Random Space Phenomena

Whenever you need some kind of random space-based objects, choose or roll d66 twice on the table above, which contains many of the objects described earlier, along with a number of exciting new fictional ones.

This table is also used for space travel random events when a sensors check is failed.

The following phenomena can be added to create a exciting and dynamic starship combat environment or to populate a star system with different features.

These descriptions assume that you are portraying them on a starscape using a tactical hex grid. For theater of the mind style encounters, simply ignore hex-based references and narrate the environment.

11-12) Asteroids. Asteroids take up between one and three hexes. They should be sprinkled liberally across the starscape. Asteroids block line of sight.

13-14) Black hole. A black hole is not placed on a starscape itself; rather it exists off of one edge of the starscape. Each round, all ships are dragged 1d6 hexes towards that hex edge in a straight line. Any vessel which crosses the edge of the starscape has passed through the event horizon and is effectively destroyed unless it can escape by using an FTL drive.

15-16) Energy barrier. An energy barrier forms an impassable “sheet” one hex thick which causes 3d6 heat damage to any ship which comes into contact with it.

21-22) Energy fluctuations. Energy fluctuations are an environmental feature. Each round, roll 1d6; on a roll of 5 or 6, an energy fluctuation takes place. Roll 1d6 on the following table to determine its effect:

1d6 Energy fluctuations

1 All shields are overloaded and go down for this round.

2 All energy weapons deal double damage for this round.

3 All ships take 1d6 heat damage.

4 All sensors are knocked offline, making firing impossible this round.

5 Characters aboard a ship all take 1d6 heat damage.

6 Energy reactions are amplified; ships all double their velocity this round.

23-24) Funnel clouds. Funnel clouds are gaseous entities of 3 hexes diameter. They look like towering pillars of turbulent gas. A ship can hide within a funnel cloud, rendering it effectively cloaked. However, the ship will take 1d6 heat damage each round while inside the cloud.

25-26) Gravitational anomaly. Gravitational anomalies have unpredictable effects on starship. An anomaly is 1d6 hexes in diameter. The GM should determine its location, but it is a Difficult [16] INT check to use sensors to locate and chart an anomaly. Any ship which comes into contact with a gravitation anomaly is thrown 3d6 hexes in a randomly determined direction.

31-32) Magnetar. A magnetar is a type of neutron star with a powerful magnetic field, about the size of a large asteroid (one hex). They inflict a -2d6 penalty to all sensor checks and attack rolls. Magnetars also cause energy fluctuations (see above) with strong x-ray and gamma ray bursts.

33-34) Dense nebula. Nebulae encompass an entire starscape and reduce sensor and attack range to 2d6 hexes.

35-36) Plasma storms. Plasma storms are dangerous, explosive phenomena which can cause damage to vessels which stray too close. Storms appear randomly, and disappear again just as quickly. At the start of the encounter, place 1d6 plasma storms of 3-hexes in diameter on the starscape. Each storm has a countdown die of one die; roll 1d6 for each storm each round, and remove it if a 6 is rolled. Additionally, roll 1d6 each round and on a roll of 5-6 add a new plasma storm to the starscape in a randomly determined location. Plasma storms cause 6d6 damage to any starship which comes into contact with it.

41-42) Psychic penomena. Psychic phenomena affect crew rather than ships, adjusting their emotions. Each round, each character is subjected to a 4d6 vs. MENTAL DEFENSE attack. If the attack is successful, they suffer 2d6 psychic damage.

43-44) Quantum singularity. A quantum singularity is a type of tiny black hole. It has a massive gravitational pull, but its event horizon is only one-hex in size, and is placed randomly on the starscape. Each round, all ships are dragged 1d6 hexes towards that hex in a straight line. Any vessel which enters the hex has passed through the event horizon and is effectively destroyed.

45-46) Radiation. Radiation pervades a starscape. Any ship without appropriate shielding is vulnerable to radiation, which harms the crew, causing 1d6 casualties each round.

51-52) Solar wind. A solar wind is a stream of plasma emanating from a star; solar winds are what solar sails use for propulsion. Technically every star emits a solar wind, which is usually harmless to starships, but occasionally a stellar body will emit such a ferocious solar wind that even starships are in danger. Solar wind moves across the starscape from one edge to another. Starships are pushed one hex in that direction each turn (those with solar sails are pushed 1d6 hexes). In addition, they take 1d6 heat damage from the direction of the solar wind.

53-54) Space creature. Space creatures are placed randomly on the starscape. A space creature is unpredictable. Roll 1d6 on the following table for its action each turn. A space creature has 4d6 INITIATIVE, 4d6 HEALTH and 3d6 DEFENSE, should any vessel wish to attack it.

1d6 Space Creature Actions

1 No action.

2 Move 2d6 hexes in a random direction.

3 Move in a straight line towards the nearest vessel.

4 Attack the nearest vessel with a ranged attack (4d6 to hit, 4d6 damage).

5 Emit an energy surge (see Energy Fluctuations above).

6 Flee towards the nearest map edge.

55-56) Spatial anomaly. A spatial anomaly randomly teleports any vessel which enters it to a random location on the starscape. Spatial anomalies are 3 hexes in diameter and are placed randomly on the starscape.

61-62) Temporal anomaly. A temporal anomaly can speed up, slow down, or stop time for any that come into contact with it. Temporal anomalies are 1d6 hexes in diameter. If a vessel touches a temporal anomaly, roll 1d6. On a 1-3 the vessel misses its next turn; on a 5-6 the vessel gains an immediate bonus turn.

63-64) Volatile gas pockets. Volatile gas pockets are hard to detect, but they can be charted with a Difficult [16] INT check. A gas pocket is usually 3 hexes in diameter, and 2d6 of them should be placed randomly on the starscape. Any ship within a volatile gas pocket when it fires a weapon, or when it is hit by a weapon, takes 2d6 heat damage from exploding gas. The gas pocket disappears after exploding.

65) Wormhole. A wormhole is a one way portal to another location. Any ship entering the wormhole leaves the encounter immediately. Wormholes are usually only 1 hex in diameter, and tend to be very visible.

66) Astroengineering. Choose one item from the Astroengineering section. Roll another d6; on a 6, the structure is operational and current; otherwise it is ancient and abandoned.