Colony (R205B)
A residence outpost on a planet, it can supply nearly every need of the colonists that live on planet. It is very difficult for an
outsider to pass without notice in a colony. Banks and medical centers are present. Each roll takes one hour, roll two dice (2d6):
- 2: hypercharges (E025)
- 3: no more rolls
- 4: sidearms (E045) or heavy hand weapons (E048) as desired
- 5: utility suits (E043)
- 6: hire mobile repairman (E061)
- 7: repair units (E030)
- 8: fuel units (E026)
- 9: life support units (E028)
- 10: nothing unless tech code 30 or more, then buy GM robot (E038), PS robot (E040), and/or U robot (E042)
- 11: skimmer (E033)
- 12: skimmer guns (E051)