TEXT: Sci‐fi RPG Supplement 
   
   
   
  ARCANUM 
  SYNDICATE 
  RANDOM ENCOUNTER TABLES 
   
  Written By:  Brandon Williams 
  a.k.a. Rogue                     
  Artwork: Adam Black & Adam 
  Schmidt 
  Nicolette Tanksley (order #10327986)
  
  WILDERNESS ENCOUNTERS 
   
  The game master may wish to decide when they want 
  to make an encounter happen. Or, you may wish to roll on this 
  table for ideas.  Make a base chance of 30% for every day. Thus 
  meaning, that there is a 30% chance that the game master will 
  roll on this table. You should alter these simple encounters as 
  you see fit. They are only here to give the GM ideas. 
   
  Percentile Brief Result 
  01 
   
  Roll on Bad Weather conditions. 
  02 
   
  Run into a 2d12 savages.  
  03 
   
  There are a d4 very large creatures.  
  04 
   
  Per # 12, hidden ruin. 
  05 
   
  Dead bodies, or a single body nearby.  
  06 
   
  3d12 bandits have a nearby camp. 
  07 
   
  Vehicle problems if applicable. 
  08 
   
  4d6 slavers are in the area. 
  09 
   
  Dangerous creatures nearby.  
  10 
   
  You find some equipment. 
  11 
   
  Roll on Bad Weather conditions. 
  12 
   
  2d10 creatures are stalking the party. 
  13 
   
  Some friendly traveler(s). 
  14 
   
  Something wicked, this way comes...  
  15 
   
  A light falls from the sky. 
  16 
   
  A cargo ship passes overhead. 
  17 
   
  There are undead moans in the dark.. 
  18 
   
  A caravan in the distance. 
  19 
   
  A very thick fog sets in. 
  20 
   
  A group of good game animals. 
  21 
   
  You find a small village.  
  22 
   
  Roll on Bad Weather conditions. 
  23 
   
  Travelling alchemists and merchants. 
  24 
   
  Ruins of an abandoned fort or town. 
  25 
   
  You find an old ghost town or city. 
  26 
   
  A d4 squads of soldiers. 
  27 
   
  Something has been tracking the party.  
  28 
   
  A broken vehicle. 30% repairable. 
  29 
   
  Clean water and edible fruits. 
  30 
   
  A lone traveler is seen in the distance.  
  31 
   
  You are ambushed by vile creatures. 
  32 
   
  2d6 squads of soldiers nearby.  
  33 
   
  A small colony. 
  34 
   
  You find a grove, or monastery.  
  35 
   
  Roll on Bad Weather conditions. 
  36 
   
  There is a lone hut nearby.  
  37 
   
  Large, flying beast 1-3 hungry, 4-6 not. 
  38 
   
  Disgusting insects destroy all food. 
  39 
   
  A d6 powerful crew members pass by. 
  40 
   
  A still pond, with good fishing. 
  41 
   
  2d6 vehicles, full of raiders. 
  42 
   
  A group of refugees pass by in prayer. 
  43 
   
  A pack of hungry dogs or wolves. 
  44 
   
  A swarm of flesh eating insects. 
  45 
   
  A small group of friendly travelers. 
  46 
   
  An air shaft to an abandoned mine? 
  47 
   
  2d12 days worth of roots & berries. 
  48 
   
  Victims of a raid, they have no loot. 
  49 
   
  2d6 evil creatures of little skill. 
  50 
   
  A strange item half buried. Per # 10 
   
   
   
   
   
   
   
   
   
   
   
  Percentile Brief Result 
  51 
   
  A Zone Rat wishes to trade. 
  52 
   
  4d6 nasty & hungry creatures. 
  53 
   
  2d12 days worth of food. 
  54 
   
  A beautiful creation of nature. 
  55 
   
  Bad weather conditions table. 
  56 
   
  A field of forgotten land mines. 
  57 
   
  An immortal of the dark gods. 
  58 
   
  A mage and a apprentice. 
  59 
   
  A large dose of radiation. 
  60 
   
  A small, planetary shuttle. 
  61 
   
  Bad weather conditions table. 
  62 
   
  An unbearable amount of heat or cold. 
  63 
   
  A priest and a monk. 
  64 
   
  A place of madness/ mental influence. 
  65 
   
  An immortal of the shadow gods. 
  66 
   
  d6 powerful beasts hunting at night. 
  67 
   
  Scientists doing research. 
  68 
   
  An encampment enjoying festivities. 
  69 
   
  Bad nightmares. Will # 8 Just dreams? 
  70 
   
  Bod # 8 or feverishly ill for d4 days. 
  71 
   
  Ambushed! 4d6 vile creatures. 
  72 
   
  A lone & powerful sorcerer. 
  73 
   
  A lone & powerful warrior. 
  74 
   
  Spirits are nearby in the night.  
  75 
   
  An army of soldiers, 2d6 hordes. 
  76 
   
  A huge battle is being waged nearby. 
  77 
   
  A village where they are... too kind. 
  78 
   
  A meteorite lands a d4 miles away. 
  79 
   
  2d6 dark wanderers. 
  80 
   
  An immortal of the gods of light. 
  81 
   
  4d6 very rare creatures nearby.  
  82 
   
  Amazing natural architecture. 
  83 
   
  Strange lights in the sky. 
  84 
   
  Strange noises, scary sounds at night. 
  85 
   
  An empty cottage. 
  86 
   
  Bad weather conditions table. 
  87 
   
  A being of immense power in disguise.  
  88 
   
  d4 beasts. 1-3 docile, 4-6 hostile.  
  89 
   
  A small fort or village under attack. 
  90 
   
  A creature dying from inflicted wounds. 
  91 
   
  A d4 wounded travelers. 
  92 
   
  Strange animals native to the area. 
  93 
   
  2d6 vehicles in the distance. 
  94 
   
  Bod # 4 or feverishly ill for d4 days. 
  95 
   
  A jug of water or liquor. 
  96 
   
  A d4 fighter ships. 
  97 
   
  Enough food for 2d6 days. 
  98 
   
  A magical item half buried. 
  99 
   
  Plague area. Bod # no botch.   
  00 
   
  A battle between angels & demons. 
  Nicolette Tanksley (order #10327986)
  
  STREET ENCOUNTERS 
   
  It is good to roll a chance for a random encounter 
  when the players are walking the streets. Make a base chance of 
  30% for every move to a new location. Thus meaning, that there 
  is a 30% chance that the game master will roll on this table. You 
  should alter these encounters or the percentage as you see fit. 
  They are only here to give the GM ideas. 
   
  Percentile Brief Result 
  01 
   
  The weather gets nasty. 
  02 
   
  Brothel, pimps, and dealers.  
  03 
   
  d4 mounts or vehicles for sale.  
  04 
   
  Per # 12, hidden alley or street. 
  05 
   
  The smell of good, warm food.  
  06 
   
  A thief attempts to cut purse. 
  07 
   
  Vehicle trouble if applicable. 
  08 
   
  Fine cloaks or clothing. 
  09 
   
  Dangerous creatures nearby.  
  10 
   
  A wallet with a d6 x 100 credits. 
  11 
   
  Beggar(s). 
  12 
   
  Someone is following the party. 
  13 
   
  Traveler asks for directions. 
  14 
   
  Something wicked, this way comes...  
  15 
   
  An accident, in the street. 
  16 
   
  A hover accident overhead. 
  17 
   
  There are undead moans in the alley. 
  18 
   
  A caravan moves through the streets. 
  19 
   
  A very thick fog sets in a side street. 
  20 
   
  A cat is hiding in the alleyway. 
  21 
   
  You find a good weapons store.  
  22 
   
  Roll on Bad Weather conditions. 
  23 
   
  Alchemists and mage vendors. 
  24 
   
  Ruins of an old tower or building. 
  25 
   
  A giant vid screen showing a bounty. 
  26 
   
  A d4 squads of soldiers. 
  27 
   
  Something is in the sewers below.  
  28 
   
  A broken vehicle. 
  29 
   
  A tiny restaurant that looks inviting. 
  30 
   
  A lone traveler passes in the darkness.  
  31 
   
  You are ambushed. 
  32 
   
  2d6 squads of soldiers nearby.  
  33 
   
  A good cybernetics lab. 
  34 
   
  You find a grove, garden, or monastery.  
  35 
   
  Per # 12 to notice a thief taking a purse.  
  36 
   
  There is a mongru bakery here.  
  37 
   
  You find a good Pawn Shop. 
  38 
   
  You find a good mech runner’s garage. 
  39 
   
  A d6 powerful crew members pass by. 
  40 
   
  A vehicle full of thugs drives by... staring. 
  41 
   
  2d6 vehicles race by, Target # 6 to dodge. 
  42 
   
  A group of monks pass by in prayer. 
  43 
   
  Hungry dogs feast on garbage. 
  44 
   
  A merchant selling jewelry. 
  45 
   
  A small group of friendly travelers. 
  46 
   
  An alley to beckoning music. 
  47 
   
  d12 children at play. 
  48 
   
  A merchant selling survival gear. 
  49 
   
  A small hydroponics lab. 
  50 
   
  An underground tekker’s shop. 
   
   
   
   
   
   
   
   
   
   
   
  Percentile Brief Result 
  51 
   
  A small, strange mage shop. 
  52 
   
  4d6 street thugs. 
  53 
   
  An important group of vehicles. 
  54 
   
  A beautiful creation of architecture. 
  55 
   
  Bad weather conditions table. 
  56 
   
  Possible drug house? 
  57 
   
  An immortal of the dark gods. 
  58 
   
  A mage and a apprentice. 
  59 
   
  City Guards 
  60 
   
  Automated life form(s). 
  61 
   
  Bad weather conditions table. 
  62 
   
  A cozy tavern & inn. 
  63 
   
  A priest and a monk. 
  64 
   
  Merchant selling tobacco and herbs. 
  65 
   
  An immortal of the shadow gods. 
  66 
   
  d6 beasts hunting the street at night. 
  67 
   
  Someone is in trouble down the alley? 
  68 
   
  A bar nearby with grand festivities. 
  69 
   
  Criminals being chased by the City Guard. 
  70 
   
  Guards dragging off prisoner(s). 
  71 
   
  Ambushed! 4d6 creatures. 
  72 
   
  A lone & powerful sorcerer. 
  73 
   
  A lone & powerful warrior or monk. 
  74 
   
  Spirits are nearby in the night.  
  75 
   
  Guards, 2d6 are searching for someone. 
  76 
   
  A gang war erupts nearby. 
  77 
   
  Overhear or see something of interest. 
  78 
   
  Whispers or screams from the sewers. 
  79 
   
  2d6 Mafia members. 
  80 
   
  An immortal of the gods of light. 
  81 
   
  4d6 giant, mutant rats down the alley. 
  82 
   
  Amazing architecture or technology. 
  83 
   
  Strange lights from within a house. 
  84 
   
  Strange noises, scary sounds in alley. 
  85 
   
  An abandoned slum, hideout. 
  86 
   
  Bad weather conditions table. 
  87 
   
  A famous actor, actress, or musician.  
  88 
   
  Property for sale.  
  89 
   
  A good mech runner’s shop. 
  90 
   
  A creature dying from inflicted wounds 
  91 
   
  A d4 wounded creatures. 
  92 
   
  A cool little magic shop of good repute. 
  93 
   
  A droid. 1-2 fleeing, 3-4 hurt, 5-6 threat  
  94 
   
  Bod # 4 or feverishly ill for d4 days. 
  95 
   
  A small church. 
  96 
   
  A good club. 
  97 
   
  Property for sale. 
  98 
   
  A cool item for sale. 
  99 
   
  Plague area. Bod # no botch.   
  00 
   
  A battle between angel(s) & demon(s). 
  Nicolette Tanksley (order #10327986)
  
  SPACE ENCOUNTERS 
   
  It is good to roll a chance for a random encounter 
  when the players are in space. Make a base chance of 15% to 30% 
  for every day or week. Thus meaning, that there is a 30% chance 
  that the game master will roll on this table. You should alter 
  these encounters as you see fit. They are only here to give the 
  GM ideas. 
   
  Percentile Brief Result 
  01 
   
  Pilot space check T # 12 (asteroids) 
  02 
   
  A tiny space station. 
  03 
   
  d4 large merchant ships.  
  04 
   
  Nav # 12, gain d4 days. 
  05 
   
  A d6 ships passing through warp.  
  06 
   
  A thief aboard the ship?. 
  07 
   
  A ship must be repaired. 
  08 
   
  Lose a d4 days to a strange anomaly. 
  09 
   
  Dangerous ships nearby.  
  10 
   
  A damaged ship is adrift. 
  11 
   
  A space storm! Roll d6 for severity.  
  12 
   
  Someone’s ship is following your ship. 
  13 
   
  A ship of starving refugees.. 
  14 
   
  Something wicked, this way comes...  
  15 
   
  A nearby comet. 
  16 
   
  A powerful vessel moves through warp. 
  17 
   
  There are strange sounds on board. 
  18 
   
  A passenger vessel passes. 
  19 
   
  Nav check target # 8 or lose a d6 days. 
  20 
   
  Pirates nearby. 1d6 ships. 
  21 
   
  You find an asteroid oasis station.  
  22 
   
  The ship is having problems. 
  23 
   
  A ship of mages & such. 
  24 
   
  Ruins of an old station. 
  25 
   
  A trash barge.  
  26 
   
  A d4 ships of soldiers. 
  27 
   
  A sector force of imperial ships.  
  28 
   
  You find an abandoned ship. 
  29 
   
  An escape pod adrift, a d4 survivors. 
  30 
   
  d20 marooned sailors sending distress.  
  31 
   
  You are ambushed by a d4 pirate ships. 
  32 
   
  2d20 ships of soldiers nearby.  
  33 
   
  A small floating fortress. 
  34 
   
  You find a religious vessel.  
  35 
   
  Possible mutiny afoot?  
  36 
   
  Something bad, pilot T # 10 or real bad  
  37 
   
  Some... thing is on board the ship. 
  38 
   
  Bod # 4 or ill for d4 days. 
  39 
   
  A d6 powerful ships pass by. 
  40 
   
  Scavenger ship or “fisherman” nearby. 
  41 
   
  2d6 vessels of war. 
  42 
   
  Ancient an haunted station Per # 14. 
  43 
   
  Food spoilage, 1/2 all rations. 
  44 
   
  A mech runner vessel. 
  45 
   
  A small, friendly ship. 
  46 
   
  A scientific vessel. 
  47 
   
  2d12 astral space beings in the never. 
  48 
   
  2d6 merchant ships selling goods. 
  49 
   
  A great wizard’s sky ship. 
  50 
   
  A gambling boat. 
   
   
   
   
   
   
   
   
   
   
   
  Percentile Brief Result 
  51 
   
  d4 ships of pirate hunters. 
  52 
   
  The huge ship of some rich noble. 
  53 
   
  A noble ship being escorted by guards. 
  54 
   
  A beautiful, natural creation. 
  55 
   
  Bad space conditions, 1-6 severity. 
  56 
   
  Possible slave ships? 
  57 
   
  An immortal of a dark god’s ship. 
  58 
   
  A mage and a apprentices’ ship. 
  59 
   
  Ship mysteriously takes damage roll.  
  60 
   
  Stop at this station improves morale. 
  61 
   
  Being hailed by a strange ship. 
  62 
   
  A powerful astral creature in the never. 
  63 
   
  Many deadly astral traveler’s. 
  64 
   
  Merchant selling tobacco and herbs. 
  65 
   
  An immortal of a shadow god’s ship. 
  66 
   
  d6 alien vessels. 
  67 
   
  A wyrmhole, or star system ship gate. 
  68 
   
  A ship nearby of grand festivities. 
  69 
   
  A prison ship. 
  70 
   
  A naval battle between 2d6 ships. 
  71 
   
  Ambushed! 4d6 vog ships de-cloak. 
  72 
   
  A lone & powerful sorcerer’s ship. 
  73 
   
  A lone & powerful warrior ship. 
  74 
   
  A droid ship. 1-3 friendly, 4-6 hostile.  
  75 
   
  A fleet of naval war ships. 
  76 
   
  A dual between 2 ships. 
  77 
   
  Nav check # 10 or lose a d10 days. 
  78 
   
  Whispers or screams on com message. 
  79 
   
  d6 adventurer ships. 
  80 
   
  An immortal of a god of light’s ship. 
  81 
   
  A cybernetic facility. 
  82 
   
  A scientific research facility. 
  83 
   
  Strange readings on the ship’s sensors. 
  84 
   
  Strange noises in a transmission. 
  85 
   
  A star system. 
  86 
   
  2 fleets emerged in battle. 
  87 
   
  A fleet is passing through this sector. 
  88 
   
  A star system. 
  89 
   
  A small ship needs help. 
  90 
   
  The ship is not working properly. 
  91 
   
  A d4 damaged ships are passing. 
  92 
   
  Distress signal from nearby planet. 
  93 
   
  Something large under construction. 
  94 
   
  Bod # 4 or feverishly ill for d4 days. 
  95 
   
  A floating citadel in space. 
  96 
   
  The ship is damaged. d6, 6 is severely. 
  97 
   
  Merchant trading vessel. 
  98 
   
  2d6 kuthalan vessels are de-cloaking. 
  99 
   
  Something powerful is onboard. 
  00 
   
  Storm that may destroy ship. Pilot T # 20. 
  Nicolette Tanksley (order #10327986)
  
  DEEP SPACE ENCOUNTERS 
   
  It is good to roll a chance for a random encounter 
  when the players are in deep space. Make a base chance of 15% to 
  30% for every day or week of travel. Thus meaning, that there is 
  a 30% chance that the game master will roll on this table. You 
  should alter these encounters as you see fit. They are only here 
  to give the GM ideas. 
   
  Percentile Brief Result 
  01 
   
  Pilot space check T # 12 (asteroids) 
  02 
   
  A space station. (d6 size: 1 tiny - 6 huge) 
  03 
   
  d4 merchant ships.  
  04 
   
  Nav # 12 to find a shortcut, gain d4 days. 
  05 
   
  A d6 ships passing through warp.  
  06 
   
  An anomaly threatens this entire area. 
  07 
   
  A rogue asteroid moving through space. 
  08 
   
  Lose a d4 days to a dimensional anomaly. 
  09 
   
  Dangerous ships nearby.  
  10 
   
  A damaged ship is adrift. 
  11 
   
  A space storm! Roll d6 for severity.  
  12 
   
  Someone’s ship is following your ship. 
  13 
   
  A ship of starving refugees. 
  14 
   
  Something wicked, this way comes...  
  15 
   
  A nearby comet. 
  16 
   
  A powerful vessel moves through warp. 
  17 
   
  There are strange sounds on board. 
  18 
   
  An anomaly enlightens this entire area. 
  19 
   
  Nav check target # 8 or lose a d20 days. 
  20 
   
  A star system. Roll on page 243. 
  21 
   
  You find an asteroid oasis station.  
  22 
   
  Bad space conditions, d6 severity.  
  23 
   
  A ship of mages. 
  24 
   
  Ruins of an old space station. 
  25 
   
  A trash barge.  
  26 
   
  A d4 military ships. 
  27 
   
  A sector force of imperial ships.  
  28 
   
  You find an abandoned ship. 
  29 
   
  An escape pod adrift, a d4 life forms. 
  30 
   
  d20 marooned sending distress.  
  31 
   
  Ambush. D4 pirate ships (not during warp) 
  32 
   
  2d20 military ships.  
  33 
   
  A small floating fortress. 
  34 
   
  You find a religious vessel, or monastery.  
  35 
   
  Possible mutiny afoot?  
  36 
   
  A star system. Roll on page 243. 
  37 
   
  Some... thing is on board the ship. 
  38 
   
  Bod # 4 or ill for d4 days. 
  39 
   
  Course correction to avoid shock wave. #9 
  40 
   
  Scavenger ship or “fisherman” nearby. 
  41 
   
  2d6 vessels of war. 
  42 
   
  Ancient and haunted station. 
  43 
   
  Food spoilage, 1/2 all rations. 
  44 
   
  A star system. Roll on page 243. 
  45 
   
  A small ship with 1 survivor found afloat. 
  46 
   
  A scientific vessel. 
  47 
   
  2d12 astral space creatures in the never. 
  48 
   
  2d6 merchant ships selling goods. 
  49 
   
  A strange nebula emitting EMP waves. 
  50 
   
  A gambling boat. 
   
   
   
   
   
   
   
   
   
   
   
  Percentile Brief Result 
  51 
   
  d4 ships of pirate hunters. 
  52 
   
  The huge galley of some rich noble. 
  53 
   
  A noble ship being escorted by guards. 
  54 
   
  A beautiful, natural creation. 
  55 
   
  Bad space conditions, 1-6 severity. 
  56 
   
  Possible slave ships? 
  57 
   
  An immortal’s ship. 
  58 
   
  D6 droid ships. 1-2 good, 4-6 bad. 
  59 
   
  Strange readings on sensors from nearby. 
  60 
   
  D6 alien vessels. 
  61 
   
  You are being hailed by a strange ship. 
  62 
   
  A creature from the never is on board. 
  63 
   
  A lone ship of unknown traveler’s. 
  64 
   
  An uncharted station on an asteroid.   
  65 
   
  A fleet of military vessels. 
  66 
   
  d6 alien vessels. 
  67 
   
  A well guarded wyrmhole, or system gate. 
  68 
   
  A passing comet holds a magical item.  
  69 
   
  A prison ship or station. 
  70 
   
  A naval battle between 2d6 ships. 
  71 
   
  Ambushed! 4d6 vog ships trying to board 
  72 
   
  Shock wave, course correction T # 12. 
  73 
   
  A small black hole threatens this area. 
  74 
   
  A ghost ship or station is hailing you.  
  75 
   
  Aliens. 1-2 good, 3-4 neutral, 5-6 bad  
  76 
   
  A dual between 2 ships is nearby. 
  77 
   
  Nav check # 10 or lose a d20 days. 
  78 
   
  Strange recordings on com message. 
  79 
   
  Incoming long range communications. 
  80 
   
  An alien space station or colony is nearby. 
  81 
   
  A cybernetic facility. 
  82 
   
  A scientific research facility. 
  83 
   
  Strange readings on the ship’s sensors. 
  84 
   
  Ship mysteriously takes damage roll.  
  85 
   
  A star system. Roll on page 243. 
  86 
   
  2 fleets emerged in battle. 
  87 
   
  A nebula’ unusual readings on sensors.  
  88 
   
  A star system. Roll on page 243. 
  89 
   
  A small ship needs help. 
  90 
   
  A star system. Roll on page 243. 
  91 
   
  Anomaly (1-2 good, 3-4 neutral 5-6 bad. 
  92 
   
  Distress signal from nearby planet. 
  93 
   
  Something large under construction. 
  94 
   
  Bod # 4 or feverishly ill for d4 days. 
  95 
   
  A floating citadel. 
  96 
   
  The ship is damaged. 2 rolls.  
  97 
   
  Merchant trading vessel(s). 
  98 
   
  Willpower T # 3 or get space madness.  
  99 
   
  Something powerful is onboard. 
  00 
   
  Storm that may destroy ship. Pilot T # 20. 
   
  Nicolette Tanksley (order #10327986)
  
  HIDEOUT ENCOUNTERS 
   
   
  Within 6 months, a lot of things can happen to your 
  hideout or stronghold. Roll a 60% base chance for each colony 
  you own, to see if there is an encounter of interest. If you only 
  own a shop or a few places like this, roll for each of these. Some 
  of these results vary greatly, due to the fact that some of you 
  may only own a shop, while others own colonies. It is up to the 
  GM to modify results as necessary to fit the characters and their 
  power. Giving away too much or too little should be avoided.  
   
   
   
   
   
   
   
   
   
  Percent 
  Brief Result 
  % Roll 
  Brief Result 
  51 
  Pirate hunters: your hideouts lose nothing to theft. 
  01 
  Pirates steal your credits. 2d6 x c1 million.   
  52 
  Someone very famous visits your establishment. 
  02 
  A hideout of yours is attacked by raiders. 
  53 
  A noble ship being escorted by guards visits. 
  03 
  Merchant vessels, gain d6 x c100k.  
  54 
  A rich merchant offers you a quest.  
  04 
  Vendors allow an additional c400k    
   
  55 
  Natural disaster. 1-6, (5-6) lose a hideout.  
  05 
  An alchemist makes a terrible mistake, lab lost.  
  56 
  Merchants sell slaves in black market, orders? 
  06 
  Thieves attempt to loot your place. 
  57 
  Your armory designs a new, powerful weapon. 
  07 
  Own a mechrunner garage? Gain 1 cargo ship.  
  58 
  If you have wizards, they come with bad news.  
  08 
  Good deal made, gain 2d6 x c100k 
  59 
  Terrorists destroy your cybernetics lab. 
  09 
  Dangerous enemies come to visit, maybe spies?  
  60 
  Own a research facility? Discovery, gain 100 Rep. 
  10 
  A damaged ship is stranded. 
  61 
  Own a com tower? Warning transmission. 
  11 
  Your orders milord? Criminals caught stealing.  
  62 
  Own a club? Entertainers raise morale by 5%. 
  12 
  Unrest, make a morale check for random troops. 
  63 
  Own a library? Gain 2d6 x c200k. 
  13 
  If you own a city. Refugees, gain 100 warriors. 
  64 
  Plague. Severity (d6) A roll of 6, lose place. 
  14 
  Something wicked, this way comes...  
  65 
  Adventurers seek an audience and a quest. 
  15 
  Natural disaster. 1-6, (5-6) lose a hideout.  
  66 
  Natural disaster. 1-6, (5-6) lose a hideout.  
  16 
  Discover ancient mining facility, gain 1 for free. 
  67 
  A group of adventurers are starting trouble. 
  17 
  Nearby creatures offer trade agreement. 
  68 
  Grand festivities raise morale by 5%. 
  18 
  Nearby creatures ask for war pact. 
  69 
  Thieves steal 10% of all your money. 
  19 
  You bring in no income during these 6 months. 
  70 
  Own a gambling den? Gain a d6 x c1 million. 
  20 
  Pirates attack your ships. (d6) 1-4 win, 5-6 lose. 
  71 
  One hideout is destroyed by sabotage. 
  21 
  Travelling entertainers add +5% to all morale.  
  72 
  Tekkers steal 10% of all your money. 
  22 
  A rogue general wishes to join your armies.  
  73 
  A lone & powerful warrior seeks an audience. 
  23 
  Something evil is awakened during building. 
  74 
  Tekkers steal important information from you.  
  24 
  Explosion! No income from a hideout. 
  75 
  Someone close to you dies. 
  25 
  Lose flag ship from your fleet due to sabotage.  
  76 
  A war between 2 powerful groups is nearby. 
  26 
  Lose d6 x c10,000 credits to repairs and damages. 
  77 
  You can pay half the price for one hideout. 
  27 
  Gain a d4 fighter crafts in a good trade.  
  78 
  Own a summoner’s chamber? Spirit has info. 
  28 
  A hideout is attacked. (d6) 1-5 win, 6 lose. 
  79 
  A hideout is attacked. (d6) 1-5 win, 6 lose. 
  29 
  A hideout is attacked. (d6) 1-4 win, 5-6 lose. 
  80 
  An immortal seeks an audience with you. 
  30 
  A hideout is attacked. (d6) 1-3 win, 4-6 lose. 
  81 
  Without a surveillance system, lose 2d6 x c100k 
  31 
  Hard workers, gain double your max income.  
  82 
  Own a research facility? Gain new technology. 
  32 
  Skilled warriors come to join you.  
  83 
  No recreational area? Lose 5% to morale. 
  33 
  You are offered a hideout to build at half price. 
  84 
  Horrible fire! 1-6, (5-6) lose a hideout.  
  34 
  A strange cult has risen within your ranks.  
  85 
  Pirates steal 10% of all your money. 
  35 
  Morale check for a random group of troops.  
  86 
  Nearby settlement offers trade agreement. 
  36 
  There is a spy within your ranks.  
  87 
  If you own a monastery, gain 5% to your S.I. 
  37 
  Own church this turn? Gain more followers. 
  88 
  If you own a colony, an army is coming for you. 
  38 
  Gain and additional 4d6 x c10k from big deal. 
  89 
  Imperials have come to search your place. 
  39 
  A group of interesting adventurers stop by. 
  90 
  Nearby creatures need your help. 
  40 
  Bounty hunters are looking for someone here. 
  91 
  A powerful spell caster seeks an audience. 
  41 
  Someone powerful seeks an audience with you. 
  92 
  An old fortress is found, 50% cost to rebuild.  
  42 
  A random chamber is thought to be haunted. 
  93 
  Own a recycling plant? Gain 2d6 x c1 million 
  43 
  Disease. Severity (d6) A roll of 6, lose place. 
  94 
  Lose troops to disease without a medlab. 
  44 
  Unrest within the ranks -5% to all morale. 
  95 
  GM chooses old hideout, 50% of cost to rebuild. 
  45 
  Own a research facility? Gain hydroponics lab. 
  96 
  Criminal commits murder, your orders? 
  46 
  Hard workers make you an extra 2d8 x c100k. 
  97 
  Assassin(s) are sent for one of your officers. 
  47 
  Without a church? Demonic infestation.  
  98 
  Assassin(s) are sent for you. 
  48 
  Own a marketplace? gain a d6 x c1 million. 
  99 
  Mining facility discovers mineral 2d6 x c1 mill 
  49 
  Assassin(s) attack a leader. (d6) 5-6 killed. 
  00 
  Disasters. Hideout destroyed, and all troops lost. 
  50 
  Unrest lowers morale -5%, check or suffer a revolt. 
  Nicolette Tanksley (order #10327986)
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Sci-fi/Sci-fi_Random_Encounter_Tables_Chaos_6010_AD.pdf