Event Sub-Table for Dimsheen
- Section of Dome collapses, exposing everyone in 4d100' to massive glare, heat and dessication effects.
- Dust Blow-out at Smelter. Most of the explosion is contained by makeshift barriers. This time.
- Dust Storm surrounds the entire dome-plex. No one is going anywhere for 1d6 hours.
- Sumps back-up, cause flooding in alleys. Takes 1d4 days to get cleaned-up and drained.
- Air plant malfunctions. Air supply doesn't get replenished for 1d4 hours.
- Excessive Glare. Dome opacity fails. Interior exposed to harmful ultaviolet radiation.
- Cybertribe raiding party strikes outlying domes.
- Inspector arrives by way of ornithopter from South Polar Authority Complex.
- Sewer-slugs (or incredibly large snails) break loose, go on rampage.
- Riot amongst Dust Trawler crews working for one of the four main outfits.
- General Strike called.
- Anarchists sabotage the Alloy Works. Parts will need to be shipped-in.
- Bar room brawl gets out of hand, 1d4 fatalities and Security is called.
- Sinkhole forms within 1d100 miles of main dome.
- Dust Trawler lost under mysterious circumstances.
- Tramp trade-ship lands, against regulations.
- Cultists celebrate major holiday--everyone else stays indoors.
- Patch-crew blown away in gale force winds; hole in dome requires even more resources to repair now.
- Temperature Inversion hits dome-zone. Heatstroke a real issue.
- Special.
Specials
- War breaks out between two major cybertribes.
- Bounty hunters clear-out the lower levels until they run into Gralf the Grimjaw.
- Chelation systems breakdown. People begin dying in one hour...
- Air Plant sabotaged with nerve agent.
- Bomb planted in main airlock.
- Cult uprising, fanatics stage simultaneous take-over of all of the dome's major control centers.
- Dust Trawler crashes into Dome-Zone. The cab is filled with glistening xeno-eggs.
- Toxic gas discharged from septic-subsystems.
- Major subsidence, some domes ruptured.
- Ship crashes out in the Dust.
- Dutchman's Trawler spotted within 1d4 miles of Dome-zone.
- Take-over attempt by minor competitor Lordling and 2d20 recently hired mercenaries.
- Trawler Crews attempt to unionize.
- Smelter-Teams go on strike. Ruin the Smelters. Total replacement necessary.
- Fungal bloom in lower levels gets out of hand.
- Macro-Blob unleashed within Main Dome-Zone.
- Plague breaks out.
- Arsonist using industrial accelerants on rampage.
- Agent Provateur captured and hung in main hydroponic park as an example.
- Site closed down with no further explanation.