All tables. Keep at the table. All stats are as listed in the catalog chapters.
1. Scale Reference
| Scale | Size Description | Typical Vehicles | HP Range | SP Range | Typical Crew | Typical Cargo |
|---|---|---|---|---|---|---|
| 1 | Person-scale to small vehicle | Powered suit, maintenance drone, escape pod, hover skid, ground crawler | 2–12 | 1–8 | 0–4 | 0–80 Units |
| 2 | Small craft | Fighter, shuttle, boarding craft, cutter, escape pod (crewed) | 4–12 | 3–10 | 1–4 | 0–30 Units |
| 3 | Medium spacecraft | Courier, scout, light freighter, patrol boat, yacht | 10–18 | 12–16 | 2–6 | 6–30 Units |
| 4 | Large spacecraft | Heavy freighter, cutter, corvette, salvage ship, blockade runner | 16–28 | 12–19 | 2–10 | 10–120 Units |
| 5 | Massive spacecraft | Frigate, destroyer, heavy transport, liner, industrial vessel | 28–45 | 20–30 | 15–60 | 200–600 Units |
| 6 | Capital spacecraft | Cruiser, carrier, major colony ship, fleet tender | 35–50 | 24–35 | 25–120 | 100–1,000 Units |
| 7 | Heavy capital | Battleship, dreadnought, major starbase | 55–75 | 35–55 | 50–400 | 80–600 Units |
| 8+ | Strategic structure | Fortress station, orbital shipyard, megastructure | Bespoke | Bespoke | Hundreds+ | Bespoke |
2. In-System Travel
Travel Bands are measured from the destination. A leg is one band to the next. An Interval's length is set by the ship's Cruise rating. Full rules in Chapter Six.
Travel Band Legs
| Leg | Intervals |
|---|---|
| Extreme to Long | 2 |
| Long to Medium | 2 |
| Medium to Short | 1 |
| Short to Engaged | 1 |
Standard seam arc to dock: 6 Intervals. Departure is the same legs in reverse plus the 10-minute drive charge.
Cruise Ratings
| Cruise | Drive Class | Interval | Standard Approach (6 Intervals) |
|---|---|---|---|
| 1 | Bulk fusion | 24 hours | 6 days |
| 2 | Working fusion | 8 hours | 2 days |
| 3 | Fast fusion | 4 hours | 1 day |
| 4 | Antimatter | 2 hours | 12 hours |
| 5 | High-output antimatter | 1 hour | 6 hours |
Fusion caps at Cruise 3. Cruise 4 and 5 need an antimatter engine, detectable at Extreme by any sensor grade while lit.
Approach (System Stat)
| Approach | Emerge At | Extreme Leg | Total to Dock |
|---|---|---|---|
| Close | Long | — | 4 Intervals |
| Standard | Extreme | 2 Intervals | 6 Intervals |
| Far | Extreme | 6 Intervals | 10 Intervals |
No Approach on the system record: use Standard. Offset exits add Intervals to the Extreme leg; see section 3.
Hard Burn: Declare at the start of a leg. Cruise counts as one higher for that leg (Cruise 5 cannot); costs 1 additional Supply Unit; Average Craft Trial at the end of the leg or 1 System Damage to the Sublight Engine, one step harder per consecutive leg; detectable at Extreme by any sensor grade for the leg.
Engine damage: 1 System Damage: Speed −1, Cruise −1 (minimum 1), no Hard Burn. 2: Speed −2, Cruise 1. 3: engine offline; cannot change Travel Band.
3. Slipstream Corridor Travel and Seam Types
Seam Condition
| Seam Type | Astrogation Trial | Notes |
|---|---|---|
| Established Seam | No Trial under normal conditions | Used for generations; predictable; beacon-guided |
| Maintained Seam | No Trial, routine systems adequate | Regular use; minor drift; standard charts apply |
| Frontier Seam | Average Astrogation Trial | Lightly mapped; requires active search |
| New Seam | Hard Astrogation Trial | Recently viable; dangerous; charts may be wrong |
| Fading Seam | Hard Astrogation Trial + 1 Bane | Drifting; coherence declining |
| Lost Seam | Severe Astrogation Trial; GM may rule impossible | No reliable access from this system |
Slipstream Exit Options
Matches the Offset Exits table in Chapter Six, which also carries the d6 failure table.
| Exit Type | Trial Modifier | Extreme Leg Modifier | Notes |
|---|---|---|---|
| Standard Exit | No Trial | None | Charted exit arc; likely monitored |
| Near Offset | Add 1 Bane Die | +2 Intervals | Slightly off the standard arc |
| Distant Offset | +1 Trial Die, +1 Bane | +4 Intervals | Significant deviation; avoids standard monitoring |
| Extreme Offset | +2 Trial Dice, +2 Banes | +6 Intervals | Maximum deviation; unmonitored; risky |
| Emergency Punch-Out | +2 Trial Dice; GM complication on success | GM places the ship; usually +6 Intervals or more | Uncontrolled exit from inside corridor |
| Forced Entry (from outside) | Severe or Extreme; special resources | — | Not a routine technique; campaign consequence |
Offset-exit failure result 1 (Wrong exit point): add 1d6 Intervals to the Extreme leg.
Slipstream Travel Time by Journey
| 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 |
| Unstable, indirect, or newly charted route | Unpredictable |
Corridor class (Thread, Lane, Spine, Grand Channel, Fracture) governs capacity, not speed.
4. Ship Combat Range Bands
| Band | Description | Weapon Eligibility | Movement Notes |
|---|---|---|---|
| Engaged | Touching, docked, grappling, or boarding range | All weapons; ramming; boarding actions | Requires Dock/Grapple maneuver to establish |
| Short | Close tactical range | All weapons | Standard movement |
| Medium | Standard combat range | Standard, Heavy, Capital; some Light with Bane | Standard movement |
| Long | Extended weapon range | Heavy, Capital; guided ordnance (Lock-On) | Costs additional maneuver or action |
| Extra Long | Specialized weapons or pursuit range | Capital weapons; long-range guided ordnance | 2 maneuvers to close one band |
| Extreme | Strategic contact or sensor contact | Sensor detection only; some capital ordnance | Multiple rounds to close |
Elevation Offset: Track separately only when it creates meaningful choices (bombing runs, terrain masking, vertical fighting). Effective distance = farther of horizontal or vertical band.
5. System Damage Table
When a ship's System Points reach a trigger threshold, roll d10 or GM selects.
| SP Remaining | Status | Effect |
|---|---|---|
| 75% or above | Normal | No system damage effects |
| 50–74% | Strained | 1 random non-essential system degrades (adds 1 Bane to related Trials) |
| 25–49% | Critical | 1 random core system disabled; engineer must act this round or it stays offline |
| 10–24% | Failing | 2 systems disabled; Defensive Control fails; all Pilot and Craft Trials add 1 Bane |
| 1–9% | Collapsing | All non-essential systems offline; Speed 1 only; life support on emergency reserves |
| 0 | Inoperative | Ship is dead in space; no systems respond; life support on battery reserves only |
Random System Damage (d12):
| d12 | System Affected |
|---|---|
| 1 | Sublight Engine (Speed reduced by 2; Cruise 1; no Hard Burn) |
| 2 | Maneuvering Thrusters (Handling reduced by 2) |
| 3 | Navigation Suite (Slipstream and nav Trials add 2 Banes) |
| 4 | Sensors (detection range reduced by 1 band) |
| 5 | Fire Control (all weapon attacks add 1 Bane) |
| 6 | Defensive Control (point defense and screen coordination offline) |
| 7 | Power Distribution (Power Capacity reduced by 2) |
| 8 | Life Support (emergency mode; crew discomfort; time limit activated) |
| 9 | Communications (relay and coordination offline) |
| 10 | Damage Control (automated fire suppression and emergency sealing offline) |
| 11 | Reactor (Power Capacity reduced by 3; Heat Threshold reduced by 2) |
| 12 | Hull and Frame (Armor reduced by 1; all subsequent Hull Damage increased by 1) |
6. Critical Hit Table
Roll d10 when a weapon attack achieves 4 or more net successes, or when a Calamity specifies a critical.
| d10 | Critical Effect |
|---|---|
| 1 | Armor Breach: Target's Armor reduced by 1 for this encounter. |
| 2 | Engine Damage: Speed reduced by 2 until repaired. |
| 3 | Thruster Loss: Handling reduced by 2; changing facing costs 1 extra maneuver. |
| 4 | Fire Control Failure: Weapon attacks add 2 Bane Dice until engineer spends action to restore. |
| 5 | Power Surge: Power Capacity reduced by 2 for 1 round; engineer must manage immediately or systems shut down. |
| 6 | Sensor Blackout: All sensor functions offline for 1 round; Fire Control adds 2 Bane Dice; re-establishing sensors costs 1 crew action. |
| 7 | Communications Down: All relay and coordination capability lost for 2 rounds. |
| 8 | Hull Breach: One compartment exposed to vacuum; emergency bulkheads activate (or must be manually sealed); crew in affected section take immediate hazard. |
| 9 | Reactor Spike: 3 Heat added immediately; Power Capacity reduced by 1 for remainder of encounter. |
| 10 | Cascade Failure: Engineer rolls on System Damage Table twice; apply both results. |
7. Heat Threshold Effects
Heat builds when weapons fire, screens absorb hits, engines push, and reactors strain.
| Heat Level | Status | Accumulated Penalties |
|---|---|---|
| Below Threshold | Normal | None |
| At Threshold | Warning | Signature bloom: Signature Management Trials add 1 Bane Die |
| Threshold +1 to +3 | System Strain | + Weapon attacks add 1 Bane; engine push Trials add 1 Bane; Average Craft Trial or Heat Dissipation halved |
| Threshold +4 to +6 | Critical Strain | + Heat Dissipation automatically halved; screens add 1 Heat/hit beyond listed; Hard Craft Trial or 1 System Damage to Reactor/Power/Defensive Control |
| Threshold +7 to +9 | System Failures | + Hull takes 2 damage/round from thermal stress; Power Capacity −2; Hard Craft Trial or one active system shuts down |
| Threshold +10+ | Emergency | + Severe Craft Trial each round or full emergency shutdown: all weapons, screens, modules, ECM offline; Speed 1; life support on emergency reserves |
Heat Sources (common):
| Source | Heat Generated |
|---|---|
| Energy weapon firing | As listed on weapon entry |
| Deflection screen absorbing hit | As listed on screen entry |
| Sublight engine overburn | 2 per round |
| Reactor pushing | 1–3 per action |
| Kharos hull (thermal exhaust) | +1 per round when weapons fire |
| Emergency power rerouting | 2 (from overload conversion) |
| Failed thermal management | 1–2 additional per round |
Engineer Heat Management:
| Action | Effect |
|---|---|
| Manage Heat (1 action, Average Craft) | Remove 1 additional Heat this round; each Boon removes 1 more |
| Emergency Vent (1 action, no Trial) | Remove Heat equal to Dissipation immediately; create thermal bloom: +2 Bane to Signature Management for 2 rounds |
| Reroute Cooling (1 action, Average Craft) | One system does not generate Heat from next use this round |
| Shut Down System (free) | Remove system's Power Load and ongoing Heat generation; system offline until restarted |
8. Builder Benefits Summary
| Builder | Best Systems | Key Benefit | Weak Systems | Key Drawback |
|---|---|---|---|---|
| Crown Meridian | Hull, damage control, power distribution, defensive control, security | Damage control Boon on patches; Easy DC Trials auto-succeed; Armor +1 for collision; Defensive Control Bane reduction | Signature management, atmospheric handling, cargo conversion | Signature Trials +1 Bane; Cold Running takes 3 rounds; atmospheric Pilot +1 Bane; module conversion takes 2× time |
| Openframe | Cargo handling, mission modules, communications, transponder, support craft | Cargo handling Boon (+10 effective capacity); module install/remove at half time; comms/transponder Bane reduction; support craft Boon on launch | Armor/combat durability, heavy weapons fire control, thermal under extreme load | At ≤50% HP: all Pilot/Craft +1 Bane; Heavy/Capital weapons +1 Bane; at Heat +4: +1 Heat/round from routing failure |
| Viridian | AI Core, navigation, sensors, life support, medical bay, stack vaults | AI +1 Active Channel and full Die+Bane reduction when Package applies; nav Boon; sensors +1 band; life support auto species; medical Boon; stack Boon | Field repair, improvised upgrades, heavy armor, crude weapon integration | Craft with improvised tools/non-Viridian parts +1 Bane; non-Viridian install +1 extra Bane; armor upgrade adds −1 extra Handling; Heavy/Capital weapons +1 Bane and +1 Heat/firing |
| Kharos | Sublight engines, maneuvering thrusters, damage control, workshops, salvage, cargo | Overburn +1 Boon and −1 Heat; maneuvering Bane reduction; patch Boon; field repair at Hard not Severe; workshop Boon; tow/salvage Boon | Signature management, refined AI, thermal quieting, luxury accommodations | Signature +2 Banes; Cold Running takes 4 rounds and requires Average Craft Trial; non-Kharos AI +2 extra Banes; +1 Heat/round when weapons fire |
| Safa | Reactor output, fire control, ECM, security, point defense, cyberdefense | Power Capacity +1 effective; reactor push Bane reduction; Lock-On attacks +1 Boon; PD Interception +1; ECM free reaction/round; intruder +1 Bane; cyberdefense +1 Boon | Cargo flexibility, open interfaces, improvised modification | Cargo reconfiguration requires extra Craft Trial and time; non-Safa install +1 extra Bane; unauthorized Safa modification adds 1 Crisis Die |
9. Hardpoint Compatibility
A smaller mount always fits in a larger hardpoint. A larger mount never fits in a smaller hardpoint.
| Hardpoint Cost Available | Can Mount | Cannot Mount |
|---|---|---|
| 1 point (Light) | Light weapons only | Standard, Heavy, Capital |
| 2 points (Standard) | Light, Standard | Heavy, Capital |
| 3 points (Heavy) | Light, Standard, Heavy | Capital |
| 4 points (Capital) | Light, Standard, Heavy, Capital | — |
Minimum Scale per Mount:
| Mount Size | Minimum Scale |
|---|---|
| Light | 1 |
| Standard | 3 |
| Heavy | 4 |
| Capital | 6 |
| Strategic | 7+ |
Hardpoint Cost by Mount:
| Mount | Hardpoint Cost |
|---|---|
| Light | 1 |
| Standard | 2 |
| Heavy | 3 |
| Capital | 4 |
10. Module Slot Grades
| Module Type | Slots Required | Typical Installations |
|---|---|---|
| Standard module (1 slot) | 1 | Cargo hold, passenger berths, medical bay, workshop, armory, salvage rig, security suite, external docking cradle |
| Large module (2 slots) | 2 | Expanded cargo, shuttle bay, fighter bay, expanded medical ward, heavy salvage rig, fabrication shop, diplomatic suite |
| Oversize module (3 slots) | 3 | Expanded hangar, luxury cabin block |
| Small / light system | 0 | Minor additions treated as part of core system upgrades, not module slots |
| Restricted module | 1–2 | Smuggling compartments, hazardous cargo, quarantine, clone transit, stack vault, neural integration bay |
| Military module | 1–2 | Counterboarding suite, electronic warfare suite, military damage control grid, military shadow package |
Module Minimum Scale:
| Module Category | Minimum Scale |
|---|---|
| Personal equipment, minor fittings | 1 |
| Basic operational modules (cargo, berths, workshop) | 3 |
| Standard operational modules (medical bay, armory, salvage rig) | 3–4 |
| Large or crew-intensive modules (expanded medical, fabrication) | 5 |
| Capital-scale systems (neural integration bay, major drone bay) | 6 |
| Carried craft: external docking cradle 3, shuttle bay 4, fighter bay and expanded hangar 6 | 3–6 |
11. Repair Time Reference
| Repair Type | Facility | Time | Trial Required |
|---|---|---|---|
| Emergency Patch (in encounter) | Field (no facility) | 1 action | Average Craft; success restores temp function until end of encounter |
| Field Fix (after encounter) | Field (improvised) | 1 hour | Hard Craft; success restores function until next system stress |
| Standard Repair | Field workshop or basic yard | 4–8 hours per SP/HP | Average Craft |
| Full Repair (Hull Damage) | Authorized yard | 1 day per 5 HP | No Trial at authorized yard |
| System Damage Repair | Authorized yard or workshop | 1–2 days per system | Average Craft at workshop; no Trial at authorized yard |
| Critical System Replacement | Authorized yard | 3–7 days | No Trial if certified replacement; Average if field install |
| Military System Repair | Authorized military yard only | 5–10 days | No Trial at correct facility; Hard everywhere else |
Repair Modifiers:
| Condition | Modifier |
|---|---|
| Improvised tools | +1 Bane Die |
| Non-native parts (partner builder) | +1 Bane Die |
| Non-native parts (open builder) | +2 Bane Dice |
| Non-native parts (rival builder) | +2 Bane Dice, +1 Trial Die |
| Non-native parts (military system) | +2 Bane Dice, +1–3 Trial Dice |
| Crown Meridian hull | Remove 1 Bane Die on emergency patch Trials |
| Kharos hull | Remove 1 Bane Die from improvised tools/access Banes; field repair at Hard not Severe |
| Viridian hull | Non-Viridian tools add 1 Bane Die beyond normal |
12. Maintenance Clock
Ships require maintenance to remain operational. Neglecting maintenance does not immediately break ships but creates growing vulnerability.
| Interval | Standard Maintenance | Consequence of Neglect |
|---|---|---|
| After each combat encounter | Emergency repairs as needed | Unrepaired damage accumulates and may cascade |
| Every 2 weeks (operating ship) | Routine inspection and servicing | Skip: one random system begins degrading (adds 1 Bane when used) |
| Monthly | Full system check | Skip: one random system loses 1 SP; degrading systems worsen |
| Quarterly | Major servicing at authorized yard | Skip: two random systems degrade; hull seal may fail |
| Annual | Full overhaul | Skip: significant system failures likely within the next month of hard use |
| After Slipstream transit (extreme offset or forced entry) | Navigation suite and drive inspection | Skip: next jump Trial adds 1 additional Bane Die |
| After Heat critical event (Threshold +7 or above) | Thermal system inspection | Skip: Heat Threshold permanently reduced by 1 until properly serviced |
Maintenance Cost Tiers:
| Tier | When | Cost (narrative abstraction) |
|---|---|---|
| Routine | Monthly, at any port | Minor; covered by standard operating budget |
| Standard | Quarterly, at authorized yard | Moderate; significant for crews running on margins |
| Major | Annual overhaul | Major; may require downtime and financing |
| Emergency | After severe damage | Significant; may require specialized parts and specialist labor |
13. Weapon Quick Stats
All weapons from Chapter 8 and relevant to ship combat. Grouped by family.
Kinetic Weapons
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Light Rotary Cannon | Light | Short–Medium | 3 Hull | 1 | 1 | Mag 40 | Point Defense, Burst Fire |
| Railgun Battery | Standard | Medium–Long | 5 Hull | 1 | 2 | Mag 16 | Piercing |
| Flak Cannon | Standard | Short | 4 Hull (2 vs armor; 6 vs small craft) | 1 | 1 | Mag 24 | Point Defense, Anti-Fighter, Scatter |
| Heavy Mass Driver | Heavy | Medium–Long | 9 Hull | 2 | 2 | Mag 8 | Piercing, Armor Breaker, Slow |
| Capital Mass Driver | Capital | Long–Extreme | 16 Hull | 2 | 3 | Mag 4 | Piercing, Armor Breaker, Restricted |
Guided Ordnance
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Light Missile Rack | Standard | Long | 6 Hull | 1 | 1 | Mag 6 | Lock-On, Tracking, Interceptable |
| Torpedo Launcher | Heavy | Extreme | 12 Hull | 1 | 2 | Mag 4 | Lock-On, Tracking, Interceptable, Reload |
| Salvo Missile System | Heavy | Long | 5 Hull/missile | 2 | 2 | Mag 12 (3 salvos) | Salvo, Lock-On, Saturation |
| Capital Torpedo Battery | Capital | Extreme | 22 Hull | 1 | 3 | Mag 4 | Lock-On, Capital Killer, Restricted |
Beam Weapons
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Point-Defense Laser | Light | Short | 2 Hull | 2 | 1 | None | Point Defense, Accurate |
| Laser Battery | Standard | Medium | 5 Hull | 3 | 2 | None | Accurate, Precision, Signature Bloom |
| Cutting Beam | Standard | Short–Medium | 3 Hull + 2 Sys | 3 | 2 | None | Accurate, Precision, System Damage |
| Particle Lance | Heavy | Medium–Long | 10 Hull | 4 | 3 | None | Accurate, Precision, Cooldown |
| Capital Lance Array | Capital | Long | 18 Hull | 5 | 4 | None | Accurate, Concentrated Fire, Cooldown |
Plasma Weapons
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Plasma Projector | Standard | Short | 7 Hull (ignores 1 Armor) | 4 | 3 | Reactor | Armor Breaker, Burn, Volatile |
| Heavy Plasma Cannon | Heavy | Short–Medium | 13 Hull (ignores 2 Armor) | 5 | 4 | Reactor | Armor Breaker, Burn, Volatile |
| Capital Plasma Battery | Capital | Short–Medium | 20 Hull (ignores 3 Armor) | 6 | 5 | Reactor | Armor Breaker, Broadside, Extreme Heat |
Disruption Weapons
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Ion Pulse Emitter | Standard | Short–Medium | 1 Hull + 4 Sys | 2 | 2 | None | Ion, Disable, Boarding Support |
| Heavy Ion Cannon | Heavy | Medium | 2 Hull + 7 Sys | 3 | 3 | None | Ion, Power Disruption, Overload |
| EMP Projector | Standard | Short (area) | 0 Hull + 5 Sys | 2 | 3 | Cap 3 | Ion, Area Effect, Overload |
| Disruption Lance | Heavy | Short–Medium | 3 Hull + 6 Sys | 3 | 3 | None | Ion, Electronic Attack, Restricted |
Gravitic and Phase Weapons
| Weapon | Mount | Range | Damage | Heat | Power | Ammo | Tags |
|---|---|---|---|---|---|---|---|
| Gravitic Distorter | Heavy | Medium | 5 Hull (ignores Armor) | 4 | 4 | None | Forced Drift, Nav Damage, Restricted |
| Phase Lance | Heavy | Medium | 8 Hull (bypasses screens) | 5 | 4 | None | Screen Penetrating, Military Only |
| Inertial Shear Projector | Capital | Medium–Long | 12 Hull (ignores Armor) | 5 | 5 | None | Forced Drift, Military Only |
| Slipstream Interdiction System | Capital | Long–Extreme | 0 Hull + 4 Sys (Nav/Drive) | 4 | 5 | Rare comp x4 | Interdiction, Military Only |
14. Defense Quick Stats
Armor Upgrades
| Upgrade | Type | Armor Change | Handling | Notes |
|---|---|---|---|---|
| Standard Hull Plating | Passive | Base | — | Included in hull; patchable |
| Reinforced Hull Plating | Passive | +1 (omnidirectional) | 0 | Core system upgrade; patchable |
| Directional Combat Plating | Passive | +2 (one facing) | −1 (turns away from arc) | Core system upgrade |
| Ablative Hull Panels | Passive (degrading) | +2 (until depleted) | 0 | Module Slot 1; degrades on 5+ damage hits |
| Military Composite Armor | Passive | +2 (omnidirectional) | −1 | Restricted; repairs need military parts |
Deflection Screens
| System | Power Load | Heat/Hit | Defense Bonus | Damage Reduction | Arc |
|---|---|---|---|---|---|
| General Deflection Screen | 2 | 1 | +1 Bane vs. energy | 2 vs. beams/plasma | Omnidirectional |
| Directional Screen Emitter | 2 | 1 | +2 Bane vs. energy (one arc) | 3 vs. beams/plasma (one arc) | Directional |
| Pulse Screen Generator | 3 (trigger) / 1 (charge) | 0 | +2 Bane vs. energy (1 round) | 4 vs. beams/plasma (1 round) | Omni (pulse only) |
| Thermal Dispersion Screen | 2 | 0 vs. plasma / 1 vs. beam | +1 Bane vs. plasma/beam | 3 vs. plasma / 2 vs. beam | Omnidirectional |
| Military Screen Array | 4 | 1 | +2 Bane vs. energy | 3 vs. all energy / 1 vs. kinetics | Omnidirectional |
Point Defense Suites (Module-Based)
| System | Slots | Power | Interception Rating | Notes |
|---|---|---|---|---|
| Basic PD Grid | 1 | 1 | 2 | Standard missiles; light ordnance |
| Extended PD Grid | 2 | 2 | 3 | Heavy ordnance; Hard Trial vs. torpedoes |
| Military PD System | 2 | 2 | 4 | Military; +1 from Safa hulls |
| Countermissile Launcher | 1 | 1 | 2 (missiles only) | Reactive; dedicated missile intercept |
ECM and Evasion
| System | Type | Power | Effect |
|---|---|---|---|
| Signal Scrambler | Active/Module | 2 | +1 Bane to guided weapon attacks; +1 Bane to Lock-On |
| Ghost Transmitter Array | Active/Module | 2 | +1–3 Bane to attackers; false targets; sensor blinding on Boon |
| Military EW Suite | Active/Module | 3 | +2 Bane all guided weapons; +1 Bane unguided; offensive EW capable |
| Vector Thruster Package | Passive | — | +1 Handling permanent |
| Combat Thruster Overburn | Active | +1 | +1 Bane to attacks vs. ship; pilot +1 Bane own weapons; 2 Heat/round |
| Evasion Plot System | Active (AI) | 1 | Remove 1 Bane from evasive Pilot Trials |
| Gravitic Maneuvering Package | Active | 3 | +2 Bane to attacks; free facing change; 1 Heat/round; Military |
15. Starship Catalog Summary
All ships from Chapter 16. One line each. Hardpoints listed as L/S/H (Light hardpoint points / Standard / Heavy).
Commercial Hulls
| Ship | Builder | Class | Scale | HP | SP | Power | Threshold | H.pts | Slots | Crew | Cargo |
|---|---|---|---|---|---|---|---|---|---|---|---|
| CM-440 | Crown Meridian | Armored Cutter | 4 | 22 | 14 | 9 | 11 | 3L/2S/0H | 4 | 3/6 | 20 |
| CM-540 | Crown Meridian | Escort Frigate | 5 | 44 | 26 | 13 | 15 | 4L/1S/2H | 8 | 12/30 | 80 |
| Model 40 | Antaean | Heavy Transport | 5 | 38 | 22 | 12 | 13 | 4L/0S/0H | 14 | 8/20 | 400 |
| VN-53C1 | Viridian | Luxury Spaceliner | 5 | 35 | 30 | 13 | 14 | 2L/0S/0H | 16 | 40/120 | 120 |
| KR-51 | Kharos | Heavy Salvage Tender | 5 | 41 | 22 | 12 | 13 | 3L/1S/0H | 12 | 10/28 | 320 |
| Safa S5 | Safa | Fast Escort | 5 | 35 | 24 | 13 | 15 | 4L/4S/0H | 6 | 8/22 | 40 |
| Independent Cutter | Common | Light Starship | 3 | 13 | 12 | 7 | 9 | 3L/0S/0H | 3 | 2/4 | 30 |
| Inspection Cutter | Common | Light Starship | 3 | 12 | 14 | 7 | 9 | 2L/0S/0H | 4 | 2/5 | 20 |
| Patrol Cutter | Common | Light Starship | 3 | 14 | 14 | 9 | 12 | 2L/2S/0H | 3 | 2/6 | 20 |
| CM-640 | Crown Meridian | Capital Cruiser | 6 | 44 | 27 | 14 | 16 | 6L/3S/1H | 11 | 20/60 | 320 |
| Model 20 | Openframe | Light Freighter | 4 | 18 | 13 | 8 | 10 | 3L/0S/0H | 8 | 2/4 | 120 |
| Model 60 | Openframe | Capital Freighter | 6 | 39 | 25 | 12 | 14 | 5L/1S/0H | 18 | 25/80 | 1,000 |
| Model 80 | Openframe | Bulk Container Hauler | 7 | 62 | 40 | 20 | 22 | 6L/0S/0H | 24 | 40/160 | 5,000 |
| VN-33C1 | Viridian | Scout/Courier | 3 | 12 | 15 | 7 | 9 | 2L/0S/0H | 5 | 2/4 | 12 |
| VN-63C2 | Viridian | Medical Cruiser | 6 | 35 | 31 | 13 | 16 | 4L/1S/0H | 15 | 30/85 | 140 |
| KR-41 | Kharos | Frontier Freighter | 4 | 22 | 13 | 9 | 10 | 3L/0S/0H | 7 | 3/6 | 100 |
| KR-61 | Kharos | Industrial Carrier | 6 | 45 | 26 | 14 | 15 | 5L/2S/1H | 15 | 30/100 | 520 |
| Safa S3 | Safa | Pursuit Craft | 3 | 14 | 13 | 8 | 10 | 4L/1S/0H | 3 | 2/4 | 6 |
| Safa S6 | Safa | Security Cruiser | 6 | 41 | 29 | 16 | 18 | 7L/4S/2H | 10 | 35/100 | 110 |
Military Hulls
| Ship | Power | Class | Scale | HP | SP | Power | Threshold | H.pts | Slots | Crew |
|---|---|---|---|---|---|---|---|---|---|---|
| IDN-0044 | Irnan | Military Cutter | 4 | 28 | 19 | 13 | 17 | 4L/2S/1H | 5 | 4/8 |
| IDN-6450 | Irnan | Military Cruiser | 7 | 65 | 40 | 22 | 26 | 6L/5S/3H | 14 | 50/200 |
| FHF-4GA2 | Funtari | Assault Cutter | 4 | 26 | 17 | 12 | 15 | 4L/3S/1H | 5 | 3/8 |
| FHF-6HO8 | Funtari | Assault Carrier | 7 | 70 | 38 | 20 | 23 | 8L/5S/4H | 16 | 60/250 |
| SC-43K | Shoiyan | Recon Cutter | 3 | 17 | 21 | 11 | 16 | 3L/1S/0H | 6 | 2/5 |
| SC-61R | Shoiyan | Command Cruiser | 7 | 58 | 50 | 19 | 26 | 5L/4S/2H | 18 | 60/220 |
| Purifier | Jaziri | Strike Corvette | 4 | 24 | 18 | 13 | 17 | 4L/3S/1H | 4 | 3/8 |
| Deliverer | Jaziri | Command Ship | 7 | 62 | 44 | 23 | 28 | 7L/6S/4H | 12 | 70/280 |
| AX-7 | Antaean | Modular Escort | 4 | 22 | 16 | 11 | 15 | 4L/2S/1H | 7 | 3/8 |
| AX-Q2X | Antaean | Logistics Carrier | 7 | 60 | 42 | 19 | 24 | 6L/5S/3H | 20 | 80/320 |
16. Small Craft Summary
All craft from Chapter 17. One line each.
| Craft | Type | Scale | Speed | Armor | HP | SP | Crew | Passengers | Endurance |
|---|---|---|---|---|---|---|---|---|---|
| Dart | Light Fighter | 2 | 7 | 1 | 6 | 6 | 1/1 | — | 8 hr |
| Talon | Heavy Fighter | 2 | 6 | 2 | 9 | 8 | 1/2 | — | 12 hr |
| Scythe | Interceptor | 2 | 7 | 1 | 7 | 10 | 1/1 | — | 10 hr |
| Hammer | Torpedo Bomber | 2 | 4 | 2 | 10 | 7 | 2/2 | — | 8 hr |
| Personnel Shuttle | Shuttle | 2 | 3 | 1 | 7 | 7 | 1/2 | 12 | 48 hr |
| Cargo Shuttle | Shuttle | 2 | 2 | 1 | 8 | 6 | 1/2 | 2 | 36 hr |
| Executive Shuttle | Shuttle | 2 | 4 | 1 | 7 | 9 | 1/2 | 6 | 72 hr |
| Medical Transport Shuttle | Shuttle | 2 | 4 | 1 | 7 | 9 | 1/3 | 8 | 48 hr |
| Boarding Pod | Boarding | 2 | 5 | 3 | 12 | 5 | 1/1 | 8 troops | 4 hr |
| Assault Shuttle | Boarding | 2 | 4 | 2 | 10 | 8 | 2/3 | 12 troops | 12 hr |
| Breacher | Boarding | 2 | 5 | 3 | 11 | 9 | 2/3 | 8 troops | 8 hr |
| Standard Escape Pod | Emergency | 1 | 2 | 1 | 4 | 3 | 0/1 | 6 | 72 hr |
| Life Raft | Emergency | 1 | 0 | 0 | 2 | 1 | 0 | 8 | 48 hr O2 |
| Emergency Beacon Pod | Emergency | 1 | 0 | 0 | 2 | 1 | 0 | 0 | 30 day broadcast |
| Atmospheric Lander | Atmospheric | 2 | 4 atm/2 spc | 2 | 9 | 7 | 1/2 | 8 | 48 hr |
| Survey Skiff (atmospheric) | Atmospheric | 2 | 4 atm/3 spc | 2 | 10 | 8 | 1/3 | 4 | 120 hr |
| Rapid Descent Vehicle | Atmospheric | 2 | 6 desc/3 atm | 3 | 10 | 8 | 1/2 | 10 troops | 24 hr |
17. Ground and Hover Vehicle Summary
All vehicles from Chapter 18. One line each.
| Vehicle | Type | Scale | Speed | Armor | HP | Cargo | Passengers | Power |
|---|---|---|---|---|---|---|---|---|
| Personal Hover Skiff | Civilian Hover | 1 | 3 | 0 | 4 | 8 | 2 | 12 hr battery |
| Hover Speeder | Civilian Hover | 1 | 5 | 0 | 4 | 2 | 1 | 24 hr cell |
| Hover Cargo Platform | Civilian Hover | 1 | 2 | 1 | 6 | 40 | 2 | 48 hr cell |
| Hover Bus/Transport | Civilian Hover | 1 | 3 | 1 | 8 | 10 | 30 | 36 hr cell |
| Hover Combat Sled | Military Hover | 1 | 4 | 2 | 8 | 2 | 0 | 72 hr military |
| Hover APC | Military Hover | 1 | 3 | 3 | 12 | 5 | 12 troops | 48 hr military |
| Heavy Hover Weapons Platform | Military Hover | 2 | 2 | 4 | 20 | 2 | 0 | 36 hr military |
| Funtari Military Hover Tank | Military Hover | 2 | 2 | 5 | 24 | 0 | 0 | 60 hr military |
| Standard Ground Crawler | Ground | 1 | 2 | 1 | 6 | 20 | 6 | 72 hr fuel |
| Heavy Crawler | Ground | 1 | 2 | 2 | 10 | 50 | 8 | 96 hr fuel |
| Mining Crawler | Ground | 1 | 1 | 2 | 12 | 60 | 2 | 120 hr reactor |
| Armored Ground Transport | Ground | 1 | 3 | 3 | 10 | 25 | 8 | 48 hr fuel |
| Military Ground APC | Ground | 1 | 3 | 3 | 14 | 8 | 10 troops | 60 hr military |
| Battle Walker | Ground (walker) | 2 | 3 | 3 | 18 | 2 | 0 | 48 hr military |
| Survey Skiff (ground) | Specialized | 1 | 3 | 2 | 8 | 15 | 4 | 120 hr reactor |
| Excavation Platform | Specialized | 2 | 1 | 2 | 20 | 80 | 4 | 96 hr reactor |
| Medical Ground Transport | Specialized | 1 | 3 | 1 | 6 | 4 | 6 patients | 48 hr reactor |
18. Acquisition Tiers
| Tier | Who Can Buy It | Where | Authority Attention |
|---|---|---|---|
| Open | Anyone with money | Most commercial ports, dealers, second-hand markets | Minimal to none; routine transaction |
| Licensed | Anyone with appropriate registration, operator's license, or corporate affiliation | Authorized dealers; may require documentation at point of sale | Low; license verification at port inspection |
| Restricted | Government contractors, security organizations, military-affiliated buyers, verified professionals | Specific licensed dealers, government procurement channels, security contractor supply | Moderate; ownership flagged during inspections; may require periodic license renewal |
| Military | Sovereign fleet personnel and organizations only | Military procurement channels; no civilian market | Very high; unauthorized civilian possession triggers immediate authority response; varies by power from seizure to use-of-force authorization |
Restricted Access Notes:
| Item Category | What Restricted Means in Practice |
|---|---|
| Security vessels (CM-440 armed, Safa S3) | Security contractor license from relevant authority; annual reporting |
| Military-grade armor (composite) | Cannot be purchased; acquired through salvage or military transfer; illegal for civilian use |
| Military screen arrays | Cannot be purchased commercially; possession is contraband |
| Military-grade EW suites | Cannot be purchased commercially; possession triggers immediate authority attention |
| Military hulls (IDN-0044, FHF-4GA2, etc.) | Cannot be purchased; acquired through capture, salvage, defection, or extraordinary circumstances only |
| Gravitic weapons (Distorter, Phase Lance) | Military authorization from relevant power; civilian possession is a diplomatic incident |
| Slipstream Interdiction System | Possession by any non-state vessel is treated as an act of war by all five powers |
| Capital Mass Driver | Licensed civilian market does not exist; possession triggers authority response; ammunition unavailable through legal channels |
Hover Licensing (Funtari):
| Tier | Coverage |
|---|---|
| Commercial Hover License | Required for civilian hover vehicles in most core systems; grants access to commercial firmware (clearance-capped) |
| Extended Commercial License | Larger cargo platforms and commercial bus operators; higher clearance bands within commercial tier |
| Military Hover Authorization | Funtari Confederacy military and approved partner forces only; uncapped firmware; not commercially available |