Spaceport or Space Station Encounters (d20)

A random encounter table that can be used in Dark Heresy, Inquisitor and the original Rogue Trader, with Ken Rolston's Orcs In Space RPG rules.

Note that once a party has found an entrance to or exit from a spaceport, they can always return by retracing their steps, unless something is blocking them (Narrator's call).

d20 Info

1

Starship: Small vessel (roll for size: Roll d3 on [1-3:cutter; 4-5:brig; 6:frigate]. It is crewed by Roll 1d6+ the number rolled for size basic level crewmen (1 on d6 chance it is an alien vessel). You can negotiate with the Captain for passage, try to steal or attack the ship, etc. Crew will be unarmored and equipped with random close combat weapons. The ship carries Roll 3d20 denarii in cargo. It is warp capable.

2

Purveyor: sells common items (anything under 5 points value), but he has a 15% chance to possess one random rare item worth up to 20 points. Points value translates into Imperial denarii on a 1 for 1 basis.

3

Lost noblewoman. Take her home safe for Roll 2d20 denarii reward.

4

Press gang; 1 merc officer and Roll 1d4 Human Mercs; desperate for "recruits". Roll up as Imperial Army.

5-6

Spaceship: Small vessel (roll for size: Roll d4 on [1-2: fighter; 3-4:cutter; 5:brig; 6:frigate]. It is crewed by Roll 1d6+ the number rolled for size basic level crewmen (1 on d6 chance it is an alien vessel). You can negotiate with the Captain for passage, try to steal or attack the ship, etc. Crew will be unarmored and equipped with random close combat weapons. The ship carries Roll 2d20 denarii in cargo. The ship is not warp capable, and cannot go outside the system it is in, though it can go anywhere in-system.

7

Wealthy merchant, Roll 1d4 Human Thug guards (basic humans with swords and autoguns) and random wares worth Roll 1d20 imperial denarii.

8

Hand-held distress beacon signal goes off in the area; may mean anything.

9

Imperial Port Authority Bureaucrat: basic human with Roll 1d4 basic Human Thug guards with swords and laspistols. He wants a Roll 1d10 denarii bribe or he will delay you from leaving the space station for 6 days, while making sure your papers are in order. A powerful Imperial Servant such as an Inquisitor or Judge can bypass this, but rumor of who he is will then spread through the spaceport, and any attempt at subterfuge will have a permanent -1 chance of success in this spaceport.

10-11

Adventurer for Hire: You run into an adventurer who is in need of employment. You can hire him by paying his point value in denarii, and also equipping him (he has no equipment of his own). Roll for type: Roll d4 on [1-3: Basic Human; 4:Basic Squat; 5:Champion Human or Squat; 6:Exotic Type], Roll d6 on [1:Basic Human Level I Psyker; 2:Basic Human Navigator; 3:Basic Human Mutant; 4:Eldar Adventurer; 5:Roll again on this table, but the character has a Champion profile; 6:The adventurer looking for hire is actually a spy or renegade who will lead the characters into a trap for his friends (who may be anything)].

12

Ork raiders: Roll 1d6 randomly equipped.

13

Low Level Adeptus Arbites; randomly equipped; question anyone acting suspiciously.

14

Lone Genestealer on kidnapping raid.

15

Corpse with jewelry worth Roll 1d20 denarii (65% chance it was a trap set by Roll 1d6 gangers, (basic humans, one has one mutation, swords).

16

Exit or shuttle to the Hive World. It is guarded by Roll 1d4 Human Thug guards (basic humans with swords and autoguns) who will not let you leave until you pay a 1 denarius each immigration tax. In addition, they will check their computer logs, and will not let you leave if you are being held by the Imperial Port Authority Bureaucrat (#9, above). A powerful Imperial Servant such as an Inquisitor or Judge can bypass this, but rumor of who he is will then spread through the spaceport, and any attempt at subterfuge will have a permanent -1 chance of success in this spaceport.

17

Pickpocket: One random member of your party must make an Initiative test. If the victim rolls below Initiative, the thief (a Basic Human) is caught, if he rolls above Initiative, the thief gets away with a random item, if he rolls exactly equal to Initiative, the party sees the thief just as he is darting into an alley, and must give chase if they wish to recover the random item he stole.

18

Aristocrat's Starship: Counts as a Starship (#1, above) except that it has twice the crew and cargo. Roll for the owner/captain: Roll d5 on [1-2:Rogue Trader; 3:Adeptus Mechanicus; 4:Imperial Noble; 5:Inquisitor; 6:Secret Chaos Renegade (in this case, the crew are replaced by his disguised warband)].

19

Random Mission: see 40k rulebook for details. Roll a Special Encounter to get clues on who or what exactly is involved in the Mission, how you discover the Mission, etc. The reward for successful completion is Roll 5d10 denarii. Also, each token you presently have will in some way be involved in the Mission, and add another Roll 2d10 denarii to the reward.

20

Roll on "Special Encounter Ideas" and roll once more on this table.