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Appendix One: Charts and Tables

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Modified on 2010/05/18 12:37 by capi3101 Categorized as Starflight RPG

This appendix contains some of the charts and tables found throughout the game, and is meant to be used as a quick reference for some of the more important information that is commonly used during the course of a gaming session. These charts and tables do not include price lists, parts lists, or any table that has to do with the creation of any kind of object; for those tables, players may use the Index to located the needed table, or may refer directly to the appropriate chapters.

Difficulty Class Thresholds

Difficulty Class Thresholds
Extremely Easy (XE):0-35
Very Easy (VE):35-65
Easy (E):65-95
Moderate (M):95-135
Difficult (D):135-165
Very Difficult (VD):165-195
Extremely Difficult (XD):195-225
Impossible (I):226+

Results of Failed Scans

es
Data Received after Failed Science sub-discipline Check via Check Result
Check ResultData Received
Type (Object or Craft)Gravity (Object)
Size (Craft)
Atmo. Density (Object)
Shield Status(Craft)
Temperature (Object)
Beam Status (Craft)
Weather (Object)
Projectile Status (Craft)
0-29NoNoNoNoNo
30-33NoNoNoNoYes
34-37NoNoNoYesNo
38-41NoNoYesNoNo
42-45NoYesNoNoNo
46-49YesNoNoNoNo
50-53NoNoNoYesYes
54-57NoNoYesNoYes
58-61NoNoYesYesNo
62-65NoYesNoNoYes
66-69NoYesNoYesNo
70-73NoYesYesNoNo
74-77YesNoNoNoYes
78-81YesNoNoYesNo
82-85YesNoYesNoNo
86-89YesYesNoNoNo
90-93NoNoYesYesYes
94-97NoYesNoYesYes
98-101NoYesYesNoYes
102-105NoYesYesYesNo
106-109YesNoNoYesYes
110-113YesNoYesNoYes
114-117YesNoYesYesNo
118-121YesYesNoNoYes
122-125YesYesNoYesNo
126-129YesYesYesNoNo
130-133NoYesYesYesYes
134-137YesNoYesYesYes
138-141YesYesNoYesYes
142-145YesYesYesNoYes
146-149Y
YesYesYesNo

Trading Table: Bargain a Little

00% (0)
Bargain a Little
D10 ResultDepressed
(50-100%)
Level
(70-130%)
Inflated
(100-150%)
Initial Offer - Selling
(125-150%)
Initial Offer – Purchasing
(75-85%)
Boundary Adjustment
(5-50%)
050% (-75)70% (-45)100% (0)125% (38)75% (-38)5% (8)
160% (-60)80% (-30)110% (15)128% (42)76% (-36)10% (15)
265% (-53)90% (-15)115% (23)131% (47)77% (-35)15% (30)
370% (-45)95% (-8)120% (30)134% (51)78% (-33)20% (45)
475% (-38)100% (0)125% (38)137% (56)80% (-30)25% (60)
575% (-38)100% (0)125% (38)138% (57)80% (-30)30% (75)
680% (-30)105% (8)130% (45)141% (62)82% (-27)35% (90)
785% (-23)110% (15)135% (53)144% (66)83% (-26)40% (105)
890% (-15)120% (30)140% (60)147% (71)84% (-24)45% (120)
91
130% (45)150% (75)150% (75)85% (-23)50% (135)

Trading Table: Bargain a Lot

00% (0)
Trading Percentage Table: Bargain a Lot
D10 ResultDepressed
(50-100%)
Level
(70-130%)
Inflated
(100-150%)
Initial Offer - Selling
(150-200%)
Initial Offer – Purchasing
(50-75%)
Boundary Adjustment
(5-50%)
050% (-75)70% (-45)100% (0)150% (75)50% (-75)5% (8)
160% (-60)80% (-30)110% (15)160% (90)53% (-71)10% (15)
265% (-53)90% (-15)115% (23)165% (98)57% (-65)15% (30)
370% (-45)95% (-8)120% (30)170% (105)60% (-60)20% (45)
475% (-38)100% (0)125% (38)175% (113)63% (-56)25% (60)
575% (-38)100% (0)125% (38)175% (113)63% (-56)30% (75)
680% (-30)105% (8)130% (45)180% (120)66% (-51)35% (90)
785% (-23)110% (15)135% (53)185% (128)69% (-47)40% (105)
890% (-15)120% (30)140% (60)190% (135)72% (-42)45% (120)
91
130% (45)150% (75)200% (150)75% (-38)50% (135)

Trading Table: Specialty Trade Good Best Price Points

20%
Specialty Trade Goods Best Price Points
D10 ResultBest Price – Selling
(50-120%)
Best Price – Purchasing
(120-200%)
050%120%
160%130%
270%140%
380%150%
485%160%
585%160%
690%170%
7100%180%
8110%190%
91
200%

Quick Trade Good Chart

i>Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Synthetic Materials (128, 332, 383, 510, 638, 765, 893)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)
Genetic Materials (133, 345, 398, 530, 663, 795, 928)
High Tech Devices (158, 410, 473, 630, 788, 945, 1103)

Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928)
Quick Trade Good Chart
2d10 ResultStandard Trade GoodsMinerals (Sell Only)
0Synthetic Materials (128, 332, 383, 510, 638, 765, 893)
Electronic Devices (145, 377, 435, 580, 725, 870, 1015)

Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Genetic Materials (133, 345, 398, 530, 663, 795, 928)
Robots And Automatons (165, 429, 495, 660, 825, 990, 1155)

Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928)
Mercury (80, 208, 240, 320, 400, 480, 560)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Silver (90, 234, 270, 360, 450, 540, 630)
Gold (95, 247, 285, 380, 475, 570, 665)
Platinum (100, 260, 300, 400, 500, 600, 700)
Silicon (105, 273, 315, 420, 525, 630, 735)
Titanium (60, 156, 180, 240, 300, 360, 420)
Promethium (75, 195, 225, 300, 375, 450, 525)
1Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)

Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Mercury (80, 208, 240, 320, 400, 480, 560)
Titanium (60, 156, 180, 240, 300, 360, 420)
Promethium (75, 195, 225, 300, 375, 450, 525)
2Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
3Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
4Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344,413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
5Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Lead (10, 26, 30, 40, 50, 60, 70)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Cobalt (20, 52, 60, 80, 100, 120, 140)
6Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Nickel (25, 65, 75, 100, 125, 150, 175)
7Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
8Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
9Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Tungsten (85, 221, 255, 340, 425, 510, 595)
10Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
11Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
12Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Lead (10, 26, 30, 40, 50, 60, 70)
Iron (15, 39, 45, 60, 75, 90, 105)
Nickel (25, 65, 75, 100, 125, 150, 175)
13Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Cobalt (20, 52, 60, 80, 100, 120, 140)
14Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
15Native Literature (63, 163, 188, 250, 313, 375, 438)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Zinc (35, 91, 105, 140, 175, 210, 245)
Tin (45, 117, 135, 180, 225, 270, 315)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
16Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (233, 310, 388)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Tin (45, 117, 135, 180, 225, 270, 315)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Titanium (60, 156, 180, 240, 300, 360, 420)
17Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753)
Native Science Texts (125, 325, 375, 500, 625, 750, 875)

Art Objects (73, 189, 218, 290, 363, 435, 508)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Chromium (65, 169, 195, 260, 325, 390, 455)
Antimony (70, 182, 210, 280, 350, 420, 490)
Mercury (80, 208, 240, 320, 400, 480, 560)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Titanium (60, 156, 180, 240, 300, 360, 420)
18<
Magnesium (50, 130, 150, 200, 250, 300, 350)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Silver (90, 234, 270, 360, 450, 540, 630)
Gold (95, 247, 285, 380, 475, 570, 665)
Platinum (100, 260, 300, 400, 500, 600, 700)
Plutonium (105, 273, 315, 420, 525, 630, 735)
Rodnium (110, 286, 330, 440, 550, 660, 770)
Promethium (75, 195, 225, 300, 375, 450, 525)

Negotiations Check Actions and Results

rader Refuses player’s Offer (+1 Frustration)
Trading: Negotiations Check Actions and Results
Players Buying ItemPlayers Selling ItemSuccessful Negotiations CheckFailed Negotiations Check
Offer Greater than Best Price PointOffer Less Than Best Price PointTrader Agrees to Offer. -2 to Trader Frustration Level. If “Green” at end of trade, subtract 20% off the price of all remaining items.Trader Agrees to Offer. -1 Trader Frustration Level
Offer Less than Best Price Point but Greater than item STVOffer Greater than Best Price Point but Less than item STVTrader makes a Counter Offer at least 10% of STV towards maximum/minimum. If currently “Green”, go another 10%.Trader makes a Counter Offer at least 10% of the STV towards maximum/minimum.
Offer Less than STV but Greater than Minimum BoundOffer Greater than STV but Less than Maximum BoundTrader makes a Counter Offer at least 10% of STV towards maximum/minimum. If currently “Red”, +1 to trader Frustration levelTrader Refuses player’s Offer (+1 Frustration). If “Red”, +1 to trader Frustration Level.
Offer Less than Minimum BoundOffer Greater than Maximum BoundT
Trader vehemently Refuses player’s Offer (+2 Frustration). If already “Red”, Trader immediately breaks off trade.
Player Refuses Trader’s Offer
(Add 25 to the Trader's Check for Specialty Trade Goods, 50 for all other Goods)
Trader makes Counter Offer exactly 50% of STV towards maximum/minimum. (+2 Frustration)Trader breaks off Trade. (+2 Frustration)

Trade Data: Standard Trade Goods

obots And Automatons
Standard Trade Goods
d% RollNameStandard Trade ValueTechnology Level
00 - 04Vegetables And Meats150Stone Age
05 - 09Nutritive Fluids160Stone Age
10 - 14Seeds And Spores185Stone Age
15 - 19Tools And Weapons215Stone Age
20 - 25Ceramic Goods240Stone Age
26 - 30Native Literature250Stone Age
31 - 35Religious Artifacts255Stone Age
36 - 40Musical Instruments260Stone Age
41 - 45Furs And Skins275Stone Age
46 - 49Art Objects290Stone Age
50 - 53Medicine And Narcotics310Stone Age
54 - 57Work Animals385Stone Age
58 - 61Exotic Pets380Stone Age
62 - 65Gemstones And Geoforms530Stone Age
66 - 69Cloths And Tapestries360Metal Age
70 - 73Metal Weapons And Armor430Metal Age
74 - 77Native Science Texts500Metal Age
78 - 81Synthetic Foods410Industrial Age
82 - 85Synthetic Materials510Industrial Age
86 - 89Electronic Devices580Industrial Age
90 - 93Genetic Materials530Spacefaring Age
94 - 97High Tech Devices630Spacefaring Age
98 - 99R
660Spacefaring Age

Trade Data: Specialty Trade Goods

400
Specialty Trade Goods
NameStandard Trade ValueSellsBuys
Amusoballs1000Djaboon (δ161x53, p1)
Humna Humna (δ237x41, p2)
Dweenle* (δ54x195, p1)
Dweenle* (δ12x205, p3)
Dweenle* (δ91x211, p5)
Assorted Eyeball Tasties1100Tandelou Eshvey (δ29x74, p1)No Buyer
Blue Ale1200Nga-Seng-Kler (δ201x105, p4)Nga-Seng-Diul* (δ203x106, p3)
Breakitdown Enzymes1300Humna Humna (δ239x216, p3)No Buyer
Charm Babies1400Nelsons (δ131x7, p4)Djaboon* (δ161x53, p1)
Data Crystals1500Humna Humna (δ7x151, p1)
Humna Humna (δ93x37, p5)
Humna Humna (δ239x216, p3)
G'Nunk (δ159x30, p2)
Ng-Kher-Arla (δ214x178, p4)
Aeoruiiaeo (δ184x148, p3)
Delightful Fungus Chews1000Lieu Vadish (δ1x24, p5)Humna Humna (δ93x37, p5)
Dreamgrids1400Ng-Kher-Arla (δ214x178, p4) Aeoruiiaeo* (δ184x148, p3)
Nathracch (δ181x197, p3)
Firegems1000Djaboon (δ161x53, p1)Humna Humna (δ237x88, p2)
Fly High1100Ch-Q-Tss-T (δ199x182, p2)No Buyer
Frywell Laser Cookers1200Humna Humna (δ7x151, p1)
Humna Humna (δ202x105, p1)
No Buyer
Godmasks1000Dweenle (δ54x195, p1)Tandelou Eshvey* (δ29x74, p1)
Tandelou Eshvara* (δ35x69, p2)
Grow Goo1400Nga-Seng-Diul (δ203x106, p3)Draffa Bastii* (δ241x164, p1)
Harmony Stones1500Nga-Seng-Diul (δ203x106, p3)Nga-Seng-Kler* (δ201x105, p4)
Holovids1000Tandelou Eshvey (δ29x74, p1)No Buyer
Important Secrets1200Nathracch (δ181x197, p3)Humna Humna (δ239x216, p3)
Jeweled Xsiao Xingtay1300Lieu Vadish (δ1x24, p5)No Buyer
Livelong1400Teeelveee (δ125x95, p1)Humna Humna* (δ7x151, p1)
Humna Humna* (δ93x37, p5)
Humna Humna* (δ216x45, p3)
Humna Humna* (δ237x41, p2)
Humna Humna* (δ237x88, p2)
Humna Humna* (δ239x216, p3)
Humna Humna* (δ202x105, p1)
Lovely Glortblorps1500Dweenle (δ54x195, p1)
Dweenle (δ12x205, p3)
Dweenle (δ91x211, p5)
No Buyer
Mip Fur1300Aeoruiiaeo (δ184x148, p3)Nathracch (δ181x197, p3)
Nga-Seng-Kler (δ201x105, p4)
Nutripods1100Dweenle (δ54x195, p1)
Dweenle (δ12x205, p3)
Dweenle (δ91x211, p5)
Humna Humna (δ7x151, p1)
Parasitic Pets1200Tandelou Eshvara (δ35x69, p2)No Buyer
Passion Pumps1300Mbe (δ64x6, p2)No Buyer
Phase Inductors1400G'Nunk (δ159x30, p2)Humna Humna (δ216x45, p3)
Humna Humna (δ237x41, p2)
Screech Harps 1500Tarn (δ54x104, p1)Mbe* (δ64x6, p2)
Shimmer Cloth 1000Ch-Q-Tss-T (δ199x182, p2)Teeelveee (δ125x95, p1)
Singing Beetles1200Teeelveee (δ125x95, p1)Tarn* (δ54x104, p1)
Tandelovian Happy Juice1000Tandelou Eshvara (δ35x69, p2)Teeelveee* (δ125x95, p1)
Vaccinall1
Humna Humna (δ216x45, p3)
Humna Humna (δ237x41, p2)
Humna Humna (δ202x105, p1)
No Buyer

Trade Data: Lifeforms

.0
Creature NameSize
m3
STV per m3Unit Standard Trade ValueBuyer(s)
Black Acid Squirter2.08001600Aeoruiiaeo (δ184x148, p3)
Brass Harpooner7.0180012600G'Nunk (δ159x30, p2)
Nathracch (δ181x197, p3)
Breathing Cactus3.09002700Dweenle (δ54x195, p1)
Crystal Sponge Plant5.06503250Draffa Bastii (δ241x164, p1)
Eight-Legged Rhino7.014009800Teeelveee (δ125x95, p1)
Electric Balloon5.08504250Tandelou Eshvara (δ35x69, p2)
Expanding Hippo7.05003500None
Funnel Tree16.03004800Ch-Q-Tss-T (δ199x182, p2)
Fur Tree20.02004000Ng-Kher-Arla (δ214x178, p4)
Glowing Spinner4.06752700Aeoruiiaeo (δ184x148, p3)
Green Balloon6.05003000Humna Humna (δ7x151, p1)
Green Blob8.06004800Lieu Vadish (δ1x24, p5)
Tarn (δ54x104, p1)
Humna Humna (δ237x41, p2)
Grey Anemone6.07504500Aeoruiiaeo (δ184x148, p3)
Hill Rat1.010001000Humna Humna (δ237x41, p2)
Hive Plant3.0300900Ch-Q-Tss-T (δ199x182, p2)
Hot Fungus1.020002000Tandelou Eshvey (δ29x74, p1)
Djaboon (δ161x53, p1)
Humanoid Hopper3.06501950Humna Humna (δ202x105, p1)
Nid Berry Bush2.014002800Dweenle (δ54x195, p1)
Dweenle (δ12x205, p3)
Dweenle (δ91x211, p5)
Oily Spore Bush3.07502250Dweenle (δ54x195, p1)
Nga-Seng-Kler (δ201x105, p4)
Parachute Spider3.08002400Humna Humna (δ237x88, p2)
Peacock Tree13.04005200Dweenle (δ12x205, p3)
Plant Bird1.0600600Ng-Kher-Arla (δ214x178, p4)
Humna Humna (δ239x216, p3)
Poison Glider2.015003000Nelsons (δ131x7, p4)
Humna Humna (δ216x45, p3)
Pop Berry Plant1.0400400Tandelou Eshvey (δ29x74, p1)
Psychic Blaster2.011002200Draffa Bastii (δ241x164, p1)
Pulsating Gummy2.06001200Nga-Seng-Diul (δ203x106, p3)
Purple Screecher4.013005200Dweenle (δ91x211, p5)
Humna Humna (δ202x105, p1)
Red Puff-Wart1.0700700Humna Humna (δ237x88, p2)
Rocket Melons3.0200600Humna Humna (δ237x41, p2)
Running Fungus5.09004500Lieu Vadish (δ1x24, p5)
Humna Humna (δ216x45, p3)
Sandpit Stalk4.015006000Humna Humna (δ239x216, p3)
Nga-Seng-Diul (δ203x106, p3)
Scaly Blue Hopper1.0900900Dweenle (δ12x205, p3)
Single Leaf11.03253575Dweenle (δ91x211, p5)
Spinning Crab1.012001200Mbe (δ64x6, p2)
Sticky Fruit2.0400800Tandelou Eshvara (δ35x69, p2)
Stinging Cone10.0100010000Humna Humna (δ93x37, p5)
Nga-Seng-Kler (δ201x105, p4)
Vacuum Slug2.010002000Humna Humna (δ93x37, p5)
Wandering Chandelier10.02502500Ch-Q-Tss-T (δ199x182, p2)
Wheel Snake2.013002600Dweenle (δ91x211, p5)
Yellow Hugger4
9003600Tandelou Eshvey (δ29x74, p1)
Mbe (δ64x6, p2)

Trade Data: Minerals

Minerals
Name of Elementd% Roll Standard Trade ValueType
Aluminum0 - 4220Repair
Antimony5 - 8280Mineral
Chromium9 - 13260Mineral
Cobalt14 - 1880Repair
Copper19 - 23120Mineral
Gold24 - 27380Mineral
Iron28 - 3260Mineral
Lead33 - 3740Mineral
Magnesium38 - 42200Mineral
Mercury43 - 46320Mineral
Molybdenum47 - 51160Repair
Nickel52 - 56100Mineral
Platinum57 - 60400Mineral
Plutonium61 - 64420Mineral
Promethium65 - 68300Repair
Rodnium69 - 72440Mineral
Shyneum-500Fuel
Silicon73 - 76420Mineral
Silver77 - 80360Mineral
Tin81 - 85180Mineral
Titanium86 - 90240Repair
Tungsten91 - 94340Mineral
Zinc95 - 99140Mineral
Endurium-
1000Fuel
NOTE: Endurium's STV fluctuates in an SF1-era campaign. It can be as low as 500 MU, or as high as 2000 MU. Also, in SF2-era campaigns, Endurium is always available to sell to the G'Nunk.

Trade Data: Artifacts and Technology

.2
Artifacts and Technology
NameSize
(m3)
Standard Trade ValueTypeNotes
A Mulligan0.11CurioNone
Adrynna's Gold0.12500Curio None
Amazing Artifact1.02500Curio None
Armalcolite Relic0.71250Curio None
Black Box0.46000ArtifactCan be bought in any encounter with the Thrynn for 30 cubic meters of Endurium. When offered, the Thrynn will say that the device will make your ship invulnerable. Improves the taste of all food and rations, +2 bonus to all rolls for one hour after eating food processed by the Black Box.
Black Egg0.112500ArtifactAvailable at multiple locations (α143x115, p1, 28N X 4E; α234x20, p2, 35S X 99E; α238x189, p3, 52N X 16E). A Black Egg is a planetary bomb. Setting the bomb requires a successful Archaeology Check (DC 30). If successful, the bomb will remote detonate when the ship leaves orbit. Otherwise, the bomb fails to explode and may be picked up by any passerby. The explosion of a Black Egg will utterly destroy any planet upon whose surface it explodes. If detonated on the Crystal Planet's surface at a location other than the control nexus, the planet will merely be damaged; it will take three such Black Egg detonations to finally destroy the planet. Destruction of a planet has no immediate effect on the departing starship but may pose navigational hazards upon subsequent visits to the system (see Chapter 8.3).
Bladed Toy0.1250Curio None
Blue Bauble0.1300Curio None
Buttoned Box0.1500Curio None
Circle Route0.122000Trade RouteBuy Mip Fur from the Aeoruiiaeo (δ184x148, p3). Sell them to the Nathraach (δ181x197, p3) and Buy Important Secrets. Sell them to the Humna Humna (δ239x216, p3) and buy Data Crystals. Sell them to the Kher (δ214x178, p4) and buy Dreamgrids. Make a final sale to the the Aeoruiiaeo (δ184x148, p3).
Complex Machine1.81600Curio None
Cross Cloud Route0.117000Trade RouteBuy Charm Babies from the Nelsons (δ131x7, p4). Sell them to the Djaboon (δ161x53, p1) and buy Amusoballs. Sell them to the Dweenle (δ91x211, p5) and buy Nutripods. Sell them to the Humna Humna (δ7x151, p1) and buy Data Crystals. Make a final sale to either the Kher or Arla (δ214x178, p4), or the Aeoruiiaeo (δ184x148, p3).
Crystal Cone0.224000Ancient TechnologyLocated at α20x198 (p1, 29S X 55W). This device locates the control nexus on the Crystal Planet (at 47N X 45E). It otherwise behaves like a curio.
Crystal Orb0.224000Ancient TechnologyLocated on Sphexi (α132,165, p1, 46N X 14E). Any ship carrying the Crystal Orb may orbit and land on the Crystal Planet (α192x152, p1). Without the Crystal Orb, any ship in orbit of the Crystal Planet takes 5% hull damage every minute, and is instantly destroyed if they attempt to land. If a Veloxi ship detects this artifact aboard an alien vessel (any successful Starship Technology Check), they will demand it back and fire upon the vessel if it is not immediately returned.
Crystal Pearl0.115000Ancient TechnologyLocated in the City of the Ancients (α56,144, p1, 29N X 13W). An emergency warp device, any ship carrying the Crystal Pearl that takes systems damage in combat is instantly and automatically withdrawn from the encounter, after the damage to the ship is resolved.
Cute Doodad0.1100Curio None
Dodecahedron0.46000TechnologyLocated at α118,146 (p4, 16S X 20W). While carried aboard ship (does not have to be installed), the ship gains a +50 bonus to all Distress and Jam checks, but is inflicted with a -50 penalty to all Stealth checks.
Downspin Route0.115000Trade RouteBuy Delightful Fungus Chews from the Lieu Vadish (δ1x24 p5). Sell them to the Humna Humna (δ93x37, p5) and buy Data Crystals. Sell them to the G'Nunk (δ159x30, p2) and buy Phase Inductors. Make a final sale to the Humna Humna (at either δ216x45, p3 or δ237x41, p2).
Ellipsoid0.115000Ancient TechnologyLocated at Harrison's Base (α81x98, p1, 44S X 137W). This is a Veloxi device, used by Her Grand Lovely to communicate with all Veloxi everywhere. If given to the Veloxi queen, a Veloxi may communicated with any other Veloxi, regardless of where they are. To all other races, the Ellipsoid functions like a curio. If a Veloxi ship detects this artifact aboard an alien vessel (any successful Starship Technology Check), they will demand it back and fire upon the vessel if it is not immediately returned.
Encounter Scan2.519000TechnologyAvailable from the Humna Humna (δ237x88, p2). Auto-installs. +5 scanner range in hyperspace. Detects all nearby hyperspace encounters, players may choose to avoid any hyperspace encounter regardless of Navigator's Stealth sub-discipline.
Field Stunner0.720000TechnologyAvailable from the Aeoruiiaeo (δ184x148, p3). Auto-installs aboard terrain vehicle. Uses 10% total fuel reserve when utilized. All living targets in combat (PCs, NPCS, and lifeforms) must make a Reflex Save, regardless of their range. If successful, they become Dazed for 1d5 rounds. Otherwise, they are reduced to zero Non-Lethal Damage.
Flat Device0.315000TechnologyAvailable at Starport Central (α125x100, p2). A ship's Engineer can install this device aboard an ITV with a successful Mechanics Check (DC 30). If successful, the ITV gains 100 SHP against all lifeform attacks only. Otherwise, the ITV takes 5% hull damage and the Engineer must wait 24 hours before trying again.
Flux Scan220000TechnologyAvailable from the Humna Humna (δ216x45, p3). Auto-installs. The ship's Science Officer receives a +25 bonus to all Astronomy checks made to detect fluxes.
Frightening Apparatus1.21300Curio None
Gas Slug 0.1800ArtifactLifeform (see Chapter 5.7). Available from the Nelsons (δ131x7, p4). Heals all crew members at ten times the normal rate, and prevents new crew damage in the process. For each hour a Gas Slug remains on board a ship, a DC 10 Leadership Check must be made in order to get the crew to follow orders, with the DC increasing by 10 per subsequent hour. Moreover, a successful DC 10 Willpower Save must be made completed by the ship's Captain before the Leadership Check may be made, with the DC increasing by 10 per subsequent hour. If either Check fails, any character on the ship must make a DC 100 Willpower Save before they may perform any action, Check or Save.
Glowing Disk0.2500Curio None
Golden Globe0.2900CurioNone
Guardian Transmitter Key0.10TechnologyLocated at δ106x14 (p1, 0 x 0). Allows the carrying ship to orbit and land upon the world of the Halls of Memory (δ131x219, p2) without being fired upon by the Guardian Transmitter.
Hot P.Y.T.0.12500CurioNone
Hypercube0.415000ArtifactLocated on Earth (α215x86, p3, 11N X 104W). When used, roll 1d10. If the result of the roll plus the character's learning rate is 15 or higher, the character gains +1 to either their Knowledge, Concentration or Resourcefulness skills (at the GM's discretion). May only be used for the bonus once per week.
Interesting Item205.522300CurioNone
Humming Gizzy0.2500CurioNone
Leghk Battle Jumper0.119500TechnologyAvailable from the Halls of Memory (δ131x219, p1, 26S X 135E). When a ship with a battle jumper is subject to an attack, a Use Artifact/Technology action may be made to activate the Jumper. Upon activation, roll 2d10 and multiply the result by five. The resultant amount is added to the ship’s HD for that round. If movement is allowed under the current campaign rules, move the targeted ship 1d5 spaces in a random direction.
Metal Ball0.1100CurioNone
Mineral Drone0.121000TechnologyVehicle (see Chapter 6.3). Available at Hooplah (δ101x85, p1, 49S X 25E). Deploys from terrain vehicle (can be stowed without parent vehicle having a Hangar Bay Module or Vehicle Rack; folds down to 0.1 cubic meters while stowed). Operates autonomously. Can be programmed to pick up particular minerals or to pick up all minerals it comes across. To determine what is picked up, the GM rolls d% four times, multiplying the results by 0.1. The largest result is the amount of the most abundant mineral collected, the next largest amount for the second most abundant mineral, and the third largest amount for the third most abundant mineral. For the lowest amount, roll d% on the mineral table (see Chapter 5.8); the mineral indicated is collected (if it is a repeat occurrence, the drone picks up fuel instead). When recalled, will dump the minerals it has collected near its parent vehicle for collection.
Mobius Device0.3350CurioNone
Most Valuable Thing0.1150ArtifactLocated on G'Aeresch (δ159x30, p2, 2N X 107W). If a Tandelou ship (either Eshvey or Eshvara) detects this artifact aboard an alien vessel (any successful Starship Technology Check), they will demand it back and fire upon the vessel if it is not immediately returned. In all other respects, this is a curio.
Nga-Seng Route0.119000Trade RouteBuy Mip Fur from the Aeoruiiaeo (δ184x148, p3). Sell them to the Nga-Seng-Kler (δ201x105, p4) and buy Blue Ale. Sell that to the the Nga-Seng-Diul (δ203x106, p3) and buy Grow Goo. Make a final sale to the Draffa Bastii (δ241x164, p1).
Nice Thing0.2150CurioNone
Octagonal Lens0.1300CurioNone
Oval Object0.1200CurioNone
Pink Tube-A-Tron1.02500CurioNone
Planetary Teleporter1.215000TechnologyAvailable from the Draffa Bastii (δ241x164, p1). Auto-installs aboard terrain vehicle. Engineer may make a DC 30 Quantum Mechanics Check to attempt to teleport the terrain vehicle back to the ship, regardless of its fuel status. May make one attempt every ten minutes.
Plastic Thing-A-Ma-Jig0.2300CurioNone
Portazilla4750CurioNone
Precious Doodad43035500CurioNone
Pretty Picture0.1200CurioNone
Psychic Probe0.320500TechnologyAvailable from the Kher (δ214x178, p4). Auto-installs on both ship and terrain vehicle. During trade negotiations, the players may ask for the "color status" of the trader at any time during the trading process.
Pyramid Device0.31150CurioNone
Quivering Lump0.1125CurioNone
Red Cylinder0.330000TechnologyLocated on Koann 3 (α112x200, p3, 59N X 64W). A ship's Engineer can install this device with a successful Electromagnetism Check (DC 50). If successful, the ship's Science Officer may make Archaeology checks from planetary orbit in order to detect ruins (DC 100). Otherwise, the ship takes 5% sensor damage and the Engineer must wait 24 hours before trying again.
Red Herring50.132750CurioNone
Ring Device0.212000TechnologyLocated on Mars (α215x86, p4, 90N X 0). A ship's Engineer can install this device with a successful Electromagnetism Check (DC 50). If successful, the ship's Science Officer receives a +10 bonus to all Astronomy checks made to detect fluxes. Otherwise, the ship takes 5% sensor damage and the Engineer must wait 24 hours before trying again.
Rod Device0.318000TechnologyLocated on New Scotland (α180x124, p2, 59N X 22E). A ship's Engineer can install this device with a successful Applied Relativity Check (DC 50). If successful, the ship gains three levels of Laser Resistance (without increasing the cost of any of the ship's equipment bought or sold). Otherwise, the ship takes 10% shield systems damage and the Engineer must wait 24 hours before trying again.
Rubber Widget0.1100CurioNone
Shield Nullifier421000TechnologyAvailable from the G'Nunk (must destroy 20 of their warships and accept a G'Nunk crewmember before this good will be installed). Default model requires the presence of a G'Nunk crewmember and 15 cubic meters of Cobalt per use. Activated with a Use Artifact/Technology action, drops the shields of all enemy combatants for a period of exactly one round (shields come back on in the same action phase on the ship's next round).
Shimmering Ball0.324000TechnologyLocated at α68x66 (p1, 12N X 32E). A ship's Engineer can install this device with a successful Applied Relativity Check (DC 50). If successful, the ship will automatically cloak in combat (+25 HD/FHD). Otherwise, the ship takes 5% shield systems damage and the Engineer must wait 24 hours before trying again.
Short Route0.120000Trade RouteBuy Charm Babies from the Nelsons (δ131x7, p4). Sell them to the Djaboon (δ161x53, p1) and buy Firejems. Make a final sale to the Humna Humna (δ237x88, p2).
Silver Gadget0.1650CurioNone
Small Obelisk0.1550CurioNone
System Scanner1.518000TechnologyAvailable from the Tandelou Eshvey (δ29x74, p1). Auto-installs. Detects in-system encounters. +50 to all Stealth Checks inside planetary systems. +2 scanner range inside planetary systems.
Spiral Tube0.2375CurioNone
Strange Cloth0.1200CurioNone
Surprising Utensil0.1175CurioNone
T.V. Lifeform Shield0.320000TechnologyAvailable from Starport Outpost One (δ35x73, p1). A ship's Engineer can install this device aboard an ITV with a successful Mechanics Check (DC 30). If successful, the ITV gains 100 SHP against all lifeform attacks only.
Terrain Vehicle Debris2000ArtifactAuto-generated anytime a terrain vehicle is destroyed or runs out of fuel on a planetary surface. Its composition is made up of the elements and fuel of whatever vehicle was destroyed. These minerals can be harvested by any craft with an Industrial Manipulator Module. After harvesting, the debris contains nothing else of value.
Tesseract0.530000TechnologyLocated at α18x50 (p5, 15N X 44W). A ship's Engineer can install this device in the engine with a successful Nuclear Physics Check (DC 50). If successful, the efficiency of the ship's engines are doubled (max 100%, see Chapter 8.1 for further details). Otherwise, the ship takes 5% engine damage and the Engineer must wait 24 hours before trying again.
Throbbing Mass0.1125CurioNone
Ticking Sphere0.32250CurioNone
Translucent Cube0.2500CurioNone
Two-Headed Route0.121000Trade RouteBegin by buying either Tandelouvian Happy Juice from the Tandelou Eshvara (δ35x69, p2) -OR- Shimmer Cloth from the Ch-Q-Tss-T (δ199x82, p2). Sell whatever you bought to the Teeelveee (δ125x95, p1) and buy Singing Beetles. Sell them to the Tarn (δ54x104 , p1) and buy Screech Harps. Make a final sale to the Mbe (δ64x6, p2).
Uhl Weapon0.10TechnologyAvailable from the Halls of Memory (δ131x219, p1, 26S X 135E). Will join with Gorzek (δ28x79, p4) upon confirmation of request. Auto-installs. When deployed on the Uhl, enables the Uhl to be destroyed.
Wee Green Blobbie0.1150CurioNone
Whining Orb0
6000TechnologyAvailable at Starport Central (α125x100, p2). A ship's Engineer can install this device with a successful Electromagnetism Check (DC 30). If successful, the ship's Communications Officer automatically successfully translates all messages received from a Spemin starship, regardless of the result of their Alpha-Sector Languages Check. Otherwise, the ship takes 5% communications damage and the Engineer must wait 24 hours before trying again.


Sensor Detection using Vehicle Technology

f the target is concealed behind another object at least three size classes larger than itself.
Sensor Detection using Vehicle Technology
Scanning Roll ModifierQualifying Condition
-5For each size class the target is smaller than the scanning vehicle
+5For each size class the target is larger than the scanning vehicle
+10If the target is using active scanning systems
-10If the target is not using any active electrical systems
-25I

Kinematic Benchmarks


1s
Planetary Kinematic Benchmarks
Speed
(kph)
1 km10 km100 km1000 kmNY-LA
(~4000 km)
NY-Tokyo
(~11,000 km)
circumglobular
(~20,000 km)
Earth-moon
(~385,000 km)
Earth-Sun
(~149,598,073 km)
11h10h4d 4h1m 1w 6d5m 3w 5d1y 6m 1w2y 9m 3w57y 2m 3w>100y
512min2h20h1w 1d 8h1m 5d 8h3m 1w 16h5m 3w 5d11y 4m 2w>100y
106min1h10h4d 4h2w 2d 16h1m 2w 3d2m 3w 6d5y 7m 1w>100y
203min30min5h2d 2h1w 1d 8h3w 1d 22h1m 1w 6d2y 8m 2w>100y
501min 12s12min2h20h3d 8h1w 2d 4h2w 2d 16h1y 1m 1w>100y
10036s6min1h10h1d 16h4d 14h1w 1d 8h5m 2w 6d>100y
20018s3min30min5h20h2d 7h4d4h2m 3w 3d>100y
5007s1min 12s12min2h8h22h1d 16h1m 4d 2h44y 5m 6d
1,0003s36s6min1h4h11h20h2w 2d 1h22y 2m 2w
1,5002s24s4min40min2h 40min7h 20min13h 20min1w 3d 16hr14y 8m 1w
2,0001s18s3min30min2h5h 30min10h1w 1d 30min11y 1m 1w
2,5001s14s2min 24s24min1h 36min4h 24min8h6d 10h8y 9m 1d
5,000<1s7s1min 12s12min48min2h 12min4h3d 5h4y 4m 2w
10,000<
3s36s6min24min1h 6min2h1d 14h 30min2y 2m 1w



Terrain Difficulty Descriptions and Examples

egotiating the terrain would take a miracle.
Terrain Difficulty Category Descriptions and Examples
Category TitleDescriptionExamples
Extremely EasyVehicle should have no difficulty negotiating the terrain.Paved road (land); calm seas with gentle winds (sea); thin air density and gravity below 0.5 gees (air); interstellar space (space).
Very EasyVehicle 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).
EasyVehicle 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).
ModerateVehicle may have some minor problems negotiating the terrain even with an experienced pilot.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).
DifficultVehicle can expect problems negotiating the terrain.Snowy or Icy terrain (land); tropical storm conditions (sea); thick to very thick atmo with gravity between two and four gees (air); asteroid field (space).
Very DifficultVehicle can expect problems negotiating the terrain even with an experienced pilot.Muddy terrain (land); hurricane conditions (sea); very thick atmosphere with gravity between four and six gees (air); tightly packed asteroid field (space).
Extremely DifficultVehicle 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 six gees (air); vicinity of a neutron star (space).
ImpossibleN
Lava flow (land); beyond severe hurricane conditions (sea); no atmosphere (air); inside the event horizon of a black hole (space).

Percentage Fuel Consumption


0%/1
44%/1
53%/1
80%/1
Percentage Fuel Consumption based on Engine Efficiency, Terrain and Weather
 Engine Efficiency
Terrain510152025303540455060708090100
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
Easy3%/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
Moderate4%/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
Difficult6%/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
Impossible4
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


Hyperspace Fuel Efficiency

00.000
Hyperspace Fuel Efficiencies
Engine EfficiencyDistance per m3
(Real Count)
Fuel used per coordinate
(Real Count)
Maximum Distance per fuel unit
(Simple Count)
5%2.0830.481
10%2.6320.382
15%3.4480.293
20%4.7620.214
25%6.2500.165
30%9.0910.116
35%11.1110.097
40%14.2860.078
45%16.6670.069
50%20.0000.0510
60%25.0000.0412
70%33.3330.0314
80%50.0000.0216
90%100.0000.0118
100%2
0.00520

Intraplanetary Travel: Initial Terrain Difficulty

oderate
Determination of Initial Terrain Difficulty by Planet Type and 1d5 roll
1d5 ResultPlanetary Type
LiquidRockFrozenMoltenGas
1Very EasyExtremely EasyVery EasyEasyDifficult
2Extremely EasyVery EasyEasyModerateVery Difficult
3Very EasyEasyModerateDifficultExtremely Difficult
4EasyModerateDifficultVery DifficultImpossible
5M
DifficultVery DifficultImpossible Extremely Difficult

Intraplanetary Travel: Determination of Planetary Weather

d10x10
Determination of Planetary Weather via d%
Weather DescriptorGlobal Weather Category
Weather (Type)Base Wx
Damage
NoneCalmModerateViolentVery Violent
Clear (Calm)000-9900-4900-1900-0900-04
Overcast (Calm; Cold, Warm)
Misty (Calm; Warm, Hot)
0N/A50-6420-3910-2405-09
Hazy (Calm; Cold, Warm)
Foggy (Calm; Warm, Hot)
0N/A65-7940-5925-3910-19
Snowing (Light; Cold)
Raining (Light; Warm, Hot)
0N/A80-8960-6940-5420-29
Snowing (Heavy; Cold)
Raining (Heavy; Warm, Hot)
0N/A90-9470-7955-6930-39
Thunderstorm (Severe; Warm, Hot)
Hailing (Severe; Cold)
75 + (8*1d10)N/A95-9780-8970-8440-69
Electrical Storm (Severe; Warm, Hot)
Windstorm (Severe; Cold)
100 + 1d10x10N/A98-9990-9985-9970-99
Earthquake3
00-04 on any planet with gravity at or above 2G.

Intraplanetary Travel: Terrain and Weather Effect on Intraplanetary Transit

0
Effects of Terrain and Weather Phenomena on Interplanetary Transit
Terrain Difficulty/Weather SeverityDC ModifierTime Modifier
(Minutes)
Extremely Easy Terrain00
Very Easy Terrain50
Easy Terrain105
Moderate Terrain1510
Difficult Terrain2015
Very Difficult Terrain3020
Extremely Difficult Terrain4025
Impossible Terrain5030
Calm Weather00
Light Weather1510
Heavy Weather3020
Severe Weather5
30

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

0-99
Effect of Previous Hour's Weather on Terrain Difficulty
Previous Hour's WeatherIf the GM's roll is...Then...Otherwise...
Calm00-19Terrain difficulty improves one level.Terrain difficulty remains the same.
Light00-99Terrain difficulty remains the same.N/A
Heavy80-99Terrain difficulty remains the same.Terrain difficulty worsens one level.
Severe0
Terrain difficulty worsens one level.N/A

Intraplanetary Travel: Lifeform Encounter Selection

se ninth lifeform.
Lifeform Selection by 1d10
d10 ResultNumber of Lifeforms in Planetary List
123456789
0Ruins or sentients are encountered; GM may roll 1d2, with a result of one indicating a ruin and the other indicating vehicles. Groups of traveling sentients can be substituted for vehicles on planets with primitive populations (Metal Age or earlier).
1Use 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.
2Use second lifeform.Use second lifeform.Use second lifeform.Use second lifeform.Use second lifeform.
3Use second lifeform.Use third lifeform.Use third lifeform.Use third lifeform.Use third lifeform.
4Use second lifeform.Use third lifeform.Use fourth lifeform.Use fourth lifeform.Use fourth lifeform.Use fourth lifeform.
5Use second lifeform.Use third lifeform.Use fifth lifeform.Use fifth lifeform.Use fifth lifeform.
6Use fourth lifeform.Use fifth lifeform.Use sixth lifeform.Use sixth lifeform. Use sixth lifeform.
7Use third lifeform.Use fourth lifeform.Use seventh lifeform.Use seventh lifeform.
8Use fifth lifeform.Use sixth lifeform.Use seventh lifeform.Use eighth lifeform.Use eighth lifeform.
9U


Intraplanetary Travel: Curio Discovery

recious Doodad
Curio Discovered Via d% Roll
d% ResultCurio
00-02 A Mulligan
03-05 Portazilla
06-08 Cute Doodad
09-11 Metal Ball
12-14 Rubber Widget
15-17 Quivering Lump
18-20 Throbbing Mass
21-23 Nice Thing
24-26 Wee Green Blobbie
27-29 Surprising Utensil
30-32 Oval Object
33-35 Pretty Picture
36-38 Strange Cloth
39-41 Bladed Toy
42-44 Blue Bauble
45-47 Octagonal Lens
48-50 Plastic Thing-A-Ma-Jig
51-53 Mobius Device
54-56 Spiral Tube
57-59 Buttoned Box
60-62 Glowing Disk
63-65 Humming Gizzy
66-68 Translucent Cube
69-71 Small Obelisk
72-73 Silver Gadger
74-75 Golden Globe
76-77 Pyramid Device
78-79 Armalcolite Relic
80-81 Frightening Apparatus
82-83 Complex Machine
84-85 Ticking Sphere
86-87 Adrynna's Gold
88-89 Amazing Artifact
90-91 Hot P.Y.T.
92-93 Pink Tube-A-Tron
94-95 Interesting Item
96-97 Red Herring
98-99 P

Intraplanetary Travel: Mineral Deposit Determination

ndicates an Endurium deposit.
Mineral Deposit determination by d% Roll
d% ResultMineral Indicated
00-39Use first mineral listed in planet's lithosphere.
40-69Use second mineral listed in planet's lithosphere.
70-89Use third mineral listed in planet's lithosphere.
90-98Make another roll and use the table in Chapter 5.8 to make the determination..
99I

Interplanetary Terrain and Effects

/A
Effects of "Terrain" Phenomena on Interplanetary Transit
Terrain NameDC ModifierAdditional Effects / Notes
Dust Belt – Diffuse5Easy Terrain. Micro-meteoroid damage possible for each diffuse dust belt the vehicle passes through. In the event of a failed Starship Piloting Check, the vehicle takes 1d10 points of damage in addition to all other effects from the failed Check.
Dust Belt – Dense (Rings)10Moderate Terrain. 5d10 points of micro-meteoroid damage occurs for each dense dust belt the vehicle passes through, regardless of the success or failure of the Starship Piloting Check.
Asteroid Belt10Difficult Terrain. May form after planetary destruction by Black Egg. Corresponds to a Dense dust Belt (5d10 points micro-meteoroid damage). In the event of a failed Starship Piloting Check, a larger rock strikes the vehicle for 8d10 damage.
Radiation Belt20Easy Terrain. Exposes an unshielded crew to interstellar radiation (armor counts as shielding in this instance). Crew must roll Fortitude Saves to avoid the effects of radiation poisoning (can be set to various exposure levels; see Chapter 12.4.2 for details).
Stellar Corona40Moderate Terrain. In addition to behaving as a Radiation Belt, 2d10x10 points of thermal damage occurs. 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 Photosphere50Extremely Difficult Terrain. In addition to behaving as a Radiation Belt, 5d10x10 points of thermal damage occurs. 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.
Nova60System-wide effect; Moderate Terrain. Behaves like a Stellar Corona. Also causes 10d10x10 points of damage from the shockwave. On a critical failure of the Starship Piloting Check, the vehicle is destroyed.
Supernova150System-wide effect; Very Difficult Terrain. Behaves like a Stellar Corona. Also causes 20d10x10 points of damage from the shockwave. On any failure of the Starship Piloting Check, the vehicle is destroyed. Post-supernova systems may either have a White Dwarf (Normal Star), a Neutron Star or a Black Hole in place of the supernova on subsequent visits to the system.
Neutron Star75System-wide effect; Difficult Terrain. Extremely Difficult terrain in proximity. Behaves like a Stellar Photosphere. Gravitational effects add 1d2 orbital lanes to the length of the journey. On a critical failure of the Starship Piloting Check, the vehicle is destroyed.
Black Hole200System-wide effect; Very Difficult Terrain. Impossible terrain in proximity. Behaves like a Stellar Photosphere. Gravitational effects add 1d10 orbitals lane to the length of the journey. On any failure of the Starship Piloting Check, the vehicle is destroyed.
Hypernova / Stellar FlareN
Being in a star system when a hypernova or flare occurs results in instant destruction of the vehicle. Post-hypernova star systems have a Black Hole in place of the hypernova on subsequent visits, whereas post-flare systems have a normal star.

Atmospheric Density Effect on Landing

00
Density Landing DC Modifiers
Atmospheric DensityDC Modifier
None0
Very Thin20
Thin40
Moderate60
Thick80
Very Thick1

Damage Reduction and Hit Points of Common Materials

0
Damage Reduction and Hit Points of Common Materials
Material NameDamage ReductionHit Points
Glass010 per centimeter
Wood530 per centimeter
Stone1050 per centimeter
Metal15100 per centimeter
Dense Metal
(Starship Armor)
2
500 per centimeter

Character Stunts

5
Stunts
 Minimum Finesse Score RequiredDCDodge BonusAttack Bonus PenaltyDescription
Walk Forward00+0+0Character moves forward.
Forward Sidestep515+5-1Character moves diagonally forward and does not change orientation.
Sidestep1020+5-2Character moves left or right and does not change orientation.
Backwards Sidestep1040+5-1Character moves diagonally backward and does not change orientation.
Walk Backwards1030+5+0Character moves backward and does not change orientation.
Jump Forward510+5-1Character jumps forward. May move one range increment if done from a stopped position, two if moving forward prior to the jump.
Jump Backwards1030+5-2Character jumps backwards. May move one range increment if done from a stopped position, two if moving forward prior to the jump. Does not change orientation.
Jump Sideways1040+10-2Character jumps to one side. May move one range increment if done from a stopped position, two if moving forward prior to the jump. Does not change orientation.
Tumble Forward1020+15-5Character ducks down into a crouch, rolling forward. Moves one space forward.
Tumble Backwards1550+20-10Character ducks down into a crouch, rolling backwards. Moves one range increment backwards without changing orientation.
Tumble Sideways1560+25-10Character ducks down into a crouch, rolling to one side. Moves one range increment sideways without changing orientation.
Handspring1540+20-6Character rolls forward onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment forward.
Back Flip2070+25-8Character rolls backwards onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment backward without changing orientation.
Cartwheel2080+30-8Character rolls sideways onto their hands, then continues rolling back onto their feet, remaining extended. Moves one range increment sideways without changing orientation.
Somersault2045+25-6Character jumps forward into the air and rolls while still airborne. Moves one range increment forward.
Backwards Somersault2575+30-8Character jumps backwards into the air and rolls while still airborne. Moves one range increment backwards without changing orientation.
Sideways Somersault2
85+35-8Character jumps sideways into the air and rolls while still airborne. Moves one range increment left or right without changing orientation.

Character Hit Locations and Effects List

0: Cognitive Organs (Vital) – The cognitive organs are what enables a character to think and to control their life processes (the human equivalent would be the brain and spinal column). It should go without saying that these organs are vital to a character's continued existence and that any hit to those organs is potentially fatal. All hits to the cognitive organs cause double the normal amount of Lethal Damage. The round immediately after a character takes a cognitive organ hit, they may only make one action. Failure of the cognitive organs means immediate clinical death, and maiming is immediate brain death (see below).
1-2: Motor Appendages – Motor appendages can include arms, tentacles, branches, or anything else that is used for the purpose of manipulating other objects. In the turn immediately following a hit to a motor appendage, the character cannot manipulate an object with the affected appendage, nor can they attack with a weapon held by that appendage (they do, however, maintain a hold on anything they were carrying with the appendage). If the appendage fails, the character may not use that appendage to attack or manipulate objects until the appendage heals, and anything held by that appendage is dropped. If the appendage is maimed, then these penalties are permanent (although in Industrial and Starfaring societies, the character can be fitted with prosthetics; see below.)
3-4: Sensory Organs – Sensory organs (including eyes, ears, noses, antennae, infrared pits, etc.) are used to give the character information about their surroundings. Losing control of any sense can have fatal consequences. When this type of hit is indicated, the GM must make a second 1d10 roll to determine the specific organ set hit, as follows:
1-2: Visual Organs - Sight
3-4: Auditory Organs - Hearing
5-6: Olfactory Organs - Smelling
7-8: Gustatory Organs - Tasting
9-0: Tactile Organs - Feeling
A character's Senses trait for the organ listed is temporarily reduced by the number of HP lost to the hit, returning to a maximum of one less than the original level as the HP damage heals. Failure of the organ results in a temporary complete loss of the sense (-30 Sense trait), while maiming makes the condition permanent (in both cases, the character gains no building points). Blinded characters don't have clear sight, though they may still attack (at a -25 penalty). (NOTE: A hit to this area represents a wound that affects the specific organ, without necessarily affecting the surrounding areas. For example, while a shot that hits a human's visual organs (their eyes) would also likely affect their cognitive organs - hitting the eyes implies a head shot, and the brain is directly behind the eyes - it is considered to only affect the eyes. 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 can include legs, tentacles, aveoli, or anything that is used in order to move a character along. A character cannot move for one round after taking a hit to a propulsive appendage. Hits to these organs slow a character down, by one movement point per Wound inflicted. If a propulsive appendage fails, then the character's movement points are reduced to one until the appendage is healed. If all of a character's propulsive organs fail, they cannot move until the appendages heal. Maiming of propulsive appendages makes these movement penalties permanent (although in Industrial and Starfaring societies, the character can be fitted with prosthetics; see below.)
6: Reproductive Organs – Though most civilized races consider it uncouth, there are few things that can disable an attacker faster than a shot to the pills. The effects of hits to the reproductive organs depend on the gender of the species. Male characters suffer double the amount of Non-Lethal Damage they would receive from the hit and are Dazed for a number of minutes equal to one-tenth the total amount of damage received (rounded up). Female characters take double the amount of Basic Damage, but are not Dazed. Both genders cannot move for a number of rounds equal to one-tenth the amount of damage received. Failure immobilizes a character completely until they can receive medical attention. If the reproductive organs are maimed, the character cannot Run ever again, and cannot procreate (this shouldn't be an issue in most campaigns, and if it is, it usually says something about the GM...).
7-8: Body Area (Non-Vital) – The shot hit a part of the character's body without hitting any vital areas. While a character can bleed to death from the wounds, a hit to this area does not cause any further penalties to the character. The body is the only "part of the body" which cannot fail due to excessive wounds. If the body is maimed, the character suffers clinical death (0 HP).
9: Body Area (Vital) – The shot hit a part of the character's body that included a vital organ. This kind of damage is more serious than a regular body shot. All damage from the hit is doubled. Further, this would will cause a character to lose 2 HP per minute instead of just 1 HP. As with normal body hits, the body will not fail no matter how many wounds it receives. If the body is maimed, the character suffers clinical death (3x Durability).
If a part is indicated which the character either does not have or is not available to take damage, roll again on this table.

Speed-Based Movement Damage Dice for Ramming

10x10
Speed-based Movement Damage Dice for Ramming
SpeedDie
<10 kphd5
10-69 kphd10
70-179 kphd10x2
180+ kphd

Vehicle Chassis Maneuver Restrictions

s an aeroplane in atmosphere, no restrictions in space.
Vehicle Chassis Maneuver Restrictions
ChassisRestrictions
BikeCan only go forward or make forward slips.
GroundcarMay not side-slip (unless on frictionless terrain).
SkimmerNo restrictions.
ArmoredMay not side-slip or back-slip.
WalkerNo restriction, but must expend an extra movement point or one-quarter its total movement distance when changing to a new maneuver in the same move action.
CanoeMay not side-slip (unless un-powered).
YachtMay not side-slip.
CutterMay not side-slip or back-slip.
CruiserMay not side-slip or back-slip.
CarrierMay not side-slip or back-slip (must move forward only to recover small craft).
SubmarineMay not side-slip or back-slip. Submarines may submerge; while submerged the craft gets a +10 HD/FHD bonus and a -10 BHD penalty.
HovercopterNo restrictions, but is susceptible to involuntary motion in strong winds (see Chapter 12.4.2).
AeroplaneMay not side-slip or back-slip. An aeroplane must use one of their actions during a turn as a move action, and are further required to either move a minimum of one range increment (for Initiative-based motion) or the distance indicated as their stall speed (for Speed-based motion). If an aeroplane pilot does not fulfill these requirements every combat round, they will stall their vehicle and risk crashing (see Stalling, below).
GravshipNo restrictions.
GravshipNo restrictions.
FightercraftAs an aeroplane in atmosphere, no restrictions in space.
CapsuleAs an aeroplane in atmosphere but also cannot perform forward slips, no restrictions in space.
ShuttleAs an aeroplane in atmosphere, no restrictions in space.
TransportA

Vehicle Maneuvers

lass Eight
Vehicle Maneuvers
 Minimum Engine
Class Required
DCEvasive Maneuvers BonusMarksmanship/
Ballistics
Penalty
Description
Straight AheadClass One0+0+0Vehicle moves forward.
Forward SideslipClass One30+5-1Vehicle moves diagonally forward and does not change orientation.
SidewaysClass Two45+10-2Vehicle moves port or starboard and does not change orientation.
Back SideslipClass Three60+5-1Vehicle moves diagonally backward and does not change orientation.
Straight BackClass Two30+5+0Vehicle moves backward and does not change orientation.
45-degree TurnClass One0+0+0Vehicle turns 45-degrees left or right.
45-degree Snap TurnClass Five30+5-2Vehicle turns 45-degrees left or right.
90-degree TurnClass Two15+15-3Vehicle turns 90-degrees left or right.
90-degree Snap TurnClass Six60+20-4Vehicle turns 90-degrees left or right.
135-degree TurnClass Three30+25-5Vehicle turns 135-degrees left or right.
135-degree Snap TurnClass Seven90+30-6Vehicle turns 135-degrees left or right.
180-degree TurnClass Four45+35-8Vehicle turns 180-degrees left or right.
180-degree Snap TurnC
120+40-10Vehicle turns 180-degrees left or right.

Vehicle Systems Damage List

0: Shields – Shield damage affects shield emitters. If the shields malfunction, shields will no longer regenerate for that craft.
1: Beams – Beam damage affects whether or not the vehicle can use beam weaponry. If the vehicle has no beams, it cannot take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
3: Sensors – Sensor damage affects how well a vehicle can see its target. Malfunctioning sensors give a +25 HD range penalty to any combatant the vehicle fires upon.
4: Communications – Communications damage affects how well a vehicle communicates with other combatants, be they friendly or hostile. If the communications system malfunctions, a vehicle may not hail other craft, cannot send out distress signals, and cannot jam enemy transmissions. Further, if the vehicle attempts to use IFF missiles, it's an automatic critical miss with the firing vehicle taking damage from its own weaponry.
5: Engines – Engine damage affects how well a vehicle can maneuver around. If the Engines are damaged, the level of damage is added to the vehicle's Vehicle Piloting Check for movement. Should the engines malfunction, the vehicle cannot move and cannot apply its pilot's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing roles.
6-7: Crew Damage – These rolls indicate that one of the vehicle’s "redshirt" NPC specialists has taken Lethal Damage (they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the vehicle, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard (a commanding general, a politician, the rival crime boss's kid, etc.), the GM will select a player or players to roll 1d10 for the involved character(s). The GM will roll for non-critical NPCs. Lowest throw takes the damage. The amount of damage an NPC can absorb depends on the amount of cover the vehicle offers. Mission critical NPCs takes damage like PCs (see Officer Damage, below). Non-critical NPCs may only absorb either 100 points of systems damage if the vehicle offers full cover, 10 points if limited cover is offered, and only one point if no cover is offered. After a non-critical NPC absorbs as much damage as they are allowed, they die. This kind of damage never applies to PCs. If there are no NPCs aboard whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the vehicle's PC crewmembers or NPC officers has taken Lethal Damage. To determine which character has taken damage, all PCs currently aboard the damaged vehicle roll 1d10. For NPC officers, the GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In the event of a tie for low throw, re-roll until there is a clear low throw. Each ten points of systems damage done to the vehicle equates to one HP of damage for PCs if the vehicle offer full cover. If the vehicle offers limited cover, each point of systems damage counts as a point of HP damage to the character. If the vehicle offers no cover, each point of systems damage inflicts ten points of HP damage to the character. A PC may only absorb damage until they reach zero HP, at which point they are clinically dead (unless, of course, a medic can get them into stasis; see Chapter 9.2). If a crewmember is killed, the commander may pick any crewmember (including themselves) to assume the duties of the fallen officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM is conducting combat in space and would like to conduct combat in a manner in which failure of a craft's life-support systems is a possibility, a set of alternative systems damage rolls is available in Chapter 12.4.2.

Starship Systems Damage List

0: Shields – Shield damage affects shield emitters. If the shields malfunction, shields will no longer regenerate for that craft.
1: Beams – Beam damage affects whether or not the ship can use beam weaponry. If the ship has no beams, it cannot take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
3: Sensors – Sensor damage affects how well a starship can see its target. Malfunctioning sensors give a +25 HD range penalty to any combatant the ship fires upon.
4: Communications – Communications damage affects how well a starship communicates with other combatants, be they friendly or hostile. If the communications system malfunctions, a ship may not hail other craft, cannot send out distress signals, and cannot jam enemy transmissions. Further, if the ship attempts to use IFF missiles, it's an automatic critical miss with the firing ship taking damage from its own weaponry.
5: Engines – Engine damage affects how well a ship can maneuver around. If the Engines are damaged, the level of damage is added to the ship's Starship Piloting Check for movement. Should the engines malfunction, the ship cannot move and cannot apply its Navigator's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing roles.
6-7: Crew Damage – These rolls indicate that one of the ship’s "redshirt" NPC crewmembers has taken Lethal Damage (they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the ship, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard (visiting dignitaries, the Emperor, etc.), the GM will select a player or players to roll 1d10 for the involved character(s). The GM will roll for non-critical NPCs. Lowest throw takes the damage. If a mission critical NPC takes the damage, then each ten points of systems damage inflicts one HP of damage to them. Non-critical NPCs may only absorb 100 points of systems damage, after which they die. This kind of damage never applies to PCs. If there are no NPCs aboard whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the ship's PC crewmembers or NPC officers has taken Lethal Damage. To determine which character has taken damage, all PCs currently aboard the damaged ship roll 1d10. For NPC officers, the GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In the event of a tie for low throw, re-roll until there is a clear low throw. Each ten points of systems damage done to the ship equates to one HP of damage for PCs. A PC may only absorb damage until they reach zero HP, at which point they are clinically dead (unless, of course, the Doctor can get them into stasis; see Chapter 9.2). If an officer is killed, the Captain may pick any crewmember (including themselves) to assume the duties of the fallen officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM would like to conduct combat in a manner in which failure of the ship's life-support systems is a possibility, a set of alternative systems damage rolls is available in Chapter 12.4.2.

Temperature Severity Level (Based on Temperate tolerance)

-12
Temperature Severity Level Determination by Ambient Temperature and Die Roll
Ambient Temperature CategorySuggested Severity Level1d5 RollIndicated Damage
Subarctic8-127 + 1d5Cold Damage
Arctic3-72 + 1d5Cold Damage
Temperate0N/AN/A
Tropical1-20 + 1d2Heat Damage
Searing3-72 + 1d5Heat Damage
Inferno8
7 + 1d5Heat Damage

NEXT: Appendix Two, Templates
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