Planet generator

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DARK HERESY PLANETARY INFORMATION GENERATOR

The Imperium of the Dark Heresy game contains millions of settled planets. Such is the number of these planets that an almost limitless variety of environments can be created for the setting of your game. Below is detailed a method for generating planetary information, and a standard layout for presenting the information. The steps below allow the generation of a planet within the Imperium that holds some form of settlement and society. Obviously, there are many more planets in the galaxy that are devoid of life than there are which bear civilisation: in any star’s system, usually only one, sometimes two, rarely three, and virtually never more than that of the planets will be settled. Most of the planets in a system are simply too inhospitable, even for the most inventive of colonists or strongest and most lengthy terra-forming projects. The steps detailed below for generating a planet will create a planet that is within the parameters where civilisation can be easily established, or made possible by the stubbornness of humanity and the technology of the Adeptus Mechanicus. Many planets exist beyond the variations possible on the following tables, but these planets rarely, if ever, possess any significant settlements.

Some of the steps have tables which allow you to randomly generate traits for the planet, all of which use a d100, and some of which will then require the rolling of one or more d10 to get a further definition. Other steps have no random tables, and are merely a suggestion of what kind of details you should create for the planet to make it complete and distinctive. When generating a planet you can use as many of the random tables as you wish, or you can simply select one of the options from each table. While it can be entertaining to randomly generate as many of the planet’s features as possible, a planet is sometimes being created because it is required for a particular scene or scenario in a game of Dark Heresy, so the randomly generated traits may not be suitable or desirable: the GM should ignore or reroll any features that do not suit the requirements or tone of the game being played, or simply select the most suitable. The details generated by this system provide only the basics of a planet’s size, geography and social basics. The details, colour and flavour must be added by the GM and players as required by their Dark Heresy campaign.

CLASS:

The class of a world describes what type of planet it is, what kind of civilisation and society can be found on the planet, what level of technology is commonly used on the world, and what kind of relationship the people of the planet have with the Imperium.

Planet Class (d100)
01-20 Hive World
21-27 Agri-World
28-32 Forge World
33-38 Mining World
39-44 Developing World
45-49 Fortress World
50-53 Feudal World
54-58 Feral World
59-64 Shrine World
65-68 Cemetery World
69-73 Pleasure World
74-76 Quarantined World*
77-82 War World*
83-84 Dead World*
85-87 Death World
88-92 Frontier World
93-95 Forbidden World
96-99 Xenos World
100 Gas Giant**
*Quarantined worlds, War worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class. Roll again to determine the planet’s original class.
**If you rolled a Gas Giant, you should probably roll a couple more times to make moons and/or orbital habibtats.

TECH LEVEL:

The level of technology common on a planet will determine a lot about its society and economy, and will limit what is available to be bought and traded there The tech level given for a world is not an absolute limit on what can be found there; it is simply a measure of what technological level the indigenous people possess, and is what is most common on the world. An ‘Industrial’ world can still have a spaceport in orbit and a ‘High Imperial’ settlement as its capital; the mass of the locals are simply kept at the lower level so that they are easier to control and administer. The tech level of a planet is determined by generating a value based on the class of the world.

Find the class on the first table below, and use the listed value to determine the planet’s tech level, as defined on the second table.

Tech Value
Hive 36+2d10
Agri 15+3d10
Forge 50+1d10
Mining 15+4d10
Developing 20+2d10
Fortress 40+2d10
Feudal 5+1d10
Feral 1d10
Shrine 20+4d10
Cemetery 20+3d10
Pleasure 35+2d10
Quarantined/
War/Dead
*
Death 4d10
Frontier 35+2d10
Forbidden 6d10
Xenos 6d10
Gas Giant 30±4d10
*Quarantined worlds, War worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class. Use the value for the planet’s original class.
Tech Level
01-05 Stone Age
06-10 Iron Age
11-15 Steel Age
16-20 Pre-Industrial
21-25 Industrial
26-30 Early Space
31-35 Advanced Space
36-40 Warp Space
41-45 Low Imperial
46-50 Mid Imperial
51-55 High Imperial
56-60 Advanced

Stone Age worlds are inhabited by people who live in small family groups, dwell in caves or rough shelters and use only the most basic of tools made of stone. People survive by hunting and gathering. On Iron Age worlds the people have started to learn how to shape and work 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.

Steel Age worlds have seen the use of iron evolve into the manufacture of alloys to make steel for weapons, armour and tools. Farming and trade are ways of life for most people, and civilisation has started to gather in fortified villages and towns. The ruling classes live in large stone castles. Communication networks of couriers and carrier birds are common.

The poor people of Pre-Industrial worlds live mostly by farming, and there is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Printing presses make education and distribution of information more efficient.

Industrial worlds have completely moved on from small farms and independent manufactories. Everything in mechanised and automated. The population mostly live in large cities, and computers are starting to become common in all things. Solid projectile weapons are the norm for military forces, and advanced armour has started to appear for personnel and vehicles.

Early Space worlds have developed basic space flight, and may have established settlements on its own moons, and even close neighbouring planets in

the same system. Basic las weapons may have been developed.

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

Warp Space worlds have seen the development of warp drives and Geller fields, and the inhabitants are capable of travelling in the galaxy beyond their own system. Powerful computers are common. cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and rejuvenants. Primitive models of more advanced weapons, like plasma and needle weapons, are exceptional but present.

Low Imperial worlds are where the advanced technologies of the Imperium start to be seen, but are not always available. Standard issue and common weapons and armour can be easily found, but rare, expensive or very high tech items are still unavailable most of the time (no items with rare or very rare availability can be found on these worlds). Most Imperial worlds are Mid Imperial tech level, where 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).

High Imperial worlds are the peak of Imperium technological advancement outside of the greatest hive worlds and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour and equipment.

Advanced worlds are those that have access to limited or developing technology. In the Imperium of humankind only the greatest hive worlds and forge worlds have this level of technology. Although it wouldn't be surprising if some Inquisitors, who at least can be trusted to not fuck up all the time by both their fellows and the Mechanicus have a planet or two that run an actual research facility that legitimately researches new technology.

SIZE OF STAR:

The size of the star that a planet orbits can have a significant effect on the economy and military importance of the planet, as the gravity well projected by the star determines the size of the system’s warp zone.

SIZE OF STAR

Roll Size

01-05 Tiny

06-15 Small

16-75 Medium

76-85 Large

86-95 Huge

96-100 Giant

GALACTIC POSITION:

The coordinates which describe the planet’s location in the galaxy. The coordinates are given as 5 pieces of information, and is written with each separated by a slash, like this: AB/CDE/FG/123/456 The first two letters are used to indicate what Segmentum the planet is in. The codes used are: SO for Solar, OB for Obscurus, PA for Pacificus, TE for Tempestus and UL for Ultima. The next piece of information is a three letter code that indicates the sector of space that the planet is in. In the case of Calixis CAL is used. Every sector of the Imperium has its own three digit code that is used in the coordinates of planets in that sector. Third is a two letter code that indicates what sub-sector of the indicated sector the planet is in. Calixis’ sub-sectors use the following codes: PE for The Periphery, MM for the Markayn Marches, MA for Malfian, GR for Golgenna Reach, JR for Josian Reach, DM for Drusus Marches, AD for Adrantis and HA for Hazeroth. On the last page of this article there is a chart of

the Calixis Sector. This chart is divided into squares, each 2 light years across. The squares are numbered across the bottom (Trailing) edge and up the left (Rimward) edge. These numbers are used as grid reference coordinates to indicate a planet’s location within the sector. The first three-digit number is used to indicate the planet’s grid reference along the Trailing edge. The second three-digit number is used to indicate the planet’s grid reference up the Rimward edge. The first two digits in each case indicates what square the planet is in, and the third digit is a measure of how many tenths of a square the planet lies into the square. Using this system it is easy to give the location of any planet in the Imperium. (Obviously this system is not precise enough for stellar navigation, but it adequately fills the role of allowing us to plot a planet’s location for purposes of game-play).


SECTOR:

The galaxy of the Imperium is divided into administrative sectors, each of which has its own sector governor and administratum infrastructure. While each sector’s administration and authority is obviously still beholden to the powers of Holy Terra, they are mostly self functioning and largely autonomous. A sector usually also has a Conclave of the Inquisition assigned to watch over it, led by a Lord Inquisitor.

SUB-SECTOR: All sectors are divided into sub-sectors, and this is which sub-sector the planet can be found in.

PLANETARY GOVERNOR: One person on each planet is held responsible for the payment of the required tithe when the Imperium shows up to collect. The manner in which the planet is governed and the methods used to gather the tithe are beyond the concern of the Imperium. All the powers of Terra care to know of planetary politics is who the

responsible individual is. The title used on the planet varies from place to place; ‘Governor’ is simply a generic title used for bureaucratic ease.


ADEPTA PRESENCE:

The branches of the Adeptus Terra are present on different worlds in varying degrees. To determine what Adepta are present on a planet, and to what extent they are involved in the planet’s politics and daily life, consult the tables below. At each class of world each branch of the Adeptus Terra is listed with a dice value. Roll the indicated dice for each Adepta and consult the ADEPTA PRESENCE table below to determine the normal everyday presence and influence that Adepta has on the world.

Following the tables there is a brief explanation of what each level of presence means. For purposes of simplicity, the Inquisition and Adeptus Ministorum are included here as well, even though they are not strictly branches of the Adeptus Terra.

Generation table
ADEPTA PRESENCE Roll Presence

01-03 None.

04-06 Token. For administrative purposes

only.

07-09 Slight. Specific duties; not involved

in wider planetary affairs.

10-12 Small. Involved, but quietly and

unobtrusively.

13-15 Moderate. Has offices and planetary

duties, and are widely known.

16-18 Notable. A powerful force in its own

area of expertise.

19-21 Significant. Controls its field, and has

a say in wider planetary matters.

22-24 Major. A powerful and influential

force throughout the planet.

25+ Dominating: One of, if not the, most

powerful and influential forces on the planet.

Adeptus\World Hive Agri Forge Mining Developing Fortress Feudal Feral Shrine Cemetery Pleasure Death Frontier Quarantined / War / Dead / Forbidden
Administratum 4d10 2d10 2d10 2d10 1d10 5d10 1d5 N/A 2d10 1d10 2d10 1d10 1d5 GM's Discretion
Arbites 3d10 1d10 1d10 1d10 N/A 3d5 N/A N/A 1d10 1d5 2d10 1d5 N/A GM's Discretion
Astra Telepathica 3d10 1d10 1d10 1d10 1d5 2d10 1d5 1d5 1d5 1d5 2d10 1d5 1d5 GM's Discretion
Astronomica 1d10 1d5 1d5 1d5 N/A 2d10 N/A N/A 1d5 1d5 1d5 1d5 N/A

GM's Discretion

Mechanicus 2d10 1d10 5d10 3d10 1d10 3d10 N/A N/A 1d5 1d5 2d10 1d5 1d5 GM's Discretion
Ministorum 3d10 2d10 1d5 2d10 1d10 4d5 1d5 N/A 4d10 3d10 2d10 1d10 1d5 GM's Discretion
Inquisition 3d10 1d5 1d5 1d5 1d5 1d25 1d5 N/A 1d5 1d5 1d5 1d5 1d5 GM's Discretion

QUARANTINED WORLD

GM’s Discretion. You could roll the values for the planet’s original class, and modify the results according to the circumstances under which the planet was quarantined.

WAR WORLD

GM’s Discretion. You could roll the values for the planet’s original class, and modify the results according to the circumstances under which the planet was reduced to a state of war.

DEAD WORLD

GM’s Discretion. You could roll the values for the planet’s original class, and modify the results according to the circumstances under which the planet became a dead world.

FORBIDDEN WORLD

GM’s Discretion.

SIZE:

The size of a world is defined by its equatorial circumference. The smallest planets may have a circumference of only 5,000 kilometres, and the truly massive planets may reach 500,000 kilometres. (To provide a sense of scale, Holy Terra itself has a circumference of 40,000 kilometres).

PLANET SIZE

Roll Size 000s of km

Gas Giant +55

01-10 Miniscule 1d10+4

11-20 Tiny 2d10

21-35 Small 4d10

36-75 Average 10d10

76-85 Large (10d10)x2

86-90 Huge (10d10)x3

91-95 Enormous (10d10)x4

96-100 Massive (10d10)x5

AXIAL TILT:

The degree by which a planet leans to the side on its axis determines how severe its seasonal variations are.

AXIAL TILT

Roll Tilt

01-05 None

06-15 Slight (1-5o)

16-30 Notable (6-15o)

31-70 Moderate (16-25o)

71-85 Large (26-35o)

86-95 Severe (36-45o)

96-00 Extreme (46o+)

The other planetary trait that gets affected by axial tilt and the resulting seasonal variation is temperature. A planet with no axial tilt experiences no change of seasons, with an increasing tilt causing an increasing variation in seasonal conditions. The effect this has on the planet’s statistics is to cause the temperature to raise in the summer and drop in the winter. The northern hemisphere will experience summer while the southern has its winter, and vice versa. The table below shows how much the temperature changes with the seasons. The given temperature for the planet gets modified by the shown amount in summer and winter, but stays as given in autumn and spring (the modifier is applied to both the max and min temperatures given, so –10 to 30 with a +20 modifier would become 10 to 50). The seasonal modifier may move the temperature into another bracket on the temperature table (bitter, cold, chilly….hot roasting, searing), and the affects of the new bracket then take effect.

TEMPERATURE VARIANCE

Tilt Summer Winter

Slight +5 o -5 o

Notable +10 o -10 o

Moderate +20 o -20 o

Large +40 o -40 o

Severe +60 o -60 o

Extreme +80 o -80 o


LENGTH OF DAY:

The length of a planet’s day, the time taken for it to complete a single revolution around its polar axis, is given as a number of standard hours. The roll to randomly determine the length of a planet’s day gets a modifier based on the size of the planet:

Size Modifier

Miniscule -30

Tiny -20

Small -10

Average No Mod

Large +10

Huge +20

Enormous +30

Massive +50

LENGTH OF DAY

Roll Length of Day

01-05 1d5

06-15 1d10

16-25 2d10

26-35 3d10

36-45 4d10

46-65 5d10

66-75 6d10

76-85 7d10

86-90 8d10

91-95 9d10

96-100 10d10

101-120 (10d10)x2

121-150 (10d10)x3


LENGTH OF YEAR:

The length of a planet’s year is given as the number of Terran days it takes to complete one full rotation of its local star. Divide this number by 365 to see how many Terran years this is. To determine how many local days make up a local year, simply multiply the number of days in the year by 24, then divide that number by the length of the planet’s day.

LENGTH OF YEAR

Roll Length of Year

01-10 10d10

11-20 (10d10)x2

21-30 (10d10)x3

31-40 (10d10)x4

41-50 (10d10)x5

51-60 (10d10)x6

61-70 (10d10)x7

71-80 (10d10)x8

81-90 (10d10)x9

91-100 (10d10)x10


SATELLITES:

The table below determines how many orbiting satellites the planet has. Satellite can have their terrain, atmosphere and other details generated randomly as well if you so wish. The roll to determine the number of satellites orbiting a planet gets modified by the size of the planet:

Type Modifier

Gas Giant + 50

Size Modifier

Miniscule -30

Tiny -20

Small -10

Average No Mod

Large +10

Huge +20

Enormous +30

Massive +50

NUMBER OF SATELLITES

Roll Number of Satellites

01-20 None

21-40 1

41-70 1d5

71-80 1d10

81-90 2d10

91-100 3d10

101-110 4d10

111-130 5d10

131-150 6d10

GRAVITY:

Most planets that have civilisation on them have a gravity that is equal to Terran gravity, or close enough that humanity can easily adapt to life there. A standard gravity level is so close to Terran gravity that humans notice no difference, or one so slight that they easily adapt. Light gravity worlds affect a character’s ability to operate normally. On such worlds characters increase their Agility bonus by 2 for purposes of determining their movement, add 4 to the total of their Strength and Toughness bonuses fo determining encumbrance levels, and add 2 to their Strength bonus to determine throwing distances. In addition, all jumping and leaping distances get doubled. High gravity worlds affect characters in a similar, but opposite way. Agility bonuses are lowered by 2 for determining movement, the total of Strength and Toughness bonuses loose 4 for determining encumbrance, and the Strength bonus has 2 subtracted for determining throwing ranges. Jumping and leaping distances get halved. Very light and Very heavy gravity worlds have all of the modifiers given above doubled: +/-4 to Agility for movement and Strength for throwing, +/- 8 to Strength and Toughness total for encumbrance. Jumping and leaping get quadrupled or quartered.

GRAVITY LEVEL

Roll Gravity Level

01-05 Very Light (0.1 to 0.5)

06-15 Light (0.5 to 0.7)

16-90 Standard (0.8 to 1.2)

91-95 Heavy (1.3 to 1.5)

96-100 Very Heavy (1.5 to 2)


ATMOSPHERE:

The gasses that make up a planet’s atmosphere are numerous, and occur in varying degrees and proportions. A detailed description of a planet’s atmospheric makeup is not necessary for gaming purposes; we need only be concerned with whether or not humans can breathe easily, and how dangerous the air is if it is not within the range that is conducive to human respiration. A Normal atmosphere supports human life in a comfortable manner, and breathing is regular and relaxed in such an environment. A Bearable atmosphere can be breathed normally for a short time, but carries a slight abnormality, will create an unfavourable taste in the mouth, and will prove fatal if breathed for too long. Any character subject to such an environment without a respirator or rebreather can breath normally for a number of hours equal to their Toughness bonus, and must then return to a normal atmosphere (natural or artificial). Being subject to a bearable atmosphere for any longer will give the character one fatigue level per hour. Once the character falls unconscious due to fatigue they will die one hour later if not provided with proper air to breathe.

A Tainted atmosphere is even more dangerous. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus, and then gain a fatigue level per minute longer. Once unconscious due to fatigue, the character will die one minute later if still in the tainted atmosphere. A Poisonous atmosphere is made up of gasses that are quickly lethal to humans. A character can only survive unhampered in such conditions for a number of rounds equal to their Toughness bonus, and then gain a level of fatigue each round until unconscious. They will die after one more round in the poisonous atmosphere. In a deadly atmosphere, a character will survive for a number of rounds equal to their Toughness modifier, gaining a fatigue level each round, and will then die instantly. At the GMs discretion, the natives of a planet, through evolutionary change, may be able to endure a bearable, tainted or poisonous atmosphere without penalty.

Gas Giant Modifier +60

Roll Atmosphere

01-70 Normal

71-85 Bearable

86-92 Tainted

93-97 Poisonous

98-100 Deadly

HYDROSPHERE:

The hydrosphere of a planet is how much water the land and the atmosphere contain. This can be water vapour in the air, streams and rivers, lakes, seas and oceans. A Waterless world is completely deprived of water. A Parched planet has some water but it is hard to locate and make use of. Perhaps all of the planet’s moisture is vapour in the air which must be farmed, or held in reservoirs deep underground and must be mined.

An Arid world has landmasses like deserts, being mostly dry, but having infrequent spells of rainfall, and being dotted with oases. There is also usually a substantial water table underground which can have wells dug to it. There will be some small seas and oceans.

A world with an Average hydrosphere gets frequent rainfall, and has rivers and lakes, seas and oceans.

A Damp planet has seas and oceans, and land which gets average rainfall and holds onto its moisture, making it damp all year.

A Moist world has substantial oceans, a lot of rainfall and permanently sodden ground.

A Watery world is mostly water, with a few island landmasses.

An Aquatic planet is completely covered with water.

Gas Giant Modifier -25

Roll Hydrosphere

01-10 Waterless

11-20 Parched

21-35 Arid

36-55 Average

56-70 Damp

71-80 Moist

81-90 Watery

91-100 Aquatic

TEMPERATURE:

The mean temperature of a planet is one of the most significant deciding factors on how much shelter and technological assistance humans require to comfortably survive there. Temperature is always given as a range, as there will invariably be variations from equator to poles, and through the seasons. Temperature is given as degrees centigrade.

An Average temperature world is one where humans are comfortable in normal clothing and need only the most basic of shelters to survive.

Warm and Frosty worlds are those where protective clothing most be worn when outside, and shelters must have power to maintain a controlled environment inside. If exposed to such and environment without protective clothing, a character can withstand it for a number of minutes equal to their Toughness bonus. Every minute beyond this will cause the character to gain a level of fatigue until they fall unconscious, and they will die after one more minute.

Tepid and Chilly worlds also require protective clothing and controlled environment shelters. Exposure to such environments can be tolerated only for a number of rounds equal to the character’s Toughness bonus, then the character will gain a fatigue level each round until they fall unconscious. One more round of exposure kills the character.

Hot and Cold worlds require extreme environment protection. The protective clothing required for such environments are expensive and cumbersome, and for the inside of a shelter to provide a normal environment against such conditions requires a lot of power and the strongest construction. Anyone unfortunate enough to be exposed to such an environment will last a number of rounds equal to their Toughness bonus and will then die.

Roasting and Bitter conditions cannot be tolerated by humans, even dressed in the most extreme protective clothing. Buildings equipped with huge power-plants and complex equipment to ward off the environment and make conditions bearable inside need to be constructed, and movement must be done briefly and in special vehicles. Unprotected exposure to these environments will kill a character instantly. Searing planets are the most extreme hot environments imaginable. Only the toughest and most scientifically advanced materials can withstand the heat of these places without bursting into flames.

Roll Temperature

01-05 Bitter (-201 or lower)

06-10 Cold (-200 to –101)

11-20 Chilly (-100 to –41)

21-35 Frosty (-40 to –11)

36-60 Average (-10 to +30)

61-75 Warm (+31 to +50)

76-85 Tepid (+51 to +100)

86-90 Hot (+101 to +150)

91-95 Roasting (+151 to +300)

96-100 Searing (+300 or more)


TERRAIN:

Some planets have a single dominant terrain type, a particular model that describes all of the land to be found on the planet. Other planets have more than one terrain present. Roll on the first table below to determine how many terrains the planet has, then generate each on the second table. You can divide a planet between different terrains by having more than one landmass with a terrain each, or simply divide a landmass into regions of each terrain. You could even overlap and mix different terrains. Exactly what the terrain will look like will depend on other factors, like the temperate and hydrosphere of the planet. You must decide yourself how the terrain manifests when combined with the other planetary traits.

NUMBER OF TERRAINS

Roll Number

01-20 1

21-40 2

41-60 3

61-80 4

81-100 5

TERRAIN TYPES

Roll Terrain

01-05 Grassland

06-10 Savannah

11-15 Continual Forest

16-20 Broken Forest

21-25 Hills

26-30 Mountains

31-35 Plateaus

36-40 Dormant Volcanoes

41-45 Active Volcanoes

46-50 Broken Rock

51-55 Flat Rock

56-60 Columns

61-65 Moor

66-70 Barren

71-75 Swamp

76-80 Caves

81-85 Ravines

86-90 Sandy

91-95 Islands

96-100 Cliffs

Gas Giants do not roll here as they have one terrain - gas clouds - whether or not something lies in the middle and what that might be is up to GMs discretion

CLIMATE:

Created by the combined effects of the planet’s qualities, like terrain, temperature and hydrosphere, the climate is a brief description of the prevalent conditions on the surface of the world. You will have to look at the contributing factors, imagine how they will interact, and give a brief description of what it is like on the planet. If you want the planet to have climactic variations, maybe for different regions, or through changing seasons, describe them here.

NATIVE FLORA AND FAUNA: If you wish, you can create the details of any native plant and animal life on the planet. Doing this can breathe some personality into a planet, bring it alive and make it distinctive from the millions of other planets in the Imperium.

COUNTRIES AND CONTINENTS: How is the planet divided? Is the entire population united as a single political body, or are there rival and competitive or friendly and cooperative factions or countries? Is the entire land of the planet a single mass, or are there continents divided by oceans? These are details that you must decide based on the other features of the planet and the requirements the planet is to fill in your campaign.


POPULATION:

The population of a planet in the Imperium can vary from a few dozen settlers or scientists on a frontier world up to the billions on a hive world.

Note that the Imperium does contain worlds with a population higher than that possible on the following table. The reason for the maximum on this table is that Dark Heresy is set against the backdrop of the Calixis Sector where the capital of Scintilla has, at 25 billion, the largest population in the sector. If you are generating a world that is to be set outside of the Calixis Sector, you may wish to extend or modify this table to create even larger populations.

The roll to determine the population of a planet gets two modifiers applied, based on the class and size of the planet.

Class Modifier

Hive World +40

Agri-World No Mod

Forge World +20

Mining World +10

Developing World -20

Fortress World +20

Feudal World -20

Feral World No Mod

Shrine World -10

Cemetery World -20

Pleasure World No Mod

Quarantined World No Mod

War World No Mod

Dead World -40

Death World -30

Frontier World -20

Forbidden World No Mod

Xenos World No Mod

Gas Giant -50

Size Modifier

Miniscule -30

Tiny -20

Small -10

Average No Mod

Large +10

Huge +20

Enormous +30

Massive +40

Roll Population

01-05 10d10

06-10 (10d10)x10

11-15 (10d10)x100

16-20 (10d10)x1,000

21-25 (10d10)x10,000

26-30 1d5 million

31-35 1d10 million

36-40 5d10 million

41-50 10d10 million

51-70 1d10 hundred million

71-90 1d5 billion

91-100 1d10 billion

101-110 2d10 billion

111+ 3d10 billion

SOCIETY:

Though all planets of the Imperium are beholden to the authority of Holy Terra, the Emperor cares little for how any individual planet is organised. Different social structures exist, and even within each of the broad definitions on the table below there can be variance and variety. You can define the politics and social structure of the planet as broadly or as narrowly as you desire or is required.

A Democracy is a system of government based on a few definite principles: all people are subject to the same laws and punishments; no one has any greater right to something than someone else; there must be a respect for individual will and freedom; no person has the right to rule arbitrarily over others; on matters of important political decisions, the whole population has a say, votes must be made, and the majority decision followed; on the day to day running of the nation a party of representatives make the decisions and enforce the laws; these representatives must be voted into their position by the population, with those who get the majority vote being given the responsibility. Usually there must also be three distinct branches of government for it to be a true democracy; the legislative, administrative and judicial.

In a Dictatorship one person has absolute power, their will is law, and they can make and change rules as they see fit. An absolutist dictator will often have a group of advisors, but in the end their decision is final. There will be a government body to oversee the day to day running of the society, but the dictator can change, increase or decrease their power at will. The dictator can be elected (voted into the position by the population), hereditary (the position is passed on to the old ruler’s child) or tyrannical (the ruler has conquered or oppressed the people they rule over).

In a Monarchy, there is a monarch, who has the position through either election or hereditary right, but who rules according to a written constitution. There are laws which the monarch must follow, and rules which restrict and define their power. A government party exists to oversee the monarch, which has the power to make rulings based on the constitution, which can override any decision the monarch makes which conflicts with the constitution. The constitution can be amended only by a majority vote.

In a Military society the planet’s culture is either built around a military cause, or there have been events in its history which caused a great demand for military action and organisation. Either way, the society is ruled by the military, and military rank, instead of noble or bureaucratic rank, is the position of highest political authority. Everything is arranged and run in a military fashion.

In a Religious State, either the society was built around, or because of, a religious body, or events in its history have brought religious authority to the fore of all politics. Either way, a religious body is the area’s government and law, and everyone must follow, or at least never act in defiance of, the rulesof the religion. The religion in question can either be a local religion, or Ministorum of the Imperium or the Machine God of the Adeptus Mechanicus.

An Oligarchy is where there is a small body of wealthy people, not of noble birth or having military, religious or bureaucratic rank, who 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 the society from their own pockets.

Obviously the types of society on the following table contain certain options that are more compatible with certain types of planet than with others. For example, a forge world will almost always have a Religious (Machine God) society, but very few, if any, other worlds will. More than with any other section of planet generation, the GM should consider rejecting unsuitable rolls, or simply selecting the most suitable option. If the planet has more than one country or continent, you can even have different society types striving against each other for dominance.

SOCIETY TYPE

Roll Society Type

01-10 Democracy

11-20 Elected Dictator

21-30 Hereditary Dictator

31-40 Tyrannical Dictator

41-50 Elected Monarchy

51-60 Hereditary Monarchy

61-70 Religious (Local)

71-80 Religious (Ministorum)

81-90 Religious (Machine God)

91-100 Oligarchy


ECONOMY:

The economy of a planet is a description of how the people of that world manage their resources and finances. Look at the important contributing factors form the other aspects of the world determined in this process (class of world, population and society in particular), think about your own ideas for the world and the function you wish it to fill in your campaign, and note as many points as you can, or desire, about the planet’s economy.

Examples of detail you could give are: What is the local currency called? Do imports from other worlds get paid for in cash or simply a trade value to be swapped directly for exports? How extreme is the gulf between the poor and the wealthy on the world? How much does wealth dictate about lifestyle and opportunities on the world? This is an example of an area where the GM and players can go into as much detail as they wish, or simply create only the bare essential facts.

EXPORTS: Decide what the planet produces that will be valuable on other planets. The produce of a planet is traded to merchant captains who ship it off across the stars.

IMPORTS: Whatever the planet is in need of is brought to them by the merchant captains and traded for exports.


CONFLICTS:

Decide if there are currently any violent conflicts underway on the planet. This could be a civil war between rival factions (contenders with equal claim to throne / trade war / general uprising), a struggle to fight off invading xenos forces (or even to conquer the native xenos!), a war against insurgents or terrorists, or any other types of conflict(s) you care to have taking place on the world. This is one of the details about the world that should be discussed between the GM and players to create the right type of environment and mood for your game, or decided onby the GM as a suitable backdrop to a scenario/campaign idea.


DEFENCES:

This is what forces the planet has to defend itself from enemies, both domestic and foreign. The forces that can be mustered in defence of a planet and its settlements come in a few different forms, which are described below.

Enforcers: The local law enforcers and security forces.

Militia: Part time soldiers, who have civilian jobs but can be called upon to fight when required.

Standing Army: The normal full time, fully trained warriors of the planet. Usually known as the Planetary Defence Force (PDF).

Armoured Force: Any tanks and APCs.

Titan Force: Some worlds have mighty titan war machines stationed there permanently.

Private Army/Armies: Wealthy people/organisations can have their own private armies.

Naval Force: Ships belonging to the Imperial Navy that are usually stationed in orbit.

Orbital Station(s): Space stations with defence weapons, like lasers and missiles.

Missile Silos (planet): Missile silos that can launch missiles over the surface of the world.

Missile Silos (orbital): Silos with the ability to launch against ships in orbit.

Defence Lasers: Huge laser batteries that can fire on orbiting ships.

Mercenary Force: Hired muscle, brought in to fight for money.

The defence forces present on a world do not include any Imperial Guard or Navy forces that may be sent there. They are the planet’s own defence forces, always present and alert, and consisting of local troops. To determine what forces are present on a world, first find the class of world on the tables below, and the three pieces of information given for each type of force for that world. The first bit of information is a percentage chance of the planet having that type of defence force present: simply roll a d100, and on a result equal to or less than the number given, the planet has that type of force present.

The second bit of information is what dice to roll on the FORCE SIZE table to determine what size of force of the given type is present on the world. The third bit of information is what dice to roll on the FORCE QUALITY table to determine what quality that force is, if it is present on the world. Simply make all of these rolls for each type of defence force and record the results.

HIVE WORLD

Enforcers: 99% / 3d10 / 2d10

Militia: 99% / 3d10 / 2d10

Standing Army: 99% / 3d10 / 3d10

Armoured Force: 99% / 3d10 / 3d10

Titan Force: 30% / 2d10 / 2d10

Private Army/Armies: 30% / 2d10 / 2d10

Naval Force: 99% / 3d10 / 3d10

Orbital Station(s): 50% / 2d10 / 2d10

Missile Silos (planet): 85% / 3d10 / 2d10

Missile Silos (orbital): 70% / 2d10 / 2d10

Defence Lasers: 30% / 3d10 / 2d10

Mercenary Force: 10% / 3d10 / 2d10

AGRI-WORLD

Enforcers: 90% / 1d10 / 1d10

Militia: 75% / 1d10 / 1d10

Standing Army: 50% / 1d10 / 2d10

Armoured Force: 5% / 1d10 / 1d10

Titan Force: 1% / 1d10 / 2d10

Private Army/Armies: 30% / 1d10 / 2d10

Naval Force: 25% / 1d10 / 2d10

Orbital Station(s): 5% / 1d10 / 1d10

Missile Silos (planet): 5% / 1d10 / 1d10

Missile Silos (orbital): 5% / 1d10 / 1d10

Defence Lasers: 15% / 1d10 / 1d10

Mercenary Force: 30% / 2d10 / 2d10

FORGE WORLD

Enforcers: 50% / 2d10 / 2d10

Militia: 20% / 1d10 / 2d10

Standing Army: 60% / 2d10 / 2d10

Armoured Force: 90% / 3d10 / 3d10

Titan Force: 70% / 3d10 / 3d10

Private Army/Armies: 5% / 1d10 / 2d10

Naval Force: 90% / 3d10 / 3d10

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

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

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

Defence Lasers: 90% / 3d10 / 3d10

Mercenary Force: 1% / 1d10 / 2d10

MINING WORLD

Enforcers: 95% / 2d10 / 2d10

Militia: 60% / 3d10 / 1d10

Standing Army: 5% / 2d10 / 2d10

Armoured Force: 1% / 1d10 / 1d10

Titan Force: 1% / 1d10 / 1d10

Private Army/Armies: 20% / 2d10 / 2d10

Naval Force: 5% / 1d10 / 2d10

Orbital Station(s): 15% / 1d10 / 2d10

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

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

Defence Lasers: 30% / 1d10 / 1d10

Mercenary Force: 10% / 1d10 / 1d10

DEVELOPING WORLD

Enforcers: 90% / 3d10 / 2d10

Militia: 90% / 2d10 / 2d10

Standing Army: 90% / 3d10 / 2d10

Armoured Force: 50% / 2d10 / 3d10

Titan Force: 1% / 1d10 / 1d10

Private Army/Armies: 15% / 2d10 / 2d10

Naval Force: 15% / 1d10 / 2d10

Orbital Station(s): 10% / 1d10 / 1d10

Missile Silos (planet): 75% / 3d10 / 2d10

Missile Silos (orbital): 65% / 2d10 / 1d10

Defence Lasers: 40% / 1d10 / 1d10

Mercenary Force: 40% / 3d10 / 2d10

FORTRESS WORLD

Enforcers: 50% / 2d10 / 4d10

Militia: 10% / 2d10 / 5d10

Standing Army: 60% / 3d10 / 3d10

Armoured Force: 80% / 4d10 / 3d10

Titan Force: 65% / 2d10 / 3d10

Private Army/Armies: 15% / 2d10 / 3d10

Naval Force: 75% / 3d10 / 3d10

Orbital Station(s): 90% / 5d10 / 4d10

Missile Silos (planet): 95% / 4d10 / 4d10

Missile Silos (orbital): 80% / 3d10 / 5d10

Defence Lasers: 95% / 3d10 / 5d10

Mercenary Force: 15% / 3d10 / 5d10

FEUDAL WORLD

Enforcers: 75% / 2d10 / 2d10

Militia: 99% / 2d10 / 2d10

Standing Army: 99% / 3d10 / 2d10

Armoured Force: 0%

Titan Force: 0%

Private Army/Armies: 90% / 2d10 / 2d10

Naval Force: 0%

Orbital Station(s): 0%

Missile Silos (planet): 0%

Missile Silos (orbital): 0%

Defence Lasers: 0%

Mercenary Force: 85% / 2d10 / 2d10

FERAL WORLD

Enforcers: 20% / 1d10 / 2d10

Militia: 99% / 3d10 / 2d10

Standing Army: 90% / 3d10 / 2d10

Armoured Force: 0%

Titan Force: 0%

Private Army/Armies: 99% / 2d10 / 2d10

Naval Force: 0%

Orbital Station(s): 0%

Missile Silos (planet): 0%

Missile Silos (orbital): 0%

Defence Lasers: 0%

Mercenary Force: 0%

SHRINE WORLD

Enforcers: 60% / 2d10 / 3d10

Militia: 20% / 2d10 / 2d10

Standing Army: 40% / 1d10 / 2d10

Armoured Force: 1% / 1d10 / 2d10

Titan Force: 1% / 1d10 / 2d10

Private Army/Armies: 1% / 1d10 / 2d10

Naval Force: 10% / 1d10 / 2d10

Orbital Station(s): 1% / 1d10 / 2d10

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

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

Defence Lasers: 1% / 1d10 / 1d10

Mercenary Force: 0%

CEMETERY WORLD

Enforcers: 10% / 2d10 / 2d10

Militia: 0%

Standing Army: 10% / 1d10 / 2d10

Armoured Force: 0%

Titan Force: 0%

Private Army/Armies: 10% / 1d10 / 2d10

Naval Force: 0%

Orbital Station(s): 0%

Missile Silos (planet): 0%

Missile Silos (orbital): 0%

Defence Lasers: 0%

Mercenary Force: 0%

PLEASURE WORLD

Enforcers: 90% / 3d10 / 2d10

Militia: 10% / 2d10 / 2d10

Standing Army: 40% / 2d10 / 2d10

Armoured Force: 5% / 1d10 / 2d10

Titan Force: 0%

Private Army/Armies: 30% / 3d10 / 2d10

Naval Force: 5% / 2d10 / 2d10

Orbital Station(s): 1% / 1d10 / 2d10

Missile Silos (planet): 1% / 1d10 / 2d10

Missile Silos (orbital): 1% / 1d10 / 2d10

Defence Lasers: 15% / 2d10 / 2d10

Mercenary Force: 30% / 2d10 / 2d10

QUARANTINED WORLD: As original class, though may not be fully equipped, manned or functioning, depending on the circumstances of the quarantine and the time quarantined.

WAR WORLD: GM’s discretion.

DEAD WORLD: GM’s discretion.

DEATH WORLD: GM’s Discretion.

FRONTIER WORLD

Enforcers: 50% / 2d10 / 2d10

Militia: 30% / 2d10 / 2d10

Standing Army: 5% / 1d10 / 2d10

Armoured Force: 1% / 1d10 / 1d10

Titan Force: 0%

Private Army/Armies: 20% / 1d10 / 1d10

Naval Force: 1% / 1d10 / 1d10

Orbital Station(s): 0%

Missile Silos (planet): 0%

Missile Silos (orbital): 0%

Defence Lasers: 0%

Mercenary Force: 20% / 1d10 / 2d10

FORBIDDEN WORLD: GM’s Discretion.

XENOS WORLD: GM’s discretion.

GAS GIANT

Enforcers: 30% / 4d10 / 2d10

Militia: 75% / 3d10 / 3d10

Standing Army: 15% / 2d10 / 2d10

Armoured Force: 0% / 1d10 / 1d10

Titan Force: 1% / 1d10 / 5d10

Private Army/Armies: 60% / 2d10 / 2d10

Naval Force: 55% / 5D10 / 3d10

Orbital Station(s): 95% / 3d10 / 2d10

Missile Silos (planet): 0% / 1d10 / 1d10

Missile Silos (orbital): 30% / 1d10 / 1d10

Defence Lasers: 0% / 1d10 / 1d10

Mercenary Force: 80% / 1d20 / 1d20


FORCE SIZE

Roll Size

01-03 Tiny

04-06 Small

07-10 Medium

11-15 Large

16-20 Huge

21+ Massive

FORCE QUALITY

Roll Quality

01-04 Poor

05-09 Poor/Medium

10-15 Medium

16-20 Medium/High

21+ High

IMPERIAL GUARD RECRUITMENT:

Does the world have a tradition of supplying Imperial Guard regiments? How many regiments have been founded on the world? Is there anything about the Guard regiments from this world that makes them distinctive or noteworthy? These are details that must be decided by the GM/players, again to add flavour and distinction to the world.


CONTACT WITH OTHER WORLDS:

Travel between any worlds can be accomplished through the Immaterium with the proper preparation and successful navigation, but there exist established, well known, and more stable warp routes between planets that see a high exchange of traffic. Note here if there are any stable warp routes radiating from the planet, and to what other planets they lead.

DARK HERESY PLANETARY INFORMATION DATA-SHEET

PLANET NAME:

CLASS TECH LEVEL:

SIZE OF STAR GALACTIC POSITION:

SECTOR SUBSECTOR:

PLANETARY GOVERNOR:

ADETPA PRESENCE: Adeptus Arbites ( ); Adeptus Astra Telepathica ( ); Adeptus Astronimica ( ); Adeptus Mechanicus ( ); Administratum( ); Adeptus Ministorum ( ); Inquisition ( )

SIZE AXIAL TILT:

LENGTH OF DAY LENGTH OF YEAR:

SATELLITES:

GRAVITY ATMOSPHERE:

HYDROSPHERE TEMPERATURE:

TERRAIN:

CLIMATE:

NATIVE FLORA AND FAUNA:

COUNTRIES AND CONTINENTS:

POPULATION:

SOCIETY:

ECONOMY:

EXPORTS:

IMPORTS:

CONFLICTS:

DEFENCES: Enforcers ( / / ); Militia ( / / ); Standing Army ( / / ); Armoured Force ( / / ); Titan Force ( / / ); Private Army/Armies ( / / ); Naval Force ( / / ); Orbital Station(s) ( / / ); Missile Silos (planet) ( / / ); Missile Silos (orbital) ( / / ); Defence Lasers ( / / ); Mercenary Force ( / / )

IMPERIAL GUARD RECRUITMENT:

CONTACT WITH OTHER WORLDS:

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House - Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter - Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang - Noble House
Chaos Chaos Space Marine Warband - Chaos Warband - Heretical Cult - Lost and the Damned Regiment - Renegade Knight House - Dark Skitarii Force - Traitor Titan Legion
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult - Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet - Wych Cult
Planets Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator
Misc. Power Armour