Terrain Generation for Station (2d10)

Description (more info)

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"

Subcharts

Large Features (2d10)

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

Small Features (2d10)

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

Sewer Waste (d6)

d6 Result

1-3

Sewage

4-5

Toxic Waste

6

Radioactive Waste

Pipe Contents (d4)

d4 Result

1

Water

2

Sewage

3

Hot Steam

4

Toxic Waste

Lighting (d10)

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.

Pool Fluids (d6)

d6 Result

1

Water

2

Sewage

3

Toxic Waste

4

Acid

5

Flammable Oil

6

Radioactive Waste

Turret Weapons (d6)

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

Networked Drone Type (d2)

d2 Result

1

Medium Combat Walker Drone w/ weapon system ( Roll on "Drone Weapon" )

2

Small Tracked Utility Drone w/ Roll on "Drone Utility"

Drone Weapon (d6)

d6 Result

1

DEM-05

2

Gardia Magnum

3

VT Mars

4

ULPES-7

5

Phantom Police Laser

6

Redfire 2

Drone Utility (d2)

d2 Result

1

Robotic Datalink

2

Weapon System (Plasma Cutter)