FANDOM


This appendix is a quick reference list of several charts and tables found throughout the rules that contain information commonly used during the course of a gaming session. The list does not include price tables, parts tables or any table that has anything to do with the creation of any kind of object; GMs, designers and players may use the Index to locate those tables or may refer directly to the appropriate Chapters.

Results of Failed Scans

Data Received after Failed Planetology/Technology Check via Degree of Failure
Degree of Failure Data Received
Type (Object or Craft) Gravity (Object)
Size (Craft)
Atmo. Density (Object)
Shield Status(Craft)
Temperature (Object)
Guns Status (Craft)
Weather (Object)
Ordnance Status (Craft)
>30 No No No No No
30 No No No No Yes
29 No No No Yes No
28 No No Yes No No
27 No Yes No No No
26 Yes No No No No
25 No No No Yes Yes
24 No No Yes No Yes
23 No No Yes Yes No
22 No Yes No No Yes
21 No Yes No Yes No
20 No Yes Yes No No
19 Yes No No No Yes
18 Yes No No Yes No
17 Yes No Yes No No
16 Yes Yes No No No
15 No No Yes Yes Yes
14 No Yes No Yes Yes
13 No Yes Yes No Yes
12 No Yes Yes Yes No
11 Yes No No Yes Yes
10 Yes No Yes No Yes
9 Yes No Yes Yes No
8 Yes Yes No No Yes
7 Yes Yes No Yes No
6 Yes Yes Yes No No
5 No Yes Yes Yes Yes
4 Yes No Yes Yes Yes
3 Yes Yes No Yes Yes
2 Yes Yes Yes No Yes
1 Yes Yes Yes Yes No

Trading: Trader Disposition

Trader Disposition by 1d10 Roll
1d10 Result Disposition Maximum Negotiation Count
0-2 Not Bargain at All 0
3-6 Bargain a Little 1-2 (1d2)
7-9 Bargain a Lot 1-5 (1d5)

Trading: Categorical Item Selection

Item Categorical Selection for Sale List by 1d10 Roll
1d10 Result Item Category
0 Clothing and Container Objects
1 Tools and Wilderness Gear
2 Comestibles
3 Scanners and Computer Technologies
4 Communications Technologies
5 Medicine and Medical Technologies
6 Weapon Accessories, Ammunition and Batteries
7 Weapons
8 Armor
9 Vehicles

Trading: Item Price Multiplier

Item Price Multiplier by 2d10 Roll
2d10 Result Multiplier
0 0.50
1 0.60
2 0.65
3 0.70
4 0.75
5 0.80
6 0.85
7 0.90
8 0.95
9 1.00
10 1.05
11 1.10
12 1.15
13 1.20
14 1.25
15 1.30
16 1.35
17 1.40
18 1.50

Trading: Dynamic Events

Dynamic Event Selection by d% Roll
d% Roll Event Planet Type Affected Commodity Bought At Percentage Rate Commodity Sold At Percentage Rate
00-03 Crop Failure Agricultural Fertilite (+20%) All Comestibles (+30%)
04-07 Plague Any Medical Equipment / All Medical Commodities (+50%) All Commodities (-25%)
08-11 Rebellion Any Weaponry (+50%) All Commodities (+60%)
12-15 Solar Flares Any Communications Equipment/Units (+25%) Medical Equipment / All Medical Commodities (+40%)
16-19 Miner Strike Mining All Luxury Goods/Commodities (+50%) All Commodities (+50%)
20-23 Worker Strike Industrial All Contraband / Weaponry (+20%) All Commodities (+50%)
24-27 Computer Virus Any Software (+30%) All Commodities (-10%)
28-31 Famine Any All Comestibles (+50%) No effect
32-35 War (Local) Any Weaponry, Communications Equipment/Units (+50%) All Commodities (+40%)
36-39 Infestation Any Weaponry, Medical Equipment / All Medical Commodities (+90%) All Commodities (-30%)
40-43 Mining Accident Mining Mining Equipment / Atomic Chisels (+25%) All Ore Commodities / All Raw Materials (+20%)
44-47 Industrial Accident Industry All Industrial Commodities / Capital Goods (+20%) No effect
48-51 Tourists Kidnapped Pleasure/Pirate Slaves / Pleasure Borgs (Pirate Only; -15%) Slaves / Pleasure Borgs (Pleasure Only; -10%)
52-55 Flood Agricultural Fresh Water (-25%) All Comestibles (+50%)
56-59 Stock Market Crash Everywhere All Commodities (-20%) All Commodities (+30%)
60-63 Drought Agricultural Fresh Water (+25%) All Comestibles (+50%)
64-67 Pirate Base Destroyed Any All Contraband (+50%) No Effect
68-71 Bountiful Harvest Agricultural No Effect All Comestibles (-10%)
72-75 Blood Banks Depleted Any Blood / Medical Equipment (+25%) No Effect
76-79 Holiday (Local) Any No effect All Commodities (-5%)
80-83 New Field Opens Mining No Effect All Raw Materials, Gems, Cerulean Gemstones, All Ore Commodities (-10%)
84-87 Cyber Virus Any Robotic Workers/Servants, Cybernetic Limbs, Pleasure Borgs (+20%) All Commodities (+15%)
88-91 Mutiny Military Weaponry (+20%) All Commodities (+20%)
92-95 Worldwide Power Failure Any Advanced Fuels, Solar Generators (+25%) All Commodities (+30%)
96-99 Earthquake Any Construction Equipment, Pre Fabs, All Industrial Commodities (+25%) All Commodities (+15%)

Trading: Negotiate Check Actions and Results

Negotiate Check Actions and Results
Character's Action Negotiate Check Result...
Trader Selling Item Trader Buying Item ...favors the Character ...favors the Trader
Character's Offer is Greater than the Current Price. Character's Offer is Less than the Current Price. Trader Agrees to the Character's offer. -2 points to the Trader's Frustration Level. Trader Agrees to the Character's offer. -1 point to the Trader's Frustration Level.
Character's Offer is Less than the Current Price but above the Minimum Value for the item. Character's Offer is Greater than the Current Price but below the Maximum Value for the item. Trader Counters the Current offer, lowering the price by two credits per ten points in the difference between the Character's and Trader's degrees of success/failure (if the Trader is Selling) or raising it by the same amount (if the Trader is Buying). Trader Counters the Current offer, lowering the Offer Price by 1d10 credits (if the Trader is Selling) or raising it by the same amount (if the Trader is Buying). Zero counts as ten in this case.
Character's Offer is Less than the Minimum Value for the item. Character's Offer is Greater than the Maximum Value for the item. Trader Counters the Current offer, lowering the price by one credit per ten points in the difference between the Character's and Trader's degrees of success/failure (if the Trader is Selling) or raising it by the same amount (if the Trader is Buying). Trader Refuses the Character's Current Offer. +1 to the Trader's Frustration Level.
Character Refuses the Current Offer. Trader Counters the Current offer, lowering the Offer price by 1d10 credits (if the Trader is Selling) or raising it by the same amount (if the Trader is Buying). Zero counts as ten in this case. An extra point is added to the Trader's Frustration Level. Trader also Refuses and no transaction will take place. +2 to the Trader's Frustration Level.

Vehicles/Capital Ships: Scanning Conditional DC Modifiers

Conditional DC Modifiers for Scanning
Scanning DC Modifier Qualifying Condition
-5 For each Size Class the target is smaller than the scanning vehicle
+5 For each Size Class the target is larger than the scanning vehicle
+10 If the target is using its own active scanning systems
-10 If the target is not using any active electrical systems (i.e. is running silent)
-25 If the target is concealed behind another object at least three Size Classes larger than itself.

Planetary Kinematic Benchmarks

Planetary Kinematic Benchmarks
Speed
(kph)
1 km 10 km 100 km 1000 km NY-LA
(~4000 km)
NY-Tokyo
(~11,000 km)
circumglobular
(~20,000 km)
Earth-moon
(~385,000 km)
Earth-Sun
(~149,598,073 km)
1 1h 10h 4d 4h 5w 6d 16h 23w 5d 16h 1y 13w 3d 2y 14w 6d 43y 51w 3d 17,091y
23w 4d
5 12m 2h 20h 1w 1d 8h 4w 5d 8h 13w 0d 16h 23w 5d 16h 8y 41w 4d 3,418y 15w 1d
10 6m 1h 10h 4d 4h 2w 2d 16h 6w 3d 20h 11w 6d 8h 4y 20w 5d 1,709y 7w 4d
20 3m 30m 5h 2d 2h 1w 1d 8h 3w 1d 22h 5w 6d 16h 2y 10w 3d 854y 29w 6d
50 1m 12s 12m 2h 20h 3d 8h 1w 2d 4h 2w 2d 16h 45w 5d 20h 341y 43w 1d
100 36s 6m 1h 10h 1d 16h 4d 14h 1w 1d 8h 22w 6d 10h 170y 47w 5d
200 18s 3m 30m 5h 20h 2d 7h 4d 4h 11w 3d 5h 85y 23w 6d
500 7s 1m 12s 12m 2h 8h 22h 1d 16h 4w 4d 2h 34y 9w 4d
1000 4s 36s 6m 1h 4h 11h 20hr 2w 2d 1h 17y 4w 5d
1500 2s 24s 4m 40m 2h 40m 7h 20m 13hr 20m 1w 3d 17h 11y 20w 4d
2000 2s 18s 3m 30m 2h 5h 30m 10hr 1w 1d 1h 8y 28w 3d
2500 1s 14s 2m 24s 24m 1m 36s 4h 24m 8h 6d 10h 6y 43w 4d
5000 <1s 7s 1m 12s 12m 48m 2h 12m 4h 3d 5h 3y 21w 6d
10000 <1s 4s 36s 6m 24m 1h 6m 2h 1d 14h 30m 1y 36w 7d

Interplanetary Kinematic Benchmarks

Interplanetary Kinematic Benchmarks
Speed
(kps)
1000 km NY-LA
(~4000 km)
NY-Tokyo
(~11,000 km)
circumglobular
(~20,000 km)
Earth-moon
(~385,000 km)
Earth-Sun
(~149,598,073 km)
Sun-Kuiper Belt
(~4,487,942,190 km)
1 16m 40s 1h 6m 40s 3h 2m 20s 5h 33m 20s 4d 10h 57m 4y 38w 7d 142y 22w 2d
5 3m 20s 13m 20s 36m 40s 1h 6m 40s 21h 23m 20s 49w 3d 7h 28y 25w 2d
10 1m 40s 6m 40s 18m 20s 33m 20s 10h 41m 40s 24w 5d 4h 14y 12w 5d
20 50s 3m 20s 9m 10s 16m 40s 5h 20m 50s 12w 2d 14h 7y 6w 2d
50 20s 1m 20s 3m 40s 6m 40s 2h 8m 20s 4w 6d 15h 2y 22w 1d
100 10s 40s 1m 50s 3m 20s 1h 4m 10s 2w 3d 8h 1y 22w 1d
200 5s 20s 55s 1m 40s 32m 5s 1w 6d 16h 37w 17h 15m
300 3s 13s 37s 1m 7s 21m 23s 5d 18h 31m 24w 5d 3h
400 3s 10s 28s 50s 16m 3s 4d 7h 53m 18w 3d
500 2s 8s 22s 40s 12m 50s 3d 11h 7m 14w 5d
1000 1s 4s 11s 20s 6m 25s 1d 17h 33m 7w 2d
1500 <1s 3s 7s 13s 4m 17s 1d 3h 42m 4w 6d
2000 <1s 2s 6s 10s 3m 13s 20h 46m 39s 3w 4d
5000 <1s <1s 2s 4s 1m 17s 8h 18m 40s 1w 3d
10000 <1s <1s 1s 2s 39s 4h 9m 20s 5d 4h 40m
20000 <1s <1s <1s 1s 19s 2h 4m 40s 2d 14h 20m
50000 <1s <1s <1s <1s 8s 49m 52s 1d 55m 58s
75000 <1s <1s <1s <1s 5s 3m 15s 16h 37m 19s

Terrain Difficulty Categorical Descriptions and Examples

Terrain Difficulty Categorical Descriptions and Examples
Category Title Description Examples
Extremely Easy Vehicle should have no difficulty negotiating the terrain. Paved road (land); calm seas with gentle winds (sea); thin to moderate air density and gravity below 0.5 gees (air); interstellar space (space).
Very Easy Vehicle should have minimal difficulty negotiating the terrain. Bare, flat rock or plains (land); light chop and gentle winds (sea); gravity between 0.5 and 0.8 gees and thin to moderate air density (air); interplanetary space (space).
Easy Vehicle may have some minor problems negotiating the terrain. Forested terrain (land); moderate chop and fresh winds (sea); gravity between 0.8 and 1.2 gees with moderate air density (air); high orbit or interlunar space (space).
Moderate Vehicle may have some minor problems negotiating the terrain even with an experienced pilot. Densely forested or Sandy terrain (land); heavy chop and gale force winds (sea); gravity between 1.2 and two gees with moderate to thick atmo (air); very low planetary orbit (space).
Difficult Vehicle can expect problems negotiating the terrain. Snowy or Icy terrain (land); tropical storm conditions (sea); very thin atmo or thick to very thick atmo with gravity greater than two gees (air); asteroid field (space).
Very Difficult Vehicle can expect problems negotiating the terrain even with an experienced pilot. Muddy terrain (land); hurricane conditions (sea); very thin atmo with gravity above 0.5 gees or very thick atmosphere with gravity greater than 2.5 gees (air); tightly packed asteroid field (space).
Extremely Difficult Vehicle can expect major problems negotiating the terrain even with an experienced pilot. Liquid terrain (land); severe hurricane conditions or shoals (sea); very thick atmosphere with gravity above three gees (air); vicinity of a neutron star (space).
Impossible Negotiating the terrain would take a miracle. Lava flow (land); beyond severe hurricane conditions (sea); no atmosphere (air); inside the event horizon of a black hole (space).

Non-FTL Fuel Efficiency

Fuel Efficiency Ratings based on Engine Efficiency, Terrain and Weather
  Engine Efficiency
Terrain 5 10 15 20 25 30 35 40 45 50 60 70 80 90 100
Extremely
Easy
2/1
3/1
3/1
5/1
1/1
1/1
2/1
2/1
1/1
1/1
1/1
2/1
1/2
1/1
1/1
1/1
1/2
1/2
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/3
1/1
1/3
1/3
1/3
1/2
1/3
1/3
1/3
1/2
1/5
1/3
1/3
1/2
1/5
1/5
1/3
1/3
1/5
1/5
1/5
1/3
1/10
1/5
1/5
1/3
1/10
1/10
1/5
1/3
1/10
1/10
1/5
1/5
Very
Easy
3/1
3/1
4/1
5/1
1/1
1/1
2/1
3/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
1/1
1/2
1/2
1/1
1/1
1/3
1/2
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/3
1/1
1/3
1/3
1/3
1/2
1/3
1/3
1/3
1/2
1/5
1/5
1/3
1/3
1/5
1/5
1/3
1/3
1/5
1/5
1/5
1/3
1/10
1/5
1/5
1/3
1/10
1/10
1/5
1/3
Easy 3/1
3/1
4/1
6/1
2/1
2/1
2/1
3/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/2
1/1
1/1
1/1
1/2
1/2
1/1
1/1
1/3
1/2
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/3
1/2
1/3
1/3
1/3
1/2
1/5
1/5
1/3
1/3
1/5
1/5
1/3
1/3
1/5
1/5
1/5
1/3
1/5
1/5
1/5
1/3
Moderate 4/1
4/1
5/1
8/1
2/1
2/1
3/1
4/1
1/1
1/1
2/1
3/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
1/1
1/2
1/2
1/1
1/1
1/2
1/2
1/1
1/1
1/3
1/2
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/3
1/1
1/3
1/3
1/3
1/2
1/3
1/3
1/3
1/2
1/5
1/5
1/3
1/3
1/5
1/5
1/3
1/3
Difficult 6/1
6/1
8/1
11/1
3/1
3/1
4/1
6/1
2/1
2/1
3/1
4/1
1/1
2/1
2/1
3/1
1/1
1/1
2/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
1/1
1/2
1/1
1/1
1/1
1/2
1/2
1/1
1/1
1/2
1/2
1/2
1/1
1/3
1/2
1/2
1/1
1/3
1/3
1/2
1/1
1/3
1/3
1/3
1/2
1/3
1/3
1/3
1/2
Very
Difficult
8/1
9/1
11/1
16/1
4/1
4/1
5/1
8/1
3/1
3/1
4/1
5/1
2/1
2/1
3/1
4/1
2/1
2/1
2/1
3/1
1/1
1/1
2/1
3/1
1/1
1/1
2/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
1/1
1/2
1/2
1/1
1/1
1/2
1/2
1/1
1/1
1/3
1/2
1/2
1/1
1/3
1/3
1/2
1/1
Extremely
Difficult
13/1
15/1
18/1
27/1
7/1
7/1
9/1
13/1
4/1
5/1
6/1
9/1
3/1
4/1
4/1
7/1
3/1
3/1
4/1
5/1
2/1
2/1
3/1
4/1
2/1
2/1
3/1
4/1
2/1
2/1
2/1
3/1
1/1
2/1
2/1
3/1
1/1
1/1
2/1
3/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
2/1
1/1
1/1
1/1
1/1
1/1
1/1
1/1
1/1
Impossible 40/1
44/1
53/1
80/1
20/1
22/1
27/1
40/1
13/1
15/1
18/1
27/1
10/1
11/1
13/1
20/1
8/1
9/1
11/1
16/1
7/1
7/1
9/1
13/1
6/1
6/1
8/1
11/1
5/1
6/1
7/1
10/1
4/1
5/1
6/1
9/1
4/1
4/1
5/1
8/1
3/1
4/1
4/1
7/1
3/1
3/1
4/1
6/1
3/1
3/1
3/1
5/1
2/1
2/1
3/1
4/1
2/1
2/1
3/1
4/1

FTL Fuel Efficiency

FTL Transit Fuel Efficiency based on Drive System
Engine Efficiency Akwende Drive Morvan Drive D-Drive
5% SC + 6 10 15
10% SC + 5 9 14
15% SC + 4 8 13
20% SC + 3 7 12
25% SC + 2 6 11
30% SC + 1 5 10
35% Size Class 4 9
40% SC - 1 3 8
45% SC - 2 2 7
50% SC - 3 1 6
60% SC - 4 1 5
70% SC - 5 1 4
80% SC - 6 1 3
90% SC - 7 1 2
100% SC - 8 1 1

Intraplanetary Travel: Initial Terrain Difficulty

Determination of Initial Terrain Difficulty by Planet Type and 1d5 roll
1d5 Result Planetary Type
Liquid Rock Frozen Molten Gas
1 Very Easy Extremely Easy Very Easy Easy Difficult
2 Extremely Easy Very Easy Easy Moderate Very Difficult
3 Very Easy Easy Moderate Difficult Extremely Difficult
4 Easy Moderate Difficult Very Difficult Impossible
5 Moderate Difficult Very Difficult Impossible Extremely Difficult

Intraplanetary Travel: Determination of Planetary Weather

Determination of Planetary Weather via d%
Weather Descriptor Global Weather Category
Weather (Type) Base Wx
Damage
None Calm Moderate Violent Very Violent
Clear (Calm) 0 00-99 00-49 00-19 00-09 00-04
Overcast (Calm; Cold, Warm)
Misty (Calm; Warm, Hot)
0 N/A 50-64 20-39 10-24 05-09
Hazy (Calm; Cold, Warm)
Foggy (Calm; Warm, Hot)
0 N/A 65-79 40-59 25-39 10-19
Snowing (Light; Cold)
Raining (Light; Warm, Hot)
0 N/A 80-89 60-69 40-54 20-29
Snowing (Heavy; Cold)
Raining (Heavy; Warm, Hot)
0 N/A 90-94 70-79 55-69 30-39
Thunderstorm (Severe; Warm, Hot)
Hailing (Severe; Cold)
75 + (8*1d10) N/A 95-97 80-89 70-84 40-69
Electrical Storm (Severe; Warm, Hot)
Windstorm (Severe; Cold)
100 + 1d10x10 N/A 98-99 90-99 85-99 70-99

Intraplanetary Travel: Determination of Tectonic Events

Determination of Tectonic Events via d%
Tectonic Event Descriptor Global Vulcanism/Seismicity Severity Category
Weather (Type) Base Damage /
Lava Chance
None Light Moderate Heavy Extreme
No Activity 0 00-99 00-74 00-49 00-19 00-09
Eruption (Hawaiian)
Earthquake (<Mw 3.0)
0; 10% N/A 75-84 50-64 20-39 10-24
Eruption (Strombolian)
Earthquake (>Mw 3.0, <Mw 4.0)
25 + (2*1d2); 20% N/A 85-90 65-79 40-59 25-39
Eruption (Vulcanian)
Earthquake (>Mw 4.0, <Mw 5.0)
50 + (4*1d5); 40% N/A 91-95 80-89 60-69 40-54
Eruption (Pelean)
Earthquake (>Mw 5.0, <Mw 6.0)
75 + (8*1d10); 60% N/A 96-97 90-94 70-79 55-69
Eruption (Pinian)
Earthquake (>Mw 6.0, <Mw 7.0)
100 + 1d10x10; 80% N/A 98-99 95-97 80-89 70-84
Eruption (Ultra Plinian)
Earthquake (>Mw 7.0)
150 + 1d%x20; 100% N/A N/A 98-99 90-99 85-99

Intraplanetary Travel: Terrain and Weather Effect on Intraplanetary Transit

Effects of Terrain and Weather Phenomena on Interplanetary Transit
Terrain Difficulty/Weather Severity DC Modifier Time Modifier (Minutes)
Extremely Easy Terrain 0 0
Very Easy Terrain 5 0
Easy Terrain 10 5
Moderate Terrain 15 10
Difficult Terrain 20 15
Very Difficult Terrain 25 20
Extremely Difficult Terrain 30 25
Impossible Terrain 35 30
Calm Weather 0 0
Light Weather-OR-
Eruption (Hawaiian or Strombolian) -OR-
Earthquake (<Mw 4.0)
5 10
Heavy Weather-OR-
Eruption (Vulcanian or Pelean) -OR-
Earthquake (>Mw 4.0, <Mw 6.0)
10 20
Severe Weather -OR-
Eruption (Plinian or Ultra-Plinian) -OR-
Earthquake (>Mw 6.0)
15 30

Intraplanetary Travel: Effect of Previous Hour's Weather on Terrain Difficulty

Effect of Previous Hour's Weather on Terrain Difficulty
Previous Hour's Weather If the GM's Weather roll for this hour is... Then... Otherwise...
Calm 00-19 Terrain difficulty improves one level. Terrain difficulty remains the same.
Light 00-99 Terrain difficulty remains the same. N/A
Heavy 80-99 Terrain difficulty remains the same. Terrain difficulty worsens one level.
Severe 00-99 Terrain difficulty worsens one level. N/A

Intraplanetary Travel: Effect of Previous Hour's Tectonic Activity on Terrain Difficulty

Effect of Previous Hour's Tectonic Activity on Terrain Difficulty
Previous Hour's Activity If the GM's seismicity/vulcanism roll for this hour is... Then... Otherwise...
No Activity 00-19 Terrain difficulty improves one level. Terrain difficulty remains the same.
Eruption (Hawaiian or Strombolian)
Earthquake (<Mw 4.0)
30-99 Terrain difficulty remains the same. Terrain difficulty worsens one level.
Eruption (Vulcanian or Pelean)
Earthquake (>Mw 4.0, <Mw 6.0)
80-99 Terrain difficulty remains the same. Terrain difficulty worsens one level.
Eruption (Plinian or Ultra-Plinian)
Earthquake (>Mw 6.0)
00-49 Terrain difficulty worsens one level. Terrain difficulty worsens two levels.

Intraplanetary Travel: Lifeform Encounter Selection

Lifeform Selection by 1d10
d10 Result Number of Lifeforms in Planetary List
1 2 3 4 5 6 7 8 9
0 Other vehicles are encountered; see below.
1 Use lifeform. Use first lifeform. Use first lifeform. Use first lifeform. Use first lifeform. Use first lifeform. Use first lifeform. Use first lifeform. Use first lifeform.
2 Use second lifeform. Use second lifeform. Use second lifeform. Use second lifeform. Use second lifeform.
3 Use second lifeform. Use third lifeform. Use third lifeform. Use third lifeform. Use third lifeform.
4 Use second lifeform. Use third lifeform. Use fourth lifeform. Use fourth lifeform. Use fourth lifeform. Use fourth lifeform.
5 Use second lifeform. Use third lifeform. Use fifth lifeform. Use fifth lifeform. Use fifth lifeform.
6 Use fourth lifeform. Use fifth lifeform. Use sixth lifeform. Use sixth lifeform. Use sixth lifeform.
7 Use third lifeform. Use fourth lifeform. Use seventh lifeform. Use seventh lifeform.
8 Use fifth lifeform. Use sixth lifeform. Use seventh lifeform. Use eighth lifeform. Use eighth lifeform.
9 Use ninth lifeform.

Intraplanetary Travel: Mineral Deposit Determination

Mineral Deposit determination by d% Roll
d% Result Mineral Indicated
00-39 Use first mineral listed in planet's lithosphere.
40-69 Use second mineral listed in planet's lithosphere.
70-89 Use third mineral listed in planet's lithosphere.
90-99 Make another roll and use the table in Chapter 10.2.4 to make the determination.

Interplanetary Terrain and Effects

Effects of "Terrain" Phenomena on Interplanetary Transit
Terrain Name DC Modifier Additional Effects / Notes
Dust Belt – Diffuse 0 Easy Terrain. Micro-meteoroid damage is possible for each diffuse dust belt the vehicle passes through. In the event of a failed transit Check, the vehicle takes 1d10 points of damage in addition to all other effects from the failed Check.
Dust Belt – Dense (Rings) 2 Moderate Terrain. 5d10 points of micro-meteoroid damage occur for each dense dust belt the vehicle passes through regardless of the success or failure of the transit Check.
Asteroid Belt 2 Difficult Terrain. Corresponds to a Dense dust Belt (causes 5d10 points of micro-meteoroid damage regardless of the result of the transit Check). In the event of a failed transit Check, a larger rock strikes the vehicle for 8d10 points of damage.
Radiation Belt 5 Easy Terrain. Exposes an unshielded crew to interstellar radiation (Armor counts as shielding in this instance); the crew must all roll Fortitude Saves to avoid the effects of radiation poisoning. The radiation can be set to various exposure levels; see Chapter 12.3 for details.
Stellar Corona 10 Moderate Terrain. In addition to behaving as a Radiation Belt, 2d10x10 points of thermal damage occurs regardless of the result of the transit Check. If shielding is reduced to zero as a result, an additional 2d10x10 points of thermal damage occurs and the effects of the Radiation Belt are doubled.
Stellar Photosphere 12 Extremely Difficult Terrain. In addition to behaving as a Radiation Belt, 5d10x10 points of thermal damage occurs regardless of the result of the transit Check. If shielding is reduced to zero as a result, an additional 10d10x10 points of thermal damage occurs and the effects of the Radiation Belt are quadrupled.
Nova 15 System-wide effect; Moderate Terrain. A Nova behaves like a Stellar Corona. It causes 10d10x10 points of damage from the shockwave if the vehicle is in the system when it occurs. On a critical failure of the transit Check in this event, the vehicle is destroyed.
Supernova 37 System-wide effect; Very Difficult Terrain. A supernova behaves like a Stellar Corona. It causes 20d10x10 points of damage from the shockwave if the vehicle is in the system when it occurs. On any failure of the transit Check in this event, the vehicle is destroyed. Post-supernova systems may either have a White Dwarf, a Neutron Star or a Black Hole in place of the supernova on subsequent visits to the system.
Neutron Star 18 System-wide effect; Difficult Terrain. Extremely Difficult terrain in proximity. A Neutron Star behaves like a Stellar Photosphere; gravitational effects add 1d2 AU to the length of the transit. On any failure of the transit Check, the vehicle is destroyed.
Black Hole 50 System-wide effect; Very Difficult Terrain. Impossible terrain in proximity. A Black Hole behaves like a Stellar Photosphere; gravitational effects add 1d10 AU to the length of the journey. On any failure of the Starship Piloting Check, the vehicle is destroyed.
Hypernova N/A Being in a star system when a hypernova occurs results in the instant destruction of the vehicle under all circumstances. Post-hypernova star systems have a Black Hole in place of the hypernova on subsequent visits.
Nebula N/A System-wide effect; Moderate Terrain. Shields will be non-functional while a vehicle is located inside a nebula. +25 DC to all Stealth Checks; +1 Range Increment penalty. A nebula may have additional effects at GM's discretion; suggestions include:
  • Nebulae cause d5*100 points of damage per hour.
  • Nebulae have the same effects as a Radiation Belt.
  • Nebulae disable some of a ship's systems (such as weapons, sensors, etc.)
  • Nebulae require ships to slow down when passing through them; otherwise damage occurs.

Atmospheric Density Effect on Launching and Landing

DC Modifiers to Launching/Landing due to Atmospheric Density
Atmospheric Density DC Modifier
None 0
Very Thin 5
Thin 10
Moderate 15
Thick 20
Very Thick 25

Damage Reduction and Hit Points of Common Materials

Damage Reduction and Hit Points of Common Materials
Material Name Damage Reduction Hit Points
Glass 0 10 per centimeter
Wood 5 30 per centimeter
Stone 10 50 per centimeter
Metal 15 100 per centimeter
Dense Metal
(Starship Armor)
20 500 per centimeter

Character Stunts

Stunts
  Minimum Finesse Score Required Number of Successful Three-Dimensional Maneuvers Checks Required HD Bonus Attack Bonus Penalty Description
Walk Forward 0 0 +0 +0 Combatant moves forward.
Forward Sidestep 10 1 -5 -1 Combatant moves diagonally forward and does not change orientation.
Sidestep 20 2 -5 -2 Combatant moves left or right and does not change orientation.
Backwards Sidestep 20 3 -5 -1 Combatant moves diagonally backward and does not change orientation.
Walk Backwards 20 2 -5 +0 Combatant moves backward and does not change orientation.
Jump Forward 10 1 -5 -1 The combatant jumps forward; they may move at twice their normal combat speed if moving forward prior to the jump.
Jump Backwards 20 2 -5 -2 The combatant jumps backwards; they may move at twice their normal combat speed if moving backwards prior to the jump. This stunt does not change the combatant's orientation.
Jump Sideways 20 3 -10 -2 The combatant jumps to one side; they may move at twice their normal combat speed if moving in the same direction prior to the jump. This stunt does not change the combatant's orientation.
Tumble Forward 20 1 -15 -5 The combatant ducks down into a crouch, rolling forward.
Tumble Backwards 30 3 -20 -10 The combatant ducks down into a crouch, rolling backwards. This stunt does not change the combatant's orientation.
Tumble Sideways 30 4 -25 -10 The combatant ducks down into a crouch, rolling to one side. This stunt does not change the combatant's orientation.
Handspring 30 3 -20 -6 The combatant rolls forward onto their Motor Appendages and then continues rolling back onto their Propulsive Appendages, remaining fully extended the entire time.
Back Flip 40 5 -25 -8 The combatant rolls backward onto their Motor Appendages and then continues rolling back onto their Propulsive Appendages, remaining fully extended the entire time. This stunt does not change the combatant's final orientation.
Cartwheel 40 5 -30 -8 The combatant rolls sideways onto their Motor Appendages and then continues rolling back onto their Propulsive Appendages, remaining fully extended the entire time. This stunt does not change the combatant's final orientation.
Somersault 40 3 -25 -6 The combatant jumps forward into the air and rolls while still airborne; they may move at twice their normal combat speed if moving forward prior to the jump.
Backwards Somersault 50 5 -30 -8 The combatant jumps backwards into the air and rolls while still airborne; they may move at twice their normal combat speed if moving backwards prior to the jump. This stunt does not change the combatant's final orientation.
Sideways Somersault 50 6 -35 -8 The combatant jumps sideways into the air and rolls while still airborne; they may move at twice their normal combat speed if moving in the same direction prior to the jump. This stunt does not change the combatant's final orientation.

Character Hit Locations and Effects List

0: Cognitive Organs (Vital) - The Cognitive Organs are what enables an organism to control their life processes (the Terran equivalent is the brain and spinal column). It should go without saying that these organs are vital to an organism's continued existence; any hit to this area is potentially fatal. All Cognitive Organ hits inflict double indicated amount of Lethal Damage. In the round immediately following a Cognitive Organ hit, the affected combatant may only take one standard action and no full-round actions. Failure of the Cognitive Organs means immediate clinical death; maiming them means immediate brain death (both forms of death will be discussed shortly).
1-2: Motor Appendages - Motor Appendages include arms, tentacles, branches or anything else used for the purpose of manipulating other objects (i.e. any appendage that gives the lifeform fine motor control). In the round immediately following a hit to a Motor Appendage, the affected combatant cannot manipulate an object with the affected appendage nor can they attack with a weapon held by it. They do, however, maintain a hold on anything they were carrying with that appendage (unless otherwise specified). If a Motor Appendage fails, the organism may not use it to attack or manipulate objects until it heals; anything being held by that appendage is dropped. If a Motor Appendage is maimed, these penalties become permanent (although in Industrial and Starfaring Age societies, the combatant can later be fitted with a prosthetic replacement.)
3-4: Sensory Organs – Sensory organs (including eyes, ears, noses, antennae, infrared pits, etc.) are used to give an organism information about their surroundings; losing control of any of them can have ultimately fatal consequences. When this type of hit is indicated, the GM must make a second 1d10 roll to determine the specific organ type affected, as follows:
1-2: Visual Organs - Sight
3-4: Auditory Organs - Hearing
5-6: Olfactory Organs - Smell
7-8: Gustatory Organs - Taste
9-0: Tactile Organs - Feeling
The affected combatant's Senses Trait for the specific sense is temporarily reduced by the same amount as the amount of Lethal Damage inflicted by the hit (to a minimum effective Senses score of -25). Failure of a Sensory Organ results in a temporary complete loss of the corresponding sense (-30 Senses Trait); maiming makes the condition permanent. In all of these cases, the affected combatant receives no building points). NOTE: A hit to the sensory organs affects only the specified organ without necessarily affecting the surrounding areas. For example, while a shot that affects a Terran's Visual Organs (their eyes) implies a head shot (and therefore also a Cognitive Organ hit), only the eyes are affected. GMs are welcome to alter this rule at their discretion if they want to add to the game's realism.
5: Propulsive Appendages - Propulsive appendages include legs, tentacles, cilia or anything whose purpose is to propel an organism. The affected combatant cannot move for one round after taking a hit to a Propulsive Appendage. Each hit to these organs slows down the affected combatant's movement by one meter per round per Wound inflicted. If a Propulsive Appendage fails, the affected combatant may only move no further than a single short-range combat increment per round (or half their normal rate, whichever is less) until the appendage is healed. If all of a combatant's Propulsive Appendages fail, they cannot move at all until the appendages heal. Maiming a Propulsive Appendage makes the movement penalties permanent (although in Industrial and Starfaring Age societies, the combatant can later be fitted with a prosthetic replacement)
6: Reproductive Organs - There are few things that can disable a combatant quite like a shot to the pills. The affect combatant suffers double the amount of Non-Lethal Damage, are Dazed for a number of minutes equal to one-tenth the total amount of damage received (rounded up) and cannot move for the same period of time. Failure of the reproductive organs completely immobilizes the affected combatant and renders them unable to procreate until they can receive medical attention. If their reproductive organs are maimed, an affected combatant cannot Run or procreate ever again. (The inability to procreate shouldn't be an issue in most campaigns; if it is, it usually says something about the GM...).
7-8: Body Area (Non-Vital) - This "body part" includes non-vital areas of the body located away from any major organs. While a combatant can still later bleed to death from any Wounds received, a weapons hit to this area does not cause any further penalties to the affected combatant. This body part cannot fail due to excessive Wounds. However, it is still subject to maiming; if the non-vital body area is maimed, the combatant suffers clinical death and their HP count immediately drops to zero.
9: Body Area (Vital) - This body part includes any vital organ other than the Cognitive, Sensory or Reproductive Organs (organs such as the heart, stomach and lungs are examples). All damage from the hit is doubled and the affected combatant will lose double the normal amount of HP per minute from any Wounds inflicted to the area. As with non-vital body hits, this body part cannot fail due to excessive Wounds but can still be maimed; if the vital body area is maimed, the combatant suffers clinical death; this is considered clinical death from excessive Wounds.

Vehicle Chassis Maneuver Restrictions

Vehicle Chassis Maneuver Restrictions
Chassis Restrictions
Bike The vehicle may only go forward or make forward slips.
Groundcar The vehicle may not side-slip unless it is on frictionless terrain.
Skimmer The vehicle has no movement restrictions.
Armored The vehicle may not side-slip or back-slip.
Walker The vehicle has no movement restrictions but must expend an extra movement point for each subsequent maneuver performed in the same move action.
Canoe The vehicle may not side-slip unless it has no Engine.
Yacht The vehicle may not side-slip.
Cutter The vehicle may not side-slip or back-slip.
Cruiser The vehicle may not side-slip or back-slip.
Carrier The vehicle may not side-slip or back-slip and may only be moving forward when recovering child craft.
Submarine The vehicle may not side-slip or back-slip. Submarines may submerge; while submerged the craft receives a +10 HD/FHD bonus and a -10 BHD penalty.
Hovercopter The vehicle has no movement restrictions but is susceptible to involuntary motion in strong winds (see Chapter 12.3).
Aeroplane/Aerodrone The vehicle may not side-slip or back-slip. An aeroplane or aerodrone's crew must use one of their actions to move a minimum of one range increment every combat turn; if the craft's pilot does not fulfill this requirement, they will automatically stall their vehicle and risk crashing (see Stalling, below).
Gravship The vehicle has no movement restrictions.
Gravship The vehicle has no movement restrictions.
Fightercraft The vehicle moves as an aeroplane in atmosphere; it has no movement restrictions in space.
Capsule The vehicle moves as an aeroplane in atmosphere but also cannot perform forward slips; it has no movement restrictions in space.
Shuttle The vehicle moves as an aeroplane in atmosphere; it has no movement restrictions in space.
Transport The vehicle moves as an aeroplane in atmosphere; it has no movement restrictions in space.

Vehicle Maneuvers

Vehicle Maneuvers
  Minimum Engine
Class Required
Number of Successful
Vehicle Piloting Checks
Required
Combat Maneuvers/
Evasive Maneuvers
DC Bonus
Marksmanship/
Ballistics
DC Penalty
Description
Straight Ahead First Class 0 0 0 Vehicle moves forward.
Forward Sideslip Second Class 2 +1 -1 Vehicle moves diagonally forward and does not change orientation.
Sideways Third Class 3 +2 -2 Vehicle moves left or right and does not change orientation.
Back Sideslip Fourth Class 4 +1 -1 Vehicle moves diagonally backward and does not change orientation.
Straight Back Third Class 2 +1 0 Vehicle moves backward and does not change orientation.
45-degree Turn First Class 0 0 0 Vehicle turns 45-degrees left or right in place.
45-degree Snap Turn Sixth Class 2 +1 -2 Vehicle turns 45-degrees left or right in place.
90-degree Turn Third Class 1 +3 -3 Vehicle turns 90-degrees left or right in place.
90-degree Snap Turn Seventh Class 4 +4 -4 Vehicle turns 90-degrees left or right in place.
135-degree Turn Fourth Class 2 +5 -5 Vehicle turns 135-degrees left or right in place.
135-degree Snap Turn Eighth Class 6 +6 -6 Vehicle turns 135-degrees left or right in place.
180-degree Turn Fifth Class 3 +7 -8 Vehicle turns 180-degrees left or right in place.
180-degree Snap Turn Ninth Class 8 +8 -10 Vehicle turns 180-degrees left or right in place.
  • Burnout: Forward movement on afterburners followed by a 180-degree turn.
  • Fish-Hook: A 90-degree turn followed by normal forward movement, followed by a 180-degree turn.
  • Sit-n-spin (Full-Round): A 180-degree turn followed by an attack action, followed by a 180-degree turn.
  • Shelton slide: A 45-degree turn followed by forward movement on afterburners, followed by a 90-degree snap turn.
  • Immelmann: A 180-degree turn.

Vehicle Systems Damage List

0: Shields – Shield damage affects the craft's shield emitters. If the Shields malfunction, they will no longer regenerate. Shield damage has no effect on a craft's current or maximum SHP, only its recharge rate.
1: Guns – Gun damage determines whether or not the vehicle can fire any Gun weaponry. If the vehicle has no Guns, it cannot take Gun Damage. Malfunctioning Guns cannot fire.
2: Ordnance – Ordnance damage is the same as Gun Damage except in regards to ordnance (missiles, mines, torpedoes, etc.). If a specific ordnance mount on the craft is destroyed, it immediately sustains an additional amount of excess damage equal to the damage potential of the ordnance in question due to its detonation.
3: Radar – Radar damage affects how well a combatant can track its target. Malfunctioning radar systems give a -25 HD bonus to any combatant the craft fires upon; the craft also may not launch any ordnance that requires a lock.
4: Communications – Communications damage limits how well a craft may communicate with other combatants. If its communications system malfunctions, a craft may not hail other craft, cannot send distress signals and cannot jam enemy transmissions. Further, if the craft attempts to use Friend-or-Foe Missiles, an automatic critical miss will occur; the craft will sustain damage from its own weaponry.
5: Engines – Engine damage affects how well a vehicle can maneuver. If a craft's Engines are damaged, the amount of damage is subtracted from the DC of any move action Checks. Should the engines malfunction, the craft cannot move; its pilot cannot apply their Combat Maneuvers or Evasive Maneuvers Skills prior to any attack rolls made by or against the craft.
6: Ejection System/Flight Deck – This roll indicates that either the craft's ejection system or its flight deck has been damaged; while it is conceivable that a craft could have both, most vehicles will not (the GM may select which specific system is affected in the event that both are installed). Damage to the ejection system puts survival in doubt in the event that the craft's crew must bail out; ejection is not possible at all if the ejection system malfunctions. Damage to the flight deck can be very serious and may even ultimately prove fatal should the parent craft either not have any child craft deployed or have a large number of those craft low on fuel and armament at the time the damage occurs. Each point of damage to the flight deck increases the time required to turn around child craft (either launch or land) by one round. Flight operations are not possible at all on a "malfunctioning" flight deck.
7: Crew Damage – This roll indicates that one or more of the craft’s "redshirt" NPC specialists has been injured or killed. If there are no "mission critical" NPCs aboard the craft, the GM must roll 1d%; they must halve the result (round up) if the craft offers full cover and double it if it offers no cover. The result determines the number of redshirts that die instantly. If there are mission critical NPCs aboard (a commanding general, a politician, the rival crime boss's kid, etc.), the GM must select a player to roll 1d10 for the involved character(s) while they roll 1d10 for non-critical NPCs; the lowest throw takes the damage. The amount of damage an NPC can absorb depends on the amount of cover the craft offers. Mission critical NPCs take damage like PCs (see Officer Damage, below) while non-critical NPCs take damage as indicated above. This kind of damage never applies to PCs; if there are no NPCs aboard, treat this roll as Officer Damage.
8: Officer Damage – This roll indicates that one of the craft's PC crewmembers or NPC officers has taken Lethal Damage. To determine which character sustains damage, all players with characters currently aboard the affected craft roll 1d10. For any NPC officers, the GM may either perform the roll themselves or assign one of the players to perform it. Lowest throw takes the damage; in the event of a tie for low throw, the affected players must re-roll until there is a clear result. The amount of damage the affected character sustains depends on the amount of cover the vehicle provides. The affected player rolls d%; they must halve the result (round up) if the vehicle offers full cover and double it if it provides no cover. The final result is the amount of Lethal Damage the character sustains; this damage is always assumed to have affected their non-lethal Body Area. If a crewmember is killed, the craft's commander may pick any crewmember (including themselves) to assume their duties. Any character that sustains damage in this manner automatically becomes Shaken unless they are the craft's commander.
9: Life-Support System – Spacecraft as well as some other types of vehicles (usually ones such as submarines that operate in hazardous or exotic environments) may be equipped with an internal life-support system designed to keep its occupants alive for extended periods. Life-Support system damage renders parts of the craft temporarily uninhabitable due to lack of heat, oxygen and/or gravity or the loss of the ability to protect the craft's occupants from the exterior environment. A malfunction of this system is not instantaneously fatal but unless swift action is taken in an attempt to restore the system, death for all of the craft's occupants is inevitable. Life-Support System failure has a number of ongoing environmental effects that are discussed in detail in Chapter 12.3.

Number of Commodities Dropped by Destroyed Transports

Number of Commodities Dropped by Destroyed Transports via d10 Roll
d10 Result Number of Commodities
0-3 One
4-6 Two
7-9 Three

Specific Commodities Dropped

Commodity Dropped from Destroyed Pirates and Transports via d10 Roll
d10 Result Commodity (Pirate) Commodity (Merchant)
0 Generic Foods Luxury Goods (2)
Normal d5 Roll
1 Generic Foods Food
Roll 1d5:
0-1: Grain
2-3: Generic Foods
5: Luxury Foods
2 Liquor Raw Materials
Roll 1d10:
0-1: Iron
2-3: Plastics
4: Plutonium
5-6: Tungsten
7: Uranium
8-9: Wood
3 Liquor Processed Goods
Normal d5 Roll
4 Plaything™ Luxury Goods (1)
Roll 1d10:
0-1: Artwork
2: Books
3-4: Furs
5-6: Games
7: Gems
8-9: Home Entertainment
5 Plaything™ Capital Goods
Normal d5 Roll
6 Tobacco Microelectronics
d5 Roll, Normal except 2-3: Holographics
7 Tobacco Contraband
d5 Roll, Normal except 3-4: Tobacco
8 Brilliance Weaponry
9 Brilliance Advanced Fuels

Capital Ship Systems Damage List

0: Shields – Shield damage affects the craft's shield emitters. If the Shields malfunction, they will no longer regenerate. Shield damage has no effect on a craft's current or maximum SHP, only its recharge rate. 
1: Guns – Gun damage determines whether or not the ship can fire any Gun weaponry. If the ship has no Guns, it cannot take Gun Damage. Malfunctioning Guns cannot fire. 
2: Ordnance – Ordnance damage is the same as Gun Damage except in regards to ordnance (missiles, mines, torpedoes, etc.). If a specific ordnance mount on the craft is destroyed, it immediately sustains an additional amount of excess damage equal to the damage potential of the ordnance in question due to its detonation. This will require renewed checks for Core Damage.
3: Radar – Radar damage affects how well a combatant can track its target. Malfunctioning radar systems give a -25 HD bonus to any combatant the craft fires upon; the craft also may not launch any ordnance that requires a lock. 
4: Communications – Communications damage limits how well a craft may communicate with other combatants. If its communications system malfunctions, a craft may not hail other craft, cannot send distress signals and cannot jam enemy transmissions. Further, if the craft attempts to use Friend-or-Foe Missiles, an automatic critical miss will occur; the craft will sustain damage from its own weaponry; this will require renewed checks for Core Damage.
5: Engines – Engine damage affects how well a ship can maneuver. If a craft's Engines are damaged, the amount of damage is subtracted from the DC of any move action Checks. Should the engines malfunction, the craft cannot move; its pilot cannot apply their Combat Maneuvers or Evasive Maneuvers Skills prior to any attack rolls made by or against the craft.
6: Flight Deck – Damage to the ship's flight deck (if it has one) can be very serious and may even ultimately prove fatal should the ship either not have fighters deployed prior to the damage occurring or have a large number of auxiliary craft low on fuel and armament at the time the damage occurs. Each point of damage to the flight deck increases the time required to turn around auxiliary craft (either launch or land) by one round. Flight operations are not possible at all on a "malfunctioning" flight deck.
7: Crew Damage – This roll indicates that one or more of the ship’s "redshirt" NPC specialists has been injured or killed. If there are no "mission critical" NPCs aboard the ship, the GM must roll 1d% and halve the result (round up). The result determines the number of redshirts that die instantly. If there are mission critical NPCs aboard (a commanding general, a politician, the rival crime boss's kid, etc.), the GM must select a player to roll 1d10 for the involved character(s) while they roll for non-critical NPCs; the lowest throw takes the damage. Mission critical NPCs sustain damage like PCs (see Officer Damage, below) while non-critical NPCs take damage as indicated above. This kind of damage never applies to PCs; if there are no NPCs aboard, treat this roll as Officer Damage.
8: Officer Damage – This roll indicates that one of the ship's PC crewmembers or NPC officers has taken Lethal Damage. To determine which character sustains damage, all players with characters currently aboard the affected craft roll 1d10. For any NPC officers, the GM may either perform the roll themselves or assign one of the players to perform it. Lowest throw takes the damage; in the event of a tie for low throw, the affected players must re-roll until there is a clear result. The unfortunate character must roll d% and halve the result (rounding up); the final result is the amount of Lethal Damage they sustain. If an officer is killed, the Captain may pick any crewmember (including themselves) to assume their duties. Any officer that takes damage in this manner automatically becomes Shaken unless they are the captain. 
9: Life-Support System – Life-Support system damage renders parts of the ship temporarily uninhabitable due to lack of heat, oxygen and/or gravity or the loss of the ability to protect the craft's occupants from the exterior environment. A malfunction of this system is not instantaneously fatal but unless swift action is taken in an attempt to restore the system, death for all of the crew is inevitable. Life-Support System failure has a number of ongoing environmental effects that are discussed in detail in Chapter 12.3.

Combat Range Scales of Combat

  • Character-scale (Short-Range): 5 meters
  • Character-scale (Long-Range): 25 meters
  • Land Vehicle-scale: 1 kilometer
  • Sea Vehicle-scale: 10 kilometers
  • Air Vehicle-scale: 20 kilometers
  • Space Vehicle/Capital Ship-scale: 10,000 kilometers**

Space vehicles and capital ships are in a unique situation when it comes to cross-scale combat. Technically, they have the largest spatial scale of any combatant, but the situations in which they could engage a smaller-scale combatant would require them to first enter planetary atmosphere in most cases. In all instances where space vehicles are engaged in cross-scale combat, they should be treated as air vehicles.


NEXT: Appendix Two: Templates
PREVIOUS: 12.4 Bestiary
TOP