>No Feature: Nothing interesting added to the planet's orbit. >No Feature: Nothing interesting added to the planet's orbit. >No Feature: Nothing interesting added to the planet's orbit.
So moons for this rock. 1d10 for it's atmosphere density
2 weeks ago
Anonymous
Rolled 10 (1d10)
talkaBAUT INTERESTING PLACEHGYFCXT
2 weeks ago
Anonymous
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
DRUNK ROLLING WINS AGAIN
2 weeks ago
Anonymous
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
DRUNK ROLLING WINS AGAIN
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
Alright d10 for the composition
2 weeks ago
Anonymous
Rolled 3 (1d10)
OK
2 weeks ago
Anonymous
[...] >Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
Alright d10 for the composition
>If the atmosphere is Toxic or worse, you're done here. If it's at worst Tainted, continue to the biosphere.
LOL GET FUGED END THREAD
2 weeks ago
Anonymous
[...] >If the atmosphere is Toxic or worse, you're done here. If it's at worst Tainted, continue to the biosphere.
LOL GET FUGED END THREAD
>Toxic: Poisonous to breathe, but only mildly harmful to walk through. You'll need a rebreather but not a full isolation suit.
So that’s one another dead planet. d10 for the next planet
>Vast: Huge and voluminous, worlds of this type strain the upper edges of the possible size for a single world. Such planets tend to be of middling density, as they are already more massive than is common. Add 5 to the result of its Gravity roll.
1d10 for gravity
>Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5. >Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5. >Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5. >No Feature: Nothing interesting added to the planet's orbit.
So this world has 3 moons. 3d10 to see if any of them are worth resources
2 weeks ago
Anonymous
Rolled 4, 9, 8 = 21 (3d10)
2 weeks ago
Anonymous
So 2 moons have some minerals on them. 1d10 for planets atmosphere
2 weeks ago
Anonymous
Rolled 6 (1d10)
2 weeks ago
Anonymous
> Moderate: The density of the air is normal or nearly so, and imposes no extra strain.
1d10 to see if it’s breathable
>Many Continents: 2D3 landmasses make up the land surface, with many islands and archipelagos besides.
Looks like there’s plenty of land. 2d3 for how many continents it has
>Waterways: Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water. >Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. >Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. >Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. >Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. >Swamp: Abundance of water, not dangerous in itself but often hosting deadly disease and toxic creatures >Wasteland: Frozen tundra, scorching sands, or many other things in between. Defined by being inimical to life, even native life. Wastelands are frequently found in regions of extreme heat or cold. You may add an additional copy of the Extreme Temperature trait after generating traits randomly. >Plains: grasslands, savannahs, stony plateaus, or other wide, flat expanses of land. Usually support some life, and sometimes a great deal of it. >Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation. >Waterways: Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water.
I'm a little surprised how it's a little diverse. 10d100 for the terrain traits
So each territory is supposed to have 2d3-1 traits but fuck it
>Waterways: Expansive The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically it is at least 150% the size of other territories on the world. If there are several continents, this territory will typically take up most or all of a continent. (If it is a Waterways territory, it is a large sea or a true ocean.) >Mountain Range: Extreme Temperature: Extreme heat or cold pervades this Territory. If the Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20° to 40° C. >Mountain Range: Expansive: The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically it is at least 150% the size of other territories on the world. If there are several continents, this territory will typically take up most or all of a continent. (If it is a Waterways territory, it is a large sea or a true ocean.) >Mountain Range: Unusual Location: In most cases, Territories are located where local conditions would be most likely to create the relevant base terrain. This is the exception, whether it is a forest in a frozen polar region, or a wasteland surrounded by verdant fields. This Territory exists where it does not belong and perhaps where it should not be. >Mountain Range: Boundary: Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by air or around the ends. >Swamp: Extreme Temperature: Extreme heat or cold pervades this Territory. If the Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20° to 40° C.
This one was technically too big to fit in one bost
2 weeks ago
Anonymous
>Wasteland: Desolate: This territory is harsh and unforgiving, even by the standards of Wastelands. It has no oases, natural springs, or other potential sources of life or easier conditions. Survival is even harder than in a usual wasteland, and it is impossible to find water here. >Plains: This plain or waterway is rich with nutrients and excellent for life. Local flora thrive her and are particularly abundant and vigorous. An area like this is likely to be a primary source of an Organic Compound Resource, if the planet has some, and it also often makes for a useful agricultural outpost. >Mountain Range:Boundary: Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by air or around the ends. >Waterways: Shoreline: This territory is along the coast of an ocean or sea, and borders another territory on the planet. It may divide up that territory or separate it from another land territory, much like a boundary mountain range..
Next up is the planet resources. 1d10 for minerals and d6 for other
2 weeks ago
Anonymous
Rolled 6 (1d10)
Rolling for minerals
2 weeks ago
Anonymous
>6 Minerals
Rolled 1 (1d6)
sneed
>No other resource
So because the system we chose ruined Empire we get to choose one planet to have Archeotech. Technically we could drop it on this planet or we can hold off on it.
Regardless 6d100 to see the abundance of each mineral is
2 weeks ago
Anonymous
Rolled 70, 43, 53, 22, 35, 13 = 236 (6d100)
Aren’t the other two planets toxic wastelands? Put the archeotech here
2 weeks ago
Anonymous
>Significant: Easily accessible and plentiful, good for a sustainable small colony or an aggressive extraction rig. >Sustainable: Extensive reserves, a small operation could sustain itself on this. >Sustainable: Extensive reserves, a small operation could sustain itself on this. >Limited: Enough to support a small-scale extraction for a few years. >Limited: Enough to support a small-scale extraction for a few years. >Minimal: Not enough to support an ongoing extraction project.
6d100 to see what each mineral is
I'm a dummy. It was supposed to be d10s but I'll just ones place for it >Significant: Ornamental >Sustainable: Ornamental >Sustainable: Industrial Metal >Limited: Industrial Metal >Limited: Industrial Metal >Minimal: Industrial Metal
Rolled 70, 43, 53, 22, 35, 13 = 236 (6d100)
Aren’t the other two planets toxic wastelands? Put the archeotech here
Lastly 1d100 for the abundance of archeotech on this planet
>Major: Vast potential, both short- and long-term. Startup costs to make good use of it will be high and competitors will be tempted to cut in
So that's it for this planet. And there's one more planet left in the main biosphere. 1d10 for it's size
Large: Worlds of this size can range across a vast spectrum of possible types.
d10 for its gravity
2 weeks ago
Anonymous
Rolled 9 (1d10)
super saiyan training world i hope lol
2 weeks ago
Anonymous
>High Gravity: Add 10 to this planet's rolls for Orbital Features and add 1 to its roll for Atmospheric Presence.
I swear this system is filled with Ogryns or some shit. d6 for how many orbital objects the planet has
2 weeks ago
Anonymous
Rolled 1 (1d6)
2 weeks ago
Anonymous
>2
2d100 to see if it has any moons or something
2 weeks ago
Anonymous
Rolled 33, 74 = 107 (2d100)
2 weeks ago
Anonymous
>Large Asteroid: An asteroid large enough to be detectable by sensors, but not visible except as a fast-moving star to the naked eye, occupies a stable orbit around this planet. >Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5.
1d10 for it's atmosphere
We can either roll for it or just make it up.
[...]
Large: Worlds of this size can range across a vast spectrum of possible types.
d10 for its gravity
So for the heck of it 1d100 for what the only habitable planet’s classification is.
2 weeks ago
Anonymous
Rolled 94 (1d100)
2 weeks ago
Anonymous
>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.
Well that's interesting another 1d100 to see what it was before it became forbidden.
2 weeks ago
Anonymous
Rolled 29 (1d100)
2 weeks ago
Anonymous
>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. The Adeptus Mechanicus Forge World Creation Tables aren't a bad supplement for this result.
Huh that might explain why the other planets are toxic wastelands. I wonder what happened to make it Forbidden.
2 weeks ago
Anonymous
They probably performed some sort of Heresy.
2 weeks ago
Anonymous
The world is currently in use by... well.. it's not clear who. Inquisition, or Assassinorum, or another shadowy organization high in the Imperium.
Some theories point to the Ordo Sinister.
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
d10 for its composition
Damn shame! Woke up too late to participate in the earlier rolling. I love how it started as a system of garden worlds and you all rolled for hellish wastelands
>Toxic: Poisonous to breathe, but only mildly harmful to walk through. You'll need a rebreather but not a full isolation suit.
Another uninhabitable planet. To the outer reaches. 5d100 for what’s on the edge of this system
2 weeks ago
Anonymous
Rolled 94, 30, 94, 61, 23 = 302 (5d100)
Hopefully I found a spot to roll in
2 weeks ago
Anonymous
>Spaceship Graveyard: A number of dead ships, floating in the void. Roll on the Graveyard Origins table to determine how they got here, and add an Archeotech or Xenos Ruins Resource to the graveyard, split among D10+2 small caches spread across the dead fleet. >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. >Spaceship Graveyard: A number of dead ships, floating in the void. Roll on the Graveyard Origins table to determine how they got here, and add an Archeotech or Xenos Ruins Resource to the graveyard, split among D10+2 small caches spread across the dead fleet. >Gas Giant: Usually not a useful planet directly, but frequently home to rocky moons which could be much more promising. Use the Planet generation table below. >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.
Interesting. 2d100 for the origin of the ship graveyards
2 weeks ago
Anonymous
Rolled 8, 69 = 77 (2d100)
God I love this generator, shame its so lenghty and need to keep track of a ton of shit
2 weeks ago
Anonymous
>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. >Skirmish: Wrecks from a small battle, from two different sides, drift here. D6+2 hulks, all heavily damaged but possibly sturdy enough to salvage.
3d6 for wrecked ships/space hulks
2 weeks ago
Anonymous
Rolled 6, 5, 1 = 12 (3d6)
Hopefully I am not stealing the opportunity of rolling from anyone else, now that I am here
2 weeks ago
Anonymous
>11 hulks(Wrecked Battlefleet) >2 hulks(Skirmish)
d10 for the gas giant's gravity
2 weeks ago
Anonymous
Rolled 4 (1d10)
2 weeks ago
Anonymous
>Strong: Enormous gravity field, normal for its type. No effects.
I need a d6 and d3 for the amount objects it has
2 weeks ago
Anonymous
Rolled 2 (1d6)
2 weeks ago
Anonymous
Rolled 1 (1d3)
2 weeks ago
Anonymous
Rolled 1 (1d3)
>3 objects
3d100
2 weeks ago
Anonymous
Rolled 37, 77, 26 = 140 (3d100)
2 weeks ago
Anonymous
> Planetary Rings(Dust): A wide ring of fine particles circles the planet. This isn't a hazard to navigation, but does make sensor readings noisier. If this is rolled multiple times, enlarge the rings rather than adding more sets of rings. Sensor readings get progressively harder as the rings get larger. > Planetary Rings(Debris): A narrow band of asteroids or chunks of ice extends out around the Gas Giant. The spread is limited enough that they can be avoided with a short detour, but if the detour is skipped, navigating them is like navigating an Asteroid Field system feature. If this is rolled multiple times, increase the size and density of the rings, making the needed detour longer and the navigation through them harder. > Planetary Rings(Dust): A wide ring of fine particles circles the planet. This isn't a hazard to navigation, but does make sensor readings noisier. If this is rolled multiple times, enlarge the rings rather than adding more sets of rings. Sensor readings get progressively harder as the rings get larger.
Looks like that’s it
Damn shame! Woke up too late to participate in the earlier rolling. I love how it started as a system of garden worlds and you all rolled for hellish wastelands
This was fun OP. I got the inspiration to make a system myself in parallel, and now I plant to run an Admech explorator fleet game plundering and exploring this new system.
Don't use the retarded map.
Rolled 3 (1d10)
are we gonna play here?
>Normal Gravity: Approximately the same gravity as Terra's standard 1 G. No effects.
2d3 for how many orbital objects it has
Rolled 1, 3 = 4 (2d3)
>3 objects
3d100 for what they are
Rolled 16, 3, 4 = 23 (3d100)
>No Feature: Nothing interesting added to the planet's orbit.
>No Feature: Nothing interesting added to the planet's orbit.
>No Feature: Nothing interesting added to the planet's orbit.
So moons for this rock. 1d10 for it's atmosphere density
Rolled 10 (1d10)
talkaBAUT INTERESTING PLACEHGYFCXT
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
DRUNK ROLLING WINS AGAIN
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
Alright d10 for the composition
Rolled 3 (1d10)
OK
>If the atmosphere is Toxic or worse, you're done here. If it's at worst Tainted, continue to the biosphere.
LOL GET FUGED END THREAD
>Toxic: Poisonous to breathe, but only mildly harmful to walk through. You'll need a rebreather but not a full isolation suit.
So that’s one another dead planet. d10 for the next planet
Rolled 9 (1d10)
I hope this planet is dangerous but in a cool way
>Vast: Huge and voluminous, worlds of this type strain the upper edges of the possible size for a single world. Such planets tend to be of middling density, as they are already more massive than is common. Add 5 to the result of its Gravity roll.
1d10 for gravity
Rolled 4 (1d10)
>High Gravity: Add 10 to this planet's rolls for Orbital Features and add 1 to its roll for Atmospheric Presence.
1d6 for how many features
Rolled 3 (1d6)
>4
4d100 for its objects
Rolled 65, 54, 73, 7 = 199 (4d100)
>Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5.
>Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5.
>Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5.
>No Feature: Nothing interesting added to the planet's orbit.
So this world has 3 moons. 3d10 to see if any of them are worth resources
Rolled 4, 9, 8 = 21 (3d10)
So 2 moons have some minerals on them. 1d10 for planets atmosphere
Rolled 6 (1d10)
> Moderate: The density of the air is normal or nearly so, and imposes no extra strain.
1d10 to see if it’s breathable
Rolled 10 (1d10)
Here's hoping for a breathable atmosphere
>Pure: Rejoice! The air is clean and breathable by even the frailest of constitutions.
1d10 for its climate
Rolled 1 (1d10)
>Hot World: Most of the planet is incredibly hot, but some sheltered patches are merely as hot as the Sahara.
1d10 for life and water on the planet
Rolled 6 (1d10)
>Lifeless Oceans: Liquid water is readily available, but no native life exists.
1d10 for its land distribution
Rolled 10 (1d10)
I'm liking this world, kinda odd but cool.
Would be nice if there was a fair amount of land, living on boiling oceans isn't the most pleasant...
>Many Continents: 2D3 landmasses make up the land surface, with many islands and archipelagos besides.
Looks like there’s plenty of land. 2d3 for how many continents it has
Rolled 3, 3 = 6 (2d3)
>6 landmasses
So we have a total of 10 territories based on modifiers. 10d6 to see what the land is looking like on this world
Rolled 6, 1, 1, 1, 1, 5, 2, 4, 3, 6 = 30 (10d6)
Hoping for cool shit
>Waterways: Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water.
>Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
>Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
>Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
>Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
>Swamp: Abundance of water, not dangerous in itself but often hosting deadly disease and toxic creatures
>Wasteland: Frozen tundra, scorching sands, or many other things in between. Defined by being inimical to life, even native life. Wastelands are frequently found in regions of extreme heat or cold. You may add an additional copy of the Extreme Temperature trait after generating traits randomly.
>Plains: grasslands, savannahs, stony plateaus, or other wide, flat expanses of land. Usually support some life, and sometimes a great deal of it.
>Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
>Waterways: Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water.
I'm a little surprised how it's a little diverse. 10d100 for the terrain traits
Rolled 10, 64, 40, 93, 7, 21, 12, 46, 13, 61 = 367 (10d100)
So each territory is supposed to have 2d3-1 traits but fuck it
>Waterways: Expansive The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically it is at least 150% the size of other territories on the world. If there are several continents, this territory will typically take up most or all of a continent. (If it is a Waterways territory, it is a large sea or a true ocean.)
>Mountain Range: Extreme Temperature: Extreme heat or cold pervades this Territory. If the Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20° to 40° C.
>Mountain Range: Expansive: The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically it is at least 150% the size of other territories on the world. If there are several continents, this territory will typically take up most or all of a continent. (If it is a Waterways territory, it is a large sea or a true ocean.)
>Mountain Range: Unusual Location: In most cases, Territories are located where local conditions would be most likely to create the relevant base terrain. This is the exception, whether it is a forest in a frozen polar region, or a wasteland surrounded by verdant fields. This Territory exists where it does not belong and perhaps where it should not be.
>Mountain Range: Boundary: Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by air or around the ends.
>Swamp: Extreme Temperature: Extreme heat or cold pervades this Territory. If the Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20° to 40° C.
This one was technically too big to fit in one bost
>Wasteland: Desolate: This territory is harsh and unforgiving, even by the standards of Wastelands. It has no oases, natural springs, or other potential sources of life or easier conditions. Survival is even harder than in a usual wasteland, and it is impossible to find water here.
>Plains: This plain or waterway is rich with nutrients and excellent for life. Local flora thrive her and are particularly abundant and vigorous. An area like this is likely to be a primary source of an Organic Compound Resource, if the planet has some, and it also often makes for a useful agricultural outpost.
>Mountain Range:Boundary: Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by air or around the ends.
>Waterways: Shoreline: This territory is along the coast of an ocean or sea, and borders another territory on the planet. It may divide up that territory or separate it from another land territory, much like a boundary mountain range..
Next up is the planet resources. 1d10 for minerals and d6 for other
Rolled 6 (1d10)
Rolling for minerals
>6 Minerals
>No other resource
So because the system we chose ruined Empire we get to choose one planet to have Archeotech. Technically we could drop it on this planet or we can hold off on it.
Regardless 6d100 to see the abundance of each mineral is
Rolled 70, 43, 53, 22, 35, 13 = 236 (6d100)
Aren’t the other two planets toxic wastelands? Put the archeotech here
>Significant: Easily accessible and plentiful, good for a sustainable small colony or an aggressive extraction rig.
>Sustainable: Extensive reserves, a small operation could sustain itself on this.
>Sustainable: Extensive reserves, a small operation could sustain itself on this.
>Limited: Enough to support a small-scale extraction for a few years.
>Limited: Enough to support a small-scale extraction for a few years.
>Minimal: Not enough to support an ongoing extraction project.
6d100 to see what each mineral is
Rolled 1 (1d6)
sneed
Rolled 55, 74, 2, 22, 41, 71 = 265 (6d100)
woops my bad sorry haha fuck
I'm a dummy. It was supposed to be d10s but I'll just ones place for it
>Significant: Ornamental
>Sustainable: Ornamental
>Sustainable: Industrial Metal
>Limited: Industrial Metal
>Limited: Industrial Metal
>Minimal: Industrial Metal
Lastly 1d100 for the abundance of archeotech on this planet
Rolled 94 (1d100)
>Major: Vast potential, both short- and long-term. Startup costs to make good use of it will be high and competitors will be tempted to cut in
So that's it for this planet. And there's one more planet left in the main biosphere. 1d10 for it's size
I wonder what classification this planet is. It‘s definitely useful to the Imperium just for resources alone
Rolled 7 (1d10)
Forgot to roll
We can either roll for it or just make it up.
Large: Worlds of this size can range across a vast spectrum of possible types.
d10 for its gravity
Rolled 9 (1d10)
super saiyan training world i hope lol
>High Gravity: Add 10 to this planet's rolls for Orbital Features and add 1 to its roll for Atmospheric Presence.
I swear this system is filled with Ogryns or some shit. d6 for how many orbital objects the planet has
Rolled 1 (1d6)
>2
2d100 to see if it has any moons or something
Rolled 33, 74 = 107 (2d100)
>Large Asteroid: An asteroid large enough to be detectable by sensors, but not visible except as a fast-moving star to the naked eye, occupies a stable orbit around this planet.
>Lesser Moon: Large enough to have a noticeable gravity well, but smaller than even a small rocky planet and often not massive enough to be a proper hydrostatic spheroid. Roll D10; on a 6+ it is rich enough in minerals to count as a Mineral Resource, generated normally but with Abundance reduced by 5.
1d10 for it's atmosphere
So for the heck of it 1d100 for what the only habitable planet’s classification is.
Rolled 94 (1d100)
>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.
Well that's interesting another 1d100 to see what it was before it became forbidden.
Rolled 29 (1d100)
>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. The Adeptus Mechanicus Forge World Creation Tables aren't a bad supplement for this result.
Huh that might explain why the other planets are toxic wastelands. I wonder what happened to make it Forbidden.
They probably performed some sort of Heresy.
The world is currently in use by... well.. it's not clear who. Inquisition, or Assassinorum, or another shadowy organization high in the Imperium.
Some theories point to the Ordo Sinister.
What tables are you using? I don't think I've ever seen this one.
https://1dGanker.org/wiki/System_generator
Thanks! That's odd, I'm sure I've already used the 1dGanker table but I don't remember it being so detailed.
Rolled 9 (1d10)
No problem dude.
>Heavy: Air so thick it is crushing. Any dangers from toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting proper rest.
d10 for its composition
There’s still plenty of rolling to do friend
Rolled 3 (1d10)
>Toxic: Poisonous to breathe, but only mildly harmful to walk through. You'll need a rebreather but not a full isolation suit.
Another uninhabitable planet. To the outer reaches. 5d100 for what’s on the edge of this system
Rolled 94, 30, 94, 61, 23 = 302 (5d100)
Hopefully I found a spot to roll in
>Spaceship Graveyard: A number of dead ships, floating in the void. Roll on the Graveyard Origins table to determine how they got here, and add an Archeotech or Xenos Ruins Resource to the graveyard, split among D10+2 small caches spread across the dead fleet.
>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.
>Spaceship Graveyard: A number of dead ships, floating in the void. Roll on the Graveyard Origins table to determine how they got here, and add an Archeotech or Xenos Ruins Resource to the graveyard, split among D10+2 small caches spread across the dead fleet.
>Gas Giant: Usually not a useful planet directly, but frequently home to rocky moons which could be much more promising. Use the Planet generation table below.
>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.
Interesting. 2d100 for the origin of the ship graveyards
Rolled 8, 69 = 77 (2d100)
God I love this generator, shame its so lenghty and need to keep track of a ton of shit
>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.
>Skirmish: Wrecks from a small battle, from two different sides, drift here. D6+2 hulks, all heavily damaged but possibly sturdy enough to salvage.
3d6 for wrecked ships/space hulks
Rolled 6, 5, 1 = 12 (3d6)
Hopefully I am not stealing the opportunity of rolling from anyone else, now that I am here
>11 hulks(Wrecked Battlefleet)
>2 hulks(Skirmish)
d10 for the gas giant's gravity
Rolled 4 (1d10)
>Strong: Enormous gravity field, normal for its type. No effects.
I need a d6 and d3 for the amount objects it has
Rolled 2 (1d6)
Rolled 1 (1d3)
>3 objects
3d100
Rolled 37, 77, 26 = 140 (3d100)
> Planetary Rings(Dust): A wide ring of fine particles circles the planet. This isn't a hazard to navigation, but does make sensor readings noisier. If this is rolled multiple times, enlarge the rings rather than adding more sets of rings. Sensor readings get progressively harder as the rings get larger.
> Planetary Rings(Debris): A narrow band of asteroids or chunks of ice extends out around the Gas Giant. The spread is limited enough that they can be avoided with a short detour, but if the detour is skipped, navigating them is like navigating an Asteroid Field system feature. If this is rolled multiple times, increase the size and density of the rings, making the needed detour longer and the navigation through them harder.
> Planetary Rings(Dust): A wide ring of fine particles circles the planet. This isn't a hazard to navigation, but does make sensor readings noisier. If this is rolled multiple times, enlarge the rings rather than adding more sets of rings. Sensor readings get progressively harder as the rings get larger.
Looks like that’s it
Damn shame! Woke up too late to participate in the earlier rolling. I love how it started as a system of garden worlds and you all rolled for hellish wastelands
This was fun OP. I got the inspiration to make a system myself in parallel, and now I plant to run an Admech explorator fleet game plundering and exploring this new system.
Have a good one mate.