A world’s profile is eight characters plus a hyphen, e.g. A623514-B:
Position
Attribute
This example
1
Starport
A — excellent
2
Size
6 — ~9,600 km
3
Atmosphere
2 — very thin, tainted
4
Hydrographics
3 — ~30% water
5
Population
5 — hundreds of thousands
6
Government
1 — company/corporation
7
Law Level
4 — moderate
–
(separator)
—
8
Tech Level
B — TL 11, early stellar
Any digit of 10 or more is written in hex: A=10, B=11, C=12 … F=15. The hyphen is only a separator before Tech Level.
1 · Starport
Code
Quality
Fuel
Facilities
Typical berthing
A
Excellent
Refined
Shipyard (all ships incl. starships), full repair
Cr1,000
B
Good
Refined
Shipyard (spacecraft, not starships), full repair
Cr500
C
Routine
Unrefined
Some repair, small-craft construction
Cr100
D
Poor
Unrefined
Limited repair
Cr10
E
Frontier
None
None — just a landing pad
Cr0
X
None
None
None; usually a Red Zone
Cr0
2 · Size (diameter & gravity)
Code
Diameter
Gravity
0
<1,000 km (asteroid / orbital)
negligible
1
1,600 km
0.05 G
2
3,200 km
0.15 G
3
4,800 km
0.25 G
4
6,400 km
0.35 G
5
8,000 km
0.45 G
6
9,600 km
0.70 G
7
11,200 km
0.90 G
8
12,800 km
1.0 G
9
14,400 km
1.25 G
A
16,000 km
1.40 G
3 · Atmosphere (and gear needed outdoors)
Code
Type
Gear to breathe
0
None (vacuum)
Vacc suit
1
Trace
Vacc suit
2
Very Thin, Tainted
Respirator + Filter
3
Very Thin
Respirator
4
Thin, Tainted
Filter mask
5
Thin
None
6
Standard
None
7
Standard, Tainted
Filter mask
8
Dense
None
9
Dense, Tainted
Filter mask
A
Exotic
Air supply
B
Corrosive
Vacc suit (hostile)
C
Insidious
Hostile-environment suit
D
Very Dense
None — but only at high elevations
E
Low
None (very low pressure)
F
Unusual
Varies
Tainted = breathable pressure but a contaminant (dust, spores, gas) → filter. Thin/Very thin = pressure too low → respirator. A world that is both needs both (see Flammarion, atmo 2).
4 · Hydrographics (surface water)
Code
% covered
Code
% covered
0
0–5% (desert)
6
56–65%
1
6–15%
7
66–75%
2
16–25%
8
76–85%
3
26–35%
9
86–95%
4
36–45%
A
96–100% (water world)
5
46–55%
5 · Population
Code
Inhabitants
Code
Inhabitants
0
None
7
Tens of millions
1
Few (tens)
8
Hundreds of millions
2
Hundreds
9
Billions
3
Thousands
A
Tens of billions
4
Tens of thousands
B
Hundreds of billions
5
Hundreds of thousands
C
Trillions
6
Millions
6 · Government
Code
Type
Code
Type
0
None / Anarchy
8
Civil Service Bureaucracy
1
Company / Corporation
9
Impersonal Bureaucracy
2
Participating Democracy
A
Charismatic Dictator
3
Self-Perpetuating Oligarchy
B
Non-Charismatic Leader
4
Representative Democracy
C
Charismatic Oligarchy
5
Feudal Technocracy
D
Religious Dictatorship
6
Captive Government / Colony
E
Religious Autocracy
7
Balkanisation
F
Totalitarian Oligarchy
7 · Law Level (what gets you arrested)
Code
Weapons restricted (cumulative)
0
No restrictions
1
Poison gas, explosives, undetectable weapons, WMD
2
Portable energy weapons (lasers)
3
Military weapons (machine guns, automatic rifles)
4
Light assault weapons, submachine guns
5
Personal concealable weapons
6
All firearms except shotguns & stunners; carrying restricted
7
Shotguns
8
Bladed weapons & stunners; open display restricted
9
Any weapon outside the home
A–F
Escalating: all weapons suppressed, then movement & contact controlled
Restrictions are cumulative — at Law 8 everything from Law 1–7 is also banned. Armour bans rise roughly in parallel (Battle Dress first at Law 1, then combat armour, flak, etc.).
8 · Tech Level (hex)
Code
TL
Era / capability
0
0
Primitive (stone age)
1
1
Bronze / Iron age
2
2
Renaissance, printing
3
3
1700s, basic science
4
4
Industrial Revolution
5
5
Mass production, radio (~1900s)
6
6
Nuclear power, early computers
7
7
Early space, orbital flight (~1970s)
8
8
Pre-Stellar — fusion, in-system travel
9
9
Early Stellar — first jump drive (J-1)
A
10
J-2, fusion+, true robots
B
11
J-2 (better), first AIs
C
12
J-3, advanced
D
13
J-4, holographics
E
14
J-5, well-developed AIs
F
15
J-6 — Imperial maximum
Trade Codes
Letters after the UWP flag a world’s economic role (and what buys/sells well there). A world can carry several.
Code
Name
UWP requirement
Ag
Agricultural
Atmo 4–9, Hydro 4–8, Pop 5–7
Na
Non-Agricultural
Atmo 0–3, Hydro 0–3, Pop 6+
In
Industrial
Atmo 0/1/2/4/7/9/A/B/C, Pop 9+
Ni
Non-Industrial
Pop 4–6
Hi
High Population
Pop 9+
Lo
Low Population
Pop 1–3
Ri
Rich
Atmo 6 or 8, Pop 6–8, Gov 4–9
Po
Poor
Atmo 2–5, Hydro 0–3
Ht
High Tech
TL 12+
Lt
Low Tech
Pop 1+, TL 5 or less
As
Asteroid
Size 0, Atmo 0, Hydro 0
De
Desert
Atmo 2–9, Hydro 0
Fl
Fluid Oceans
Atmo A+, Hydro 1+
Ga
Garden
Size 6–8, Atmo 5/6/8, Hydro 5–7
Ic
Ice-Capped
Atmo 0–1, Hydro 1+
Va
Vacuum
Atmo 0
Wa
Water World
Hydro A, Atmo 3–9 or D
Ba
Barren
Pop 0, Gov 0, Law 0
Ag/Na, Hi/Lo and Ri/Po are opposite pairs — a world can carry at most one code from each pair.
Map Symbols & Extra Codes
Travel Zone (colour of the system’s hex):
Green / unmarked — normal, open travel.
Amber — caution: dangerous law, instability, or environment. Travellers advised to take care.
Red — interdicted: entry forbidden by Imperial authority or extreme hazard.
Bases (letters by the system): N Naval base · S Scout base · D Depot · W Way station.
PBG (3-digit code): Population multiplier (1–9, ×the population magnitude) · Belts (planetoid belts in system) · Gas giants (number in system — matters for wilderness refuelling).
Frontier pad only; small low-G world; very thin air (respirator); 20% water; uninhabited; no government; no law; TL 0. Trade: Ba, Po.
Notes
This sheet is player-facing — keep spoilers and GM-only world detail in GM Notes/.
Values follow the 2022 Update Core Rulebook. Size-based gravity here uses the rulebook’s Size table; a couple of system rundowns quote slightly rounded figures (e.g. “~0.6 G” for Size 6) — trust the table for the canonical number.
The trade-code list above is the Core Rulebook set. Extended/Travellers’ codes (capital-world Cp/Cx, the Importance Ix / Economic Ex / Cultural Cx extensions) come from sector sourcebooks and are not part of the Core UWP.