers and tossing tanks around like toys.

Imports:
12. General Goods Products that don't fall into the any of the previous examples and more general economic goods and luxury items.

Common: Menial attire, low value thrones, and administrator's tools. Daily personal equipment (hammers, nails, respirators, flashlights etc.), basic economic goods (lathes, presses etc.), and home appliances.

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

Goddamn. Even the Fortress, the first line of defense, is dedicated to feeding the Hive. Makes sense because it's the only decent planet in the sector but damn. That Hive has destroyed the entire economy just to feed itself.
>If I'm reading this correctly, roll (15d100) then we subtract 12 on each (d100). If below the percentage on the table, then that force is present.
>>
Rolled 82, 18, 46, 13, 79, 93, 84, 97, 25, 76, 4, 39, 90, 43, 73 + 12 = 874 (15d100 + 12)

>>98379732
>>
>>98380003
Enforcers: N/A
Militia: Yes.
Standing Army: Yes.
Armored Force: Yes.
Titan Force: N/A
Private Armies: N/A
Naval Force: Yes.
Orbital Stations: Yes.
Missile Silos (surface): Yes.
Missile Silos (orbital): Yes.
Defense Lasers: Yes.
Mercenary Force: No.
Gang Levies: No.
Skitarri Legion: No.
Sororitas Commandery: No.
This is genuinely puny. Roll 2d100-12 for every type of force present.
>>
Rolled 51, 15, 59, 12, 85, 20, 49, 64, 31, 88, 81, 88, 98, 37, 71, 23 + 12 = 884 (16d100 + 12)

>>98381508
doing to roll a 16d100 just to get them all out of the way
>>
>>98381567
Militia: massive/poor.
Standing Army: massive/poor.
Armored Force: massive/poor-medium
Naval Force: massive/high.
Orbital Stations: huge/high.
Missile Silos (surface): massive/high.
Missile Silos (orbital): massive/high.
Defense Lasers: large/poor.
A strong naval presence if nothing else. Now it's time for the optional content and as shown here:
>>98372671
>12: Ancient or Abandoned - Ruins, lost settlements, or derelict structures of unclear origin.
We have quite a bit to work with. Roll 1d10 for ruins.
>>
Rolled 9 (1d10)

>>98381696
>>
>>98381737
Ruins: The planet has one of more massive battlegrounds with lots potential loot

Roll (1d10) for planetary hazards. This cow town not only some saw action but also was scarred by it.
>>
Rolled 8 (1d10)

>>98381779
probably explains why the standing army is shit considering most of its experienced officers and soldiers probably got mulched
>>
>>98381784
Planetary Hazards: The planet is a breeding ground for dangerous diseases

This world is impressively close to the capital. Roll (1d20) for genetic variation.
>>
Rolled 4 (1d20)

>>98381790
>>
>>98381791
Genetic Quirks: No extra quirks beyond what was already rolled

No abhumans, yet. Roll (1d20) for religious quirks.
>>
Rolled 4 (1d20)

>>98381797
>>
>>98381804
Religious Quirks: No extra quirks beyond what was already rolled.

Roll (1d20) for unusual factions.
>>
Rolled 15 (1d20)

>>98381817
>>
>>98381832
Unusual Factions: The planet has one or more organizations that have “hydra” in their name, but for once are not at all related to the Alpha Legion

Looks like this town gots some trouble. Roll 1d10 for architectural quirks.
>>
Rolled 8 (1d10)

>>98381834
>>
>>98381843
Architectural Quirks: Most people live underground or in large structures with no windows

Makes sense. The fact bunkers are so prominent suggests that the war was relatively recent and the planet is still recovering. Roll (1d20) for Miscellaneous Social Quirks.
>>
I have an idea over what the local guard regiment looks like. They resemble Imperial Prussia culturally, with their troops bringing to mind the last hurrah of the calvary during WWI- not by choice. It's a consequence of living in a world reminiscent of the Great Plains from Ancient America, where Horses are cheaper than IFVs, and having an economy that literally revolves around shipping Grox meat to the Hive. What should have been the first line of defense and a fine home for the Militarum became a glorified cow town more in line with Silesia than Cadia.
>>
Rolled 15 (1d20)

>>98381947
what how big those underground cities can get given the pop
>>98382019
that can work
>>
>>98382019
Another curious comparison would be the forgotten state of Wyoming. The sparse population and horticulture focused economy would bring to mind the old American west, with herders keeping a close eye on the Grox herds and the giant chicken farms that permeate all through Krugberg. Some of these herders even resemble the classic cowboy of myth.
>>
>>98382036
Miscellaneous Social Quirks: The commoners are organized into clans of relatives

It's definitely reminiscent of Utah now as well. Roll (1d20) for ruling class quirks. Let's see what the Grox Barons are up to.
>>
>>98382036
I like to think most people live in the bunkers with the surface being relegated as a bunch of mega-farms. This is how the local nobility treats the military, let that sink in.
>>
Rolled 16 (1d20)

>>98382086
>>
>>98382138
Elite Quirks: Some of the elite have harems of exotic abhumans

Interesting. These guys are going to have a hard time beating the Mormon allegations. Roll (1d20) for military quirks.
>>
Planet Name: Krugburg
Class: Fortress Planet.
Tech Level: High Imperial

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

Planetary Governor: TBD
Adepta Presence: Adeptus Astra Telepathica (Notable); Adeptus Astronomica (small ); Adeptus Mechanicus (small); Administratum( significant); Adeptus Ministorum (significant); Inquisition (Token)

Size: Minuscule, (10,000 KM).
Axial Tilt: Moderate (16-25°) ± 20°C/68°F axial tilt
Length of Day: 18 hour days
Length of Year: 270 Terran days/year, 360 Local days
Satellites: none.

Gravity: Light.

Atmosphere: Normal.
Hydrosphere: Damp.
Temperature: Average (-10°C to +30°C/14°F to 86°F)
Terrain: Cliffs, Islands, Moor, Grassland, Broken Rock
Native Flora and Fauna: Balanced but low-density ecosystem. Life exists but is not abundant.

Population: 2850000
Government: Direct Control by the Administratum or Offworld Appointed Goverment
Points of Interest: Natural Feature, Resource Extraction, Scientific or Technical, Ancient or Abandoned, Religious Site, Industrial Site.

Economy: Stagnant.
Local Economy Focus: War Economy.
Exports/Imports: Animal Products / General Goods.

Defenses: Militia (massive / poor), Standing Army (massive/poor), Armored Force (massive/poor-medium), Naval Force (massive/high), Orbital Stations (huge/high), Surface Missile Silos (massive/high), Orbital Missile Silos (massive/high), Defense Lasers (large/poor).
Cont.
>>
Rolled 11 (1d20)

>>98383371
We could have a mini–Steel Division. Alternatively, something based off the Bundeswehr or WWI's Eastern Front. They're not American enough to quite justify a Civil War army or a meme Nauvoo Brigade (those allegations though).
>>
Rolled 8 (1d10)

>>98383704
Military Quirk: The planet has many formations of unusually large soldiers who are adept at carrying heavy weapons and brute force melee tactics

STURMTRUPPEN! Nice. I'm going to do the last roll then a little write faggotry for our German Grox town. I am also getting Bundeswehr vibes from the rather pathetic state of the PDF.
>>
>>98383717
Historic Quirks: The planet once had a much more livable surface

All to feed the Hive. Now to the stat sheet.
>>
>>98383616
Ruins: The planet has one of more massive battlegrounds with lots potential loot

Planetary Hazards: The planet is a breeding ground for dangerous diseases

Genetic Quirks: No extra quirks beyond what was already rolled

Religious Quirks: No extra quirks beyond what was already rolled.

Unusual Factions: The planet has one or more organizations that have “hydra” in their name, but for once are not at all related to the Alpha Legion

Architectural Quirks: Most people live underground or in large structures with no windows

Miscellaneous Social Quirks: The commoners are organized into clans of relatives

Elite Quirks: Some of the elite have harems of exotic abhumans

Military Quirk: The planet has many formations of unusually large soldiers who are adept at carrying heavy weapons and brute force melee tactics

Historic Quirks: The planet once had a much more livable surface
And that's Krugburg! Our own little Prussia.
>>
File: Lakner-I-2104894921.jpg (348 KB, 1379x920)
348 KB JPG
The most 'successful' of Triumpha's disastrous colonization campaign, Krugburg was supposed to be the darling of Verniox. A start for a whole new regiment of the guard and the Astra Militarium in Brakkis. Instead a war crippled the army which led to the nobility of Triumpha quickly seizing the new real estate. The Regiment, themselves related to the men of Armageddon, ultimately became a glorified PDF suffering from funding issues and relying on reservists to fill its ranks. Now Krugburg is a planet with the population ushered to massive bunkers constructed during the conflict, living underground while the surface is covered by manors and ranches ran by the nobility or clerks of the administratum.

While individuals like General Paul Verbeck may grumble under Triumpha's tight control, most are truly faithful to the Creed. Churches cover the surface and dot the underground resulting in extremely tight communities. This was the result of the heavy casualties taken during the war which forced the guardsmen to 'work overtime' to replenish their ranks. This bottleneck coupled with the ministorum, led to the stranded guard making large families.

These families became so big, commoners now have extremely tight genealogical trees that they devoutly maintain with entire settlements sometimes identifying by their last name. This has led to them having a uniform appearance all over the planet, becoming rather bulky blondes well suited to farm work- Triumphan aristocrats agree it's a nice change from the Neandors of Hedara. Oh yes, Krugsmen are well built and haven't forgotten the ways of their ancestors.

These Storm Troopers were very effective during the Great Revolt of 41,001 but were ultimately hampered by poor funding... Which the Aristocracy still hasn't fixed. Local nobles, perhaps sensing the bottleneck, took to bringing in the most 'exotic' people they could find. The Inquisition fears that they may be laying with mutants but... Again, poor funding...
>>
>>98383887
I don’t like the idea that the surface is covered with green. It is still a fortress world. It’s a bastion through and through with tons of guns, high walls, mustering grounds, spaceports for troop ships and so on.
>>
File: media-236894402.jpg (320 KB, 2048x1168)
320 KB JPG
>>98383887
For a man of modernity to envision Krugsberg, imagine Imperial Prussia in the Great Plains of North America. The land is perfect to grox rearing which has to led to a myriad of livestock related diseases that can attack to the unprepared but unfortunately not the Triumphans who have extremely resilient immune systems from their own toxic world. Every man is a reservist, every man is ready to march off to war in dilapidated tanks and IFVs that look as if they haven't moved in a century. The rather lazy Mechanicus, having long lost interest in Brakkis, never bothered to upgrade these archaic weapons of war.

But other than the military, the massive settlements tend to have a myriad of festivals in the bunker cities and there's a vibrant drinking culture. They never have to worry about food, and the commoners are extremely healthy. There's also a series of islands that dot the great ocean which are local tourist spots. They're extremely beautiful in the summer. While the nobility would like nothing more than to chase away these annoying peasants, the revolt and whispers of the 'Moon Man' have led them to quickly suppressing such notions.

The fields of Krugsburg are also covered with ruined equipment. Every once in awhile, a Grox or a Pig will walk over a forgotten land mine or trigger a guardian quickly resulting in roasted pork. The gentry does pay to have these ugly slags of scrap removed, with a massive campaign being launched in the last decade, which has led to a great 'scrap rush' where commoners make fortunes selling rusted metal. But while the planet is outwardly pleasant, all say it should've been much more.

And that's Krugburg- another failed Imperial colonization attempt. The Krugsmen made it work but Triumpha is what it is.
>>
>>98383937
I agree. We could have the massive cattle farms of California as a valid alternative. I mean... Have you SEEN these things? That's something the administratum would do.
>>
>>98383992
It’s not an agri world, the animal exports could well as be some native horse like animal they breed and export in low amounts to noble people and so on.
>>
>>98384031
Maybe. But that's still the chief export. A fortress getting jury rigged to feed the Quintillions isn't impossible.



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