| d10 | Result | Result | Result | Result | Result |
|---|---|---|---|---|---|
1 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d2") |
Initiative :
|
Number of colonists Roll 3d6*10 |
Number of Sub-colony : Roll 1d2-1 |
Sub-mission : no |
2 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d2") |
Initiative :
|
Number of colonists Roll 3d6*20 |
Number of Sub-colony : Roll 1d3-1 |
Sub-mission : no |
3 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3") |
Initiative :
|
Number of colonists Roll 3d6*30 |
Number of Sub-colony : Roll 1d4-1 |
Sub-mission : no |
4 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3") |
Initiative :
|
Number of colonists Roll 3d6*50 |
Number of Sub-colony : Roll 1d5-1 |
Sub-mission :
|
5 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+1") |
Initiative :
|
Number of colonists Roll 3d6*80 |
Number of Sub-colony : Roll 1d6-1 |
Sub-mission :
|
6 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+1") |
Initiative :
|
Number of colonists Roll 3d6*130 |
Number of Sub-colony : Roll 1d6+1 |
Sub-mission :
|
7 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+2") |
Initiative :
|
Number of colonists Roll 3d6*210 |
Number of Sub-colony : Roll 1d6+2 |
Sub-mission :
|
8 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+2") |
Initiative :
|
Number of colonists Roll 3d6*240 |
Number of Sub-colony : Roll 1d6+3 |
Sub-mission :
|
9 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+2") |
Initiative :
|
Number of colonists Roll 3d6*450 |
Number of Sub-colony : Roll 1d6+4 |
Sub-mission :
|
10 |
Development level : Roll on "DEVELOPPEMENT LEVEL" (dice="1d3+3") |
Initiative :
|
Number of colonists Roll 3d6*690 |
Number of Sub-colony : Roll 1d6+5 |
Sub-mission :
|
| d6 | Result |
|---|---|
1 |
Inceptor |
2 |
Anchoring |
3 |
Expanding |
4 |
Established |
5 |
Exploitable |
6 |
Free-standing |
| d6 | Type |
|---|---|
1 |
Economic : Roll on "ECONOMIC INITIATIVE" |
2 |
Potential : Roll on "POTENTIAL INITIAVE" |
3 |
Productivity : Roll on "PRODUCTIVITY INITIATIVE" |
4 |
Maintenance : Roll on "MAINTENANCE INITIATIVE" |
5 |
Science : Roll on "SCIENCE INITIATIVE" |
6 |
Ambiance : Roll on "AMBIANCE INITIATIVE" |
| d4 | Result |
|---|---|
1 |
Low taxe rate : Encourage more trade through a super low tax. |
2 |
Free enterprise : It’s each colonist for themselves, let capitalism save us all. |
3 |
Collectivism : We are better off working together and pooling our wealth, for the good of the colony. |
4 |
Lab-grown rations : If food is running low we have to ration it for the good of the colony. |
| d4 | Result |
|---|---|
1 |
Finders keepers : Get out there and find what this place has to offer we guarantee it’s yours to sell once we have assessed it. |
2 |
Big bonuse: Go out and find stuff for us whatever it is we’ll pay big. |
3 |
All hands on deck : We must keep those farms working, fix the tractors, service their suits, and keep working! |
4 |
Desctructive practices : Fracking, mantle breaking, explosive mining: it’s all acceptable as we strip this planet clean. |
| d4 | Result |
|---|---|
1 |
Double shifts : When the work has to be done some times there’s no option but to go to double shifts all round. |
2 |
Mass production : Don’t worry about that fancy stuff, just pump out masses of the cheap shit. |
3 |
Advanced industry : Anyone can mass produce crap, here we will focus on the highend stuff we can’t get from elsewhere. |
4 |
Zero tolerance : There’s no space for illness or family life, zero tolerance for anything other than the success of the colony. |
| d4 | Result |
|---|---|
1 |
Home Care package : If the people fix up their homes themselves it makes the maintenance job a mite easier. |
2 |
Work round the clock : There’s too much to do but it’s gotta be done just keep at it 24/7. |
3 |
The bare bones: There’s too much shit that needs attention, so just focus on keeping the wind out and the lights on. |
4 |
Safety first : We get nowhere unless the colony keeps us all safe and secure. |
| d4 | Result |
|---|---|
1 |
Anything goes : Ethics? What about them? Scientific discovery is the master and we don’t let silly things like ethics get in the way... |
2 |
Home investigation : Focus on the discoveries this new planet has to offer. |
3 |
Sharing is caring : It might be a risk but our research will go a lot faster if we share our findings with our corporate and government colleagues back home. |
4 |
Family planning : Have kids! |
| d4 | Result |
|---|---|
1 |
Health screening : Taking care of the peoples’ health is good for everyone. |
2 |
Open door policy : Anyone can knock on the command team’s door and tell them what’s what. |
3 |
Interdepartemental games : A competition of various games, to get the different departments mixing, can only be good for morale. |
4 |
Communal living : Living close to each other can be hard, but if you’re a real community then it’s expected. |
| d6 | Result |
|---|---|
1 |
Economic : Roll on "ECONOMIC INSTALLATIONS" |
2 |
Potential : Roll on "POTENTIAL INSTALLATIONS" |
3 |
Productivity : Roll on "PRODUCTIVITY INSTALLATIONS" |
4 |
Maintenance : Roll on "MAINTENANCE INSTALLATIONS" |
5 |
Science : Roll on "SCIENCE INSTALLATIONS" |
6 |
Ambiance : Roll on "AMBIANCE INSTALLATIONS" |
| d4 | Result |
|---|---|
1 |
Market place : Need to have somewhere to hawk your goods. |
2 |
Tooling workshop : A place to build small vehicles and tools. |
3 |
A.I. upgrades : The colony’s operating system has been enhanced and all aspects of colony life benefit from the extra computing power. |
4 |
Banking Services : A place for corporations to work their magic, with whizzy schemes to further indebt the workers. |
| d4 | Result |
|---|---|
1 |
Tractor assembly : You can’t prospect or farm all that land if you don’t have any working rovers or tractors... |
2 |
Traffic control : Bringing order and orbital support to your colonists when in transit is a great benefit and prevents those pesky mid-air collisions. |
3 |
Prospecting drones : Automated drones go out and do the legwork, so your wild catters can go straight to the hot finds. |
4 |
Deep core sampling : Deepcore sampling is a great way to hit paydirt deep beneath the surface. |
| d4 | Result |
|---|---|
1 |
Factories or farms : Always going to need factories or farms... |
2 |
Equipement workshop : It helps if you can make your own compression suits, survival gear, and some light protection weapons too. |
3 |
Robotic Systems : Robotic workers might increase productivity but they put some people out of a job. |
4 |
Colony P.A. system : What better way to make sure the people hear what you want them to hear. A happy worker is an efficient worker. |
| d4 | Result |
|---|---|
1 |
Maintenance crews : Let’s employ more workers to keep this place in good running order. |
2 |
Auto repair protocols : Important systems can diagnose and repair themselves. |
3 |
Resilient Systems : Why not make our colony out of systems that don’t break down half so much? That way the maintenance job is much easier... |
4 |
Installation hardening : The colony is prone to breaking down. Adding layers of armor or steel supports can only be a good thing. |
| d4 | Result |
|---|---|
1 |
Quarantine bay : There’s a lot of unknown shit out there so having a quarantine system is a no-brainer. |
2 |
Advanced medical center : A long way from Gateway Station, it’s good to have first rate medical facilities on hand. |
3 |
Advanced research facility : How can we make the discoveries we are here to make if we don’t have the best equipment? |
4 |
Pharmacology lab : A pharmacology unit and factory that can produce a variety of chemicals. |
| d4 | Result |
|---|---|
1 |
Command crew radio station : A local radio station that broadcasts official information gets listened to... |
2 |
Recreactional facilities : All work and no play makes Jane a shit worker. |
3 |
Emergency shelters : Life can be deadly, and having a safe haven to escape to makes everyone feel better. |
4 |
Detention center : If all else fails... |
| d6 | Result |
|---|---|
1 |
Economic : Roll on "ECONOMIC PROJECTS" |
2 |
Potential : Roll on "POTENTIAL PROJECTS" |
3 |
Productivity : Roll on "PRODUCTIVITY PROJECTS" |
4 |
Maintenance : Roll on "MAINTENANCE PROJECTS" |
5 |
Science : Roll on "SCIENCE PROJECTS" |
6 |
Ambiance : Roll on "AMBIANCE PROJECTS" |
| d4 | Result |
|---|---|
1 |
Supply run : When running low you must call the Company to send a supply ship or two. |
2 |
Cartels : Trade works best when you can control the supply, the market and the price... |
3 |
Raw materials : They aren’t worth much but it’s all we can get our hands on let’s dig those raw materials up and sell them back to the Company. |
4 |
Close Monitoring : A sustained period of watching the workers is surely going to help find any troublemakers. |
| d4 | Result |
|---|---|
1 |
Prospecting Survey : Drop everything and survey a new part of the world, cuz you’re not having much luck elsewhere. |
2 |
Orbital Mapping: What better way to survey a big chunk of this rock? |
3 |
Expert wilcatters : The prospectors here are busy up to the eyeballs, so why not buy-in some off-planet expertise to do some heavy lifting? |
4 |
Offworld advertising campaign : Let’s get volunteers to come and join us... |
| d4 | Result |
|---|---|
1 |
Mining ops : New opportunities have opened up so get out there and make the most of it! |
2 |
Industrial Surveys : The local wildcatters are lazy. Send an industrial team out to do some real surveying. |
3 |
Out to tender : There’s too much work and too little time. Let’s flash some cash and get contractors in to do the job for us. |
4 |
Press gang order : A desperate way to increase the working population by getting the Corporation to round up ne’er-do-wells and ship them out. |
| d4 | Result |
|---|---|
1 |
Emergency repairs : Something’s gone bad somewhere, the maintenance team must throw everything at it right away. |
2 |
Training programs : Let’s train the colonists to do some basic repairs themselves. It’s an effort up front but the benefits will be felt down the road. |
3 |
Contact maintenance : Our team can’t cope, so let’s buy in an offworld company to come and fix things up. |
4 |
New offworld suppliers : You don’t have to take the crap the Company sends, you can source your own supplies and get better stuff more cheaply. |
| d4 | Result |
|---|---|
1 |
Focused Analysis : Something needs all our attention for a short span, so make it so! |
2 |
Sociology projects : This world-building venture is still new, it’s well worth studying the effects on those who are building these new worlds. |
3 |
Pass up the chain : There’s some research that is too hot to hold it needs to be sent to the Company in full. |
4 |
Relaxed safety protocols : Progress is much faster if you don’t follow pages and pages of pointless safety measures. |
| d4 | Result |
|---|---|
1 |
Entertainment officer : At holiday time it’s important to have fun and create a happy sense of community. |
2 |
Public meetings : Let’s tell the people what’s going on, keep them informed and let them have a say! |
3 |
Wellbeing campaign : Encourage the colonists to look after themselves, have a good work life balance and seek health and welfare advice. |
4 |
Martial law : What the Marshal says goes they’re in charge now. |