You look through the list of possible planets, examining each of the dataslates while enjoying your fine tea. Eventually one of them draws your eye. You read the name of the survey.
Astra Telepathica Survey.
Torvum Sector, Ultima Segmentum.
Conducted:
3.111.500M41 Macragge calendar.
1.142.600M41 Primary Terran Calendar.
1.142.700M42 Terran Primary Calendar.
1.157.700M39 Primary Terran Calendar. Polar Hives
1.142.249M40 Ordo Chronos Calendar. *
*Current version by Ordo Chronos Inquisitorial Conclave Edict issues on:
1.142.521M41 Primary Terran Calendar.
1.142.651M42 Terran Primary Calendar.
*Previous Version by Ordo Chronos Inquisitorial Conclave Edict was:
1.142.245M40 Ordo Chronos Calendar.
Issued on:
1.114.517M41 Primary Terran Calendar.
1.142.646M42 Terran Primary Calendar.
"Ultima Segmentum." You note. "That's three sectors over from Ultramar. That's as good a place as any for a fortress."
"Torvum is an interesting place. At war for millenia, but still holding on and being richer and more productive than most of the Segmentum."
Among the possible candidates, one catches your eye:
There are several worlds that the Administratum is willing to give to the Astra Telepathica, which will you choose?
you start with 20 points.
Possible worlds:
There are several worlds that the Administratum is willing to give to the Astra Telepathica, which will you choose?
[]Write in a name for the star system
[]Write in a name for the planet
What does your starting world orbit:
Choose One:
[] A Yellow star:
A normal planet orbiting a boring stable sun. With the entire world's surface available for habitation, colonization can be done incredibly quickly. Billions of people could be brought in over the next century and get established.
The world will be the most populated depending on the choice
[] A Red Giant star:
This world is tidally locked and only inhabitable around a narrow equator: Both hot and cold sides of the planet are so inhospitable, that only the narrow equator actually needs to be protected.
Orbital mirrors redirect heat to sections of the frozen side of the planet, creating safe spots for habitation.
The world is decently populated, with most people dwelling on the equator. It is quite comfortable there, with a compatible atmosphere and comfortable pressure.
Invading armies must attempt to land in the cities, or be destroyed by the extreme conditions of the hot and cold sides. Anti-Orbital defenses are cheaper to build and much more effective.
Energy needs are provided through solar panels along the hot side of the planet.
[] A Gas Giant:
Your starting world is the moon of a gas giant. The sight of the gas giant covers the heavens. Your planet has extended periods of darkness when the gas giant blocks the sun, but the biosphere has adapted to it by engaging in two days of hibernation for each four days of light.
Easy access to orbital mining and processing of asteroids and gasses.
Expensive development at the beginning unless voidborn resource extraction is taken.
[] A Blue star:
Why the ancients chose this planet, you'll never understand,
A blue giant blasts the solar system with ungodly amounts of heat and radiation that require ships built specifically to withstand the heat. Space stations require large solar shades and strong radiation shielding.
The world you'll start on is protected by a self-repairing solar shade from the Dark Age of Technology which covered the sky with a self-knitting and expanding sheet of black fabric that lets in enough sunlight to bring the heat to a manageable level. The world behind the shade is an artificial construction of incredible accuracy.
The Adeptus Mechanicus are studying the sail, but have little interest in the planet.
Energy needs are an afterthought thanks to beamed power from the shade.
These satellites can serve as orbital lasers.
Anyone approaching your planet needs to do so through the shadow of the planet, and it will still be a hot trip. All guns can be pointed at this approach.
High-Tech Exotic World:
If one of these options is taken, you will have limited planet types.
[] Jovian Moonlets:
(must be taken with frontier world, as nobody before has tried to unite the void tribes.)
(No planet type options. You're living on a small moon)
Your fortress will be set on a low-gravity moon orbiting a gas giant. It is an icy moon with oceans of methane, without surface life. Gravity is so low, and the atmosphere is so thin, that spacecrafts can easily land on the moon, and the planet feels more like an extension of the network of small moons and asteroids that surround the gas giant.
Humanity lives as a voidborn population across this network of inhabited moons, moonlets, asteroids, stations, and in aero-habs in the gas giant itself.
Electromagnetic catapults are routinely used to transport materials thanks to the incredibly low gravity and thin atmosphere.
Human habitation requires extensive heating facilities due to the cold, and breathing masks for the unbreathable atmospheric mixture, but the air pressure allows for one to move around without pressurisation. The world is decently populated, with most people dwelling in underground cities.
The Administratum has classified the moons, asteroids, and gas giant as a single planet.
Easy access to orbital mining and processing of asteroids and gasses.
Expensive development at the beginning until you get contracts with the local void-born population.
The existing voidborn are legendarily obstinate and disrespectful of Gound-Grubber authority.
[] A Black Hole:
(Must be taken with Frontier World, Penal World, or Civilized world)
(Can not be a planet capable of surface habitation)
This world somehow orbits a black hole while maintaining a biosphere where all creatures see without eyes, potentially using psionics to do so. Whatever turned the star into a black hole did not result in the stellar expansion that would have otherwise sterilised the planet.
The planet skirts an accretion disk, thereby heating the world through radiation and providing energy for the biosphere. As well as lethal amounts of radiation. The human population on this planet lives in sheltered cities buried in the rock and travel using underground maglev tubes.
The absolute absence of any form of natural light in the system weighs heavily on many.
Going outside without radiation protection is a death sentence.
Around a world where gravity is so extreme, observing the interplays of gravity and energy will help in the development of telekinetics and pyromancy.
(Just a reminder about astrophysics, but black holes are not vacuum cleaners. The world won't get sucked without a monumental orbital adjustment.)
[] Alone in the dark:
(Must be taken with Frontier World, Penal World, or Civilized world)
(No planet type options. You're living on a barren rock)
Your world is a lonely rock floating out in the interstellar void, orbiting a dead neutron star, dead far before its time. No light reaches you, and you are too far from the system for anyone to find you with any human and even most Xenos sensor equipment.
Whatever killed the neutron star has resulted in a large cloud of radioactive gas and a great deal of techno-arcane(I.E, the Mechanicus has no idea whats going on) interference, that makes a cubic lightyear around the planet a nightmare to navigate. Warp translation into the cloud is impossible without assistance from the materium.
A navigational beacon has recently been established on this world, which can cut through the interference and allow ships to exit the warp.
The planet is a cold dead rock which is so cold that the ground is covered with the frozen atmospheric oxygen from before the planet left its solar system.
Nobody knows what catapulted this world from its star, but the surface is scarred with signs of a comprehensive orbital bombardment.
The world is as cold as it can possibly be.
If the beacon is offline, a ship will need to slowboat for a year to get to the planet from the edge of the interference. No one can easily get in or out without your permission.
Everything is more Expensive to make and to produce.
Planet types: This is the type of world that the planet is:
Choose one:
[] Lava World: The world is a geothermal hell with limited stable locations, on a world of magma.
Extremely rich in minerals, including psi-active crystals.
Expensive development at the beginning until you get contracts with the miners.
[] Ice world: The world is an icy hellhole with temperatures always close to the absolute zero.
Extremely rich in minerals, including psi-active crystals.
Expensive development at the beginning until you get contracts with the miners.
[] Temperate world: a normal planet perfect for human settlement and farming.
Rich in food, organic volatiles, and can be easily developed.
[] Deathworld Jungle:
Every insect, plant, fungus and bacteria on this planet are trying to kill you. Too bad,because the local flora has some incredible chemicals that can be extracted for use in medical and military industries.
The Fortress is surrounded by fully automated laser turrets that burn everything outside of the walls.
Rich in exotic Materials and Psychic regents from the Psychic plants.
Extremely Rich thanks to the Pharmaceuticals produced on the planet.
Any development is more expensive because of the costs of turrets and the Prometheum used to regularly burn the vines climbing the walls.
Unlocks Primaris Graduation Trial: Survive!!
[] Deathworld Megafauna:
A cousin to Catachan if less lethal in terms of flora. The fauna of the world is horrifically deadly, with giant Predators the size of knights, and even titans fighting it out in the most remote parts of the planet. Anti-orbital weapon grids are needed to drive off these beasts when they get too close to the city.
Titan-sized giant lizards breathing atomic flames are liable to try and attack settlements if not driven off by lance-batteries. While swarms of smaller reptilian creatures spawn in their thousands and rush at the walls.
The sector's titan legion uses this as a training world, pitting their engines against the worst monsters the planet can muster in spectacular battles that attract people from across the sector to watch.
Rich in exotic materials and Psychic regents from the Psychic Monsters.
The tourism industry is Booming.
Under the protection of the titan legion. Random chance of a titan being present on the planet at all times.
Giant monsters will try to attack your city.
Any kind of development beyond your base will be expensive and will get attacked by monsters that will feel you are entering their territory.
Unlocks Primaris Graduation Trial: Kill a mighty beast.
Planet continental makeup (If applicable):
Choose one:
[] Archipelago:
Life is spread across an endless chain of islands, some of which are connected through shallow sections.
[] Two large continents:
The world has two large continents connected by a landbridge, and chains of islands.
[] Supercontinent:
The world has a single supercontinent on it, with some remote islands.
[] Extreme mountains:
The world was riddled with orbital bombardment in ages past, resulting in massive craters and towering peaks. Resulting in cities whose tips go above the atmosphere, and deep valleys each with their own ecosystems and cultures.
Extremely easy to defend from land assaults.
Fortress developments are more expensive.
[] Ocean worlds:
The world is an ocean with small Islands here and there. Most human life in the planet is concentrated on these islands, or cities anchored to the sea floor.
Due to the depth of the Ocean giant aquatic life has been known to surface from time to time but they are mostly docile and will not interfere with human settlements as long as they don't affect them or their hunting grounds.
Except for the krakens that live in the depths and have occasionally dragged smaller cities down to the bottom.
Abundant food.
Ocean floor bases are immune to non-exterminatus orbital bombardment.
Rich in exotic biologicals.
Fortress developments are more expensive.
Advancement of Civilization: How technologically advanced is the Imperium upon this planet:
(Nothing more advanced than a Civilized World. The Administratum doesn't hand over Hive Worlds)
Choose one:
[] Feral:
(Requires Yellow, Red, or Blue star)
Civilization on this planet has been reduced to that of a feral world. The Planetary governor rules from an orbital station, and is appointed by the Sector Governor.
Physically Stronger and incredibly loyal population.
population will have problems with technology.
Population: Low millions.
[] Feudal:
(Requires Yellow, Red, or Blue star)
Civilization on this planet has begun to approach a renaissance level of development, but with technological enclaves from the Imperium's many institutions. The Planetary governor rules from an orbital station, and is appointed by the Sector Governor.
Not opposed to technological advancement.
Population: Tens of millions.
[] Agriworld:
(Requires Yellow, Red, or Blue star)
While they have access to most imperial technology, this planet's population is concentrated in a single capital city, and three small cities that each ensure food production is kept optimal.
The sections of the world set aside for farming are routinely hit with enough fertilizer and pesticides to make the air deadly to humans, while orbital mirrors ensure that food is always grown.
Abundance of food.
Population: Tens of millions.
Agri-work results in a population knowledgeable with technology.
[] Penal world:
This world was originally founded to house millions of prisoners. These prisoners worked in the resource extraction industries, and were distributed according to available resources and logistics.
These millions of penal workers will be enserfed to the Astra Telepathica when you take over the world, and you can do with them whatever you want.
Fortress Developments will be cheaper thanks to Forced Labor.
Constant supply of new labourers.
Population: Tens of millions.
[] Frontier World:
This world has been recently settled by the Administratum and only has a single city upon it. The populace is concentrated here, and is made up of strong and hardy men and women that recently mustered out of the Imperial Guards. The capital city is located in a defensible location, and is built like a fortress.
Start with a population of a million experienced Imperial Guard veterans.
Populace is used to Sanctioned Psykers.
Civilized World.
(Requires Yellow star)
The planet has been settled for Millennia and in those years it has grown and developed to become a gem of an Imperial world. There are no hive cities yet, and the population is spread out in a healthy sustainable way.
All the major political factions of the Imperium have a presence upon this world and it houses Billions of humans and has a robust Industry, farming and mining sector.
Environmental decay has yet to fully set in. You can stop it if you feel like it.
Planet starts with a full resource extraction and manufacturing industry.
Planet also possesses an orbital extraction and manufacturing industry
Planet has functional defences and a full PDF and Militia.
Population: Ten billion.
Sector generation options: For options only available because of the way sector generation unfolded.
Remnants of the Dark Age: During the Dark Age of Technology, parts of the sector managed to survive occupation by alien powers, while others were occupied. This world was:
Choose one:
[] A bastion of resistance:
Your system survived the Age of Strife and welcomed the Imperium's arrival. The arrival of the Emperor and His Son is still remembered and celebrated
This system was held by a human presence until the end of the Age of Strife. Any archeotech will primarily be of civilian provenance.
Gain 4 points.
[] A ruinous battlefield:
When the Great Crusade arrived, the star system was littered with the wrecks of warships. Millions of bodies lay in mass graves on battlefields on every world. This was all recovered and salvaged by the Mechanicus, but some are still out there waiting to be discovered.
This system was held by a human presence at extreme cost. Any Archeotech will primarily be of military provenance.
Gain 4 points.
[] A Barren wasteland:
The repulsive Xenos destroyed this once prosperous world and only left ashes in their wake by using biological weapons that killed all life more advanced than insects. The Aliens did not hold the system, only slaying the human population and killing the worlds.
This system's worlds do not have fauna more complicated than small invertebrates. Some intact human settlements might be buried by soil, although the Mechanicus has long since found the largest.
Agriculture is impossible on this world.
Incompatible with deathworld and agri-world.
Gain 8 points.
[] Hiding in the Belt:
Although the Xenos conquered the system, humanity survived out in the asteroid belt and the Oort Cloud, creating a large nomadic voidborn society that still endures.
Will not affect the starting development of the starting world. The Voidborn prefer the planetbound to be submissive.
The system has a very large voidborn population, harvesting gas, mining asteroids, and servicing the trade lanes.
Gain 4 points.
Remnants of the Ancient Yoke: An unspeakable Xenos Empire conquered the sector during the Age of Strife, until the Emperor and one of his sons destroyed them. Does this world carry a trace of their presence?
The Xenos technology found here includes: force weapons, exotic weaponry, psi-active materials, biological, chemical weapons and deactivated war constructs.
Choose any one of these:
[] Xenos ruins on the surface:
There are still Xenos ruins on the surface, long since decayed and kept as reminders of humanity's victory.
It is publicly known that there are alien ruins on your world. Expect greater archeological finds, but less secrecy.
Gain 2 points.
Mutually exclusive with:
[] If you know where to look:
Dig in the right spots, and you'll be able to find ancient ruins.
You will have to actually find the ruins and dig them up if you want the discoveries within.
Costs 2 points.
[] Chapel of Xenocide:
A Convent of the Sisters of Battle have built a chapel on the mass grave of a billion Xenos to commemorate the undeniable superiority of mankind in the face of the alien threat.
The world starts with a Sororitas Convent on it.
Costs 2 points.
[] Xenotek Haven:
Somewhere in the larger sector is a group of Mechanicus Adepts that are actively studying any alien technology they can find. Their survival so far hints at powerful backers.
There are Mechanicus Magos active in the system who hoard xenotech for 'safe disposal', they'll be willing to provide assistance in exchange for silence during their excavations.
Gain 4 points.
[] Ancient Secrets:
Officially, this world never bore the taint of xenos presence, kept safe by secrecy, the tenacity of its inhabitants, or just circumstance.
Secret documents hidden behind a wall on a lost floor in a Terran Archive tell a different story however, of the world surrendering without a fight when the xenos menace arrived, and aiding them in evacuating elsewhere when the emperor came and destroyed their empire. Every trace above ground has been removed, but ancient ruins remain underground, hidden until their masters can return
Knowledge of this could ruin the planet due to zealous inquisitors.
Gain 4 points.
Adeptus Astartes presence: The Steel Centurions chapter of the Adeptus Astartes operates in the Torvum Sector. They have served in this sector for millennia following the example of their Primarch. How is their presence felt in this system?
Choose one:
[] Source of recruits:
(Requires feral, feudal worlds or death worlds)
The Adeptus Astartes will, when passing through the system, recruit from the local population, even though it is not officially a recruitment world. They will protect this world if it is threatened, and keep a small fortress on the planet's northern pole.
Costs 2 points.
[] We will be there when you need us:
A fleet of the Steel Centurions was attacked and a single ship survived. After a stable crash landing upon your starting world, the locals rushed out to aid the Astartes in whatever way they could. The Centurions promised to be there if the system needed them one day.
Costs 4 points.
[] Just passing through:
The Steel Centurions consider the system to be under their protection alongside the rest of their sector.
Gain 2 points.
Voidborn presence: The sector is teeming with a voidborn civilization that has endured for millennia. How do their members within your system provide their tithes to the Imperium?
Choose any
[] Extensive mining and processing:
Do you need Prometheum? Advanced Zero-G produced chemicals and advanced material science? The Voidborn of this sector are experts in the processing of ore and gas into usable products for the Imperium. They're so good at what they do, the Admech primarily serves in an oversight capacity.
Costs 2 points.
[] Naval construction and repair facilities:
Voidborn civilization in the system is based around a large space station that is able to produce ships up to the size of a cruiser. Hundreds of smaller ships are regularly produced by the Voidborn for terrestrial sale, making space-travel something even the middle class can engage in.
Costs 4 points.
[] Naval crews:
When the Imperial Navy needs press-ganged lower deck scum, they'll go to any other place in the sector. When they need some of the best crews of the sector they come here and hire them.
Costs 2 points.
[] Naval officers:
Who better to guide the Imperium's ships than people who have lived in the void for millenia. An Imperial Naval college has been established in the system.
Costs 4 points.
League of Votann Presence:
The Leagues of Votann are an abhuman empire from the galactic core that have slowly become more prevalent in some parts of the galaxy. Currently the sector is in a three-way struggle trying to determine if they are Xenos, Abhuman Traders, or dangerous recidivists.
Choose one or none:
[] "What's a 'Votann'?'':
There is an outpost by the League of Votann in the system, and they regularly trade with the locals. Whenever the Arbites or Ministorum raises a complaint, the locals assure them these are just another group of abhumans.
Costs 2 points.
[] A bunch of dirty claim-hoppers!:
The Votann recently passed through the system and took some of the best asteroids without paying for mining rights!
Gain 4 points.
[] Planetary trading outpost:
The Votann have established a trading post on the planet's surface. So far, the planetary government has turned a blind eye whenever someone asked why they had not been removed yet.
Costs 2 points.
Abhumans: What sort of human-derived offshoots lives on this world?
Choose any:
[] Ogryn Presence:
The world has been inhabited by tribes of friendly lovable ogryns since time immemorial. Since settlement, they've been employed as labourers and bodyguards.
Can be trained as bodyguards for Psykers.
Costs 2 points.
[] Ratling Presence:
This world has had a population of ratlings ever since Imperial settlement. These short abhumans while notoriously sticky-fingered, are also reliable and able to make anything edible. Notorious for bringing crime and gambling with them.
Costs 2 points. If taken alongside the Ogryns, they cost 0. Somehow the two abhumans get along amazingly well.
[] Beastmen labour force:
The sector has always had a large population of beastmen according to Imperial records, with most worlds having at least one substantiatial population centre.
The planet has a large population of mostly servile beastmen that have had the fight beaten and bred out of them. They're adequate workers though. Very strong and hard-working.
At least, that's the Administratum line.
Gain 4 points.
Cheaper mining and agricultural labour.
[] Felinids:
Part man, part mountain lion. These tall humanoids are on average two and a half metres tall, ferociously fast, lean but made of packed muscle, with a ferocious appearance, and ability to extrude monomolecular claws as long as a human forearm.
They have not been deemed beastmen thanks to their extreme genetic stability, and a writ of sanction from the hand of Malcador the Sigillite himself.
Their innate aggression and preference to eat their food cooked but covered with blood, makes them little friends, but they find regular service as abhuman auxiliaries with the Imperial guard who use them as heavy shock troops and enforcers for penal troops.
Costs 4 points.
Level of Greenskin infection: What presence do the Greenskins have within your system?
(requires a planet with habitable atmosphere)
Choose one:
[] Squigs:
There are squigs coming out of the ground. Luckily they are delicious.
Cost 0
[] Squigs and Grots:
Nasty grots and snotlings are coming out of the ground and they're making a mess of things.
Gain 2 points.
[] Feral Orks:
Tribes of feral orks roam the countryside of this world attacking each other and whatever they come across, requiring regular patrols to cull them.
Gain 6 points.
[] Shootas an' truks:
The Greenskins have semi-regular access to firearms and looted vehicle and local forces have not been able to drive them from their fortresses.
Gain 8 points.
[] WAAAGH!!!!:
The Planet is a Warzone with orks attacking cities and taking control of them constantly in an endless battle of attrition with local Imperial elements and sector forces, and the Orks are always one step away from uniting under a Warboss and declaring a full on WAAAGH! to take the system.
Gain 12 points.
Adeptus mechanicus presence: What is the presence of the priests of the Red Planet if most of the sector has Voidborn that can already maintain much of their technology?
Choose any:
[] Technological oversight for locals:
The Adeptus Mechanicus presence in the system was laid out in ancient decrees during the founding of the system and have ensured that the role of the Mechanicus is primarily a supportive one, with most of the technology being operated and run by the locals, in exchange for the locals not hiding what the technology is or does.
Little meddlings from the Adeptus Mechancius.
Costs 4 points.
These options are mutually exclusive.
[] Normal involvement:
The Admech maintain their own shrines, trade their technologies, and generally ensure that infrastructure remains operational. They are happy to collect tithes for their service and spread the gospel of the Omnissiah, and most of the sector at the very least, respect the Magos.
Costs 0 points.
These options are mutually exclusive.
[] Jealous Priests:
The Adeptus Mechanicus has historically butted heads with the Voidborn and their technicians and private technological traditions. They have not attempted to seize the technology by force, knowing the Voidborn have rigged their technology for rapid destruction. Negotiations are pained, and there are some Magus convents and Voidborn groups who will actively shoot each other on sight.
The system has its own technological traditions among the voidborn, to the scorn of the Mechanicus.
Gain 4 points.
[] Mechanicus-Owned Continent:
An entire continent has been handed over to the Adeptus Mechanicus for development, providing the planet with industrial goods and insane amounts of pollution.
Involvement of the Adeptus Mechancius are concentrated on that continent.
Costs 2 points.
[] Xenotech disposal specialists:
For the last ten thousand years, an order of Magi has been hard at work removing every last trace of xenotech from the system, and they're not about to stop. They will remove all of it, even out from under your feet if necessary.
Gain 4 points.
Knights of the Steel Line: The Steel line worlds have held off the Xenos for generations.
Choose any:
[] Technically protected:
A neighbouring Knight world has a pact to defend this world, but the xenos-front must take priority.
Gain 2 points.
These are mutually exclusive
[] Actually protected:
A neighbouring Knight world has defended this planet for Millenia and throughout the Age of Strife. If you are invaded, they will come.
Costs 2 points.
[] Legend of the Freeblade:
A legend throughout the sector.
In times of great strife, when humanity is on the verge of defeat, a cobra-class destroyer will arrive to deploy a mysterious Knight known only as ''The Pale Ancient' by the bone-coloured paint scheme of his armour.
Costs 2 points.
The Torvum sector is broken up into six sub-sectors.
The Silver Rings:
The sub-sector containing a star system owned by the Adeptus Mechanicus built on three barren worlds that have since become a massive hub for industry and trade throughout the sector. Categorised as its own sub-sector for administrative reasons. Source of most of the weaponry and guard equipment for the Sector, as well as half the shipbuilding capacity.
This sub-sector is an Adeptus Mechanicus Fief.
The Steel Line:
This sector was the home of the Imperial Knights during the Dark Age of Technology and was joined by the New Houses. The worlds in this sector are engulfed by war as this sub-sector borders the xenos empire. The border with the Xenos is firmly part of The Leaves, with no stable warp routes between the humans and the Xenos. Fleets must carry their supplies with them and constantly send out patrols to ensure they can take a system-hopping path back.
These worlds breed hardy people, ready to fight, and to stand alone for long periods of time if need be.
Currently in an endless border war with the Xeno empire.
The Torvum Deeps:
This sub-sector is the furthest removed from the Xenos front, but is also nearly entirely upon the Leaves, except for its sector capital which is on the trunk. Due to the unreliable travel between these worlds, each of the systems is ruled by mostly autonomous groups of Voidborn and self-sufficient imperial worlds. When a stable route opens, it usually follows a rush of activity as people on both sides try to make the most of the opportunity.
Currently in a bloody war with three worlds, their populations are corrupted by Warp Storms.
Katapheuksis Sub-Sector:
A sector inhabited by several Human worlds that have stood since the Golden Age of Technology. This world was the last bastion of humanity during the Age of Strife, and was the location of ferocious battles during the Great Crusade that completely shattered one of the worlds.
This sector is the home of the Tribunes, and the source of much of the sector's naval strength. Battlefleet Torvum anchors here due to its centralised location.
Contains 90% of the sector's planets with a population over 1 billion and takes up more space than the other sub-sectors combined.
Chromus Sub-Sector:
The Chromus Rogue Trader dynasty claimed these worlds before the arrival of the Great Crusade and have dwelled here ever since. Whenever the line fell on bad times, it would return here. This sector is one of the most developed of the sector, but is also insular, and its age has resulted in most worlds being on the decline due to overpopulation.
This sector is Off-Limits to the Torvum Sector authorities.
Imperius Sub-Sector.
This Sub-Sector contains a dozen worlds, but of them only two star systems contain terrestrial planets, the rest being primarily voidborn populations.
Treadfall: A world where the Emperor himself set foot. This Shrine World is a jewel of the Ecclesiarchy and is the home of the Inquisitorial presence in the sector. The entire world is one massive temple, with a preceptory of each of the six Orders of the Sisters of Battle being garrisoned here.
Sonstep: A world recently discovered through archival research, to be one where Roboute Guilliman treaded. This Shrine World is unique due it being forbidden to set foot upon. This beautiful garden world is the fourth and last quarantine world of the sector, quarantined by the Emperor himself.
The Ministorum has explicitly forbidden the establishment of a Telepathica stronghold in a sub-sector containing a world the Emperor strode.
Your fortress will be built in the Katapheukis Sub-Sector. If no exclusive option is taken.
Proximity of the Xenos Front:
The Xenos threatening the sector do so across the Steel Line sub-sector. Here the Knights of the Line and the Torvum Tribunes of the Imperial Guard hold the line against the encroaching threat.
Choose one:
[]The other side of the sector:
The xenos front is on the other side of the sector from you and you barely even feel the economical effects of the conflict.
Costs 4 points.
[] A Few Sub-Sectors over:
Your Sub-Sector is a decent bit away from the fighting, but still close enough to feel the economic impact if suppliers get involved and there's still the possibility of raiders and saboteurs sneaking over to cause trouble.
Costs 0 Points.
[]You're in it.
You start in the Steel Line and are expected to help hold the line.
You start in the Steel Line Sub-Sector.
Gains 10 points.
Proximity of the Mutant Front:
The arrival of three chaos-contaminated worlds full of armed and trained mutants devoted to the Ruinous Powers in the Torvum Deeps greatly concerned the Inquisition, whom immediately ordered full scale invasions to prevent the mutants from using their shipyards to travel offworld.
[] The next sub-sector
Your Sub-Sector is a decent bit away from the fighting, and provides a lot of the supplies for the campaign.
Costs 0 Points.
[] You can see the fighting.
You start in the Torvum Deeps and have to occasionally deal with fighting spilling over into your system.
You start in the Torvum Deeps Sub-Sector.
Gains 10 points.
Warp Portal: One of the greatest treasures of the sector is a mysterious warp gate that they are attempting to unlock or safely dispose of, depending on which Inquisitor has assumed command. The silvery material is seemingly indestructible, no matter how hard the Imperium has tried to destroy it.
Choose one:
[] In the system:
The warp gate is located on the outskirts of the system. And has it's own defence fleet but it won't protect you if the planet is attacked and will demand help from your defence fleet if they are attacked.
Costs 6 points.
[] Elsewhere in the sector:
The Warp gate is in the orbit of the Sector Capital, in the next sub-sector over.
Gain 2 points.
[] Still very close:
Blocks the Warp Current options: The Trunk, The Branches.
The Warp gate is in orbit of the sector capital, which is a single warp jump from your starting system, although the warp route is very unstable and requires Navigators to traverse, and it still took millennia to discover.
Costs 2 points.
Warp Currents: The warp routes flowing through the sector are separated into three sections.
Choose Which part of the currents your world is in:
[] The Trunk: The term for the stable warp route that leads into and out of the sector, through the sector capital. The coreward trunk leads towards Macragge. The rimward trunk leads in the direction of the galactic rim.
Cost 4 points.
[] The Branches: The semi-stable warp routes that branch off (hence the name) from the main route that leads through the sector, these lead to the sub-sector capitals and between four and six worlds each. These worlds are the core of the Sub-Sector. These routes open and close almost cyclically, and cause only little hindrance to trade and transportation.
Cost 2 points.
[] The Leaves: Warp-routes in the Torvum sector can open one day and close the other. This means that trading ships without navigators need to operate primarily within the Trunk and Branches. To travel through the leaves, one needs a Navigator. This has resulted in the use of massive bulk-transport ships or even mobile space stations that make bi-yearly jumps between the branches and the leaves, with other ships in their holds.
Gain 2 points.
Navigator houses:
Due to the unstable warp currents in the sector, there is a great demand for skilled navigators, a demand that can be met due to the wealth and prosperity of the sector.
Does the system have a Navis Nobilite Presence? The Navigator houses are called
Tular, Gorchek, and Ventor.
Choose one:
[] One of the houses:
Only House Tular has a presence in the sector, primarily for the bulk cargo ships that visit.
Costs 0 points.
[] Two of the houses:
Houses Tular and Gorchek have a presence in the sector, ensuring both bulk traders and the smaller ones prying the Leaves are provided with Navigators.
Costs 2 points.
[] All three navigator houses:
(Requires naval construction and repair facilities)
As a source of shipbuilding, the quick procurement of a navigator is very important for the flow of trade in the sector. While Tular and Gorchek ensure the traders are provided, house Ventor provides navigators for the warships.
Costs 4 points.
The Imperial Guard: The Imperial Guard, before that the Imperial Army, and even before that the long forgotten Federation armies of the Dark Age and the Age of Strife in this sector have fought in endless and successful fights against all kinds of threats for the safety and continued dominance of humanity.
The Imperial Guard in the Torvum Sector maintains strong links with the Sector Government, routinely tapping into the many PDF formations as needed. The Torvum Front is the name for the permanent Imperial Guard deployment to this sector, and it is able to call upon PDF regiments and system defence fleets,
Choose any:
[] The Torvum Hoplites:
The Torvum Auxiliaries are descendants of the ancient planetary defence armies of mankind's long lost empire.
Although their armour is not void-protected, it is fully environmentally sealed and their lasguns are just as good as those of the tribunes. Being planetbound, the Hoplites use heavy bolters, rocket launchers, and mortars as their preferred heavy weapons.
The Torvum Hoplites are distributed in regiments of three thousand soldiers each, of which a hundred have been stationed on this world.
Costs 4 points.
[] The Torvum Tribunes:
The Torvum Tribunes are a collective term for the PDF and Imperial Guard regiments throughout the Torvum sector that are equipped according to a template derived from the mythical Solar Auxilia and the many voidborn militia regiments that survived the Age of Strife. Clad in fully sealed void armour and equipped with lasgun variants that date back to the Saturnine Ordos and crafted by the Forge Worlds of the Silver Ring, the Torvum Tribunes are the pride of the Sector, with one of their banners hanging in the Imperial Palace itself in recognition of their valour.
Eight infantry regiments of ten thousand Tribunes are stationed on this world, as well as two artillery regiments.
Costs 4 points.
[] The Torvum Triarii:
The Mechanised regiments of the Torvum Triarii are some of the best equipped forces in the Segmentum, equipped with carapace armour and the best lasguns and heavy weapons the sector can produce. Few in numbers, these troops are the best of the best, and have actually received Inquisitorial scrutiny for perhaps giving too much power to their commanders.
They primarily fight as a slow inexorable advance of Leman Russ battle tanks, supported by their regimental baneblades.
A ten-thousand man regiment of the Triarii is stationed on this world.
Costs 2 points.
[] Orbital Defense Grid:
The planet's cities are defended by networks of macro-grade anti-orbital lasers able to destroy anything weaker than a cruiser with a single direct shot.
Costs 2 points.
The Navy:
While The Imperial Navy of this sector may not have the prestige and renown of its sister branch, it's still one of the most powerful and numerous Navies in the Segmentum. Crewed by the tens thousands of Void-born living in this sector and led by the finest of them, they have adapted to their sector's strange warp currents and have gained a reputation for ruthlessness and efficiency.
Choose any:
[] A Small System Defense Fleet:
Four escorts and a single Cruiser defend the system from attack
Costs 2 points.
[] A large System Defense Fleet:
12 escorts and 3 cruisers defend the system from attack
Costs 4 points.
[] Ramilles Class Star-fort:
Part battle station, part shipyard. This fortress is a hub for voidborn civilization in the sector. In times of danger, the Voidborn will evacuate their families and precious technologies to the Star-Fort and then launch a brutal guerilla campaign against the Invader.
It is the anchor of the system defence fleet
Costs 4 points.
Pretty long moratorium. Plan proposals are allowed before moratorium is over, just don't post them unless you won't have time to discuss before the moratorium ends.
PLAN VOTING
PLEASE PUT PLAN PROPOSALS IN SPOILER BOXES
Planets that are not voted on might still be used as NPC planets