| d6 | Result | Result |
|---|---|---|
1 |
Local Law |
A number of patrol officers equal to the Players minus 2, armed with stun guns, pistols, and stun batons armored in Light Armor. If you are wearing visible weapons or armor, they will stop you and demand identification. If the players are putting up resistance, the officers will call for backup (3 officers) to take you in. If the players reach for a weapon, they’ll shoot first, fill out paperwork later. (Use Police Officers.) |
2 |
Corporate Guards |
A number of low-level Corporate guards (think Star Helix) equal to the Players patrolling the area wearing Medium Armor and carrying SMGs. Unless you work for their Corporation, they don’t think you have business hanging around where they’re operating. (Use Security Guard; replace pistol with SMG and give them Medium Armor.). |
3 |
Techs |
A number of Technicians equal to half the Players. Roll 1d6. 1-2, they’re lugging a crate of tools. 3-4, they’re working on a Station system in your path. 5-6, they’re walking toward you on their way to work. (Use Saboteur. Add tools). |
4 |
Private Investigators |
A PI armed with a pistol and a heavy baton and wearing medium armor. Roll a 1d6. On 1-2, they are ahead of you, hassling an informant on the street corner for the whereabouts of a suspect. 3-4, they’re shadowing someone ahead of you. 5-6, they stop you and ask you whether you’ve seen the person they’re following. (Use Police Detective, arm them with a pistol and stun baton). |
5 |
Executives |
A number of Executives equal to the Players from a local firm, trying to find a taxi cart. They are wearing suits with Light Armor and concealed pistols. Roll 1d6. 1-2, they’re being followed by a number of Street Thugs equal to the players intent on robbery. 3-4, they think the players are Street Thugs and open fire at any provocation. 5-6, they think you’re trouble and call for Corporate backup (see Corporate Guards, above). (Executives; use Thug and take away knife and knuckle dusters, add Light Armor. For Street Thugs, use Hooligans as written). |
6 |
Locals |
Two young people from the local neighborhood. (Use Hooligans; remove weapons.) Roll 1d6. 1-3, they are being held up by a number of Gangers equal to the Players from the Local Greiga gang. 4-6, they are Belters beaten severely by a number of racist Inners. |