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====Resources==== {| class="wikitable" style="text-align: center" |+ Resource Prevalence (Minimums are 0) !Planet Size !Mineral Resources !Other Resources |- !Small |D3-1 |D3-1 |- !Large |D6 |D6-2 |- !Vast |D10 |D6-1 |} <br /> {| class="wikitable" |+ Resource Type; D10 ! colspan="2" |Roll ! rowspan="2" |Resource Type |- !Life !No Life |- !1-2 !1-3 |Archeotech Cache |- !3-4 !4-6 |Xenos Ruins |- !5-8 !7-10 |Minerals |- !9-10 ! |Organic Compound |} '''Abundance''': Every resource present has an Abundance rating from 01-100 (or occasionally higher). Starting Abundance is generated with a D100 roll. Exploiting the resource gradually lowers the abundance rating as you scoop up the valuables and sell them off elsewhere. {| class="wikitable" |+ Abundance Rating in Words; D100 !Roll !Meaning |- !<1-15 |'''Minimal:''' Not enough to support an ongoing extraction project. |- !16-40 |'''Limited:''' Enough to support a small-scale extraction for a few years. |- !41-65 |'''Sustainable:''' Extensive reserves, a small operation could sustain itself on this. |- !66-85 |'''Significant:''' Easily accessible and plentiful, good for a sustainable small colony or an aggressive extraction rig. |- !86-98 |'''Major:''' Vast potential, both short- and long-term. Startup costs to make good use of it will be high and competitors will be tempted to cut in. |- !99+ |'''Plentiful:''' It would take at least a decade to exhaust this even with the most aggressive extraction operation the Imperium could mount. |} ''Archeotech Cache'': This planet has a number of isolated pockets of valuable archeotech, each with one or a handful of examples. Archeotech voidship components count for 10 Abundance, man-portable examples count for 2-3 each. This is rarely if ever one big vault of lost technology. ''Minerals'': Inorganic valuables, whether industrial material like iron, copper, or lead - all with enormous supply but even more enormous demand, primarily for the Imperial war machine -, ornamental like gold and gemstones for the nobility or to decorate the glorious state and church of the Emperor, radioactives for obscure purposes within the Adeptus Mechanicus, or exotic materials like the raw materials needed for manufacture of adamantium, ceramite, and promethium or unique ornamentals. {| class="wikitable" |+ Mineral Type; D10 !Roll !Mineral Subtype |- !1-4 |Industrial Metal |- !5-7 |Ornamental |- !8-9 |Radioactive |- !10 |Exotic Material |} ''Organic Compound'': Found only where there is life, these have even more varied uses than minerals. The most common are substances which can be prepared into medical uses, either for curatives or for juvenat treatments; toxins which can be sold to aspiring poisoners; and vivid ornamental substances from feathers to dyes to horn, bone, or leather, sharing that it is rare enough and recognizable enough to serve nobility's taste for conspicuous consumption and exotic fashions. More exotic substances, from novel combat drugs to singing flowers or trunks made from still-living wood, are also possible. {| class="wikitable" |+ Organic Compound Type; D10 !Roll !Organics Subtype |- !1-2 |Curative |- !3-4 |Juvenat Compound |- !5-6 |Toxic |- !7-9 |Vivid Accessory |- !10 |Exotic Compound |} ''Xenos Ruins'': The difficulty in finding things of value for the contents of Xenos ruins is primarily finding artifacts - most often art objects or things of archaeological interest, technology is rare - which have not decayed over time. Some races, such as the Yu'Vath and Necrons, leave relics which do not decay, but most of these still have active or passive defenses which make extracting valuables dangerous. Necron ruins attack the body, usually via Canoptek drones, while Yu'Vath leavings attack the mind, with passive fields of the Immaterium driving those within the ruins to terror or even lasting insanity.
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