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 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 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 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 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 planets 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.
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+2d10 Agri 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+2d10 Forbidden 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 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
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 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 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.
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 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 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: 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 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 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 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.
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.
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.
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.