COLONY SIZE (d10)

ALIEN

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 :

  • POLICIES : Roll on "INITIATIVE" (columns: 1) 1d2 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

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 :

  • POLICIES : Roll on "INITIATIVE" (columns: 1) 1d2 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

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 :

  • POLICIES :  Roll on "INITIATIVE" (columns: 1) 2 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

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 :

  • POLICIES :  Roll on "INITIATIVE" (columns: 1) 2 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

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 :

  • POLICIES : Roll on "INITIATIVE" (columns: 1) 3 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

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 :

  • POLICIES :  Roll on "INITIATIVE" (columns: 1) 3 times
  • INSTALLATIONS : Roll on "INITIATIVE2" (columns: 1) 1d2 times
  • PROJECTS : Roll on "INITIATIVE3" (columns: 1)

Number of colonists Roll 3d6*690

Number of Sub-colony : Roll 1d6+5

Sub-mission :

Subcharts

DEVELOPPEMENT LEVEL (d6)

d6 Result

1

Inceptor

2

Anchoring

3

Expanding

4

Established

5

Exploitable

6

Free-standing

INITIATIVE (d6)

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"

ECONOMIC INITIATIVE (d4)

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.

POTENTIAL INITIAVE (d4)

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.

PRODUCTIVITY INITIATIVE (d4)

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.

MAINTENANCE INITIATIVE (d4)

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.

SCIENCE INITIATIVE (d4)

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!

AMBIANCE INITIATIVE (d4)

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.

INITIATIVE2 (d6)

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"

ECONOMIC INSTALLATIONS (d4)

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.

POTENTIAL INSTALLATIONS (d4)

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.

PRODUCTIVITY INSTALLATIONS (d4)

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.

MAINTENANCE INSTALLATIONS (d4)

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.

SCIENCE INSTALLATIONS (d4)

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.

AMBIANCE INSTALLATIONS (d4)

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...

INITIATIVE3 (d6)

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"

ECONOMIC PROJECTS (d4)

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.

POTENTIAL PROJECTS (d4)

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...

PRODUCTIVITY PROJECTS (d4)

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.

MAINTENANCE PROJECTS (d4)

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.

SCIENCE PROJECTS (d4)

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.

AMBIANCE PROJECTS (d4)

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.