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Step 4: Gravity
Step 5: Atmosphere
Step 6: Hydrosphere
Step 9: Inhabitants
8 Searing & Young Blue Star (B & O Class) The young star outshines all other bodies in the sky,
making visibility within the system difficult and burning out sensor arrays. +2 Celestial
Bodies in the Solar Zone.
9 – 10 Special (Roll 1D10)
Solar Zone
(Molten to Searing Temperatures)
Roll 1d5 times on this table
Roll (1d10) Description
1–2 Nothing
3 Dust Cloud – A huge particle cloud covers part of the system, confounding sensors, and
peppering ships with tiny debris.
4 Comet (always has an elliptical orbit & Zero Gravity)
5 Asteroid Field – (always has a Standard orbit & Zero gravity) A dense band of broken rock
that stretches for millions of kilometers circles the star. Dangerous to Navigate, asteroid
fields also make excellent hiding places for pirates and raiders.
6 Gas Giant – (always has a Standard orbit & Crushing gravity) Vast worlds of vapor & gas,
these behemoths are sometimes mined for their chemical particles. Gas giants also have
moons, some of which may be habitable. (Multileveled Gravity, Variety of Atmospheres &
Hydrosphere)
Roll 1d10:
1-3 4-5 6-7 8-9 10
Satellites: Asteroid Dwarf Planet Terrestrial Artificial
Asteroid field/Rings Planet
7–8 Dwarf Planet (Roll 0-1 Asteroid Satellite – Note: Asteroid Satellites have no atmosphere,
but may contain, or be made of, Ice – giving it a hydrosphere)
9 Terrestrial Planet - Roll 1d10 for Satellites
Habitable Zone
(Hot, Temperate to Cool Temperature)
Roll 1d5 times on this table
Roll (1d10) Description
1–2 Nothing
3 Dust Cloud
4 Comet (As Above)
5 Asteroid Field
6 Gas Giant (As Above)
7 Dwarf Planet (As Above)
8–9 Terrestrial Planet (As Above)
10 Artificial (As Above)
Outer Zone
(Cold to Frozen Temperatures)
Roll 1d5 times on this table
Roll (1d10) Description
1–2 Nothing
3 Dust Cloud
4 Comet (As Above)
5 Asteroid Field
6 Gas Giant (As Above)
7 Dwarf Planet (As Above)
8–9 Terrestrial Planet (As Above)
10 Artificial (As Above)
Step 4: Gravity
Dwarf & Terrestrial Planets or Moons only, unless already determined. Dwarf Planets roll -2 on this table
(they may be made of dense materials which give them heavy gravity – but the chances are against).
Step 5: Atmosphere
Solar Zone Objects +3, Outer Zone +1
Dwarf & Terrestrial Planets or Moons only, unless already determined.
4 Fortress – The world contains a massive fortress. It may be filled with defenders and
stocked for centuries of warfare – or may be a long forgotten shell full of cobwebs and
bones…
5 Research Station – This includes are variety of locations such as orbital stations,
asteroid emplacements, and major facilities on Dead Worlds, Death Worlds or on
other planets. They are responsible for a variety of research, from animal breeding
and domestication to weapons testing and gene-engineering. They also serve as
listening and watch posts for planetary and system defense of major planets. The
research base might be inhabited or the dusty remains of a missing exploratory
mission.
6–7 Frontier Colony – The world contains a sanctioned Imperial Colony. These loyal
citizens are dedicated to spreading the word of the Emperor to the far flung reaches
of space – or are they running from the Imperium? This is the classic Frontier world
full of idealists and desperados.
8 - 10 Specialist Colony – Scattered throughout the Imperium are a variety of small
colonies struggling to eke out a meager existence. Roll again:
Roll Description
(1d10)
1–2 Hermitage – The world contains a small hermitage given over to
religious devotion & isolation.
3–4 Penal Colony – The world contains a Penal Colony or maximum
security prison for the worse criminal offenders in the galaxy. Penal
Colonies are usually placed on lifeless balls of rock, ice or fire…
5-6 Mining Installation – There is a Mining Colony or Installation on
the Planet. This may take the form of a processing plant in orbit,
even using tethered asteroids to transport the substance to waiting
transports.
7-8 Agri-farms – This world contains a massive agri-farm - entirely given
over to the cultivation of crops, hydroponics, animal fodder, or
animal husbandry. Some are covered in oceans teeming with fish or
far stranger; giant lobsters, edible fungus, scoured by swarms of
nutritious insects or gas giants home to flocks of flying creatures – or
simply provide fresh water. They have few conurbations, with the
population spread widely across the planet’s surface – some agri-
farms are almost entirely serviced by slave-serfs, servitors or ancient
machinery. GM’s should remember that Agri-farms are often
clustered around Hive worlds, who cannot survive without the
constant supply of food.
9 Storage – This world has been given, wholly or in part, over to
storage. Perhaps simply containing files of generations of Imperial
Legal documents or vast storehouses of the Departmento
Munitorum containing supplies and equipment mothballed for use
by newly raised Imperial Guard Regiments and as emergency war
reserves.
10 Forge – These massive factories set up by the Adeptus Mechanicus
are essential for the supply of arms and armor to the Imperium’s
combat forces. They may be in full operation or overgrown,
neglected and forgotten…
Step 9: Inhabitants
Roll on the inhabitants table to see if the system is inhabited. Usually this role is only made for once, however
if the GM wants more than one kind of inhabitant then the GM can roll for each celestial object already
generated – particularly worlds with habitable conditions.
Disclaimer:
Warhammer 40,000 and Rogue Trader is the property of Games Workshop and Fantasy Flight Games respectively. I
claim no right of ownership over the above material, this is a fan compilation, and I in no way seek to benefit or profit
from this document. If any representative of either Games Workshop or Fantasy Flight Games feels I have violated any
legal terms or copyright, please contact me and I will remove or modify this document to your specifications.