2d10 | Result | Features | Lighting |
---|---|---|---|
2 |
BaySize: 10-15 per side rectangle Exits: 1 Wide Exit and up to 1 normal |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
3 |
VaultSize: 10-12 per side square Exits: 1 secure airlock exit |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
4 |
Locker roomSize: 6-8 hexes per side rectangle Exits: 1-2 exits (any) |
Features: Place 1 locker in each hex along 2 walls , Roll on "Small Features" |
Lighting: Roll on "Lighting" |
5 |
Work floorSize: 10-15 per side rectangle Exits: 1 Wide exit and 1 other (any) |
Features: 2-4 forklifts, presses, or palette stacks , Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" |
Lighting: Roll on "Lighting" |
6 |
PitSize: 10-15 per side rectangle Exits: 1-4, up to 1 per side. Must always be sheer drop exits. Special Rules: A pit must be at least 1 elevation lower than all adjacent rooms. |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
7 |
Maintenance tubeSize: 1 hex wide snaking tunnel 6-12 hexes long Exits: Any number of exits (any) Special Rules: Medium units must crawl through. Small units move normally. Large units cannot enter the room. |
Features: None |
Lighting: Roll on "Lighting" |
8 |
VestibuleSize: 4-5 per side rectangle Exits: 1 exit (any) |
Features: Roll on "Small Features" |
Lighting: Roll on "Lighting" |
9 |
LobbySize: 4-6 per side rectangle Exits: 1-4 exits, no more than 1 per side |
Features: Roll on "Small Features" |
Lighting: Roll on "Lighting" |
10-12 |
CorridorSize: 1-2 hex wide hall, 8-12 hexes long Exits: 1 exit at each end, plus up to 1 more as a side passage |
Features: Roll on "Small Features" |
Lighting: Roll on "Lighting" |
13 |
HubSize: 8-10 hex square Exits: 1 exit per side |
Features: Roll on "Small Features" , Roll on "Small Features", Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
14 |
AtriumSize: 8-10 per side rectangle Exits: 1 exit per side Special Rules: Edges of the room are 1 higher elevation than center. Place a stair or ladder up |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
15 |
PodsSize: 1-4 pods each 2-3 hex per side rectangles Exits: 1 airlock or sealed airlock exit per pod Special Rules: Place each of the pods in sequence before the next player gets a turn to place a room. You can choose how many to place, between 1 and 4. Only place 1 feature per pod |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" |
Lighting: Roll on "Lighting" |
16 |
ElevatorSize: 2-4 hex square Exits: 1 exit (any) |
Features: Only elevator control |
Lighting: Roll on "Lighting" |
17 |
TramwaySize: Straight hall bisecting entire battle-mat, 2-3 hexes wide Exits: 1-4 exits (any) Special Rules: Place a tram in the tramway, which is 4-5 hexes long and consumes the width of the tramway, containing tram controls. Features placed outside tram. |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" |
Lighting: Roll on "Lighting" |
18 |
ShopSize: 6-8 per side rectangle Exits: 1-2 exits (any) |
Features: 3 rows of shelves and a desk |
Lighting: Roll on "Lighting" |
19 |
SewerSize: 3-4 hex wide tunnel snaking from one end of the battle-mat to any other Exits: 1-4 exits (any) Special Rules: Sewer filled with: Roll on "Sewer Waste" |
Features: Roll on "Small Features" , Roll on "Small Features" , Roll on "Small Features" , Roll on "Large Features" |
Lighting: Roll on "Lighting" |
20 |
HeapSize: 10-15 per side rectangle Exits: 1-4 exits (any) |
Features: Area is filled with trash. Place up to 3 debris piles adjacent to each other anywhere in the room. |
Lighting: Roll on "Lighting" |
Terrain Generation for Station (2d10)
Generates 1 room, including all its features, by rolling on all the required tables.