Better Territories & Colonies A supplement for Rogue Trader Copyright © 2013 by Metzler All Rights Reserved. This book or any portion thereof may freely be reproduced or used in any manner by fellow gamers and Warhammer 40k fans, but do provide me with due credit. This is a role-playing supplement. All characters and events and whatnot portrayed in this book are fictitious. Any resemblance to persons living, dead or not born yet is strictly coincidental. Same goes for places, events and anything else you can think of. This is a fan-made Warhammer 40,000 Roleplay supplement. It is in no way associated with or endorsed by Games Workshop, Black Library and/or Fantasy Flight Games. As a fan-made supplement it is non-profit; I’ve done it in my free time, without desire for compensation. Available for digital download at: http://darkreign.org Contact information: PM Metzler @ http://darkreign.org Designed and written by Metzler Editing Green Knight Layout Green Knight w/help from Messiahcide Cover Art The Unknown Heretic Interior Art The Unknown Heretic Better territories & Colonies Better territories • Better colonies Example Chapter: Example Title Territories & Colonies I created the below charts to replace the charts in the world generator section of the Stars of Inequity supplement. Better territories Roll 1d10. Apply a -1 modifier if the planet is a limited ecosystem, and -1 if limited water, apply a +1 modifier if the planet is vibrant. 1. Wasteland 2. Mountains 3. Hills 4. Brushlands 5. Plains 6. Thin forest/jungle 7. Dense forest/jungle 8. Wetlands/Swamp/Marsh 9. Lake/Island Sea 10. Ocean Wasteland Roll 1d10 1-10 lifeless (cost of farms and ranches increased by 1 on this planet) 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-60 rivers 60-70 caves 71-80 desert/no water (+1 to piety rolls, costs of farms and ranches increased by 1 on this planet) 81-85 evidence of previous war or natural disaster (+1 to +3 profit factor [roll to randomize] if a research station is built) 86-90 nothing of importance 91-95 roll twice 96-100 roll on the exotic table Mountains Roll 1d10 1-10 lifeless (unlike lifeless in wasteland and hills, this has no mechanical effect and is just for theme) 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-60 streams and waterfalls 60-70 caves 71-80 fertile valley/grove in mountains (+1 to morale rolls) 81-85 huge/large amount of cliffs (+1 to piety rolls ) 86-90 active volcanoes (+1 to piety rolls) 91-95 roll twice 96-100 roll on the exotic table Hills Roll 1d10 1-10 lifeless (cost of farms and ranches increased by 1 on this planet) 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-60 streams and waterfalls 60-70 caves 71-80 rocky terrain/boulders 81-90 nothing of importance 91-95 roll twice 96-100 roll on the exotic table Brushlands Roll 1d10 1-10 rivers 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-70 uneven terrain/broken ground 71-80 good grazing land (cost of ranches decreased by 1 in this territory) 81-90 nothing of importance 91-95 roll twice 96-100 roll on the exotic table Plains Roll 1d10 1-10 rocky terrain/broken ground 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-60 rivers 61-80 fertile (cost of farms and ranches decreased by 1 in this territory) 81-85 exceptionally flat 86-90 nothing of importance 91-95 roll twice 96-100 roll on the exotic table Thin Forest/Jungle Roll 1d10 1-10 rivers 11-20 warmer than average 21-30 colder than average 31-40 expansive 41-55 notable species 56-60 rocky terrain/broken ground 60-85 nothing of importance 86-90 hardwoods/exotic wood (+1 profit factor to any lumber mill built) 91-95 roll twice 96-100 roll on the exotic table Dense Forest/Jungle Roll 1d10 1-10 higher than average humidity 11-20 warmer than average 21-30 colder than average 31-40 expansive 41-60 notable species 70-80 hardwoods/exotic wood (+1 profit factor to any lumber mill built) 81-85 virus 86-90 plant with useful compound (+1 to +3 profit factor [roll to randomize] if a research station is built) 91-95 roll twice 96-100 roll on the exotic table Wetlands/Swamp/Marsh Roll 1d10 1-10 higher than average humidity 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-85 nothing of importance 86-90 virus 91-95 roll twice 96-100 roll on the exotic table Lake/Inland Sea Roll 1d10 1-10 salt water 11-20 warmer than average 21-30 colder than average 31-40 notable species 41-50 expansive 51-70 fishing stocks (+1 profit factor to fisheries built in this territory) 71-80 nothing of importance 81-85 very shallow 86-90 caves at waterline 91-95 roll twice 96-100 roll on the exotic table Ocean Roll 1d10 1-10 expansive 11-20 warmer than average 21-30 colder than average 31-40 notable Species 41-70 fishing stocks (+1 profit factor to fisheries built in this territory) 71-75 fresh water 76-80 nothing of importance 81-85 leviathan 86-90 caves at waterline 91-95 roll twice 96-100 roll on the exotic table Exotic – Roll 1d100 1-10 extreme weather (+1 to +3 profit factor [roll to randomize] if a research station is built) 11-15 Perpetual fog/mists 16-20 Intelligent local species – tribal (+1 to +3 profit factor [roll to randomize] if a research station is built) 21-25 sentient plant life (+3 to +5 profit factor [roll to randomize] if a research station is built) 26-35 Huge Landmark i.e. such as trees, or mountains (+2 to piety rolls) 36-40 Heaven on earth (idyllic, beautiful) (+2 to morale, +1 to productivity, and +1 to colony size rolls) 41-45 Ill Omened/haunted (-2 to morale rolls) 46-50 Bizarre Colors (-2 to morale rolls) 51-55 very fertile land (+1 profit factor to all farms and ranches on the planet) 56-60 Sinkholes/pitfalls 61-63 Intelligent local species - abhuman 64-65 Bio-luminescence terrain/plant life (+1 to +3 profit factor [roll to randomize] if a research station is built) 66-67 Crystallized terrain/plant life (+1 to +3 profit factor [roll to randomize] if a research station is built) 68-69 Warp saturated terrain/plant life (-3 to piety rolls) 70-71 Psychic null zone (-1 to morale rolls) 72-73 Natural disaster occurs – meteor strike 74-75 Natural disaster occurs – earthquake/tsunami 76-77 Natural disaster occurs – Warpstorm 78-79 Poor air quality 80-81 Eldar Waygate 82-83 Tyranid spores 84-85 Necron tombworld 86-87 Crashed Spaceship (+1 to +3 profit factor [roll to randomize] if a research station is built) 88-89 Trapped Daemon (-4 to piety rolls) 90 Explosive Terrain (-1 to morale rolls) 91 Floating landscape/flora 92 Tear in Realspace/Warpgate (-3 to piety rolls) 93 Natural Astropathic Amplifier 94 Sentient Planet (+5 to research colony size rolls ) 95 Sentient A.I. (+5 to +10 profit factor [roll to randomize] if a research station is built) 96 STC (+5 to +10 profit factor [roll to randomize] if a research station is built) 97 Intelligent local species – hivemind (+1 to +3 profit factor [roll to randomize] if a research station is built) 98 Intelligent local species – symbiotic relationship with another indigenous species (+1 to +3 profit factor [roll to randomize] if a research station is built) 99-100 roll twice. Better colonies To found a colony, the Rogue Trader must pay a cost in Profit Factor. The base cost is 1d5+1. This cost is modified by each which applies: -1 if the planet has a vibrant ecosystem +1 each if atmosphere is thin, thick or tainted, or if temperature is hot or cold. +2 each if atmosphere is toxic, or if only ecosystem is “liquid water” +3 each if atmosphere is corrosive or if temperature is burning or ice, or if only ecosystem is trapped water. +4 if atmosphere is deadly A newly settled colony begins at size 3, with moral, productivity, and piety at 5. If the total modifiers of the colony settlement table were +4 or higher, the colony instead begins at size 2 with moral, productivity, and piety at 4. The maximum values for size, morale, productivity and piety are 15. The minimum value is 0 Colony Size – The size of the colony directly effects the profit factor of the colony. If this number is reduced to zero the colony is destroyed. Morale – The level of morale in a colony influences the colony’s size, productivity, and piety. Productivity – This attribute affects colony size. A colony cannot grow further than its productivity level. Piety – This attribute has little mechanical effect, but if piety becomes too low, this will create trouble as determined by the GM such as cults and rebellion. At the end of every month in game time, the players will roll on following colony maintenance tables for each colony they own. Each player may only use their character’s attributes towards the rolls for one colony. Additionally, to qualify, a player may only use their character’s attributes if they have spent more than half of the month in game time in the colony’s star system. Otherwise they must use a colony representative NPC. The order of the rolls for each colony are morale, productivity, piety, and finally colony size. Morale Roll 1d10 and add the representative’s fellowship AND Intelligence attribute bonuses, plus any additional modifiers. For example, a character with intelligence 34 and fellowship 41 would have a +7 modifier. 0-6 The colony’s morale decreases by 2 7-9 The colony’s morale decreases by 1 10-14 No effect 15-18 The colony’s morale increases by 1 19+ The colony’s morale increases by 2 Productivity Roll 1D10 and add the representative’s Intelligence bonus, plus any additional modifiers. 0-3 The colony’s productivity decreases by 2 4-6 The colony’s productivity decreases by 1 7-11 No effect 12-15 The colony’s productivity increases by 1 16+ The colony’s productivity increases by 2 Piety Roll 1D10 and add the representative’s fellowship bonus, plus any additional modifiers. 0-3 The colony’s piety decreases by 2 4-6 The colony’s piety decreases by 1 7-11 No effect 12-15 The colony’s piety increases by 1 16+ The colony’s piety increases by 2 Colony Size Roll 1D10 and apply the following modifiers. These are cumulative. -1 The colony’s morale is less than 5 -1 The colony’s morale is less than 3 -1 The colony’s morale is 0 +1 The colony’s morale is greater than 10 +1 The colony’s morale is greater than 12 +1 the colony’s morale is 15 Colony size results table 0-2 colony decreases in size one level 3-8 colony size remains the same 9+ the colony size increases one level. (If the colony size would increase to a greater size than its productivity, this result is ignored.) Colony Improvements A colony may build 1 point worth of improvement every month at no cost to the Rogue Trader. For example, a colony could build a research station (a 3 point improvement) in 3 months. Alternatively, a Rogue Trader may immediately purchase an improvement at the cost listed in profit factor. Cost - Name - Function 1 -> Farm -> +1 profit factor. May build one per plains terrain 1 -> Ranch -> +1 profit factor. May build one per brushland terrain. 1 -> Fishery -> +1 profit factor. May build one per Lake, Island Sea or Ocean. 1 -> Lumber Mill -> +1 profit factor. May build one per Woods/Jungle terrain. 3 -> Research station -> +1 profit factor (normally only worthwhile to build if the planet has an anomaly to be researched ) 1 -> Church -> +1 piety when built. +1 to all future piety rolls 1 -> Factory -> +1 productivity when built. +1 to all future productivity rolls 1 -> Administration buildings -> +1 morale when built. +1 to all future morale rolls Additional colony improvements The rules in the above paragraph of purchasing an improvement up to 3 times at increased cost, do not apply to the improvements in the below table. Cost -> Name -> Function 1 -> Mine -> +0 profit factor (This is built to be able to use minerals listed in a territory. The profit comes from the minerals.) Each mine allows use of one mineral deposit 1 -> Xenos exports -> Planet must have an applicable species as determined by the GM. +1 to 3 Profit Factor 3 -> Heavy constructors -> A colony with this improvement may build 2 improvements per month 3 -> Standing Militia -> Grants the colony a standing army of 5,000 troops. Upon completion, this improvement lowers the PF of the colony by 1 to represent the soldiers wages. 5 -> Space Constructor -> Allows building of advanced buildings. Must have level 3 factory, and heavy constructors. 10 -> Space station -> Must have space constructor 10 -> Spaceship drydock -> Must have space constructor Colony profit factor Controlling an active colony increasing the RT dynasty’s profit factor. The profit factor added equals the size of the colony, plus any improvements. For example a size 5 colony with a farm and a fishery (+1 profit factor each) would add a total profit factor of 7 to the RT dynasty. Special Rules Piety – what if you’re the bad guy? In the rare case where the players are allied with Chaos and want to undermine the piety of the colony. Please follow the below rules. 1. A player can choose not to add their attribute modifier to any colony maintenance roll. While normally this would be against the player’s interests, in the case where they are allied with Chaos, by omitting their modifier to a piety roll, they will make it more likely to decrease. 2. Secret covens. During the colony maintenance phase, the representative player may choose to encourage a secret coven. They would roll as per the normal piety table. If successful, the coven gains a number which is tracked just like morale, productivity, and piety. 3. A player can build a colony improvement to gain positive modifier for the coven rule. Use the same rules for the church colony improvement. However, this improvement can never be built for free by the colony and must be purchased out of the Rogue Trader’s profit Factor. 4. The piety and coven numbers represent the allegiance of the colony. For example if piety is 6, and coven is 3, approximately 1/3 of the population would be sympathetic to Chaos. A minority of that 1/3 would be actual cultists, just as a minority of the other 2/3 non-sympathetic portion of the population would be fervent imperials. 5. At any time the coven may attempt to take over the planet. This would be achieved in game through roleplaying and/or combat and is beyond the scope of this rule set. Example Chapter: Example Title Each of the above improvement can be purchased up to 3 times. Each time an improvement is purchased, its cost increases by one, and its benefits remain the same. For example, say a colony has a church, they may build that improvement again, but this time the cost would be 2 instead of 1. For thematic purposes, this improvement could be a cathedral. Like the church, it would give +1 piety when built, and +1 to all future piety rolls. A colony with a church and cathedral would receive +2 to all piety rolls. Continuing the example, if the improvement is purchased again, it would cost an additional 3. For thematic purposes this could be a grand cathedral. The cost to build all three improvements would be 6 (1+2+3), and combined they would give +3 to all piety rolls.