d100 | Result |
---|---|
1-3 |
A personal weapon - roll once on the Low Tech Weapon Table |
4-6 |
Sell some cargo - earn 2 credits |
7-9 |
Find something useful - roll once on the Gear Table |
10-11 |
Quality food and booze - recruit a new character to your crew |
12-14 |
Instruction book - a crew member can read it for +1 XP |
15-18 |
Bits of scrap - sell it for 1 credit of profit |
19-22 |
Medical pack - receive choice of a Stim-pack or Med-patch |
23-24 |
Worthless trinket - roll 1D6. On a 6, earn +1 story point |
25-26 |
Local maps - add 1 Rumor if you receive a Quest on this or the following world |
27-28 |
Luxury trinket - use as a gift to recruit (+2 bonus), or sell: roll twice on the Trade Table and select result, or keep it for a Swift character to earn +2 XP |
29-30 |
Basic supplies - skip Upkeep costs for one campaign turn |
31-34 |
Contraband - earn 1D6 credits from selling it on. If a 4-6 is rolled, also receive a Rival |
35-38 |
Gun Upgrade Kit - choose a Laser Sight, Bipod or Beam Light |
39 |
Useless trinket - roll 1D6. On a 6, earn +1 story point |
40-44 |
Trade goods - roll 1D6 when arriving on a new planet to see how many credits the goods will sell for. If a 1 is rolled, they have perished or become damaged, and are now worthless |
45-48 |
Something interesting - roll once on the Loot Table |
49-51 |
Fuel - roll 1D6 worth of credits of fuel to offset travel costs |
52-53 |
Spare parts - add +1 when making a Repair attempt. If a natural 1 is rolled, the Spare Parts are used up and erased from the roster |
54-55 |
Tourist garbage - not worth anything, but roll 1D6. On a 5-6, add 1 story point |
56 |
Rare item - pay 3 credits to roll once on the Loot Table. Item must be used by the trading crew member |
57-59 |
Ordnance - receive 3 grenades (Frakk or Dazzle in any combination) |
60-62 |
Basic firearms - choose a Handgun, Colony Rifle, or Shotgun |
63 |
Odd device - pay 1 credit, then roll 1D6. On a 6, roll on the Loot Table. Otherwise, it's complete garbage |
64-65 |
Military fuel cell - zero travel costs when jumping to a new planet |
66-69 |
Hot tip - gain 1 Quest Rumor |
70-71 |
Insider information - automatically obtain a Patron next campaign turn, if you look for one |
72-75 |
Army surplus - choose an Auto Rifle, Blast Pistol, or Glare Sword |
76-78 |
Unload some stuff - sell any weapons for 2 credits each, provided they are not damaged |
79-81 |
A lot of blinking lights - Roll once on the Gear subsection of the Loot Table (p.132). |
82-86 |
Gently Used - Roll once on the Gear subsection of the Loot Table (p.132). The item is damaged and needs Repair. |
87-91 |
“Pre-owned” - Roll once on the Loot Table (p.131). The item is damaged and needs Repair |
92-95 |
Medical reserves - Obtain 2 Stim-packs and 2 Med-patches |
96-100 |
Starship repair parts - Count as 1D6 credits for the purpose of repairing Hull Point damage. Single-use |