Roll on table 1, 2 and 3 to create random encounters within “normal” space (not hyperspace/black holes/warp tunnels,
etc). Whatever is generated should warp/mutate slightly to fit the solar system
it is encountered in. Table 1 gives the “area” that the encounter takes place
in – these are intended to give interesting cover and obstacles to any
potential stunt fighter battles. Table 2
gives the descriptor for that area, possibly changing the way it operates and
appears. Table 3 gives the thing encountered, which may be anything from
valuable cargo, a band of space pirates or weird space entities. There is also a separate table to generate the Reaction and Actions of the other ships encountered.
Most of the ships listed here refer
to a “class”, meaning the analogue for that star ship listed in the White Star
rulebook for that faction. There is also items listen in this table referred to
in the White Star rulebook. If you don’t have the White Star rulebook just use
your own starships and items!
The content of each table should be
changed to reflect the specific of each system. Also, the “Weird Entity” table could
be very specific to a system, or completely insane and unexpected – either way
it’s a good way to start a new adventure…
BTW, If you like this post, please check out some more recent sci fi generators:
BTW, If you like this post, please check out some more recent sci fi generators:
- Planet Generator: https://lizardmandiaries.blogspot.com/2019/11/automated-sci-fi-planet-generator.html
- Alien Species Generator: https://lizardmandiaries.blogspot.com/2019/10/sci-fi-alien-species-generator.html
- Outpost / Space Station Generator: https://lizardmandiaries.blogspot.com/2019/11/automated-sci-fi-outpostspace-station.html
- Mission Generator: https://lizardmandiaries.blogspot.com/2019/10/soft-sci-fi-mission-generator.html
- NPC Generator: https://lizardmandiaries.blogspot.com/2019/11/automated-sci-fi-npc-generator.html
- Dangerous Sector Generator: https://lizardmandiaries.blogspot.com/2019/11/automated-sci-fi-dangerous-sector.html
And check out my rules light Sci Fi game, Star Dogs: http://lizardmandiaries.blogspot.com/2019/11/star-dogs-players-handbook.html
Table 1:
Scenery/Obstacles/Cover:
Roll a d20:
1) Clouds of
fist sized asteroids. Flying through the clouds will cause minor to moderate
damage to shields and hull. The clouds vary in size from roughly that of a
stunt fighter to a dreadnought.
2) Spacecraft
sized cloud of asteroids, slowly drifting and colliding. The asteroids vary in size from roughly that
of a stunt fighter to a blockade runner.
3) An out of
orbit moon, cracked, decaying, dead and lifeless.
4) A cluster
of aged, defunct satellites, signal repeaters, landing assistors and other
mechanical detritus. The cluster is approximately the size of a dreadnought
spacecraft. Only ships light transport and smaller would be able to maneuver
between the hunks of metal.
5) A
spacestation, approximately the size of a dreadnought spacecraft. No lights, signals
or transmissions are emitting from it.
6) An enormous
asteroid, riddles with clearly visible caves and tunnels that a light transport
or smaller spacecraft could easily enter and navigate.
7) Clouds of
stunt fighter sized chunks of ice that will melt to water when close enough to
ship exhaust and energy weapon fire.
8) Two warp portals, apart by a distance of the length of
a d10 dreadnoughts. The portals are about the width and height of a terran
moon. A mass of space detritus is caught in an endless loops, warping from one
portal to the other, endlessly drifting from the slight push of force the
portals provide on exit.
9) An enormous stone structure cubic or pyramid in shape. It is approximately
the size of a dreadnought. It is riddled with entrances, windows, clear
passageways and rooms indicating it was a structure for habitation. It is
ancient and rotting, also clearly not intended for space travel.
10) A moon sized comet, hurtling through space with a brightly colored
trail of gas and debris. Collusions with the comet would be catastrophic for
most space craft.
11) An out of commission and rotting dreadnought,
large holes riddling its hull. No sign of power or operation.
12) Dead, hardened organic hive structure the size
of a dreadnought. Chunks of rotting organic material trails behind the hive as
it floats through space. It does not appear to be inhabited.
13) Clouds of
purple and yellow ion storming that will completely dematerialize ship shield
systems. The ion storm is either one moon size cloud, or several smaller clouds
over a larger area.
14) Clouds of
thick green gas that most rudimentary ship scanning system will indicate as
extremely flammable and explosive. The
gas clouds are either one moon size cloud, or several smaller clouds over a
larger area.
15) Brown
green clouds of thick dust, gas and pebbles. Flying through these clouds will
cause almighty din in any areas of the ship close to the external hull as
stones bounce from it. May also disrupt
audio visual sensors and decrease manual visibility. The clouds are either one
moon size cloud, or several smaller clouds over a larger area.
16) d20 Still
smoldering husks of obliterated spacecraft involved in a recent battle. There
does not appear to be any survivors but some ship signals are still live but
silent.
17) A clearly
living organic structure approximately the size of a moon. May be tree/seaweed/fungus/sea
cucumber/coral/etc-like in its formation.
18) The putrid
and disintegrating carcass of some mythical, long dead space beast. Its
features are rotted beyond recognition and classification. All that is left
behind is flesh, bone, ichor and organs frozen and floating in space
approximately the size of a dreadnought. Frozen globules of blood approximately
the size of a stunt fighter orbit the carcass.
19) d20
unmanned, unpowered ancient stunt fighter class ships, drifting together connected
by a web of fuel and powerlines. They are of a design and make not seen in
eons.
20) Clusters
of drifting, stunt fighter sized globules of a type of dark matter. While
entering them will not cause lasting or physical damage, entering them will
result in complete ship system failure. This dark matter will pass through any
physical barriers (ship hulls/shields) as if the matter around the globule has
absolutely no effect on it. Organic creatures will become unconscious for d10
minutes if they come into passing contact with a globule. Anything remaining in
contact with the dark matter for more than a few minutes will disappear from
existence.
Table 2:
Descriptor/mutator/weirdness:
Roll a d20:
1) The
scenery, whatever it is, has clearly been nibbled/chomped/eaten by a now absent
space leviathan.
2) d8 AI
controlled drones, belonging to the major power in the system. They have the
same stats as a Stunt fighter, but no shields and half the hit points. They are
guarding/conducting surveillance on the area.
3) d8 AI
controlled drones, belonging to a system specific rogue human group. They have
the same stats as a Stunt fighter, but no shields and half the hit points. They
are guarding/conducting surveillance on the area.
4) d8 AI
controlled drones, belonging to a system specific alien menace. They have the
same stats as a Stunt fighter, but no shields and half the hit points. They are
guarding/conducting surveillance on the area
5) An
unexplained source or sources of gravity are dragging the scenery towards it. Ships
may also be affected by this effect.
Objects and detritus will be clustered, tight and swirling towards the
gravity source.
6) The scenery or part of the scenery has the alarming property of draining electronic energy systems. Ships in the vicinity/contact too
long will lose power completely and drift aimlessly in space – all systems
offline.
7) The scenery or part of the scenery has the alarming property causing one
of the following systems to go offline, d4: 1) shields 2) scanning and targeting 3)
engines 4) weapon systems.
8) Garbled/disturbing/intruging
localized transmissions
9) Inhabited
by system specific alien menace – along with the housing required by that race.
10) Inhabited
by system specific rogue humans (rebels, pirates, anarchists, etc) - along with
the housing required.
11) Floating globules of magnetic, liquid metal. Will stick to star ships
leading to unusual hull shapes and possibly loss of speed.
12) The scenery is churning and swirling in a massive gravitational
maelstrom. This maelstrom may affect the movement of star ships travelling
through it.
13) The scenery is caught in an unexplained ring of gravity. The scenery is a
slowly rotating ring (like Saturn’s) missing a central mass to cause the
formation.
14) Dog sized
chitinous organic life with the ability to live in the vacuum of space are
thriving in the area. They are attracted to something here.
15) Elephant
sized chitinous organic life with the ability to live in the vacuum of space
are thriving in the area. They are attracted to something here.
16) The area
is replete with a valuable resource that can be salvaged, mined or foraged. It
may be the scenery itself, or attatched/ingrained within the scenery.
17) Space
mushrooms or truffle balls of various sizes and colours coat the physical
objects in the area, or float listlessly in space. They will explode in clouds
of spores when coming into contact with space craft and their engine exhaust.
18) The area,
or parts of it, emit hazardous levels of radiation that may seep through ship
hulls depending on the craft.
19) Space
miraging causes objects in the area to multiply, shimmer, blur and other wise
confuse those nearby.
20) The
physical objects in the area coated in clusters of dog sized eggs. Eggs may or
may not be covered in slime and goop and raised on a stalk. Obscene lifeforms
may or may not be contained within.
Table 3:
Contents:
Other Ship Reactions and Desires:
Whenever encountering ships from
Table C and D roll on the following table to see what they are doing there and
how they will react to the PC’s star ships. You can take the first result and
use both Reaction and Action, or roll twice.
Please note each broad faction
category listed in the following tables has a different modifier to their
reaction, reflecting their general demeanor. The PC’s prior relationship with
the faction should also be taken into consideration, the modifiers below assume
the PC’s are total outsiders.
Table A:
Cargo,
housed in appropriate, sealed and unlocked containers:
Roll a d20:
1) d20+10 stay alert and awake for one week pills. Require 24 hours
of sleep after the dosage week.
2) d100+10 Laser rifles (Page 33 of
the White Star Rulebook).
3) Room sized crate of precious or ancient stone art (statues, tablets,
reliefs).
4) d20+10 extreme bliss for 24
hour pills. Require 12 hours of sleep after the dosage.
5) Commlink containing security codes for nearby space or planetary
base.
6) Commlink containing complete layout and schematics for nearby space or
planetary base.
7) Commlink containing data for cutting edge, never seen before star ship
modification.
8) d20+10 fully matured clone slaves in hibernation. Gene treated to be
incredibly suggestable and easily trained.
9) d100 perfectly preserved, alive and operating transplant organs – ready
for installation.
10) d6 suits of powered armour (page 95 of the White Star Rulebook).
11) d4
cybernetic arms (Page 95 of the White Star Rulebook) and d4 cybernetic missile
weapons (Page 96 of the White Star Rulebook).
12) An
Atomizer (Page 97 of the White Star Rulebook).
13) d20+10
amnesia pills that will cause the taker of the drug to forget the previous
48 hours.
14) Plastic surgery med bot bay. Able to drastically alter one human body for
disguise or alteration once a week. Requires 48 hours of rest after the
procedure. The med bot is a fully contained unit about the size of a tanning
bed.
15) Alien organic crystal ball. This slimy basketball sized globular black
pearl gives an insight into the future in exchange for sentient life. If
allowed to interface with a sentient mind (via extendable tubes and tentacles
that hook onto and enter brain matter) the ball will give the that sentient a
glimpse into the future. The information gleaned will come out in a hysterical
babbling fit as that person dies within 10 minutes of interfacing with the
crystal ball.
16) d4 AI units that can be installed
into any Star ship or land craft.
17) d20+5
hibernating exotic and dangerous non sentient aliens or animals.
18) A Medical
Vat (Page 98 of the White Star Rulebook).
19) d20+5 X
1000 credits worth of ore.
20) d6 Starship
cloaking devices (Page 57 of the White Star Rulebook).
Table B:
Weird
entities:
Roll a d8:
1) d6 fleshy, multi limbed, organic star ships about the size of a stunt
fighter. They look like a fleshy torpedo, with appendages and organs protruding
out in all directions. They are made up of an amalgamation of vaguely human
features. They have no shields or weapon systems but are very fast (use stunt
fighter stats), propelled by unseen, unknown force. There fleshy, giant hand
like appendages can latch onto other ships and slowly tear them apart. One of
the ships will be carrying something random from Table A. Roll on the Reaction and Action
table to see what they are up to. They communicate clearly using psychic voice
transmission.
2) A dreadnought sized ratty and rotting salvaged star ship. It looks like
it is made up from the remains of hundreds of destroyed star ships. The
salvaged ship is controlled by a self aware AI that is travelling through space
to further grow itself. Roll on the Reaction and Action table to see what the
ship is up to. Its constant and most pressing concern is the gathering of more
scrap material to grow. Use the same stats as a Dreadnought with the following modifications:
halved hitpoints and shields, weapons: 4 x Laser Cannons (4d6 ), Proton
missiles X 1 (8d6), only modification is an FTL drive.
3) An ancient blockade runner sized star ship controlled by an AI (Same
stats as a blockade runner, no weapons). It is a plague carrying ship, rife
with a variety of diseases and viruses. Airborne contamination is constantly
pumped through the air supply and many stocks of different diseases are in
cyro-storage in the ships hanger. The AI
will hail and request immediate docking with any ships it encounters claiming
it has gifts for those onboard. The ship was sent from a distant system on the
behest an alien species that thrives in disease ridding environments.
4) An organic and sentient space station is set up in the area. It is manned
by humanoid shaped drone workers devoid of features who work tirelessly to
create a good from Table A. The station
looks like a massive amalgamation of human internal organs. The station is also
armed with d20 organic starships listed on result 1 on this table. Roll on the
reaction table above to see how the sentient space station communicates
physically with those it encounters.
5) Heavy transport, inhabited by d30 Myconid Walker aliens (Mushroom
octopi that use mind control spores to take over hosts). The heavy transport is
floating slowly, engines unpowered. The ship will hail passer byes and report
in stilted, warped voices that they are having trouble piloting their craft and
require assistance. The Myconid Walker’s require more hosts. If boarded the
Heavy Transport is choked with spores and fungi growth. Though they want more
hosts, the aliens would also appreciate knowledge on how to operate the ship…
6) A blockade runner sized space creature that resembles a mix of a bat
and an eagle. It has the same stats as a blockade runner, minus shields. It
manifests an energy beam from its hoary beak that does the same amount of
damage as a heavy laser (6d6). It communicates physically in a shrilly
manifesting voice. Roll on the reaction and action table to find out what it is
up to.
Table C:
Single
ships:
Roll a d10:
1) Alien
menace stunt fighter class.
2) Major power
in the system stunt fighter class.
3) Rogue humans (rebels, pirates, anarchists, etc) stunt
fighter class.
4) Rogue humans (rebels, pirates, anarchists, etc) blockade runner class.
5) Independent merchant/trader/smuggler light transport
class.
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3)
Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life
forms/Clones/Slaves.
6) Independent merchant/trader/smuggler medium transport
class
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3)
Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life
forms/Clones/Slaves.
7) Alien menace blockade runner class.
8) Prominent individual space yacht.
Individual type, d6: 1)
Celebrity 2) Gangster/criminal 3) General/Security Head
4) Politician 5)
Scientist/researcher 6) Religious figure
9) Major power in the system star cruiser class.
10) Major power in the system dreadnought
cruiser class.
Table D:
Group of
ships:
Roll a d10:
1) d8 Alien
menace stunt fighter class.
2) d8 major
power in the system stunt fighter class.
3) d8 Rogue humans (rebels, pirates,
anarchists, etc) stunt fighter class.
4) Rogue humans (rebels, pirates, anarchists, etc) blockade runner class + d8 Rogue humans (rebels, pirates,
anarchists, etc) stunt fighter class.
5) d6 Independent merchant/trader/smuggler
light transport class.
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3)
Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life
forms/Clones/Slaves.
6) d6 Independent merchant/trader/smuggler
medium transport class
Area of expertise, d6: 1) Ore/Salvage 2) Ship parts 3)
Weaponry/Armour
4) Cybernetics/Computers 5) Medical Equipment 6) Exotic life
forms/Clones/Slaves.
7) Alien menace blockade runner class + d8 Alien menace
stunt fighter class.
8) Prominent individual space yacht + d8 major power in
the system stunt fighter class.
Individual type, d6: 1)
Celebrity 2) Gangster/criminal 3) General/Security Head
4) Politician 5)
Scientist/researcher 6) Religious figure.
9) Major power in the system star cruiser class + d8 major
power in the system stunt fighter class.
10) Major power in the system dreadnought
cruiser class + d8 major power in the system stunt fighter class.