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== 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. {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Planet Class (d100) |- ! style="white-space: nowrap;" | 01-15 | '''Hive World:''' The most heavily-developed worlds in the Imperium, covered in hive arcologies, with populations often peaking at the tens or low hundreds of billions (though it can go much, much higher). Life is generally good on the surface, but generally sucks eggs on the underside and is just run-of-the-mill lower middle to upper middle class daily grind for the vast majority in the middle. The most heavily populated Hive Worlds are Ecumenopoli and the entire surface of the planet can be covered in hundreds of floors of buildings and go down potentially tens of kilometers underground. Needless to say, an Ecumenopolis Hive World has a frankly absurd population and needs to produce some manner of cheap and sufficiently energetic food to sustain itself to a certain degree if it doesn't have at least one Agri-world exporting crops to it (and sometimes even then some native food production is needed). Keep in mind that this generator was made with the relatively densely-populated Calixis sector in mind. For other sectors, these worlds will be a much rarer sight, and it is pretty much a safe bet that if a sector only has one Hive World (that is to say, very rarely as most of the time every sub sector has one at least, if only for manpower requirement in the grimdarkness of the Milky Way Galaxy) it is the Sector (or Sub Sector) capital. If rolling multiple worlds, this world type needs at least one nearby Agri-world to feed its citizens. |- ! style="white-space: nowrap;" | 16-19 | '''Penal World:''' Class of Imperial world that functions as a military prison planet. A single such world's population consists entirely of criminals drawn from hundreds of different worlds. May double as a Mining World or Agri-World or have a similar low skilled and repetitive labor intensive trade, or simply exist as a one stop shop for [[Penal legion]] recruits (even then, they may still produce military gear if only to free up the actual industrial planets for more expensive stuff). |- ! style="white-space: nowrap;" | 20-27 | '''Agri-World:''' Lightly-urbanized worlds which have been completely converted for use in food production, be it natural or hydroponic; grain, vegetables, meat and hide, or the occasional alien fungus or maggot casserole. Sometimes ruled directly by the Administratum or under Mechanicus authority through a Knight House. |- ! style="white-space: nowrap;" | 28-32 | '''Forge World:''' Overworked factory planets owned by the [[Adeptus Mechanicus]] to pump out all sorts of goodies for the Astra Militarum: Guns, Titans, Ships, Power armor, or simple consumer goods are all manufactured in continent-spanning manufactorums. [[Adeptus Mechanicus Forge World Creation Tables|The Adeptus Mechanicus Forge World Creation Tables]] aren't a bad supplement for this result. If rolling multiple worlds, this world type needs at least one nearby mining world to supply it with raw materials. |- ! style="white-space: nowrap;" | 33-38 | '''Mining World:''' Metal and mineral-rich planets, covered in city-sized mines and refineries, producing a fuckton of raw materials for the local Forge world, possibly extracting plasma (for direct use or as a fusion catalyst for nuclear transmutation to needed materials) from the stars or rare gases from the Gas Giant they orbit as well. Often the retirement home and final resting place for criminals and 'criminals' alike. |- ! style="white-space: nowrap;" | 39-44 | '''Developing/Civilised World:''' 'Adolescent' colony Worlds that just sort of sat there and were allowed to develop on their own before the IoM came around asking for tithes. Often highly balkanized and highly culturally diverse, yet decently developed with a population somewhere in the million-billion bracket, up to around 10 billion or so, and may have one hive city for a capital pushing the population maxing out at 15 to 20 billion or so. The balkanization is not strictly under national lines (indeed, the Administratum would prefer to deal with one governor and the factions of the planetary one world government rather than disparate states if the world is advanced enough) and the divide may be factionalism under a single planetary government, the factions being composed various nobles and the rich burghers or the purveyors of certain produced good for example. |- ! style="white-space: nowrap;" | 45-49 | '''Fortress World:''' Well-guarded and armed to the teeth, these worlds are the haunts of the best of the Astra Militarum, and may even be graced by a passing Space Marine chapter. Military service is often on these worlds what agriculture is on a primitive world: Everybody does it, has done it for generations, and will do it until everybody dies. |- ! style="white-space: nowrap;" | 50-53 | '''Feudal World:''' Sword-and-Psykery worlds whose development peaked in the late medieval/early renaissance age, but stalled at gunpowder, castles, thatched roofing, and courtly intrigues, though it may be improving on its own. These worlds generally keep to themselves, unless something has gone seriously wrong. If there is any Imperial presence here it will typically be limited to an [[Ecclesiarchy|Ecclesiarchial]] mission or an [[Imperial Knight]] house. |- ! style="white-space: nowrap;" | 54-58 | '''Feral World:''' Wild, backwater worlds that only technically qualify as a colony, with nomadic hunter-gatherers fighting tooth-and-nail to live another day. May be a failed colony, or a plain Death World. Many inhabitants don't even know there ''is'' an Imperium, only that sometimes weird men come to recruit soldiers to fight in the Skyfather's wars in distant stars. |- ! style="white-space: nowrap;" | 59-64 | '''Shrine World:''' So you go to church every Sunday? How about living there? How about having your whole planet being one mega-Vatican, covered in shiny gothic cathedrals and temples, and living and breathing its own brand of the Imperial Cult? Naturally, these worlds are often dominated by the Ecclesiarchy, and many a true believer from around the galaxy makes pilgrimage here. |- ! style="white-space: nowrap;" | 65-68 | '''Cemetery World:''' Consecrated worlds that serve as the final resting place of the Martyrs and heroes of the Imperium. They may range from the mausoleums of a noble house or a brave Space Marine company, or the unmarked and paved-over field from a nearby hive world. |- ! style="white-space: nowrap;" | 69-73 | '''Pleasure/Paradise/Garden World:''' Walled gardens where the rich and powerful can unwind and sow their oats, with the populace living to wait on them hand and foot, or step aside and make art, music, and pretty things. Often a beautiful place to live, as long as [[Slaanesh|nobody]] [[Chaos|takes it]] [[Heresy|too far.]] |- ! style="white-space: nowrap;" | 74-76 | '''Death World:''' If it's not the molecular acid rain, it's the Rape-spiders. These worlds are near impossible to live on. Anyone who can live here more than ten years would make a perfect Space Marine. |- ! style="white-space: nowrap;" | 77-80 | '''Frontier World:''' A newly discovered, newly settled, poorly-explored world that's a bit rough around the edges. Usually, inhabitants must fend for themselves while their sponsor world focuses on other matters. |- ! style="white-space: nowrap;" | 81-83 | '''Quarantined World:''' Something bad has happened here, but not quite bad enough for [[Exterminatus|Old Reliable.]] Instead, all access to this world has been cut off while the upstart WAAAGH!, crotchrot epidemic, or warp outbreak runs its course, one way or the other. Whatever happened, roll 1d100 on this table to establish this world's original class, before everything went to shit in a stain. If this is rolled then roll again to determine the original class, rerolling rolls of 93 and 94 as Forbidden Worlds are already quarantined by definition. If you hit 81, 82 or 83 again reroll, or maybe it was quarantined for a long time and records as to why have been lost or classified so the sector government is uncomfortable with lifting the quarantine but it is likely not bad enough to for a full Forbidden World. |- ! style="white-space: nowrap;" | 84-89 | '''War World:''' You know the mantra. In the grim darkness, there is only war. There's only been war here for generations. It's likely nobody remembers what all the fighting is about, and the thing they've been fighting over was long since destroyed, and that that thing is the planet itself. But it wasn't always this way. Roll 1d100 on this table to see what this world was originally like before one thing led to another. If this is rolled then either roll again or maybe the fightings been happening here for so long that it's literally always been at war as far as records are concerned |- ! style="white-space: nowrap;" | 90-92 | '''Dead World:''' Be it naturally barren, [[Tyranids]], [[Exterminatus]], natural disaster, unsustainable living, the end result is the same: No atmosphere, no civilization, not a cell of life to be found, short of Terraforming which will probably take decades at the bare minimum. The vast majority of planets are lifeless, but this particular world was once inhabited. Roll 1d100 on this table to establish this world's original class. If this is rolled again then it's always been dead (classifying as a Barren World which was incapable of supporting life in the first place and significantly raising potential mining resources), but that wont stop the Imperium if it really wants to set-up here for some reason. |- ! style="white-space: nowrap;" | 93-94 | '''Forbidden World:''' As on a Quarantine world, for one reason or another, Imperial Authority has barred access to this world. Usually a very good reason. So good they won't tell you what it is. They have a good reason for that, too. They can tell you it, but only if you ask, and anyone asking that many questions is either an Inquisitor or a heretic. |- ! style="white-space: nowrap;" | 95-98 | '''Xenos World:''' This world is the homeworld or colony of a primitive xenos race, and lies outside the control of the Imperium of Man. Usually tolerated as long as they pose no threat to the Imperium, and aren't sitting on anything too valuable. Occasional orbital bombardment to break up larger gatherings and keep technology low might be undertaken. If the Xenos race, no matter how minor or peaceful, begins the stage where it starts to have large amounts of Psykers popping up then they may be cleansed for safety of the Imperial domain. May also be an Exodite world under a deal between the resident Craftworld and the sectors Imperial government to be left alone or even a filthy Tau (or other Regional Xenos Power) colony that was left to them for strategic reasons or as a peace treaty as there are more important frontlines to send resources and manpower towards. |- ! style="white-space: nowrap;" | 99-100 | '''Gas Giant:''' A giant planet made mostly of hydrogen and helium gas, with no solid ground to speak of. If anyone lives here, they live in the drifting cloud cities. More likely, though, it's the myriad of moons these planets tend to have, that have been settled. If you really like this table, you'll really like this type of planet. If the planet size is rolled very high, you can rule it to be a Brown Dwarf rather than a Super Jupiter. Check out the [[System generator]] table for a better way to determine whether its a (relatively) small Gas Dwarf, a regular Gas Giant, a Gas Titan or a Brown Dwarf. |}
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