TEXT: ETA
  
  Dedication
  Created and written by Patrick Taylor
  Edited by Ray Duell
  Cartography and maps by Joe Sweeney
  Layout and design by Kascha Sweeney & Patrick Taylor
  Interior art by:
  Joe Pykett (sangheil117.deviantart.com)
  Sandro Rybak (qikalain.deviantart.com)
  DEDICATION BY PATRICK TAYLOR: TO EVERYONE WHO SUPPORTED 
  ME OVER THE YEARS, FAMILY, FRIENDS, AND COLLEAGUES. A SPECIAL 
  MENTION TO MY FELLOW STORYWEAVERS WHO HELPED ELEVATE 
  HIGH-SPACE TO NEW HORIZONS!
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated 
  logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with 
  permission. Pinnacle makes no representation or warranty as to the quality, viability, 
  or suitability for purpose of this product.
  
  Contents
  Dedication 
   
   
   
   
   2
  High-Space Fleet Manual  
   4
  Acquiring ships  
   
   
   5
  Your starship! 
   
   
   
   8
  Design Edges 
   
   
   
  12
  Ship Hindrances  
   
   
  13
  Ship Edges  
   
   
   
  14
  Ship weapons 
   
   
   
  21
  Automatics  
   
   
   
  22
  Overrides 
   
   
   
   
  23
  Spacefighting 
   
   
   
  24
  Damage  
   
   
   
   
  29
  Ship Destruction Table 
   
  30
  Exploration  
   
   
   
  31
  Hazards in the stars   
   
  39
  The Lantern  
   
   
   
  41
  
  Blast-Off!
  4
  The Starship rules presented here are the fast, 
  furious and fun way of running space combat 
  and exploration with High-Space, or even stand-
  alone with the Savage Worlds core rules.
  Space ships and space combat are at the center 
  of futuristic, sci-fi games. High-Space makes 
  it easy for Players and GMs to create and play 
  space-borne adventures, interstellar battles, 
  and undertake the dangerous exploration of the 
  stars.
  In High-Space, starships aren’t soulless constructs 
  with a set of mechanical characteristics divorced 
  Blast-Off!
  from the rules of the game. Instead they are 
  treated like characters. They have Traits, Edges, 
  and personality-defining Hindrances. With 
  the proper equipment they can even develop 
  personalities, even gain experience…
  After your ship is built you will want to take 
  it out for a spin around the block, and this is 
  where the Starship ‘combat’ and ‘exploration’ 
  rules really shine. They are fast and furious in 
  the true ‘Savage’ spirit. Ultimately, each ship is 
  an extension of the characters that fly them, and 
  what happens to a ship has a direct impact on 
  those characters.
  
  Acquiring ships
  5
  Acquiring 
  ships
  Ships are acquired by characters based upon 
  the amount of experience points they have 
  accumulated, and these ‘Acquisition Points’ 
  (A.P.) are totalled amongst a crew. Crews of 
  Novice characters have a much lower possibility 
  of obtaining a ship, and the ship obtained will 
  have a lesser quality and capabilities than the 
  sort of ship that a crew of Veterans could obtain.
  Rank and ship  
  acquisition
  Experience
  Rank of each 
  individual 
  Individual Acquisition 
  Points
  0-19
  Novice
  1
  20-39
  Seasoned
  2
  40-59
  Veteran
  3
  60-79
  Heroic
  4
  80+
  Legendary
  5
  Within your own game the quality of rank can 
  be assumed to mean anything that reflects on 
  a character’s status and capabilities. You might 
  take it to mean that the ‘powers that be’ use rank 
  to arbitrarily assign ships to characters, such as 
  happens in the military. It might be a representation 
  of the political clout of the characters, or their ability 
  to build their own ship, or even their ability to steal 
  one!
  The important point is that although a 
  character may own a ship they do so by virtue 
  of some agency – be it the rule of law, politics, 
  debts, favors, or acquired technical knowledge 
  and manufacturing capability.
  More about that 
  sandbox
  As mentioned earlier, what you are reading is a set 
  of rules that let you play fast, fun, and furious games, 
  but you will need a setting to play them in. Your 
  sandbox.
  ‘The Lantern,’ the third book in the High-Space rules, 
  is just such a sandbox, but you and your friends might 
  come up with your own ideas for a setting, taking 
  inspiration of movies or literature. Alternatively, you 
  might decide to buy a setting that has already been 
  detailed and is just ready for you to drop in and start 
  playing. In this regard there are numerous options, 
  including titles specifically under the Savage Worlds 
  license. Any setting that you think will benefit from 
  space exploration and conflict will do!
  Miniatures 
  and maps
  It is entirely up to each gaming group to decide if 
  it wants to use miniatures and maps as aides to 
  help set the mood and visualize the action. If you 
  choose to use miniatures almost anything can 
  and will do, although you could invest in some of 
  quality white-metal or plastic starship lines from 
  numerous manufacturers.
  With regards to maps, anything from a plain 
  black cloth, to a square or hexagonal map, to a 
  beautifully illustrated star map will do equally 
  well. It’s just a matter of personal taste as to 
  what you think works best.
  However, to make things fast and fun, 
  Storyweaver has produced a range of ‘space 
  maps’ with hexagonal titling, and a full range of 
  counters for the Starship of the Lantern setting, 
  all ready for you to download, print, and play.
  
  Acquiring ships
  6
  Should the situation arise where characters 
  already possess or newly acquire a ship that 
  has characteristics greater than those they 
  would normally be able to acquire, then 
  vested interests will deem that ship fair-game 
  in terms of acquiring it for themselves. This 
  goes more so for groups that characters belong 
  to than it does for opposing interests out to 
  steal their equipment – after all it’s easier to 
  demand that someone hand something over 
  to you than it is to steal or take it.
  However, ships should not be snatched off 
  characters without any recourse; instead the 
  characters who try to hang onto a ship that is 
  clearly ‘above their station’ will find they have 
  to defend their acquisition more effectively 
  and forcefully. Far from being a problem, this 
  provides some great hook ideas and hanging 
  onto such a ship becomes a motivation for all 
  the characters involved. The death or absence 
  of a prominent crew member could severely 
  hamper the ability of that crew to hang onto 
  their craft – conversely the recruitment of 
  prominent crew will enhance that ability.
  If the number of Acquisition Points for a 
  crew drops below the point threshold for 
  their ship, this does not automatically mean 
  that any improved Traits or added Edges are 
  removed from the ship, although they could 
  be at the crew’s discretion if they did not want 
  the annoyance of having to fight to hold onto 
  the ship. No ship trait can ever drop below d4 
  in this way, and Displacement can never be 
  reduced.
  In order to determine the type of ship available 
  to the character(s), all of the Wildcards in the 
  would-be crew should determine their ‘ship 
  Acquisition Points’ based on their individual 
  experience.
  Characters can keep their Acquisition Points 
  for themselves, for example if they all wanted 
  to acquire single-seater craft, or pool them for 
  one group ship, or any combination thereof. 
  The most cost effective way of spending ship 
  Acquisition Point is by combining them into a 
  pool. The total number of Acquisition Points 
  to be allocated to a ship determines the 
  cumulative number or points to be spent on 
  Traits and Edges.
  As the total number of Acquisition Points 
  allocated to a ship increases, so too does the 
  total number of points that can be spent on 
  Traits and Edges. For example, if the character’s 
  ship allocation points jump from 16 to 17, an 
  additional point can be spent on Traits taking 
  the total to 7 points, and 2 additional Free 
  Edges can be bought taking the total to 10.
  Acquisition points and Ship 
  Traits and Edges 
  Crew Acquisition 
  Points (total)
  Points to spend on 
  Traits (total)
  Free Edges (total)
  1-4
  3
  3
  5-8
  4
  4
  9-12
  5
  6
  13-16
  6
  8
  17-20
  7
  10
  21-24
  8
  12
  25+
  9
  14
  
  Acquiring ships
  7
  Upgrading 
  or swapping 
  ships
  Every time the total ship Acquisition Points for 
  a ship increase into the next points bracket, 
  those contributing the points have the option 
  to either get rid of the ship and start again 
  (with the higher number of points to spend), 
  or to upgrade the existing ship.
  The only Trait that cannot be upgraded is 
  Displacement. Modular ships do exist, but even 
  they have a limit to the number of modules 
  they can attach – the best representation is to 
  treat such ships as ‘vanilla’ hulls with multiple 
  docking points.
  Warning: Positronic computer cores lose 
  their accumulated experience when they 
  are transplanted into new ships, and their 
  personalities can become schizophrenic!
  
  Your starship!
  8
  Your 
  starship!
  First of all you have to come up with a concept 
  for your ship. Will it be a single-pilot craft, 
  crewed vessel, or gigantic passenger ship? 
  Will it be capable of interstellar flight? Will 
  it be armed? What will he/she be christened 
  - yeah, your ship may actually be male or 
  female... read on!
  The key to a High-Space-fight is the trade-off 
  between the amount of punishment a pilot 
  can endure, and the relative decrease of 
  internal strength as ships increase in size. 
  Small craft such as single-man fighters do not 
  have the facilities to house their pilots in shock-
  pods and gill-fluid, and as such are limited 
  in their maneuverability and acceleration 
  by their pilot’s physical limits. Under high 
  acceleration, ships bigger than 100m in length 
  or width generate more internal stress than 
  even their modern frame and materials can 
  withstand, literally their front/rear or left/
  right sides can’t keep up with each other 
  during radical maneuvers.
  The most combat survivable ships are single 
  or multi-crewed, larger than fighter size, but 
  under the 100m mark. However, ships this 
  size often do not have an FTL drive and instead 
  devote the space to extra weapon loads. This 
  problem can be dealt with by either housing 
  the smaller craft inside a larger FTL capable 
  ship, or more typically by attaching the ship 
  to a dedicated FTL capable external module, 
  often referred to as a ‘stick.’ Sticks range in 
  size from 500m to several kilometers long, 
  typically engineered with connection points 
  for between 4 and 20 smaller ships.
  Starships as PCs?
  [GM] “You want to what! Play a starship as 
  your character? Hmmmm…. Sure!”
  [GM] Just make sure you build yourself with 
  a Positronic Core Edge, and include your own 
  XP in when figuring Acquisition points. And I 
  will let you acquire XP to spend on Computer 
  Edges and improving Automatics as Skills. 
  You can take Ship Hindrances and other 
  Hindrances as long as they are psychological, 
  although you won’t have an Equilibrium score. 
  [GM] “Now what? You want to play the USS 
  Enterprise!”
  Once you have come up with a concept then 
  it is time to explore the details. Ships in High-
  Space follow the basic character-creation 
  process as described in the core Savage 
  Worlds rules, with the following changes:
  Step 1: Traits
  Attributes
  Your ship starts with a d4 in each of his 
  five attributes: Maneuver, Computer, FTL, 
  Displacement, and Quality. On top of this you 
  then have extra points to distribute amongst 
  these Attributes based on the number of ship 
  Acquisition Points the crew (of characters) can 
  generate. Raising an Attribute a die-type costs 
  1 point, and you may not raise an Attribute 
  above d12.
  
  Your starship!
  9
  In more detail the ship Attributes are:
  • 
  Maneuver is how agile a ship is. Unless 
  a ship is fitted with shock-pods this is 
  normally restricted by the lowest Vigor 
  of the occupants when not using FTL. 
  All Piloting  checks are limited to the 
  die-type of Maneuver for each starship. 
  • 
  Computer is the raw computing power 
  of the ship, and its ability to handle 
  systems on  automatic (aka ‘Automatics’). 
  If a ship is fitted with a Positronic core 
  in its computer it can actually accrue 
  Experience and simulate a personality. 
  • 
  FTL is the faster-than-light capability 
  of the ship. The higher this value, 
  the faster the ship can travel inter-
  stellar distances. Ships are capable of 
  normal combat and communications 
  while using FTL drives. The result of 
  the FTL die-type roll is the number of 
  AU that a ship can travel that round. 
  • 
  Displacement determines the ship’s 
  bulk, 
  load/passenger/crew 
  numbers, 
  size of weapons, FTL requirements, 
  and computing power it can carry. 
  • 
  Quality refers to the design quality 
  of a ship, and reflects its ability to 
  handle extreme maneuvers, as well 
  as compensate for damage and the 
  degradation of automatics. Crews of poor 
  quality ships may find they need to rely 
  more and more on good life-support!
  Displacement and 
  landing on planets
  All ships of Displacement d10 or less are 
  capable of trans-atmospheric flight and 
  landing on the ground, and even submarine 
  operation, unless they buy the Non-
  Atmospheric Hindrance. Ships and structures 
  with d12 or more Displacement are only 
  capable of space flight, and they must take 
  the Non-Atmospheric Hindrance.
  Ship Displacement 
  Displacement
  Description
  d4
  Single man craft, probe, drone, or remote
  d6
  A research or exploration ship, spy ship, or 
  large fighter-bomber
  d8
  A light warship, research station, or sprint 
  trader
  d10
  A large battleship, or cargo vessel
  d12
  A super-carrier, commercial or military space-
  station, or a galactic liner.
  High-Space Figure Flats available from RPGNow
  
  Your starship!
  10
  Secondary statistics
  Ships also have secondary statistics, which are 
  determined by their primary Attributes, plus 
  modifiers for Edges or Hindrances. The secondary 
  statistics are:
  • 
  Pace: When not using FTL flight the 
  performance and quality of a properly-sized 
  engine determines a ship’s top speed in a 
  straight line. The larger the ship the more 
  powerful the engine it can carry. Pace per 
  round = Displacement + Quality
  • 
  Toughness: The structural capacity of a ship 
  to take abuse, whether combat damage or 
  an impact with solid objects. Toughness = 
  (Displacement + Quality)/2.
  Pace and Drive 
  Coils
  Pace is the normal-space speed of a ship, and 
  it utilizes the ‘Drive Coil’ of the ship to facilitate 
  propulsion. The Drive Coil is independent of any 
  FTL drive and does not require an ‘FTL core.’ The 
  Drive Coil is embedded in the hull of the ship, 
  while the FTL Core is located in the main engine 
  area. Only ships with a Drive Coil for normal-
  space travel would ever consider not having an 
  FTL drive, although even ships with an FTL core 
  require a Drive Coil for final maneuvering and 
  docking at their destination.
  Step 2: 
  Design Edges
  Next you select one free Design Edge that best 
  describes the apparent purpose for which the 
  ship was designed. We say ‘apparent purpose’ 
  because sometimes ships are re-tasked – traders 
  can be loaded with bombs and used in suicide 
  missions, exploration ships can be given a 
  stealth upgrade and turned into reconnaissance 
  platforms, etc. 
  The design of the ship provides the basic 
  equipment and automatics typically associated 
  with that ship on the frontiers of space. The 
  Design Edge sets the limit on the number of 
  Payload and Hardpoints each ship possess.
  Step 3: Ship 
  Hindrances
  After several years of service no two ships are 
  identical. The environments in which they 
  operate and the approach each crew takes to 
  maintenance and upgrades will ensure every 
  ship has its own quirks.
  Pick a number of Ship Hindrances that reflects 
  the age and experience of the ship. For two 
  Minor hindrances (or one Major hindrance that 
  will be available in future releases and rules 
  expansions) the ship gains one extra Free Edge. 
  At most each ship can have two Minor and one 
  Major Ship Hindrance.
  
  Your starship!
  11
  Step 4: Ship 
  Edges
  You now have as many Free Edges as indicated 
  by the number of ship Acquisition Points, 
  plus any Free Edges acquired through taking 
  Hindrances, to buy Ship Edges within the 
  following categories: Crew, Computer, FTL, Drive, 
  Quality, and Weapons.
  Only the Ship Edges in High-Space are available 
  for purchase. When you can purchase each 
  Edge you must also pay the required number 
  of Payload and Hardpoints. Transport Edges 
  and Combat Edges (weapons) can be bought 
  multiple times, while all other Ship Edges can be 
  purchased only once.
  Step 5:  
  Naming
  Traditionally ships are named or ‘christened’ 
  at launch. Until a ship is officially launched it is 
  given a ‘hull number’ and referred to strictly by 
  that number. It is considered back luck to name 
  a ship before it is ready, and superstitions are 
  never discounted in the darkness of space.
  Using female names for ships is a fairly common 
  choice, although most rulers like at least one 
  flagship named in their own honor regardless of 
  their sex. Other common superstitions are that it 
  is bad luck to change the name of a ship, and that 
  if a ship attracts too much bad luck it will become 
  cursed!
  
  Your starship!
  12
  Design Edges 
  Depending on the purpose for which a ship is constructed it will have certain innate ‘design’ edges compared 
  to ships constructed for different purposes – for example it could be a purpose built bulk carrier, a research 
  ship, or a warship, all of which have very different design requirements. 
  Select one Design Edge for each ship when it is constructed. This can never change, although the ship could be 
  re-tasked to try and fulfill other roles.
  Design Edges
  Design Edge
  Modifications
  Payloads per 
  Displacement
  Hardpoints per 
  Displacement
  Warship
  +1 Quality die-type -3 pace
  1
  2
  Research 
  Vessel
  +1 Computer die-type
  +1 Hindrance(Minor)
  2
  0
  Explorer
  +1 FTL die-type
  +1 Pace
  2
  1
  Cargo, Stick*
  +1 Hindrance, -4 Pace
  +1 Displacement die-type 
  3
  0
  Liner
  +1 Quality die-type
  3
  0
  Sporting
  +1 Maneuver die-type
  0.5 (round 
  down)
  1
  *Sticks are starship chassis with an FTL core 
  and a full set of dedicated Docking Points, 
  which other smaller ships without FTL 
  cores can attach to in order to ‘hitch 
  a ride’ in FTL flight. They are preferred 
  by collectives where each member 
  has their own ship, but resources are 
  pooled to buy the Stick that carries then 
  all around. 
  
  Ship Hindrances 
  13
  Ship FTL 
  Hindrances
  No FTL Core (Major)
  Requirement: FTL d4+2
  The ship has a Drive Coil for normal-space 
  flight but no FTL core for full FTL flight. The 
  ship will not suffer damage results that 
  indicate the breach of an FTL core, instead 
  suffering the next relevant damage result 
  beneath it on the Ship Destruction Table. No 
  extra space is gained from this option as the 
  core is relatively small. The only way the ship 
  can travel at FTL speeds is in the landing bay 
  of a larger ship, or attached to the Docking 
  point of an FTL capable vessel such as a Stick.
  Ship Quality 
  Hindrances
  Non-atmospheric (Major)
  Requirement: Displacement d10 or less
  The ship is incapable of atmospheric or 
  submarine flight and does not even have 
  landing gear. This hindrance also prevents 
  the vessel from travelling through the lower 
  ‘liquid’ layer of gas giants although it may still 
  travel through the upper gaseous layers (see 
  the section on Exploration).
  Bad Reputation (Major)
  Requirement: None
  Nasty rumors exist about the ship, and this 
  applies to new ships as much as those with 
  a history, and the crews of other ships avoid 
  the tainted ship with superstitious dread. 
  Treat all Charisma-based rolls from the ship 
  has having a -2 penalty. This penalty typically 
  applies to bridge-to-bridge and ship-to-station 
  communications, but can arise during more 
  esoteric circumstances if applicable.
  Limited Arc (automatic/weapon) 
  (Major)
  Requirement: The appropriate automatic or 
  weapon to which the hindrance is applied.
  One designated automatic or weapon is 
  limited in its arc. While all automatics and 
  weapons normally have a default 360-degree 
  arc in all directions, automatics or weapons 
  with this hindrance have an arc equivalent 
  to a 90-degree cone. The arc is not fixed in 
  space, because the ship can be maneuvered 
  to change it almost at will, but the weapon 
  can only attack targets within the designated 
  arc during a round. The arc must be described 
  at the start of the ship’s first action with that 
  system, whether it be on automatic or over-
  ridden. For example, if a limited-arc weapon 
  is targeted at one ship, and then later in the 
  same round another ship appears on sensors 
  but it is outside of the firing arc, then the 
  newly visible ship cannot be attacked with this 
  weapon.
  Ship Hindrances 
  
  Ship Edges
  14
  Ship Crew 
  Edges
   
  Shock Pods
  Requirement: None
  Cost: 1 Payload
  Shockpods are padded capsules that improve 
  the effective Vigor of the crew for the 
  performance of maneuvers while travelling at 
  Pace (but not while using FTL). Treat the Vigor 
  of all crew members as +1 die-type when 
  maneuvering.
  Gill-fluid
  Requirement: Shock pods
  Cost: 1 Payload
  Gill-fluid is a full fluid based life support 
  mechanism for air-breathing life forms. Clear, 
  gel-like tubes insert themselves and carry 
  oxygen, food, and waste to and from crew 
  inside their Shock pods, and then the pods fill 
  up with the same clear gel. Loose clothing is 
  worn to accommodate the gel-tubes. Gill-fluid 
  is often only used by crew on long rotations, 
  due to the need to take a shower each time 
  they emerge from their Shock pod. The 
  effective Vigor of the crew for the performance 
  of maneuvers is increased by an additional +1 
  die-type on top of the bonus provided by the 
  Shock pods for Maneuvers conducted while 
  travellign at Pace (but not while using FTL).
  Ship Computer 
  Edges
  Positronic Core
  Requirement: Computer d6
  Cost: 1 Payload
  Most computers can store information, and 
  carry out self-optimization, but only those 
  with a Positronic core can actually learn. At 
  the end of each session, a Player may choose 
  to allocate a maximum of 1 Experience Point 
  from their character to any automatic their 
  character performed an over-ride on, so long 
  as the character’s die-type for that automatic 
  is equal to or greater than the current die-type 
  the ship’s computer uses for that automatic. 
  Subsequently, computers with a positronic 
  core will start to have die-types for individual 
  automatics that are higher than their overall 
  Computer die-type (of course, experience 
  improves more rapidly if the ship is a PC!).
  A side-effect of this learning is that the ship’s 
  computer will start to develop an apparent 
  ‘personality’ – the personality will be most 
  affected by those it learns the most from, 
  although whether the new personality 
  is aligned with or is inimical to that crew 
  members seems to be completely random.
  Note that Positronic computer cores lose 
  their accumulated experience when they are 
  transplanted into new ships.
  Ship Edges
  
  Your starship!
  15
  Expert Automatics (Skill)
  Requirement: Computer d6
  Cost: None
  The ship’s computer is fitted with databases 
  of knowledge and specific algorithms that 
  enable it to operate one designated automatic 
  with a +2 bonus. This bonus is not included 
  if the automatic is over-ridden by a manual 
  operator.
  FTL Computation Array
  Requirement: FTL d4, Computer d6
  Cost: 1 Payload
  The array is a modular sub-processing center 
  to the ship’s computer that enables faster and 
  more accurate computation of FTL routes. The 
  array adds +1 to the die roll for FTL flight. For 
  travel times between stars this value must be 
  included – increase the average roll for each 
  die-type by this amount.
  Security Suite
  Requirement: None
  Cost: 1 Payload
  Any action to override the ships computer 
  that would result in harm to the crew or 
  passengers must first overcome the Security 
  Suite. Part of the Security Suite is a delay 
  mechanism that delays execution of such 
  dangerous commands by 1 round.
  A successful Security roll will overcome the 
  Security Suite for the dangerous action that 
  it is combined with (and thus both actions 
  will have the -2 extra action penalty apply). A 
  raise is required to also overcome the delay 
  mechanism so that the dangerous command 
  will happen in that round and not the next.
  Ship Transport 
  Edges
  Luggage
  Requirement: None
  Cost: 1 Payload
  A small, fully-sealed and pressurized storage 
  compartment, normally used for luggage, but 
  also capable of storing up to 3 normal sized 
  humans in very close proximity. Because of the 
  potential use for carrying plants and animals, 
  this luggage area relies on the same life-
  support mechanism as that of the crew. Such 
  compartments are sometimes concealed, and 
  aggressively searched for if a ship is boarded 
  for a customs inspection.
  Cargo Container
  Requirement: Displacement d8
  Cost: 2 Payload
  This edge represents fully sealed and 
  pressurized transport for as many sealed 
  standard-sized cargo containers as the ship 
  has Displacement points. It can be bought 
  multiple times as separate or joined areas.
  Bulk Storage
  Requirement: Displacement d10
  Cost: 11 Payload
  Fully pressurized storage for non-fluid bulk 
  goods, such as grains, manufactured and 
  packaged goods, cast metals, and loose 
  minerals, etc. The storage footprint covers 
  the size of a several regular football fields, is 
  about ten stories high, with a weight of up to 
  200,000 tonnes.
  
  Your starship!
  16
  Fluid Storage
  Requirement: Displacement d10
  Cost: 12 Payload
  Fluid storage is very much the same as Bulk 
  Storage, except that it is specially designed 
  to fill, transport, and empty fluid cargoes. 
  The extra engineering increases the payload 
  requirement, but the volume and weights are 
  approximately the same as for Bulk Storage.
  Guest Accommodation
  Requirement: Displacement d6
  Cost: 1 Payload
  Guest accommodation is standard
  accommodation for non-crew members (their 
  accommodation is automatically considered in 
  the design of the ship). Each accommodation 
  area can comfortably house a number of guests 
  equal to the Displacement of the ship, with 
  a Quality commensurate with the Quality of 
  the ship. Guest accommodation assumes air, 
  food, and water for all guests for the longest 
  FTL trip a ship is capable of undertaking. This 
  Edge can be bought up to 10 times.
  Guest Accommodation / 
  Displacement
  Number of Guest Accommodation Edges
  Displacement
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d6
  6
  12
  18
  24
  30
  36
  42
  48
  54
  60
  d8
  8
  16
  24
  32
  40
  48
  56
  64
  72
  80
  d10
  10
  20
  30
  40
  50
  60
  70
  80
  90
  100
  d12
  12
  24
  36
  48
  60
  72
  84
  96
  108
  120
  Cryo-sleep
  Requirement: Displacement d6
  Cost: 2 Payload
  Cryo-sleep is a form of ‘suspended-animation’ 
  that living creatures, including humans, can 
  be placed into for extended periods, such as 
  extended drifting at normal-space speeds. 
  Why customers like it is because it is cheap. 
  Why carriers like cryo-sleep is because people 
  can be packed in like sardines! There are 
  facilities for waking individual passengers 
  during a journey if required.
  The facilities for maintaining cryo-sleep are 
  sizeable, accomodating the same numbers 
  as the Guest Accomodation table. The extra 
  Payload cost is used to install the cooling and 
  medical systems. This Edge can be bought up 
  to 10 times.
  Armory
  Requirement: Displacement d8
  Cost: 1 Payload
  Arms and munitions can be transported as 
  any other type of cargo, which is often the 
  case - a dangerous but lucrative proposition. 
  To safely transport an armory requires a 
  secure strong-room. Not only does an armory 
  need to be secure from on-board sabotage, 
  its physical placement and shielding has to 
  mitigate any damage should the munitions 
  be detonated. Armories have their own local 
  Failsafe (see Ship Quality Edges) and Security 
  Suite dedicated to the shipboard arms and 
  munitions typically available to crew – above 
  and beyond the protection granted by ship-
  wide security and failsafe systems. 
  
  Your starship!
  17
  This is an added layer of protection which 
  must be breached, and accidental discharges/
  explosions inside an armory will be contained 
  from blowing up the rest of the ship. Armories 
  are usually only found on warships. Buying this 
  Edge does not supply any of the weapons or 
  munitions normally stored inside it. Instead of 
  an armory, a ship may have a simple ‘weapons 
  locker,’ which is a glorified name given to a 
  lockable rack or cabinet smaller than a small 
  room – weapons lockers are free to all ships 
  and have no cost associated with them, but 
  the security of the storage and protection 
  they offer is minimal.
  Landing Bay
  Requirement: Displacement d8
  Cost: 1 Payload per point of Displacement
  This Edge converts 1 Payload worth of the 
  ship into a landing area that can hold 1 
  Displacement worth of a smaller ship. If this 
  Edge is bought multiple times it should be 
  noted if it is used for one large bay, or multiple 
  smaller bays.
  Mining Rig
  Requirement: Displacement d8
  Cost: 3 Payload
  Mining rigs are used to excavate minerals and 
  ore from anywhere the ship can land, as well 
  as from orbiting asteroids and, in extremely 
  rare and dangerous cases, comets. After any 
  Maneuver rolls for safely landing or aligning 
  with an orbiting body, the mining rig can 
  excavate about 20,000 tonnes of soft metal or 
  minerals, or 5,000 of hard metals or minerals 
  per day per Mining rig, directly into internal 
  storage of the ship, or the storage of another 
  vessel connected via a Docking point.
  Hazmat Containment
  Requirement: Displacement d8
  Cost: 3 Payload
  Hazardous materials (radioactive, biological, and 
  chemical) can be safely stored in ships fitted with 
  this Edge indefinitely. The storage is automatically 
  fitted with its own failsafe, as per the Failsafe 
  Edge. Because of the extensive shielding and 
  temperature control around the containment 
  the volume available to store material is very 
  small – typically the size of a small room per Edge 
  bought. When buying this Edge more than once, 
  it needs to be specified if the containment area is 
  one big area or consists of smaller isolated areas.
  Combat Conversion
  Requirement: None
  Cost: 3 Payload per 1 Hardpoint
  3 available Payload can be converted to 1 
  Hardpoint, which can then be fitted with ship 
  weapons at the normal additional Edge cost.
  Ship FTL Edges
  Anti-capture System
  Requirement: FTL d4
  Cost: 1 Payload
  An anti-capture system ruptures the FTL core 
  of a ship, automatically resulting in a ‘7’ on 
  the Ship Destruction Table. The rupture can be 
  manual triggered, timer-based, or event-based. 
  The system is normally only accessible from the 
  bridge, and can only be installed if a ship also 
  has both the Security suite and a Failsafe Edges 
  (the Failsafe having to be deactivated prior to 
  breaching the Security suite).
  
  Your starship!
  18
  Ship Drive 
  Edges
  Overdrive
  Requirement: Quality d10
  Cost: 1 Payload
  A ship with this Edge increases it’s Pace by +1, for 
  normal-space flight only.
  Ship Quality 
  Edges
  Lifepods
  Requirement: None
  Cost: None
  The ship is fitted with Lifepods. This gives all crew and 
  passengers that are capable of using a Lifepod the 
  choice of ejecting prior to making any roll on the Ship 
  Destruction Table. However, anyone who cannot or who 
  chooses not to eject before the roll must wait until the 
  next Round before they can eject – they will suffer the 
  fate of the ship as determined on the Ship Destruction 
  Table. Each life-pod holds a number of people equal 
  to the Displacement of the ship, with a first-aid kit and 
  enough air to last 48 hours at full capacity.
  Tempest Shielding
  Requirement: None
  Cost: 1 Payload
  Tempest shielding raises the effective Quality of a ship 
  by +2 with respect to rolls made to resist the Radiation 
  and Gravity effects of passing too close to a star (see 
  the Exploration section).
  Nanomedbay
  Requirement: Displacement d8, Quality d6
  Cost: 1 Payload
  Nanomedbays are advanced medical facilities. 
  They grant a +2 bonus to rolls for all medical 
  procedures, whether made by the ship’s computer 
  or by over-riding medical personnel.
  Secoms
  Requirement: Computer d6
  Cost: None
  Secoms 
  are 
  scrambled 
  communications 
  impervious to decryption. Anyone trying to 
  decrypt communications between two ships with 
  Secoms must make a Knowledge (Mathematics) or 
  equivalent roll and succeed with a Raise. If the two 
  ships had previously exchanged ciphers (something 
  friendly captains often do) then the Secoms can be 
  considered impossible to decrypt, at least within the 
  lifetime of the characters!
  Docking Point
  Requirement: Displacement d8
  Cost: 1 Payload
  A Docking point enables two ships to be joined 
  directly, as long as one of them has an unoccupied 
  Docking point. This is especially important if a ship 
  wishes to dock with a station instead of using a 
  landing bay. If both ships (or stations) have Docking 
  Points it also allows the safe and secure exchange 
  of water, air, people, power, food, and data. It also 
  allows a ship to carry any other ship docked with it, 
  as long as the second ship(s) are each a minimum 
  of 2 Displacement die-type smaller. For example, a 
  d8 ‘Stick’ can dock with and carry as many d4 sized 
  craft as it has Docking points.
  
  Your starship!
  19
  Failsafe
  Requirement: None
  Cost: None
  Sometimes the protection of a Security Suite 
  is not enough. A Failsafe is a set of parallel 
  automatics completely disconnected from 
  the ships computer and control automatics. 
  An override that would endanger the crew 
  is automatically cancelled and the automatic 
  made inoperable. The inoperable automatic 
  can only be restarted by using Repair (or 
  equivalent) from the failsafe controls – which 
  are usually located in a section away from any 
  computer control panels.
  Disabling a Failsafe requires direct physical 
  access to the failsafe system, first breaching 
  any security around it, and then a successful 
  Electronics (or equivalent) roll.
  Non-Reactive Surface (NRS)
  Requirement: None
  Cost: None
  NRS has the advantage of blocking active 
  scanning. It imposes a penalty on active 
  scanning of the ship by -2 at all ranges.
  Ship Combat 
  Edges
  ECM Suite (ECM)
  Requirement: None
  Cost: 1 Payload, 1 Hardpoint
  Ships carrying an ECM suite can make a Programming 
  roll to cancel any kind of sensor or quantum lock (see 
  Quantum-Lock below) currently on their ship. A success 
  will cancel a sensor lock, while a raise is required to 
  cancel a quantum lock. Although sensor locks are 
  virtually automatic in most environments, they can be 
  difficult to obtain in Nebulae and other high radiation 
  environments.
  Reflective Armor (RA)
  Requirement: None
  Cost: 1 Hardpoint
  Not only is the surface of the ship highly reflective, it is 
  also cleared of protrusions and external antennae and 
  masts, and weapons are mounted flush with the hull 
  which takes up some extra room.
  A reflective surface reduces the damage caused by X-ray 
  lasers and all other light-energy weapons, including 
  Spinal lances, by -1 point.
  Spinal Lance (SL)
  Requirement: Displacement d10
  Cost: 2 Payload, 3 Hardpoint
  The largest weapon that a ship of any size can 
  mount, the lance consumes a lot of space and 
  takes a long time to recharge, but a successful hit 
  can end a battle or even reduce a city to rubble!
  
  Your starship!
  20
  X-ray Lasers (XRL)
  Requirement: None
  Cost: 2 Hardpoint
  X-ray lasers are standard defensive equipment 
  because of their ability to take out incoming 
  missiles, as well as dish out some damage of 
  their own.
  HyperV Missile Battery (HvMB)
  Requirement: None
  Cost: 1 Payload, 2 Hardpoint
  HvMB are long range missiles with FTL engines 
  that can cover entire systems in a burst. An HvMB 
  will reach its target within the round it fires, and 
  self-destruct if it fails to hit the target.
  Gravity Bomb (GB)
  Requirement: FTL core (cannot have No FTL Core 
  hindrance)
  Cost: 2 Payload, 2 Hardpoint
  A gravity bomb is effectively an unstable FTL 
  core in a limited containment field. It is launched 
  at a location in space and creates a tear in the 
  space-time fabric, with the same effect as a roll 
  on result on the Ship Destruction Table.
  Point Defense Array (PDA)
  Requirement: None
  Cost: 1 Hardpoint
  Small close-range weapons dedicated to missile 
  defense and short bursts of fire. They come in 
  many forms, from high rate-of-fire projectiles, to 
  short ranged broad-beam lasers.
  Quantum-Lock (QL)
  Requirement: FTL d4+
  Cost: 3 Hardpoint
  A Quantum-Lock is a wave generator that 
  bombards targets with very low level energy that 
  temporarily alters its nature at the sub-atomic 
  level, acting to ‘tag’ the target by providing +2 
  to all sensor and attack rolls for the remainder 
  of the round.
  String-Torpedo (QT)
  Requirement: None
  Cost: 1 Hardpoint
  String-torpedos are automatically drawn to 
  matching signatures embedded into a target 
  by a Quantum-Lock, and automatically strike 
  any vessel tagged with a quantum-lock, fired 
  by themselves or an allied ship. It is typical 
  military practice to use large, defensive 
  starships as ‘spotters’ to paint targets with a 
  Quantum-Lock, and then send in squadrons 
  of light craft armed with String-Torpedos.
  
  Ship weapons
  21
  Ship 
  weapons
  All of the following examples of ship weapons 
  and defensive items are bought with Ship 
  Combat Edges. See the appropriate Edge for a 
  description of the weapon.
  Additional Combat Edges will also be published 
  in adventures and supplements published by 
  Storyweaver Productions, but the Edges here 
  provide all you need to start spacefighting!
  Ship Weapon 
  examples
  Combat 
  system
  C/M/L*
  Damage
  RoF
  Shots
  Targeting
  Spinal lance
  M/L
  1d10 / 
  Displacement
  1/3
  n/a
  LoS
  X-ray laser
  C/M
  2d6
  1
  n/a
  LoS
  HvMB
  M
  3d8
  1
  1
  Indirect
  Gravity Bomb
  C
  special
  1
  1
  Indirect
  PDA
  C
  1d4
  2
  10
  LoS
  Quantum-lock
  C/M/L
  special
  1/2
  n/a
  LoS
  String-torpedo
  C
  1d6
  1
  n/a
  special
  *See the explanation of ‘Combat range’ in the 
  High-Space fights section.
  
  Automatics
  22
  Automatics
  Every ship, no matter its size, has a computer that 
  is capable of managing each and every automated 
  system on a ship, from Astronavigation, to 
  performing surgical operations in the Medbay, 
  to firing the main guns. This enables the ship’s 
  computer to make any Skill rolls associated with 
  these automatics.
  The die-type rolled when the ship performs these 
  actions is equal to its Computer trait, up to the 
  maximum of the trait for that automatic. For 
  example, a ship with a Maneuver of d10 and a 
  Computer of d6 can only use a d6 for maneuvering 
  rolls.
  Computers can operate as many automatics per 
  turn as they wish, all acting on the Initiative of the 
  ship computer. However, there are times when a 
  human being can finesse an automatic to a higher 
  degree than a computer can manage.
  Examples of 
  Automatics
  Ship Automatics
  Ship trait
  Equivalent Skill
  Passive Sensors
  Quality
  Notice
  Active Sensors
  Quality
  Inestigation
  Direct weapons
  Maneuver
  Shooting
  Indirect weapons
  Maneuver
  Notice
  Maneuvering
  Maneuver
  Piloting(spaceship)
  Medbay
  Quality
  Medicine
  Hacking attacks
  Computer
  Programming
  Communications
  Quality
  Spacewise
  Overrides
  Any member of a ship’s crew can take over the 
  operation of any automatic on their Initiative, as 
  long as that automatic has not already been used 
  that round. To achieve this the ship’s computer is 
  simply told to hand over control of the automatic to 
  the crew, even if the ship’s computer has a higher 
  Initiative, in which case it will not operate that 
  system.
  When a crew member, with access to the 
  appropriate control panel initiates an override, they 
  use their own Skill (with a Wild-die  and modifiers) 
  up to the maximum of the ship’s Trait for that 
  automatic. Quality is the most common Trait by 
  which an automatic is restricted.
  For example, a ship with a Maneuver of d10 has 
  its maneuvering automatics over-ridden by a pilot 
  with Piloting(space) of d8, so the pilot can roll a 
  d8 for maneuvering. A pilot with Piloting(space) 
  of d10 could also roll a d10 because the ship is 
  capable of matching their abilities, however, a pilot 
  with Piloting(space) d12 would be limited to a d10 
  because of the limitations of the ship.
  Attributes cannot be used as a default value for 
  operating ship automatics due to their extreme 
  complexity, not even with the normal penalty.
  
  Overrides
  23
  Consider this example of an override. If a ship’s 
  computer has charted a course into an unknown 
  asteroid field which brings the ship into harms way 
  from a large oncoming asteroid, a human pilot may 
  wish to take manual control of the ship to adjust 
  its course. At this point the ship, the pilot, and the 
  asteroid all determine initiative (the GM draws for 
  the asteroid, the player for the pilot and their ship). 
  If the asteroid wins Initiative it may impact the ship. 
  If the ship wins Initiative the piloting player(s) must 
  decide if the ship will try to maneuver away, or if a 
  pilot will over-ride the computer. If they elect for the 
  ship’s computer to make the maneuver it will occur 
  on the ship’s Initiative. If they elect for the pilot to 
  make the maneuver the ship will not intervene – 
  but there is always a risk that the asteroid will act 
  before the pilot! If the pilot wins Initiative they can, 
  of course, act before both the ship and the asteroid.
  As stated previously, a crew member with the 
  appropriate and (usually physical) access to the 
  automatic’s control can chose to override the ship’s 
  computer for that automatic any time before the 
  ship’s computer acts. They can do this even if the 
  end result would be detrimental to the crew or 
  passengers - the Ship Edges of Security Suite and 
  Failsafe can provide some defense against this.
  If two characters acting with the same Initiative 
  (even if one or both of them have a Held action) 
  compete for control of an override, they can roll 
  against each other using the requisite Skill and the 
  highest roll wins. However, the winning result must 
  subtract any successful opposing result in order to 
  determine if it succeeds or gets any raises.
  For example, Executive Officer Brey of the Sturmian 
  Militocracy is trying to activate the ship’s distress 
  beacon, but a saboteur on board the ship is trying 
  to stop her. They both have access to a control panel 
  and there are no security countermeasures in place. 
  In this example, the saboteur has been holding their 
  action in anticipation of having to stop Brey. Brey 
  has Notice d8 and rolls a 7 (she is not a Wildcard).
  The saboteur has Notice d4 and rolls a 4, which 
  explodes with a 1, for a total of 5. Brey wins but the 
  final result of 7 -5 = 2 which is not a success. The 
  beacon does not activate.
  If a crew member with a Held action decides not to 
  perform any overrides that round they retain their 
  Held action until they wish to use it next round and 
  do not draw a new card for Initiative.
  Spaceship battles are an exciting element of the sci-
  fi genre. High tech weapons, major fleet actions, 
  and the actions of daring crews make for great 
  stories. If you are familiar with the Savage Worlds 
  rules you will notice that High-Space resolves space 
  combat in a similar fashion to normal, character-
  based combat.
  
  Spacefighting
  24
  Rounds
  Spaceship combat takes place across great 
  distances, but also at often unimaginable speeds. 
  Combat is divided into Rounds of six-seconds 
  each, and as you will see range and speed are the 
  critical factors.
  Weapons & 
  comms at 
  light-speed
  Communications links, Weapons, and Sensor signals 
  are considerd instantaneous over their operating 
  distances. Communications range is unlimited, but 
  becomes highly directional and requires exact target 
  coordinates beyond Long range, giving it a maximum 
  distance of Quality x .1LY (ground-based systems 
  use d12 unless otherwise stated).  Remember, this 
  is ‘space opera,’ not hard science!
  Distance in AU
  One AU is the distance between the Earth (in the 
  Sol system) and its sun, Sol. This is approximately 
  150,000,000km (150 million kilometers, about 
  92 million miles).
  Using 
  miniatures or 
  maps
  Even when only a couple of ships are involved 
  in a combat, it is recommended that either a 
  map and/or miniatures are used to keep track 
  of the relative positions of the combatants. 
  The expression ‘relative positions’ is poignant 
  because ships can move hundreds of millions 
  of kilometers per second, and whether they 
  are in close, medium, or long range is best 
  approximated rather than calculated exactly. 
  Printable High Space Starship battle maps 
  available from RPGNow.
  Spacefighting
  
  Overrides
  25
  Whether an object blocks line of sight is usually 
  more important than range, for example 
  whether or not players declare that their ship is 
  actively using a planet or moon to hide behind, 
  rather just being in position somewhere beyond 
  an object.
  When the GM determines that combat has 
  commenced, they should place down or mark 
  the position of the ships involved. The GM should 
  make sure that all sizeable inter-stellar objects in 
  the vicinity are accounted for, erring on the side 
  of more objects/cover than less.
  Objects such as large space stations and docks, 
  planets, moons, and large asteroids can be placed 
  on a map if accuracy is desired. Alternatively the 
  action can be played out using narrative, where 
  distances and LoS are described instead of 
  mapped. Both methods were used in playtesting 
  and each brought its own strengths to the game.
  Movement
  FTL Movement
  When travelling using FTL flight, ships roll their 
  FTL die-type and move as many AU (150,000,000 
  kilometers) per Round as the result. If the ship 
  is a player character, or belongs to the player 
  characters, it also gets to roll a Wild-die.
  FTL is not possible when navigating any distance 
  which is smaller than .000001 AU (150km). Ship 
  computers cannot compute FTL paths with such a 
  minute margin for error, and the ships themselves 
  cannot handle the stresses of maneuvering in 
  such relatively tight confines. FTL drives will lock-
  down within 150km of a planetoid or planet (see 
  the section on Exploration).
  Ships leave FTL flight with the same Pace as they 
  entered – Pace is conserved indefinitely while a 
  ship is in FTL.
  As mentioned in the section on ‘Fuel,’ FTL 
  drives are usually fuelled by a rare and naturally 
  occurring element, the availability of which is 
  probably going to play a key role in the world of 
  your game.
  Normal-space Movement
  Travel through normal-space is determined by 
  the Pace of a ship, and often by the Vigor of the 
  crew and passengers.
  For each point of Pace a ship has it is capable 
  of travelling roughly 1000 meters (1 kilometer, 
  or 1km) per round. For example, a large luxury 
  cruise liner with Displacement d10 and Quality 
  d6 can travel 16km per round.
  A ship may be outfitted with Shock-pods for the full 
  complement of crew, but unless all the passengers 
  are in Cryo-sleep they can be hurt or killed by 
  excessive acceleration and maneuvering forces. 
  Any travel at a Pace higher than the  2 x Vigor die-
  type of a passenger runs the risk of injuring, even 
  killing them. For each point of Pace higher than 2 x 
  Vigor they suffer that many 1 point in damage each 
  Round. For example, if the liner described above 
  were to move at its full pace, the passengers with 
  d4 Vigor would take 8 damage, probably killing 
  them all! Part of a Failsafe or Security Suite woudl 
  be mechanisms to prevent this.
  Ships have FTL as a matter of course, and only 
  travel using normal-space drives for docking 
  maneuvers and when within 150km of their 
  destination. Warships almost always have Shock-
  pods for their crews because of the superiority 
  this gives them over civilian craft while 
  undertaking ‘planetary defense.’
  This is a simplistic, yet fast and cinematic way 
  of handling the complex issues surrounding 
  acceleration that would affect real-life space 
  travelers.
  
  Overrides
  26
  Ranges
  Besides sizeable hard objects that block Line-of-
  Sight (LoS) in space, there is very little else that stops 
  things travelling where they want to go.
  There are only 3 ranges that are taken into account 
  in High-Space:
  • 
  Close range: Anything less than 1AU (the 
  distance from Sol (our sun) to Earth)
  • 
  Medium range: 1AU to 12AU (E.g. the distance 
  from Sol to Saturn, plus 3 AU)
  • 
  Long range: 12AU to 24AU (E.g. the distance 
  from Sol to Uranus, plus 6 AU)
  Combat rounds
  Initiative 
  For combats with less than a dozen or so ships, each 
  ship should draw a card to represent the Initiative 
  of the ship’s computer. To facilitate games where 
  all sides represented have roughly more than a 
  dozen ships each, the ships should be grouped into 
  squadrons or task-forces, and one card drawn for 
  each group. Any ship piloted by crew containing one 
  or more Wild Cards will draw its own Initiative card 
  regardless of overall ship numbers, and each Wild 
  Card crew member will also draw an Initiative card.
  As per the Savage Worlds rules, the players will 
  control all ships allied with their characters, not the 
  GM.
  The Countdown, Surprise, Holding, and Standoffs 
  are all treated as if they were character actions 
  according to the Savage Worlds rules.
  Because the timing of ship combat exists alongside 
  that of character combat, the opportunity exists 
  for crew and passengers not otherwise engaged 
  to act on their own behalf as well as to use any of 
  the ship’s automatics. The potential for action and 
  drama here is limited only by your imagination – 
  you could have boarding parties fighting their way 
  towards the ship’s bridge, while the ship’s crew are 
  busy trying to blow another ship out of space – or 
  an attacking ship could be bearing down on the 
  character’s ship while one of them is in the engine 
  room desperately trying to take down the spy who 
  is sabotaging the engines.
  Social interaction is likewise unlimited, and crews 
  are free to engage in hurling verbal abuse at their 
  enemies, pleading for mercy, or changing the 
  conditions of surrender as a battle progresses!
  Multiple Actions 
  As stated in the ‘Automatics’ section, a ship’s 
  computer can handle all the functions of a ship 
  each round, although a character can manually 
  override any automatic. Computers do not incur 
  any penalty for using multiple automatics or ship 
  systems in a round – they can maneuver, shoot, use 
  sensors, and patch people up in the Medbay all at 
  once. However, if characters try to perform multiple 
  actions, including overriding an automatic, they 
  are subject to the normal -2 penalty for multiple 
  actions, although they still roll their Wild-die. Note 
  that whether the ship’s computer, or crew members 
  using an override operates an automatic, each 
  automatic is limited to only one use per round.
  ‘Free Actions’
  A ship and its computer are not entitled to any 
  free actions – the computer can effectively do 
  everything possible on a ship in the same round, 
  so the point is moot. However, characters who 
  are on board a ship are still entitled to their usual 
  free actions should they choose to use them.
  Combat Actions
  When ship automatics are used to perform 
  actions, they are resolved with a dice roll 
  the same as for character action. The most 
  common ship actions are tactical maneuvers, 
  
  Overrides
  27
  firing weapons, sensor scans, repairs, medical 
  treatments, and jamming enemy scans and 
  communications. Most ships automatics are 
  always at the ready and require no time to be 
  brought into use.
  Open Comms
  If you wish to initiate a Test-of-wills against 
  the crew of another ship, you need to open 
  communications with them. However, if you 
  initiate a social Skill test you cannot sever a 
  comms link in the same action! Be warned - 
  everyone gets a reply if they wish!
  Tactical 
  Maneuvers
  The ship’s computer, or a pilot using 
  Piloting(space), can perform a single maneuver 
  each round that can provide a benefit to a 
  ship in combat, with some degree of risk if the 
  maneuver fails. There are more maneuvers than 
  described here, but these are common ones:
  Mask Engine Signature
  By flipping the ship at a critical time it can alter 
  the drive signatures on the enemies tracking 
  devices, making it harder for them to gain a 
  lock-on.
  Bonus: -2 penalty to any roll that involves 
  targeting the ship, including sensors and 
  weapons.
  Raise: The penalty is increased to -4.
  Failure: The ship veers wildly to no effect. -4 
  to all attempts for your ship to target anything 
  else.
  Align For Impact
  By keeping the sturdiest parts of the ship 
  facing towards the enemies weapons, you are 
  likely to suffer less damage when hit.
  Bonus: +2 AP versus damage incurred.
  Raise: No improvement.
  Failure: The ship veers of course. -4 to all 
  attempts by your ship to target anything else.
  Slingshot
  By using the gravitational attraction of a 
  planet-sized object, the pilot can coax a little 
  extra speed from the ship.
  Bonus: If the ship’s movement passes close 
  enough to any planet or moon sized object 
  to cross its gravity field to the point that 
  would drag the ship down if the course was 
  not corrected, then half of the ship’s Pace 
  used to reach that planet is returned to the 
  ship to spend immediately at the end of its 
  movement.
  Raise: The full amount of Pace is returned.
  Failure: The ship has come perilously close 
  to the planet. The ship takes 1d6 damage per 
  point of Pace used to reach the planet.
  
  Overrides
  28
  Weapons 
  release
  Each weapon system on a ship can be activated 
  once per round, using the Shooting Skill. All 
  weapons except Indirect weapons require LoS 
  to their target in order to hit, which makes 
  Indirect weapons an excellent choice if cover is 
  available. The Shooting TN of 4, plus all normal 
  Savage Worlds rules for raises apply.
  Defensive Firing
  When targeted by an Indirect ship weapon, 
  the targeted ship may react by firing one 
  or more direct weapons that are operable 
  within Close range. Either the ship’s computer, 
  or a crew member with a held action, can 
  activate defensive firing. A hit by defensive fire 
  automatically destroys the incoming Indirect 
  weapon. The weapon used in defensive firing 
  mode cannot also be used to attack that Round. 
  If it is used to attack first it cannot be used for 
  defensive firing, and vice versa.
  Improved Firing Solutions
  Normally, weapons release will occur as soon 
  as possible – after all, the longer the enemy 
  is alive the more opportunity they have to kill 
  you. In situations where a character feels that 
  a weapon is unlikely to be effective they can 
  override the ship computer’s control of that 
  weapon, stopping it from firing that round, and 
  instead spend the round fine-tuning the firing 
  solution. Doing this requires spending a round 
  and achieving a normal Success on a Notice roll, 
  providing a +2 aiming bonus for the next round 
  for that weapon (only). Raises add no further 
  benefits and fails and snake-eyes likewise have 
  no effect. Because of the delay involved, nothing 
  is fired and no ammunition is spent if the 
  improved firing solution cannot be calculated.
  Running Silent
  Sometimes the best way to avoid being hit by 
  a weapon is to be undetectable. Any ship with 
  its engines engaged, in either FTL or normal-
  space mode, will be automatically detectable by 
  passive sensors to any vessel within Long range 
  in line-of-sight, perhaps even further away if the 
  engines are operating at full thrust, although 
  environmental conditions such as nebulae 
  reduce this.
  However, when a ship is powered-down, it 
  becomes invisible to all Passive sensors, unless 
  the ship is leaking some form of energy. Ships 
  in this mode take one round to become active 
  again, and until this happens they cannot move 
  or fire any kind of weapons, although they 
  can use internal automatics such as med-labs, 
  communications, and sensor arrays.
  The only sensors that a ship can use whilst 
  running silent are Passive sensors. A ship 
  running silent will automatically drop out of FTL 
  flight, but it will keep moving at the same Pace it 
  moved at before achieving FTL.
  Passive Scanning
  A ship’s passive sensors can detect all ships and 
  planet-sized astronomical bodies out to Long 
  range and in line-of-sight, except ships Running-
  Silent. They can automatically detect standard 
  sized moons and asteroids at Medium/Close 
  range. The ship’s computer or a character using 
  their Notice Skill can use passive sensors to 
  locate and identify any active ship within Close 
  and Medium range, even if they are not within 
  line-of-sight. The sensors can be activated only 
  once per round. The information that passive 
  sensors can provide on starships depends on the 
  success of the sensor use roll:
  Success: Location, FTL/Pace.
  Raise: Displacement.
  
  Damage
  29
  Active Scanning
  Active sensors have the chance of detecting 
  all astronomical bodies and other ships out to 
  Medium range, even if there is a ship in the 
  scanned area that is Running-Silent. Active 
  scanning automatics use the ship’s Computer, 
  or a character can use their Investigation 
  Skill, and it is only effective if there is LoS to 
  the target. These sensors can be activated only 
  once per round. The Displacement of the 
  target ship is subtracted from the TN required 
  – the largest ships will automatically show up 
  on active sensors, except within Nebulae. The 
  information that active sensors can provide 
  also depends on the success of the sensor roll:
  Success: Location, Displacement, FTL/Pace.
  Raise: Quality, Design, Ship Combat Edges.
  Damage
  Breaches
  Every weapon that hits a ship must roll its 
  Damage, versus the Toughness of the target 
  ship as its TN. A success equals a Breach, with 
  an additional Breach for each Raise.
  Breaches are a ship’s approximation of Wounds. 
  After each Breach sustained, roll d6 on the Ship 
  Destruction Table, adding +1 to the roll for each 
  existing Breach after the first.
  Repairs
  Breaches can only be repaired at docking 
  facilities. The amount charged for this 
  depends on numerous factors including 
  favors, allegiances, and connections. In any 
  law-abiding port, repairs of weapons damage 
  will be escalated to the local authorities who 
  may/may not be persuaded to overlook them.
  As long as a ship is not Mauled, or worse, 
  damage to automatics can be repaired by the 
  crew, usually taking several hours for a single 
  automatic, although the time required is 
  reduced with raises. The ship will be functional 
  but it will still be breached and dangerously 
  fragile. Breach penalties to all actions, Pace, 
  and FTL will apply at all times until properly 
  repaired.
  
  Ship Destruction Table
  30
  Ship Destruction Table
  Roll
  Result
  Description
  1
  Hit
  Hull intact. Distress beacons can be activated. 
  2
  Hit
  Hull intact. Distress beacons can be activated.
  3
  Rumbled
  Hull intact. All automatics severely degraded, including emergency life and lighting. Distress beacons will 
  function. -1 to ship Automatics, cumulative with other Breaches.
  4
  Rumbled
  Hull intact. All automatics severely degraded, including emergency life and lighting. Distress beacons will 
  function. -1 to ship Automatics, cumulative with other Breaches.
  5
  Mauled
  Ship's hull loses integrity and air. Rapid loss of environment, heating, and cooling. Distress beacons will 
  function. -1 to Pace, FTL and all ship actions, cumulative with other Breaches.
  6
  Mauled
  Ship’s hull loses integrity and air. Rapid loss of environment, heating, and cooling. Distress beacons will 
  function. -1 to Pace, FTL and all ship actions, cumulative with other Breaches.
  7
  Splintered
  The ship breaks apart, along major-bulkhead stress lines. Distress beacons fail to acitvate. Those exposed are 
  sucked out into the void of space!
  8
  Explodes
  The ship’s normal fuel and payload ignite and explode, along with any anti-capture devices. All ships within 
  1km for each point of the ship’s Displacement suffer damage equivalent to 1d6 per point of Displacement 
  from the force of the blast. All of the ship’s occupants are vaporized.
  9
  Annihilation
  The ship’s FTL core ruptures and tears a hole in the fabric of space-time. All vessels within 1km of the ship 
  must pass either a Displacement or FTL roll or be sucked into the tear with the destroyed ship, before the 
  tear collapses in on itself. All of the ship’s affected occupants are removed from reality.
  
  Exploration
  31
  Exploration
  The Galaxy
  Even with FTL capability, there is great 
  difficulty in crossing the gulf of space between 
  galaxies. Because FTL flight is inertia-less, the 
  FTL drive has to be continually active, and 
  there are currently no ships in existence that 
  have the capacity to carry sufficient fuel for 
  a return journey between galaxies – and thus 
  they must risk having to find a source of fuel 
  at their destination.
  This makes inter-galactic exploration a highly 
  dangerous but potentially lucrative endeavor.
  Solar 
  systems
  The majority of action in High-Space takes 
  place within solar systems. The voids between 
  solar systems are uninhabited, and ships that 
  attempt to meet at an agreed rendezvous 
  point would find it almost impossible to locate 
  each other if they have not pre-arranged a set 
  of coordinates.
  The typical radius for a solar system begins 
  at around 30AU, which is the furthest 
  distance from the center of the system that a 
  permanent monitoring platform might expect 
  to be found.
  There are often outlying bodies up to about 
  70AU out, usually asteroid-sized and too 
  numerous to count, and often beyond the 
  reach of the local law enforcement if they are 
  in fact inhabited.
  
  Exploration
  32
  Normal-space travel
  Ships without an FTL drive can travel 1 km 
  per point of Pace per Round. Because 1AU is 
  about 150,000,000 km, a Pace 8 ship would, 
  for example, take about 2000 days to travel 
  1AU, while a Pace 24 ship would take about 
  700 days to travel 1AU.
  Directly comparing their Pace is the easiest 
  way to determine if one ship beats another to 
  a location not reached by FTL.
  Typically, ships use FTL flight to reach within 
  150 km of their destination, and then switch to 
  normal-space flight to make the final approach. 
  The effects of failing a Piloting(Space) roll to 
  approach closer than 150 km using FTL, are an 
  automatic roll of d6 on the Ship Destruction 
  Table, usually due to colliding with a planet or 
  another ship!
  Travel times between 
  solar systems 
  As a general rule, the duration of a flight 
  between solar systems (using average FTL 
  speeds) is:
  Duration = ((Distance in Light years x 100 ) / 
  FTL die-type) x 2.
  For example, the duration of a flight from the 
  Sol system (Earth’s system) to Alpha Centauri 
  on a bulk trader with FTL d4 = ((4.2 x 100) / 4) 
  x 2 = 210 days. The same journey on a sports 
  yacht with FTL d10 = ((4.2 x 100 ) / 10) x 2 = 
  84 days.
  Trust us - this is the most difficult math in 
  the game! Check the boxout for a set of 
  pre-calculated times for standard distance 
  journeys.
  Inter-stellar 
  Travel Time
  Distance (LY)
  FTL d4
  FTL d6
  FTL d8
  FTL d10
  FTL d12
  0.1
  5 days
  3.3
  2.5
  2
  1.7
  1
  50
  33
  25
  20
  17
  5
  250
  167
  125
  100
  83
  10
  500
  333
  250
  200
  167
  15
  750
  500
  375
  300
  250
  20
  1,000
  667
  500
  400
  333
  25
  1,250
  833
  625
  500
  417
  30
  1,500
  1,000
  750
  600
  500
  A ship with a working FTL drive can travel 
  between 1 and 12AU per round, and thus is 
  able to fully enter any solar system within a 
  matter of Rounds.
  
  Exploration
  33
  Solar bodies: 
  Suns
  At the heart of each solar system are one, 
  or more, suns. These gigantic bodies are 
  composed of outer layers of gas, and dense 
  inner cores of metals up to the atomic weight 
  of iron. Every naturally occurring element in 
  the universe heavier than Helium is produced 
  in a star or a supernova.
  Radiation
  Stars radiate light and heat as a result of the 
  nuclear reactions taking place in their cores. 
  Because of this radiation, the closest to a star 
  that any ship can safely travel is equal to 1AU 
  divided by Quality die-type of the ship.
  When ships travel within this minimum safe 
  distance, the crew must make Vigor rolls, 
  with a -2 penalty per range bracket exceeded. 
  If a character fails the roll they take damage 
  as specified in the Radiation section of the 
  Savage Worlds core rules.
  Ships usually only travel within this minimum 
  safe distance when trying to out maneuver or 
  foil the sensors of another ship – whenever 
  closer than ½ AU to a red or yellow star a ship 
  is considered to be in radiation equivalent to 
  that of a Galactic nebula (see the section on 
  Nebulae).
  Gravity
  Due to the extreme gravity wells they produce, the 
  closest to a star that a ship can safely travel is equal 
  to 1AU / Quality die-type. When travelling within 
  this minimum safe distance, the ship must make 
  a Quality roll with a -2 penalty per range bracket 
  exceeded, or suffer 1 breach per range bracket 
  exceeded that round.
  Binary star systems
  Binary stars systems contain two stars in close orbit 
  around each other. In High-Space, the effects of 
  radiation and gravity hazards are effectively doubled 
  – that is, the minimum safe distance is usually 2AU 
  divided by the ship Quality die-type, with double the 
  roll penalty and double the damage for failed rolls. 
  Other than this, binary-stars contain the same types 
  of planets with the same capacity for habitation as 
  singular star systems.
  Trinary star systems
  Trinary stars are extremely rare, energetic, and 
  unstable. The minimum safe distance is usually 3AU 
  per ship Quality die-type, with triple the roll penalty 
  and triple the damage for failed rolls. Trinary stars 
  systems will strip the atmosphere from any Earth 
  type planets, because these are usually only found 
  around 1AU from the star, and at this distance their 
  magnetic fields are not strong enough to deflect the 
  powerful ionizing winds these systems generate. 
  
  Exploration
  34
  Gas giants
  Gas giants all lie outside of 5AU from their local 
  star, although this may be closer for binary and 
  trinary-star systems. They radiate a detectable 
  amount of heat and other radiation, the largest 
  even producing a relatively small amount of 
  nucleosynthesis (the fusion of atoms, releasing 
  energy such as occurs in the sun) but nothing 
  like the full scale radiation of a sun.
  Gas giants can have a vast number of moons, 
  and sometimes rings of material that never 
  coalesced into moons.
  The upper atmosphere of a gas giant is easily 
  navigable by ships, as are the lower levels 
  where the gases convert to liquid form due to 
  immense pressure, however any deeper and 
  ships tend not to be heard from again!
  Earth-type 
  planets
  Planets such as Venus, Earth, and Mars 
  are ‘Earth-type’ planets. They have a solid 
  surface, and the potential for an atmosphere 
  depending on the distance from their local 
  star, the strength of the star’s gravity, and 
  the strength of the planet’s magnetic field 
  - derived from having a molten metal core 
  that is in motion. Such planets usually have 
  enough mass to produce a level of gravity that 
  is healthy for human life. Apart from air, water 
  is the other extremely valuable resource of 
  Earth-type planets. 
  If both water and a nitrogen/oxygen based 
  atmosphere are present, life is almost 
  guaranteed. Planets of this type typically 
  have two, one, or no moons. Instances of 
  ‘many mooned’ earth type planets have 
  been observed, although such moons are 
  usually the size of asteroids. Because of their 
  propensity to have an atmosphere, ships 
  with the Non-atmospheric hindrance usually 
  cannot land on Earth-type planets.
  
  Exploration
  35
  Golden 
  planets
  Planets located almost exactly in the same 
  relative position as the Earth (the liquid water 
  zone around a star) are referred to in astronomical 
  parlance as ‘golden,’ because they can almost 
  universally support human life, and can have 
  some kind of native life form. Golden planets are 
  highly prized territories and often the source of a 
  great many conflicts for their possession.
  Moons
  The Earth’s moon, ‘Luna,’ is a good example of 
  a large moon. However, only the rare very-large-
  moons (such as Titan, orbiting Jupiter) produce 
  enough gravity to achieve a state of ‘hydrostatic 
  equilibrium,’ where the gravity of the moon 
  is strong enough to prevent the atmosphere 
  from drifting off into space. Most moons have 
  no atmosphere or any kind, and when they do 
  it tends to be made of a deadly combination of 
  poisonous ethanes, heavier than oxygen and the 
  other, lighter molecules that humans breathe.
  Human habitation on moons is made doubly 
  problematic because of the relatively low gravity 
  they generate – usually not enough to promote 
  effective bone growth and calcium deposition in 
  humans.
  Ships that are non-atmospheric can approach 
  extremely close to most moons, although they 
  still lack any landing gear to safely land. The 
  advantage of moons that have no atmosphere 
  and a low gravity are that it requires relatively 
  little fuel to lift mining and manufacturing 
  products from the surface.
  Asteroid fields
  Asteroid fields are stellar material left over from 
  the formation of a solar system, or the remains 
  of a planet or moon which has suffered a 
  catastrophic impact with another body - perhaps 
  another planet, a comet, or even the spinal lance 
  of a super-battleship.
  At the time of the accident the debris will be 
  clumped together as a dense field, but over 
  millions of years this field will stretch and spread 
  out around the local star (or planet, if the debris 
  was from a moon) until it forms a ring.
  Asteroids can range from the size of a pea to 
  several kilometers long. In tactical situations 
  it should be assumed that a ship can declare a 
  move close to some large asteroid in a field, and 
  use it to block LoS. Scanning is likewise blocked 
  as asteroids are usually high in iron and other 
  metal content.
  Given more than a few rounds, it should be 
  assumed that large asteroids that lie on the 
  very edge of a field can be readily located 
  with scanners. Otherwise, in an immediate 
  emergency a ship will have to enter an asteroid 
  field in search of cover…
  Moving through an asteroid field is incredibly 
  dangerous and can only be done at normal-
  space speeds. Each round requires a successful 
  Maneuvering roll, with a failure indicating 
  damage equal to one d12 for each point by 
  which the roll was failed.
  
  Exploration
  36
  Comets
  Comets are fast, relatively small lumps of ice 
  and rock that melt when close to a star. They 
  leave behind a wake of visible water vapor, 
  also known as a ‘tail’, which always points away 
  from the star around which they travel, and 
  can be seen by the naked eye. Traditionally, 
  comets have been seen as omens of important 
  events about to occur – the birth of royalty, 
  the fall of empires, natural disasters – and this 
  is another superstition which space-faring 
  humans find hard to let go.
  Because even a fast comet only travels at 
  a fraction of a million kilometers per hour, 
  even the slowest ship with only normal-space 
  drives can overtake them – and a ship running 
  silent, attached to or directly adjacent to a 
  comet, would be virtually undetectable.
  Comets orbit stars, and sometimes even gas 
  giants, with a wide variety of orbital periods, 
  usually from a few years to millennia between 
  visits. The longer the duration of a comet’s 
  orbit, the further out it travels, and most of 
  the far-travelling comets would range far past 
  the edge of the solar system and become 
  virtually undetectable in the depths of space.
  The average star system has millions of comets, 
  particular in its outer reaches, and these 
  alone form the main reason that starships will 
  approach systems from one of their two polar 
  axis (rather than come in along the ‘disk’ of the 
  system). They are like debris left over from the 
  system’s creation. Such debris can be used by 
  enemy fleets attacking a system, however the 
  sheer amount of energy required catching and 
  altering the course of a comet makes it very 
  ineffective. They can be easily destroyed like 
  other indirect weapons, and all but the largest 
  will burn-up on entry into an atmosphere.
  Usually only comets of significant size and 
  visibility are given common names and enter 
  the public awareness.
  Unlike asteroids, comets have tails. Asteroids 
  also have stable circular orbits that are 
  measured in years, unlike the long elliptical 
  orbits of comets that are measured in decades 
  or centuries.
  
  Exploration
  37
  Nebulae
  Nebulae are the often beautiful clouds of 
  interstellar material that can range in size from 
  a solar system (the results of supernovas or 
  disintegrating red-giant stars) to entire young 
  galaxies, still in their infant state of coalescing 
  into stars and systems.
  Nebulae are often made of entirely the same 
  material, or pockets of related materials – usually 
  dust, or ionized gas.
  Galactic nebulae
  Most galaxy-sized nebulae are composed of dust 
  clouds, which can obscure light highly effectively. 
  Because of the impossibility of travelling to other 
  galaxies due to the incredible fuel and time 
  restrictions, little is known about the internal 
  structure of these nebulae.
  Within a Galactic nebula, active and passive 
  scanners add 4 to their Notice and Investigation 
  TN, and until they establish an initial lock on 
  a tracking target they require 10 rounds to 
  make a complete scan (a Raise will lower this 
  to 1 round). Once a lock is established it is 
  considered held unless actively dropped.
  Stellar nebulae
  The nebulae created from disintegrating stars 
  are usually the outer layers of gas from the star, 
  ejected in its dying stages. The gas is highly ionized, 
  charged with magnetic fields, and the entire area 
  out to 10AU from the center of what is left of the 
  system is impossible to scan using passive sensors.
  Within this same area, active scanners add 2 to 
  their Investigation TN, and until they establish 
  an initial lock on a tracking target they require 5 
  rounds to make a complete scan (a Raise will lower 
  this to 1 round). Once a lock is established, the 
  active scanners need not add 2 to their TN but the 
  lock must be maintained each round. If the lock 
  is lost from the active scan it must be reacquired 
  again with the full increase in the TN.
  Often in a nebula of this sort, optical visibility 
  (eyeballing) is the best way to locate and track near 
  objects in LoS. Crew members visually searching 
  for ships can use the ships enhanced visual arrays 
  to make Notice rolls to detect a ship within 10km 
  per point of its Displacement. This range is reduced 
  to 5km per point of Displacement if using the 
  naked human eye.
  
  Exploration
  38
  Pulsars
  Pulsars were extremely large stars that entered 
  their final stage and collapsed to a super-dense 
  state. Prior to their collapse, they would have 
  expanded to the size of a colossal red giant, and 
  thus there should be no surviving, Earth-type 
  planets in a pulsar system because the red giant 
  would have been so large it would have absorbed 
  them all.
  Pulsars are so dense in metals that they generate 
  extremely strong magnetic fields, so tight that 
  they prevent all radiation from exiting the star 
  except via the two polar axes where the fields 
  are weakest. When a pulsar rotates, the tightly 
  angled release of x-rays and gamma radiation 
  they emit may pass across the path of an 
  observer. From the stationary position of the 
  observer, this radiation appears to ‘pulse,’ hence 
  the name. The frequency of this pulsing is always 
  relatively quick in astronomical terms due to the 
  high rotational speed that a pulsar picks up as it 
  collapses. When a ship is within the tight beam 
  of radiation emitted by a pulsar, it experiences 
  the same radiation as described for Trinary Stars.
  
  Hazards in the stars 
  39
  Hazards in 
  the stars 
  The range of hazards that a ship and its crew 
  can encounter in space is enormous, and 
  space itself is as dangerous as the weapons of 
  any enemy ship.
  Radiation
  Normally ships are shielded from radiation, 
  to the extent detailed in the section on Suns. 
  Specific shielding can reduce the minimum 
  safe distance a ship needs to travel from 
  radiation sources, but they can’t eliminate 
  the problem altogether. In a typical science-
  fiction setting, the main danger from radiation 
  is in the form of burns and heat stress, and it 
  is assumed that medicine has evolved to the 
  extent that radiation sickness can be cured in 
  the event that it is contracted.
  The biggest Radiation hazard in the future 
  actually comes from sabotage. A saboteur who 
  can override both the safeties and the security 
  systems of a ship, can deliberately leak lethal 
  radiation from the FTL core. This radiation 
  consists of x-rays and gamma-radiation, and 
  will be contained within the hull of the ship, 
  but everyone on board will suffer damage 
  with a die-type equal to the FTL rating of the 
  ship, at the end of every minute. This damage 
  can be soaked as per normal.
  The typical response to such a radiation leak 
  is to evacuate in an escape pod as quickly 
  as possible, abandoning everything – even 
  passengers in cryo-sleep. Safety can also 
  be found within the hull of a smaller ship in 
  a landing bay, as long as that smaller ship 
  is powered up and has a working Drive Coil 
  (used for normal space flight).
  Damage from both low and high levels of 
  radiation is detailed in the Savage Worlds core 
  rules.
  Salvage
  Depending on the political/military situation 
  within a system, it is common practice that 
  a completely unoccupied ship can be taken 
  possession of by right of salvage. The ship 
  must be completely unoccupied by crew 
  and passengers, and it must be outside the 
  gravitational orbit of any moon-sized or larger 
  body. This does not include ships docked 
  at duly authorized docking stations, anchor 
  points, or space stations.
  The ship claiming the salvage must inform 
  the nearest authorities of its claim as soon as 
  possible, and failure to do so can negate the 
  salvage claim. In the end, the local authorities 
  and courts may have the final say over a 
  salvage claim.
  Such is the lure of salvage, that it is not 
  unheard of for some morally bankrupt crews 
  to murder sole survivors of stricken vessels. 
  Ships with a record of frequently claiming 
  salvage quickly fall under the acute attention 
  of authorities, the insurance agents of such 
  vessels, and the relatives of the former crew.
  
  Hazards in the stars 
  40
  Consumables
  Given the speed of FTL travel, it is virtually 
  impossible that a properly functioning ship 
  will find itself in a position where the crew 
  starves or suffocates. Ships carry enough 
  water and frozen food that starvation is all but 
  impossible, except in the event of sabotage. 
  Even recycling systems will provide enough 
  clean water for years if properly serviced.
  Air is a much more valuable commodity. 
  Although it can be recycled, fresh air is a luxury 
  and ships will pay for a complete replacement 
  of their on-board air every so often. The sale 
  of phony fresh air that is actually recycled 
  stale air is a common peddlers’ trick that 
  crews need to watch out for.
  Should all the air supply and recycling in a 
  ship fail, the ship will still contain enough air 
  in its internal cavities to support a number of 
  people for a number of days, both equal to 
  the Displacement of the vessel. Cruise liners 
  with active passengers will not hesitate to 
  head for the nearest port at the first sign of 
  trouble with their air systems. Passengers in 
  cryo-sleep require no air at all.
  Fuel
  Apart from the garbage/junk used to fuel a 
  ship’s quantum reactors, the fuel required for 
  FTL flight may well be different. Regardless of 
  the fuel’s actual name in your game world, 
  it should be a rare but possibly naturally 
  occurring element, although it could be 
  possible to synthesise to a degree of purity 
  required for burning in FTL cores.
  As an example of a fuel, consider Astatine, 
  which is the rarest naturally occurring element 
  known. It could be consumed in FTL flight 
  and a ship with a full supply of Astatine could 
  typically travel for 1,000 days in FTL (mileage 
  varies!) before needing to resupply. The cost 
  of resupplying Astatine would be enormous, 
  and would usually be about 10% of the 
  operating cost of a ship which is a factor of 
  Displacement. The actual cost would depend 
  on the economies and supply-and-demand in 
  the world of the game, but it should provide 
  for interesting plot developments.
  
  The Lantern
  41
  The Lantern
  Island in the clouds...
  The character-based rules contained in this book are intended for play in the Lantern, a pressure-
  cooker of a setting that forms the third part of the High-Space rules.
  Every rule, edge, and hindrance in this book can be used in the Lantern, as can the starship rules 
  covered in the High-Space Fleet Manual.
  The Lantern’s is an island-nebula on the fringe of Human-space. Though cut off from the bulk of the 
  galaxy, FTL travel has opened up the Lantern to exploration, as it did for previous civilizations that 
  rose and fell throughout history.
  The Lantern had been reluctant to give up it’s secrets, but now those very secrets are set to change 
  humanity forever. Will human-kind endure, or be relegated to the sands of history like the species 
  that came before it?
  Your actions might just tip the blance, one way or the other. Choose wisely.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Science Fiction/Savage Worlds - High Space - Fleet Manual (Beta Final).pdf