Generates 1 room, including all its features, by rolling on all the required tables.
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" |
2d10 | Result |
---|---|
2 |
Shuttlepod |
3 |
Mech -- Neutral Large Walker Utility Drone w/ 2 prehensile claws |
4 |
Press/Machine |
5 |
Barrier |
6 |
Checkpoint |
7 |
Trailer/Compartment |
8 |
Forklift/Ground Vehicle |
9 |
Kiosk |
10-12 |
Cargo Container |
13 |
Wreckage |
14 |
Platform |
15 |
Racks |
16 |
Pool of Roll on "Pool Fluids" |
17 |
Depression |
18 |
Pipe filled with Roll on "Pipe Contents" |
19 |
Pile of corpses |
20 |
Power station |
2d10 | Result |
---|---|
2 |
Networked drone |
3 |
Terminal |
4 |
Safe |
5 |
Defense turret equipped with Roll on "Turret Weapons" |
6 |
Shelf or lockers |
7 |
1-4 columns |
8 |
1-3 carts |
9 |
1-6 furniture |
10-12 |
1-6 crates |
13 |
1-6 trash |
14 |
1-6 hazards |
15 |
1-6 spills of Roll on "Pool Fluids" |
16 |
1-3 barrels of Roll on "Pool Fluids" |
17 |
1-3 holes |
18 |
1-3 debris |
19 |
1-3 corpses |
20 |
Holomap |
d6 | Result |
---|---|
1-3 |
Sewage |
4-5 |
Toxic Waste |
6 |
Radioactive Waste |
d4 | Result |
---|---|
1 |
Water |
2 |
Sewage |
3 |
Hot Steam |
4 |
Toxic Waste |
d10 | Result |
---|---|
1-7 |
No light. Room is filled with darkness (concealment). |
8-10 |
Functional lights. Place 1 light switch in a hex along the walls. |
d6 | Result |
---|---|
1 |
Water |
2 |
Sewage |
3 |
Toxic Waste |
4 |
Acid |
5 |
Flammable Oil |
6 |
Radioactive Waste |
d6 | Result |
---|---|
1 |
Rubinolt M78-A1 |
2 |
Rubinolt M100 |
3 |
Felida ISS-42 |
4 |
Travix Giantslayer SFMWS |
5 |
CHARHODE 88 |
6 |
Blazer-Lazer GAPS-9-C |
d2 | Result |
---|---|
1 |
Medium Combat Walker Drone w/ weapon system ( Roll on "Drone Weapon" ) |
2 |
Small Tracked Utility Drone w/ Roll on "Drone Utility" |
d6 | Result |
---|---|
1 |
DEM-05 |
2 |
Gardia Magnum |
3 |
VT Mars |
4 |
ULPES-7 |
5 |
Phantom Police Laser |
6 |
Redfire 2 |
d2 | Result |
---|---|
1 |
Robotic Datalink |
2 |
Weapon System (Plasma Cutter) |