By Gregg Giles

Introduction

The following tables are to be used for random encounter resolution and exploration. The links at right allow quick access to the desired tables.

Jump Capable Minor Races

Minor races have on occassion been able to acquire jump technology through a major race; this does not affect their status as a minor race, for they will remain a minor race.

Notes On Encounters

Space junk consists of man-made and natural debris jettisoned from ships passing through the system, or it can be remnants cargo of a ship's that met an unfortunate fate. Any damage to a ship should be determined by the Referee.

Ruins can lead to a new adventure, but keep in mind that these are only ruins. Be absolutely sure you can support the game with materials about the ruins before you unveil on city on the planet surface.

Signal origin is of no real importance in some cases, and it is in others. Distress signals will always be in-system. Older extra-system signals would have dissipated in the vastness of space or be undetectable by the ship's equipment.

Derelict vessels are almost always destroyed or in unrepairable shape. Should characters try to rebuild parts of a derelict, task rolls will always be formiddable or impossible. If it is a ship of unknown origin, repair will definitely be impossible.

Other explorers are usually from the same expedition as the characters. This kind of encounter will be common, as the armada uses a large number of survey ships within each system to increase its progress and allow it to proceed with great speed to the next objective.

Notes On Client States

Starports are not accounted for in the rolls for facilities. Determine them seperately by using the MegaTraveller Referee's Manual.

Zhodani bases will always gladly provide help regardless of any rolls made. Its ability to help, however, must be determined by the Referee, who may have other plans in mind.

Conditional means that worlds want something in exchange for help, such as money, protection, technology, membership in the Zhodani Consulate, etc.

Refuse means that the world could care less about the armada or the Zhodani. A show of force by the armada could persuade the world to change its mind, however.

Within 150 parsecs of Consulate: 5+
Beyond 150 parsecs from Consulate: 6+

Encounter occurs by rolling specified number or higher.

  • Leave jump. Determine new location on the sector map. Place counter on parsec map.
  • Referee: Determine composition of system and generate physical attributes of stars, worlds, gas giants, etc. (See MegaTraveller Referee's Manual for more.
  • Scan for obvious signs of intelligent life, such as startship engine signatures, radio and microwave transmissions, etc. If such signs are evident, the system is considered "active" (go to next step); otherwise the system is considered "inactive" (go to step 8).
  • Referee:Determine active system technology (table 2-1) and native race type (2-2).
  • Referee:Determine natives' allegiance, facilities, and willingness to help the characters (2-3 or 2-4, whichever is appropriate).
  • Referee:Determine natives' reaction to characters' appearance in the system (2-5).
  • Roll for "active" system encounters (2-6). Use your own discretion when detailing encounters in an active system.
  • Referee:Roll for inactive system encounters (3-1). Use charts 3-2 to 3-7 to detail encounters in an inactive system.
  • Roll for encounters at intervals convenient for the pace of the game. Repeat process again when entering another new parsec.

 
Life Forms Encountered
2
Intelligent life only. No animal life.
3
Intelligent life only. No animal life.
4
Both intelligent and animal life.
5
Both intelligent and animal life.
6
Animal life only.
7
Animal life only.
8
No life forms.
9
No life forms.
10
No life forms.
11
No life forms.
12
No life forms.
DM: -2: Within 150 parsecs of Zhodani Consulate. +1: Beyond 150 parsecs of Zhodani Consulate.

 
Technology Level
2
Pre-Industrial, TL 0.
3
Pre-Industrial, TL 0.
4
Pre-Industrial, TL 1.
5
Pre-Industrial, TL 1.
6
Pre-Industrial, TL 2.
7
Pre-Industrial, TL 2.
8
Pre-Industrial, TL 3-4.
9
Early Industrial, TL 5-6.
10
Industrial, TL 7-8.
11
Advanced Industrial / Non-Jump Capable Spacefaring, TL 9-15.
12
Jump Capable, TL 9+.
DM: None.

 
Native Race Type
2
Known minor race (Referee: specify).
3
Known minor race (Referee: specify).
4
Known major race (Aslan).
5
Known major race (Vargr).
6
Known major race (Human, Vilani-descent).
7
Known major race (Human, Imperial-descent).
8
Known major race (Human, Zhodani).
9
Known major race (Human, Zhodani).
10
Known major race (Human, Zhodani).
11
Unknown minor race (Referee: specify).
12
Unknown major race (Referee: specify).
DM: None.

Note: Minor races with jump technology have obtained it from one of the major races. Minor races don't have to have jump capability, but they can if so desired.

 
Allegiance
Facilities
Willingness
2
Zhodani member
Zhodani naval
Helps gladly
3
Zhodani member
Zhodani naval
Helps gladly
4
Zhodani client state
Other Zhodani
Attempts to help
5
Zhodani client state
Other Zhodani
Attempts to help
6
Independent state
Independent base
Unable to help
7
Independent state
Independent base
Unable to help
8
Neutral world
No bases
Conditional
9
Neutral world
No bases
Conditional
10
Neutral world
No bases
Refuses help
11
Neutral world
No bases
Refuses help
12
Independent state
Independent base
Refuses help
DM (Allegiance): -3: Within 20 parsecs of Zhodani Consulate. -2: Between 21-50 parsecs of ZC. -1: Between 51-80 parsecs of ZC. 0: Beyond 80 parsecs of ZC.

DM (Facilities): -3: Zhodani member world. +2: Independent state. -2: Within 15 parsecs of ZC. -1: Between 16-25 parsecs of ZC.

DM (Willingness to help): +2: Independent states. +1: Independent base. -3: Zhodani member world. -1: Zhodani client state. -4: Within 30 parsecs of ZC. -1: Between 31-50 parsecs of ZC. +2: Beyond 75 parsecs of ZC. +3: Between 76-100 parsecs of ZC.

Notes:
  • Roll once for each column using the DMs above. If a Zhodani member world
  • If a Zhodani member world, "Independent base" will become a Zhodani base.
  • Determine starport presence and class seperately from the facilities column.

 
Allegiance
Facilities
Willingness
2
Zhodani member
Zhodani naval
Attempts
3
Zhodani client
Other Zhodani
Unable to help
4
Independent state
Independent base
Refuses to help
5
Independent state
Independent base
Refuses to help
6
Independent state
No bases
Refuses to help
7
Independent state
No bases
Refuses to help
8
Neutral world
No bases
Refuses to help
9
Neutral world
No bases
Refuses to help
10
Neutral world
No bases
Conditional
11
Neutral world
No bases
Conditional
12
Neutral world
Independent base
Helps gladly
13
Neutral world
Independent base
Helps gladly
14
Neutral world
Independent base
Helps gladly
15
Zhodani outpost
Other Zhodani
Helps gladly
16
Zhodani outpost
Other Zhodani
Helps gladly
DM (Allegiance): -1: Within 175 parsecs of ZC. 0: Between 176-199 parsecs of ZC. +4: Beyond 200 parsecs of ZC.

DM (Facilities): -2: Zhodani member world or client state. -1: Within 175 parsecs of ZC. +2: Beyond 200 parsecs of ZC.

DM (Willingness to help): +8: Zhodani member world or client state. -1: Independent state. -1: Independent base. 0: Neutral world. -3: Within 200 parsecs of ZC.

Notes:
  • Roll once for each column using the DMs above. If a Zhodani member world
  • If a Zhodani member world, "Independent base" will become a Zhodani base.
  • Determine starport presence and class seperately from the facilities column.

 
Reaction
2
Attacked automatically.
3
Intercepted, demands boarding and inspection.
4
Intercepted, escorted to local orbit.
5
Evident tracking by long range scanners.
6
No evident reaction.
7
Shadowed by unknown vessel.
8
No evident reaction.
9
Evident tracking by long range scanners.
10
Intercepted, proof of identification demanded.
11
Intercepted, escorted to local orbit.
12
Intercepted, happily welcome but shadowed by vessel.
DM: -4: Characters in non-Zhodani ship. +2: Zhodani member world. +1: Zhodani client state. -2: Independent state. +1: Independent state.

Note: Use this chart only if one world in the system has a tech level of 9+.

 
Encounter
2
Space junk - ship is damaged.
3
Free signal received.
4
Military patrol.
5
Ship hailed for communication.
6
Commercial vessel.
7
Space junk - ship goes undamaged.
8
Military patrol.
9
Commerce raiders attack ship.
10
Commercial vessel.
11
Free signal received.
12
Distress signal received.
DM: None.

 
Encounter
2
Derelict vessel.
3
Space junk (Referee: specify damage, if any).
4
Other explorers encountered.
5
Non-Ancients' ruins detected.
6
Undetected civilization discovered.
7
Signal received (Referee: specify).
8
Signal received (Referee: specify).
9
Space junk (Referee: specify damage, if any).
10
Derelict vessel.
11
Space junk (Referee: specify damage, if any).
12
Ancients' ruins discovered.
DM: None.

 
Vessel Type
1
Probe.
2
Surveyor (unmanned).
3
Orbital satellite (civilian).
4
Orbital satellite (military).
5
Non-starship.
6
Starship.
DM: None.

 
Race of Origin
2
Known major race (Vilani).
3
Known major race (Aslan).
4
Known major race (Vargr).
5
Known major race (Zhodani).
6
Known major race (Zhodani).
7
Known major race (Zhodani).
8
Known major race (Zhodani).
9
Unknown origin.
10
Known minor race.
11
Unknown minor race.
12
Unknown major race.

 
Condition
Hull
Computer
Electronics
Powerplant
2
Debris
Destroyed
Destroyed
Destroyed
Destroyed
3
Debris
Destroyed
Destroyed
Destroyed
Destroyed
4
Fragments
Fragments
Destroyed
Destroyed
Destroyed
5
Fragments
Fragments
Destroyed
Destroyed
Destroyed
6
Hvy. Damage
Hvy. Damage
Destroyed
Destroyed
Destroyed
7
Hvy. Damage
Hvy. Damage
Destroyed
Destroyed
Destroyed
8
Hvy. Damage
Hvy. Damage
Destroyed
Destroyed
Ruptured
9
Hvy. Damage
Hvy. Damage
Destroyed
Very Poor
Ruptured
10
Mod. Damage
Mod. Damage
Very Poor
Fair
Ruptured
11
Mod. Damage
Mod. Damage
Fair
Good
Fair
12
Minor Damage
Punctured
Works
Works
Works
DM: None.

Notes:
  • Fragments = Only hull fragments remain.
  • Hvy. Damage = Heavy damage.
  • Mod. Damage = Moderate damage.
  • Minor Damage = Minor damage, depressurized.
  • Very Poor = not working.
  • Ruptured = not working.
  • Fair = can be repaired.
  • Moderate = can be repaired.
  • Good = easily repaired in character has proper skills.

 
Vessel Type
2
Starship (civilian scout).
3
Civilian surveyor (manned).
4
Starship (military forward scout).
5
Non-starship (shuttle).
6
Non-starship (surveyor, manned).
DM: None.

Notes: Non-starships in this case are always from a starship of larger size. The "mother ship" will be at least three times the size of the non-starship encountered.

 
Race of Origin
2
Known minor race (Referee: specify).
3
Known major (non-Zhodani).
4
Known major (Zhodani).
5
Known major (Zhodani).
6
Unknown minor or major race (Referee: specify).
DM: None.

 
Signal Type/Form
1
Free signal (radio transmission).
2
Free signal (microwave transmission).
3
Free signal (interference/static).
4
Free signal (laser communications).
5
Beacon / distress call (in-system).
6
Unknown signal type and form.
DM: None.

Notes: Beacons can be either a homing beacon or a navigational beacon. Distress calls come in the familiar forms of Signal GK and the archaic Terran Save-Our-Ship (S.O.S.) Interference/static can be caused by magnetic field shifting by stars, sun spots, etc.