Appendix One: Charts and Tables

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 	Data Received 	Data Received 	Data Received 	Data Received
Degree of Failure	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 	Character's Action 	Negotiate Check Result... 	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. 	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 	17,091y23w 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	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency	Engine Efficiency
Terrain 	5 	10 	15 	20 	25 	30 	35 	40 	45 	50 	60 	70 	80 	90 	100
ExtremelyEasy 	2/13/13/15/1 	1/11/12/12/1 	1/11/11/12/1 	1/21/11/11/1 	1/21/21/21/1 	1/31/31/21/1 	1/31/31/31/1 	1/31/31/31/2 	1/31/31/31/2 	1/51/31/31/2 	1/51/51/31/3 	1/51/51/51/3 	1/101/51/51/3 	1/101/101/51/3 	1/101/101/51/5
VeryEasy 	3/13/14/15/1 	1/11/12/13/1 	1/11/11/12/1 	1/11/11/11/1 	1/21/21/11/1 	1/31/21/21/1 	1/31/31/21/1 	1/31/31/31/1 	1/31/31/31/2 	1/31/31/31/2 	1/51/51/31/3 	1/51/51/31/3 	1/51/51/51/3 	1/101/51/51/3 	1/101/101/51/3
Easy 	3/13/14/16/1 	2/12/12/13/1 	1/11/11/12/1 	1/11/11/12/1 	1/21/11/11/1 	1/21/21/11/1 	1/31/21/21/1 	1/31/31/21/1 	1/31/31/21/1 	1/31/31/31/2 	1/31/31/31/2 	1/51/51/31/3 	1/51/51/31/3 	1/51/51/51/3 	1/51/51/51/3
Moderate 	4/14/15/18/1 	2/12/13/14/1 	1/11/12/13/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/11/1 	1/21/21/11/1 	1/21/21/11/1 	1/31/21/21/1 	1/31/31/21/1 	1/31/31/31/1 	1/31/31/31/2 	1/31/31/31/2 	1/51/51/31/3 	1/51/51/31/3
Difficult 	6/16/18/111/1 	3/13/14/16/1 	2/12/13/14/1 	1/12/12/13/1 	1/11/12/12/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/11/1 	1/21/11/11/1 	1/21/21/11/1 	1/21/21/21/1 	1/31/21/21/1 	1/31/31/21/1 	1/31/31/31/2 	1/31/31/31/2
VeryDifficult 	8/19/111/116/1 	4/14/15/18/1 	3/13/14/15/1 	2/12/13/14/1 	2/12/12/13/1 	1/11/12/13/1 	1/11/12/12/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/11/1 	1/21/21/11/1 	1/21/21/11/1 	1/31/21/21/1 	1/31/31/21/1
ExtremelyDifficult	13/115/118/127/1 	7/17/19/113/1 	4/15/16/19/1 	3/14/14/17/1 	3/13/14/15/1 	2/12/13/14/1 	2/12/13/14/1 	2/12/12/13/1 	1/12/12/13/1 	1/11/12/13/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/12/1 	1/11/11/11/1 	1/11/11/11/1
Impossible 	40/144/153/180/1 	20/122/127/140/1 	13/115/118/127/1 	10/111/113/120/1 	8/19/111/116/1 	7/17/19/113/1 	6/16/18/111/1 	5/16/17/110/1 	4/15/16/19/1 	4/14/15/18/1 	3/14/14/17/1 	3/13/14/16/1 	3/13/13/15/1 	2/12/13/14/1 	2/12/13/14/1
==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	Planetary Type	Planetary Type	Planetary Type	Planetary Type
1d5 Result	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 	Weather Descriptor	Global Weather Category	Global Weather Category	Global Weather Category	Global Weather Category	Global Weather Category
Weather (Type) 	Base WxDamage 	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 	Tectonic Event Descriptor	Global Vulcanism/Seismicity Severity Category	Global Vulcanism/Seismicity Severity Category	Global Vulcanism/Seismicity Severity Category	Global Vulcanism/Seismicity Severity Category	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 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List 	Number of Lifeforms in Planetary List
d10 Result	1 	2 	3 	4 	5 	6 	7 	8 	9
0 	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	Other vehicles are encountered; see below.	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 lifeform. 	Use first lifeform. 	Use first lifeform. 	Use first lifeform. 	Use second lifeform. 	Use second lifeform. 	Use second lifeform. 	Use second lifeform. 	Use second lifeform.
3 	Use lifeform. 	Use first lifeform. 	Use first lifeform. 	Use second lifeform. 	Use second lifeform. 	Use third lifeform. 	Use third lifeform. 	Use third lifeform. 	Use third lifeform.
4 	Use lifeform. 	Use first lifeform. 	Use second lifeform. 	Use second lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fourth lifeform. 	Use fourth lifeform. 	Use fourth lifeform.
5 	Use lifeform. 	Use second lifeform. 	Use second lifeform. 	Use third lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fifth lifeform. 	Use fifth lifeform. 	Use fifth lifeform.
6 	Use lifeform. 	Use second lifeform. 	Use second lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fifth lifeform. 	Use sixth lifeform. 	Use sixth lifeform. 	Use sixth lifeform.
7 	Use lifeform. 	Use second lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fourth lifeform. 	Use fifth lifeform. 	Use sixth lifeform. 	Use seventh lifeform. 	Use seventh lifeform.
8 	Use lifeform. 	Use second lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fifth lifeform. 	Use sixth lifeform. 	Use seventh lifeform. 	Use eighth lifeform. 	Use eighth lifeform.
9 	Use lifeform. 	Use second lifeform. 	Use third lifeform. 	Use fourth lifeform. 	Use fifth lifeform. 	Use sixth lifeform. 	Use seventh lifeform. 	Use eighth lifeform. 	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 EngineClass Required	Number of SuccessfulVehicle Piloting ChecksRequired	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 	FoodRoll 1d5:0-1: Grain2-3: Generic Foods5: Luxury Foods
2 	Liquor 	Raw MaterialsRoll 1d10:0-1: Iron2-3: Plastics4: Plutonium5-6: Tungsten7: Uranium8-9: Wood
3 	Liquor 	Processed GoodsNormal d5 Roll
4 	Plaything™ 	Luxury Goods (1)Roll 1d10:0-1: Artwork2: Books3-4: Furs5-6: Games7: Gems8-9: Home Entertainment
5 	Plaything™ 	Capital GoodsNormal d5 Roll
6 	Tobacco 	Microelectronicsd5 Roll, Normal except 2-3: Holographics
7 	Tobacco 	Contrabandd5 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.
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