Hive World Creation Tables

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This table can be used to determine what a Hive world looks like, and some basic history and fluff to build from.

Use your best judgement! Reminder to not let bad rolls get in the way of a good story. If it doesn't fit, reroll or choose one that does.

This is designed to be able to be used alongside or separate from the Planet Generator, so some rolls such as Technology Level, Import/Export, and Terrain may conflict, pick whichever is appropriate. If the world has a notable space station, you can also use the Imperial Space Station Creation Tables.
Be sure to use Creature Generator, and Noble House Creation Tables for extra fluff, as well as the Underhive Gang Creation Tables; if it's a recruiting world, you'll also want to roll on the Imperial Guard Regiment Creation Tables and Imperial Guard Regiment Commander Creation Tables.

Hive World Origins[edit | edit source]

Hive World Origins (d100)
01-15 Newly Settled: The world was colonised in recent centuries and is still in early stages of industrialisation. Many minor factions and noble houses are still vying for power. The world may be in a state of cold war, or is calmly settling into it's place in the imperium. The hives are likely in their first stages of development, with some areas resembling sprawling cities rather than true hive spires. The air is still just clean enough to breathe even at some of the lower levels, though pollution is steadily worsening.
16-50 Ancient World: The planet has been part of the Imperium for millennia. The power structure on the planet is likely set in stone. The rulers rule and the tithe is always met, one way or another. Rebellion may be unthinkable and unwanted, or deeply suppressed, though it lingers in the hearts of some. The hives likely blanket the planet’s surface, with levels that are abandoned, forgotten, or host to forgotten things far below.
51-52 War-torn: The planet was once devastated by war, civil or otherwise, leaving much of its surface ruined and pockmarked with craters, scattered with bunkers, fortresses, and trenches spread like veins across the planet. Hive levels, spires, or entire Hives may function as training grounds or armouries, and citizens often live in the shadow of rusting war machines, working or destroyed. Mandatory military service and impressment is common, with every citizen trained to fight. May still be in a constant state of war.
53-55 Fragmented Hive World: The planet’s hives operate as isolated city-states, each ruled by a separate governing authority likely have little to no contact or cooperation between them. This division may have arisen due to ancient rivalries, catastrophic communications failures, or cultural and political differences. Hives may be at war, or trying to reunify. Or the hive may function perfectly as it is, with each producing different products, or being entirely self sustaining. Individuals may not even remember the reason for the split, with everyone telling their own version of the story. Each hive will have its own secrets, history, culture, and traditions.
56-58 Rebel World: Known for repeated uprisings against the Imperium, or their local rulers. Many factions vie for control, with gangs and subversives controlling areas of—or entire—hives. Arbites precincts are like fortresses, arbitors are likely better armed, armoured, and in much higher numbers than the local PDF. Whether they are loyal is another question. Fighting is likely constant, the citizens weary, production suffering—and the lack of fulfilled tithe is noted.
59-61 Lost Colony: The planet was once forgotten or abandoned by the Imperium, rediscovered centuries or millennia later, and is still adjusting to its re-establishment. Many secrets hide in the crumbled ruins and collapsed levels in the spires of the Hives. A plague, an uprising put down, a disgraced noble and their world wiped from the records, or a simple oversight by a clerk may be some reasons for abandonment.
62-64 Penal World Transformation: Originally a penal world where convicts served life sentences in labour camps, the planet’s population and infrastructure expanded into hive cities over time, either from necessity of a new Hive World, or even a planet wide prison uprising in the past. It's culture, governance, and architecture may still reflect the old penal world designation. Its citizens are likely treated with suspicion from outsiders. Trade ships—and luxuries, or even basic necessities—are unlikely.
65-67 Industrial Expansion: Originally designated an agri-world or forge world. May have failed or outgrown its purpose and rapidly transformed into a hive world. May be a centre of production for an entire subsector, or barely able to support itself. Its production methods may raise suspicions either way.
68-70 Subjugated by the Imperium: Once a fully independent world, it was brought into the Imperium. May contain tech either considered heretical or highly sought after—much like STCs. Likely some supporters still plot, and many old odd traditions, beliefs, and architecture remain.
71-73 Abhuman Haven: Originally settled by abhumans, the planet's hives were later integrated into the Imperium. While (presumably) loyal, the population includes a significant abhuman presence. The planets abhuman citizens being small enough, strong enough, smart enough, or stupid enough, may specialise in certain industrial or military roles. May be segregated from the normal citizens, either by choice or force. Or the abhumans may rule, with normal citizens being shunned. The entire planet is likely under constant watch of the Inquisition either way.
74-76 Waystation World: Established as a rest stop for getting to other worlds where people and ships could rest and restock. Population exploded as settlers transformed temporary housing cities into permanent cities. The hive's architecture reflects its origins. Sprawling transit hubs, cavernous docking bays, and immense storage silos repurposed into anything and everything. May still act as a waystation providing ships with goods, and soldiers and citizens with tiers of R&R, from luxury spires for the nobles, to rooms considered “tolerable”. Or it's citizens may stow away on visiting ships attempting to escape.
77-79 Mercantile Hub: Originally established as a trading post and redistribution point for raw materials and finished goods, the planet’s role expanded to include processing and manufacturing. Massive cargo docks and merchant quarters dominated sections of the hives, filled with endless traffic from freighters and void-ships. May have large space elevators, orbiting trading stations with large docks, and citizens are likely able to find anything they could dream of, legal or otherwise. May have large invite only bazaars packed with xenos artefacts, drugs, forbidden texts, and everything in-between.
80-82 Failed Utopia: Originally designated as a Pleasure/Paradise/Garden world. A population centre where all citizens those who could pay or were deemed worthy, or of noble birth, would live in harmony and prosperity luxury, extravagance, and debauchery. The original vision for the world may have failed or been overthrown, or succeeded but grown too much too quickly. Remnants of the original utopian architecture and planning persist, overlaid with grimy hive infrastructure. May have beautiful views, lush blue seas, forests, prairies, wildlife. Or the wildlife is invasive, all flora and fauna hostile, the nobles fell to base desires—and Chaos soon after.
83-85 Water Extraction Colony: The planet was settled to harvest and export water from deep aquifers or atmospheric processors. As the water trade grew, so did the population and infrastructure, leading to the rise of hive cities. The hives are built around massive purification plants, with water control being a critical element of power and governance. May be a thriving and solid, failing, or failed industry with regular wars over the production of water between sectors. Gargantuan ice asteroids are likely hauled into orbit or even crashed to the surface.
86-88 Waste World: Once used as a dumping ground for industrial waste from nearby worlds, and nearby systems worlds, the planet was eventually populated by scavengers and criminals who built settlements among the refuse. Over centuries, the settlements evolved into hive cities. The hives are likely precarious and unstable, constructed from salvaged scrap and prone to collapse. The inhabitants may be just a small step above vermin, and are likely distrusted by others. Or could take pride in their reuse and recycling of things other worlds were too wasteful to use.
89-91 Genetic Repository World: The planet was established to house genetic material and breeding populations. The hives grew as facilities for cloning and medical research expanded. The population is often regarded as "stock" for specific purposes, leading to a highly controlled and monitored—albeit efficient—society. The inhabitants may be little more than clones for menial labour with no true rights, or highly intelligent, strong individuals, bred to be scribes, adepts, soldiers, and leaders. The stock produced by the world is likely a point of pride. May also be inhabited by failed—likely unsanctioned—experiments, horrid abominations, abhumans, and hybrid creatures. All could be regular citizens, outcasts, or simply be used as target practice.
92-94 Voidship Refuge World: Settled by survivors of a crashed ship, the original population repurposed the ship’s remains into the foundation of their first city. The remnants of the ship may be venerated as holy relics, its corridors incorporated into the hive’s structure, or it may have been stripped and dismantled long ago. The descendants likely have a great interest in spacefaring, may volunteer at higher rates for the Navis Imperialis, be interested in shipbuilding and star charts. Or may be cannibalistic, barely human creatures that were pushed into the depths of the hives by later explorers.
95-97 Ruined Holy Site: May have been a Shrine World, or an important pilgrimage site. The remnants of the original holy place may still exist in its entirety but was once desecrated, is buried deep within a hive or reduced to ruins. Likely has some story too far-fetched to believe. The God Emperor himself or a Primarch once stood upon its soil, a or the Ecclesiarch was born here. Or something more believable such as an important holy relic was once found or crafted, a Saint or Cardinal was once born or visited here.
98-99 Subterranean Refuge World: The planet’s entire population resides underground or in extremely shielded enclosed spires due to either an experiment, being entirely underwater, or the surface being rendered uninhabitable by extreme conditions such as radiation, toxic atmosphere, constant meteor impacts, catastrophic environmental collapse, or invasive flora and fauna, with living underground being the easier option. The hives are vast vertical or horizontal networks of tunnels, caverns, and domed chambers, with layers extending deep into the planet's crust. Citizens may be expert miners, developing new mining technologies, equipment and vehicles, and innovative food production. May also be rife with paranoia of the outside and outsiders, with mutation being common due to bad living conditions, inability to dispose of waste, lack of food or food variety, and entertainment.
100 Recovered from Chaos or Xenos: Previously under the influence of Chaos or Xenos, the world was reclaimed by Imperial forces, and is still struggling. Minor traces of their influence may still remain, be it in symbols and equipment, holdout remnants, or sympathisers. Purges and inquisitorial investigations may be common; citizens under constant scrutiny, all rumours of taint are met with immediate action. Large areas of the hives may be quarantined, either for safety or suspicion. Likely patrolled in every sector on every level by local PDF accompanied by ecclesiarchy members blessing and cleansing any hint of corruption.


Hive World Population[edit | edit source]

Take your above Hive World Origins roll and apply the modifier to the Population roll below.

Hive World Population
Newly Settled -15
Ancient World +30
War-torn -20
Fragmented Hive World -5
Rebel World -10
Lost Colony No Mod
Penal World Transformation -10
Industrial Expansion +10
Subjugated by the Imperium -10
Abhuman Haven No Mod
Waystation World +5
Mercantile Hub +10
Failed Utopia -5
Water Extraction Colony +10
Waste World -20
Genetic Repository World +15
Voidship Refuge World No Mod
Ruined Holy Site -5
Subterranean Refuge World -20
Recovered from Chaos or Xenos -50


Population (d100) + Population Modifier
01-10 (1d10) x100 million
11-20 1d10 billion
21-30 5d10 billion
31-70 (1d10) x10 billion
71-80 (1d10) x100 billion
81-90 1d10 trillion
91-95 (1d10) x10 trillion
96-100 (5d10) x10 trillion
101-110 (1d10) x100 trillion
111-120 (5d10) x100 trillion
121-125 1d5 quadrillion
126+ 1d5 quintillion


Planetary Power Structure[edit | edit source]

Planetary Power Structure (d10)
01 Imperial Governor: The planet is ruled by a Governor appointed by the Imperium, responsible for maintaining control and overseeing the planet’s resources. Often drawn from noble families or seasoned Administratum officials, the Governor wields near-absolute authority but must balance the demands of the tithe with local stability. Insufficient performance may lead to a swift replacement, often by the Inquisition or a rival faction.
02 Corporate Oligarchy: A handful of mega-corporations or guilds control all aspects of life on the planet. Citizens are often treated as mere commodities, their lives governed by profit margins and production quotas. Internal power struggles between corporations may destabilise governance, while the Imperium tolerates their dominance as long as tithes are met.
03 Nominal Independence: The planet's government is technically independent but operates under heavy oversight from the Imperium. This arrangement may have been granted due to strategic importance, historical agreements, or political manoeuvring. The local rulers must walk a fine line between satisfying their citizens and meeting Imperial demands.
04 Ecclesiarchy Rule: The Ecclesiarchy controls the planet, with a high-ranking Ecclesiarch or Cardinal overseeing all aspects of religion, governance, and law. Life on such a planet is dominated by religious ritual, with citizens expected to demonstrate their piety regularly. Heresy is met with immediate and brutal punishment, and the construction of cathedrals often supersedes practical needs.
05 Feudal System: The planet operates under a feudal structure, with noble houses or families controlling regions of the planet and vying for influence and power. These houses owe their allegiance to the Imperium but often have their own rivalries and power struggles. Peasants toil endlessly in service to their lords, while wealth and privilege are concentrated in the upper echelons.
06 Autocratic Rule: The planet is ruled by a single, powerful leader or dictator who maintains absolute control over both the planet’s military and civilian life. The autocrat's rule is often marked by grandiose displays of power, propaganda, and cults of personality. While efficient in maintaining order, such regimes are prone to collapse upon the ruler’s death or removal.
07 Ad-Hoc Coalition: Various factions, including military, corporate, and religious groups, form a loose coalition to govern the planet, often at odds with each other. Decision-making is fraught with delays and infighting, leading to inconsistent policies. Citizens are frequently caught in the crossfire of factional disputes, and external crises can overwhelm the fragile coalition.
08 Democratic System: A rare and unusual example, the planet features a form of representative government where elected officials decide planetary policies, though corruption runs deep. While it offers the illusion of fairness, the system is often subverted by powerful interests, including corporate lobbies and covert Imperial oversight. Assassinations and blackmail are common tools of political advancement.
09 Criminal Syndicate Control: A powerful crime syndicate or coalition of gangs has infiltrated and effectively taken over the planetary government, running it like a shadow empire while maintaining the appearance of Imperial compliance. Citizens live under constant exploitation, with smuggling, black-market trade, and extortion dominating daily life. The syndicate's leaders may even collaborate with Imperial officials, ensuring the tithe is met to avoid scrutiny.
10 War Council: The planet is ruled by a council of veteran military leaders, each representing different regiments or strategic interests. Decisions are prioritised based on military needs, often neglecting civilian welfare. Such a structure ensures rapid response to external threats but breeds resentment among the populace, who are often conscripted or sacrificed to maintain planetary security.


Religious Influence[edit | edit source]

Religious Influence (d100)
01-75 The Imperial Cult: The planet is governed by the single official faith, with the Emperor worshipped and all dissenters persecuted as heretics. Faith permeates every level of governance, and even minor deviations are seen as grave offences.
76-78 Local Cults: Various local cults and sects have sprung up, each with their own interpretations of worship, sometimes at odds with the teachings of the Ecclesiarchy. Some are harmless deviations, while others may teeter on heresy. Better hope a death cult isn't the big fad when you're visiting.
79-81 Religious Purging: The planet is in the grip of an ongoing religious purge, with both suspected heretics and faithful rivals of the ruling order persecuted. Mass trials, public confessions, and executions are a feature of daily life.
82-84 Religious Tolerance: While the Emperor is the primary focus of worship, the planet allows the practice of various methods and beliefs of worship of Him, though always under oversight and scrutiny. This rare diversity leads to tensions between the planets rulers and the Ecclesiarchy, who see such openness as dangerous.
85-87 Charismatic Preacher: A charismatic religious leader has emerged, uniting the people in fervent worship, often inspiring both devotion and fanaticism. Their presence has reshaped the planet as fanatics pour into crusades or uprisings at their word. May show absolute belief in the Emperor, hold strange interpretations of the faith, be outright heretical, or be touting themselves as a god. Whichever it is, the population are behind them.
88-90 The Cult of the Machine: The Adeptus Mechanicus or similar groups hold great influence, with the worship of the Omnissiah or the reverence of technology being a central aspect of society. Mechanised rituals dominate, and planetary culture reflects their strange mix of superstition and logic.
91-93 Faith Through Labour: The population worships the Emperor by dedicating their lives to work. Religious belief centres on the divine nature of toil, with hymns, prayers, and rituals integrated into factory schedules. Productivity is both faith and salvation.
94-96 Faith in Saints: The population worships a local saint who is said to have performed miraculous deeds on the planet, may be alive or dead. Belief in the God Emperor is still likely the most common, although worship of the Saint is widespread. The saint’s relics, purported tomb, and statues dominate religious life, often to the frustration of the wider Ecclesiarchy.
97-99 Martyrdom Cult: The populace venerates martyrdom as the highest expression of faith, glorifying self-sacrifice for the Emperor. This has led to suicidal work ethics, mass volunteering for the most dangerous work, and dangerous negligence of survival in the name of honouring Him.
100 Heretical Movement: A growing or entirely established heretical movement seeks to undermine the local religious order, with dangerous ideals that could lead the planet to fall into chaos or rebellion. Heresy spreads in the dark underhives, in corrupted local preacher halls, or even within noble houses.
100? Gork ‘an Mork: Gork. Also, Mork.


Imports/Exports[edit | edit source]

All Hive Worlds will produce most of these things in some numbers. As an Import, these are goods that the planet lacks in and has some need for. As an Export, these are goods that the planet is particularly specialised in and/or well known for producing.

Imports/Exports (d20)
01 Arms, Armour, Munitions: Simple goods such as standard-issue Imperial Guard equipment, body armour, rounds, shells, lasgun batteries, grenades, mines, missiles, and everything in-between. More advanced goods include heavy weapons for infantry or vehicle-mounted use, automated turrets, exotic ammunition types, specialised weaponry, and high-performance armour.
02 Manpower: Unskilled labourers, menials, factory hands, and guardsmen. Also more advanced workers such as officers, highly trained adepts, and skilled tech-priests. These workers, born or vat-grown for specific purposes, form the backbone of the Imperium's war effort and infrastructure, and of the worlds economy.
03 Inter-Orbital Vessels: Simple goods such as transports, small freighters, and light escorts. More advanced goods include larger vessels like cargo haulers and luxury shuttlecrafts and pleasure yachts. Anything designed to stay within the system it was produced.
04 Civilian Goods: Simple goods such as mass-market consumer items like clothing, furniture, basic electronics, and personal items made for the general population, and more advanced goods, such as luxury products, exotic fabrics, high-end electronics and tools, anything that makes life in a hive a little more tolerable.
05 Atmospheric Craft: Simple goods such as skimmers, lighters and cargo haulers. More advanced goods include personal luxury craft, atmospheric fighters or bombers, freighters, and cargo landers.
06 Fuel and Energy Production Equipment: Simple goods such as promethium, and refined fuels for basic vehicles, spacecraft, or industrial machinery. More advanced goods include highly efficient nuclear fusion reactors, experimental energy production designs, and refined promethium suitable for weapon systems and military use.
07 Medical Supplies and Pharmaceuticals: Simple goods such as stimm, combat dressings, bio-grafts, pain suppressants, and medicae tools for frontline use. More advanced goods include rejuvenat treatments, augmetics, cloned organ replacements, and combat stims or chems like Frenzon, Spur, and many more including experimental and “frowned upon” substances.
08 Foodstuffs and Rations: Simple goods such as nutrient-rich corpse starch, grox-meat, algae cakes, and ration packs for mass distribution. More advanced goods include rare delicacies such as spiced amasec preserves, exotic meats, fruits, and nutrient enhancers.
09 Hive Architecture: Goods such as standardised prefabricated hab-blocks, defensive walls and emplacements, and thermal dispersion panels for heat management. Also may include elaborate blueprints for noble spires, internal gardens and arboreta for air purification. Also experimental deep hive structures that extend far underground, advanced ventilation systems, experimental geothermal flux converters that generate energy from the heat of the hive and the natural heat of the planet, and self-sustaining ecosystems to support vast subterranean populations.
10 P̶r̶o̶p̶a̶g̶a̶n̶d̶a̶ Educational Materials: Simple goods such as The Imperial Infantryman's Uplifting Primer, sanctioned scripts, books, and scrolls containing the Imperial Creed. Morale-boosting propaganda broadcasts, pamphlets with sermons and vox-recorded sermons included, scrumball tournaments, and dataslates promoting loyalty and servitude. More advanced goods include saintly relics which are usually borrowed and put on exhibition, forbidden texts for Inquisitorial training, advanced experimental psyops techniques to enforce Imperial doctrine and subvert heretical ideologies.
11 Electronics and Cogitators: Simple goods such as basic electronics and computing devices for industrial, military, or civilian use, such as cogitators, communication arrays, and processing units, or more advanced goods, such as highly encrypted electronics, rare components for military-grade equipment, or sophisticated cogitators for complex systems.
12 Water and Water Generators: Simple goods such as purification units, desalination systems, and bulk water shipments. More advanced goods include industrial-scale recycling plants, atmospheric moisture extractors, and asteroid ice-harvesting systems.
13 Artillery and Heavy Weaponry: Simple goods such as mass-produced field guns, autocannons, missile launchers, mortars, and anything a vehicle may use as armaments. More advanced goods include heavy artillery pieces, siege guns, and self-propelled artillery.
14 Transport Vehicles: Simple goods such as cars, trucks, motorcycles, or trains. Or more advanced goods, such as heavy transport trucks, armoured cars, flying personal transports, and luxury transports.
15 Mining Equipment and Tools: Simple goods such as industrial mining machinery, equipment for excavation, drills, and tools designed for large-scale mining operations, or more advanced goods, such as specialised machinery needed to extract rare minerals or deep-core resources.
16 Scrap, Salvage, and Repurposing: Simple goods such as basic metal scrap, discarded machinery, and broken-down vehicles and electronics may be fixed or repurposed for other uses. More advanced goods include valuable components salvaged from destroyed war machines, rare metals recovered from battlefields, specialist parts from wrecked craft, and entire ships.
17 Training Academies and Schools: Standard instructional texts, basic schooling and training tools and facilities, and educational materials for the general populace. More advanced include institutions like the Schola Progenium, military academies for officer training with training simulators, and schools for the gifted, or even the most exclusive schools for nobility where everything from falconry and fencing, to advanced political intrigue and martial tactics are taught by century old experts.
18 Imperial Manufacturing and Forge Materials: Simple goods such as rockcrete, plascrete, permacrete, durasteel, duralloy, plasteel, stonecrete, and everything a manufactorum may require. More advanced goods include adamantium-reinforced materials, or ceramite and symanthite for armour.
19 Energy Generators and Reactors: Simple goods such as basic power generators used for industrial or military purposes, or more advanced goods, such as high-efficiency reactors that power entire hive cities, or renewable energy sources.
20 Terraforming Equipment: Simple goods such as air scrubbers, living habs, drilling equipment, and oxygen generators. More advanced goods include climate control stations, mass seeding devices, atmospheric stabilisers, and smog-clearing air processors.


Environmental Hazards[edit | edit source]

Environmental Hazards (d20)
01 Radioactive Fallout: The planet's surface is plagued by many dangerous radiation zones, with large areas rendered uninhabitable due to past wars or catastrophic industrial failures.
02 Toxic Atmosphere: The planet's air is mainly chemicals and pollutants, which may necessitate reliance of respirators, environmental suits, or entirely sealed environments and untold numbers of oxygen generators and scrubbers, and multi-stage filters to survive.
03 Electromagnetic Storms: Violent surges of magnetic and electrical energy disrupting communication systems, transportation, and even hive infrastructure. May be natural and due to coronal mass ejection from the local star, manmade and due to old and failing equipment or experiments, or from Chaos or xenos intervention.
04 Parasitic Infestations: Vast colonies of parasitic organisms infest the tunnels and spires. May damage infrastructure and spread diseases, posing a constant threat to the population. May already have or require decontamination squads which may be Inquisition kill team(s), Adepta Sororitas, or specialist Guard units, depending on the severity.
05 Water Scarcity: The planet is starved of potable water, forcing factions into fierce wars over limited supplies. May be artificial scarcity due to greed or malice, a widespread drought, or lack of—or broken down or sabotaged—facilities to harvest or process the water.
06 Dust Storms: Abrasive storms scour the surface, clogging machinery, disrupting travel, and making visibility near impossible in the exposed areas. May require all travel to be done through underground tunnels, or purpose-made vehicles hired out to brave the storm.
07 Hivequakes: The immense pressure from hive spires cause lower levels to collapse regularly. Poor planning, sabotage, or tectonic instability may exacerbate the threat.
08 Voracious Predators: Apex predators roam unchecked in the wilds or hive depths. They attract rich thrill-seekers making sport of the hunt, and desperate bounty hunters trying to earn enough to survive.
09 Volcanic Eruptions: Periodic eruptions from subterranean or above-ground volcanoes unleash molten rock and ash, devastating large regions and making the air unbreathable.
10 Corrosive Seas: Large bodies of water on the planet are filled with dangerous chemicals that instantly rust and melt equipment, and horrific aquatic creatures.
11 Storm Surge Flooding: Extreme weather events cause catastrophic flooding in the underhives. While those in the spires are safe, those who live or were forced underground are heavily affected. May be caused by sabotage, broken equipment and rusted pipes, or heavy rains that overwhelmed drainage.
12 Infernal Heatwaves: Extreme, prolonged heatwaves scorch the planet’s surface, making large areas uninhabitable. Temperatures soar to unbearable levels causing equipment failure and crop destruction. Survival depends on cooled shelters or underground bunkers.
13 Frozen Plunges: Sudden, extreme drops in temperature cause rapid freezing of water. Unprepared inhabitants face certain death, and survival requires insulated clothing and reinforced shelter.
14 Cataclysmic Cyclones: Massive, devastating cyclones with destructive winds tear through the planet, flattening entire regions. These storms persist for days or weeks, destroying infrastructure and forcing survivors to take shelter in fortified areas.
15 Eternal Fog: Thick, dense fog envelops the planet, reducing visibility to almost zero. Navigation becomes incredibly hazardous, with many areas prone to disappearances. Paths and roads are scattered with high-powered fog lights and guide ropes.
16 Erosion Zones: Large swathes of the planet are ravaged by extreme erosion, where entire regions collapse into sinkholes.
17 Infertile Soil: The planet's soil is unnaturally barren and devoid of nutrients, making agriculture impossible despite numerous efforts and forcing the population to rely entirely on imported food.
18 Space Debris: The planet is regularly struck by meteor showers or falling starship wreckage, leading to widespread damage and dangerous environmental hazards.
19 Atmospheric Instability: The planet’s atmosphere is undergoing rapid deterioration, leading to increased radiation exposure, extreme temperature fluctuations, and a growing risk to all life forms. If the deterioration continues unchecked, it could render the surface uninhabitable. May require intervention by the Adeptus Mechanicus, deployment of atmospheric generators, a cessation of all work and travel until the situation is resolved, or relocation of the entire population if it is deemed a lost cause.
20 Permanent Nightfall: A planet-wide dust cloud in the atmosphere blocks out sunlight, and has plunged the planet into a permanent state of darkness. Even those in the highest spires may be affected, with those at the lower levels being subjected to complete darkness.


Important Figures[edit | edit source]

These figures may be current, or be a notable figure from the past born or stationed on the planet. If alive, they are likely a bastion of purity, a fist of oppression, a mix, or something else entirely.

Want your Cardinal to have died a glorious death in purifying flame? Your Inquisitor to have fallen to heresy? Your military member to be an Ogryn or Culexus assassin? Make the fluff and story your own, these are here as suggestions and alternatives.

Notable Figures (d20)
01 Lord Governor: The head of the planet’s government. May be hailed as a great reformer, overhauling corrupt laws and benefitting their subjects, leading the planet into a golden age. Or may be despised for imposing harsh taxes, selling their subjects off to the highest bidder, or causing the deaths of billions through negligence or spite.
02 Cardinal: The planet’s highest-ranking member of the ecclesiarchy. May be worshipped for their generosity and charity, saving souls, founding hospitals and orphanages across the planet. Or denounced—or followed—as an apostate cardinal who led many astray, causing their deaths.
03 Adeptus Mechanicus Member: A member of the Adeptus Mechanicus. May be a servitor, tech-priest, sicarian ruststalker, or even a Magos. May be known for creation of a new technology, unearthing an old technology which may be good or bad. Or may have created or unleashed forbidden machines, or become disillusioned with the limitations of the Mechanicus and turned to the dark mechanicum as a Heretek.
04 Adeptus Arbites Member: A stern and authoritative figure that oversees the planet’s activities, or their sector. May be hailed as a saviour of those who can't save themselves, eradicated criminal gangs, or ensured peace in a hive. Or may be reviled as a power-hungry and murderous tyrant, or a corrupt enforcer who uses their station to build their own empire.
05 Gang Leader: A powerful gang leader or underworld figure who controls large portions of the Hive(s). May be worshipped as a local hero for using their power to bring justice to the oppressed, redistributing wealth and protecting the weak from tyrannical authorities. Or may be feared as a ruthless warlord, enslaving, plunging entire districts into poverty and death, and betraying for personal gain.
06 Inquisitor: A member of one of the Ordos. May be admired for their unyielding pursuit of the Emperor's justice, purging traitors and heretics. Or may be despised as a tyrant, using their power as an excuse to do as they wish with no oversight and little care for the truth.
07 Military Member: A member of an Imperial Guard regiment or Navy ship stationed at the planet. May be a Guardsman up to a Lord General, or a Navy Voidsman up to a Lord Captain. Whatever they are, they did some act worthy of being remembered. Sacrificed themselves to save the innocent in a heroic charge, sent a warning of an impending attack—whether real or fake—or even crashed a ship into a hive, for good or bad.
08 Member of a Noble House: A prominent figure among the noble families. May be revered for their charitable acts, bringing prosperity to the world, even helping to overthrow a corrupted government or noble family. Or may be despised for their lifestyle and preferring the company of xenos, or using their position to host gladiatorial games of unwilling participants of the underhives.
09 Rogue Trader: A charismatic and resourceful Rogue Trader. May be loved for bringing wealth and resources to the planet. Or hated for bringing “exotic” technologies and artefacts that lead to destruction of entire cities, or may have caused a war with another rogue trader, or requisitioning large amounts of the population for unknown reasons.
10 Rebel Leader: The head of a resistance faction, opposing the ruling powers or the Imperium’s influence. May be hailed as a saviour for overthrowing a local tyrant or even an entire government for the betterment of the people. Or may be despised as a villain who turned against the people they swore to protect, and seized power for themselves, being worse than the last leader, or even may be under the influence of some Chaos or xenos force.
11 Master Architect: An architect who pioneered the development of the world’s vital infrastructure. May be celebrated for their ingenuity, creating grand structures and beautiful cities, and ensuring even commoners have decent living areas. Or may be despised for unstable designs of a hive that collapsed killing many, or the misuse of life to make their creations.
12 Acclaimed Artist: An artist of the Imperium. May be celebrated for their cultural impact, their creation of large sculptures, beautiful paintings, a favourite holodrama, a piece of music, even an electoo artist. Or may be detested for their controversial subject matter or elitist nature, creation of art that caused mass hysteria, corruption, or is blasphemous in nature.
13 The Industrialist: A person who ran or took over an industrial empire. May be respected for stabilising the economy, safer equipment designs, or creating a new industry which ensured work for all. Or may be despised for treating workers as expendable, using subpar materials that led to catastrophes, causing environmental collapse, or even collaboration with xenos.
14 The Smuggler: Someone who illegally traded resources. May be credited for their resourcefulness, giving out smuggled rations during a famine, or finding and returning a relic, piece of technology, or body back to the Imperium. Or may be condemned for smuggling a dangerous criminal or traitor off-world, plague-ridden victims and goods, or heretical artefacts and texts onto the world.
15 The Harbinger: A preacher who predicted a significant event. May be revered as a visionary or prophet for warning the population about an invasion, natural disaster or some other event. Or may be demonised for spreading planetwide panic—whether they were correct or not—and shunned as a mutant.
16 Hive Botanist: A specialist in growing plants in the hive’s harsh conditions, improving food supplies and air quality. May be respected for their contributions, creating green spaces and providing food. Or may be blamed for accidental—or purposeful—growth of an invasive species, dangerous drug, or poisonous variety of food.
17 Battle Medic: A combat-trained medic. May be a combat medic, field chirurgeon, even a Sister of Battle. May be respected for saving many and perhaps assisting in designing a new stimm, or saving a hero, saint, or someone well-loved. Or shunned for using untested, outdated, even borderline heretical treatments that lead to the suffering or death of many, or giving preferential treatment to wealthier patients, extorting people even as they die, causing the death of a hero, saint, or someone well-loved.
18 Warden of the Hive Gates: The chief overseer of the primary entry points to a hive city. May be praised for their defence of the population, closing the gates and helping organise a defence against an enemy invasion or insurrection. Or vilified for enforcing harsh restrictions, tolls, or shutting the gates early out of cowardice, leading to the needless deaths of many.
19 Imperial Archivist: A scribe known for their chronicling of the planet's history. May be respected for preserving the planet's history, documenting glorious battles, rulers good and bad, or even uncovering missing archives that solved mysteries. Or may be scorned for altering records to glorify unworthy leaders, rewriting history to suit their own—or the highest bidder's—narrative, or deleting entire archives, leading to huge gaps in history.
20 Space Marine: A legendary Astartes from a chapter—local or otherwise—that was born on the planet. May be celebrated as a local legend for their heroics in battle, defeating a great foe, or defending civilians from certain death—regardless if that was their goal or not. Or may be a pariah and have fallen to Chaos, deserted their post, called in an attack that killed many civilians, or caused some great shame to their chapter and home world.


Planetary Boons[edit | edit source]

Planetary Boons (d20)
01 Technological Renaissance: The planet experienced a sudden leap in technological advancement, reviving lost knowledge through shared knowledge from other worlds or sectors. This resurgence revitalised the economy and infrastructure, bringing prosperity to the planet.
02 Successful Planetary Unification: Through a series of reforms, infighting factions or regions were successfully unified under a single, central government. This unity brought stability, peace, and increased cooperation, strengthening the planet as a whole.
03 Imperial Blessing: The planet was the recipient of a rare and significant boon from the Imperium, such as a massive infusion of rare resources, military support, or a prestigious position within the subsector or sector, significantly elevating its status and power.
04 Prosperous Trade Hub: The planet became a key hub for interstellar trade, benefiting from its position in a crucial trade route. This influx of wealth revitalised the economy, attracting merchants and skilled workers, leading to a period of unprecedented growth.
05 Successful Military Reformation: The planet overhauled its military forces, implementing new strategies, equipment, and doctrines. This reformation may have led to the creation of elite regiments, or hiring of masterful advisors that have brought the planet both recognition and an enhanced military presence.
06 Religious Revival: A powerful religious movement has swept across the planet, strengthening faith and devotion to the Emperor. The resurgence brought the populace closer together, restoring a sense of purpose and unity.
07 Scientific Breakthrough: The planet’s Mechanicus made a discovery that has had far-reaching consequences for the Imperium, whether in medicine, energy production, or weaponry, granting the planet significant prestige.
08 Rise of a Benevolent Leader: A charismatic and wise leader rose to power, bringing peace, order, and prosperity to the planet. Under their rule, corruption was purged, justice was restored, and the planet entered a period of stability and growth.
09 Strategic Alliance: The planet forged a successful alliance with a powerful neighbouring system, be it another Imperial world, the Adeptus Mechanicus, or even a chapter of the Adeptus Astartes. This partnership resulted in shared resources, military support, and political strength.
10 Population Boom: The planet experienced a rapid and sustained increase in its population due to improved living conditions, or successful colonisation efforts. This surge in population brought more labour and resources, enhancing the planet’s productivity.
11 A Defining Victory in War: The planet played a pivotal role in a key victory, whether in a major sector-wide conflict or a localised battle. Its forces proved their might and loyalty, earning the respect of the Imperium and solidifying its status as a vital world in the Imperium’s defence.
12 Era of Peace and Stability: After generations of conflict and instability, the planet entered a prolonged era of peace and stability. The cessation of internal strife, the ending of any major external threats, and the flourishing of civic unity allowed the planet’s economy and society to thrive.
13 Major Infrastructure Overhaul: The planet underwent a massive overhaul of its infrastructure, modernising everything from transport to power grids and communications. This transformation greatly improved quality of life, boosted industrial output, and allowed for greater cooperation across planetary sectors.
14 Cleansing of the Underworld: After centuries or millennia of corruption, crime, and slums dominating the lower levels of the Hive, a concerted effort by the planetary government—backed by Imperial forces—resulted in the complete eradication of major criminal syndicates, bringing law and order back to the undercity.
15 Discovery of an STC: The planet found a partially intact STC which—after examination by the Tech-Priests of the Adeptus Mechanicus, and through thorough comparison with copies of STC databases held on Mars—unlocked ancient knowledge and advanced technologies that had been lost for millennia.
16 Resource Discovery: The discovery of a previously unknown resource—be it a rare mineral, fuel source, or forgotten storage facilities filled with advanced alloys or equipment—has transformed the planet’s economy. The newfound wealth attracted new industries, providing a significant boost to the world’s infrastructure.
17 Universal Education Programme: A planetary-wide initiative was launched, ensuring that all citizens regardless of class or status had access to advanced education. This led to a highly skilled workforce, and a growing sense of unity across the populace.
18 Expansion of Trade Routes: The planet established a network of trade routes with neighbouring systems, significantly boosting its economic prosperity. This growth in commerce—along with the establishment of key trade hubs—made the planet a vital nexus in the wider galactic economy.
19 Successful Settling of a Moon or Nearby World: The planet launched an ambitious colonisation effort, successfully establishing colonies on one of its moons or a nearby world. This provided new resources, and eased the burden on the main world’s population.
20 Creation of a Planetary Defence Fleet: The planet established its own formidable fleet of ships to defend against potential invaders. This fleet—made up of both military and civilian vessels—bolstered the planet’s defences and created a strategic deterrent against any external threats.


Planetary Defences[edit | edit source]

Many hives and hive worlds will already have many of these, however the world likely relies more—or entirely upon—these, or they're particularly effective.

Planetary Defences (d10)
01 Massive Defence Batteries: The planet is protected by vast planetary defence batteries capable of targeting orbiting warships, atmospheric craft, and enemy ground forces.
02 Void Shield Generators: The planet is shielded by powerful void shields projected from numerous fortified locations, capable of overlapping to create zones of near-impenetrable protection.
03 Orbital Defence Platforms: Several massive orbital platforms armed with macro cannons, lance batteries, and fighter squadrons defend the planet from external threats, serving as both deterrents and high-command centres for orbital defence coordination.
04 Fortified Hive Spire Emplacements: Hive cities are equipped with immense defence towers positioned at key points on the spires, armed with anti-aircraft emplacements, missile silos, and laser turrets that dominate both the skies and surrounding areas.
05 Layered Hive Defences: Hive cities are heavily fortified with multi-layered defensive walls, anti-air batteries, and choke-points.
06 Automated Defence Systems: The planet relies on automated defence systems, including orbital surveillance satellites, auto-turrets embedded in key hive sectors, and drone fleets that monitor and target potential threats.
07 Holographic Decoy Cities: Entire sections of the planet are disguised with holographic emitters, confusing invaders and luring them into heavily mined or fortified traps.
08 Geo-Collapse Triggers: Pre-set geological charges are embedded into tectonic fault lines, allowing defenders to trigger controlled earthquakes or avalanches to hamper and harry invading armies or render zones impassable.
09 Ground Defence Redoubts: A network of prepared defences, including fortified bunkers, trench systems, minefields, and concealed kill zones, ensures that any invading force faces heavily defended terrain at every turn.
10 Orbital Mine Arrays: The planet's orbital perimeter is surrounded by a network of intelligent void mines capable of activating in coordination with defence platforms to repel large-scale invasions, disrupt enemy fleet formations, and destroy smaller craft attempting atmospheric entry.


Extra Fluff[edit | edit source]

None of these rolls are required, but are available for those that wish to add further detail to the Hive World.

Planetary Defence History[edit | edit source]

Planetary Defence History (d10)
01 Sacrificed for Greater Victory: The planet was deliberately left to its own devices by the Imperium to buy time for reinforcements to arrive elsewhere. Despite their ultimate sacrifice, tales of the planet's unyielding resistance are told throughout the sector, though bitterness lingers among the populace even now, leading to a strained relationship with nearby planets or systems.
02 Fought Off a Chaos Rebellion: Chaos forces attempted to take control of the planet, but a concerted effort by the Imperial Guard and the Navy purged them. The marks of war still remain on the planet and its people.
03 Fought off a Xenos Invasion: Orks, Eldar, Tyranids, or some other vile filth attempted to take over or destroy the planet, but a concerted effort by the local Imperial Guard and Navy purged them. The marks of war still remain on the planet and its people.
04 Rogue Trader Warzone: A feuding Rogue Trader dynasty turned the planet into their battlefield, dragging its populace into their destructive disputes. The planet survived, but its resources were depleted, cities left in ruins, and/or people. The populace have a healthy distrust in nobles, rogue traders in particular.
05 The War of Liberation: The planet was once under the control of a rogue Imperial governor or heretical forces, but a concerted effort by loyalists liberated it after a long and bloody conflict.
06 First to Fall During a Campaign: The planet was one of the first to be overrun by enemy forces during a major war, leaving the planet and its people with something to prove.
07 The Purging of Heretics: The planet was subject to a massive purge following the discovery of widespread heresy, where entire sectors were cleansed of their inhabitants by the Inquisition.
08 Major Rebellion Suppressed: A planet-wide rebellion against the Imperial presence was brutally suppressed by the Imperial Guard and their allies, leaving lasting scars on the populace.
09 Space Marine Intervention: The planet received help from the Adeptus Astartes during an invasion or uprising, with the Astartes turning the tide of battle and restoring order.
10 Tech-Priest Uprising: A rebellion led by disillusioned Adeptus Mechanicus forces resulted in a civil war on the planet. The conflict ended with heavy losses but solidified the Imperium's grip and suppressed local Mechanicus autonomy.


Economy Stability and Influence[edit | edit source]

This section outlines the economic position of the hive world within its system, subsector, or sector.

Economy Stability and Influence (d10)
01 Destitute: The hive world is in a state of severe economic collapse, with industries barely functioning and widespread unemployment among the population. Its production capabilities are negligible, limited to subsistence-level goods or scavenging from ancient ruins. Trade is almost non-existent, and the planet depends entirely on external aid to survive. The world is beset by external pressures such as war, piracy, or civil unrest. It may also face complete neglect by their governor or off-world powers, or be severely impacted by long-term blockades, resource scarcity, or isolation from trade routes. The population endures starvation wages, squalid housing, and unsafe, exploitative work environments.
02 Dependent: The hive world’s economy is stagnant, surviving only due to support from external powers or wealthier planets. Its production capabilities are minimal, focused on menial tasks or raw resource extraction, often directed by off-world entities. The planet is heavily dependent on imports, and its trade routes are controlled by others, leaving it with little economic autonomy. This dependence can make it vulnerable to war, pirate attacks, resource depletion, or trade manipulation by more powerful worlds. The population earns meagre wages, lives in deteriorating housing, and works in gruelling conditions with little opportunity for improvement.
03 Underdog: The hive world struggles economically, overshadowed by wealthier and more prosperous worlds. Its production capabilities are likely focused on basic, low-quality goods, mainly for local consumption or niche markets, with all high-quality productions being reserved for nobility. The planet is heavily reliant on imports for essential goods. It may face disruptions from war, political instability, resource shortages, or trade route limitations. However, there are signs of improvement with emerging industries, potential new markets, and political shifts that could lead to gradual growth. The population endures abysmal wages, overcrowded housing, and dangerous, poorly regulated working conditions.
04 Emerging: The hive world is in the early stages of economic growth, with developing industries that are slowly gaining recognition. Its production capabilities remain limited, with many goods being of subpar quality compared to those from other planets. Trade is mainly to local systems, and the economy remains unstable. May face disruptions from war, political instability, resource shortages, or trade route limitations. However, there are signs of improvement with emerging industries, potential new markets, and political shifts. The population lives modestly, with modest wages, cramped housing, and harsh working conditions that are beginning to show slight improvement.
05 Self-Sufficient: The hive world has achieved economic stability, with industries that support the local system and occasionally export goods to nearby planets in the subsector. Its production capabilities meet basic needs, though the quality of most goods is average at best, but some high-quality goods produced for the general population and export. The economy is stable, but growth is slow. May have occasional resource shortages, reliance on imports for certain goods, and potential political conflicts that affect trade. However, stable governance and gradual industrial advancement help maintain economic stability. The population earns modest wages, lives in functional but limited housing, and works in demanding but increasingly regulated environments.
06 Regional Power: The hive world is a significant economic player in its system, and noted in their subsector, with industries producing high-quality in-demand goods. Its production capabilities are diverse, driving local trade and sustaining the planet’s growing economy. Infrastructure is relatively developed, allowing for efficient operations. May face disruptions such as increased competition from neighbouring planets, political instability, or trade route disruptions. However, it could also benefit from strategic alliances or shared technology that increase efficiency and productivity. The population earns fair wages, lives in tolerable housing, and works in generally safe, albeit laborious, conditions.
07 Subsector Power: The hive world is among the most economically significant in its system, well-known in their subsector, and known in their sector. Its production capabilities are broad, generating high-quality goods that are in consistent demand. Robust trade connections strengthen its economy, with powerful merchant guilds and influential political entities playing key roles. May face challenges such as market fluctuations, rising competition, political red tape, or sabotage from other planets. However, the hive world may benefit from strong political influence and an established economic infrastructure, ensuring continued prosperity and stability. The population enjoys stable wages, decent housing, and efficient, well-maintained work environments.
08 Subsector Leader: The hive world is a dominant economic force within its subsector. Its production capabilities include vast industrial complexes, advanced manufacturing networks, and lucrative trade hubs. The planet’s wealth is critical to regional trade and industry. May face challenges such as political pressures or overdependence on key industries leading to collapse of the world's ecosystem. However, its vast economic influence and political power ensure it remains a powerhouse. The population earns comfortable wages, lives in spacious housing with good amenities, and works in advanced and highly regulated environments.
09 Sector Power: The hive world is a leading economic force within its subsector, and well-known in its sector. Its production capabilities are vast with many booming industries. The planet is home to some of the largest trade hubs, powerful industrial complexes, and dominant merchant guilds. While occasional political pressures or interplanetary rivalries may pose threats, the hive world remains a pillar of economic power, with a well-established political infrastructure ensuring its continued dominance. The population enjoys high wages, luxurious housing, and work environments that are highly regulated, technologically advanced, and exceptionally safe.
10 Galactic Power: The hive world is the economic centre of its sector, with goods traded across the Imperium. It serves as a key hub for commerce and interplanetary trade, driving prosperity far beyond its borders. Integrated into vast economic networks, its political and economic influence spans multiple sectors. May face challenges such as political disputes, unreasonable increase in tithes, or resource scarcity. However, its immense wealth and power secure its dominance. The population enjoys high wages, luxurious housing, and advanced, safe, highly regulated working environments, with servitors designated to most dangerous jobs.


Tithe Level[edit | edit source]

Every planet in the Imperium owes loyalty and gives tithe to the Emperor. Whether this is collected once every solar cycle or once every one hundred standard years, it is the first and most important responsibility that the Emperor demands of His subjects.

Also called Terra's Due or the Grand Harvest, the Imperial Tithe is a complicated contract worked out according to each planet's ability to pay. A great many branches of the Adeptus Administratum are involved in the process, and different organisations might be tasked with sacred duties such as assessing tithe rates, measuring collections, and monitoring any fluctuations.

Exactis[edit | edit source]

The Exactis category represents the highest and most demanding levels of tithing. These grades are assigned to the most productive and strategically vital worlds, requiring extensive contributions to the Imperium. Each step within the category reflects a slightly reduced but still substantial level of demand. Do note that Exactis grade planets can expect actual help to arrive quickly, or are bluntly told that they are to work as hard as they can before an incoming apocalypse so that the population may earn a right of settlement following evacuation (or better yet, volunteer for the guard after resources run out and conquer a world to resettle).

Roll on this table only if you rolled "Galactic Power", "Sector Power", "Subsector Leader", or "Subsector Power" on the Economy Stability and Influence table.

Exactis Tithe Level (d6)
01 Exactis Extremis: The maximum possible tithe, this level demands near-total exploitation of a planet’s resources, manpower, and industrial output. Planets at this level often face extreme hardship and risk collapse. Usually assigned to worlds critical to war efforts, such as hive worlds, forge worlds, or highly productive agri-worlds. These planets may also be designated to worlds that are in the path of an advancing enemy, either for preparation or in anticipation of the planet potentially falling to enemy forces.
02 Exactis Particular: A slightly reduced demand compared to Extremis but still requiring a planet to allocate the vast majority of its resources to the Imperium. Planets retain only minimal reserves for their own survival and stability.
03 Exactis Median: A balanced but still very high demand. Planets are required to prioritise imperial needs while being allowed just enough leeway to maintain a functional economy and infrastructure.
04 Exactis Prima: A moderate but substantial level of tithe. Worlds at this level can sustain their essential operations and population growth while still contributing significantly to the Imperium.
05 Exactis Secundus: A reduced but still meaningful burden, appropriate for productive worlds that are not considered critical. Planets at this level can maintain long-term stability while meeting their obligations.
06 Exactis Tertius: The lowest level of the Exactis category, often assigned to smaller or less essential worlds. Contributions are still significant but designed to be manageable.


Decuma[edit | edit source]

The Decuma category applies to planets of moderate importance or ability to contribute. These worlds contribute a meaningful portion of their output but are not expected to jeopardise their long-term sustainability. Each step in this tier lowers the obligations further.

Roll on this table only if you rolled "Regional Power", "Self-Sufficient", or "Emerging" on the Economy Stability and Influence table.

Decuma Tithe Level (d5)
01 Decuma Extremis: The most demanding level of the Decuma category, requiring planets to maximise their contribution while retaining just enough resources to ensure survival and productivity.
02 Decuma Particular: A high level of tithe demanding significant contributions but permitting planets to preserve more of their resources and manpower compared to Extremis.
03 Decuma Prima: A moderate obligation, reflecting a balance between the Imperium’s needs and the planet’s ability to maintain its infrastructure and economy.
04 Decuma Secundus: A reduced tithe obligation, suitable for worlds with limited productivity or strategic importance. Contributions are meaningful but not overwhelming.
05 Decuma Tertius: The least demanding level within the Decuma category, where contributions are largely symbolic. Worlds at this level are often of minor importance or marginal productivity.


Solutio[edit | edit source]

The Solutio category represents the least demanding tithe obligations, typically for underdeveloped, minor, or fringe worlds. These planets contribute what they can, though the expectations are far less stringent than higher categories.

Roll on this table only if you rolled "Underdog", "Dependent", or "Destitute" on the Economy Stability and Influence table.

Solutio Tithe Level (d5)
01 Solutio Extremis: The highest demand within the Solutio category, requiring worlds to dedicate as much as possible of their limited capacity without risking total collapse.
02 Solutio Particular: A moderate tithe obligation, requiring worlds to provide what they can while balancing their limited resources with the Imperium’s needs.
03 Solutio Prima: A modest level of demand, focusing on small but consistent contributions that do not strain the planet’s capacity.
04 Solutio Secundus: A minimal tithe obligation, suitable for worlds with marginal productivity. Contributions do not disrupt local economies or populations.
05 Solutio Tertius: The least demanding tithe level, often applied to remote or underdeveloped worlds with little to offer. Contributions are sporadic and mostly symbolic in nature.

Aptus Non/Adeptus Non[edit | edit source]

This designation exempts certain worlds from tithing, either because they serve vital imperial functions or are unproductive due to catastrophic events.

You may choose this if you can come up with some reason as to why your hive world wouldn't be part of the tithe.
Space Marine Chapter Homeworlds are amongst this exemption. However, Space Marine Chapter Homeworlds are expected to provide one form of tithe to the Imperium—5% of the Chapter's gene-seed given to the Mechanicus.

Rumours and Secrets[edit | edit source]

They are only rumours, right?

These may allow you to add some small pieces of fluff, or link some things together, in a roundabout way. Many of these are supposed to be ridiculous and get progressively more so, and/or may not make sense for your world, but they are only rumours, right?.

Rumours and Secrets (d30)
01 The Hidden Vault: Somewhere in the hive lies a vault holding invaluable relics from the Dark Age of Technology. It's said to be heavily guarded, but the vault was raided by unknown individuals.
02 Purge of a Noble House: A noble family was apparently purged for suspected heresy. However, some say they still exist in the shadows, seeking revenge on those who betrayed them.
03 Replacing the Workforce: The Adeptus Mechanicus may be manipulating orders to keep his factories running indefinitely, pushing the planet’s workforce to the brink of exhaustion and slowly replacing them with servitors.
04 The Plague: There are rumours of a plague spreading through the lower levels of a hive. Survivors of the plague claim it’s not a natural disease but a bioweapon released by the Imperium to control dissent, or by something far more terrible.
05 The Saint’s Eye: It’s said that hidden within a hive is a statue of a saint, whose eyes weep blood at the time of a great disaster in the galaxy.
06 The Hidden Altar: A secret altar exists beneath a hive’s surface. Worshippers gather there to perform rituals that are said to have effects on the population, imbuing the faithful with unusual power.
07 Hive Disappearance: An entire hive seems to have disappeared, and with no word from officials on what happened.
08 The Sleepless God: A machine known as the Sleepless God is kept in deep stasis by the Adeptus Mechanicus. It’s said to be a sentient weapon with a mind of its own, dormant but waiting for someone to awaken it.
09 The Benevolent Overseer: A strange figure is said to govern the planet from behind the scenes, ensuring peace and prosperity at all costs. This figure is believed to be an immortal, though no one has ever seen them.
10 The Lurkers in the Dark: A group of mutants—said to have been created by long-forgotten experiments—is said to live in the deepest caverns of the underhive.
11 The Clockwork War: The lower levels of a hive are home to a group of automaton-like beings that are said to have a war with each other. This war has been ongoing for centuries, and those who venture too deep report strange sights of rusting machines fighting endlessly.
12 The Expeditions: Scouts are said to have been sent to some unexplored part of the world. What they are looking for is unclear, but whispers of portals, monsters, creatures, havens, and vast riches are all common.
13 The Black Chamber: In the depths of a hive, there is a room known only as the Black Chamber, said to be a forbidden area where the most heinous and forbidden experiments are carried out. But nobody living knows who.
14 The Mind-Walkers: A cult exists that claims to possess the ability to project their minds into the bodies of others. Members of this cult are said to have infiltrated high positions of power within the hive, manipulating the populace without their knowledge.
15 The Gilded Mask: An artefact—the Gilded Mask—is said to be able to disguise anyone wearing it, even changing their voice and appearance. Some claim the highest-ranking officials in the hive wear it to disguise their true identities.
16 The Ghost Regiment: Rumours that a regiment of soldiers who perished in a long-forgotten war has risen from the dead and now roams the hive, still fighting an invisible war.
17 The Hollow Spire: A spire somewhere in the hives is said to be hollow, and there are rumours of strange creatures and noises emerging from within.
18 The Forgotten Door: A massive, reinforced door deep within the hive has resisted all attempts at opening.
19 The Starless Night: Once every century, the planet experiences a night without stars. During this time, the planet's rulers are said to prepare for something, though no one knows what.
20 Key to Prosperity: There is an old legend among the workers that the hive’s original architects left behind a “key” to the future prosperity of the planet, hidden somewhere in the depths. The key is said to have the power to control all the hive’s systems with a single command.
21 The True Emperor’s Heir: There are whispers that the true heir to the Emperor of Mankind exists on the planet.
22 War Machine World: The planet itself is not just a hive world, but an ancient war machine built by the ancient human race—a dormant vessel waiting to awaken. Its vast subterranean systems are said to house unimaginable weapons capable of wiping out entire star systems.
23 The Heart of the Hive: A rumour claims that the very core of the planet is alive, a massive, sentient entity that controls the entire hive.
24 The Shifting City: Some say that parts of the hive move or shift as if the city itself is alive. Entire districts have been seen to change locations, rearrange themselves, and even disappear without a trace, only to reappear somewhere else on the planet.
25 The Warp Tear: Beneath the deepest parts of a hive lies a tear in the fabric of reality itself, haunting voices and creatures emerge from it.
26 The Undying Leaders: The Governor and their entire leadership is believed to have been alive for centuries—not through natural means—but by transferring their consciousness into new bodies.
27 The Grand Nexus: Deep within the underhive, there is said to be a network of tunnels that leads to the very heart of the galaxy.
28 Chaos in Disguise: Some form of Chaos worshippers is said to have infiltrated the planet at all levels, from regular citizens to the highest forms of leadership. This has supposedly been influencing key decisions for years, setting the stage for an impending Chaos invasion.
29 The Machine God’s Palace: Deep within the Adeptus Mechanicus facilities, there is said to be a palace made entirely of machine parts, where the Machine God resides. Some claim that the Machine God is not a god at all but an ancient sentient AI waiting to be awakened.
30 The Hidden Imperium: A group of loyalists believes that there exists a hidden Imperium within the Imperium, a parallel government that operates in secret, obeying only the Emperor’s will.


Outsider Relations[edit | edit source]

I advise choosing rather than rolling, else you ruin a perfectly good world.

Outsider Relations (d10)
01 Outright War and Murder: Outsiders are seen as immediate threats and are killed on sight. The planet is in a constant state of hostility, and diplomacy is impossible. All visitors are viewed as enemies to be destroyed.
02 Xenophobic: The people of this world hold a deep distrust or hatred of non-locals. Outsiders are seen as threats, and any interaction may be met with hostility. Requests for trade or diplomacy are often ignored or rejected outright.
03 Suspicious of Outsiders: The hive world is wary of anyone not from their own population. Outsiders are closely monitored, and trust is difficult to earn. Visitors will be questioned at length or denied entry altogether.
04 Reserved and Cautious: While not overtly hostile, the inhabitants prefer to keep to themselves. Outsiders are treated with politeness, but there is an underlying wariness. Relationships with them are slow to develop and require careful negotiation.
05 Neutral: The hive world is neither hostile nor overly welcoming. Relationships are functional and based on necessity, with few personal bonds or alliances being formed.
06 Transactional: The people of the world are primarily focused on what they can gain from outsiders. Everything is treated as a trade: knowledge, resources, or services are given only when something of equivalent value is offered in return.
07 Curious: The hive world is intrigued by outsiders, especially those from distant parts of the Imperium. While they may or may not be welcoming, they are keen to learn from them. Expect a mixture of fascination and caution.
08 Superior: The population sees themselves as above others, especially outsiders. They may view their advanced technology, superior knowledge, or social order as being far more refined than that of the visitors, and as such, are condescending or dismissive.
09 Friendly: Outsiders are treated warmly, with open arms. The hive world actively seeks trade, diplomatic relations, and cultural exchange. Visitors may find the people eager to form new alliances and share their resources.
10 Peace and Love: Outsiders are welcomed with open arms and treated like family. The people prioritise harmony and will go to great lengths to avoid conflict, offering shelter, resources, and kindness.


Adeptus Arbites Attitude[edit | edit source]

This section outlines the stance and influence of the Adeptus Arbites on the hive world, particularly their methods in maintaining law and order.

Adeptus Arbites Attitude (d6)
01 Tyrannical: The Arbites act as brutal, unyielding rulers. Their role as judge, jury, and executioner is executed with merciless efficiency. They dole out harsh punishment for even the slightest infraction, and executions are common. The Arbites' presence is a symbol of terror, and dissent is crushed immediately. Punishment—if not death—may include Servitude Imperpituis—being turned into a servitor, burning, and public torture.
02 Relentless: The Arbites are a force of severity. They execute the law with unwavering commitment and brutal efficiency. On-the-spot harsh punishments—while swift—are typically reserved for serious crimes, but they still show little mercy. The populace knows that the Arbites will act decisively, and they rule with a strict sense of justice, though it may often appear harsh and unforgiving. Minor infractions are met with severe consequences, but they don’t kill without reason. Punishment—if not death—may include Servitude Imperpituis—being turned into a servitor, burning, and extreme acts of public humiliation.
03 Impartial: The Arbites here are cold, detached instruments of the law. They are clinical in their execution of justice, with no regard for individual circumstances. While they punish swiftly and without hesitation, their actions are carried out without passion. There is no cruelty for cruelty's sake, but no empathy either. The people understand the Arbites as enforcers of the system—efficient, unemotional, and unrelenting. Those who break the law face inevitable retribution, but the Arbites do not enjoy it; they simply view it as their duty in protecting the hive. Punishment—if not death—may include Servitude Imperpituis—being turned into a servitor, pelting, and public lashings.
04 Just and Stern: The Arbites are stern, but fair. While they enforce harsh punishments, they are seen as measured and balanced. They do not kill without cause and make an effort to maintain order without unnecessary cruelty. While executions are still required, they reserve it for severe crimes. The populace respects them with a healthy dose of fear, viewing them as harsh but just figures. Punishments—though severe—are seen as earned rather than arbitrary. Punishment may include forced impressment into a penal legion.
05 Protective: The Arbites are more protective than punitive. While still ruthless when required, they are also seen as the guardians of the people. They will seek to prevent crime before it happens, intervening in domestic disputes or illegal activities without resorting to violence unless necessary. The Arbites are respected by the populace for their sense of duty and fairness, and while they will still execute criminals when needed, they are seen as a stabilising force rather than an oppressive one. Their role is to ensure peace, while still able to instil fear in the lawless. Punishment may include impressment into a penal legion, the guard, navy, or PDF—off-world.
06 Pragmatic: The Arbites are trusted and respected by law-abiding citizens. Their primary focus is maintaining peace and order, ensuring lawful citizens feel safe—by any means. The people feel secure under their watch, confident that the Arbites will protect them from crime and unrest. Criminals, however, live in constant fear, knowing that any serious offence will be met with decisive and public punishment. The Arbites execute criminals in the very neighbourhoods they were active, as a deterrent, warning, and declaration of the Emperor's justice. Punishment may include impressment into a penal legion, the guard, navy, or PDF.


Notable Landmarks[edit | edit source]

These may serve as an added piece of fluff for the world, but feel free to skip this section.
These may act as a holy site, pilgrimage site, or be under investigation by many factions.

Notable Landmarks (d20)
01 Area of Unnatural Beauty: A perfect, tranquil area of beauty amidst the harsh hive world. Crystal-clear waters and vibrant flora seem out of place. Things grow where they have no place growing. Those who visit report a strange sense of calm and are reluctant to leave. Some seem to disappear entirely without a trace. Those who return are often distant, as if changed by something unseen.
02 The Spire: A colossal tower built by the Adeptus Mechanicus, said to house an ancient relic or forge.
03 The Cathedral of the Emperor: A massive cathedral dedicated to the Emperor, particularly large and ornate.
04 The Excavation: A vast pit where something was once extracted from the earth. It is deep enough to pierce into the planet's mantle, hundreds or thousands of kilometres deep. May have been mining, a weapon, or some noble's curiosity.
05 The Eternal Flame: A legendary flame kept burning in a sacred temple, said to have been ignited by the Emperor himself during the Great Crusade. Whether this is true or not is disputed.
06 The Necropolis: A vast cemetery where the venerated dead of the hive world are interred, filled with elaborate tombs and monuments to fallen heroes of the Imperium. Akin to a cemetery world, but localised.
07 The Pillars of Hope: Enormous statues of revered Imperial figures that stand as symbols of the planet’s loyalty to the Imperium. May be carved into mountains, carved from entire mountains, or regular statues.
08 The Eternal Pulse: A massive energy generator buried deep beneath the hive that hums day and night, its power believed to be a gift from the Emperor. However, some suspect it may be drawing power from something far darker.
09 The Hallowed Basin: A sacred lake said to have healing powers, located in a remote part of the planet, where pilgrims often journey to seek blessings or cures.
10 The Great Machine: A mysterious machine buried deep in the planet's crust, thought to predate the Imperium, and highly guarded by the Adeptus Mechanicus, but often visited by them as part of a pilgrimage or study.
11 The Choir Spire: A colossal tower resonating with hymns sung by a choir numbering in the thousands. Its acoustics are said to amplify the voices to divine levels.
12 The Reliquary of Eternal Service: A massive vault housing relics of sainted labourers and workers who served the Emperor. Pilgrims offer their tools and hands for blessing, hoping to emulate their devotion.
13 The Vox Monolith: An ancient vox-transmission tower said to carry the Emperor's words directly to the faithful. Though its origins are unknown, it is revered as a direct connection to His divine will.
14 The Bastion of Triumph: A grand military fortress that symbolises service in past battles. The walls are adorned with murals of victorious battles, and its halls are treated as hallowed ground.
15 The Hall of Reflections: A great hall adorned with mirrors that reflect the faces of those who enter. It is said that the mirrors show a person’s true self, revealing their innermost thoughts and desires. While many seek the hall for clarity, others claim the mirrors drive people mad with what they see.
16 The Emperor’s Hand: A mountain peak carved into the likeness of the Emperor’s outstretched hand. Pilgrims often ascend its treacherous paths to touch it, and seek blessings.
17 The Archives: A library deep within the hive’s restricted zones, containing ancient records of unknown origin. Some believe these texts hold forbidden knowledge, while others view it as a holy archive.
18 The Spine: A twisted tower said to grow from the very ground itself, its surface seemingly organic. The locals claim it’s a holy structure, but its true nature is a source of unease.
19 The Great Pyramid: An ancient structure from a forgotten era, possibly linked to an older civilisation or even a xenos race, now under investigation.
20 The Gate: A massive archway discovered beneath the hive’s deepest levels. It hums with an unnatural energy and is adorned with grotesque symbols. The Adeptus Mechanicus, Ecclesiarchy, and Inquisition investigate it, but whispers of heresy spread among the populace.


Fillable Table[edit | edit source]

Hive World Origins:
Hive World Population:
Planetary Power Structure:
Religious Influence:
Imports/Exports:
Environmental Hazards:
Important Figures:
Planetary Boons:
Planetary Defences:
Planetary Defence History:
Economy Stability and Influence:
Rumours and Secrets:
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Outsider Relations:
Adeptus Arbites Attitude:
Notable Landmarks:


Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield HostGrey Knight BrotherhoodImperial Guard RegimentImperial Guard Regiment CommanderImperial Knight HouseInquisitorAdeptus Mechanicus Tech-PriestLegiones SkitariiLegio TitanicusRenegade Space Marine ChapterSisters of Battle OrderSpace Marine Battle Brother/Chapter MasterSpace Marine ChapterTempestus Scions RegimentUnderhive GangNoble HouseImperial Navy VesselAdeptus Arbites Precinct
Chaos Chaos Space Marine WarbandChaos Space Marine/Daemon PrinceChaos WarbandHeretical CultLost and the Damned RegimentRenegade Knight HouseDark Skitarii ForceTraitor Titan Legion
Xenos Creature CreatorDark Eldar KabalEldar CraftworldHarlequin MasqueGenestealer CultNecron DynastyOrk WarbossOrk KlanTau CadreTyranid Hive FleetVotann LeagueWych CultEldar Corsairs
Planets Forge World GeneratorDark Mechanicus Forge World GeneratorPlanet GeneratorHive World Creation TablesSolar System GeneratorImperial Space Station
Misc. Power ArmourCustodes Power Armour