A random encounter table that can be used in Dark Heresy, Inquisitor and the original Rogue Trader, with Ken Rolston's Orcs In Space RPG rules.
Note that all rooms in a space hulk are considered open to deep space and in vacuum. Anything encountered therein will be wearing space suits if needed.
d20 | Info |
---|---|
1 |
Residual Atmosphere: On forcing this door, the players must make Strength tests or be blown Roll 1d10" back into the previous room, and take an automatic Strength 2 hit. |
2 |
Hard Radiation Area: Energy scanners will easily dectect this, but if the characters proceed through this room, and take an automatic Strength 3 hit. In addition, characters wounded by the radiation must make a Toughness save or roll up a single random mutation. |
3 |
Warp Weirdies: Roll 1d4 Low level warp entities. |
4 |
Wandering Daemonhost: Random possessed creature. |
5 |
Roll 1d6 Tyranid Crawlie-Skitterbugs (basic Tyranids). |
6-7 |
Salvageable Equipment: Ship's components worth Roll 1d10 denarii. Only a Squat, Adeptus Mechanicus or similar tech-type will be able to identify this on an Intelligence roll. Takes Roll 1d6 turns to salvage. |
8-9 |
Roll 1d3 Genestealers. |
10 |
Cargo Hold: Roll 2d20 denarii in valuable cargo; Roll d4 on [random weapons; armor; equipment; 5% chance of random magic item]. Roll d5 on [1:chaos weapon; 2:chaos armor; 3:chaos item; 4-5:spellbook containing summoning spell for random Daemon (literate characters can make an Intelligence test to summon it, and then a Willpower Test to control it, can be summoned only once per week); 6:daemon weapon]. |
11 |
Ork raiders: Roll 1d6 randomly equipped. |
12 |
Weapons Locker: Roll 1d6-4 exotic items; Roll 1d6-2 random weapons and armor will be found here. 3% chance of magic weapon. Roll d3 on [1-3:chaos weapon; 4-5: psycannon and 1d100 rounds; 6:daemon weapon]. |
13 |
Brood Nest: Roll 1d3 Genestealers, Roll 1d6 basic Tyranids, 25% chance of Genestealer patriarch. |
14 |
Laboratory: Roll 1d6 random items. Only non-weapons will be found here. |
15 |
Chaos Raiders: Roll 1d4 Basic Human Mercs (each has a random mutation) led by a basic Traitor Space Marine (random mutation and 50% chance of psychic powers). |
16 |
Roll on "Special Encounter Ideas" and roll once more on this table. |
17 |
Roll 1d4 Basic Squat explorers are salvaging the hulk. They may negotiate if the Narrator thinks it appropriate. |
18 |
Active Stasis Chamber. May contain anything. |
19 |
Random Warband Roll d2 on [1-5:Chaos Renegade; 6: Sensei]. |
20 |
Roll on "Special Encounter Ideas" and roll once more on this table. |