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Warhammer 40k – Rogue Trader

Expanded Star System Generator v1.0


Compiled by The Amerikan

Step 1: The Star

Step 2: Celestial Objects

Step 3: Orbit & Axis

Step 4: Gravity

Step 5: Atmosphere

Step 6: Hydrosphere

Step 7: Dominating Terrain

Step 8: Locations of Interest

Step 9: Inhabitants

Step 10: Stellar Secrets Artwork by: The First Angel

Step 1: The Star


Determine the Star.

Roll (1d10) Description


1 Dark & Brooding Brown Star (N Class) Vile and Dark, this star is only faintly visible against
the void, it’s corrupted brown and purple outline blotting out the light from distant systems. -
2 Celestial Bodies in the Solar Zone.
2–3 Old & Weak Red Star (M Class) The star is a Tiny Pinprick of light against the veil of space.
What life might prosper here does so only barely nourished by the burnt out star’s watery
sustenance. -1 Celestial Bodies in the Solar Zone.
4–5 Strong & Bright Yellow Star (K or G Class) The Star is healthy and full of color, bathing the
system in an even light and warmth. Not unlike the sun of ancient Terra this star blazes out
across space strong and unwavering.
6–7 Brilliant & Dazzling White Star (F & A Class) The star floods the system with brilliant light,
but closer planets are seared by its young heat. +1 Celestial Bodies in the Solar Zone.

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)

Expanded Star System Generator 1


Warhammer 40k – Rogue Trader

Special (roll 1d10)


Roll (1d10) Description
1 Celestial Anomaly This system is centered on a terrible anomaly and no true star at all.
Perhaps it is a crushing black hole, an ancient Xenos construct or even a flickering warp
bubble soaking the system in baleful energies.
2 Neutron Star Area difficult to navigate due to extreme gravity. Rarely has planets – but either
be radiated rocks or if covered by water then could contain plentiful marine life which
would be subject to extreme tides!
3–4 Unstable Star The star is in the process of dying spewing great goats of radiation into the
planetary disc. It may go nova or just burn out slowly. The system has no Habitation Zone.
Roll again on the table re-rolling any further Special
5 Tight Binary Star The stars are very close together, but any orbiting planetary bodies are very
distant – the system only contains natural planetary bodies in the outer zone. Roll twice on
the table re-rolling any further Special.
6 Stable Star The Star has been stable for billions of years and in all likelihood will be stable for
billions more – Navigation is easy and life on the planets has had eons to establish itself. Roll
again on the table re-rolling any further Special.
7 Small Nebula Located within a small nebula it is impossible to investigate at a distance. The
star is unlikely to have habitable planets, but primitive high temperature worlds rich in
minerals are quite possible. Roll again on the table re-rolling any further Special.
8 Ancient & Bloated Red Giant The star is a decaying giant swollen & vivid against the
blackness of the void. On worlds in this system, the star dominates the sky like the lidless eye
of a malevolent god. Planets within the solar zone will be ‘inside’ the stars low temperature
outer corona – and only accessible with well shielded ships.
9 Loose Binary Star The stars are far apart forming two separate planetary systems – roll for
two systems. Roll twice on the table re-rolling any further Special.
10 Multiple Star System The system contains 3-5 stars and perhaps several protostars as well!
This may mean multiple habitation zones.

Step 2: Celestial Objects


Once the star has been generated, the next step is generating celestial objects, such as planets, asteroid fields,
and debris clouds. These objects are located in three distinct zones around the sun: the Solar Zone, the
Habitable Zone & the Outer Zone – Roll for each Zone

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)

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Warhammer 40k – Rogue Trader

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

Roll 1d3 times on the table:


1-5 6-9 10
Asteroid Dwarf Planet Artificial
10 Artificial - GM’s choice, May be an orbital station, Asteroid Belt Cities, Domed Cities,
asteroid emplacement or other constructed facility, ranging from listening posts & research
laboratories to military space stations and doomsday bastions. Artificial environments
usually contain a regulated environment which determines gravity, temperature &
atmosphere of the intended inhabitants

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)

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Warhammer 40k – Rogue Trader

Step 3: Orbit & Axis


Once the planet has been determined, unless it has already been given an Obit & Axis, roll on the table
below. Usually only Dwarf or Terrestrial Planets will need to roll on this table. A moon will have the same
orbit as its parent celestial body, but its axis may be different.

Roll (1d10) Description


1 -2 Standard Orbit - Slight Axial Tilt (Seasons)
3–4 Standard Orbit - No Axial Tilt (No Seasons)
5–6 Standard Orbit - Extreme Axial Tilt (Extreme Seasons)
7–8 Standard Orbit - Tide Locked (one side towards the sun, the other side facing away)
9 Elliptical Orbit – No Axial Tilt (No Seasons)
10 Elliptical Orbit – Tide Locked

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).

Roll (1d10) Description


1–2 Light
4–7 “Earth” Standard
8 – 10 Heavy

Step 5: Atmosphere
Solar Zone Objects +3, Outer Zone +1
Dwarf & Terrestrial Planets or Moons only, unless already determined.

Roll (1d10) Description


1–2 Type I: Breathable
3–4 Type II: Breathable (Breath-mask Suggested)
5–6 Type II: Non-Breathable (Breath-mask Mandatory)
7 Type IV: Hazardous (Environmental Suit Mandatory)
8 Type V: Toxic
9 - 10 None

Step 6: Landmass & Hydrosphere


Solar Zone Objects -3
Dwarf & Terrestrial Planets or Moons only, unless already determined. GM’s may also use this table if they
wish to determine the Hydrosphere of Asteroid Belts or moons. Note that Hydrosphere can contain Water,
Chlorine, Ammonia, Lava Lakes, etc. The Hydrosphere will also determine the Dominant Flora & Fauna on
an Inhabited Terrestrial Planet – eg. Dry = Desert, Moderate = Forests/Wetlands, Moist = Jungle/Swamps)

Roll (1d10) Description


1–2 Arid (85-100% Land Mass)
3–4 Dry (50-84% Land Mass)
5–6 Moderate (15-49% Land Mass)
7–8 Moist (5-14% Land Mass)
9 – 10 Saturated (0-4% Land Mass)

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Warhammer 40k – Rogue Trader

Step 7: Dominating Terrain (1d100)


Dwarf & Terrestrial Planets only, unless already determined, roll for Southern & Northern Hemispheres –
Note: May be above or below the Hydrosphere)

Roll (1d10) Description


1–2 Barren/Plains – Plains are simply huge flat expanses. Grasses & bushes will be the
primary flora. Cold plains are called tundra and warm dry plains are called Savannahs.
Barren typically denotes arid hostile terrain, hard, dry and embedded with large rocks.
3 Caves – The world may be dominated by an immense network of caves running
throughout the crust. These may be caused by volcanic activity or water erosion.
4 Canyon/Maze – The result of massive water flows across the planet has carved great
canyons into the surface.
5 Crater Field – The result of continuous impacts from meteorites. These could have
ended millions of years ago, or they may still be ongoing. Planets with light gravities
are favorable for crate fields.
6 Mountains – A planet with a good deal of geological activity can lead to small hills to
huge peaks. Depending on the planet’s atmosphere plant life, and soil, mountain areas
can support a wide variety of plant forms from trees to grasses. Peaks of mountains on
temperate and cold planets may be snow capped, which can cause dangerous
avalanches.
7 Plateau – Plateaus are large sections of mostly flat land that are elevated above other
portions of nearby land. They typically occur in the interior of continents. On a plateau
virtually any type of terrain can be found
8 Volcanic – Volcanoes dominate this hemisphere, perhaps dormant – perhaps not…
9 Death World – (Roll Terrain again for both Hemispheres) this world is a toxic jungle,
volcanic wasteland or frozen hell where life is barely possible. These planets are
planets which are too dangerous to support widespread human settlement. The
environments vary from world-wide jungles harboring carnivorous plants and animals
to barren rock-scapes strewn with volcanoes and wracked by Ion storms. These worlds
are nearly impossible to colonize but must be properly explored – which necessitates
the provision of outposts and other facilities. Some harbor rich mineral, vegetable,
animal, or gaseous resources, and the Imperial Guard greatly values troops raised from
these harsh places.
10 Special (GM’s Choice: Crystal Formations, Multi-Biological Levels, Underground
forests, etc)

Step 8: Locations of Interest


The GM may role for each planet they think lack flavor – once for the Northern & Southern Hemisphere if
they wish!

Roll (1d10) Description


1 Special – GM’s Choice
2 Shrine – This world is perhaps the birthplace of a saint or former battleground, and
may contain a single shrine or the world may be given over to worship & devotion.
These types of worlds sometimes form training grounds for members of the adeptus.
There are also dark mirrors to places of Imperial devotion – fallen worlds where the
inhabitants offer up ceaseless prayers, bloody rites and obscene sacrifices to Dark
Gods.
3 Hidden Base – The object contains a hidden base, who (or what) it contains and why
it is hidden is up to the GM.

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Warhammer 40k – Rogue Trader

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…

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Warhammer 40k – Rogue Trader

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.

Roll (1d10) Description


1 Special – GM’s Choice… All of the items below? None of them? Something nice
might happen? I serious doubt it!
2 Dead/Ghost World – Mankind has ever found the galaxy strewn with worlds with
minimal, even non-existent life traces, yet possessing clear signs of once having
harbored civilization. This ruined world contains the remains of a civilization now
blasted and gone. Once perhaps a thriving worlds they now have minimal life – due
to disaster, warfare, Exterminatus or some other unknown cause. This often appears
to be the result of ecological catastrophe or devastating internecine war, yet no
Imperial or alien cause is discernable. They can make excellent military training
grounds, providing whatever killed the original population does not rise again or
come back…
3 Cemetery World – Tomb or Necropolis worlds containing millennia of dead. Every
part of this world may be covered in tomb spires, sepulchers or mausoleums housing
a trillion souls and the devotions left by their families to accompany them into the
afterlife.
4 Mutants – Perhaps this was once an Imperial settlement but over the centuries the
planet has warped the original colonists. They may now be stable mutations such as
Ratlings and Ogryn with complex, and orderly social structures – however they may
also be freakish atavistic mutants who conduct sadistic cannibalistic blood rites.
5 Feral – A Tribe of Primitive and feral humans call one of the worlds in this system
their home. Feral worlds are populated by tribal peoples living without the
assistance of maintained technology. This may be due to a failed colonization
project, religious preference, cultural choice, environment or another reason. Feral
worlds can vary widely – from Grox-hunting tribes of ancestor worshipers to wild-
eyed, post apocalyptic road warriors fighting endlessly amongst the toxic sand-
strewn ruins of their civilization.
6 Feudal – Feudal Worlds have only the most basic of technologies – their technical
base may be just prior or just post black powder, with windmills, pulleys and the like
known. The planet may have been cut off from the Imperium by warp storms for
many centuries and regressed or may be rebuilding after a long war or planet wide
disaster.
7 Industrialists – There is an industrial human civilization here, perhaps even
spreading slowly beyond their home world. If, however, the players are up for a
challenge, the GM can decide to raise the stakes and roll on the Optional Human
Warp Empire table at the end…
8 – 10 Xenos! – Vile Xenos inhabit this system. Roll again:
Roll (1d10) Description
1–5 It is some sort of indigenous bestial creatures that inhabit one or
more of the worlds – easily contained and destroyed.
6–8 Indigenous and intelligent, the Xenos may be advanced or even
space faring – far more dangerous and difficult to combat.
9 - 10 The system is an outpost for a powerful alien race – this is a job
for the Imperial fleet.

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Warhammer 40k – Rogue Trader

Step 10: Stellar Secrets


Finally the GM can see if the system has any secrets…

Roll (1d10) Description


1 Nothing? – GM’s choice - there may be no secrets here, at least none visiting
captains will ever discover… Or not…
2 Great Natural Resources – The System contains a great natural resource, whether
is it a planet of vast ambrosia vineyards or mountain ranges of diamonds… There is,
however, always someone who has gotten there first…
3 Quarantined World – Sometimes a world proves too difficult or dangerous to
settle, but the potential for exploitation, or risk of reprisal, is too high to be subject
to exterminatus. For now the secrets are out of reach, wreathed in acidic vapors,
psychic storms, eldritch auto-defenses or chronal fluxes. These worlds are
sometimes placed under blockade to protect and warn away passersby, or prevent
intruders getting in or the secrets they contain getting out, until such time that the
Imperium can properly exploit them. Woe to the treasure hunter who does not
heed the warning… “Here be Dragons”
4 Hidden Dangers – Something long forgotten dwells here – from sleeping
clockwork warriors to dormant ships filled with dark carapace Xenos waiting in
stasis…
5 Pirate Base – This system is home to a band of pirates who take a dim view on
trespassers.
6 Hidden Cult – A foul Heretical, Chaos or Xenos cult has taken root here, using it
either as a hideout or a place to infiltrate the local population.
7 Xenos Ruins – the remains of an ancient Xenos civilization can be found here, its
secrets and wealth possibly intact.
9 Warp Rift – There is a rift in the very fabric of space here, loosing creatures of the
warp upon those that venture too close.
9 Void Beasts – Something calls this system home… whether is it the spawning
grounds of the great void whale, the graveyard of the herds of space mantas, the
nests of giant asteroid crawling beetle-crabs, or a ship devouring horror of the void
that is always hungry…
10 Human Remains – Roll on the table below:
Roll (1d10) Description
1 Ship Graveyard – A vast junkyard of lost, damaged and broken
ships exists here. Its rusted space hulks are possibly home to
countless lost secrets and dark creatures. Contains the wrecks of
1d5+1 ships in a stable orbit...perhaps worth investigation and
salvage...or all ruined and useless now... Perhaps they are one
great combined hulk... or perhaps of Xenos design?
2 Ruins of imperial colony - Failed Colony on a planet
3 Ruins of pre-imperial society - cities or hives... perhaps with
artifacts of interest for the nobles back on Scintilla or other
worlds?
4 Forgotten Space Station – a former outpost, research station,
automated refueling station of a Rogue Trader Dynasty long
gone, listening post, ancient military station...
5 Pirate camp - a now derelict pirate camp... perhaps with hidden
treasures and traps left? Or some spare ship parts?

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Warhammer 40k – Rogue Trader

6 Abandoned archaeological site - perhaps the archaeologists


simply left or something horrible happened to them...
7 Old mining camp - perhaps on surface, perhaps asteroid or gas
mining... Recently vacated or vacant for a long time?
8 Imperial Animals and Crops! - Habitable words show a strong
population of animals and crops imported by humans (eg: Grox,
Horses, Dogs, etc). Humans MUST have been here, long ago...
9 Beacon - A signal beacon. Its purpose could have been to warn
visitors away or simply as a navigational aid...
10 Apocalypse - There was a massive civilization in the system... but
whatever or whoever built it is now gone. Why? Famine? War?
Mass-Exodus? Nothing? – GM’s choice - there may be no secrets
here, at least none visiting captains will ever discover… Or not…

Optional: Advanced Human Empire Table:


If the GM wishes to create a human empire with Warp capable ships, perhaps with control over other
nearby systems, lost to the Imperium for possibly thousands of years, Roll again:

Roll (1d10) Description


1–2 Hive World – The primary world is a Hive world. Hive Worlds are generally
inhospitable, even deadly to human life after centuries of industrial processing.
Urban conglomerates, called hives, many miles in height, are the principle
population centers. Factory, mining, and atmosphere processing are the main
industries, and the worker-populations are only maintained by a high
import/export ratio, with the main imports being food and fresh water.
3–6 Civilized Worlds – This term can be misleading, even for those worlds not
touched by outright war in generations, most inhabitants will carry firearms.
Civilized worlds are generally self-sufficient, possess star ports, and are able to
defend themselves against most threats they might be expected to face. Most of
these worlds in the Imperium would be further categorized as Cardinal Worlds,
Garden Worlds, Mining Worlds, or any other of a thousand classifications.
7- 9 Administratum – The primary world is a world of administration. Perhaps a world
of scrolls, tombs, libraries and teeming public servants. It may be a world devoted
to replenishing fleets, a pleasure planet providing shore leave to its soldiers or a
great library dedicated to academia.
10 War Zone – The world may be at the beginning, middle or end of a long term war
zone in a planet-spanning war lasting decades. The planet may be devastated for
centuries, with a ravaged environment, cracked planetary crusts, burnt-out cities
and plains covered in the bones of the fallen.

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.

Expanded Star System Generator 9

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