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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).
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.
- Situation: the GM states range bands, facings, and ongoing effects.
- Turns in Initiative order: the Helm rolls Savvy + Perception (Willpower + Readiness when surprised). Movement first, then attacks, then other Actions.
- Damage applies as each attack resolves.
- Heat Dissipation at the end of the round.
- 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
- Total: listed damage + 1 per Success beyond the first, + fixed bonuses (Boost Weapons, Close Range, Capital Killer).
- Screens: subtract Damage Reduction if the screen names the weapon's type.
- Armor: subtract Armor less Pierce. Armor Bypass ignores screens and Armor.
- System Damage: Ion System Damage is reduced by half the Armor (rounded down); no other System Damage is reduced.
- 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.
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 |
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: 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 |
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.