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Planetary Traits

Planetary Traits

A sub-sector campaign can be enhanced by using Planetary Traits, which represent a particular focus or area of expertise a world possesses. Using Planetary Traits means worlds of the same type have noticeable differences, resulting in particular worlds having increased value to certain players. When using Planetary Traits players should determine which systems are linked, which should be denoted on the campaign map (e.g., with a dotted line between linked systems). Each system should be linked to at least two other systems, with linked systems being important to certain Planetary Traits.

To use Planetary Traits, at the start of the campaign each player should choose a Planetary Trait for their home world and then players should randomly determine a Trait for each planet on the campaign map. If the campaign has an arbitrator, they may assign Planetary Traits instead.

Each world should have a Planetary Trait generated from the appropriate list as follows. If, during the course of a campaign, a world changes type (for example an Agri-world becomes a Ravaged World), it loses any Trait it currently has. If a world becomes a War World, randomly determine a new Planetary Trait from the War World Traits list. If a world becomes a Ravaged World, it gains no new Trait. An occupied world may still use their Trait unless otherwise stated.

Each Planetary Trait is denoted as either (Passive) or (Active). a player can only benefit from each Active Planetary Trait once per Campaign End phase, no matter how many worlds they have with the same Planetary Trait. For example, a player controlling two Research Worlds with the Adapt and Evolve (Active) Trait can only salvage one enemy weapon per battle, despite having two worlds with that Planetary Trait. a player can benefit from multiple Passive Planetary Traits in the same Campaign End phase.

Forge World

Sacrificial Protocols (Passive) - Those of the Cult Mechanicus that call this world home accept that sacrifices must be made if victory is to be achieved. When calculating Armoury points, a player who is in control of this world may call a Production Rush. If they do so, double the number of Armoury points received from the world this turn. However, after this is calculated, permanently reduce the number of Armoury points received from this world by 150 for the remainder of the campaign.

Preservation Teams (Active) - Aghast at the destruction that has been unleashed by the Horus Heresy, the Forge World has assembled dedicated Preservation Teams to recover as much as they can. When salvaging the battlefield after a battle in the same system, or a linked system, to this planet, a player who controls this world gains Armoury points equal to 30% of the total value of destroyed friendly Titans (or Knight Banners if a Knight Household) in Armoury points, and can recover a single disabled weapon from a friendly Titan.

Dedicated Production (X) (Active) - The Forge World favours the production of certain war machines and is particularly adept at their niche. When this Planetary Trait is determined, roll a D6 and look up the result on the table below to determine which Titan is in the brackets:

D6 Dedicated Production Titan
1 Warhound Titan
2 Reaver Titan
3 Warbringer-Nemesis Titan
4 Warlord Titan
5-6 Choose a Titan type

The chosen Titan is easier to produce and repair while the world is under a player's control. When buying reinforcements (but not when creating their campaign roster), the controlling player can buy the determined Dedicated Production Titan for 30 points less than normal. This reduction only affects the base points value and the controlling player must still pay full points for all weapons. In addition, the controlling player may repair each lost Structure point for an Armoury points cost at their Scale instead of Scale x 2.

A player can benefit from multiple Dedicated Production Planetary Traits, so long as each Trait has a different Dedicated Production Titan, i.e., a player gains the benefit from both a Warhound Titan and a Reaver Titan Dedicated Production World, but a player controlling two Warhound Titan Dedicated Production Worlds only reduces the cost of Warhounds by 30 points, not 60 points.

Armoury World

Additional Supplies (Passive) - Thanks to expansive warehouses or underground complexes, this world holds greater numbers of weapons that remain rare elsewhere in the galaxy. While controlling this planet, Limited weapons can be used an additional time during a battle, i.e., a Limited (1) weapon would become a Limited (2) weapon.

Portable Bulwark (Active) - The world stores prefabricated military structures capable of rapid deployment upon the battlefield. When controlling this world, the controlling player gains an additional 3 Stratagem points each battle - these must be spent on Ground Assets.

Weapon Stores (Active) - The vast storage network of the world is turned over to the preservation of weapons of all scale. When buying new weapons (but not when creating their Campaign roster), the controlling player can buy Titan weapons for 10 points less than their normal cost, to a minimum of 10 points. If the controlling player is using a Knight Household, they may buy weapons for any additional Knight Scion in a Banner beyond the minimum number for 5 points less than their normal cost, to a minimum of 5 points.

Hive World

Supply Route (Passive) - The world sits at the centre of a vast web of supply routes and is a vital asset in the logistics of military resupply. During the Campaign End phase, the controlling player may establish a supply route with a player of their choice. That player gains an additional 100 Armoury points this round that can only be spent on repairing units. a player that controls multiple worlds with the Supply Route Planetary trait can establish a supply route with multiple players, but each player can only gain the benefit of a single supply route. If these Armoury points are not spent, they are discarded and not added to the player's Armoury points total.

Mining World (Passive) - The infrastructure of the world is turned over to vast mining operations that exploit valuable resources. During the End phase, this world generates an additional 3D6 x 10 Armoury points - roll for the total value during each End phase.

Noble Scholarum (Active) - The world is famed for its knowledgeable academies that produce insightful and experienced graduates perfect for crewing Titans. When the controlling player rolls to determine the starting Crew Experience for new Titan crews, a result of 1-5 on a D6 produces a Tested crew.

Remembrancer Scholarum (Active) - The world is renowned for the talented Remembrancers it produces, many of which are still strongly dedicated to their cause despite the dissolution of their Order. The controlling player gains 1 additional Honour point when they Win a battle (no matter who was the Underdog) or if the battle was a Draw.

Fortress World

Garrison (Active) - The garrison of the world is well supplied, able to withstand all but the most determined of assaults without aid. The controlling player gains an additional 500 points during battlegroup creation if they are the defender during a battle in the same system as the Fortress world. In addition, they gain an extra 2 Stratagem points if they are the defender during a battle in the same system or a linked system.

Agri-world

Paradise World (Passive) - The world is famed for its beautiful fields and lush forest, and many believe it should be preserved at all costs. The world generates 1 additional Honour point for the controlling player during the Campaign End phase.

Bountiful World (Passive) - The surface of the world offers perfect conditions for all manner of crops, allowing the creation of vast, bountiful fields that feed numerous nearby worlds. The amount of Armoury points the world provides to the controlling player is increased by 4D6 x 10; roll for this number at the start of the campaign.

War World

Expert Training (Active) - The world is renowned for its expert generals and military trainers which are in high demand amongst their allies. At the end of each battle, one Titan crew or Knight Commander of the controlling player's choice on their Campaign roster gains D3+1 Experience.

Annals of War (Active) - The people of this world have made it their mission to record military strategies in all their forms, analysing each new success and failure so future generations can learn from their observations.

All Titan crew on the Campaign roster of the controlling player gain 1 additional Experience point from destroying an enemy Titan. Knight Commanders gain the additional 1 Experience point when they destroy an enemy Titan or Knight Banner.

Archaeotech Graveyard (Passive) - Decades of war have littered this world with the remains of countless fallen foes, leaving a graveyard of valuable materiel behind. The world generates an additional 100 Armoury points. In addition, after a battle fought over this world, the defender gains 35% of the starting value of any friendly Titan when salvaging the battlefield, instead of 20%.

Research World

Adapt and Evolve (Active) - The world believes adaptation to one's environment is the only way to survive and this has taken on new meaning since the outbreak of the Horus Heresy. When salvaging the battlefield after a battle, the controlling player gains 15% of the starting value of any enemy Titan instead of 10%, and can salvage one enemy weapon of their choice that was not disabled at the end of the battle.

Technological Archives (Passive) - Around the polar ice caps of this world sit large storage archives that catalogue all manner of technological advances from across the Imperium. The controlling player may buy Titan Upgrades at a cost of 5 points less than their normal cost, to a minimum of 5 points. This effect is cumulative (i.e., if a player controls two Research Worlds with the Technological Archives Personal trait, they gain a 10 point reduction on upgrade costs, to a minimum of 5 points).

Knight World

Advanced Production Facilities (Passive) - The world possesses manufactoria that, while a pale shadow of those present on a Forge World, can produce their own Knight armour. At the end of each battle, you may roll a D6 for each Knight Banner on your Campaign roster. If the Banner is a Questoris Knight Banner, on a 4+ that Banner gains an additional Knight Scion. If the Banner is a Cerastus Knight Banner, on a 5+ that Banner gains an additional Knight Scion. If the Banner is an Acastus Knight Banner, on a 6+ that Banner gains an additional Knight Scion.

If a player controls more than one Knight World with the Advanced Production Facilities Planetary Trait, the controlling player rolls only once for each Knight Banner. However, for each planet with this Planetary Trait beyond the first the player controls, add 1 to the result of the dice roll.

Favoured Scion (X) (Active) - The Knight House of this world favours the use of certain patterns of Knight armour. When this Planetary Trait is determined, roll a D6 and look up the result on the table below to determine which Knight Banner is in the brackets:

D6 Dedicated Production Knight Banner
1-2 Questoris Knight Banner
3-4 Cerastus Knight Banner
5-6 Choose a Knight Banner type from the above list

The chosen Knight Banner is easier to produce and repair while the world is under a player's control. When buying reinforcements (but not when creating their Campaign roster), the controlling player can buy the Knight Scions of the same type as the determined Dedicated Production Knight for 5 points less than normal. This reduction affects both the base points value and any weapon upgrades (reducing them to a minimum of 5 points).

A player can benefit from multiple Dedicated Production Planetary Traits, so long as each Trait has a different Dedicated Production Knight Banner, i.e., a player gains the benefit from both a Questoris Knight Banner and a Cerastus Knight Banner Dedicated Production World but a player controlling two Cerastus Knight Banners Dedicated Production Worlds only reduces the cost of Cerastus Knight Scions (and their weapon options) by 5 points, not 10 points.

Glory and Honour (Passive) - Duty and laurels are everything to Knights drawn from this planet and each Scion cannot ascend to the stars until they have achieved great deeds upon their home world. When a player controlling this world buys a new Banner, or reinforces an existing Banner, that Knight Banner becomes a Veteran Banner. In addition, if the controlling player is using a Knight Household force, when a High Scion ascends to the rank of Seneschal roll on the following table to determine their Experience Level:

D6 Experience Level
1-2 Tested
3-5 Seasoned
6 Hardened