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 Roll Class 01-20 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 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 *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. 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 easier to control and administer.

armour and equipment. and use the listed value to determine the planet’s tech level. Everything in mechanised and automated. like plasma and needle weapons. Farming and trade are ways of life for most people. cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and rejuvenants. Las weapons are common. TECH LEVEL Value 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. In the Imperium of humankind only the greatest hive worlds and forge worlds have this level of technology. Standard issue and common weapons and armour can be easily found. War worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class.The tech level of a planet is determined by generating a value based on the class of the world. and even close neighbouring planets in the same system. Warp Space worlds have seen the development of warp drives and Geller fields. Most Imperial worlds are Mid Imperial tech level. 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. Anything and everything that can be bought on the open market can be found on these worlds. where most of the technology of the Imperium can be found. are exceptional but present. and cybernetics are starting to become practical. and advanced armour has started to appear for personnel and vehicles. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot be purchased). and there is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Steel Age worlds have seen the use of iron evolve into the manufacture of alloys to make steel for weapons. Printing presses make education and distribution of information more efficient. though small farms may be seen dotted about. Hunting and gathering is still common. Advanced Space worlds have explored their own system. High Imperial worlds are the peak of Imperium technological advancement outside of the greatest hive worlds and Adeptus Mechanicus worlds. as defined on the second table. 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). and colonised any viable planets to be found there. and computers are starting to become common in all things. Primitive models of more advanced weapons. but rare. Advanced worlds are those that have access to limited or developing technology. The poor people of Pre-Industrial worlds live mostly by farming. Powerful computers are common. but are not always available. . Low Imperial worlds are where the advanced technologies of the Imperium start to be seen. armour and tools. The population mostly live in large cities. Find the class on the first table below. and the inhabitants are capable of travelling in the galaxy beyond their own system. dwell in caves or rough shelters and use only the most basic of tools made of stone. Use the value for the planet’s original class. Basic las weapons may have been developed. Early Space worlds have developed basic space flight. Communication networks of couriers and carrier birds are common. Industrial worlds have completely moved on from small farms and independent manufactories. and civilisation has started to gather in fortified villages and towns. Class Hive Agri Forge Mining Developing Feudal Feral Shrine Cemetery Pleasure Quarantined War Dead Death Frontier Forbidden Xenos Value 36+2d10 15+3d10 50+1d10 15+4d10 20+2d10 5+1d10 1d10 20+4d10 20+3d10 35+2d10 * * * 4d10 35+2d10 6d10 6d10 *Quarantined worlds. Solid projectile weapons are the norm for military forces. and may have established settlements on its own moons. The ruling classes live in large stone castles. People survive by hunting and gathering. and the local troops have access to the most advanced weapons.

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. ADEPTA PRESENCE: The branches of the Adeptus Terra are present on different worlds in varying degrees. The first two digits in each case indicates what square the planet is in. AD for Adrantis and HA for Hazeroth. In the case of Calixis CAL is used. but it adequately fills the role of allowing us to plot a planet’s location for purposes of game-play). On the last page of this article there is a chart of the Calixis Sector. and is written with each separated by a slash. (Obviously this system is not precise enough for stellar navigation. JR for Josian Reach. as the gravity well projected by the star determines the size of the system’s warp zone. The coordinates are given as 5 pieces of information. Using this system it is easy to give the location of any planet in the Imperium. OB for Obscurus. 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. These numbers are used as grid reference coordinates to indicate a planet’s location within the sector. Adeptus Astra Telepathica: 3d10. At each class of world each branch of the Adeptus Terra is listed with a dice value. Third is a two letter code that indicates what sub-sector of the indicated sector the planet is in. Inquisition: 3d10. PA for Pacificus. MA for Malfian. To determine what Adepta are present on a planet. Inquisition: 1d5. All the powers of Terra care to know of planetary politics is who the responsible individual is. GR for Golgenna Reach. Adeptus Mechanicus: 2d10. TE for Tempestus and UL for Ultima. This chart is divided into squares. Adeptus Ministorum: 3d10. even though they are not strictly branches of the Adeptus Terra. . For purposes of simplicity. MM for the Markayn Marches. The manner in which the planet is governed and the methods used to gather the tithe are beyond the concern of the Imperium. SUB-SECTOR: All sectors are divided into sub-sectors. and the third digit is a measure of how many tenths of a square the planet lies into the square. each of which has its own sector governor and administratum infrastructure. DM for Drusus Marches. The codes used are: SO for Solar. A sector usually also has a Conclave of the Inquisition assigned to watch over it. led by a Lord Inquisitor. Adeptus Astronimica: 1d10. The squares are numbered across the bottom (Trailing) edge and up the left (Rimward) edge. Calixis’ sub-sectors use the following codes: PE for The Periphery. Administratum: 2d10 Adeptus Ministorum: 2d10. SECTOR: The galaxy of the Imperium is divided into administrative sectors. The second three-digit number is used to indicate the planet’s grid reference up the Rimward edge. Administratum: 4d10. AGRI-WORLD Adeptus Arbites: 1d10 Adeptus Astra Telepathica: 1d10 Adeptus Astronimica: 1d5 Adeptus Mechanicus: 1d10. like this: AB/CDE/FG/123/456 The first two letters are used to indicate what Segmentum the planet is in. and this is which sub-sector the planet can be found in. While each sector’s administration and authority is obviously still beholden to the powers of Holy Terra. HIVE WORLD Adeptus Arbites: 3d10. they are mostly self functioning and largely autonomous. Every sector of the Imperium has its own three digit code that is used in the coordinates of planets in that sector. and to what extent they are involved in the planet’s politics and daily life. The next piece of information is a three letter code that indicates the sector of space that the planet is in. each 2 light years across. consult the tables below. the Inquisition and Adeptus Ministorum are included here as well. The title used on the planet varies from place to place. Following the tables there is a brief explanation of what each level of presence means. PLANETARY GOVERNOR: One person on each planet is held responsible for the payment of the required tithe when the Imperium shows up to collect. ‘Governor’ is simply a generic title used for bureaucratic ease. SIZE OF STAR Roll Size 01-05 Tiny 06-15 Small 16-75 Medium 76-85 Large 86-95 Huge 96-00 Giant GALACTIC POSITION: The coordinates which describe the planet’s location in the galaxy. The first three-digit number is used to indicate the planet’s grid reference along the Trailing edge.

Adeptus Astra Telepathica: 1d10. Adeptus Astra Telepathica: 1d5. Administratum: 2d10. and modify the results according to the circumstances under which the planet became a dead world. CEMETERY WORLD Adeptus Arbites: 1d5.FORGE WORLD Adeptus Arbites: 1d10. FORBIDDEN WORLD GM’s Discretion. Adeptus Mechanicus: N/A. Adeptus Ministorum: 1d5. WAR WORLD GM’s Discretion. Adeptus Astronimica: 1d5. Inquisition: 1d5. Inquisition: 1d5. Adeptus Ministorum: 3d10. Inquisition: 1d5. PLEASURE WORLD Adeptus Arbites: 2d10. Administratum: 1d10. Adeptus Astra Telepathica: 1d10. FERAL WORLD Adeptus Arbites: N/A. Adeptus Ministorum: 2d10. Adeptus Astronimica: 1d5. Adeptus Mechanicus: 1d5. Adeptus Astra Telepathica: 1d5. You could roll the values for the planet’s original class. . Adeptus Ministorum: 1d5. Adeptus Ministorum: 2d10. Adeptus Astronimica: N/A. Adeptus Mechanicus: 5d10. Administratum: 2d10. DEVELOPING WORLD Adeptus Arbites: N/A Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: N/A. Inquisition: N/A. and modify the results according to the circumstances under which the planet was reduced to a state of war. and modify the results according to the circumstances under which the planet was quarantined. Administratum: 2d10. MINING WORLD Adeptus Arbites: 1d10. FEUDAL WORLD Adeptus Arbites: N/A. Adeptus Astronimica: 1d5. Inquisition: 1d5. Administratum: 2d10. Adeptus Astra Telepathica: N/A. Adeptus Mechanicus: 1d5. Adeptus Ministorum: 1d10. Adeptus Mechanicus: 1d10. Adeptus Astronimica: 1d5. Adeptus Ministorum: 1d5. Adeptus Astra Telepathica: 1d5. Administratum: 1d10. Adeptus Mechanicus: N/A. Adeptus Ministorum: 1d10. Adeptus Mechanicus: 3d10. FRONTIER WORLD Adeptus Arbites: N/A. Inquisition: 1d5. Inquisition: 1d5. Administratum: 1d5. Administratum: 1d10. Adeptus Astronimica: N/A. Adeptus Astra Telepathica: 1d5. Adeptus Astronimica: 1d5. Adeptus Ministorum: 4d10. Adeptus Astronimica: 1d5. Adeptus Ministorum: N/A. DEATH WORLD Adeptus Arbites: 1d5. You could roll the values for the planet’s original class. Adeptus Mechanicus: 1d5. You could roll the values for the planet’s original class. Adeptus Mechanicus: 2d10. Administratum: N/A. Adeptus Mechanicus: 1d5. SHRINE WORLD Adeptus Arbites: 1d10. QUARANTINED WORLD GM’s Discretion. Adeptus Astronimica: N/A. Inquisition: 1d5. DEAD WORLD GM’s Discretion. Adeptus Astra Telepathica: 1d5. Inquisition: 1d5. Adeptus Astra Telepathica: 2d10. Administratum: 1d5. Inquisition: 1d5.

Involved. A planet with no axial tilt experiences no change of seasons. 13-15 Moderate.hot roasting. 19-21 Significant.000 kilometres. searing). 16-18 Notable. PLANET SIZE Roll Size 01-10 Miniscule 11-20 Tiny 21-35 Small 36-75 Average 76-85 Large 86-90 Huge 91-95 Enormous 96-100 Massive hemisphere will experience summer while the southern has its winter. The effect this has on the planet’s statistics is to cause the temperature to raise in the summer and drop in the winter. with an increasing tilt causing an increasing variation in seasonal conditions. and has a say in wider planetary matters. (To provide a sense of scale.000 kilometres). The northern 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 . is given as a number of standard hours. if not the. Specific duties. and the truly massive planets may reach 500. 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. and the affects of the new bracket then take effect. but quietly and unobtrusively. Controls its field. Has offices and planetary duties. and are widely known. The smallest planets may have a circumference of only 5. cold. The seasonal modifier may move the temperature into another bracket on the temperature table (bitter. 22-24 Major. chilly…. most powerful and influential forces on the planet. TEMPERATURE VARIANCE Tilt Summer Winter Slight +5 o -5 o o Notable +10 -10 o Moderate +20 o -20 o o Large +40 -40 o o Severe +60 -60 o Extreme +80 o -80 o LENGTH OF DAY: The length of a planet’s day.ADEPTA PRESENCE Roll Presence 01-03 None. 04-06 Token. The roll to randomly determine the length of a planet’s day gets a modifier based on the size of the planet: Size Miniscule Tiny Small Average Large Huge Enormous Massive Modifier -30 -20 -10 No Mod +10 +20 +30 +50 000s of km 1d10+4 2d10 4d10 10d10 (10d10)x2 (10d10)x3 (10d10)x4 (10d10)x5 AXIAL TILT: The degree by which a planet leans to the side on its axis determines how severe its seasonal variations are. The table below shows how much the temperature changes with the seasons. A powerful force in its own area of expertise. 25+ Dominating: One of. Holy Terra itself has a circumference of 40.000 kilometres. and vice versa. The given temperature for the planet gets modified by the shown amount in summer and winter. A powerful and influential force throughout the planet. not involved in wider planetary affairs. 10-12 Small. so –10 to 30 with a +20 modifier would become 10 to 50). but stays as given in autumn and spring (the modifier is applied to both the max and min temperatures given. For administrative purposes only. the time taken for it to complete a single revolution around its polar axis. 07-09 Slight. SIZE: The size of a world is defined by its equatorial circumference.

will create an unfavourable taste in the mouth.3 to 1. The roll to determine the number of satellites orbiting a planet gets modified by the size of the planet: Size Miniscule Tiny Small Average Large Huge Enormous Massive Modifier -30 -20 -10 No Mod +10 +20 +30 +50 A standard gravity level is so close to Terran gravity that humans notice no difference. A Normal atmosphere supports human life in a comfortable manner. Jumping and leaping get quadrupled or quartered.1 to 0.8 to 1. or close enough that humanity can easily adapt to life there. simply multiply the number of days in the year by 24. and occur in varying degrees and proportions.7) 16-90 Standard (0. Once the character falls unconscious due to fatigue they will die one hour later if not provided with proper air to breathe. On such worlds characters increase their Agility bonus by 2 for purposes of determining their movement. and add 2 to their Strength bonus to determine throwing distances. Divide this number by 365 to see how many Terran years this is.5 to 2) ATMOSPHERE: The gasses that make up a planet’s atmosphere are numerous. High gravity worlds affect characters in a similar. but carries a slight abnormality. then divide that number by the length of the planet’s day. 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. .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. 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. Light gravity worlds affect a character’s ability to operate normally. add 4 to the total of their Strength and Toughness bonuses for determining encumbrance levels. GRAVITY LEVEL Roll Gravity Level 01-05 Very Light (0.8 to Strength and Toughness total for encumbrance.5 to 0. A Bearable atmosphere can be breathed normally for a short time. Being subject to a bearable atmosphere for any longer will give the character one fatigue level per hour. but opposite way. To determine how many local days make up a local year.2) 91-95 Heavy (1. A detailed description of a planet’s atmospheric makeup is not necessary for gaming purposes.5) 06-15 Light (0. Satellite can have their terrain.5) 96-100 Very Heavy (1. or one so slight that they easily adapt. +/. Very light and Very heavy gravity worlds have all of the modifiers given above doubled: +/-4 to Agility for movement and Strength for throwing. and must then return to a normal atmosphere (natural or artificial). and the Strength bonus has 2 subtracted for determining throwing ranges. Agility bonuses are lowered by 2 for determining movement. In addition. atmosphere and other details generated randomly as well if you so wish. the total of Strength and Toughness bonuses loose 4 for determining encumbrance. 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. 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. all jumping and leaping distances get doubled. and will prove fatal if breathed for too long. Jumping and leaping distances get halved. and breathing is regular and relaxed in such an environment.

but having infrequent spells of rainfall. This can be water vapour in the air. a lot of rainfall and permanently sodden ground. Unprotected exposure to these environments will kill a character instantly. A Parched planet has some water but it is hard to locate and make use of. Warm and Frosty worlds are those where protective clothing most be worn when outside. A Watery world is mostly water. and shelters must have power to maintain a controlled environment inside. with a few island landmasses. tainted or poisonous atmosphere without penalty. gaining a fatigue level each round. An Aquatic planet is completely covered with water. The protective clothing required for such environments are expensive and cumbersome. One more round of exposure kills the character.A Tainted atmosphere is even more dangerous. Roll 01-70 71-85 86-92 93-97 98-100 Atmosphere Normal Bearable Tainted Poisonous Deadly Roll 01-10 11-20 21-35 36-55 56-70 71-80 81-90 91-100 Hydrosphere Waterless Parched Arid Average Damp Moist Watery Aquatic HYDROSPHERE: The hydrosphere of a planet is how much water the land and the atmosphere contain. They will die after one more round in the poisonous atmosphere. and through the seasons. Temperature is always given as a range. Hot and Cold worlds require extreme environment protection. A world with an Average hydrosphere gets frequent rainfall. and land which gets average rainfall and holds onto its moisture. 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. At the GMs discretion. A Moist world has substantial oceans. seas and oceans. Roasting and Bitter conditions cannot be tolerated by humans. A character can only survive unhampered in such conditions for a number of rounds equal to their Toughness bonus. a character can withstand it for a number of minutes equal to their Toughness bonus. being mostly dry. seas and oceans. Buildings equipped with huge power-plants and complex equipment to ward off the environment and make conditions bearable inside need to be constructed. through evolutionary change. 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. and then gain a fatigue level per minute longer. Perhaps all of the planet’s moisture is vapour in the air which must be farmed. and will then die instantly. Only the toughest and most scientifically advanced materials can . A Poisonous atmosphere is made up of gasses that are quickly lethal to humans. may be able to endure a bearable. and for the inside of a shelter to provide a normal environment against such conditions requires a lot of power and the strongest construction. There is also usually a substantial water table underground which can have wells dug to it. A Waterless world is completely deprived of water. If exposed to such and environment without protective clothing. An Average temperature world is one where humans are comfortable in normal clothing and need only the most basic of shelters to survive. An Arid world has landmasses like deserts. Searing planets are the most extreme hot environments imaginable. lakes. making it damp all year. In a deadly atmosphere. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus. and they will die after one more minute. as there will invariably be variations from equator to poles. Every minute beyond this will cause the character to gain a level of fatigue until they fall unconscious. and then gain a level of fatigue each round until unconscious. 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. and being dotted with oases. A Damp planet has seas and oceans. the character will die one minute later if still in the tainted atmosphere. Once unconscious due to fatigue. even dressed in the most extreme protective clothing. Temperature is given as degrees centigrade. streams and rivers. or held in reservoirs deep underground and must be mined. There will be some small seas and oceans. a character will survive for a number of rounds equal to their Toughness modifier. the natives of a planet. and movement must be done briefly and in special vehicles. and has rivers and lakes.

Roll on the first table below to determine how many terrains the planet has. or are there rival and competitive or friendly and cooperative factions or countries? Is the entire land of the planet a single mass. COUNTRIES AND CONTINENTS: How is the planet divided? Is the entire population united as a single political body. You could even overlap and mix different terrains. Doing this can breathe some personality into a planet. NATIVE FLORA AND FAUNA: If you wish.withstand the heat of these places without bursting into flames. like the temperate and hydrosphere of the planet. you can create the details of any native plant and animal life on the planet. 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 . You will have to look at the contributing factors. Exactly what the terrain will look like will depend on other factors. 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 CLIMATE: Created by the combined effects of the planet’s qualities. 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. a particular model that describes all of the land to be found on the planet. maybe for different regions. describe them here. You must decide yourself how the terrain manifests when combined with the other planetary traits. You can divide a planet between different terrains by having more than one landmass with a terrain each. If you want the planet to have climactic variations. Note that the Imperium does contain worlds with a population higher than that possible on the following table. bring it alive and make it distinctive from the millions of other planets in the Imperium. then generate each on the second table. Other planets have more than one terrain present. or through changing seasons. Roll 01-05 06-10 11-20 21-35 36-60 61-75 76-85 86-90 91-95 96-100 Temperature Bitter (-201 or lower) Cold (-200 to –101) Chilly (-100 to –41) Frosty (-40 to –11) Average (-10 to +30) Warm (+31 to +50) Tepid (+51 to +100) Hot (+101 to +150) Roasting (+151 to +300) Searing (+300 or more) TERRAIN: Some planets have a single dominant terrain type. the climate is a brief description of the prevalent conditions on the surface of the world. like terrain. temperature and hydrosphere. or simply divide a landmass into regions of each terrain. and give a brief description of what it is like on the planet. 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. imagine how they will interact.

is the position of highest political authority. which has the power to make rulings based on the constitution. but in the end their decision is final. a religious body. or at least never act in defiance of. no person has the right to rule arbitrarily over others. Either way. In a Military society the planet’s culture is either built around a military cause. on the day to day running of the nation a party of representatives make the decisions and enforce the laws. but the dictator can change. and the majority decision followed. who has the position through either election or hereditary right. there is a monarch. the rules . Class Hive World Agri-World Forge World Mining World Developing World Feudal World Feral World Shrine World Cemetery World Pleasure World Quarantined World War World Dead World Death World Frontier World Forbidden World Xenos World Size Miniscule Tiny Small Average Large Huge Enormous Massive Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-50 51-70 71-90 91-100 101-110 111+ Modifier +40 No Mod +20 +10 -20 -20 No Mod -10 -20 No Mod No Mod No Mod -40 -30 -20 No Mod No Mod Modifier -30 -20 -10 No Mod +10 +20 +30 +40 Population 10d10 (10d10)x10 (10d10)x100 (10d10)x1. and rules which restrict and define their power. no one has any greater right to something than someone else. the largest population in the sector. The roll to determine the population of a planet gets two modifiers applied. the Emperor cares little for how any individual planet is organised. or events in its history have brought religious authority to the fore of all politics. there must be a respect for individual will and freedom.Scintilla has. Either way. There will be a government body to oversee the day to day running of the society. at 25 billion. the society is ruled by the military. Everything is arranged and run in a military fashion. There are laws which the monarch must follow. their will is law. votes must be made. based on the class and size of the planet. or there have been events in its history which caused a great demand for military action and organisation. 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). increase or decrease their power at will. In a Monarchy. and everyone must follow. Different social structures exist. A Democracy is a system of government based on a few definite principles: all people are subject to the same laws and punishments. the legislative.000 (10d10)x10. In a Dictatorship one person has absolute power. and even within each of the broad definitions on the table below there can be variance and variety. The dictator can be elected (voted into the position by the population). which can override any decision the monarch makes which conflicts with the constitution. In a Religious State. these representatives must be voted into their position by the population. You can define the politics and social structure of the planet as broadly or as narrowly as you desire or is required. instead of noble or bureaucratic rank.000 1d5 million 1d10 million 5d10 million 10d10 million 1d10 hundred million 1d5 billion 1d10 billion 2d10 billion 3d10 billion SOCIETY: Though all planets of the Imperium are beholden to the authority of Holy Terra. with those who get the majority vote being given the responsibility. and they can make and change rules as they see fit. either the society was built around. A government party exists to oversee the monarch. a religious body is the area’s government and law. on matters of important political decisions. and military rank. the whole population has a say. or because of. you may wish to extend or modify this table to create even larger populations. An absolutist dictator will often have a group of advisors. administrative and judicial. Usually there must also be three distinct branches of government for it to be a true democracy. but who rules according to a written constitution. The constitution can be amended only by a majority vote. If you are generating a world that is to be set outside of the Calixis Sector.

the GM should consider rejecting unsuitable rolls. Obviously the types of society on the following table contain certain options that are more compatible with certain types of planet than with others. you can even have different society types striving against each other for dominance. always present and alert. Missile Silos (planet): Missile silos that can launch missiles over the surface of the world. If the planet has more than one country or continent. . a forge world will almost always have a Religious (Machine God) society. if any. The produce of a planet is traded to merchant captains who ship it off across the stars. Armoured Force: Any tanks and APCs. 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. Standing Army: The normal full time. who have civilian jobs but can be called upon to fight when required. Defence Lasers: Huge laser batteries that can fire on orbiting ships. other worlds will. both domestic and foreign. Private Army/Armies: Wealthy people/organisations can have their own private armies. or decided on by the GM as a suitable backdrop to a scenario/campaign idea. about the planet’s economy. and note as many points as you can. who rule the area. Look at the important contributing factors form the other aspects of the world determined in this process (class of world. Missile Silos (orbital): Silos with the ability to launch against ships in orbit. religious or bureaucratic rank. They are the planet’s own defence forces. They may be merchants. or some other type of guild members. think about your own ideas for the world and the function you wish it to fill in your campaign. they keep their authority only through that wealth and the fact that they finance the society from their own pockets. Usually known as the Planetary Defence Force (PDF). For example. and consisting of local troops. a struggle to fight off invading xenos forces (or even to conquer the native xenos!). More than with any other section of planet generation. An Oligarchy is where there is a small body of wealthy people. CONFLICTS: Decide if there are currently any violent conflicts underway on the planet. or desire. but very few. artisans. EXPORTS: Decide what the planet produces that will be valuable on other planets. Naval Force: Ships belonging to the Imperial Navy that are usually stationed in orbit. The religion in question can either be a local religion. The defence forces present on a world do not include any Imperial Guard or Navy forces that may be sent there. Titan Force: Some worlds have mighty titan war machines stationed there permanently. Orbital Station(s): Space stations with defence weapons. which are described below. This could be a civil war between rival factions (contenders with equal claim to throne / trade war / general uprising). 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. Mercenary Force: Hired muscle. brought in to fight for money. Militia: Part time soldiers. population and society in particular). IMPORTS: Whatever the planet is in need of is brought to them by the merchant captains and traded for exports. Enforcers: The local law enforcers and security forces. or simply create only the bare essential facts. or Ministorum of the Imperium or the Machine God of the Adeptus Mechanicus. DEFENCES: This is what forces the planet has to defend itself from enemies. or any other types of conflict(s) you care to have taking place on the world. but whatever their origins or source of wealth. or simply selecting the most suitable option. like lasers and missiles. not of noble birth or having military.of the religion. a war against insurgents or terrorists. 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. fully trained warriors of the planet. The forces that can be mustered in defence of a planet and its settlements come in a few different forms.

The third bit of information is what dice to roll on the FORCE QUALITY table to determine what quality that force is. and the three pieces of information given for each type of force for that world. 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.To determine what forces are present on a world. first find the class of world on the tables below. and on a result equal to or less than the number given. 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 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% . Simply make all of these rolls for each type of defence force and record the results. the planet has that type of force present. if it is present on the world. The first bit of information is a percentage chance of the planet having that type of defence force present: simply roll a d100.

but there exist established. and more stable warp routes between planets that see a high exchange of traffic. 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. DEATH WORLD: GM’s Discretion. WAR 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. CONTACT WITH OTHER WORLDS: Travel between any worlds can be accomplished through the Immaterium with the proper preparation and successful navigation. depending on the circumstances of the quarantine and the time quarantined. well known.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. DEAD WORLD: GM’s discretion. Note here if there are any stable warp routes radiating from the planet. manned or functioning. again to add flavour and distinction to the world. XENOS WORLD: GM’s discretion. and to what other planets they lead. though may not be fully equipped.

) GRAVITY HYDROSPHERE TERRAIN ATMOSPHERE TEMPERATURE CLIMATE NATIVE FLORA AND FAUNA COUNTRIES AND CONTINENTS POPULATION SOCIETY ECONOMY EXPORTS IMPORTS CONFLICTS DEFENCES: Enforcers ( / / Standing Army ( / / Titan Force ( / / ). / ) ). Adeptus Mechanicus ( ). Inquisition ( AXIAL TILT SIZE LENGTH OF DAY LENGTH OF YEAR SATELLITES ).DARK HERESY PLANETARY INFORMATION DATA-SHEET PLANET NAME TECH LEVEL CLASS SIZE OF STAR GALACTIC POSITION SUBSECTOR SECTOR PLANETARY GOVERNOR ADETPA PRESENCE Adeptus Arbites ( ). Missile Silos (planet) ( / / Defence Lasers ( / / IMPERIAL GUARD RECRUITMENT ). Administratum( ). Adeptus Ministorum ( ). ). CONTACT WITH OTHER WORLDS . ). Mercenary Force ( / / / / / / / ). Armoured Force ( / Private Army/Armies ( / Orbital Station(s) ( / ). Missile Silos (orbital) ( ). Adeptus Astra Telepathica ( Adeptus Astronimica ( ). Naval Force ( / / ). ). Militia ( / ).

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