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Campaign Events Tables - Russell Jones

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Campaign Events Table
This is an events table for all campaign games of Inquisitor which I hope will add a few twists, both good and bad, and prove enjoyable in the campaign. The GM will make the roll prior to the beginning of any scenario and apply the result as required. This table is subject to expansion and change. More will follow as it is developed.

D66 ROLL: EVENT

11-12: Hive Quake-All movement is considered to be a risky action for the duration of the scenario. For a failed roll, consult the Hive Quake table.

13-14: Plague-All characters must pass a Toughness test or suffer the effects of Enfeeblement (per the psychic power) for the entire scenario. The psychic roll is versus a static Willpower of 100.

15-16: Creds-Each character takes an immediate investigation test against a base Initiative of 25. Successful rolls indicate the character has happened upon a lost or misplaced cred disk during their travels. The character may immediately add a cred disk with D100 creds to their equipment.

20-22: Ammunition Failure-All ammunition currently in the possession of the warband is faulty. Anytime a ballistic weapon of any type is used during the scenario, the action is considered a risky action. For a failed roll, consult the Faulty Ammo table.

23-25: Guilder Trading Post-The warband has encountered a Guilder Trading Post during the course of their travels through the underhive. Consult the Trade tables.

26-30: Bounty Hunter-A random member of the warband will be tracked by a Bounty Hunter for D3 scenarios.

31-32: Pollution-All characters must pass a resistance test at the beginning of each of their turns or suffer the effects of choking (per the gas).

33: Map-The warband has recovered an older map of the area, revealing a set of tunnels under the floor of the dome. Up to two characters may be held in reserve for the first two turns of the game, representing them working their way forwards in these newly discovered tunnels. Deployment of these two characters will occur on the third turn of the game in initiative order, costs one action, and will be considered a risky action. If the player rolls equal amounts of 1's and 6's, or more 1's than 6's, he will deploy on a randomly determined board edge. Any other roll results in the player choosing his deployment edge.

34-36: Guilder Trading Post-The warband has encountered a Guilder Trading Post during the course of their travels through the underhive. Consult the Trade tables.

40-41: Guild Sanctions-A guilder was recently killed in the area. All characters must take a Leadership test prior to the start of the scenario. Failed rolls result in the characters being under suspicion by the Adeptus Arbites for the next D3 scenarios.

42: Weapons Cache-The warband has happened on an abandoned weapons cache. From the stash they are able to recover two fully functional, randomly determined weapons.

43: Hunted-One member of the warband is sought after by the “Harvester” for the next D3 scenarios.

44: Genestealers-D6 Genestealers are loose in the immediate area. There is a 25% cumulative chance per turn that each Genestealer will appear from a randomly determined board edge, attacking the closest model.

45-46: Healer-A legendary healer with extraordinary wyrd powers passes through the local area. For a mere 50 creds, he will heal all wounds possessed by a single character.

50-51: Hive Smog-Heavy smog has settled over the area for the duration of the scenario. All movement is considered to be over difficult terrain and visibility will be no more than 10 yards for the duration of the scenario.

52: Rogue Trader-As Guilder Trading Post, but all discovery rolls are made with a 20% bonus.

54-54: OOPS!-The warband has lost one or more of their cred disks. Immediately deduct D100 creds from randomly determined warband members.

55: Dead Space-For the duration of the scenario, all communications equipment is useless and will not work.

56-60: Creds-Each character takes an immediate investigation test against a base Initiative of 25. Successful rolls indicate the character has happened upon a lost or misplaced cred disk during their travels. The character may immediately add a cred disk with D100 creds to their equipment.

61: Mutant Uprising-D6 Mutants will appear on a Random Board Edge during the first turn. They will attack the closest model.

62-63: Guilder Trading Post- The warband has encountered a Guilder Trading Post during the course of their travels through the underhive. Consult the Trade tables.

64-65: Creds-Each character takes an immediate investigation test against a base Initiative of 25. Successful rolls indicate the character has happened upon a lost or misplaced cred disk during their travels. The character may immediately add a cred disk with D100 creds to their equipment.

66: Psychic Void-All psychic powers fail to work for the duration of the next scenario.

Miscellaneous Events Tables

HIVE QUAKE TABLE
D6 ROLL: EVENT
1: As the entire dome shakes, a section of the ground gives way beneath the character's feet. The character falls into the crevasse that has opened up and hits his head, stunning him for D3 turns. The shock of falling into the ground has also left the character shaken. A successful nerve test will be required prior to the character taking any further actions. This test may only be taken once per turn. To climb out of the crevasse will require three actions once the character recovers.

2: A section of the ground suddenly collapses beneath the character's feet. The character falls into the crevasse that has opened up, unable to take any further actions this turn. The shock of falling into the ground has left the character shaken. A successful nerve test will be required prior to the character taking any further actions. This test may only be taken once per turn. To climb out of the crevasse will require three actions once the character recovers.

3: A section of the ground suddenly collapses beneath the character's feet. With a successful Initiative test the character will be able to leap clear of the crevasse that has appeared in the ground, burning one action for that turn. The shock of nearly falling into the ground has left the character shaken. A successful nerve test will be required prior to the character taking any further actions. This test may only be taken once per turn. Failure is the equivalent to result #2.

4: A section of the ground suddenly collapses beneath the character's feet. Will a successful Initiative test the character will be able to leap clear of the crevasses that has appeared in the ground burning one action for that turn. Failure is the equivalent to result #2.

5. The character is thrown prone D6 yards in a random direction and the ground of the dome shakes. He must spend one action returning to his feet.

6. The character stumbles D6 yards in a random direction, but is able to keep his footing as the dome shakes around him. He may continue the remainder of his turn without further penalty.

FAULTY AMMO TABLE
D6 ROLL: EVENT
1: Catastrophic weapon failure! The character immediately resolves damage as if being shot by his own weapon in his shooting arm! The weapon explodes in a shower of shrapnel and is no longer usable.

2: Weapon failure! The character immediately resolves damage as if being shot by his own weapon in his shooting arm! The weapon will require D10 actions to clear or become functional again.

3-5: Jam! The weapon jams or overheats, requiring D10 actions to clear or become functional again.

6: Jam! The weapon jams or overheats, requiring D6 action to clear or become functional again.



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