Random Encounters ----------------- There are seven different types of room in the base. The table below describes the purpose of each room, its size in meters and who is permitted to freely access the location. Naturally, the players are permitted to shoot their way into any room. Psionic are dampened throughout the entire base. Attempts to use them will produce no effects apart from a mild headache. Description Dimensions Access Rights Encounter DM A Entryway 15.0x20.0x4 any - B Cell 5.0x 7.5x3 any -2 C Recreation Area 40.0x50.0x9 any -1 D Store Room 12.5x30.0x3 non-psi +2 E Maintance/Hospital 20.0x15.5x4 non-psi +2 F Control Room 25.0x15.0x6 none +3 G Central Control 5.0x 5.0x2 none +5 Roll 9+ on 2D every five minutes for an encounter inside the base. If an encounter is called for, roll 1D on the following table using the encounter DM from the previous table. The base has a total of six scrubbots, twelve screwbots and six deathbots. Not all of the bots are necessarily in working order. Roll Encounter <=0 1 Screwbot 1 2 Screwbots 2 1 Screwbot 3 1 Scrubbot 4 2 Scrubbots 5 1 Screwbot 6 1 Scrubbot 7 1 Deathbot >=8 2 Deathbots The robots have been lifted from Traveller Adventure 2: Research Station Gamma with a few minor modifications. The main change made is that the Deathbot (security robot) has improved armour, it takes ten points of damage to generate a hit and it still acts as if protected by battledress. The deathbot laser can also damage the ATV on a roll of 12+ (which is an 8+ after skill modification), the deathbot will be damaged by a hit from the ATV lasers. The second change is in the screwbot's (animal handling robot's) weaponry: it now has an advanced stunner that requires a roll of endurance minus intellegence or less on 2D to avoid a thirty minus endurance minute stun (and a nasty headache for another hour or two afterwards). This stunner ignores all forms of personal armour (except black and white globes), treating all targets are having no armour for to hit purposes. If the GM thinks the robots are a little tough, it is recommended to introduce some equipment failure reducing the robot skills level, armour quality or weaponry. The exact modifications are left up to the individual GM.