Professional Documents
Culture Documents
SHIP COSTS
Ship Type
Scout*
Seeker Mining Ship
Free Trader
Fat Trader
Far Trader
Yacht
Corsair
Laboratory Ship
Mercenary Cruiser
HIVERS
Value (Cr.)
27,040,500
22,765,500
36,567,000
97,182,000
51,385,500
50,517,000
142,794,000
125,874,000
433,440,000
Armour Type
Jack (TL 1)
Mesh (TL 6)
Cloth (TL 7)
Cloth (TL 10)
Flak Jacket (TL 7)
Flak Jacket (TL 8)
Vacc Suit (TL 8)
Vacc Suit (TL 12)
Vacc Suit (TL 14)
Hostile Enviroment Vacc Suit (TL 8)
Hostile Enviroment Vacc Suit (TL 9)
Hostile Enviroment Vacc Suit (TL 12)
Hostile Enviroment Vacc Suit (TL 13)
Hostile Enviroment Vacc Suit (TL 14)
Ablat (TL 9)
Reec (TL 10)
Combat Armour (TL 11)
Combat Armour (TL 12)
Combat Armour (TL 14)
Battle Dress (TL 13)
Battle Dress (TL 14)
Ship Share
Value (1%)
270,405
227,655
365,670
971,820
513,855
505,170
1,427,940
1,258,740
4,334,400
Protection
1
2
3
5
4
6
4
6
8
6
7
8
9
10
1 (6 against lasers)
0 (10 against lasers)
12
14
16
16
18
Required Skill
None
None
None
None
Vacc Suit 1
Vacc Suit 0
Vacc Suit 0
Vacc Suit 2
Vacc Suit 2
Vacc Suit 1
Vacc Suit 1
Vacc Suit 1
None
None
Vacc Suit 0
Vacc Suit 0
Vacc Suit 0
Battle Dress 1
Battle Dress 1
Cost (Cr)
50
150
250
500
100
300
7,000
10,000
13,000
12,000
16,000
18,000
20,000
150,000
75
1,500
200,000
300,000
600,000
2,000,000
3,500,000
Mass (kg)
1
2
2
1
2
2
24
12
4
36
27
18
12
6
2
1
18
10
6
26 (6.5)*
12 (3)*
*As powered armour, battle dress largely supports its own weight. The mass in brackets is the effective mass to the
wearer while the suit is powered up and turned on. The actual mass of the suit is the normal value.
PLAYER'S GUIDE
ENERGY WEAPONS
Weapon
Pistols
Laser Pistol
Stunner
Ries
Laser Carbine
Laser Rie
Plasma Rie
TL
Range
9
11
8
10
12
Ranged (pistol)
3d6
3d6+3
Ranged (pistol) 2d6
with a maximum 2d6+3
range of Short
3d6
9
11
9
11
16
Ranged (assault
weapon)
Ranged (rie)
Ranged (rie)
Damage
4d6
4d6+3
5d6
5d6+3
6d6
Auto Recoil Mass (kg) Magazine Cost (Cr.) Power Pack (Cr.)
No
100
No
0.5
100
No
50
No
No
4
3
8
5
6
100
-
2,000
3,000
500
750
1,000
1,000
3,500
200
200
200
2,500
4,000
3,500
8,000
100,000
1,000
3,000
1,500
3,500
-
GRENADES
Weapon
Frag
Smoke
Stun
Aerosol
TL
6
6
9
9
Range
Ranged (thrown)
Ranged (thrown)
Ranged (thrown)
Ranged (thrown)
Damage
5d6/3d6/1d6
None
3d6
None
Mass (kg)
0.5
0.5
0.5
0.5
Blast Radius
3 metres/6 metres/9 metres
6 metres
6 metres
6 metres
Cost (Cr.)
30
15
30
15
HEAVY WEAPONS
Weapon
TL
Launchers
Grenade
7
Launcher
RAM
8
Range
Damage
Auto
Ranged
By grenade No
(shotgun)
Ranged (assault By grenade Auto 6
weapon)
Rocket
6
Ranged (rocket) 4d6
No
Launcher
7
4d6+3
8
5d6
9
5d6+5
Man-Portable Artillery
PGMP
12
Ranged (rie)
10d6
Auto 4
13
12d6
Auto 4
14
12d6
Auto 6
FGMP
14
Ranged (rie)
16d6
Auto 4
15
16d6
Auto 4
16
16d6
Auto 6
400
180
800
180
1
1
2
2
2,000
300
400
600
800
10
10
10
12
12
15
20,000
65,000
100,000
100,000
400,000
500,000
PLAYER'S GUIDE
SHIP SOFTWARE
Ship software operates in exactly the same way as normal computer software but typically has a much higher rating. Ship
computers are fully capable of running normal software as well.
Program
Manoeuvre/0
Intellect
Jump Control/1
Jump Control/2
Jump Control/3
Jump Control/4
Jump Control/5
Jump Control/6
Evade/1
Evade/2
Evade/3
Fire Control/1
Fire Control/2
Fire Control/3
Fire Control/4
Fire Control/5
Auto-Repair/1
Auto-Repair/2
TL
8
11
9
11
12
13
14
15
9
11
13
9
10
11
12
13
10
12
Rating
0
10
5
10
15
20
25
30
10
15
25
5
10
15
20
25
10
20
Cost (MCr.)
Included
1
0.1
0.2
0.3
0.4
0.5
0.6
1
2
3
2
4
6
8
10
5
10
Library
Included
Effect
Allows basic control of ship
Allows a ship to understand and obey verbal commands.
Allows Jumps of up to the specied number. Incorporates astrogation
software and Jump engine management.
Crew Requirements
The number of crew on a ship varies depending on its level of automation and complexity. It is possible to run a ship with a very small
crew a single scout can run a hundred-ton scout ship, running from position to position but if disaster strikes, a lightly crewed ship
has a much slower response time than a fully crewed spacecraft. Independent traders and scouts tend to run with as small a crew as
possible. Corporate vessels have an average-size crew, while military ships are usually fully crewed to maximise their effectiveness in
battle.
Position
Pilot
Navigator
Engineer
Minimum
One pilot
Expert Astronavigation program
One engineer
Average
Three pilots (one per eight hour shift)
One navigator
One engineer per 50 tons of drives
Medic
Gunner
Steward
None
None
None
Ofcers
None
Full
Three pilots, plus backups
One navigator, plus backups
One engineer per 50 tons of jump
drive, power plant, or manoeuvre drive
One per 120 passengers
Two per turret or bay
One steward skill per two high or ve
middle passengers (see page 142).
One per 10 crew
PLAYER'S GUIDE
WEAPON RANGE MODIFIERS
Weapon
Lasers
Pulse Laser
Beam Laser
Particle Beam
Fusion Gun
Meson Gun
Missiles (ight time)
Sandcaster
Adjacent
Close
Short
Medium
Long
Very Long
Distant
-1
-2
-3
-2
-4
-2
-1
-1
-2
-2
-3
+0
+0
-1
-1
-1
-2
1
-2
-1
+0
-1
+0
-1
1
Out of range
-2
-1
+0
-1
+0
2
Out of range
-3
-1
-1
-1
-1
5
Out of range
Out of range
-2
-1
-2
-2
10
Out of range
Example
Surface to Orbit
Surface to moon
100 light-seconds
Close neighbour
world
One astronomic
unit
Close gas giant
Far gas giant
633 seconds
2,000 seconds
105 minutes
183 minutes
211 minutes
333 minutes
17.6 hours
30.42 hours
37.3 hours
447 seconds
1,414 seconds
74 minutes
129 minutes
149 minutes
236 minutes
12.4 hours
21.5 hours
26.4 hours
365 seconds
1,155 seconds
61 minutes
105 minutes
122 minutes
192 minutes
10.1 hours
17.5 hours
21.5 hours
316 seconds
1,000 seconds
53 minutes
91 minutes
106 minutes
167 minutes
8.8 hours
15.2 hours
18.6 hours
283 seconds
894 seconds
47 minutes
82 minutes
94 minutes
149 minutes
7.9 hours
13.6 hours
16.7 hours
258 seconds
816 seconds
42 minutes
73 minutes
86 minutes
136 minutes
7.2 hours
12.4 hours
15.2 hours
55.6 hours
68 hours
39.3 hours
48.11
32.1 hours
39.2 hours
27.8 hours
34 hours
24.8 hours
30.3 hours
22.3 hours
27.6 hours
88.7 hours
136.1 hours
166.7 hours
7.3 days
62.7 hours
96.2 hours
117.9 hours
5.2 days
51.2 hours
68.0 hours
83.4 hours
3.7 days
44.4 hours
60.9 hours
74.5 hours
3.3 days
39.7 hours
60.9 hours
74.5 hours
3.3 days
36.2 hours
55.6 hours
68.0 hours
2.9 days
I Go Outside!
Player characters being player characters, it is entirely likely that they will somehow end up outside a starship during a Jump. They die.
Horribly. A merciful Referee might rule that a character standing on the outside of a ship as it Jumps is stranded in normal space but
otherwise healthy. Opening the airlocks while in a Jump bubble is suicidal.