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Onward And Coreward! The Zhodani Eighth Core Expedition
Part 4: Reference
By Gregg Giles
The following tables are to be used for random encounter resolution and exploration. The links at right allow
quick access to the desired tables.
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.
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.
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.
Encounter Occurance (Use 1D)
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Within 150 parsecs of Consulate: 5+
Beyond 150 parsecs from Consulate: 6+
Encounter occurs by rolling specified number or higher.
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Entering An Uncharted Parsec
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- 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.
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1-1: Life Determination (Use 2D)
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Life Forms Encountered
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2
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Intelligent life only. No animal life.
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3
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Intelligent life only. No animal life.
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4
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Both intelligent and animal life.
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5
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Both intelligent and animal life.
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6
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Animal life only.
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7
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Animal life only.
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8
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No life forms.
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9
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No life forms.
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10
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No life forms.
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11
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No life forms.
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12
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No life forms.
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DM: -2: Within 150 parsecs of Zhodani Consulate. +1: Beyond 150 parsecs of Zhodani
Consulate.
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2-1: Active System Technology Level (Use 2D)
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Technology Level
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2
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Pre-Industrial, TL 0.
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3
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Pre-Industrial, TL 0.
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4
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Pre-Industrial, TL 1.
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5
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Pre-Industrial, TL 1.
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6
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Pre-Industrial, TL 2.
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7
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Pre-Industrial, TL 2.
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8
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Pre-Industrial, TL 3-4.
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9
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Early Industrial, TL 5-6.
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10
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Industrial, TL 7-8.
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11
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Advanced Industrial / Non-Jump Capable Spacefaring, TL 9-15.
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12
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Jump Capable, TL 9+.
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DM: None.
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2-2: Native Race Type (Use 2D)
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Native Race Type
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2
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Known minor race (Referee: specify).
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3
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Known minor race (Referee: specify).
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4
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Known major race (Aslan).
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5
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Known major race (Vargr).
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6
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Known major race (Human, Vilani-descent).
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7
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Known major race (Human, Imperial-descent).
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8
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Known major race (Human, Zhodani).
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9
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Known major race (Human, Zhodani).
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10
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Known major race (Human, Zhodani).
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11
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Unknown minor race (Referee: specify).
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12
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Unknown major race (Referee: specify).
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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.
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2-3: Client States Within 150 Parsecs (Use 2D)
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Allegiance
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Facilities
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Willingness
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2
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Zhodani member
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Zhodani naval
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Helps gladly
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3
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Zhodani member
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Zhodani naval
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Helps gladly
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4
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Zhodani client state
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Other Zhodani
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Attempts to help
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5
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Zhodani client state
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Other Zhodani
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Attempts to help
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6
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Independent state
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Independent base
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Unable to help
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7
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Independent state
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Independent base
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Unable to help
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8
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Neutral world
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No bases
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Conditional
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9
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Neutral world
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No bases
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Conditional
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10
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Neutral world
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No bases
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Refuses help
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11
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Neutral world
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No bases
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Refuses help
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12
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Independent state
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Independent base
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Refuses help
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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.
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2-4: Client States Beyond 150 Parsecs (Use 2D)
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Allegiance
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Facilities
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Willingness
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2
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Zhodani member
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Zhodani naval
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Attempts
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3
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Zhodani client
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Other Zhodani
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Unable to help
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4
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Independent state
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Independent base
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Refuses to help
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5
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Independent state
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Independent base
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Refuses to help
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6
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Independent state
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No bases
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Refuses to help
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7
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Independent state
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No bases
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Refuses to help
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8
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Neutral world
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No bases
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Refuses to help
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9
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Neutral world
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No bases
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Refuses to help
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10
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Neutral world
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No bases
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Conditional
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11
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Neutral world
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No bases
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Conditional
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12
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Neutral world
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Independent base
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Helps gladly
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13
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Neutral world
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Independent base
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Helps gladly
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14
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Neutral world
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Independent base
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Helps gladly
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15
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Zhodani outpost
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Other Zhodani
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Helps gladly
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16
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Zhodani outpost
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Other Zhodani
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Helps gladly
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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.
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2-5: Natives' Reaction (Use 2D)
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Reaction
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2
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Attacked automatically.
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3
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Intercepted, demands boarding and inspection.
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4
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Intercepted, escorted to local orbit.
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5
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Evident tracking by long range scanners.
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6
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No evident reaction.
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7
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Shadowed by unknown vessel.
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8
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No evident reaction.
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9
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Evident tracking by long range scanners.
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10
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Intercepted, proof of identification demanded.
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11
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Intercepted, escorted to local orbit.
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12
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Intercepted, happily welcome but shadowed by vessel.
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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+.
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2-6: Active System Encounters (Use 2D)
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Encounter
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2
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Space junk - ship is damaged.
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3
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Free signal received.
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4
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Military patrol.
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5
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Ship hailed for communication.
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6
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Commercial vessel.
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7
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Space junk - ship goes undamaged.
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8
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Military patrol.
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9
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Commerce raiders attack ship.
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10
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Commercial vessel.
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11
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Free signal received.
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12
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Distress signal received.
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DM: None.
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3-1: Inactive System Encounters (Use 2D)
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Encounter
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2
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Derelict vessel.
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3
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Space junk (Referee: specify damage, if any).
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4
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Other explorers encountered.
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5
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Non-Ancients' ruins detected.
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6
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Undetected civilization discovered.
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7
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Signal received (Referee: specify).
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8
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Signal received (Referee: specify).
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9
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Space junk (Referee: specify damage, if any).
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10
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Derelict vessel.
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11
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Space junk (Referee: specify damage, if any).
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12
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Ancients' ruins discovered.
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DM: None.
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3-2: Derelict Vessel Type (Use 2D)
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Vessel Type
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1
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Probe.
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2
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Surveyor (unmanned).
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3
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Orbital satellite (civilian).
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4
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Orbital satellite (military).
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5
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Non-starship.
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6
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Starship.
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DM: None.
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3-3: Derelict Race of Origin (Use 2D)
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Race of Origin
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2
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Known major race (Vilani).
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3
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Known major race (Aslan).
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4
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Known major race (Vargr).
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5
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Known major race (Zhodani).
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6
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Known major race (Zhodani).
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7
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Known major race (Zhodani).
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8
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Known major race (Zhodani).
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9
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Unknown origin.
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10
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Known minor race.
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11
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Unknown minor race.
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12
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Unknown major race.
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3-4: Derelict Condition (Use 2D)
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Condition
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Hull
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Computer
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Electronics
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Powerplant
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2
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Debris
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Destroyed
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Destroyed
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Destroyed
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Destroyed
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3
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Debris
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Destroyed
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Destroyed
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Destroyed
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Destroyed
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4
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Fragments
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Fragments
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Destroyed
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Destroyed
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Destroyed
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5
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Fragments
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Fragments
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Destroyed
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Destroyed
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Destroyed
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6
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Hvy. Damage
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Hvy. Damage
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Destroyed
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Destroyed
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Destroyed
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7
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Hvy. Damage
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Hvy. Damage
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Destroyed
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Destroyed
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Destroyed
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8
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Hvy. Damage
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Hvy. Damage
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Destroyed
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Destroyed
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Ruptured
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9
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Hvy. Damage
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Hvy. Damage
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Destroyed
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Very Poor
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Ruptured
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10
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Mod. Damage
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Mod. Damage
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Very Poor
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Fair
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Ruptured
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11
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Mod. Damage
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Mod. Damage
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Fair
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Good
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Fair
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12
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Minor Damage
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Punctured
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Works
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Works
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Works
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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.
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3-5: Other Explorers' Vessel Type (Use 1D)
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Vessel Type
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2
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Starship (civilian scout).
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3
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Civilian surveyor (manned).
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4
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Starship (military forward scout).
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5
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Non-starship (shuttle).
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6
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Non-starship (surveyor, manned).
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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.
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3-6: Explorers' Race of Origin (Use 1D)
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Race of Origin
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2
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Known minor race (Referee: specify).
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3
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Known major (non-Zhodani).
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4
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Known major (Zhodani).
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5
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Known major (Zhodani).
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6
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Unknown minor or major race (Referee: specify).
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DM: None.
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3-7: Signal Type (Use 1D)
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Signal Type/Form
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1
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Free signal (radio transmission).
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2
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Free signal (microwave transmission).
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3
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Free signal (interference/static).
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4
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Free signal (laser communications).
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5
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Beacon / distress call (in-system).
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6
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Unknown signal type and form.
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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.
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Table Index
Table Notes
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