
Worlds need a number of resources to sustain themselves. Each year, determine the number of resources needed according to the Planetary Upkeep Table. Thriving worlds modify a rolls by -1, struggling worlds need to modify them by +1.
Planetary Upkeep Table
| World Type | Human Upkeep | Material Upkeep | Produce Upkeep |
| Schola Progenium | D6-1 | D3-1 | D6-1 |
| Research Station | D3-1 | D3-1 | D2-1 |
| Forge World | D6-1 | 2D6-2 | D6-1 |
| Hive World | D6-1 | 2D6-2 | 2D6-2 |
| Industrial World | D6-1 | D6-1 | D6-1 |
| Civilized World | D6-1 | D6-1 | D6-1 |
| Agricultural World | D6-1 | D6-1 | D3-1 |
| Medieval World | D3-1 | D3-1 | D3-1 |
| Feral World | D3-1 | D2-1 | D3-1 |
| Death World | D6-1 | D3-1 | D3-1 |
| Voidborn | D6-1 | D3-1 | D3-1 |
If planetary upkeep requirements are not met in full for whatever reason, this creates a crisis.
In a crisis year, roll once on the Crisis Events Table.
Modify the roll by +1 for every resource unit missing from the upkeep, and by +1 for every year this crisis has lasted so far. By spending Power, characters and powergroups can modify the roll further up or down by 1 for every Power spent.
Most events can be read either as causes of the current crisis or as its effects, and should inform what is happening in the campaign or on a mission.
Many events furthermore have a direct impact on planetary administration rules.
Crisis Events Table
| D100 | Result |
| -03 | Miraculous Recovery – change the world’s status to thriving |
| 04-06 | Recovery – the crisis begins to abate, status improves from struggling to normal |
| 07-09 | Public Works Campaign – massive infrastructure programmes intended to alleviate the crisis, add one random installation |
| 10-12 | Austerity Measures – people grit their teeth and plough on |
| 13-15 | Emergency Relief – army supplies may be used to make up the shortfall in resources (1 year of supplies needed per resource unit), if upkeep is still not being met, make an additional roll on the Crisis Events Table |
| 16-18 | Blackmarket – a thriving blackmarket develops, while the crisis lasts, a successful Commerce or Fordbidden Lore (Criminal) test allows resources that were missing in upkeep to be treated as luxury goods |
| 19-21 | Strike – one (or more) extraction or production installations are under strike (often this affects all installations of a specific type, e.g., a strike of all Produce extraction installations) and require D3 Power to activate |
| 22-24 | Shift in Allegiance – one powergroup changes its allegiance in relation to the governor, an ally or enemy becoming neutral, a neutral becoming an ally or enemy |
| 25-27 | Maintenance Breakdown – reduce the efficiency of one or more production installations |
| 28-30 | Pollution – environmental damage piles up under the crisis conditions, the world gains the Pollution special complication |
| 31-33 | Crime – a wave of violent crime plagues the world |
| 34-36 | Sabotage – one extraction or production installation provides no output after activation |
| 37-39 | Rebellion – an underground insurgency develops |
| 40-42 | Religious Fervor – Imperial cults sping up across the world, many with extreme teachings |
| 43-45 | Loss of Power – remove one random powergroup |
| 46-48 | Industrial Derelection – one random extraction or production installation is destroyed |
| 49-51 | Widespread Looting – one (or more) storage installations are stormed and their contents lost |
| 52-54 | Infiltration – outside forces start inserting operatives onto the world |
| 55-57 | Mass PDF Induction – at no cost in Power, extract human resources from all installations, then produce infantry from all of them as if with a unpredictable production installation |
| 58-60 | Uprisings – multiple local uprisings of workers and civilians occur |
| 61-63 | Rise of Power Group – add a new power group, randomly determine its allegiance |
| 64-66 | Desertion – any local armies lose troops to desertion as if they had not bee supplied |
| 67-69 | Cults – dark cults are founded and grow across the world |
| 70-72 | Plague – with public health breaking down, plagues spread, human extration is at -1 capacity and all human storage suffers from Leakage until a cure is found (treat this as a techarcanum, typically requiring Medicae and Scholastic Lore [Chymistry]), if human resources are transported off-world, the destination will start to suffer from the same |
| 73-75 | Coup – a powergroup tries to topple and replace the governor in a coup |
| 76-78 | Irrecoverable Losses – one random special industry or special infrastructure feature is destroyed |
| 79-81 | Civil War – civil war breaks out, opposing factions fielding well matched, armed and organised armies and militias |
| 82-84 | Infrastructure Collapse – D6 random installations are destroyed |
| 85-87 | Pacification – the Imperium decides that additional military forces are needed to get the crisis under control, an Imperial pacification force embarks but depending on its point of origin may be a long time in coming |
| 88-90 | Degradation – the crisis deepens, becoming systemic, world status degrades from thriving to normal or from normal to struggling |
| 91-93 | Environmental Collapse – the world’s environment experiences a radical shift, add a random special complication from the following 1: Navigation Impedence, 2: Lifedraining, 3: Addictive Environment, 4: Rapid Erosion, 5: Native Fauna, 6: Ancient Ruins |
| 94-96 | Invasion – weakened by the crisis, the world becomes a target for outside invasion, note that, depending on from where an invasion force gathers and embarks, it may arrive at a much later time |
| 97-99 | Critical Situation – the situation sharply deteriorates, make an additional D3 rolls on the Crisis Events Table, each roll modified by an additional +10 |
| 100-102 | Tithe Reappraisal – the world’s tithe grade is updated by the Imperium, see Tithes |
| 103-105 | Psychic Manifestation – rogue psykers appear in number across the world |
| 106-108 | Population Adjustment – grand culling, no human extraction this year, roll for all human extraction installations, on 1 on a D6, they are destroyed, human resource upkeep waived for the next year, produce upkeep -1 |
| 109-111 | Loss of Confidence – the Imperium loses confidence in the governor, command is given to remove them, this may fall to the local Arbites, or involve sending an assassin, or an invasion force |
| 112-114 | Sudden Death – the world ends in a bang, its status changes to dead, optionally, roll on Oger’s table for the death of colonies (German) |
| 115-117 | Terminal Decline – the world enters terminal decline, even if resource flows are restored, the crisis does not end, continue to toll on the crisis table every year |
| 118+ | The End – the world ends in a whimper, its status changes to dead in D6 years |
A Note on Rebellions: Amongst all the uprisings, rebellions, and internecine warfare, astute readers will have noticed one type of crisis event missing – secession, planetary rebellion led by the governor. This is not to imply that Imperial Commanders do not rebel, but as the governor is likely detailed as a character, the implicit (now: explicit) assumption is that their loyalty will be handled not via the crisis table but as a game decisions taking into context the history and circumstances. If you prefer to include secession plans on the table, it is recommended to swap the Rebellion event to signal beginning plans for secession and/ or modify the Loss of Confidence event so that on a D6 result of 1-3 it is the Imperium losing confidence in the governor, but on 4-6 it is the governor losing confidence in the Imperium (modify based on circumstances, including governor’s general motivation).
