5PH Trade Table (d100)

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