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1d4 System Gen
1d4 System Gen
Contents
1 System Properties
1.1 Star
Solar Zones
1.2 System Elements
1.2.1 Element Descriptions
1.2.2 Ruin Origins 1
Inner
1 Planet
2 0
3 0
4 0
5 0
6 0
7 0
8 0
2 Planet Properties
2.1 Gross Properties
2.1.1 Gravity and Surface Composition
2.1.2 Air and Orbit
2.1.3 Biosphere
2.2 Environment and Riches
2.2.1 Territories
2.2.1.1 Base Terrains
2.2.1.2 Terrain Traits
2.2.2 Reasons to Investigate
2.2.2.1 Resources
2.2.2.2 Landmarks and Encounter Sites
2.2.2.2.1 Common Landmarks
2.2.2.2.2 Exceptional Landmarks
2.3 Life
System Properties
Roll for star strength and size, which then determines how much stuff is in each of the three Solar Zones; Inner
System Elementsedit
Asteroid Belt: A thinly-spread ring of rocks which may have once been a rocky world. This poses a minor naviga
Asteroid Cluster: A denser, cohesive group of asteroids, usually the remains of a shattered planet or moon. It is
Derelict Station: An old, empty space station. If there is a space-capable civilization in the system, it was their c
Dust Cloud: The leftovers of an asteroid field or solar flare, these can be used as sensor cover but are basically i
Gas Giant: Usually not a useful planet directly, but frequently home to rocky moons which could be much more
Gravity Riptide: A major navigation hazard and one that's very hard to detect from a distance.
Planet: A rocky world, potentially suitable for human habitation. Use the Planet generation table below.
Radiation Bursts: Not localized, but affecting the whole Inner Cauldron. Detecting an imminent burst is tricky b
Solar Flares: Not localized, but affecting the whole Inner Cauldron. They are essentially unpredictable, and any
Spaceship Graveyard: A number of dead ships, floating in the void. Roll on the Graveyard Origins table to deter
Planet Properties
Top
Dense: A Dense planet adds 5 to the result of its Gravity roll. Increase the Abundance of any Mineral Resources
Light: Subtract 2 from the result of its Gravity roll, and halve the Abundance of any Mineral Resources it holds.
If the atmosphere is Toxic or worse, you're done here. If it's at worst Tainted, continue to the biosphere.
Biosphereedit Top
Climate; D10
Roll (Zone) Meaning
IC PB OR
1-6 Burning World: The most moderate climate o
7-9 1-3 Hot World: Most of the planet is incredibly ho
10 4-7 1 Temperate World: Praise the God-Emperor, t
8-10 2-4 Cold World: Most of the planet is incredibly c
5-10 Ice World: Blizzards in Antartica got nothing o
If the planet has no atmosphere, its climate is instead extreme, based on the Zone it inhabits. Inner Cauldron a
Regardless of whether the world bears life or water, next roll for the distribution of its land.
Top
Table Name; D10
World Type: Roll Meaning
Hostile Trapped Water Lifeless Oceans
Territoriesedit
Top
Base Terrainsedit
A world which is Hostile never has territories. One which is Inhospitable does not usually have territories, but m
Hybrid Terrain: Roll twice; the territory is a mix of the two types rolled. (Reroll results of Hybrid Terrain.) If you
Wasteland: Frozen tundra, scorching sands, or many other things in between. Defined by being inimical to life,
Mountain Range: a chain of mountains, stretching across the landscape. Usually frost-capped peaks, but someti
Plains: grasslands, savannahs, stony plateaus, or other wide, flat expanses of land. Usually support some life, an
Swamp: Abundance of water, not dangerous in itself but often hosting deadly disease and toxic creatures
Waterways: Whether large river, inland sea, or particularly interesting patch of ocean, this territory is all water
Forest: an abundance of large-scale flora, and usually many other species, especially when tropical. Usually, bu
Terrain Traitsedit
For each territory, roll 2D3-1 to determine number of traits, then roll D100 on the table for the territory's base
Territory Traits
Wastelands Mountains
1d100 Roll Territory Trait 1d100 Roll Territory Trait
01–20 Desolate 01–25 Boundary
21–40 Expansive 26–50 Expansive
41–70 Extreme Temperatu51–65 Extreme Temperatu
71–75 Notable Species 66–75 Foothills
76–80 Ruined 76–85 Notable Species
81–95 Unusual Location 86–95 Unusual Location
96–00 Roll again twice and96–00 Roll again twice and
Boundary: Boundary mountains are very difficult to cross. They bisect a continent, separate two other Territori
Broken Ground: This Territory has only the semblance of even ground. Its apparently flat expanses are actually
Desolate: This territory is harsh and unforgiving, even by the standards of Wastelands. It has no oases, natural
Exotic Nature: Rather than trees, vines, or other true plants, this forest is made of something much stranger. Th
Expansive: The boundaries of this Territory are greatly extended beyond a typical example of its type. Typically
Extreme Temperature: Extreme heat or cold pervades this Territory. If the Planet already has an inclination tow
Fertile: This plain or waterway is rich with nutrients and excellent for life. Local flora thrive her and are particul
Foothills: Most of the peaks in this mountain range are dwarfed by a single larger example, towering above the
Notable Species: One of the Planet’s more noteworthy native species is found only in this Territory. Generate a
Ruined: This wasteland was created not by nature, but by conflict. It may be a scar of fused glass from an orbita
Shoreline: This territory is along the coast of an ocean or sea, and borders another territory on the planet. It ma
Stagnant: This swamp or waterway houses little in the way of life, and even less in activity. There is little or no fl
Unique Compound: A strain of local flora that can only be found in this forest or waterway contains a substance
Unusual Location: In most cases, Territories are located where local conditions would be most likely to create t
Virulent: The marshy pools here are foul cauldrons of plague worthy of Nurgle's favor. The adaptations this spu
Reasons to Investigateedit
Resourcesedit
Archeotech Cache: This planet has a number of isolated pockets of valuable archeotech, each with one or a han
Minerals: Inorganic valuables, whether industrial material like iron, copper, or lead - all with enormous supply b
Organic Compound: Found only where there is life, these have even more varied uses than minerals. The most
Xenos Ruins: The difficulty in finding things of value for the contents of Xenos ruins is primarily finding artifacts
To Be Improved
Landmarks; D100
Roll Meaning
01-20 Canyon
21-35 Cave Network
36-45 Crater
46-65 Mountain
66-75 Volcano
76-100 Exceptional Landmark
Common Landmarksedit
Canyon
Canyon Landmarks usually take the form of a vast trench, carved into the soil or bedrock. Sometimes they repr
Cave Network
Extensive ranges of tunnels and caves can be found beneath the surface of many worlds. Systems of this sort th
Crater
In most cases, a Crater Landmark represents the impact point of an object originating beyond the planet, usual
Mountain
Whether solitary or part of an extended range, Mountain Landmarks are among the most impressive sights on
Volcano
Volcanoes can take a wide variety of forms, varying in size and shape based on the conditions that formed them
Exceptional Landmarksedit
Glacier
These Landmarks are often found on ice worlds, or near the polar regions of worlds with an abundant supply o
Inland Sea
The lakes of some worlds are so big as to stretch the definition of the word, demanding a more appropriate ter
Perpetual Storm
Unusual atmospheric conditions can result in persistent or even wholly stable weather patterns in a limited are
Reef
Oceanic reefs are typically too limited in size or spread to qualify as a Landmark, but some worlds house notabl
Whirlpool
Certain tidal forces can create a vortex in the oceans of a world that churns and seethes without end. They are
Lifeedit
Native Species, subsapient
Inhabitants, sapient
Race
Tech Level
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y, and modified for more detail in the description with less detail about the mechanics. Tables for randomly generating a Star System
4
Core
1 Gravity Riptide
2 Planet
3 No Feature
4 Asteroid Belt
5 0
6 0
7 0
8 0
9 0
Top
minimum of 1 Planet and if there are more Resource deposits than planets the remainder are Derelict Stations or Starship Graveyards
nd a civilization (human or xeno) which spans them. Minimum 4 Planets in the system; add more wherever if it falls short. The native c
l into the neat "planets orbit star, stars orbit galactic center" bucket. This is one; there's some fuckhueg negative space wedgie affectin
ood; sometimes it becomes "becalmed in the Warp". Double the base time for any trip entering or leaving this system and the time to
m, 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 b
the center of a very small Warp Storm, making it inaccessible and the rest of the system even more difficult to navigate.
ger effects than usual here
han usual to manifest here
corruptive influence of the Warp are stronger here
Top
1
4
5
Outer Reaches
Roll System Element Inner 1 Core 4
01-20 No Feature Planet Gravity Riptide
21-29 Asteroid Belt Planet
30-40 Asteroid Cluster No Feature
41-46 Derelict Station Asteroid Belt
47-55 Dust Cloud
56-73 Gas Giant
74-80 Gravity Riptide
81-93 Planet
94-100 Starship Graveyard
ocky world. This poses a minor navigational hazard for all travel in its Solar Zone, and has D6-1 Mineral Resource deposits.
ns 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
ivilization in the system, it was their creation. Otherwise, roll on the Station Origins table and give it D6-1 (min 0) Archaeotech or Xeno
cky moons which could be much more promising. Use the Planet generation table below.
etecting an imminent burst is tricky but possible, and a skilled Enginseer's care for the augur arrays, or taking refuge behind a planet o
are essentially unpredictable, and any journey through the Cauldron has a 10% chance per day of being hit by a solar flare, which is nea
n the Graveyard Origins table to determine how they got here, and add an Archeotech or Xenos Ruins Resource to the graveyard, split
Zone Feature
ese, they lost badly, and all hulks belong to the same force. 2D6 ships, most or all shattered beyond any value.
, with many hulks from both sides. 1d10+6 hulks, plus possible unexploded mines, torpedoes, or attack craft. A few might be worth sal
ply vaults, or failure of vital systems. D3 ships but most or all are salvageable.
argo ships drift here, from an ancient shipping lane. D6+1 ships are here, all boardable but dsifficult to salvage and probably thoroughl
different sides, drift here. D6+2 hulks, all heavily damaged but possibly sturdy enough to salvage.
ifferent vessels drifting past defies easy explanation. Dozens of utterly ruined ships, D6 hulks with some integrity remaining. No shared
ost rocky planets, but small for its kind. Subtract 5 from the result of its Gravity roll.
world, with accordingly powerful gravity.
er than some small stars, and may even be 'Brown Dwarfs', arguably closer to being stars than planets (the difference is that a true sta
ng on its surface requires the usual tools and protection for working in vacuum.
dangers from toxic gases reduced but also making it very difficult to breathe.
early so, and imposes no extra strain.
rom toxic gases are more severe, and breathing the dense, heavy air is stressful, preventing unaugmented humans from getting prope
cean. Even with total environmental seals, you're probably living on borrowed time. If the atmosphere is Heavy, you're definitely living
contact. If you're a SPEHSS MARINE you can probably make it a minute or two without a total environmental seal, but without it you'r
rmful to walk through. You'll need a rebreather but not a full isolation suit.
athe with long-term exposure, though spending a week or so breathing it shouldn't have much effect. Not great for colonization but fin
y even the frailest of constitutions.
World: The most moderate climate on the planet at night is still hotter than a nuke in the Sahara
rld: Most of the planet is incredibly hot, but some sheltered patches are merely as hot as the Sahara.
ate World: Praise the God-Emperor, this world is mostly habitable.
orld: Most of the planet is incredibly cold, but some sheltered patches are merely as cold as Siberia.
ld: Blizzards in Antartica got nothing on this planet.
the Zone it inhabits. Inner Cauldron airless planets are Burning Worlds, Outer Reaches Ice Worlds. Airless worlds in the Primary Biosph
Hostile: Not only is there no water, it would be difficult or impossible to introduce any.
Inhospitable: There is no water or life to be found on this world.
Trapped Water: Whether vapor, ice, or mixed with severe contaminants, water exists here but is very hard to come by.
Lifeless Oceans: Liquid water is readily available, but no native life exists. (Yet?)
Minimal Ecosystem: Native life exists, but it is limited in form or distribution and without much variation.
Minimal Extremophiles: Native life exists in the extreme conditions, in isolated pockets.
Thriving Ecosystem: Native life is diverse, plentiful, and wide-ranging; most or all parts of the planet have native species.
Thriving Extremophiles: Despite the harsh conditions, native life is plentiful and wide-ranging
Abundant Ecosystem: Native life is so rich that it has numerous properties uniquely useful to the galaxy, if you can find the
does not usually have territories, but may have them if modifiers add some.
eroll results of Hybrid Terrain.) If you roll two of the same terrain, the terrain is that single type, but has the Unusual Location trait an
een. Defined by being inimical to life, even native life. Wastelands are frequently found in regions of extreme heat or cold. You may ad
Usually frost-capped peaks, but sometimes volcanic fissures. Useful for navigation.
s of land. Usually support some life, and sometimes a great deal of it.
0 on the table for the territory's base terrain type to select a trait. Reroll traits incompatible with previously-rolled traits. If the terrain
ontinent, separate two other Territories, or bisect a single other Territory into two almost-unconnected pieces. Passage across the bou
apparently flat expanses are actually riven with small fissures, which could be a relic of tectonic activity or simply a side effect of local
Wastelands. It has no oases, natural springs, or other potential sources of life or easier conditions. Survival is even harder than in a us
made of something much stranger. This might be groves of living crystal, spires of chitin or bone, or mounds of dormant, oozing flesh.
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 t
e Planet already has an inclination towards one extreme, this territory is even worse in that regard, more extreme by 20° to 40° C. Alte
Local flora thrive her and are particularly abundant and vigorous. An area like this is likely to be a primary source of an Organic Compo
le larger example, towering above the rest. This is a very useful aid to navigation and is usually high enough in elevation to provide an
ound only in this Territory. Generate a new species for this purpose, using the species generation tables below. This sometimes instead
be a scar of fused glass from an orbital lance strike, the shattered shells of an ancient barrage, or in the worst cases the spilled energie
s another territory on the planet. It may divide up that territory or separate it from another land territory, much like a boundary moun
en less in activity. There is little or no flow to its waters, and what life exists is largely microscopic, hidden, and sessile. It is a silent, still
rest or waterway contains a substance of great value. The Planet has an additional Organic Compound Resource, provided by these pl
itions 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
urgle's favor. The adaptations this spurs in the local wildlife make them just as bad, or worse. Merely camping within it requires consta
0 (or occasionally higher). Starting Abundance is generated with a D100 roll. Exploiting the resource gradually lowers the abundance ra
traction project.
ction for a few years.
tion could sustain itself on this.
d for a sustainable small colony or an aggressive extraction rig.
m. Startup costs to make good use of it will be high and competitors will be tempted to cut in.
aust this even with the most aggressive extraction operation the Imperium could mount.
ble archeotech, each with one or a handful of examples. Archeotech voidship components count for 10 Abundance, man-portable exam
er, or lead - all with enormous supply but even more enormous demand, primarily for the Imperial war machine -, ornamental like gold
e varied uses than minerals. The most common are substances which can be prepared into medical uses, either for curatives or for juve
enos ruins is primarily finding artifacts - most often art objects or things of archaeological interest, technology is rare - which have not d
soil or bedrock. Sometimes they represent a network of smaller canyons, or retain the imprint of whatever force shaped their course.
of many worlds. Systems of this sort that also connect to the lands above can represent an unusual form of Landmark. In some cases, a
t originating beyond the planet, usually a meteor. Some craters show signs of being formed from a long- ago barrage by orbital weapo
among the most impressive sights on any world that features them. These towering peaks can extend to twenty kilometres in height, o
ed on the conditions that formed them. Those with a sufficient presence to qualify as a Landmark are generally huge fire-mountains, o
of worlds with an abundant supply of water. These huge, frozen mountains are usually formed of ice, although the range of substance
rd, demanding a more appropriate term to describe their expansiveness. Such features are common on worlds with an undivided landm
able weather patterns in a limited area. The affected region might constantly be overshadowed by banks of thunderheads, riven by lig
dmark, but some worlds house notable exceptions. In some cases, these vast formations are created by thousands of generations of n
ns and seethes without end. They are usually lethal to any efforts at nautical travel in its vicinity, but even the land is not be wholly saf
y generating a Star System a pioneering Exploratory Fleet might discover, or is already a bastion the Imperium. For individual planets, c
Outer 5
5
Outer
1 Gas Giant
2 Gas Giant
3 No Feature
4 Planet
5 Gas Giant
6 0
7 0
8 0
Ruined Empire
Luminous: Well past its peak brightness, but steady yellow or yellow-orange. Weak Inner Cauldron.
ean 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
Outer 5
Gas Giant
Gas Giant
No Feature
Planet
Gas Giant
ource deposits.
n its extent. It also has D6-1 Mineral Deposits, either within the asteroids or in the remains of ships destroyed trying to navigate it. Pira
ng refuge behind a planet or moon, can protect the sensors; otherwise they will be damaged and difficult to even begin repair on for se
y a solar flare, which is nearly as damaging as void combat weapons. Multiple instances of this each add 10% to the daily chance of be
urce to the graveyard, split among D10+2 small caches spread across the dead fleet. Roll Abundance normally, but a roll which is lower
s they are already more massive than is common. Add 5 to the result of its Gravity roll.
difference is that a true star can maintain fusion reactions, Brown Dwarfs can't). Roll another D10; on an 8+ this is a Brown Dwarf; its G
orlds in the Primary Biosphere can be either, either decided at random (use 1d2) or based on which other Zone their orbit is nearer to
me heat or cold. You may add an additional copy of the Extreme Temperature trait after generating traits randomly.
-rolled traits. If the terrain is a hybrid, either divide the rolls evenly between its two base types, or make each roll normally but pick wh
Notable Species
Unique Compound
Roll again twice and apply both results
ces. Passage across the boundary will be via a small handful of traversable passes - or they may have no passes and only traversable by
simply a side effect of local burrowing creatures. These fissures may be created in the past and currently static, or active and unstable.
is even harder than in a usual wasteland, and it is impossible to find water here.
s of dormant, oozing flesh. The only constant is that the pseudo-flora are growing, either alive or as if alive, and that the pseudo-plant
e 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 tru
treme by 20° to 40° C. Alternately, a Territory can provide an extreme temperature opposite the one common on the rest of the Plane
ource of an Organic Compound Resource, if the planet has some, and it also often makes for a useful agricultural outpost.
ow. This sometimes instead indicates the presence of an unusual local variation of a more widespread species, dramatically different f
rst cases the spilled energies of the Warp and the footsteps of Daemons. Terror and ruinous taint are constant companions when explo
nd sessile. It is a silent, still place, ill-suited to vigorous activity and difficult to traverse and map. If it a waterway, it is a lake or inland se
ource, provided by these plants. Its exact nature and Abundance are generated normally.
a frozen polar region, or a wasteland surrounded by verdant fields. This Territory exists where it does not belong and perhaps where i
ng within it requires constant vigilance to remain healthy, drinking the water without thorough treatment can inflict a variety of malad
ly lowers the abundance rating as you scoop up the valuables and sell them off elsewhere.
ndance, man-portable examples count for 2-3 each. This is rarely if ever one big vault of lost technology.
hine -, ornamental like gold and gemstones for the nobility or to decorate the glorious state and church of the Emperor, radioactives fo
her for curatives or for juvenat treatments; toxins which can be sold to aspiring poisoners; and vivid ornamental substances from feath
gy is rare - which have not decayed over time. Some races, such as the Yu'Vath and Necrons, leave relics which do not decay, but most
force shaped their course. The largest and deepest canyons extend through the crust of a planet, so that their roots are filled with see
Landmark. In some cases, a single cavern of immense proportions can be a Landmark instead, but it is rare for a natural cavern to rem
o barrage by orbital weaponry, instead. This type of Landmark can also represent a large depression in the planet’s surface formed by
enty kilometres in height, or more. More than one Rogue Trader has set the seat of their authority on a colonised world, atop the high
ally huge fire-mountains, or occasionally an extensive series of volcanic vents. In any form, they are as notable for the haze of superhe
ugh the range of substances that they could contain is greatly expanded on the coldest worlds. Glaciers are only found on Planets with
lds with an undivided landmass, although they can potentially be found wherever there is a continent large enough to surround one. A
thunderheads, riven by lightning, or simply blown about in a constantly circulating wind. Such effects are usually dangerous to anyone
usands of generations of native aquatic life, while others represent eroded tracts of coastline, or even sunken continents. Reefs are oft
he land is not be wholly safe from its influence. Whirlpools that lie near a shoreline sometimes exacerbate issues with local tectonics, c
perium. For individual planets, check out the Planet generator as well.
ization has this one, with Development level Voidfarers, Colony, or Orbital Hab, with at least one Voidfarers in the system.
r their orbits are destabilized. Navigating within and through this system is easier since these wedgies are used as Navigator's landmar
c powers of any kind in the system.
ult to even begin repair on for several hours. Even when there is no active burst, lower-level radiation makes all augurs and sensors noi
ormally, but a roll which is lower than 3 per cache instead generates an Abundance of (3 per cache + D6 - D6), and a roll which is higher
an 8+ this is a Brown Dwarf; its Gravity roll is an automatic 10 and its moons are generated as if they were one Solar Zone closer to the
ts randomly.
ke each roll normally but pick which table's result to use based on whatever criteria you wish. (Most traits can be applied more than on
alive, and that the pseudo-plants do not possess minds, even at an animal-intelligence level. (An unusual species/pseudo-species withi
ommon on the rest of the Planet, such as a range of volcanoes on an ice world, making the local temperature more moderate by 10° t
gricultural outpost.
species, dramatically different from other specimens in coloration, temperament, or physique. Often these have special adaptations to
waterway, it is a lake or inland sea without meaningful inflow or outflow, and it will have large buildups of impurities making it inimical
ent can inflict a variety of maladies, and all wounds risk immediate infection, sepsis, and/or necrosis.
h of the Emperor, radioactives for obscure purposes within the Adeptus Mechanicus, or exotic materials like the raw materials needed
namental substances from feathers to dyes to horn, bone, or leather, sharing that it is rare enough and recognizable enough to serve n
s which do not decay, but most of these still have active or passive defenses which make extracting valuables dangerous. Necron ruins
hat their roots are filled with seething magma. Major canyon networks are often used to assist mining operations in the surrounding ar
rare for a natural cavern to remain stable at such a size. Landmarks of this sort cannot normally be used as a reference point for Naviga
the planet’s surface formed by a more local source, such as a valley shaped by tectonic forces.
a colonised world, atop the highest mountain that could be found. Such fortresses offer unparalleled protection from ground attack, a
notable for the haze of superheated air and occasional cloud of spewed ash as for their size. Outright eruptions are rare, but utterly ca
s are only found on Planets with a Climate result of Ice World, or a Habitability result of Trapped Water or higher.
arge enough to surround one. Any sufficiently large, land-locked body of water can be an Inland Sea Landmark. Inland Seas are norma
are usually dangerous to anyone caught without shelter, although rare benign cases have been discovered. Drive and Pilot Tests to pas
sunken continents. Reefs are often spread out over a wider area than other Landmarks, making up what they lack in height through an
ate issues with local tectonics, causing tremors or earthquakes, and eventually tearing the entire coast apart. Whirlpools can only be f
arers in the system.
are used as Navigator's landmarks. Local Warpspace is also calmer, but sudden reversion to realspace is more dangerous with a high ch
makes all augurs and sensors noisy and unreliable in the area.
6 - D6), and a roll which is higher than 10 per cache generates an Abundance of (10 per cache + D6 - D6).
ere one Solar Zone closer to their star. On a 1-7 it is an 'ordinary' titan and merely adds 3 to its Gravity roll.
rings, making the needed detour longer and the navigation through them harder.
to the planet's type. If the world is Burning or Ice-bound and a result indicates it bears extremophile life forms, the world bears 'Trapp
m a different terrain type.
al species/pseudo-species within the forest may possess minds, just as an unusual plant species may possess minds. But the varieties w
erature more moderate by 10° to 20° C. If the planet is broadly moderate in temperature, this region is extreme in the direction of you
hese have special adaptations to better exploit the Territory in which they live. This species is likely to be a source of an Organic Comp
d recognizable enough to serve nobility's taste for conspicuous consumption and exotic fashions. More exotic substances, from novel c
luables dangerous. Necron ruins attack the body, usually via Canoptek drones, while Yu'Vath leavings attack the mind, with passive fiel
operations in the surrounding area by providing easier access to buried minerals.
d as a reference point for Navigation (Surface) Tests. At the GM’s discretion, it might be possible for Explorers to follow their course wi
rotection from ground attack, as well as making excellent locations for surface-based defence lasers and similar weapons. The awe-ins
eruptions are rare, but utterly catastrophic when they occur. Treat an extinct volcano as a Mountain Landmark.
r or higher.
andmark. Inland Seas are normally only be found on Planets with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. A
red. Drive and Pilot Tests to pass through a Perpetual Storm suffer a –20 penalty. Storms with harmful effects such as electrical discha
at they lack in height through an impressive amount of coverage. Reefs can only be found on Planets with a Habitability result of Liquid
apart. Whirlpools can only be found on Planets with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. In addition, t
s more dangerous with a high chance of Gravity Riptide, Solar Flare (even if not near a star), or Radiation Burst.
fe forms, the world bears 'Trapped Water' as described in that result, and additionally you may choose to ignore the life rolled and tre
ossess minds. But the varieties which make up the bulk of the forest do not.)
extreme in the direction of your choice, generally with an average temperature of 50°/-30° C (hot/cold, respectively). Multiple instanc
exotic substances, from novel combat drugs to singing flowers or trunks made from still-living wood, are also possible.
ttack the mind, with passive fields of the Immaterium driving those within the ruins to terror or even lasting insanity.
plorers to follow their course with a scanner or similar technology, and gain the navigational benefits through the device.
nd similar weapons. The awe-inspiring view can prove a valuable reminder of the Rogue Trader’s power to visitors, as well. The vast siz
Limited Ecosystem, or Verdant. At the GM’s discretion, a frozen version can be found on Planets with a Habitability result of Trapped W
effects such as electrical discharges or corrosive precipitation typically inflict 1d10+3 Energy Damage for every half hour of exposure,
with a Habitability result of Liquid Water, Limited Ecosystem, or Verdant. At the GM’s discretion, the remnants of a Reef can be found o
ystem, or Verdant. In addition, they are rarely found on Planets without at least two Orbital Features influencing the tides.
to ignore the life rolled and treat it as a pure Trapped Water result. You may optionally roll even if the world has no atmosphere or a
, respectively). Multiple instances of this trait stack and create progressively larger shifts in temperature; a forest on a temperate worl
re also possible.
asting insanity.
hrough the device.
r to visitors, as well. The vast size and rigid definition of Mountain Landmarks makes them the ideal visual cue. Using Mountains to as r
Habitability result of Trapped Water. The Landmark also represents phenomena like reservoirs of fluid chemicals such as quicksilver, w
or every half hour of exposure, although examples exist that are either more or less dangerous. Perpetual Storms are only found on Pl
mnants of a Reef can be found on a Planet without water, indicating the presence of ancient oceans on a Planet where they no longer
chemicals such as quicksilver, which can be found on a Planet without any water.
ual Storms are only found on Planets with an Atmosphere result of Moderate or Heavy.
a Planet where they no longer exist. The largest of these extinct reefs provide an additional Navigation bonus, in the same manner as
hich do not make use of water in their biology.
e in the 150° to 180° C. If this creates absurd results, e.g. a forest where the average day is 300° C and would boil the sap from the tree
n bonus, in the same manner as a Mountain.
would boil the sap from the trees, reroll the trait.