The Abulafia Shadowrun Generators are currently down due to a PHP upgrade. This table is an attempt to repackage an existing generator while this website comes back online.
Roll on "Location" Target is inside the Roll on "Building", on Roll on "Fence" Roll on "Grounds". Security begins with Roll on "Field"
Physical security is Roll on "Locks", Roll on "ID" Roll on "Scanners", Roll on "Jammers". Guard compliment is made up of Roll on "Mages" Roll on "Guards" Roll on "Response" Roll on "Riggers" and Roll on "Spirits" Roll on "Critters".
Roll on "Matrix"
Roll on "Concealed"
The floorplan is a Roll on "Shape", with Roll on "Elevators" elevators, the main entrance is Roll on "Entrances"
Roll on "Gun Turrets"
| d4 | Result |
|---|---|
1 |
that is medium size (100′ on a side) |
2 |
that is large (100′s of ft on a side) |
3 |
that is huge (1000′ on a side or both) |
4 |
that is giant (1 mile on a side or both) |
| d6 | Result |
|---|---|
1-4 |
|
5-6 |
Luxury |
| d3 | Result |
|---|---|
1 |
that is 50-80′ on a side |
2 |
that is 100-120′ on a side |
3 |
that is 200′ on a side |
| d10 | Result |
|---|---|
1 |
warehouse Roll on "Size" |
2 |
Roll on "Luxury" house |
3 |
|
4 |
office Roll on "Small Size" |
5 |
campus of buildings Roll on "Size" |
6 |
power plant Roll on "Size" |
7 |
chemical plant Roll on "Size" |
8 |
processing plant Roll on "Size" |
9 |
cement plant Roll on "Size" |
10 |
highrise Roll on "Small Size" |
| d6 | Result |
|---|---|
1 |
fenced-in grounds, |
2 |
monowire topped, fenced-in grounds, |
3 |
barbed-wire-topped, fenced-in grounds, |
4 |
fenced-in grounds with vehicle barriers, |
5 |
monowire topped, fenced-in grounds with vehicle barriers, |
6 |
barbed-wire-topped, fenced-in grounds with vehicle barriers, |
| d4 | Result |
|---|---|
1 |
of lush grass |
2 |
of grass and tall trees obscuring the building from adjacent streets |
3 |
of asphalt |
4 |
behind an obscuring berm, blocking at least the first floor |
| d6 | Result |
|---|---|
1-3 |
R3 |
4-5 |
R5 |
6 |
R6 |
| d18 | Result |
|---|---|
1 |
no observable sensors. |
2 |
no detectable sensors, but many opportunities for hidden cameras Roll on "Rating". |
3 |
a tight array of scanning cameras Roll on "Rating". |
4 |
a fixed array of cameras Roll on "Rating". |
5 |
IR Motion detectors Roll on "Rating". |
6 |
IR Motion detectors, with many opportunities for hidden cameras Roll on "Rating". |
7 |
IR Motion detectors, visible scanning cameras Roll on "Rating". |
8 |
IR Motion detectors, a fixed array of cameras Roll on "Rating". |
9 |
IR Motion detectors, and laser radar out to 100′ Roll on "Rating". |
10 |
IR Motion detectors, with many opportunities for hidden cameras, and laser radar out to 100′ Roll on "Rating". |
11 |
IR Motion detectors, visible scanning cameras, and laser radar out to 100′ Roll on "Rating". |
12 |
IR Motion detectors, a fixed array of cameras, and laser radar out to 100′ Roll on "Rating". |
13 |
a Laser radar out to 100′ Roll on "Rating". |
14 |
an Ultrasound system Roll on "Rating". |
15 |
IR Motion detectors, an Ultrasound system, and laser radar out to 100′ Roll on "Rating". |
16 |
IR Motion detectors, an Ultrasound system, with many opportunities for hidden cameras, and laser radar out to 100′ Roll on "Rating". |
17 |
IR Motion detectors, an Ultrasound system, visible scanning cameras, and laser radar out to 100′ Roll on "Rating". |
18 |
IR Motion detectors, an Ultrasound system, a fixed array of cameras, and laser radar out to 100′ Roll on "Rating". |
| 1d5 | Result |
|---|---|
1 |
an almost non-existent field, perhaps 30 ft wide. Monitored by Roll on "Sensors" |
2 |
no open space, the building abuts its neighbors and a street. Monitored by Roll on "Sensors" |
3 |
a wide field, 100 ft wide. Monitored by Roll on "Sensors" |
4 |
a palatial field, 400 ft wide. Monitored by Roll on "Sensors" |
5 |
a large even plane, 1000 ft wide. Monitored by Roll on "Sensors" |
| d6 | Result |
|---|---|
1-3 |
entrances |
4-5 |
choke points |
6 |
choke points and entrances |
| d5 | Result |
|---|---|
1 |
Simple Roll on "Rating" locks |
2 |
Simple maglocks Roll on "Rating" |
3 |
Roll on "Rating" locks and Roll on "Rating" maglocks at Roll on "Lock Locations" |
4 |
Roll on "Rating" keypads and Roll on "Rating" maglocks at Roll on "Lock Locations" |
5 |
Roll on "Rating" passkeys and Roll on "Rating" maglocks at Roll on "Lock Locations" |
| 1d7 | Result |
|---|---|
1 |
|
2 |
RFID embedded badges, voice passkeys at choke points Roll on "Rating" |
3 |
RFID embedded badges, voice passkeys on every room Roll on "Rating" |
4 |
RFID embedded badges, voice passkeys and retina scanners at critical points Roll on "Rating" |
5 |
RFID embedded badges, retina scanners on every room, and facial recognition cameras in halls Roll on "Rating" |
6 |
RFID embedded badges, voice recognition throughout, retina scanners at doors, and hand, thumb and retina scanners at critical points Roll on "Rating" |
7 |
RFID embedded badges |
| d10 | Result |
|---|---|
1-3 |
|
4 |
Cyber scanners Roll on "Rating" and Chemical scanners Roll on "Rating" |
5 |
Cyber scanners Roll on "Rating" and Explosives scanners Roll on "Rating" |
6 |
Chemical scanners Roll on "Rating" and Explosives scanners Roll on "Rating" |
7 |
Cyber, Chemical, and Explosives scanners Roll on "Rating" |
8 |
Explosives scanners Roll on "Rating" |
9 |
Chemical scanners Roll on "Rating" |
10 |
Cyber scanners Roll on "Rating" |
| d6 | Result |
|---|---|
1-3 |
|
4-5 |
Roll on "Rating" Area Jammers at corners and all interior spaces |
6 |
R8 MilSpec Area Jammers at corners and all interior spaces |
| d10 | Result |
|---|---|
1 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
| d4 | Result |
|---|---|
1 |
no mages, |
2 |
one mage, |
3 |
one summoner, |
4 |
Roll on "Small Number" mages, |
| d11 | Result |
|---|---|
1 |
ten R2 security guards, in pairs, at five critical locations (or per floor); |
2 |
four R2 security guards, in pairs, at two critical locations (or per floor); |
3 |
four R2 security guards, in pairs, at two critical locations (or per two floors); |
4 |
four R2 security guards, in pairs, at two critical locations (or per three floors); |
5 |
twenty R2 security guards, in pairs, at four critical locations (or per floor) and on patrol; |
6 |
five teams of four R2 security guards on patrol, with Roll on "Big Number" R2 security guards individually at critical points inside; |
7 |
ten teams of four R2 security guards on patrol, with Roll on "Big Number" R2 security guards individually at critical points inside; |
8 |
five R3 security guards, in groups of five per floor, at front door, and on patrol; |
9 |
ten R3 security guards, in groups of five per floor, at front door and on patrol; |
10 |
two R3 security guards per floor, at front door, and on patrol; |
11 |
four R3 guards at each door, and patrols of four R3 guards dictated by the size of the facility; |
| d8 | Result |
|---|---|
1 |
5 |
2 |
10 |
3 |
15 |
4 |
20 |
5 |
25 |
6 |
30 |
7 |
35 |
8 |
40 |
| d3 | Result |
|---|---|
1 |
R5 Corporate HTR nearby based on the Zone, team of Roll on "Big Number", deploy via Thunderhawk; |
2 |
R5 Corporate HTR on site, team of Roll on "Big Number"; |
3 |
R5 Corporate HTR nearby based on the Zone, team of Roll on "Big Number", deploy via helicopter; |
| d4 | Result |
|---|---|
1 |
|
2-3 |
Roll on "Small Number" Eye Spy drones with Roll on "Rating"-clearsight |
4 |
Roll on "Small Number" Fly Spy drones with Roll on "Rating"-clearsight |
| d6 | Result |
|---|---|
1-4 |
|
5-6 |
Roll on "Small Number" Doberman tracked drones with a Roll on "Quality" Roll on "MG-Type" with a full 250-round drum of Roll on "Ammo" ammunition, lights, smartlink, lowlight, Roll on "Rating"-targeting, Roll on "Rating"-clearsight, and gas vent 3 accessories |
| d6 | Result |
|---|---|
1 |
pristine |
2-3 |
well used |
4 |
new |
5 |
new looking |
6 |
blacked out |
| d6 | Result |
|---|---|
1-4 |
|
5-6 |
Roll on "Small Number" Rotodrone Hover drones with a Roll on "Quality" Roll on "MG-Type" with a full 250-round drum of Roll on "Ammo" ammunition, lights, smartlink, lowlight, Roll on "Rating"-targeting, Roll on "Rating"-clearsight, and gas vent 3 accessories |
| d6 | Result |
|---|---|
1-4 |
|
5-6 |
but autonomous or or guards using remote control have access to Roll on "Overwatch Drones" Roll on "Tracked Drone" Roll on "Rotodrone" |
| d8 | Result |
|---|---|
1-3 |
no riggers Roll on "No Rigger Drones" |
4-5 |
one spider rigger arrives if alarm is tripped Roll on "Overwatch Drones" Roll on "Tracked Drone" Roll on "Rotodrone" |
6 |
Roll on "Small Number" spider riggers arrive if alarm is tripped with Roll on "Overwatch Drones" Roll on "Tracked Drone" Roll on "Rotodrone" |
7 |
one rigger on site (rigged into building, and RCC) with Roll on "Overwatch Drones" Roll on "Tracked Drone" Roll on "Rotodrone" |
8 |
Roll on "Small Number" riggers on site, one rigged into building, others jump to Roll on "Overwatch Drones" Roll on "Tracked Drone" Roll on "Rotodrone" |
| 1d25 | Result |
|---|---|
1-6 |
Air |
7-9 |
Earth |
10-15 |
Fire |
16-18 |
Water |
19-21 |
Spirit of Man |
22-24 |
Beast |
25 |
Shadow |
| 1d18 | Result |
|---|---|
1-6 |
no spirits |
7-9 |
two watcher spirits |
10-12 |
one Roll on "Elements" spirit |
13-14 |
four Roll on "Elements" spirits |
15 |
Roll on "Small Number" Roll on "Elements" spirits |
16 |
one Roll on "Elements" spirit and two watcher spirits |
17 |
four Roll on "Elements" spirits and three watcher spirits |
18 |
Roll on "Small Number" Roll on "Elements" spirits and four watcher spirits |
| d4 | Result |
|---|---|
1 |
|
2 |
and Roll on "Small Number" Basilisk |
3 |
and Roll on "Small Number" Cockatrice |
4 |
and Roll on "Small Number" Barghest |
| d4 | Result |
|---|---|
1 |
7 |
2 |
8 |
3 |
9 |
4 |
10 |
| d9 | Result |
|---|---|
1 |
Acid IC |
2 |
Binder IC |
3 |
Black IC |
4 |
Blaster |
5 |
Jammer |
6 |
Killer |
7 |
Marker |
8 |
Scramble |
9 |
Sparky |
| d4 | Result |
|---|---|
1 |
|
2 |
and Lockdown |
3 |
and Hammer and Lockdown |
4 |
and Lockdown and Mugger |
| 1d2 | Result |
|---|---|
1 |
radio, which is only vulnerable to jamming 1 |
2 |
commlink Roll on "Rating", which is faster than radio, but vulnerable to hacking |
| d6 | Result |
|---|---|
1-3 |
The facility is essentially wired, and only accessible via a datajack from it's HQ (where all recordings are). The Matrix of the Facility is a Roll on "Rating" Agent on a computer that is equivalent of a Rating Roll on "Commlink" security commlink that protects the icons with Roll on "IC" Roll on "AndMatrix", and of course Patrol. Sensor feeds are sent to the Agent, conglomerated, and dispatched to the sentry or guard jacked in in the HQ. The guard then dispatches his teammates, drones, or spirits via short range radio. This is done for security reasons, making hacking the site nigh impossible, because to control or spoof the guards you have to be in the HQ. They are only vulnerable to Jamming or cutting the data lines (or fragging the HQ). This is not a TacNet, just how the agents/guards communicates. |
4-5 |
The Matrix of the Facility is a Roll on "Rating" Agent on a computer that is equivalent of a Rating Roll on "Commlink" security commlink that protects the icons with Roll on "IC" Roll on "AndMatrix", and of course Patrol and Probe. The computer, this Agent, and all the guard commlinks are on this WAN, and vulnerable because of it. The computer is on site, in the HQ, and backed up remotely where a parallel Agent Roll on "Rating" monitors it. The Agents conglomerate Sensor feeds and report results to the closest guard or sentry via radio or their commlink. This is not a TacNet, just how the agents communicate data to the sentries. They are more vulnerable to hacking because of this. |
6 |
The facility is wired, all sensors are connected via a dataline to an operator station where data is recorded and accessed via any applicable locks. One guard must be at the station and can communicate with teammates via Roll on "Radio", which is a vulnerability. |
| d10 | Result |
|---|---|
1-5 |
|
6 |
Concealed at the facility (unknown to the team) are a Team of Prime Runners hiding out using the base to lay low without it's knowledge. They are hidden in a secret room, a walled off closet, a shipping container or the like. They may react to threats or not. |
7 |
Hiding within the facility (unknown to the team) is a somewhat powerful Free Spirit, who does not want to be disturbed. |
8 |
Hidden within the facility (and unknown to the team) is a black research site, guarded by a team of twelve R6 security agents belonging to a NatGov. They take aggressive action against interlopers, though only 4 are on duty at any time, the other 8 wake up quickly. Obviously the research labs reasons for being here are complex and left up to the GM. |
9 |
Concealed at the facility (unknown to the team) is something Man Was Not Meant to Know. |
10 |
Concealed at the facility (unknown to the team) is something left to the gamemaster's discretion. |
| 2d4 | Result |
|---|---|
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
| d12 | Result |
|---|---|
1 |
basic square |
2 |
basic rectangle |
3 |
two basic squares with a joining section of a smaller square |
4 |
two basic rectangles with a joining section of a smaller square |
5 |
three basic squares, joined by smaller squares |
6 |
four basic squares, joined by smaller squares |
7 |
a basic square, but with a semi-circular back face |
8 |
a basic square, but with a arch on the front face |
9 |
a long narrow rectangle |
10 |
a circle joined to a square via a skyway |
11 |
a circle joined to a rectangle on a short side of the rectangle |
12 |
a circle joined to a rectangle via a skyway |
| d20 | Result |
|---|---|
1 |
on the north, with side entrances on the east and west. |
2 |
on the north, with side entrances on the south and east. |
3 |
on the north, with side entrances on the west and south. |
4 |
on the north, with side entrances on the other three sides. |
5 |
on the north, with no side entrances visible, but a secret door on the south. |
6 |
on the south, with side entrances on the east and west. |
7 |
on the south, with side entrances on the north and east. |
8 |
on the south, with side entrances on the west and north. |
9 |
on the south, with side entrances on the other three sides. |
10 |
on the south, with no side entrances visible, but a secret door on the north. |
11 |
on the east, with side entrances on the north and south. |
12 |
on the east, with side entrances on the south and west. |
13 |
on the east, with side entrances on the west and south. |
14 |
on the east, with side entrances on the other three sides. |
15 |
on the east, with no side entrances visible, but a secret door on the west. |
16 |
on the west, with side entrances on the north and south. |
17 |
on the west, with side entrances on the south and east. |
18 |
on the west, with side entrances on the north and east. |
19 |
on the west, with side entrances on the other three sides. |
20 |
on the west, with no side entrances visible, but a secret door on the east. |
| d6 | Result |
|---|---|
1-2 |
one full drum |
3-4 |
two full drums |
5-6 |
three full drums |
| d6 | Result |
|---|---|
1 |
the corners or cardinal points of the building, evenly spaced around the exterior. |
2 |
the corners or cardinal points of the building and interior if available guarding a critical point and main hallway (behind tinted glass). |
3 |
the interior of the building, covering entrances and critical point or main hallway (behind tinted glass). |
4 |
hidden pop up ports evenly spaced around the perimeter. |
5 |
the corners or cardinal points of the building, evenly spaced around the exterior, with others in hidden pop up ports evenly spaced around the perimeter. |
6 |
the corners or cardinal points of the building, the interior guarding a critical point and main hallway (behind tinted glass), and in hidden pop up ports evenly spaced around the perimeter. |
| d4 | Result |
|---|---|
1-3 |
|
4 |
Roll on "Small Number" Roll on "Quality" Roll on "MG-Type" with Roll on "Drums" of 250-rounds of Roll on "Ammo" ammunition mounted on a Smart Firing Platform Roll on "Rating". The turrets are at Roll on "Turret Location" |