Colonization Rules Primer

Colonies can be bought, seized, or founded by the party when and where desired. Colonies can provide great wealth and prestige, but are not without risk. There are four main types of colony, as well as a multitude of resources that can be exploited for profit. Colonies must be led, however, by a representative of the Rogue Trader’s Dynasty, and can also be upgraded as the population grows in a number of different ways. These upgrades include both essential infrastructure and support upgrade types. Choosing the right planet is just as important as the right colony type and leader.

This is by no means a complete collection of the rules. Rules start on page 99 of “Stars of Inequity.”

Founding a Colony

Initial Investment
To begin founding a Colony, the Explorers must permanently give up a certain amount of Profit Factor, depending on the type of Colony they wish to found. This investment is not simply lost, however—once established, the Colony counts as part of the Rogue Trader’s overall Profit Factor (see below)

Creation Cost Type of COlony
1d5+2 Research Mission
1d5+5 Mining & Industry
1d5+3 Ecclesiastical
1d5+4 Agricultural

Colonies by Contract
There are, of course, always other ways to fund the creation of a Colony. Colonies by Contract allow the Explorers to treat with various organisations from within the Imperium to convince them to back the Colony. Of course, there is no such thing as a venture without cost; monetary assistance always brings with it debts of one kind or another.

Foundation
After paying for the necessary resources, the Explorers must complete an Endeavour to turn raw materials, land, and settlers into a bustling outpost. This step also includes a number of narrative elements, such as drafting a charter for the Colony and determining its stated purpose (see Foundation on page 100).

Founding a colony takes three stages, each must be completed in turn to pass the Colonial Endeavour (1,200 achievement points). For every 200 points the party exceeds this limit, they may add +1 to any colony stat other than size.

  • Drafting the Charter
  • Acquiring Resources
  • Founding the Colony

Drafting the Charter

A Colony’s charter is a legal document, typically issued either by one of the branches of the Adeptus Terra, or by a powerful Rogue Trader house, that grants the Colony its right to exist. It also states the mission of the Colony, as well as defining the Colony’s governing body, and naming the leader of the Colony, and all of its officers. It outlines the responsibilities of all parties, sets goals for production and growth, and grants the leaders of the Colony extraordinary powers, such as the ability to annex land for the growth of the Colony, in the name of the Imperium, or of the backing Rogue Trader house.

Drafting the charter should be a collaborative effort between the Game Master and the Explorers. During the Drafting the Charter stage, the Explorers decide upon what manner of Colony they wish to found, and then spend the requisite number of Profit Factor, to reflect the numerous investments in time, money, manpower, and raw materials. Meanwhile, the Game Master’s primary responsibility during this phase is designing the framework of the Colonial Endeavour to be undertaken by the Explorers as they found their Colony. To aid the Game Master in this task, the Explorers should draw up a list of everything they think that they need to make their Colony successful. Items such as a suitable world for the Colony, the settlement’s hab-installations, any terraforming or atmosphere generation equipment needed, or contracts with branches of the Adeptus Terra. Once this is done, the Game Master then creates the Objectives required for the completion of the Colonial Endeavour, and the Explorers move on to the next step toward their new Colony.

Acquiring Resources

Now that the Colony’s charter has been drafted and the Explorers and Game Master have come to an agreement about the goals and objectives of the Colonial Endeavour, it is time to put the Explorers’ plans into action. The Objectives agreed upon during the drafting of the Colonial Charter are now pursued, and the majority of the action and roleplaying of the Colonial Endeavour takes place during this phase. The majority
of the work is finding and organising the dizzying number of items needed for such an endeavour, such as prefabricated hab blocks, earth moving and construction equipment, servitors, infrastructure material, and the like.

These supplies can be fairly simply found on the Calixian market through an acquisition test, and either hauled by the party themselves, or they can arrange for transport, or they can look within their own House inventories. To find requisite material among his assets, a Rogue Trader makes a standard Acquisition Test, modified by Scale, Craftsmanship, and Availability. If the Rogue Trader succeeds on this Acquisition Test, he reduces the amount of Profit Factor required to found the Colony by one point, and by an additional point of Profit Factor for each additional Degree of Success, to a maximum of four points. A Rogue Trader may only make this internal Acquisition Test once during the course of a Colonial Endeavour.

A Rogue Trader’s officers can also be of assistance here, as they are often nobles in their own right, and possessors of sizeable fortunes and holdings. If the Game Master allows it, each of the Explorers can make an Acquisition Test of equal difficulty to the Rogue Trader’s, using the group’s Profit Factor. Every successful Acquisition Test by one of the Rogue Trader’s officers grants a +5 bonus to the Rogue Trader’s Acquisition Test.

Founding the Colony
Once all the resources are mustered an all of the Colonial Objectives met, all that remains is to deliver the colonists and their habs and equipment to their new planet. Doing the actual physical work of assembling the habs and paving the roads of the Colony is never done by the Rogue Trader or his officers, for that kind of manual labour is peasents’ work. Supervising the task, installing the colonial leadership structure and briefing them on their responsibilities is the players task.

Once founded, the Colony’s Profit Factor Value is added to the Explorer’s Profit Factor. If the party ever ‘burn’ part or all of the Profit Factor associated with the Colony, it represents them selling off parts or all of the outpost to free up assets for other ventures.

Size Profit Factor Value Ghost Town
0 0 Ghost Town
1 1 Settlement
2 2 Outpost
3 3 Freehold
4 4 Demesne
5 6 Holding
6 8 Dominion
7 10 Territory
8 12 City
9 14 Metropolis
10 18 Hive

Colony Characteristics

  • Size: Abstraction of the total population, as well as its physical size. The larger a colony is, the more material and wealth is produces for the Rogue Trader who founded it. Larger Colonies also require heavier investments of the Rogue Trader’s time and money to keep them running smoothly, and their inhabitants happy and complacent.
  • Complacency: Reflects the general attitude and comfort of a Colony’s population. Complacency directly affects Order and Productivity, as an increase can make inhabitants more productive and more easily biddable. A sharp decrease in complacency can lead to riots and other disruptions to production. You want to maintain a higher complacency than the size of the Colony for a bonus in productivity.
  • Order: represents how well behaved and law-abiding a Colony’s citizens tends to be. Orderly Colonies are generally more pliant and more productive, their people knowing their place and resigned to their work. A Colony with Order greater than its Size is considered “orderly” and increases its productivity by 2.
  • Productivity: Reflects how hard and how efficiently its inhabitants work, and directly affects the amount of wealth it creates for the Explorers. Colonies with positive productivity increase the amount of Profit Factor generated by the Colony, whereas Colonies with negative Productivity reduce generated Profit Factor. If a Colony has Productivity greater than Size, it is considered “productive” and increases its Profit Factor Value by +2.
  • Piety: Reflection of the general religious fervour of its citizens, and is every bit as important to keeping a Colony running smoothly as Order and Complacency. If a Colon’y Piety is greater than its Size, it is considered “Pious” and its Order and Complacency each increase by 1.

Colony Types

  • Research Mission: Research Missions are typically established on worlds with some notable feature, flora, or fauna of interest to the learned classes of the Imperium. Perhaps the world is home to a rare species of arachnid of great value to the Magos Biologis, or is completely covered in ancient ruins of unknown provenance, of interest to antiquarians and Explorators. Founding a Research Mission requires an initial investment of 1d5+2 Profit Factor. Newly founded Research Missions have the following starting Characteristics: Size 1; Complacency 3; Productivity 1; Order 1; Piety 1.

Research missions are particularly adept at taking advantage of Organic Compounds, Archeotech Cache and Xenos Ruins Resources.

  • Mining and Industry: Mining Colonies use immense amounts of machinery and manpower to strip a world of its natural resources, in as efficient a manner as possible. While they may have foundries and refineries to process their ores for export, they are largely concerned with the extraction and production of raw material, as opposed to finished products. Industry Colonies manufacture finished goods, anything from mundane items, to weapons and voidship components for export. While they often have mines to provide raw materials, their focus is on manufacturing. Founding a Mining or Industry Colony requires an initial investment of 1d5+5 Profit Factor. Newly founded Mining and Industry Colonies begin with either a Mine or Manufactorum Upgrade, and have the following starting Characteristics: Size 1; Complacency 2; Productivity 2; Order 1; Piety 1.

Mining and Industry Colonies are particularly adept at taking advantage of Mineral resources.

  • Ecclesiastical: Founded for the sole purpose of spreading the word of the
    God-Emperor to the heathens of the Koronus Expanse, Ecclesiastical Colonies are popular among the more pious Rogue Traders. Often founded to gain the favour of the Ecclesiarchy, Ecclesiastical Colonies serve to glorify both the God-Emperor, and the Rogue Trader responsible for their founding. While they produce few (if any) physical goods, save for religious texts, icons, and other trappings, their main mission is the education and conversion of unbelievers—by any means necessary. While not necessarily officially sanctioned by the Ecclesiarchy, these Colonies often attract Ecclesiarchy Missions and, if run properly, can grant a founding Rogue Trader substantial influence with the Calixian Synod. Founding an Ecclesiastical Colony requires an initial investment of 1d5+3 Profit Factor. Newly founded Ecclesiastical Colonies begin with a Cultural District Upgrade, in the form of a devotional garden, chapel, cloister, or church, and have the following starting Characteristics: Size 1;
    Complacency 2; Productivity 1; Order 2; Piety 2.

Ecclesiastical Colonies are especially good at weathering hard times. If an Ecclesiastical Colony’s Order would decrease by any amount, its owners can choose to have its Piety decrease by that amount instead.

  • Agricultural: Agricultural Colonies are founded on particularly verdant worlds, to provide both fresh and processed food for growing Rogue Trader empires, and for export to the Calixis Sector. They may also produce goods made from animal or plant by-products, such as treated hides, paper, parchment, vellum, dyes, natural medicines, or other, more esoteric items intended for consumption. While Agricultural Colonies can span whole continents, or even worlds, they have relatively few inhabitants, due to the massive amount of space required for fields, plantations, pasture land, and the raising and keeping of herd animals. Additionally, due to the highly automated nature of agriculture work when performed by servitors and farming machinery, few inhabitants are necessary. Founding an Agricultural Colony requires an initial investment of 1d5+4 Profit Factor. Newly founded Agricultural Colonies have the following starting Characteristics: Size 1; Complacency 2;
    Productivity 1; Order 2; Piety 1.

Additionally, thanks to their constant production of foodstuffs, Agricultural Colonies are less prone to starvation than many of their counterparts. Any time an Agricultural Colony’s Size would decrease, roll 1d10; on a result of 8 or higher, it does not decrease.

Colonial Leadership

When a Colony is established, it is often ruled by a single appointed representative of the Rogue Trader, and backed up by other specialists and functionaries. As the Colony grows, so does its governing body. A colonial government’s effectiveness is determined by the leadership abilities of the individual in charge (see below). The colonial leader, either an Explorer or a Representative in the absence of Explorers, must make decisions for the entire community. The leader might be called upon to make a Command Test to repel a marauding band of xenos, an Intimidate Test to use the local constabulary to quell unrest among the colonists in times of disorder, a Logic Test to properly distribute resources during a time of famine, or a Scrutiny Test to avoid being swindled out of valuable resources.

This individual also has an effect on the Profit Factor that a Colony generates. This reflects the fact that poor quality leaders are more wasteful, and more prone to embezzle from their employers, than more trustworthy, higher quality leaders.

Highest of Leader’s Int, per or Fel Bonus Colony Profit Factor Value Modifier
2 -2
3 -1
4 0
5 +1
6 +2

The Explorer party cannot directly oversee all the holdings and assets within the Expanse (Or other areas), and so must often hire able administrators and garrison commanders to ensure their colonies are well-run and well-defended.

A Representative is classed as a Very Rare Acquisition, although it should never be so simple as just rolling for one—it should take some amount of location of the right person, whether that be through roleplaying the approach of an Administratum official with an offer he cannot refuse, or using the Arch-Militant’s Peer (Military) coupled with some Charm Tests to persuade an Imperial Guard officer that he would have a comfortable place in the Rogue Trader’s employ. If they go this route, they can choose the Representative’s background. Another option is to find a member of their dynasty to serve in the post—this requires no Acquisition Test, but comes with its own pitfalls.

Once they have successfully tempted, blackmailed, or otherwise convinced a particular individual to enter their employ, the Explorers can use a Representative in one of two ways:
The first is that representatives can be assigned to a Colony. This means that he needs to be transported there, either by the Explorers themselves via an Outsourcing Objectives (see page 120).

The second is that representatives can oversee Endeavours. Any Endeavour overseen by a Representative with the appropriate Objective Theme earns an additional 100 Achievement Points and, if the rules for Background Endeavours are being used, any such Endeavours that the Representative is overseeing gain +10 to the Command Test to successfully execute orders.

Types of Representatives

  • Satrap: Administrator, someone with strong organisational skills and experience with high-stakes negotiations. A Satrap representative provides a +5 bonus to Profit Factor to the Explorers for the purpose of purchasing goods on their own particular Colony.
  • Judge: Judges maintain law and order at any cost. A Colony presided over by a Judge is tightly controlled, and reduced any losses to Order by 1 (to a minimum of 1). Themes: Choose one other than Criminal.
  • Cardinal: The spiritual nature of the Cardinal attracts pilgrims, and inspires the locals to pilgrimage, as well. A Coluny run by a Cardinal is focused around maintaining the proper devotion to the God-Emperor at all times, and reduces any lsoes in Piety by 1 (to a minimum of 1). Themes: Creed.
  • Colonist Representative: A local has been elevated to a position of governance by the Rogue Trader, which makes the colonists much more compliant on the premise that their complaints are being addressed by someone who understands them. A Colony run by a Colonial Representative is less likely to rebel, and reduces any losses to Complacency by 1 (to a minimum of 1). Themes: Exploration, Trade, Criminal
  • Military Commander: Sometimes a military presence is necessary for the safeguarding of a Colony. Martial law and an expanded garrison are just a few differences from other Colonies. Colonies under Military Commanders are often run as well-oiled machines, and reduce any losses of Productivity by 1 (to a minimum of 1). Themes: Military
  • Dynasty Member: There have been many occasions when a relative (by biology, marriage, alliance, or adoption) of a Rogue Trader has been awarded rule of a Colony, to judge their fitness for inheriting a Warrant of Trade. This test of character can make or break a potential Rogue Trader, as well as some results in-between. Roll on Table 3–5: Consequences of Nepotism (see below). Themes: Choose any one.

Resources

Archeotech:

Ruins and remnant of ages long past. Many within the Imperium will pay handsomely for data collected from these sites, and even more to visit them. Some of these locations may even contain hidden devices, still in working condition, or components for starships.

Minerals:

Industrial metals: Among the materials most highly valued throughout the Imperium are a number of commonly occurring metals, such as iron, copper, or lead. Of particular note is iron, supplies of which manage to be both abundant and insufficient to demand in nearly every sector’s tradehouses. The reason for this paradoxical value can be found in the ever-grinding gears of the Imperial war machine, which requires a vast supply of these metals for the billions of weapons and vehicles it produces every day.

Radioactives: Demand for radioactive materials can be extremely limited, as most technologies making use of their properties became obsolete well before the Great Crusade. Infrastructure in the Imperium being what it is, Rogue Traders can and do find worlds that have not progressed beyond primitive nuclear furnaces, but such societies are rarely able to offer the necessary compensation for supplies. Instead, trade in radioactives is done almost exclusively with obscure branches of the Adeptus Mechanicus, known for particularly arcane or esoteric practices.

Ornamentals: Some minerals are not valued for any practical use, but for their impressive beauty and lustre, or even simply for being difficult to acquire. While manufactorums occasionally have uses for such materials, the most common market for precious metals, gemstones, and other ornamental minerals has always been the Imperium’s nobility. The rarity and expense of gold, crux-gems, and other ornamentals is used to make a statement about the power and reach of their bearer. Such statements have also been turned to nobler purposes than vanity by some cardinals in the Ecclesiarchy, who seek to exalt the majesty of the Him on Earth in fine marble temples, with gilded altars and stained glass windows cut from the finest crystal.

Exotics: The rarest of mineral resources do not make up a category in themselves, so much as they define a specific lack of one. Some such materials would be considered staples of Imperial manufacturing but for their rarity. These include the hyper- dense ore from which adamantium is derived, or certain elements used in the production and refinement of high-grade ceramite and promethium. Others are little more than
the most extreme examples of ornamental materials, such as a gem or crystal unique to the caverns of a single world. Additionally, a wide variety of substances that simply defy classification can be found throughout the Expanse, from the cool, liquid gold recovered from pools on a world in the Accursed Demense, to semi-material shimmercrystals, which can only be touched by living flesh.

Organic:

Curative: The restorative properties of certain species found in the Expanse have made for a number of unlikely legends. The application of herbs, fungi, and even the blood of some creatures has saved the lives of numerous Explorers. Relying on these treatments in a raw form is foolhardy, as they often have a hidden cost, or only become viable when the Curative is properly prepared in advance. Most Rogue Traders prefer to sell such finds to those with the knowledge to properly process them, such as the Magos Biologis, the Orders Hospitaller, and exceptionally rich and learned physicians in the service to noble houses.

Exotic Compound: Life in the Expanse can exhibit many strange, and sometimes unnatural properties. Such bizarre effects are not easily understood, let alone categorised, but few Rogue Traders have allowed such difficulties to impede their profits. Such curiosities as bouquets of singing flowers, carved boxes of undying wood, and exotic combat drugs, allowing incredible feats, have all been found at the markets of Footfall and Port Wander.

Juvenant: A number of procedures and drugs exist throughout the Imperium to extend life and youth, collectively referred to as juvenat treatments. While many require arcane techniques and devices provided at great cost by the Adeptus Mechanicus, others involve injections, ointments, and elixirs derived from various species across the galaxy. Such treatments vary in effectiveness, and are sometimes limited in application if the subject builds up a tolerance for the drug, but there have always been those who are willing to pay fortunes for even a single additional year of life.

Toxin: All manner of venoms and poisons are found with depressing regularity across the Expanse, even in the rare environments seemingly hospitable to human physiology. Although an apparent adversity, this profusion of deadly toxins can be turned into a valuable asset by Rogue Traders willing to deal in less savoury markets. There are very few legitimate markets for poison, and most are agencies which many Rogue Traders consider no less hazardous than actual crime syndicates. Still, the profits that can be made by selling a unique Toxin can be incredible, especially while it remains unknown to those who could protect against it, or develop antidotes. A tale that recently passed through Footfall’s taverns claimed that an unknown Rogue Trader was given an expensive Hive Primus estate on Scintilla in payment for a single dose of poison unknown to the food-tasters, customs officials, and physicians surrounding the intended target.

Vivid Accessory: The nobles of the Calixis Sector and beyond are always seeking new and exotic fashions with which to impress their patrons and show up their rivals. In recent centuries, it has become a common practice to incorporate elements from
exotic beasts of the Koronus Expanse into such outfits. Some fashions involve working horn, bone, or ivory into jewellery, while others focus on particularly striking pelts and furs. Some of the most expensive dyes used by the clothiers serving the Calixian elite bear the colours of exotic alien blooms.

Xenotech/Xeno Ruins:

The relics and remnants of long-forgotten alien races litter the Koronus Expanse. The abundance of these dead cities and nations across so many different worlds is the source of many legends about the haunted or doomed nature of the Expanse. Veteran Explorers are more familiar with such remains, but such profusion can shake the faith of even the surest among them, a reminder that perhaps these ancient civilisations thought themselves capable of surviving the Expanse’s horrors as well.

Whatever the nature or ultimate fate of their one-time inhabitants, such sites can be treasure troves. Agents of the Cold Trade pay for even the most unlikely curios, if they bear signs of alien manufacture. Entire structures or buildings have passed their way through such channels, piece by piece. Though the majority of ruins are unlikely to offer anything more exotic than statuary, or whatever passed for art among the local culture, the vestiges of more advanced races sometimes contain examples of unique technologies and devices. Such artefacts are usually only found in Xenos Ruins with an Abundance of Significant or higher, and the apparent complexity of such devices increases with greater Abundance. Determining the uses and proper activation of these devices can be difficult, and often dangerous, so many Rogue Traders prefer to leave any such attempts to the buyer. At the GM’s discretion, these devices can be activated and perhaps used by the Explorers with appropriate Tech-Use or Forbidden Lore (Xenos) Tests, with effects and consequences of the GM’s choosing.

Harvesting Resources

Colonies on worlds that possess significant deposits of natural resources can be set to work harvesting these deposits. At the end of every 90-day cycle, a Colony tasked with harvesting a deposit reduces the Abundance of that Resource by an amount determined by Table 1–19: Resource Depletion (see page 28).

When it does so, the Explorers have two choices. They can either have the Colony use these resources to grow, adding a bonus of 1d5 to the result of the next roll the Colony makes on Table 3–3: Colony Growth (see page 103). Alternatively, they can take the profits for themselves, receiving 1 Profit Factor for a Colony of Size 1–4 and 2 Profit Factor for a Colony of Size 5+. If they choose the latter, they must put in an appearance at their Colony and convince their lackeys that this was all for the best; otherwise, the Colony’s Complacency decreases by 1d5.

Star Systems

During the Explorer’s travels, they can discover and visit many star systems. Each system is divided into three zones, the Outer Reaches, the Biosphere, and the Inner Cauldron. A fourth zone, the Outer Outer Reach is where warp translations can occur safely, but is usually empty and therefore not included in this example.

Each zone can be home to a number of stellar bodies such as asteroid clusters, derelict space stations, moons or planets. They can also house potential dangerous, such as gravity riptides and dust clouds. Colonies can be established on moons and planets, and may be put to harvesting the resources located there. As the party explores the star system, they can discover the hidden resources (and dangers!) hidden within.

Example System

System Features:

  • Starfarers (page 11 – Stars of Inequity)
  • Stellar Anomaly (page 11 – Stars of Inequity)
  • Ill-Omened (page 10 – Stars of Inequity)
    Additional Special Rule: All Willpower Tests made within this System are made at a -10 penalty. (Ill-Omened, page 10 – Stars of Inequity)
    Additional Special Rule: Whenever an Explorer would gain Insanity Points while within this System, double the amount of Insanity Points he gains. (Ill-Omened, page 10 – Stars of Inequity)
    Star Type: Luminous (Table 1-2: Star Generation, page 13 – Stars of Inequity)

Inner Cauldron

System Influence: Weak (Table 1-2: Star Generation, page 13 – Stars of Inequity)
This system’s Inner Cauldron is empty and barren. Maybe there was something here once, but there’s nothing left now.

Primary Biosphere

System Influence: Normal (Table 1-2: Star Generation, page 13 – Stars of Inequity)

Asteroid Cluster
Base Mineral Resources:
Plentiful (185) industrial metals
Sustainable (64) ornamentals
Limited (27) radioactives
Sustainable (41) exotic materials
Inhabitants: Xenos (Other)
Inhabitant Development: Colony (page 41 – Stars of Inequity)

Unnamed System 1
Type: Planet (page 16 – Stars of Inequity)
Body: Large (Table 1-6: Body, page 19 – Stars of Inequity)
Gravity: Low (Table 1-7: Gravity, page 20 – Stars of Inequity)
Atmospheric Presence: Moderate (Table 1-9: Atmospheric Presence, page 21 – Stars of Inequity)
Atmospheric Composition: Pure (Table 1-10: Atmospheric Composition, page 21 – Stars of Inequity)
Climate: Cold World (Table 1-11: Climate, page 22 – Stars of Inequity)
Habitability: Liquid Water (Table 1-12: Habitability, page 23 – Stars of Inequity)
Major Continents or Archipelagos: None (Landmasses, page 23 – Stars of Inequity)
Smaller Islands: None (Landmasses, page 23 – Stars of Inequity)
Territories: None
Base Mineral Resources:
Major (88) industrial metals
Sustainable (60) ornamentals
Sustainable (57) exotic materials
Organic Compounds: None
Archeotech Caches: None
Xenos Ruins: None
Inhabitants: None

Outer Reaches
System Influence: Normal (Table 1-2: Star Generation, page 13 – Stars of Inequity)

Dust Cloud
Dust Clouds follow the rules for Nebulae on page 227 of the Rogue Trader Core Rulebook. (Dust Cloud, page 15 – Stars of Inequity)

Gravity Riptide
Gravity Riptides follow the rules for Gravity Tides on page 227 of the Rogue Trader Core Rulebook. (Gravity Riptide, page 15 – Stars of Inequity)

Unnamed System 2
Type: Planet (page 16 – Stars of Inequity)
Body: Low-Mass (Table 1-6: Body, page 19 – Stars of Inequity)
Gravity: Low (Table 1-7: Gravity, page 20 – Stars of Inequity)
Atmospheric Presence: Moderate (Table 1-9: Atmospheric Presence, page 21 – Stars of Inequity)
Atmospheric Composition: Toxic (Table 1-10: Atmospheric Composition, page 21 – Stars of Inequity)
Climate: Ice World (Table 1-11: Climate, page 22 – Stars of Inequity)
Habitability: Inhospitable (Table 1-12: Habitability, page 23 – Stars of Inequity)
Major Continents or Archipelagos: 5 (Landmasses, page 23 – Stars of Inequity)
Smaller Islands: None (Landmasses, page 23 – Stars of Inequity)
Territories: None
Base Mineral Resources: None
Organic Compounds: None
Archeotech Caches: None
Xenos Ruins: None
Inhabitants: None

Unnamed System 2-1
Type: Lesser Moon (page 16 – Stars of Inequity)
Base Mineral Resources: None

Unnamed System 3
Type: Planet (page 16 – Stars of Inequity)
Body: Low-Mass (Table 1-6: Body, page 19 – Stars of Inequity)
Gravity: Low (Table 1-7: Gravity, page 20 – Stars of Inequity)
Atmospheric Presence: Thin (Table 1-9: Atmospheric Presence, page 21 – Stars of Inequity)
Atmospheric Composition: Pure (Table 1-10: Atmospheric Composition, page 21 – Stars of Inequity)
Climate: Cold World (Table 1-11: Climate, page 22 – Stars of Inequity)
Habitability: Liquid Water (Table 1-12: Habitability, page 23 – Stars of Inequity)
Major Continents or Archipelagos: 2 (Landmasses, page 23 – Stars of Inequity)
Smaller Islands: 9 (Landmasses, page 23 – Stars of Inequity)
Territories: None
Base Mineral Resources:
Minimal (12) ornamentals
Minimal (8) radioactives
Organic Compounds: None
Archeotech Caches: Minimal (2) (page 28 – Stars of Inequity)
Xenos Ruins: None
Inhabitants: None

Colonization Rules Primer

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