Void/Ship Encounters (d12)

d12 table of encounters in void/ship environments.

Random encounters for void travel, Derelict ships, and deep-space Stations. Roll when traveling through the void or exploring abandoned vessels.

Rules Reference

FieldValue
Data / 1 / Dispositiondrifting
Data / 1 / EncounterDerelict Drifting
Data / 1 / Faction Weights / Rim2
Data / 1 / Range Band0
Data / 1 / Resolverexploration
Data / 1 / Ship Count Max1
Data / 1 / Ship Count Min1
Data / 10 / Dispositionhostile
Data / 10 / EncounterLegion Patrol
Data / 10 / Faction Weights / Core3
Data / 10 / Preferred Ship Tagslegion
Data / 10 / Range Band2
Data / 10 / Resolversocial
Data / 10 / Ship Count Max1
Data / 10 / Ship Count Min1
Data / 11 / Dispositionneutral
Data / 11 / EncounterFold Echo
Data / 11 / Faction Weights / Fold Cult3
Data / 11 / Preferred Ship Tagsfold-capable
Data / 11 / Range Band2
Data / 11 / Resolverfold-hazard
Data / 11 / Ship Count Max1
Data / 11 / Ship Count Min1
Data / 12 / Dispositionneutral
Data / 12 / EncounterSalvage Opportunity
Data / 12 / Faction Weights / Argus2
Data / 12 / Faction Weights / Independent2
Data / 12 / Faction Weights / Kadiss2
Data / 12 / Faction Weights / Pirate2
Data / 12 / Faction Weights / Rim2
Data / 12 / Preferred Ship Tagsrim-independent, core
Data / 12 / Range Band2
Data / 12 / Resolverexploration
Data / 12 / Ship Count Max2
Data / 12 / Ship Count Min1
Data / 2 / Dispositionhostile
Data / 2 / EncounterPirate Ambush
Data / 2 / Faction Weights / Pirate4
Data / 2 / Faction Weights / Rim3
Data / 2 / Preferred Ship Tagsrim, rim-independent, rim-clans, flagless-souls, wake-vultures, the-writ, asset-reavers, belt-wreckers, iron-wake
Data / 2 / Range Band1
Data / 2 / Resolvership-combat
Data / 2 / Ship Count Max2
Data / 2 / Ship Count Min1
Data / 3 / DescriptionA space-adapted xeno (1d4: scavenger/predator/parasite/swarm) clings to the hull--or breaches into the ship.
Data / 3 / Dispositionhostile
Data / 3 / EncounterVoid Creature
Data / 3 / Faction Weights / Fold Cult3
Data / 3 / Range Band1
Data / 3 / Resolvership-combat
Data / 3 / Ship Count Max1
Data / 3 / Ship Count Min1
Data / 4 / Dispositionfriendly
Data / 4 / EncounterDistress Signal
Data / 4 / Faction Weights / Argus2
Data / 4 / Faction Weights / Asset Realisation2
Data / 4 / Faction Weights / Independent2
Data / 4 / Faction Weights / Kadiss3
Data / 4 / Range Band2
Data / 4 / Resolversocial
Data / 4 / Ship Count Max1
Data / 4 / Ship Count Min1
Data / 5 / Dispositionhostile
Data / 5 / EncounterCorporate Interdiction
Data / 5 / Faction Weights / Asset Realisation3
Data / 5 / Faction Weights / Core3
Data / 5 / Preferred Ship Tagscore-corporate, core
Data / 5 / Range Band2
Data / 5 / Resolversocial
Data / 5 / Ship Count Max1
Data / 5 / Ship Count Min1
Data / 6 / Dispositionneutral
Data / 6 / EncounterGravity Anomaly
Data / 6 / Faction Weights / Fold Cult2
Data / 6 / Faction Weights / Kadiss2
Data / 6 / Range Band1
Data / 6 / Resolverhazard
Data / 6 / Ship Count Max1
Data / 6 / Ship Count Min1
Data / 7 / Dispositionfleeing
Data / 7 / EncounterSmuggler's Run
Data / 7 / Faction Weights / Core2
Data / 7 / Faction Weights / Pirate3
Data / 7 / Faction Weights / Rim2
Data / 7 / Preferred Ship Tagsrim-independent, family
Data / 7 / Range Band3
Data / 7 / Resolvervehicle-chase
Data / 7 / Ship Count Max1
Data / 7 / Ship Count Min1
Data / 8 / Dispositionneutral
Data / 8 / EncounterHull Breach
Data / 8 / Faction Weights / Asset Realisation2
Data / 8 / Faction Weights / Core2
Data / 8 / Faction Weights / Pirate2
Data / 8 / Faction Weights / Rim2
Data / 8 / Range Band1
Data / 8 / Resolverhazard
Data / 8 / Ship Count Max1
Data / 8 / Ship Count Min1
Data / 9 / DescriptionA vessel appears on sensors but vanishes when hailed. Its last transmission repeats: a warning--or an invitation.
Data / 9 / Dispositionshadowing
Data / 9 / EncounterGhost Ship
Data / 9 / Faction Weights / Argus3
Data / 9 / Faction Weights / Fold Cult3
Data / 9 / Faction Weights / Independent2
Data / 9 / Range Band2
Data / 9 / Resolverexploration
Data / 9 / Ship Count Max1
Data / 9 / Ship Count Min1
Default Faction Weight1
Roll Died12
Roll Die Sides12
Room Cadence / Empty Chance Denominator7
Room Cadence / Empty Chance Numerator1
System Cadence / Default / Base Count1
System Cadence / Default / Second Chance Percent0
System Cadence / Default / Zero Chance Percent75
System Cadence / Fold Cult / Base Count1
System Cadence / Fold Cult / Second Chance Percent30
System Cadence / Fold Cult / Zero Chance Percent0
System Cadence / Pirate / Base Count1
System Cadence / Pirate / Second Chance Percent30
System Cadence / Pirate / Zero Chance Percent0
System Cadence / Rim / Base Count1
System Cadence / Rim / Second Chance Percent30
System Cadence / Rim / Zero Chance Percent0

Notes

Data / 1 / Description: A dead ship drifts on sensors. Life signs: none. Cargo holds: 1d6 (1-2: empty, 3-4: salvage, 5: corpses, 6: something still alive).

Data / 10 / Description: A gunship hails the vessel, demanding identification. Crew: 1d6+2 troops (1 officer, rest grunts). They're either routine--or hunting someone specific.

Data / 11 / Description: A brief Fold fluctuation distorts reality. For 1d4 rounds, crew members see 1d4: (1: ghosts, 2: alternate selves, 3: monsters, 4: nothing unusual).

Data / 12 / Description: A debris field contains 1d6: (1-2: scrap, 3-4: valuable components, 5: black box with secrets, 6: functioning AI core). Pirates arrive in 1d4 rounds to claim it.

Data / 2 / Description: A modified freighter decloaks and demands surrender. Crew: 1d6+2 pirates (1 captain, 1 tech, rest boarders). They want cargo--or blood.

Data / 4 / Description: A faint signal leads to 1d4: (1: escape pod with survivor, 2: automated mayday from dead ship, 3: trap, 4: Fold entity's lure).

Data / 5 / Description: A sleek cutter hails the ship, demanding inspection. Crew: 1d4+1 enforcers (powered armour, neural disruptors). They're after contraband--or a fugitive.

Data / 6 / Description: Sensors glitch as local gravity fluctuates. Navigation is impossible for 1d4 rounds. Something uses the chaos to board the ship.

Data / 7 / Description: A fast courier ship flees pursuers. They'll pay for help--or sell out the crew to save themselves. Cargo: 1d6 (1-2: drugs, 3-4: weapons, 5: data, 6: Fold artifact).

Data / 8 / Description: Micrometeorites (or sabotage) rupture the hull. Air vents violently. 1d4 systems fail as the ship struggles to compensate.

Columns

encounter

FieldValue
labelEncounter
nameencounter

description

FieldValue
labelDescription
namedescription