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Made in us
Fighter Pilot





These are random encounter tables I have used in Dark Heresy, Inquisitor, and original Rogue Trader, with Ken Rolston's Orcs In Space rpg rules. Hoipe you enjoy them.


Random Encounter Tables

Random Hive World Encounters:1 on 1d6 chance per day, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.

1 Noxious gas cloud from local factory: Toughness save or -1 to all actions for 1D3 days.
2 Purveyor: sells common items (anything under 5 points value and anything on the
equipment table, herein), 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 2D20 denarii reward.
4 Press gang; 1 merc officer and 1D4 Human Mercs; desperate for "recruits". Roll up as
Imperial Army.
5 Small Giant Insect tunnels into the area, see 40k rulebook for details
6 Tomb Entrance: See Tomb Encounter Table, below.
7 Wealthy merchant, 1D4 Human Thug guards (basic humans with swords and autoguns)
and random wares worth 1D20 imperial denarii.
8 Tavern: Sells food and the local ale, 1d6 patron are presently within, roll 1d6 for each:
1=adventurers for hire, 2=mercenaries, 3=wealthy merchants and their guards, 4
=rumormongers, 5=pickpockets or 6=special encounters of some kind. Other areas of
these tables will give indications on how to deal with each type of patron encounter.
9 Starving mutant cannibals: 1d6 Human Thugs (basic humans with one mutation), and
improvised weapons.
10 Blind Seer: Answers one (only) yes or no question for 1D10 denarii, 60% accurate. The
seer is a psyker with special powers, so the question can be about anything, and the
Narrator must answer honestly.
11 Ork raiders: 1d6 randomly equipped.
12 Low Level Adeptus Arbites; randomly equipped; question anyone acting suspiciously.
13 Lone Genestealer on kidnapping raid.
14 Corpse with jewelry worth 1D20 denarii (65% chance it was a trap set by 1d6 gangers,
(basic humans, one has one mutation, swords).
15 Small Giant Spider attacks from the rubble: see 40k rulebook for details.
16 Rumormongers Guild: Answer questions regarding the local area only for 1d6 denarii each,
80% accurate.
17 1 small giant flying insect attacks from above: see 40k rulebook for details.
18 Hive quake: Initiative Save or pinned under rubble; you and each comrade who aids you can
roll a 15% chance to dig you out each turn: Roll 1 in 6 chance of encounter each turn while
pinned, counts only if hostile encounter (indicating a trap).
19 Exit or shuttle to the Space Port or Space Station. It is guarded by 1D4 Human Thug
guards (basic humans with swords and autoguns) who will not let you leave until you pay a
1 denarius each emigration tax.
20 Random Special Encounter (see below) and roll once more on this table.


Random Spaceport or Space Station Encounters:1 on 1d6 chance per day, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.


1 Starship: Small vessel (roll 1D4 for size: 1-3=cutter, 4-5=brig, 6=frigate). It is crewed by
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
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 2D20 denarii reward.
4 Press gang; 1 merc officer and 1D4 Human Mercs; desperate for "recruits". Roll up as
Imperial Army.
5-6 Spaceship: Small vessel (roll 1d6 for size: 1-2= fighter, 3-4=cutter, 5=brig, 6=frigate). It is
crewed by 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 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, 1D4 Human Thug guards (basic humans with swords and autoguns)
and random wares worth 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 1D4 basic Human Thug guards with
swords and laspistols. He wants a 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 1d6 for type: 1-3: Basic Human, 4=Basic Squat, 5=Champion Human or
Squat, 6=Exotic Type, roll 1d6 again: 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: 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 1D20 denarii (65% chance it was a trap set by 1d6 gangers,
(basic humans, one has one mutation, swords).
16 Exit or shuttle to the Hive World. It is guarded by 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 1d6 for the owner/captain: 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 5d10 denarii. Also, each token you presently have will
in some way be involved in the Mission, and add another 2d10 denarii to the reward.
20 Random Special Encounter (see below) and roll once more on this table.

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).


Random Deathworld Encounters:1 on 1d6 chance per day, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.


1 Don't eat the purple fruit!: Each NPC makes an Intelligence save or take an automatic
Strength 3 hit.
2 Pit Trap: Lead character makes Initiative Save or falls in for 2D10 damage.
3 Ancient Terraforming Robot: Now crazy; identifies the PCs as dangerous animals: create
randomly from 40K rules, but armed only with improvised weapons.
4 Tribesmen: Chief as Human Minor Hero, and 1D4 Human Champions, improvised weapons
and bows only, can be negotiated with on Cool save if approached carefully.
5 Glowfruit tree: 1d6 fruits; as doses of random narcotics (Intelligence save to
analyze).
6 Lost in the Fungus: Leader (only) saves vs. Intelligence each day for band to find its path,
otherwise, it continues to wander in a random direction.
7 Mutant Tribesmen: 1d6 Basic Humans (one mutation each), improvised weapons only.
8 Hand-held distress beacon signal goes off in the area; may mean anything.
9 Ork raiders: 1d6, randomly equipped.
10 Pseudocattle Stampede: All characters save vs Initiative or trampled for Strength 4 hit.
11 Hallucinospores: Save vs. Cool or attack all other characters for 1d6 turns.
12 Krysospine Node worth 2D20 denarii.
13 Degenerative Terraforming Tornado: Initiative Save or blown 4d6" in random direction
and take 2d6 damage. Characters blown off the board (more than 17") are out of contact
and roll a separate encounter next day.
14 Crashed Spacecraft or Lost Expedition: Random Special Encounter (see below).
15-19 Deathworld Encounter: Randomly determine what type of Deathworld this is, (Flora, Fauna,
Degenerative Terraforming, etc.) and then roll on the appropriate encounter table.
20 Random Special Encounter (see below) and roll once more on this table from Rogue
Trader.

Random Deep Space Encounters:1 on 1d6 chance per day, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.


1 Meteor Shower: Each crewmember takes a Strength 3 hit (armor and fields protect).
2 Comet Trail: Pilot/Navigator makes an Initiative save or each crewmember takes a Strength
3 hit from radiation damage (armor does not protect, fields do).
3 Warp Weirdies: 1D4 Low level warp entities or lesser daemons penetrate the vessel's warp
shielding. This encounter occurs in the Warp only. It is no encounter in real space.
4 Wandering Daemon (create randomly as instant Daemon Prince or Chaos Spawn)
penetrates the vessel's warp shielding. This encounter occurs in the Warp only. It is no
encounter in real space.
5 Space Battle: The ship is in combat with an enemy vessel (roll 1d6 for size of enemy:
1-2= fighter, 3-4=cutter, 5=brig, 6=frigate). Each turn, the Pilot/Navigator must make an
Initiative check or each crewmember takes a Strength 2 hit as the ship is hit with laser
broadsides (armor and fields do not protect). One crewmember is designated as the
gunner and can make a Weapons Skill check each turn to hit the enemy vessel. One hit
destroys a fighter, two hits destroy a cutter, three hits destroy a brig and four hits destroy
a frigate. Both sides fire simultaneously. The player's Navigator/Pilot can attempt a
boarding action by making a Intelligence check at -2 each turn, but the player's ship
cannot fire and attempt to board on the same turn.
6 Random Special Encounter (see below) and roll once more on this table.
7 Wormhole: Navigator must make a Intelligence Check to avoid, or the ship is thrown 1d6x5
light years in a random direction.
8 Boarding Action: 1D4 Necron Warriors bypass the ship's shielding and teleport in.
9 Boarding Action: Imperial vessel: 1d6 Naval Ratings and a Naval Officer (Roll up as
Imperial Army). They will not attack Imperial servants, unless these are acting
suspiciously.
10 Space Hulk: Ship encounters a huge derelict spacecraft. Roll on the Space Hulk
Encounters Table if you wish to explore it.
11 Boarding Action: Ork raiders:1d6, randomly equipped.
12 Boarding Action: Pirates: 1d6 Basic Humans and a Human Champion Officer. Equipped
as Imperial Army.
13 Hijackers: 1d6 Basic Human Thugs have managed to stow away on the ship, and now
attack. Since the crew was expecting nothing, no one is armored and no weapons other
than a single pistol or close combat weapon (player's choice) are carried. Everything else
is stored in the ship's weapons locker.
14 Smuggler's Ship: The players can choose to board. It carries 1d6 Basic Humans and a
Human Champion Officer, and 2D20 Imperial denarii in contraband or stolen loot.
15 Black Ship: This is an Inquisition vessel, carrying an Inquisitor, 1d6 Basic Human Mercs,
and 1d6 imprisoned rogue psykers or daemonhosts (possessees) being taken to Earth.
The Black Ship may ask the player's for assistance, demand to board them (there is a ship
nearby carrying illegal psykers) or whatever the narrator thinks is appropriate.
16 Imperial Ship: Carries either an Inquisitor, Rogue Trader, or Adeptus Mechanicus, also
1d6 Basic Humans equipped as Adeptus Arbites.
17 1D4 Trynocs have caught onto the ship's exterior and are chewing on the power cables.
The players must don space suits and go out to kill them, before they disable the ship:
Statistics as Medium sized giant insects from the 40k Rulebook.
18 Component Damage: There has been a severe triskadelic plasmo-radiation overload to
the ship's dinictarian quadriconverters. The ship must divert course to the nearest
habitable planet and land to make repairs. Roll 1d4: 1=Hiveworld, 2=Spaceport, 3
=Deathworld, 4=Spacehulk. Repairs take 1d6 days of encounter rolls. If the player's ship
is destroyed in battle, and they are sucking vacuum, each rolls 1d6. 1=automatic hit from
S3 hit from vacuum and roll again next round if still alive, 2-3= picked up by a drop pod and
crashland on a random planet, 4=captured by enemy vessel, 5-6=automatic S4 hit from
radiation and roll again.
19 Boarding Action: Tyranid droneship:1D3 Genestealers, and 1d6 Basic Tyranids.
20 Player's ship encounters a vessel broadcasting a distress signal; it appears to be
damaged. If the player's ship approaches, roll 1d6: 1=Space Battle (as encounter 5-6
above, the "damaged vessel" counts as a cutter, but gets one free round of attacks
as the player's move in to aid it), 2=Ork raiders lying on board (as encounter 11, above),
3=Pirates lying in wait (as enounter 12, above), 4-5= genuine distress signal. The vessel
is stranded in space. The players will be rewarded with 2D20 Imperial denarii for taking
the passengers safely home. 6=appears to be as result 4-5 on this chart BUT the 1d6
passengers are Genestealer Brood Brothers, AND there is also a hidden Genestealer on
board.


Random Space Hulk Encounters: 1-2 on 1d6 chance per room, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.

Note that all rooms in a space hulk are considered open to deep space and in vacuum. Anything encountered therein will be wearing space suits if needed.

1 Residual Atmosphere: On forcing this door, the players must make Strength tests or be
blown 1D10" back into the previous room, and take an automatic Strength 2 hit.
2 Hard Radiation Area: Energy scanners will easily dectect this, but if the characters
proceed through this room, and take an automatic Strength 3 hit. In addition, characters
wounded by the radiation must make a Toughness save or roll up a single random
mutation.
3 Warp Weirdies: 1D4 Low level warp entities.
4 Wandering Daemonhost: Random possessed creature.
5 1d6 Tyranid Crawlie-Skitterbugs (basic Tyranids).
6-7 Salvageable Equipment: Ship's components worth 1D10 denarii. Only a Squat, Adeptus
Mechanicus or similar tech-type will be able to identify this on an Intelligence roll. Takes
1d6 turns to salvage.
8-9 1D3 Genestealers.
10 Cargo Hold: 2D20 denarii in valuable cargo; 1D4 random weapons, armor or equipment.
5% chance of random magic item. Roll 1d6: 1=chaos weapon, 2=chaos armor, 3=chaos
item, 4-5=spellbook containing summoning spell for random Daemon (literate characters
can make an Intelligence test to summon it, and then a Willpower Test to control it, can be
summoned only once per week), 6=daemon weapon.
11 Ork raiders: 1d6 randomly equipped.
12 Weapons Locker: 1d6-4 exotic items; 1d6-2 random weapons and armor will be
found here. 3% chance of magic weapon. Roll 1d6: 1-3=chaos weapon, 4-5= psycannon
and 1d100 rounds, 6=daemon weapon
13 Brood Nest: 1D3 Genestealers, 1d6 basic Tyranids, 25% chance of Genestealer patriarch.
14 Laboratory: 1d6 random items. Only non-weapons will be found here.
15 Chaos Raiders: 1D4 Basic Human Mercs (each has a random mutation) led by a basic
Traitor Space Marine (random mutation and 50% chance of psychic powers).
16 Special Encounter (see below) and roll once more on this table.
17 1D4 Basic Squat explorers are salvaging the hulk. They may negotiate if the Narrator
thinks it appropriate.
18 Active Stasis Chamber. May contain anything.
19 Random Warband Roll 1d6: 1-5=Chaos Renegade, 6= Sensei.
20 Special encounter (see below) and roll once more on this table.


Random Tomb Encounters (1-2 on 1d6 chance per room, then roll 1D20 on the table below, to determine the exact nature of the encounter. Also roll 12 on 2d6 for a random Token, whenever anything else is encountered.


1 Electrotrap: Toughness save or paralyzed 1d6 turns.
2 Pit trap: Lead character makes Initiative save or takes an automatic Strength 3 hit.
3 Warp Ghouls: 1D4 Low level warp entities.
4 Wandering Daemonhost: Random Possessee.
5 Roll up a random deathworld monster encounter.
6 Amoeba Pit: Genetically engineered, giant, single celled creature used by the Hive Lords
to break down ancient garbage:
WS BS S T I Wp Int Cl Ld
2 0 6 10 10 10 1 9 8
Creature covers the entire room. Each character is attacked by a single pseudopod each
turn.
7 Exit to the surface.
8 Lone Genestealer on kidnapping raid.
9 Starving mutant cannibals: 1d6 Basic Human Thugs (one mutation), improvised weapons
only.
10 Tomb of Imperial Servant: 2D20 denarii in jewels and artwork; 1D4 random items. 2%
chance of random magic item. Roll 1d6: 1=chaos weapon, 2=chaos armor, 3=chaos
item, 4-5=spellbook containing summoning spell for random Daemon (literate characters
can make an Intelligence test to summon it, and then a Willpower Test to control it, can be
summoned only once per week), 6=daemon weapon.
11 Ork raiders: 1d6, randomly equipped.
12 Tomb of Chaos Renegade: 1D3 random items; 25% chance of magic item (see #10 on this
table).
13 Brood Nest: 1D3 Genestealers, 1d6 Brood Brothers, 25% chance of Genestealer
patriarch.
14 Corpse with jewelry worth 1D20 denarii (65% chance it was a trap set by 1d6 gangers,
these are basic Human Thugs, one has a single mutation, swords).
15-16 Roll up a random deathworld monster encounter.
17 Special Encounter (see below) and roll once more on this table.
18 Hive quake: Initiative Save or pinned under rubble; you and each comrade who helps you
can roll a 15% chance to dig you out each turn: Roll 1 in 6 chance of encounter each turn
while pinned, counts only if hostile encounter, and the way behind you is permanently
blocked, the party must go forward to exit the tomb.
19 Random Warband: Roll 1d6: 1-5=Chaos Renegade, 6= Sensei.
20 Special Encounter (see below) and roll once more on this table.


Note: While wandering in the tombs the characters can return to the hiveworld surface simply by retracing the same number of encounter rolls they made going in, so keep track, however, this cannot be done if their passage back is blocked by a hive quake (encounter 18), then the only way out is to find an exit to the surface (encounter 7).


Random Tokens

Form of Token (1D20)
1 Jewel
2 Neckerchief or hat
3 Ring
4 Pistol (random type)
5 Dagger or dice
6 Cloak
7 Mirror or vial of fluid
8 Deck of cards or Visi-phone
9 Cuddlebug (innocuous pet)
10 Glove or gauntlet
11 Locket or sealed envelope
12 Libram
13 Goblet or scroll
14 Wine bottle
15 Pocket watch
16 Seed pod / egg
17 Helmet
18 Electro-mandolin
19 Data Cube
20 Exotic: made of proto- or anti- matter, partially in warp space, tesseract, wraithbone, etc.
Roll again for general appearance.

Token Features (1D20): Roll for 1d6-3 (minimum 1) features.
1 Covered with blood
2 Holograph
3 Contains a map to a horde of exotic or legendary items
4 Contains blueprints
5 Property of Cardinal/Inquisitor/High Lord of Terra (40% chance it is a magic item)
6 Journal of a lost expedition or important personage.
7 Made of gold/platinum/iridium: worth 1D20 Imperial denarii.
8 Jewel encrusted: worth 2D20 Imperial denarii.
9 Noble family crest (10% chance it is a magic item)
10 Chaos rune (90% chance it is a magic item)
11 Property of a powerful Eldar or other alien (60% chance it is a magic item)
12 Contains map to a secret military or scientific installation
13 Lost technology: not a weapon, may be communications, agricultural, data storage, etc.
14 Either already broken or virtually unbreakable
15 Disguised as worthless item (at least one other feature, 25% chance it is a magic item)
16 Hand computer
17 Homing device
18 Cunningly devised internal bomb if proper opening sequence is not used
19 Key or clue to something else
20 Roll twice more

Tokens: These are meant to be adventure triggers. The Narrator and players should work together to determine what effects they have. Note that the effects of a particularly important token could be star-shaking to say the least. For example, a ring with a noble family crest (say of the local Navigator's Household) that contains lost technology, a chaos rune, or a map to a secret imperial installation, could go a long way toward destroying that house if it found its way to the house's enemies, and the House was exposed in some way. This, in turn, could cause the whole balance of power in the sector to shift. It could easily start wars or trigger the assassination of lofty personages. Even an Inquisitor should approach such an item with care...

Special Encounters

This is simply a series of idea generators, rather than specifically detailed encounters. It can be used in a dungeon, wilderness or city setting. Roll 1d100, 1d4 times on this table, and combine the results in any way that seems adventurous.

01  Scholar / map-maker / bard
02 Runaway / wanted
03 Someone lost (long way from home)
04 Locals hunting
05 Equipment dropped / stray beast
06 A cry for help nearby
07 Dead body / bodies
08  Victim of mugging / robbery
09 Foreigner
10 Inhuman / half-breed (roll again)
11 Lesser Daemon
12 Psyker
13 Lord / Lady / Prince etc / son or daughter
14 Greater Daemon or Sensei
15 Other planal being (Vampire, Enslaver, Psychneuin, etc.)
16 Legendary hero / heroine
17 Legendary villain / foe
18 Spirit
19 Asassin / spy
20 Old friend / enemy
21 Murderer / psychopath
22 Saint / blessed person
23 Organisation (Imperial Cult, Inquisition, Ecclesiarchy, etc.)
24 Someone dying (roll again)
25 Messenger (roll again)
26 Slaver / Evil-doer
27 Artisan / trader of antiquities / artefacts 
28 Mad/Possessed being (roll again)
29 Victim (roll again)
30 Local mystic / herb-person
31 Beings in exodus, seeking something
32 Mass grave / suicide / muder
33 Gathering of (roll 3 times)
34 Gate to another plane
35 Conflict between 2 or more beings (roll again, twice)
36 Psychic battle
37 Vision of something very powerful
38  Robot
39 Termporal traveler
40 Yourself
41 Aliens
42 Prophecy event
43 Sacrifice event
44 Ritual event
45 Holy day
46 Cursed day
47 Celebration day
48 Fire, ie smoke in distance
49 Coronation
50 Release of a prisoner / hero
51 An Execution
52 A robbery / raid
53 A field battle / skirmish
54 An initiation
55 A massacre
56 A wedding
57 A funeral / burial
58 A birthday / party / dance
59  A vigil of prayer etc for sick etc
60 A birth / death
61 An accident
62 An arrest
63 Property damage
64 Waterhole / pool
65 A proclamation
66 Plague / disease
67 Astrological phenomenon, ie conjunction
68 Psychic phenomenon
69 Astral phenomenon, ie , peering into the Warp
70 Magical phenomenon, ie node eruption
71 Natural phenomenon, ie rainbow, tornado, starfall
72 Natural disaster, ie forest fire / earthquake
73 Eclipse / Blue moon etc
74 Terrible storm, ie ice / hail etc
75 Planal phenomenon, ie distortion, portal
76 King / Queen / Lord /Governor / Tyrant / Ruler of random nation, world, or solar system
77 Item owned by someone / something (roll again)
78 Familiar
79 Rare, blessed creature
80 Talking beast
81 Carrier of plague / rare disease
82 Unusual ability (ie chameleon power)
83 Dropped purse / bag
84 Jewelled ring / necklace etc
85 Secret cache
86 Treasure map
87 Rumour / story of treasure
88 Psychic or alien item
89 Strong hint / lead to aliens
90 Loss of treasure / theft
91 Damage of treasure
92 Vegetation-Nothing special; maybe a strange looking foliage in the rural area’s, while
maybe an impressive looking garden in a city.
93  Special Feature-A statue of a long dead hero, or just an impressive looking building that
warrants a more detailed description.
94  Local Residents(Working)-Simple folk, overlooked by many adventurers, but what is
happening under the surface?
95  Local  Residents(Playing/Relaxing)-As above.
96  Actors/ Minstrels- Alas poor character I knew him well. You could throw in a bard with an
interesting tale to tell the PCs.
97  Merchant’s- Tales to tell-wares to sell, these people can be an open source of fun with
knowledge of far away lands.
98 Assessor’s/Tax Collectors-Boo hiss the dreaded tax man, play him up as evil as possible
because everyone knows he loves his work. 
99 Book, treatise, scroll, legal document, battle plans, etc.
00 Chaos God, Star Child, Sensei Master, Alien God

Money

Imperial Denarii can only be used to purchase fairly common items from a purveyor (see the Encounter Tables, above), and such items as listed below One denarius=1 x 40K point value. A minim is a small plastic coin (=1/10 denarius) that is used for such common transactions as paying for a meal. The 40K rules have a nice listing of combat related items, the following are more adventure related:

Equipment Table

Item           Cost Notes

Backpack        2 minims Carries 10 small items (up to pistol size).   

Space / Starship
passage   3  Cost is per day of travel.

Datacube         1   Holds 10 levels of data. A level of data is an abstract
measure of computer storage. It is up to the Game
Master to determine what constitutes a level of data in
any particular case. Samples of a single level of data
might be complete plans for a shuttle, plans for one deck
of a small ship, a complete alien language, a simple
robot’s artificial intelligence program or a lengthy novel.

Handlight       5 minims Illumination for 6" tabletop area.         

Hand Computer   5  Can interface with a single data cube, but can process
only 4 levels of active data at a given time.

Hotel Room      1  Cost is per week’s lodging.          

Ration Pack          1 Food for 1 man/week.   

Toolkit         5  +1 on tests involving working with or repairing
mechanical/electronic equipment, picking locks, etc.

Utility Cord    1   50m long, holds up to 1,000 lbs. 

Fighter 200 Small, fast, combat spaceship, not jump capable.

Cutter 500 Very light patrol ship, used for patrol and boarding
actions. Cost is 1,000 if jump capable.

Brig 1,000 Small warship, used for patrol and boarding actions.
Cost is 2,000 if jump capable.

Frigate 2,000 Light warship, used for patrol and boarding actions.
Cost is 3,000 if jump capable.

Low Level Informant 1d3 Information from a low level NPC, such as a peasant-
priest, innkeeper, or the local stool pigeon

Mid-Level Informant 1d20 Information from a mid level NPC, such as a city guard
captain, temple-priest, or the local crime lord.

High Level Informant 1d100 Information from a high level NPC, such as a planetary
governor's personal aide, the planetary criminal
mastermind, or a low level contact with the Adeptus Terra.

Chaos and other magic items cannot be purchased under any circumstances. These can be obtained via adventuring only.

Magic Items

Note that some tokens can be magic items. These are items itnged with the power of Chaos that can cast spells (psionic powers). Each magic item contains 1d3 randomly determined psyker powers. These spells can each be used once per day by the wielder of the item. The powers operate automatically, and do not use psi points, though they can be augmented and resisted by the psi points of a psionic user or target.

However, each use of a magic item has a slight chance of perverting the wielder to Chaos. The chance of this, per use, is 1% for an inquisitor, 2% for an astropath or navigator, 3% for any other psyker or squat, and 5% for any other character. Note that this chance includes any use (other than swinging it in combat) of a daemon weapon or Chaos weapon.

Once a character succumbs to Chaos, he gains 1d3 mutations and becomes an NPC.

If, however, he can fight it out with the daemon and win (this is a random greater (25%) or lesser (75%) warp entity, unless it should obviously be something else) and win, he can becaome an Illuminatus. This battle is instantaneous, and is resolved off the table in the realms of Chaos.

   
Made in us
Regular Dakkanaut




Columbus, Ohio

This stuff is really cool. How has it gotten no love? Best set of encounter tables for 40k role playing I've ever seen.

Anyway, here is an addition to Zinderneuf's excellent tables (which I've seen elsewhere on the web, BTW, with dakka referenced).

I like them very much, and I like the Token rules especially, but I kind of felt that this needed to be expanded a little further into the political realm.

So here is an extra table that lets you find out more about those mysterious tokens, and some of the other strange encounters you may meet on the tables above.

Be warned, it can be as deadly as a Hive Tyrant's lair...

Random Court Ball Encounters: Player characters can enter the ball only by invitation. This will happen if a noble character (Navigator, Inquisitor, High Ranking Adeptus Arbites, Fleet Captain or higher, Army General or higher, or Space Marine Commissioned Officer) manages to roll Coolness or less on 2d6, +1 for every 1,000 denarii paid in bribes. This character can bring in up to two others as guards or servants, but they must always remain in the same room with him, and he vouches for their conduct. Any guard or servant who behaves inappropriately (subject to the whim of the ball’s host) is subject to summary execution, and will have to fight his way out, as will anyone, including the noble to who’s retinue he belongs, who tries to back him, but see the “Duel” encounter below.

On entering any room roll 1d6-1 to determine the number of “guests” present, and 1d4-1 for the number of guards present. Guards will be wearing the livery of the noble hosting the event. They have a standard human profile with +1 Leadership and Coolness. Guards carry las pistols and swords, and wear the equivalent of flak incorporated into their generally elaborate uniforms.

Tokens are not encountered in a ball, but "Clues" are; see below.

1 Duel: A guest of rank equal to or higher than yours challenges you to a duel. As the challenged party, it is our choice whether it is fought with swords or las pistols. If you apologize, make a Coolness test on 2d6, or there is a 1-4 in 6 chance that anyone present at the ball will ignore you from that point on. The duel is to first blood (which can mean death), at which point either party can apologize with no loss of honor, or continue the fight (most NPCs will continue to fight on 1-2 on d6, but the Barbarian Chieftain will continue on a 1-4).

2 Dance: You can grab the nearest partner and dance for 1d6 turns. At the end, there is a 1 in 6 chance you will be given a "Clue" (see below).

3 Drunken Guest: Roll 1d6, on a 1-2, he throws up on you. You must go to the nearest lavatory and spend one turn cleaning up. If you don’t, there is a 1 in 6 chance per turn, that the nearest guard in the same room will eject you from the ball. Any attempt to fight a guard will be met with force.

4 Assassin: An agent whose target is a random person in the same room. Roll randomly among everyone present in the room, including yourself, but not . The Assassin (who is either an Imperial Assassin or someone of equal equipment and skill) is created randomly. Make up a few of these ahead of time.

5 Spy: Human champion profile. Jokaero digital weapon, communicator, sword and las pistol, otherwise unarmed. He chats with you for a few moments, and, if you roll Coolness successfully on 2d6, drops a "Clue" (See below). He will not become aggressive unless attacked or pointed out to security. In this case he will do what is necessary to silence you or anyone else causing him trouble.

6 Secret Entrance: The character must roll Intelligence on 2d6 or less to notice this, otherwise there is no encounter. It is behind a statue or curtain, or beneath a trapdoor. This leads to the underworld (See Tomb Encounter Table, above) if you need a quick but dangerous escape. Note that this only means that the character observes it. If he does not explore it or announce its presence, no one else does.

7 Rich Merchant: He has 1D4 Human Thug guards (basic humans with swords and las pistols); he carries jewels, currency or other easily secreted valuables worth 1D20 imperial denarii.

8 Barbarian Chieftain: Roll 1d6: 1-5=Human Champion profile, 6=Human Minor Hero Profile. He carries a sword, and las pistol, and is accompanied by two guards (basic profiles. Swords, las pistols). Roll Initiative or less on 1d6 or you bump into him, and he challenges you to a Duel (see above).

9 Wealthy But Homely Spinster/Bachelor: The Spinster/Bachelor’s parent, is desperate to get the Spinster/Bachelor married off, and will do so to anyone of noble or even gentle rank. If you are a commissioned officer, adeptus arbites, or anyone of higher rank, the parent will instantly tell you what a perfect match the two of you are. You can be married, and this gains you a position in the house and a dowry of 1d1000 denarii, but you have to roll 1d6 before each adventure, or the spouse or spouse’s family creates difficulties. Grandma insists on coming along for the ride, or the loud and clumsy brother-in-law does.

10 A young fop approaches you insisting that you were childhood friends and seems insulted that you don't remember. An Intelligence test on 2d6 would reveal he is full of it and is trying to get something out of you. A Cool test on 2d6 saves you from being shaken down for 1d100 denarii or challenged to a Duel (see above).

11 An old margrave with an ear horn pulls you aside and begins to regale you with stories of "the good old days". He repeats everything twice and has a 1 in 6 chance per turn of falling asleep (when you can sneak away). If you just ignore him, he berates you loudly, summoning security if any are present, who attempt to eject you from the ball.

12 A member of an enemy faction (which depends on your character) recognizes you, tries to separate you from the party and assassinate you. He has a basic human profile, a sword and las pistol.

13 The nearest unknown and tipsy character approaches and throws a drink in your face. He has a basic human profile, a sword and las pistol. Make a Coolness check on 2d6 to brush it off without needing to duel (he fights at -1, since he's drunk).

14 A butler with a plate of finger foods offers it to you. The food isn't poison or anything. He draws attention to you, but also lets slip a random Clue.

15 A butler with a plate of finger foods offers it to you. The food is poisoned. Roll a Toughness check on 1d6 or take a wound.

16 Someone's Great Aunt get's the vapors right in the middle of a rather boisterous dance, she passes out in the middle of the ballroom, drawing attention to you. She whispers a random Clue.

17 Someone's long lost friend/sibling/parent makes a dramatic return in the middle of the party, you don't know these people, everyone feels suddenly as though they are intruding upon a private moment. This awkward situation has the effect of silencing everybody for the turn. You can do something secretive (plant a bomb? hide something? pick someone's pocket? leave the room?) without anyone, including security noticing it, this turn only.

18 The host of the party dies suddenly, of natural causes. If you approach within one meter of him, you hear him call out a "Clue" with his last breath.

19 The host of the party dies suddenly, it is murder. If you approach within one meter of him, you hear him call out a "Clue" with his last breath.

20 Random Special Encounter, and roll once more on this table.

Clues: When this encounter takes place in a Court Ball, roll 1 Random Token element and 1d3 Random Special Encounter elements. However, you are not encountering any of these plot elements, you are instead hearing stories explaining them.

Here is why you need to have kept a good campaign log, detailing at least as much as you can about Clues and Special Encounters.

If you’ve run into any of the elements rolled up in the Ball previously, in a Token or Special Encounter, the mystery behind ALL your Tokens or Special Encounters is solved (the players should try to make up a good story based on all of their elements). You get a map to the adventure location of the Resolution, and a Random Treasure. Again, this gives you a resolution (see below) for ALL random token or special encounter already encountered, which have not been resolved as yet. After the Resolution, you start over with any new Tokens or Special Encounters discovered while adventuring.

Of course, nobody told you that all that cool stuff was just lying around unguarded...

Plot Resolutions: You found out whatever was important about this Token* or Special Encounter* on the campaign level. Some suggestions (or just roll 2d6, hey, its all about the tables, right?):

2-6: The resolution allows a force, 10-40% by point value of what is already involved, to appear from surprise at an important planetary or space battle. It might or might not be enough to turn the tide. The PCs will, of course, be a part of this force. Heroic actions by the PCs will lead to promotions, and also medals, which confer the equivalent of noble status.

7-8: The resolution triggers a palace revolution, and a government or important organization might be overthrown. This would involve, say, a battle between the stalwart palace guards and vicious off-world mercenaries, or corageous freedom fighters and the oppressive palace guards, however the players or GM want it. The PCs can fight as well, on one side or the other, which can lead to swift execution or valuable political and economic rewards.

9: The resolution leads the PCs to an opportunity for an earthshaking scientific discovery. It might be a teleporter that can function across parsecs, or an immortality drug (and we all know how well those work out), or a nearly omniscient AI computer that can answer one or two yes or no questions each adventure with absolute accuracy, regardless how impossible it would be for anybody, including the computer, to know the answer. Its one of those quantum physics things.

10: The resolution leads the PCs to an ancient cloaked research facility, still cloaked these hundreds or thousands of years later. Of course, they have to get past the robots or warp weirdies or whatever that are guarding the place, but if they do, they have a powerful base with some technological advantages unknown in the present day.

11: The resolution leads the PCs to an ancient and highly advanced starship, hidden in a dark nebula, deep in the warp, or in orbit of a collapsar or neutron star. It has all sorts of cloaking devices, guardian robots, advanced shields and weapons. Now you can get around the galaxy in style! Provided you can convince the robots, or overcome them.

12: The resolution leads the PCs to a Time Tunnel: Yep. Your GM's worst nightmare. Now you can wander around the fourth dimension and really cause him headaches. To make this one tolerable, you can only go back in time and change something relatively minor, like seeing to it that the assassin who killed your ally misses, or perhaps is himself shot first. You cannot give nukes to Alexander the Great, unless the GM is bored of his campaign, and just wants to end it in a silly way.

Nota Bene: If you mess this one up (say your friend dodges the assassin's bolt rifle, but in his relief gets run over by a tank) you can go back again, but each time you do after the first, relating to this incident, you and any characters you take with you must roll a 2d6 Coolness save, or fall into a temporal paradox and cease to exist. There's no coming back from that one, because anybody who could help you, of course, doesn't even remember you. How could they? You never existed...

*It is important to keep an ongoing record of all of these. IMHO, these tables are enough by themselves to play as a complete campaign. Others may not agree, but they are certainly excellent idea generators at the least.
Random Treasures Are rolled for on the random Tokens table. They have no Clues attached to them, though they do have the standard chances to be magic items. In addition, random treasures are always valuable (made of precious metals, jewel encrusted, etc.) and are worth 1d100 x 1d6 denarii just for treasure value.

****

Holy Weapons: There is also a 25% chance that any treasure rolled up IN THE COURT BALL takes the form of a random pistol or close combat weapon (50% chance of each).

A weapon so generated has an additional 15% chance to be "holy" (touched, blessed, wielded, or perhaps forged by some Imperial psionic-saint, and is, of course, psionically imbued). In addition to its psionic "spells" (as magic items) the holy weapon also gives its wielder a +1 to both Weapons Skill or Ballistic Skill (whichever applies) causes an automatic +1 Wound whenever it hits if it overcomes armor and Toughness.

All warp entities of any kind or beings controlled by them, can be hit and wounded by holy weapons, and such wounds do not regenerate.

Any warp entity or minion of such successfully wounded by a "holy" weapon must make a successful Leadership test, or flee.

This message was edited 13 times. Last update was at 2023/06/18 21:14:27


First, all means to conciliate; failing that, all means to crush.

-Cardinal Richelieu 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Please do not commit acts of thread necromancy, especially NOT on topics eleven years old, locking now.





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
 
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