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Alien RPG Colony Rulebook

By

InHarmsWay
Content

Introduction 3
The Opportunities And Dangers Of Colonization 4
Factions 5
United Americas 5
Three World Empire 5
Union Of Progressive Peoples 5
Independent Core Systems Colonies 5
Starting Equipment & Supplies 6
United Americas 6
Three World Empire 6
Union Of Progressive Peoples 6
Independent Core Systems Colonies 6
Life Of A Colony 7
Colonization Initiation 7
Colony Construction 8
Stages Of An Established Colony 9
Colony Set-Up 10
Colony Backing 10
Planet 10
Gravity 11
Effects Of Gravity On Colonists 11
Landing Zone 11
Climate 11
Resource Management 13
Power Supply 13
Water Supply 13
Food Supply 14
Hygiene Level 14
Materials 15
Trade 16
Colonial Buildings 17
Small Modules 17
Full Blocks 21
Infrastructure 28
Buildings And Sites 30
Massive Structures 37
Colony Morale 38
Colony Stability 39
Colonial Actions 40
Current Events 42
Minor Events 42
Major Events 43

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Content

Colonial Careers 44
Colonial Administrator 44
Construction Worker 45
Farmer 46
Field Researcher 47
Mercenary 48
Miner 49
Surveyor 50
Survivalist 51
Talents 53
Colonial Administrator Talents 53
Construction Worker Talents 53
Farmer Talents 53
Field Researcher Talents 54
Mercenary Talents 54
Miner Talents 54
Surveyor Talents 55
Survivalist Talents 55
Tools 56
Vehicles 58
Ships 60
Union Of Progressive People’s AIs 64
Indigenous Life 65
Wildlife 65
Animal Taming 67
Plant Life 67
Special Corporate Orders 70

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Introduction
“What do you believe in, David?” -Oram
“Creation.” -David

What is great about the Alien franchise is the plethora of themes that come from it. Fear
and dangers of the unknown. Dangers of greed. Consequences of creation. It goes on.
Because of this, we have received many different tales from a franchise that could have
just been another creature feature.

The Alien RPG is just another wonderful addition to what I consider one of my top two
favourite franchises. Due to this tabletop game’s fundamentally simple and straight-
forward system, it is easy to homebrew for this game.

Since its released, I have created dozens of homebrew creatures, weapons, gear,
careers, and xenomorphs that others can use. I even created several cinematic
scenarios. This time around, I wanted to expand on the tabletop’s rules to grow the
universe even further.

I wanted to get into an area that is considered niche to many but is an area I believed is
ripe with potential. That is why I put together this homebrew rulebook for colony
campaigns. I wanted to create a jumping off point that could inspire others to create new
gameplay elements or to supplement their current games. This rulebook is not just
about how to set up colonies, but it can be used create more life in colonies in future
campaigns that are not colony-based.

Dangers of the unknown is not just limited to space.

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The Opportunities And Dangers Of Colonization
“Earth, man. What a shit hole.” -Johner

Like space travel, colonization is not one hundred percent safe. There is risk every step
of the way in any number of ways. The colony ship could be destroyed on the way to
the planet by some random meteor or, in the case of the USCSS Covenant, a neutrino
burst. Even avoiding all these issues in space, the dangers do not end once the ship
arrives at their destined world. A whole host of new problems arise.

New unknown diseases could be born from the new world. The local wildlife could be
worse than previously thought. Or the world could become a new battleground between
any of the governmental factions. The galaxy is still reeling from the destruction of LV-
426. While there are no official explanations over the colony’s destruction, Weyland-
Yutani is adamant that UPP agents infiltrated the colony and caused the reactor of the
atmosphere processor to go critical.

With this knowledge, a question comes up. Why do so many people put their lives at
risk to colonize a random world in the unknown? The answer is simple. Earth is terrible.
Even after Weyland’s effort to clean its atmosphere, the world still suffers from the mass
pollution from the 20th and 21st century. Unless you are in the upper or upper-middle
class, your quality of life is very poor. To compound the problems with Earth, the world
suffers from severe overpopulation which strangles job prospects and disallows for
affordable housing. Many people from Earth choose to colonize another world for the
opportunity of a better life and to get jobs.

Joining a colony initiative is not as simple as filling out a form. Due to the massive
number of people who apply, many conditions need to be fulfilled to pick the best
candidates. Conditions include skill and education level, economic status, fertility, and
psychological assessment. Only after all these tests, does a person get added to a
waiting list and eventually invited to a colony ship.

The UPP is a little more open to who they add to a colony ship. They suffer the worst
overpopulation in the world and so are more desperate to move their people around the
galaxy as much as possible. This also allows them to take control of more territory
which comes across as a win-win situation for them. However, their willingness to avoid
testing their colonial candidates has resulted in problems. This includes, but not limited
to, people who have gone mad from being indoors for too long, accidents from unskilled
labourers, and rebellions. While many lives are lost in their colonial efforts, the UPP just
see them as necessary sacrifices to expand their power.

Colonization efforts are not just limited to government bodies. Many companies will fund
their own efforts to take advantage of a resource and create new territories to expand
their reach. Often, these efforts are more lucrative than under a governmental body, but
it also carries its own risks. Some companies may force a company currency upon a
colony, and colonists may find contractual obligations that may limit their opportunity.

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Factions
United Americas
Pro:
-More excavation and construction vehicles than other factions
-Second highest number of skilled colonists

Con:
- First modules must be built with pre-fab parts provided in the ship as oppose to being
pre-built
-Lowest number of colonists out of all factions

Three World Empire


Pro:
-More colonial tools (e.g., farming equipment, hand construction tools) than other
factions
-Highest number of skilled colonists

Con:
-First modules must be built with pre-fab parts provided in the ship as oppose to being
pre-built
-Second lowest number of initial number of colonists out of all factions

Union Of Progressive Peoples


Pro:
-Rapid set up module buildings
-Ship turns into a colony administrative building
-Higher number of initial colonists

Con:
-Technology is more antiquated than other factions
-Modules are weaker than other factions’ modules
-High number of unskilled colonists

Independent Core System Colonies


Pro:
-More supplies (e.g., metal, food, water, medicine) than other factions
-Second highest number of initial colonists

Con:
-Fairly high number of unskilled colonists
-Colonists are unable to buy many supplies and equipment from other companies than
the one that funded the colonial effort

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Starting Equipment & Supplies
“Terraformers, planet engineers. They go in, set up these big atmosphere processors to
make the air breathable. Takes decades. It's what we call a shake-n-bake colony.” -Van
Leuwin

The GM can go by their own discretion or use the suggested starting equipment below.

United Americas

Modules: Ship Reactor


Supplies: 20 Metal, 20 Rare Metals, 50 Food, 50 Water, 10 Silicon, 5 Rock, Materials
For 5 Pre-Fab Modules, $100,000
Equipment: 25 construction vehicles, 50 construction tools, 50 farming tools
Colonists: 2500 colonists (70% skilled) (additional 1200 second generation embryos)

Three World Empire

Modules: Ship Reactor


Supplies: 20 Metal, 20 Rare Metals, 40 Food, 40 Water, 10 Silicon, 5 Rock, Materials
For 10 Pre-Fab Modules, $150,000
Equipment: 10 construction vehicles, 40 construction tools, 40 farming tools
Colonists: 3000 colonists (80% skilled) (additional 1400 second generation embryos)

Union Of Progressive Peoples

Modules: Air Scrubber, Clinic, Greenhouse, Ground Water Station, Landing Pad, Living
Quarters, Nursery, Ship Reactor, Workshop (all these modules come from the
modularization of the colony ship)
Supplies: 15 Metal, 5 Rare Metals, 10 Food, 10 Water, ¥9,000,000
Equipment: 5 construction vehicles, 15 construction tools, 15 farming tools
Colonists: 4000 colonists (45% skilled) (additional 2000 second generation embryos)

Independent Core System Colonies

Modules: Ship Reactor


Supplies: 30 Metal, 25 Rare Metals, 60 Food, 60 Water, 15 Silicon, 10 Rock, Materials
For 7 Pre-Fab Modules, $200,000
Equipment: 10 construction vehicles, 35 construction tools, 35 farming tools
Colonists: 3500 colonists (60% skilled) (additional 1600 second generation embryos)

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Life Of A Colony
“We didn’t leave Earth to be safe.” -Tennessee

Most competent colony ships contain basics to help start up a colony. Basic include,
pre-fab units to be used as modules, resources, tools, equipment, and fabricators. The
fabricators are one of the most important pieces of equipment on the ship as it can be
fed several resources, like metal, to create modules and building materials.

Colonization Initiation

Phase 1: Waking The Ship’s Crew

When the ship is within a day’s journey of the destination planet, the ship’s computer
will wake up the ship’s crew to begin preparations for approach.

Phase 2: Colony Site Location Search

Once the ship has arrived at the planet, the crew must scan the surface to search for a
location that is suitable to construct a colony. The location should be close to necessary
resources such as water or a mineral deposit. The location should also be as flat and
large as possible for future colony expansion.

The GM can have the PCs use the ship’s sensors to scan the planet’s surface by using
Comtech rolls. The viability of the landing site will correspond with how successful the
roll was.

Phase 3: Site Reconnaissance

Once a site has been selected, the ship’s crew can take a lander ship down to the
planet’s surface to explore the area and further ensure that it is a viable site to start the
colony. It is a good idea for scientists to analyze the dirt, water, or any local flora or
fauna, to see if there is anything that could harm a human. If the colony ship comes with
a rover, these drones can be used to explore the terrain further.

If the site has been deemed as unsuitable, the crew should search for a different site. If
it is suitable, the crew can proceed to the next step.

Phase 4: Ship Landing

Once a site has been confirmed, the crew can land the colony ship. The rules
concerning landfall will apply here. Failed rolls here can result in damage to the ship
and its systems or the deaths of colonists. Once the ship lands, it will never fly again.

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Phase 5: Unloading Of Essential Colonial Cargo

With the ship landed, the ships’ crew can wake up some essential colonists to help
unload cargo and pre-fab units to start construction of the colony.

Colony Construction

Phase 1: Construction Of Living Quarter Modules

Even after over a hundred years since its creation, the survival rule of three still apply
very much in the modern era, especially when it comes to exploration and colonization.
These rules are a person can survive three minutes without air, three hours without
shelter in harsh environments, three days without water, and three weeks without food.
As per the rules, setting up living quarters on the planet should be priority. The ship will
have a supply of food and water to keep the initial colonists going for around a few
months, so the colonists are not in immediate danger of supply shortages. Most colony
ships also come with pre-fab living quarters so the shelter issue can be quickly
resolved.

Phase 2: Set-Up Of Sustainable Water Resources

Once shelters have been set up on the planet surface, the issue that must be
addressed is the water supply. This book contains a list of different structures that can
harvest water. Often in the initial stage of colonization, water is recycled. This water
usually has a metallic taste to it. Having a fresh water source can help improve the
morale of the colony.

Phase 3: Set-Up Of Sustainable Food Resources

With a steady water supply attained, a food supply can be developed to support future
colonists. Food can come from greenhouses, farm fields, mushroom houses, and
protein processing plants. While it is possible to have ranches with livestock, it is
considerably expensive to bring in animals via ship or to clone them.

Phase 4: Construction Of Resource Processing And Workstation Modules

Replacement tools and parts will be a must to ensure the continued maintenance and
construction of the colony. While each colony ship has a basic workshop, it can only be
used by a handful of people at a time and can only do basic manufacturing. With a
workshop module, colonists can build tools and pre-fab materials using resources from
the ship or that they gathered.

Phase 5: Construction Of Alternate Power Sources

In the initial stages of the colony, the ship’s reactor will provide enough energy to power
the first wave of buildings. At some point the colonists are going to have to build new

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power sources to continue the colony’s expansion. Power sources can come from
structures such as wind turbines, solar panels, and new reactors. Colonists can be
creative when it comes to creating a power source.

Stages Of An Established Colony

Stage 1: Outpost

This is the stage where all the colonists on the colony ship have awakened and all have
established living quarters and an outside supply of water and food. Some of the
colonists are focused on expansion and giving birth to the next generation.

Stage 2: Colonial Town

The population of the colony has grown past the initial colonists and embryos that came
with the ship. The population of the colony is in the thousands.

Stage 3: Colonial City

The prosperity of the colony continues. Either the colony has a steady source of income
by trading a resource on the planet or has become a popular pit stop for ships or both.
The population of the colony is in the tens of thousands. There is likely custom buildings
on the colony now instead of pre-fab structures.

Stage 4: Multiple Civilian Centres

The population is not contained to one location and has spread out on the planet.
Usually built around new resource sites or viable locations for ships to land. The
population of the planet is now in the hundreds of thousands.

Stage 5: Economically Sustainable Planet

The colony planet is well established as an economically sustainable planet and can
expect increased trade and immigrants from other worlds. This is the ultimate goal of
every colony mission. The population is, in the minimum, in the millions.

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Colony Set-Up
“I'm not committing to anything. I'm simply trying to navigate the path as it unfolds
before us. And this has the potential to be a better habitat for our colony.” -Oram
“It has the potential. We don't know that.” -Daniels

In this section, the GM can us the charts below to quickly set-up what backer an
independent colony has, the planet type, gravity level, and the landing zone for the
colony ship where the colony will be built. If the GM has a story in mind, they can go
ahead and ignore these charts. These charts only serve to help quickly set-up a colony.

Colony Backing

3D6 Company
3 Seegson Synthetics
4 Jĭngtì Lóng Corporation
5 Lasalle Bionational
6 Venture Corporation
7 Farside Mining
8 Weyland-Yutani
9 Gemini Exoplanet Solutions
10 Grant Corporation
11 Hasanova Data Solutions
12 Chigusa Corporation
13 Privately Funded (i.e., group of rich investors)
14 GeoFund Investor
15 Kelland Mining Company
16 Lorenz SysTech
17 Gustafsson Enterprise
18 Independent (funded by the colonists)

Planet

2D6 World
2 Terraformed desolate world
3 Terraformed tundra world
4 Terraformed arctic world
5 Terraformed temperate world
6 Terraformed desert world
7 Temperate world
8 Tundra world
9 Arctic world
10 Desert World
11 Desolate world
12 Golden world (world with climate almost exactly like Earth’s)

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Gravity

D6 Gravity Level
1-2 Low Gravity (0.3 – 0.6 times Earth’s gravity)
3-4 Normal Gravity (0.7 – 1.5 times Earth’s gravity)
5-6 High Gravity (1.6 – 3 times Earth’s gravity)

Effects Of Gravity On Colonists

The level of gravity can greatly affect how colonists can function. The chart below lists
the side effects of the three different levels.

Low Gravity: All Strength-based skill rolls get a +1 Modification. All Mobility rolls
take a -1 Modification. If a colonist enters a normalized gravity environment, after
spending a large amount of time in low gravity, they will feel weakness in their limbs and
take -1 Modification to all Strength-based and Ability-based rolls until they have spent
over two months in normal gravity.

Normal Gravity: No changes

High Gravity: Colonists require rest every Shift or they will take the Exhausted status.
All skill rolls take a -1 Modification. If a colonist enters a normalized gravity
environment, after spending a large amount of time in high gravity, they will feel
extremely light and take +1 Modification to all Strength-based and Ability-based rolls
until they have spent over two months in normal gravity.

Landing Zone

This chart helps decide the kind of environment that the colony ship lands at and where
the colony will be built.

D6 Environment
1 Desert
2 Plains
3 Forest
4 Lake
5 Beach
6 Mountains

Climate

“Hot as hell in here.” -Private Frost.


“Yeah man, but it’s a dry heat!” -Private Hudson.

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Almost every world with an atmosphere will have vary temperatures, pressures, and
weather patterns. It is up to the GM whether these weather patterns will influence any
actions within the colony.

The GM can get creative with weather on an alien world, but here is a list of possible
weather types and disasters that can be used:

-Rain
-Thunderstorm
-Snowfall
-Blizzard
-Strong Winds
-Freezing Rain
-Down Burst
-Tornado
-Hurricane
-Sleet
-Hail
-Monsoon
-Flood

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Resource Management
As with any centre of civilization, resources are essential to their success. All players
must be mindful of resources when expanding their colony and ensure they do not run a
deficit in any category. Doing so will result in disgruntled colonists or even deaths.

Being able to operate for a long period of time will be evidence of the colony’s stability
and success. This will attract more investors and businesses to the planet and provide
more money, resources, equipment, and building materials to the colony.

All resources are measured in Units.

Power Supply

When the colony ship first arrives, the ship’s reactor will act as the colony’s first energy
source. It should provide enough power to get a proper foothold on the new planet.
Eventually the colony will grow enough that new sources of energy will need to be built.
New power sources can include, but not limited to, new reactors, solar panels, and
geothermal plants.

To prevent or remove a deficit, the colony can temporarily shut off power to buildings
and modules. Devices and lights within these buildings and modules will not be usable
when it is disconnected from the power grid.

If a deficit is run, the colony will face a blackout from the power source being
overworked. This will prevent power to the colony until someone goes to reactivate the
power grid. They will need to make a Heavy Machinery roll and a Comtech roll to get it
going again. A failure in any of these rolls will result in damage to the power source. Any
damage to the power source will require a Heavy Machinery roll and one Shift to fix.

If the deficit remains or grows, a blackout will happen right after the reactor is restarted.
A blackout that happens too soon after a previous one will require a -1 Modification to
the rolls needed to reset the power grid.

If power continues to get interrupted, the colony will need to take +1 Stress level every
time it goes out. If someone is injured or dies because of the power outage (e.g.,
surgery gets interrupted), the colony take +2 Stress level and must take a Colony
Stability roll.

Water Supply

There are a variety of ways colonies can get water. Water purifiers can treat sewage
and river water to be pure enough to be drank. Ground water stations can pull water
from the ground and moisture extractors can pull water from the air. In extreme
circumstances, fuel cell plants can use hydrogen to create clean energy and water. This

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water is transported through the colony in underground and above-ground pipes that
connect between modules and buildings.

Water is the most important resource to a colony. The average human cannot last
longer than a few days without water. When water resources reach zero, the colony has
just a few days before the first wave of mass deaths occur. Stress levels will increase
by +2 followed by a Colony Stability roll every day until the first death from
dehydration. After the first death, colony takes +3 Stress level followed by a Colony
Stability roll. The entire colony will die in five days if water supplies remain at zero for
that whole time.

Water usage of a colony can be measured as one Water Unit per 100 colonists a day.

Food Supply

Like water, food is important to ensure a stable colony. Hungry colonists make for weak
workers. While each colony ship starts off with a large food supply to keep the colony
sated for a while, the colony must take this time to create food sources. These sources
are usually from farmlands, greenhouses, and protein processing plants. Wealthier
colonies have labs that cultivate meat from using cells from animals such as cows and
pigs. Even richer colonies have ranches of animals.

Seeds used to grow colony food are mostly bought from Weyland-Yutani’s agricultural
division which created GMO crops that are quick growing, resistant to cold and heat,
and pest-resistant.

Food usage of a colony can be measured as one Food Unit per 100 colonists a day.

Hygiene Level

Waste is an inevitability when it comes to any population centre. Whether it is trash or


bodily waste, it is important the colony keeps clean to decrease bad smells, stop
diseases from occurring, or prevent contamination of supplies. In the colony’s early
days, trash is usually handled by incinerating it. As the colony grows, trash needs to be
processed and dump sites designated. For sewage, it can be sent through a water
processor to purify it and turn it back into drinkable water.

Opposite to other resources, the colony never wants a surplus of waste. Processing of
waste should be equal to or greater than the waste made. If more waste is created than
is removed or processed, the colony runs the risk of disease and other issues. The
colony or players needs to handle this before they start to face the consequences.

After a week of surplus waste, the colony starts to smell. Colony Stress level is unable
to go down anymore because no one can relax with the putrid smell in the air. After two
weeks, the colony will start to take +1 Stress level every week there is surplus waste. At
week three, the players will need to make a Virulence roll for the colony at rating of 1

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with a Stress dice. If it fails, a disease will infect some colonists. The symptoms will be
up to the GM.

The player characters will also need to do an Opposed roll to the disease. If the colony
cleans up its waste problem, the disease will go away. If the waste problem is not fixed,
the Virulence rating increases by another point. This will happen weekly until it reaches
a rating of 6 where it will start to kill people. Actions can be taken from a medical
position to slow the spread of the disease, but until the waste problem is fixed, the
disease will keep coming back.

Waste creation of a colony can be measured as one Waste Unit per 100 colonists a
day.

Materials

A colony should search for valuable resources they can harvest or mine so they can
create their own buildings without having to buy the resources for them. Below are the 7
major categories of resources that can be found and harvested. Metal covers common
like iron, copper, brass, zinc, magnesium, and aluminum. Rare metals include uranium,
gold, silver, platinum, palladium, plutonium, and iridium.

Wood and oil are self-explanatory. Paper is still needed in the galaxy for things like
sheets, packaging, books, and cigarettes. Oil is needed to create plastics and fuel.
Rubber is needed for things like tires and other equipment. Rocks (such as slate,
limestone, and sandstone) is used in construction work such as concrete. Silicon is
used for computer equipment. Gems, while commonly used to create jewelry, can be
used in computer equipment and industrial tools like diamond-tipped cutters.

List of resources:
Metal
Rare Metal
Wood
Oil
Rubber
Rocks
Silicon
Gems

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Trade
“The thing to remember is there are going to be a lot of heavyweights in there. You've
got Feds, Interstellar Commerce Commission, Colonial Administration, insurance
company guys...” -Burke

As a colony establishes itself, it is not just enough to be self-sustaining, the colony


needs trade to truly thrive. At some point, the colony will need to create relations with
other worlds and companies to sell surplus resources, buy resources that they are low
on, or exchange information.

It is up to the GM’s discretion to determine how much resources are worth (whether
exchanging it for money or other resources) from one colony to another or whether to
take in account of delivery fees, tariffs, or commissions. Players in turn can do a
multitude of actions to gain more favourable trade agreements or cheaper fees. Actions
can include but are not limited to:

-doing favours for other factions


-hiring a dedicated transportation ship and crew
-building space stations or elevators
-constructing relay stations
-resolving issues that occur on the trade route.

Just like there are many actions and events that can improve trade, there are many that
can hinder it such as (but not limited to):
-pirate activity
-political instability of the region, e.g., skirmishes
-meteor swarms
-distance to destination
-transport ship types

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Colonial Buildings
“Look on my works, ye Mighty, and despair.” -David.

Structures can either be built or bought. The information below will show how many
resources is needed to build it from scratch or the cost of buying the building and having
its pre-fab parts sent. The time to build here is also based on one unskilled person
making it from scratch with parts processed from resources. If parts have not been
processed from resources, double the time. Any power or water requirement or waste
produced from the building is based on per day.

All units generated or produced by any building below is measured as on a per day
basis.

Modules

Modules can link together into units known as “Blocks”.

Air Scrubber
Purpose: This module processes air and makes its breathable. This is mostly to be used
in colonies that are indoors only due to the planet’s unbreathable atmosphere. One of
these air scrubbers can cover 500 colonists.
Power Required: 5 Units
Materials: 2 Metal Units
Time To Build: 10 days
Cost: $1,100,000

Artificial Gravity Generator


Purpose: This generator is capable of manipulating gravitons to create localized normal
gravity. Lines are run out from this device through modules and buildings that extend
the range of this generator. This generator can cover an area of 1 square kilometer.
Power Required: 20 Units
Materials: 1 Metal Units, 3 Rare Metal Units, 1 Silicon Unit
Time To Build: 3 Weeks
Cost: $1,500,000

Brig
Purpose: This module is used to temporarily house a small number of criminals or
troublemakers.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 5 days
Cost: $50,000

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Corridors
Purpose: Hallway that connects different modules together and provide a walkway
between them.
Power Required: NA
Materials: 1 Metal Unit
Time To Build: 3 days
Cost: $5,000

Entertainment
Purpose: Colonists can lounge in this module and listen to music or watch some
television.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 5 days
Cost: $110,000

First Aid Room


Purpose: A room where colonists can go to for basic first aid. Extreme injuries cannot
be treated here, and surgeries cannot be done here.
Power Required: 1 Unit
Materials: 1 Metal Units
Time To Build: 5 days
Cost: $125,000

Food Stores
Purpose: A module that consists of pantry space, fridges, and freezers that will hold
food stores. This module can hold 30 Food Units.
Power Required: 1 Unit
Materials: 2 Metal Units
Time To Build: 7 days
Cost: $115,000

Galley
Purpose: Colonists can eat, drink, and relax in this module.
Power Required: 1 Unit
Materials: 2 Metal Units
Time To Build: 5 days
Cost: $125,000

Ground Water Station


Purpose: This module uses an electronic pump to draw water from the ground.
Power Required: 4 Units
Produces: 40 Water Units
Materials: 2 Metal Units
Time To Build: 12 days
Cost: $350,000

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Hydroponics
Purpose: This growth house can use water and special lights to reduce waste and
improve the growth of the plants.
Power Required: 2 Unit
Produces: 15 Food Units every two weeks
Water Requirement: 3 Unit
Waste: 3 Unit
Materials: 1 Metal Unit, 2 Silicon Units
Time To Build: 10 days
Cost: $130,000

Lounge
Purpose: A quiet place for colonists to relax, nap, or read a book.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 4 days
Cost: $40,000

Military Recruitment Office


Purpose: Government groups can use this building to recruit colonists into the military.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 5 days
Cost: $90,000

Shop
Purpose: A private business owner can set-up inside this building and sell their product.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 5 days
Cost: $100,000

Skyway
Purpose: A corridor that connects two modules that are above the ground.
Power Required: NA
Materials: 1 Metal Unit
Time To Build: 4 days
Cost: $5,000

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Small Battery Block
Purpose: This module holds a battery that can store power that can be released to the
colony if power goes out. Can hold 1000 Power Units.
Power Required: 1 Unit until fully charged
Materials: 1 Metal Unit, 2 Rare Metal Unit
Time To Build: 4 days
Cost: $350,000

Small Communal Living Quarters


Purpose: This building contains capsule beds that provide enough room for a person to
sleep and store their personal items. There are washrooms and showers inside this
building. Each module contains 50 beds.
Power Required: 1 Unit
Waste: 1 Units
Materials: 3 Metal Units
Time To Build: 12 days
Cost: $160,000

Small Greenhouse
Purpose: This structure contains rows of edible vegetation and optimized lights to
ensure rapid and constant growth of crops.
Power Required: 2 Unit
Produces: 10 Food Units every two weeks
Water Requirement: 2 Units
Waste: 2 Units
Materials: 1 Metal Unit, 3 Silicon Units
Time To Build: 10 days
Cost: $115,000

Storage Room
Purpose: An area to store tools, supplies, and other items.
Power Required: NA
Materials: 1 Metal Unit
Time To Build: 6 days
Cost: $7,000

Tunnels
Purpose: A corridor that connects modules and structures underground.
Power Required: 1 Unit
Materials: 1 Metal Unit
Time To Build: 5 days
Cost: $5,000

Page | 20
Trash Compactor
Purpose: Capable of crushing waste into a manageable size. Able to decrease non-
liquid waste size to one quarter of original size, i.e., 1 Waste Unit converts to 0.25
Waste Units. It is up to the GM to determine how much of waste is solid.
Power Required: 2 Unit
Materials: 1 Metal Unit
Time To Build: 8 days
Cost: $35,000

Weapon Storage
Purpose: A secured locker area for weapons and combat gear. Can only be accessed
by authorized personnel.
Power Required: 2 Unit
Materials: 2 Metal Units
Time To Build: 10 days
Cost: $15,000

Water Purifier
Purpose: This machine can convert liquid waste into purified water. It may taste
metallic, but it is safe for consumption. Converts 100 Waste Units into 100 Water Units
per day.
Power Required: 3 Units
Materials: 2 Metal Units, 1 Rare Metal Unit
Time To Build: 15 days
Cost: $210,000

Water Tank
Purpose: Holds 10 Water Units to be used in an emergency.
Power Required: NA
Materials: 1 Metal Unit
Time To Build: 2 days
Cost: $4,000

Blocks

These structures are large enough to be considered blocks by themselves.

Clinic
Purpose: This facility contains private examination rooms, two surgery rooms, a ward
for medical beds, fridges, washroom, showers, lounge, secured storage rooms for
medical supplies, and one auto-doc. Most injuries can be treated here, and surgeries
can be done here. Additional auto-doc can be installed in this block for additional
bonuses to treatments.
Power Required: 8 Units
Water Requirement: 1 Unit
Waste: 2 Units

Page | 21
Materials: 5 Metal Units, 4 Rare Metal Units, 1 Rubber Unit
Time To Build: 22 days
Cost: $750,000 (additional $500,000 per new auto-doc)

Colony Protection Force Headquarters


Purpose: The headquarters for Colony Protection Force. This block contains a reception
area, weapon lockers, washroom, training room, locker room, meeting room, and
communication room.
Power Required: 5 Units
Water Requirement: 1 Unit
Waste: 1 Unit
Materials: 5 Metal Units
Time To Build: 19 days
Cost: $450,000

Colony Administration
Purpose: Administration building where the political, economic, and defensive affairs of
the colony can be addressed and processed. This building contains a reception area,
office spaces, private rooms, meeting rooms, and a communication room.
Power Required: 4 Unit
Water Requirement: 1 Unit
Waste: 2 Unit
Materials: 5 Metal Units
Time To Build: 18 days
Cost: $400,000

Colonial Marshal Bureau


Purpose: This is the colony headquarters of the Colonial Marshals who are recognized
by the ICC, 3WE, and UA as authorities to uphold laws on colonies and space stations.
This block contains a reception area, weapon lockers, washroom, training room, locker
room, meeting room, and communication room.
Power Required: 5 Units
Water Requirement: 1 Unit
Waste: 2 Unit
Materials: 5 Metal Units
Time To Build: 19 days
Cost: $450,000

Communications Centre
Purpose: This building can communicate to locations across the planet and even send
out signals to other worlds and space stations. Building has a radio tower and satellite
dish. Interior consists of a reception room, several offices, washroom, storage room,
and the communication room.
Power Required: 12 Units
Waste: 1 Unit
Materials: 5 Metal Units, 6 Rare Metal Units, 1 Rubber Unit

Page | 22
Time To Build: 24 days
Cost: $575,000

Fuel Cell Plant


Purpose: This small plant can generate energy from a chemical reaction between
hydrogen and oxygen. Water is a by-product of this process.
Power Required: NA
Produces: 100 Power Units, 2 Water Units per day
Materials: 2 Metal Units, 8 Rare Metal Units
Time To Build: 26 days
Cost: $700,000

Food Court
Purpose: This area consists of several small counter restaurants and an eating area
that can fit dozens of people.
Power Required: 5 Units
Waste: 2 Units
Materials: 5 Metal Units
Time To Build: 17 days
Cost: $375,000

Jail
Purpose: This area can hold arrested individuals or convicted criminals for short-term
sentences.
Power Required: 2 Unit
Waste: 1 Unit
Materials: 4 Metal Units
Time To Build: 15 days
Cost: $325,000

Large Battery Block


Purpose: This building holds a battery that can store power that can be released to the
colony if power goes out. Can hold 10000 Power Units.
Power Required: NA
Materials: 9 Metal Unit, 18 Rare Metal Unit
Time To Build: 16 days
Cost: $790,000

Large Clinic
Purpose: This facility contains private examination rooms, two surgery rooms, a ward
for medical beds, fridges, washroom, showers, lounge, secured storage rooms for
medical supplies, and three auto-docs. Most injuries can be treated here, and surgeries
can be done here. Additional auto-docs can be installed in this block for additional
bonuses to treatments.
Power Required: 10 Units
Water Requirement: 3 Units

Page | 23
Waste: 4 Units
Materials: 10 Metal Units, 8 Rare Metal Units, 2 Rubber Units
Time To Build: 22 days
Cost: $2,150,000 (additional $500,000 per new auto-doc)

Large Greenhouse
Purpose: This structure contains rows of edible vegetation and optimized lights to
ensure rapid and constant growth of crops.
Power Required: 20 Units
Produces: 100 Food Units every two weeks
Water Requirement: 10 Units
Waste: 10 Units
Materials: 10 Metal Unit, 30 Silicon Units
Time To Build: 20 days
Cost: $650,000

Large Hydroponics
Purpose: This growth house can use water and special lights to reduce waste and
improve the growth of the plants.
Power Required: 12 Units
Produces: 150 Food Units every two weeks
Water Requirement: 30 Units
Waste: 30 Units
Materials: 10 Metal Unit, 20 Silicon Units
Time To Build: 20 days
Cost: $700,000

Large Living Quarters


Purpose: This building contains capsule beds that provide enough room for a person to
sleep and store their personal items. There are washrooms and showers inside this
building. This building contains 1000 beds.
Power Required: 6 Unit
Waste: 10 Units
Materials: 11 Metal Units
Time To Build: 22 days
Cost: $410,000

Living Quarters
Purpose: This building contains capsule beds that provide enough room for a person to
sleep and store their personal items. There are washrooms and showers inside this
building. This building contains 200 beds.
Power Required: 4 Unit
Waste: 2 Units
Materials: 9 Metal Units
Time To Build: 19 days
Cost: $330,000

Page | 24
Medium Greenhouse
Purpose: This structure contains rows of edible vegetation and optimized lights to
ensure rapid and constant growth of crops.
Power Required: 7 Units
Produces: 50 Food Units every two weeks
Water Requirement: 7 Units
Waste: 7 Units
Materials: 7 Metal Unit, 20 Silicon Units
Time To Build: 17 days
Cost: $350,000

Medium Hydroponics
Purpose: This growth house can use water and special lights to reduce waste and
improve the growth of the plants.
Power Required: 9 Unit
Produces: 75 Food Units every two weeks
Water Requirement: 20 Units
Waste: 20 Units
Materials: 7 Metal Unit, 10 Silicon Units
Time To Build: 17 days
Cost: $400,000

Mushroom House
Purpose: This building houses edible mushroom and is kept dank to ensure a proper
growing environment for the mushrooms. This structure requires less water and power
than a greenhouse or hydroponic facility and produce less waste.
Power Required: 6 Unit
Produces: 40 Food Units every two weeks
Waste: 4 Unit
Materials: 7 Metal Units
Time To Build: 15 days
Cost: $320,000

Protein Processing Plant


Purpose: This facility contains a massive insect terrarium that breeds quick reproducing
insects such as cockroaches, mealworms, and beetles and a protein processing
machine. These insects are then processed into protein bars that are high in proteins,
healthy fats, and other essential nutrients.
Power Required: 3 Units
Produces: 50 Food Units
Water Requirement: 5 Units
Waste: 5 Units
Materials: 4 Metal Units
Time To Build: 15 days
Cost: $350,000

Page | 25
Recycling Centre
Purpose: Old builds, tools, and equipment can be broken down to recycled into
resources. This machine can return 75% of resources used to create something. The
other 25% is lost due to impurities and other factors.
Power Required: 6 Units
Materials: 5 Metal Units
Time To Build: 18 days
Cost: $530,000

Ship Reactor
Purpose: After the colony ship lands, its reactor can be converted to power the colony.
Generates: 2000 Power Units
Power Required: NA
Materials: NA
Time To Build: NA
Cost: NA

Small Colonial Marshal Bureau


Purpose: This is a small building that will hold a small team of Colonial Marshals. This
block contains a weapon locker, washroom, locker room, meeting room, and
communication room.
Power Required: 2 Units
Water Requirement: 1 Unit
Waste: 1 Unit
Materials: 3 Metal Units
Time To Build: 15 days
Cost: $250,000

Small Lab
Purpose: A small facility where scientists can analyze samples or do their research.
Facility contains one laboratory, a washroom, an office, freezers, fridges, and a storage
room.
Power Required: 4 Unit
Waste: 1 Unit
Materials: 3 Metal Units, 4 Rare Metal Units
Time To Build: 17 days
Cost: $375,000

Small Nuclear Reactor


Purpose: A nuclear reactor that can provide power to a whole colony town or small city.
Generates: 5000 Power Units
Power Required: NA
Materials: 10 Metal Units, 20 Rare Metal Units, 10 Silicon
Time To Build: 35 days
Cost: $950,000

Page | 26
Small Vehicle Garage
Purpose: A building with a garage door that can store one vehicle where it can be
stored or receive maintenance. Building contains the vehicle area and a storage room.
Power Required: 1 Unit
Materials: 3 Metal Units
Time To Build: 9 days
Cost: $115,000

Tavern
Purpose: A building where adults can go get drinks and socialize. For additional money
and resources, this building can have a distillery where the tavern owner can make their
own alcohol, otherwise they will need to order alcohol shipments.
Power Required: 1 Unit
Water Requirement: 1 Unit
Waste: 1 Unit
Materials: 2 Metal Units (plus 1 Metal Unit for a distillery)
Time To Build: 10 days
Cost: $105,000

Water Purification Centre


Purpose: This machine can convert liquid waste into purified water. It may taste
metallic, but it is safe for consumption. Converts 1000 Waste Units into 1000 Water
Units per day.
Power Required: 30 Unit
Materials: 20 Metal Units, 10 Rare Metal Units
Time To Build: 25 days
Cost: $710,000

Watch Tower
Purpose: Colonists can be stationed here to keep watch for aggressive fauna or enemy
forces. The top level is basic with a chair, table, and a single light.
Power Required: 1 Unit
Materials: 2 Metal Units
Time To Build: 6 days
Cost: $95,000

Workshop
Purpose: A larger version of the workshop that comes with colony ships. While the
ship’s workshop can do several projects at once, this workshop can do a dozen. Here
resources are processed into tools, equipment, and pre-fab materials.
Power Required: 8 Unit
Materials: 11 Metal Units
Time To Build: 14 days
Cost: $275,000

Page | 27
Infrastructure

Above-Ground Power Lines


Purpose: Power lines that connect buildings to power sources above ground.
Materials: 2 Metal Unit, 1 Rubber Unit per kilometer
Time To Build: 3 days per kilometer
Cost: $80,000 per kilometer

Airstrip
Purpose: A location where air crafts can land and take off from. It is possible for a
spaceship to land here, but it is not recommended as the strip is thinner than a landing
zone. A failure in the landing roll can cause damage to the strip and require repairs.
Materials: 4 Rock Units per kilometer
Time To Build: 25 days
Cost: $3,600,000 per kilometer

Asphalt Road
Purpose: Durable road made from a mixture that is mostly bitumen. It is cheap but not
as good as a concrete road.
Materials: 4 Oil Units per kilometer
Time To Build: 15 days (requires an asphalt layer)
Cost: $1,800,000 per kilometer

Below-Ground Power Lines


Purpose: Power lines that connect buildings to power sources underground.
Materials: 2 Metal Unit, 1 Rubber Unit per kilometer
Time To Build: 6 days per kilometer
Cost: $85,000 per kilometer

Dirt Road
Purpose: Road that has been driven over or flattened to allow relatively smoother
transportation of vehicles.
Materials: None
Time To Build: Depends how often an area has been driven over
Cost: $0

Concrete Road
More expensive than asphalt but more durable
Purpose: While more expensive than asphalt, concrete roads are more durable and
environmentally friendly.
Materials: 4 Rock Units per kilometer
Time To Build: 25 days
Cost: $3,600,000 per kilometer

Page | 28
Landing Pad
Purpose: A location where ships with planetfall capability can land. Having this built will
stop dirt and dust from blowing up and covering other structures.
Materials: 1 Rock Unit
Time To Build: 10 days
Cost: $120,000 per kilometer

Pipes
Purpose: These pipes will transport fluids (usually water or oil) across long distances
Materials: 2 Metal Units per kilometer
Time To Build: 6 days per kilometer
Cost: $120,000 per kilometer

Railways
Purpose: Tracks for trains to travel across.
Materials: 3 Metal Units, 2 Wood Unit per kilometer
Time To Build: 10 days per kilometer
Cost: $130,000 per kilometer

Security Door
Purpose: A large metal door can be installed to ensure that only authorized personnel
can be enter an enclosed area through use of keycard.
Materials: 1 Metal Unit
Time To Build: 1 days
Cost: $5,000

Security Wall
Purpose: Protects an area from unwanted animals or people. A security door can be
installed to increase security.
Materials: 2 Rock Unit per kilometer
Time To Build: 10 days per kilometer
Cost: $90,000 per kilometer

Sewer
Purpose: Tunnels under ground that transport waste around the colony and purification
centres. These tunnels can store 1000 Waste Units per kilometer and still allow the
colony to be hygienic. People can travel through the sewers on walkways inside the
sewer tunnel.
Materials: 1 Metal Unit, 3 Rock Units per kilometer
Time To Build: 27 days per kilometer
Cost: $190,000 per kilometer

Sidewalks
Purpose: Provides safe walkways around buildings and roads.
Materials: 0.1 Rock Units per kilometer
Time To Build: 13 days per kilometer

Page | 29
Cost: $360,000 per kilometer

Buildings And Sites


Anti-Aircraft Turret Tower
Purpose: These turrets are mounted with a 20mm quad gatling system that can track
and fire upon high-velocity targets.
Power Required: 3 Units
Materials: 2 Metal Unit, 1 Rare Metal Unit
Time To Build: 10 days
Cost: $250,000
Comment: Please refer to the core rulebook on page 147 for this weapon’s stats.

Anti-Space Debris/Meteorite Railgun Turret Tower


Purpose: These turrets are mounted with a railgun turret that can track space objects
and meteorites and fire upon them to destroy them before they can harm the colony.
This turret can be used to attack spaceships near the planet. This turret has a lidar unit
to aid its ability to track foreign objects. If this unit is destroyed, the turret will be unable
to track space objects.
Power Required: 5 Units
Materials: 3 Metal Unit, 1 Rare Metal Unit
Time To Build: 12 days
Cost: $630,000
Comment: Please refer to the core rulebook on page 177 for this heavy railgun turret’s
stats. Please add +3 as a bonus with the turret’s lidar unit.

Doppler Radar
Purpose: This facility can track weather patterns and the climate of a wide area and
make weather predictions based on the data it collects.
Power Required: 90 Units
Materials: 50 Metal Units, 30 Rare Metal Units
Time To Build: 42 days
Cost: $8,350,000

Farm Field
Purpose: A field that is largely automated that grows food for the colony or for export.
Smalls pipes run across the field that provide water to the crops based on a timer.
Power Required: 4 Units
Water Requirement: 50 Units per square kilometer
Materials: 2 Metal Units per square kilometer
Time To Build: 18 days
Cost: $70,000 per acre

Page | 30
Flight Control Tower
Purpose: This tower uses radar and communication technology to give guidance to
nearby aircrafts and help them land or avoid other aircraft. Building contains a lounge,
communication room, a washroom, and a locker room.
Power Required: 40 Units
Water Requirement: 1 Unit
Waste: 1 Unit
Materials: 8 Metal Units, 4 Rare Metal Units, 8 Rock Units
Time To Build: 32 days
Cost: $1,250,000

Geothermal Plant
Purpose: This plant takes up hot water from the ground and use its steam to move a
turbine to generate power. The left-over water is then either injected into the ground or
provided to the colony as a water source.
Generates: 4000 Power Units
Power Required: NA
Produces: 100 Water Units
Waste: 1 Unit
Materials: 45 Metal Units
Time To Build: 29 days
Cost: $2,450,000

Greenhouse Tower
Purpose: A tall glass tower that houses crops for the colony.
Purpose: This structure contains rows of edible vegetation and optimized lights to
ensure rapid and constant growth of crops.
Power Required: 30 Units
Produces: 200 Food Units every two weeks
Water Requirement: 15 Units
Waste: 10 Units
Materials: 15 Metal Unit, 45 Silicon Units
Time To Build: 32 days
Cost: $875,000

Hospital
Purpose: This facility contains private examination rooms, several surgery rooms, a
couple wards for medical beds, fridges, washroom, showers, lounge, a quarantine
room, psych ward, secured storage rooms for medical supplies, and six auto-docs. Most
injuries can be treated here, and surgeries can be done here. Additional auto-docs can
be installed in this block for additional bonuses to treatments.
Power Required: 50 Units
Water Requirement: 6 Units
Waste: 6 Units
Materials: 20 Metal Units, 16 Rare Metal Units, 4 Rubber Units, 10 Rock Units
Time To Build: 32 days

Page | 31
Cost: $3,650,000 (additional $500,000 per new auto-doc)

Interstellar Commerce Commission (ICC) Centre


Purpose: The administration building where ICC associates, enforcers, and
representatives can work to ensure the colony is following ICC regulations. The colony
can use this building to appeal rulings by the ICC. This building contains a reception
room, offices, washrooms, meeting rooms, a lounge, and a small court.
Power Required: 5 Units
Waste: 1 Unit
Materials: 8 Metal Units, 6 Rock Units
Time To Build: 17 days
Cost: $380,000

Lab
Purpose: A facility where scientists can analyze samples or do their research. Facility
contains multiple laboratories, washrooms, offices, freezers, fridges, and storage rooms.
Power Required: 30 Units
Waste: 4 Units
Materials: 3 Metal Units, 4 Rare Metal Units
Time To Build: 17 days
Cost: $1,675,000

Large Vehicle Garage


Purpose: A building with garage doors that can store five vehicles where they can be
stored or receive maintenance. Building contains the vehicle area and a storage room.
Power Required: 2 Units
Materials: 7 Metal Units
Time To Build: 12 days
Cost: $415,000

Meat Processing Factory


Purpose: This factory takes in animals from ranches or from the wild and cuts them up
to shippable meat packs. This factory is required to get Food Units from ranches.
Power Required: 5 Units
Waste: 10 Units
Materials: 12 Metal Units
Time To Build: 16 days
Cost: $820,000

Medium Vehicle Garage


Purpose: A building with garage doors that can store three vehicles where they can be
stored or receive maintenance. Building contains the vehicle area and a storage room.
Power Required: 2 Unit
Materials: 5 Metal Units
Time To Build: 11 days
Cost: $275,000

Page | 32
Microwave Receiver Tower
Purpose: This tower receives microwave radiation from a solar-collecting satellite to
provide power to the colony.
Generates: 8000 Power Units
Power Required: NA
Materials: 30 Metal Units, 30 Rare Metal Units (for receiver); 10 Metal Units, 15 Rare
Metal Units (for satellite)
Time To Build: 46 days
Cost: $4,325,000 (tower), $975,000 (satellite)

Military Base
Purpose: Location for a military force to house soldiers, gear, and vehicles. Base
contains offices, barracks, weapon lockers, vehicles garages, workshop, defense
turrets, and communication room.
Power Required: 75 Units
Waste: 4 Units
Materials: 60 Metal Units, 5 Rare Metal Units, 20 Rock Units
Time To Build: 55 days
Cost: $10,250,000

Mining Site
Purpose: This facility digs at a resource site for metals, rare metals, or rocks.
Power Required: 42 Units
Produces: 100 Units (Metal, Rare Metal, or Rock)
Water Requirement: 10 Units
Waste: 10 Units
Materials: 40 Metal Units
Time To Build: 43 days
Cost: $1,650,000

Moisture Extractor
Purpose: This building can draw moisture from the air. It condenses it into liquid to
provide for the colony.
Power Required: 10 Units
Produces: 50 Water Units
Materials: 8 Metal Units, 5 Silicon Units
Time To Build: 14 days
Cost: $110,000

Planetary Administration Building


Purpose: Administration/governmental building where the political, economic, and
defensive affairs of the colony planet can be addressed and processed. Usually built
when there are multiple towns or cities. This building contains a reception area, office
spaces, private rooms, meeting rooms, and a communication room.
Power Required: 5 Units

Page | 33
Waste: 2 Units
Materials: 6 Metal Units
Time To Build: 20 days
Cost: $525,000

Prison
Purpose: To house prisoners to serve their sentences. This building contains cellblocks,
offices, communal rooms, washrooms, weapon lockers, locker rooms, communication
room, reception area, and lounge area.
Power Required: 20 Unit
Water Requirement: 5 Units
Waste: 5 Units
Materials: 10 Metal Units, 40 Rock Units
Time To Build: 31 days
Cost: $875,000

Ranch
Purpose: A fenced place for livestock to graze until they are large enough to provide
food for the colony. A Meat Processing Factory is required to turn all meat from the
ranch into Food Units.
Power Required: 3 Units
Produces: 500 Food Units every month
Water Requirement: 20 Units
Waste: 30 Units
Materials: 2 Metal Unit per square kilometer
Time To Build: 12 days
Cost: $130,000

Refinery
Purpose: This facility pumps oil out of the ground to be refined for use.
Power Required: 40 Units
Produces: 5 Oil Units
Waste: 12 Units
Materials: 45 Metal Units
Time To Build: 47 days
Cost: $1,999,000

Restaurant
Purpose: A place where colonists and tourists can sit down to have a bite.
Power Required: 2 Units
Waste: 2 Units
Materials: 3 Metal Units, 1 Rock Unit
Time To Build: 12 days
Cost: $125,000

Page | 34
RLF Reactor
Purpose: A reactor of Weyland-Yutani design, it is capable of powering millions of
homes with clean, cheap energy.
Generates: 25,000,000 Power Units
Power Required: NA
Waste: NA
Materials: 60 Metal Units, 80 Rare Metal Units, 50 Silicon Units
Time To Build: 50 days
Cost: $7,500,000

Sewage Treatment Plant


Purpose: This plant takes in large quantities of sewage from the sewer system and
purifies it back into water. Converts 10000 Waste Units into 10000 Water Units per day.
Power Required: 55 Unit
Materials: 35 Metal Units
Time To Build: 38 days
Cost: $1,650,000

Shelter
Purpose: This reinforced structure will hold 500 colonists to protect them from disasters
or conflict. While not tested, it is estimated that this shelter can withstand an explosion
equivalent of 40 megatons of TNT. This shelter holds enough food and water to keep
the occupants going for two months. This facility also contains a water purification
machine to recycle all waste back into drinkable water.
Power Required: 5 Units
Waste: NA
Materials: 25 Metal Units, 60 Rock Units
Time To Build: 36 days
Cost: $1,010,000

Shopping Centre
Purpose: A large complex that contains many stores and places for socialization and
eating.
Power Required: 30 Units
Waste: 2 Units
Materials: 30 Metal Units
Time To Build: 26 days
Cost: $1,280,000

Solar Panels
Purpose: Photovoltaic panels that can convert sunlight into electricity.
Generates: 5 Power Units per panel
Power Required: NA
Materials: 1 Metal Unit, 2 Rare Metals Units per panel
Time To Build: 4 days
Cost: $7,000

Page | 35
Space Port
Purpose: An expansion of a landing zone, this is a port where multiple ships can land
and a control tower to help spaceships approach and leave.
Power Required: 45 Units
Water Requirement: 4 Units
Waste: 1 Unit
Materials: 10 Metal Units, 6 Rare Metal Units, 12 Rock Units
Time To Build: 36 days
Cost: $1,750,000

Train Station
Purpose: A station where trains can be stored, and passengers can get on bullet trains
to travel to any location the railway is connected to. These trains can reach 450kph.
Power Required: 12 Units
Waste: 3 Unit
Materials: 20 Metal Units, 5 Rock Units
Time To Build: 27 days
Cost: $1,060,000 ($100,000 per additional train)

Warehouse
Purpose: A building that can store supplies, equipment, and other items.
Power Required: 2 Unit
Materials: 5 Metal Units
Time To Build: 5 days
Cost: $70,000

Waste Incineration Plant


Purpose: This facility burns trash and uses the heat to generate power for the colony.
50 Waste Units are destroyed every day.
Power Required: NA
Generates: 1000 Power Units
Materials: 15 Metal Units
Time To Build: 19 days
Cost: $300,000

Water Tower
Purpose: A tower that can store water and provide pressure in the water system of the
colony. It can hold up to 1000 Water Units.
Power Required: 5 Units
Materials: 6 Metal Units
Time To Build: 8 days
Cost: $90,000

Page | 36
Water Treatment Plant
Purpose: A larger water treatment facility than the water purification centre. Converts
5000 Waste Units into 5000 Water Units.
Power Required: 35 Units
Materials: 10 Metal Units
Time To Build: 17 days
Cost: $200,000

Wind Turbine
Purpose: A large wind turbine that uses the wind to turn its blades to generate energy.
Generates: 10 Power Units per turbines
Power Required: NA
Materials: 6 Metal Units
Time To Build: 9 days
Cost: $17,000

Massive Structures

Atmosphere Processor And Pressurizer Plant


Purpose: A building created by the Weyland-Yutani corporation to converts various
gases into breathable atmosphere. This plant is fully automated except for the need of
occasional maintenance. Once a planet has been fully terraformed, this plant can be
converted into a reactor power plant to provide power to the colony.
Generates: 20,000,000 Power Units (after the planet has been fully terraformed)
Power Required: NA
Materials: 250 Metal Units, 150 Rare Metal Units, 100 Silicon Units
Time To Build: 85 days
Cost: $32,800,000

Military Fort
Purpose: A larger military base that withstand major offensives. It can hold thousands of
soldiers on base. Dozens of military vehicles can be stored in hangars and garages
here. The fort has multiple anti-aircraft turrets on the walls that surround the base.
Power Required: 90 Units
Waste: 20 Units
Materials: 100 Metal Units, 25 Rare Metal Units, 60 Rock Units
Time To Build: 75 days
Cost: $15,500,000

Space Elevator
Purpose: A massive elevator that can transport a lift into the orbit of the planet.
Power Required: 120 Unit
Materials: 300 Metal Units, 100 Rare Metal Units
Time To Build: 95 days (spaceship required)
Cost: $20,500,000

Page | 37
Colony Morale And Stability
“When one note is off, it eventually destroys the whole symphony, David.” -Walter

The colony morale and stability system works similarly to the player Stress system.
Every time a negative event occurs, the colony takes a Stress level.

Examples of negative events:


-The death/murder of a colonists
-Continuous blackouts
-A large fight breaks out
-The colony is low on food or water
-A storm prevents colonists from going outside for a long period of time
-A disease is spreading across the colony and shows no signs of slowing
-News of a nearby military skirmish
-An industry accident occurred, and people got hurt or killed
-Important equipment breaks down
-A resource source runs out

Stress levels will go down when either a positive event occurs or if time goes by without
something bad happening.

Examples of positive events:


-A scientific breakthrough has been made on the colony
-A new resource is discovered
-A new building is built
-The colony’s population reaches a milestone
-A new investor is announced
-Plans are announced for a major colony project
-Colony’s treasury is expanded
-A trade deal is made with a colony, government body, or company
-All colonists have been awakened from cryo
-The first child born on the colony

If a very stressing event occurs (e.g., a murder), the GM can tell the players to make a
Colony Stability roll by rolling all the colony’s stress dice. This roll will determine
current state of the colony.

While a Colonial Action is being done, such as building a structure, the GM can call for
a Colony Morale roll. This will use the same number of colonial Stress dice as a
Colony Stability roll but this will result in possible failures and mistakes taken by as a
Colonial Action. Examples will be listed in the Colonial Actions section. If the colony
has no stress, there will be no negative effect on efforts.

Page | 38
Colony Stability Chart

Result Effect
1–6 Calm: There’s tension in the air, but the colony remains calm.
7 – 12 Whispers: There are whispers among the colonists about current events.
All Manipulation rolls take a +1 Modification.
13 – 18 Rumours: More malicious rumours are spreading across the colony.
Colonists are stressed and worried about their future. All actions dealing
with colony construction take a -1 Modification.
19 – 24 Random Violence: Random fights are breaking out around the colony.
The stress is getting to everyone. PCs can no longer get a +1
Modification to skill rolls from other people helping them.
25 – 30 Protests: The colonists are holding protests over the poor conditions of
the colony. They demand solutions to their problems. PCs will find it more
difficult to move around the colony and some stores may be unable to sell
to them.
31 – 36 Riots: Riots are breaking out across the colony. The people are angry
over the mismanagement of the colony. PCs can find themselves pulled
into random fights with angry colonists.
37 – 42 Allegiance: Certain colonists are preaching the virtues of other
governments or corporations and that they should switch allegiances.
Many are listening to them. Factions are being made and PCs may find
connections cut off within the colony depending which faction they remain
in.
43 – 48 Insurgency: Insurgents dwell among the populace and sabotage the
colony to get the people to revolt. PCs may catch them trying to damage
vital equipment are inciting violence within the colony. They may also find
themselves in a fight with them.
49 – 54 Assassination: A person of authority will be assassinated. Whether it is
by an insurgent or by a colonist who has had enough of their
incompetence and lies. The Colonial Marshals move in the quell the
instability of the colony and impose martial law. This will make things
much more difficult for the PCs to get anything done.
60+ Civil War: All pretense of civilization and government is gone now. The
factions of the colony are at war with one another. Militaries of various
governments may find themselves involved in the colony’s affairs.

Page | 39
Colonial Actions
“When you wake up, we will be at Origae-6.” -David
“What do you think it’s going to be like?” - Daniels
“I think if we are kind, it will be a kind world.” -David

Colonial Actions are actions that are taken by a large group of colonists or the colony at
large. Most Colonial Actions concern construction of new building, but there are some
actions that require a colonial response. Examples of these types of action are below in
the General Actions section.

Construction
Each structure has an average time of completion. This is accounts for one unskilled
person working with pre-fab materials. It’s thanks to this pre-fab technology that
structures can be quickly built with a minimum crew. There are variables that affect how
quickly or slowly a structure is completed. They are listed below.

Skilled/Unskilled Labour
Every structure type has a max number of people that can work on it. Modules can only
have ten people maximum work on them each. Blocks and infrastructure can have up to
fifty people work on them. Buildings and sites can have up to a hundred people work on
them. Massive structures can have up to two hundred people work on them.

Every skilled colonist provides knowledge and their abilities to completing buildings.
They can be construction workers, electricians, and technicians. Each one decreases
build time of structures by 10%. This reduction cannot decrease build time any lower
than one day.

If only unskilled colonists are building a structure, the players must make a Colony
Morale roll. If they roll a facehugger, something has occurred during construction that
hinders their efforts. What happens is up to the GM’s discretion. Time to build the
structure increases by 10% of the original build time. The more facehuggers rolled, the
worse the hindrance and the larger the increase to the build time.

Materials
If the colonists have pre-made materials for construction, then there are no penalties will
apply to construction time. If materials need to be made in a workshop, the time to
creating a structure is doubled.

Equipment/Construction Vehicle
Construction vehicles such as bulldozers, cranes, and rollers help speed up
construction of structures. They will decrease construction time by 20% per vehicle
involved in construction (up to the GM’s discretion to how many vehicles can be
involved in a project). Construction time cannot be decreased any more than one day.
Tools can decrease construction time by 5%.

Page | 40
Climate
The type of weather on the planet can hinder construction efforts. Whether snow, rain,
or high winds, it is up to the GM how this will affect the colonist’s efforts.

General Actions
There are some actions that require a large group of colonists involved. Actions include,
but not limited to, searching for a missing person, quarantine efforts, large scale
combat. Colony Morale can be rolled to determine if there is a detriment to the colony’s
efforts. The more facehuggers rolled, the worse the detriment faced.

Page | 41
Current Events
“Do make yourselves at home as best you can in this dire necropolis.” -David

The GM is not required to use this chart if they have a story in mind. This is only to help
create events.

The GM should roll this chart every other week after a month on the planet.

Minor Events

D66 Event
11 Computers on the colony are being affected by a computer virus.
12 A bad storm is moving in. Colonists must prepare for its arrival.
13 Something has crashed near the colony.
14 A colonist was found murdered.
15 Major sales announced for the stores on the colony.
16 Series of thefts are occurring in the colony. Security is looking into it.
21 An unwanted Earth creature was accidentally brought to the planet.
22 The colony is placed into lockdown for unknown reasons.
23 Colonial officials have declared an area of the planet off-limits.
24 An illness is affecting colonists.
25 Some colonists have gone missing.
26 A feud has broken out between two families.
31 Due to some system error, a cargo ship has arrived with additional supplies for
the colony.
32 A severe storm is coming in. Damage to the colony is expected as a result.
Colonists must do what they can to mitigate the damage and eventually prepare
to rebuild after it passes.
33 A local plant is growing rapidly and is affecting the colony.
34 The colony is getting ready for an upcoming holiday.
35 An unknown signal has been detected by the colony’s comms.
36 A search is underway for a missing child.
41 Colonists have reported sightings of a predatory creature near the colony.
42 A sinkhole has appeared under a module.
43 A cave system was discovered near the colony.
44 A Colonist discovered a murdered person. The authorities must hurry to find the
killer before anyone else could get hurt.
45 An accident has occurred which resulted in several injured colonists.
46 The colony discovers a large mineral deposition.
51 The ICC is coming to the colony to perform an audit.
52 The space port or landing zone is currently in quarantine.
53 Rumours going around that there is a treasure on the planet.
54 Enough spare parts for an additional module has been found by workers.
55 A fire has broken out in the nearby forest and is quickly spreading.

Page | 42
56 A businessperson has arrived at the colony with plans to open a major store
there.
61 Remains of an ancient civilization has been discovered near the colony.
62 The colonial administrators are planning an expedition to a location on the planet.
63 Someone is trying to recruit colonists for a rival faction.
64 A colonist has returned to the colony with mysterious injuries.
65 Colonists are demanding pets for the colony.
66 An earthquake hits the colony.

Major Events

2D6 Event
2 The colony discovers evidence of intelligent nonhuman life.
3 A corporation working in the colony has accidentally unleashed xenomorphs in
the colony.
4 An extremely rare resource is discovered on the colony, attracting the interest of
corporations and governments.
5 An unknown terrible plague is spreading across the colony.
6 Plans are underway to have a space station built in orbit.
7 A meteor shower is heading towards the colony. The colony must either find
shelter or evacuate before the area is hit.
8 Another planet in the system is about to be colonized.
9 The colony is about to become a battleground between two militaries.
10 An asteroid is being moved to the planet to be mined.
11 Black goo has been unleashed on the planet.
12 A grand scientific discovery has been made on the colony planet.

Page | 43
Colonial Careers
Colonial Administrator

All colonies require some form of government to organize construction efforts and
relations with other factions and allies. For beginning colonies, administrators are put
into leadership roles until the colony grows large enough for a full fledge government.
These administrators are usually volunteers from low-level government jobs who are
looking for paths of advancements. Sometimes, they are not volunteers but societal
outcasts for raising too much noise within political circles.

Key Attribute: Empathy


Key Skills: Command, Comtech, Manipulation
Career Talents: Roughing It, Backroom Politics, Bureaucracy

Typical Names
Uttar Nadu
Stella Timothy
Nigel Black
Leah Lopez
Walter Sanz
Aaliyah Khan

Your Personal Agenda


Choose from the options below or decide for yourself.
-Two work groups in the colony are at odds with each other. You need to facilitate
peace between them.
-A company is starting to overstep its authority on the colony. You need to push back.
-Colonists are going missing. You need to oversee the search effort.

Appearance
Choose from the options below or decide for yourself.
-Dress shoes
-Clean cut hair
-Long hair tied into ponytail
-Business suit
-Single-coloured Tie
-Analog wristwatch
-Composed
-Intense stare

Signature Item
Choose from the options below or decide for yourself.
-Colonial Admin Certification
-Picture of first day on colony
-Plaque with the names of all colonists

Page | 44
Gear
Choose from two of the starting items blow. You also get $2D6x100 in cash.
-Data Transmitter Card with colonial admin clearance or Personal Data Transmitter
-D6 doses Neversleep OR D6 doses Naproleve
- Seegson P-DAT or Electronic Tools
-Long-Data Disc or .357 Magnum Revolver

Construction Worker

Despite how far construction technology has come, people are still needed to put
buildings together and to fabricate materials for construction. Many construction workers
and their families venture out into the frontier in hopes of a better life away from Earth.
Despite their skills, they are often seen by those in power as somewhat expendable and
face dangers in the workplace from lax workplace safety.

Key Attribute: Strength


Key Skills: Heavy Machinery, Piloting, Stamina
Career Talents: Strong Arm, Lunch Break, Walk It Off

Typical Names
William Autrey
Riley Yachimovich
Nicholas Szabo
Ahmed Abdella
Ricky Warhola
Kelly Ackland

Your Personal Agenda


Choose from the options below or decide for yourself.
-The administrator is messing with your union; you need to remind him why that’s a bad
idea
-Need to get in some extra hours to get that overtime bonus
-The deadline was pushed up, so your crew needs to finish the job ASAP

Appearance
Choose from the options below or decide for yourself.
-Bright orange reflective vests
-Welding mask
-Sunburnt skin
-Unshaved face
-Protective glasses
-Thick gloves
-Tired look on face
-Steel-toed boots
-Overweight

Page | 45
Signature Item
Choose from the options below or decide for yourself.
-Thermos and lunch box
-Pack of cigarettes
-Tool Belt

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Sledgehammer or Maintenance Jack
-Jackhammer or Watsumi DV-303 bolt gun
-D6 Food Supply or D6 Water Supply
-Hardhat or Hi-Beam Flashlight

Farmer

Most farmlands on Earth are owned by corporate interests, so farmers are left with the
two options of either work for one of these companies or heading out into the frontier to
start anew. Farmers are talented in the field of food cultivation in many forms such as
farmlands, greenhouses, and mushroom houses. Every colony needs farmers to ensure
long term self-sustainability.

Key Attribute: Strength


Key Skills: Heavy Machinery, Observation, Piloting
Career Talents: Green Thumb, Early Bird, Cowboy

Typical Names
Hector McDonald
Betty Grey
Jim Hatz
Kim Paisley
Ezekiel Hammond
Karen Merkel

Your Personal Agenda


Choose from the options below or decide for yourself.
-An honest day’s work for an honest day’s pay
-You need to find out what is killing your livestock
-You must win the fair’s grand prize for largest crop

Appearance
Choose from the options below or decide for yourself.
-Sunburnt or tanned skin
-Callused hands
-Rubber boots
-Dirty denim pants

Page | 46
-Thick leather gloves
-Cowboy hat or baseball cap
-Overalls
-T-shirt

Signature Item
Choose from the options below or decide for yourself.
-Farmer’s Almanac
-Lucky Rabbit’s Foot
-Cowboy Hat

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Shovel or Pitchfork
-.357 Magnum Revolver or Armat Model 37A2 12 Gauge Pump Action
-D6 food supply or Canteen
-Medkit or Hi-Beam Flashlight

Field Researcher
Not every scientist is keen on staying within labs to do their research. Many prefer to get
their hands dirty and rough it to learn from the source. Many of these scientists are
trained to handle survival situations and use portable lab kits to do research in place.

Key Attribute: Wits


Key Skills: Comtech, Observation, Survival
Career Talents: Discovery, Study, Conclusion

Typical Names
Pierre Fréchet
Sydney Dresselhaus
Ronald Fire
Margaret Goodall
Stephen Higgs
Mildred Geller

Your Personal Agenda


Choose from the options below or decide for yourself.
-Disgraced from the community, you need to make a major discovery to regain your
reputation
-An illness is spreading across the colony; you need to find what’s the cause
-With less eyes on you on this world, you can finally do all the experiments you always
wanted to do

Appearance
Choose from the options below or decide for yourself.

Page | 47
-Khaki shirt or pants
-Dirtied clothes
-Backpack
-Datapad
-Latex gloves
-Raincoat
-Sunhat
-Sunglasses

Signature Item
Choose from the options below or decide for yourself.
-Chemical testing kit
-Prized specimen sample
-Camera

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Binoculars or Electronic Tools
-M314 Motion Tracker or M4A3 Pistol
-Neversleep Pills (2 doses) or Personal Medkit
-Portable Lab Kit or Samani E-Series Watch

Mercenary

They come from all over. Ex-soldiers who cannot hack it in the normal world. People
willing to do anything for cold hard cash. Or people who want a life of adventure and
danger. Mercenaries get paid to protect or kill when militaries cannot. While some
mercenaries may have morals, many only care about the paycheck and do not care
about the people who stand in their way.

Key Attribute: Strength


Key Skills: Close Combat, Range Combat, Stamina
Career Talents: Shellshocked, Blood Money, Expendable

Typical Names
Albert Webster
Jill Patrick
Chris Rubio
Rebecca Hall
Leon Washington
Ada Chen

Your Personal Agenda


Choose from the options below or decide for yourself.
-Expelled from the military, you must make a name for yourself to get better jobs
-Just one more job and you can finally retire from this life

Page | 48
-You were betrayed by another mercenary; you must hunt them down and make them
pay

Appearance
Choose from the options below or decide for yourself.
-Scarred face
-Uncompassionate
-Tattooed arms or chest
-Tough combat boots
-Military cap
-Vest covered with magazines and knives
-Sunglasses
-Combat gloves

Signature Item
Choose from the options below or decide for yourself.
-A knife you took from a target
-Picture of a special someone
-Dishonourable discharge papers

Gear
Choose from two of the starting items blow. You also get $2D6x100 in cash.
-M41A Pulse Rifle or M56A2 Smart Gun
-Weyland-Yutani APEsuit or M3 Personnel
Armor
-D6 X-Drugs or 2 Personal Medkits
-.357 Magnum Revolver or Rexim RXF-M5 EVA Pistol

Miner
There is a lot of money to be made out in the frontier through mining. Planets and
asteroids, there is no end to the demand of miners. Out of all the people on the frontier,
miners are treated the worst. Many corporations ignore safety guidelines which can lead
towards mine collapses or health problems for miners.

Key Attribute: Strength


Key Skills: Heavy Machinery, Observation, Stamina
Career Talents: Diamond In The Rough, Makeshift Repair, Looking For Copper

Typical Names
Arnold Bart
Alex Clark
Victor Jenkins
Aria James
Warren Holcomb
Layla Willey

Page | 49
Your Personal Agenda
Choose from the options below or decide for yourself.
-The company has upped the quota. Got to match it or lose your bonus.
-A new tunnel opened after a quake; you need to see if there are any resources or
dangers in there
-Someone is sabotaging the mining equipment; you need to find out who

Appearance
Choose from the options below or decide for yourself.
-Hardhat with lamp
-Bright orange reflective vests
-Overalls
-Rubber boots
-Dirty face
-One-piece working clothes
-Thick gloves
-Steel-toed boots

Signature Item
Choose from the options below or decide for yourself.
-Bandana
-Lucky Hardhat
-Tobacco Tin

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Sledgehammer or Pickaxe
-Oxygen Tank (Air Supply 5) or Gas Mask (Power Supply 5)
-D6 Food Supply or Personal Medkit
-Hardhat or Hi-Beam Flashlight

Surveyor

Once known as explorers on Earth, Surveyors are in higher demand than ever. Seeking
new worlds, locating valuable resources, or, in rare cases, finding evidence of intelligent
life. Surveyors are mostly hired by government or corporate bodies, but some will go
independent to ensure that their discoveries belong only to them.

Key Attribute: Wits


Key Skills: Observation, Stamina, Survival
Career Talents: Pathfinder, Eye For Detail, Pioneer

Typical Names
Christopher Cabot
Maria Cabral

Page | 50
Henry Gama
Olivia Magellan
Juan Morales
Ava Drake

Your Personal Agenda


Choose from the options below or decide for yourself.
-You are required by your employer to locate a valuable resource deposit
-A cave network has been uncovered, be the first to fully explore it
-The colony needs the surrounding area mapped out for future colonial expansion

Appearance
Choose from the options below or decide for yourself.
-Sunglasses
-Unshaved face
-Hiking boots
-Cargo shorts
-Pocketed vests
-Compass watch
-Water canteen
-Loose fitting shirt

Signature Item
Choose from the options below or decide for yourself.
-Pocket Binoculars
-Compass
-Maps

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Knife or M4A3 Pistol
-Compass or Binoculars
-D6 Water Supply or Personal Medkit
-Walking Stick or Hi-Beam Flashlight

Survivalist

You are a member of a dying breed. With terraforming technology, your services are
called upon less and less to help colonies thrive. Still, even with technological
advancement, people need to learn how to survive on little or need a dangerous beast
taken down. It's time to show people that some things never change, and survival is all
that matters.

Key Attribute: Wits


Key Skills: Observation, Ranged Combat, Survival
Career Talents: Improvisation, Big-Game Hunter, Overcome

Page | 51
Typical Names
Thomas Rogers
Jill Corbett
David Pope
Paddy Cole
Art Patterson
Agnes Keith

Your Personal Agenda


Choose from the options below or decide for yourself.
-You must keep your employers alive in the current crisis.
-You seek out the ultimate hunt.
-You wish to push your limits and overcome brutal conditions.

Appearance
Choose from the options below or decide for yourself.
-Bush hat
-Facial scarring
-Dark brown or green vest
-Bandolier filled with pockets or bullets
-Leather gloves
-Unkempt facial hair
-Cigarillos
-Animal hide sewed on clothing
-Necklace with predator tooth

Signature Item
Choose from the options below or decide for yourself.
-Hunting Knife
-Necklace with predator tooth
-Survival Guide

Gear
Choose from two of the starting items blow. You also get $D6x100 in cash.
-Knife or binoculars
-M42A Scope Rifle or Armat Model 37A2 12 Gauge Pump Action
-D6 water supply or Personal Medkit
-Optical Scope or Hi-Beam Flashlight

(Note: This class first appeared in my homebrew cinematic scenario called Savage
Planet:
https://www.reddit.com/r/alienrpg/comments/i6v246/new_homebrew_module_savage_pl
anet/)

Page | 52
Talents
Colonial Administrator Talents

Just Get Along: When conflicts erupt within the colony, it is your job to mediate
between groups and bring peace back to the colony. Colonial Administrator get +1
Modification to Manipulation rolls when trying to negotiate peace between groups.

Backroom Politics: A Colonial Administrator can increase their gravitas and tone to
make themselves seem more imposing in private one-on-one meetings. When a
Colonial Administrator is in private with another person, they get a +2 Modification to
their Manipulation roll with that person.

Bureaucracy: You are used to dealing with mountains of paperwork and finding the
smallest details. A Colonial Administrator gets +2 Modification to Observation rolls
when looking through papers or computer files for information.

Construction Worker Talents


Strong Arm: After spending years working with their hands, a construction worker is
used to how construction tools feel in their hands. Any time the character uses a hand
or construction tool to attack an enemy, they get an additional +1 Modification to the
attack roll.

Lunch Break: Construction is hard work and so breaks must be taken full advantage of.
When the character takes a Rest, they lose two Stress points instead of one.

Walk It Off: Injuries are common in the workplace, especially with less enforced
workplace safety protocols. Sometimes you have to walk it off. Once per Act or
Session, if the character is Broken, they can avoid a Critical Injury.

Farmer Talents
Green Thumb: A farmer is capable of doubling food yields from their crops. They can
get double Food Supplies from crops they grow than what another person would be
able to get.

Early Bird: Once per Act or Session, when a farmer searches an area with
Observation before other party members, they can find one additional item.

Cowboy: When handling livestock, a farmer needs to know how to handle animals,
whether their own or ones that threaten them. When faced with an animal, the farmer
can take a +1 Modification to a Manipulation roll to calm them or spook them off.

Page | 53
Field Researcher Talents

Discovery: Eureka! Every new scientific discovery made by a Field Researcher


decreases their Stress Level by two.

Study: When studying a specimen or sample, a Field Researcher can study it to gain
more information from it. Every two Shifts the Field Researcher spends studying their
sample or specimen, they can ask the GM one question about it. The GM must be
truthful, but they can be vague or give incomplete answers if full answers may spoil the
scenario.

Packing Heavy: Field Researchers are used to packing more than they can usually
carry. Once per Act or Session, a Field Researcher can avoid the effects of
Encumbrance for one Shift.

Mercenary Talents
Shellshocked: Years of combat has left you scarred. Once per Act or Session, when
an explosion goes off during combat, the Mercenary will take one Stress Level and go
into a trance. During this trance, all Auto Fire attacks will not increase their Stress
Level. During their trance, they can only focus on one target at a time and they cannot
do any other actions but move and attack (reactionary actions such as opposing
Grappling rolls can still be done). The Mercenary will leave their trance at the end of
combat.

Blood Money: Money is all that matters in this profession. It brings a joy you cannot
find at the bottom of a bottle or in the intimate companion of another. Once per Act or
Session, when a Mercenary makes money from a job or they find money on a dead
body, they lose one Stress Level.

Expendable: By the very definition of your job, you are expendable. Despite that, your
skills are very valuable, and that value requires proper compensation. In negotiation of
payment for jobs, the Mercenary gets a +1 Modification to their Manipulation roll.

Miner Talents

Adjusted Eyes: Years of working in the dark mines, a Miner can see more things than
the average person in dark places. Observation rolls in areas affected by Dim Light no
longer take a -1 Modification and areas affected by Darkness only take a -1
Modification.

Makeshift Repair: Machines breaking down are a common occurrence in the mines. A
Miner can push a Heavy Machinery roll to repair a machine twice instead of once.
Each push increases Stress Level by one.

Page | 54
Looking For Copper: Once every Act or Session, a Miner can find a Rare Metal
deposit.

Surveyor Talents

Pathfinder: Surveyors are used to rough terrain in their travels. They take +2
Modification to Mobility rolls on outside environments.

Eye For Detail: By examining the outside environment you can gain more information
from the landscape. Observation rolls can allow Surveyors locate sources or evidence
of resources.

Pioneer: Discovery of a new landmark or wonder is a cause for celebration. Surveyors


loses one Stress Level whenever they make a new discovery.

Survivalist Talents
Improvisation: Sometimes you don't have everything you need to survive. You have to
adapt to survive. You can push any Survival rolls twice, not just once like other
characters. Each push increases your Stress Level by one.

Big-Game Hunter: You have a long history of hunting down beasts and alien creatures,
not just once like other characters. You can push any Ranged Combat rolls against
animals and creatures twice. Each push increases your Stress Level by one.

Overcome: In your times alone in the wild, you had to learn to survive the harshest
elements. Once per Act in Cinematic play or once per session in Campaign play, if the
PC suffers from a Critical Injury, they can reroll and choose which one they'll take.

Page | 55
Tools
Chainsaw
Bonus: -1
Damage: 3
Range: Engaged
Weight: 2
Cost: $400
Comment: Power Supply 5

Gas Mask
Weight: 1/2
Cost: $300
Effect: Filters poisonous gas from the air to be breathable to the wearer, Power Supply
5

Hardhat
Weight: 1/2
Cost: $200
Effect: Headlamp removes the effect of Darkness in a zone.

Jackhammer
Bonus: +2
Damage: 3
Range: Engaged
Weight: 2
Cost: $500
Comment: Armour Piercing, Power Supply 5

Portable Lab Kit


This kit contains test tubes, reactive solutions, needles, and other tools for on-site
testing. A small data tablet is included in the kit to analyze different types of chemicals
and genetic samples.
Weight: 1
Cost: $200
Effect +2 to Observation rolls when used to study a sample or specimen. GM can
answer questions from the players on what they discovered from their tests, so long
these answers does not spoil the story they have planned.

Shovel/Hoe/Pitchfork
Bonus: +1
Damage: 1
Range: Engaged
Weight: 1
Cost: $40
Comment: None

Page | 56
Sledgehammer/Pickaxe
Bonus: +1
Damage: 3
Range: Engaged
Weight: 1 1/2
Cost: $40
Comment: Armour Piercing

Walking Stick
Weight: 1/4
Cost: $5
Effect: +1 to Mobility rolls on rough terrain.

Page | 57
Vehicles
Caterpillar 415F L Excavator
Encountered: Frontier Colonies
Top Speed: 45 kph
Length: 6.4m (Track Length), 17.4m (Reach Boom)
Standard Armament: None
Passengers: 2
Maneuverability: +1
Speed: 2
Hull: 5
Armour: 4
Cost: $17,000

Dipper: The dipper of the excavator can be used as a weapon to slam, crush, or push
enemies. Close Combat 5.

Liebherr LTM 2350-8.1 Mobile Crane


Encountered: Frontier Colonies
Top Speed: 85 kph
Length: 16.7m (vehicle length), 80m (telescopic boom up to)
Max. Load: 680 tonnes
Standard Armament: None
Passengers: 3
Maneuverability: 0
Speed: 2
Hull: 5
Armour: 4
Cost: $18,500

Caterpillar CB44 Tandem Vibratory Roller


Encountered: Frontier Colonies
Top Speed: 15 kph
Length: 4.7m
Standard Armament: None
Passengers: 2
Maneuverability: +1
Speed: 2
Hull: 3
Armour: 4
Cost: $14,000

Roller Front: The roller front of this vehicle adds weight to the ramming capability.
Ramming attacks take a +2 Modification.

Page | 58
Caterpillar D25T Dozer
Encountered: Frontier Colonies
Top Speed: 12kph
Length: 4.6m
Standard Armament: None
Passengers: 2
Maneuverability: +1
Speed: 2
Hull: 5
Armour: 5
Cost: $16,000

Walled Front: The front of the dozer adds strength to any ramming attacks these
vehicles make. Ramming attacks take a +1 Modification.

Caterpillar 1051L Loader


Encountered: Frontier Colonies
Top Speed: 38 kph
Length: 8.9m (without bucket)
Standard Armaments: None
Passengers: 2
Maneuverability: +1
Speed: 2
Hull: 5
Armour: 5
Cost: $17,000

Bucket Front: The front of the loader adds strength to any ramming attacks these
vehicles make. Ramming attacks take a +1 Modification.

Caterpillar 805 Three Axle Articulated Truck


Encountered: Frontier Colonies
Top Speed: 25 kph
Length: 12m
Max. Load: 41 tonnes
Standard Armament: None
Passengers: 2
Maneuverability: +1
Speed: 2
Hull: 5
Armour: 4
Cost: $16,000

Page | 59
Ships
WY LC-72 Model Landing Craft
E-Class Cargo Transport Vehicle

Two of these spacecrafts come standard with every Weyland-Yutani colony ship. This
ship initially functions as a scout ship for the ship’s crew to investigate the planet and
landing site before colonization begins. Once construction begins, these ships are used
to explore the planet, aid in the colony’s construction, or to transport supplies from
cargo ships that cannot land on the planet.

Manufacturer: Weyland-Yutani
Crew: 2
Passengers: 10
AI: None
Length: 31m
FTL: NA (incapable of FTL)
Signature: -1
Thrusters: +1
Hull: 5
Armour Rating: 5

Internal Modules:
-Air Scrubber I
-Cargo Bay II
-Medlab II

Upgrades:
-Planetfall Capacity
Armaments: None

WY C-120 Model Colonization Vessel


S-Class Colonization Vehicle

Since the disappearance of the USCSS Covenant after its launch in the early 22nd
century, Weyland-Yutani quadrupled its efforts to guarantee the safety of its colony
ships. A new model comes out every year, each iteration with faster engines and more
safety measures. In the latest models, the solar sails have been replaced with an
upgraded fusion reactor to provide the ship with all its energy needs. Once colonization
efforts are underway, this fusion reactor can be used to power the colony.

When this colony ship approaches their planet, the crew will first send a reconnaissance
team to ensure the viability of the colony site. Once confirmed, the colony ship will go
through a multistage entry and landing process. The bow section of the ship will
disconnect from the midship and stern. The two sections will enter through the

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atmosphere and land in the deployment site. The bow vehicle will be used for
communication and any long-distance trips around the planet or into orbit.

The midship and stern section will become the first colonial building once it lands. The
facility will offer basic necessities until the colony can sustain itself. This includes some
living quarters, medical labs, a science lab, a workshop, cargo bays, a green house,
power reactor, and nurseries. Once the midship and stern has landed, it will not fly
again.

Manufacturer: Weyland-Yutani
Crew: 15
Passengers: 2500 – 3500 (in cryosleep)
AI: MU/TH/UR 7000
Length: 1317m
FTL: 25
Signature: +2
Thrusters: -1
Hull: 9
Armour Rating: 6

Internal Modules:
-Artificial Intelligence I
-Air Scrubbers I
-Air Scrubbers IV (2x)
-Cargo Bay IV (8x)
-Cryo Deck V
-Docking Umbilical II
-Emergency Escape Vehicle II (2x)
-Galley II
-Hangar IV (2x)
-Medlab II (2x)
-Science Lab III
-Vehicle Bay IV

Upgrades:
-Multistage Atmosphere Entry And Planet Landing
Armaments: None

Multistage Atmosphere Entry And Planet Landing: The bow section of the ship is
capable of detaching from the midship section of the ship. The two sections then go
through atmosphere entry and land at a designated site. The midship and stern (as one
unit) become the first colonial building. The bow section acts as an independent ship
and provides interstellar communication for the colony and can be used for long-
distance trips around the planet or into the atmosphere.

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WY C-120 Model Colonization Vessel - Bow Section

Manufacturer: Weyland-Yutani
Crew: 15
AI: MU/TH/UR 7000
Length: 150m
FTL: 20
Signature: +0
Thrusters: +1
Hull: 9
Armour Rating: 6

Internal Modules:
-Artificial Intelligence I
-Air Scrubbers I
-Docking Umbilical II
-Hangar IV (2x)

Upgrades:
-Planetfall Capacity
Armaments: None

UPP WC-27 Model Fenghuang Colonization Vessel


S-Class Colonization Vehicle

In the beginning of the colonization boom, the UPP used cargo ships to send colonists
to new worlds. This process proved to be extremely expensive and inefficient. With the
advent of Weyland-Yutani’s colony ship line, the UPP fell further behind in the
colonization race of the Frontier and Outer Rim. Not willing to directly buy any ships
from Weyland-Yutani ships, the UPP’s government commissioned the construction of
their own colony ships.

The UPP WC-27 Model Fenghuang Colonization Vessel, while not as advance as the
Weyland-Yutani ships, is capable enough to safely colonize worlds. The turtle-shaped
ship is capable of planetfall and, once it lands, the ship is taken apart as full modules to
provide colonists with living quarters and facilities to ensure their survival. A crane that
comes out from under the ship is responsible for moving these modules into place.
Once the ship is fully taken apart, the bottom part of the ship is used as a landing pad
for new ships.

Unlike Weyland-Yutani’s ships, UPP colony ships do not have any major terraforming
equipment since they still have not successfully reverse-engineered any of Weyland-
Yutani’s technology such as their Atmosphere Processor. Due to this, the UPP only
colonizes worlds that have breathable air, worlds that were terraformed by other
factions, or worlds with high resources. Many lives are lost in the UPP’s colonization

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efforts, but the UPP consider these losses acceptable considering their massive
population.

Manufacturer: UPP Government Commission


Crew: 20
Passengers: 4000 (in cryosleep)
AI: SICKLE
Length: 1227m

FTL: 30
Signature: +3
Thrusters: -2
Hull: 8
Armour Rating: 8

Internal Modules:
-Artificial Intelligence I
-Air Scrubbers IV (2x)
-Cargo Bay IV (6x)
-Cryo Deck V
-Docking Umbilical II
-Galley II
-Hangar IV (2x)
-Medlab II (2x)
-Science Lab III
-Vehicle Bay IV

Armaments: None
Upgrades:
-Planetfall Capability
-Modularization

Modularization: As soon as this ship sets down, a crane comes out from under it and it
can detach sections from the ship to form the colonies first modules. Please view the
section “Starting Supplies & Equipment” to know what modules are available.

Note: Every UPP colony ship’s name should be inspired by UPP propaganda. E.g., The
People’s Path, Worker’s Destiny, Society’s Right, Fist Of Justice

Union Of Progressive People’s AIs


As it is well known, the UPP only sees AIs and androids as tools to serve the state. The
UPP see names like APOLLO and MU/TH/UR for ship AIs as immature and foolish.
Names are begrudgingly given to Weyland-Yutani androids they acquire as they require
names for them to properly function.

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Compared to the technology of the United Americas and the Three Worlds Empire, the
UPP is woefully behind both. As a result, they steal, buy, or try to reverse engineer as
much technology as they can from the other two factions. Wanting to no longer rely on
their original low-tech AIs, the UPP created two projects to recreate the APOLLO and
MU/TH/UR AIs.

The AI they created based on the APOLLO AI was designated SICKLE. While not as
powerful, SICKLE has proven to be a major step up from their older AIs. This AI is
mostly used for civilian and colony ships, cities, space stations, and factories.

Just like SICKLE, the UPP could not recreate the power of high-end MU/TH/UR
systems, but their new AI was still powerful. This AI was designated HAMMER and is
slightly more powerful than APOLLO. HAMMER is used for military ships and bases, top
secret research facilities, and government buildings.

While the cheap prices of these AIs are attractive, it is believed that the UPP monitors
all activities done using these AIs.

Mainframe Skills Cost


SICKLE Comtech 4, Piloting 3, Observation 3 ¥17,500,000
HAMMER Comtech 5, Piloting 5, Observation 5 ¥21,000,000

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Indigenous Life
“You hear that?” -Daniels
“What?” -Oram
“Nothing. No birds, no animals. Nothing.” -Daniels

Some worlds can contain life prior to colonization. It is not common, but it does happen.
New life, whether it is a plant, animal, or even bacteria, always attracts the scientific
establishment. There is a lot to discover from alien life, whether it gives clues about
evolution or new medical applications, their study is always considered a good
investment. New colonies would be wise to categorize any life they discover as they
develop. With the right discovery, it can attract more investors.

Wildlife
Aurora Gecko
Type: Tree gecko
Habitat: Rainforest caves of LV-222
Size: 0.3 meters length
Traits: Grey gecko with bioluminescent stripes

The unique caves of LV-222 contains rainforests that can grow in little to no light.
Aurora Geckoes live in these forests and live off the native insects. This gecko has
stripes on its side that it can flash to signal other geckoes, usually for mating season or
to warn of predators.

Cabral Polecat
Type: Mammalian omnivore
Habitat: Forests of Cabral (LV-99)
Size: 0.6 meters length
Traits: Small mammal that consumes vegetables, fruits, insects, and smaller rodents

Nearly identical to the Welsh Polecats of Earth, this animal forages on the forest floors
of planet Cabral for any fallen fruits, insects, or small rodents. It is very timid and would
rather run than fight. Since its discovery, it has become a popular pet for colonists since
it has a better temperament than ferrets back on Earth.

Iguana Wolf
Type: Reptile dog-like quadruped omnivore
Habitat: Arid environments
Size: 1.5 meters length
Traits: Hunts in packs, rarely attacks animals larger than its

First discovered on LV-756, also known as Fangataufa 3, in the savannah environment,


this reptilian creature resembles a cross between a wolf and an iguana lizard. Like the
name suggests, this creature has a head like an iguana with sharp teeth. It has spines

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that run down its back and long tail, and long canine-like legs. These animals hunt in
packs but also forage for cactus fruits and other edible plants.

While capable of eating meat, iguana wolves very rarely attack people. Despite being
reptilian, the iguana wolf is extremely intelligent and on the same level as a pig. Due to
their unique appearance and higher than average reptilian intelligence, many
spacefarers capture these creatures as pets or to release on other worlds to hunt
vermin.

Speed: 2
Health: 4
Skills: Close Combat 7, Mobility 7, Observation 7
Armour Rating: 1

Iguana Wolf Attacks


D6 Attack
1 Raspy Hiss: The Iguana Wolf inflates its throat and slowly deflates its to let out a
guttural hissing sound. Everyone takes one Stress Level.
2 Ball Up: The animal curls up into a ball to protect its most vulnerable spots. Until
this creature’s next turn, it will have an Armour Rating of 3.
3 Zoomies: The iguana wolf gets excited and runs uncontrollably. It will run in a
straight line and knock down anyone in its path. All characters in its path must
make a Mobility roll (no action) to get out of its way. If they fail, to will fall to the
ground and take 1 Base Dice, Damage 1.
4 Call For The Pack: The reptile lets out a loud roar to echoes throughout the area.
Others return its call and comes to give it aid. D6 Iguana Wolves will reach the
zone the following Round, then draw Initiative and can act.
5 Leaping Attack: The Iguana Wolf leaps at its victim. Roll for the attack with 3
Base Dice, Damage 1. If successful, the victim is knocked to the ground and
must make a Panic Roll.
6 Leg Bite: The animal sprints forward and lunges at a person’s leg. The attack
rolls 3 Base Dice, Damage 2. The victim must make an opposed Close Combat
roll against the Wolf. If they fail, they are grappled. When grappled neither the
Wolf or victim can act until one of the two’s Health drops to zero, the victim
succeeds a roll, or another character does damage to the Wolf. Until the grapple
is broken, the victim takes 1 Base Dice, Damage 1 per Iguana Wolf round.

Majestic Golden Duck


Type: Omnivorous aquatic bird
Habitat: Marshlands of LV-14
Size: 1m wingspan, 60cm length
Traits: Golden feather duck that feeds on plants and insects

Discovered on LV-14, this waterfowl is famous for its beautiful reflective golden
feathers. Its hind tail feathers extend about half a meter behind it. Physically it shares
many traits with Earth’s own duck species and its quacks are considering one of the

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most beautiful bird sounds. This duck feeds on water plants, insects, and sometimes
small vermin. It is also known as a space duck.

Rainbow Tree Snake


Type: Tree Snake
Habitat: Forests of LV-843
Size: 0.9 meters length
Traits: Rainbow-coloured scales, capable of flattening its body to glide

Found in the forests of the planet LV-865, this snake hunts squirrel-like rodents in the
trees. It can flatten its body so it can leap out and glide short distances to other trees,
branches, or onto the ground. It is well-known for its beautiful rainbow scales that are
used to create special leather boots, gloves, and handbags. The snake is non-
venomous and is not any threat to humans.

Animal Taming

“Jules... You shouldn’t name them.” -Dev

Just like our ancestors, humanity finds its strength in its ability to tame animals. While it
usually takes generations before an animal starts to lose its natural behaviour and
become domesticated, wild animals can be raised from young to be more disciplined.
Player characters can adopt baby animals to raise as a pet. If the animal is smart
enough, they can be taught commands. A Command roll will be required to make them
follow commands.

If a character runs into a wild animal, they can make a Manipulation roll to calm the
animal and even befriend it, or they can chase it off. How difficult the roll is will be up to
the GM.

Plant Life
Caminus
Type: Leafy plant
Habitat: Temperate forests
Size: 1 meter tall
Traits: Various counter-effects to xenomorph creatures

Weyland-Yutani scientists have studied environments that have had long term exposure
to xenomorph infestations. In many different locations, they have discovered similar
plants that have develop counter measures to protect itself and the local wildlife. The
most common plant found was called the caminus bush.

This leafy bush emits a chemical that disguises any creature next to it from
xenomorphs. When this bush’s crimson leaves are crushed into a paste, it can nullify
the effects of alien acid blood. Researchers have also discovered, after observing the

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wildlife eating the plants, that the consumption of this plant stops the development of a
xenomorph embryo. The malformed embryo is expelled from the body through the
mouth.

Caminus Leaf
Weight: 0
Cost: $5000 per leaf
Effect: Camouflage, Anti-Acid, Acid Protection, Anti-Xenoparasitic

Camouflage: When a character has these leaves cover their body or interwoven in their
clothes or armour, they take a +3 Modification to Mobility rolls when in Stealth Mode.

Anti-Acid: If this plant is grounded up into a paste and then used to help treat a person
affected by an Acid Splash, the person treating them take a +1 Modification to their
Medical Aid roll.

Acid Protection: When these leaves cover a person or are interwoven into their clothes
or armour, they take a +4 Modification to their Armour rolls against any Acid Splash.

Anti-Xenoparasitic: When these leaves are consumed, the character must make a
Stamina roll with a +4 Modification to stop the development of the parasite within them
and then expel them. If the roll fails, the leaves had no effect. The Modification goes
down by one every other Turn that goes by since the initial impregnation.

Inferno Bush
Type: Bristled plant
Habitat: Rainforests
Size: 1.5 meters tall
Traits: Bristled plant that has an extremely painful neurotoxin when it stings

A plant like the Dendrocnide moroides back on Earth, it is a plant covered in hair-like
bristles. When someone or animal brushes against this plant, the hairy bristles will sting
them. The hairs contain an extremely powerful neurotoxin that inflicts pain on the
individual. Those who have been stung by this plant have described the pain as having
their entire body covered in fire. No victim has lasted long enough to find out if this toxin
wears off. Every one of them, that was not given an antitoxin, committed suicide before
it wore off.

Various companies have started research into this plant seeing potential medical
applications of it. Other companies have expressed darker interest in the neurotoxin.

Unimaginable Pain: When someone is stung by this plant, they are incapacitated.
They will not be able to move or make any action. Every Turn, they must make a
Stamina roll. Each time they roll, they must take an additional -1 Modification. A failure
results in the person losing their mind and search for any method to kill themselves.

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Other people must either take the person to an auto-doc or give them an antitoxin to
cure them.

Barrel Plant
Type: Large pitcher plant
Habitat: Rainforests
Size: 2 meters tall
Traits: Pitcher plant contains a pool of acid that will rapidly dissolve any animal that falls
inside it
Acid Splash: 2

This plant resembles the Pitcher plant on Earth except for its massive size. It emits a
sweet and delicious smell to attract prey into its metaphorical mouth. Once an animal
falls inside, it will find the walls of its inside super slick. The animal inside will eventually
tire itself and drown in the acidic fluids inside the plant. Some corporations find that the
fluids this plant emits from its walls may prove to be a valuable lubricant and anti-acid
coating. All be warned that the acid that pools inside the plant is extremely corrosive;
comparable to fluoroantimonic acid.

Berryshroom
Type: Edible fungal organism
Habitat: Dark cool areas, caves
Size: 3 meter tall
Traits: Dark grey stalks with bright blue bulbs

Despite its appearance, this is not a berry or fruit. Berryshrooms is a type of fungus that
grows into tall grey stalks that bud bright blue bulbs. These bulbs are pickable and are
delicious and juicy like a berry. Many have described their flavour as a mixture of
raspberries and grapes. With their high nutritional value and low water requirement,
many colonization efforts try to bring this fungus along to improve the food situation.

Shinigami Weed
Type: Vine weed
Habitat: Any location with soil and Earth-like environment
Size: Undeterminable
Traits: Fast growing leafy vine plant

Worst nightmare of any colony world. This plant can grow from even a cell of this plant
and is immune to all known herbicides. This vine grows at a rate of two feet per day and
strangles any plant-life that gets in its path while sucking the nutrients from the ground.
There is still no known maximum size of this plant as it was once reported as reaching
the size of the country of Greenland on LV-111 before the military firebombed it. If any
colonist finds this plant, they are to report it immediately so the authorities can use
flamethrowers to eliminate it.

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Special Corporate Orders
FOR AUTHORIZED PERSONNEL EYES ONLY

SPECIAL ORDER 902

IN THE EVENT THAT ANY EVIDENCE OF ENGINEERS, SPECIMENS OF


XENOMORPH XX121, OR OTHER ADVANCE ALIEN LIFE IS DISCOVERED, IT
MUST BE SECURED FOR THE COMPANY AT ANY COST.

ALL OTHER CONSIDERATIONS SECONDARY.

COLONISTS ARE EXPENDABLE.

“The colonization of space is the only possible salvation of Earth.” -Isaac Asimov

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