warhammer 40k - planet generator v2
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DARK HERESYPLANETARY INFORMATION GENERATOR
The Imperium of the Dark Heresy game
contains millions of settled planets. Such is the
number of these planets that an almost limitlessvariety 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 stars
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 mostlengthy 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 planets 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 re-
roll 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 planets 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 oftechnology is commonly used on the world, and
what kind of relationship the people of the planet
have with the Imperium.
PLANET CLASS
Roll Class01-20 Hive World
21-28 Agri-World
29-33 Forge World
34-41 Mining World
42-49 Developing World
50-53 Feudal World
54-58 Feral World
59-64 Shrine World65-68 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
*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 theplanets original class.
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 are at, 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 easierto control and administer.
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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 planets tech level, as
defined on the second table.
Class Value
Hive 36+2d10Agri 15+3d10
Forge 50+1d10
Mining 15+4d10
Developing 20+2d10
Feudal 5+1d10
Feral 1d10
Shrine 20+4d10
Cemetery 20+3d10
Pleasure 35+2d10
Quarantined *
War *
Dead *
Death 4d10
Frontier 35+2d10Forbidden 6d10
Xenos 6d10
*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 planets original
class.
TECH LEVEL
Value Tech Level01-05 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 ofPre-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 cant 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 greatesthive 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.
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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 systems warp zone.
SIZE OF STAR
Roll Size01-05 Tiny
06-15 Small
16-75 Medium
76-85 Large
86-95 Huge
96-00 Giant
GALACTIC POSITION: The coordinates
which describe the planets 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: SOfor 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 Adrantisand 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 planets
location within the sector.
The first three-digit number is used to indicate
the planets grid reference along the Trailing edge.
The second three-digit number is used to indicate
the planets 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 planets 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 sectors 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 Inquisitionassigned 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 planets 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.
HIVE WORLD
Adeptus Arbites: 3d10.
Adeptus Astra Telepathica: 3d10.
Adeptus Astronimica: 1d10.
Adeptus Mechanicus: 2d10.
Administratum: 4d10.
Adeptus Ministorum: 3d10.
Inquisition: 3d10.
AGRI-WORLD
Adeptus Arbites: 1d10
Adeptus Astra Telepathica: 1d10
Adeptus Astronimica: 1d5
Adeptus Mechanicus: 1d10.
Administratum: 2d10
Adeptus Ministorum: 2d10.
Inquisition: 1d5.
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FORGE WORLD
Adeptus Arbites: 1d10.
Adeptus Astra Telepathica: 1d10.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 5d10.
Administratum: 2d10.
Adeptus Ministorum: 1d5.
Inquisition: 1d5.
MINING WORLD
Adeptus Arbites: 1d10.
Adeptus Astra Telepathica: 1d10.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 3d10.
Administratum: 2d10.
Adeptus Ministorum: 2d10.
Inquisition: 1d5.
DEVELOPING WORLD
Adeptus Arbites: N/A
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: N/A.
Adeptus Mechanicus: 1d10.
Administratum: 1d10.
Adeptus Ministorum: 1d10.
Inquisition: 1d5.
FEUDAL WORLD
Adeptus Arbites: N/A.
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: N/A.
Adeptus Mechanicus: N/A.
Administratum: 1d5.
Adeptus Ministorum: 1d5.
Inquisition: 1d5.
FERAL WORLD
Adeptus Arbites: N/A.
Adeptus Astra Telepathica: N/A.
Adeptus Astronimica: N/A.
Adeptus Mechanicus: N/A.
Administratum: N/A.
Adeptus Ministorum: N/A.
Inquisition: N/A.
SHRINE WORLD
Adeptus Arbites: 1d10.
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 1d5.
Administratum: 2d10.Adeptus Ministorum: 4d10.
Inquisition: 1d5.
CEMETERY WORLD
Adeptus Arbites: 1d5.
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 1d5.
Administratum: 1d10.
Adeptus Ministorum: 3d10.
Inquisition: 1d5.
PLEASURE WORLD
Adeptus Arbites: 2d10.
Adeptus Astra Telepathica: 2d10.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 2d10.
Administratum: 2d10.
Adeptus Ministorum: 2d10.
Inquisition: 1d5.
QUARANTINED WORLD
GMs Discretion. You could roll the values for
the planets original class, and modify the results
according to the circumstances under which the
planet was quarantined.
WAR WORLD
GMs Discretion. You could roll the values for
the planets original class, and modify the results
according to the circumstances under which the
planet was reduced to a state of war.
DEAD WORLD
GMs Discretion. You could roll the values for
the planets original class, and modify the results
according to the circumstances under which the
planet became a dead world.
DEATH WORLD
Adeptus Arbites: 1d5.
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: 1d5.
Adeptus Mechanicus: 1d5.
Administratum: 1d10.
Adeptus Ministorum: 1d10.
Inquisition: 1d5.
FRONTIER WORLD
Adeptus Arbites: N/A.
Adeptus Astra Telepathica: 1d5.
Adeptus Astronimica: N/A.
Adeptus Mechanicus: 1d5.
Administratum: 1d5.Adeptus Ministorum: 1d5.
Inquisition: 1d5.
FORBIDDEN WORLD
GMs Discretion.
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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 andunobtrusively.
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.
SIZE: The size of a world is defined by its
equatorial circumference. The smallest planets mayhave 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 km01-10 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)x496-100 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 Tilt01-05 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 planets
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 10to 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 +5o
-5o
Notable +10o
-10o
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 planets
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
planets day gets a modifier based on the size of the
planet:
Size ModifierMiniscule -30
Tiny -20
Small -10Average No Mod
Large +10
Huge +20
Enormous +30
Massive +50
LENGTH OF DAY
Roll Length of Day01-05 1d5
06-15 1d10
16-25 2d10
26-35 3d10
36-45 4d10
46-65 5d1066-75 6d10
76-85 7d10
86-90 8d10
91-95 9d10
96-100 10d10
101-120 (10d10)x2
121-150 (10d10)x3
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LENGTH OF YEAR: The length of a planets
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 planets day.
LENGTH OF YEAR
Roll Length of Year01-10 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:
Size ModifierMiniscule -30
Tiny -20
Small -10Average No Mod
Large +10
Huge +20
Enormous +30
Massive +50
NUMBER OF SATELLITES
Roll Number of Satellites01-20 None
21-40 1
41-70 1d5
71-80 1d10
81-90 2d10
91-100 3d10101-110 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 characters 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 fordetermining 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
planets atmosphere are numerous, and occur invarying degrees and proportions. A detailed
description of a planets 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.
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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 gassesthat 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.
Roll Atmosphere01-70 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
planets 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.
Roll Hydrosphere01-10 Waterless
11-20 Parched
21-35 Arid
36-55 Average
56-70 Damp
71-80 Moist
81-90 Watery91-100 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 whereprotective 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 characters
Toughness bonus, then the character will gain afatigue 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
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withstand the heat of these places without bursting
into flames.
Roll Temperature01-05 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 betweendifferent 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
21-40 241-60 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 Mountains31-35 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
CLIMATE: Created by the combined effects of
the planets 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 andanimal 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
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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 planetgets two modifiers applied, based on the class and
size of the planet.
Class ModifierHive World +40
Agri-World No Mod
Forge World +20
Mining World +10
Developing World -20
Feudal World -20
Feral World No Mod
Shrine World -10
Cemetery World -20
Pleasure World No ModQuarantined World No Mod
War World No Mod
Dead World -40
Death World -30
Frontier World -20
Forbidden World No Mod
Xenos World No Mod
Size Modifier
Miniscule -30
Tiny -20
Small -10
Average No Mod
Large +10
Huge +20
Enormous +30
Massive +40
Roll Population01-05 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 anygreater 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
rulers 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 planets 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 areas government and law, and everyone must
follow, or at least never act in defiance of, the rules
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of 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 theirorigins 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 Type01-10 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 planets
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 anyviolent 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 on by 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 planets own
defence forces, always present and alert, and
consisting of local troops.
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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 planethas 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 / 2d10Armoured 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 / 2d10Orbital 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
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%
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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 / 2d10Orbital 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: GMs discretion.
DEAD WORLD: GMs discretion.
DEATH WORLD: GMs 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 / 1d10Orbital Station(s): 0%
Missile Silos (planet): 0%
Missile Silos (orbital): 0%
Defence Lasers: 0%
Mercenary Force: 20% / 1d10 / 2d10
FORBIDDEN WORLD: GMs Discretion.
XENOS WORLD: GMs discretion.
FORCE SIZE
Roll Size01-03 Tiny
04-06 Small07-10 Medium
11-15 Large
16-20 Huge
21+ Massive
FORCE QUALITY
Roll Quality01-04 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 oftraffic. Note here if there are any stable warp routes
radiating from the planet, and to what other planets
they lead.
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DARK HERESYPLANETARY INFORMATION DATA-SHEET
PLANET NAME
CLASS TECH LEVELSIZE OF STAR GALACTIC POSITION
SECTOR SUBSECTORPLANETARY GOVERNORADETPA PRESENCE Adeptus Arbites ( ); Adeptus Astra Telepathica ( );Adeptus Astronimica ( ); Adeptus Mechanicus ( );
Administratum( ); Adeptus Ministorum ( ); Inquisition ( )
SIZE AXIAL TILT
LENGTH OF DAY LENGTH OF YEARSATELLITES
GRAVITY ATMOSPHEREHYDROSPHERE TEMPERATURE
TERRAIN
CLIMATE
NATIVE FLORA AND FAUNA
COUNTRIES AND CONTINENTS
POPULATIONSOCIETY
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
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