Making progress.
Still need to work out the random event table.
Except for Investment all Primary Incomes come with a Green Foot Rifle Platoon for garrison.
When rolling for Property Administration add an additional modifier for the character's current Edge as determined by the Link Attributes modifier table. Also add this modifier to the random event. Unless noted otherwise the Primary Income's Property Administration roll and any MoS or MoF are also added to the event roll.
Investment
Property Administration roll modifier: -4
Specials: Player may elect to tie Investment with other Primary Income types for additional bonuses specific to that Primary Income type and does not add Property Administration modifier to event roll.
Residential
Property Administration roll modifier: -3
Specials: Does not add Property Administration modifier to event roll if there is a different Primary Income type in the same Property. May house one character for free at Base Quarters quality per Residential Primary Income selected without penalty. -1 to Property Administration roll and event roll per additional character housed beyond this limit or per increased housing quality for each Investment the player ties to the Residential Primary Income selected.
Commercial
Property Administration roll modifier: -2
Specials: Player may take 10 C-bills of goods or services per Commercial Property Primary Income selected to the limits of their Equipped sub-trait of the Status trait their Property is tied to. Each Investment increases the C-bill limit by 10.
Agricultural
Property Administration roll modifier: -1
Specials: Does not apply Property Administration roll to event roll if there is also a Residential, Commercial, or Light Industrial Civilian on the same Property. Provides one Transport Bay for a Support or Civilian unit and one MFB bay for a military unit.
Mining
Property Administration roll modifier: 0
Specials: If there is a Industrial Primary Income on the same Property increase C-bill limits by a factor of 10 and Availability limits of production by one letter code per Mining Primary Income.
Light Industrial Civilian
Property Administration roll modifier: +1
Specials: Select a reasonably specific civilian good(communicator, noteputer, or trivid sets) and the player may collect 100 C-bills worth of that good per month. Availability, Legality, and Technology codes all start at A. Increase one of the codes by one letter for each Connection trait point or Reputation Trait point the player has.
Light Industrial Military
Property Administration roll modifier: +2
Specials: Choose a reasonably specific military good(Autorifles, Jumppacks, Motorized Infantry)and the player may collect 100 C-bills worth of that good per month. Availability, Legality, and Technology codes all start at A. Increase one of the codes by one letter for each Connection trait point or Reputation Trait point the player has. Investment increases C-bill value by 50.
Heavy Industrial Civilian
Property Administration roll modifier: +3
Specials: May produce Civilian Workmechs and Support Vehicles(Player's choice). If an Investment is tied to this Primary Income type the player may perform a Class F refit. and the player may collect 1000 C-bills worth of that good per month. Availability, Legality, and Technology codes all start at A. Increase one of the codes by one letter for each Connection trait point or Reputation Trait point the player has. Investment increases C-bill value by 500.
Heavy Industrial Military
Property Administration roll modifier: +4
Specials: May produce a particular component or heavy weapon. If an Investment is tied to this Primary Income type the player may perform a Class F refit. and the player may collect 1500 C-bills worth of that good per month. Availability, Legality, and Technology codes all start at A. Increase one of the codes by one letter for each Connection trait point or Reputation Trait point the player has. Investment increases C-bill value by 750.
Abnormal Gravity
Cost: -1 per .2g above/below normal. Highly recommended to not exceed -5.
Modifier to Property Administration roll: -1 per .2g above/below normal.
Effects: See Tactical Operations. I'll have to recheck a few books to see if there is a SPA or other options that I can give the garrison to reflect the fact that they are trained and used to fighting in these conditions.
Atmosphere
Cost: -1, -2, -3
Modifier to Property Administration roll: Equal to grade of modifier selected.
Effects: -1 represents needing breathers, -2 represents full environment suits but atmosphere still present or underwater settlements, -3 is full on vacuum. Automatically upgrades any Infantry as needed for such extreme environments as long as they remain Infantry.
External Heat Adjustment
Cost: +1 for every extra heat dissipated -1 for every extra heat generated.
Modifier to Property Administration roll: -1 per heat point, either dissipated or generated, due to needing specialized gear and adverse working conditions.
Effects: Infantry are again upgraded as necessary to cope with the environment.
Government Contracts
Cost: 1
Effects: Increase the Legality of an Industrial Primary Income type by one letter code.
Military Facility(Light Vehicle)
Cost: +1
Effects: May replace one Garrison Rifle Foot Platoon with a Light Vehicle Lance
Military Facility(Medium Vehicle)
Cost: +2
Effects: May replace one Garrison Rifle Foot Platoon with a Medium Vehicle Lance
Military Facility(Light Mech)
Cost: +2
Effects: May replace one Garrison Rifle Foot Platoon with a Light Mech Lance
Military Facility(Light ASF)
Cost: +2
Effects: May replace one Garrison Rifle Foot Platoon with a Light ASF Lance
Military Facility(Heavy Vehicle)
Cost: +3
Effects: May replace one Garrison Rifle Foot Platoon with a Heavy Vehicle Lance
Military Facility(Medium Mech)
Cost: +3
Effects: May replace one Garrison Rifle Foot Platoon with a Medium Mech Lance
Military Facility(Medium ASF)
Cost: +3
Effects: May replace one Garrison Rifle Foot Platoon with a Medium ASF Lance
Military Facility(Heavy Mech)
Cost: +4
Effects: May replace one Garrison Rifle Foot Platoon with a Heavy Mech Lance
Military Facility(Heavy ASF)
Cost: +4
Effects: May replace one Garrison Rifle Foot Platoon with a Heavy ASF Lance
Military Facility(Assault Mech)
Cost: +5
Effects: May replace one Garrison Rifle Foot Platoon with an Assault Mech Lance
Mobile
Cost: +1 per Property point
Modifier to Property Administration roll: -1; automatic critical fail reducing Property by 1 when re-located to a minimum of 1 for the next year or a MoS of 10 is rolled. Whichever happens first.
Effects: This is mostly to give the player a way to have their Property be a Space Station or other such large complex.
Tech Center
Cost: 1
Effect: Increase Technology of one Industrial Primary Income by one letter code.
Volatile Location, lesser
Cost: -1 per Property point
Modifier to Property Administration roll: -1
Effects: Upgrades one garrison platoon/lance from Green to Regular per 2 Property points.