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Void Drifters · Ships

Vehicle Quick Reference

Tables and one-line rules for play. Each section names the chapter that holds the full rule. Where this chapter and the named chapter differ, the named chapter governs.

1. Scale

Scale Typical classes
1 Powered suit, maintenance drone, escape capsule, cargo skiff, personal ground and hover vehicles
2 Courier skiff, drone fighter, light shuttle, light utility craft, lander, light ground vehicles
3 Fighter, interceptor, bomber, boarding craft; tracked APC, walker, industrial crawler
4 Shuttle, courier, scout, light freighter, patrol boat, cutter, yacht, gunship, troop transport; heavy tank, weapons platform, excavation rig
5 Corvette, heavy freighter, survey ship, salvage ship, industrial vessel, blockade runner
6 Frigate, carrier, fleet tender, colony ship
7 Cruiser, heavy carrier, liner, major starbase; the largest commercial hulls
8 to 10 Empire-level warships and war stations; always military; no statistics in this book
  • Scale in Combat: attacking a target 2 or more Scale smaller adds Bane Dice equal to the difference (half, rounded down, for Point Defense and Anti-Fighter weapons); attacking one 2 or more Scale larger removes up to that many (Chapter Three).
  • One-Scale rule: a model sits at most one Scale from its class. The only named exceptions are the VN-53C1 (Scale 5 liner) and the Model 80 (Scale 7 heavy freighter) (Chapter Four).
  • Ground and hover vehicles run from Scale 1 to 4 and read their mounts as one Scale larger (Chapter Nine).
  • Vehicle and character scale: 1 point at vehicle scale is 10 at personal scale, for damage and for Armor (Chapter Three).
A scale lineup of ships

2. Damage and Ship States

Chapter Three, Damage and Ship States. Damage counts up on two tracks.

Track Counts toward When it reaches the points
Hull Damage Hull Points Destroyed: the ship breaks up at the end of the next round; a wreck can be salvaged, never repaired
System Damage System Points Out of control: Uncontrolled Drift (or Descent); weapons, screens, and drive offline; only Emergency Repair and personal actions; every hit on it is a Critical Hit
System Damage on one named system Effect
1 Degraded: checks using it add 1 Bane Die
2 Impaired: checks using it add 2 Bane Dice; secondary functions lost
3 Offline until repaired

Engines, Slipstream drives, AI Cores, screens, and Defensive Control have their own damage effects (Chapters Six, Seven, and Eight).

Hull Damage against Hull Points Damage level Repair (Chapter Eleven)
Up to a quarter Light Field or yard
More than a quarter, up to half Moderate Field or yard
More than half Heavy Yard only
Equal to Hull Points Wreck Salvage only
  • Critical Hits: inflicted by Boons equal to the weapon's Crit or a Breakthrough, on a hit that dealt damage, and by any hit on a ship that is out of control. Roll on the Critical Hit table in Chapter Fifteen, adding 10 for each unrepaired Critical Hit; 111 or more destroys the ship.
  • Automatic repair cap: all automatic sources together remove at most 1 System Damage a round (Chapter Eleven).

3. The Combat Round

Chapter Fifteen. Each crew member at a station takes one Action and one Maneuver on the ship's turn.

  1. Situation: the GM states range bands, facings, and ongoing effects.
  2. Turns in Initiative order: the Helm rolls Savvy + Perception (Willpower + Readiness when surprised). Movement first, then attacks, then other Actions.
  3. Damage applies as each attack resolves.
  4. Heat Dissipation at the end of the round.
  5. Ongoing effects: tracking ordnance, cascades, drift, Slow-Firing countdowns.

Range and Movement

Range band Meaning Aimed Fire difficulty
Engaged Touching, docked, grappling, ramming, boarding Easy
Short Close fire support Average
Medium Ordinary combat range Average
Long Extended weapon range Hard
Extra Long Long-range guns and ordnance only Severe
Extreme Edge of sensor contact; only weapons that list Extreme Severe
Speed Bands per Advance or Break Maneuver
0 Cannot move
1 or 2 1; between Long, Extra Long, and Extreme, 2 Maneuvers per band
3 or 4 1
5 or 6 2
7 or more 3
Arc Covers Handling on the attack
Fixed Forward Fore Yes; the pilot may fire it
Forward Fore No
Broadside Port or Starboard, set at installation No
Rear Aft No
Turret All four facings No
Dorsal or Ventral All facings; Dorsal Level and Above, Ventral Level and Below (optional Elevation rule) No

The Attack

Aimed Fire: Agility + Gunnery against the range difficulty. One weapon, or one battery of identical weapons in one arc, per gunner's Action.

Battery size Gains
2 or 3 Linked 1
4 to 7 Linked 2
8 to 15 Linked 3
16 to 31 Linked 4
32 or more Linked 5

Bane Dice : the target's Deflection on the facing attacked; its screens against the weapon's type; its ECM against guided weapons; the target's and the attacker's Evasive Maneuver; negative Handling on a Fixed weapon; Heat Threshold effects; Scale.

Boon Limit: an attack gains at most 2 Boon Dice from Handling on a Fixed weapon, tags (Accurate), components and builder benefits, station actions and orders (Target Lock, Coordinate Fire, Direct Focus, Coordinate, assisting, Relay Contact), Massed Fire, a directive AI's die in an opposed check, and Boon Dice bought with an earlier attack's Boon. Talents and rolled results are not limited.

AI: a directive AI with Fire Control and a free Active Channel removes 1 Trial Die.

Spending results on an attack:

  • The next attack on the same target this round by this ship adds 1 Boon Die (inside the Boon Limit).
  • Ignore 1 more point of Armor; or trigger Linked, Auto-Fire, Blast, Scorch, or Scatter; or remove one round of Slow-Firing.
  • Boons equal to the weapon's Crit, or : a Critical Hit.
  • The weapon makes 1 extra Heat, or the firing ship's next attack adds 1 Bane Die.
  • The weapon jams until a crew member clears it with an Action.
  • The weapon jams and suffers 1 System Damage; Volatile weapons check; Limited Ammo weapons may run dry.

Damage Resolution

  1. Total: listed damage + 1 per Success beyond the first, + fixed bonuses (Boost Weapons, Close Range, Capital Killer).
  2. Screens: subtract Damage Reduction if the screen names the weapon's type.
  3. Armor: subtract Armor less Pierce. Armor Bypass ignores screens and Armor.
  4. System Damage: Ion System Damage is reduced by half the Armor (rounded down); no other System Damage is reduced.
  5. Apply to the two tracks; named-system damage also marks that system.

Other Combat Procedures

Procedure One-line rule (Chapter Fifteen)
Point defense Reaction, once a round, against Interceptable attacks on its ship or an ally within Short: each net Success stops one, up to X. Average against missiles, drones, pods; Hard against torpedoes; Severe against capital torpedoes
Target Lock (guided weapons) Gunner's Maneuver: automatic without enemy ECM, otherwise Average Gunnery with the ECM's Bane Dice. Lost when the target changes range band or breaks it
Ramming Helm Action at Engaged; opposed Pilot check. Target takes Scale + Speed Hull Damage less Armor; the rammer takes half (minimum 1, no Armor)
Disengage At Long or farther; Average Pilot check, one step harder or easier when Handling differs by 2 or more. Success leaves at the end of the round
Chase Extended Pilot check to 3 (quick), 5 (standard), or 8 (long) net Successes; faster ship adds 1 Success (2 if its Speed is 3 or more higher)
Massed Fire Each ship after the first attacking the same larger target adds 1 Boon Die (inside the Boon Limit)
Uncontrolled Drift Moves one band a round on its vector; no Advance, Break, turns, or Overburn; Pilot checks one step harder; Regain Control ends it
Boarding Docking collar (cooperative or forced), boarding pod, or umbilical; then the fight inside (Chapter Fifteen, Boarding)
Large battles Battle Strength and Battle Checks (Chapter Fifteen, Large Battles)

4. Stations and Actions

Chapter Fourteen lists the stations; Chapter Fifteen gives each action in full. A crew member may cover a second empty station at 1 Bane Die on the second station's Actions; never more than two.

Station (skill) Action Check Effect
Helm (Pilot) Advance, Break None in clear conditions Move the bands Speed allows
Helm Change Facing, Hold Position None Turn one facing; or keep range and facing and remove one carried Bane Die from Gunnery
Helm Hard Turn Average Turn up to 180 degrees
Helm Evasive Maneuver Average Attacks against the ship add 1 ; its own attacks add 1
Helm Take Position Average Put the target in a chosen arc, or deny it one
Helm Overburn Average Speed +1 (+2 with a Restricted or Military engine) until next turn; 2 Heat
Helm Regain Control Average (one step harder in drift) Ends Uncontrolled Drift or Descent
Gunnery (Gunnery) Aimed Fire By range One weapon or battery
Gunnery Target Systems Hard Normal damage and 1 System Damage to a named system
Gunnery Coordinate Fire, Suppressing Fire Average An ally adds 1 ; or deny the target one named move
Gunnery Reload None Clear a jam or one round of Slow-Firing
Engineering (Craft) Emergency Repair Easy to Severe (Chapter Eleven) Remove 1 System Damage, +1 per Boon beyond the first
Engineering Boost Power Average Boost Weapons (+2 damage, once per encounter), Shields, Drives, or Sensors; 2 Heat
Engineering Reactor Overload Average Power Capacity +2 for the round; 2 Heat
Engineering Reroute Systems Hard A damaged system works as if 1 less damaged, or move Power Load, or stop a cascade
Engineering Damage Control Average (Hard in a magazine) Stop one fire, breach, or cascade
Engineering Manage Heat, Reroute Cooling Average Remove 1 Heat (+1 per Boon); or one system makes no Heat on its next use
Engineering Vent Heat None Remove Heat equal to Heat Dissipation; 2 on Signature Management this round and next
Sensors and Comms (Electronics) Active Scan Average to Severe by range Hull condition, damage, systems by net Successes
Sensors and Comms Passive Listen Average Class and transponder, without raising signature
Sensors and Comms Target Lock Average (Hard against evasion) Gunners add 1 on the locked target; locks every guided weapon this round
Sensors and Comms Jam, Counter-Jam Opposed Electronics Degrade one function of the target; or end one jam
Sensors and Comms Break Lock Hard (Average with ECM) One guided weapon loses its lock
Sensors and Comms Relay Contact, Sensor Ghost Average; Hard Ally removes 1 ; or one false contact
Astrogation (Astrogation) Plot Course, Recalculate By seam (section 8); Average Ready or change a jump
Astrogation Emergency Exit, Offset Exit Planning Chapter Six, Offset Exits Leave Slipspace early or away from the arc
Medical and Support (Medicine) Emergency Treatment Average or Hard Stabilize, or remove 2 Wounds
Medical and Support Brace Crew, Coordinate Average Next ship-damage consequence 1 lower; or a named crew member adds 1
Captain (any station) Direct Focus, Override None (Maneuver) A named crew member adds 1 ; or reassign an AI channel
Crew aboard Effect (Chapter Fourteen)
Standard or more Every station can be held
Minimum to standard Stations go empty, or crew cover two
Below minimum Every check adds 1 Bane Die per crew member short

5. Power and Heat

Chapter Six. Power Load above Power Capacity forces an overload response at once.

Overload response Effect
Shut down a system Remove its Power Load; it is offline until restarted
Accept System Damage 1 System Damage to Power Distribution; demand continues
Convert to Heat 2 Heat; demand continues this round
Craft check (Average) On a success, hold the overload 1 round
Risk a Calamity Upgrade 1 to a ; a damages Reactor and Power Distribution

An overload of 1 may run a round if a response is declared; 2 or more, or one left unresolved, takes 1 System Damage to Power Distribution each round.

Heat at or above Threshold Band Effects (each band includes those below)
Threshold Warning Signature Management adds 1 Bane Die
+1 to +3 System Strain Attacks and engine Pilot checks add 1 ; end of round Average Craft check or Heat Dissipation is halved
+4 to +6 Critical Strain Dissipation halved (Hard Craft check restores it for the round); end of round Hard Craft check or 1 System Damage to Reactor, Power Distribution, or Defensive Control; screens make 1 extra Heat per hit
+7 to +9 System Failures End of round Hard Craft check or a non-essential system shuts down; 2 Hull Damage each round; Power Capacity 2 lower
+10 or more Emergency Shutdown Start of round Severe Craft check or weapons, screens, modules, and ECM go offline and Speed drops to 1; each keeps one system online for 2 Heat

Heat comes from weapons fired, screens absorbing hits, Overburn, converted overloads, Reactor Overload, Scorch, and builder drawbacks. Heat Dissipation removes Heat at the end of each round. Ground and hover vehicles have no Power or Heat track (Chapter Nine).

6. Sensors and Detection

Chapter Seven. Intellect + Electronics at the Sensors and Comms station.

Grade Detects to Availability
Basic Short Open
Standard Medium Open
Extended Long Open
Military Extreme Licensed; standard on Professional and Military hulls

A ship that is not hiding is detected without a check inside the watcher's band. A ship on Hard Burn, or running an antimatter engine at Cruise 4 or more, is detectable at Extreme by any grade. A hiding ship is found by an opposed check: the watcher's detection check against the hiding ship's Signature Management check; a tie goes to the hiding ship.

Condition Watcher's detection check
Cold Running Mode Add 3
Electronic Silence, against Basic or Standard sensors Add 2 ; no effect against Extended or Military
Emission Baffles; Military Shadow Package Add 1; add 2
Military sensors, target within Medium Remove 1
Active Scan; AI with a Sensors package Add 1 each
Condition Hiding ship's Signature Management check
Heat at Threshold; Signal Scrambler or other ECM running Add 1 each
Vent Heat this round or last; Heat Sink Array dumped Add 2
Crown Meridian hull; Kharos hull Add 1; add 2
Emission Baffles; Military Shadow Package Remove 1; remove 2
  • Electronic Silence: all emitters off; 1 Heat a round; no scans, locks, guided weapons, or relay.
  • Cold Running Mode: takes effect at the end of the second round (third for Crown Meridian, fourth for Kharos); Power Load 1, Speed 1, no weapons, ECM, or screens; breaking it is visible within Medium.
  • Jamming needs an ECM system and the target within Medium (Long with a Military Electronic Warfare Suite): Chapter Fifteen, Jam.

7. In-System Travel

Chapter Six. Travel Bands are counted from the destination.

Leg Intervals
Extreme to Long 2
Long to Medium 2
Medium to Short 1
Short to Engaged 1
Cruise Drive Interval Standard approach (6 Intervals) Availability
1 Bulk fusion 24 hours 6 days Open
2 Working fusion 8 hours 2 days Open
3 Fast fusion 4 hours 1 day Licensed
4 Antimatter 2 hours 12 hours Restricted
5 High-output antimatter 1 hour 6 hours Military
Approach Emerge at Extreme leg Total to dock
Close Long — 4 Intervals
Standard Extreme 2 Intervals 6 Intervals
Far Extreme 6 Intervals 10 Intervals
  • Hard Burn: Cruise 1 higher for one leg; half a Nearby jump charge of fuel; Average Craft check at the end of the leg or the engine takes 1 System Damage; detectable at Extreme.
  • Engine damage: 1 System Damage costs 1 Speed and 1 Cruise; 2 sets Cruise to 1; 3 takes the engine offline.
A ship entering a slipstream seam

8. Slipstream Travel

Chapters Six and Seven. Astrogation checks use Intellect + Astrogation.

Seam condition Check to locate and to enter
Established, Maintained None
Frontier Average
New Severe
Fading Hard , and add 1 Bane Die
Lost Not usable; start at Corridor Trace
Corridor or situation Transit check
Lane, Spine, or Grand Channel, charted None
Thread Average
Fracture, Turbulent trait, first transit, emergency reroute Hard
Recovering from a navigation failure in Slipspace Severe
Corridor class Largest safe Scale
Thread 4
Lane 7
Spine 8
Grand Channel Any
Fracture Set per route
Journey Typical duration
Nearby connected system 12 hours to 3 days
Regional route 3 to 10 days
Cross-border route 1 to 3 weeks
Long frontier run 3 to 8 weeks
  • Drive charge: 10 minutes (5 for a Restricted or Military drive).
  • Saturation: Crowded adds 1 to seam, transit, and offset-exit checks; Saturated makes them one step harder as well (Chapter Seven).
  • Offset exits and the offset-exit failure table: Chapter Six, Offset Exits (the only copy).

9. Weapons

Chapter Eight, Weapon Statistics. Prices, Availability, and minimum Scale are there; ammunition and payload prices are under Ammunition, Ordnance, and Payloads. Damage is the Hull Damage of a one-Success hit; "Sys" is System Damage.

Mount Hardpoint points Minimum hull Scale
Light 1 1
Standard 2 3
Heavy 3 4
Capital 4 6

One oversized mount, one size above the hull's largest, costs 1 extra point, fires Fixed Forward, and gains Recoil (Chapter Thirteen).

Weapon Mount Range Damage Crit Heat Pwr Ammo Tags
Light Rotary Cannon Light Short–Medium 3 4 1 1 Limited Ammo 40 Auto-Fire, Point Defense 1, Recoil (minor)
Autocannon Light Short–Medium 4 4 1 1 Limited Ammo 20 Pierce 1, Recoil
Pintle Gun Light Long 12 (personal scale) 3 0 0 Limited Ammo 10 Personal Scale, Auto-Fire, Pierce 1
Railgun Battery Standard Medium–Long 5 3 1 2 Limited Ammo 16 Pierce 1, Recoil
Flak Cannon Standard Short 4 5 1 1 Limited Ammo 24 Point Defense 2, Anti-Fighter, Scatter
Tank Gun Standard Medium–Long 6 3 1 1 Limited Ammo 30 Ground, Pierce 2, Blast 2, Slow-Firing 1
Heavy Mass Driver Heavy Medium–Long 9 3 2 2 Limited Ammo 8 Pierce 2, Armor Breaker, Recoil, Slow-Firing 1
Capital Mass Driver Capital Long–Extreme 16 3 2 3 Limited Ammo 4 Pierce 3, Armor Breaker, Recoil, Slow-Firing 2, Signature Bloom 2, Restricted
Micro-Missile Pod Light Short–Medium 3 per missile 4 1 1 Limited Ammo 8 Lock-On, Tracking, Interceptable, Salvo 2
Light Missile Rack Standard Long 6 3 1 1 Limited Ammo 6 Lock-On, Tracking, Interceptable, Payload
Salvo Missile System Heavy Long 5 per missile 3 2 2 Limited Ammo 12 Lock-On, Tracking, Interceptable, Salvo 4, Saturation
Torpedo Launcher Heavy Extreme 12 2 1 2 Limited Ammo 4 Lock-On, Tracking, Interceptable, Slow-Firing 1, Heavy Payload
Capital Torpedo Battery Capital Extreme 22 2 1 3 Limited Ammo 4 Lock-On, Tracking, Interceptable, Slow-Firing 2, Capital Killer, Restricted, Authority Heat
Weapon Mount Range Damage Crit Heat Pwr Ammo Tags
Point-Defense Laser Light Short 2 5 2 1 None Point Defense 1, Accurate 1, Cooldown
Light Laser Cannon Light Short–Medium 3 3 2 1 None Accurate 1, Linked 1
Laser Battery Standard Medium 5 3 3 2 None Accurate 1, Precision, Signature Bloom 1
Cutting Beam Standard Short–Medium 3 + 2 Sys 3 3 2 None Accurate 1, Precision, Boarding Support
Particle Lance Heavy Medium–Long 10 3 4 3 None Accurate 1, Precision, Power Draw, Cooldown, Signature Bloom 2
Capital Lance Array Capital Long 18 3 5 4 None Accurate 1, Precision, Power Draw, Cooldown, Concentrated Fire, Signature Bloom 3
Plasma Blaster Light Short 4 4 3 2 Reactor Close Range (5 at Engaged), Scorch 1, Heat Surge
Plasma Projector Standard Medium 7 4 4 3 Reactor Pierce 1, Close Range (9 at Engaged, 5 at Medium), Scorch 2, Heat Surge, Volatile, Signature Bloom 2
Heavy Plasma Cannon Heavy Long 13 3 5 4 Reactor Pierce 2, Close Range (16 at Engaged, 10 at Long), Scorch 2, Heat Surge, Volatile, Power Draw, Signature Bloom 3
Capital Plasma Battery Capital Medium 20 3 6 5 Reactor Pierce 3, Scorch 3, Heat Surge, Volatile, Power Draw, Broadside, Extreme Heat, Signature Bloom 3
Weapon Mount Range Damage Crit Heat Pwr Ammo Tags
Ion Blaster Light Short 3 Sys 4 1 1 None Ion
Ion Pulse Emitter Standard Short–Medium 1 + 4 Sys 4 2 2 None Ion, Disable, Boarding Support
EMP Projector Standard Short 0 + 5 Sys 5 2 3 Capacitor 3 Ion, Area Effect, Overload, Boarding Support, Military Hardening
Heavy Ion Cannon Heavy Medium 2 + 7 Sys 4 3 3 None Ion, Disable, Overload, Power Disruption, Boarding Support
Disruption Lance Heavy Short–Medium 3 + 6 Sys 4 3 3 None Ion, Disable, Electronic Attack, Boarding Support, Restricted
Gravitic Distorter Heavy Medium 5 3 4 4 None Armor Bypass, Forced Drift, Navigation Damage, Volatile, Restricted, Authority Heat
Phase Lance Heavy Medium 8 3 5 4 None Screen Penetrating, Phase Shear, Volatile, Restricted, Military Only, Authority Heat
Inertial Shear Projector Capital Medium–Long 12 3 5 5 None Armor Bypass, Forced Drift, Navigation Damage, Phase Shear, Volatile, Restricted, Military Only, Authority Heat
Slipstream Interdiction System Capital Long–Extreme 0 + 4 Sys — 4 5 4 uses Interdiction, Navigation Damage, Restricted, Military Only, Authority Heat
Tractor Beam Standard Short — — 2 2 None Tractor 2
Heavy Tractor Beam Heavy Short–Medium — — 3 3 None Tractor 4
Breaching Charge Array Light Engaged 6 3 0 0 Limited Ammo 4 Pierce 2

Weapon Tags

Every tag's full rule is in Chapter Eight, Weapon Tags.

Tag In brief
Accurate N Add N (inside the Boon Limit)
Anti-Fighter 6 damage against Scale 3 or less, missiles, drones; half the Scale Bane Dice
Area Effect One check against every ship in range, friend and foe
Armor Bypass Armor and screens do not reduce it
Armor Breaker 1 System Damage when damage beats Armor by 4 (2 by 8)
Authority Heat Use draws a Border Warrant; found on inspection, seized
Auto-Fire Add 1 ; 2 Boons per extra hit
Blast N 2 Boons: N Hull Damage to each vehicle Engaged with the target
Boarding Support Breach and boarding checks one step easier this round and next
Broadside Broadside arc only; not while evading
Capital Killer +3 damage against Scale 6 or more
Close Range Listed damage at the named bands
Concentrated Fire +3 damage against a target with 5 or more Hull Damage this encounter
Cooldown 1 extra Heat if fired in consecutive rounds
Disable 3 net Successes: one named system shuts down until the target's next turn ends
Electronic Attack Target's next jam and point defense checks add 1
Extreme Heat Other energy weapons make 1 extra Heat on their next shot
Forced Drift Average Pilot check or Uncontrolled Drift
Ground Surface only; not on spacecraft
Heat Surge At half Threshold or more, Average Craft check or 2 extra Heat
Heavy Payload Payload, torpedo column
Interceptable Point defense and chaff may stop it before damage
Interdiction Target cannot jump for 1 to 3 rounds
Ion System Damage reduced only by half Armor
Limited Ammo N N shots, then reload
Linked N 2 Boons per extra hit, up to N
Lock-On Needs a Target Lock
Military Hardening Military hulls add 2 against it
Military Only No civilian market anywhere
Navigation Damage 3 net Successes: Navigation Suite damage, Slipstream checks add 1
Overload 4 net Successes: Disable names two systems
Payload Choose a warhead when loading
Personal Scale Damage at personal scale
Phase Shear 3 net Successes: Defensive Control damage, one defense offline
Pierce N Ignore N Armor
Point Defense X Reaction: stop up to X Interceptable attacks
Power Disruption Average Craft check or Power Capacity 1 lower
Power Draw 1 more Power Load the round it is brought to bear
Precision Aim at a system: 2 less Hull Damage, 1 System Damage to it
Recoil, Recoil (minor) Next Pilot check adds 1 in the listed conditions
Restricted Possession without authorization is a crime everywhere
Salvo X Up to X missiles on one lock, rolled separately
Saturation 3 hits from one salvo: 1 extra System Damage
Scatter 2 Boons: half damage to a second target within Short
Scorch N 2 Boons: target gains N Heat
Screen Penetrating Screens add no Bane Dice and reduce nothing
Signature Bloom N N on own Signature Management until next round ends
Slow-Firing N Cannot fire for N rounds after firing
System Damage Second number is System Damage
Tracking A miss attacks again next round at 1 less damage
Tractor X Holds the target; Pilot check against X to move
Volatile When damaged, Average Craft check or offline; Calamity detonates

10. Defenses

Chapter Eight. Deflection adds its fore or aft value in Bane Dice to every attack from that facing (the lower value from Port or Starboard); it does not reduce damage and drops 1 per System Damage on Defensive Control. Only screens reduce damage before Armor.

Armor upgrade Fit Effect Price Avail
Reinforced Hull Plating Hull and Frame Armor +1 20,000 × Scale Open
Directional Combat Plating Hull and Frame Armor +2 on one facing; Hard Turn and Take Position add 1 15,000 × Scale Open
Ablative Hull Panels 1 slot Armor +2, losing 1 per hit of 5 or more 8,000 × Scale Open
Military Composite Armor Hull and Frame Armor +2 (+3 against Beam and Plasma); Handling 1 worse 60,000 × Scale Military
Screen Power Bane Dice / Damage Reduction Heat per hit Price Avail
General Deflection Screen 2 1 / 2 against Beam and Plasma, all facings 1 40,000 Open
Directional Screen Emitter 2 2 / 3 against Beam and Plasma, one facing 1 55,000 Open
Pulse Screen Generator 3 to pulse 2 / 4 against Beam and Plasma, one round; recharges 2 rounds 0 70,000 Open
Thermal Dispersion Screen 2 1 / 3 against Plasma, 1 / 2 against Beam 0 Plasma, 1 Beam 65,000 Open
Military Screen Array 4 2 / 3 against Beam and Plasma; DR 1 against Kinetic and phase 1 250,000 Military
Point defense suite Slots Power Rating Pool Price Avail
Automated Defense Grid 1 2 +1 to every PD weapon's X — 30,000 Licensed
Countermissile Launcher 1 1 2 3 45,000 Licensed
Defense Drone Bay 1 1 2 3 60,000 Licensed
Military Close-In Defense System 2 3 4 2 + 1 180,000 Military
ECM system Slots Power Effect Price Avail
Signal Scrambler 1 2 Target Lock and guided attacks add 1 ; Break Lock Average 25,000 Licensed
Chaff and Decoy Pods None 0 Six charges: break one lock, or 2 on every guided attack this round 6,000 Open
Electronic-Warfare Suite 1 2 Lock and guided attacks add 1 ; Jam and Counter-Jam add 1 ; Break Lock Average; Scale 4 or more 90,000 Restricted
Ghost Transmitter Array 1 2 Up to three false contacts, each 1 on Target Lock 80,000 Military
Military Electronic Warfare Suite 2 3 Lock and guided attacks add 2 ; Jam to Long; jam checks add 1 200,000 Military

Two ECM systems do not add their Bane Dice; take the better for each check (the Ghost Transmitter Array's dice on Target Lock excepted).

Evasive, damage control, and signature system Fit Effect Price Avail
Vector Thruster Package Thrusters Handling +1 15,000 × Scale Open
Combat Thruster Overburn Thrusters While Overburning, attacks on the ship and by it add 1 10,000 × Scale Licensed
Evasion Plot System AI Core Remove 1 from Evasive Maneuver, Hard Turn, Take Position 30,000 Licensed
Gravitic Maneuvering Package Thrusters Attacks on the ship add 2 ; free Change Facing; 1 Heat a round 300,000 Military
Repair Drone Network 1 slot Removes 1 System Damage a round (inside the cap); Emergency Repair adds 1 50,000 Licensed
Redundant Power Grid Power Distribution Damaged systems stay on 1 round longer 8,000 × Scale Open
Emergency Bulkhead System 1 slot Seals a breached or burning compartment without an Action 20,000 Open
Military Damage Control Grid 2 slots Removes 1 System Damage a round (inside the cap); Emergency Repair adds 2 180,000 Military
Emission Baffles Hull and Frame Detection against the ship adds 1 ; its Signature Management removes 1 10,000 × Scale Licensed
Heat Sink Array 1 slot Stores 4 Heat off the track 35,000 Licensed
Military Shadow Package 2 slots Detection adds 2 ; Signature Management removes 2 220,000 Military

The rare defenses (Gravitic Deflection Field, Phase Veil Generator, Interdiction Countermeasures) and the defense-by-weapon-family table are in Chapter Eight.

11. Modules, Slots, and Hardpoints

Chapters Ten and Twelve. Every module's slots, minimum Scale, effect, Power, Heat, price multiplier, and Availability are in the Module Catalog appendix to Chapter Ten.

Scale Typical Module Slots Base cost per slot Yard fee per slot
2 0–2 3,200cr 640cr
3 1–6 8,000cr 1,600cr
4 3–8 15,000cr 3,000cr
5 5–16 37,000cr 7,400cr
6 8–18 90,000cr 18,000cr
7 12–24 270,000cr 54,000cr

Module price = base cost per slot × the module's multiplier × the Availability multiplier (Open ×1.0, Licensed ×1.6, Restricted ×2.5, Military ×3.0).

Slot grade Rule
Standard Any module at or above its minimum Scale
Enhanced (Professional hulls) Installing a Licensed, Restricted, or Military module removes 1
Military bay (Military hulls) Military modules install as Native
Installation Craft check
Clean module, yard-installed None (1 day per slot at Scale 2–4, 2 days at Scale 5–7)
Crew installation with a Workshop, docked Average
Field or rushed; salvaged or damaged module Hard
Experimental or oversized module Severe

Apply the builder integration modifier from Chapter Five, Integration Modifiers, to every installation and repair check.

Carried craft and vehicles Module Holds
Small craft External Docking Cradle One cradle-fitted Scale 2 craft (Scale 3 on a Scale 5+ host)
Small craft Shuttle Bay; Fighter Bay; Expanded Hangar 2; 4; 8 craft of Scale 3 or smaller
Ground and hover vehicles Vehicle Bay; Heavy Vehicle Bay; Vehicle Deck One Scale 2; one Scale 3; one Scale 4 vehicle
Hardpoint added (parts and yard work) Scale 2 Scale 3 Scale 4 Scale 5 Scale 6 Scale 7
Light (1 point) 4,800cr 8,400cr 12,000cr 24,000cr 48,000cr 96,000cr
Standard (2 points) 12,000cr 21,000cr 30,000cr 60,000cr 120,000cr 240,000cr
Heavy (3 points) — 52,500cr 75,000cr 150,000cr 300,000cr 600,000cr
Capital (4 points) — — — — 400,000cr 800,000cr

Upgrading a mount costs the difference × 1.5; downgrading refunds 40% (Chapter Twelve, Hardpoints).

12. Builders

Chapter Five. Integration status, the integration modifiers, and the compatibility map are in Chapter Five, Builder Integration (the only copy).

Builder Signature systems Weak systems Partner Rival
Crown Meridian Hull and armor, damage control, power distribution, defensive control, security Signature management, atmospheric handling, cargo conversion Openframe Safa
Openframe Cargo, mission modules, communications, transponders, support craft and workshops Combat durability, heavy fire control, thermal control under load Crown Meridian, Kharos, Viridian None
Viridian AI Core, navigation, sensors, life support, medical bay, stack vaults Field repair, non-native installs, heavy armor, heavy weapons Openframe Kharos, Safa
Kharos Sublight engines, thrusters, damage control, workshops, salvage and towing, cargo handling Signature management, refined AI, thermal quieting, passenger comfort Openframe Viridian, Safa
Safa Reactor, fire control, electronic warfare, security, point defense, cyberdefense Cargo flexibility, open interfaces, improvised modification, civilian comfort By license Crown Meridian, Kharos, Viridian

13. Hull Design

Chapter Thirteen.

Scale Budget Free HP / SP Free Power / Heat Thr. HP / SP / Cargo per block Rate per build point
2 125 5 / 4 2 / 4 1 / 1 / 5 1,000cr
3 180 10 / 11 6 / 8 1 / 1 / 10 1,700cr
4 190 16 / 11 7 / 9 2 / 1 / 20 2,250cr
5 195 26 / 18 10 / 12 3 / 2 / 40 9,000cr
6 200 66 / 46 11 / 13 6 / 4 / 80 30,000cr
7 210 108 / 72 18 / 22 8 / 4 / 100 80,000cr

Catalog price = build points spent × the rate × 1.85, plus fittings, then × market modifier × condition.

Scale Armor Hardpoint points Power Capacity Heat Threshold Hull Points System Points Speed Handling
2 2 / 3 / 3 2 / 3 / 4 5 / 5 / 6 8 / 8 / 9 10 / 11 / 12 9 / 9 / 10 5 / 6 / 7 +1 / +2 / +3
3 2 / 2 / 3 3 / 6 / 8 7 / 8 / 11 9 / 10 / 16 14 / 16 / 18 14 / 16 / 20 7 / 7 / 8 +2 / +2 / +3
4 2 / 3 / 5 4 / 8 / 13 9 / 10 / 13 10 / 11 / 17 24 / 26 / 28 15 / 17 / 20 4 / 5 / 6 +1 / +1 / +2
5 3 / 4 / 5 6 / 12 / 20 12 / 13 / 17 13 / 15 / 20 41 / 47 / 50 24 / 28 / 30 4 / 5 / 6 +0 / +0 / +1
6 4 / 4 / 6 16 / 21 / 26 14 / 16 / 20 16 / 18 / 24 84 / 90 / 96 58 / 62 / 70 3 / 4 / 5 −1 / −1 / +0
7 4 / 5 / 6 20 / 26 / 32 20 / 22 / 24 22 / 24 / 28 132 / 140 / 148 88 / 96 / 108 3 / 3 / 4 −2 / −2 / −1

Caps are Civilian / Professional / Military. A builder's Cheaper stat (Hull Points, System Points, Speed, or Handling) may exceed its cap by one block or step.

Purchase Build points
Hull Points, System Points, cargo, +1 block 2 each
Berths, +1 block 1
Hardpoint point; Module Slot 3 each (hardpoints take the tier discount)
Speed +1; Cruise +1 4; 2 (Cruise 4 and 5 need an antimatter engine)
Handling +1; Power Capacity +1; Heat Threshold +1 3; 3; 2
Armor +1; Deflection +1 on one facing 5; 4 (tier discount: Professional 85%, Military 65%)
Heat Dissipation +1 (2 steps maximum) 4
Sensors: Basic, Standard, Extended, Military 0, 2, 6, 10
One system above the tier's standard Availability 8
Slipstream Drive; Navigation Interface 12; 6
Atmospheric Package (limited / full); Landing Systems 4 / 8; 5
AI Core one / two steps above standard 8 / 18
Scale Heat Dissipation (Civ / Pro / Mil)
2 1 / 1 / 2
3 2 / 2 / 3
4 2 / 2 / 4
5 3 / 3 / 5
6 4 / 5 / 6
7 5 / 6 / 8

A retrofit costs double the points and 2.5 times the credits (hardpoints at the Chapter Twelve price).

14. Running Costs

Chapter Twelve.

Condition Multiplier Maintenance Clock at purchase
Factory new ×1.00 0
Serviceable used ×0.55 0
High hours ×0.35 2, with 1 Maintenance Fault
Salvage title, flying ×0.25 4, with 2 Maintenance Faults
Hull only ×0.12 Not flying
Where bought Price
Builder's home market Baseline
Another power's core market +15%
Independent commercial station +25%
Fringe or frontier yard +40%
Freeport or gray broker −20%, title problems likely
  • Mortgage: 10% down; 2.5% of the financed amount a month for 120 months (lender table in Chapter Twelve).
  • Lease: 3% of the hull's price in its current condition, a month, plus one month as deposit.
  • Missed payments: 1 late fee; 2 flagged and the rate steps up; 3 repo agent and a bounty of 10% of the balance; 4 active pursuit.
  • Insurance: 0.5% of condition value a month, 2% deductible.
Scale Fuel per jump: Nearby Regional Cross-Border Long Frontier Docking per day (major station)
2 60cr 120cr 180cr 360cr 15cr
3 150cr 300cr 450cr 900cr 30cr
4 300cr 600cr 900cr 1,800cr 60cr
5 800cr 1,600cr 2,400cr 4,800cr 150cr
6 2,000cr 4,000cr 6,000cr 12,000cr 350cr
7 6,000cr 12,000cr 18,000cr 36,000cr 900cr
  • Extra fuel: half a Nearby charge for a forced entry, an Extreme offset or punch-out, or each Hard Burn leg; a quarter charge per day of sublight travel without a jump. Antimatter engines pay 2.5 times.
  • Docking: core worlds double the major-station rate; minor stations about 60%, fringe colonies about 40%; freeports twice their tier (Chapter Twelve table).
  • Supply Unit: one person-month of consumables, 75cr. Capacity is Consumables in months × standard crew; 20 extra take 1 Cargo Unit.
Scale Routine service (monthly) Quarterly servicing Annual overhaul Average per month
2 250cr 1,200cr 2,400cr 667cr
3 500cr 2,500cr 5,000cr 1,375cr
4 900cr 4,500cr 9,000cr 2,475cr
5 2,400cr 12,000cr 24,000cr 6,600cr
6 6,000cr 30,000cr 60,000cr 16,500cr
7 16,000cr 80,000cr 160,000cr 44,000cr

A year holds eight routine services, three quarterly servicings, and one annual overhaul. Multiply by tier: Professional ×1.25, Military ×1.5.

Skipped Maintenance Clock
Routine service +1
Quarterly servicing +2
Annual overhaul +3
Clock Monthly Craft check
1–2 Easy
3–4 Average
5–6 Hard
7 or more Severe
d6 Maintenance Fault (on a failed check) Effect until cleared
1 Cooling degradation Heat Threshold 2 lower
2 Fuel feed contamination Speed 1 lower
3 Fire control drift Attacks add 1
4 Navigation sensor misalignment Seam and offset-exit checks add 1
5 Hull seal micro-fractures 1 Hull Damage after encounters with Overburn or Hull Damage, and after Hard Burn legs
6 Power distribution brownout Power Capacity 1 lower

15. Repair and Salvage

Chapter Eleven.

Emergency Repair (combat) Difficulty
Minor fault, accessible Easy
System out of action, standard access Average
Out of action, combat conditions, limited access Hard
Catastrophic, missing parts, fire or vacuum Severe
Field repair and salvage
  • Field repair: Craft check, Easy while damage on that track is a quarter of its points or less, Average above; each net Success removes 1 damage; parts at half the yard rate per point; 4 hours a check at Scale 2–4, 8 at Scale 5, 16 at Scale 6–7. Hull Damage needs a Workshop and only while Hull Damage is half the Hull Points or less.
  • Yard repair: any damage, no check, at the yard rate below plus docking.
Scale Yard rate per point Field parts per point Points repaired per day
2 100cr 50cr 5
3 300cr 150cr 5
4 400cr 200cr 5
5 700cr 350cr 8
6 900cr 450cr 12
7 2,200cr 1,100cr 12
Critical Hit severity Field difficulty Field parts Yard price Yard time
Minor Easy 1 × yard rate 2 × yard rate 1 day
Moderate Average 2 × yard rate 4 × yard rate 1 day
Severe Hard 4 × yard rate 8 × yard rate 2 days
Deadly Yard only — 16 × yard rate 4 days
Salvage extraction source Craft check
Intact ship, docked, with tools and time Average
Disabled or damaged ship Hard
Wreck, battlefield, hostile environment Severe
Radiation, unstable reactor, active combat Severe, 1 upgraded to

Salvage value: a Working component sells for 45% of its new price × the source ship's condition multiplier (High hours when unknown); Damaged half that; Destroyed 2% as scrap; a fringe yard pays three quarters. Military components have no legal market.

16. Starship Summary

Chapter Sixteen. Hardpoints are points, with mounts in brackets. Prices of Military hulls are Prize Values. Every cell of the full stat block is keyed in Chapter Sixteen, Reading an Entry.

Commercial hulls

Model Class Scale Speed Handling Armor Hull / System Power Hardpoints Slots Price
Independent Cutter — 3 4 −1 2 13 / 12 7 3 (L3) 3 274,000cr
Inspection Cutter — 3 4 +0 2 12 / 14 7 2 (L2) 4 282,000cr
Safa S3 Fast Pursuit Craft 3 5 +1 2 14 / 13 8 5 (L3/S1) 3 349,000cr
VN-33C1 Fast Scout and Courier 3 5 +2 1 12 / 15 7 2 (L2) 5 415,000cr
Model 20 Light Modular Freighter 4 3 +0 1 18 / 13 8 3 (L3) 8 350,000cr
CM-440 Armored Cutter 4 4 +0 3 22 / 14 9 5 (L3/S1) 4 420,000cr
KR-41 Frontier Workhorse Freighter 4 3 −1 2 22 / 13 9 3 (L3) 7 433,000cr
Model 40 Heavy Modular Transport 5 2 −2 1 38 / 22 12 4 (L4) 14 1,680,000cr
KR-51 Heavy Salvage Tender 5 3 −2 2 41 / 22 12 5 (L3/S1) 12 1,920,000cr
Safa S5 Fast Escort Corvette 5 5 +0 3 35 / 24 13 12 (L4/S4) 6 2,300,000cr
CM-540 Escort Corvette 5 4 −1 4 44 / 26 13 12 (L4/S1/H2) 8 2,440,000cr
VN-53C1 Luxury Spaceliner 5 3 −2 1 35 / 30 13 2 (L2) 16 3,640,000cr
Model 60 Modular Bulk Freighter 6 2 −3 2 78 / 50 12 6 (L4/S1) 18 6,200,000cr
KR-61 Industrial Carrier 6 2 −3 3 90 / 50 14 8 (L3/S1/H1) 15 7,160,000cr
VN-63C2 Science and Medical Frigate 6 3 −2 2 72 / 62 13 5 (L3/S1) 15 7,500,000cr
CM-640 Institutional Frigate 6 2 −2 4 90 / 54 14 10 (L3/S2/H1) 11 8,200,000cr
Safa S6 Security Frigate 6 3 −2 3 84 / 58 16 13 (L3/S2/H2) 10 8,480,000cr
Model 80 Bulk Container Hauler 7 2 −3 1 124 / 80 20 6 (L6) 24 23,160,000cr

Military hulls

Navy Model Scale Hull System Power Cap. Hardpoints Slots Prize Value
Common design Patrol Cutter 3 14 14 9 6 (L2/S2) 3 376,000cr
Shoiyan Concord SC-33K 3 17 20 11 5 (L3/S1) 6 492,000cr
Antaean League AX-7 4 22 16 11 11 (L4/S2/H1) 7 691,000cr
Irnan Directorate IDN-0044 4 28 19 13 11 (L4/S2/H1) 5 788,000cr
Funtari Confederacy FHF-4GA2 4 26 17 12 13 (L4/S3/H1) 5 805,000cr
Jaziri Caliphate Purifier 4 24 18 13 13 (L4/S3/H1) 4 814,000cr
Shoiyan Concord SC-71R 7 116 100 19 19 (L5/S4/H2) 18 24,410,000cr
Irnan Directorate IDN-6450 7 132 80 22 25 (L6/S5/H3) 14 24,800,000cr
Antaean League AX-Q2X 7 116 84 19 25 (L6/S5/H3) 20 25,140,000cr
Funtari Confederacy FHF-7HO8 7 140 76 20 30 (L8/S5/H4) 16 26,090,000cr
Jaziri Caliphate Deliverer 7 124 88 23 31 (L7/S6/H4) 12 27,590,000cr

17. Small Craft Summary

Chapter Seventeen. PV marks a Prize Value. The Atmospheric Lander, Survey Skiff, and Rapid Descent Vehicle print their atmospheric or descent Speed; their space or cruise values are in their Traits.

Craft Scale Speed Cruise Handling Armor Hull / System Hardpoints Price Role
Dart 3 7 4 +2 1 11 / 13 2 (L2) 261,000cr Interceptor, escort, swarm attack
Talon 3 6 4 +1 2 14 / 15 4 (L2/S1) 299,700cr Strike fighter, guided attack
Scythe 3 7 4 +3 1 12 / 17 2 (L2) 351,500cr PV Interceptor, electronic warfare
Hammer 3 4 4 −1 2 15 / 14 5 (L1/H1) 246,100cr Torpedo attack on large ships
Boarding Pod 3 5 3 +0 3 17 / 12 1 (L1) 187,800cr PV One-way boarding assault
Assault Shuttle 3 4 3 +0 2 15 / 15 2 (L2) 271,700cr PV Recoverable boarding and landing
Breacher 3 5 3 +1 3 16 / 16 2 (L2) 365,600cr PV Boarding against defended targets
Craft Speed Cruise Hull / System Cargo Units Passengers Endurance Price Role
Standard Personnel Shuttle 3 2 7 / 7 10 12 48 hours 116,600cr Crew and passenger transfer
Cargo Shuttle 2 1 8 / 6 30 2 36 hours 94,400cr Orbital freight lighter
Executive Shuttle 4 2 7 / 9 0 6 (luxury cabins) 72 hours 157,700cr Private and discreet transport
Medical Transport Shuttle 4 2 7 / 9 5 8 48 hours 133,200cr Casualty evacuation, field medicine
Atmospheric Lander 4 2 9 / 7 20 8 48 hours 170,200cr Orbit-to-surface cargo and crew
Survey Skiff 4 2 10 / 8 15 4 120 hours 196,100cr Survey, prospecting, frontier rescue
Rapid Descent Vehicle 6 3 10 / 8 5 10 (combat troops) 24 hours 223,600cr Rapid troop insertion from orbit
Craft Speed Armor Hull / System Passengers Endurance Price Role
Standard Escape Pod 2 1 4 / 3 6 72 hours 5,000cr Abandon ship
Life Raft 0 0 2 / 2 8 48 hours oxygen 2,500cr Last-resort survival shelter
Emergency Beacon Pod 0 0 2 / 2 — 30 days broadcast 2,500cr Distress and position marker
A hangar with small craft

18. Ground and Hover Vehicle Summary

Chapter Eighteen; limits and price method in Chapter Nine. (PV) marks a Prize Value.

Vehicle Scale Speed Handling Armor Hull / Sys Mounts (points) Crew Passengers Cargo Price
Personal Hover Skiff 1 3 +1 0 4 / 3 — 1 / 1 2 8 9,750cr
Standard Ground Crawler 1 2 −1 1 6 / 4 — 1 / 2 6 20 10,500cr
Hover Speeder 1 5 +2 0 4 / 3 — 1 / 1 1 2 12,200cr
Hover Cargo Platform 1 2 −1 1 6 / 4 — 1 / 2 2 40 13,750cr
Hover Bus and Transport 2 3 −1 1 8 / 5 — 1 / 2 30 10 26,250cr
Medical Ground Transport 2 3 +0 1 6 / 7 — 1 / 3 6 patients 4 29,500cr
Heavy Crawler 2 2 −2 2 10 / 6 — 2 / 4 8 50 33,700cr
Hover Combat Sled 2 4 +1 2 8 / 6 2L (2) 1 / 2 0 2 34,050cr
Survey Skiff (Ground Variant) 2 3 +0 2 8 / 6 — 1 / 3 4 15 34,450cr
Armored Ground Transport 2 3 −1 3 10 / 6 1L (1) 2 / 4 8 25 35,150cr
Hover APC 2 3 +0 3 12 / 7 2L (2) 2 / 3 12 troops 5 40,400cr
Mining Crawler 3 1 −2 2 12 / 10 — 2 / 4 2 60 47,800cr
Military Ground APC 3 3 +0 3 14 / 10 2L (2) 2 / 3 10 troops 8 57,050cr
Battle Walker 3 3 +1 3 18 / 10 1H + 1S + 1L (6) 1 / 2 0 2 78,100cr (PV)
Excavation Platform 4 1 −3 2 20 / 11 — 3 / 8 4 80 64,800cr
Heavy Hover Weapons Platform 4 2 −1 4 20 / 12 1H + 1S + 1L (6) 3 / 5 0 2 110,050cr (PV)
Funtari Military Hover Tank 4 2 −2 5 24 / 14 1H + 2S + 1L (8) 4 / 6 0 0 136,950cr (PV)

19. Availability and Acquisition

Chapter Twelve, Component Availability and Pricing. Availability applies to components and modules; a hull's Acquisition uses the same four words for the paperwork to own it (Chapter Thirteen, Operator Tier Is Not Acquisition).

Availability Price multiplier Who may own it
Open ×1.0 Anyone, anywhere, no paperwork
Licensed ×1.6 Registration, operator's licence, or corporate affiliation
Restricted ×2.5 Contractor clearance, security credentials, or government affiliation
Military ×3.0 Sovereign forces only; civilian possession is evidence of a crime
  • Military hulls and vehicles are not sold; their catalog figure is a Prize Value. Military-tier designs with Restricted Acquisition are sold to buyers with contractor clearance (Chapter Thirteen).
  • Authority Heat items draw a Border Warrant when used and are seized on inspection (Chapter Eight, Weapon Tags).
  • Funtari hover technology leaving Confederacy space needs a Confederacy export license (Equipment Guide, Chapter Three).
  • Fines and seizure: Chapter Twelve, Fines, Impound, and Seizure.