Создание системы, планет, солнца.
GRAVITY TIDES
The gravity wells surrounding Planets in this System
churn like whirlpools, battering orbiting vessels with
their fluctuations. Safely entering orbit with a voidship
requires a Difficult (–10) Pilot (Space Craft) Test,
causing the loss of 1 point of Hull Integrity for every
two Degrees of Failure. Small craft can enter and exit
the gravity well only after the pilot passes a Very Hard
(–30) Pilot (Flyers) Test. Every full day spent in orbit
requires an additional Pilot Test.
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Navigators suffer a –10 penalty to Navigation (Warp)
Tests for Warp Jumps that begin or end in this System.
In addition, the GM can apply one or more of the following:
Add +10 to all rolls for on Table : Psychic Phenomena made within the System Whenever an Explorer would gain Corruption Points within the System,increase the amount gained by 1.
• Add +1 to the Psy Rating of any Psychic Technique used at the Unfettered or Push levels.
• One of the Planets in the System is engulfed in a permanent Warp storm, rendering it inaccessible to all but the most dedicated (and insane) of travellers Navigation (Warp) Tests made within
this System suffer a –20 penalty due to the difficulty of plotting courses
around this hazard.
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• Reduce the number of Planets generated by 2, as the
presence of a Stellar Anomaly tends to disrupt the
formation of any bodies smaller than itself.
• Scholastic Lore (Astromancy) and Navigation (Stellar)
Tests made to plot routes through the System, or to
determine position within it, receive a +10 bonus.
• The massive forces exerted by a Stellar Anomaly
sometimes seems to stabilise local Warp routes, though
many dismiss this as voidsmen’s superstition and no
record exists of any Navigator’s comment on the matter.
Ships travelling through the System only need to roll
for Warp Travel Encounters for every seven full days of
travel (or once, for a trip of under seven days). However,
the same forces make the necessity of occasional drops
into realspace for course adjustment into an additional
hazard. On any result of doubles when rolling for a
Warp Travel encounter, the vessel runs afoul of a hazard
in realspace instead of applying the normally generated
result. The effects of such hazards can be extrapolated
from similar System Elements, such as Gravity Riptides,
Radiation Bursts, or Solar Flares.
The Detection
bonus of any ship in the affected area is halved, as constant
low-grade interference degrades any readings gathered
Spotting the fluctuations that precede a radiation
surge requires an Ordinary (+10) Scrutiny+Detection
Test. Avoiding the effects requires leaving the affected Solar
Zone, sheltering behind a nearby Planet or Gas Giant, or by
temporarily insulating the ship’s augers with a Hard (–20)
Tech–Use Test. Any ship caught unprotected within the area
of effect suffers the effects of a Sensors Damaged critical result
from page 222 of the ROGUE TRADER Core Rulebook, and
additionally, cannot send or receive vox transmissions.
This Damage cannot be repaired until at least
1d5 hours after the surge, due to the lingering
presence of these ravaging energies.
A Solar Zone generated with multiple instances of
Radiation Bursts further degrades the efficiency of augers
within the affected area. The Detection bonus of affected
ships is reduced by 5 per additional instance of the System
Element after being halved
огрины и люди 3тьей большой луны
There is no limit to the technologies a civilisation of Voidfarers
can produce. Such civilisations are frequently involved in
efforts to expand beyond their home world, and are rarely
found without at least a handful of system ships devoted
to such efforts. If the local government has found evidence
of life beyond their world, they might have even built
defences or voidships as a precautionary measure. The GM
should apply common sense in developing the capabilities
of such civilisations, especially with potentially significant
technologies, such as Warp drives.
This level of Development requires massive consumption
of a Planet’s Resources. Their industry reduce five of a Planet’s
Resources’ Abundance by 4d10+5
Огрины и мутанты 7мой большой луны
The upper limits of this Development level are distinguished
from those of Advanced Industry largely by matters of focus. A
civilisation has transcended Basic Industry when its manufacturing
and production capabilities are theoretically able to provide for
the essential needs of the whole of its populace. Of course, few
civilisations actually meet the needs of all, instead allowing power
and resources to congregate around a few individuals.
Advanced manufacturing techniques often begin to emerge
at this level of development, including mass production lines,
and the synthesis of materials that cannot be found in nature.
Vox transmissions, advanced solid projectile arms and basic las
weaponry, and moderately advanced flyers, have each been known
to emerge at this stage. Some or all of the weapons and armour
produced by such a group likely have the Primitive Quality.
This level of Development requires significant consumption
of a Planet’s Resources. Their industry reduce five of a Planet’s
Resources’ Abundance by 2d10+5.
Colony
The concept of a true colony of Orks is widely considered a
fundamental impossibility, as the savages have no understanding
of concepts such as overpopulation, overconsumption, or
any sort of higher purpose. When viewed from another
perspective, it could also be said that Ork worlds consist of
nothing but colonies, as they have no known home world,
and indeed, no concept of “home.”
From this perspective, there is no practical difference between
the settlements that spring up around a crashed Rokk or the
planetbound wreck of an overconfident Brute Ram Ship, and the
sprawling factory-complexes and fortresses of the greatest Ork
strongholds. The first of these inevitably becomes the second, if
left to its own devices for a sufficient length of time. This school
of thought has led even the most self-serving Rogue Traders to
launch punitive and costly assaults on developing Ork worlds,
for fear of what they will eventually become.
As a result of all this, Ork worlds with the Colony
Development level have certain unusual and dubious
distinctions. The first is that such worlds have almost never
been home to an Ork presence for any significant length of
time, with the Orks’ arrival probably having occurred in what
would be recent memory, if Greenskins kept track of such
things. If they did not arrive through some arcane means,
such as teleportation or ejection from a space hulk, then
the remains of their vessel are likely to be a noticeable local
fixture. Explorers who encounter and ignore an Ork Colony
could well return find it has progressed in Development to
Advanced Industry a scant few years or decades later.
The other distinction of Ork Colonies is their unique
capability to defile a pristine world. Though the colonies
of other races are typically longer-standing and older than
a newly-erected Ork settlement, they lack the Greenskins’
capacity for wastefulness and ruin. An Ork Colony reduces the
Abundance of 1d5 deposits of the GM’s choice by 2d10+5.
This degradation can affect any kind of Resource. In addition,
roll 1d10; on a result of 6 or higher, the Territory nearest the
Orks’ centre of activity has been reduced to a Wasteland, and
a result of 9 or higher, the three nearest Territories have been
ravaged in this way by the presence of the Orks.
Newly-established Rak’Gol holdings have been found across
much of the Expanse. They are most commonly encountered in
the area between the God-Emperor’s Scourge and the Phaineal
Echoes, a region of space already plagued with significant
activity by their kind. Interestingly, these encampments often
seem temporary, as if set up as part of a grander effort.
The matter is further clouded by claims of Rak’Gol
holdings far from any known activity by their fleets. There are
a handful of verified reports regarding such activity, as far afield
as Winterscale’s Realm and the Foundling Worlds. Rak’Gol
planets have yet to be found near striking distance of Footfall
and the Maw, but many fear it is only a matter of time.
As far as can be told, establishment of a Rak’Gol Colony
always precedes a devastating barrage of nuclear fire, to create
one of their infamous Rad-Zones. The Colony’s main warren
is often, but not always, established in or near the Rad-Zone,
but its purpose remains unclear to outside observation. When
creating this feature, roll 1d10; on a result of 8 or higher,
Orbital Habitation
The Rak’Gol sometimes construct vast orbital stations, housing
a population similar to those found on their colonies. As far as
can be determined by the examination of reported encounters,
there is no comprehensible pattern determining which worlds
are occupied from the surface, and which from orbit. Issues of
atmosphere, potential foodstuffs, and resources, do not seem to play
into whatever alien priorities govern the decisions of the Rak’Gol
in this matter. A widely circulated but unverified tale even claims
that the xenos aboard an orbital station were once discovered in
the process of examining to their planet’s surface, only to turn the
station’s weaponry on the continent they occupied, reducing it to
rubble as soon as the observers were detected.
In all recorded encounters with Rak’Gol orbitals, their
stations were heavily armed and well-protected, with even
the most densely-populated habitats being the equivalent of
dedicated defence stations. They bristle with the infamous
Howler Cannons and Roarer Beams found on their warships,
although they usually lack torpedoes or launch bays. Imperial
strategists suggest that this could be due to the fact that the
xenos are known to construct variants designed exclusively
for raiding and slave-taking, rather than as actual weapons.
Though Rak’Gol in Orbital Habitation do not seem
to make significant use of the Planet they circle, they still
scar it with the Rad-Zones for which they are known. It
is believed that their stations are often constructed with a
weapon specifically designed for such work, although this
is impossible to verify, since no example has been captured
intact. These Planets typically have 1d5 Rad-Zones.
bosphere
2 планеты
астер пояс
GRAVITY RIPTIDE
*****
астер пояс
астер кластер
2 планеты
Роспись результатов бросков:
Gravity Tides
Stellar Anomaly
Warp Turbulence
luminous
inner cauldron-Radiation Bursts
primary bioshere
планета размер гравитация атмосфера св-ва атм климат обит
planet1 огромная нормальная умеренная токсичная тёплый
ресурсы: ураниды 18, отделочные и драгоценные 46,100,42,18
Индустрильные металлы 36,44,72,100.
planet
Gravity Riptide
Asteroid Belt 3
out reach
planet
planet(gas gigant gravity 10)
smal moon 1нет
smal moon 2 разреженная атмосфера, лоу гравити,токсичная, ураниды 29
smal moon 3 нет
размер гравитация атмосфера климат
M"n plan1 бол. и плот. высокая разреженная токс холод жиза
swamp expansive(большие болота)
forest unusal terrain
mountain extreme temperature
ресурсы 1доп
M"n plan2 большая низкая разреженная чистая жара вода
болото кипящие болота
пустошь солёная
горы раскалённые
болото важный вид
1доп рес
M"n plan3 огромная нормальная средняя чистая жара вода 6
лес важный вид
лес важный вид
солевая пустошь
гора важный вид
гора разделитель
лес экзотическая природа
4 доп рес
M"n plan4 большая нормальная средняя токс холод отр.вода 5
равнина
горы разделитель
горы экста темп
болото
равнина плодородные
3 доп рес
M"n planet5маленькая низкая умеренная токсичная холод жиза 0
2 доп рес
M"n planet6 большая нормальная средняя корозионная жара вода 5
горы
лес notable species
болота важный вид
лес гигантский
пустошь
3 доп рес
M"n planet7 огромная норм плотная корозионная тепло жиза 9
равнина
болота важный вид
горы разделитель
лес
пустошь
гора гигант
гора
пустошь
гора
4 доп рес
M"n planet8 большая низкая разреженная токсичная холод вода3
гора
лес важный вид
лес уникальный компонент панацея
2 доп рес
M"n planet9 маленькая низкая нет холод нет 0
Asteroid Cluster 5
Asteroid Belt 2
создать 3 вида для первой планеты по таблице стр34 bestial natures и генератору ксеносов.
Первая планета- в биосферном секторе