1. Inquisitor airlock 2. Sigmarine airlock 3. Troop airlock 4. Random Encounter 1 5. Random Encounter 2 6. Random Encounter 3 7. Pirate 1 - Pirate weapon storage 8. Maintenance 1 -Room rushed into being ready for a void jump, food left sitting on the table 9. Pirate 2 - Pirate bar room 10. Maintenance 2 - Valves and other such indicator is not shutdown properly, cot in the corner and porno mags 11. Trap -  1. You see a crudely drawn door on the wall. If you look at it, there it looks like it was drawn on. 2.  Above it sits some text that says “Cold, and black, Big and Open yell out da secrit nam and magidor opans.”  3. if the players start calling out names a group of melee pirates (1d10) will charge them. 13. Random 4 14. Recruit 1 - Melee training 15. Random 5 16. FlameThrower - A room with the flamethrower in it, behind a sheet of glass sits a bunch of skitters waiting for new food. 17. Recruit 2 - Range Training 18. Trap -  1. Crushing walls. The room is empty except with a single door on the far side. With crushed and powdered bones littering the floor.  2. There is a lock on both sides of the door. There is a pressure plate in the middle of the room, there are small gaps between the walls at the corners.  3. If triggered, both doors lock and the trap closes in slowly. Let that pressure build and make your players terrified of those walls. No saving throw or attack roll on this one. Use a sand timer if you'd like, or maybe give everyone one action (6 seconds) to try and get out. Then hit 'em with a truckload of damage. 20. Random 6 21. Pirate 3 - Prisoners 22. Random 7 23. Recruit 3 - Patrol - if this doesn’t happen then in room 22 double the enemies 24. Random 8 25. Trap -  1. There are three levers in the hallway, each one some distance away from the next. 2. Investigating reveals (1) a rather conspicuously hidden pit trap in the middle of the long hall, (2) a slight gap between the floor and walls. 3. This trap is probably best without a pressure plate or tripwire. Several seconds after the party enters the hallway, the floor starts moving toward the center, where the pit trap is. Use initiative for this, and, depending on how long you made the hallway/how dangerous you want the trap to be, move players X number of feet at the start of every round or turn. Two of the three levers speed the floor up, while one slows the floor down. The levers can be pulled as many times as you'd like. The floor stops when you pull the Slow lever enough to reduce the speed of the floor to 0ft. The pit trap doesn't have to do a lot of damage here, because if the players try to escape mid-trap they'll fall back in. 4. The levers are: Fast, slow, Fastest 27. Maintenance 3 - Failed ot establish a void bubble revealed, resulting in the void beasts. 28. Random 9 29. Pirate 4 - Bathroom 30. Maintenance 4 - Bulk head that is in ruins with a body next to it. Roll on the section 2 random encounter tbale 31. Recruit 4 - Checking steam pipes that provide heat, if he doesn’t do this then room 32 is flooded with steam and the players need to disable it themselves. 32. Random 10 33. Trap 1. The floors and walls are covered in a harmless but powerfully hallucinogenic fungus. Disturbing them releases their spores which will trigger a 2d6 hour trip. While tripping, players are easily disoriented, always surprised, and "succeed" at false perception checks. Wisdom checks to see if they can avoid bad trips. Repeated exposure makes the effects more extreme and the 2d6 hours start after exposure had stopped. 35. Store - the store where players can spend their hard earned credits. 36. Maitency Story End 5 - Plascourdrone with another maintenance person, if the recruit fails then the plascourdrone is dead. If the recruit lived then the plascourdrone is in the roof above the body. 37. Section end/Next Section Start - the edge of the civilian area. While empty lets them have a good view out over the town.