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Better Territories &

Colonies

A supplement for Rogue Trader


Copyright © 2013 by Metzler
All Rights Reserved. This book or any portion thereof may freely be reproduced or used in
any manner by fellow gamers and Warhammer 40k fans, but do provide me with due credit.
This is a role-playing supplement. All characters and events and whatnot portrayed in this
book are fictitious. Any resemblance to persons living, dead or not born yet is strictly
coincidental. Same goes for places, events and anything else you can think of.
This is a fan-made Warhammer 40,000 Roleplay supplement. It is in no way associated with or
endorsed by Games Workshop, Black Library and/or Fantasy Flight Games. As a fan-made
supplement it is non-profit; I’ve done it in my free time, without desire for compensation.
Available for digital download at: http://darkreign.org
Contact information: PM Metzler @ http://darkreign.org

Designed and written by


Metzler
Editing
Green Knight
Layout
Green Knight w/help from Messiahcide
Cover Art
The Unknown Heretic
Interior Art
The Unknown Heretic
Better
territories &
Colonies

Better territories

Better colonies
Hills Roll 1d10

Territories &
Example Chapter: Example Title

1-10 lifeless (cost of farms and ranches increased by 1 on


this planet)
11-20 warmer than average

Colonies
21-30 colder than average
31-40 notable species
41-50 expansive
51-60 streams and waterfalls
I created the below charts to replace the charts in the world
60-70 caves
generator section of the Stars of Inequity supplement.
71-80 rocky terrain/boulders
81-90 nothing of importance

Better territories 91-95 roll twice


96-100 roll on the exotic table
Roll 1d10. Apply a -1 modifier if the planet is a limited
Brushlands Roll 1d10
ecosystem, and -1 if limited water, apply a +1 modifier if the
1-10 rivers
planet is vibrant.
11-20 warmer than average
1. Wasteland 21-30 colder than average
2. Mountains 31-40 notable species
3. Hills 41-50 expansive
4. Brushlands 51-70 uneven terrain/broken ground
5. Plains 71-80 good grazing land (cost of ranches decreased by 1 in
6. Thin forest/jungle this territory)
7. Dense forest/jungle 81-90 nothing of importance
8. Wetlands/Swamp/Marsh 91-95 roll twice
9. Lake/Island Sea 96-100 roll on the exotic table
10. Ocean
Plains Roll 1d10
Wasteland Roll 1d10 1-10 rocky terrain/broken ground
1-10 lifeless (cost of farms and ranches increased by 1 on 11-20 warmer than average
this planet) 21-30 colder than average
11-20 warmer than average 31-40 notable species
21-30 colder than average 41-50 expansive
31-40 notable species 51-60 rivers
41-50 expansive 61-80 fertile (cost of farms and ranches decreased by 1 in
51-60 rivers this territory)
60-70 caves 81-85 exceptionally flat
71-80 desert/no water (+1 to piety rolls, costs of farms and 86-90 nothing of importance
ranches increased by 1 on this planet) 91-95 roll twice
81-85 evidence of previous war or natural disaster (+1 to +3 96-100 roll on the exotic table
profit factor [roll to randomize] if a research station is built)
Thin Forest/Jungle Roll 1d10
86-90 nothing of importance
1-10 rivers
91-95 roll twice
11-20 warmer than average
96-100 roll on the exotic table
21-30 colder than average
Mountains Roll 1d10 31-40 expansive
1-10 lifeless (unlike lifeless in wasteland and hills, this has 41-55 notable species
no mechanical effect and is just for theme) 56-60 rocky terrain/broken ground
11-20 warmer than average 60-85 nothing of importance
21-30 colder than average 86-90 hardwoods/exotic wood (+1 profit factor to any lumber
31-40 notable species mill built)
41-50 expansive 91-95 roll twice
51-60 streams and waterfalls 96-100 roll on the exotic table
60-70 caves
71-80 fertile valley/grove in mountains (+1 to morale rolls)
81-85 huge/large amount of cliffs (+1 to piety rolls )
86-90 active volcanoes (+1 to piety rolls)
91-95 roll twice
96-100 roll on the exotic table
Dense Forest/Jungle Roll 1d10
1-10 higher than average humidity Exotic – Roll 1d100
11-20 warmer than average 1-10 extreme weather (+1 to +3 profit factor [roll to
21-30 colder than average randomize] if a research station is built)
31-40 expansive 11-15 Perpetual fog/mists
41-60 notable species 16-20 Intelligent local species – tribal (+1 to +3 profit factor
70-80 hardwoods/exotic wood (+1 profit factor to any lumber [roll to randomize] if a research station is built)
mill built) 21-25 sentient plant life (+3 to +5 profit factor [roll to
81-85 virus randomize] if a research station is built)
86-90 plant with useful compound (+1 to +3 profit factor [roll 26-35 Huge Landmark i.e. such as trees, or mountains (+2 to
to randomize] if a research station is built) piety rolls)
91-95 roll twice 36-40 Heaven on earth (idyllic, beautiful) (+2 to morale, +1 to
96-100 roll on the exotic table productivity, and +1 to colony size rolls)
41-45 Ill Omened/haunted (-2 to morale rolls)
Wetlands/Swamp/Marsh Roll 1d10 46-50 Bizarre Colors (-2 to morale rolls)
1-10 higher than average humidity 51-55 very fertile land (+1 profit factor to all farms and
11-20 warmer than average ranches on the planet)
21-30 colder than average 56-60 Sinkholes/pitfalls
31-40 notable species 61-63 Intelligent local species - abhuman
41-50 expansive 64-65 Bio-luminescence terrain/plant life (+1 to +3 profit
51-85 nothing of importance factor [roll to randomize] if a research station is built)
86-90 virus 66-67 Crystallized terrain/plant life (+1 to +3 profit factor [roll
91-95 roll twice to randomize] if a research station is built)
96-100 roll on the exotic table 68-69 Warp saturated terrain/plant life (-3 to piety rolls)
70-71 Psychic null zone (-1 to morale rolls)
Lake/Inland Sea Roll 1d10
72-73 Natural disaster occurs – meteor strike
1-10 salt water
74-75 Natural disaster occurs – earthquake/tsunami
11-20 warmer than average
76-77 Natural disaster occurs – Warpstorm
21-30 colder than average
78-79 Poor air quality
31-40 notable species
80-81 Eldar Waygate
41-50 expansive
82-83 Tyranid spores
51-70 fishing stocks (+1 profit factor to fisheries built in this
84-85 Necron tombworld
territory)
86-87 Crashed Spaceship (+1 to +3 profit factor [roll to
71-80 nothing of importance
randomize] if a research station is built)
81-85 very shallow
88-89 Trapped Daemon (-4 to piety rolls)
86-90 caves at waterline
90 Explosive Terrain (-1 to morale rolls)
91-95 roll twice
91 Floating landscape/flora
96-100 roll on the exotic table
92 Tear in Realspace/Warpgate (-3 to piety rolls)
93 Natural Astropathic Amplifier
Ocean Roll 1d10
94 Sentient Planet (+5 to research colony size rolls )
1-10 expansive
95 Sentient A.I. (+5 to +10 profit factor [roll to randomize] if a
11-20 warmer than average
research station is built)
21-30 colder than average
96 STC (+5 to +10 profit factor [roll to randomize] if a
31-40 notable Species
research station is built)
41-70 fishing stocks (+1 profit factor to fisheries built in this
97 Intelligent local species – hivemind (+1 to +3 profit factor
territory)
[roll to randomize] if a research station is built)
71-75 fresh water
98 Intelligent local species – symbiotic relationship with
76-80 nothing of importance
another indigenous species (+1 to +3 profit factor [roll to
81-85 leviathan
randomize] if a research station is built)
86-90 caves at waterline
99-100 roll twice.
91-95 roll twice
96-100 roll on the exotic table
Productivity
Roll 1D10 and add the representative’s Intelligence bonus,

Better colonies plus any additional modifiers.

0-3 The colony’s productivity decreases by 2


To found a colony, the Rogue Trader must pay a cost in 4-6 The colony’s productivity decreases by 1
Profit Factor. The base cost is 1d5+1. 7-11 No effect
12-15 The colony’s productivity increases by 1
This cost is modified by each which applies: 16+ The colony’s productivity increases by 2
-1 if the planet has a vibrant ecosystem
Piety
+1 each if atmosphere is thin, thick or tainted, or if
Roll 1D10 and add the representative’s fellowship bonus,
temperature is hot or cold.
plus any additional modifiers.
+2 each if atmosphere is toxic, or if only ecosystem is “liquid
water” 0-3 The colony’s piety decreases by 2
+3 each if atmosphere is corrosive or if temperature is 4-6 The colony’s piety decreases by 1
burning or ice, or if only ecosystem is trapped water. 7-11 No effect
+4 if atmosphere is deadly 12-15 The colony’s piety increases by 1
16+ The colony’s piety increases by 2
A newly settled colony begins at size 3, with moral,
productivity, and piety at 5. If the total modifiers of the colony
Colony Size
settlement table were +4 or higher, the colony instead begins
Roll 1D10 and apply the following modifiers. These are
at size 2 with moral, productivity, and piety at 4.
cumulative.
The maximum values for size, morale, productivity and piety
are 15. The minimum value is 0 -1 The colony’s morale is less than 5
-1 The colony’s morale is less than 3
Colony Size – The size of the colony directly effects the
-1 The colony’s morale is 0
profit factor of the colony. If this number is reduced to zero
+1 The colony’s morale is greater than 10
the colony is destroyed.
+1 The colony’s morale is greater than 12
Morale – The level of morale in a colony influences the +1 the colony’s morale is 15
colony’s size, productivity, and piety.
Colony size results table
Productivity – This attribute affects colony size. A colony
0-2 colony decreases in size one level
cannot grow further than its productivity level.
3-8 colony size remains the same
Piety – This attribute has little mechanical effect, but if piety 9+ the colony size increases one level. (If the colony size
becomes too low, this will create trouble as determined by would increase to a greater size than its productivity, this
the GM such as cults and rebellion. result is ignored.)

At the end of every month in game time, the players will roll Colony Improvements
on following colony maintenance tables for each colony they A colony may build 1 point worth of improvement every
own. Each player may only use their character’s attributes month at no cost to the Rogue Trader. For example, a
towards the rolls for one colony. Additionally, to qualify, a colony could build a research station (a 3 point
player may only use their character’s attributes if they have improvement) in 3 months. Alternatively, a Rogue Trader
spent more than half of the month in game time in the may immediately purchase an improvement at the cost listed
colony’s star system. Otherwise they must use a colony in profit factor.
representative NPC. The order of the rolls for each colony
Cost - Name - Function
are morale, productivity, piety, and finally colony size.
1 -> Farm -> +1 profit factor. May build one per plains terrain
Morale 1 -> Ranch -> +1 profit factor. May build one per brushland
Roll 1d10 and add the representative’s fellowship AND terrain.
Intelligence attribute bonuses, plus any additional modifiers. 1 -> Fishery -> +1 profit factor. May build one per Lake,
For example, a character with intelligence 34 and fellowship Island Sea or Ocean.
41 would have a +7 modifier. 1 -> Lumber Mill -> +1 profit factor. May build one per
Woods/Jungle terrain.
0-6 The colony’s morale decreases by 2 3 -> Research station -> +1 profit factor (normally only
7-9 The colony’s morale decreases by 1 worthwhile to build if the planet has an anomaly to be
10-14 No effect researched )
15-18 The colony’s morale increases by 1 1 -> Church -> +1 piety when built. +1 to all future piety rolls
19+ The colony’s morale increases by 2 1 -> Factory -> +1 productivity when built. +1 to all future
productivity rolls
1 -> Administration buildings -> +1 morale when built. +1 to
all future morale rolls
Each of the above improvement can be purchased up to 3 2. Secret covens. During the colony maintenance phase, the

Example Chapter: Example Title


times. Each time an improvement is purchased, its cost representative player may choose to encourage a secret
increases by one, and its benefits remain the same. For coven. They would roll as per the normal piety table. If
example, say a colony has a church, they may build that successful, the coven gains a number which is tracked just
improvement again, but this time the cost would be 2 instead like morale, productivity, and piety.
of 1. For thematic purposes, this improvement could be a
3. A player can build a colony improvement to gain positive
cathedral. Like the church, it would give +1 piety when built,
modifier for the coven rule. Use the same rules for the
and +1 to all future piety rolls. A colony with a church and
church colony improvement. However, this improvement can
cathedral would receive +2 to all piety rolls. Continuing the
never be built for free by the colony and must be purchased
example, if the improvement is purchased again, it would
out of the Rogue Trader’s profit Factor.
cost an additional 3. For thematic purposes this could be a
grand cathedral. The cost to build all three improvements 4. The piety and coven numbers represent the allegiance of
would be 6 (1+2+3), and combined they would give +3 to all the colony. For example if piety is 6, and coven is 3,
piety rolls. approximately 1/3 of the population would be sympathetic to
Chaos. A minority of that 1/3 would be actual cultists, just as
Additional colony improvements
a minority of the other 2/3 non-sympathetic portion of the
The rules in the above paragraph of purchasing an
population would be fervent imperials.
improvement up to 3 times at increased cost, do not apply to
the improvements in the below table. 5. At any time the coven may attempt to take over the planet.
This would be achieved in game through roleplaying and/or
Cost -> Name -> Function
combat and is beyond the scope of this rule set.
1 -> Mine -> +0 profit factor (This is built to be able to use
minerals listed in a territory. The profit comes from the
minerals.) Each mine allows use of one mineral deposit
1 -> Xenos exports -> Planet must have an applicable
species as determined by the GM. +1 to 3 Profit Factor
3 -> Heavy constructors -> A colony with this improvement
may build 2 improvements per month
3 -> Standing Militia -> Grants the colony a standing army of
5,000 troops. Upon completion, this improvement lowers the
PF of the colony by 1 to represent the soldiers wages.
5 -> Space Constructor -> Allows building of advanced
buildings. Must have level 3 factory, and heavy constructors.
10 -> Space station -> Must have space constructor
10 -> Spaceship drydock -> Must have space constructor

Colony profit factor


Controlling an active colony increasing the RT dynasty’s
profit factor. The profit factor added equals the size of the
colony, plus any improvements. For example a size 5 colony
with a farm and a fishery (+1 profit factor each) would add a
total profit factor of 7 to the RT dynasty.

Special Rules

Piety – what if you’re the bad guy? In the rare case where
the players are allied with Chaos and want to undermine the
piety of the colony. Please follow the below rules.

1. A player can choose not to add their attribute modifier to


any colony maintenance roll. While normally this would be
against the player’s interests, in the case where they are
allied with Chaos, by omitting their modifier to a piety roll,
they will make it more likely to decrease.

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