Random Space Encounters.docx

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When the players travel through hyperspace in their own ship, roll 1d8 and consult this document. For Roman Numeral points, roll 1d6 to select.

 

1.     You are pulled out of hyperspace abruptly, and directly ahead of you is a wing of 2+1d4 space pirates. A hailing frequency comes through on the ship’s comms. “Make no attempt to resist, and you’ll leave with your ship. Stand by for boarding. And make no mistake, we can scoop your valuables out of a cloud of debris just as easily.”

a.     If there is a fight (10HP;  1AC)

i.        You are in an asteroid field

ii.      You are in open space

iii.     You are near a star, and the brightness makes it difficult to fire in the direction of the star

iv.    You are near enough to a black hole that you must fight its pull to maintain a bearing

v.      You are in a nebula, and visibility is low

vi.    The pirates send one last message over the comm “You’re not worth it.” before warping away.

2.     Along the way to your destination, you find that you must stop for refueling at a Refueling Station.

i.        You refuel without incident

ii.      A ship flies near yours and scans you.

1.     [[If there are any active bounties associated with the player ship, the scanning ship announces itself as a bounty hunter.

2.     [[If there are no active bounties associated with the player ship, nothing happens and you refuel without incident

iii.     The station has a general store which sells harder-to-come-by goods.

iv.    While refueling, a [Star Destroyer/Corellian Frigate] warps into the area. It scans each ship docked at the station.

3.     The pilot must take the Reliability ship action. 10+ Your journey goes without issue. 7-9, roll 1d6, and the following system gives out. 6-, roll 1d6 twice, and the following system gives out, doubles means double the trouble

i.        FTL Drives

ii.      Engines

iii.     Ship’s Hull

iv.    Comms

v.      Life Support

vi.    Lighting

4.     [[ If any player has over 1000 credits in bounties

a.     You are pulled out of hyperspace abruptly, and directly ahead of you sits a unique looking starfighter. A hailing frequency comes through on the ship’s comms. “Hand over [[bounty players]], and the rest of you can leave. Resist, and I’ll take them and kill the rest.”

b.     Bounty hunter has (30HP;  2AC)

c.      Ability: Disable Ship - When a targeted ship has sustained three malfunctions, the ship will be disabled by the next shot.

d.     The actual Bounty hunter has (20HP;  4AC;  4+1d4 dmg)

i.        You are in an asteroid field

ii.      You are in open space

iii.     You are near a star, and the brightness makes it difficult to fire in the direction of the star

iv.    You are near enough to a black hole that you must fight its pull to maintain a bearing

v.      You are in a nebula, and visibility is low

vi.    You are in open space

5.     [[ If a player associated with the player ship is wanted by a government in the source or destination

a.     You are pulled out of hyperspace abruptly, and directly ahead of you is a [[Interdictor Class Star Destroyer/New Republic Interdictor]]. A hailing frequency comes through on the ship’s comms. “[[Wanted players]] is/are wanted by [[government]]. Hand them over peacefully, or we will be forced to tractor beam you aboard.”

b.     [[Resistance is met with a race to spin up the FTL while fighters attack and the tractor beam pulls the ship

i.        You are in an asteroid field

ii.      You are in open space

iii.     You are near a star, and the brightness makes it difficult to fire in the direction of the star

iv.    You are near enough to a black hole that you must fight its pull to maintain a bearing

v.      You are in a nebula, and visibility is low

vi.    You are in open space

 

And for a 6-8:

Your journey goes as planned.

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