System generator: Difference between revisions

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== System Elements ==
== System Elements ==
{| class="wikitable"
|+
Inner Cauldron Features; D100
!'''Roll'''
!System Element
|-
|'''01-20'''
|No Feature
|-
|'''21-29'''
|Asteroid Cluster
|-
|'''30-41'''
|Dust Cloud
|-
|'''42-45'''
|Gas Giant
|-
|'''46-56'''
|Gravity Riptide
|-
|'''57-76'''
|Planet
|-
|'''77-88'''
|Radiation Bursts
|-
|'''89-100'''
|Solar Flares
|}
{| class="wikitable"
|+
Main Biosphere Features; D100
!'''Roll'''
!System Element
|-
|'''01-20'''
|No Feature
|-
|'''21-30'''
|Asteroid Belt
|-
|'''31-41'''
|Asteroid Cluster
|-
|'''42-47'''
|Derelict Station
|-
|'''48-58'''
|Dust Cloud
|-
|'''59-64'''
|Gravity Riptide
|-
|'''65-94'''
|Planet
|-
|'''95-100'''
|Starship Graveyard
|}
{| class="wikitable"
|+
Outer Reaches Features; D100
!'''Roll'''
!System Element
|-
|'''01-20'''
|No Feature
|-
|'''21-29'''
|Asteroid Belt
|-
|'''30-40'''
|Asteroid Cluster
|-
|'''41-46'''
|Derelict Station
|-
|'''47-55'''
|Dust Cloud
|-
|'''56-73'''
|Gas Giant
|-
|'''74-80'''
|Gravity Riptide
|-
|'''81-93'''
|Planet
|-
|'''94-100'''
|Starship Graveyard
|}
=== Element Descriptions ===
'''Asteroid Belt:''' A thinly-spread ring of rocks which may have once been a rocky world. This poses a minor navigational hazard for all travel in its Solar Zone, and has D6-1 Mineral Resource deposits.
'''Asteroid Cluster:''' A denser, cohesive group of asteroids, usually the remains of a shattered planet or moon. It is confined to a small volume but is a serious navigational hazard within its extent. It also has D6-1 Mineral Deposits, either within the asteroids or in the remains of ships destroyed trying to navigate it. Pirates often use these as cover.
'''Derelict Station:''' An old, empty space station. If there is a space-capable civilization in the system, it was their creation. Otherwise, roll on the Station Origins table and give it D6-1 (min 0) Archaeotech or Xenos Ruins Resources.
==== Ruin Origins ====
{| class="wikitable"
|+
Derelict Station Origins; D100
!Roll
!Origin
|-
|'''01-10'''
|'''Eldar Orrery:''' Wraithbone station with many cloistered cells, and psychic signatures of long-gone power
|-
|'''11-15'''
|'''Eldar Gate:''' Wraithbone contraption in the shape of an enormous door. [[Webway|What could it possibly be?]]
|-
|'''16-30'''
|'''Ork Rok:''' From a distance, this looks like an asteroid, but it's hollow and full of Ork 'technology',
|-
|'''31-45'''
|'''STC Defense Station:''' A commonplace core pattern found across the Imperium, customized to defend a human colony.
|-
|'''46-65'''
|'''STC Monitor Station:''' A commonplace core pattern found across the Imperium, customized with extensive augurs and communications tools.
|-
|'''66-75'''
|'''Unknown Xenos Defense Station:''' A heavily armed station of unrecognizable origin, clearly not built for human occupants.
|-
|'''76-90'''
|'''Unknown Xenos Monitor Station:''' A station of unrecognizable origin, with many sensor arrays and clearly not built for human occupants.
|-
|'''91-95'''
|'''Necron Station:''' Station made of the Living Metal characteristic to the Necron xenos. Purpose unclear, probably defended by Canoptek robots.
|-
|'''96-100'''
|'''Unusual Human Station:''' Structure and markings indicate this was built for humanity, but it is unlike usual patterns of station.
|}
a
{| class="wikitable"
|+
Spaceship Graveyard Origins; D100
!Roll
!Origin
|-
|'''01-15'''
|'''Wrecked Battlefleet:''' Whichever side fielded these, they lost badly, and all hulks belong to the same force. 2D6 ships, most or all shattered beyond any value.
|-
|'''16-20'''
|'''Fleet Engagement:''' Massive conflict raged here, with many hulks from both sides. 1d10+6 hulks, plus possible unexploded mines, torpedoes, or  attack craft. A few might be worth salvaging.
|-
|'''21-35'''
|'''Lost Explorers:''' Ships lost to overextended supply vaults, or failure of vital systems. D3 ships but most or all are salvageable.
|-
|'''36-65'''
|'''Plundered Convoy:''' Plundered transports and cargo ships drift here, from an ancient shipping lane. D6+1 ships are here, all boardable but dsifficult to salvage and probably thoroughly picked-over.
|-
|'''66-90'''
|'''Skirmish:''' Wrecks from a small battle, from two different sides, drift here. D6+2 hulks, all heavily damaged but possibly sturdy enough to salvage.
|-
|'''91-100'''
|'''Unknown Provenance:''' Bizarre assortment of different vessels drifting past defies easy explanation. Dozens of utterly ruined ships, D6 hulks with some integrity remaining. No shared origin is plausible.
|}


== Planet Creation ==
== Planet Creation ==

Revision as of 07:39, 11 March 2020

Shamelessly pirated from the Rogue Trader (RPG) sourcebook Stars of Inequity, the tables for randomly generating a Star System a pioneering Exploratory Fleet might discover.

System Features

System Features; make D6-3 rolls (min 1)
D10 Feature Effects
1 Bountiful Lots of mineral wealth. Choose one to all of:
  • Add one extra Asteroid Belt/Cluster
  • Increase minerals available on asteroid belts/clusters by 1d10-5 rolls
  • Increase minerals available on planets by 1 roll
  • Each planet has a 40% chance to have extra 'Exotic Resources' available
2 Gravity Tides Treacherous skies. Choose one:
  • Add 1d5 Gravity Riptides
  • Maintaining a stable orbit around the planets in this system requires a skilled pilot.
  • Interplanetary travel in this system is made at double speed
3 Haven Peaceful system of garden worlds. Choose one:
  • Add one Planet to each of the three Solar Zones
  • Add +1 to Atmosphere Presence rolls and +2 on Atmosphere Composition rolls for Planets in the Biosphere zone
  • Add +2 to Habitability rolls for Planets in all zones
4 Ill-Omened Cursed, either in fact or in legend. Crew morale will suffer just by arriving and will stay fragile until you leave.
5 Pirate Den A wretched hive of scum and villainy. You must be cautious. D6+4 ships are present, including a beefy flagship, and 50% chance of a space station base.
6 Ruined Empire A Xenos or Dark Age civilization once lived here. Choose one:
  • D6-2 Planets gain a Xenos Ruins Resource. Increase Abundance of each by D10+5 (out of 100)
  • D6-2 Planets gain an Archaeotech Resource. Increase Abundance of each by D10+5 (out of 100)

In either case, this affects a minimum of 1 Planet and if there are more Resource deposits than planets the remainder are Derelict Stations or Starship Graveyards.

7 Starfarers There are several planets and a civilization (human or xeno) which spans them. Minimum 4 Planets in the system; add more wherever if it falls short. The native civilization inhabits D6+3 Features, planets first. Any planet with a native civilization has this one, with Development level Voidfarers, Colony, or Orbital Hab, with at least one Voidfarers in the system.
8 Stellar Anomaly Some star systems don't fall into the neat "planets orbit star, stars orbit galactic center" bucket. This is one; there's some fuckhueg negative space wedgie affecting the local gravity. Remove any 2 Planets generated in the system as they or their orbits are destabilized. Navigating within and through this system is easier since these wedgies are used as Navigator's landmarks. Local Warpspace is also calmer, but sudden reversion to realspace is more dangerous with a high chance of Gravity Riptide, Solar Flare (even if not near a star), or Radiation Burst.
9 Warp Stasis A calm Warp isn't always good; sometimes it becomes "becalmed in the Warp". Double the base time for any trip entering or leaving this system and the time to send or receive an Astropathic message. It may also be harder to use psychic powers of any kind in the system.
10 Warp Turbulence This isn't a true Warp Storm, but that may not be much consolation. All Warp jumps into or out of this System are more difficult. Some of the following may also be true:
  • One planet in the System is the center of a very small Warp Storm, making it inaccessible and the rest of the system even more difficult to navigate.
  • Psychic powers have stronger effects than usual here
  • Psychic powers are easier than usual to manifest here
  • Perils of the Warp and the corruptive influence of the Warp are stronger here

Star And Solar Zones

Roll for star strength and size, which then determines how much stuff is in each of the three Solar Zones; Inner Cauldron, Main Biosphere, and Outer Reaches

Star Properties; D10
Roll Meaning
1 Mighty: Blazing, overpowering blue or blue-white light. Strong Inner Cauldron, weak Main Biosphere.
2-4 Vigorous: Steady white light. All zones normal.
5-7 Luminous: Well past its peak brightness, but steady yellow or yellow-orange. Weak Inner Cauldron.
8 Dull: This star will live for millennia more, but it is unmistakably dying. It is large but dim, usually red. Strong Outer Reaches.
9 Anomalous: Dis's fuckin weird. It may be bilious green, nearly-invisible purple, or just about anything else. Make any one zone strong or weak.
10 Binary: Two stars. Roll D10; 1-7: the stars match; reroll once. 8-10: they're different; roll once for each. Reroll 9s and 10s, but if the stars match a 10 can mean it's a three-star system. Star characteristics are set by the appropriate roll; zone strength is set by the lowest roll, subtracting 1 for each extra star, min 1.
Zone Crowdedness
Zone Strength # of System Element rolls
Weak 1d6-3, min 1
Normal 1d6-1, min 1
Strong 1d6+1, min 3

System Elements

Inner Cauldron Features; D100
Roll System Element
01-20 No Feature
21-29 Asteroid Cluster
30-41 Dust Cloud
42-45 Gas Giant
46-56 Gravity Riptide
57-76 Planet
77-88 Radiation Bursts
89-100 Solar Flares
Main Biosphere Features; D100
Roll System Element
01-20 No Feature
21-30 Asteroid Belt
31-41 Asteroid Cluster
42-47 Derelict Station
48-58 Dust Cloud
59-64 Gravity Riptide
65-94 Planet
95-100 Starship Graveyard
Outer Reaches Features; D100
Roll System Element
01-20 No Feature
21-29 Asteroid Belt
30-40 Asteroid Cluster
41-46 Derelict Station
47-55 Dust Cloud
56-73 Gas Giant
74-80 Gravity Riptide
81-93 Planet
94-100 Starship Graveyard

Element Descriptions

Asteroid Belt: A thinly-spread ring of rocks which may have once been a rocky world. This poses a minor navigational hazard for all travel in its Solar Zone, and has D6-1 Mineral Resource deposits.

Asteroid Cluster: A denser, cohesive group of asteroids, usually the remains of a shattered planet or moon. It is confined to a small volume but is a serious navigational hazard within its extent. It also has D6-1 Mineral Deposits, either within the asteroids or in the remains of ships destroyed trying to navigate it. Pirates often use these as cover.

Derelict Station: An old, empty space station. If there is a space-capable civilization in the system, it was their creation. Otherwise, roll on the Station Origins table and give it D6-1 (min 0) Archaeotech or Xenos Ruins Resources.

Ruin Origins

Derelict Station Origins; D100
Roll Origin
01-10 Eldar Orrery: Wraithbone station with many cloistered cells, and psychic signatures of long-gone power
11-15 Eldar Gate: Wraithbone contraption in the shape of an enormous door. What could it possibly be?
16-30 Ork Rok: From a distance, this looks like an asteroid, but it's hollow and full of Ork 'technology',
31-45 STC Defense Station: A commonplace core pattern found across the Imperium, customized to defend a human colony.
46-65 STC Monitor Station: A commonplace core pattern found across the Imperium, customized with extensive augurs and communications tools.
66-75 Unknown Xenos Defense Station: A heavily armed station of unrecognizable origin, clearly not built for human occupants.
76-90 Unknown Xenos Monitor Station: A station of unrecognizable origin, with many sensor arrays and clearly not built for human occupants.
91-95 Necron Station: Station made of the Living Metal characteristic to the Necron xenos. Purpose unclear, probably defended by Canoptek robots.
96-100 Unusual Human Station: Structure and markings indicate this was built for humanity, but it is unlike usual patterns of station.

a

Spaceship Graveyard Origins; D100
Roll Origin
01-15 Wrecked Battlefleet: Whichever side fielded these, they lost badly, and all hulks belong to the same force. 2D6 ships, most or all shattered beyond any value.
16-20 Fleet Engagement: Massive conflict raged here, with many hulks from both sides. 1d10+6 hulks, plus possible unexploded mines, torpedoes, or attack craft. A few might be worth salvaging.
21-35 Lost Explorers: Ships lost to overextended supply vaults, or failure of vital systems. D3 ships but most or all are salvageable.
36-65 Plundered Convoy: Plundered transports and cargo ships drift here, from an ancient shipping lane. D6+1 ships are here, all boardable but dsifficult to salvage and probably thoroughly picked-over.
66-90 Skirmish: Wrecks from a small battle, from two different sides, drift here. D6+2 hulks, all heavily damaged but possibly sturdy enough to salvage.
91-100 Unknown Provenance: Bizarre assortment of different vessels drifting past defies easy explanation. Dozens of utterly ruined ships, D6 hulks with some integrity remaining. No shared origin is plausible.

Planet Creation

TODO; until then, Planet generator

Environments

Resources

Native Species

Inhabitants

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield HostGrey Knight BrotherhoodImperial Guard RegimentImperial Guard Regiment CommanderImperial Knight HouseInquisitorAdeptus Mechanicus Tech-PriestLegiones SkitariiLegio TitanicusRenegade Space Marine ChapterSisters of Battle OrderSpace Marine Battle Brother/Chapter MasterSpace Marine ChapterTempestus Scions RegimentUnderhive GangNoble HouseImperial Navy VesselAdeptus Arbites Precinct
Chaos Chaos Space Marine WarbandChaos Space Marine/Daemon PrinceChaos WarbandHeretical CultLost and the Damned RegimentRenegade Knight HouseDark Skitarii ForceTraitor Titan Legion
Xenos Creature CreatorDark Eldar KabalEldar CraftworldHarlequin MasqueGenestealer CultNecron DynastyOrk WarbossOrk KlanTau CadreTyranid Hive FleetVotann LeagueWych CultEldar Corsairs
Planets Forge World GeneratorDark Mechanicus Forge World GeneratorPlanet GeneratorHive World Creation TablesSolar System GeneratorImperial Space Station
Misc. Power ArmourCustodes Power Armour