Terrain Generation for Station (2d10)

Generates 1 room, including all its features, by rolling on all the required tables.

2d10 Result Features Lighting

2

Bay

Size: 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

Vault

Size: 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 room

Size: 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 floor

Size: 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

Pit

Size: 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 tube

Size: 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

Vestibule

Size: 4-5 per side rectangle

Exits: 1 exit (any)

Features: Roll on "Small Features"

Lighting: Roll on "Lighting"

9

Lobby

Size: 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

Corridor

Size: 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

Hub

Size: 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

Atrium

Size: 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

Pods

Size: 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

Elevator

Size: 2-4 hex square

Exits: 1 exit (any)

Features: Only elevator control

Lighting: Roll on "Lighting"

17

Tramway

Size: 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

Shop

Size: 6-8 per side rectangle

Exits: 1-2 exits (any)

Features: 3 rows of shelves and a desk

Lighting: Roll on "Lighting"

19

Sewer

Size: 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

Heap

Size: 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"