![]()
![]()
Random Encounter Tables, roll 2 D10 and hope.
All city zones and the badlands.
![]()
![]()
New Mexico City Encounter Tables.
Poor Quarter/Combat Zone
|
Daytime. (08:00-19:30 hrs.) 1-4 City Police Patrol of d6, you ignore them they’ll ignore you. 5-12 Beggars 2 beggars after food or money. Pick pockets 7 Tech 9. 13-21 Street Kids 1-3 tormenting a cripple, 4-6 hassle you for money, 7-9 just robbed someone and being chased, 0 throw stones and jeer at the party. 22-35 Booster Gang 1-4 they attack the party, 5-8 attack someone near by, 9-0 being chased by the Children of the Sun. 36-37 Locals blindly chasing an escaped chicken, which runs straight through the party, locals armed with knives and machetes. 38-45 Cuban terrorists 1-7 ignore you, 8 force you away with firearms, 9-0 try to join up with you. 46-53 Children of the Sun d10 out patrolling, if you look too much like a corp. they’ll attack. 54-59 Petty Criminal tech 8 pick pocket 6 60-65 Culties 1-5 push past saying “Heretic…”, 6-0 lynch the party. 66-73 Children of the Sun 1-5 ignore you, 6-9 demand to know why you are there, 0 take you to the Sun King. 74-89 Low Life Will try to sell the party low grade (d4) 1 drugs, 2 guns, 3 food stuffs (and you thought kibble was bad Body roll needed to prevent food poisoning.), 4 rustic arts and craft attempts. 90-96 Street Punks II (d6) odds evens roll odds they attack the party. 97-00 Corp Guards Shutting down the area with the party in the middle looking for escaped slaves
|
Evening, (19:30-00:00hrs.) 1-5 City Police will arrive d6 turns after the party fires it’s first shot. 6-9 Crazy lost loony and needs a friend. 10-12 Lost Tourists 1-5 being jumped by boosters, 6-8 wandering round aimlessly taking photos of ever thing and everyone, 9-0 want to get back to the corp. zone and want your help. 13-23 Cuban Terrorists 1-5 ignore you, 6-7 make a run for it, 8-0 attack the capitalist Yankees=you. 24-32 Children of the Sun 1-4 barge past, 5-6 demand you leave the area. 7-8 try to capture one of the party to slave, 9-0 take the party to the Sun King. 33-49 Booster Gang III attacking 1-5 passers by, 6-9 the party, 0 the inquisition. 50-55 Inquisition out for a spot of party bashing. 56-64 Turf War erupts around the party, a car bomb (4d6 over 5m area) starts the ball rolling. You are 4m away from car when it goes. 65-69 Street kids being processed by the inquisition and being put into waiting vans. 70-83 Black op’s solos 1-5 ignore you, 6-8 barge past warning you off, 9-0 do a hit in front of you and need to ensure witness silence. 84-99 Medias 1-5 spotted by their subject booster gang, 6-0 you are the story tonight. 00 Locals pull you into their marital argument.
|
After Midnight-08:001-12 Children of the Sun 1-4 ignore you, 5-8 warn you out of area will not take no for an answer, 9-0 join you for a while. 13-15 Street punks II jump party. 16-23 Fire fight erupts with the party in the middle. Boosters (d6 vs. Children of the sun d10) 24-69 American Agents after assistance in terrorist attacks and information. 1-4 run off, 5-8 tries you for their aims, 9-0 decides you are following them and open fire with the biggest guns they have. 37-48 Muties 1-5 being jumped by boosters, 6-9 watches the party for a while (d4 turns) then leave, 0 try to tag along with the party 49-50 Street Punks III try to rob you. 51-57 Cuban Terrorists 1-4 ignore you, 5-8 does a revenge killing in front of you, 9-0 attacks the party. 58-65 Inquisition repent sinners especially the party. 66-79 Drunk 1-4 staggers behind the party sinning rude Spanish songs loudly off key, 5-6 throws up on your shoes, 7-8 tells you all his/her woes, 9-0 will attack you for steeling their donkey. 80-83 Crazy babbling about mutants, odds you are the mutant. 84-98 Booster gang boosts you,Stpks 3. 99-00 Bounty hunter hired by old rival.
|
![]()
Intermediate zone
|
Daytime 08:00-19:30hrs) 1-12 City Police odds stop & ID the party. 13-21 Corp Guards odds stop search the part, for cyberware. 22-29 Medias doing on the street interviews 1-4 near by, 5-8 try to interview the party 9-0 being robbed. 30-35 Street Kids 1-4 being chased by city police with net launchers, 5-0 try to beg off of you, pickpocket 9 Tech 8. 36-43 Cuban Terrorists 1-7 ignore you, 8-9 do a runner, think you are tailing them, 0 tell you to get out of there. 44-49 The Flying Rippers on a break 50-53 Petty Criminal pickpocket 7 Tech 0 54-57 Crazy you are their long lost relative. 58-63 Rocker Boys 1-4 ignore you and push past, 5-7 bodyguards/roadies tell you beat it, 8-0 invite you for a drink. 64-71 Booster Gang need to update their cybers and yours will do just fine. 72-80 Pick Pocket Tech 10 Pick pocket 8 81-87 Corp’s 1-4 being robbed, 5-6 lost and ask you for directions 8-0 they believe the party is about to lynch them. 88-93 Lost Tourists 1-3 getting robbed, 5-8 ask you for directions, 9-0 being jumped by inquisition. 94-96 Bounty Hunter 1-4 Wishes to join you, 5-8 have you seen…9-0 Think you are their target 97-00 Locals 1-4 friendly and try to sell you something, 8-6 tech 0 pick pocket 0, 7-0 being picked up by corp. guards on mutant parole
|
Evening (19:30-00:00hrs) 1-12 City Police Half heartedly Id the party, give them any attitude and they will find some reason to bust you.. 13-21 Corp Guards 1-5 Id check, 6-0 spot search for narcotics.. 22-28 Tourists ask you to direct them to the Paradise Hotel. 29-35 Crazy 1-5 rants at you, 6-7 follows like a bad smell muttering to him self, 8-0 makes everyone stair at the party. 36-43 Booster Gang jumps party. 44-48 Street Kids being chased by Corp guards, run straight through the party, if in a vehicle drive roll diff 25 to miss the guards. Odds even roll, odds following vehicle fails to stop in time and crashes into you. 49-54 Inquisition odds jump party 56-67 Culties jump party 68-79 Cuban Terrorists on arms pick up 1-5 ignore you, 6-8 warn you off, 9-0 open fire at party. 80-89 Fire fight between boosters and city police (2d10 each, Stps 2 & Corpgoons 2) the party is in the middle when it erupts around them. 90-97 Solo’s roll 1d10 1-5 do hit in front of you and need to silence the witness 6-9 getting hammered by the inquisition (odds even roll odds your spotted and next.) 0 you are their target 98-00 Corp Guards & City police stop search everyone in the area . D10 1-3 escaped/illegal slaves. 4-5 narcotics, 6-7 vehicle emissions check, 8-0 cyberware check.
|
After Midnight (00:00-0800hrs) 1-12 City Police moving people along after an incident, will bust you if they don’t like the look of you. 13-21 Corp Guards stop searching people. Odds = the party for d10 1-3 narcotics, 4-5 Cyberware check, 6-7 escaped/illegal slaves 8-0 vehicle emissions. 22-32 Booster Gang (Stpks2) d10 decide they are going to have everything off of you and then sell the bodies. 33-41 Inquisition time d10 isn’t it a shame that you’re the only ones out with cyberware. 42-54 Cuban terrorists d10 1-4 warn you out of the area, 5-8 warn you off with maximum force if needed, 9-0 the party have just seen to much, wipe them out. D6 terrorists. 55-63 Trauma Team d10 1-4 ignore the party, 5-0 the party’s first kill is a card holder. T.T. arrive d4 turns with extreme prejudice. 64-75 Bounty Hunter d10 1-5 interviews you. 6-8 you are their target. 9-0 getting jumped by inquisition. 76-88 Fire fight you are caught in the cross fire between Castille’s children & Aluda Arveniss. 89-95 Locals 1-5 being jumped by a booster gang. 6-8 running from corp. guards who are mutie hunting. 9-0 who are out for a good time and invite the party along. (Mutants.) 96-00 Corp guards and city police stop searching everyone in the area. Odds decide to take the party for questioning about a recent crime. Evens arrest one of the party all roll a d10 lowest score wins a trip to the cells
|
![]()
Corporate Zone
|
Day time 08:00-19:30hrs. 1-8 City Police stop searching vehicles and pedestrians 38% chance of it being the party. 9-14 Corp Guards checking papers for every thing 37% chance of being the party. 15-21 Crazy d10 1 you are his lord and master and he/she is you dutiful servant, well they think they are. 2-4 rants at you. 5-8 follows the party muttering constantly. 9-0 causes everyone to stare a the party, if any violent action is carried out they wit be on the nutters side. 22-29 lost Tourists looking for the Yucatan Shopping Mall and ask the party for directions. 30-38 Street kids tech 7 pickpocket 9 basic tech 8. Odds hassle party and pick their pockets. Evens steal parts from the parties vehicle ( If alarmed will be pelted with bricks and rubbish.) 39-48 Corporates d10 1-4 being tailed by thugs 5-8 they are lost and hassle you for directions. 9-0 call for assistance as the party is out to get them. 49-59 Meduas out for a story Odds interview the party. Evens the party is their story. 60-73 Security Guards back off you are too close to their boss. 74-83 Street Kids d10 1-4 pelt party with rubbish. 5-6 ref 9 melee 6 slash the back out of your cloths and leg it. 7-0 have rigged a trip wire and pull it tight as you pass. Diff 30 to stay on your feet. 84-00 Rta. The party gets involved in a road traffic accident with one small van and a hand cart full of melons.
|
Evening 19:30-00:00hrs.1-10 City Police after papers roll d10 under 4 and it’s your papers they want. 11-24 Corp Guards d10 if under 6 then stop search party. 25-33 Emergency Services on call out, will force party out for their way. 34-38 Culties tail you (Diff 27 to spot) Odds Inquisition Lynch you when you are in Int Zone. Evens Culties lynch you in Int Zone. 39—43 Techies d10 1-4 offer their services. 5-8 repairing a vehicle by the road side. 9-0 Invite you to Evens Servatron for a good night out Odds Blood Sports to sell. 44-51 Street Punks II out on the rod hold the party up with Hand Guns and Knives. 52-63 Rocker Boys d10 1-4 invite you to a gig at Servatron. 5-8 Their security move you on. 9-10 insult the party for not keeping up with the latest fashions. 64-76 Police team Chancing down street kids who have torched their car. 77-87 Booster Gang The Conquistadors out to lynch a corp., if not them you will do. 88-96 Media Star d 10 1-5 interviews the party. 6-7 the party are in shot so security are called. 8-9 Having difficulties with street kids. 0 follow the party in the hopes a story happens at you. 97-00 Tourists d10 1-5 lost and looking for the Church of all Angles. 6-7 want someone to take their photo. 8-9 believe the party are thieves out to get them. 0 getting robbed and looted by street kids armed with knives and nail guns. Ref 8 melee 6 h.gun 5.
|
After mid-night 00:00-08:00hrs 1-16 City Police Stop searching the area roll over 8 on a d10 not to be stopped. 17-31 Corp Guards Stop Search roll over 8 on a d10 not to be stopped they will find something to a least fine you for. 32-40 Street Kids Tech 7 Pickpocket 10, try to d4 1 steal weaponry 2 wallets, 3 communications, 4 Keys. 41-52 Inquisition tail you to the int zone then try to purify your souls diff 30 to spot. 53-64 Booster Gang Umajyaids d10 1-4 attempt to extract protection money out of the party, 5-8 In the process of extracting payment from 2 techies. 9-0 attempt to abduct the party to sell off to the highest bidder. 65-78 Trauma Team d10 1-6 blocking the road along with the flying Rippers arguing over a patient who has joint member ship, 7-8 on way to victim ant the party is in the way. 9-0 the first person the party track down is a T.T. member. 79-87 Media team d10 1-5 filming a fire that has broken out near by, 5-8 try to interview party-the problems of street kids, 9-0 the party is not photogenic enough so security throw party out of area. 88-96 Street Kids d10 1-5 being chased by a bounty hunter they’ve just robbed, 6-8 throw rubbish and stones at party ref. 8 sling shot 10 dam 1d6+6, 9-10 shove a potato up the parties exhaust pipe. 97-00 Corp Party Goers d10 1-4 invite you along to The Hamilton for the rest of the evening 5-8 paranoid security move you on. 9-0 their vehicle crashes into yours.
|
![]()
Executive/ Governmental Zone.
|
Day Time 08:00-19:30hrs. 1-8 City Police Patrol of 3 officers in small APAC’s demand paperwork & weapons check all infringements will be harshly punished. 9-18 Govt Guards as above except they have stricter views on ammo types than the police. 19-24 Lost Tourists looking for the reconstruction of the 16th Century Church that they’re sure is near by. 25-30 Pick pocket tech 9 pickpocket 10, after your paperwork. 34-42 Street Kids d4 begging. 42-56 Media Crew doing on the street interviews and you are chosen for a worldwide broadcast. 57-69 Locals out for a good time but have just been robbed and believe you are responsible. 70-83 Security Guards back off you are too close to an important Corp. 84-96 Rocker Boys d10, 1-4 shooting a video and your not wanted as extras, 5-7 transport has broken down, 8-0 Security wants you out of the way as they are running late. 97-00 Booster gang attacks party The Roaming Crusaders (it’s inquisition time.
|
Evening 19:30- 00:00hrs1-15 City Police stop searching vehicles for anything that infringes the law odds it is you. 16-25 Govt Guards moving people out of the area, no reason is given, just leave immediately you have 60 seconds to comply or instant arrest. 26-34 Tourists after directions to …… 35-47 Street Artists d10 1-4 mime copies your every move to everyone else’s amusement, 5-7 Magician who holds up you’re under ware to the crowd. 8-0 a chalk artist has just finished his latest work that has taken 4hrs and you’ve just walked right through it. 48-57 Street kids odds throw stones at party, evens being picked up by a security patrol. 58-69 Bounty Hunter looking for someone 15% it’s you, if not then will hock up with you for the eve over 45% then will constantly be hassling for info. 70-88 Solo Team d10 1-5 dodge past you, 6-0 start to id you and interview you on an earlier incident. 89-96 Corp Guards Stop search the party looking for d10) 1-2 Spot Humanity quiz, the party must answer the psychologists questions and pay 500Eb for the privilege, 3-4 Checking that entry cards to the Exec. Zone are valid. 5-6 Emissions checks on the parties transportation, 7-8 Weapons check, 9-0 check if any of the party on the wanted list. 97-00 P.I. roll d10 1-3 asking people around you looking for odds you, evens total stranger, 4-7 shadowing someone ahead of you, 8-0 hassle the party for information.
|
After Midnight (00:00-08:00) 01-26 Police Spot check d6: 1-2 Routine cyberware check, 3-4 Full ID check. 27-48 Corp Guards approach party with a loud "halt" give the party grief and hassle and search for anything that they can "bust" you for. 49-56 Rich-kids booster gang odd evens roll, odds will rough the party up for having such a poor taste in clothing, evens invite you along with them,,,, 57-63 Pickpocket sneak 6 ref 9 pickpocket 10, if successful 1 random piece of equipment stolen 64-70 Security Guards your to close to their boss, back off or they'll move you on with extreme prejudice 71-84 Bounty Hunters (3) their contract is a random member of the party, will tail and try to abduct, if they can't abduct then that add did say dead or alive. 85-89 Rockerboys d10 1-2 their bouncers bounce the party for ruining a scene in the video they were filming, 3-4 they are a random party members favourite singer, 5-6 their vehicle has broken down and they are late for a gig, 7-8 are an old rival of a random party member, and will endeavour to cause the party trouble, 9-10 tag along with party, and invite you to their local. 90-95 Media's doing a report on the local night life, d6 1-2 try and get an interview from the party, 3-4 the party just doesn't look right, your politely asked to move on by their security, 5-6 their security is convinced that the party tried to mug them last week,,,, 96-00 Trauma Team on a break, d6 1-2 believe that party was responsible for earlier call out (shooting), 3-4 relaxing in the same bar as the group, 5-6 doing a special deal 1/2 price years membership tonight only.
|
![]()
The Bad Land Encounter Table.
Every 30 miles adds 10% to all rolls, in the evening you add a further 10% and after midnight you add another 10%.
![]()
01-15% Locals smallish group going between settlements, taking wares to market.d100
01-20 Get off the road and watch the party with suspicion.
21-40 Ask party to protect them, will pay in food and fabric.
41-80 Run off away from the road abandoning their wares. If party stop and rob them they will be picked up by the next military patrol they meet.
81-00 Believe the party are Bandits and offer all for their lives. If party takes all then the next military patrol they meet will take them away.
![]()
16-35% Convoy (1d20 plus modifier for size)
Convoy type
01-29% Small vehicles i.e. cars and vans.
30-49% Medium sized vehicles. i.e.. Trucks.
50-69% Large vehicles i.e.. Petersbuilts.
70-89% Military style vehicles. i.e.. Armoured cars.
90-00% Mixed convoy. (re. roll for each vehicle at -10 to roll.)
Mood
01-40% Relaxed mood and don’t mind if party tags on.
41-60% Request you keep your distance or they’ll open fire.
61-80% Believe that the party are bandits and open fire until the party pull out of the area.
81-00% Under siege by bandits/inquisition (odds losing.)
![]()
36-43% Military patrol sweeping the area. They are always harder than the party, so play nicely.)
01-30% One of their vehicles has broken down and is under repair. Give them a wide birth and they’ll ignore you.
31-65% Stop search any vehicle that they come across.
66-75% Battling bandits/inquisition.
76-00% mistakes the party for bandits, only all out submission will stop them opening fire.
44-59% Work gangers on way to their next job (Use convoy table for size of group.)
Mood
01-40% In a relaxed mood and invite party to join them.
41-60% If you get too close they’ll open fire. Warning at GM discretion.
61-80% Think the party is a bandit patrol and open fire without warning. Will continue firing until the party pulls out of the area.
81-00% Being jumped by bandits/inquisition (odds loosing.)
![]()
60-75% Mech Warriors on a location bout.
01-40% on a break between bouts and if the party is lucky they will be able to get their autographs.
41-60% one of the Mech’s has broken down and a repair is being attempted.
61-79% the party has a grand stand view of combat if hang around they will be charged to watch.
80-00% the party’s vehicle gets hit by one of the misses.
![]()
76-88% Bandit Attack
– for the bounty on the dead bandits you must deliver their corpses to the nearest Sheriffs offices and fill out the forms provided. The bounty will be paid to you d10 weeks after the event, and is worth d10*500Eb per corpse unless Military trained then they are worth d20*500Eb.-
01-20% Migrant forces.
21-50% Local to the area.
51-00% Military trained.
Equipment roll d100 4 times. Use all equip from 01-your roll.
Armour type Weapons Vehicle type Size
01-25% Soft Armour HP. MSMG. Cars/pickups 4
min Sp14 max Sp 20
26-50% Hard Armour Ass.RIF M.bikes/Trucks 8
min Sp18 max Sp 25
51-75% Hard Armour Heavy APCs 12
min Sp 20 max Sp 25 + Skinweave Sp 16
76-00% as above + Miss.Launcher P.A. 16
Sub dermal Sp 22 EV0 (Orbital)
![]()
89-90% Inquisition –Will be a good match for the party using near as similar equipment.
![]()
91-00% Bio-Beasties
01-60% Hounds d20+5
61-94% Hunter Killers
Party Size = No. of HK’s
1-4 = d4, 3-4 = d4+1, 5-6 = d4+2, 7-8 = d4+3, 9-10 = d4+4
95-00% BMBs move as individuals of in pair will attack if feel threatened by the party.
![]()
![]()