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PLAYERS GUIDE

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

The head is a modication of one of the limbs and contains six


eyestalks and six manipulative tentacles, plus paired infra-red
sensory organs. The other ve limbs are identical (except for slight
modication of the hand opposite the head) and are used as arms
and legs indiscriminately. Each limb ends in a six-ngered radial
hand. Fingers are very exible and have muscular suction cups
on the lower surface about half-way to the tips. Hiver arms and
legs are generally weaker than a humans but are very tough and
difcult to injure.

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

Recoil Mass (kg) Magazine Cost (Cr.)

Ammo Cost (Cr.)

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.

The computer reacts automatically to incoming re, applying a negative


DM of 1. The ship can make a number of dodges each round equal to
the listed number.
Allows the computer to re a number of weapons per round equal to the
listed number. Alternatively, it can give a positive DM to an attack equal
to the listed number, or any combination of the two. For example, a ship
with Fire Control/3 could make three attacks, or give a +3 DM to an attack,
or make one attack with a +2 DM.
Allows the computer to make a number of repair attempts per round
equal to the listed number. Alternatively, it can give a positive DM to a
repair attempt equal to the listed number, or any combination of the two.
Requires the ship to carry repair drones.
Contains a wealth of data on numerous subjects.

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

One per 120 passengers


One per turret or bay
One steward skill per two high or ve
middle passengers (see page 142).
One per 20 crew

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

INTERPLANETARY TRANSIT TIMES TABLE


Distance (km)
1,000
10,000
100,000
300,000
400,000
1,000,000
10,000,000
30,000,000
45,000,000
100,000,000
150,000,000
255,000,000
600,000,000
900,000,000
1,000,000,000

Example
Surface to Orbit

Surface to moon

100 light-seconds
Close neighbour
world
One astronomic
unit
Close gas giant
Far gas giant

Thrust Rating of Ship


3
4

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.

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