Territory Generation for Station (d10)

Generates 1 random territory. A gang gets a territory after winning a scenario.

d10 Result

1-4

Roll on "Hab Zones"

5-6

Roll on "Settlements"

7

Roll on "Labs"

8

Roll on "Depots"

9

Roll on "Work Zones"

10

Roll on "Special Territories"


Subcharts

Hab Zones (d10)

d10 Result

1-3

Hab Zone: Worker Pod Block
Can be ransacked or resettled.

4-5

Hab Zone: Cafeteria
Can be ransacked or resettled.

6-7

Hab Zone: Civilian Apartment Block
Can be ransacked or resettled.

8-9

Hab Zone: Barracks
Can be ransacked or resettled.

10

Hab Zone: Upper Class Suite
Can be ransacked or resettled.

Settlements (d10)

d10 Result

1-4

Settlement: Farm
Upkeep: 5 Food
Production: 2 Production dice of Food

5-6

Settlement: Market
Upkeep: 5 Food
Production: Generates 1 item for sale per Production rank from the Market table.

7-8

Settlement: Salvage Yard
Upkeep: 5 Food
Production: 2 Production dice of Scrap.

9-10

Settlement: Camp
Upkeep: 5 Food
Production: 2 Recruits (normal table). Each starts at experience level equal to Production die roll.

Labs (d10)

d10 Result

1-2

Computer Lab
Hacker can gain Intel.
Restore Cost: 5 Scrap, 2 Cells
Upkeep: 1 Scrap, 1 Cell

3

Robotics Lab
Roboticist can craft robotic items and robots.
Restore Cost: 5 Scrap, 2 Cells
Upkeep: 1 Scrap, 1 Cell

4

Weapons Test Lab
Gunsmith can craft weapons and shield emitters.
Restore Cost: 5 Scrap, 2 Cells, 2 Chems
Upkeep: 1 Scrap, 1 Cell, 1 Chems

5

Materials Science Lab
Blacksmith can craft armor.
Restore Cost: 5 Scrap, 2 Cells, 2 Chems
Upkeep: 1 Scrap, 1 Cell, 1 Chems

6

Pharmaceutical Lab
Chemist can craft drugs.
Restore Cost: 5 Scrap, 1 Cell, 5 Chems
Upkeep: 1 Scrap, 1 Cell

7

Cybersurgery Lab
Medic can perform surgery.
Cyberware Master can craft cyberware.
Restore Cost: 5 Scrap, 2 Cells, 2 Chems
Upkeep: 1 Scrap, 1 Cell, 1 Chems

8

Genelab
Geneticist can craft mutagens and engineer mutant beasts.
Restore Cost: 5 Scrap, 5 Food, 2 Chems
Upkeep: 1 Scrap, 1 Cell, 1 Food, 1 Chems

9

Psionics Lab
Psychic characters can swap out powers or craft hypercrystals.
Restore Cost: 5 Scrap, 1 Cell, 5 Chems
Upkeep: 1 Scrap, 1 Cell, 1 Chems

10

Nuclear Lab
Any character can craft Cells. (No talent needed.)
Restore Cost: 5 Scrap, 4 Cells
Upkeep: 1 Scrap, 1 Cell

Depots (d10)

d10 Result

1-2

Depot: Grocery
Can be ransacked 5 times, then is removed from the roster.

3-4

Depot: Hardware Store
Can be ransacked 5 times, then is removed from the roster.

5-6

Depot: Chemical Warehouse
Can be ransacked 5 times, then is removed from the roster.

7

Depot: Pharmacy
Can be ransacked 5 times, then is removed from the roster.

8

Depot: Armory
Can be ransacked 5 times, then is removed from the roster.

9

Depot: Robot Emporium
Can be ransacked 5 times, then is removed from the roster.

10

Depot: Vault
Can be ransacked 5 times, then is removed from the roster.

Work Zones (d10)

d10 Result

1-2

Work Zone: Hydroponics Garden
Production: 5 Food per Production rank.
Ransack: 1 item from Hydroponics Garden Loot table per Production rank.

3-4

Work Zone: Power Station
Production: 2 Cells per Production rank.
Ransack: 1 item from Power Station Loot table per Production rank.

5-6

Work Zone: Recyclotron
Production: Salvage items for double yields. May salvage toxic waste, flammable oil, radioactive waste, acid, or cryofoam to gain 2 Chems per canister. Each expedition period you salvage this way, decay Production rank by 1.
Ransack: 1 item from Recyclotron Loot table per Production rank.

7-8

Work Zone: Fabrication Plant
Production: Create copies of a single existing item for 3 Scrap per copy. Consumable resources can't be copied. Only copy 1 item at a time per character per expedition. Each item you make copies of decays Production rank by 1.
Ransack: 1 item from Fabrication Plant Loot table per Production rank.

9

Work Zone: Training Station
Production: Character gains +2 XP per Production rank. Decay Production Rank by 1 each time a character trains.
Ransack: 1 item from Training Station Loot table per Production rank.

10

Work Zone: Exo-Construction Bay
Production: Dismantle another territory in exchange for 30 Scrap. OR pay 30 Scrap to gain a new (random) territory. Each time you do this, decay Production rank by 1.
Ransack: 1 item from Exo-Construction Bay Loot table per Production rank.

Special Territories (2d10)

2d10 Result

2

Hyperspace Anomaly
Scout the anomaly for wildly unpredictable effects.

3

AI Core
Restore: Hacker may restore the AI core by passing a Tec test. Its upkeep is 1 Cell. The AI core can perform domestic duties like a gang member. It has rank 4 in all Disciplines. If the Tec test is failed, the Hacker suffers a random injury.
Ransack: Gain 1 Advanced AI (Robot), 2 Cells, and 10 Scrap.

4

Pneumatic Tube System
Resource transfer: Lower the Production rank of one other territory you own and add those subtracted ranks to a different one.

5-6

Arena
Bet: Wager items on the outcome of a fight.
Fight: Pass a random discipline test to win a gladiatorial match for experience and a prize.
Recruit: Gain a recruit of level 2d6 from the normal table.

7-8

Brothel
Upkeep: 5 Food
Production: 1 Production die of Luxuries. You have to spend them in the same expedition sequence they're generated, after which they expire.

9-10

Occult Shop
Upkeep: 5 Food
Production: Generates 1 magic item for purchase per Production rank.

11

Mutant Commune
Upkeep: 5 Food
Production: 2 mutant recruits of experience level equal to Production die score.

12

Alien Enclave
Upkeep: 5 Food
Production: 2 recruits from the alien table of experience level equal to Production die score.

13

Witch Village
Upkeep: 5 Food
Production: 2 recruits from the fey table of experience level equal to Production die score.

14-15

Drug Den
Upkeep: 5 Food
Production: Generates 1 drug item for purchase per Production rank.

16-17

Arcade
Restore: Pay 10 Scrap and 2 Cells. While the Arcade is restored, you can hire 1 recruit for free each expedition.
Upkeep: 1 Scrap, 1 Cell
Ransack: 5 Luxuries and 5 Scrap.

18

Sump
A character can collect any number of canisters of toxic waste, radioactive waste, or acid from the sump. Each time they collect one, take a Mn test. If failed, suffer 1 Rad.

19

Menagerie
Upkeep: 5 Food
Production: Generates 1 random beast for sale per Production rank.

20

Mutagenic Ecology
Scout the ecology for resources at the peril of exposure to wild mutant lifeforms.