Expanded Colony Rules

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

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.

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 constructor0

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.

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