TEXT: FSpace Roleplaying
  Reference
  Manual
  Core gaming rules 2.1
  
  Martin Rait,
  Gary Ammundsen, Robert Bettelheim,
  Stephen Pritchard
  The FSpace Roleplaying Game is published by 
   
  FSpace Publications
   
  Wellington, New Zealand
   
  www.fspacerpg.com
  ISBN 0-9582062-9-5
  FSpace Roleplaying
  Reference
  Manual
  Core gaming rules 2.1
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Concept	
  Martin	Rait
  Development	
  Gary	Ammundsen,	Robert	Bettelheim,	Richard	Fields,	
  David	Hughes,	Stephen	Pritchard,	Martin	Rait
  Technical Editor 
  Robert	Bettelheim
  Editors	
  Jessica	Ihimaera-Smiler,	Tony	Pritchard,	Martin	Rait
  Cover Illustration	
  Aaron	Barlow
  Interior Illustration	
  Aaron	Barlow,	Tina	Carter,	Julian	Knap,	Stephen	Leon,		
  Alison	Pritchard,	Martin	Rait
  Graphic Design & Typesetting	
  Martin	Rait
  Graphic Pre-Production	
  Richard	Fields,	Martin	Rait
  Technical Support	
  Tim	Shepherd
  Production	
  Martin	Rait
  Publisher	
  FSpace	Publications
  Development Assistants	
  Micheal	Kerse,	Philip	Johnson,	Andrew	Russell,		
  Kim	Styles,	Philip	Warnes,	Steven	Wells
  Special Thanks	
  Philip	Banks,	Steve	Hepburn,	Steve	Martin
  Edition	
  v2.1,	1st	Printing,	July	2007
  The FSpace Roleplaying Game Reference Manual is copyright © 2000-2007 Martin Rait. All rights reserved
  FSpaceRPG™ is a trademark of Martin Rait. All rights reserved.
  ISBN	
  0-9582062-9-5
  Sections	of	this	publication	remain	the	intellectual	property	of	the	contributors.
  The	publisher	accepts	no	liability	for	copyright	infringements	made	by	any	contributor.
  All	rights	reserved.	No	part	of	this	book	may	be	reproduced	in	part	or	whole,	in	any	form	or	by	any	means,	without	permission	
  from	the	copyright	holder.	All	incidents,	situations	and	people	are	fictional	and	any	similarity	of	characters	or	persons	living	or	
  dead	are	strictly	coincidental.
  The	FSpace	Roleplaying	Game	is	published	by	
  	
  FSpace	Publications
  	
  P	O	Box	27-025
  	
  Wellington
  	
  New	Zealand
  design@fspacerpg.com
  www.fspacerpg.com
  Credits
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Contents
  SECTION	
  Page
  Introduction	
  6
  Dice	Usage	
  6
  Character	Generation	
  7
  Character	Racial	Templates	
  10
  Careers	
  27
  Skills	
  34
  Skill	Usage	
  41
  Psionics	
  44
  Experience	Points	
  52
  Gravity	Environment	
  54
  Atmospheric	Environments	
  55
  Marine	Environments	
  57
  Survival	
  59
  Navigation	
  61
  Combat	System	
  62
  Combat	Equipment	
  71
  Finance	
  93
  Languages	
  94
  Communications	
  95
  Computers	
  96
  Cybernetics	
  97
  Maintenance	
  99
  Medical	
  100
  Robots	
  102
  Security	Systems	
  107
  Sensors	
  108
  Vehicles	
  110
  Terran	History	
  112
  22nd	Century	Earth	
  115
  The	Solar	System	
  119
  Colonies	
  120
  Military	Forces	
  124
  Empires	
  127
  Index	
  129
  Character	Sheet	
  132
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Welcome	to	the	second	edition	of	FSpaceRPG	Reference	
  Manual,	a	book	for	the	first	commercial	role-playing	game	
  published	in	New	Zealand.
  FSpaceRPG	is	a	science	fiction	roleplaying	game	in	the	classic	
  mould.	This	particular	book	is	a	condensed	version	of	our	fourth	
  edition	rulebook.	It	is	designed	for	general	player	use,	and	as	a	
  tome	for	gaming	use	by	GMs	who	need	a	quick	reference	book	to	
  run	the	core	elements	of	the	game.	This	book	best	suit	experienced	
  gamers,	although	new	players	to	gaming	can	be	guided	through	
  the	book	by	an	experienced	GM.
  FSpaceRPG	has	its	origins	as	the	Federation	Role-playing	
  Game	which	was	first	conceived	in	early	1991	and	which	led	to	
  the	publication	of	an	initial	book	of	rules.	FED	RPG	as	it	was	
  known	has	evolved	since	then	into	a	collection	of	house	rules	for	
  various	settings.	FSpaceRPG	is	the	fifth	science	fiction	setting	
  used	with	the	FED	rules	system.	It	combines	the	features	of	these	
  previous	campaign	universes	that	have	been	played	and	developed	
  over	the	intervening	years.
  Information	on	previous	material	is	available	either	on	our	
  CDROMs,	or	our	website	at	www.fspacerpg.com
  I	hope	this	game	is	as	enjoyable	to	play	as	the	fun	we	had	
  making	it.
  Martin	Rait
  Dice Usage
  The	rules	for	this	system	require	at	times	a	random	element.	
  For	this	the	FSpace	rules	use	10-sided	dice	commonly	available	
  at	shops	which	specialise	in	role-playing	games.	In	the	text	of	this	
  rule	book,	and	in	the	various	other	books,	you	will	find	notational	
  references	to	the	appropriate	die	or	dice	to	use.
  Dice	nomenclature	is	in	two	parts	separated	by	a	capital	D.	
  The	number	to	the	left	of	the	D	represents	the	number	of	dice	
  to	be	rolled	of	the	type	indicated	by	the	number	on	the	right		
  of	the	D.
  Example	
  	
  6D10
  May	also	be	noted	as	6d10,	where	d	is	used	instead	of	D.
  In	this	example,	a	10-sided	dice	needs	to	be	rolled	six	times	
  and	the	rolls	totalled.
  Ten-sided	dice	can	be	used	in	two	ways.	Individually,	to	
  determine	a	random	number	between	1	and	10	(note	in	this	case	
  a	0	on	the	die	represents	a	10)	or	with	just	two	rolls	of	10-sided	
  dice,	a	number	between	1	and	100.	This	is	known	as	percentile	
  dice.	One	or	two	dice	can	be	used	for	this.	The	first	roll	or	dice	
  gives	the	tens	digit	of	the	percentile,	while	the	second	roll	or	dice	
  gives	the	ones	digit	of	the	percentile.
  The	notation	for	a	single	roll	of	a	percentile	dice	is	therefore
  Example	
  	
  1D100
  The	results	are	interpreted	as	shown
  Example	
  1st	die	
  2nd	die	 Result
  	
  	
  2	
  3	
  23
  	
  	
  1	
  0	
  10
  	
  	
  0	
  1	
  1
  	
  	
  0	
  0	
  100
  Dice	are	often	modified	with	bonuses	or	penalties	to	the	dice	
  roll	in	achieve	a	certain	value	for	a	test	of	some	kind.	The	notation	
  if	a	modifier	is	included	in	the	roll	is
  Example	
  	
  1D100+40
  And	is	interpreted	as	shown
  Example	
  1st	
  2nd	
  Dice	
  Modifier	Final		
  	
  	
  die	
  die	
  result	
  	
  result
  	
  	
  4	
  2	
  42	
  +40	
  82
  Introduction
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  The	generation	of	characters	is	one	of	the	most	important	
  details	of	preparing	to	play	a	role-playing	game.	The	attributes	
  of	a	character	do	limit	what	a	player	can	do	with	that	particular	
  character	and	so	careful	decision	making	during	the	time	of	
  character	generation	is	important.	Through	experience	and	
  training	a	character	becomes	much	more	than	their	attributes,	
  and	early	difficulties	will	seem	only	a	refreshing	trial	of	life.
  When	generating	a	character,	a	race	must	be	selected	before	
  continuing.	The	information	on	the	race	sheet	for	areas	such	as	
  statistics	and	skills	should	be	used	in	reference	to	the	following	
  sections	in	this	character	generation	system.	The	selection	of	a	
  homeworld	is	of	vital	importance	in	determining	the	gravity	and	
  atmospheric	conditions	the	character	is	used	to.	Starting	finance	
  for	most	starting	characters	is	normally	10,000ec	unless	they	come	
  from	a	backwater	world.
  Prior	to	beginning	the	character	generation	the	GM	may	
  have	restrictions	on	what	races	are	appropriate	to	choose	from	
  and	what	careers	might	be	better	suited	to	the	game.	Check	with	
  your	GM	before	proceeding	to	ensure	that	in	principal	a	viable	
  character	for	the	game	is	generated.	For	instance	if	the	game	
  starts	with	the	premise	that	a	human	shuttlecraft	has	crashed	on	
  an	alien	world	it	might	be	inappropriate	to	play	any	character	
  race	other	than	human.
  The	following	sections	describe	how	to	generate	each	aspect	
  of	a	character,	but	they	are	not	listed	in	order.	They	are	listed	
  largely	in	terms	of	importance	to	the	mechanics	of	the	game.	The	
  sequence	for	generating	a	character	would	be	as	follows,	with	the	
  character’s	background	being	considered	at	every	point.
  1.	
  Race	
  	
  	
  and	Background
  2.	
  Gender		 	
  	
  and	Background
  3.	
  Age		
  	
  	
  and	Background
  4.	
  Statistics		
  	
  and	Background
  5.	
  Psionic	Potential	 	
  and	Background
  6.	
  Career		 	
  	
  and	Background
  7.	
  Skills/Psionics	
  	
  and	Background
  8.	
  Equipment		
  	
  and	Background
  Bear	in	mind	that	your	GM	may	have	certain	requirements	for	
  character	generation	which	may	differ	from	those	presented	here.	
  Consult	your	GM	for	further	details	of	how	character	generation	
  is	going	to	be	handled.
  Statistics
  These	represent	the	physical	and	mental	attributes	of	a	
  particular	character.	These	statistics	or	STATs	are	the	most	vital	
  characteristics	of	the	particular	character.	Statistics	form	the	
  fundamental	base	of	skills	(see	Skills).	A	particular	skill	has	a	
  STAT	base.	These	STAT	bases	are	determined	by	dividing	the	
  Character Generation
  applicable	STAT	by	5.	As	statistics	improve	through	experience,	
  the	STAT	base	also	increases.	
  Statistics	are	determined	by	rolling	1d100	for	human	beings	
  (see	Character	Race	Templates	for	other	races.).	This	is	done	for	
  each	STAT.	However,	10d10	can	be	substituted	to	give	a	better	
  average	and	eliminate	the	higher	chance	of	lower	numbers	using	
  1d100,	although	10d10	tends	not	to	give	high	STATs	either.	This	
  should	be	a	matter	for	the	GM	and	the	player	to	discuss.
  Strength	–	STR
  This	represents	the	physical	strength	and	build	of	the	character.	
  Strength	is	helpful	for	lifting	and	throwing	objects.
  Dexterity	–	DEX
  This	represents	the	co-ordination	and	reaction	ability	of	the	
  character	in	respect	to	the	so	called	‘eye,	hand	co-ordination’.	
  Dexterity	is	helpful	for	evading	things.
  Constitution	–	CON
  This	represents	the	stamina	time	for	long-term	tasks	that	
  involve	physical	effort,	such	as	running.	Constitution	is	also	the	
  measure	of	the	damage	or	hit	capacity	of	the	character.
  Intelligence	–	INT
  This	represents	the	intellectual	and	perception	capability	of	
  the	character.	Often	used	to	estimate	or	judge	things.
  Attributes
  A	number	of	attributes	are	directly	related	to	the	STATs	
  generated	for	the	character.	These	mainly	pertain	to	combat	
  performance	or	the	stamina	of	the	character	while	exerting	
  themselves.
  Carrying	Capacity	–	CC
  The	carrying	capacity	of	a	character	is	the	measure	of	how	
  much	weight	a	character	can	carry	around	with	them	without	
  getting	exhausted.	The	amount	of	weight	a	person	is	carrying	
  can	effect	their	level	of	endurance	(END)	if	it	is	beyond	this	
  carrying	capacity.	
  CC	=	1/8	STR	
  Endurance	–	END
  Endurance	represents	how	much	exertion	a	character	can	
  undertake	before	becoming	tired.	This	is	calculated	from	the	
  current	Constitution	of	the	character,	including	such	things	a	
  gravity	modifiers.
  END	=	current	CON
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  LIFE
  Life	is	based	on	the	character’s	original	Constitution.	Life	
  represents	the	amount	of	damage	a	character	can	sustain	before	
  dying.	The	first	number	represents	relatively	safe	damage	levels,	
  while	damage	that	goes	into	the	second	number	indicate	that	a	
  biological	being	has	suffer	so	much	damage	that	without	treatment	
  a	combination	of	blood	loss,	trauma	and	injury	will	eventually	
  lead	to	death.
  LIFE =  
  CON 
  / 
  2xCON
  	
  	
  Minor	
  /	
  Critical
  Ex.	
  50	CON	=	
  50	
  /	
  100
  Stun	Endurance	–	Stun	END
  Stun	endurance	is	equal	to	the	original	CON	of	the	character	
  without	environmental	effects.	This	is	used	when	a		stunning	blow	
  or	intense	pain	affects	a	character.	
  Stun	END	=	original	CON
  Background
  The	 origins	 of	 the	 character	 are	 very	 important	 in	 a	
  gaming	context.	Within	the	rules	it	has	a	direct	bearing	on	the	
  environmental	conditions	that	the	character	is	used	to.	It	also	
  indicates	the	language	in	which	the	character	is	initially	fluent.	
  In	many	ways	the	background	details	of	a	character	are	tied	in	
  with	the	career	details	experienced	during	their	lifetime.
  Furthermore,	the	word	‘character’	implies	more	than	just	a	
  token	in	a	game;	a	role-playing	game	demands	that	you	know	
  every	detail	about	your	representative	persona	in	this	imaginary	
  universe.	The	more	detail	a	player	defines	about	their	character,	
  the	more	three-dimensional	and	realistic	the	character	becomes.	
  It	would	be	a	poor	universe	indeed	if	the	players	simply	chose	
  characters	from	a	little	bag,	and	the	greatest	character	depth	was	
  whether	your	representative	persona	was	a	token	made	of	bright	
  green	or	bright	red	plastic.
  Race and Gender
  The	starting	point	for	any	decision	about	a	character	rests	with	
  the	race	of	the	character.	Human	or	alien,	and	if	alien	then	which	
  of	the	myriad	kinds	presented	for	use	in	the	FSpace	universe.	This	
  decision	must	be	made	first	as	it	may	alter	all	other	components	
  of	character	generation.
  Gender	may	have	a	social	component	associated	with	the	
  differences	between	the	sexes,	and	it	may	be	a	serious	anatomical	
  difference.	Remember,	it	is	a	bad	idea	to	play	a	male	black	widow	
  spider.	See	the	Character	Racial	Templates	section	for	further	
  information.
  Homeworld
  Selecting	a	homeworld	for	a	character	is	particularly	important	
  if	your	character	is	not	born	on	the	world	of	origin	of	a	particular	
  race.	The	environmental	effects	of	a	colony	can	have	a	lasting	
  impact	on	the	character’s	physical	performance	on	other	worlds,	
  depending	on	the	conditions	where	they	have	grown	up	and	
  developed.
  If	your	character	comes	from	a	world	with	marked	cultural,	
  linguistic	or	political	boundaries	(such	as	Earth),	then	it	is	
  important	to	note	such	details,	as	some	of	these	will	affect	career	
  options,	languages,	religious	and	political	differences	and	possibly	
  status.
  Consult	the	Terran	Alliance	and	the	Empires	section	for	
  further	details	on	homeworlds.
  Languages
  All	characters	know	how	to	speak	their	native	language	
  fluently.	However,	depending	on	education	standards	inherent	
  to	their	homeworlds,	particular	races	may	be	able	to	speak	further	
  languages.	Consult	the	race	templates	and	the	Languages	section	
  for	further	details.
  Age
  A	human	character	normally	begins	play	at	the	age	of	21.	
  Starting	ages	for	aliens	vary	according	to	the	race	in	question	(see	
  appropriate	race	profile).	This	gives	sufficient	time	to	be	trained	
  in	the	job,	and	have	had	a	few	years	working	at	it	as	well.	Older	
  characters	may	also	be	played.	Details	relating	to	skills	and	finance	
  with	respect	to	age	can	be	found	under	the	appropriate	sections.
  When	a	character	approaches	the	average	lifespan	for	their	
  particular	race	they	begin	to	feel	the	effects	of	ageing.	This	is	
  reflected	in	an	annual	reduction	in	statistic	scores.
  Ageing	STAT	Reduction	Effects	(per	annum)
  Lifespan used  
  Str 
  Dex 
  Con 
  Int
  50%		
  	
  -1	
  -1	
  -1	
  -0
  70%		
  	
  -2	
  -1	
  -2	
  -1
  90%		
  	
  -2	
  -2	
  -2	
  -2
  100%	
  	
  -3	
  -3	
  -3	
  -3
  110%	
  	
  -5	
  -5	
  -5	
  -5
  115%	
  	
  -10	
  -10	
  -10	
  -10
  125%	
  	
  -20	
  -20	
  -20	
  -20
  130%	
  	
  -30	
  -30	
  -30	
  -30
  The	only	way	to	counter	these	effects	is	to	work	on	physical	
  and	mental	conditioning,	which	is	reflected	in	the	investment	of	
  experience	points	(see	the	section	on	Experience).
  If	at	any	point	a	physical	statistic	reaches	zero	then	the	
  character	is	generally	immobile,	and	if	intelligence	reaches	zero	
  then	senility	has	set	in.	When	all	four	statistics	have	reached	zero,	
  the	character	dies	of	old	age.
  Ageing	can	be	offset	by	medical	implants,	nanosurgery	
  and	anagathic	regimens.	However,	these	only	prolong	lifespan	
  according	to	their	descriptions.
  Choosing	a	character	of	the	racial	start	age,	or	the	age	at	which	
  it	is	reasonable	for	the	character	to	be	perceived	by	all	as	adult,	is	
  probably	more	appropriate	to	the	GM’s	scenarios,	so	if	you	have	
  in	mind	a	character	of	a	radically	differing	age	feel	free	to	discuss	
  the	merits	and	considerations	with	the	GM.	Unless	the	age	is	
  inappropriate	for	the	conditions	of	the	campaign,	most	GMs	
  should	welcome	the	variation.
  Psionics
  Telepathy,	ESP,	and	telekinesis	–	powers	of	the	mind	which	
  are	luck	of	the	draw	for	some	races,	and	commonplace	in	others.	
  Whether	a	character	possesses	such	abilities	and	to	what	degree	
  they	are	powerful	is	important	in	shaping	how	a	character	might	
  have	grown	up.	In	many	cases	the	powers	are	immaterial,	but	
  equally	they	may	close	certain	doors	of	opportunity	at	the	same	
  time	as	opening	others.
  See	the	Psionics	section	for	further	information.
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Finance
  Characters	at	the	age	of	21	normally	start	with	10,000ec.	
  However,	older	characters	tend	to	accumulate	larger	sums	of	
  money.	On	average	an	older	character	will	accumulate	an	additional	
  5000ec	per	year	beyond	the	age	of	21.	Most	normal	people	use	
  this	to	finance	such	things	as	houses,	cars,	or	holidays.
  If	a	character	younger	than	the	start	age	for	that	character	
  race	is	being	played,	initial	finances	are	altered	according	to	the	
  following	table.
  Character	Finances
  Age (relative to normal start age)  
  Finances (ec)
  -5	years	
  	
  	
  	
  500
  -4	years	
  	
  	
  	
  1,000
  -3	years	
  	
  	
  	
  1,500
  -2	years	
  	
  	
  	
  3,000
  -1	year	
  	
  	
  	
  5,000
  Start	Age	
  	
  	
  	
  10,000
  +1	year	
  	
  	
  	
  15,000
  +2	years	
  	
  	
  	
  20,000
  	
  	
  	
  	
  +5,000	per	year	thereafter
  On	more	primitive	worlds,	finances	and	the	costs	of	goods	
  are	quite	different.	This	is	very	apparent	with	the	Treerats	and	is	
  quite	common	with	respect	to	Daryne	and	Orcoks.	However,	most	
  players	should	have	had	some	contact	with	interstellar	employers	
  and	have	gained	some	remuneration	that	gives	them	finances	
  equitable	with	other	start	players.	The	GM	should	treat	each	
  character	from	primitive	worlds	on	a	case-by-case	basis.	Game	
  balance	or	flavour	may	actually	dictate	impoverished	players	
  compared	with	their	starfaring	counterparts.
  Refer	to	the	Economics	section	for	more	details	on	monetary	
  systems	and	other	finance	options	available	to	characters	at	the	
  GM’s	discretion.
  Occupation
  Even	a	vagrant	has	an	occupation.	For	each	character	to	build	
  themselves,	they	must	choose	a	career.	The	player	will	no	doubt	
  have	an	idea	for	the	type	of	occupation	they	see	their	character	
  following,	and	they	should	select	from	the	list	of	careers	the	one	
  that	best	suits	their	character.	This	occupation	or	career	is	one	
  of	the	player’s	devising,	and	can	be	as	simple	or	complex	as	the	
  player	or	the	GM	requires.	The	career	speaks	volumes	about	what	
  kind	of	person	the	character	is	and	what	role	they	may	fill	in	the	
  group	of	characters.
  See	the	Careers	section	for	further	information,	but	by	no	means	
  restrict	yourself	to	the	finite	career	options	listed	in	that	section.
  Skills
  Once	the	player	has	selected	an	occupation	for	their	character	
  they	must	choose	the	level	of	each	skill	offered	by	the	occupation	
  from	a	pool	of	typically	300	points.	These	points	are	merely	a	
  method	of	apportioning	skills	to	starting-level	characters.	Each	
  point	represents	1	percent	level	in	a	skill.
  In	apportioning	levels	to	skills,	the	character	must	have	at	least	
  one	skill	with	a	level	of	70%	(i.e.	at	least	70	points	are	allocated	
  to	that	skill,	leaving	230	points	remaining).	That	skill	should	be	
  directly	relevant	to	the	character’s	occupation.	Note	that	skills	
  may	exceed	100%.
  On	average	a	character	at	starting	age	should	have	around	ten	
  skills	and	an	appropriate	number	of	languages.	This	is	a	broad	
  range	of	skills,	given	the	wide	scope	of	skill	divisions	allowed	in	
  the	game.	Over	time	a	character	would	be	expected	to	learn	a	new	
  skill	and	develop	it	into	something	proficient	every	5	years	if	they	
  were	going	through	slow	shifts	into	other	occupations.
  To	be	highly	competent	in	any	particular	skill,	a	character	
  may	have	to	push	it	into	a	range	of	several	hundred	points.	
  Keeping	skills	low	but	broad	can	be	an	advantage,	but	will	tend	
  to	disadvantage	a	character	when	they	are	challenged	by	more	
  difficult	problems.
  See	the	Skills	List	section	for	further	information.
  Skill	Points	and	Age
  If	a	character	is	not	of	the	race’s	starting	age,	then	the	pool	
  of	points	from	which	they	may	build	a	host	of	skills	differs	from	
  the	normal	300.	The	following	table	indicates	how	age	affects	
  initial	skill	points.
  Character	Skill	Points
  Age (relative to normal start age)  
  Skill Points
  -5	years	
  	
  	
  	
  50
  -4	years	
  	
  	
  	
  100
  -3	years	
  	
  	
  	
  150
  -2	years	
  	
  	
  	
  200
  -1	year	
  	
  	
  	
  250
  Start	Age	
  	
  	
  	
  300
  +1	year	
  	
  	
  	
  350
  +2	years	
  	
  	
  	
  400
  	
  	
  	
  	
  +50	per	year	thereafter
  Equipment
  There	are	two	aspects	to	rounding	off	a	character,	the	first	is	
  their	possessions.	The	equipment	a	person	carries	often	defines	
  what	things	they	can	do,	and	does	so	much	more	strictly	than	
  any	skills	limitation.	You	may	have	a	skill	in	weapons	acquired	
  from	your	service	in	the	army,	but	in	many	countries	it	is	illegal	
  to	possess	such	weapons	in	civilian	life.	Likewise,	few	can	afford	
  their	own	starship,	regardless	of	skill.
  Typically,	most	players	simply	spend	some	of	their	starting	
  finances	on	particular	equipment	they	wish	to	have,	and	can	
  reasonably	have	acquired	before	the	start	of	the	game.	Look	
  through	the	equipment	lists	in	the	various	sections	describing	
  equipment	and	spend!	spend!	spend!	spend!	spend!
  Aesthetics
  Do	not	ignore	these	little	details.	Some	are	defined	for	you	
  by	your	race	and	gender	and	by	virtue	of	your	physical	STATs	
  but	the	little	details	make	all	the	difference.	For	humans	it	is	
  important	to	know:	eye	colour;	hair	colour,	style	and	length;	
  complexion;	height,	weight	and	build;	left	or	right	handedness	
  (or	ambidexterity,	if	you	can	sneak	it	past	your	GM);	facial	hair;	
  distinguishing	marks;	perhaps	a	sketch	of	your	character.		Aall	
  these	details	help	both	the	player	and	the	GM	to	visualise	the	
  fictitious	persona	as	they	move	from	situation	to	situation.	These	
  little	details	mostly	make	no	difference,	but	it	is	a	game	thing	that	
  you	should	flesh	out	your	character	in	this	way.
  
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  This	section	deals	with	the	various	alien	races	that	are	available	
  to	play	as	characters	within	the	FSpace	setting	as	at	AD	2176.	
  These	races	are	either	members	of	the	Terran	Alliance	or	races	
  that	have	common	contact	with	the	Alliance	from	neighbouring	
  states,	whether	by	commerce	or	by	war.
  The	character	generation	system	tends	towards	using	the	
  Human	race	template	as	a	benchmark	for	creating	a	character.	
  This	section	presents	the	various	modifications	for	each	needed	
  to	generate	a	character	for	a	particular	alien	race	in	the	form	
  of	a	race	template	which	lists	the	basic	details	of	statistics	and	
  other	character-generation	details	upon	which	a	character	may	
  be	determined.
  Some	other	races	commonly	encountered	in	known	space	are	
  not	shown	here	as	they	are	generally	inappropriate	for	players	to	
  use	as	characters.	The	details	of	the	races	presented	as	Character	
  Templates	and	also	other	races	not	suited	for	character	use	are	all	
  found	in	the	Aliens	section	of	the	Concise	Rulebook.
  The	races	presented	in	this	section	are	merely	brief	guides	
  to	the	character	generation	details	for	race-specific	characters.	
  More	extensive	details	on	each	of	the	races	are	presented	both	in	
  the	Aliens	section	of	this	rulebook	and	also	in	the	various	alien	
  Handbooks.	The	intent	of	this	section	is	to	present	an	overview	
  of	the	aliens	for	simple	comparative	purposes	and	as	a	summary	
  of	insights	into	the	cultures	which	make	up	the	interstellar	
  community.
  The	Use	of	Character	Templates
  Each	template	lists:
  •	 The	details	of	the	race’s	homeworld	insofar	as	it	gives	
  indication	of	the	common	environmental	skills	a	race	
  might	possess.
  •	 The	race’s	maturing	and	ageing	data.
  •	 The	statistical	maximums	for	the	race.
  •	 The	locomotion	and	sensory	descriptions.
  •	 Any	natural	weapons,	e.g.	Claws,	Teeth.
  •	 The	psionic	levels	for	the	race.
  •	 The	language	skills	of	the	race.
  •	 Any	instinctive	or	naturally	acquired	skills.
  •	 A	racial	description.
  Homeworld	Notes
  Homeworld	 environment	 statistics	 such	 as	 gravity	 and	
  atmosphere	may	not	apply	to	the	character	a	player	generates	if	
  the	character	comes	from	a	world	which	is	not	the	homeworld	of	
  the	race.	Refer	to	the	conditions	of	the	colony	in	question.
  Character Racial Templates
  Statistics	Notes
  The	statistics	shown	for	each	race	are	in	d10	units.	Each	
  d10	units	represents	the	number	of	d10s	needed	to	generate	
  that	particular	statistics.	If,	however,	a	statistic	has	a	multiple	or	
  multiples	of	10,	then	those	components	of	the	overall	roll	may	
  be	made	using	a	d100	percentile	role.	Any	remainder	d10	units	
  not	rolled	as	percentiles	are	additional	d10	rolls	needed.
  For Example
  An	Ilkanian	rolling	their	intelligence	statistic	listed	as	13,	could	
  either	roll	13d10	or	one	percentile	roll	of	1d100	with	3d10	added	
  to	the	percentile.
  Such	differences	in	rolling	statistics	are	purely	choice,	although	
  the	GM	may	impose	one	system	over	another	if	they	so	require.
  NPC Alien Races
  Some	of	the	Alien	races	found	in	known	space	are	not	suited	
  for	use	as	player	races	for	a	variety	of	reasons.	However,	they	
  most	certainly	can	appear	as	common	NPCs,	depending	upon	the	
  situation,	and	play	and	important	part	in	the	political	dynamics	
  of	known	space.
  Chlorans
  The	Chlorans	are	hostile	slavers	with	no	real	concept	that	other	
  aliens	are	actually	intelligent.	Their	general	arrogance	has	tended	
  to	mean	that	do	not	co-operate	with	other	races.
  Chloran using personal hover sled and 
  armed with typical personal laser
  
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  Forerunners
  The	Forerunners	are	quite	isolationist	and	tend	to	keep	their	
  exact	abilities	a	mystery.	As	such	they	are	unsuitable	for	player	use.	
  Read	the	description	of	the	Forerunners	in	the	Concise	Rulebook	
  for	further	details.
  Gildorph
  Given	the	Gildorph	is	a	galaxy-sized	intellect,	it	would	be	
  highly	inappropriate	for	a	player	to	play	the	Gildorph	as	a	player,	
  as	it	would	give	them	access	to	vast	stores	of	information	and	
  resources	way	beyond	the	scope	of	what	an	empire	within	known	
  space	could	field.	Read	the	description	of	the	Gildorph	in	the	
  Empires	section	for	further	details.
  Mechs
  The	Mechs	are	extremely	hostile	to	other	intelligent	races.	
  Most	sentient	systems	of	the	Mechs	tend	to	be	of	starship	or	large	
  vehicle	proportions,	making	them	unsuitable	for	use	in	a	normal	
  human-scale	roleplaying	environment.
  Refer	to	page	221	of	the	Concise	Rulebook	for	further	details.
  Other Alien Races
  Other	races	in	known	space	could	well	be	suited	for	use	as	
  player	races,	but	their	presence	in	Terran	space	and	its	periphery	
  are	severely	limited	because	of	the	preferences,	transportation	
  limitations	or	political	constraints	by	the	interstellar	state	that	
  they	are	a	subject	to.
  Chloran	Subject	Race	No.2
  During	recent	actions	in	the	Serpenti	War	with	Chloran	
  cruisers,	dead	bodies	were	discovered	in	Chloran	wreckage	of	
  an	as-yet-unidentified	alien	race	that	must	be	within	Chloran	
  space.	Little	is	known	about	them,	but	it	appears	they	are	
  used	as	technicians,	maybe	with	a	higher	duty	status	than	the	
  Calamanders,	given	their	obvious	natural	advantages	in	eye-hand	
  co-ordination.
  Turram
  These	aliens	are	found	within	Terran	space,	but	as	of	yet	they	
  have	not	developed	interstellar	capabilities,	and	Terran	diplomatic	
  contact	operations	have	been	lengthy	given	the	advanced	nature	of	
  their	technology	and	their	alien	nature.	In	a	few	years	it	likely	that	
  Turram	will	be	found	venturing	throughout	known	space	once	
  diplomatic	relations	are	properly	established.	Read	the	description	
  of	the	Turram	in	the	Concise	Rulebook	for	further	details.
  Kuetques
  This	race	has	been	part	of	the	Stotatl	Empire	for	the	last	few	
  decades	and	appear	to	reside	within	the	Dark	Nebula,	part	of	the	
  Natatl	District	of	the	Empire.	Information	about	the	Kuetques	is	
  highly	speculative	given	their	avoidance	of	the	Serpenti	War.	Thus	
  Terran	sources	know	little	about	this	race	beyond	the	fact	that	they	
  reside	in	zero-gravity	space	habitats,	live	in	machine	encounter	
  suits	and	are	good	at	plasma	gas	extraction	mining.
  Reconstruction of Chloran Subject Race No. 2 from recovered  
  remains and sketchy Chloran images from damaged databanks.
  Kuetques in typical encounter suit
  Turram in traditional 
  attire - derived from 
  local AV transmissions
  Kuetques in typical encounter suit
  
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  Andorians - Black
  Homeworld 
  Andor
  Gravity  
  Normal
  Atmosphere 
  Dense Oxygen
  Biology  
  Omnivorous Reptile
  Start Age 
  12
  Lifespan  
  195
  STR 
   
  20
  DEX 
   
  20
  CON 
   
  20
  INT 
   
  20
  Locomotion 
  Ground  
  Upright bipedal (10 m)
   
   
  Air 
   
  Twin Wings (15 m)
  Sight 
   
  IR night vision & wide angle
  Smell 
   
  Excellent
  Touch 
   
  Standard
  Hearing  
  Excellent
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  2 
  4 
  III
  Talons  
  2 
  Hard 
  3 
  6 
  IV
  AR 
   
  1
  Psionics
  Major 
   
   
   
  All
  Telepathic/Empathic Commo 
  100
  Detect Andorians  
   
  100 (as detect life)
  Language
  Fluent   
   
  Andorian
  Draconian 
   
  70
  One other language 
  50
  Typical Terran Space Careers
  Warrior
  Skills 
  300 points +100 in Combat - Unarmed/Armed
  Black	Andorians	are	not	complacent	like	their	Gray	cousins.	They	
  are	by	nature	isolationists,	but	over	the	course	of	time	exhibit	a	sense	
  of	exploration,	not	for	curiosity,	but	to	determine	potential	threats.	
  Their	society	is	an	inflexible	hierarchy	of	knowledgeable	Leaders	who	
  ultimately	answer	to	their	race	leader,	Keldar.	Occupational	roles	are	
  defined	by	a	caste	system	involving	Leader,	Warrior,	Worker,	Builder	
  and	Parent	roles.	They	are	fairly	philosophical,	and	exhibit	marked	
  religious	tendencies	which	revolve	around	their	extensive	psionic	
  abilities.	Compared	with	Grays,	they	are	viewed	as	Warrior	mystics,	
  and	all	Black	Andorians	have	instinctive	fighting	reflexes.	They	are	
  largely	found	in	Terran	space	,escorting	important	Coalition	or	
  Andorian	envoys.	Beyond	that,	a	few	Black	Regiment	vessels	are	
  seen	along	the	periphery	of	known	space.
  
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  Andorians - Gray
  Homeworld 
  Andor
  Gravity  
  Normal
  Atmosphere 
  Dense Oxygen
  Biology  
  Omnivorous Reptile
  Start Age 
  18
  Lifespan  
  95
  STR 
   
  10
  DEX 
   
  10
  CON 
   
  10
  INT 
   
  10
  Locomotion 
  Ground  
  Upright bipedal (10m)
   
   
  Air 
   
  Twin Wings (12m)
  Sight 
   
  IR night vision & wide angle
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  2 
  2 
  II
  Talons  
  2 
  Hard 
  3 
  4 
  IV
  AR 
   
  0
  Psionics
  Minor  
   
  01-60
  Major 
   
   
  61-00
  Empathic Commo 
  50
  Detect Andorians  
  50 (as detect life)
  Language
  Andorian 
   
  Fluent
  Draconian 
   
  70
  One other language 
  50
  Typical Terran Space Careers
  Merchant, Starship Pilot, Starship Engineer, Scientist
  Skills
  Standard  
  300 points
  Combat - Unarmed/Armed
  Dimensional Science
  Gray	Andorians	are	a	complacent	race	who	are	quite	satisfied	
  with	a	comfortable	standard	of	living.	They	live	in	extended	family	
  groups	which	humans	would	interpret	as	towns.	Their	society	is	a	
  flexible	hierarchy	of	knowledgeable	Leaders.	Occupational	roles	
  are	defined	by	a	caste	system	involving	Leader,	Warrior,	Worker,	
  Builder	and	Parent	roles.	They	are	fairly	philosophical	and	exhibit	
  only	a	mild,	cautious	curiosity.	Weapons	and	warfare	have	only	
  been	developed	as	a	means	of	survival.	They	are	largely	found	in	
  Terran	space	conducting	trade	in	order	to	enhance	the	industrial	
  capacity	of	their	worlds.	They	are	also	closely	monitoring	Terran	
  scientific	developments,	since	the	Terran	Alliance	is	the	Coalition’s	
  nearest	neighbour.
  
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  Aronhi
  Homeworld 
  Ranargh
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Carnivorous Mammal
  Start Age 
  17
  Lifespan  
  100
  STR 
   
  30
  DEX 
   
  20
  CON 
   
  30
  INT 
   
  10
  Locomotion 
  Ground  
  Upright bipedal (10m)
  Sight 
   
  Exceptional & IR
  Smell 
   
  Exceptional
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  4 
  3 
  III
  Claws 
   
  1 
  Mod 
  3 
  4 
  III
  AR 
   
  0
  Psionics
  None 
   
  01-89
  Latent  
  90-96
  Minor  
  97-99
  Major 
   
  00
  Language
  Aronhi  
  Fluent
  Skills
  300 points
  Combat-Unarmed/Armed
  This	aggressive	feline	species	is	inherently	violent;	internal	
  disputes	 are	 almost	 always	 settled	 by	 armed	 conflicts.	The	
  hierarchical	society	is	structured	according	to	the	survival	of	the	
  fittest	for	combat.	Their	modern	society	only	slowly	formed	a	respect	
  for	the	non-combat	professions	that	ultimately	contribute	to	the	
  race’s	military	capability.	The	Aronhi	are	very	sex-discriminatory	
  from	a	Terran	viewpoint;	males	control	the	power	and	wealth	of	
  their	society,	whilst	females	support	labour	and	details	of	economic	
  infrastructure.	Males	are	most	likely	to	be	found	in	military	
  occupations,	and	females	generally	fulfil	civilian	occupations.	Males	
  who	are	too	physically	or	mentally	disabled	are	found	in	civilian	roles	
  and	are	considered	very	low	on	the	social	scale.	Sometimes	females	
  become	warriors,	but	this	is	not	typically	common,	and	is	rather	
  restrictive	given	the	social	link	of	male	warrior	dominance	patterns	
  and	sexual	reproduction.	However,	with	the	recent	conflict	with	the	
  Stotatl	Empire,	less	social	stigma	is	attached	to	a	military-minded	
  female	warrior,	since	the	normal	dominance	patterns	don’t	apply.
  Aronhi	 warriors,	 technicians	 and	 merchants	 are	 found	
  throughout	Terran	space,	trading	heavily	for	military	hardware	or	
  basic	necessities	to	supply	their	resistance	efforts	against	the	Stotatl	
  invasion	of	their	empire.
  
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  Calamander
  Homeworld 
  Calox
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Amphibian
  Start Age 
  11
  Lifespan  
  80
  STR 
   
  10
  DEX 
   
  10
  CON 
   
  16
  INT 
   
  9
  Locomotion 
  Ground Bipedal (6 m)
   
   
  Swimming (10 m)
  Sight 
   
  Standard
  Smell 
   
  Exceptional
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  None 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  0
  Psionics
  None 
   
  01-89
  Latent  
  90-00
  Minor  
  -
  Major 
   
  -
  Language
  Tribal tongue 
  Fluent
  Calamanderese  50
  Skills
  300 points
  No technological skills unless military
  Theology – tribal religious practices
  +5% tracking (smell)
  No Marine Environment needed
  The	Calamanders	originate	from	a	primitive	tribal	civilisation	
  found	within	the	Chloran	sphere	of	influence.	Under	Chloran	
  rule	many	have	been	shipped	to	other	habitable	worlds	to	serve	as	
  labourers	and	low-level	technicians	for	Chloran	mining	operations	
  and	manufacturing	facilities.	During	the	Serpenti	War	many	were	
  serving	onboard	Chloran	cruisers	as	technicians.
  During	encounters	with	Terran	and	Stotatl	warships	or	assaults	
  on	Chloran	outposts,	some	Calamanders	managed	to	be	liberated.	
  Given	the	armistice	between	the	Stotatl	and	the	Chlorans	recently,	
  most	of	those	Calamanders	liberated	by	the	Stotatl	have	fled	to	
  Terran	space	with	the	aid	of	Aronhi	resistance	forces.
  In	Terran	space,	many	of	these	Calamanders	are	receiving	
  training	as	resistance	fighters	with	the	aim	of	liberating	their	
  homeworld	some	time	in	the	future	with	the	military	backing	of	
  the	Terrans.	However,	the	pressures	faced	by	the	Terrans	and	the	
  Aronhi	by	the	Stotatl	have	rendered	their	plans	a	low	priority.
  
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  Draconians
  Homeworld 
  Dracos
  Gravity  
  Low
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Reptile
  Start Age 
  14
  Lifespan  
  90
  STR 
   
  7
  DEX 
   
  20
  CON 
   
  8
  INT 
   
  10
  Locomotion 
  Ground  
  Quadripedal (5m)
   
   
  Air 
   
  Twin wing (20m)
  Sight 
   
  Exceptional & UV
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Exceptional
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  4 
  3 
  III
  Claws 
   
  1 
  Mod 
  3 
  4 
  III
  Tail 
   
  1 
  Mod 
  6 
  - 
  XII
  AR 
   
  0
  Psionics
  None 
   
  01-79
  Latent  
  80-96
  Minor  
  97-99
  Major 
   
  00
  Language
  Draconian  
  Fluent
  Andorian 
  70
  Typical Terran Space Careers
  Merchant, Starship Pilot, Starship Engineer
  Skills
  300 points
  Combat-Unarmed/Armed
  Any Stealth skill is at DM+100 due to Chameleon
  The	Draconians	have	a	clan-based	society,	with	each	clan	
  contributing	a	particular	speciality	within	the	society	as	a	whole.	
  Upon	reaching	maturity	a	new	adult	chooses	the	clan	he	or	
  she	wishes	to	join.	Clan	membership	is	predominantly	for	life.	
  Occasional	non-specialist	rogue	individuals	exist,	often	wandering	
  the	galaxy	as	drifters.
  Draconians	when	not	in	any	danger	exhibit	a	highly	developed	
  curiosity,	often	asking	questions	persistently	of	those	around	
  themselves.	They	also	have	a	great	sense	of	humour,	in	which	they	
  ruthlessly	ridicule	their	target.	If	threatened	with	violence	they	will	
  use	their	chameleon	powers	and	flight	to	remove	themselves.	If	
  cornered	they	prefer	the	use	of	their	tail	as	a	lash	to	keep	adversaries	
  at	bay,	but	if	pushed	hard	they	will	turn	to	lethal	means	of	defence	
  quite	readily.
  In	Terran	space	Draconians	are	predominantly	found	conducting	
  trade.	Individuals	are	usually	from	the	crews	of	such	trading	ships,	
  or	are	just	individual	drifters.	An	occasional	diplomat	or	security	
  detail	is	encountered	when	trade	negotiations	are	sensitive.
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Human - Aratani
  Homeworld 
  Mars (current population)  
   
   
  Original homeworld was Earth/Terra
  Gravity  
  Low
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  21
  Lifespan  
  140
  Average Height 
  7 feet
  STR 
   
  10
  DEX 
   
  10
  CON 
   
  10
  INT 
   
  10
  Locomotion 
  Upright bipedal (10 m)
  Sight 
   
  Standard
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  None
  AR 
   
  0
  Psionics
  None 
   
  01-50
  Latent  
  51-90
  Minor  
  91-99
  Major 
   
  00
  Standard
  Language
  Ariac 
   
   
  Fluent   
   
  English  
   
  Fluent 
  One other language 
  50 
  either Terran or Alien
  Typical Terran Space Careers
  Any
  Skills 
  Standard  
  300 points
  Aratani	humans	are	fairly	similar	to	their	Terran	counterparts.	
  Although	visually	they	have	some	different	hair	and	eye	pigments,	
  they	can	both	interbreed,	and	mixed-blood	individuals	populate	
  most	of	Mars.
  Most	Aratani	follow	career	and	skill	development	paths	similar	
  to	their	Terran	counterparts.	Note,	however,	that	some	Aratani	are	
  born	and	live	in	habitats	with	different	conditions,	such	as	normal	
  or	zero-gravity	orbital	habitats.
  In	the	forbidden	cities	of	Elysium	and	Cydonia,	most	of	the	
  Aratani	work	for	the	large	hierarchical	corporations.	Many	of	these	
  corporates	are	also	found	operating	offworld,	often	throughout	
  known	space	and	dealing	with	all	manner	of	alien	races.
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Humans - Daryne
  Homeworld 
  Daryn
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  31
  Lifespan  
  400
  STR 
   
  10
  DEX 
   
  15
  CON 
   
  10
  INT 
   
  11
  Locomotion 
  Upright bipedal (10m)
  Sight 
   
  Excellent
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Excellent
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  None 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  0
  Psionics
  None 
   
  01-30
  Latent  
  11-86
  Minor  
  87-95
  Major 
   
  96-00
  Language
  Daryne  
   
  Fluent
  One other language 
  50
  Skills
  Standard
  300 points (at age 31)
  This	 race	 of	 elfin	 neo-humans	 is	 the	 result	 of	 genetic	
  reconstruction	by	the	Andorians	based	on	a	DNA	helix	statuette	
  found	at	a	Forerunner	site.	The	Daryne	fought	as	warriors	for	the	
  Andorians	during	Andor’s	final	war	with	the	Mechs.	With	the	
  collapse,	this	race	fell	into	a	civilisation	similar	to	an	enlightened	
  medieval	era.	An	enemy	war	machine	and	its	Mech	complement	
  was	also	stranded	on	Daryn.	The	history	of	this	race	has	been	one	
  of	constant	conflict,	until	recent	times.	Their	society	has	remained	
  relatively	unchanged	from	their	historic,	village-based,	agrarian,	
  system.	Their	government	system	is	fairly	loose,	revolving	around	
  a	monarch	and	village	elders.	Many	Daryne	serve	in	the	Coalition	
  Army	Corp.	or	with	the	Forerunners.	Many	of	these	individuals,	
  and	those	working	in	Terran	areas,	are	returning	to	their	homeworld	
  to	develop	a	technological	civilisation	in	the	eastern	areas	of	their	
  continent.	Given	their	average	400-year	life	span	it	is	not	uncommon	
  for	individuals	to	spend	a	100-year	term	of	service	with	either	
  Coalition	or	Forerunner	services.	Terms	of	employment	in	Terran	
  space	are	typically	short	and	predominantly	of	a	corporate	nature.
  However,	Daryne	of	all	professions	can	be	found	in	Terrain	
  Space	as	Terran	employees,	military	or	technical	personnel	of	the	
  Daryne	progressionist	faction,	or	merchants	and	diplomats	of	the	
  Daryne	government.
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Humans - Terran
  Homeworld 
  Earth/Terra
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  21
  Lifespan  
  100
  STR 
   
  10
  DEX 
   
  10
  CON 
   
  10
  INT 
   
  10
  Locomotion 
  Upright bipedal (10m)
  Sight 
   
  Standard
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
   
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  None 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  0
  Psionics
  None 
   
  01-50
  Latent  
  51-90
  Minor  
  91-99
  Major 
   
  00
  Language
  Native tongue 
   
  Fluent
  One other language 
  50 
  either Terran or alien
  Skills
  Standard
  300 points (age 21)
  As	a	race,	Humans	are	flexible,	adaptable	and	resourceful,	which	
  often	compensates	for	their	lack	of	natural	weaponry	and	specialised	
  body	functions.	They	are	a	curious	race,	and	often	exhibit	a	tendency	
  to	satisfy	their	curiosity	in	the	face	of	dangerous	situations.	They	
  are	well	versed	at	warfare	and	are	acutely	aware	of	other	races’	
  natural	advantages.	Humans	are	constantly	developing	better	ways	
  of	achieving	their	goals.
  Terran	space	is	dominated	by	Terran	humans,	although	the	
  ancient	Aratani	humans	from	Mars	do	play	a	significant	role	in	
  interstellar	affairs.	In	most	regards	Terrans	of	the	22nd	century	are	
  still	very	much	like	their	20th	century	counterparts.
  
  FSpaceRPG
  ™ Reference Manual
  Page 20
  Ilkanians
  Homeworld 
  Eden
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Carnivorous Metaloid
  Start Age 
  10
  Lifespan  
  220
  STR 
   
  15
  DEX 
   
  15
  CON 
   
  20
  INT 
   
  13
  Locomotion 
  Ground  
  Upright bipedal (10 m)
   
   
   
   
  Quadripedal (20 m)
  Sight 
   
  Standard & UV
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  4 
  3 
  III
  Claws 
   
  1 
  Mod 
  3 
  4 
  III
  Shock 
   
  1 
  Mod 
  6 
  - 
  XII
  AR 
   
  8 
  half damage from energy
  Psionics
  None
  Special Notes 
   
  AR 20 versus Neural devices
   
  +4 Task Modifier difficulty levels when psionics  
   
  are directed at Ilkanians
  Language
  Ilkanian  
  Fluent
  Typical Terran Space Careers
  Diplomat, Merchant, Starship Pilot, Starship Engineer
  Skills
  Standard
  300 points
  Combat – Unarmed/Armed
  Biodigital Engineering
  Ilkanians	are	predominantly	pacifists	and	generally	have	combat	
  skills	only	for	killing	live	prey	during	their	hunting	periods.	They	
  are	more	likely	to	employ	interpersonal	skills	to	ward	off	violent	
  confrontations.	Diplomacy	is	almost	an	art	form	to	them.	They	
  have	an	unusual	form	of	electrical	engineering	which	is	based	on	
  native	biomechanics	of	the	mental	processes	of	higher	lifeforms	on	
  Eden,	such	as	themselves.
  Ilkanians	require	raw	electricity	as	an	energy	source	and	are	often	
  seen	to	feed	with	their	claws	jammed	into	household	power	sockets.
  Their	form	of	communications	involves	the	use	of	radio	signals	
  and	body	language	between	themselves.	Communications	with	other	
  races	requires	very	specialised	radio-transceiver	translators.
  Ilkanians	are	rather	weary	of	Terran	space	and	the	generally	
  violent	nature	of	Terran	society.	Most	Ilkanians	in	the	region	tend	
  to	be	associated	with	Coalition	envoys	carrying	out	diplomatic	
  functions	or	conducting	trade.	However,	it	is	not	uncommon	to	see	
  a	private	venture	by	small	groups	of	Ilkanians	within	Terran	space,	
  mainly	around	the	industrial	regions	of	Mars	or	Luna.
  
  FSpaceRPG
  ™ Reference Manual
  Page 21
  Nandina
  Homeworld 
  Geindina
  Gravity  
  Normal
  Atmosphere 
  Tainted Standard Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  19
  Lifespan  
  90
  STR 
   
  10
  DEX 
   
  20
  CON 
   
  15
  INT 
   
  12
  Locomotion 
  Ground Bipedal (10 m)
  Sight 
   
  Good
  Smell 
   
  Good
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  None
  AR 
   
  1
  Psionics
  None 
   
  -
  Latent  
  01-20
  Minor  
  21-89
  Major 
   
  90-00
  Standard
  Language
  Nandrika 
  Fluent
  Skills
  300 points
  The	Nandina	are	a	recent	inclusion	in	the	Stotatl	Empire	and	
  have	only	been	brought	to	the	attention	of	Terran	forces	as	they	were	
  deployed	in	the	annexation	of	most	of	the	Aronhi	Empire.	Given	
  that	the	Nandina	originate	from	the	other	side	of	the	Stotatl	Empire,	
  only	military	forces	have	been	deployed	in	the	Terran	region.
  In	Terran	space,	Nandina	can	be	found	operating	as	part	of	
  military	actions	by	the	Empire.	Most	Nandina	in	the	region	are	
  found	in	Aronhi	space	quelling	resistance	as	part	of	Stotatlizi	
  operations.	Some	Nandina	warships	are	still	being	used	as	interim	
  vessels	for	Nandina	naval	crews	and	are	deployed	in	the	Empire	as	a	
  temporary	measure	against	the	Aronhi.	Thus	some	naval	ship	crew	
  personnel	may	be	found	on	the	Terran	periphery.
  
  FSpaceRPG
  ™ Reference Manual
  Page 22
  Orcoks
  Homeworld 
  Daryn
  Gravity  
  Normal
  Atmosphere 
  Standard Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  8
  Lifespan  
  45
  STR 
   
  40
  DEX 
   
  8
  CON 
   
  30
  INT 
   
  5
  Locomotion 
  Upright bipedal (12m)
  Sight 
   
  Standard
  Smell 
   
  Standard
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  None 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  0
  Psionics
  None 
   
  01-90
  Latent  
  11-96
  Minor  
  97-00
  Language
  Orsonarak 
  Fluent
  Skills
  Standard
  300 points (age 8)
  Gravity Environment 
  +50
  (High-Gravities only)
  These	large	nine-foot-tall	humanoid	brutes	were	used	by	Mech	
  forces	as	disposable	ground	troops	in	their	war	with	the	Coalition.	
  Their	most	notable	use,	however,	was	in	the	long-term	fighting	with	
  the	Daryne	on	Daryn	after	the	war	machine	Arsarot	was	stranded	
  on	planet.	Following	the	demise	of	Arsarot	in	2161,	a	few	Orcoks	
  managed	to	survive	and	sue	for	peace.	They	have	remained	as	an	
  Iron	Age	civilisation	centred	around	the	last	remaining	concentric-
  tiered	stone	city-fortresses	built	by	their	race.
  A	 number	 of	 individuals	 are	 found	 offworld	 working	 in	
  various	low-paid	manual	occupations.	Some	rare	individuals	are	
  seen	in	security	positions	with	some	corporations,	while	others	find	
  occupations	as	hunters	and	safari	guides	on	fledgling	Terran	colonies,	
  where	their	primitive	technology	skills	are	a	great	asset.
  
  FSpaceRPG
  ™ Reference Manual
  Page 23
  Stavira  
  – Semi-autonomous  
  Warrior Caste
  Homeworld 
  Stavira
  Gravity  
  Normal
  Atmosphere 
  Normal Oxygen
  Biology  
  Omnivorous Reptile
  Start Age 
  4
  Lifespan  
  84
  STR 
   
  30
  DEX 
   
  15
  CON 
   
  30
  INT 
   
  7
  Locomotion 
  Ground Upright bipedal (10 m)
  Sight 
   
  IR night vision & wide angle
  Smell 
   
  Excellent
  Touch 
   
  Standard
  Hearing  
  Excellent
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  2 
  4 
  III
  Claws 
   
  2 
  Hard 
  3 
  6 
  IV
  AR 
   
  5
  Psionics
  Minor  
  All
  Language
  Staviran  
  Fluent
  Stotatl  
  Fluent
  Typical Terran Space Careers
  Warrior
  Skills 
   
  300 points +100 in Combat - Unarmed/Armed
  These	warriors	are	one	of	the	distinct	genetic	castes	of	the	
  Staviran	race.	These	warriors	serve	as	the	versatile	components	of	
  the	Stotatlizi	military	or	as	naval	crews	onboard	Battlejumpers.	
  They	have	sufficient	intelligence	and	autonomy	of	the	Staviran	
  hive	to	act	as	independent	individuals	within	the	infrastructure	of	
  the	Empire’s	military.
  Given	 that	 they	 are	 raised	 from	 birth	 for	 their	 dictated	
  occupation,	they	have	little	life	experience	and	instead	rely	on	other	
  Stavira	castes	(or	other	Empire	races)	to	function	in	other	roles.
  This	is	not	to	say	they	do	not	learn	over	time.	Many	such	warrior	
  have	survived	long	enough	to	learn	suitable	leadership	and	technical	
  skills	to	rise	to	significant	ranks,	although	they	are	outclassed	by	
  their	higher	caste	warrior	brethren.
  In	Terran	space	Stavira	can	be	found	operating	as	part	of	military	
  actions	by	the	Empire.	
  
  FSpaceRPG
  ™ Reference Manual
  Page 2
  Stotatl
  Homeworld 
  Stotatl
  Gravity  
  High
  Atmosphere 
  Standard Oxygen
  Biology  
  Carnivorous Mammal
  Start Age 
  18
  Lifespan  
  98
  STR 
   
  20
  DEX 
   
  10
  CON 
   
  20
  INT 
   
  10
  Locomotion 
  Ground Upright bipedal (10m)
  Sight 
   
  Standard & IR/UV night vision
  Smell 
   
  Exceptional
  Touch 
   
  Standard
  Hearing  
  Standard
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  None 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  0
  Psionics
  None 
   
  01
  Latent  
  02-90
  Minor  
  91-99
  Major 
   
  00
  Language
  Stotatl  
   
  Fluent
  One other language 
  50
  Skills
  Standard
  300 points
  The	Stotatl	develop	their	fighting	skills	from	the	earliest	age	
  possible.	These	skills	are	imparted	to	them	by	their	mothers,	who	
  are	the	educators	of	the	young.	Stotatl	take	their	martial	prowess	
  seriously,	since	all	members	of	their	society	are	considered	part	of	
  the	Empire’s	military	machine.	For	a	carnivorous	race	they	are	fairly	
  restrained,	resorting	to	tests	of	prowess	to	settle	disputes	rather	than	
  a	combative	conflict.
  Every	individual	has	a	defined	place	or	level	in	society	according	
  to	the	hierarchy.	However,	they	can	advance	or	change	occupation	
  as	their	merits	warrant.	They	see	the	universe	in	an	ordered	and	
  structured	manner.	They	abhor	chaos	like	that	of	the	Yzzin.	They	
  can	comprehend	races	such	as	the	Andorians,	Aronhi	and	Chlorans.	
  Humans,	however,	remain	a	complete	mystery	to	them,	as	they	are	
  both	chaotic	and	ordered.	Stotatl	have	spent	a	lot	of	time	attempting	
  to	understand	humans	and	why	they	seem	to	be	so	adaptive	and	
  survival-oriented.
  During	the	early	contact	period	with	the	Empire,	many	Stotatl	
  merchants	were	to	be	found	in	Terran	space	until	the	Serpenti	War	
  expanded	to	bring	the	Stotatl	and	Terran	nations	into	conflict	over	
  territorial	claims.	Stotatl	encountered	now	in	Terran	space	are	mostly	
  diplomatic	envoys	and	their	staff.	The	only	other	Stotatl	that	may	
  be	encountered	are	military	personnel	on	operations	against	humans	
  and	their	allies.
  
  FSpaceRPG
  ™ Reference Manual
  Page 2
  Treerats
  Homeworld 
  Proxima Centauri 3
  Gravity  
  Normal
  Atmosphere 
  Tainted Thin Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  4
  Lifespan  
  25
  STR 
   
  5
  DEX 
   
  20
  CON 
   
  7
  INT 
   
  3
  Locomotion 
  Ground Bipedal (10 m)
  Sight 
   
  Standard
  Smell 
   
  Good
  Touch 
   
  Standard
  Hearing  
  Good
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  Teeth 
   
  0 
  Mod 
  2 
  1 
  II
  Claws 
   
  1 
  Mod 
  1 
  2 
  II
  AR 
   
  0
  Psionics
  Unknown
  Language
  ‘Treerat’  
  Fluent 
  Skills
  300 points
  The	Treerats	of	Proxima	Centauri	are	still	a	primitive	society	
  and	their	concepts	of	technology	are	still	roughly	at	the	Bronze	Age.	
  However,	some	Treerats	are	found	offworld.	Most	of	those	on	Earth	
  are	part	of	delegations	for	trade	purposes	sponsored	by	the	American	
  or	Russian	governments.	Most	of	their	members	are	artisans	looking	
  around	Earth	and	its	cultural	history	for	potential	art	products	that	
  could	be	developed	for	the	Terran	market.
  Other	Treerats	are	found	offworld	in	proper	paid	employment,	
  mainly	of	Daryne	progressionist	merchant	vessels.	The	small	stature	
  and	dexterity	of	this	race	has	enabled	them	to	be	technical	hands	
  on	Daryne	vessels	with	the	right	amount	of	technical	training.	This	
  initiative	was	sparked	by	a	joint	Australian	and	Aratani	proposal	
  to	the	Daryne	progressionists	to	help	the	development	of	a	fellow	
  primitive	race	which	didn’t	have	the	advantages	that	the	Daryne	
  have	had	with	their	long	association	with	the	Coalition	and	the	
  Forerunners.
  Neither	the	Treerats	nor	Terran	researchers	know	whether	
  Treerats	have	the	potential	for	psionics.
  
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  Yzzin
  Homeworld 
  Yzz
  Gravity  
  Extreme
  Atmosphere 
  Dense Oxygen
  Biology  
  Omnivorous Mammal
  Start Age 
  12
  Lifespan  
  75
  STR 
   
  30
  DEX 
   
  10
  CON 
   
  30
  INT 
   
  5
  Locomotion 
  Ground  Bipedal (10m)
  Sight 
   
  Standard
  Smell 
   
  Exceptional
  Touch 
   
  Standard
  Hearing  
  Excellent
  Taste 
   
  Standard
  Natural Weapons
  Type 
   
  Reach 
  Diff 
  AM 
  DP 
  Stun
  none 
   
  - 
  - 
  - 
  - 
  -
  AR 
   
  5
  Psionics
  None 
   
  01-79
  Latent  
  80-00
  Special Notes 
  No limit on number of talents
  Language
  Yzzin 
   
  Fluent
  Stotatl  
  70
  Skills
  300 points
  Though	of	statistically	low	intelligence,	the	Yzzin	are	not	thick.	
  They	simply	lack	imagination	and	are	not	adept	at	intellectual	
  pursuits.	Their	technology	is	respectable,	as	they	achieved	atomic	
  weaponry	during	their	initial	conflicts	with	the	Stotatl.
  They	have	an	almost	anarchist	approach	to	organisation,	being	
  unable	to	maintain	any	social	construction	for	more	than	a	few	
  months	at	best.	However,	outside	influences	on	small	groups	keep	
  them	stable	for	long	periods.
  Yzzin	seek	employment	throughout	the	Stotatl	Empire	mainly	
  as	military	personnel,	security	personnel,	miners	or	heavy	labourers.	
  Within	Stotatlizi	(Empire	planetary	military)	they	have	found	their	
  niche	as	Heavy	Infantry.	Their	superior	strength	and	use	of	high-
  calibre	automatic	weaponry	has	secured	them	in	a	vital	tactical	role	
  within	the	Empire’s	military	strategy.
  In	Terran	space	Yzzin	can	either	be	found	operating	as	part	of	
  military	actions	by	the	Empire,	or	as	the	few	rogue	separatists	who	
  have	sought	refuge	in	Terran	space	from	the	Stotatl	regime.
  
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  The	players	should	select	an	occupation	that	they	desire	for	
  their	characters.	This	occupation	is	one	of	the	player’s	devising,	
  and	can	be	as	simply	or	complexly	detailed	as	the	player	or	the	
  GM	requires.	There	is	no	set	list	of	occupations	to	be	used	as	
  guidelines,	but	this	section	has	several	examples	listed	with	their	
  common	skills.
  Throughout	a	character’s	life	it	is	most	likely	that	they	will	
  change	career	multiple	times,	and	learn	a	multitude	of	new	skills	
  as	they	become	proficient	at	their	new	career.	This	is	particularly	
  important	in	generating	a	character.	Even	a	starg	character	may	
  be	in	an	occupation	that	they	didn’t	originally	train	for.
  The	careers	in	this	section	are	structured	around	those	found	
  in	advanced	civilisations	and	their	colonies.	They	do	not	reflect	the	
  nature	of	occupations	in	primitive	societies	were	occupations	are	
  more	specialised,	knowledge	is	less	readily	available	and	labouring	
  is	common	practice	given	the	limitations	of	not	having	automated	
  machinery.	The	GM	should	think	creatively	when	aiding	a	player	
  to	construct	a	character	from	a	primitive	world.	Consultation	
  of	historical	books	will	aid	in	constructing	the	career	history	of	
  such	characters.
  Basic	Careers
  In	real	life	career	structures	and	skill	mixes	are	very	complex,	
  and	standard	career	rules	reflect	this.	However,	a	number	of	career	
  templates	are	provided	to	allow	you	to	quickly	choose	a	career	
  and	skills	appropriate	to	your	tastes.
  A	career	typically	targets	4	skills,	the	main	skills	that	the	player	
  has	in	mind	for	their	character	and	their	talents.	It	is	a	requirement	
  from	the	pool	of	300	points	which	a	player	may	allocate	to	a	
  starting	character,	that	a	skill	of	at	least	level	70	be	chosen.	This	
  main	skill	is	the	primary	skill	of	a	career.	The	remaining	3	or	more	
  skills	are	known	as	careers	secondary	skills	and	would	typically	be	
  taken	at	levels	of	at	least	50	each,	leaving	possibly	80	points	to	
  assign	to	hobbies	and	ancillary	skills.	These	suggested	skill	levels	
  are	entirely	arbitrary	and	may	be	radically	altered	as	appropriate.	A	
  specialist	might	want	the	skills	to	be	few	and	highly	scored	whilst	
  a	jack-of-all-trades	grudgingly	assigns	70	points	to	one	skill,	a	low	
  30	points	to	another	3	and	then	spreads	the	remaining	140	points	
  thinly	across	a	wide	spectrum	of	other	possibilities.
  Nevertheless,	careers	listed	here	contain	1	primary	skill	which	
  must	be	taken	at	a	level	of	70	or	higher	and	an	additional	3	or	
  more	secondary	skills	which	ought	to	be	taken	at	a	level	of	not	less	
  than	50.	It	is	not	mandatory	that	the	secondary	skills	are	taken	at	
  a	level	of	50,	but	they	must	be	taken,	and	if	other	skills	outshine	
  them,	then	perhaps	the	career	choice	is	wrong.
  There	are	rare	examples	where	a	career	requires	more	than	one	
  skill	at	a	high	level,	and	therefore	more	than	one	primary	skill	to	
  be	listed.	In	this	case,	both	must	be	taken	at	a	level	of	70.
  NPC	Careers
  The	GM	should	treat	non-player	characters	like	any	other	
  player,	and	should	give	them	the	depth	and	diversity	equal	to	any	
  other	player.	However,	generating	multitudes	of	NPCs	presents	
  a	difficult	task	during	a	game	session.	For	quick	generation	the	
  GM	can	use	the	career	templates	to	create	the	required	NPCs	
  careers	and	skills.
  For	NPCs	who	are	older	than	the	basic	starting	age,	add	
  between	10%	and	20%	per	year	to	each	primary	skill,	and	between	
  5%	and	10%	per	year	to	each	secondary	skill.
  Career Template Examples
  The	following	listing	is	a	set	of	examples	of	possible	careers.	
  The	list	is	by	no	means	exhaustive	and	is	presented	merely	to	give	
  suggestions	and	options.
  Bureaucrat
  Primary	 	
  Admin
  Secondary:	
  Computer,	Law,	Liaison
  Bureaucrats	are	the	people	who	run	government	departments.	
  The	nature	of	government	departments	creates	complex	systems	
  where	red	tape	and	political	correctness	cripple	the	efficient	
  running	of	business.	Bureaucrats	are	familiar	with	these	systems	
  and	can	get	things	done	quickly	(quickly	is	relative	concept	for	
  bureaucrats).	Any	suggestion	that	the	bureaucrats	themselves	
  create	much	of	the	red	tape	is	vehemently	denied.	Once	familiar	
  with	one	system	of	bureaucracy,	understanding	similar	systems	
  becomes	easier.
  Criminal	–	Enforcer
  Primary:		
  Gun
  Secondary:	
  Streetwise,	Surveillance,	Unarmed
  There	may	be	honour	among	thieves,	but	within	organised	
  criminal	groups	the	order	is	kept	with	the	help	of	enforcers.	The	
  enforcer	is	a	well	trusted	member	of	the	organisation.	Enforcers	
  may	be	required	to	carry	out	hits	on	organisation	members	who	
  have	broken	the	rules	but	often	they	just	express	the	displeasure	
  of	higher	ranks	to	offending	individuals.	They	normally	leave	
  other	targets	to	professional	assassins.	
  Criminal	–	Confidence	Artist	(Con	Artist)
  Primary:		
  Forgery
  Secondary:	
  Liaison,	Streetwise,	Trader
  A	con	artist	makes	a	living	by	convincing	someone	that	
  something	which	is	false	is	actually	true.	They	sell	items	that	
  they	do	not	own,	and	disappear	with	the	payment.	They	also	
  purchase	items	they	have	no	intention	of	paying	for.	Or	they	may	
  commission	copies	of	art	and	sell	them	off	as	originals.	In	any	
  case	it	is	the	scheme	which	they	are	the	masters	of.
  Careers
  
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  Gambler
  Primary:		
  Gambling
  Secondary:	
  Maths,	Psychology,	Streetwise
  Many	people	enjoy	gambling,	while	others	try	to	make	a	living	
  from	it.	Professional	gamblers	tend	to	avoid	games	of	chance	
  such	as	the	‘pokies’.	They	prefer	games	involving	cards,	dice,	
  or	wagering	on	outcomes.	A	good	gambler	might	know	some	
  tricks	of	the	trade	which	allow	them	to	increase	the	chances	of	
  success.
  Intelligence	Agent	–	Field	Operative
  Primary:		
  Intelligence
  Secondary:	
  Bribery,	Disguise,	Intrusion,	Investigate
  A	field	operative’s	main	purpose	is	to	act	as	an	intelligence	
  gatherer.	Their	job	is	to	break	the	security	of	installations	
  and	remove	military	and/or	industrial	research	information.	
  Sometimes	they	find	someone	who	works	at	the	target	site	and	
  attempt	to	persuade	them	with	financial	or	other	benefits	to	
  remove	material	from	work.	More	often	blackmail	is	involved.	
  Other	times	they	break	in	and	copy	or	remove	the	information	
  they	require.	Some		operatives	act	in	a	freelance	capacity,	selling	
  to	the	highest	bidder,	while	others	are	to	some	extent	government	
  sanctioned	and	used	in	matters	of	state	interest.
  Intelligence	Agent	–	Intelligence	Attaché
  Primary:		
  Intelligence
  Secondary:	
  Admin,	Liaison,	Military	skills
  This	is	the	type	of	person	who	holds	the	position	of	security	
  advisor	or	cultural	attaché	at	an	embassy.	Their	job	is	to	be	
  the	public	face	of	the	intelligence	network.	They	sift	through	
  satellite	data	and	field	reports,	and	write	summaries	for	people	
  higher	up	the	chain	of	command.	They	use	their	Liaison	skills	to	
  communicate	between	the	different	agencies,	both	national	and	
  international.	They	are	also	the	liaison	for	Field	Operatives.
  When	dealing	with	aliens	this	type	of	intelligence	operative	
  is	the	primary	type	used	by	many	races,	since	field	operatives	are	
  impractical.
  Martial	Artist
  Primary:		
  Armed,	Unarmed
  Secondary:	
  Acrobatics,	Stealth
  A	martial	artist	career	is	an	extremely	wide	one,	ranging	from	
  a	professional	fighter/instructor	to	something	a	bit	more	lethal	
  such	as	a	warrior	or	assassin.	Such	combative	individuals	would	
  regard	Armed	and	Stealth	skills	with	as	much	importance	as	their	
  unarmed	training.	Additionally,	a	martial	artist	could	be	a	stunt	
  person/actor,	and	thereby	would	have	need	of	Unarmed	and	
  Acrobatics	as	major	skills.	
  Police	–	Forensic	Support
  Primary:		
  Investigate
  Secondary:	
  Chemistry,	Cleaning,	Medical
  After	the	street	detectives	have	documented	the	crime	scene,	
  the	forensic	teams	move	in.	They	dust	for	fingerprints,	take	DNA	
  samples	and	trace	weapons	found	to	the	crime.	Forensic	teams	are	
  part	of	the	support	structure	for	the	street	forces,	and	are	relied	
  on	to	solve	crimes	and	convict	criminals.
  Political	Aide
  Primary:		
  Liaison
  Secondary:	
  Admin,	Bribery,	Law,	Security
  If	someone	desires	to	be	elected	to	public	office,	then	they	
  would	be	well	advised	to	get	a	political	aide	to	be	their	campaign	
  manager.	The	political	aide	can	then	expect	important	positions	
  when	their	employer	is	elected.	An	aide’s	job	is	to	release	press	
  statements,	write	speeches,	and	ensure	no	scandals	get	out	(or	
  alternatively	be	the	source	of	such	improper	liaisons).	Many	aides	
  also	head	the	security	detachments	for	their	employers,	as	this	
  allows	more	control	over	information	sources.
  Scientist	–	Generic
  Primary:		
  Science	skill
  Secondary:	
  related	Science	skills,	related	Technical	skills
  To	be	a	scientist	the	character	will	have	studied	the	chosen	
  field	to	tertiary	level.	Start	characters	will	have	the	equivalent	of	
  an	honours	degree	(70+).	Doctorates	are	normally	gained	at	age	23	
  (101+).	The	scientist	will	have	knowledge	on	related	science	topics	
  and	also	know	how	to	use	and	maintain	various	pieces	of	scientific	
  equipment	for	their	field.	Pure	science	is	the	proposal	of	a	theorem	
  and	the	gathering	of	evidence	and	experimental	testing	to	support	
  the	hypothesis.	Technology	is	the	application	of	science.
  Security	Guard
  Primary:		
  Security
  Secondary:	
  Animal	Handling,	Gun,	Sensors
  Security	guards	have	a	wide	variety	of	duties,	but	their	prime	
  objective	is	the	protection	of	objects,	places	or	people.	They	
  accomplish	this	by	patrolling	and	maintaining	surveillance	on	
  the	area,	checking	passes	and	other	documentation,	responding	to	
  alarms,	and	preventing	acts	of	violence	or	theft.	Animal	handling	is	
  a	specialised	skill	in	this	career,	as	it	can	be	used	on	guard	animals,	
  to	enhance	security.
  Advanced Career Templates
  Advanced	 character	 templates	 list	 both	 career	 ideas	 for	
  characters	and	for	GMs	to	quickly	generate	Non-Player	Characters	
  based	on	the	stereotype	of	the	career	and	a	few	simple	choices.
  An	NPC	can	be	generated	by	choosing	Stats	with	higher	to	
  lower	values	as	indicated	by	the	order	of	the	Stats	for	the	career.	
  Skills	are	then	apportioned	percentile	values	based	on	the	age	of	
  the	NPC	(which	is	likely	to	be	already	evident)	and	hey	presto	
  ...	instant	person.
  The	career	templates	present	in	a	standardised	format:
  •	 the	generic	name	of	the	career
  •	 a	list	of	Stats	in	order	of	importance	for	the	career
  •	 followed	 by	 the	 skills	 with	 specific	 percentages	 and	
  increases	per	year
  •	 along	with	common	optional	skills	(labelled	as	Selective)
  •	 and	finally	a	description	of	the	career	and	its	variations	
  due	to	race.
  Advanced	Career	Template	Examples
  The	following	listing	is	a	set	of	examples	of	possible	careers.	
  The	list	is	by	no	means	exhaustive	and	is	presented	as	merely	
  suggestions	and	options.
  
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  Infantry	are	the	common	planetary-based	troops	making	up	
  the	base	of	the	army	and	generally	do	the	dangerous	ground	
  fighting	on	habitable	worlds.	Selective	skills	often	depend	on	
  the	speciality	of	the	soldier	in	question.	Competent	officers	often	
  develop	their	Leadership	and	Tactical	skills,	while	reconnaissance	
  troops	develop	their	Reconnaissance	ability.
  Military	training	involves	a	wide	mix	of	skills,	a	number	of	
  which	are	included	in	the	normal	skills.	Reconnaissance	training	
  includes	Stealth,	Gun	training	includes	the	use	of	a	bayonet	and	
  grenade	throwing,	while	Unarmed	includes	the	use	of	a	combat	
  knife.	Personnel	with	weapon	training	to	at	least	the	qualified	level	
  (70+)	are	also	able	to	conduct	routine	maintenance	operations	
  on	these	weapons.
  Typical	ground	infantry	troops	from	advanced	nations	would	
  use	gauss	rifles	and	wear	combat	armour	at	the	very	least.	Heavy	
  Ground Infantry
  Stats: 
  Dex, End, Str, Int
  Skills: 
  Gun 
   
  100+20p/y
   
  Recon 
   
  70+10p/y
   
  Unarmed 
  50+5p/y
   
  Tactics  
  10+5p/y
   
  Selective  
  70+10p/y
  Typical Selective:
   
  Demo, Hvy Wpn, Mech Ops, Groundcar, Aircar, 
  Leader
  A	computer	hacker	makes	a	living	out	of	gaining	information	
  through	 computer	 networks	 which	 have	 a	 value	 to	 some	
  organisation	or	individual.	Hackers	and	security	personnel	often	
  have	contests	to	see	if	one	can	stop	the	other.	Many	hackers	
  do	these	activities	for	thrills	rather	than	as	a	job.	Some	security	
  computer	programmers	moonlight	as	hackers.	This	career	is	often	
  financially	demanding	when	it	becomes	professional,	with	many	
  hackers	getting	various	cybernetic	implants	to	enhance	their	speed	
  and	performance	while	operating	on	the	global	net.
  Although	sophisticated	computer	systems	are	maintained	
  by	many	races,	most	do	not	share	humanity’s	passion	for	such	
  recreational	activities	as	hacking.	Certainly	the	use	of	cybernetics	
  for	computer	linking	is	unheard	of	amongst	aliens,	although	a	few	
  exceptions	are	found	amongst	technophilic	Daryne.
  Computer Hacker
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Computer 
   
  100+20p/y
             Security  
   
  70+10p/y
   
  Electrical Engineering 
  50+5p/y
   
  Investigate 
   
  10+5p/y
   
  Selective  
   
  70+10p/y
  Typical Selective:
   
  Cybernetics, Intelligence, Mathematics, Sensors
  One	reason	for	this	is	the	human	tendency	to	use	their	computers	
  for	socialisation	and	recreational	purposes,	whereas	other	races	see	
  computers	as	tools	not	toys.
  Andorians	are	careful	after	past	experience	with	Mechs	to	avoid	
  intelligent	machines.
  infantry	units	often	use	power	armour	systems	to	give	greater	mobility	
  and	firepower	in	the	modern	battlefield.	Such	soldiers	would	have	
  good	training	in	heavy	weapons	and	mech	operations.
  Aliens	such	as	the	Andorians,	Aronhi	and	Draconians,	with	
  their	natural	weapons,	are	quite	adept	with	armed	weaponry	that	
  resembles	their	own.	Thus	their	unarmed	and	armed	combat	skills	
  are	combined.	Orcoks	have	little	gun	training	(excepting	experienced	
  officers)	and	thus	have	a	mix	of	armed	(sword)	and	tensile	(crossbow)	
  skills.	Traditional	Daryne	are	very	similar	to	Orcoks	in	weapon	skills.	
  However,	technophilic	Daryne,	especially	in	foreign	service,	tend	
  to	follow	the	trends	of	those	they	serve	with.
  
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  The	merchant,	or	trader,	is	the	person	who	buys	and	sells	
  products.	Often	this	requires	moving	the	products	from	one	
  market	to	another.	A	trader	normally	aims	to	make	a	good	
  return	for	their	time	and	trouble.	Ships	that	carry	cargoes	of	a	
  speculative	nature	would	be	advised	to	seek	advice	from	a	trader.	
  Conventional	traders	are	often	found	at	the	stock	market	and	
  the	futures	market.
  The	merchant	profession	is	a	common	profession	for	almost	all	
  alien	races,	since	trade	and	commerce	is	the	basis	of	most	of	their	
  economies.	Interstellar	trade	systems	are	where	some	differences	
  appear.	Less	advanced	races	such	as	the	Daryne	and	Orcoks	
  conduct	little	interstellar	trade,	and	have	tended	to	adopt	Terran	
  practices	in	recent	years,	subcontracting	most	of	their	ventures.	
  Andorians	tend	to	have	rather	subdued	activities,	relying	on	the	
  far	more	vigorous	Draconians	for	efficient	trade.	The	Draconians	
  consider	the	merchant	profession	the	most	honoured,	and	have	
  Merchant
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Trader  
  100+20p/y
   
  Liaison  
  70+10p/y
   
  Admin  
  50+5p/y
   
  Investigate 
  10+5p/y
   
  Selective  
  70+10p/y
  Typical Selective:
   
  Bribery, Computer, Law, Streetwise
  The	medical	personnel	range	from	surgeons	and	medical	
  researchers	to	first	aid	station	attendants.
  Front-line	medical	personnel	in	military	service	have	Medical	
  as	a	primary	skill	and	weapon-related	skills	as	secondary	or	
  selectives	of	their	service	arm.	Non-combat	military	medical	teams	
  are	not	required	to	have	more	than	basic	training	in	combat	skills,	
  and	more	closely	resemble	civilian	medical	personal.	A	medical	
  expert	will	often	specialise	in	particular	fields;	some	do	research	
  whilst	others	study	alien	biology,	and	more	technical	medics	might	
  develop	medical	robots.	These	specialisations	are	reflected	in	the	
  choice	of	selectives	and	in	further	specialisations.
  With	races	not	as	technologically	advanced,	such	as	the	
  Orcok	and	traditional	Daryne,	much	of	the	medical	skill	involves	
  herbalism	and	magic	rather	than	the	smart	robotic	drugs	that	
  are	the	cutting	edge	of	human	technology.	Some	open-minded	
  Medical
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Medical  
  100+20p/y
   
  Computers 
  70+5p/y
   
  Bioscience 
  50+5p/y
   
  Selective  
  70+20p/y
  Typical Selective:
   
  Chemistry, Genetic Engineering, Admin, Psychology, 
  Cybernetics, vehicle
  formed	complex	trade	practices.	Interstellar	activities	of	Draconians	
  are	conducted	by	several	competing	specialised	clans.	The	Aronhi	
  also	conduct	trade	at	clan	level,	but	this	is	only	done	because	of	
  the	militarised	nature	of	their	trade	vessels,	and	the	fact	that	their	
  operating	crews	are	generally	clan	warriors.	Aronhi	merchants	are	
  therefore	highly	likely	to	be	reasonably	trained	in	warfare	and	
  personal	combat	as	well.
  Daryne	have	been	trained	in	medical	technologies	during	service	
  for	the	Coalition,	Terrans,	and	the	Forerunners.
  Aronhi	 medical	 personnel	 are	 warriors	 if	 in	 military	 and	
  spacefaring	situations,	but	the	civil	requirements	are	covered	by	
  female	Aronhi.
  Some	Draconian	clans	operate	hospitals,	while	others	run	
  research	facilities	which	compete	for	various	research	contracts.
  Andorian	medical	personnel	are	drawn	from	the	parent	caste.	
  The	parent	caste	is	a	female-only	caste;	in	contrast	the	warrior	caste	
  is	male	only.	
  
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  Street	cops	are	the	uniformed	officers	whose	job	is	to	keep	
  the	peace	and	investigate	crime.	The	street	cops	are	the	often	the	
  first	to	arrive	and	secure	the	scene	until	the	detectives	arrive	to	
  co-ordinate	the	various	police	units	involved	and	to	take	over	from	
  the	uniformed	officers.	Street	cops	can	be	found	patrolling	their	
  jurisdiction	on	foot,	or	in	police	vehicles,	either	spotting	offenders	
  or	responding	to	dispatch	calls.	Most	street	cops	are	armed	with	
  handguns	and	body	armour.	Heavier	firepower	is	often	carried	
  in	the	vehicle.	Government	agencies	such	as	the	Customs	Service	
  have	similar	profiles	for	rank	and	file	officers.
  Martian	police	are	private	corps,	who	win	contracts	in	the	
  various	domes;	larger	corps	often	have	their	own	police	force	for	
  their	domes.	In	times	of	war	the	corporation	police	forces	are	
  ceded	to	Martian	military	control.
  The	Orcoks	have	a	militia-based	force.	A	low-ranking	officer	
  Police - Street Cop
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Investigate 
  70+15p/y
   
  Gun 
   
  70+15p/y
   
  Streetwise 
  50+10p/y
   
  Ground car 
  50+5p/y
   
  Selective  
  60+5p/y
  Typical Selective:
   
   
  Law, Surveillance, Unarmed, Computer
  A	robotic	tech	fixes	robots	when	they	break	down	and	
  maintains	them	so	that	they	don’t.	They	can	reprogram	or	
  alter	the	robots’	systems	with	the	correct	tools.	Robotic	techs	
  use	Electrical	Engineering	to	repair	and	maintain	systems	and	
  Robotics	skill	to	alter	the	existing	system.	Sensors	skill	is	used	
  for	the	sensor	systems	and	is	used	in	diagnostic	work.	Armourer	
  is	used	if	the	outside	casing	has	been	damaged	or	any	weapon	
  system	requires	attention.	Often	robot	techs	who	are	specialists	
  in	particular	fields	of	robots	will	gain	knowledge	in	those	fields,	
  e.g.	someone	who	fixes	mining	robots	could	include	Mining	as	
  a	selective	option.
  On	large	ships	the	engineers	normally	direct	robots	to	carry	out	
  repairs.	These	robots	would	normally	be	maintained	by	a	specialist	
  member	of	the	engineering	crew,	the	robot	technician.
  The	Aronhi	use	a	great	many	military	robots.	The	robot	tech	
  positions	are	often	filled	by	the	infirm	or	disabled	warriors	who	
  Robotic Technician
  Stats: 
  Int, Dex, Str, End
  Skills: 
  Electrical Engineering 
  100+20p/y
   
  Robotics  
   
  70+10p/y
   
  Sensors  
   
  50+ 5p/y
   
  Armourer 
   
  30+5p/y
   
  Selective  
   
  50+10p/y
  Typical Selective:
   
  Mechanical Engineering, Structural Engineering, 
  Computers
  class	is	charged	with	civil	order	of	an	area;	the	area	is	defined	by	the	
  “Constable’s”	superior	officer,	and	is	patrolled	by	the	lowest	ranks	
  charged	with	keeping	the	peace.
  The	Daryne	village	system	is	policed	by	the	warriors.	They	
  hunt	during	peace,	defend	during	war,	and	sort	out	civil	disorder	
  in	accordance	with	the	wishes	of	village	elders.	Orcok	and	Daryne	
  forces	might	substitute	traditional	weapons	for	guns.	Draconian	
  police	forces	are	usually	of	a	specialist	clan	(extended	family	
  business).	Andorians	forces	are	drawn	from	the	Gray	warrior	caste.	
  Their	job	is	that	of	civilian	police	person,	but	in	time	of	trouble	each	
  warrior	caste	member	is	required	to	do	what	ever	they	can.
  wish	to	remain	in	the	fight.	Other	warriors	seek	these	positions	for	
  researching	better	weapons	technology.	Non-military	robots	are	
  often	operated	and	maintained	by	female	Aronhi.
  Andorian	robot	techs	are	drawn	from	the	builder	caste.
  Draconian	robot	techs	are	part	of	a	clan	who	use	robots	on	a	
  regular	bases,	maintaining	and	carrying	out	minor	repairs.	Major	
  repairs,	new	designs	and	construction	of	robots	are	carried	out	by	
  the	robot	techs	of	the	robotics	specialist	clans.
  Young	Daryne	have	recently	started	seeking	work	in	robotics	
  amongst	the	Terran	corporations.
  
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  The	space	marine	is	the	space	equivalent	of	the	ground	
  infantry.	Amongst	human	forces	they	tend	to	be	elite	troops	
  –	specialist	forces	trained	to	handle	the	difficulties	of	fighting	
  in	space	and	other	hostile	environments.	Only	the	large	space	
  powers	deploy	them	in	any	significant	numbers	and	even	these	
  countries	normally	consider	the	space	marines	to	be	superior	to	
  their	ground	counter	parts.	Part	of	the	superiority	is	the	amount	
  of	extra	training	that	the	marines	require.	They	can	also	act	in	a	
  ground	military	role,	whereas	the	ground	troops	are	only	of	limited	
  use	in	space.	The	cost	of	outfitting	a	marine	is	high	compared	to	
  their	dirtside	counterparts.
  The	 space	 marines	 training	 includes	 fire	 fights	 inside	
  spacecraft,	how	to	move	in	zero	gravity,	and	how	to	fight	whilst	
  wearing	the	spacesuits.	Most	marines	fight	in	at	least	battle	
  armour.	Basic	training	includes	ground	combat	and	the	skills	
  associated	with	it.
  Space Marine
  Stats:  
  Dex, End, Int, Str
  Skills: 
  Gun 
   
   
  70+10p/y
   
  Space Environ 
   
  50+10p/y
   
  Heavy Weapons  
  50+5p/y
   
  Tactics  
   
  50+10p/y
   
  Unarmed CBT 
   
  30+5p/y
   
  Selective  
   
  50+10p/y
  Typical Selective:
   
  Leadership, Mech Ops, Demolitions, Gravity Environ
  When	something	breaks	down	on	a	starship,	the	engineer	gets	
  it	going	again.	The	engineer	is	also	responsible	for	maintenance	
  to	prevent	breakdowns.	As	starships	are	complex	machines,	
  all	three	engineering	disciplines	are	required	by	the	engineers.	
  Most	starship	engineers	start	their	careers	as	apprentice	electrical	
  technicians	on	the	starships	on	which	they	serve.
  If	in	military	service	it	is	quite	common	for	an	engineer	to	get	
  a	neural	link	for	swift	fault	diagnosis	operations.	In	the	American	
  Space	Forces	it	is	mandatory	to	have	one.
  All	Andorian	engineers	and	technicians	are	drawn	from	the	
  builder	caste;	military	service	builders	can	be	very	skilled	at	combat	
  but	their	primary	skill	is	a	technical	skill.
  Draconian	engineers	are	members	of	engineering	clans,	who	
  contract	their	members	to	the	crews	of	ship	operating	clans.	
  Different	clans	serve	military	and	civilian	contracts.
  Starship Engineer
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Electrical Engineering 
  100+10p/y
   
  Structural Engineering 
  70+15p/y
   
  Mechanical Engineering 
  70+10p/y
   
  Computer 
   
  10+5p/y
   
  Selective  
   
  50+10p/y
  Typical Selective:
   
  Robotics, Sensors, Space Environ, Armourer
  Space	marines	are	also	trained	in	basics	of	starship	workings.	
  Retired	marines	are	often	found	filling	security	and	weapon	posts	
  on	starships	and	space	stations.
  The	Coalition	have	specialist	space	forces	drawn	form	all	
  coalition	races.
  Aronhi	warriors	tend	to	be	trained	on	a	requirement	basis,	and	
  have	no	structured	marines	organisation.
  Orcoks	lack	the	technical	background	to	be	space	marines,	but	
  the	Daryne	warriors	serve	the	Coalition,	fighting	along	side	the	
  Coalition	races	in	all	aspects	of	the	military,	including	the	space	
  marines.
  Daryne	in	the	past	served	as	engineers	on	coalition	vessels,	
  military	and	civilian	–	now	most	seek	employment	amongst	the	
  Terran	civil	fleets.
  Aronhi	engineers	are	not	required	to	be	warriors,	so	there	is	
  a	much	higher	ratio	of	females	to	males	in	engineering	and	tech	
  position	compared	to	other	ship	positions.
  
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  Unless	a	starship	is	full	automated	it	will	require	a	pilot.	
  The	pilot’s	job	is	to	plot	the	course	and	feed	the	information	
  into	the	flight	computer.	A	pilot	would	normally	take	manual	
  control	during	the	more	difficult	procedures	such	as	landing	or	
  combat.
  On	large	ships	the	pilot’s	position	is	often	referred	to	as	
  helm.	On	a	long-range,	sole-occupancy	mission	a	pilot	would	
  be	advised	to	have	Mechanical	Engineering	as	a	selective,	for	
  those	unexpected	repair	jobs.	Fighter	pilots	have	the	luxury	of	
  leaving	that	to	the	ground	crew.	In	military	service	it	is	quite	
  common	for	a	pilot	to	get	a	neural	link	with	RV	connections	
  for	swift	control	of	their	craft.	In	the	American	Space	Forces	it	is	
  mandatory	to	have	one.
  An	Orcok	starship	pilot	has	never	been	recorded.	Because	
  of	their	unfamiliarity	with	technology,	Orcoks	are	poorly	suited	
  to	such	a	high-tech	career,	and	the	best	an	Orcok	might	get	as	
  Starship Pilot
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Starship Pilot  
  100+20p/y
   
  Astrogation 
  70+10p/y
   
  Computer 
  50+5p/y
   
  Sensors  
  10+5p/y
   
  Selective  
  70+10p/y
  Typical Selective:
   
  Aircraft, Hvy Wpn, Space Environ, Tactics
  Most	street	gang	members	are	either	runaways	or	rebels	who	
  join	gangs	to	increase	their	chances	of	survival	on	the	street.	It	
  gives	them	an	identity	and	a	sense	of	family.	Most	become	involved	
  in	crime,	and	by	the	time	they	have	reached	adulthood	they	are	
  members	of	an	organised	street	gang.
  Most	street	gangs	compete	for	‘turf’,	so	they	can	operate	
  distribution	networks	for	drugs,	arms	and	other	black-market	
  items.	These	items	being	supplied	by	organised	crime	syndicates.	
  Other	street	gangs	act	as	enforcers	for	suburbs	where	the	residents	
  distrust	the	authorities.
  Not	 much	 happens	 on	 the	 street	 without	 the	 gangs’	
  knowledge,	so	street	gang	members	can	be	interesting	sources	of	
  information.	The	other	type	of	street	gang	member	is	the	biker,	
  most	of	whom	have	some	technical	skills	such	as	Mechanical	
  Engineering.	Their	primary	motivation	is	to	ride	their	bikes,	
  which	may	include	controlling	the	road;	they	too	can	be	just	as	
  Street Gang Members
  Stats: 
  Int, Dex, End, Str
  Skills: 
  Streetwise 
  100+20p/y
   
  Unarmed 
  70+10p/y
   
  Ground car 
  50+5p/y
   
  Stealth  
  10+5p/y
   
  Selective  
  70+10p/y
  Typical Selective
   
  Armed, Gun, Intrusion, Mechanical Engineering, 
  Picking, Leader
  ship	crew	would	be	as	cargo	handlers.	On	the	other	hand,	the	
  technophilic	and	long-lived	Daryne	have	traditionally	obtained	
  careers	as	starship	pilots	by	serving	long-term	contracts	with	the	
  Coalition	either	in	military	or	civil	service,	and	in	recent	times	they	
  have	been	signed	by	with	Terran	corporations.	A	typical	contract	for	
  the	Daryne	is	100	years.	Draconian	pilots	are	provided	by	specialist	
  clans,	with	different	clans	handling	military	and	civilian	needs.
  Aronhi	pilots	are	drawn	from	the	warriors	of	a	clan.	Sometimes	
  warriors	who	are	losing	their	edge	in	ground	combat	(through	age	
  or	injury)	specialise	in	bridge	crew	duties,	so	as	to	best	serve	the	
  clan	and	maintain	their	warrior	status.	Andorian	military	ships	are	
  piloted	by	the	warrior	caste,	and	civilian	ships	are	piloted	by	either	
  prone	to	committing	crime.
  In	societies	such	as	the	Andorian	and	Draconian	worlds	of	the	
  Coalition,	little	exists	in	the	way	of	such	groups.	Daryne	society	
  seems	to	lack	such	individuals	because	of	the	tight-knit	and	caring	
  nature	of	Daryne	communities.	However,	Orcok	city-states	are	
  rife	with	street	urchins,	gangs	of	thugs	and	other	assorted	groups.	
  Aronhi	gangs	are	really	small	clans	made	up	of	individuals	who	are	
  dysfunctional	within	their	original	family	and	clan	groups.	These	
  individuals	band	together	for	survival	in	the	dominance	struggles	
  within	their	society.	Many	a	great	clan	has	risen	from	this	position	
  in	written	history	as	it	proves	itself	in	dominance	patterns.
  
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  The	skills	listing	is	a	guideline	to	the	vast	number	of	skills	
  which	a	character	may	choose	to	learn.	The	list	is	far	from	
  complete.	Notable	absences	are	the	skills	that	might	be	essential	
  for	a	colonist	to	know	–	Boat	Building	or	Shelter	Construction	
  –	or	the	vast	array	of	hobby	and	craft	skills	–	Model	Making,	
  Pottery,	Dramatics,	or	Horticulture.	Nevertheless,	the	listing	does	
  represent	the	dominant	skills	used	in	most	role-playing	situations,	
  along	with	a	guide	to	the	most	appropriate	STAT	base	for	skills	
  to	draw	on.
  To	achieve	exceptionally	difficult	tasks,	a	person	must	rely	
  on	help	from	others	by	combining	skills	towards	a	common	
  goal	or	by	using	specialised	help	packages,	computer	programs	
  or	specialist	equipment.	It	is	therefore	possible	to	buy	a	solution	
  to	a	problem	where	knowledge	of	the	skill	is	lacking,	or	simply	
  not	high	enough.
  The	player	selects	an	occupation	for	his	character	and	their	
  level	from	a	pool	of	300	percentile	points.	Skills	may	exceed	100.	
  The	character	must	have	at	least	one	skill	at	a	minimum	of	70	that	
  is	directly	relevant	to	the	character’s	occupation.	Start	characters	
  require	one	skill	of	at	least	70	and	three	at	50	(or	the	option	of	
  skills	at	100,	70	and	50).	A	starting	character’s	highest	skill	level	
  is	the	primary	skill	and	should	be	related	to	the	character’s	career	
  or	profession.	The	following	skill	list	is	only	a	guideline,	but	gives	
  a	good	indication	of	skills	used.	The	skill	list	notes	the	applicable	
  statistic	which	provides	the	fundamental	base	level	added	to	the	
  number	of	skill	points	invested.	The	STAT	base	is	found	by	
  dividing	the	applicable	statistic	by	5.
  On	average	a	character	at	start	age	should	have	around	ten	
  skills	and	an	appropriate	number	of	languages.	This	is	a	broad	
  range	of	skills,	given	the	wide	scope	the	skill	divisions	in	the	game	
  allow.	Over	time	a	character	would	be	expected	to	learn	a	new	
  skill	and	develop	it	into	something	proficient	every	5	years	if	they	
  were	going	through	slow	shifts	into	other	occupations.
  Remember	that	to	be	highly	competent	in	any	particular	skill,	
  a	character	may	have	to	push	it	into	a	range	of	several	hundred	
  points.	Keeping	skills	low	but	broad	can	be	an	advantage,	but	will	
  tend	to	disadvantage	a	character	when	they	are	challenged	by	more	
  difficult	problems.	The	players	and	GM	should	think	about	how	
  people	in	the	real	world	have	to	specialise	in	a	particular	skills	to	
  become	good	at	their	occupation.
  The	skill	list	in	the	following	section	may	seem	rather	limiting	
  when	the	skill	points	that	characters	are	allowed	are	figured	into	
  the	equation.	However,	someone	skilled	in	a	particular	area	is	well	
  aware	of	how	to	use	the	tools	for	that	skill.	Thus	a	geologist	would	
  know	how	to	use	the	computer,	robotic	and	sensory	equipment	
  needed	for	such	a	skill.	But	a	geologist	wouldn’t	know	how	to	
  program,	repair	or	design	such	equipment	beyond	the	most	
  rudimentary	level	without	the	associated	technical	skills.
  In	essence	this	allows	most	people	to	use	‘tools	of	the	trade’	
  without	the	need	for	additional	skills.	With	this	in	mind,	the	
  required	skill	load	decreases	dramatically.	In	fact	in	general	a	
  rational	and	realistic	analysis	of	skills	shows	that	most	people	in	
  the	real	world	fit	the	profile	given	by	the	skill	allocation	given	
  in	these	rules.
  To	achieve	highly	difficult	tasks,	a	person	must	rely	on	help	
  from	others	(Combined	Skill	Tasks)	or	from	specialised	help	
  packages	(Assistance	programmes)	or	from	advanced	equipment.	
  Thus	the	generation	of	greater	finances	allows	an	individual	to	hire	
  or	purchase	the	appropriate	assistance	to	achieve	a	goal.
  The	GM	will	conduct	the	moderation	of	such	assistance	
  procedures	according	to	the	applicable	section	in	the	Rule	Book,	
  realistic	mechanisms,	and	the	GM’s	own	flavour	concerning	such	
  procedures.
  The	 skills	 presented	 here	 are	 by	 no	 means	 complete.	
  They	represent	the	dominant	skills	used	in	most	role-playing	
  situations.	If,	however,	the	situation	dictates	otherwise,	players	
  should	consult	their	GM	for	other	skill	options	(e.g.	music,	art,	
  cooking,	brewing).
  Skill	Crossover
  An	individual	skilled	in	a	particular	field	is	aware	of	how	to	
  use	the	tools	for	that	skill.	Thus	a	geologist	would	know	how	to	
  use	the	computer	along	with	the	robotic	and	sensory	equipment	
  needed	for	modern	geology.	However,	a	geologist	alone	would	not	
  know	how	to	program,	repair	or	design	such	equipment	beyond	
  the	most	rudimentary	level	without	the	associated	technical	
  skills.	They	may	be	able	to	specify	new	requirements	to	another	
  expert,	but	they	would	not	be	able	to	implement	them.	This	
  allows	most	people	to	use	their	tools	of	the	trade	without	the	
  need	for	additional	skills.	The	total	number	of	skills	required	by	
  a	character	decreases,	since	a	competency	in	a	single	skill	confers	
  the	necessary	niche	areas	of	associated	skills	insofar	as	they	relate	
  to	the	stated	skill.
  Skill Descriptions
  The	following	is	an	expansion	on	each	listed	skill	indicating	
  its	typical	uses	and	scope,	and	suggesting	possible	modifiers	where	
  the	use	of	a	skill	may	be	particularly	easy	or	exceptionally	hard.
  ENVIRONMENT
  Existing	safely	and	treading	lightly	in	one’s	environment	is	
  the	fundamental	skill	which	all	creatures	must	possess.	Every	
  being	exists	to	survive.	These	skills	are	the	extension	which	
  intelligent	creatures	require	where	they	place	themselves	in	
  unusual	environments.
  Animal	Handling
  This	skill	allows	a	person	to	work	effectively	with	trained	
  animals	such	as	police	dogs,	although	most	trained	animals	require	
  a	period	of	familiarisation	with	a	new	handler	(i.e.	+1	Diff	level	
  Skills
  
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  until	familiar).	This	skill	also	allows	the	training	of	animals,	
  ranging	from	house	training	a	pet,	to	handling	beasts	of	burden,	
  to	handling	a	large	predator	in	a	circus	act.	People	who	work	with	
  animals	should	consider	some	Animal	Handling	skill.
  Climbing
  This	skill	indicates	that	a	person	has	learned	techniques	for	
  climbing	difficult	to	treacherous	terrain	and	surfaces.	The	objects	
  they	climb	can	range	from	walls	to	trees	to	mountains.	Their	
  training	includes	free	climbing	as	well	as	the	use	of	ropes	and	
  other	specialised	climbing	equipment.	With	climbing	equipment,	
  a	proficient	climber	can	assist	other	less	experienced	climbers.
  Gravity	Environ
  If	a	person	is	attempting	to	conduct	tasks	while	in	a	different	
  gravity	than	they	are	used	to,	things	can	become	harder.	Gravity	
  Environ	training	is	used	to	minimise	the	effects	of	gravity	
  differences.	The	training	also	includes	techniques	for	adapting	
  to	a	planet’s	gravity	faster	if	the	person	is	staying	for	a	prolonged	
  time.
  Hostile	Environ
  Hostile	environment	training	focuses	around	skilling	the	
  individual	about	the	dangers	of	working	in	hostile	atmospheres	
  and	how	to	use	a	pressure	suit	(P-Suit)	effectively.	Those	who	have	
  been	trained	in	using	environmental	suits	find	the	work	more	
  pleasant	and	less	time-consuming.	Modifiers	for	performing	skills	
  whilst	working	in	an	environment	suit	are	reduced	or	nullified.	
  Hunting
  A	person	with	hunting	skill	is	able	to	locate	prey	by	studying	its	
  habits	or	by	tracking	the	prey	down	by	its	characteristic	marks.	A	
  hunter	is	more	likely	to	surprise	his	prey	and	can	skin	and	butcher	
  the	carcass	after	a	successful	kill.	A	hunter	needs	to	spend	some	
  time	getting	to	know	the	type	of	prey	for	full	effect.	A	hunter	
  often	uses	traps	to	capture	the	prey.
  Marine	Environ
  This	skill	allows	a	character	to	communicate	and	work	freely	
  under	marine	conditions.	A	successful	check	removes	extra	
  task	penalties	on	other	task	roles	because	of	the	environment.	
  Marine	environment	shows	the	level	of	training	a	character	has	
  had	in	the	use	of	marine	equipment,	both	for	breathing	and	for	
  movement.
  Ride
  A	character	with	this	skill	can	ride	beasts	of	burden	(e.g.	horses,	
  camels).	Most	characters	would	have	gained	this	skill	with	horses,	
  but	other	types	of	riding	beast	can	be	found	in	certain	areas	on	
  Earth	and	some	of	the	colony	worlds.	Apart	from	horses,	camels	
  and	elephants	are	regular	mounts	for	different	types	of	people	on	
  Earth.	A	character	with	riding	skill	can	also	drive	a	wagon	pulled	
  by	an	animal	and	keep	it	under	control.	Animal	handlers	wishing	
  to	break	in	animals	as	beasts	of	burden	tend	to	have	riding	skills	
  as	well,	although	many	rely	on	a	good	rider	in	their	team.
  Space	Environ
  Space	environment	involves	both	weightlessness	due	to	zero	
  gravity	and	vacuum	conditions.	This	means	that	work	is	required	
  to	be	done	in	suits	which	hinder	work.	Special	manoeuvring	
  devices	need	to	be	used	to	move	around	in	such	an	environment.	
  Although	 Grav	 Environ	 and	 Hostile	 Environ	 cover	 these	
  conditions,	it	is	rather	unique	and	brings	more	danger	than	most	
  planetary-trained	operators	with	Hostile	and	Grav	Env	realise.
  Survival
  A	person	with	this	skill	can	find	and	gather	food	and	water	
  in	wilderness	areas.	The	preparation	of	gathered	foods	is	also	
  significant	since	without	special	preparations	some	food	sources	
  are	poisonous.	Some	local	knowledge	aids	immensely	in	preparing	
  these	foods.	Characters	can	also	find	shelter	and	navigate	if	travel	
  is	required.	This	skill	is	most	useful	when	they	are	lost	or	stuck	
  in	wildness	environments	such	as	deserts,	tropical	forests	or	
  oceanic	areas.
  MILITARY
  Military	skills	are	for	military	personnel.	Every	recruitment	
  poster	advertises	an	opportunity	to	learn	skills	you	wouldn’t	
  normally	gain.	The	skills	under	the	military	banner	are	those	
  which	fall	solely	into	the	military	domain.
  Intelligence
  A	character	with	this	skill	is	familiar	with	information	
  gathering	in	a	covert	manner.	Gaining	the	correct	information	
  is	vital	to	the	intelligence	industry.	Being	able	to	determine	the	
  validity	of	obtained	information	is	crucial	when	false	information	
  can	spell	disaster	on	an	interstellar	scale.	The	transportation	of	
  information	often	involves	the	use	of	codes	and	some	degree	of	
  espionage.	Characters	with	this	skill	know	more	than	most	about	
  the	secret	world	of	agents	and	how	to	protect	information	from	
  others.
  Recon
  Reconnaissance	work	often	involves	observation	to	estimate	
  the	relative	strength	and	disposition	of	the	observed	opponent.	
  Individuals	with	Recon	training	are	effective	artillery	observers.	
  Reconnaissance	individuals	are	often	used	to	scout	the	way	ahead	
  for	a	larger	group	to	determine	impending	dangers	and	the	best	
  possible	route	of	travel.	Recon	is	a	field-based	skill	and	is	useful	
  mainly	in	times	of	conflict.
  Surveillance
  This	skill	allows	a	character	to	monitor	the	activities	and	
  movements	of	someone,	either	by	following	that	person	or	by	
  the	use	of	surveillance	devices.	Characters	with	Surveillance	
  also	learn	anti-surveillance	techniques.	Surveillance	work	often	
  involves	bugging	and	phone	taps	to	get	a	clearer	picture	of	the	
  target’s	action.	Surveillance	is	often	used	by	intelligence	or	law	
  enforcement	agents	to	obtain	information.
  Tactics
  An	individual	with	tactical	knowledge	can	combine	the	
  information	given	to	them	and	come	up	with	the	best	operating	
  solution.	Such	training	is	especially	useful	when	in	combat.	When	
  people	are	working	together	as	a	team,	Leadership	and	Tactics	are	
  most	useful.	Someone	with	Tactics	can	often	guess	the	enemy	
  plans	if	supplied	with	good	intelligence	information.	Characters	
  with	tactics	can	sometimes	react	faster	than	others,	as	they	have	a	
  better	idea	about	what	the	opposition	is	doing.	If	a	group	works	
  together	in	combat	then	the	Tactics	bonus	applies	to	the	group.
  
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  SCIENCE
  Science	is	hugely	underrated	in	schools,	but	is	the	cornerstone	
  of	civilisation.	Propose	a	theory,	then	devise	experimental	tests	to	
  support	or	disprove	the	theory.	Then	conclude	the	relative	validity	
  of	the	theory.	In	science	nothing	is	necessarily	what	it	seems,	but	
  for	the	time	being	the	best	theory	is	the	accepted	truism.
  Astronomy
  This	skill	allows	the	interpretation	of	observed	astronomical	
  data.	It	allows	a	character	to	comprehend	the	processes	of	stars	
  and	their	associated	phenomena.	A	character	with	this	skill	knows	
  how	to	operate	telescopes	and	other	spectrographic	equipment.	An	
  astronomer	can	try	to	identify	stars	about	to	nova	or	the	possible	
  presence	of	a	black	hole.
  Bioscience
  This	skill	involves	the	study	of	biological	organisms	and	how	
  they	function.	An	organism	could	range	from	several	tonnes	of	
  marine	mammal	to	single-cell	creatures.	The	life	processes	and	
  evolutionary	background	can	be	ascertained	through	careful	
  study.	Much	of	Bioscience	is	concerned	with	how	the	organism	
  overcomes	its	challenges	in	life.	These	primary	functions	are	to	
  breed,	grow,	feed	and	move.	Some	of	the	work	is	conducted	in	a	
  laboratory,	analysing	collected	samples.	The	other	part	involves	
  observations	of	the	organism	in	its	habitat.	Bioscience	is	made	
  up	of	the	disciplines	of	Biology,	Botany,	and	Zoology.	People	
  with	Bioscience	skills	of	100	or	more	tend	to	specialise	in	one	
  of	the	sub-fields.
  Chemistry
  Chemistry	involves	the	comprehension	of	the	properties	of	
  the	elements	and	the	reactions	that	occur	from	mixing	various	
  chemicals	together.	A	character	skilled	in	Chemistry	can	mix	
  chemicals	to	create	the	desired	effect.	So,	with	instructions	or	
  related	knowledge	a	chemist	could	make	some	form	of	painkiller	
  (Medical),	or	an	acid	effective	on	particular	alloys	(Metallurgy).
  Genetic	Engineering
  A	character	with	a	background	in	Genetic	Engineering	
  understands	the	make	up	of	the	DNA	and	can	separate	the	
  individual	gene	with	the	desired	quality.	The	gene	can	then	be	
  transferred	to	the	genes	of	a	different	organism.	This	allows	the	
  Genetic	Engineer	to	create	a	variant	with	the	qualities	desired	
  spliced	in.	This	applies	to	plants,	animals	and	higher	life	forms.	
  But	as	in	most	cases	such	people	are	completely	reliant	on	specialist	
  equipment.
  Geology
  Geology	involves	the	investigation	and	comprehension	of	
  processes	which	form	planets	and	the	various	rocks	and	landforms	
  which	make	up	the	planets.	A	character	with	this	skill	can	interpret	
  the	geologic	history	of	an	area,	and	determine	the	most	likely	
  location	of	economic	resources,	or	a	supply	of	underground	
  water.	This	skill	allows	the	Geologist	to	determine	and	prevent	
  hazards,	identify	floodplains,	or	determine	the	timing	of	volcanic	
  eruptions.
  Mathematics
  Often	closely	tied	with	Physics,	the	study	of	mathematics	
  allows	the	comprehension	of	complex	formulae	and	mathematical	
  equations.	At	the	lesser	end,	with	this	skill	a	person	can	handle	
  numbers	well,	(i.e.	add	up	numbers	in	their	head)	whereas	the	
  rest	of	us	need	our	wristcomps.
  Metallurgy
  An	individual	with	this	skill	knows	the	properties	and	uses	of	
  metals,	alloys	and	ores.	The	individual	has	learned	the	refining	
  techniques	to	make	various	alloys.	The	metallic	composition	of	
  an	unknown	alloy	can	also	be	analysed.	A	skilled	individual	could	
  possibly	create	a	new	alloy.
  Physics
  These	people	make	measurements,	make	more	measurements,	
  and	then	interpret	what	they	measured.	They	understand	the	
  physical	properties	and	the	theories	of	reality	and	the	universe.	
  An	individual	with	this	skill	could	explain	to	you	how	the	starship	
  drive	system	actually	works,	but	without	relevant	skills	could	not	
  operate	it.
  SOCIAL
  These	 are	 the	 skills	 of	 interpersonal	 relations,	 skills	 of	
  communication,	 and	 skills	 of	 method	 and	 process.	 All	 are	
  considered	social	skills	because	at	their	root	is	the	necessity	to	
  understand	the	many	variations	of	societies.
  Admin
  When	running	a	business,	company,	government	or	any	
  large	organisation	with	a	large	bureaucracy,	an	individual	needs	
  administration	skills.	People	such	as	accountants,	economic	
  advisors,	clerks	and	bureaucrats	require	Admin.	Managers	make	
  decisions	but	administration	ensures	that	it	goes	through	and	the	
  rest	keeps	working.
  History
  History	is	the	key	to	understanding	who	we	are	and	why	we	
  are	the	way	we	are.	Individuals	who	understand	history	can	learn	
  from	the	past	and	not	repeat	earlier	mistakes.	They	also	generally	
  have	a	feeling	of	belonging	somewhere.	The	principles	of	studying	
  history	often	help	when	trying	to	unravel	the	mysteries	of	the	
  universe	such	as	found	at	archaeological	sites.	
  Investigate
  Individuals	with	Investigate	range	from	police	solving	crimes	
  to	astronomers	who	are	searching	amongst	records	for	data	
  on	a	star	under	observation.	The	Investigate	skill	involves	the	
  procedures	for	finding	the	clues	and	gaining	information.	
  Literature
  Literature	is	the	skill	that	pertains	mainly	to	being	a	learned	
  scholar.	Being	able	to	quote	obscure	bits	from	classical	works	
  such	as	Shakespeare,	Dickens,	the	Koran	or	the	sayings	of	Mao	
  are	a	hallmark	of	such	people.	Becoming	an	established	writer	or	
  novelist	requires	a	good	skill	in	literature.	The	study	of	a	culture’s	
  writing	can	give	a	meaningful	insight	into	that	culture.
  Language
  All	characters	are	fluent	and	in	most	cases	literate	in	their	
  native	language	with	a	skill	level	of	100%	–	this	falls	outside	
  normal	skill	acquisition.
  
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  Language	is	not	a	skill,	only	the	knowledge	of	a	particular	
  language	 (English,	 Norwegian,	Tagalog,	 Swahili,	 etc.).	 An	
  individual	may	learn	a	language	that	is	not	their	native	tongue.	
  The	degree	of	skill	indicates	the	level	of	fluency,	while	at	higher	
  levels	the	character	may	begin	to	develop	a	level	of	literacy	in	the	
  particular	language.	Languages	often	contain	nuisances	which	
  can	lead	those	with	minimal	understanding	of	the	language	into	
  misinterpretations	of	conversations.	Languages	are	very	useful	
  in	conducting	business	in	foreign	nations	or	with	alien	races.	
  Being	able	to	speak	a	language	brings	more	prestige	than	using	
  a	translation	device.
  Law
  Lawyers,	solicitors,	barristers,	judges	and	to	a	certain	degree	
  police	officers	are	familiar	with	the	law.	They	have	an	understanding	
  of	all	the	implications	of	each	law	depending	on	their	level	of	
  ability.	Such	legal	knowledge	tends	to	be	either	trial	or	civil	law.	
  However,	legal	knowledge	is	very	important	in	the	commercial	
  sector,	with	corporate	law	consultants	providing	advice	on	how	
  far	a	company	can	go	without	breaching	the	law.
  Leader
  Some	people	have	the	ability	to	make	a	group	of	individuals	
  work	as	a	team.	Leadership	skills	a	person	in	earning	the	respect	
  of	a	group,	and	gaining	their	trust.	It	is	the	ability	to	manage	and	
  direct	that	group	to	pull	together	in	a	common	aim.	Military,	
  corporate	and	governmental	careers	are	examples	of	where	
  leadership	may	be	developed.	Political	or	corporate	leaders	will	
  go	to	great	lengths	to	develop	good	leadership	skills	to	control	
  and	manipulate	the	people	within	their	organisations.
  Liaison
  An	individual	with	liaison	skills	can	negotiate	and	otherwise	
  encourage	people	to	see	things	their	way.	Such	characters	are	often	
  found	in	advertising,	public	relations	and	politics.	Professional	
  negotiators	will	often	combine	this	skill	with	psychology	and	
  some	prior	research	into	a	subject’s	past.
  Linguistics
  This	skill	covers	the	study	of	the	development	of	language.	
  With	Linguistics	it	becomes	easier	to	communicate	with	people	
  whose	language	you	do	not	completely	understand.	The	structure	
  of	their	language	becomes	better	known	by	research.	This	works	
  both	with	Earth	and	alien	languages.	This	skill	helps	an	individual	
  learn	a	new	language	through	experience	in	studying	the	language	
  in	question.
  Philosophy
  Philosophy	involves	the	study	of	morals,	ethics	and	religion	
  and	the	way	they	impact	on	our	way	of	life.	It	also	often	involves	
  the	study	of	how	a	society	deals	with	the	problems	confronting	
  it.	The	way	a	society	responds	will	be	related	to	past	experiences	
  and	the	current	circumstances	of	that	society.	Philosophers	will	
  often	have	a	reasonable	degree	of	History	skill	as	well.
  Psychology
  This	involves	the	study	of	the	mind	and	how	it	works.	
  At	advanced	levels	a	psychologist	can	analyse	a	patient	and	
  help	through	counselling.	In	recent	years	psychologists	have	
  pondered	over	how	the	phenomena	of	psychic	abilities	work.	The	
  development	of	psionic	talents	is	a	result	of	psychological	research	
  proving	the	existence	of	psychic	abilities	and	figuring	out	a	scheme	
  to	develop	such	talents.	Psychologists	often	study	alien	races	to	
  determine	what	motivates	them	to	conduct	certain	actions,	thus	
  increasing	the	ability	of	one	society	to	understand	the	other.
  Trader
  A	trader	is	familiar	with	the	processes	of	an	economic	system.	
  With	this	understanding	they	can	speculate	on	the	economic	
  future.	 Such	 individuals	 are	 commonly	 found	 working	 on	
  the	stock	market,	trading	shares	and	futures	on	products	and	
  resources.	This	job	often	involves	bargaining	and	many	have	keen	
  Liaison	skills	as	well.	Other	traders	have	an	eye	for	a	product	that	
  would	suit	a	particular	market	and	thus	often	work	in	distribution	
  or	importing	firms.	Smaller	operators	are	often	free	traders	who	
  live	by	buying	goods	and	selling	them	directly	to	consumers.
  STREET
  The	skills	termed	Street	or	Clandestine	could	be	learnt	through	
  legitimate	channels,	but	are	usually	not.	Exactly	why	someone	
  might	have	a	proficiency	in	these	skills	is	greatly	questionable	
  even	if	they	were	now	allegedly	a	good	guy.
  Bribery
  A	person	with	Bribery	and	some	thing	of	value	can	try	to	
  arrange	for	someone	to	look	the	other	way	while	something	
  illegal	is	conducted.	Often	the	wheels	of	an	organisation	need	
  to	be	lubricated	in	order	to	get	a	speedy	result.	In	many	parts	of	
  the	business	world	bribery	is	expected.	A	skilled	briber	is	more	
  likely	to	be	accepted,	and	at	a	lower	price.	This	skill	also	covers	
  conducting	efficient	blackmail	schemes	if	the	information	is	made	
  available	to	the	person	with	bribery	skills.
  Disguise
  There	are	times	when	individuals	wish	to	go	places	without	
  being	recognised.	At	these	times	the	Disguise	skill	comes	in	handy.	
  Disguise	can	also	be	useful	for	changing	your	appearance	so	that	
  you	look	older.	A	good	disguise	might	allow	a	young	man	to	drive	
  through	a	police	roadblock	while	dressed	as	an	old	lady.	A	person	
  might	seem	visibly	taller,	older	or	younger.	The	more	elaborate	
  the	disguise,	the	more	costly	the	components.	But	only	someone	
  skilled	in	disguises	can	make	the	illusion	convincing.
  Forgery
  This	skill	allows	the	individual	to	recognise	when	something	
  is	a	forgery.	A	character	can	create	forged	documents,	money	or	
  art	works	(with	appropriate	artistic	skills)	and	pass	them	off	as	the	
  original.	As	a	society	becomes	more	advanced	forgery	of	money	
  and	official	documents	becomes	harder.	Forgery	at	a	basic	level	
  covers	attempting	to	write	someone	else’s	signature.
  Gambling
  Gambling	is	the	skill	for	risk	takers.	Individuals	with	this	
  skill	have	a	better	chance	of	choosing	the	winning	horse	at	a	race	
  meeting.	Gamblers	are	proficient	at	card	games	or	dice.	This	skill	
  increases	the	chance	at	winning	and	also	at	spotting	when	someone	
  else	is	cheating.	A	gambler	is	always	very	good	at	playing	games	
  and	usually	very	cool	about	a	difficult	risk.
  Intrusion
  An	individual	with	intrusion	skill	can	pick	locks	or	bypass	
  security	systems.	This	is	often	combined	with	Computer	skill	
  
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  where	computer-based	locks	are	commonplace,	or	where	there	is	
  a	need	to	hack	into	a	computer	system.	Individuals	with	Intrusion	
  sometimes	work	legitimately	as	locksmiths	or	security	consultants.	
  However,	like	most	clandestine	skills,	Intrusion	is	usually	learnt	
  on	the	streets	during	a	mis-spent	youth
  Picking
  This	is	the	skill	of	nimble	fingers;	sleight-of-hand	tricks,	
  pickpocketing,	shoplifting	and	concealment	of	objects	are	all	
  covered	by	the	umbrella	of	picking.	A	magician,	or	juggler	might	
  learn	this	skill	in	tandem	with	their	circus	skills,	but	by	far	the	
  majority	of	professors	of	picking	(or	more	correctly	legerdemain)	
  are	petty	criminals	and	children.
  Stealth
  Moving	silently	and	unnoticed	is	much	easier	with	this	skill.	
  It	is	especially	useful	if	the	individual	is	attempting	to	get	close	to	
  someone	in	order	to	knock	them	out	from	behind.	The	success	of	
  stealth	actions	is	modified	by	the	awareness	and	alertness	of	the	
  target.	Stealth	is	also	used	if	attempting	to	conceal	oneself.
  Streetwise
  An	 individual	 who	 is	 streetwise	 will	 know	 the	 street	
  environment	–	the	society	of	gutters	and	alleys	and	the	urban	
  domains.	They	can	find	people	or	places	and	tap	into	the	
  subculture.	They	have	a	better	chance	of	locating	black	market	
  contacts.	They	know	the	patch	of	a	local	gang	and	can	read	the	
  mood	of	the	street.	They	can	see	trouble	coming	and	behave	
  accordingly.	This	skill	also	allows	the	individual	to	adapt	his	
  speech	quickly	to	that	used	by	the	local	street	residents,	leading	
  to	greater	acceptance	in	the	community.
  TECHNICAL
  Technical	skills	are	the	practical	applications	of	scientific	
  theory.	They	are	the	essential	skills	for	an	advanced	society.
  Armourer
  A	skilled	armourer	can	maintain	and	repair	armour	suits.	
  These	suits	range	from	flak	jackets	to	elite	battle	armour.	An	
  individual	with	this	skill	can	also	fix	weapons	systems	ranging	
  from	sidearms	to	starship	weapons.	An	armourer	can	keep	their	
  weapons	in	peak	condition	and	so	get	the	maximum	out	of	their	
  weapon.	Customising	a	weapon	to	an	individual’s	requirements	
  is	best	done	by	an	armourer	rather	than	a	normal	technician	or	
  engineer,	since	they	understand	the	nature	of	weapons	better.
  Astrogation
  A	character	with	this	skill	can	plot	a	course	for	a	spaceship	so	
  that	it	gets	from	its	point	of	departure	to	the	designation	without	
  running	into	large	objects,	such	as	a	moon.	Astrogation	training	
  covers	both	sub-light	travel	using	gravitic	and	thrust	drives	as	well	
  as	the	use	of	hyperdrives.
  Cleaning
  If	a	laboratory	is	required	to	be	absolutely	dustless	then	it	had	
  better	be	cleaned	by	a	professional.	Chemical	and	biological	spills	
  can	also	be	cleaned	up	by	such	a	skilled	person.	At	higher	levels,	
  decontamination	procedures	are	learnt,	allowing	such	a	skilled	
  character	to	aid	in	such	incidents	as	nuclear	disasters.
  Computer
  In	a	technical	society	almost	anyone	can	work	a	computer,	
  but	if	you	want	to	program,	operate	complex	packages,	or	do	
  some	hacking	then	this	is	the	skill	required.	With	it	a	character	
  can	decrease	the	time	data	entry	requires,	can	access	restricted	
  information,	and	can	cover	their	tracks	on	the	way	out	–	that	is,	
  if	they	got	past	the	security	program.
  Cybernetics
  A	character	skilled	in	Cybernetics	can	carry	out	maintenance	
  of	their	own	or	others’	cybernetic	implants.	The	removal	and	
  installation	of	cybernetics	systems	must	be	performed	in	tandem	
  with	Medical	skill	and	is	normally	only	safely	done	in	a	hospital	
  or	cyberclinic	with	the	appropriate	equipment	and	staff.
  Cybernetics	differs	from	Robotics	where	the	technology	
  meets	the	biology.	Robotics	has	no	such	interface	and	must	rely	
  on	internal	power,	computer	control,	and	connected	sensors.	
  Cybernetics	may	borrow	power	from	the	host,	needs	neural	
  control	and	may	connect	to	the	sensory	system	of	the	host.	These	
  elements	make	the	two	fields	sufficiently	different	to	warrant	
  independent	skills.
  Electrical	Engineering
  This	skill	allows	an	understanding	of	electrical	and	electronic	
  systems.	A	character	with	this	skill	can	repair	a	computer	or	rewire	
  the	house.	They	can	repair	any	system	which	is	electronic	in	
  nature,	such	as	energy	weapons,	robotics	system	(straight	repair),	
  or	a	gravitic	drive	system.
  Higher	levels	allows	for	the	design	of	electrical	devices	and	
  their	construction.
  Mechanical	Engineering
  An	individual	with	this	skill	can	keep	mechanical	systems	
  working.	These	systems	include	combustion	engines,	conventional	
  projectile	weapons,	and	watercraft.	Mechanical	Engineering	covers	
  any	moving	part	of	a	machine;	therefore	some	faults	in	robotics,	
  cybernetics,	or	any	complex	device	may	be	worked	on	by	a	
  mechanical	engineer	since	although	they	are	not	specialist	in	the	
  field	they	will	find	that	the	principles	of	mechanics	are	similar	
  across	various	applications.
  Medical
  An	individual	who	has	Medical	skill	is	able	to	save	lives,	
  diagnose	illness	and	administer	the	required	medicine.	At	higher	
  levels	they	can	perform	operations	on	patients	to	save	their	lives	
  from	near-fatal	injuries.	A	doctor	can	work	out	if	a	patient	has	
  been	poisoned	or	if	they	are	suffering	from	a	disease.	At	high	
  levels	it	is	possible	to	carry	out	field	operations	that	stabilise	a	
  dying	person.	Medical	also	involves	a	knowledge	of	medical	drugs	
  and	equipment.
  Mining
  An	individual	with	this	skill	knows	the	basics	of	mining	
  practices.	They	can	operate	the	varying	kinds	of	equipment	
  involved,	from	a	gold	pan	to	a	robotic	drilling	rig.	Mining	is	
  also	concerned	with	resource	management,	not	just	resource	
  extraction.	Mining	is	the	practical	side	of	Geology,	which	would	be	
  used	in	tandem	to	find	the	sites	of	new	mines,	and	in	determining	
  the	worth	of	a	potential	site.
  
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  Robotics
  With	this	skill	a	character	can	use	robotic	systems	of	all	
  types,	whereas	other	skills	might	know	how	to	use	the	robotics	
  systems	of	their	respective	fields	–	medics	and	medical	robots,	
  miners	and	mining	robots.	Robotics	technicians	not	only	can	
  use	robots	of	all	descriptions,	they	are	also	essential	for	the	repair	
  and	maintenance	of	robotic	systems.	Knowledge	of	Robotics	
  also	permits	the	customisation,	reprogramming	and	design	of	a	
  robotic	system.
  Security
  An	individual	skilled	in	Security	can	set	up	perimeters,	install	
  security	sensors,	design	new	systems,	and	prevent	access	to	various	
  levels	of	authority.	Lower-skilled	individuals	are	more	likely	to	be	
  guards,	and	may	have	some	animal	handling	ability	with	respect	to	
  using	a	guard	dog.	Security	skill	can	be	combined	with	Computer	
  skill	to	create	effective	software	security	procedures	and	programs	
  for	computer	networks.	In	total,	the	security	skill	encompasses	
  all	of	the	field	of	security,	both	the	simple	patrol	and	monitoring	
  of	guards	and	cameras,	to	the	advanced	electronic	and	computer	
  security	applications	that	are	mandatory	to	any	industry.
  Sensors
  The	raw	data	coming	form	a	sensor	device	won’t	make	any	
  sense	unless	you	have	Sensor	skill.	With	the	skill,	a	person	can	
  interpret	the	incoming	data	and	set	the	sensor	device	to	locate	
  the	desired	information.
  Sensors	skill	is	useful	for	any	technician	trying	to	fix	a	sensor	
  device.	Similar	to	robotics,	people	with	skills	in	areas	which	use	
  sensors	regular	will	know	how	to	read	their	sensors,	e.g.	a	doctor	
  can	read	a	medical	scanner	but	the	radar	screen	is	just	a	machine	
  that	goes	‘bing’	without	Sensor	skill.
  Structural	Engineering
  The	structural	component	of	any	machine	involves	the	
  structural	supports	and	housing	of	devices.	Structural	Engineering	
  also	includes	large	projects	such	as	designing	and	overseeing	the	
  construction	of	a	bridge.	The	superstructure	of	a	starship	would	
  also	fall	under	Structural	Engineering,	as	would	the	replacement	
  of	armour	on	a	fighting	vessel.	At	the	simplest	level	this	skill	covers	
  house	building	and	carpentry.
  Survey
  This	skill	allows	mapping	and	measurement	of	resources	
  (geographic	surveying).	It	also	involves	mapping	of	areas	and	
  collecting	data	on	population	levels,	etc.	(sociographic	surveying).	
  Mapping	can	typically	involve	an	unknown	area	on	a	new	planet.	
  Engineers,	Geologists	and	Miners	use	surveying	to	create	accurate	
  maps	of	appropriate	data	for	their	own	projects.
  VEHICLE
  The	control	of	vehicles	is	an	essential	skill	for	any	mobile	
  population.	We	all	have	feet,	but	when	you	need	to	fly	you	need	
  wings.
  Aircar
  The	ability	to	pilot/drive	an	aircar.	Aircars	include	any	
  vehicles	which	are	grav	powered	and	capable	of	flying,	but	unlike	
  aeroplanes	they	handle	like	normal	ground	cars.	In	small-scale	
  personal	vehicles,	gravity	reaction	(GR)	craft	are	known	as	aircars.	
  These	include	any	vehicle	which	is	grav	powered,	as	the	flight	
  principles	of	aircars	are	the	same	for	all	types	of	GR	craft.	Aircar	
  vehicles	are	normally	quite	a	prestigious	form	of	transport.	The	
  higher	the	skill	the	safer,	smoother	and	more	efficient	the	journey.	
  Typically	these	vehicles	are	simply	a	nice	form	of	conventional	
  atmosphere	travel	and	ultra-high-class	shopping	trolleys	at	lower	
  levels;	such	models	of	GR	vehicle	may	be	piloted	safely.	However,	
  many	designs	of	GR	vehicles	have	more	flexible	applications	such	
  as	travel	in	hostile	atmospheres,	or	in	various	very	low	to	very	high	
  gravities.	In	some	cases	the	vehicles	are	capable	of	reaching	low	
  orbits.	Only	pilots	of	GR	vehicles	at	higher	levels	may	attempt	
  to	pilot	GR	craft	under	such	conditions.
  Aircraft
  If	you	want	to	fly	a	conventional	atmospheric	flying	machine,	
  such	as	aeroplane,	helicopter,	or	microlight,	then	you	will	require	
  Aircraft	skill.
  If	the	vehicle	is	powered	by	Grav	engines,	then	use	Aircar	
  skill.
  Ground	car
  Ground	vehicles	include	cars,	trucks	and	bikes.	They	move	
  on	wheels,	tracks	or	rollers,	or	hover	above	the	ground.	Piloting	
  of	any	of	these	vehicles	requires	Ground	car.	Most	ground-based	
  transport	is	considered	Ground	car	for	skill	purposes	since	they	
  use	similar	control	principles.	Difficulty	for	driving	really	comes	
  down	to	the	control	systems	with	respect	to	vehicle	type,	size,	
  manoeuvrability,	etc.
  Marine	Craft
  An	individual	with	this	skill	can	pilot	most	water	vehicles.	
  They	are	normally	surface	boats	powered	by	paddle,	sail	or	power	
  momentum,	or	submarine	vehicles	that	operate	below	or	on	the	
  surface.	Vehicles	capable	of	operation	on	land	as	well	as	water	are	
  considered	Ground	cars,	such	as	hovercraft.	Any	land	vehicles	that	
  travel	under	wind	power	using	sails	require	both	Marine	craft	and	
  Ground	car	skills.
  Mech	Ops
  If	you	want	to	wear	powered	armour	or	something	bigger,	
  then	this	skill	is	the	required.	Mechs	include	any	vehicle	that	
  uses	legs	for	their	movement.	Mechs	can	have	more	than	two	
  legs	and	range	in	size	from	power	armour	to	combat	walkers	to	
  giant	machines	towering	over	battlefields.	Mechs	either	operate	
  by	mimicking	the	actions	of	the	pilot	who	stands	in	the	centre	
  of	the	mech	and	feels	the	movement	of	the	vehicle	around	them,	
  or	in	the	larger	mechs	by	use	of	complex	piloting	controls,	often	
  including	a	neural	link	to	the	pilot.
  Starship	Pilot
  This	is	the	skill	which	allows	the	successful	piloting	of	
  spacecraft.	A	spacecraft	is	any	vessel	capable	of	travel	outside	the	
  atmosphere	(except	for	some	Gravitic	vehicles	and	Aircraft).	A	
  spacecraft	can	be	any	type	of	space-traversing	vehicle	from	a	small	
  in-system	runabout	to	an	enormous	colony	ship	with	millions	of	
  people	aboard	travelling	from	star	to	star.
  WEAPON
  So	many	times,	in	so	many	newspapers,	we	read	of	the	misuse	
  of	weapons;	it	is	rarely	the	skill	that	is	at	fault,	and	never	the	
  device.
  
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  Armed	Combat
  This	skill	allows	the	use	of	blade	weapons	ranging	from	
  daggers	and	street	blades	to	a	duralloy	katana.	It	also	includes	
  the	use	of	blunt	weapons	such	as	maces	and	piercing	weapons	
  such	as	spears.	It	also	includes	any	improvised	weapons	such	as	
  bar	stools	and	frying	pans.
  Armed	Combat	skill	is	the	umbrella	skill	for	a	proficiency	in	
  hand-employed	or	melee	weapons.
  Heavy	Weapons
  This	skill	covers	training	in	vehicle-mounted	weapons	as	
  well	as	those	on	a	starship	and	large	naval	vessels.	All	installation	
  weapons	and	artillery	pieces	are	considered	heavy	weapons,	as	are	
  any	support	weapon	with	a	crew	of	three	or	more	such	as	heavy	
  machine	guns,	and	missile	launch	systems	such	as	air	defence	
  missile/radar	integrated	systems.	The	only	exception	is	where	
  gun	weapons	are	installed	for	passengers	to	use,	such	as	in	APC	
  or	cargo-door-mounted	antipersonnel	weapons	for	the	crew	to	
  repel	infantry.
  Demolitions
  An	individual	with	this	skill	has	learned	how	to	use	explosives	
  safely.	They	can	arm	or	disarm	explosive	devices.	They	know	the	
  correct	amount	of	explosive	required	to	complete	the	required	task	
  and	the	correct	location	to	place	the	explosive	in	for	maximum	
  effect.	Demolitions	skill	also	includes	training	in	the	laying	of	
  minefields	and	the	removal	of	mines.
  Gun
  Gun	 skill	 covers	 weapons	 from	 advanced	 laser	 rifles	 to	
  matchlock	 muskets.	 It	 also	 includes	 man-portable	 support	
  weapons	 such	 as	 grenade	 launchers,	 light	 machine	 guns,	
  mortars,	light	antitank	weapons	(LAWs)	and	flamethrowers.	The	
  distinction	between	a	gun	and	a	heavy	weapon	rests	with	whether	
  the	weapon	can	be	carried	and	used	by	a	single	individual.
  Tensile	Weapons
  This	skill	covers	the	use	of	bows,	crossbows,	slings,	and	other	
  missile	devices	that	require	a	force	applied	by	the	user.	It	does	not	
  include	hand-hurled	weapons.	If	an	individual	fires	a	stone	at	a	
  window,	they	must	use	a	hand-held	catapult	for	Tensile	Weapons	
  training	to	come	into	play.	A	tensile	weapon	differs	from	projectile	
  ‘gun’	weapons	by	deriving	its	power	from	the	strength	of	its	
  operator	(crossbows	are	the	one	exception,	but	they	are	included	
  here	as	their	characteristics	make	them	more	like	a	tensile	weapon	
  than	a	projectile	weapon).
  Thrown	Weapons
  This	skill	covers	the	use	of	thrown	weapons	such	as	knives,	
  darts,	spears	and	improvised	weapons	such	as	cue	balls	or	beer	
  mugs.	Included	with	thrown	weapons	are	hand	grenades	and	such	
  devices.	Often	thrown	weapons	can	be	used	in	an	‘armed’	capacity	
  and	vice	versa,	and	some	weapons	such	as	spears	are	multi-purpose,	
  whereas	combat	knifes	are	often	not	balanced	for	throwing,	but	
  do	more	damage	than	a	throwing	knife.	However,	when	used	in	
  an	‘armed’	capacity,	Armed	skill	is	appropriate.
  Unarmed	Cbt
  This	skill	covers	all	the	styles	of	unarmed	fighting	including	
  boxing,	wrestling	and	the	various	forms	of	unarmed	martial	arts.	
  The	higher	the	skill	the	greater	the	training	and	the	more	likely	
  the	style	is	that	of	a	martial	art.
  MISCELLANEOUS
  Miscellaneous	skills	are	all	the	hobby,	craft,	sport,	or	interest	
  skills	which	don’t	fall	anywhere	else.
  Acrobatics
  Individuals	with	Acrobatics	have	learnt	techniques	that	allow	
  for	better	balance	and	control	of	movement.	They	can	jump	
  further	and	higher	than	other	people	of	similar	STATs.	Landing	
  techniques	to	reduce	impact	damage	from	falling	are	all	part	of	
  the	training.	Such	individuals	have	learnt	to	tumble	and	land	
  properly.	Acrobatics	is	useful	for	getting	out	of	harm’s	way,	such	
  as	to	avoid	a	thrown	object.	Tightrope	walking	and	other	such	
  feats	can	be	achieved	with	Acrobatics.
  Cooking
  No	don’t	pass	this	skill	by	–	the	two	people	that	no	one	in	a	
  combat	unit	should	get	on	the	bad	side	of	are	the	medic	and	the	
  cook.	The	cook	can	be	everyone’s	friend.	Not	just	anyone	can	
  make	a	few	pounds	of	rehydrated	protein	taste	good	enough	to	
  eat...	Hey	where	are	my	old	boots?	Cooking	skill	at	the	various	
  levels	allows	an	individual	to	produce	dishes	of	inventive	quality	
  from	a	myriad	of	ingredients,	the	limits	rest	only	with	imagination	
  and	the	gullibility	of	the	diners.	Squirrel	Soufflé,	Rancid	Aardvark	
  Pate,	Peppered	Shank	of	Commanding	Officer.
  Dance
  The	 co-ordination	 of	 poise	 and	 grace	 can	 do	 much	 for	
  individuals	who	suddenly	find	themselves	in	ballrooms	of	society.	
  In	modern	nightclubs	it	is	the	most	talented	movers	and	shakers	
  who	leave	in	company.	Dance	should	not	be	seen	as	just	pretty	
  girls	in	twill	skirts.	It	represents	a	massive	segment	of	arts	and	
  culture,	and	as	a	skill	it	embraces	so	many	variations:	court	dance,	
  jazz	and	modern	dance,	breakdancing,	ballroom	dancing,	disco,	
  salsa,	lambada,	tango,	highland	dancing	and	tribal	dance	rituals,	
  ice-dancing,	as	well	as	ballet.
  Musical	Instrument
  A	knowledge	of	musical	instruments,	musical	theory,	harmonics,	
  and	musical	notation	has	many	obtuse	applications	beyond	the	
  obvious	ability	to	play	an	instrument	and	read	its	associated	music	
  notes.	Singing	is	also	included	in	Musical	Instruments	skill.
  Sport
  This	skill	covers	almost	any	physical	competition	or	game.	
  Typically,	sports	are	based	more	on	the	skilful	application	of	
  physical	strength	than	in	brute	force,	thus	DEX	is	listed	as	the	
  base	STAT,	but	athletic	sports	such	as	discus,	shot	put	and	javelin	
  are	arguably	more	the	province	of	STR.	Exactly	which	STAT	is	
  used	as	the	base	STAT	is	a	decision	for	the	GM.	Sports	such	as	
  skiing,	cycling,	skydiving,	water	skiing,	swimming,	equestrian	
  and	luge	are	all	included.	The	combat-type	sports	of	boxing,	
  wrestling,	karate,	etc.	are	not	covered,	as	they	firmly	come	under	
  the	Unarmed	Combat	skill.	Target	shooting,	archery	and	javelin	
  are	sports	but	could	be	used	in	a	combat	situation.
  
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  The Application of Skills 
  When	the	time	comes	to	actually	do	something	with	a	skill,	
  the	GM	needs	to	consider	whether	the	task	is	so	simple	that	it	is	
  unreasonable	to	test	the	skill	of	the	character.	It	becomes	tedious	
  if	at	every	street	corner	a	character	must	roll	against	their	Ground	
  car	skill	in	order	to	successfully	stop	at	the	traffic	lights.	Swerving	
  to	avoid	a	child	chasing	a	ball	is	another	matter.
  When	there	is	a	requirement	in	the	game	to	check	whether	
  a	character	was	successfully	able	to	perform	a	task,	a	skill	test	
  is	required.	If	the	character	has	an	appropriate	skill	then	the	
  percentage	level	of	that	skill	is	used	for	the	basis	of	the	character’s	
  ability	in	the	skill.	If	the	character	does	not	possess	the	skill	then	
  they	may	perform	the	skill	test	using	the	skill’s	listed	STAT	base	as	
  the	basis	for	the	character’s	ability	in	the	skill,	but	the	task	modifier	
  level	is	increased	by	one	level	(typically	this	makes	a	test	like	this	
  an	academic	exercise	in	failure	or	phenomenal	luck).
  To	test	against	a	skill,	the	player	rolls	1d100	and	the	dice	
  modifier	is	then	added	(or	subtracted)	from	the	result	according	
  to	the	task	modifier.	If	the	result	is	equal	to	or	below	the	skill	or	
  STAT	base,	then	the	player	has	succeeded.	If	the	result	was	above	
  the	skill	or	STAT	base	then	the	player	has	failed.	An	unmodified	
  roll	of	100	means	automatic	failure.	An	unmodified	roll	of	01	
  means	an	automatic	success,	partial	success	or	exceptional	success	
  depending	on	the	circumstances.
  Task	Difficulty	Modifiers
  The	following	table	is	a	guideline	to	varying	the	task’s	
  difficulty	on	the	basis	of	the	how	complex	an	application	of	the	
  skill	the	particular	task	is.	These	Dice	Modifiers	(DM)	will	appear	
  frequently	throughout	the	rules	and	adventure	texts.
  Difficulty 
  Difficulty 
  Abbreviation Dice 
  Success 
   
   
  Term 
    
  Modifier Level
  	
  -2	
  Very	Easy	
  VEasy	
  -80	
  1
  	
  -1	
  Easy	
  Easy	
  -40	
  2
  	
  0	
  Moderate	
  Mod	
  0	
  3
  	
  1	
  Hard	
  Hard	
  +40	
  4
  	
  2	
  Very	Hard	
  VH	
  +90	
  5
  	
  3	
  Very	Hard	2	
  VH2	
  +180	
  6
  	
  4	
  Very	Hard	3	
  VH3	
  +360	
  7
  	
  5	
  Very	Hard	4	
  VH4	
  +720	
  8
  	
  6	
  Very	Hard	5	
  VH5	
  +1440	
  9
  	
  7	
  Very	Hard	6	
  VH6	
  +2880	
  10
  When	applying	Task	Difficulties,	the	difficulties	set	by	the	GM	
  are	not	relative	to	the	experience	of	the	character	concerned.	They	
  are	absolute	difficulties	under	normal	conditions	for	a	person	with	
  Skill Usage
  some	skill	in	that	area.	They	are	concrete	difficulties	irrespective	of	
  person	and	knowledge.	Modifiers	apply	to	such	things	as	adverse	
  conditions	in	which	performing	them	(like	being	drunk,	bad	
  weather,	or	trying	to	do	it	more	quickly	or	more	quietly	than	
  normal)	or	with	some	assistance	aids.	
  Expertise
  Because	a	skill	number	means	little	in	real	terms,	a	system	of	
  categories	describes	the	level	of	the	skill	for	use	in	describing	to	
  a	player	how	qualified	a	person	is.
  Skill Percentile 
  Ability Level
  0-49		
  	
  Amateur
  50-69	
  	
  Recognised
  70-100	
  	
  Qualified
  101+		
  	
  Expert
  Combined	Skill	Actions
  Sometimes	situations	dictate	that	characters	work	together	on	
  completing	a	task.	Or	perhaps	to	succeed	at	a	particularly	difficult	
  task	the	sum	of	individuals	may	be	sufficient	to	bring	success.	
  Many	hands	make	light	work.	
  
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  Firstly	the	characters	involved	must	use	the	same	skill,	or	
  possess	complimentary	skills	(depending	on	the	task).	The	GM	
  should	then	determine	how	many	characters	can	work	on	the	task,	
  based	on	practicalities	of	the	situation,	space	constraints	(if	any)	
  and	at	what	point	too	many	cooks	spoil	the	broth.	
  [If	you	figure	the	mechanics	properly	you’ll	notice	it	does	it	anyway.	
  Example:	person	1	has	10	skill,	and	person	2	has	100	skill.	Their	
  effective	skill	is	about	82.	This	can	be	handled	naturally	without	the	
  GM	even	thinking	–	let	the	players	figure	it	out	–	their	fault	if	they	
  don’t	figure	out	the	optimum	for	their	group.]
  The	resultant	skills	total	is	determined	as	æ	of	the	sum	of	all	
  characters’	skill	levels.
  Group	Skill	=	(sum	of	character’s	skills	involved)	x	0.75
  Timing
  Many	tasks	being	performed	by	a	character	will	involve	a	
  certain	amount	of	time	to	complete.	Many	people	may	want	to	
  do	an	assessment	task	roll	to	determine	how	long	the	task	is	likely	
  to	take	if	a	lot	of	time	is	involved.
  Most	tasks	that	a	character	will	perform	during	their	gaming	
  lifetime	cannot	be	defined	within	the	framework	of	the	rules	
  being	presented	and	it	will	be	the	domain	of	the	individual	GM	
  to	apply	some	common	sense	in	determining	both	difficulties	and	
  times	associated	with	that	task.
  In	some	cases,	such	as	psionics,	drug	use	or	combat,	some	
  specific	times	are	given.	Most	are	given	as	action	costs.
  These	action	costs	reflect	1	second	intervals,	referred	to	as	
  combat	rounds	within	the	combat	rules.	In	such	cases	a	task	will	
  take	the	number	of	seconds	to	complete	as	its	action	cost.
  Multiple	Actions
  It	is	possible	for	a	player	to	conduct	more	than	one	action	in	
  a	round.	The	effective	skill	or	STAT	level	of	the	character	will	be	
  reduced	according	to	the	number	of	actions	if	they	are	used	to	
  perform	these	actions.	This	reflects	the	hurried	nature	of	trying	to	
  perform	tasks	faster	than	normal	or	in	association	with	unrelated	
  ones.	See	the	combat	rules	for	an	expansion	and	examples	of	these	
  modifiers	at	work.
  Number of Actions 
  Skill Modifiers
  1	
  	
  	
  	
  1/1
  2	
  	
  	
  	
  1/2
  3	
  	
  	
  	
  1/4
  4	
  	
  	
  	
  1/8
  5	
  	
  	
  	
  1/16
  etc.	 	
  	
  	
  etc.
  Like	multiple	actions,	it	may	be	possible	for	a	character	to	
  rush	a	normal	task	without	conducting	different	actions.	If	the	
  character	tries	to	speed	up	the	time	required	then	they	should	
  pay	the	penalty	of	multiple	action	costs.	For	instance,	a	lock-
  picking	job	may	take	4	actions.	Thus	normal	time	would	be	4	
  seconds.	A	hurried	job	may	involve	attempting	this	in	2	seconds,	
  thus	paying	an	action	penalty	for	2	actions	per	second.	Some	
  intrusion	experts,	if	they	are	good	enough,	may	try	and	squeeze	
  such	an	activity	into	1	second	for	a	4-action	penalty	cost	under	
  the	multiple	action	costs.
  Methodical	Work
  If	a	character	has	plenty	of	time	and	can	prepare	carefully	and	
  work	in	a	methodical	and	careful	fashion,	they	may	often	have	
  a	better	chance	of	success.	When	undertaking	such	methodical	
  work	it	is	best	not	to	be	interrupted	since	it	would	destroy	the	
  concentration	of	the	character.
  In	general	the	task	will	become	1	difficulty	less	if	they	spend	
  about	double	the	amount	of	time	normally	required	to	complete	
  the	task.	Any	improvements	for	additional	time	beyond	this	are	
  purely	up	to	the	GM	involved.	However,	there	is	a	limit	to	how	
  increased	time	can	increase	the	chance	of	success.	Once	timeframes	
  stretch	into	an	interruption	of	the	flow	of	gaming,	then	the	GM	
  must	determine	how	to	handle	the	situation	as	a	role-playing	
  situation.
  Familiarity
  It	seems	obvious	that	people	are	not	going	to	be	familiar	with	
  every	piece	of	equipment	under	the	sun.	This	is	especially	true	
  of	civilians	with	respect	to	sophisticated	military	weapons	and	
  vehicles.	The	best	way	to	handle	this	is	to	apply	a	penalty	of	one	
  extra	task	difficulty	level	until	the	person	becomes	familiar	with	
  the	particular	piece	of	equipment.
  When	dealing	with	alien-designed	equipment	this	penalty	can	
  also	be	applied	for	equipment	that	is	of	similar	design.	However,	
  if	the	alien	item	is	of	a	fundamentally	different	design	due	to	
  anatomical	differences	or	simply	doesn’t	make	sense	to	anyone	
  else,	then	a	permanent	penalty	of	at	least	two	extra	task	difficulty	
  levels	should	be	applied.
  Xenology
  Xenologists	study	aliens,	alien	xenologists	study	humans	
  and	other	aliens.	Xenology	is	the	study	of	intelligent	lifeforms	
  different	to	our	own,	the	culture,	the	science	and	the	technology.	
  Looking	inwardly	at	one’s	own	culture,	origins	and	development	
  is	Anthropology;	looking	at	another’s	is	xenology.	A	skilled	
  xenologist	has	a	good	understanding	of	alien	culture,	of	how	an	
  alien	culture	might	react	to	the	culture	of	the	xenologist,	and	what	
  steps	might	be	taken	in	cross-cultural	negotiations.	In	general	
  someone	will	study	aliens	with	respect	to	their	chosen	field	of	
  study,	or	occupation.
  Depending	on	the	circumstances	involved,	a	character	may	
  have	a	skill	that	applies	to	that	race	only	rather	than	to	their	
  own	race.	As	such,	a	note	should	be	made	next	to	the	skill.	
  Treat	this	like	learning	a	specific	language,	such	as	Andorian.	
  A	xenologist	interested	in	Andorian	history	would	literally	have	
  history	–	Andorian.	For	each	alien	race	another	skill	must	be	
  effectively	learnt.
  However,	in	some	cases	physiology	or	psychology	may	bar	a	
  xenologist	from	performing	that	skill	to	the	optimum	a	native	
  may	learn,	in	which	case	a	difficulty	penalty	should	be	applied	
  according	to	the	difficulty	and	differences	involved.
  For	those	not	specialising,	then	penalties	relating	to	familiarity	
  and	physiology/psychology	differences	should	apply.	This	generally	
  calls	for	people	specialising	in	a	particular	xenological	field.
  
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  Skills List
  The	skills	are	listed	with	their	STAT	bases	in	categories	of	
  skill	types.
  Skill List Stat Bases
  Environment
  Animal	Handling	
  DEX
  Climbing	
  STR
  Gravity	Environ	
  CON
  Hostile	Environ	
  CON
  Hunting	
  INT
  Marine	Environ	
  CON
  Ride	
  CON
  Space	Environ	
  DEX
  Survival	
  CON
  Military
  Intelligence	
  INT
  Recon	
  INT
  Surveillance	
  INT
  Tactics	
  INT
  Science
  Astronomy	
  INT
  Bioscience	
  INT
  Chemistry	
  INT
  Genetic	Engineering	
  INT
  Geology	
  INT
  Mathematics	
  INT
  Metallurgy	
  INT
  Physics	
  INT
  Social
  Admin	
  INT
  History	
  INT
  Investigate	
  INT
  Language	
  INT
  Law	
  INT
  Leader	
  INT
  Liaison	
  INT
  Literature	
  INT
  Philosophy	
  INT
  Psychology	
  INT
  Trader	
  INT
  Street
  Bribery	
  INT
  Disguise	
  INT
  Forgery	
  DEX
  Gambling	
  INT
  Intrusion	
  DEX
  Picking	
  DEX
  Stealth	
  DEX
  Streetwise	
  INT
  Technical
  Armourer	
  DEX
  Astrogation	
  INT
  Computer	
  INT
  Cybernetics	
  INT
  Electrical	Engineering	
  INT
  Mechanical	Engineering	
  DEX
  Medical	
  INT
  Mining	
  STR
  Robotics	
  INT
  Security	
  INT
  Sensors	
  INT
  Structural	Engineering	
  STR
  Survey	
  INT
  Vehicle
  Aircar	
  DEX
  Aircraft	
  DEX
  Ground	car	
  DEX
  Marine	Craft	
  DEX
  Mech	Ops	
  DEX
  Starship	Pilot	
  INT
  Weapon
  Armed	Combat	
  DEX
  Demolitions	
  DEX
  Gun	
  DEX
  Heavy	Weapons	
  INT
  Tensile	Weapons	
  DEX
  Thrown	Weapons	
  STR
  Unarmed	Combat	
  DEX
  Miscellaneous
  Acrobatics	
  DEX
  Cooking	
  INT
  Dance	
  DEX
  Musical	Instrument	
  DEX
  Sport	
  depends	on	sport
  
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  Psionics	is	the	title	for	the	supernatural	application	of	the	
  mind’s	power.	Telepathy,	ESP	Telekinesis	and	other	such	names	
  for	the	abilities	we	barely	understand	are	all	part	of	the	science	
  of	psionics.
  Whilst	some	campaigns	revolve	around	aspects	of	psionics	in	
  both	a	game-mechanics	sense	and	a	campaign	social	structure,	
  FSpace	as	a	rule	tends	towards	a	rather	low-key	psionics	system.	
  Instead	of	a	high-powered	system	in	which	the	character	may	
  teleport	here	and	there,	annihilating	an	enemy’s	mind	with	a	shock	
  before	lifting	their	downed	space	fighter	out	of	the	swamp	with	
  merely	their	telekinesis	and	the	encouragement	of	a	mentor	–	all	
  of	which	would	require	a	careful	accounting	system	and	yet	more	
  notekeeping	–	FSpace	has	abilities	that	are	somewhat	subdued	
  but	whose	usefulness	is	continuously	available	to	a	player,	skill	
  test	on	their	PSI	talent	notwithstanding.
  On	each	race	profile	the	table	of	PSI	Potential	shows	the	
  race’s	propensity	toward	psionics.	This	indicates	whether	a	greater	
  percentage	of	the	population	are	psionically	talented	and	to	what	
  extent,	or	whether	psionics	is	for	the	race	merely	something	that	
  others	do.
  To	determine	whether	a	character	has	psionics	and	at	what	
  potential,	roll	on	the	appropriate	PSI	Potential	table	for	the	
  characters	race.
  Human	PSI	Potential	Table
  1d100	Roll	
  PSI	Potential	
  Skill	Max	
  Max	Talents
  01-50	
  None	
  0	
  0
  51-90	
  Latent	Psionic	
  50	
  1+	Shield
  91-99	
  Minor	Psionic	
  100	
  2+Shield
  100	
  Major	Psionic	
  no	max	
  no	max
  Psionic		Potential	(PSI)	is	a	measure	of	how	good	a	character	
  will	be	when	they	attain	psionic	abilities.	Roll	once	on	this	table	
  for	each	character,	and	note	the	resultant	d100	value	–	this	is	the	
  character’s	PSI	Potential.
  Psionic	Potential	dictates	the	number	of	psionic	talents	that	
  may	be	developed	by	that	character	and	the	maximum	skill	level	
  attainable	in	those	psionic	talents.	Racial	bonuses	on	psionic	
  talents	are	not	part	of	the	maximum	level	of	a	skill.	Thus	a	Gray	
  Andorian	minor	psionic	would	normally	be	able	to	build	Empathy	
  to	only	100,	but	in	the	area	of	Empathic	Communication	they	
  would	be	treated	as	having	150.
  Sixth Order Forces
  Terran	twentieth	century	science	became	well	versed	in	the	
  understanding	of	the	four	most	obvious	orders	of	forces	within	
  the	universe,	namely	those	of	gravity,	electromagnetism,	strong	
  nuclear	and	weak	nuclear.	However,	this	knowledge	was	never	
  extensive,	and	Terran	humans	never	stumbled	upon	the	existence	
  of	other	orders	of	forces	till	late	in	the	22nd	century.
  The	Aratani	have	long	known	about	the	fifth	and	sixth	order	of	
  forces,	and	this	is	where	the	label,	sixth-order	forces	derives	from.	
  Terrans	typically	refer	to	such	forces	as	psionics	when	applied	to	
  organic	systems.
  Sixth-order	 patterns	 arise	 from	 the	 thought	 processes	
  occurring	in	complex	neural	systems	such	as	the	brain	in	organic	
  or	inorganic	beings.	A	psionic	is	classified	by	the	ability	to	use	
  sixth-order	forces	through	neural	processes	to	manipulate	the	
  material	world.
  Although	psionics	manipulate	other	forces	and	matter	they	
  utilise	a	medium	that	can	affect	these	other	forces.	Sixth-order	
  forces	are	the	medium	used	for	this.
  Sixth-order	forces	operate	quite	differently	from	conventional	
  methods	of	operation.	The	Gildorph	use	their	psionics	to	propel	
  their	 vessels	 through	 hyperspace,	 telepaths	 communicate	
  instantaneously	over	distances	of	up	to	light	minutes	and	teleports	
  change	location	instantaneously.	This	shows	that	sixth-order	forces	
  can	be	used	both	in	extradimensional	terms	as	well	as	breaking	
  perceived	fundamental	limitations.
  Terrans	have	had	little	ability	to	quantify	psionics	in	scientific	
  terms	until	the	last	30	years.	During	this	time	Terrans	have	
  managed	to	unleash	their	dormant	psionic	potential.	However,	
  significant	prejudice	or	lack	of	educational	facilities	and	funding	
  has	tended	to	result	in	very	few	Terrans	with	these	potentials	
  actually	developing	their	talents.
  With	respect	to	technological	applications	of	sixth-order	
  forces,	Terrans	have	barely	scratched	the	surface,	having	only	
  built	crude	detectors	and	shields.	In	general	Terran	technology	
  is	primitive,	and	they	have	had	little	long-term	knowledge	of	
  psionic	processes.
  Such	repressed	psionic	knowledge	is	common	for	many	other	
  races,	such	as	the	Aronhi,	Orcoks	and	Yzzin.	Other	races	that	
  have	a	better	appreciation	of	psionics	include	the	Stotatl,	Stavira,	
  Chlorans,	Forerunners	and	Andorians.	For	some	of	these	active	
  psionic	races,	their	technology	reflects	capabilities	derived	from	
  devices	utilising	sixth-order	techniques,	most	of	which	are	closely	
  related	to	their	organic	understanding	of	psionic	talents.
  Psionics
  
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  Psionic Talents
  Psionic	talents	are	areas	of	psionic	discipline	which	are	closely	
  associated.	A	talent	is	treated	like	a	skill	for	purposes	of	use	and	
  character	development.	When	a	character	is	generated,	the	GM	
  should	consider	how	psionically	developed	a	character	is.	Amongst	
  many	races	psionics	are	common	and	part	of	their	culture	and	
  communication.	In	such	cases	let	the	player	freely	use	the	skill	
  point	pool	to	spend	on	psionic	talent,	skills	and	languages	as	
  they	see	fit	within	any	other	guidelines	for	careers.	In	some	cases	
  a	character	with	potential	may	not	develop	any	talents.
  PSI	talents	use	INT	as	their	STAT	base	in	just	the	same	fashion	
  as	skills,	but	PSI	talents	cannot	be	built	using	normal	experience	
  points;	instead	a	special	system	applies	(see	the	Experience	system,	
  page	52).
  A	talent	level	cannot	exceed	the	PSI	Skill	Max	level	defined	
  by	the	PSI	Potential	Roll	(excluding	racial	bonuses).
  Difficulty	Rating	
  	
  Task	Difficulty	
  1	 	
  	
  VEasy
  2	 	
  	
  Easy
  3	 	
  	
  Moderate
  4	 	
  	
  Hard
  5	 	
  	
  VHard
  6	 	
  	
  VH2
  7	 	
  	
  VH3
  8	 	
  	
  VH4
  9	 	
  	
  VH5
  Like	normal	skills,	psionic	talents	can	be	used	to	do	combined	
  psionic	skill	tasks.	This	allows	psionically	endowed	characters	
  to	pool	their	abilities	and	achieve	greater	feats	than	they	would	
  normally	be	able	to.
  Other	talents	do	exist,	but	are	not	very	common,	and	some	
  may	be	restricted	to	certain	races	because	of	their	unique	psionic	
  abilities.
  Unlike	normal	skills	which	may	be	attempted	by	unskilled	
  characters,	psionic	talents	do	not	behave	in	the	same	fashion.	If	a	
  character	has	no	psionic	potential,	then	they	cannot	even	attempt	
  the	use	of	psionic	talents,	simply	because	they	don’t	have	that	
  appendage,	as	an	analogy.
  However,	an	undeveloped	psionic	may	try	to	use	a	talent	if	
  they	have	any	idea	of	what	can	be	done	with	it.	Use	the	INT	
  STAT	base	and	conduct	rolls	at	2	difficulty	levels	higher.	If	a	
  character	slows	the	process	down	to	action	costs	equating	to	
  minutes	rather	than	1	second	round	intervals,	then	the	difficulty	
  is	only	1	higher.
  Psionic Resistance & Non Psionics
  Many	psionic	powers	may	try	to	rifle	through	the	minds	of	
  intelligent	beings	or	tamper	with	them.	In	these	cases	the	victim	
  has	some	innate	resistance	unless	they	are	a	willing	recipient	of	
  such	actions.
  The	resistance	to	such	actions	is	the	INT	STAT	base	of	the	
  victim	used	as	a	penalty	DM	against	the	psionic	when	attempting	
  their	psionic	ability.
  This	resistance	is	the	same	for	psionics	as	for	non-psionics.
  It	is	possible	for	non-psionics	to	try	and	actively	resist	mental	
  tampering	(or	reading	of	surface	thoughts	or	memories)	if	they	
  suspect	they	are	being	the	target	of	such	activity	(or	forewarned	
  by	a	psi	detector).	In	this	case	a	non-psionic	would	attempt	a	task	
  very	similar	to	that	of	the	psionic	talent	of	Shield.	The	difficulty	
  roll	would	be	using	the	INT	STAT	base	at	2	difficulty	levels	
  higher.	If	the	character	has	any	training	in	mental	discipline,	e.g.	
  psychology	of	interrogation	or	certain	meditation	techniques,	
  then	the	difficulty	is	only	1	level	higher.
  Such	active	resistance	by	non-psionics	is	only	maintained	
  for	as	long	as	that	person	concentrates	on	such	an	activity	to	the	
  exclusion	of	all	else.
  Line of Sight
  Most	of	the	talents	operate	by	line	of	sight	or	familiarity	of	
  a	locality	unless	specifically	stated.	In	general	psionics	must	rely	
  on	their	senses	to	help	pinpoint	the	object	or	area	they	wish	to	
  monitor	or	manipulate	with	their	psionic	talents.	In	some	cases	
  a	psionic	may	specify	the	opposite	side	of	a	wall	they	see,	or	300	
  metres	directly	in	front	of	them	through	dense	jungle.
  This	comes	down	to	the	character	knowing	their	present	
  position	relative	to	the	position	of	the	area	or	object	they	wish	
  to	deal	with.	This	information	doesn’t	have	to	come	from	
  the	character’s	real	senses	or	psionic	ones.	Instead,	position	
  information	may	come	from	technology-oriented	devices	such	
  as	inertial	locators,	maps,	remote	cameras	or	a	combination	of	
  other	methods.
  If	a	psionic	is	trying	to	find	a	specific	familiar	person,	then	a	
  telepath	or	empath	can	try	and	selectively	tune	their	talent	to	the	
  known	patterns	of	that	person	in	hopes	of	detecting	them	within	
  a	particular	range.	Once	detected	the	psionic	can	determine	where	
  they	are	and	begin	to	use	talents	based	on	the	location	of	that	
  specific	person	(while	still	paying	range	costs,	of	course).
  Foreign Intelligences
  In	some	circumstances	when	a	telepath	or	an	empath	is	
  analysing	an	intelligent	being	of	alien	origins	(with	respect	to	
  themselves)	they	encounter	thought	patterns	very	‘alien’	to	
  their	own.	In	general,	emotions	have	a	universal	nature	if	the	
  beings	in	question	do	have	a	particular	emotional	response.	
  Understanding	the	reason	for	an	emotion	requires	information	
  on	their	thoughts,	thus	the	use	of	telepathy	or	the	non-psionic	
  approach	of	psychology.
  When	probing	an	unfamiliar	alien	mind	it	is	often	harder	for	
  a	telepath	to	understand	what	their	thoughts	are	and	the	context	
  in	which	they	are	set.	Generally	this	means	an	unfamiliar	alien	
  intelligence	is	about	1	task	difficulty	level	higher	for	a	telepath	
  to	probe	or	manipulate	the	thoughts	of.	In	some	cases	this	might	
  be	considerably	higher,	such	as	dealing	with	sentient	machines,	
  depending	on	the	nature	of	the	telepath.
  Familiarity	with	such	intelligences	will	obviously	make	such	
  dealings	easier	and	won’t	impose	penalties.	The	GM	should	deal	
  with	how	long	and	at	what	time	a	character	becomes	familiar	
  with	an	alien	intelligence.
  Psionic Modifiers
  Many	psionic	talents	relate	the	difficulty	of	the	task	or	the	
  length	of	time	in	Actions	which	the	task	will	take	in	terms	of	
  the	range	at	which	the	task	is	manifest,	or	the	extent	to	which	a	
  psionic	talent	may	be	used	to	effect	another	dice	roll.
  
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  Difficulty and Range/Area
  Many	talents	have	abilities	that	work	on	either	range	or	area	
  of	effect.	In	such	cases	a	task	difficulty	increase	is	made	to	the	
  base-ability	task	difficulty	according	to	the	stipulated	distance	the	
  psionic	is	trying	to	use	their	ability	at.
  When	both	range	and	area	are	involved,	such	as	scanning	a	
  remote	building	for	signs	of	life,	then	the	difficulty	increase	for	
  both	the	range	of	building	and	the	area	of	the	building	apply	to	
  the	psionic	ability	roll	(in	this	case	being	able	to	detect	life	under	
  empathy	or	telepathy).
  The	following	table	indicates	the	Task	Modifier	relating	to	
  physical	distance	or	area	of	effect.
  Range/Area	Modifier	
  	
  Distance
  0	 	
  	
  0-10
  1	 	
  	
  10-100
  2	 	
  	
  100-1km
  3	 	
  	
  1km-100km
  4	 	
  	100km-1000km
  For Example
  Sissy	wishes	to	use	her	telekinesis	to	lift	a	set	of	keys	from	a	hook	
  at	the	far	end	of	a	corridor	50	metres	away.	Telekinesis	has	number	
  of	task	difficulty	modifiers	relating	to	the	weight	of	the	object	and	the	
  speed	of	movement.	The	keys	weigh	less	than	5	kg	and	Sissy	is	happy	
  not	to	be	in	a	rush.	Therefore	the	difficulty	only	relates	to	the	range.	
  At	50	m	the	range	is	in	the	second	hardest	range	of	1.	Telekinesis	has	
  a	difficulty	of	1	+	range.	In	this	case	1	+	1.	Therefore	Sissy’s	telekinesis	
  talent	test	is	made	with	a	Task	modifier	of	2	Very	Hard	with	a	dice	
  modifier	of	+80%.
  Difficulty and Degree
  Some	psionic	abilities	involve	modifying	task	rolls	for	other	
  activities	or	other	similar	effect.	When	this	occurs	the	task	difficulty	
  of	the	ability	increases	according	to	the	psionic’s	desired	degree	of	
  effect	for	that	ability.		The	following	table	shows	the	relationship	
  between	the	degree	of	effect	and	the	difficulty	in	attaining	the	
  level	of	effect.	The	Amount	refers	to	the	percentage	Dice	Modifier	
  the	psionic	gains	by	employing	the	psionic	talent.
  Degree	Modifier	
  Amount
  0	 	
  5%
  1	 	
  10%
  2	 	
  20%
  3	 	
  40%
  4	 	
  60%
  Timing & Actions
  All	psionic	abilities	have	a	particular	time	cost	relating	to	the	
  difficulty	of	the	particular	task	being	attempted.	Like	time	costs	
  in	personal	combat,	these	action	costs	are	measured	in	seconds	
  (combat	rounds).	The	action	cost	indicates	the	number	of	seconds	
  required	to	conduct	that	task	at	the	difficulty	shown.
  However,	like	other	tasks	they	may	entail	conducting	multiple	
  actions	within	the	same	timeframe,	thus	hurrying	the	amount	of	
  time	needed.	Multiple	action	cost	penalties	will	therefore	apply	
  with	psionics	as	with	any	other	skill.
  Like	multiple	action	situations,	psionic	abilities	may	be	
  rushed	without	conducting	different	actions.	If	the	psionic	tries	
  to	speed	the	time	required	up	then	they	should	pay	the	penalty	
  of	multiple	action	costs.	For	instance,	if	a	psionic	with	Control	
  uses	healing	for	a	40	point	effect,	the	actions	required	would	be	
  4.	Thus	normal	time	would	be	4	seconds.	A	hurried	psionic	may	
  try	to	attempt	this	in	2	seconds,	thus	paying	an	action	penalty	
  for	2	actions	per	second.	Some	psionics,	if	they	are	good	enough,	
  may	try	and	squeeze	such	an	activity	into	1	second	for	a	4	action	
  penalty	cost	under	the	multiple	action	costs.
  In	some	cases	a	psionic	has	plenty	of	time	and	may	concentrate	
  on	the	task	being	performed	in	a	methodical	manner	and	thus	
  have	a	better	chance	of	success.	See	the	methodical	work	section	
  of	the	skill	usage	section	for	more	details.
  Difficulties	&	Action	Costs	Table
  Talent	
  Ability	
  Difficulty	Actions
  Shield
  	
  	
  	
  1	(special)	
  1
  Empathy
  	
  Detect	Emotions	
  1+range	
  1
  	
  Alter	Emotions	
  1+range	
  1+range
  	
  Detect	Psi	
  1+range	
  1+range
  	
  Detect	Life	
  1+range	
  1+range
  	
  Empathy	Commo	
  1+range	
  1+range
  Telepathy
  	
  Detect	Psi	
  1+range	
  1+range
  	
  Detect	Life	
  1+range	
  1+range
  	
  Telepathy	Commo	 2+range		
  1+range
  	
  Read	Thoughts	
  2+range	
  1+range
  	
  Probe	Memory	
  3+range	
  1+range
  	
  Suggestion	
  4+range	
  2+range
  	
  Memory	Edit	
  5+range	
  10+range
  Telekinesis	
  	
  	
  	
  1+range	
  1
  Teleport
  	
  	
  	
  2+range	
  2+range
  Control
  	
  Enhance	Physical	Act	1+degree	
  1+degree
  	
  Enhance	Mental	Act	1+degree	
  1+degree
  	
  Resist	Stun	
  2+degree	
  2+degree
  	
  Heal	
  1+degree	
  1+degree
  Perception
  	
  Direction	Sense	
  1+range	
  1
  	
  Life	Vision
  	
  Listen	
  1+range	
  1+range
  	
  Vision	
  2+range	
  1+range
  	
  Television	
  3+range	
  2+range
  
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  Talents
  The	following	is	a	list	of	Psionic	talents	which	a	character	may	
  learn;	other	talents	do	exist,	but	are	not	very	common.
  Shield 
  	
  	
  Difficulty 
  Actions
  Shield	
  See	Below	
  1
  This	talent	involves	establishing	a	form	of	mental	shield	to	
  protect	the	individual	from	having	their	mind	read	or	manipulated.	
  The	action	cost	involves	the	establishing	of	the	shield.	Thereafter	
  it	is	maintained	subconsciously.	The	task	roll	is	used	to	determine	
  the	highest	difficulty	that	is	successfully	attained.	If	it	succeeds	a	
  VEasy	then	the	Shield	Rating	is	1.	If	the	roll	succeeded	a	VHard	
  role	then	the	Shield	Rating	is	5.	The	Shield	Rating	acts	as	the	task	
  difficulty	increase	in	psionic	activities	attempting	to	penetrate	the	
  individual’s	Shield.	If	the	individual	concentrates	for	10	rounds	
  the	active	shield	may	be	reinforced	by	allowing	the	psionic	to	
  roll	the	shield	task	again,	with	the	new	result	counting,	unless	it	
  is	below	the	original	Shield	Rating.	This	Shield	Reinforcement	
  lasts	for	1d10	minutes.	If	the	psionic	becomes	unconscious	or	
  goes	to	sleep,	a	task	roll	against	the	difficulty	associated	with	the	
  Shield	Rating	must	be	done	to	maintain	the	shield.	The	Shield	
  Rating	of	an	active	shield	acts	as	AR	(armour	rating)	against	neural	
  weapons	(sixth-order	forces).
  A	shielded	character	also	offers	resistance	against	direct	psionic	
  actions	such	as	being	pushed	by	telekinesis,	for	example.	However,	
  such	shielding	is	ineffective	against	being	struck	by	telekinetically	
  thrown	objects.	Protection	from	such	events	requires	telekinesis	
  or	other	means	to	defend
  This	talent	involves	establishing	a	form	of	mental	shield	
  to	 protect	 the	 individual	 from	 having	 their	 mind	 read	 or	
  manipulated.	The	action	cost	solely	involves	the	establishing	of	
  the	shield,	thereafter	the	shield	is	maintained	subconsciously.	A	
  shield	almost	always	is	successful;	the	task	role	is	used	only	to	
  determine	the	level	by	which	the	shield	succeeded.	This	is	done	
  by	turning	the	task	modifier	table	around,	reading	the	success	
  level	as	the	resultant	rating	of	the	shield.
  For Example
  Anderson	wishes	to	establish	a	shield.	Her	shield	skill	is	75%.	If	
  she	were	to	roll	74%	on	the	skill	test	she	would	get	a	shield	at	rating	
  3.	However,	if	she	rolls	34%	or	less	then	she	has	succeeded	her	shield	
  test	by	more	than	40%.	Therefore	the	task	difficulty	level	she	would	
  have	been	able	to	cope	with	is	1.	The	net	result	is	that	her	Shield	
  Rating	would	be	at	a	level	of	4.
  The	level	at	which	a	shield	is	established	(or	the	Shield	Rating)	
  refers	directly	to	an	additional	task	modifier	which	another	psionic	
  must	include	when	attempting	to	penetrate	the	shield.
  If	the	individual	with	a	shield	already	established	concentrates	
  for	another	10	rounds	the	active	shield	may	be	reinforced	by	
  allowing	the	psionic	to	role	the	shield	task	again,	with	the	new	
  result	counting,	unless	it	is	below	the	original	Shield	Rating.	
  This	Shield	Reinforcement	lasts	for	1d10	minutes	(rolled	by	the	
  GM	and	not	disclosed	to	the	player).	If	the	psionic	becomes	
  unconscious	or	goes	to	sleep,	a	task	role	against	the	difficulty	
  associated	with	the	Shield	Rating	must	be	done	to	maintain	the	
  shield.	The	Shield	Rating	of	an	active	shield	acts	as	AR	(armour	
  rating)	against	neural	weapons	(sixth-order	forces).
  Empathy
  This	talent	allows	the	individual	to	detect	the	emotions	of	a	
  being	or	a	group	of	beings	within	close	proximity		to	the	psionic	
  (i.e.	location	known).	If	a	being’s	mind	is	reasonably	familiar	to	
  the	psionic	then	this	can	be	done	at	considerable	range	without	
  the	psionic	actually	knowing	the	being’s	location.	The	current	
  emotional	state	of	a	being	can	be	either	intensified	or	decreased	by	
  a	psionic	with	this	talent.	If	the	mind	of	the	being	is	well	known	
  to	the	psionic,	then	this	can	be	performed	in	the	same	manner	
  as	Emotion	Detection.	The	psionic	can	also	use	this	talent	to	
  detect	non-shielded	psionic	beings	or	shielded	psionics	using	
  active	talents	within	the	range	specified	by	the	psionic.	This	can	
  give	some	sense	of	the	direction	and	strength	of	psionic	activity.	
  This	talent	can	similarly	be	used	to	detect	life	within	range,	giving	
  general	information	on	type,	intelligence	and	location.	Empathy	
  allows	for	empathic	communication	with	another	being.	The	task	
  and	action	cost	is	related	to	establishing	the	communication;	
  thereafter	it	only	costs	1	action	per	round	to	maintain.	This	talent	
  can	be	used	on	aliens	at	one	difficulty	higher.
  The	empathy	talent	is	about	those	mental	activities	of	a	being	
  that	pertain	to	their	emotional	state	of	mind.	This	talent	can	detect	
  various	emotions,	communicate	emotions	to	others	and	aid	in	
  altering	the	emotional	state	of	the	intended	subject.
  Detect	Emotions
  This	ability	allows	the	individual	to	detect	the	emotions	of	a	
  being	or	a	group	of	beings	within	close	proximity	to	the	psionic	
  (i.e.	location	known).	If	a	being’s	mind	is	reasonably	familiar	to	
  the	psionic	then	this	can	be	done	at	considerable	range	without	
  the	psionic	actually	knowing	the	being’s	location.	The	general	
  emotional	state	of	a	group	of	people	may	also	be	determined.	
  Both	range	and	area	difficulty	costs	apply	in	such	cases.
  Alter	Emotions
  The	current	emotional	state	of	a	being	can	be	either	intensified	
  or	decreased	by	a	psionic	with	this	talent.	If	the	mind	of	the	
  being	is	well	known	to	the	psionic	then	this	can	be	performed	at	
  considerable	range,	as	with	Emotion	Detection.
  Detect	Psi
  The	psionic	can	also	use	this	talent	to	detect	non-shielded	
  psionic	beings	or	shielded	psionics	using	active	talents	within	
  the	range	specified	by	the	psionic.	This	can	give	some	sense	of	
  direction	and	strength	of	psionic	activity	as	well.	Both	range	and	
  area	attributes	affect	the	difficulty	of	this	task.
  Detect	Life
  Given	that	lifeforms	with	some	kind	of	brain	emanate	sixth-
  order	forces	(psionics),	it	is	possible	for	an	empath	to	detect	such	
  emanations.	This	ability	is	used	in	a	similar	fashion	to	detect	life	
  within	range,	giving	general	information	on	type,	intelligence	
  and	location.
  Note,	however,	a	psionically	able	being	gives	off	a	higher	
  magnitude	of	emanations,	often	making	them	appear	more	
  intelligent.	Thus	it	is	common	practice	to	run	a	scan	for	psionics	
  at	the	same	time	to	eliminate	such	phenomena.
  
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  Empathy	Commo
  This	talent	can	also	be	used	for	empathic	communication	with	
  another	being.	The	task	and	action	cost	is	related	to	establishing	
  the	communication;	thereafter	it	only	costs	1	action	per	round	to	
  maintain.	Empathic	communication	involves	the	projecting	of	the	
  psionic’s	emotions	to	the	target,	allowing	them	to	understand	the	
  psionic’s	emotional	expression	and	maybe	gauge	their	intentions	
  and	general	meaning.	Meanwhile	the	psionic	is	also	monitoring	
  the	subject	for	their	reactions	to	the	communication	and	outside	
  influences.	Although	not	a	perfect	communication	method	it	does	
  allow	intentions	and	general	meanings	to	be	exchanged.
  This	ability	can	be	used	on	a	group	of	people,	but	the	psionic	
  will	only	pick	up	the	general	reaction	of	the	group.	Specific	
  individuals	must	be	targeted	to	find	out	their	specific	reaction	to	
  the	communication.	Such	communication	is	generally	used	to	
  influence	reactions	of	larger	groups.
  Telepathy
  This	talent	allows	the	individual	to	read	the	thoughts	or	
  memories	of	a	another	individual	within	close	proximity	to	the	
  psionic.	If	the	target’s	mind	is	reasonably	familiar	to	the	psionic	
  then	this	can	be	done	at	considerable	range	without	the	psionic	
  actually	knowing	the	target	individual’s	location.	The	current	
  thought	state	or	memory	of	a	being	can	be	changed	in	order	
  to	suggest	something	by	a	psionic	with	this	talent.	The	psionic	
  can	also	use	this	talent	to	detect	non-shielded	psionic	beings	or	
  shielded	psionics	using	active	talents	within	the	range	specified	by	
  the	psionic,	giving	some	sense	of	direction	and	strength	of	psionic	
  activity.	Telepathy	can	detect	life	within	range,	giving	general	
  information	on	type,	intelligence	and	location.	Finally,	telepathy	
  can	be	used	for	telepathic	communication	with	another	being.	The	
  task	and	action	cost	is	related	to	establishing	the	communication;	
  thereafter	it	only	costs	1	action	per	round	to	maintain.	This	
  talent	can	be	used	on	aliens	at	one	difficulty	higher	or	on	sentient	
  machines	at	two	levels	higher.
  The	telepathy	talent	is	about	those	mental	activities	of	a	being	
  that	pertain	to	their	thoughts	and	memories.	This	talent	can	detect	
  various	thoughts,	communicate	with	them	and	attempt	to	alter	
  their	thoughts	or	memories.
  Detect	Psi
  This	ability	is	identical	to	that	described	under	Empathy.
  Detect	Life
  This	ability	is	identical	to	that	described	under	Empathy.
  Telepathy	Commo
  This	talent	can	also	be	used	for	telepathic	communication	with	
  another	being.	The	task	and	action	cost	is	related	to	establishing	
  the	communication;	thereafter	it	only	costs	1	action	per	round	to	
  maintain.	When	communicating,	the	only	thoughts	received	by	
  the	psionic	from	the	other	party	are	those	directed	towards	them	
  by	the	other	party.	To	read	all	thoughts	in	such	a	conversation	
  requires	the	read	thoughts	ability	to	be	used	at	the	same	time.
  Read	Thoughts
  This	ability	allows	the	individual	to	read	the	current	thoughts	
  of	a	being	within	close	proximity	of	the	psionic		(i.e.	location	
  known).	If	a	being’s	mind	is	reasonably	familiar	to	the	psionic	
  then	this	can	be	done	at	considerable	range	without	the	psionic	
  actually	knowing	the	being's	location.
  The	task	and	action	cost	is	related	to	establishing	the	reading	
  ‘tap’;	thereafter	it	only	costs	1	action	per	round	to	maintain.		
  Probe	Memory
  Like	reading	thoughts,	a	psionic	with	telepathy	can	probe	
  the	memories	of	a	being.	The	psionic	must	specify	to	GM	what	
  information	they	desire,	and	if	successful	the	GM	will	supply	this.	
  Failure	means	the	psionic	didn’t	find	the	information	they	wanted,	
  in	general	because	they	didn’t	peruse	the	appropriate	section	of	
  the	being’s	mind.	Attempts	can	be	repeated	after	failure,	although	
  with	no	particular	bonus	for	having	tried	already.
  The	nature	of	the	psionic’s	query	should	be	one	sentence	
  for	each	task	attempt,	and	the	GM	should	reply	with	a	couple	
  of	sentences.	If	the	nature	of	the	question	was	broad	then	the	
  reply	should	also	be	broad.	Over	time	with	multiple	probes	more	
  specific	information	can	be	gathered	only	if	the	psionic	begins	
  to	ask	more	specific	questions,	with	narrow	responses	required.	
  The	GM	should	handle	the	scope	of	the	information	gathered	
  by	the	psionic.
  The	target	of	the	probe	will	not	be	aware	they	being	scrutinised	
  until	such	time	as	the	probing	psionic	fails	a	probe.	At	such	time	
  the	target	is	informed	that	some	memories	have	been	dislodged	
  for	some	reason	(indicate	those	being	asked	for	by	the	psionic)	
  and	that	the	target	is	getting	the	chilly	feel	of	ghostly	fingers	in	
  their	head.	Let	the	target	respond	in	an	appropriate	fashion.
  Suggestion
  This	ability	involves	inserting	a	suggestion	into	the	thoughts	
  of	the	recipient.	In	most	cases	a	suggestion	will	be	just	like	an	
  additional	thought	that	may	trigger	changes	of	action	in	the	
  recipient	with	little	effort.	Such	mild	suggestions	are	1	difficulty	
  less	 than	 normal.	 Mild	 suggestive	 techniques	 only	 involve	
  strengthening	or	weakening	the	recipient’s	thoughts.	Close	
  monitoring	of	the	recipient’s	mind	is	needed	for	this	mild	use,	
  and	requires	quite	some	time	to	study	the	recipient	to	make	it	
  effective.
  A	suggestion	with	some	mental	force	(normal	difficulty)	can	
  prompt	a	recipient	into	an	action	not	in	line	with	their	own	
  thoughts.	Resistance	rolls	may	be	called	for	if	a	being	is	subject	
  to	something	such	as	a	suggestion	which	may	force	them	to	
  conduct	actions	they	do	not	want.	Normal	resistance	does	apply	
  against	the	psionic	attempting	the	task.	If	they	succeed	in	that,	
  a	moderate	task	roll	should	then	be	done	by	the	psionic	using	
  their	telepathy	skill	at	normal	difficulty	(i.e.	no	action	penalties),	
  with	the	recipient’s	intelligence	acting	as	a	negative	dice	modifier	
  against	the	psionic.	If	the	roll	succeeds	the	recipient	will	think	
  or	act	in	the	manner	desired	by	the	psionic.	If	the	roll	fails	the	
  recipient	realises	‘alien’	thoughts	have	entered	their	mind,	will	
  know	what	they	are,	and	may	react	accordingly	within	the	context	
  of	the	gaming	environment.
  Memory	Edit
  One	of	the	most	powerful	telepathic	abilities	is	the	ability	
  to	edit	the	memories	of	a	target	being.	Although	it	may	appear	
  powerful,	it	has	many	restrictions	given	the	lengthy	nature	
  of	inserting	or	erasing	enough	memories	to	make	it	useful	to	
  the	psionic’s	purpose.	In	most	cases	where	lengthy	changes	are	
  required,	the	subject	must	be	rendered	unconscious	for	many	
  hours	to	make	such	dramatic	changes	feasible	without	the	subject	
  
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  noticing.	If	a	subject	is	conscious	and	the	psionic	fails	a	roll,	the	
  subject	will	know	exactly	what	is	being	tampered	with.	The	subject	
  will	react	accordingly.
  Each	memory	edit	task	reflect	the	insertion	or	deletion	of	
  one	piece	of	discrete	information.	This	may	involve	a	number,	a	
  name,	a	place,	etc.	It	takes	multiple	tasks	to,	for	instance,	construct	
  the	fact	that	the	subject	did	or	didn’t	meet	a	particular	person	
  on	a	particular	day	at	a	particular	place	and	was	given	a	phone	
  number.	The	GM	will	determine	the	extent	required	to	achieve	
  the	objective	and	how	effective	it	will	be.
  Given	that	memories	are	tied	in	with	many	other	events,	it	is	
  often	very	hard	to	erase	or	change	very	specific	information	that	is	
  tied	into	the	subject’s	day-to-day	life	or	the	core	of	their	existence.	
  Such	things	include	their	name,	recognition	of	people	close	to	
  them	and	generally	anything	they	regularly	encounter	in	their	
  lives.	To	change	such	details	requires	major	overhauls	and	might	
  involve	significant	suggestions	and	brainwashing	techniques.
  On	a	quick	basis	this	talent	does	allow	a	psionic	to	quickly	
  erase	a	piece	of	critical	information	the	subject	has	heard	only	
  once,	and	maybe	replace	it	with	some	false	information.	Such	a	
  change	may	be	a	simple	telephone	number,	access	number,	bank	
  account	number	or	a	person’s	name	or	address.
  Telekinesis 
  This	talent	involves	moving	objects	by	the	power	of	the	mind.	
  The	base	object	size	is	up	to	5	kg.	Increase	the	difficulty	by	1	for	
  every	additional	5	kg.	The	rate	of	movement	of	the	object	in	
  question	is	normally	1	meter/round	(m/s).	Increase	the	difficulty	
  by	1	for	every	additional	5	m/s.
  Only	one	discrete	object	can	be	moved	per	task	using	this	
  talent.	If	multiple	objects	are	to	be	moved	then	multiple	action	
  rules	apply.
  Concentration	on	this	task	must	be	maintained	while	the	
  psionic	wishes	to	move	the	object.	When	the	psionic	is	no	
  longer	concentrating	on	the	task,	the	object	being	moved	will	
  begin	to	obey	normal	unmodified	motion	based	on	its	velocity,	
  gravitational	influence,	etc.
  Some	major	psionics	have	learnt	to	craft	their	talent	into	a	
  virtual	telekinetic	hand.	This	allows	more	complex	manipulation	
  or	the	movement	of	a	group	of	objects	within	the	hand.	They	
  difficulty	of	such	a	hand	is	4	higher	than	normal.
  Teleportation
  This	talent	involves	the	virtually	instantaneous	transportation	
  of	the	psionic	from	one	location	to	another	via	dimensional	space.	
  The	action	cost	is	for	initiating	the	teleport.	The	destination	
  location	must	be	well	known	or	this	action	becomes	3	difficulty	
  levels	higher.	Perception	talents	are	often	used	to	peruse	a	location	
  before	‘porting’	to	it.
  The	base	weight	that	can	be	transported	is	the	individual’s	
  weight	plus	20	kilograms	(kg).	Increase	the	difficulty	by	1	for	
  every	additional	50	kg.	This	means	it	is	possible	for	a	teleport	
  to	transport	another	person	with	them	who	is	in	close	physical	
  contact.
  Failure	to	succeed	a	teleport	task	usually	means	that	nothing	
  occurs.	A	total	failure	(i.e.	00	on	the	dice)	will	mean	the	psionic	
  arrives	at	a	different	destination	somewhere	within	their	intended	
  range.
  Control
  This	talent	allows	the	psionic	a	greater	control	over	their	
  own	body	functions.	Psionic	preparation	through	the	use	of	the	
  Control	talent	can	either	enhance	the	Dice	Modifier	of	a	physical	
  act	like	bending	a	steel	rod	or	can	likewise	enhance	mental	skills	
  for	a	single	purpose,	such	as	fixing	a	broken	gravitic	module.	The	
  enhancement	lasts	for	one	task	role	and	only	for	the	stated	action	
  ,which	must	be	attempted	directly	after	the	preparation.	The	
  degree	by	which	the	activity	is	enhanced	acts	as	a	Dice	Modifier	
  (DM)	in	favour	of	the	psionic.	If	it	is	being	used	to	enhance	a	
  skill	task,	then	that	skill’s	STAT	base	indicates	whether	it	is	mental	
  or	physical.	Control	can	also	be	used	to	resist	stun	effects.	The	
  effects	of	the	resistance	only	apply	to	the	next	stun	effect	against	
  the	individual,	or	for	10	rounds,	whichever	comes	first.	Healing	
  of	damage	can	also	be	done	using	this	talent.
  This	talent	is	about	controlling	the	biochemical	nature	of	
  the	psionic’s	own	body	using	psionic	control.	In	many	ways	this	
  is	like	non-psionic	disciplines	that	produce	such	changes,	but	
  works	in	a	more	direct	manner	through	direct	manipulation	of	
  the	body	in	certain	areas.
  Enhance	Physical	Act
  Psionic	 preparation	 using	 this	 ability	 will	 allow	 the	
  enhancement	of	a	physical	act	such	as	bending	a	steel	rod.	The	
  enhancement	lasts	for	one	task	roll	for	the	activity	prepared	for,	
  which	must	be	done	straight	after	the	preparation.	The	degree	
  by	which	the	activity	is	enhanced	acts	as	a	Dice	Modifier	(DM)	
  in	favour	of	the	psionic.	If	it	is	being	used	to	enhance	a	skill	
  task,	then	that	skill’s	STAT	base	indicates	whether	it	is	mental	
  or	physical.
  Enhance	Mental	Act
  Psionic	 preparation	 using	 this	 ability	 will	 allow	 the	
  enhancement	of	mental	acts	such	as	fixing	a	broken	gravitic	
  module.	The	enhancement	lasts	for	one	task	role	for	the	activity	
  prepared	for,	which	must	be	done	straight	after	the	preparation.	
  The	degree	by	which	the	activity	is	enhanced	acts	as	a	Dice	
  Modifier	(DM)	in	favour	of	the	psionic.	If	it	is	being	used	to	
  enhance	a	skill	task,	then	that	skill’s	STAT	base	indicates	whether	
  it	is	mental	or	physical.
  Given	that	psionic	talents	use	INT	as	a	STAT	base,	it	is	
  possible	to	enhance	a	psionic	act	before	attempting	it.	However,	
  the	enhancement	of	mental	acts	doesn’t	work	when	applied	to	
  further	enhance	the	enhancement	of	a	mental	act.	Such	cascading	
  doesn’t	work	within	the	normal	confines	of	these	psionic	talents.	
  It	has	been	known	to	occur	in	rare	individuals,	but	this	has	been	
  the	result	of	years	of	intense	meditation	into	one	tiny	insight	
  about	the	nature	of	the	universe.	Such	feats	seem	relegated	to	
  monasteries	of	monks	who	spend	generations	reflecting	on	the	
  nature	of	certain	aspects	of	existence,	social	order	or	scientific	
  enquiry.	As	they	might	say,	‘Wisdom	is	gained	through	learning,	
  suffering	and	sacrifice,	not	some	easy	trick	of	the	mind.’
  Resist	Stun
  Control	can	also	be	used	to	resist	stun	effects.	The	amount	of	
  resistance	to	stun	effects	with	each	use	of	this	ability	depend	on	the	
  desired	degree	of	effect	that	the	psionic	wishes	to	attempt.	Once	
  succeeded,	the	degree	represents	the	amount	of	stun	resistance	as	
  a	dice	modifier	the	psionic	has	achieved	for	that	task.	This	effects	
  of	the	resistance	only	apply	to	the	next	stun	effect	against	the	
  
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  individual,	or	for	10	rounds,	whichever	comes	first.	Such	displays	
  of	pain	resistance	often	occur	when	deliberately	putting	oneself	
  into	mortal	situations	such	as	firewalking	or	being	electrocuted	
  while	working	on	something.
  This	can	also	be	used	to	resist	certain	poisons	that	cause	
  stunning,	pain	or	paralysis.	Refer	to	the	combat	and	medical	
  sections	for	more	details	on	such	effects.
  Heal
  A	 psionic	 with	 this	 ability	 can	 accelerate	 the	 healing	
  processes	in	their	own	bodies	to	incredible	rates	that	defy	normal	
  biochemical	processes.	The	amount	of	damage	healed	with	each	
  use	of	this	ability	depends	on	the	desired	degree	of	effect	that	the	
  psionic	wishes	to	attempt.	Once	succeeded,	the	degree	represents	
  the	amount	of	life	points	restored	to	the	psionic.	Any	use	of	such	
  healing	techniques	will	close	an	open	wound,	stopping	bleeding	
  of	that	wound	and	the	risk	of	further	blood	loss.	Use	of	this	talent	
  must	be	done	per	wound	to	be	closed	even	if	all	damage	points	
  have	been	healed	with	prior	uses	of	this	ability.	Otherwise	bleeding	
  and	further	damage	will	occur.
  Perception
  This	talent	can	be	used	to	provide	a	sense	of	direction	in	
  an	unknown	area.	It	can	provide	directional	information	of	a	
  generalised	locality,	such	as	a	town,	the	sea	or	through	a	mountain	
  range.	The	task	role	is	for	initiating	getting	the	desired	direction	
  at	that	current	time.	This	talent	can	also	be	used	to	listen	or	
  view	(or	both)	a	remote	location	as	if	the	psionic	were	actually	
  present.	The	location	would	have	to	be	familiar	or	well	known	
  by	the	psionic.
  The	perception	talent	is	about	heightening	a	psionic’s	own	
  senses	so	that	they	can	project	them	to	remote	localities	and	use	
  their	normal	sensory	powers	at	locations	that	their	embodied	
  sensory	faculties	cannot	reach.
  Direction	Sense
  This	talent	can	be	used	to	provide	a	sense	of	direction	in	an	
  unknown	area.	It	can	provide	directional	information	to	get	to	
  a	particular	location	(if	the	location	is	known	to	the	psionic),	
  such	as	a	town,	the	sea	or	through	a	mountain	range.	The	task	
  roll	is	for	initiating	the	getting	of	the	desired	direction	at	that	
  current	time.
  Life	Vision
  This	ability	allows	the	psionic	to	visualise	the	sixth-order	auras	
  of	life	forces	in	the	environment	around	them.	In	many	ways	it	is	
  like	detect	life	except	it	works	with	the	range	and	field	of	vision	
  limitations	of	their	own	eyes.
  The	auras	the	psionic	sees	are	shaped	according	to	the	form	of	
  the	beings	seen.	If	used	in	conjunction	with	empathic	detect	life	or	
  detect	emotions,	the	auras	become	colour	tinged	according	to	the	
  emotion	or	nature	of	intelligence	of	the	subject	being	viewed.
  In	cases	of	extreme	darkness	this	type	of	vision	can	give	a	form	
  of	night	vision	to	the	psionic	if	enough	life	is	present.	This	works	
  best	in	forest,	savannah	or	woodland	terrains.	Inside	artificial	
  facilities	it	would	give	only	partial	visibility	as	the	dominant	
  sources	would	be	the	trace	bacteria,	fungi,	lichen	and	insects	
  hidden	in	nooks	and	crannies	throughout	such	a	facility.
  This	ability	doesn’t	allow	vision	of	other	objects	that	don’t	
  contain	a	life	force,	such	as	concrete,	stone,	dead	wood	or	
  metallic	structures	that	harbour	a	bare	minimum	of	microscopic	
  infestations.
  Listen
  This	ability	involved	the	ability	to	hear,	as	though	with	the	
  psionic’s	sense	of	hearing,	at	some	remote	point.	This	may	involve	
  listening	in	on	a	conversation	at	a	distance	or	on	the	other	side	
  of	a	wall,	or	simply	listening	to	a	remote	location	the	psionic	is	
  very	familiar	with.	The	task	roll	is	for	activation	of	the	talent.	
  Continued	use	of	the	talent	once	activated	involves	an	action	
  cost	of	1	per	round.
  Vision
  This	ability	is	very	similar	to	the	Listen	ability	and	works	
  in	a	similar	way.	The	ability	allows	the	psionic	to	view	a	remote	
  location	as	if	they	were	standing	there.	Eyesight	is	restricted	to	
  that	of	the	psionic	as	if	they	were	there	under	the	same	lighting	
  conditions	as	the	location	being	viewed.	The	psionic	may	change	
  the	orientation	of	this	ability’s	‘eyesight’	at	the	remote	location	but	
  cannot	move	it	about	without	applying	another	task	roll.	Action	
  costs	to	retain	the	vision	after	activation	at	the	same	location	are	
  the	same	as	Listen.
  Television
  This	ability	is	just	the	combination	of	the	Listen	and	Vision	
  abilities	being	used	at	the	same	location.	Refer	to	their	entries	for	
  descriptions	of	use	and	limitations.	Action	cost	to	maintain	watch	
  on	location	after	ability	activation	is	1	action	per	round.
  Psionic Related Equipment
  Given	that	psionics	use	something	known	as	sixth-order	
  forces	to	undertake	their	manipulations,	technological	solutions	
  for	detecting,	enhancing	or	blocking	the	use	of	psionics	can	be	
  achieved.
  Device		
  		Cost	(ec)	
  Weight	(kg)
  Amplifier	
  100,000ec	
  2.0kg
  Erindoritherne	
  500	ec	
  0.005kg
  Pocket	Psi	Detector	
  1000ec	
  0.1kg
  Psi	Shield	Helmet	
  10,000ec	
  1.0kg
  Psiothene	
  1000ec	per	dose	
  0.05kg
  Strachiac	Field	Projectors	
  25,000ec	
  5.0kg
  Amplifier
  This	helmet	and	belt	pack	device	is	an	optimised	psionic	
  amplifier.	It	decreases	the	difficulty	of	all	psionic	activities	by	
  one	level.
  Erindoritherne
  This	is	an	oral	drug	which	is	used	to	increase	the	consumer’s	
  resistance	to	suggestions,	whether	psionic,	hypnotic	or	by	other	
  means.	It	adds	a	+50	modifier	in	favour	of	the	consumer	in	
  such	resistance	rolls.	Activation	takes	about	20	minutes	after	
  consumption	and	lasts	about	3	hours.	Further	use	of	such	pills	
  while	already	under	the	influence	of	Erindoritherne	will	render	it	
  ineffective	for	the	duration	remaining.	Fortunately	no	side	effects	
  are	known	for	overdosing	beyond	an	overabundance	of	sugars	in	
  the	bloodstream.	Older	chemical	formulations	are	known	to	cause	
  
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  hallucinations	during	overdosing,	actually	making	the	consumer	
  more	susceptible	to	suggestion	the	more	they	overdose.
  Pocket	Psi	Detector
  This	small	penlight-sized	device	is	designed	to	detect	sixth-
  order	forces	or	active	psionics	within	10	m.	It	has	a	tolerance	
  setting	to	ignore	psionic	Shields.	The	device	indicates	the	presence	
  of	psionics	by	beeping,	vibrating,	flashing	or	any	combination	
  of	these.
  Psi	Shield	Helmet
  This	device	is	designed	to	create	a	sixth-order	force	shield	
  which	provides	an	active	psionic	Shield	Rating	of	3	against	
  psionic	abilities	and	neural	weapons.	Less	efficient	devices	of	
  SR	1	are	available	for	concealment	under	hair	for	3000ec	and	
  weigh	0.02	kg.
  Larger	systems	incorporating	this	technology	are	used	on	many	
  military	starships	and	bases	to	shield	against	unwanted	psionic	
  intrusion	or	manipulation.	Some	civilian	facilities	are	known	to	
  use	such	systems	where	confidential	information	is	involved.
  Psiothene
  This	psionic	drug	is	the	least	hazardous	of	psionic-enhancing	
  substances	such	that	multiple	doses	per	day	are	free	from	the	risk	
  of	side	effects.	Psiothene	enhances	all	psionic	talent	percentage	
  levels	by	50	points	for	an	hour.	Additional	doses	while	under	the	
  effects	of	a	previous	dosage	do	not	have	any	additional	effects.
  Strachiac	Field	Projectors
  These	devices	come	from	the	Coalition	and	have	their	origins	
  in	 military	 technology	 development.	 Such	 systems	 involve	
  projecting	a	psionic	dampening	field	over	an	area,	making	it	hard	
  for	psionics	to	operate	in	that	area.	This	is	often	used	in	vital	areas	
  of	military	starships	(along	with	hull	psi	shielding)	to	make	direct	
  action	by	psionic	intruders	extremely	difficult.
  A	number	of	Andorian	companies	have	produced	portable	
  units	designed	for	open	area	use	to	allow	privacy	to	be	maintained	
  with	respect	to	psionic	spies.	The	portable	units	affect	an	area	
  about	20	m	in	diameter.	Within	that	area	the	effects	are	similar	
  to	that	of	a	psi	shield	with	a	rating	of	4.
  Although	these	are	cheap	for	their	potential,	the	Coalition	
  bans	their	export	to	worlds	outside	their	state.	Some	Daryne	
  who	have	been	in	Coalition	Army	service	have	been	known	to	
  acquire	these,	and	have	since	returned	to	Daryn	with	examples	
  of	some	of	these	devices.
  North Atlantic Institute of Geomancy
  This	 academic	 university	 has	 drawn	 much	 criticism	
  in	 the	 past	 decades	 since	 its	 founding,	 being	 labelled	
  unprofessional,	unacademic,	and	an	indoctrination	centre	for	
  devil	worshippers.
  The	fears	surrounding	the	teachings	and	research	of	this	
  Institute	may	evoke	considerable	fear	in	various	Terrans,	but	most	
  of	those	fears	are	holdovers	from	Terra’s	ignorant	past.
  The	Institute	was	founded	at	the	dawn	of	the	psionic	age	
  for	Terrans	which	began	in	the	early	2150s.	It	was	founded	as	
  a	training	ground	for	psionic	teachings,	but	also	for	applied	
  sciences	involving	psionic	sensitives,	primarily	in	the	areas	of	
  geophysics.
  Many	of	the	graduate	students	who	stay	with	the	Institute	are	
  developed	psionics	who	are	studying	the	geologic	nature	of	the	
  North	Atlantic	region	and	its	impact	on	the	living	organisms	in	
  the	region.	Their	primary	research	focuses	on	the	alterations	of	
  sixth-order	patterns	in	localised	areas	emitted	by	lifeforms	due	to	
  geophysical	effects	present.
  It	is	well	proven	throughout	may	race’s	sciences	that	things	in	
  the	environment	that	affect	an	organism	will	affect	its	emanating	
  sixth-order	patterns.	This	happens	more	so	with	higher	orders	
  of	life.
  What	 makes	 most	 people	 fearful	 of	 this	 Institute	 is	 its	
  research	into	the	occult	practices	and	beliefs,	particularly	such	
  concepts	as	leylines	and	other	strange	geophysically	paranormal	
  phenomena.
  In	 essence	 their	 central	 contention	 is	 that	 Earth	 is	 a	
  geomagnetic	power	source	with	an	innate	symmetry	in	which	
  various	places	on	the	globe	exhibit	increasing	electromagnetic	
  phenomena	which	spark	changes	in	local	flora	and	fauna	and	can	
  bring	an	active	sentient	psionic	more	in	touch	with	the	sixth-order	
  pattern	of	the	universe.
  Further	descriptions	of	their	beliefs	wrap	around	many	
  concepts	about	Gaia,	innate	empathic	abilities	of	life,	‘the	force’	
  and	a	myriad	of	concepts	out	of	mythology,	modern	fiction	and	
  parapsychology.
  Many	rumours	abound	about	inner	circle	of	graduates	and	
  staff	actually	practicing	occult	rites.	However,	the	Federal	Bureau	
  of	Investigation	has	unearthed	no	evidence	showing	that	any	of	
  NAIG’s	‘ritual	re-enactments’	break	any	Federal	laws,	and	they	
  are	well	within	their	rights	to	practice	such	rituals	and	undertake	
  such	research,	given	the	fundamental	links	now	associated	with	
  certain	rituals	and	psionically	controlled	phenomena.
  The	Institute	also	cites	other	races	that	are	very	aware	of	these	
  geophysical	phenomena,	such	as	the	plant-worshipping	that	is	
  dominant	in	Stotatl	society,	the	desert	spirits	of	the	Nandina,	and	
  many	of	the	weird	practices	of	the	Andorians.	The	Institute	even	
  claims	that	the	ancient	Aratani	were	aware	of	this	phenomena,	and	
  that	the	key	to	ancient	Aratani	centres	of	civilisation	(collectively	
  referred	to	as	Atlantis	in	western	literature)	are	these	locales	of	
  geomagnetic	power.
  geomancy	 “o*man`cy	 n.	 [OE.	 geomance,	 geomancie,	 F.	
  g[‘e]omance,	g[‘e]omancie,	LL.	geomantia,	fr.	Gr.	ge`a,	gh^,	the	earth	
  +	mantei`a	divination.]	A	kind	of	divination	by	means	of	figures	
  or	lines,	formed	by	little	dots	or	points,	originally	on	the	earth,	and	
  latterly	on	paper.	
  
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  Experience	points	are	awarded	at	the	end	of	a	module	or	at	
  certain	points	in	a	campaign.	These	EPs	are	awarded	for	certain	
  major	actions	undertaken	by	the	player	during	the	module.	
  Avoiding	combat	occurs	when	the	character	is	attacked	by	the	
  opponent	and	the	character	attempts	to	remove	himself	from	
  combat,	possibly	undertaking	some	defensive	measures.	The	
  character	only	gets	the	EP	if	he	successfully	gets	out	of	combat	
  and	takes	no	offensive	actions.	The	rating	of	the	opponent	is	based	
  on	a	comparison	with	the	player	character.	
  Characters	only	develop	skills	or	STATS	that	they	have	
  actually	gained	the	experience	in.	When	handing	out	EP	the	
  GM	notes	down	the	major	skills	used	by	the	character	to	gain	
  the	EP.	The	player	can	only	spend	the	awarded	EP	on	those	skills	
  listed.	The	STAT	bases	used	for	those	skills	also	determine	which	
  STATS	the	EP	can	be	spent	increasing.
  Upon	receiving	EP	the	character	must	spend	them	on	raising	
  STATs	or	skills.	For	skills	the	relationship	is	1	EP	per	skill	point,	
  For	STATS	the	same	relationship	applies	except	it	is	5	EP	per	
  STAT	point.	The	average	EP	that	an	average	player	should	get	
  from	a	module	should	be	no	more	than	50	EP.
  Notice	that	skill	progression	is	not	capped	within	FSpace.	This	
  is	unlike	other	game	systems,	where	skills	max	out	and	characters	
  get	to	expand	their	skills	to	know	a	huge	segment	of	what	is	
  possible.	In	those	with	narrow	skill	bands	it	means	they	have	to	
  have	an	almost	nonexistent	experience	system,	and	players	get	
  disgruntled	through	not	seeing	any	real	experience.	
  FSpace	uses	greater	margins	between	potentials	to	simulate	the	
  increasing	demand	on	better	knowledge	to	achieve	harder	goals.	
  This	forces	people	to	specialise	or	generalise	depending	on	their	
  approach	to	applying	experience.	
  By	having	defined	group	task	rules	you	can	see	the	value	in	
  building	skills	and	see	how	a	group	can	achieve	a	task	well	out	of	
  the	range	of	the	individuals	involved.	
  The	use	of	percentile	dice	creates	the	variation,	but	does	not	
  absolutely	control	outcomes	given	certain	skill	levels.	The	certainty	
  is	that	some	situations	will	become	normal,	but	that	there	will	
  also	be	failure	in	some	situations.
  When	you	see	multiple	actions	in	combat	rules	and	tasks,	and	
  modifiers	within	those,	you’ll	see	further	reasons	for	having	such	
  huge	gaps	and	understand	why	no	capping	is	involved.
  If	you	were	to	change	task	difficulty	thresholds	and	skills	you’d	
  have	to	change	the	entire	mechanics	of	the	game.	
  Fifty	EP	is	considered	to	be	the	average	annual	experience	
  gained	by	a	character	while	conducting	a	highly	active	life.	If	you	
  are	using	the	career	templates	as	a	guide,	you’ll	see	this	relationship	
  in	the	advancement	of	skills	in	the	templates	per	year	beyond	the	
  base	skill	levels.
  The	bigger	gaps	represented	in	skill	difficulties	represent	the	
  increasing	level	of	experience	needed	to	achieve	a	new	level	of	
  Experience Points
  competency	in	a	particular	field	of	expertise.	This	means	each	
  new	level	in	effect	costs	more	experience.	This	forces	characters	
  to	specialise	more	as	they	develop	if	they	want	to	get	better	in	a	
  particular	area.
  Potentially,	if	a	character	could	earn	50	points	per	year,	they	
  would	gather	about	500	in	10	years,	or	1000	in	20	years.	Thus	
  once	a	human	hits	middle	age	they	could	potentially	be	leading	
  in	one	particular	skill	if	they	focused	all	their	experience	in	that	
  area.	
  In	a	way,	the	increasing	threshold	from	one	potential	to	
  another	is	as	if	the	character	class	experience	increases	by	the	
  amount	required	to	get	to	next	level.	The	difference	with	FSpace	is	
  that	it	is	treated	on	a	per	skill	basis,	and	that	the	actual	experience	
  load	per	threshold	is	reflected	in	the	skill	rating	on	a	one-to-one	
  basis	and	in	task	difficulties	defining	those	thresholds.	Thus	we	
  do	not	need	an	increasingly	complex	experience	system.	
  I	do	realise	that	the	skills	are	simplifications,	but	that	means	
  we	do	not	generate	a	complex	career	or	skill	system.	This	in	
  turn	means	that	the	emphasis	of	the	game	is	not	placed	in	that	
  area	of	mechanics.	What	we	have	is	a	skill	system	that	is	easy	to	
  understand	and	manage,	leaving	specifics	up	to	the	style	of	the	
  GM	and	the	competencies	of	the	players	involved.
  If	more	complexity	(or	simplicity,	in	rare	cases)	is	required	
  then	I	totally	encourage	a	GM	to	develop	and	enhance	the	skills	
  and	careers	section	to	fit	their	requirements.
  These	mechanics	were	created	to	keep	certain	kinds	of	
  roleplayers	happy,	but	still	give	a	flexible	structure	from	which	to	
  build	a	more	complex	structure	should	a	GM	wish	to.	Rigid	career	
  structures	with	selective/personal	development	skills,	occupation	
  specialities,	terms	of	service,	or	even	an	experience	level	system	
  can	all	be	built	around	this	framework.
  By	altering	weightings	in	the	experience	system	you	can	even	
  change	the	flavour	and	feel	of	character	development	and	the	
  long-term	growth	of	players	within	the	game.
  Impossible Task EP
  When	a	character	succeeds	on	a	task	in	which	he	only	has	
  the	natural	01	chance	of	succeeding,	then	EP	are	rewarded.	The	
  EP	are	handed	out	on	the	basis	of	the	number	task	levels	above	
  the	hardest	one	the	character	can	actually	perform	with	his	or	
  her	skill.
  For	example:	Norm	has	groundcar	at	10,	and	attempts	a	hard	
  task.	If	he	succeeds,	then	he	gets	EP	for	a	1st-level	impossible	task.	
  If	he	pulled	off	a	VH2	task,	then	he	would	have	acquired	4	EP	
  for	a	3rd-level	impossible	task.	This	also	applies	if	a	combined	
  skill	action	succeeds	which	would	normally	be	impossible	for	
  the	character,	although	only	half	the	number	of	EP	are	awarded	
  compared	with	the	character’s	skill.	For	1st	impossible	task	the	
  EP	is	still	1.
  
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  Training
  New	skills	can	be	learnt	by	receiving	instruction	in	them.	The	
  cost	varies	according	to	the	form	of	training	and	how	good	the	
  training	source	is.	Only	a	limited	number	of	EP	points	can	put	
  into	the	skill	initially.	It	must	be	remembered	that	training	never	
  provides	EP.	Successful	training	allows	the	character	to	apply	and	
  use	the	STAT	base	for	that	particular	skill.	Experience	will	allow	
  the	character	to	improve	this	skill.
  Determining	whether	the	student	acquired	the	skill	dependents	
  on	the	instructor’s	ability	level	and	the	tasks	undertaken	both	by	
  instructor	and	the	student.
  Instructor must do a Mod skill check.
  Student must do a Mod INT check	
  Source 
   
  Cost (per/hr) 
  Time(hours)
  Expert	
  	
  1000	
  	
  10
  Qualified	
  	
  300	
  	
  30
  Recognised	
  	
  100	
  	
  50
  Amateur	
  	
  10	
  	
  100
  Triple	cost	if	using	self	teaching	material
  Psionics
  Psi	skills	cannot	be	built	using	normal	experience	points.	
  Instead	a	special	system	applies,	and	Psi	skills	are	built	by	
  applying	Psi	EP	which	are	gained	in	a	different	way	to	normal	
  experience.	Specifically,	if	actions	performed	by	the	character	
  were	accomplished	by	the	use	of	psionics,	then	Psi	EP	should	be	
  awarded	rather	than	normal	EP.
  Experience and Campaign Flavour
  If	a	campaign	run	by	the	GM	is	to	focus	mainly	around	
  combat,	or	if	the	GM	wants	a	different	flavour	to	a	campaign,	
  then	they	can	change	the	weightings	given	to	different	types	of	
  experience.
  Fast	Track	combat	campaigns	would	most	likely	have	the	
  combat	experience	altered	from	a	basis	of	per	combat	to	per	
  opponent.	This	leads	to	rapid	development	of	characters.	With	
  this	sort	of	experience	weighting,	the	GM	should	make	sure	the	
  characters	only	spend	their	EP	in	skills	actually	used	in	those	
  combat	situations,	otherwise	they	may	rapidly	develop	skills	
  totally	unrelated	to	their	actions	during	the	game.
  Weighting	the	experience	system	towards	either	thinking	or	
  pure	combat	can	upset	the	long-term	progression	of	characters.	
  If	players	want	to	develop	skills	rapidly	under	the	experience	
  weightings	 presented	 here,	 then	 they	 have	 to	 specialise	 in	
  particular	skills.
  EXPERIENCE POINT TABLE
  	
  ACTION 
  EP
  Dealing	with	a	minor	combat	
  1
  Dealing	with	a	normal	combat	
  2
  Dealing	with	a	major	combat	
  3
  Dealing	with	a	great	combat	
  4
  Avoiding	combat	with	a	minor	combat	
  2
  Avoiding	combat	with	a	normal	combat	
  3
  Avoiding	combat	with	a	major	combat	
  4
  Avoiding	combat	with	a	great	combat	
  5
  Successful	execution	of	a	major	plan	
  3
  Partial	success	of	an	executed	major	plan	
  2
  Failed	execution	of	a	major	plan	
  1
  Helping	law	enforcement	agency	in	important	matter	
  1
  Saving	life	using	medical	knowledge	or	equipment	
  1
  Completing	objective	of	mission	/	module	/	adventure	
  5
  Completing	a	1st	level	impossible	task	
  1
  Completing	a	2nd	level	impossible	task	
  2
  Completing	a	3rd	level	impossible	task	
  4
  Completing	a	4th	level	impossible	task	
  6
  Completing	a	5th	level	impossible	task	
  8
  Daryne in native dress 
  (carrying Terran multispectral scanner)
  
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  ™ Reference Manual
  Page 
  Statistics
  Physical	STATs	are	modified	by	gravity	of	the	world	the	
  character	is	on,	according	to	the	character’s	homeworld	gravity.
  Gravity Environment
   
  Gravity Difference 
  Difficulty
  	
  1	
  	
  	
  Moderate
  	
  2	
  	
  	
  Hard
  	
  3	
  	
  	
  Very	Hard
  	
  4	
  	
  	
  Very	Hard	2
  Combat
  Gravity	has	a	profound	effect	on	projectile	weapon	range.	The	
  maximum	ranges	listed	in	the	weapon	tables	are	those	for	normal	
  gravity.	The	table	below	shows	how	to	adjust	the	maximum	ranges	
  for	the	various	gravity	classes.	Keep	in	mind	that	this	gives	a	new	
  base	range	for	these	weapons,	and	that	long	range	aimed	fire	is	
  computed	from	the	new	base	range.	In	a	zero	gravity	weapon	shots	
  do	continue	on	their	path.	However,	the	ability	to	hit	a	target	
  at	ranges	beyond	those	covered	with	the	new	base	range	is	quite	
  impossible	without	some	fire	control	device	similar	to	modern	
  artillery	weapons.
   
  Gravity  
  Maximum Range Modifier
  	
  Zero-G	 	
  8	x	normal
  	
  Low-G	 	
  2	x	normal
  	
  Normal-G	
  normal
  	
  High-G	 	
  1/2	x	normal
  	
  Extreme-G	
  1/4	x	normal
  Equipment
  Gear  
   
  Price (ec) 
  Weight (kg)
  Exoskeleton	
  	
  50,000	 	
  10	
  Format	–	(STR	and	CON)/(DEX)
  Note:	When	CON	is	modified,	it	doesn’t	affect	LIFE	or	StunEND.
  Homeworld	
  Planet	Gravity
  Gravity	
  Zero-g	
  Low-g	
  Norm-g	
  High-g	
  	Ext-g
  Zero-g	
  +0/+0	
  -20/+20	
  -40/+40	
  -80/+80	
  	 -160/+160
  Low-g	
  +20/-20	
  +0/+0	
  -20/+20	
  -40/+40	
  	 -80/+80
  Norm-g	
  +40/-40	
  +20/-20	
  +0/+0	
  -20/+20	
  	 -40/+40
  High-g	
  +80/-80	
  +40/-40	
  +20/-20	
  +0/+0	
  	 -20/+20
  Ext-g	
  +160/-160	
  +80/-80	
  +40/-40	
  +20/-20	
  	 +0/+0	
  Character	Heights
  The	average	human	height	varies	according	to	the	gravity	of	the	
  homeworld,	although	there	is	still	a	great	variation	in	human	heights	
  regardless	of	native	gravity.	Some	other	races,	such	as	the	Draconians,	
  have	very	little	variation	in	size	due	to	homeworld	gravity.
   
  Gravity         
  Average Height
  	
  Zero-g	 	
  8	feet
  	
  Low-g	
  	
  7	feet
  	
  Norm-g	 	
  6	feet
  	
  High-g	 	
  5	feet
  Skill	Use
  Since	STATs	are	modified	by	the	environmental	conditions,	
  the	STAT	bases	for	skills	might	very	well	change.	Certain	tasks	
  can	be	modified	according	to	the	gravity	difference	from	the	
  character’s	homeworld.
   
  Gravity Difference 
  Task level Increase
  	
  Same	
  	
  	
  	
  0
  	
  1	
  	
  	
  	
  1
  	
  2	
  	
  	
  	
  2
  	
  3	
  	
  	
  	
  3
  	
  4	
  	
  	
  	
  4
  This	can	be	modified	by	having	the	Grav	Ops	skill.	If	the	
  environ	skill	check	succeeds	then	the	other	task	can	be	performed	
  normally.
  
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  Page 
  The	presence	(or	lack	of)	an	atmosphere	can	have	profound	
  effects	on	operations	by	humans	(or	aliens).	Differences	in	
  atmospheric	pressures	can	severely	impair	the	endurance	of	
  someone	operating	in	those	conditions.	The	presence	of	high	
  proportions	of	certain	gases	can	also	affect	people.	Some	planetary	
  atmospheres	have	gaseous	compositions	which	can	be	quite	toxic	
  to	humans.
  Pressure	Differences
  The	table	below	shows	the	adjustments	that	should	be	made	
  to	endurance	(END)	when	operating	in	atmospheric	pressures	
  other	than	homeworld	pressure.	This	table	can	also	be	applied	
  when	the	oxygen	content	in	an	atmosphere	is	different,	but	the	
  actual	atmosphere	pressure	is	standard.
  It	 is	 also	 important	 that	 people	 living	 in	 mountainous	
  regions	such	as	Tibet	and	Nepal	are	effectively	at	Thin	pressures.	
  Individuals	from	such	localities	should	be	treated	as	coming	from	
  Thin	pressure	atmospheres.
  There	are	several	methods	used	to	overcome	low-pressure	
  effects.	Compressors	or	small	air	tanks	can	be	used	to	supplement	
  the	oxygen	intake	of	an	individual.
  Homeworld
  Atmosphere Planet Atmosphere Pressure
  Pressure 
  	
  Thin	 Standard	
  Dense
  Thin	
  0	
  +20	
  +40
  Standard	
  -20	
  0	
  +20
  Dense	
  -40	
  -20	
  0
  Vacuum	Conditions
  Some	 worlds,	 such	 as	 Mercury	 and	 the	 Moon,	 have	
  atmospheres	that	are	effectively	a	vacuum.	A	human	cannot	
  survive	unaided	in	such	conditions.	Not	only	do	they	need	an	
  artificial	atmosphere,	but	they	need	a	containment	suit.	Vacsuits	
  are	 the	 usual	 means	 of	 providing	 atmospheric	 support	 for	
  individuals	in	vacuum	conditions.	
  Exiguous	pressures	such	as	on	Mars	are	similar	to	vacuum	
  conditions.	However,	conditions	are	not	quite	the	same.	A	pressure	
  suit	is	typically	enough	to	support	a	human;	a	vacsuit	is	usable,	
  though	a	bit	bulky.
  Tainted	Atmospheres
  Some	atmospheres	may	be	breathable,	but	have	a	significant	
  gaseous	taint.	Exposure	to	this	kind	of	atmosphere	can	cause	severe	
  medical	problems	depending	on	the	taint.	Normally	apply	-20	to	
  endurance	(END)	if	breathing	unaided.	To	counteract	this,	filter	
  Atmospheric Environments
  masks	are	normally	used	to	eliminate	the	taint	from	inhaled	air.
  Hostile	Conditions
  Some	atmospheres	have	gas	conditions	which	are	unbreathable.	
  Planets	such	as	Venus	with	its	CO2	and	Titan	with	its	N2	are	
  unsuitable	for	humans.	However,	a	pressure	suit	is	commonly	used	
  on	such	worlds,	while	other	extreme	conditions	would	dictate	that	
  a	Hostile	Environment	Pressure	Suit	be	worn.	Exposure	to	such	
  atmospheres	will	result	in	death	by	asphyxiation.
  Combat
  The	pressure	of	an	atmosphere	can	have	a	significant	effect	
  on	weapon	range.	Consult	the	table	below.	The	composition	of	
  an	atmosphere	can	also	effect	the	use	of	weapons.	Lack	of	oxygen	
  can	effect	conventional	projectile	weapons,	requiring	oxygenated	
  ammunition.	Lasers	can	also	be	affected	severely	by	composition	
  or	taints.	The	GM	must	decide	on	these	effects.
  Pressure Range Change Table
  Pressure 
   
  Range Change
  Vacuum	
  	
  x2.0
  Exiguous	
  	
  x1.5
  Thin		
  	
  x1.2
  Standard	
  	
  x1.0
  Dense	
  	
  x0.7
  
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  Page 
  Environmental Suits
  All	environmental	suits	come	with	an	internal	life	support	unit	
  which	can	supply	48	hours	of	air	and	has	temperature	controls	
  appropriate	for	the	suit	type.	All	suits	come	with	a	com-link	to	
  allow	easy	communications	between	people.	Vacsuits	come	with	
  varying	degrees	of	thermal	insulation	and	radiation	shielding,	
  because	of	their	extensive	use	in	space.	Most	suits	can	have	
  additional	electronics	installed,	such	as	small	computers	and	
  sensory	gear.
  The	Hostile	Environment	P-suit	is	designed	to	take	intense	
  conditions	in	noxious	gases	and	extreme	temperatures	and	
  pressures.	Due	to	the	toughened	nature	of	all	Vacsuits,	there	is	a	
  basic	armour	rating	for	each	suit	type	as	described	below.
  Suit Type 
   
   
  AR 
  Price (ec)
  Light	Vacsuit	 	
  	
  2	
  4000
  Medium	Vacsuit	
  	
  3	
  10,000
  Heavy	Vacsuit		
  	
  4	
  35,000
  Light	P-suit	
  	
  	
  1	
  2000
  Hostile	Environ	P-suit	 	
  6	
  100,000
  A	variety	of	suppliers	manufacturer	a	huge	range	of	variations	
  on	the	basic	Vacsuit	design,	mostly	these	involve,	colour,	additional	
  built	in	equipment,	and	comfort	factors.	These	customisations	
  can	add	greatly	to	the	basic	price.
  Equipment
  Gear  
   
  Price (ec) 
  Weight (kg)
  Atmosphere	Tester	
  100	
  	
  0.5	
  Compressor	
  	
  60	
  	
  1.0	
  Environ	Bubble	
  2500	
  	
  10.0	
  Gas	Mask	/	Air	Filter	
  50	
  	
  1.0	
  Rescue	Ball	
  	
  500	
  	
  3.0
  Space	Proofing		
  +10%	
  	
  -
  Weapon	Space	Proofing	 +20%	
  	
  -
  Atmosphere	Tester
  This	small	instrument	is	used	to	determine	the	pressure	
  and	composition	of	an	atmosphere.	It	indicates	whether	the	
  atmosphere	is	breathable	and	if	any	toxic	elements	are	present.
  Compressor
  This	device	is	worn	over	the	nose	and	mouth	and	acts	to	
  compress	the	atmospheric	gases	and	thus	enable	the	wearer	to	
  breathe	in	a	thin	atmosphere.
  Environ	Bubble
  This	is	an	inflatable	pressure	tent	suitable	for	four	people.	
  It	has	an	inflatable	airlock	for	egress.	Its	life	support	system	can	
  provide	air	for	48	hours	for	four	people,	along	with	providing	
  adequate	temperature	control.
  Gas	Mask	/	Air	Filter
  This	device	is	worn	over	the	nose	and	mouth	for	use	in	tainted	
  atmospheres;	it	removes	the	atmospheric	taint	and	enables	normal	
  breathing.
  Rescue	Ball
  Most	passengers	on	spacecraft	are	not	skilled	at	operations	
  in	space	in	vacsuits.	The	rescue	ball	is	an	inflatable	life-support	
  bubble	with	four	hours	air	supply.	Passengers	are	commonly	put	
  into	these	during	emergency	situations.
  Space	Proofing	
  Most	equipment	is	unable	to	function	in	vacuum	(or	hostile)	
  conditions.	In	order	to	use	the	equipment,	it	must	be	pressure-
  sealed,	sensitive	electronics	and	instruments	must	be	shielded,	and	
  the	device	must	be	modified	to	operate	at	low	temperatures.
  Weapon	Space	Proofing	
  Most	weapons	have	problems	operating	in	vacuum	(or	hostile)	
  conditions.	They	must	be	pressure	sealed	for	such	use.	With	
  conventional	projectile	weapons,	self-oxygenated	ammunition	
  (see	Marine	section)	is	of	significant	advantage,	otherwise	the	
  effective	range	is	limited	to	20%	of	normal.
  Terran Light P-suit
  
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  ™ Reference Manual
  Page 
  Statistics
  Physical	statistics	are	modified	due	to	the	denser	medium	
  of	water.
  	
  STR		
  	
  -0
  	
  DEX		
  	
  -10
  	
  CON		
  	
  -10
  Skills
  Since	STATS	are	modified	by	the	environmental	conditions,	
  the	STAT	bases	for	skills	might	very	well	change.	Remember	that	
  skill	usage	will	be	modified	according	to	effects	of	water,	and	its	
  effect	on	human	senses.	As	a	standard,	the	base	difficulty	of	any	
  skill	tasks	should	be	subject	to	a	task	difficulty	increase	of	+1	
  level	unless	a	character	has	Marine	Environ	skill.	Since	vision	is	
  greatly	affected	depending	on	illumination,	murkiness,	etc.,	the	
  modifiers	for	visibility	in	the	standard	combat	rules	should	be	
  applied.	Skill	checks	that	rely	on	hearing	should	be	penalised	by	
  an	increase	of	+1	level	unless	special	marine	sonic	hearing	devices	
  are	used	in	the	hands	of	someone	with	Marine	Environ	skill.	
  Smell	underwater	is	impossible	for	humans,	the	only	equivalent	
  being	chemical	testing	devices.	Touch	is	not	impeded	unless	rigid	
  gloves	are	being	used.	Human	speech	does	not	carry	at	all	through	
  water,	so	communication	must	be	either	by	hand	signals	or	by	
  use	of	underwater	communicators	(Sadio).	Effective	skill	and	
  STAT	levels	cannot	be	greater	than	the	Marine	Environ	skill	if	
  the	character	wants	to	benefit	from	Marine	Environ,	otherwise	
  they	suffer	normal	penalties.
  Movement
  The	maximum	movement	is	3	m,	but	it	is	more	effort	to	move	
  through	water.	Movement	can	be	assisted	by	the	use	of	either	hand	
  propulsion	units	or	backpack	water	jets.
  	
  Movement 
  END Costs
  	
  0	
  	
  none
  	
  1	
  	
  1	END	per	10	minutes
  	
  2	
  	
  1	END	per	1	minute
  	
  3	
  	
  1	END	per	cbt	rnd
  Depth
  Human	were	never	adapted	for	operating	underwater	for	more	
  than	a	few	minutes	for	depths	up	to	20	m.	With	the	use	of	air	
  tanks	or	breathers	humans	can	operate	down	to	depths	of	150	m.	
  With	special	gas	mixtures	the	operational	depth	can	be	pushed	
  down	to	400	m.	With	liquid-breathing	suits	this	barrier	can	be	
  pushed	to	almost	2000	m.	Highly	advanced	rigid	suits	have	been	
  known	to	go	down	to	5000	m.
  Marine Environments
  Combat
  Underwater	combat	using	terrestrial	weapons	and	techniques	
  is	not	very	easy.	For	armed,	unarmed	and	firearm	attacks,	increase	
  the	difficulty	level	by	+1.	Standard	thrown	and	tensile	weapons	
  are	harder	to	use,	so	increase	the	difficulty	by	+3	levels	instead.	
  If	a	person	has	Marine	Environ	skill	and	is	using	specially	
  modified	underwater	weaponry,	then	no	disadvantages	occur.	
  Increase	difficulties	for	evasion	and	defence	by	+1	level	unless	
  the	person	has	Marine	Environ	skill.	Remember,	however,	that	
  even	for	Marine	Environ-skilled	individuals,	effective	skill	and	
  STAT	levels	cannot	be	greater	than	their	Marine	Environ	skill	if	
  they	want	to	benefit	from	Marine	Environ,	otherwise	they	suffer	
  normal	penalties.
  Combat	equipment	suffers	from	severe	problems	unless	made	
  for	the	marine	environment	or	waterproofed.	Range-finding	
  and	pin-targeting	systems	will	not	work	unless	they	have	been	
  modified	for	green	frequency	laser	light.	Laser	weapons	suffer	from	
  a	shorter	range	(1/3)	unless	they	have	been	modified	for	green	
  laser	frequencies.	Sonic	weapons	work	just	as	well	underwater	as	
  in	atmospheres.	Projectile-type	firearms	normally	don’t	work	at	
  all,	unless	their	ammunition	is	self-oxygenated	and	modified.	Even	
  then	they	suffer	from	causing	half	damage	from	water	retardation	
  effects.	For	other	kinds	of	ranged	weapons,	their	targets	receive	
  an	extra	1	AR	per	10	m	from	the	weapon.
  Electronics
  Any	non-waterproofed	electronic	device	that	is	taken	into	
  water	becomes	permanently	non-functioning.
  Marine Equipment
  Device 
   
   
  Cost (ec)        Weight (kg)
  Marine	Sonic	Hearing	Device	
  10,000	 	
  1.0	
  Sonic	Communicator	(Sadio)	
  1000	
  	
  0.5	
  Sonar	Vision	System	
  	
  30,000	 	
  2.0	
  Hand	Propulsion	Unit	 	
  500	
  		
  1.0	
  Backpack	Water	Jet	
  	
  5000	
  	
  5.0	
  Wetsuit	
  	
  	
  400	
  	
  2.0	
  Dry-suit	
  	
  	
  800	
  	
  3.0	
  Air-Tank	Gear	(SCUBA)	
  500	
  	
  5.0	
  Breather	Mask		
  	
  2000	
  	
  1.5	
  Deep-Dive	Tank	System	
  5000	
  	
  10.0	
  Liquid-Breathing	Suit	 	
  300,000		
  20.0	
  Rigid	Suit	
  	
  	
  1Mec	
  	
  100.0	
  Green	Laser	Modifications	
  +30%	
  	
  -
  Waterproofing		
  	
  +10%		 	
  -
  Weapon	Waterproofing		
  +20%	
  	
  -
  Oxygenated	Ammo		
  	
  +50%	
  	
  -
  
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  ™ Reference Manual
  Page 
  Marine	Sonic	Hearing	Device	(SHD)
  This	device	is	designed	to	compress	the	sound	frequencies	
  used	by	cetaceans	into	the	human	hearing	range.	With	special	
  audio-digital	processors	this	device	allows	almost	normal	perceived	
  hearing	in	the	marine	environment.	It	also	auto-adjusts	to	dampen	
  out	harmful	sounds.	Because	of	this	function	it	provides	an	extra	
  +10	to	Stun	END	with	respect	to	sonic	weapons	while	submerged.	
  Using	this	system,	a	human	talking	while	wearing	a	breather	can	
  be	heard	up	to	100	m	away.
  Sonic	Communicator	(Sadio)
  This	small	device	is	designed	for	use	in	conjunction	with	a	
  breather	mask	or	a	rigid	suit.	It	uses	a	sonic	system	similar	to	
  that	of	dolphins	to	transmit	voice	communications	up	to	ranges	
  of	1	km.	It	uses	a	high-speed	trinary	communications	protocol,	
  which	can	be	encrypted	using	a	marine	version	of	the	‘Encrypte’	
  (see	the	'Communication	Gear'	section).
  Sonar	Vision	System
  This	device	is	based	on	the	same	principle	as	that	used	by	
  cetaceans	for	underwater	non-visual	‘seeing’.	It	builds	up	a	terrain	
  image	using	sonar	pulses.	It	can	also	be	used	in	a	passive	mode,	
  relying	on	external	sonic	sources.	It	resembles	a	conventional	
  electronic	binocular	system.	It	displays	the	composite	image	in	a	
  similar	way	to	terrestrial	imaging	gear.	In	an	active	detection	mode	
  its	own	sonar	pulse	system	can	give	good	vision	out	to	about	250	
  m;	under	passive	conditions	its	range	is	reduced	to	about	20	m.
  Hand	Propulsion	Unit
  The	hand	propulsion	unit	is	a	small	hand-held	propeller	
  designed	to	aid	a	diver	in	taking	some	of	the	strain	off	long-
  distance	swimming.	It	can	produce	a	movement	rate	of	1	metre/
  round	for	the	user.	Because	of	its	method	of	use	it	is	not	suitable	
  for	letting	the	diver	exceed	the	upper	limit	of	3	m/rnd.	Instead	it	
  allows	a	diver	to	travel	at	3	m/rnd	while	only	paying	a	2	m/rnd	
  END	cost.
  Backpack	Water	Jet
  The	backpack	propulsion	unit	is	designed	for	high	movement	
  rates	underwater.	Using	a	jetstream	motor	it	provides	a	modest	
  velocity	of	4	m/rnd,	and	with	the	diver	at	full	swimming	rate	a	
  total	movement	rate	of	6	m/rnd	can	be	achieved.
  Air-Tank	Gear	(SCUBA)
  With	the	use	of	air	tanks	humans	can	operate	down	to	depths	
  of	150	m.	A	normal	single	tank	will	sustain	the	user	for	about	
  one	hour.	The	harness	rig	can	carry	two	tanks	at	once	if	required.	
  Higher	compression	tanks	(four	hours	each)	are	available	for	
  about	800ec.	Advanced	diving	systems	can	come	with	a	recycling	
  unit	that	retains	exhaled	air	and	scrubs	out	the	CO2	for	reuse.	
  Such	a	system	will	allow	operation	for	up	to	18	hours,	but	costs	
  around	10,000ec.
  Breather	Mask
  With	the	use	of	a	breather	mask	humans	can	operate	down	
  to	depths	of	150	m.	This	mask	functions	by	forcing	dissolved	
  oxygen	gas	out	of	seawater	for	breathing	purposes	(similar	to	the	
  gills	of	a	fish).	Because	it	relies	heavily	on	the	levels	of	dissolved	
  oxygen,	it	operates	with	varying	degrees	of	efficiency	in	areas	of	
  stagnant	water.	A	breather	mask’s	primary	use	is	in	conjunction	
  with	a	recycling	system	(similar	to	the	tank	system)	to	obtain	
  some	oxygen	from	the	seawater	whilst	making	up	any	shortfall	
  from	tanks.	Depending	on	the	water	oxygenation	conditions	this	
  may	extend	operations	with	a	single	tank	from	twice	as	long	to	
  nearly	indefinite	use.
  Deep-Dive	Tank	System
  With	special	gas	mixtures	used	in	an	air-tank	system	the	
  operational	depth	of	human	beings	can	be	pushed	down	to	
  400	m.	This	often	involves	the	use	of	inert	gases	to	counteract	
  the	poisonous	effects	of	oxygen	at	high	pressures.	A	deep-dive	
  tank	system	cannot	be	used	effectively	with	a	breather	mask	
  because	levels	of	oxygen	at	greater	depths	are	reduced	below	the	
  effectiveness	of	the	breather	masks
  Liquid-Breathing	Suit
  With	liquid-breathing	suits	the	depth	barrier	can	be	pushed	
  to	almost	2	km.	This	system	involves	the	use	of	an	oxygen-rich	
  liquid	to	counteract	the	effects	of	pressure.	This	is	an	unpleasant	
  experience,	and	is	only	done	by	highly	skilled	marine	specialists.	
  The	suit	resembles	a	typical	medium	vacsuit.	It	is	used	instead	of	
  rigid	suits	because	of	fewer	limitations	on	movement	and	hand	
  dexterity	for	manual	work.
  Rigid	Suit
  Rigid	suits	combine	submersible	technology	with	a	suit	to	
  allow	underwater	operations	by	humans	at	great	depths	rather	
  than	using	remote	systems.	Highly	advanced	rigid	suits	have	been	
  known	to	go	down	to	5	km.	The	suits	use	the	special	gas	mixes	
  of	deep-dive	systems	for	internal	pressure	purposes.	Modern	
  suits	have	their	own	integral	life-support	systems,	unlike	earlier	
  designs.
  Green	Laser	Modifications
  Most	atmospheric	laser	systems	are	unsuitable	for	marine	
  work	and	only	operate	to	an	effective	range	one-third	that	of	
  their	atmospheric	performance.	Range-finding	and	pin-targeting	
  systems	will	not	work	unless	they	have	been	modified	for	green	
  frequency	laser	light.	Laser	weapons	suffer	from	shorter	range	
  (1/3)	unless	they	have	been	modified	for	green	laser	frequencies.	
  This	modification	system	involves	either	a	frequency	adapter	or	
  physical	modifications,	depending	on	the	device	in	question.
  Waterproofing		 	
  Equipment	for	use	in	marine	conditions	will	require	special	
  waterproofing	in	order	to	operate.	This	is	true	of	electronics,	
  cameras	and	other	water-sensitive	devices.
  Weapon	Waterproofing	
  Many	conventional	weapons	will	require	special	waterproofing	
  in	 order	 to	 operate	 in	 a	 marine	 environment.	 If	 they	 are	
  combustion-based	 projectile	 weapons	 they	 will	 also	 need	
  oxygenated	ammunition.
  Oxygenated	Ammo	
  In	order	for	conventional	projectile	ammunition	to	work	
  underwater,	its	propellant	has	to	be	oxygenated	to	support	
  combustion.	Special	oxygenated	ammunition	is	therefore	required	
  for	underwater	operation.
  
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  ™ Reference Manual
  Page 
  Survival
  The	Survival	skill	enables	one	to	live,	if	only	barely,	under	
  adverse	conditions,	whether	it	be	desert,	arctic	or	some	other	form	
  of	unfamiliar	hostile	terrain.	It	does	not	enable	one	to	survive	
  in	a	hostile	environment,	the	applicable	environment	skill	is	
  necessary	for	that.
  The	important	thing	to	remember	about	survival	is	that	one’s	
  mental	attitude	is	just	as	important	(if	not	more	so)	than	any	
  equipment.	As	a	brief	guide,	a	human	being	can	survive	3	weeks	
  without	food,	3	days	without	water	or	3	hours	without	shelter	
  under	extreme	weather	conditions.	However,	with	a	negative	
  mental	attitude	this	is	reduced	to	approximately	3	minutes.
  While	various	specialist	survival	equipment	is	available	it	is	
  not	necessary	to	have	it	in	order	to	survive;	a	basic	but	effective	
  survival	kit	can	be	carried	in	a	pocket.
  Survival Skills Table
  All	task	levels	assume	reasonable	conditions,	both	weather	
  and	personal.	The	GM	will	adjust	the	task	levels	upwards	as	
  conditions	dictate.
  Task Descriptions
  Pitching	a	tent
  This	is	quite	simply	the	pitching	and	striking	(taking	down)	
  of	a	tent.	The	task	also	includes	the	efficient	folding	and	packing	
  of	the	tent.
  Packing	a	backpack
  There	are	three	important	aspects	to	packing	a	backpack	
  effectively:	weight	distribution,	fitting	all	the	items	in,	and	ease	of	
  access.	The	latter	is	extremely	important,	especially	under	combat	
  conditions	when	you	might	need	to	replace	a	magazine	or	find	a	
  medical	drug	rapidly.
  Finding	possible	pure	water
  The	character	is	able	to	work	out	likely	locations	for	water	to	
  be	found	within	the	area.
  Recognising	pure	water
  When	a	water	source	has	been	found,	this	task	enables	the	
  character	to	realise	whether	or	not	the	water	is	in	fact	drinkable.
  Finding	possible	edible	plants
  If	a	character	is	successful	in	his	attempt,	he	works	out	the	likely	
  location	of	edible	plants.	The	bioscience	skill	can	be	used	instead	of	
  survival	if	a	person	has	it;	this	is	at	one	task	level	lower.
  Scavenging
  This	task	is	generally	only	used	in	emergencies,	and	enables	the	
  person	to	find	odds	and	ends	of	food	under	most	circumstances.
  Obtaining	water
  This	involves	the	building	of	water	traps,	dew	collectors	and	
  home-made	condenser	units.	Under	reasonable	circumstances	a	
  character	should	be	able	to	obtain	enough	water	to	prevent	or	at	
  least	slow	down	dehydration.
  Constructing	a	temporary	shelter
  This	task	is	the	choosing	of	a	good	location	for	a	shelter,	the	
  gathering	of	materials	and	the	construction	of	a	temporary	shelter	
  normally	only	suitable	for	a	few	nights	at	best.	This	can	take	
  anywhere	between	20	minutes	to	two	or	three	hours	depending	
  on	the	circumstances.
  Recognising	edible	plants
  Having	found	plants	a	character	must	determine	what	parts,	
  if	any,	are	edible.	Once	again	if	the	bioscience	skill	is	available	
  this	can	be	used	at	one	task	level	lower.
  Making	a	temporary	still
  In	some	ways	similar	to	the	task	of	obtaining	water,	this	
  involves	the	building	of	a	reasonable-quality	water	still,	similar	
  to	a	condenser	unit.
  Fitting	water	retention	suit
  The	correct	fitting	of	a	water	retention	suit	is	imperative	for	it	
  to	work	efficiently.	A	failed	roll	will	result	in	an	incorrectly	fitted	
  suit;	it	may	be	either	too	tight	resulting	in	excess	water	retention	or	
  too	loose	resulting	in	unwanted	water	loss.	It	is	normal	procedure	
  to	have	a	‘buddy’	check	the	fitting	of	the	suit.	This	does	not	of	
  course	guarantee	correct	fitting.
  Fitting	heat	retention	suit
  This	is	similar	to	the	task	of	fitting	the	water	retention	suit	
  although	harder	because	of	the	complexity	of	the	suit.	As	with	
  the	water	retention	suit,	incorrect	fitting	can	result	in	either	too	
  tight	or	too	loose	a	suit.	In	this	case	either	can	be	deadly.
  	
  Task  
   
   
   
  Diff
  Pitching	a	tent		
  	
  	
  Automatic
  Packing	a	backpack	
  	
  	
  VEasy
  Finding	possible	pure	water	
  	
  Easy
  Recognising	pure	water		
  	
  Mod
  Finding	possible	edible	plants	
  	
  Mod
  Scavenging	
  	
  	
  	
  Mod
  Obtaining	water	
  	
  	
  Mod
  Constructing	a	temporary	shelter		
  Mod
  Recognising	edible	plants	
  	
  Hard
  Making	a	temporary	still	
  	
  Hard
  
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  ™ Reference Manual
  Page 0
  Fitting	water	retention	suit	
  	
  VHard
  Fitting	heat	retention	suit	
  	
  VHard2
  Survival Equipment
  Gear  
   
  Price (ec) 
  Weight (kg)
  Arctic	clothing	set	
  2000	
  	
  10	
  Backpack	
  	
  30/50/80	
  3/5/7	
  Cooking	set	
  	
  40	
  	
  2	
  Dog	sled	
  	
  1000	
  	
  50	
  Heat	retention	suit	
  10000	
  	
  10	
  Hiking	boots	 	
  50	
  	
  2	
  Knife	(Survival)	
  100	
  	
  0.3	
  Knife	(Multi-function)	 50	
  	
  0.2	
  Mint	cake	pack	
  10	
  	
  0.1	
  Rations	(Standard)	
  10	
  	
  0.3	
  Rations	(Luxury)	
  20	
  	
  0.5	
  Snow	Shoes	
  	
  100	
  	
  2	
  Stove	(Large)	 	
  500	
  	
  20	
  Stove	(Portable)	
  50	
  	
  2	
  Survival	Kit	(Basic)	
  30	
  	
  1	
  Tent	(One	person)	
  150	
  	
  2	
  Tent	(One	person	thermal)	300	
  	
  4	
  Tent	repair	kit		
  50	
  	
  1	
  Thermal	blanket	
  10	
  	
  0.05	
  Water	canteen		
  5	
  	
  0.05	
  Water	condenser	unit	
  4000	
  	
  20	
  Water	purification	tablets	10	
  	
  0.01	
  Water	purification	unit	 500	
  	
  0.5	
  Water	retention	suit	
  10,000	 	
  10	
  CLIMBING
  The	Climbing	skill,	although	not	essential	for	survival,	can	
  be	very	useful.	
  As	a	guide,	a	successful	roll	will	result	in	the	following	distance	
  being	climbed	safely	before	having	to	recheck.	The	distance	varies	
  according	to	the	skill	level.	The	GM	can	vary	the	distance	climbed	
  (normally	upwards)	as	he	sees	fit.	The	actual	difficulty	level	of	the	
  climb	will	be	determined	by	the	GM.
  Before	starting	the	climb,	an	Easy	task	roll	is	made	for	the	
  character	to	determine	the	difficulty	level	of	the	climb.
  When	there	is	an	organised	climbing	expedition,	the	leader	
  of	the	climb	will	be	required	to	make	two	climbing	rolls,	one	for	
  his	own	climb	and	the	second	to	determine	if	he	has	succeeded	
  in	making	the	climb	easier	for	those	following.	If	the	character	
  succeeds	in	both	then	the	level	of	difficulty	for	those	following	is	
  reduced	by	at	least	one	level.
  Analysing	climb	
  Easy
  Skill Level 
   
  Distance climbed (m)
  Amateur	
  	
  10
  Recognised	
  	
  20
  Qualified	
  	
  30
  E1	
  	
  	
  45
  E2	
  	
  	
  75
  E3	
  	
  	
  105
  E4	
  	
  	
  135
  E5	
  	
  	
  165
  E6	
  	
  	
  195
  After	skill	level	E6	the	climb	rate	increases	at	the	rate	of	30	
  m	per	skill	level	obtained.
  Climbing Equipment
  Gear  
   
  Price (ec) 
  Weight (kg)
  Brake	clip	
  	
  10	
  	
  0.03	
  Carabiner	
  	
  3	
  	
  0.03	
  Climbing	boots	
  60	
  	
  2	
  Crampons	(pair)	
  20	
  	
  0.2	
  Figure-of-Eight	
  10	
  	
  0.03	
  Harness	
  	
  10	
  	
  0.05	
  Ice	axe	
  	
  20	
  	
  1	
  Ice	pick	
  	
  20	
  	
  1	
  Pitons	(10)	
  	
  10	
  	
  0.5	
  Piton	gun	
  	
  100	
  	
  2	
  Rope	(50	m)	 	
  50	
  	
  1.5	
  Rope	Joiner	
  	
  10	
  	
  0.01
  Brake	clip	
  	
  10	
  	
  0.03	
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Navigation
  When	you	are	travelling	in	the	wilderness,	navigation	is	one	
  of	the	most	important	aspects	of	survival.	Without	adequate	
  navigational	skills	the	chances	of	survival	are	greatly	reduced.	
  Navigating	on	earth	is	a	fairly	simple	matter	–	most	of	us	do	it	
  automatically	in	our	everyday	lives	–	but	in	the	wilderness	it	is	
  slightly	different.	The	easiest	way	of	navigating	is	of	course	by	
  using	a	compass,	although	there	are	several	alternatives	available	
  if	for	any	reason	the	compass	is	lost	or	damaged.	You	can	also	
  navigate	using	the	either	the	sun	or	the	stars.
  On	worlds	with	which	you	are	not	familiar	it	is	harder	
  although	not	impossible	to	navigate	without	any	mechanical	aids	
  or	maps.	As	a	general	rule	you	should	spend	a	full	day	watching	
  the	movement	of	the	sun	and/or	stars	and	use	them	to	ensure	that	
  you	head	in	a	straight	line.	When	you	are	under	stress	this	is	not	
  as	quite	as	easy	as	it	sounds,	as	stress	affects	your	sense	of	direction	
  in	the	same	way	that	excess	alcohol	or	any	stimulant	does.
  Tasks
  All	task	levels	are	based	on	Earth	navigation	and	assume	
  reasonable	conditions,	both	weather	and	personal,	For	unfamiliar	
  planets	and/or	adverse	conditions	the	GM	will	adjust	the	task	
  level	accordingly.
  Navigating	with	compass	and	map.
  This	is	by	far	the	easiest	navigation	task,	as	you	have	all	of	the	
  essential	aids	with	you.
  Navigating	with	just	a	compass.
  This	is	slightly	harder	than	with	both	compass	and	map,	and	
  care	must	be	taken	to	ensure	the	accuracy	of	the	compass	on	a	
  fairly	regular	basis.
  Navigating	with	just	a	map
  This	is	similar	to	navigating	with	just	a	compass.	It	is	essential	
  that	you	spend	time	to	locate	a	distinctive	landmark	if	possible.	
  Without	a	distinctive	landmark	the	task	level	will	increase	
  accordingly.
  Celestial	navigation
  Unless	you	are	familiar	with	the	night	sky	you	should	stick	to	
  using	the	sun	as	a	navigational	aid.	Although	not	by	any	means	a	
  simple	task,	it	does	give	you	an	idea	of	direction.
  Navigating	blind
  The	hardest	level	of	navigation,	as	you	are	relying	solely	on	
  your	built-in	sense	of	direction.
  Task  
   
  Level
  Compass	and	Map	
  VEasy
  Compass	only		
  Easy
  Map	only	
  	
  Easy
  Celestial	
  	
  Mod
  Blind		
  	
  Hard
  Navigation Equipment
  Compass	(Magnetic)	
  	
  10ec	
  	
  0.03	kg
  The	compass	has	not	changed	much	in	hundreds	of	years.	
  Modern	 devices	 do	 cater	 for	 use	 on	 various	 worlds	 where	
  magnetic	fields	are	oriented	differently.	The	compass	computes	
  the	orientation	with	respect	to	true	north	using	the	magnetic	
  data.	This	is	reflected	in	maps	for	other	worlds	being	referenced	
  according	to	true	north	(i.e.	polar)	co-ordinates.	However,	maps	
  of	Earth	still	use	magnetic	orientation	for	navigation	even	though	
  they	are	constructed	around	the	poles	of	rotation.
  CompuSextant	
  	
  	
  1000ec	 	
  3.0	kg
  The	CompuSextant	is	a	parallel	development	to	inertial	
  locators	and	has	lasted	well	into	the	period	of	reliable	inertial	
  devices.	It	operates	like	a	normal	sextant,	but	uses	an	internal	
  system	to	provide	positioning	data	without	the	operator	requiring	
  much	in	the	way	of	navigation	skills.	The	sextant	is	intended	for	
  use	on	worlds	where	adequate	satellite	telemetry	has	not	been	
  established	for	the	use	of	GPS	systems.	It	is	optimised	for	rugged	
  conditions	and	can	be	used	on	vehicles	and	surface	ships.	Sextants	
  are	typically	set	to	give	positions	on	both	latitude/longitude	and	
  distance/bearing	from	a	set	point.	Input	of	the	planetary	“starmap”	
  data	and	reference	maps	is	done	through	an	I/O	port	on	the	
  device	that	is	often	connected	to	a	portacomp	unit.	Power	is	either	
  through	vehicle	mains	or	a	battery.
  GPS	Receiver	
  	
  	
  100ec	
  	
  0.1	kg
  On	a	fully	civilised	world	with	all	the	comforts	of	technology	
  and	satellites,	no	one	ever	need	be	lost.	A	small	Global	Positioning	
  System	(GPS)	receiver	can	pinpoint	the	location	of	the	user	to	
  within	millimetres.	If	the	device	is	connected	to	a	wristcomp	with	
  mapping	data	then	navigation	becomes	very	simple.
  Inertial	Locator	 	
  	
  300ec	
  	
  0.1	kg
  This	device	measures	the	velocity	changes	it	is	put	through	
  to	determine	the	route	the	user	has	travelled	with	respect	to	
  the	starting	point.	It	gives	positioning	data	with	respect	to	the	
  starting	point,	and	can	be	used	to	retrace	a	route.	It	records	all	
  3D	movement,	and	with	a	wristcomp	it	can	display	this	route	
  over	a	terrain	map	for	navigation	purposes.
  
  FSpaceRPG
  ™ Reference Manual
  Page 2
  Combat System
  During	play	a	situation	could	arise	where	a	character	gets	
  invoved	in	a	combat,	whether	it	be	a	pub	brawl	or	a	military	
  firefight.	This	section	deals	with	the	basic	rules	by	which	the	GM	
  can	run	a	combat	situation.
  COMBAT	ROUNDS
  These	last	one	second	only,	and	are	the	timeframe	in	which	
  combat	actions	are	performed.
  INITIATIVE
  The	groups	involved	roll	1d10s.	The	group	with	the	highest	
  number	wins	the	initiative,	and	gets	to	choose	whether	to	go	first	
  or	last	within	each	action	phase.
  Initiative modifiers
  +1	
  per	200	levels	of	INT
  +1	
  per	100	levels	of	Tactics
  +1	
  per	200	levels	of	Leader
  Initiative	modifiers	for	leadership	only	apply	if	a	character	is	
  commanding	a	group	of	people.
  ACTIONS
  Within	the	round	each	player	must	decide	whether	to	evade,	
  defend,	move,	attack	or	reload.	Each	character	must	declare	the	
  number	of	actions	they	will	be	conducting	during	the	round.	
  This	means	that	the	character	will	pay	the	price	for	preparing	for	
  multiple	actions	even	though	they	may	not	use	them.
  MULTIPLE	ACTIONS
  It	is	possible	for	a	player	to	conduct	more	than	one	action	in	
  a	round.	These	actions	must	be	declared	as	usual.	The	effective	
  skill	or	STAT	levels	of	the	character	will	be	reduced	according	to	
  the	number	of	actions	if	they	are	used	to	perform	these	actions.	
  A	character	is	penalised	for	the	amount	of	actions	declared,	even	
  though	fewer	actions	may	have	been	performed.
  Number of Actions 
  Skill Modifiers
  1	
  	
  	
  	
  1/1
  2	
  	
  	
  	
  1/2
  3	
  	
  	
  	
  1/4
  4	
  	
  	
  	
  1/8
  5	
  	
  	
  	
  1/16
  etc	
  	
  	
  	
  etc
  ACTION	PHASES
  A	round	is	broken	into	multiple	action	phases	in	which	actions	
  are	conducted.	The	winners	of	initiative	decide	whether	they	
  want	to	go	first	or	last	within	an	action	phase.	Characters	who	
  are	conducting	actions	may	then	use	one	action	to	do	something	
  during	the	phase.	Only	one	action	may	be	used.	However,	if	
  attacked,	a	character	may	use	a	spare	action	to	defend,	evade	or	
  resist	an	attack.
  RANGE
  A	player	will	not	know	the	precise	range	of	a	target	unless	he	
  has	a	rangefinder	or	does	an	appropriate	INT,	recon	or	hunting	
  check	(at	the	same	difficulty	as	the	range	hit	difficulty).	If	the	
  player	can’t	determine	the	range	accurately	then	the	GM	should	
  give	a	rough	estimate	of	it.	The	range	given	on	the	weapon	tables	
  are	the	maximum	range	of	those	weapons	under	normal	firing	
  conditions.
  MOVEMENT
  A	human	can	move	a	maximum	of	10	m	every	combat	round.	
  Movement	during	combat	alters	the	range	between	opponents,	
  and	can	affect	endurance	(END)	due	to	physical	effort.	Movement	
  is	conducted	during	an	action	phase.	Turning	one	face	on	a	square	
  map	expends	1	m	worth	of	movements.	It	would	therefore	take	
  one	full	movement	class	of	2	m	to	turn	to	face	the	rear.	For	
  aliens	with	higher	or	lower	movement	rates	than	10	m,	divide	
  their	maximum	movement	by	5	to	determine	how	many	metres	
  of	movement	is	available	for	each	movement	class.	If	it	is	15	m	
  movement	then	it	will	be	3	m	per	movement	class.
  Total Movement (m/cbt rnd) 
  Movement Class
  0	
  	
  	
  	
  	
  0
  1	
  	
  	
  	
  	
  1
  2	
  	
  	
  	
  	
  1
  3	
  	
  	
  	
  	
  2
  4	
  	
  	
  	
  	
  2
  5	
  	
  	
  	
  	
  3
  6	
  	
  	
  	
  	
  3
  7	
  	
  	
  	
  	
  4
  8	
  	
  	
  	
  	
  4
  9	
  	
  	
  	
  	
  5
  10	
  	
  	
  	
  	
  5
  High	levels	of	movement	take	the	equivalent	of	a	number	
  of	actions.	This	has	the	effect	of	lowering	a	character’s	ability	to	
  conduct	other	actions.	
  
  FSpaceRPG
  ™ Reference Manual
  Page 3
  Start of Combat Round
  Initiative
  Declaration of Actions
  First Action Phase
  Group 1 Actions
  Group 2 Actions
  Repeat Action Phase
  Until all actions complete
  End of Combat Round
  Combat Flowchart
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Movement Class Action Cost END Cost
  0	
  0	
  none
  1	
  1	
  none
  2	
  2	
  1	END	per	10	minutes
  3	
  3	
  1	END	per	minute
  4	
  4	
  1	END	per	rnd
  5	
  5	
  10	END	per	rnd
  HITTING
  The	attacker	rolls	1d100	and	adds	the	range	difficulty	modifier	
  to	the	roll.	The	player	hits	the	target	if	the	result	is	under	his	skill	
  level	(just	like	skills).	Some	situations	dictate	that	the	difficulty	
  modifier	may	be	increased,	e.g.	trying	to	hit	a	gun	in	a	target’s	
  hand,	or	a	target	behind	cover.
  GUNS
  The	hit	difficulty	for	a	gun	is	determined	according	to	the	
  range	of	the	target	and	the	type	of	firearm.
  Type 
  Easy Moderate Hard 
  Very Hard VH2
  Handgun	(H)	 0–5	
  6–25	
  26–50	
  51–250	
  251–500
  Rifle	(R)	
  -	
  0–25	
  26–250	
  251–500	
  501–5	km
  A	gun	can	be	fired	using	DEX	STAT	base	at	one	level	higher,	
  or	INT	STAT	base	at	two	levels	higher.
  Long-Range	Aimed	Fire
  Various	weapons	have	a	maximum	range	listed	for	them.	This	
  is	the	range	over	which	the	weapon	is	effective	during	the	normal	
  firing	conditions	that	occur	during	a	combat	round.	However,	
  someone	like	a	sniper	often	wants	to	fire	over	an	extended	range.	
  By	‘lining	up’	for	several	rounds,	a	sniper	can	improve	the	range	
  of	the	weapon	being	used.	For	each	round	(up	to	five)	spent	
  before	firing	the	range	of	the	weapon	can	be	extended	by	20%	of	
  its	base	range.	In	order	to	succeed	in	‘lining	up’	the	sniper	must	
  roll	a	sensor	or	gun	task	check	at	the	range	difficulty	they	intend	
  to	fire	at	to	be	successful	in	range	extension.	They	may	then	fire	
  normally	at	that	range	difficulty	if	they	successfully	‘line	up’.
  Short-Range	Aimed	Fire
  For	accurate	firing	over	ranges	within	the	standard	range	
  listing,	another	technique	is	used.	This	is	commonly	used	in	target	
  shooting	or	in	tight	situations.	For	every	round	spent	before	firing	
  (up	to	three)	the	difficulty	of	the	shot	can	be	reduced	by	one	level	
  (to	a	minimum	of	Very	Easy).	In	order	to	succeed	the	user	must	
  roll	a	sensor	or	gun	task	check	at	the	standard	difficulty	for	the	
  range	of	the	target.	If	they	succeed	then	they	fire	with	adjusted	
  difficulty.
  THROWN	AND	TENSILE	WEAPONS
  The	range	difficulty	for	thrown	and	tensile	weapons	depends	
  on	the	Strength	(STR)	of	the	character.
  Diff 
  Type Thrown (T) and Tensile (Tn) example STR 100 
  Easy	
  0–5	
  	
  	
  	
  0–5
  Moderate	 6–1/4STR	
  	
  	
  6–25
  Hard	
  1/4STR–1/2STR	
  	
  26–50
  Very	Hard	 1/2STR–STR	 	
  	
  51–100
  VH2	
  STR–2xSTR	
  	
  	
  101–200
  VH3	
  2xSTR–3xSTR		
  	
  201–300
  Thrown	weapons	skill	is	used	to	hit	with	thrown	weapons.	
  DEX	STAT	base	or	tensile	weapon	skill	is	used	to	hit	with	tensile	
  weapons.
  GRENADES
  Grenades	have	several	considerations	over	standard	thrown	
  weapons.	Firstly,	all	targets	within	the	area	of	effect	(AOE)	of	a	
  grenade	are	subject	to	damage	calculations	unless	evaded	(see	
  Evasion	for	specifics).	If	the	grenade	hit	roll	fails	then	its	location	
  must	be	determined.	Rather	than	use	complicated	bounce	rules,	a	
  simple	method	involves	checking	to	see	whether	the	grenade	falls	
  short	or	long	along	the	throw	line	to	the	intended	target.	Firstly	
  roll	1d10.	If	the	result	is	1	to	5	then	the	grenade	has	fallen	short	
  in	the	middle	of	the	lower	range	difficulty.	If	the	result	is	6	to	10	
  then	the	grenade	has	fallen	long	in	the	middle	of	the	higher-range	
  difficulty.	An	automatic	00	roll	on	the	hit	roll	results	in	the	grenade	
  landing	in	the	middle	of	the	Easy	difficulty	range.
  ZONE	WEAPONRY
  Weapons	with	a	zone	are	similar	to	grenade	AOEs,	but	are	
  linear	AOEs	projected	by	the	weapon.	All	targets	are	hit	within	the	
  zone.	The	limitation,	however,	is	that	only	the	nearest	two	targets	
  (human	sized)	along	each	metre	of	the	zone	are	hit.	If	the	hit	roll	
  fails	then	the	weapon	has	fired	in	a	slightly	different	direction	
  to	the	primary	target.	The	GM	should	decide	how	to	run	this	
  according	to	the	circumstances	and	the	weapon	involved.
  Zone	Weapon	Misses
  Because	of	the	profound	effects	of	these	weapons	down	their	
  zones,	a	system	of	defining	their	direction	is	needed.	If	the	firer	
  misses	then	the	GM	needs	to	determine	its	base	direction	by	
  rolling	a	D10	and	consulting	the	table	below
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Roll  
  Direction
  1–3	 	
  Left
  4–5	 	
  High
  6–8	 	
  Right
  9–10		
  Short
  Once	the	general	direction	is	known	the	GM	should	roll	
  another	D10	to	determine	how	far	the	general	1	m	zone	has	
  deviated	from	the	original	target.
  Roll  
  Deviation (metres)
  1–2	 	
  1	m
  3–4	 	
  2	m
  4–6	 	
  3	m
  7–8	 	
  4	m
  9–10		
  5	m
  The	GM	should	then	determine	the	weapon	results.
  AUTOMATIC	WEAPONS
  Semi-automatic	weapons	are	distinguished	by	firing	more	
  than	one	round	of	ammunition	in	a	round.	The	ROF	designates	
  the	number	of	shots	that	can	be	fired	by	the	weapon	in	a	round.	
  However,	if	the	weapon	has	Burst	capacity,	burst	firing	can	be	
  done.	For	each	ROF	during	burst	fire,	the	burst	contains	as	many	
  rounds	as	noted	under	the	burst	column.	These	travel	down	a	
  one-metre	zone,	and	tend	to	divide	between	two	man-sized	targets.	
  Therefore	a	burst	with	3	rounds	will	have	one	round	impact	a	
  single	human	in	the	zone,	with	a	50%	probability	of	a	second	
  round	hitting	him.
  Fully	automatic	weapons	are	indicated	by	the	number	of	rounds	
  fired	out	in	a	round	under	the	Auto	column.	Divide	the	number	
  of	rounds	as	evenly	as	possible	across	a	three-metre	zone.	Treat	in	
  a	similar	fashion	as	burst	fire	for	semi-automatic	weapons.	
  One	bullet	is	released	down	each	zone	per	action	phase	in	full	
  or	burst	fire,	until	all	rounds	for	the	fire	type	are	used.	Auto	fire	
  must	begin	within	the	first	3	action	phases,	while	burst	can	begin	
  within	the	first	4	action	phases	of	a	combat	round.
  Flame-throwers
  Flame-throwers	are	well	known	for	setting	flammable	material	
  alight.	If	the	flame-thrower	is	using	conventional	gas	then	the	
  material	will	burn	according	to	standard	combustion	rates	
  for	that	material.	If	the	gas	is	of	self-burning	material	such	as	
  napalm,	combustion	will	continue	for	longer.	If	a	human	target	
  is	hit	by	napalm	then	they	will	continue	to	suffer	the	effects	for	
  five	rounds.
  UNARMED	COMBAT
  Hand-to-hand	 combat	 uses	 various	 kinds	 of	 attacks	 in	
  combat.	The	unarmed	manoeuvre	table	shows	the	various	attack	
  forms.	The	hit	difficulty	is	listed	for	each	attack.	Hand-to-hand	
  manoeuvres	can	be	done	using	appropriate	STAT	bases	(STR	or	
  DEX),	but	are	harder;	the	difficulty	is	listed	on	the	table.
  	
  Name 
   
  Diff 
   
  Stat
  i.e.	 Punch	
  	
  Easy	
  	
  Mod
  ARMED	COMBAT
  The	armed	weapon	table	in	the	weapon	section	lists	the	
  weapon	types	and	the	base	difficulty	for	the	weapon.	Of	course	
  DEX	STAT	base	and	STR	STAT	base	can	be	used	in	place	of	
  armed	cbt,	but	at	a	higher	base	difficulty,	which	is	usually	one	
  difficulty	higher.
  Of	course,	the	attacker	can	perform	a	harder	attack	with	a	
  weapon.	Two	special	manoeuvres	also	exist,	but	are	a	lot	harder	
  than	the	base	difficulty:
  Disarm	an	armed	opponent		
  -	3	levels	higher		
  	
  	
  	
  	
  than	base	difficulty
  Break	an	armed	opponent’s	weapon	 -	5	levels	higher		
  	
  	
  	
  	
  than	base	difficulty
  EXPOSURE	
  If	a	target	is	behind	some	form	of	cover,	the	exposed	portion	
  of	the	target	becomes	harder	to	hit.	Aiming	for	specific	part	of	
  the	target	also	increases	the	hit	difficulty.	Attempting	to	hit	a	
  hand	or	eye	increases	the	difficulty	by	3	levels.	Aiming	for	parts	
  of	a	target	that	are	behind	cover	increases	the	difficulty	level	by	a	
  further	level.	Consult	the	Exposure	Diagram	for	specifics.
  For	example,	the	attacker	attempts	to	hit	a	hidden	arm	of	a	
  target	behind	full	cover:
  +3	levels	for	full	cover
  +1	level	for	arm	location
  +1	level	for	hidden	location
  This	makes	it	+5	levels	harder.	If	the	attacker	had	been	aiming	
  for	a	hand	in	this	situation	it	would	have	been	+7	levels	higher.	
  Only	elite	marksmen	would	ever	attempt	this.
  Since	situations	like	this	occur,	sensors	such	as	Thermographic	
  imagers	can	be	used	(conditions	permitting).	Such	a	sensor	system	
  could	negate	the	hidden	location	modifier	and	the	cover	modifier	
  (but	not	the	AR	bonus	the	target	may	have	from	the	cover).	This	
  makes	such	a	situation	more	feasible	with	only	a	+1	level.	However,	
  American Infantry grunt pulling injured 
  comrade from firefight
  
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  Stun Class Table
  Stun	Class	
  STR	DM	
  Int
  I	
  	
  -60	
  1rnd
  II	 	
  -40	
  1rnd
  III	 	
  -20	
  1rnd
  IV	 	
  +0	
  1rnd
  V	 	
  +20	
  1rnd
  VI	 	
  +40	
  1rnd
  VII		
  +60	
  1rnd
  VIII	
  +80	
  1rnd
  IX	 	
  +100	
  1rnd
  X	 	
  +200	
  1rnd
  XI	 	
  +300	
  1rnd
  XII		
  +0	
  1min
  XIII	
  +40	
  1min
  XIV	
  +100	
  1min
  XV		
  +200	
  1min
  XVI	
  +300	
  1min
  Unarmed Maneuver Table
  Name	
  DIFF	
  AM	
  DP	
  Stun	
  STAT	
  Note
  Punch	
  Easy	
  0	
  1	
  I	
  Mod
  Hard	Punch	
  Mod	
  0	
  2	
  III	
  Hard
  Front	Kick	
  Mod	
  0	
  2	
  III	
  Hard
  Trip	
  Mod	
  0	
  1	
  I	
  Hard	
  Knockdown	(KD)
  Twin	Punch	
  Mod	
  0	
  1e	
  I	
  Hard	
  2	opponents
  Hold	
  Hard	
  -	
  -	
  -	
  VHard	 STR	at	VHard	to	break
  Knockout	Punch	
  Hard	
  1	
  2	
  V	
  VH2
  Side	Kick	
  Hard	
  2	
  4	
  V	
  VH2
  Throw	
  Hard	
  0	
  1	
  I	
  VHard	 Knockdown
  Tackle	
  Hard	
  0	
  1	
  I	
  VHard	 10m	move	first,	both	KD
  Twin	Hard	Punch	
  Hard	
  0	
  2	
  III	
  VHard	 2	opponents
  Reverse	Turning	Leap	Kick	VHard	
  3	
  8	
  VI	
  VH3
  Limb	Break	
  VHard	
  4	
  3	
  VI	
  VH3
  Disarm	
  VHard	
  -	
  -	
  -	
  VH3	
  remove	weapon
  Twin	Kick	
  VHard	
  1	
  3e	
  IV	
  VH3	
  2	opponents
  Jumping	Twin	Kick	
  VH2	
  2	
  6e	
  VI	
  VH4	
  2	opponents
  Disarm	II	
  VH2	
  -	
  -	
  -	
  VH4	
  get	weapon	for	self
  Back	Break	
  VH2	
  2	
  4	
  VIII	
  VH4
  Stun	Pressure	Point	
  VH2	
  -	
  -	
  XIV	
  VH4
  Neck	Break	
  VH2	
  -	
  kill	
  -	
  VH4	
  VHard	STR	to	resist
  Paralyse	touch	
  VH3	
  Nil	
  -	
  X	
  VH5	
  Last	as	long	as	held
  Note
  e	–	applies	to	each	opponent	with	this	specific	maneuver
  Locality aimed hit difficulties
  	
  	
  Hands	
  3	higher
  	
  	
  Eyes	
  3	higher
  +1
  +1
  +1
  +1
  +1
  Norm
  
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  a	sensor	skill	check	would	have	to	be	made	at	the	same	difficulty	
  as	the	adjusted	hit	difficulty	(i.e.	+1	level).	If	the	roll	fails	the	
  attacker	does	not	get	the	advantage	of	the	sensor	(i.e.	attacks	at	
  +5	levels)	for	that	round.
  EVASION
  A	defender	may	attempt	to	evade	or	dodge	an	attack.	This	is	
  accomplished	by	using	DEX	or	a	skill	such	as	acrobatics.
  Evasion Table
  Hit Difficulty  
  Evading Difficulty
  Very	Easy	
  	
  Very	Hard	2
  Easy	 	
  	
  Very	Hard
  Moderate	
  	
  Hard
  Hard		
  	
  Moderate
  Very	Hard	
  	
  Easy
  Very	Hard	2	 	
  Very	Easy
  Evading	grenades	can	only	be	done	if	the	grenade	has	an	area	
  of	effect	(AOE)	of	1	m	or	the	character	is	at	the	edge	of	the	AOE.	
  This	also	applies	to	zoned	weapon	attacks	as	well.
  DEFENCE
  A	defender	may	attempt	to	defend	or	block	an	attack.	This	is	
  accomplished	by	using	DEX,	unarmed	(or	armed	if	the	defender	
  is	using	an	armed	weapon).	If	both	combatants	are	using	armed	
  weapons	or	both	combatants	are	unarmed,	then	it	easier	to	defend,	
  so	long	as	the	defender	has	the	appropriate	skill.
  Hit Difficulty Defend  
  Armed vs. Armed  
   
   
   
   
  or Unarmed vs. Unarmed
  Very	Easy	
  Easy	
  	
  Very	Easy
  Easy	 	
  Moderate	
  Easy
  Moderate	
  Hard	
  	
  Moderate
  Hard		
  Very	Hard	
  Hard
  Very	Hard	
  Very	Hard	2	
  Very	Hard
  Very	Hard	2	 Very	Hard	3	
  Very	Hard	2
  A	grenade	cannot	be	defended	against.	A	gun	can	only	be	
  defended	against	if	it	is	within	hand	reach	(1	m)	of	the	defender.	
  Special	unarmed	training	is	known	to	exist	for	defence	against	
  archaic	missile	weapons.	Defending	of	this	sort	is	two	difficulty	
  levels	higher	than	the	hit	difficulty.	Shields	can	be	used	for	defence	
  as	well.	However,	against	missile	weapons	and	firearms,	shields	
  will	only	provide	armour	protection	if	defended.
  LIFE
  LIFE	is	based	on	the	character’s	original	CON.	LIFE	represents	
  the	amount	of	damage	a	character	can	sustain.	The	first	number	
  represents	relatively	safe	damage	levels,	while	damage	that	goes	
  into	the	second	number	indicates	that	a	biological	being	has	gone	
  into	blood	loss	which	will	result	in	eventual	death.	
  Robots	and	other	constructs	become	inactive	if	the	damage	
  goes	into	the	second	number.	However,	constructs	do	not	suffer	
  from	blood	loss.
  LIFE  
   
   
  CON / 2xCON 
  	
  	
  	
  	
  Safe	/	Critical
  Example	
  50	CON		
  50/100
  STUN	ENDURANCE	
  Characters	and	mechanisms	(i.e.	robots)	have	a	stun	endurance	
  (Stun	END)	which	is	equal	to	their	original	CON	in	the	case	of	
  characters.	This	is	what	is	checked	against	for	stun	effects.	Since	
  damage	affects	the	resistance	to	stun	effects,	the	current	Stun	
  END	is	equal	to	1/3	of	total	remaining	LIFE.
  ARMOUR
  Armour	protection	may	be	on	the	target	in	question	during	
  a	combat.	The	armour	rating	(AR)	is	fundamentally	important	
  in	determining	of	damage.	Often	the	AR	of	a	target	varies	with	
  the	various	locations	on	the	target.	Hidden	locations	concealed	
  by	cover	gain	an	added	armour	bonus	for	those	locations	from	
  the	AR	of	the	cover	in	question.
  HIT	LOCATIONS
  Determine	the	hit	location	(unless	an	aimed	shot)	based	on	the	
  appropriate	exposure	(see	Exposure	Diagram)	by	rolling	1d10.
  Head	Location	Hit	Effects
  Hits	doing	damage	to	the	head	area	can	cause	more	severe	
  concussion	effects	than	normal.	Often	these	effects	become	serious	
  when	dealing	with	hits	striking	any	other	part	of	the	body.
  Damage Type 
  STR DM Other
   
   
  Penalty
  10+	
  Single	
  10
  20+	
  Single	
  20
  50+	
  Accumulative	 40
  100+	
  Accumulative	 60	
  Apply	to	any	locality
  100+	
  Single	
  50	
  Lose	1	INT
  
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  Exposure diagram
  Locality	
  AR	bonus	from	cover
  Exposed	
  0
  Partial	
  1/2	cover	AR
  Full	
  Full	cover	AR
  Exposed
  Diff:	Norm
  10
  1
  2
  3-7
  8
  9
  Partial	Cover
  Diff:	1	Higher
  1-2
  5-8
  3-4
  9-10
  Cover
  Diff:	2	Higher
  1-3
  4-7
  8-10
  Partial	cover
  Diff:	1	Higher
  9-10
  1-2
  3-4
  5-8
  Cover
  Diff:	2	Higher
  1
  3-6
  2
  7-10
  Cover
  Diff:	2	Higher
  1-10
  
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  NON-LETHAL	WEAPON	PENETRATION	
  Non-lethal	 weapons	 are	 those	 weapons	 whose	 damage	
  potential	(DP)	is	0.	For	these	weapons	to	have	a	chance	to	affect	
  their	target,	they	must	penetrate	any	armour	protection	the	target	
  has.	This	is	calculated	with	the	formula	below:
  1d10	+	AM	-	AR
  If	the	result	is	1	or	more	then	the	armour	has	been	penetrated.
  DAMAGE
  Damage	is	determined	by	rolling	1d10,	adding	the	armour	
  modifier	(AM)	of	the	weapon,	subtracting	the	armour	rating	(AR)	
  of	the	target,	adding	the	strength	bonus	(STR/100)	if	applicable,	
  and	multiplying	the	result	by	the	damage	potential	(DP)	of	the	
  weapon.	If	the	result	is	greater	than	0	then	damage	to	the	target	
  has	occurred.	Apply	the	calculated	damage	to	LIFE.
  The	formula	to	calculate	damage	is
  Damage=DP	x	(1d10	+	AM	-	AR)
  Strength	 bonuses	 occur	 when	 using	 armed	 weapons	 or	
  unarmed	manoeuvres.	The	following	formula	should	be	used	to	
  calculate	damage	instead:
  Damage=DP	x	(1D10	+	AM	-	AR	+	(STR/100))
  STUNNING
  Many	weapons	and	attack	forms	cause	stun	effects.	Consult	
  the	Stun	Class	Table	to	find	the	STR	DM	and	Int	for	the	particular	
  weapon.	The	defender	must	check	to	resist	by	rolling	1d100	and	
  adding	the	stun	strength	DM	(STR	DM)	of	the	weapon.	If	the	
  result	is	under	the	character’s	Stun	END	then	they	suffer	no	
  effects.	If	the	player	fails	then	they	check	to	see	how	long	they	
  are	unconscious	for	by	the	degree	of	failure	on	resistance	check	
  times	by	the	stun	time	interval	(Int).
  i.e.	((roll	+	STR	DM)–Stun	END)x	Int
  		
  Name 
  STR DM 
  Int
  e.g.	
  Police	Issue	Stunner	 +40	
  1	minute
  BLOOD	LOSS
  When	the	damage	inflicted	on	a	biological	target	goes	into	the	
  second	number,	the	organism	suffers	from	blood	loss	by	losing	1	
  LIFE	point	until	the	10	points	have	been	lost	due	to	a	particular	
  wound	or	the	blood	loss	is	stabilised.
  PRONE	COMBATANT	ON	GROUND
  The	grounded	target	becomes	one	difficulty	easier	to	hit.	The	
  grounded	defender	may	dodge	and	defend.	The	grounded	person	
  may	also	attack	with	armed,	grenade	or	gun.	Unarmed	attacks	
  are	limited	to	attacks	of	DP	2	at	best	that	can	be	performed	on	
  the	ground.
  KNOCKDOWN	/	BACK
  Any	weapon	that	has	a	STR	DM	>=	+100	or	DP	>=	10	and	
  which	hits,	then	the	target	is	knocked	back	2	m	(optional:	Vhard	
  DEX	check	or	get	knocked	down	as	well).	If	the	target	falls	
  unconscious	then	it	falls	to	the	ground.	Standing	up	after	being	
  on	the	ground	counts	as	one	action.
  COLLISIONS	
  Various	types	of	collision	can	occur	in	combat.	Some	involve	
  forced	stops	or	ramming	manoeuvres.	Damage	from	a	collision	is	
  1d10	-	(10	-	movement)	with	an	AM	of	0.	Both	objects	take	the	
  damage.	In	ramming,	the	target	can	evade	as	normal.	A	Moderate	
  DEX	check	for	those	involved	or	they	are	knocked	down.
  VISIBILITY
  Since	 sight	 is	 the	 primary	 sense	 used	 for	 most	 combat	
  situations,	reduced	visibility	increases	the	difficulty	of	most	things.	
  Reduced	visibility	can	be	from	a	lack	of	light	from	or	too	much	
  illumination.	Various	vision	sights	are	capable	of	counteracting	
  visibility	problems	depending	on	the	target	object	and	the	reason	
  for	the	visibility	difficulties.
  Visibility 
  Difficulty 
  Example
  Normal	
  Normal	 	
  Normal
  Dim		
  +1	level	 	
  Misty
  Partial	
  +2	levels		
  Nighttime	(with	moon)
  None		
  +3	levels		
  Moonless	night
  American Infantry uniform - rear
  
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  CARRYING	CAPACITY
  The	amount	of	weight	a	person	is	carrying	can	effect	their	
  level	of	endurance	(END).	This	can	usually	effect	the	duration	
  for	which	a	character	can	operate	at	peak	in	a	combat.	Carrying	
  Capacity	(CC)	is	based	on	strength	(STR).
  Weight 
  END Cost
  1/8	STR	
  none
  1/4	STR	
  1	per	hour
  1/2	STR	
  1	per	1/2	hour
  STR		
  1	per	minute
  2STR	
  1	per	rnd
  Endurance
  This	 is	 calculated	from	 the	 current	 constitution	 of	 the	
  character,	including	such	things	as	gravity	modifiers.	Damage	
  also	affects	endurance	(END);	apply	1/4	of	damage	to	endurance.	
  When	END	drops	to	zero	the	character	is	exhausted	and	can	no	
  longer	continue	with	any	physical	and	most	mental	activities	
  without	resting,	and	possibly	obtaining	some	food	for	energy.
  WEAPON	ACCESSORIES
  Weapon	accessories	modify	the	effect	of	weapons	quite	
  drastically.	Dimmers,	silencers	and	flash	suppressors	are	designed	
  to	lower	the	visibility	or	sound	created	by	certain	weapons.	
  Rangefinders	give	the	range	of	the	target.	Pin	targeting	modules	
  put	a	visible	dot	on	the	target	to	help	aiming,	giving	a	-20	DM	
  on	the	to	hit	roll,	but	a	sight	is	needed	to	see	the	dot	on	the	target	
  if	over	50	m.	The	Magnum	module	is	similar	but	gives	a	-50	DM	
  to	hit	and	can	be	seen	up	to	100	m	without	a	sight.	Stabilisers	on	
  rifle-sized	weapons	provide	a	10	DM	to	hit.	Sights	have	various	
  features,	some	of	which	are	obvious,	and	others	which	have	been	
  discussed	previously;	however,	they	provide	a	20	DM	to	hit	when	
  used	to	hit	targets	over	100	m	away.	
  By	attaching	a	shoulder	stock	and	an	extended	barrel	to	
  projectile	handguns,	they	become	rifle-type	weapons	giving	
  better	range	performance	(double	maximum	range	and	use	the	
  rifle	range	difficulties).	Bayonets	are	dagger-type	weapons	which	
  turn	a	rifle	into	a	pike-type	weapon.
  MISCELLANEOUS	
  Doing	such	things	as	opening/closing	doors,	picking	up	a	
  weapon,	drawing	a	weapon	or	glancing	around	a	room	at	the	
  major	details	take	an	action	each.	Dropping	a	weapon	or	tool	
  does	not	count	as	an	action.	
  Break	Hold
  When	a	character	is	locked	into	a	hold	they	can	use	an	action	
  to	attempt	to	break	out	of	it.
  Moderate	STR	DIF	check	
  	
  (STR	DIF	=	Defender	STR	-	Attacker	STR)
  Hard	DEX	DIF	check	
  	
  (DEX	DIF	=	Defender	DEX	-	Attacker	DEX)
  Limb	Break	Resist	
  The	natural	strength	of	a	character	can	be	used	to	resist	a	
  limb	being	broken.	It	doesn’t	cost	an	action	initially.	However,	if	
  resisted	the	attacker	can	continue	trying	to	succeed	by	spending	an	
  action.	At	this	point	the	victim	must	spend	actions	to	resist;	only	
  the	initial	resistance	doesn’t	attract	an	action	cost.	This	continues	
  until	the	victim	breaks	the	hold	as	above.
  Moderate	STR	DIF	check	
  Hard	DEX	DIF	check
  Neck	Break	Resist
  The	natural	strength	of	a	character	can	be	used	to	resist	their	
  neck	being	broken.	It	doesn’t	cost	an	action	initially.	However,	if	
  resisted	the	attacker	can	continue	trying	to	succeed	by	spending	an	
  action.	At	this	point	the	victim	must	spend	actions	to	resist;	only	
  the	initial	resistance	doesn’t	attract	an	action	cost.	This	continues	
  until	the	victim	breaks	the	hold	as	above.
  Hard	STR	DIF	check
  Very	Hard	DEX	DIF	check
  Paralysing	Touch	Resist
  When	a	character	is	attacked	by	a	paralysing	touch	the	victim	
  can	resist	the	attack.
  Very	Hard	CON	DIF	check
  	
  (CON	DIF	=	Defender	CON	-	Attacker	CON)
  Offhand	Weapon	Use
  Every	person	has	a	particular	hand	that	is	more	co-ordinated	
  than	the	other.	The	only	exception	to	this	is	with	ambidexterous	
  races.
  When	using	a	weapon	in	the	offhand	a	penalty	to	hit	is	applied	
  because	of	the	lack	of	co-ordination.	The	penalty	inflicted	is	not	
  to	add	the	DEX	base	to	the	particular	skill	to	find	the	effective	
  skill	level.	This	means	a	10	point	difference	to	someone	with	a	
  DEX	of	50.
  The	only	way	to	compensate	for	this	penalty	is	to	develop	a	
  high	base	skill.
  If	using	two	weapons	at	once	during	multiple	actions,	the	
  non-application	of	the	DEX	base	to	the	offhand	can	actually	be	
  quite	profound	in	its	effects.
  American Infantry 
  uniform - side
  
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  Combat Equipment
  Even	before	races	gain	full	intelligence,	they	often	develop	
  weapons.	Weapons	are	mainly	used	for	warfare	by	civilised	
  races.	As	technology	develops,	weapons	become	more	advanced,	
  specialised	and	diversified.
  FIREARMS
  Sidearm	and	rifle-sized	missile	weaponry	was	developed	to	
  harm	targets	at	range	without	closing	quarters	where	things	
  can	become	more	personal	and	deadly.	Firearms	become	the	
  mainstream	weapons	for	races	after	industrialisation.
  BALLISTIC WEAPONS
  These	are	the	type	of	weapons	that	are	commonly	used	today.	
  They	use	‘Black	Powder’	(gunpowder)	as	the	propellant	for	their	
  ammunition.	The	one	big	difference	between	the	weapons	
  used	in	FSpace	and	the	weapons	used	today	is	that	most	of	the	
  ammunition	used	is	caseless;	it	has	no	brass	casing	–	instead	the	
  propellant	is	solid	and	it	is	all	used	when	the	round	is	fired.	
  Caseless	ammunition	has	several	advantages:	the	rate	of	fire	is	
  greater,	the	weapon	is	not	as	prone	to	jamming	or	misfiring,	the	
  ammunition	is	not	as	susceptible	to	dampness,	the	magazine	can	
  hold	more	ammunition	and	finally	there	is	no	shell	ejection	port	
  to	become	clogged	(a	common	problem	with	cased	ammunition).	
  The	only	real	disadvantage	with	caseless	ammunition	is	that	it	is	
  harder	to	make	your	own	in	the	field.	The	most	common	weapon	
  that	uses	caseless	ammo	today	is	the	HK	G11.	
  Types	of	Weapons
  Revolver
  This	is	a	sidearm	weapon	that	holds	its	ammunition	in	a	series	
  of	chambers	(normally	six).	After	each	round	is	fired	a	new	round	
  is	brought	into	position	when	the	chambers	revolve.	Revolvers	
  generally	have	a	greater	range	and	a	slower	rate	of	fire	than	their	
  modern	counterparts	the	pistol	family.	The	loading	of	one	round	
  of	ammunition	is	one	action	unless	you	have	a	speed	loader.
  Pistol
  Like	its	brother	the	revolver	this	is	a	sidearm	weapon.	The	
  pistol,	however,	is	a	magazine-clipfed	weapon	and	as	such	generally	
  has	more	ammunition.	They	generally	have	a	greater	rate	of	fire	
  and	a	shorter	range	than	the	revolvers.	The	changing	of	a	magazine	
  takes	one	action,	but	if	you	reload	the	magazine	then	this	takes	
  one	action	plus	the	number	of	rounds	loaded.
  Machine	Pistol
  Like	the	revolver	and	the	pistol	this	is	a	sidearm	weapon.	The	
  machine	pistol,	however,	has	a	both	a	greater	rate	of	fire	and	a	
  larger	magazine	capacity.	This	weapon	is	semi-automatic.
  SMG
  The	sub-machine	gun	is	also	a	sidearm	weapon,	having	both	a	
  greater	rate	of	fire	and	magazine	capacity	than	the	machine	pistol.	
  This	weapon	is	fully	automatic.
  Flechgun
  This	is	a	specially	developed	weapon	developed	for	use	in	
  spacecraft	in	zero-g	conditions.	It	uses	low-energy	anti-personal	
  flechettes.	They	are	designed	for	low	penetration	work,	so	that	
  hull	breaches	don’t	occur.	Predominantly	used	by	ship	crews.
  Rifle
  The	rifle	is	the	standard	military	weapon.	Because	of	the	greater	
  range	it	is	particularly	popular	with	hunters.	Rifles	generally	have	
  a	larger	magazine	than	the	pistol	and	can	be	single-shot,	semi-
  automatic	or	fully	automatic	according	to	the	model	used.	The	
  ACR	is	the	most	highly	evolved	model	of	this	concept.
  Shotgun
  The	shotgun	is	a	popular	close-combat	assault	weapon.	The	
  shotgun	does	not	fire	a	single	round	of	ammunition,	but	rather	
  it	fires	a	spread	of	shot	that	scatters	over	a	small	area	(unless	solid	
  shot	is	used).	The	auto-shotgun	can	use	shot	loads	–	the	statistics	
  for	these	are	the	same	as	shot	loads	for	the	normal	shotgun.
  GRENADE LAUNCHERS
  M-203	‘Thumper’
  This	is	a	single-shot	grenade	launcher	that	is	'under-slung'	
  on	a	rifle.	It	is	a	very	versatile	weapon	as	it	can	fire	any	type	of	
  grenade.	It	uses	standard	40	mm	launcher	grenades	and	can	also	
  be	used	to	fire	mini-missiles.
  Grenadier	
  Like	the	M-203	this	is	a	grenade	launcher;	however,	the	
  Grenadier	is	a	weapon	in	its	own	right	and	has	a	greater	range	
  due	to	its	longer	barrel	length.	This	weapon	cannot	be	underslung.	
  It	uses	standard	40	mm	launcher	grenades	or	mini-missiles.
  Grenadier
  
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  Auto-Grenadier
  Like	its	brother	the	Grenadier	this	is	a	grenade	launcher.	
  However,	the	Auto-Grenadier	has	a	slightly	shorter	range	but	
  also	has	both	a	greater	rate	of	fire	and	magazine	capacity.	This	
  weapon	cannot	be	underslung.	It	uses	standard	40	mm	launcher	
  grenades.	Because	of	its	magazining	it	cannot	use	mini-missiles.	
  Instead	the	mini-missile	launcher	(MML-40)	is	designed	to	cater	
  to	this	requirement.	The	GL-20	is	a	similar	weapon,	but	handles	
  20	mm	rounds	and	has	a	higher	rate	of	fire.	The	MML-20	is	
  similar	to	the	MML-40	but	is	designed	to	handle	20	mm	mini-
  missile	projectiles.
  Light	Anti-Tank	Weapon	(LAW)
  The	LAW	is	a	disposable	weapon	designed	to	take	on	light	
  armoured	targets	and	vehicles.	It	is	more	effective	than	using	
  grenade-based	munitions	for	penetrating	armour.	Heavier	versions	
  of	the	weapon	such	as	the	medium	anti-tank	weapon	(MAW)	
  are	also	available.
  FLAME-THROWER WEAPONS
  Similar	to	the	flame-throwers	of	today,	this	fires	a	‘sheet’	
  of	flame.	The	‘modern’	flame-thrower,	however,	has	distinct	
  differences.	Firstly,	it	has	a	compressed	gas	tank.	Napalm	backpack	
  tanks	are	available	for	differing	damage	requirements.	Flame-
  thrower	weaponry	also	began	incorporating	laser	technology	
  as	general	weaponry	technology	improved.	The	handflamer	is	
  an	example,	where	a	self-oxygenated	napalm	is	heated	by	laser	
  ignition	to	a	near	plasma	state	when	fired.
  NEEDLER WEAPONS
  These	weapons	are	similar	to	their	ballistic	cousins.	They	use	
  small	(usually	3	mm)	metal	alloy	needles,	which	are	designed	
  to	perform	in	a	similar	fashion	to	conventional	rounds	against	
  targets.	The	propellant,	however,	is	a	compressed	gas.	Advanced	
  technologies	can	compress	air	to	such	a	degree	that	it	is	highly	
  effective	as	a	propellant.	The	magazines	include	the	ammo	and	a	
  compressed	gas	cylinder.	Advanced	versions	of	this	weapon	have	
  inbuilt	air	compressors,	with	the	magazines	including	a	powercell	
  instead	of	a	gas	cylinder.	Survival	models	often	include	a	solar	
  power	unit	for	powering	the	compressor.
  GAUSS WEAPONS
  These	weapons	use	an	electromagnetic	linear	accelerator	
  along	the	barrel	to	propel	small	(4–6	mm)	alloy	rounds	towards	
  the	target.	The	magazine	contains	both	ammunition	and	the	
  powercell.	These	weapons	are	the	result	of	eventual	miniaturisation	
  of	larger	‘railgun’	weapons	used	in	space	and	artillery	weapons.
  AMMUNITION TYPES
  For	most	projectile	weapons,	alternative	ammunition	types	
  are	available.	These	enhance	weapon	performance	depending	on	
  the	desired	use.	The	modifications	are	based	on	the	standard	solid	
  ammunition.	Gas	and	tranq-based	rounds	can	have	other	effects	
  depending	on	the	type	of	gas	or	drugs	used	in	them.	A	common	
  lethal	drug	used	for	tranq	is	cyanide	based.	Ammunition	types	
  are	designed	for	projectiles	of	at	least	5	mm	in	size.
  Aeroshells	are	versatile	projectiles	that	have	a	number	of	
  interesting	properties.	They	can	be	set	with	a	variety	of	detonation	
  conditions	either	manually	(Easy	Armourer	task)	or	automatically	
  via	an	attached	Aeroshell	Detonation	Selector	(2000ec,	0.1	kg).	
  In	a	normal	setting	these	projectiles	have	contact	detonators.	If	
  selected,	they	can	detonate	by	proximity	with	targets	(1–5	m	by	
  selection),	or	they	can	be	range	detonated.	Range	information	
  can	be	fed	in	manually	(3	actions)	or	by	a	connected	rangefinder.	
  These	rounds	find	wide	usage	with	military	forces	of	Northern	
  Hemisphere	countries.	Aeroshells	can	only	be	used	with	weapons	
  that	use	ammunition	of	at	least	10	mm.
  Projectile	Modification	Table
  Type  
  AM 
  DP AOE Zone Stun Weight 
  Cost
  AP		
  +2		
  +0		
  -		
  -		
  +0	
  x1.25		
  x2.5
  Tr	
  0		
  1		
  -		
  -		varies(XII)	 x1.0	
  x1.5
  DS	
  +4		
  +0		
  -		
  -		
  +1		
  x1.25		
  x3.5
  DADS	
  +7	
  +0	
  -	
  -	
  +1	
  x0.9	
  x5.0
  Gas		
  0		
  1		
  2		
  -		varies(XII)	 x1.0		
  x2.0
  HE	
  +0		
  +4		
  2		
  -		
  +1	
  x1.0		
  x2.5
  HEAP		
  +6		
  +1		
  1		
  -		
  +1	
  x1.2		
  x5.0
  PA	
  +8		
  +3		
  1		
  -		
  +2		
  x1.1		
  x8.0
  FA		
  +12		
  +5		
  3		
  -		
  +3	
  x1.2		
  x30.0
  Flech		
  3		
  2		
  -		
  1		
  I		
  x0.8		
  x3.0
  Tr	Flech		
  0		
  0		
  -		
  1		varies(XII)	 x0.7	
  x3.5
  Ammunition Type   
   Abbreviation
  Armour	Piercing	
  	
  	
  AP
  Tranquillizer	 	
  	
  	
  Tr
  Discarding	Sabot	
  	
  	
  DS
  Duralloy	DS	 	
  	
  	DADS
  High	Explosive	
  	
  	
  HE
  Plasma	Aeroshell	
  	
  	
  PA
  Fusion	Aeroshell	
  	
  	
  FA
  German Infantry MAW in action
  
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  RADIANCE FIELD WEAPONRY
  Certain	weapons	sold	by	the	Aratani	work	on	an	unknown	
  principle	called	radiance	fields.	The	SPS-2	is	a	common	example	
  sold	in	Human	space.	Other	kinds	are	sold	within	the	Coalition.	
  They	project	a	bold	of	energy	that	travels	towards	the	target.	
  This	unknown	form	of	energy	emits	monochromatic	light	as	it	
  travels.	The	frequency	of	this	light	seems	to	vary	according	to	the	
  strength	of	the	weapon	used.	However,	emitted	light	from	such	
  weapons	is	blue	in	coloration	from	all	observations.	Scientists	from	
  various	nations	on	Earth	are	studying	these	weapons	to	ascertain	
  the	scientific	principles	on	which	they	operate.	However,	this	has	
  been	hindered	by	the	method	of	construction	of	weapons,	which	
  seems	to	be	based	partly	on	molecular	engineering	and	is	hard	to	
  analyse.	The	Aratani	are	the	only	known	manufacturers	of	such	
  devices	in	known	space.
  LASER WEAPONRY
  Laser	weapons	are	produced	in	a	variety	of	formats	depending	
  on	the	conditions	of	use	the	weapons	are	intended	for.	Lasers	
  predominantly	work	on	the	principle	of	creating	a	high-energy	
  pulse	of	coherent	electromagnetic	radiation	(i.e.	light)	which	is	
  directed	at	the	target.	They	achieve	this	by	using	stored	electricity	
  to	excite	the	substance	in	an	extreme	energy	coherent	radiation	
  emitter	(commonly	called	laser	diodes).	Lasers	are	dominantly	
  designed	to	emit	on	only	one	wavelength	of	the	electromagnetic	
  spectrum.
  So-called	‘beam’	lasers	emit	laser	light	in	wavelength	bands	of	
  either	UV	(ultraviolet)	or	IR	(infrared),	which	includes	human	
  visual	colours.	Phase	burners	operate	on	the	principle	behind	
  conventional	microwave	ovens,	except	that	the	power	output	
  used	against	a	target	is	significantly	higher.	Sabre	lasers	use	x-ray	
  wavelengths,	while	grasers	use	gamma	rays.	Sabre	laser	weapons	are	
  the	current	cutting	edge	in	Human	military	lasers	for	infantry	use.	
  However,	beam	laser-based	weapons	are	still	the	most	commonly	
  used.	Graser-based	weapons	are	commonly	used	by	the	Coalition	
  Army	Corp,	and	are	produced	by	the	Andorians.
  The	wavelengths	set	on	a	laser	weapon	are	designed	for	optimal	
  use	within	certain	atmospheric	conditions.	Modifications	such	
  as	changing	the	wavelength	settings	for	marine	conditions	can	
  be	done	by	qualified	technicians	or	barrel-fitted	wavelength	
  converters.
  ENERGY WEAPONS
  Energy	weapons	come	in	two	basic	types	that	are	used	for	
  atmospheric	work.	These	types	are	plasma	and	fusion	weapons.	
  They	are	similar	in	operation,	and	work	by	using	lasers	to	
  heat	deuterium	(an	isotope	of	hydrogen)	while	in	magnetic	
  containment.	A	plasma	gun	heats	the	deuterium	until	it	reaches	
  a	super-temperature	gas,	referred	to	as	a	plasma.	A	fusion	weapon	
  works	the	same	way,	but	maintains	the	plasma	at	high	pressure	
  until	the	deuterium	begins	to	fuse,	giving	off	greater	quantities	
  of	energy.
  Early	plasma	weapons	rely	on	projectiles	that	use	plasma-based	
  explosives.	These	weapons	have	gradually	dropped	in	minimum	
  size	from	large	missile	systems	to	the	point	where	they	fit	in	
  projectiles	of	10	mm	rifle	and	pistol	ammunition.	These	kinds	of	
  munitions	greatly	enhance	the	capabilities	of	ballistic	weapons.
  The	plasma	holdout	and	the	PR	series	plasma	guns	use	
  cartridge-based	plasma	systems.	Cartridge	systems	resemble	
  large-calibre	ballistic	systems	with	a	low-strength	linear	accelerator	
  along	the	barrel	similar	to	gauss	weapons.	A	cartridge	includes	
  a	deuterium	sphere,	ignition	lasers,	magnetic	field	generators	
  and	a	power	source.	The	deuterium	plasma	is	created	within	the	
  cartridge.	The	plasma	then	reaches	a	point	where	it	overcomes	
  containment	and	vaporises	the	cartridge,	using	it	as	plasma	mass	
  which	is	ejected	down	the	barrel	by	the	linear	accelerator.
  Beam-style	plasma	weapons	don’t	use	disposable	plasma	
  generators,	and	are	built	into	the	weapon	for	continuous	use.	
  These	weapons	tend	to	be	smaller	and	lighter,	with	ammo	clips	
  containing	only	deuterium	and	a	power	cell.	Beam-style	weapons	
  are	rare	at	the	infantry	scale,	being	advanced	technology.	ARES	on	
  Mars	and	one	or	two	German	companies	are	the	only	producers	
  of	such	weapons.	The	Stotatl	are	known	to	use	beam-style	plasma	
  weapons	extensively.	The	Aratani	and	Andorians	are	also	known	
  to	produce	such	weapons,	but	seem	able	to	produce	fusion-grade	
  weaponry
  GRENADES
  These	types	of	weapon	were	developed	to	deliver	high-class	
  firepower	at	ranges	that	many	firearms	cannot	match.	Grenade	
  launchers	were	invented	later	to	increase	the	range	of	these	
  weapons,	which	are	otherwise	just	thrown.
  Grenade	Warheads
  Sonic	grenades	use	ultrasonic	frequencies	that	are	inaudible	
  outside	the	area	of	effect	(AOE).	Sonic	grenades	can	be	recharged	
  at	half	their	original	cost.	Smoke	grenades	provide	10	rounds	of	
  obscuration	equivalent	to	partial	darkness.	Flash	grenades	provide	
  a	blinding	flash	that	affects	the	retina	fairly	badly	for	4	rounds	with	
  the	effects	of	full	blindness.	Prismatic	grenades	provide	10	rounds	
  of	cover	as	partial	darkness,	and	affects	lasers,	giving	an	AR	of	3	
  against	them.	Thermite	grenades	rely	on	a	burning	substance	to	
  defeat	armoured	targets.	This	burning	effect	is	similar	to	napalm	
  flame-throwers.	However,	the	effects	last	for	3	rounds.
  Hand	Grenades
  Most	hand	grenades	use	‘always	impact’	fuses	(Red	Devils)	
  which	explode	on	impact	with	the	target	on	the	same	turn	they	
  are	thrown.	Other	grenades	use	various	delay	timers	from	0.1	s	
  to	10	s	depending	on	requirements.	A	variable	timer	is	becoming	
  standard	on	some	military	grenades,	and	can	be	set	to	0.1	s	or	
  from	1	s	to	5	s	in	1	s	intervals.	A	special	firing	device	can	often	
  be	fitted	to	compatible	grenades,	allowing	them	to	be	activated	
  by	various	methods.	These	are	typically	tripwire	and	pressure	
  methods.	These	devices	and	the	accessories	normally	cost	20ec.	
  Twenty-millimetre-based	hand	grenades	are	not	available;	these	
  are	for	launcher	grenade	systems.
  Typical Hand Grenade
  
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  Rifle	Grenades
  These	grenades	are	specially	made	for	use	in	clipping	onto	the	
  barrel	of	a	projectile	rifle	(ballistic	or	gauss	–	not	needler	or	flech).	
  They	are	propelled	by	firing	a	normal	round	of	ammunition	(other	
  rounds	will	create	disastrous	results).	The	range	of	these	weapons	
  is	half	the	range	of	the	weapon	firing	the	grenade.	These	grenades	
  cost	10ec	more	than	standard	40	mm	rounds.	An	adapter	is	needed	
  for	the	barrel	end	for	firing	these	grenades.	They	cost	50ec.
  Launcher	Grenades
  Grenade-type	munitions	can	also	be	launched	from	various	
  dedicated	weapon	systems	such	as	the	Grenadier	or	the	M-203.	
  They	come	in	various	configurations	for	use.	These	grenades	cost	
  the	same	amount	as	hand	grenades	but	cannot	be	used	as	hand	
  grenades	without	significant	modification.	The	range	of	these	
  weapons	varies	according	to	the	length	and	type	of	barrelling	
  used	by	the	launching	weapon.	Airburst	warheads	are	available	
  but	cost	50%	more.	These	are	either	preset	using	a	range	setter	
  (50ec/0.1	kg)	or	by	the	weapon	changing	the	setting	according	
  to	range-finding	information.	This	can	only	be	done	by	weapons	
  such	as	the	CGR	or	GL-20	(with	rangefinder).	Airburst	ammo	
  will	detonate	on	impact	if	the	set	range	is	not	reached	because	
  of	obstructions.
  Rifle	and	launcher	grenades	normally	have	a	minimum	
  distance	after	firing	before	arming	for	safety	reasons.	This	is	
  normally	2	m	and	is	set	by	the	manufacturer.	However,	a	Hard	
  Armourer	or	Demolitions	skill	task	can	remove	this	safety	feature.	
  Some	manufacturers	make	their	devices	without	this	feature	but	
  normally	charge	a	premium	of	an	extra	10%.
  Mini-Missiles
  Grenade-based	weapons	are	extremely	useful	in	delivering	
  heavier	firepower	than	normal	projectile	rifles.	However,	they	
  are	limited	with	respect	to	range.	Special	propelled	grenades	are	
  available	for	use	by	infantry	as	an	alternative	to	light	disposable	
  systems.	These	rocket-assisted	munitions	(RAM)	must	be	used	in	
  weapons	which	can	accommodate	their	longer	length,	such	as	the	
  M-203	or	Grenadier.	They	cannot	be	used	in	the	Auto-Grenadier	
  or	the	GL-20	because	their	magazines	cannot	handle	the	longer	
  rounds.	Specialised	weapons	such	as	the	MML-40	or	MML-20	
  are	designed	for	this	use.	RAM	grenades	have	a	range	of	1	km.	
  Later	developments	allow	these	mini-missiles	to	contain	self-
  guidance	systems	to	track	and	hit	a	target.	These	homing	systems	
  use	IR	sensors	to	track	targets.	The	homing	system	table	shows	the	
  additional	cost	for	the	homing	system	and	its	DM	to	hit	which	is	
  used	to	effect	the	hit	roll.	To	use	these	missiles,	a	PIN	targeting	
  unit	must	be	mounted	on	the	weapon	of	use.
  In	the	last	decade	ARES	has	developed	a	better	propulsion	
  system	using	gravitic	systems.	This	system	gives	these	rounds	a	10	
  km	range	and	cost	200%	more	than	the	standard	warhead.	These	
  rounds	are	referred	to	as	GRAM	or	gravitic	assisted	munitions.
  40 mm Grenade Table
  Type 
   
  AM 
  DP Stun AOE Cost
  Sonic	Grade	1	
  0	
  0	
  IV	
  5	
  50
  Sonic	Grade	2	
  0	
  0	
  IX	
  5	
  60
  Sonic	Grade	3	
  0	
  0	
  IV	
  10	
  80
  Sonic	Grade	4	
  0	
  0	
  IX	
  10	
  100
  HE		
  	
  5	
  8	
  V	
  10	
  60
  HEAP	
  	
  10	
  6	
  V	
  2	
  100
  FRAG	
  	
  6	
  6	
  V	
  20	
  80
  CONC	
  	
  2	
  3	
  VII	
  20	
  70
  Thermite	 	
  10	
  4	
  V	
  1	
  100
  Smoke	Grenade	
  -	
  -	
  -	
  10	
  20
  Flash	Grenade	
  -	
  -	
  -	
  10	
  40
  Prismatic	Grenade	
  -	
  -	
  -	
  5	
  100
  20 mm Grenade Table
  Type 
  AM 
  DP Stun AOE Zone Cost
  DS		
  10	
  10	
  V	
  -	
  -	
  10
  Frag	
  6	
  6	
  V	
  10	
  -	
  40
  Flech	
  3	
  2	
  II	
  -	
  1	
  5
  PA		
  14	
  13	
  VII	
  1	
  -	
  40
  Homing System
  Grade 
  DM 
  Cost
  1	
  	
  -10	
  40
  2	
  	
  -20	
  80
  3	
  	
  -40	
  160
  4	
  	
  -80	
  400
  Weight Table
  Size  
  Type 
   
  Weight
  40	mm	
  hand	
  	
  0.2	kg
  40	mm	
  rifle	
  	
  0.3	kg
  40	mm	
  launcher		
  0.3	kg
  40	mm	
  mini-missile	
  0.4	kg
  20	mm	
  launcher		
  0.1	kg
  20	mm	
  mini-missile	
  0.15	kg
  EXPLOSIVES
  Explosives	are	not	directly	used	as	a	combat	device.	Instead	
  they	are	used	for	demolition	work	or	for	traps,	which	often	involve	
  tripwires.	Claymores	are	specifically	designed	fragmentation	
  devices	which	throw	metal	fragments	mainly	in	one	direction	
  for	use	in	traps.	Treat	claymores	as	having	a	small	AOE,	while	
  they	also	have	a	zone-type	explosion	with	a	range	of	10	m	and	a	
  zone	of	3	m.	The	claymore	is	detonated	by	a	tripwire,	but	can	be	
  triggered	remotely	using	a	tripwire	cable.
  The	other	explosives	shown	on	the	table	are	mainly	used	
  in	demolition	work.	They	are	optimised	explosives	designed	to	
  cause	significant	damage	to	structures	and	the	like.	The	ARES	
  Blockbuster	is	a	plasma-based	explosive	that	has	been	developed	
  to	cater	for	heavier	demolition	jobs	against	stronger	structures	
  
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  without	having	to	resort	to	larger	conventional	explosives.	These	
  demolition	explosives	can	be	detonated	by	tripwire,	timer,	radio	
  detonation	or	some	other	method.	They	are	normally	equipped	
  to	be	detonated	by	tripwire	or	timer	(up	to	10	hours).	Radio	
  detonation	units	cost	20ec	and	weigh	0.05	kg	for	the	radio	
  unit.
  Explosives Table
  Type 
  AM DP Stun AOE Cost Weight
  Claymores	
  6	
  6	
  V	
  2*	
  100	
  0.3
  Demo	charge	
  8	
  8	
  V	
  10	
  100	
  0.5
  Satchel	charge	
  8	
  20	
  VI	
  15	
  400	
  1.5
  ARES	Blockbuster	
  15	
  20	
  VII	
  10	 1000	
  1.0
  WEAPON ACCESSORIES
  Weapon	users	often	want	increased	performance	from	their	
  weapons.	Many	different	kinds	of	accessories	have	been	developed	
  to	cater	for	this	need,	without	the	users	having	to	resort	to	buying	
  better	weapons	that	still	do	not	quite	fulfill	their	requirements.
  Item 
  Price 
  Weight
  Bayonet		
  20ec		
  0.3	kg
  Barrel	extender		
  300ec		
  1.0	kg
  Electronic	Imager	Sight		
  1000ec		
  0.3	kg
  Flash	suppressor		
  150ec		
  0.6	kg
  Green	laser	modifications	
  +30%	cost
  Gun	cam	
  100ec	
  0.1	kg
  Magazine	Loader	
  300ec	
  0.3	kg
  Magnum	Module	
  5000ec	
  0.5	kg
  PIN	targeting	
  1000ec	
  0.2	kg
  Rangefinder	
  500ec	
  0.1	kg
  Shoulder	Stock	
  100ec	
  0.8	kg
  Sig	ID	
  10,000ec	
  0.1	kg
  Silencer	
  100ec	
  0.3	kg
  Space	proofing	
  +20%	cost
  Speed	Loader	
  150ec	
  0.2	kg
  Stabiliser	
  2000ec	
  0.6kg
  Starlight	Imager	Sight	
  4000ec	
  0.3	kg
  Telescopic	Sight	
  100ec	
  0.2	kg
  Thermographic	Imager	Sight	
  3000ec	
  0.4	kg
  Waterproofing	
  +20%	cost
  Bayonet	
  Bayonets	are	dagger-type	weapons,	which	when	fitted	onto	the	
  end	of	a	rifle	turn	it	into	a	spear-like	weapon	for	close-quarters	
  combat.
  Barrel	extender
  By	attaching	a	shoulder	stock	and	an	extended	barrel	to	
  projectile	handguns,	they	become	rifle-type	weapons,	giving	
  better	range	performance	(double	maximum	range	and	use	the	
  rifle	range	difficulties).
  Electronic	Imager	Sight
  Electronic	sights	have	various	features,	some	of	which	are	
  obvious,	and	others	are	discussed	elsewhere.	However,	they	
  provide	a	-20	DM	to	hit	when	used	to	hit	targets	over	100	m	
  away.	
  Flash	suppressor
  Flash	 suppressors	 are	 designed	 to	 lower	 the	 visibility	
  of	ballistic-type	weapons	when	they	are	fired.	This	reduces	
  the	visibility	of	the	firer,	especially	when	operating	in	night	
  conditions.
  Green	laser	modifications
  Most	atmospheric	laser	systems	are	unsuitable	for	marine	
  work	and	only	operate	to	an	effective	range	one-third	that	
  of	their	atmospheric	performance.	Range-finding	and	PIN	
  targeting	systems	will	not	work	unless	they	have	been	modified	
  for	green	frequency	laser	light.	Laser	weapons	suffer	from	
  shorter	range	(1/3)	unless	they	have	been	modified	for	green	
  laser	frequencies.	This	modification	system	involves	either	
  a	frequency	adaptor	or	physical	modifications	to	the	device	
  depending	on	the	device	in	question.
  Gun	cam
  This	camera	device	is	normally	found	attached	to	a	rifle.	It	
  is	used	for	a	variety	of	purposes.	Hunters	and	assassins	use	it	to	
  confirm	that	the	target	was	hit	properly,	while	in	the	military	
  they	are	connected	to	AV	comlink	systems	to	provide	real-time	
  combat	footage	for	command	posts.
  Magazine	Loader
  This	is	used	to	auto-load	an	empty	magazine	with	new	
  projectiles.	The	device	itself	takes	one	full	round	to	load	a	
  magazine	and	has	a	capacity	of	about	40	rounds	of	9	mm	
  ammunition.	It	can	be	used	with	differing	ammunition	types	
  and	sizes	(3	mm	to	14	mm),	but	the	internal	capacity	will	change	
  according	to	ammo	size.
  Typical Aratani Army Infantry 
  (indoor uniform)
  
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  Magnum	Module
  The	Magnum	module	is	similar	to	a	PIN	targeting	module	but	
  gives	a	-50	DM	to	hit	and	can	be	seen	up	to	100	m	without	a	sight.	
  It	works	on	the	same	principle,	but	projects	three	concentric	rings	
  of	arcs	onto	the	target.	The	spacing	of	these	arcs	helps	a	marksman	
  guess	the	hit	locality	and	use	a	weapon	with	more	accuracy.	This	
  unit	comes	standard	with	a	built-in	rangefinder.	Non-visual	light	
  models	are	available,	but	a	cost	of	10,000ec.
  PIN	targeting
  PIN	targeting	modules	put	a	visible	dot	on	the	target	to	help	
  aiming,	giving	a	-20	DM	on	the	to	hit	roll.	However,	a	sight	is	
  needed	to	see	the	dot	on	a	target	if	it	is	over	50	m	away.	The	
  targeting	dot	is	projected	using	a	visible	laser.	Some	military	
  laser	designators	have	an	inbuilt	rangefinder	as	well	and	typically	
  cost	1200ec	(includes	waterproofing).	Some	PIN	units	use	non-
  visual	light	lasers	in	either	the	infrared	or	ultraviolet.	This	means	
  the	intended	target	is	often	not	aware	they	are	being	targeted.	
  However,	it	does	mean	that	a	thermographic	or	ultravision	system	
  is	required	to	see	the	dot.	These	units	typically	cost	1500ec.
  Rangefinder
  Rangefinders	are	used	to	find	the	range	of	the	intended	target.	
  They	do	this	by	using	a	laser	beam	that	is	bounced	off	the	target.	
  The	device	then	displays	the	range	of	the	target	in	metres.	These	
  devices	are	invaluable	in	aiding	a	marksman	in	determining	how	
  difficult	it	will	be	to	hit	a	target.
  Shoulder	Stock
  By	attaching	a	shoulder	stock	and	an	extended	barrel	to	
  projectile	handguns,	they	become	rifle-type	weapons	giving	
  better	range	performance	(double	maximum	range	and	use	the	
  rifle	range	difficulties).
  Sig	ID	
  This	is	a	special	electronic	device	which	is	fitted	to	the	grip	
  of	a	weapon	and	is	used	to	identify	the	owner/user	by	using	a	
  metabolic	scanner.	Non-authorised	users	are	unable	to	get	the	
  weapon	to	function	without	tampering	with	the	weapon	or	getting	
  the	owner	to	authorise	them.
  Silencer	
  Silencers	are	designed	to	lower	the	sound	created	when	
  projectile	weapons	are	fired.	This	is	mainly	important	for	military	
  snipers	or	assassins	and	hitmen	of	various	types.
  Space	proofing	
  Most	 weapons	 have	 problems	 operating	 in	 vacuum	 (or	
  hostile)	conditions.	They	must	by	pressure-sealed	for	use.	With	
  conventional	projectile	weapons,	self-oxygenated	ammunition	
  (See	Marine	section)	is	of	significant	advantage,	or	else	effective	
  range	is	limited	to	20%	of	normal.
  Speed	Loader
  This	device	is	designed	to	quickly	reload	(1	action)	a	revolver.	
  It	holds	24	rounds	of	ammo	internally	for	reloading	purposes.
  Stabiliser	
  Stabilisers	are	used	to	dampen	the	recoil	of	a	weapon	while	it	
  is	firing	in	order	to	improve	the	firer’s	aiming	ability.	Stabilisers	
  on	rifle-sized	weapons	provide	a	-10	DM	to	hit.	Lasers	are	already	
  considered	to	be	stabilised	because	of	their	minimal	recoil.	When	
  a	stabiliser	is	attached	to	certain	heavy	weapons	it	allows	someone	
  in	servo-powered	armour	to	use	it	in	a	similar	fashion	to	using	a	
  rifle.	However,	when	used	like	this	a	stabiliser	provides	no	bonus	
  to	hit.
  Starlight	Imager	Sight	
  Starlight	imagers	are	similar	to	electronic	sights,	but	are	
  designed	to	amplify	light	to	provide	‘daylight’-quality	images.	
  To	do	this	it	requires	some	form	of	illumination.	A	starry	night	or	
  a	crescent	moon	is	sufficient	for	illumination	purposes.	However,	
  brighter	illumination	makes	this	unit	ineffective.	It	provides	a	-20	
  DM	to	hit	when	used	to	hit	targets	over	100	m	away,	when	it	can	
  provide	a	suitable	image.
  Telescopic	Sight	
  Telescopic	sights	are	less	sophisticated	versions	of	electronic	
  sights.	However,	they	provide	the	normal	-20	DM	to	hit	when	
  used	to	hit	targets	over	100	m	away.	The	one	disadvantage	with	
  this	system	is	that	it	needs	to	be	manually	focused	for	the	range	of	
  the	objects	being	viewed	(Hard	Gun	or	Mod	Sensors,	2	actions).	
  If	it	is	not	focused	properly	then	the	hit	bonus	does	not	apply,	
  nor	can	the	user	see	a	PIN	dot.
  Thermographic	Imager	Sight	
  This	system	is	similar	to	electronic	sights	but	views	the	
  infrared	spectrum	instead.	It	is	designed	to	pick	up	heat	images	
  of	intended	targets.	It	works	best	at	night	without	the	IR	presence	
  of	sunlight.	However,	in	certain	conditions	it	can	be	helpful	in	
  identifying	concealed	targets	in	daytime.	It	provides	a	-20	DM	
  to	hit	when	used	to	hit	targets	over	100	m	away	if	IR	images	of	
  the	target	are	available.
  Waterproofing
  Many	conventional	weapons	will	require	special	waterproofing	
  in	 order	 to	 operate	 in	 a	 marine	 environment.	 If	 they	 are	
  combustion-based	 projectile	 weapons	 they	 will	 also	 need	
  oxygenated	ammunition.
  
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  Archaic Missile Weapons
  In	primitive	times	many	kinds	of	ranged	weapons	were	
  developed	as	methods	of	technology	slowly	improved.	These	
  range	from	throwing	objects	through	to	using	tensile	properties	
  in	weapons	such	as	crossbows.	Crossbows	take	longer	to	reload	
  than	most	weapons.	Consider	the	action	cost	to	reload	a	crossbow	
  as	being	2	actions.
  	
  Name   
  Class 
  Range 
  AM 
  DP 
  Stun
  Throwing	Knife		 T		
  STR		
  1		
  2		
  I	
  Shuriken		
  T		
  STR		
  3		
  2		
  II	
  Thrown	Spear		
  T		
  2STR		
  2		
  4		
  III
  Slingshot		
  Tn		
  STR		
  0		
  2		
  I
  Crossbow		
  Tn		
  2STR		
  3		
  4		
  III
  Shortbow		
  Tn		
  2STR		
  1		
  3		
  II
  Longbow		
  Tn		
  3STR		
  2		
  5		
  III
  Name  
  Cost Ammo Cost Weight Ammo Weight
  Throwing	Knife	
  50	
  -		
  0.2		
  -
  Shuriken		
  80		
  -		
  0.1		
  -
  Thrown	Spear	
  100	
  -		
  2.0		
  -	
  Slingshot	
  30		
  -		
  0.5		
  0.1
  Crossbow		
  300	
  8		
  3.5		
  0.1
  Shortbow		
  200	
  5		
  2.0		
  0.1
  Longbow		
  300		
  10		
  3.0		
  0.2
  	
  ARMED WEAPONRY
  Close	in	quarters	combat	has	in	primitive	times	often	involved	
  the	use	of	hand-held	weapons	to	improve	damage	capabilities	
  over	normal	unarmed	combat,	which	traditionally	requires	a	high	
  degree	of	training	to	be	effective.	The	stun	baton	works	by	using	
  electricity	to	stun	an	opponent.	It	has	10	charges.	Clips	for	the	
  baton	cost	20ec.
  	
  Name  
  Diff  Reach  
  AM  
  DP 
  Stun
  club	
  Easy	
  0	
  0	
  2	
  III
  Street	blade		
  Mod		
  0		
  0		
  2		
  I
  Combat/Survival	Knife		
  Mod	
  0	
  2	
  3	
  II
  Short	sword		
  Mod		
  0		
  1		
  4	
  II
  Rapier	
  Mod	
  1	
  2	
  4	
  II
  Long	sword		
  Mod		
  1		
  2		
  5		
  III
  Broad	sword	
  	Hard		
  1		
  3		
  6		
  IV
  Katana		
  Mod		
  1		
  3		
  4		
  II
  Spear	
  Mod	
  2	
  1	
  4	
  II
  Pike		
  Mod		
  3		
  1		
  4		
  II
  Battle-axe		
  Hard		
  0		
  2		
  7		
  IV
  Sai		
  Hard		
  0		
  2		
  2		
  I	
  Flail		
  Hard		
  1		
  1		
  5		
  IV
  Stun	Baton		
  Mod		
  0		
  2		
  2		
  XIII
  	
  Name 
  Cost 
  Weight
  club	
  10	
  1.5
  Street	blade	
  30	
  0.1
  Combat/Survival	Knife		
  100	
  0.3
  Short	sword	
  100	
  3.0
  Rapier	
  150	
  3.0
  Long	sword		
  200	
  5.0
  Broad	sword	
  350	
  7.0
  Katana		
  400	
  2.0
  Spear	
  100	
  2.0
  Pike		
  150	
  3.0
  Battle-axe		
  350	
  7.0
  Sai		
  200	
  0.2
  Flail		
  175	
  3.5
  Stun	Baton		
  500	
  1.0
  Heavy Weapons
  These	types	of	weapon	are	designed	mainly	to	be	mounted	on	
  vehicles.	Some	are	designed	for	use	against	infantry	while	others	
  are	designed	for	use	against	other	vehicles.	These	weapons	are	not	
  the	exclusive	domain	of	vehicles;	they	can	also	be	found	mounted	
  on	bunkers	or	as	stand-alone	field	artillery	or	support	weapons.
  Many	of	these	weapons	are	designed	to	be	crew-served.	That	
  means	that	for	effective	use	more	than	one	operator	is	used	to	
  reduce	the	action	costs	of	operation.	This	is	normally	done	by	
  having	a	gunner	and	a	loader;	reloading	tasks	are	conducted	by	
  the	loader,	leaving	the	gunner	to	concentrate	on	firing	actions.	
  In	fact,	some	of	these	weapons,	such	as	the	MMG	and	HMG,	
  are	used	as	infantry	support	weapons.
  The	heavy	anti-tank	weapon	(HAW)	is	similar	to	the	lighter	
  versions,	but	its	range	potential	makes	it	difficult	for	the	user	to	
  hit	the	target.	That	is	why	these	disposable	units	come	with	an	
  inbuilt	target	designator	for	use	with	the	homing	system	built	
  into	the	missile	this	system	fires.	In	many	respects	it	functions	as	
  a	homing	mini-missile	with	a	Grade	4	homing	system.
  Heavy	Weapons	skill	is	used	to	fire	these	weapons.	They	
  have	their	own	range	difficulties,	which	differ	from	conventional	
  firearms	in	giving	better	accuracy	at	range,	but	are	typically	
  Terran in ‘ninja’ style combat apparel
  
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  ™ Reference Manual
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  harder	at	point	blank	ranges	due	to	the	nature	of	their	handling	
  and	operation.	Other	aspects	of	firing	and	damage	resolution	
  remain	the	same.
  Type 
  Hard 
  Mod 
  Hard 
  VHard 
  VH2
  Hvy1	
  0-5	
  6-50	
  51-250	
  251-500	
  501-5	km
  Hvy2	
  0-25	
  26-250	 251-500	 501-5	km	
  6k-19	km
  When	a	stabiliser	is	attached	to	certain	heavy	weapons	it	allows	
  someone	in	servo-powered	armour	to	use	it	in	a	similar	fashion	to	
  using	a	rifle.	However,	when	used	like	this	a	stabiliser	provides	no	
  bonus	to	hit.	This	can	be	done	with	the	MMG,	HMG	and	the	
  minigun.	Normal	carrying	capacity	and	exhaustion	restrictions	
  apply.	Hitting	with	these	weapons	can	be	used	under	Gun	skill	
  rather	than	Heavy	Weapons	and	the	Rifle	range	difficulties	apply	
  instead	of	the	Heavy	Weapon	ones.
  ARMOUR
  In	modern	combat	situations	armour	protection	becomes	
  very	valuable.	Armour	comes	in	a	variety	of	designs	and	styles.	
  The	armour	set	table	shows	a	selection	of	complete	armour	sets	
  ready	to	buy	off	the	shelf	with	all	the	extras.	The	armour	location	
  table	allows	the	buyer	to	select	the	desired	armour	protection	for	
  each	hit	location.
  Combat	armour	and	battle	armour	sets	are	designed	for	
  operations	in	hostile	environments.	To	achieve	this,	these	suits	
  are	fully	environmentally	sealed	and	are	equipped	with	48	hour	
  life-support	systems.	All	these	suits	are	also	equipped	with	CIS	
  sensors	for	better	visibility	purposes,	and	have	inbuilt	computers	
  equivalent	to	portacomps	for	the	purposes	of	running	specialised	
  military-oriented	programs.	All	suits	are	equipped	with	an	AV	
  comlink.	Elite	battle	armour	(and	heavy	EBA)	is	also	equipped	
  with	neural	links	that	allow	direct	linkage	to	the	computer,	
  communicator,	CIS	and	a	surface	tactile	unit	(i.e.	touch).	Battle	
  armour	suits	are	equipped	with	joint	servos	and	electro-responsive	
  pseudo-muscle	 fibres	 to	 give	 greater	 physical	 strength	 and	
  endurance.	Consult	the	servo	table	for	the	modifications.	Assault	
  armour	is	similar	but	is	a	lot	tougher	and	is	equipped	with	NIS	
  and	hearing-enhancement	sensors.	The	weight	of	servoed	armour	
  is	ignored	in	the	carrying	capacity	when	it	is	worn	and	active.
  Armour Set Table
  Type  
  AR 
  Coverage Cost 
  Weight
  CA		
  7		
  Full		
  50,000	
  10.0	kg
  ECA		
  8		
  Full		
  60,000	
  12.0	kg
  BA		
  9		
  Full		
  100,000	 15.0	kg
  EBA	
  10		
  Full		
  250,000	 20.0	kg
  Hvy	EBA		
  15		
  Full	
  400,000	 40.0	kg
  AA		
  20		
  Full	
  1,000,000	100.0	kg
  Flk		
  3/5		
  Torso		
  300/500	 1.0/2.0
  PBSuit		
  5		
  Full*	
  2000	
  3.0	kg**
  Type  
   
   
  Abbreviation
  Combat	Armour	 	
  CA
  Elite	Combat	Armour	
  ECA
  Battle	Armour	
  	
  BA
  Elite	Battle	Armour	
  EBA
  Heavy	EBA	
  	
  Hvy	EBA
  Assault	Armour	
  	
  AA
  Flak	Jacket	
  	
  Flk
  Police	Body	Suit	 	
  PBSuit
  *	except	head
  **	counted	as	clothing	so	no	CC	cost
  Servo Table
  Type  
   
  STR 
  END
  Battle	Armour		
  x2	
  x10
  EBA		
  	
  x3	
  x20
  Heavy	EBA	
  	
  x4	
  x30
  Assault	Armour	
  x8	
  x60
  Armour Table
  Location Cost/Weight
  AR  Torso  
  Head  
  Leg  
  Arm  Type
  1		 100/1		
  60/0.5		 80/1		
  40/1		 Leather
  2		 200/1		
  120/0.5		 160/1		
  80/1
  3		 400/1		
  240/1		
  320/1		
  160/1		Ballistic	cloth
  4		 600/1		
  360/1		
  480/1		
  240/1
  5		 1000/2		 600/1		
  800/1		
  400/1	Steel	reinforced	fibre	
  6		 5000/4		 3000/1		 4000/2		 2000/1	Moulded	plasteel
  7		 10,000/6		6000/2		 8000/2		 4000/1	
  8		 20,000/8		12,000/2	16,000/2		8000/2
  SHIELDS
  In	ancient	times	the	concept	of	shields	was	developed	as	a	
  means	of	carrying	around	cost-effective	low-weight	armour	for	
  defence.	Standard	shields	are	used	as	a	Defend	manoeuvre,	and	
  if	successful	they	provide	armour	protection.	The	concept	of	
  large	shields	is	to	cover	the	whole	facing	of	an	individual	so	that	
  little	effort	was	needed	for	protection.	Modern	riot	shields	are	
  normally	transparent	for	vision	purposes,	and	thus	only	provide	
  AR	1	versus	laser	weaponry.
  Shield Table
  Type  
   
  AR 
  Cost 
  Weight
  Wooden	shield		
  1		
  100	
  2.0
  Steel	shield		
  	
  4		
  500	
  5.0
  Duralloy	shield		
  8		
  10,000	 3.0
  Large	riot	shield		
  3		
  500		
  5.0
  Aronhi honour knife
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Firearm Performance Tables
  Ballistic	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Burst 
  Auto 
  Stun Ammo
  Revolver	5mm	
  H	
  50m	
  0	
  4	
  1	
  -	
  -	
  I	
  6
  Revolver	7mm	
  H	
  250m	
  0	
  5	
  1	
  -	
  -	
  II	
  6
  Revolver	9mm	
  H	
  250m	
  1	
  6	
  1	
  -	
  -	
  III	
  6
  Magnum	Revolver	.44	
  H	
  250m	
  1	
  7	
  1	
  -	
  -	
  IV	
  6
  Pistol	5mm	
  H	
  50m	
  0	
  4	
  1	
  -	
  -	
  I	
  6
  Autopistol	7mm	
  H	
  100m	
  0	
  5	
  2	
  -	
  -	
  II	
  15
  Autopistol	9mm	
  H	
  250m	
  1	
  6	
  2	
  -	
  -	
  III	
  15
  Autopistol	9mm	officers	
  H	
  250m	
  2	
  8	
  2	
  -	
  -	
  IV	
  8
  Autopistol	.48	Holdout	
  H	
  50m	
  2	
  10	
  1	
  -	
  -	
  V	
  5
  Machine	Pistol	9mm	
  H	
  100m	
  0	
  6	
  3	
  3	
  -	
  II	
  20
  SMG	9mm	
  H	
  100m	
  1	
  6	
  3	
  3	
  15	
  II	
  30
  Shotgun	-solid	
  R	
  50m	
  3	
  10	
  1	
  -	
  -	
  V	
  10
  Shotgun	-shot	
  R	
  50m	
  0	
  4	
  1	
  -	
  -	
  II	
  10
  Autoshotgun	(solid)	
  R	
  60m	
  3	
  10	
  2	
  2	
  -	
  V	
  20
  Carbine	7mm	
  R	
  500m	
  0	
  6	
  2	
  -	
  -	
  III	
  10
  Rifle	7mm	
  R	
  500m	
  1	
  6	
  1	
  -	
  -	
  III	
  10
  Rifle	9mm	
  R	
  500m	
  2	
  7	
  1	
  -	
  -	
  IV	
  10
  Hunting	rifle	14mm	
  R	
  250m	
  2	
  9	
  1	
  -	
  -	
  V	
  2
  .5	Sniper	Rifle	
  R	
  800m	
  6	
  10	
  2	
  -	
  -	
  V	
  5
  Autorifle	7mm	
  R	
  500m	
  1	
  6	
  3	
  3	
  -	
  III	
  20
  Assault	rifle	5mm	
  R	
  300m	
  2	
  6	
  3	
  3	
  15	
  III	
  30
  Assault	rifle	7mm	
  R	
  400m	
  2	
  7	
  3	
  3	
  15	
  IV	
  30
  Combat	Rifle	
  R	
  500m	
  3	
  7	
  3	
  3	
  15	
  IV	
  60
  ACR	5mm	
  R	
  500m	
  4	
  8	
  3	
  4	
  15	
  V	
  30
  ACR	9mm	
  R	
  600m	
  5	
  9	
  3	
  4	
  18	
  V	
  30
  LMG	7mm	
  R	
  500m	
  2	
  8	
  4	
  5	
  21	
  V	
  200
  NOTE:	Shotgun	shot	has	a	Zone	of	1m
  Gauss	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Burst 
  Auto 
  Stun Ammo
  SMG	5mm	
  H	
  200m	
  3	
  7	
  5	
  5	
  30	
  IV	
  80
  Rifle	5mm	
  R	
  600m	
  6	
  8	
  4	
  4	
  18	
  V	
  60
  LMG	5mm	
  R	
  600m	
  6	
  8	
  4	
  5	
  24	
  V	
  200
  Support	rifle	10mm	
  R	
  800m	
  8	
  12	
  3	
  3	
  15	
  VI	
  30
  Grenade	launchers	and	associated	weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Burst 
  AOE 
  Zone 
  Stun Ammo
  Grenadier	
  R	
  350m	
  mun	
  mun	
  1	
  -	
  mun	
  mun	
  mun	
  1
  Auto	Grenadier	
  R	
  300m	
  mun	
  mun	
  2	
  -	
  mun	
  mun	
  mun	
  10
  M-203	'Thumper'	
  R	
  200m	
  mun	
  mun	
  1	
  -	
  mun	
  mun	
  mun	
  1
  GL-20	
  R	
  350m	
  mun	
  mun	
  2	
  2	
  mun	
  mun	
  mun	
  20
  MML-20	
  R	
  350m	
  mun	
  mun	
  2	
  2	
  mun	
  mun	
  mun	
  15
  MML-40	
  R	
  300m	
  mun	
  mun	
  2	
  -	
  mun	
  mun	
  mun	
  10
  LAW	66mm	
  R	
  400m	
  35	
  20	
  1	
  -	
  10	
  -	
  VII	
  1
  MAW	88mm	
  R	
  800m	
  45	
  30	
  1	
  -	
  10	
  -	
  VIII	
  1
  
  FSpaceRPG
  ™ Reference Manual
  Page 0
  Other	Projectile	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Burst 
  Auto 
  Stun Ammo
  Hypogun	
  H	
  50m	
  0	
  1	
  2	
  -	
  -	
  XIII	
  50
  Taser	
  H	
  50m	
  0	
  2	
  1	
  -	
  -	
  XIV	
  1
  Needler	pistol	
  H	
  250m	
  2	
  6	
  3	
  4	
  18	
  III	
  40
  Needler	rifle	
  R	
  500m	
  5	
  8	
  4	
  4	
  18	
  IV	
  60
  Laser	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Stun 
  Ammo
  Beam	Pistol	
  H	
  250m	
  4	
  6	
  1	
  IV	
  10
  Phase	Burner	Pistol	
  H	
  500m	
  6	
  6	
  1	
  V	
  10
  Saber	Pistol	
  H	
  500m	
  8	
  6	
  1	
  VI	
  10
  Beam	Rifle	
  R	
  500m	
  8	
  10	
  1	
  V	
  25
  Phase	Burner	Rifle	
  R	
  1km	
  10	
  10	
  1	
  VI	
  40
  Saber	Rifle	
  R	
  1km	
  12	
  10	
  1	
  VI	
  50
  Energy	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Zone 
  Stun 
  Ammo
  Plasma	Holdout	
  H	
  200m	
  30	
  12	
  1	
  1	
  VI	
  1
  PR-1	
  R	
  250m	
  20	
  10	
  1	
  1	
  VI	
  10
  Heavy	PR-2a	
  R	
  400m	
  35	
  15	
  1	
  1	
  VII	
  15
  Other	weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Zone 
  Stun 
  Ammo
  Sonic	Stun	Pistol	
  H	
  50m	
  2	
  -	
  1	
  -	
  XI	
  20
  Handflamer	
  H	
  50m	
  4	
  8	
  1	
  1	
  IV	
  20
  Sonic	Carbine	
  R	
  100m	
  2	
  -	
  1	
  3	
  XII	
  10
  Flame-thrower	
  R	
  50m	
  3	
  4	
  1	
  3	
  IV	
  5
  Heavy	Weapons
  Name 
  Class 
  Range 
  AM 
  DP 
  ROF 
  Burst 
  Auto 
  AOE 
  Zone 
  Stun Ammo
  MMG	
  Hvy1		
  550m	
  4	
  9	
  4	
  5	
  21	
  -	
  -	
  V	
  200
  HMG	
  Hvy1		
  600m	
  6	
  10	
  4	
  5	
  21	
  -	
  -	
  V	
  200
  HAW	
  Hvy2	
  2km	
  65	
  35	
  1	
  -	
  -	
  10	
  -	
  X	
  1
  Minigun	
  Hvy1	
  550m	
  6	
  10	
  5	
  6	
  39	
  -	
  -	
  V	
  1000
  DK-C1	Snub	chaingun	
  Hvy2	
  800m	
  15	
  10	
  5	
  5	
  30	
  -	
  -	
  VI	
  1000
  Railgun	
  Hvy2	
  5km	
  25	
  20	
  3	
  3	
  15	
  -	
  -	
  VIII	
  1000
  AVL-1	laser	
  Hvy2	
  10km	
  20	
  12	
  2	
  -	
  -	
  -	
  -	
  VI	
  1000
  DK-P1	Plasmacannon	
  Hvy2	
  5km	
  45	
  50	
  1	
  -	
  -	
  -	
  1	
  XIV	
  1000
  DK-P2	Plasmacannon	
  Hvy2	
  8km	
  70	
  60	
  1	
  -	
  -	
  -	
  1	
  XV	
  1000
  Thorn Gauss SMG
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Firearm Price & Weight Tables
  Ballistic	Weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Revolver	5mm		
  100				
  3											
  0.3						
  0.05
  Revolver	7mm	
  125				
  4											
  0.6						
  0.07
  Revolver	9mm	
  150				
  5											
  0.9						
  0.1
  Magnum	Revolver	.44					
  300				
  8											
  1.2						
  0.12
  Autopistol	5mm												
  500				
  20										
  0.2						
  0.05
  Autopistol	7mm										
  150				
  8											
  0.5						
  0.2
  Autopistol	9mm									
  200				
  10										
  0.7						
  0.25
  Autopistol	9mm	officers	
  500				
  20										
  1.0						
  0.3
  Autopistol	.48	Holdout			
  800				
  40										
  1.5						
  0.4
  Machine	Pistol	9mm							
  500				
  20										
  0.8						
  0.4
  SMG	9mm																	
  500				
  20										
  2.5						
  0.5
  Shotgun							
  150				
  10										
  3.7						
  0.75
  Autoshotgun				
  500				
  25										
  4.0						
  1.5
  Carbine	7mm		
  300				
  10										
  3.0						
  0.12
  Rifle	7mm													
  	500				
  20										
  4.0						
  0.5
  Rifle	9mm												
  1000			
  40										
  5.0						
  0.8
  Hunting	Rifle	13mm						
  2000			
  60										
  6.0						
  1.5
  .5	Sniper	Rifle							
  3000			
  100									
  6.0						
  1.5
  Autorifle	7m											
  1000			
  40										
  5.0						
  1.0
  Assault	Rifle	5mm							
  400				
  20										
  3.0						
  0.6
  Assault	Rifle	7mm						
  500				
  30										
  4.0						
  1.6
  Combat	Rifle								
  800				
  100									
  3.0						
  0.8
  ACR	5mm	
  1000			
  80										
  3.0						
  1.0
  ACR	9mm												
  1400		
  100										
  3.5				
  1.5
  LMG	7mm	
  1250	
  200	
  5.5	
  5.0
  Gauss	Weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  SMG	5mm	
  1500	
  160	
  2.0	
  0.5
  Rifle	5mm	
  1800	
  120	
  2.5	
  0.4
  LMG	5mm	
  2200	
  400	
  3.5	
  1.4	
  	
  Support	rifle	10mm	
  2500	
  160	
  3.0	
  0.5
  Grenade	launchers	and	associated	weapons	
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Grenadier	
  600	
  mun	
  2.0	
  mun
  Auto	Grenadier	
  1350	
  mun*10	
  2.5	
  mun*10
  M-203	'Thumper'	
  550	
  mun	
  1.0	
  mun
  GL-20	
  1400	
  mun*20	
  2.5	
  mun*20
  MML-20	
  1500	
  mun*15	
  2.5	
  mun*15
  MML-40	
  1800	
  mun*10	
  3.0	
  mun*10
  LAW	66mm	
  1000	
  -	
  3.0	
  -
  MAW	
  2500	
  -	
  5.0	
  -
  Other	Projectile	Weapons
  
  FSpaceRPG
  ™ Reference Manual
  Page 2
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Hypogun			
  600				
  60										
  0.3						
  0.5
  	Taser														
  1000			
  -											
  0.95					
  -
  Needler	Pistol			
  2000			
  60									
  	0.6						
  0.1
  Needler	Rifle								
  3000			
  80										
  2.0						
  0.5
  Laser	Weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Beam	Pistol		
  2000			
  500									
  1.0						
  0.4
  Phase	Burner	Pistol						
  4000			
  1000								
  0.8						
  0.3
  Saber	Pistol							
  8000			
  2000								
  0.6						
  0.2
  Beam	rifle						
  3500			
  1000								
  4.0						
  1.5
  Phase	Burner	Rifle							
  12,000		
  2000							
  3.5						
  1.0
  Saber	Rifle													
  25,000		
  5000							
  3.0						
  0.5
  Energy	Weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Plasma	Holdout	
  9000	
  100	
  2.0	
  1.0
  PR-1	
  25,000	
  1000	
  4.0	
  10.0
  Heavy	PR-2a	
  55,000	
  1500	
  5.0	
  15.0
  Other	weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  Sonic	Stun	Pistol	
  2000			
  1000								
  2.0						
  1.0
  Handflamer	
  2500			
  1000								
  1.0						
  1.0
  Sonic	Carbine	
  3500			
  1000							
  	4.0						
  1.0
  Flamethrower	
  700				
  300									
  2.5						
  0.5
  Heavy	Weapons
  Name 
  Cost 
  Ammo Cost 
  Weight 
  Ammo Weight
  MMG	
  2500	
  300	
  10.0	
  10.0
  HMG	
  3500			
  500									
  15.0						
  20.0
  HAW	
  5000	
  -	
  10.0	
  -
  Minigun	
  5000	
  2500	
  10.0	
  100.0
  DK-C1	Snub	chaingun	
  10,000	
  5000	
  200.0	
  200.0
  Railgun	
  20,000	
  10,000	
  500.0	
  300.0	
  AVL-1	laser	
  15,000	
  10,000	
  500.0	
  100.0
  DK-P1	Plasmacannon	
  30,000	
  10,000	
  500.0	
  200.0
  DK-P2	Plasmacannon	
  45,000	
  20,000	
  1	ton	
  500.0
  Thorn Gauss 10mm Suport Rifle
  
  FSpaceRPG
  ™ Reference Manual
  Page 3
  LP-10
  Company: 
   
  Armington
  Cost: 
   
   
  3000
  Ammo Cost: 
   
  1000
  Weight:  
   
  1.0
  Ammo Weight: 
   
  0.5
  Class 
   
   
  Pistol
  Range 
   
   
  500 m
  AM 
   
   
  4
  DP 
   
   
  6
  Stun 
   
   
  IV
  ROF 
   
   
  1
  Ammo  
   
  80
  The	LP-10	is	a	pistol	version	of	the	larger	LC-10.	In	most	
  respects	its	features	are	the	same	as	the	LC-10.	However,	Armington	
  don’t	usually	include	a	sight	in	the	package.	The	LP-10	uses	the	
  same	powercell	as	the	LC-10.	This	means	that	the	LP-10	has	a	large	
  number	of	shots	available	to	it.	Because	of	this	and	its	other	features,	
  the	LP-10	is	gradually	becoming	the	common	service	weapon	
  within	the	Space	Branch	of	the	Royal	Marines.	It	is	widely	used	as	
  a	secondary	sidearm	within	the	armies	of	the	UK,	Canada,	Ireland,	
  Norway	and	India.	It	is	also	a	common	weapon	for	shipboard	
  security	personnel.	In	this	role	the	penetration	ability	is	greatly	
  reduced	(AM	2)	to	reduce	hull	penetration.	This	modification	is	
  done	by	a	qualified	technician.	Armington	is	planning	to	release	
  future	LP-10s	with	a	selector	switch	for	this	operating	mode	for	
  generating	additional	sales.
  Boltgun
  Company: 
   
  ARES
  Cost: 
   
   
  50,000
  Ammo Cost: 
   
  15,000
  Weight:  
   
  4.0
  Ammo Weight: 
   
  1.0
  Class 
   
   
  Pistol
  Range 
   
   
  500 m
  AM 
   
   
  20
  DP 
   
   
  20
  Stun 
   
   
  VIII
  ROF 
   
   
  1
  Zone 
   
   
  1
  Ammo  
   
  10
  The	Boltgun	is	a	Martian	weapon	produced	by	the	Arms	
  Division	of	the	ARES	Development	Corporation.	The	gun	was	first	
  fielded	during	the	Martian	Wars	of	2130–2134.	It	proved	to	be	an	
  effective	‘beam’-style	plasma	gun	against	American	personal	armour.	
  The	weapon	has	since	been	upgraded	to	its	current	performance.	
  It	sees	extensive	use	in	the	hands	of	both	the	Martian	Rangers	
  and	corporate	security	forces.	Limited	numbers	have	been	sold	
  to	American,	French	and	Ukranian	military	forces.	The	weapon	
  normally	includes	a	range	finder	and	PIN	designator.	Rifle-sized	
  versions	of	this	weapon	are	also	in	production,	with	greater	range	
  capacity	and	larger	ammunition	supply.
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  SPS-2
  Company: 
   
  Striker Industries
  Cost: 
   
   
  500
  Ammo Cost: 
   
  100
  Weight:  
   
  0.4
  Ammo Weight: 
   
  0.2
  Class 
   
   
  Pistol
  Range 
   
   
  250 m
  AM 
   
   
  1
  DP 
   
   
  -
  Stun 
   
   
  XIII
  ROF 
   
   
  1
  Ammo  
   
  20
  The	SPS-2	is	commonly	called	a	police	issue	stunner.	It	works	
  by	the	use	of	radiance	fields	whose	principle	is	not	known	to	Terran	
  scientists	at	present.	However,	Firestorm	Trading	is	marketing	them	
  on	Earth	as	the	perfect	non-lethal	weapon.	The	weapon	has	become	
  the	standard	service	police	weapon	on	Mars,	as	well	as	in	Australia	
  and	New	Zealand.	The	powercell	can	be	recharged	in	eight	hours	
  using	a	mains	adaptor	sold	with	the	gun.	Similar	weapons	are	being	
  used	by	Striker	Security	personnel	accompanying	Firestorm	trade	
  missions.	The	SPS-2	is	finished	in	the	polished	black	metal	typical	
  of	Striker	Industries	products.	Like	most	SIL	products	it	is	fully	
  environment	sealed.
  Pulse Rifle
  Company: 
   
  Striker Industries
  Cost: 
   
   
  100,000
  Ammo Cost: 
   
  5000
  Weight:  
   
  3.0
  Ammo Weight: 
   
  2.0
  Class 
   
   
  Rifle
  Range 
   
   
  3.1 km
  AM 
   
   
  40
  DP 
   
   
  20
  Stun 
   
   
  VII
  ROF 
   
   
  2
  Ammo  
   
  100
  The	pulse	rifle	is	another	weapon	marketed	by	Firestorm	to	
  Terran	customers.	However,	Firestorm	is	very	selective	about	who	
  they	sell	this	fusion	weapon	to.	So	far	this	weapon	has	only	been	
  sold	in	small	quantities	to	USAM,	the	Martian	Rangers,	Australian	
  and	New	Zealand	SAS	and	select	corporations.	Its	features	include	
  an	inbuilt	stabiliser	and	NIS	scope.	It	also	has	a	metabolic	sig	ID	
  for	lockout	of	non-authorised	users.	This	is	set	for	use	by	the	buyer	
  and	his	designated	users.	However,	resetting	this	system	requires	
  authorisation	and	the	services	of	a	Firestorm	technician.	This	beam-
  style	fusion	weapon	operates	by	known	principles,	but	is	the	result	
  of	technology	far	in	advance	of	Terran	science.	The	weapon	is	fully	
  environment	sealed.
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  LC-10
  Company: 
   
  Armington
  Cost: 
   
   
  5000
  Ammo Cost: 
   
  1000
  Weight:  
   
  3.0
  Ammo Weight: 
   
  0.5
  Class 
   
   
  Rifle
  Range 
   
   
  1 km
  AM 
   
   
  8
  DP 
   
   
  10
  Stun 
   
   
  V
  ROF 
   
   
  1
  Ammo  
   
  40
  The	LC-10	is	a	state-of-the	art	infantry	laser	weapon	in	use	by	
  British	military	forces.	Armington	also	exports	these	weapons	for	sale	
  to	both	the	German	and	Martian	military	forces.	The	powercell	is	a	
  standard	high-energy	superconductor	cell	manufactured	by	ARES	for	
  use	in	personal	energy	weapons.	The	LC-10	is	a	rugged	and	versatile	
  weapon	which	is	capable	of	being	used	in	multiple	environments.	It	
  is	sealed	for	use	in	space,	marine	and	hostile	atmospheric	conditions.	
  The	weapon	is	designed	so	that	a	qualified	technician	with	minimal	
  tools	can	alter	the	wavelength	of	the	emitted	laser	for	use	in	specific	
  mediums,	such	as	marine	situations.	The	weapon	can	also	do	
  rangefinding	by	depressing	the	trigger	a	quarter	way,	and	will	act	
  as	a	PIN	designator	as	well	if	depressed	halfway.	A	full	depression	
  emits	the	lethal	laser	pulse.	Armington	also	include	in	the	package	
  a	high-precision	telescopic	sight.
  British Rifleman in light duty armour  
  with LC-10
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  APL
  Company: 
   
  Portland Gun
  Cost: 
   
   
  7000
  Ammo Cost: 
   
  1000/mun
  Weight:  
   
  3.0
  Ammo Weight: 
   
  0.5/mun
  Class 
   
   
  Rifle
  System  
   
  Laser 
   
  Thumper
  Range 
   
   
  500m 
   
  200 m
  AM 
   
   
  6 
   
  mun
  DP 
   
   
  12 
   
  mun
  Stun 
   
   
  VI 
   
  mun
  ROF 
   
   
  2 
   
  1
  AOE 
   
   
  - 
   
  mun
  Zone 
   
   
  - 
   
  mun
  Ammo  
   
  30 
   
  1
  The	anti-personnel	laser,	or	APL	as	it’s	commonly	called,	is	
  the	standard	service	weapon	used	by	the	United	States	Aerospace	
  Marines.	It	is	a	specifically	designed	laser	for	causing	maximum	
  damage	to	soft	biological	targets.	It	also	has	a	higher	rate	of	fire	than	
  most	lasers,	giving	it	better	battlefield	performance	than	normal	laser	
  weapons.	Like	the	LC-10	it	has	a	system	for	rangefinding	and	PIN	
  designation.	It	is	fully	environment-proofed	and	is	more	rugged	in	
  this	regard	than	the	LC-10.	It	also	has	an	integral	‘Thumper’	40	
  mm	grenade	launcher	for	anti-armour	use.	A	thermographic	image	
  sight	is	installed	for	low-light	fighting	conditions.	It	uses	the	same	
  powercell	produced	by	ARES	that	the	LC-10	uses.
  American Aerospace Marine in Pitman  
  Assault Armour using APL
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  ARC 3
  Company: 
   
  Arcturus Weapon Systems
  Cost: 
   
   
  1500
  Ammo Cost: 
   
  40/1200
  Weight:  
   
  3.0
  Ammo Weight: 
   
  0.5
  Class 
   
   
  Rifle
  Round  
   
  solid 
   
  AHE
  Range 
   
   
  100 m
  AM 
   
   
  4 
   
  10
  DP 
   
   
  12 
   
  14
  Stun 
   
   
  V 
   
  VI
  ROF 
   
   
  3
  Burst 
   
   
  3
  Auto 
   
   
  15
  AOE 
   
   
  - 
   
  1
  Ammo  
   
  30
  The	 ARC	 3	 is	 typical	 of	 weapons	 developed	 for	 use	 on	
  Arcturus.	To	kill	the	local	fauna,	large-calibre	automatic	weapons	
  with	explosive	rounds	are	a	must.	The	ARC	3	is	based	on	fully	
  automatic	shotgun	systems.	It	also	uses	an	explosive	round	specially	
  developed	by	the	manufacturer.	Solid	and	other	rounds	are	available,	
  but	these	are	from	other	munition	manufacturers.	The	weapon	is	
  fully	environmentally	rated	(water	and	atmosphere)	and	is	designed	
  to	take	virtually	any	conditions.	The	AHE	ammunition	is	also	
  designed	for	use	in	water	or	non-oxygen-containing	atmospheres	
  (and	space).	The	weapon	also	contains	a	stabiliser,	which	allows	the	
  weapon	to	be	used	one-handed	when	in	servo-powered	armour.	
  The	weapon	is	reliable	and	popular	enough	to	see	standard	service	
  in	the	Arcturian	Colonial	Marines.	The	Martian	Rangers	have	also	
  procured	several	thousand	of	these	weapons.	The	Rangers	use	these	
  weapons	with	a	backpack	slug	belt-feed	system	to	fully	exploit	its	
  automatic	firing	capacity.
  Martian Ranger wearing EBA and using an 
  ARC 3 and Boltgun
  Martian Ranger wearing EBA and using an 
  ARC 3 and Boltgun
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  EW 6
  Company: 
   
  Enfield Weapon Systems
  Cost: 
   
   
  7000
  Ammo Cost: 
   
  120/mun
  Weight:  
   
  3.0
  Ammo Weight: 
   
  0.35/mun
  Class 
   
   
  Rifle
  System  
   
  Gauss 
   
  40mm GL
  Range 
   
   
  600m 
   
  200m
  AM 
   
   
  6 
   
  mun
  DP 
   
   
  8 
   
  mun
  Stun 
   
   
  V 
   
  mun
  ROF 
   
   
  4 
   
  1
  Burst 
   
   
  4 
   
  -
  Auto 
   
   
  18 
   
  -
  Ammo  
   
  50 
   
  5
  This	 rifle	 entered	 service	 with	 the	 British	 Army	 during	
  2148/2149.	The	40	mm	launcher	is	now	standard,	and	a	squad	
  auto	weapon	has	been	re-introduced	based	on	it.
  Battle	tactics	by	2100	gave	British	infantry	a	destructive	assault	
  pattern	typified	by	a	40	mm	“creeping	barrage”	on	the	front	line.	
  This,	coupled	with	heavy	ECW	kits	at	battalion	level,	force	most	
  enemies	to	defend	in	depth,	thereby	reducing	available	firepower	
  at	a	single	point.
  The	EW	6	is	fitted	with	an	auto-focusing	optical	telescopic	sight.	
  This	is	rigged	so	that	on	aiming	the	first	trigger	pressure	activates	
  the	auto-focus	and	the	second	pressure	fires	the	weapon.
  Improvements	in	grenade	technology	have	kept	smoke	and	
  prismatic	fogs	up	to	date	against	laser	weapons.
  Stated	developments	include	rocket	assisted	munition	(RAM)	
  grenades	for	this	weapon.
  CGR
  Company: 
   
  Portland Gun
  Cost: 
   
   
  7000
  Ammo Cost: 
   
  120/mun
  Weight:  
   
  3.5
  Ammo Weight: 
   
  0.4/mun
  Class 
   
   
  Rifle
  System  
   
  Gauss 
   
  20mm GL
  Range 
   
   
  600m 
   
  200 m
  AM 
   
   
  6 
   
  mun
  DP 
   
   
  8 
   
  mun
  Stun 
   
   
  V 
   
  mun
  ROF 
   
   
  1 
   
  3
  Burst 
   
   
  4 
   
  -
  Auto 
   
   
  18 
   
  -
  Ammo  
   
  60 
   
  30
  The	combined	gauss	rifle	or	CGR	is	a	military	rifle	that	has	
  both	a	5	mm	gauss	rifle	and	high-capacity	grenade	launcher	based	
  on	the	GL-20.	The	weapon	is	also	equipped	with	an	electronic	
  imaging	system	with	inbuilt	PIN	targetting	and	rangefinder.	Other	
  equipment	links	the	rangefinder	to	the	grenade	launcher	for	the	
  use	of	airburst	ammunition.	Grenades	are	reloaded	by	fitting	new	
  canisters.	The	weapon	also	features	a	stabiliser	and	waterproofing.	
  This	rifle	is	commonly	used	by	the	US	Marine	Corps,	but	can	be	
  found	in	wide	use	with	other	American	services.	Older	models	of	
  this	weapon	using	ACR	5	mm,	combat	rifle	or	even	assault	rifle	5	
  mm	systems	are	found	throughout	the	world,	with	military	or	even	
  private	owners.
  
  FSpaceRPG
  ™ Reference Manual
  Page 
  Cralar Laser Rifle
  Company: 
   
  Cralar
  Cost: 
   
   
  5000
  Ammo Cost: 
   
  1000
  Weight:  
   
  3.0
  Ammo Weight: 
   
  0.6
  Class 
   
   
  Rifle
  System  
   
  Laser
  Range 
   
   
  2 km
  AM 
   
   
  20
  DP 
   
   
  10
  Stun 
   
   
  VI
  ROF 
   
   
  4
  Burst 
   
   
  -
  Auto 
   
   
  -
  Ammo  
   
  60x2
  The	Cralar	laser	rifle	is	the	standard	service	rifle	in	use	by	the	
  Coalition	Army.	Its	design	philosophy	stems	back	to	the	graser	rifles	
  of	Andorian	design	used	during	the	Coalition	War	with	the	Mechs.	
  The	concept	was	to	have	a	long-range	non-ballistic	weapon	having	
  sufficient	armour-penetrating	ability	for	most	infantry	purposes.	The	
  design	revolves	around	two	lasing	rods	(unlike	the	3	rods	in	the	more	
  advanced	graser)	allowing	a	significant	rate	of	fire	for	a	laser	rifle.	
  The	penetrating	nature	comes	from	the	high-energy	x-ray	nature	
  of	the	lasing	rods.	The	technology	behind	this	weapon	is	far	more	
  advanced	than	Terran	technology	as	witnessed	in	the	performance	
  of	Terran	x-ray	lasers,	namely	the	sabre	rifle.
  Andorian Infantry in Elite Battle Armour 
  with Cralar laser rifle
  
  FSpaceRPG
  ™ Reference Manual
  Page 0
  Aronhi Assault Rifle
  Company: 
   
  various
  Cost: 
   
   
  500
  Ammo Cost: 
   
  35
  Weight:  
   
  4.0
  Ammo Weight: 
   
  1.6
  Class 
   
   
  Rifle
  System  
   
  8mm ballistic
  Range 
   
   
  400m
  AM 
   
   
  2
  DP 
   
   
  8
  Stun 
   
   
  IV
  ROF 
   
   
  4
  Burst 
   
   
  4
  Auto 
   
   
  18
  Ammo  
   
  30
  This	is	the	traditional	standard-issue	rifle	amongst	clan	warriors	
  for	close-quarters	and	urban	pacification	duties.	It	is	designed	around	
  a	light-calibre	(8	mm)	round	for	use	in	a	high-capacity	box	magazine	
  for	autofiring.	The	weapon	is	used	in	high-volume	fire	fight	
  situations,	but	is	generally	useless	in	heavy-armour	situations.
  This	weapon	is	extremely	popular	with	resistance	cells	deep	in	
  the	Aronhi	Empire	for	use	against	lightly	armed	and	complacent	
  Stotatl	targets.	Designed	for	maximum	firepower	in	a	given	time,	it	
  gives	resistance	units	the	ability	to	strike	or	lay	down	intense	cover	
  fire.	The	Stotatl	view	the	use	of	such	tactics	as	the	deliberate	use	
  of	a	terror	weapon	which	causes	a	significant	amount	of	collateral	
  damage	to	structures,	equipment	and	personnel.
  Aronhi Long Rifle
  Company: 
   
  various
  Cost: 
   
   
  500
  Ammo Cost: 
   
  35
  Weight:  
   
  4.0
  Ammo Weight: 
   
  1.6
  Class 
   
   
  Rifle
  System  
   
  14mm ballistic
  Range 
   
   
  500m
  AM 
   
   
  6
  DP 
   
   
  10
  Stun 
   
   
  V
  ROF 
   
   
  3
  Burst 
   
   
  3
  Auto 
   
   
  -
  This	is	a	semi-automatic	weapon	similar	to	an	autorifle	which	
  is	a	derivative	from	common	hunting	rifles.	The	military	version	
  uses	14	mm	HX	ammo.	It	is	primarily	designed	as	an	anti-armour	
  weapon,	although	it	is	a	perfect	definite-kill	weapon	against	
  unarmoured	targets.
  Commonly	used	for	big	game	hunting,	it	typically	serves	as	
  the	standard	service	rifle	of	most	Aronhi	military	units.	Against	
  the	Stotatl	is	an	admirable	weapon,	and	gave	the	Aronhi	firepower	
  rivalling	the	higher-tech	Stotatl	forces.	However,	infantry	units	
  equipped	with	this	gun	often	suffered	from	a	lack	of	armour	
  compared	to	their	Stotatl	opponents.
  
  FSpaceRPG
  ™ Reference Manual
  Page 1
  Aronhi Armour Rifle
  Company: 
   
  various
  Cost: 
   
   
  1200
  Ammo Cost: 
   
  100
  Weight:  
   
  5.0
  Ammo Weight: 
   
  2.0
  Class 
   
   
  Rifle
  System  
   
  20mm ballistic
  Range 
   
   
  400m
  AM 
   
   
  10
  DP 
   
   
  14
  Stun 
   
   
  VI
  ROF 
   
   
  4
  Burst 
   
   
  -
  Auto 
   
   
  -
  Ammo  
   
  10
  This	single-action	rifle	uses	25	mm	rounds	for	anti-armour	
  purposes.	Although	originally	developed	as	an	anti-bunker	rifle,	it	
  has	found	wide	use	against	mobile	Stotatl	armoured	targets.	Aronhi	
  prefer	to	use	this	weapon	in	a	sniper	role,	often	loaded	with	HEAP	
  rounds	designed	to	handle	Stotatl	body	armour	and	penetrate	
  through	the	window	canopies	of	Stotatl	light	tanks.
  Terran	military	analysts	believe	this	weapon	to	be	the	most	
  successful	Aronhi	weapon	fielded	in	the	Serpenti	War.	It	was	
  widely	adopted,	and	millions	of	these	weapons	are	still	in	circulation	
  amongst	resistance	forces.
  
  FSpaceRPG
  ™ Reference Manual
  Page 2
  Stotatl Mk I Plasma Gun
  Company: 
   
  Dolitzi
  Cost: 
   
   
  15000
  Ammo Cost: 
   
  600
  Weight:  
   
  4.0
  Ammo Weight: 
   
  1.0
  Type 
   
   
  plasma
  Class 
   
   
  Rifle
  Range 
   
   
  350m
  AM 
   
   
  20
  DP 
   
   
  12
  Stun 
   
   
  VI
  ROF 
   
   
  1
  Zone 
   
   
  1
  Ammo  
   
  100
  This	large	rifle	is	the	standard	service	rifle	of	Stotatlizic	(Stotatl	
  Commandos).	Unlike	its	Terran	counterpart	weapons	of	the	2160s	
  and	early	2170s,	this	weapon	is	a	beam-style	plasma	gun.	It	has	
  extremely	good	operating	characteristics,	and	has	been	in	service	in	
  a	largely	unchanged	state	for	over	three	hundred	years.	It	is	designed	
  for	use	in	a	variety	of	environmental	conditions	including	vacuum,	
  which	suits	the	needs	of	the	Commandos.
  It	is	also	used	as	squad	support	weapon	in	many	traditional	
  planetary	forces.	Even	the	Nandina	and	Stavira	use	it	quite	widely.	
  The	Yzzin	appear	to	be	the	only	exception,	seeming	to	prefer	the	
  use	of	larger	chain	guns	derived	from	those	they	invented	during	
  their	conflict	with	the	Stotatl.
  Terrans	have	found	this	weapon	formidable	against	their	own	
  infantry	forces,	and	have	focused	on	developing	their	own	weapons	
  with	similar	capabilities	in	an	attempt	to	match	firepower	with	the	
  Stotatl.
  During	the	Serpenti	War,	in	the	face	of	stiff	military	technology	
  developments	by	Terrans,	the	Stotatl	were	forced	to	deploy	an	
  experimental	weapon	still	undergoing	development.	Dubbed	the	
  Mk	II	by	Terran	intelligence	circles,	this	weapon	is	considerably	
  more	powerful	thn	the	standard	weapon	design	that	has	remained	
  in	service	for	almost	80	years.
  The	Mk	II	is	characterised	by	an	extra	100m	range,	30%	
  more	ammunition	capacity	in	it’s	fuel	cell	and	more	intense	
  plasma	discharges	(AM	35,	DP	18).	Fortunatley	the	weapon	often	
  misfunctions	either	firing	like	a	Mk	I	(20%	of	time),	not	firing	(5%	
  of	time),	and	sometimes	in	very	rare	cases,	loosing	containment	and	
  injuring	the	user.
  Aratani	Army	Intelligence	believes	the	weapon	is	being	overhauled	
  to	eliminate	most	of	the	safety	problems.	They	believe	the	reliability	
  and	safety	developments	are	being	spearheaded	by	a	Kuetques	
  engineering	team.	AAI	believe	that	Kuetques	technologists	are	more	
  adept	at	handling	plasma	devices	than	the	Stotatl,	and	expect	advances	
  in	Stotatl	plasma	technologies	in	the	coming	decades.
  Stotatl Commando in Combat Armour and 
  carrying a Mk I Plasma rifle
  Mk II Plasma Rifle
  
  FSpaceRPG
  ™ Reference Manual
  Page 3
  Currency
  For	the	purposes	of	this	rule	book	the	equipment	prices	are	in	
  European	credits.	Although	the	Eurocredit	is	one	of	the	highest-
  valued	currencies	on	Earth	at	this	time,	it	is	common	to	use	this	
  currency	to	measure	equity	in	the	international	money	market.	
  Prices	for	goods	vary	according	to	the	market	in	which	they	
  are	purchased.	In	the	nation	of	origin	these	goods	may	be	up	
  to	10%	cheaper	than	their	listed	price.	Similarly,	on	far-flung	
  colonies	Earth-manufactured	goods	may	reach	prices	almost	
  twice	their	listed	price.		
  Terran	Currency	Examples	&	Exchange	Rates
  1	AD		
  =	1.5	OD
  1	OD		
  =	0.5	EC
  1	AD		
  =	0.75	EC
  EC		 	
  European	Credit
  AD		 	
  American	Dollar	(USA,	Canada,	Mexico)
  OD	 	
  Oceanian	Dollar	(Australia,	New	Zealand,		
  	
  	
  New	Guinea,	Singapore)
  Cash Cards
  Monetary	transactions	are	routinely	carried	out	by	the	use	of	
  cards	similar	to	20th	century	ATM/EFT-POS	cards.	Through	
  these	cards	money	is	transferred	electronically	between	accounts.	
  The	cards	are	normally	specific	to	their	world	of	origin,	so	separate	
  accounts	must	be	kept	on	each	planet	that	a	person	visits.	On	
  outposts	and	other	remote	areas	a	cheque	book	is	required,	since	
  physical	money	is	no	longer	issued	and	there	may	be	no	cash	
  card	system	there.
  Cash	cards	are	quite	secure,	requiring	several	criteria	to	be	
  filled	before	the	money	will	be	transferred.	For	basic	security	
  and	identification,	the	card	has	both	a	photograph	and	the	
  signature	of	the	owner	on	it.	It	also	has	the	antiquated	four-digit	
  PIN.	Further,	more	complicated	precautions	include	the	use	of	
  a	pressure	sensor	and	electronic	memory,	which	means	that	the	
  card	will	only	operate	if	the	thumb	of	the	owner	is	on	the	sensor.	
  Added	to	this	are	stored	memory	files	containing	a	digital	voice	
  recording	of	the	owner	speaking	their	name	and	also	the	retinal	
  prints	of	the	owner.	Due	to	these	precautions	it	requires	extremely	
  expensive	equipment	to	fool	an	ATM.
  Credit Cards
  These	are	similar	in	operation	to	Cash	Cards.	However,	
  they	give	access	to	a	credit	account	which	can	give	the	user	the	
  equivalent	of	a	short-term	loan,	much	the	same	as	20th	century	
  credit	cards.	Most	cards	have	a	credit	limit	which	determines	the	
  amount	that	can	be	borrowed.	These	limits	are	usually	somewhere	
  between	 500ec	 and	 1000ec	 depending	 on	 the	 cardholder’s	
  income.
  Every	transaction	typically	costs	2ec.	At	the	end	of	every	
  month	interest	charges	of	about	10%	p.a.	are	applied	to	any	
  outstanding	borrowed	money.
  Income
  To	survive	in	the	modern	world	an	income	is	a	necessity.	The	
  average	income	is	about	26,000ec	per	year.	If	a	job	entails	heavy	
  responsibility,	power	or	physical	danger,	then	the	income	earned	
  by	an	individual	can	be	higher.
  Tax
  In	order	to	fund	government	services,	the	local	IRS/IRD	
  (Inland	Revenue	Service/Department)	taxes	the	income	of	the	
  residents	of	their	country.	The	typical	rate	of	tax	is	about	30%.
  In	 most	 countries	 it	 is	 common	 for	 Governments	 to	
  supplement	this	income	taxation	by	taxing	goods	sold	within	that	
  nation’s	marketplace.	This	is	commonly	called	GST	(Goods	&	
  Services	Tax)	or	VAT	(Value	Added	Tax).	The	typical	rate	is	about	
  10%	of	the	value	of	the	product.	Tax	exemptions	are	available	for	
  certain	purchases,	such	as	military	purchases.
  Loans
  It	is	possible	to	borrow	large	sums	of	money	from	financial	
  institutions	for	various	purposes.	Getting	a	loan	is	a	complex	
  process	involving	checks	on	credit	history,	risk	and	equity.
  Normally	the	financial	institution	will	require	the	individual	
  to	have	at	least	20%	of	the	required	sum,	or	equity	(house,	car,	
  etc.)	of	at	least	half	the	loan	value.
  All	loans	must	be	repaid.	The	duration	for	repaying	the	loan	
  will	vary	according	to	the	amount	borrowed.	Interest	charges	will	
  also	be	applied,	typically	about	10%	p.a..	These	loan	contracts	are	
  typically	constructed	to	return	at	least	twice	the	value	borrowed	
  to	the	financial	institution.	The	longer	the	repayment	time,	the	
  higher	the	rate	of	return.
  Default	on	the	loan	will	result	in	penalty	fees.	Continued	
  defaulting	will	result	in	legal	action.	Under	some	circumstances	
  a	financial	institution	may	hire	private	agencies	to	acquire	the	lost	
  capital	from	the	debtor.	
  Alien Currency
  Most	aliens	in	human	space	are	content	to	use	human	
  currencies.	However,	several	alien	currencies	are	catered	for	by	
  foreign	currency	bureaus.	The	Daryne	on	Daryn	use	small	red	
  crystals	called	Kaxtals.	They	are	normally	valued	at	around	100ec.	
  In	the	Coalition,	gold	coins	of	various	denominations	are	used	
  for	inter-world	transactions.	Denominations	range	from	0.5ec	
  to	10,000ec.
  Finance
  
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  Languages
  Amongst	 humans	 the	 most	 widely	 spoken	 language	 is	
  English.	This	has	developed	out	of	the	use	of	this	language	in	
  many	nations	and	its	widespread	use	in	commerce,	science	and	
  diplomacy.	However,	other	Terran	languages	are	also	in	widespread	
  use,	including	Portuguese,	Spanish	and	Chinese.
  On	the	interstellar	scene	the	use	of	languages	is	less	standard	
  because	of	the	diversity	of	races	and	differing	empires.	Many	
  aliens	communicate	by	non-vocal	means	that	preclude	the	use	
  of	conventional	communications.	However,	several	vocal	tongues	
  are	commonly	used
  The	use	of	human	languages	by	aliens	seems	quite	restricted.	
  In	general	the	Aratani,	Aronhi,	Daryne	and	Stotatl	use	English	
  while	the	Coalition	races	use	German.	The	Forerunners	are	the	
  only	race	notable	for	using	the	appropriate	human	language	for	
  the	human	they	are	talking	to.
  Terran Languages
  English	is	at	present	the	defacto	universal	language	in	use	by	
  Terrans.	Most	Terrans	still	speak	languages	related	to	their	country	
  of	origin	of	ethnic	backgrounds.
  Draconian
  This	language	is	often	used	by	interstellar	merchants.	It	is	a	
  lyrical	language	which	is	very	subtle,	complex	and	convoluted,	
  as	befits	a	commercial	language.	It	is	the	second	most	spoken	
  language	in	the	Coalition.
  Andorian
  This	language	is	the	lingua	franca	of	the	Coalition.	All	
  Coalition	citizens	are	able	to	speak	this	language	to	a	reasonable	
  degree.	It	is	a	harsh,	abrupt	language	which	is	logically	constructed	
  and	has	very	few	ambiguities.
  Stotatl
  Within	the	Stotatl	Empire	this	is	the	only	primary	language	
  present.	Other	languages	are	either	non-Stotatl	native	languages	
  or	those	used	in	trading	with	aliens.	Within	the	Empire	the	
  Stotatl	insist	that	Stotatl	be	spoken	at	all	times	in	the	presence	
  of	Stotatl.
  Translation Equipment
  Device 
   
  Cost (ec)  
  Weight (kg)
  Hand	talk	Translator	
  500	
  	
  0.5
  Ilkanian	Translator	
  1000	
  	
  0.3
  Language	cards	
  200	
  	
  0.01
  Pocket	Translator	
  200	
  	
  0.2
  Hand	talk	Translator
  This	device	has	two	screens;	one	displays	a	being,	while	the	
  other	shows	text.	This	device	is	used	to	translate	verbal	language	
  to	body	movement	language	(or	Terran	hand	talk)	and	vice	versa.	
  Two	language	slots	are	provided.	One	contains	a	verbal	language	
  card,	which	the	device	will	use	to	display	text	and	interact	verbally	
  with	one	party.	The	other	card	is	for	the	body	language	card.	
  A	screen	will	show	the	applicable	being	conducting	the	body	
  language	during	interpretation,	while	the	device	will	monitor	the	
  subject	visually	for	reading	the	subject’s	body	language.	In	another	
  context	this	device	could	be	used	with	a	hearing-impaired	person	
  using	sign	language	while	the	other	person	talks	in	English.
  Ilkanian	Translator
  This	is	a	specially	manufactured	translator	for	use	in	translating	
  the	microwave	communication	of	the	Ilkanians.	It	is	produced	by	
  the	Draconians	and	uses	their	language	cards.	A	Terran	model	is	
  sold	by	‘Firestorm’	and	uses	the	standard	Terran-manufactured	
  language	cards.	The	unit	has	only	one	card	slot	for	the	verbal	
  language	translation.
  Language	cards
  These	holographic	cards	are	similar	to	data	cubes	used	for	
  computers	and	other	devices.	Each	card	holds	information	for	
  one	language,	whether	it	is	a	verbal	or	somatic	language.	The	
  languages	available	would	be	for	those	in	use	on	Earth.	Terran-
  manufactured	alien	language	cards	include	Daryne,	Forerunner,	
  Orcok	and	Treerats.	Firestorm	Trading	is	currently	supplying	
  alien	language	cards	for	Terran	translators.	They	currently	have	
  available	cards	for	Andorian,	Aronhi,	Draconian,	Stotatl	and	
  Yzzin	languages.
  Pocket	Translator
  This	pocket	device	is	designed	for	virtual	real-time	verbal	
  language	translation	between	two	languages.	Two	card	slots	are	
  available	for	the	two	language	cards	needed	for	translation.	Alien	
  models	are	sold	by	Draconian	traders	and	have	a	wide	variety	
  of	alien	language	cards	available	for	them.	However,	the	Terran	
  language	card	for	these	devices	is	only	in	the	German	language.
  
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  Communications
  Fast	long-range	communication	is	part	of	the	everyday	modern	
  world.	To	a	starfaring	civilisation,	the	technology	being	used	for	
  communication	would	have	improved	to	such	a	degree	that	global	
  audio/visual	communication	is	as	easy	and	inexpensive	as	making	
  a	local	area	phone	call	today.
  Device 
                Cost (ec)  Weight (kg)
  Audio	Word	processor	
  200	
  2.0
  AV	Answer	Phone	
  100	
  2.0
  AV	Comlink	
  1000	
  0.1
  AV	Simple	Receptionist	Answer	Phone	 500	
  2.0
  AV	Recognition	Answer	Phone	
  200	
  2.0
  Bugs	
  200	
  0.01
  Comlink	
  100	
  0.1
  Field	Radio	
  500	
  5.0
  Flare	gun	
  50	
  1.0
  Mobile	Phone	
  100	
  0.5
  Mobile	Visiphone	
  200	
  0.5
  Audio	Word	processor
  This	device	is	similar	to	a	modern	word	processor	except	it	
  does	not	have	a	keyboard.	A	large	screen	displays	the	text	prior	
  to	printing.	Interaction	is	through	verbal	instructions,	allowing	
  the	user	to	dictate	to	the	machine.
  AV	Answer	Phone
  This	is	similar	to	a	conventional	answerphone	except	it	is	
  designed	to	handle	audio/visual	(AV)	input.
  AV	Comlink
  This	device	is	like	the	standard	Comlink	but	provides	for	
  AV	capability.
  AV	Simple	Receptionist	Answer	Phone
  This	answerphone	uses	a	semi-robotic	brain	in	order	for	the	
  answerphone	unit	to	function	as	a	simplified	receptionist.	This	
  unit	is	popular	with	small	businesses.
  AV	Recognition	Answer	Phone
  Unlike	its	predecessor,	this	machine	is	designed	to	recognise	
  the	caller	and,	if	applicable,	will	give	a	specific	messages	to	the	
  caller	according	to	its	instructions.
  Bugs
  These	tiny	dot-sized	(3	mm)	devices	are	small,	covert	listening	
  devices	designed	for	use	by	intelligence	agencies	and	persons	with	
  similar	requirements.	They	broadcast	their	audio	pickup	on	a	
  specific	radio	frequency	for	detection	on	a	radio	receiver.
  Comlink
  This	pocket-sized	radio	communicator	has	an	effective	range	
  of	500	km.	On	civilised	worlds	with	proper	facilities,	these	radios	
  can	be	registered	and	allow	connections	into	the	mobile-phone	
  cellular	network	for	use	in	global	communications.
  Field	Radio
  This	 rugged	 unit	 is	 a	 long-range,	 military-style	 radio	
  communicator	with	an	effective	range	of	500	km	using	normal	
  techniques.	The	unit	can	be	used	for	general	transmission	or	
  tight-beam	transmission.	With	the	aid	of	orbital	communication	
  satellites,	up-link	communications	can	occur,	which	can	give	the	
  field	radio	an	effective	global	range	as	long	as	there	is	a	sufficiently	
  large	satellite	network.
  Flare	gun
  This	one-shot	flare	pistol	is	designed	to	fire	a	fusion	light	
  flare	up	to	200	m	into	the	air.	An	anti-gravity	module	keeps	the	
  flare	in	the	air	for	4	hours.	This	flare	system	is	standard	survival	
  equipment	used	for	emergency	signalling	by	wilderness	travelers.	
  Reloads	cost	40ec.
  Mobile	Phone
  This	device	resembles	and	functions	as	simple	cellphone.	It	is	
  really	only	useful	in	populated	regions	of	civilised	world.
  Mobile	Visiphone
  This	 cellphone	 also	 provides	 for	 audio/visual	 (AV)	
  communication.
  
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  Computers
  In	the	FSpace	system	the	concept	and	use	of	computers	
  hasn’t	really	changed	much	from	current	conditions.	Methods	
  of	interaction	and	the	type	of	available	power,	however,	have.	
  Computers	can	display	information	onscreen	using	familiar	
  methods,	but	now	are	also	capable	of	projecting	holographic	
  3D	images.	Input	can	be	via	typing,	writing,	verbal	or	spatial	
  interaction	with	holographics.	Other	methods	are	available	
  through	the	use	of	sensory	or	communication	devices.	Verbal	
  interaction	is	most	commonly	used,	often	with	personalised	
  computer	entities	to	make	users	feel	more	comfortable.	Neural	
  links	are	also	used,	especially	in	situations	where	human	response	
  time	is	not	sufficient,	such	as	space	combat.	In	these	situations	
  the	use	of	direct	neural	links	between	man	and	machine	help	
  improve	the	performance	of	both.
  More	advanced	computers	may	actually	be	intelligent,	perhaps	
  even	sentient.	This	is	especially	true	of	Aratani	computers.	Most	
  other	races	try	to	avoid	using	sentient	machines,	although	the	
  Andorians	do	have	some	in	the	form	of	androids.	Terrans	have	
  yet	to	develop	sentient	machines.	However,	they	have	developed	
  very	smart	machines	that	can	be	called	artificially	intelligent.
  Specialist Programs
  Computer	Assistance	Programs
  These	types	of	programs	are	designed	to	assist	people	in	
  various	tasks,	such	as	starship	evasion	piloting	or	mathematics	
  and	calculus.	A	programmer	who	has	both	computer	skill	and	
  the	relevant	skill,	can	write	these	types	of	program	themselves.	As	
  shown	the	greater	the	diff	Bonus,	the	more	difficult	the	program	
  is	to	write,	but	once	created	the	greater	the	assistance	that	the	
  program	gives	to	the	person	attempting	the	skill.
  Program Level 
  Creation Diff 
  Diff bonus Cost (ec)
  1	
  Hard	
  -1	
  1000
  2	
  VHard	
  -2	
  2500
  3	
  VH2	
  -3	
  6000
  4	
  VH3	
  -4	
  10000
  5	
  VH4	
  -5	
  20000
  Computer	Skill	Programs													
  These	types	of	program	are	very	similar	to	character	skills.	
  Computers	are	commonly	used	with	skills	such	as	Physics,	Maths,	
  Admin	and	Sensors.	They	can	be	used	with	other	skills	such	as	
  Pilot,	for	use	as	a	Starship	autopilot.
  Cost	50ec	per	level
  Computer Equipment
  Device 
  Cost (ec) 
  Weight (kg)
  Britannia	Data	Library	
  1000	
  0.5
  Data	cube	
  50	
  0.01
  Data	well	
  100	
  0.5
  Portable	Laser	Printer	
  1000	
  3.0
  Portacomp	
  1000	
  1.0
  Workstation	
  20,000	
  10.0
  Wristcomp	
  100	
  0.3
  	
  Britannia	Data	Library
  This	palm-sized	machine	is	produced	by	the	University	
  of	Oxford	Library	as	an	information	resource	for	travellers.	It	
  contains	as	much	information	as	several	encyclopaedias,	and	
  comes	complete	with	audiovisual	displays.
  Data	cube
  These	1	cm3	crystalline	cubes	are	storage	devices	for	sound,	
  visuals	or	data.	They	hold	about	a	terabyte	of	information,	usually	
  in	a	compressed	format.
  Data	well
  This	palm-sized	machine	is	a	less	powerful	portacomp,	and	is	
  primarily	intended	for	data	storage	and	access,	but	without	the	
  flexibility	of	sophisticated	programming	ability.	It	also	includes	
  the	functions	of	a	wristcomp.
  Portacomp
  This	small	hand-sized	computer	is	a	fairly	sophisticated	
  machine.	Designed	to	function	much	like	any	portable	PC,	it	
  is	quite	powerful.	It	can	run	one	specialist	program	at	a	time,	
  either	a	level-1	assistance	program	or	a	level-10	skill	program	or	
  alternatively	any	common	application.
  Workstation
  This	desktop	computer	is	designed	for	programming,	device	
  control	and	other	sophisticated	functions.	Like	a	portacomp	it	
  can	run	specialist	programs,	either	level-1	assistance	programs	
  or	level-30	skill	programs.	It	is	capable	of	running	three	of	these	
  programs	at	once.
  Wristcomp
  This	wrist-worn	computer	is	designed	to	be	a	personal	PC	for	
  day-to-day	computing	needs,	including	functions	such	as	a	note	
  book,	a	calendar,	address	book,	clock,	calculator,	accounts	and	
  so	on.	With	the	aid	of	a	comlink	it	can	provide	information	on	
  weather,	travel	details	and	also	send	and	receive	computer-based	
  communications.
  
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  Cybernetics
  The	origins	of	cybernetics	are	in	the	field	of	medical	science,	
  specifically	that	area	devoted	to	prosthetic	replacements.
  A	number	of	methods	are	available	for	inserting	cybernetic	
  systems.	At	primitive	levels,	medical	surgery	is	the	standard	
  procedure.	With	the	advent	of	nanotechnology	easier	insertion	
  methods	became	available.	Nanites	are	capable	of	constructing	
  the	needed	neural	pathway	connections	for	surgically	implanted	
  devices	without	the	need	for	extensive	and	difficult	operations.	
  Simple	cybernetic	enhancements	become	almost	routine	with	
  sophisticated	nanotechnology.
  Some	 people	 go	 to	 extremes	 in	 cybernetics,	 converting	
  themselves	into	full	cyborgs.	This	normally	means	that	few	organic	
  components	are	left,	save	the	brain	and	a	few	essential	organs.	
  Such	full	conversions	are	often	highly	expensive		(millions	of	ec)	
  and	require	special	people	who	can	remain	sane	afterwards.	Such	
  cyborgs	have	physical	attributes	and	equipment	similar	to	normal	
  robots.	Their	mental	faculties	remain	human,	and	are	sometimes	
  cyber-enhanced	as	well.
  Amongst	aliens,	cybernetics	do	not	tend	to	be	common.	In	
  the	Coalition,	neural	jacks	have	been	developed	for	Ilkanians	and	
  Draconians,	but	their	usage	is	extremely	low	compared	to	Terran	
  standards.	The	Aratani	have	a	broader	range	of	cybernetics	than	
  Terrans,	but	most	are	not	very	evident,	being	predominantly	
  biological	constructs	implanted	into	their	host.	Many	Terran	and	
  Aratani	implants	work	for	Daryne	(given	their	common	genetic	
  origin),	except	for	all	sensory	enhancement	implants	other	than	
  eyesight	(due	to	some	genetic	differences	in	this	case).
  Cybernetic Equipment
  Device 
  Cost (ec)
  Breathing	Enhancement	
  20,000
  Comlink	
  500
  Computer	
  2000
  Infravision	
  1000
  Microvision	
  2000
  Neural	Jack	
  5000
  RV	work	
  5000
  Self-Repair	
  10,000
  Ultravision	
  1500
  Skill	jacking	
  2000
  Breathing	Enhancement
  This	implant	actually	involves	symbiotic	organisms	that	
  live	in	the	lungs	of	the	host.	It	allows	breathing	in	higher	CO2	
  content	atmospheres.	The	symbionts	use	blood	sugars	to	crack	
  CO2	to	provide	oxygen	for	normal	use.	In	a	virtually	pure	CO2	
  environment	it	allows	normal	(though	laboured)	breathing	for	
  about	half	an	hour	before	asphyxia	sets	in.	The	symbionts	also	
  filter	out	harmful	NO2	and	CO	gases,	giving	the	host	a	tolerance	
  in	such	gaseous	environments	four	times	the	normal	level.	
  Underwater	these	enhancements	allow	the	extraction	of	oxygen	
  from	water	(if	it	contains	oxygen	gas),	allowing	the	individual	to	
  survive	like	a	fish,	and	additionally	affords	an	enhanced	pressure-
  change	tolerance	as	the	symbionts	are	also	designed	to	flush	out	
  the	gas	buildup	that	leads	to	the	bends.
  Comlink
  Once	a	neural	jack	is	installed,	a	miniature	comlink	can	be	
  implanted.	It	is	connected	to	the	speech	and	hearing	connections	
  on	the	jack	mounting,	and	functions	in	the	same	manner	as	
  a	conventional	comlink,	but	without	the	need	for	vocalised	
  communication.
  Computer
  Many	people	often	use	computers	as	an	aid	in	their	jobs.	
  Some	get	a	computer	implanted	and	connected	to	the	neural	jack	
  connections.	With	a	connection	into	a	phone	line	or	the	use	of	a	
  Comlink	the	user	can	access	various	databases	very	quickly.	The	
  implanted	computer	has	the	same	operating	characteristics	as	a	
  wristcomp.	More	powerful	versions	(handcomp)	are	available	
  for	10000ec.
  Infravision
  Additional	receptors	are	implanted	in	the	retina,	with	extra	
  neural	connections	along	the	optic	nerves.	This	allows	the	user	
  to	see	further	into	the	infrared	spectrum,	giving	them	excellent	
  night	vision.
  Microvision
  This	enhancement	consists	of	a	set	of	implanted	organic	lenses	
  with	muscle	connections.	Nerve	connections	to	the	brain	allow	
  conscious	control	over	the	focusing	of	the	lenses	to	allow	vision	
  of	objects	with	100x	magnification.
  
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  Neural	Jack
  Connections	are	made	to	the	speech,	hearing	and	visual	
  neural	pathways	in	the	brain	of	the	subject,	enabling	many	of	
  the	other	cybernetic	enhancements	to	be	implanted	or	attached.	
  This	implant	is	required	before	many	other	devices	can	be	
  implanted.
  RV	work
  With	the	aid	of	additional	neural	connections	from	a	standard	
  neural	jack	a	person	can	control	sophisticated	devices	directly.	
  This	modification	connects	the	jack	to	motor	functions	and	all	
  the	sensory	neural	areas	within	the	subject’s	brain.	This	technology	
  originated	from	Virtual	Reality	(VR)	remote	piloting.	Using	
  simple	VR	gear	and	the	enhanced	neural	connections,	the	user	
  can	actually	feel	themselves	as	part	of	the	remote	vehicle.	Remote	
  Ops	skill	is	required	to	use	this	enhancement	properly.
  Self-Repair
  This	implant	involves	the	use	of	complex	nanite	systems	to	
  aid	in	the	repair	of	damaged	body	tissues.	It	gives	a	regeneration	
  rate	of	1d10	Life	per	hour.	New	nanites	are	constructed	from	
  food	intakes.	The	nanites	are	very	effective	and	will	stop	blood	
  loss	within	3	rounds.
  Ultravision
  Ultravision	is	similar	to	the	infravision	system,	but	allows	
  vision	further	into	the	ultraviolet	spectrum.
  Skill jacking
  Skill	jacking	is	the	direct	implanting	into	a	person’s	brain	of	
  memories	containing	knowledge	of	a	particular	skill.	Sometimes	
  a	skill	jack	unit	also	requires	nanites	to	make	improvements	to	
  the	person’s	physical	body	to	enable	them	to	perform	the	skill.	
  Using	conventional	technology	a	skill-jack	unit	will	‘connect’	onto	
  an	implanted	device	connected	to	the	neural	jack.	Additional	
  pathways	are	then	opened	to	the	memory	areas	of	the	brain.	
  The	implant	has	a	small	port	into	which	a	data	neuralcard	can	
  be	inserted	with	the	appropriate	skill	card.	Specific	jacked	skills	
  require	nanotechnology	to	confer	the	ability	and	do	not	require	
  an	implanted	neural	jack.
  Skill	Costs
  Competence  
  Cost (ec)
  Recognised	(50)	
  1000
  Qualified	(70)		
  2000
  Expert	(100)	 	
  5000
  Master	(200)	 	
  10000
  Euro-shells
  Some	European	countries	have	undertaken	the	development	
  of	a	generic	shell	for	full	conversion	cases	to	sustain	their	core	
  biological	organs.	The	shell	gives	no	enhancements,	but	does	have	
  several	advanced	RV	neural	jacks,	a	simple	vision	system	and	a	
  low-grade	grav	impeller.	These	shells	are	roughly	80	cm	across	and	
  weigh	about	85	kg	(AR	8	Life	40/80).	The	occupant	is	sustained	
  within	the	shell	and	requires	power	and	nutrient	replenishment	
  every	so	often.	The	shell	is	plugged	into	a	variety	of	customised	
  robotic	chassis	devices	depending	on	their	occupant’s	needs	at	the	
  time.	Most	either	use	a	chassis	similar	to	a	humanoid	frame,	or	a	
  Mechanical	RC.	Some	are	known	to	be	socketed	into	starships.
  CM-20 Cyborgs
  The	United	State	military	forces	have	developed	a	standardised	
  unit	to	rehabilitate	seriously	mutilated	military	personnel	and	
  re-deploy	them	into	a	useful	role	in	the	Aerospace	Marines	as	
  heavy	assault	infantry.	This	is	a	total	conversion	process,	and	is	
  only	undertaken	with	extreme	cases,	although	it’s	rumoured	that	
  some	moderate	cases	have	volunteered	for	such	a	procedure.
  The	CM-20	is	based	on	a	humanoid	robotic	chassis	which	
  houses	 the	 minimal	 biological	 human	 components	 and	 its	
  life-support	system	in	the	upper	torso	region.	Most	of	the	CM-
  20’s	physical	abilities	stem	from	the	robotic	components,	but	
  reactionability	(i.e.	DEX)	is	partly	affected	by	the	occupant’s	
  original	physical-neural	ability	(+1/4	DEX).
  The	CM-20	is	often	deployed	in	hostile	environments,	
  or	against	aliens	with	superb	physical	advantages	over	human	
  personnel,	such	as	Chlorans	and	Yzzin.
  The	CM-20	frame	has	the	following	attributes:
  STR		
  500
  DEX		
  100
  CON	
  500
  AR	 	
  15
  Life	 	
  400/800
  Spd	 	
  14
  RV	neural	jack
  Sensors	-	All	human	at	excellent,	plus	NIS	vision	system
  5	slot	skill	jack
  AV	comlink
  PIN	targetting	system
  Portacomp	neural	interface
  US Military 
  CM-20 Aerospace 
  Marine cyborg
  Aratani Composites
  The	Aratani	are	rumoured	to	be	working	on	composite	
  lifeforms	that	truly	combine	the	aspects	of	machine	and	biological	
  systems.	Although	never	formerly	confirmed,	several	injured	
  Aratani	diplomatic	security	agents	have	shown	the	evidence	of	a	
  machine-like	endoskeleton	rather	than	human	bones,	as	well	as	
  a	number	of	other	machine-like	attributes.
  
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  Maintenance
  Tools	are	required	to	carry	out	maintenance	or	repairs	on	
  equipment.	The	appropriate	tools	are	required.	If	inappropriate	
  tools	are	being	used	then	the	difficulty	should	be	increased	by	one	
  or	two	levels	depending	on	what	sort	of	tools	they	are
  Routine Maintenance
  Any	equipment	in	active	use	will	require	monthly	servicing	by	
  someone	with	the	appropriate	skills.	Such	maintenance	is	typically	
  a	Moderate	skill	task.	If	the	owner	does	not	have	the	appropriate	
  technical	skill	then	someone	must	be	employed	to	conduct	the	
  servicing;	this	is	typically	100ec	for	small	items	or	500ec	for	large	
  devices	such	as	vehicles.
  Annual Maintenance
  Every	 year	 equipment	 requires	 replacement	 parts	 and	
  servicing.	This	typically	costs	1%	of	the	item’s	purchase	price	if	
  done	by	the	owner	or	2%	if	by	a	hired	technician.
  Repairs
  The	costs	in	new	materials	is	dependent	on	the	cost	of	the	
  item	divided	by	the	DCP	of	the	object.	This	cost	per	DCP	is	the	
  cost	of	repairs	if	done	by	the	owner.	Hiring	repairmen	will	add	a	
  30%	markup	on	this	material	cost.
  Tools
  Device 
  Cost (ec) 
  Weight (kg)
  Carpentry	Set	
  300	
  10.0
  Chainsaw	
  200	
  6.0
  Electronic	Lock	Tools	
  200	
  0.1
  Electronic	Tool	Kit	
  500	
  2.0
  Engineering	Tool	Kit	
  2000	
  10.0
  Gun	Cleaning	Tools	
  20	
  0.5
  Gunsmith	Tools	
  1000	
  3.0
  Jack	Laser	
  100	
  0.3
  Mechanical	Lock	Tools	
  100	
  0.05
  Mechanical	Tool	Kit	
  200	
  5.0
  Robotic	Tool	Kit	
  1000	
  2.0
  Welding	Laser	
  500	
  3.0
  Carpentry	Set
  This	kit	contains	hammers,	saws,	axes	and	other	woodworking	
  tools.	It	also	contains	various	specialised	measuring	devices	for	
  use	in	carpentry.
  Chainsaw
  The	chainsaw	is	popular	tool	for	working	with	large	amounts	
  of	timber.	With	special	chains	they	can	also	be	used	to	cut	through	
  sheet	metal.	Many	emergency	services	these	saws	to	gain	entrance	
  into	structures.
  Electronic	Lock	Tools
  Rather	than	being	a	set	of	repair	tools,	this	kit	is	designed	for	
  those	wanting	to	bypass	electronic	systems.	In	many	ways	it	is	
  similar	to	a	standard	electronic	tool	kit.
  Electronic	Tool	Kit
  This	kit	contains	various	tools	for	repairing	electrical	and	
  electronic	equipment.	A	soldering	iron,	multimeter,	and	miniature	
  oscilloscope	are	included.
  Engineering	Tool	Kit
  This	kit	contains	a	number	of	heavy-duty	tools	for	use	in	
  engineering	tasks.	The	kit	contains	power	tools	such	as	a	drill	
  and	metal-cutting	saw.	A	gas	welder	is	also	included.	Structural	
  engineers	or	people	making	metal	parts	for	other	devices	usually	
  use	this	kit.
  Gun	Cleaning	Tools
  These	tools	are	used	to	conduct	routine	maintenance	on	
  personal	weapons.	Modern	tools	are	designed	to	cater	to	a	wide	
  range	of	weapons,	from	projectile	guns	through	to	lasers.
  Gunsmith	Tools
  This	tool	set	is	a	mix	of	mechanical	and	electronic	tools	for	use	
  in	maintaining	and	repairing	firearms.	With	enough	knowledge	
  these	tools	can	be	used	to	construct	crude	weapons.
  Jack	Laser
  This	small,	pocket-knife-sized	device	is	a	general-purpose	cutting	
  laser.	It	is	extremely	efficient,	requiring	little	effort	on	the	part	of	the	user,	
  and	unlike	metal	or	ceramic	blades	it	can	be	used	on	most	materials.
  Mechanical	Lock	Tools
  These	are	the	classic	lockpicks	used	by	intruders	to	gain	silent	
  entry.	These	tools	only	work	on	mechanical	locks	that	rely	on	the	
  use	of	some	form	of	key.	They	do	not	provide	any	assistance	with	
  combination	locks	or	electronic	locks.
  Mechanical	Tool	Kit
  These	are	the	standard	tools	of	the	trade	for	a	mechanic.	The	
  kit	contains	tools	such	as	wrenches,	pliers	and	screwdrivers	and	
  a	socket	set.
  Robotic	Tool	Kit
  This	is	an	optimised	tool	set	containing	mechanical	and	
  electronic	tools	for	use	on	conventionally	built	robots.
  Welding	Laser
  Rather	than	using	wasteful	gas	welding	devices,	a	mains-
  powered	laser	device	was	developed	for	heavy-duty	cutting	or	
  welding	jobs.	This	unit	comes	with	both	a	mains	adapter	and	a	
  portable	power	unit	that	enables	about	an	hour	of	use.
  
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  During	gaming	a	character	may	receive	an	injury,	whether	
  during	a	combat,	as	the	result	an	animal	attack	or	from	simply	
  falling	while	installing	a	bulb	in	a	street	light.	Seeking	treatment	
  from	a	skilled	medic	or	doctor	is	a	common	solution.	For	the	
  medic,	diagnosis	of	the	problem	is	often	the	first	step	in	the	
  process.	Assume	in	general	that	all	diagnosis	tasks	are	normally	
  two	difficulty	levels	lower	than	the	treatment	difficulty	of	the	
  problem.
  Treatment	varies	according	to	the	nature	of	the	damage	or	
  illness.	For	instance	it	would	be	a	Moderate	task	for	standard	
  gunshot	wound	damage	(20	to	100)	while	damage	in	excess	of	
  100	would	be	a	Hard	task.	Saving	a	patient	from	death	is	a	Very	
  Hard	3	medical	check	in	surgery	conditions	which	often	take	
  several	hours.
  Damage	caused	to	the	head	area	can	have	some	severe	effects.	
  To	treat	concussion	effects	a	Hard	Task	is	required	during	a	half-
  hour	session.	When	these	concussion	effects	become	severe	and	
  are	affecting	results	in	other	areas	then	the	task	is	a	Very	Hard	
  task	during	a	half-hour	session,	and	requires	the	patient	to	rest	for	
  two	days,	probably	in	a	hospital.	A	severe	head	injury	resulting	in	
  lost	intelligence	requires	surgery	and	a	week	of	hospital	care.	This	
  operation	is	a	Very	Hard	4	task	and	involves	the	use	of	enzyme	
  and	nanite	reconstruction	of	the	lost	brain	matter.
  Healing	requires	that	injuries	be	treated	first.	If	the	damage	
  that	was	inflicted	was	relatively	minor	(20	or	less)	then	treatment	
  would	be	an	Easy	Medical	task	involving	simple	bandaging	or	
  similar	methods.	Rates	of	healing	thereafter	depend	on	the	
  conditions	the	subject	is	exposed	to	following	treatment.	Standard	
  hospital	charges	are	about	100ec	per	day	depending	on	the	services	
  required	during	the	convalescent	period.
  Healing Rates
  1	Life	per	week	of	normal	activity
  1	Life	per	day	of	rest
  2	Life	per	day	in	hospital
  Standard Medical Costs
  Hospital	care	 	
  	
  100	per	day
  Minor	wound	treatment	
  50
  Standard	wound	treatment	
  100
  Severe	wound	treatment		
  500
  Life	saving	operation	
  	
  10,000
  Concussion	treatment	 	
  100
  Severe	concussion	treatment	
  500
  Brain	reconstruction	operation	
  5000	per	INT
  Forensic	medicine	involves	more	advanced	techniques	than	
  those	in	normal	diagnosis	procedures.	Such	investigation	is	
  often	used	to	determine	the	exact	cause	of	an	injury,	normally	
  related	to	the	death	of	a	victim.	In	general	forensic	tasks	are	at	
  the	same	difficulty	level	as	the	treatment	for	the	particular	injury	
  or	cause.
  Drugs
  One	of	the	important	aspects	of	medicine	is	the	administering	
  of	drugs	to	patients.	Many	modern	drugs	are	quick	remedies	
  for	ailments	and	infections.	Each	drug	has	a	Time	factor	which	
  indicates	the	number	of	rounds	before	their	properties	come	into	
  effect.	The	Duration	of	the	effects	of	these	drugs	is	also	noted.
  To correctly administer a drug: Very Easy Medical
  Failure	indicates	the	drug	doesn't	affect	the	patient,	and	the	
  patient	takes	1d10	damage.
  Anti-Pathogen
  100ec
  Time	10	minutes	
  Duration	1	day
  This	is	a	broad-spectrum,	active	antiviral	drug	utilising	
  enzymes	 and	 nanites	 to	 destroy	 known	 viral	 and	 bacterial	
  infections.	It	also	supplies	a	number	of	antibiotics	as	well.
  Coagulant
  50ec
  Time	4	rnds	 	
  Duration	-
  This	drug	is	used	to	accelerate	blood	clotting	while	an	
  individual	is	hemorrhaging.
  Combat	Drug
  5000ec
  Time	3	rnds	 	
  Duration	8d10	rnds
  Combat	Drug	is	a	steroid-based	compound	often	used	by	
  combat	personnel	or	people	working	in	extreme	high-gravity	
  circumstances.	A	qualified	medic	usually	administers	it	by	
  injection,	conferring	on	the	recipient	an	extra	5d10	END,	
  with	corresponding	alterations	in	StunEND,	EXT	and	LIFE.	It	
  normally	has	no	side	effects	except	when	more	than	one	dose	is	
  used	within	an	eight-hour	period.	These	effects	are	cumulative	
  per	additional	dose	and	are	-10	DEX	&	-10	STR	for	6d10	x10	
  minutes	after	receiving	the	additional	dose.
  Medical	Drug
  1000ec
  Time	1	rnd	
  	
  Duration	-
  Injected	by	normal	means,	the	generically	termed	‘Medical	
  Drug’	returns	2d10	life	points	to	the	subject.	This	product	is	the	
  Medical
  
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  result	of	advanced	pharmaceutical	processes.	Field	medics	often	
  use	it	to	treat	damage	caused	by	severe	injuries.	It	uses	ultra-
  fast	enzymes	and	viroids	to	reconstruct	damaged	body	tissue.	
  It	provides	the	effects	of	a	coagulant,	painkiller	and	a	stimulant	
  as	well.
  Nanosurgeons
  3000ec
  Time	2	rnds	 	
  Duration	24	hours
  This	drug	uses	specially	engineered	nanorobots	to	repair	
  physical	damage	to	an	individual.	It	repairs	damage	at	a	rate	of	
  1d10	points	per	hour.	It	also	acts	as	a	coagulant	during	its	24-
  hour	duration.
  Painkillers
  50ec
  Time	2	rnds	 	
  Duration	2d10	rounds
  These	painkillers	are	a	little	more	serious	than	soluble	aspirin.	
  They	are	injected	by	normal	means	and	allow	normal	functioning	
  of	the	subject	for	duration	of	effect,	nullifying	any	pain	the	subject	
  may	otherwise	experience	from	weapon	damage,	a	graze,	burns	
  or	other	painful	injury.	If	the	patient	is	unconscious,	however,	
  painkillers	will	not	restore	consciousness.
  Stimulants
  100ec
  Time	3	rnds	 	
  Duration	-
  Stimulants	 are	 used	 to	 bring	 an	 individual	 back	 to	
  consciousness.	They	can	also	be	used	to	ease	exhaustion	effects	
  by	5	points	in	a	conscious	individual.
  Medical Equipment
  When	practicing	medicine,	a	number	of	basic	tools	are	
  required	for	medics	to	help	their	patients.	Highly	technical	
  equipment	can	even	replace	a	medic	in	most	situations,	although	
  this	is	often	very	expensive.
  Device 
  Cost (ec) 
  Weight (kg)
  Autoinjector	
  1000	
  0.5
  Auto	Stun	Rev	Syst	
  350,000	
  1.0	
  Medkit	
  200	
  3.0
  Pocket	Medkit	
  100	
  0.5
  Pocket	Medscanner	
  500	
  0.1
  Pocket	Stun	Rev	Syst	
  250,000	
  0.5	
  Portable	Autodoc	
  5000	
  3.0
  Porta	Medcomp	
  1000	
  2.0
  Autoinjector
  This	device	can	be	attached	to	a	person	for	the	purpose	of	
  automatically	injecting	drugs,	either	on	request	or	through	a	
  triggering	signal	from	a	device	such	as	a	Medscanner	or	a	medical	
  computer.
  Auto	Stun	Reversal	System
  This	is	very	similar	to	the	pocket	version.	It	consists	of	a	
  small	box	unit	attached	to	a	skin	coupling	by	a	thin	cable.	This	
  device	is	designed	to	be	worn	by	an	individual	to	overcome	the	
  effects	of	neural	or	radiance	field	stunning	as	they	occur.	Similar	
  to	the	pocket	version,	it	also	has	ten	charges.	It	is	manufactured	
  by	the	Aratani	firm	SIL	and	is	not	widely	available,	hence	its	
  expense	on	the	open	market.	It	uses	some	form	of	radiance	fields	
  (see	description	in	Combat	Equipment	chapter)	to	perform	its	
  function.
  Medkit
  This	is	the	standard	kit	for	field	surgeons	and	medics.	It	
  contains	a	variety	of	standard	medical	implements	and	supplies.	
  It	normally	includes	three	doses	of	high-strength	painkiller.
  Pocket	Medkit
  This	small	kit	is	designed	for	first	aid	work	with	disinfectant,	
  bandages,	small	splints	and	mild	painkillers.
  Pocket	Medscanner
  This	small	pocket	device	contains	a	number	of	small	sensors	
  specially	designed	for	medical	purposes.	It	helps	in	medical	
  prognosis,	conferring	a	-20	DM	on	the	user’s	medical	roll.
  Pocket	Stun-Reversal	System
  This	small	device	is	designed	to	reverse	the	neurological	
  stunning	effects	caused	by	neural	and	radiance	field	stunners.	It	
  contains	enough	charges	to	overcome	10	stun	effects.	This	device	
  will	only	work	with	respect	to	biological	beings	similar	to	humans	
  (i.e.	Andorians,	Draconians	and	Stotatl).	It	requires	about	four	
  hours	of	recharge	time	via	the	mains	to	be	fully	charged.	It	is	
  manufactured	by	the	Aratani	firm	SIL	and	is	not	widely	available,	
  hence	its	expense	on	the	open	market.	It	uses	some	form	of	
  radiance	fields	(see	description	in	Combat	Equipment	chapter)	
  to	perform	its	function.
  Portable	Autodoc
  This	 portable,	 medical,	 robotic	 device	 folds	 up	 into	 a	
  briefcase-sized	carrying	package.	It	is	designed	for	field	surgery	
  when	a	qualified	field	surgeon	is	unavailable.	It	functions	with	a	
  medical	skill	of	101.	It	has	various	medical	tools	and	conventional	
  drugs	at	its	disposal.	It	has	built-in	medscanner,	bioscanner,	and	
  passive	IR	vision	as	well	as	normal	human-rating	optics,	touch	
  and	hearing.
  Porta	Medcomp
  This	portable	medical	computer	is	attached	to	a	medical	
  scanner	and	can	be	used	for	medical	prognosis	in	unskilled	
  hands	at	medical	50,	or	at	one	task	difficulty	level	easier	if	used	
  by	a	trained	medic.	It	also	can	be	used	in	skilled	hands	for	
  recommended	treatment	and	other	medical	knowledge	for	a	-30	
  DM	on	medical	task	rolls.
  
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  Robots	 can	 range	from	 automated	 factories	 to	 sentient	
  machines.	Their	purposes	can	also	vary	greatly.
  Technological	civilization	is	often	accelerated	by	the	use	of	
  automated	factories	using	computer-controlled	robots.	Most	
  remote	 sensory	 probes	 use	 robotic	 brains	 which	 are	 either	
  preprogrammed	or	controlled	remotely.
  Remote	operation	of	robots	is	a	common	practice	where	
  Artificial	Intelligence	(AI)	has	not	been	developed,	and	can	range	
  from	programmed	instructions	through	to	teleoperation	control.	
  Virtual	reality	or	cybernetic	control	techniques	are	common	
  methods	of	teleoperation.
  Actual	robotic	intelligence	is	used	in	robots	that	require	
  realtime	functioning	or	greater	precision	than	a	human	operator.	
  Military	hardware	often	incorporates	sophisticated	intelligence	
  systems	to	fight	in	an	autonomous	fashion.
  Advances	in	miniaturisation	have	led	to	the	development	
  of	microscopic	robots.	These	nanite	robots	are	typically	used	in	
  medical	science	for	treatment	of	various	internal	injuries.	Nanites	
  are	also	becoming	used	in	construction	and	repair	work.
  Artificial	intelligence	involves	the	ability	of	a	robot	to	alter	its	
  own	programming	and	functioning	according	to	environmental	
  conditions.	AI	will	finally	lead	to	the	development	of	sentient	
  machines	that	behave	like	a	human.
  Skills
  Autonomous	robots	have	the	equivalent	of	human	skills.	They	
  can	be	handled	normally,	but	some	robots	have	severe	restrictions	
  depending	on	how	primitive	they	are.	Extensive	reprogramming	
  may	be	required	to	do	other	tasks.
  Some	robots	are	also	given	human-rated	STATs.	This	allows	
  the	robot	to	perform	certain	actions	that	are	related	specifically	to	
  STATs.	STAT	bases	for	skills	cannot	be	used	by	a	robot	unless	they	
  are	sentient.	Sentient	robots	have	this	noted	on	the	robot	form.
  Robots
  Combat
  Robots	are	treated	much	the	same	as	characters	in	combat	
  situations.	They	have	an	AR	and	DCP	for	evaluating	damage	
  done	to	them.	Combat-oriented	robots	are	often	armed,	with	
  the	details	shown	on	the	robot	form.	They	use	combat	skills	like	
  normal	characters.	However,	robots	with	no	combat	programming	
  or	self-preservation	code	will	not	conduct	useful	combat	actions	
  unless	specifically	instructed.
  Normal	robots	will	shut	down	after	the	first	DCP	number	is	
  exceeded	in	damage	taken.	However,	a	nanite	self-repair	system	
  will	allow	a	robot	to	continue	to	function	(like	a	human)	until	
  it	is	destroyed.
  Aliens	and	Robots
  The	use	of	robots	by	alien	races	is	quite	varied.	Races	such	
  as	the	Forerunners	and	Ilkanians	don’t	really	use	robots	at	all.	
  The	Gildorph	use	biological	robot	analogues.	The	Aronhi	and	
  Draconians	use	them	mainly	for	automated	factories	and	remotely	
  piloted	drones.	The	Stotatl	control	their	robots	via	psionic-
  sensitive	interfaces.	The	Andorians	have	built	advanced	sentient	
  robots;	however,	they	have	tended	to	avoid	using	robots	since	the	
  Final	War	against	the	Mechs.
  The	Mechs	are	robots	in	most	respects.	They	are	the	only	
  known	machine	society	operating	within	known	space.	Types	
  range	 from	 large	 starships	 through	 to	 small	 nanite	 repair	
  machines.
  The	Aratani	have	sentient	machines,	which	in	their	culture	are	
  considered	citizens.	Details	surrounding	them	and	the	technology	
  they	are	based	on	is	incredibly	vague,	as	most	reside	in	the	closed	
  city	of	Cydonia.
  Russian Robotank 
  undergoing alien world 
  environment trials
  Typical Light Space 
  Construction robot
  
  FSpaceRPG
  ™ Reference Manual
  Page 103
  Robo Mines
  Company 
   
  Colonial Military Systems
  Cost 
   
   
  500ec
  AR 
   
   
  5
  DCP 
   
   
  10/20
  StunEND 
   
  10
  Spd 
   
   
  6m
  Skills
  Sensors  
   
  80
  Sensors
  Seismic
  Pressure
  Simple Visual
  Weaponry
  Fitting for one standard hand grenade
  Devices
  Coded Comlink
  The	Robo	Mine	is	a	cheap	deployable	mine	system	which	
  utilises	a	hand	grenade	for	its	explosive.	These	mines	resemble	
  multiple-legged	standard	mines	that	are	given	a	target	locality	to	
  move	themselves	to	and	from	the	deployment	point.	They	can	be	
  relocated,	activated,	deactivated	or	command	detonated	by	code	
  via	a	scrambled	Comlink.	Their	sensors	can	detonate	the	warhead	
  according	to	selectable	weight	criteria	by	pressure	or	seismic	
  detection	within	one	metre.	The	Sensor	skill	indicates	the	chance	
  of	recognising	criteria	properly	if	they	are	met.	A	tactical	portacomp	
  attached	to	a	scrambled	Comlink	could	control	a	large	number	of	
  mines	at	once	for	use	as	a	flexible	configurable	minefield.
  Robo Gun System
  Company 
   
  Colonial Military Systems
  Cost 
   
   
  2000ec
  AR 
   
   
  6
  DCP 
   
   
  30/60
  StunEND 
   
  30
  Spd 
   
   
  none
  Skills
  Gun 
   
   
  80
  Sensors
  Visual & IR Motion
  Weaponry
  Fitting for two rifle-sized weapons
  Devices
  Coded AV Comlink
  This	system	works	by	the	attachment	of	one	or	two	rifle-sized	
  weapons	such	as	light	machine	guns.	With	these	weapons,	when	
  activated	it	will	fire	at	any	targets	which	it	detects	via	its	sensors,	up	
  to	500	m	away	(selectable	up	to	this	range).	It	will	continue	to	fire	
  until	there	are	no	more	moving	targets,	and	has	a	firing	arc	of	up	
  to	360°	which	can	be	minimised	down	to	a	straight	line.	By	using	
  a	portacomp	and	an	AV	Comlink,	these	guns	can	be	monitored,	
  activated,	deactivated,	reset	(range,	firing	arc	&	firing	mode)	or	
  used	as	remote	cameras.
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  Security Robodog
  Company 
   
  Blackstone Research
  Cost 
   
   
  200,000ec
  STR 
   
   
  100
  DEX 
   
   
  100
  CON 
   
   
  100
  INT 
   
   
  50
  AR 
   
   
  6
  DCP 
   
   
  100/200
  StunEND 
   
  100
  Spd 
   
   
  15m
  Skills
  Combat  
   
  100
  Security  
   
  100
  Stealth  
   
  100
  Hunting  
   
  100
  Sensors
  NIS vision
  Exc Hearing
  Exc Smell
  Std Touch
  Std Taste
  Weaponry
  NAME DIFF 
  REACH AM 
  DP 
  STUN
  Bite 
  Hard 
  0 
  3 
  5 
  IV/XIV
  Claw 
  Mod 
  1 
  3 
  3 
  IV/XII
  Leap 
  Hard 
  0 
  4 
  7 
  V
  Charge +1 DP per 5 m/s
  Devices
  AV Comlink
  Climbing claws
  Internal Storage unit – 5 kg limit
  Retractable Internal manipulator – Can be used to handle 
  objects like human hand
  Radiance Field Unit – Second Stun number indicates figure 
  when this is being used
  This	robot	was	the	inspirational	design	of	Jonathan	Wolf,	
  the	founding	Director	of	Blackstone	Research.	He	incorporated	
  modern	hardware	into	a	unit	similar	to	a	standard	Robodog.	Rather	
  than	functioning	as	a	watchdog	come	automated	pet,	the	Security	
  Robodog	was	meant	as	a	mobile	security	system	capable	of	actually	
  dealing	with	intruders	and	pursuing	them	if	necessary.	This	unit	
  helped	spearhead	Blackstone	into	the	commercial	robotics	market.	
  This	unit	is	also	sometimes	used	by	Police	units	as	an	armed	canine	
  partner.	Ralph,	as	its	commonly	known,	resembles	a	silvery	metallic	
  automated	canine	similar	in	appearance	to	an	Alsatian.
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  Recon Spider
  Company 
   
  ARES
  Cost 
   
   
  10,000ec
  STR 
   
   
  10
  DEX 
   
   
  100
  CON 
   
   
  20
  INT 
   
   
  10
  AR 
   
   
  8
  DCP 
   
   
  20/40
  StunEND 
   
  50
  Spd 
   
   
  10 m
  Skills
  Recon 
   
   
  50
  Sensors  
   
  50
  Stealth  
   
  200
  Surveillance 
   
  50
  Sensors
  NIS vision
  Exc Hearing
  Exc Smell
  Exc Touch
  Weaponry
  None
  Devices
  scrambled AV Comlink
  This	small	robot	resembles	a	rather	large	mechanical	spider,	
  and	is	mistaken	for	one	most	of	the	time	in	dark	areas.	It	folds	up	
  into	a	small	roundish	package	about	the	size	of	a	hand	grenade.	It	
  is	normally	used	by	security,	criminal	and	intelligence	organisations	
  for	reconnaissance	and	surveillance	work.	It	maintains	contact	via	
  a	scrambled	AV	Comlink.
  Although	this	robot	might	appear	to	be	a	stunning	piece	of	
  work	from	ARES,	who	have	a	strictly	limited	range	of	consumer	
  robots,	it	must	be	noted	that	it	seems	to	be	an	inferior	copy	of	the	
  Recon	Spider	marketed	by	Striker	Industries.	The	development	of	
  this	unit	may	have	been	a	counter-demand	by	American	Military	
  procurement	agencies	to	develop	a	similar	unit	with	some	of	the	
  characteristics	of	the	more	sophisticated	military	robotics	fielded	
  by	SIL	following	the	Martian	Wars.
  VR RV Kit
  Cost  
  30,000ec
  Weight 
  5.0 kg
  This	system	is	similar	to	that	of	the	Neural	RV	kit,	but	uses	
  an	advanced	virtual	reality	system	to	allow	the	operator	to	control	
  the	robot,	rather	than	an	RV	neural	jack.	The	VR	system	is	used	
  by	the	operator	to	feed	sensory	information	in	a	form	that	is	easily	
  comprehensible.	However,	the	system	is	not	as	dynamic	as	one	
  based	on	a	neural	jack.
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  Mechanical RC
  Company 
   
  Serious Cybernetics
  Cost 
   
   
  100,000ec
  STR 
   
   
  200
  DEX 
   
   
  100
  CON 
   
   
  400
  INT 
   
   
  10
  AR 
   
   
  10
  DCP 
   
   
  400/800
  StunEND 
   
  500
  Spd 
   
   
  1 m
  Skills
  Programming Space 
  50
  Sensors
  NIS vision
  Exc Hearing
  Std Smell
  Std Touch
  Weaponry
  None
  Devices
  Special neuralised AV Comlink
  The	 Mechanical	 RC	 is	 designed	 for	 a	 neural-connected	
  teleoperator.	The	connection	is	close	to	actually	being	there.	The	
  RC	has	six	legs	for	stability,	and	is	equipped	with	two	heavy	lifting	
  arms	and	two	light	work	arms.	The	RC	is	capable	of	lifting	up	to	10	
  tonnes,	or	carrying	1	tonne	of	gear.	It	has	autoadjusting	hardware	
  for	different	gravity	environments	and	is	therefore	unaffected	by	
  such	differences.	The	RC	can	also	have	autonomous	programming	
  up	to	its	limit	(50).
  These	robots	are	a	popular	design	and	can	be	found	working	
  on	all	kinds	of	construction	sites	throughout	human	space.	Many	
  altered	versions	have	equipped	these	robots	with	built-in	tools	and	
  more	programming	capacity	to	cope	with	site-specific	technical	
  Neural RV Kit
  Cost  
  50,000ec
  Weight 
  3.0 kg
  Robots	can	be	directly	linked	to	a	person	with	an	RV-style	
  neural	jack.	This	allows	the	operator	to	directly	control	the	robot’s	
  activities.	It	also	means	the	operator	can	directly	supplement	the	
  robot	in	areas	that	its	programming	doesn’t	cover.
  The	kit	involves	installing	a	specially	modified	AV	Comlink	
  to	the	motor	and	brain	functions	of	the	robot	in	question.	
  The	cost	includes	this	installation.	The	operator’s	unit	includes	
  another	AV	Comlink	unit	with	processing	units	to	handle	the	
  data	input/output	
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  It	is	often	the	case	that	some	organization	or	individual	has	
  something	valuable	that	they	want	to	protect.	Sometimes	it	
  becomes	impractical	to	carry	valuables	around.	Instead	a	building	
  is	used	to	house	valuables.	Advanced	electronic	gear	is	often	used	
  to	resist	attempts	by	intruders	to	gain	possession	of	valuables.
  Complex	security	systems	often	involve	the	use	of	sensory	
  systems	either	to	trigger	alarms	or	as	part	of	a	surveillance	system.	
  Large	security	systems	will	be	run	from	a	central	computer	and	
  will	often	be	manned	by	a	trained	security	guard.	Modern	systems	
  may	also	include	robots	as	mobile	surveillance	devices.
  Many	banks	offer	the	services	of	safety	deposit	boxes.	These	
  can	be	used	to	house	whatever	the	client	wishes	to	store	in	them.	
  Costs	vary	according	to	box	size.	However,	it	is	typical	to	charge	
  $100	per	month	for	a	standard	10	litre	box.
  Security Devices
  Device 
  Cost (ec) 
  Weight (kg)
  Auto	Lock	Opener	
  250	
  0.25
  Computer	Lock	
  100	
  0.5
  Computer	Lock	Hacker	
  1000	
  0.5
  Micro	Security	Camera	
  1000	
  0.05
  Motion	Alarm	
  50	
  0.4
  Padlock	
  10	
  0.05
  Small	Safe	
  10,000	
  50
  Surveillance	scanner	
  2000	
  0.3
  Auto	Lock	Opener
  This	device	is	designed	to	aid	in	opening	various	mechanical	
  locks.	It	mounts	a	variety	of	lockpick	tools.	The	device	resembles	
  a	box	with	a	pistol	grip	and	control	trigger	mechanism.	It	gives	
  an	effective	reduction	in	difficulty	equal	to	one	task	difficulty	in	
  the	hands	of	a	skilled	user.	Normally	these	units	aren’t	publicly	
  available.	They	are	typically	used	by	Police,	Detectives	and	
  Security	Consultants,	although	criminal	elements	also	get	hold	
  of	them.
  Computer	Lock
  This	is	an	electronic	lock	device	that	uses	both	electronic	
  security	 cards	 and	 a	 number	 combination	 to	 gain	 entry.	
  Additionally	such	locks	can	be	linked	to	a	central	computer	
  system.	The	use	of	a	co-linked	AV	camera	can	help	verify	
  identities.
  Security Systems
  Computer	Lock	Hacker
  This	small	device	is	an	optimised	computer	with	code-
  breaking	software	installed.	It	is	inserted	in	the	keyboard	jacks	
  of	most	computers.	Alternatively,	with	networked	systems	it	can	
  be	plugged	into	a	network	jack.
  Micro	Security	Camera
  This	is	a	small	camera	designed	for	discrete	surveillance	
  purposes.	It	is	designed	to	take	full-colour	visual	images	as	well	
  as	audio	input.	This	information	is	normally	transmitted	via	
  fibre-optic	cable	within	a	building	complex.	The	unit	can	also	
  be	fitted	with	a	coded	AV	Comlink	with	a	range	of	3	km	for	
  the	transmission	of	its	data.	This	device	can	be	easily	detected	
  in	Comlink	mode	and	therefore	is	not	used	much	by	espionage	
  groups.	Police	stakeouts	often	involve	remote	monitoring	using	
  such	devices.
  Motion	Alarm
  This	palm-sized	unit	is	a	motion	sensor	for	installation	in	
  buildings.	If	it	is	triggered	it	emits	a	high-pitched	alarm	until	it	is	
  deactivated	by	way	of	its	numeric	keypad.	It	is	powered	by	mains	
  or	internal	battery	depending	on	mains	power	availability.
  Padlock
  The	conventional	padlock	has	not	changed	much	in	hundreds	
  of	years.	Nevertheless,	advances	in	materials	have	seen	modern	
  locks	being	constructed	of	advanced	composites	that	are	more	
  resistant	to	damage.	The	mechanical	locks	have	become	harder	
  to	bypass	(Very	Hard	task),	but	cheaper	metal	locks	are	still	sold	
  using	standard	locking	techniques	(Very	Easy	through	to	Hard	
  tasks).
  Small	Safe
  This	is	a	typical	safe	with	a	mechanical	dial	combination	lock.	
  It	is	designed	for	small	businesses	or	for	household	use.	It	can	
  hold	about	40	litres	of	goods.
  Surveillance	Scanner
  This	pocket	device	is	used	to	scan	a	3	m	area	for	signs	of	
  transmissions	from	bugs	or	surveillance	micro-cameras.	It	also	
  picks	up	electrical	emissions	and	magnetic	fields,	allowing	the	user	
  to	quickly	identify	other	hidden	devices	using	electrical	power.	
  This	electromagnetic	feature	is	displayed	as	a	3D	schematic	on	a	
  small	LCD	screen.	The	device	can	also	be	linked	to	other	sensors	
  or	analysis	equipment	as	desired.	The	scanner	provides	a	-1	DIFF	
  benefit	in	finding	surveillance	devices.
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  Sensors	are	rather	important	for	many	operations,	and	the	
  combat	section	mentions	a	number	of	the	uses	of	sensory	devices.	
  The	purpose	of	sensors	is	to	make	environmental	information	
  more	accessible	to	the	user.
  Sensors	 such	 as	 thermographic	 imagers	 can	 be	 used	
  (conditions	permitting)	to	view	objects	which	cannot	normally	
  be	seen	because	of	obstructions.		Such	sensor	systems	can	negate	
  the	hidden	location	modifier	and	the	cover	modifier	that	occur	
  in	combat.
  Since	sight	is	the	primary	sense	used	in	most	situations	by	
  humans,	reduced	visibility	can	increase	the	difficulty	of	seeing	
  detail	at	range.	Reduced	visibility	can	be	from	a	lack	of	light	or	
  from	too	much	illumination.	Various	vision	sights	are	capable	
  of	counteracting	visibility	problems,	depending	on	the	target	
  object	and	the	reason	for	the	visibility	difficulties.	It	is	normally	
  an	Easy	task	to	see	detail	using	vision	devices.	The	task	difficulty	
  increases	in	the	table	below	are	for	those	with	image-enhancement	
  electronics.	Double	these	difficulties	for	normal	vision	systems.	
  A	light-amplification	system	improves	visibility	by	one	level,	
  except	in	complete	darkness.	Illumination	devices	are	also	used	to	
  improve	visibility,	and	are	often	combined	with	vision	systems.
  Visibility Table
  Visibility 
  Example 
  Difficulty
  Normal	
  Normal	
  normal
  Dim	
  Misty	
  +1	diff
  Partial	
  Nighttime	with	moonlight	 +2	diff
  None	
  Moonless	night	
  +3	diff
  Sensor Equipment
  Device 
  Cost (ec) Weight (kg)
  Artificial	Nose	
  100	
  0.1
  AV	Camera	
  300	
  1.0
  Beacon	Tracker	
  200	
  1.0
  Binocs	
  100	
  1.0
  Biosampler	
  2000	
  2.0
  Bioscanner	
  1000	
  1.0
  Cam	Flash	Module	
  50	
  0.3
  Cam	Imaging	System	
  100	
  0.4
  Combination	Imaging	System	(CIS)	
  2000	
  2.0
  Illumination	Flaregun	
  50	
  0.5
  Imager	
  400	
  1.0
  IR	or	UV	spotlight	
  150	
  3.0
  IR	or	UV	torch	
  50	
  0.5
  Monocular	Thermo	Imager	
  2000	
  0.2
  Monocular	Ultravision	System	
  3000	
  0.2
  Normal	Imaging	System	(NIS)	
  5000	
  2.0
  Pocket	Locator/Scrambler		
  400	
  0.5
  Small	Radio	Beacons	
  10	
  0.01
  Thermo	Imager	
  600	
  2.0
  Torch	
  20	
  0.2
  UV	Camera	
  800	
  2.0
  Visicam	
  180	
  0.1
  Artificial	Nose
  This	small	device	is	designed	to	capture	smells	and	odours	in	
  the	air.	A	particular	sample	can	then	be	analysed	using	a	chemical	
  laboratory.
  AV	Camera
  An	 AV	 Camera	 is	 commonly	 known	 as	 a	 camcorder.	
  Recordings	are	made	to	use	datacubes	(see	Computer	section)	and	
  can	be	viewed	and	edited	on	any		portacomp	or	better	computer,	
  or	on	any	other	AV	playing	equipment.	Most	good-quality	AV	
  Cameras	have	a	low	light	setting	which	extends	their	sensitivity	
  into	the	lower	range	of	the	infrared	spectrum	between	720	and	
  900	nanometres	wavelength.	This	allows	the	camera	to	operate	in	
  moonlight	conditions,	rendering	a	grainy	low-contrast	image,	or	
  with	the	aid	of	an	IR	illumination	source	the	camera	can	see	in	
  monochrome	as	though	in	broad	daylight.	IR	imaging	is	not	to	
  be	confused	with	thermal	imaging,	which	operates	much	higher	
  –	above	900	nm	into	the	microwave	region	of	the	spectrum.
  Sensors
  
  FSpaceRPG
  ™ Reference Manual
  Page 10
  Beacon	Tracker
  This	specially	designed	radio	receiver	is	used	to	track	a	radio	
  beacon.	It	will	indicate	the	direction	and	range	of	the	beacon	that	
  is	being	monitored.
  Binoculars
  The	principle	behind	the	operation	of	binoculars	hasn’t	
  changed	much.	Current	binoculars	provide	magnification	of	
  up	to	50	times	and	have	an	auto-focus	system,	rangefinder	and	
  possibly	a	built	in	AV	camera.
  Biosampler
  This	device	is	designed	to	test	whether	biological	material	
  such	as	plants	or	meat	is	suitable	for	human	consumption.	It	will	
  indicate	what	is	safe	and	what	is	toxic.
  Bioscanner
  This	self-contained	device	has	some	of	the	features	of	the	
  chemistry	minilab.	However,	it	is	designed	to	help	identify	
  biological	specimens.	It	requires	a	reference	datacube	on	biology	
  to	be	obtained	and	inserted	into	its	data	port.	A	skilled	biologist	
  can	use	this	device	to	determine	some	of	the	biological	features	
  of	an	unknown	lifeform.
  Cam	Flash	Module
  This	is	the	conventional	illumination	device	for	overcoming	
  low	light	conditions	when	using	a	camera.	It	can	act	either	as	a	
  high-power	flash	unit	or	as	a	bright	normal	illumination	system.
  Cam	Imaging	System
  This	device	is	designed	to	fit	onto	the	end	of	the	lens	of	a	
  camera.	It	allows	long-distance	zoom	and	provides	computer	
  image	enhancement	for	low	light	conditions.
  Combination	Imaging	System	(CIS)
  The	CIS	is	an	electronic	imaging	system	combining	all	of	the	
  features	of	an	imager,	thermal	imager	and	an	ultravision	system	
  into	a	single	unit.
  Illumination	Flaregun
  This	is	a	standard	flaregun	for	firing	an	illumination	flare	100	
  m	into	the	air.	The	flares	normally	stay	aloft	for	about	five	minutes	
  and	provide	illumination	for	ten	minutes.	They	illuminate	a	100	
  m	radius	area,	increasing	visibility	by	two	levels.	For	a	further	
  200	m	radius	the	visibility	is	increased	by	one	level.	Illumination	
  flares	cost	40ec	each.
  Imager
  An	imager	is	the	electronic	equivalent	of	binoculars.	It	provides	
  the	same	functions	but	also	includes	a	digital	image-enhancement	
  system	to	provide	greater	clarity	of	image	at	range.	The	enhancement	
  system	is	also	capable	of	light	amplification,	improving	visibility	by	
  one	stage	if	light	conditions	are	extremely	low.	Light	amplification	
  won’t	work	in	complete	darkness.	The	imager	also	comes	with	a	
  data	port	for	connection	to	a	recording	device.
  IR	or	UV	spotlight
  Spotlights	operate	in	a	similar	fashion	to	their	counterpart	
  torches,	but	provide	a	much	greater	illumination	at	range	using	
  a	tighter	beam	of	light	rather	than	a	wide-angle	cone	of	light.
  IR	or	UV	torch
  These	devices	are	similar	to	normal	torches.	However,	they	
  illuminate	in	either	the	IR	or	UV	spectrum.	They	are	designed	to	
  provide	illumination	for	use	with	ultravision	or	with	an	extended	
  IR	vision	system.
  Monocular	Thermal	Imager
  This	is	a	miniaturised	thermal	imager	worn	over	one	eye.	It	
  allows	the	user	constant	vision	in	the	IR	spectrum.	It	also	comes	
  with	a	data	port	for	connection	to	a	recording	device.
  Monocular	Ultravision	System
  This	is	a	miniaturised	ultravision	system	to	be	worn	by	the	
  user	over	one	eye,	allowing	constant	vision	in	UV.	It	also	comes	
  with	a	data	port	for	connection	to	a	recording	device.
  Normal	Imaging	System	(NIS)
  The	NIS	is	a	more	advanced	version	of	the	CIS.	It	also	includes	
  a	range	finder,	a	polariser	for	flash	protection	and	a	built	in	IR/UV	
  illumination	system.
  Pocket	Locator/Scrambler
  This	device	is	used	to	find	radio	bugs	or	beacons	within	
  about	5	metres.	It	can	also	send	out	white	noise	interference	on	
  the	same	frequencies	as	the	detected	bugs,	effectively	jamming	
  their	signals.
  Small	Radio	Beacons
  These	peanut-size	radio	transmitters	are	designed	for	use	in	
  tracking	objects	such	as	animals	or	vehicles.	By	attaching	them	to	
  the	object	of	interest	and	turning	them	on,	they	can	be	tracked	
  using	a	beacon	tracker.
  Thermal	Imager
  This	operates	on	a	similar	principle	to	an	imager.	However,	it	
  picks	up	infrared	radiation	(heat,	IR)	given	off	by	objects.	This	is	
  mainly	used	during	night	conditions,	where	heat	signatures	from	
  animals	and	people	are	more	obvious.	It	also	comes	with	a	data	
  port	for	connection	to	a	recording	device.
  Torch
  This	is	a	standard	electric-powered	illumination	device.	
  However,	the	use	of	an	advanced	powercell	means	that	this	device	
  can	function	for	several	days	before	requiring	a	recharge.
  UV	Camera
  Similar	to	a	AV	camera	in	almost	all	respects,	except	that	its	
  optical	sensor	is	designed	to	operate	in	the	UV	spectrum	below	
  normal	vision.	Typically	it	requires	a	UV	illumination	source	in	
  order	to	create	a	reasonable	image.	However,	it	will	also	quite	
  easily	detect	objects	which	fluoresce,	such	as	deep-sea	creatures,	
  glow-worms,	and	certain	radioactive	isotopes.
  Visicam
  This	is	a	single-frame	image	camera	used	in	much	the	same	
  way	as	conventional	cameras,	but	employing	digital	methods	to	
  take	very	high	resolution	images	that	are	stored	on	a	datacube.
  
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  Since	the	invention	of	self-propelled	vehicles,	modes	of	
  transport	on	planets	have	been	dominated	by	such	vehicles.		As	
  technology	advances	new	methods	of	propulsion	enable	faster	
  speeds	and	operations	in	other	environments	such	as	water	and	
  air.	Some	developments	have	involved	amphibious	or	triphibian	
  vehicles.
  Vehicle	Collisions
  Sometimes	collisions	involving	vehicles	and	the	like	occur,	
  causing	damage	to	all	involved.
  Damage	Potential	(DP)	is	1	per	10	km/h	for	car-sized	mass
  Armour	Modifier	(AM)	1	+1	per	30	km/h	for	car-sized	mass
  	
  The	rammed	object	takes	full	damage,
  while	the	rammer	takes	only	half	the	damage.
  Passengers	not	wearing	seatbelts	take	half	the	damage	that	the	
  vehicle	they	are	in	is	taking.	They	can	save	themselves	on	a	Hard	
  check	of	STR	or	DEX,	and	only	take	half	the	damage	they	were	
  going	to	receive	otherwise.
  If	a	vehicle	is	destroyed,	excess	damage	is	distributed	amongst	
  the	occupants	and	the	contents.	The	rammer	can	never	take	more	
  damage	than	it	has	done	to	the	rammed	object.
  For	ramming,	hitting	and	evasion	will	use	vehicle	skill	or	DEX	
  checks.	A	driver	or	pilot	can	always	attempt	a	Very	Hard	skill	check	
  to	reduce	the	damage	suffered	during	the	collision.
  Vehicle	Combat
  General	combat	involving	vehicles	is	fairly	simple.	Passengers	
  receive	the	full	AR	of	the	vehicle	if	they	are	being	fired	at.	Firing	
  from	a	vehicle	moving	at	more	than	50	km/h	imposes	a	difficulty	
  increase	of	+1	level.	Impose	another	+1	level	per	200	km/h	over	
  300	km/h.	Firing	at	a	moving	vehicle	imposes	a	+1	level	increase	
  per	200	km/h	motion	of	the		vehicle	target.	Aiming	at	passengers	
  is	a	normal	difficulty,	while	firing	at	the	vehicle	in	general	is	one	
  difficulty	easier.
  Vehicles
  Movement
  Vehicle	movement	is	handled	in	a	different	manner	to	that	
  for	people.	Most	vehicles	take	some	time	to	reach	their	full	speed.	
  The	A/D	entry	represents	the	acceleration	and	deceleration	of	the	
  vehicle.	This	entry	is	given	in	metres	per	second.
  Turning	and	avoiding	obstacles	at	speed	results	in	a	driving	
  task	to	complete	successfully.	Only	excellent	drivers	are	able	to	
  take	corners	without	slowing	down	when	going	at	high	speed.
  Turn Type 
   
  Base Difficulty
  Slight	(<45°)	 	
  Very	Easy
  Moderate	(45°-90°)	
  Easy
  Significant	(90°+)	
  Mod
  Speed Turning Difficulties
  Ground	vehicle	
  +1	per	50	km/h
  Grav	vehicles	 	
  +1	per	100	km/h
  Powercells
  The	vehicles	on	the	table	above	are	fitted	with	electric	motors	
  which	run	on	powercells.	One	set	of	cells	will	last	for	1000	
  kilometres.	These	cells	cost	1000ec	each,	and	can	be	recharged	
  at	a	cost	of	50ec	each.	Civilisations	do	not	always	use	electric	
  motors;	for	example,	20th	century	Earth	used	hydrocarbon-
  burning	combustion-type	engines	for	most	vehicle	transport.	At	
  higher	technologies,	small-scale	nuclear	or	fusion	reactors	may	
  power	many	vehicles.
  Autopilots
  On	many	crowded	worlds	with	mass	travel	by	individual	
  or	family	vehicles,	computer-controlled	autopilot	systems	may	
  have	been	developed	to	make	transport	more	efficient	and	less	
  hazardous.
  		
  Autopilot Table
  Type  
   
   
  Skill 
  Cost (ec)
  Central	Traffic	
  Computer	Controlled	 	
  -	
  1000
  Self	Contained		
  	
  50%	
  2500
  Complex	‘Chauffeur’	
  	
  70%	
  5000
  Advanced	
  	
  	
  100%	
  20,000
  Deluxe	
  	
  	
  150%	
  60,000
  
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  Vehicle Table
  Air	Vehicles
  Type 
  Cost 
  Speed 
  A/D 
  AR 
  DCP 
  People 
  Cargo 
  Cells 
  Skill 					
  Grav	Cycle	
  40,000	
  1000	
  20/40	
  5*	
  110/220	
  2	
  100kg	
  6	
  Aircar
  Light	Aircar	
  10,000	
  110	
  3/6	
  5	
  100/200	
  4	
  400kg	
  4	
  Aircar
  Light	Plane	
  65,000	
  400	
  10/10	
  4	
  200/400	
  5	
  1000kg	
  5	
  Aircraft
  Standard	Aircar	
  100,000	
  1000	
  15/35	
  7	
  250/500	
  4	
  100kg	
  8	
  Aircar
  Paraglider	
  1500	
  90	
  1/1	
  2#	
  40/80	
  1	
  50kg	
  -	
  Aircraft
  Ground	Vehicles
  Type 
  Cost 
  Speed 
  A/D 
  AR 
  DCP 
  People 
  Cargo 
  Cells 
  Skill
  Bicycle	
  200	
  40	
  1/3	
  5#	
  35/70	
  1	
  20kg	
  -	
  DEX
  Cyclone	Street	Cycle	
  561,500	
  500	
  10/20	
  8*	
  1000/2000	
  1	
  200kg	
  8	
  Groundcar
  Normal	Groundcar	
  5000	
  100	
  2/4	
  3	
  100/200	
  6	
  500kg	
  1	
  Groundcar
  Robosteed	
  10,000	
  100	
  2/4	
  4*	
  120/240	
  2	
  100kg	
  2	
  Ride
  Snow	cat	
  24,000	
  100	
  1/4	
  6	
  200/400	
  6	
  800kg	
  6	
  Groundcar
  Snow	mobile	
  2000	
  200	
  4/8	
  4*	
  100/200	
  2	
  50kg	
  2	
  Groundcar
  Sports	Groundcar	
  10,000	
  300	
  4/8	
  4	
  150/300	
  4	
  200kg	
  4	
  Groundcar
  Streetcycle	
  4000	
  300	
  5/7	
  4*	
  100/200	
  2	
  100kg	
  2	
  Groundcar
  Supremo	Sportscar	
  121,450	
  500	
  5/9	
  6	
  200/400	
  4	
  200kg	
  8	
  Groundcar
  Utility	Van	
  8000	
  150	
  2/4	
  5	
  200/400	
  12	
  3000kg	
  2	
  Groundcar
  Marine	Vehicles
  Type 
  Cost 
  Speed 
  A/D 
  AR 
  DCP 
  People 
  Cargo 
  Cells 
  Skill
  Aerosub	
  12,000	
  150	
  2/4	
  8	
  50/100	
  1	
  10kg	
  4	
  Marinecraft
  Diving	Sled	
  6000	
  45	
  1/1	
  3	
  65/130	
  1	
  150kg	
  1	
  Marinecraft
  Pleasure	Launch	
  20,000	
  50	
  1/1	
  4	
  200/400	
  10	
  500kg	
  10	
  Marinecraft
  Note
  Cost	is	in	european	credits	(ec)
  Speed	is	in	kilometers	per	hour	(kph)
  A/D	is	in	meters	per	second	(m/s)
  #	
  AR	for	vehicle	only
  *	
  AR	for	vehicle	and	person	hiding	behind	such	a	vehicle
  
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  The	history	of	space	expansion	of	the	nations	of	Earth	plays	an	
  important	part	in	the	present	configuration	of	nations	and	their	
  current	status	and	relations.	The	details	of	conflict	and	politics	on	
  Earth,	especially	during	the	early	twenty-first	century	have	been	
  kept	deliberately	vague	in	order	to	fit	with	current	developments	
  on	Earth	during	the	twentieth	century.
  The	GM	should	develop	an	Earthbound	history	that	best	fits	
  with	the	data	supplied	in	this	section	on	history	and	nations	and	
  the	current	developments	in	international	politics.	The	expansion	
  into	space	before	Mech	contact	is	kept	slow	because	of	current	
  trends	in	the	space	sector	and	the	way	countries	are	allocating	
  funds	to	space	applications.
  Forerunner Contact  
   
  1-2012
  The	Forerunners	began	covert	contact	operations	with	the	
  United	States	Air	Force	(USAF)	following	the	conclusion	of	
  World	War	II.	Although	the	Forerunners	didn’t	provide	any	
  real	technical	assistance	to	the	Americans,	they	did	provide	
  information	that	helped	America	retain	its	technological	might	
  against	its	competitors.	The	Americans	also	learnt	that	the	
  Forerunners	were	here	to	protect	fledgling	Earth	from	attack	
  from	some	hostile	civilisation	at	large	in	the	Galaxy.
  Eomer Expedition 
   
   
  200
  In	2003	this	1-km-diameter	asteroid	was	detected.	Since	it	had	
  a	cometary	orbit	and	would	approach	within	easy	reach	of	Earth,	
  plans	were	drawn	up	for	an	international	manned	expedition.	
  America,	Europe	and	Russia	with	the	launching	aid	of	China,	
  Japan	and	Kazakhstan	were	to	conduct	the	mission.	Upon	arrival,	
  the	mission	geologists	discovered	the	mineral	riches	of	this	nearly	
  pure	cosmic	lump	of	metal.	With	the	impending	sun	dive,	the	
  expedition	left	with	only	large	samples.	However,	the	Americans	
  couldn’t	pass	up	the	opportunity,	and	a	joint	NASA/USAF	
  mission	returned	in	2006	after	the	sun	dive	to	use	high-yield	
  thermonuclear	tamped	weapons	as	a	crude	motor	to	steer	Eomer	
  into	an	eccentric	Earth	orbit.
  Eomerian Conflict 
   
   
  200
  When	America	claimed	the	rights	to	Eomer,	the	other	nations	
  involved	in	the	Eomer	Expedition	contested	this	heavily.	Europe	
  and	Russia	were	determined	to	place	mining	teams	on	the	’roid	
  as	a	protest.	China’s	claim	was	rejected	with	indifference	by	
  America.	Kazakhstan	entered	into	armed	conflict	with	Russia,	
  while	Japan	remained	content	following	American	promises	of	
  Japanese	involvement.
  Seizures	and	personnel	conflicts	on	Eomer	between	American,	
  European	and	Russian	camps	resulted	in	the	launching	of	troops	
  to	Eomer.	The	conflict	escalated	as	some	other	nations	used	
  terrorist	attacks	to	hinder	supply	and	troop	launches.	Political	
  debate	was	rife.	Eventually	some	nations	used	converted	ICBMs	
  to	destroy	orbiting	strategic	satellites	to	inhibit	the	space	powers	
  Terran History
  for	their	own	interests.	China	was	so	outraged	that	it	used	a	full	
  squadron	of	interceptor	aircraft	to	shoot	down	Japanese	rockets	
  launched	with	supplies	for	the	Americans.
  The	conflict	was	eventually	resolved	by	an	accord	between	
  America,	Europe	and	Russia	to	claim	equal	rights	to	the	resources	
  of	Eomer.	Following	the	accord,	these	nations	turned	their	
  attentions	to	Earth-based	tensions,	and	the	conflict	finally	died	
  down	with	the	combined	efforts	of	these	powers	and	their	other	
  allies.	However,	China	continued	to	harbour	extreme	resentment	
  until	monetary	reparations	were	made	in	2014.
  Strategic Defence Initiative 
  2012 onwards
  With	the	withdrawal	of	the	Forerunners	due	to	continuing	
  decline,	the	American	military	complex	began	to	implement	the	
  plans	laid	down	under	the	Strategic	Defence	Initiative	of	1983.	
  However,	it	was	a	cover	to	develop	planetary	defence	weapons	
  against	attack	from	hostile	extraterrestrial	forces.
  Mars Mission  
   
   
  201
  An	international	effort	was	finally	conducted	to	land	men	on	
  Mars	and	begin	a	sustained	exploration	programme.	The	initial	
  mission	established	a	small	ground	base	and	an	orbital	satellite	
  network.	Subsequent	missions	established	further	ground	bases	
  and	an	orbital	depot	on	Phobos.
  
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  Mech Scout Encounter  
   
  200-201
  An	archaic	Mech	class	II	vessel	entered	the	Sol	system	and	
  attempted	to	bombard	Earth	with	nuclear	weapons.	However,	
  forewarning	 from	 deep-space	 probes	 (Oort	 Expedition	
  probes)1000	AU	out	gave	Earth	enough	time	to	prepare.	The	
  United	States,	with	even	earlier	warning	from	the	Forerunners,	
  had	‘Star	Wars’	configured	for	planetary	defence.	With	the	full	
  space	assets	of	Earth,	the	Mech	vessel	was	driven	off	for	several	
  months.	Various	space	weapons	were	constructed	including	three	
  Orion-type	destroyers.	With	supreme	self-sacrifice,	Terran	forces	
  managed	to	destroy	the	Mech	vessel	while	only	receiving	minimal	
  damage	to	Earth	from	nuclear	weapons.
  Following	this,	many	nations	on	the	planet	expanded	rapidly	
  into	space	and	developed	space-based	industries	to	support	a	
  greater	space-based	military	capable	of	defending	Earth	against	
  a	larger	Enemy	force.
  Aratani Contact 
   
   
  202
  General	 Harry	 Carter	 in	 command	 of	 USS	 American	
  Vengeance	discovered	the	ruins	of	a	civilisation	on	Mars.	However,	
  almost	a	million	individuals	had	survived	in	cold	storage	since	the	
  ruin	of	this	civilisation.	The	world	was	stunned	when	the	leader	
  of	these	people	addressed	the	United	Nations	upon	the	return	
  of	USS	American	Vengeance	to	Earth	with	representatives	from	
  Mars.	These	survivors	were	humans	from	Earth	who	had	a	space-
  faring	civilisation	12,500	years	ago	which	had	been	destroyed	by	
  an	attacking	Mech	force.	Some	of	these	Aratani	humans	managed	
  to	survive	since	then	in	storage	on	Mars.
  Martian Settlement  
   
  203
  Following	contact	with	the	Aratani	the	American	Orion	was	
  used	to	establish	a	military	presence	on	Mars.	Shortly	afterwards,	
  colonists	were	shipped	there	to	establish	an	industrial	base.	The	
  government	established	the	ARES	Development	Corporation	to	
  develop	the	infrastructure	required	for	a	stable	colony.	Later	ARES	
  became	an	arms	manufacturer.	After	that	the	planet	was	claimed	
  by	America	until	independence	in	2144.
  Space Industrialisation  
  202 onwards
  The	UN	treaties	concerning	space	were	discarded	as	nations	
  expanded	into	space.	Military	complexes	and	territorial	claims	
  sprang	up	throughout	the	solar	system.	Many	nations	harnessed	
  solar	power	from	satellites	to	reduce	environmental	pollution	on	
  Earth.	Many	polluting	industries	were	shifted	into	space	closer	
  to	resources	obtained	from	space.
  Unmanned Stellar Exploration 
  Begins 20
  Unmanned	probes	to	other	stars	were	finally	launched,	
  beginning	with	ESA’s	Daedalus	1	which	was	launched	towards	
  Alpha	Centauri	in	2095	and	passed	through	the	system	in	2140.	
  Sensor	telemetry	revealed	in	2145	that	Alpha	Centauri	had	a	well	
  developed	planetary	system	and	what	appeared	to	be	a	habitable	
  planet.
  The	Americans,	however,	went	one	better	by	launching	a	
  laser-propelled	solar	sail	probe	called	Starwisp	towards	Barnard.	
  Although	launched	in	2120,	it	arrived	in	Barnard	in	2150	in	less	
  time	than	the	ESA	Daedalus	took	to	travel	a	shorter	distance.
  Following	these	missions	plans	were	drawn	up	for	manned	
  missions	 using	 new	 propulsion	 technologies	 developed	
  in	 the	 intervening	 decades.	 However,	 the	 development	 of	
  hyperdrive	occurred	before	any	of	these	missions	could	be	
  implemented,	although	many	of	them	were	nearing	completion	
  in	construction.
  Martian Wars  
   
   
  210-21
  The	settlers	of	Mars	began	to	view	themselves	as	Martians.	
  They	felt	they	were	being	oppressed,	since	there	was	no	recognised	
  civilian	government	on	the	planet.	Refusal	by	the	stateside	
  administration	for	a	civilian	democratic	government	finally	
  forced	the	settlers	to	establish	the	Martian	Confederation	and	
  declared	their	independence	from	America	in	2140.	America	
  was	outraged	at	the	possibility	of	losing	their	prime	space	asset.	
  The	1st	Aerospace	Battalion	of	the	United	States	Aerospace	
  Marines,	led	by	the	distinguished	Colonel	Bryan	Dexter,	was	
  launched	immediately	to	take	firm	control	of	the	rebellious	
  colony.	However,	resistance	to	American	domination	was	fierce	
  and	resulted	in	an	armed	conflict.	Within	a	short	space	of	time	
  the	1st	was	defeated	in	a	ground	action	of	unknown	details.
  America	launched	a	full-scale	war	effort	involving	USAN	and	
  USAM	space	forces	and	other	assets	for	use	on	Mars.	Full-scale	
  war	in	space	and	on	ground	lasted	from	2141	to	2144.	This	period	
  saw	America	resort	to	nuclear	weapons	for	orbital	bombardment	
  and	for	use	against	hardened	space	localities.	The	bombardment	
  of	the	Aratani	city	of	Cydonia	heralded	a	turning	point	in	the	
  war.	The	Aratani	revealed	their	military	technology	by	surviving	
  the	bombardment	intact	and	annihilating	the	bombardment	fleet	
  with	an	unknown	energy	weapon	of	awesome	destructive	power.	
  The	fate	of	the	1st	was	not	discovered	until	2143	when	the	2nd	
  Battalion	was	ambushed	by	an	unknown	Martian	unit.	Later	
  conflicts	with	this	unit	identified	that	it	was	using	American-
  derived	tactics	and	equipment.	Finally	a	trap	was	sprung	on	
  the	mystery	unit.	After	a	pitched	battle,	the	hostile	battalion	
  destroyed	two	divisions	of	American	forces	before	it	was	routed.	
  Amongst	the	enemy	casualties,	most	were	ex-American	marines	
  of	the	1st	Aerospace	Battalion.	One	of	the	bodies	proved	to	be	
  that	of	Colonel	Dexter	himself.	Stateside	reaction	to	his	defection	
  was	violent.
  The	war	was	finally	ended	in	the	Battle	of	Deimos	in	2144	
  where	the	Martian	Navy	with	the	aid	of	Aratani	forces	destroyed	
  the	USAN	fleet	in	a	decisive	victory.
  This	 crushing	 defeat	 led	 to	 the	 ousting	 of	 the	 current	
  administration	in	America.	The	new	president	promptly	took	
  measures	to	ease	diplomatic	tensions	by	signing	a	peace	treaty	with	
  the	Martian	spokesman.	President	William	Gordon	went	further	
  by	getting	the	Confederation	of	Mars	recognised	as	a	member	of	
  the	UN.	This	swift	action	has	seen	most	of	the	damage	healed	
  between	the	two	states.
  Initial Hyperdrive Missions  
  21-21
  America	was	the	first	nation	to	mount	a	hyperdrive	mission	
  to	another	star	system.	The	mission	of	USS	New	Horizons	to	
  Proxima	Centauri	revealed	a	star	system	that	had	undergone	
  significant	planetary-scale	engineering.	The	mission	returned	
  under	a	veil	of	secrecy.
  Shortly	thereafter	several	NATO	missions	were	launched	to	
  investigate	other	nearby	systems.	These	missions	were	extremely	
  costly,	using	multiple	hyperdrives	to	cross	the	distances	involved.	
  NS	Independency	discovered	a	wrecked	alien	vessel	at	Ross	128	
  (later	identified	as	a	Stotatl	frigate),	while	an	ESA	mission	to	Wolf	
  359	found	the	debris	of	huge	Mech	force.
  
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  Outposts	were	quickly	established	in	the	explored	systems,	
  some	of	which	became	military	bases,	such	as	Wolf	359	for	
  Europe	(i.e.	France,	Germany	and	the	UK)	and	Barnard	for	the	
  Americans.
  Interstellar Expansion 
           210 onwards
  With	the	release	of	the	improved	hyperdrive	by	Doctor	
  Anderson,	the	viability	of	interstellar	expansion	became	realistic.	
  Settlement	of	the	habitable	world	around	Alpha	Centauri	was	
  begun	in	2161,	while	American	exploratory	fleets	discovered	a	
  number	of	habitable	worlds,	including	those	they	later	colonised	
  at	Tau	Ceti	and	Arcturus.	The	Americans	made	contact	with	the	
  Forerunners	at	Zeta	1	Reticuli	and	the	Daryne	and	Orcoks	at	
  Zeta	2	Reticuli	in	2161.	Tentative	contact	was	made	with	the	
  Coalition	by	Lieutenant	John	Dorn	of	USAN	and	his	survey	
  team	on	Daryn	when	they	met	Keldar	while	supplying	aid	to	the	
  Daryne	in	destroying	the	Mech	war	machine	Arsarot.
  Real	contact	with	the	Coalition	was	not	begun	until	Draconian	
  traders	made	contact	with	the	fledgling	German	colony	in	the	
  Omicron	2	Eridani	system	during	2162.
  Serpenti War Begins  
   
  210
  Within	the	volume	of	space	called	the	Serpenti	Quadrant	
  beyond	Arcturus,	several	expanding	Empires	share	borders.	
  Conflict	began	over	possession	of	a	number	of	mutually	habitable	
  worlds	between	Terrans,	the	Stotatl	empire	and	the	Aronhi	Empire.	
  The	war	soon	became	one-sided	as	the	Stotatl	Empire	put	pressure	
  on	all	its	opposition.	Initial	hostilities	between	Terran	nations	
  and	Aronhi	clans	were	forgotten,	and	some	co-operation	began.
  Aronhi Surrender 
   
   
  21
  To	prevent	further	death	and	destruction	at	Stotatl	hands,	
  the	Aronhi	Patriarch	surrendered	Aronhi	space	to	the	Stotatl	
  Empire.	Shortly	afterwards	the	Aronhi	rebelled	against	Stotatl	
  control.	Guerrilla	warfare	and	resistance	broke	out	all	over	Aronhi	
  space,	keeping	Stotatl	forces	from	reinforcing	their	efforts	against	
  Terran	space.
  The Battle of Arcturus 
   
  21
  The	Stotatl	Empire	engaged	NATO	forces	formed	up	at	
  Arcturus	in	a	bid	to	break	through	the	bulk	of	their	forces	for	a	
  full-scale	assault	on	Earth.	In	a	battle	lasting	almost	2	months,	
  Terran	forces	finally	came	out	victorious,	but	only	through	a	well	
  co-ordinated	and	well	supplied	defensive	action.	Some	Stotatl	
  assault	forces	managed	to	get	into	the	Sol	system	but	were	quickly	
  dispatched	by	reserve	NATO	forces	and	other	Terran	forces.
  The Terran Alliance  
          21 (present)
  Conflict	with	the	Stotatl	did	not	end	with	the	Battle	of	
  Arcturus.	Intelligence	information	has	revealed	that	the	Stotatl	
  are	regrouping	and	waiting	for	reinforcements	from	the	heart	of	
  their	empire.	Out	of	consideration	for	future	efforts	the	United	
  Nations	has	voted	to	establish	to	form	the	Terran	Alliance,	a	
  council	attached	to	the	United	Nations	to	co-ordinate	military	
  activities	with	allied	alien	races.
  Timeline
  1967	
  Space	Treaty	signed
  2005	
  Eomer	Expedition
  2007	
  Eomerian	Conflict
  2015	
  First	expedition	to	Mars
  2020	
  Oort	Expedition	probes
  2050	
  Arrival	of	Mech	vessel	ship	in	Earth	orbit
  2051	
  Defeat	of	Mech	vessel	by	NATO	ORION's
  2095	
  Launch	of	ESA	Daedalus	#1	to	Alpha	Centauri
  2120	
  Americans	Launch	Starwisp	probe	to	Barnard's	Star
  2140	
  Martian	War	begins
  	
  Daedalus	#1	arrives	at	Alpha	Centauri
  2144	
  Martian	War	ends
  2150	
  Starwisp	arrives	at	Barnard's	Star
  2151	
  Dr.G.McCarrison	builds	primitive	agrav	unit	
  2153	
  Beginning	of	Project	Agrav
  2155	
  Von	Hault	Hyperdrive	completed
  	
  First	Hyperdrive	Expedition	by	USS	New	Horizons
  	
  Follow	up	mission	to	Barnard's
  	
  Joint	American	British	Russian	mission	to	Ross	128
  	
  Alien	vessel	found	at	Ross	128
  2156	
  Joint	American	Russian	Base	Established	on	Proxima	3
  	
  ESA	missions	to	Wolf	359	&	Alpha	Centauri
  	
  Battle	ground	of	destroyed	Mech	fleet	found		
  	
  at	Wolf	359
  2157	
  Anderson	Hyperdrive	governor	released
  2159	
  Martian	Hyperdrive	Experimentation
  	
  Interstellar	Survey	Bureau	(ISB)	formed
  2160	
  Anderson	releases	improved	Hyperdrive
  2161	
  British	settlement	of	Victoria	begins
  	
  Contact	with	Forerunners	at	Zeta	1	Reticuli
  2163	
  Discovery	of	Boristov
  2164	
  Settlement	of	Boristov	begins
  2170	
  Beginning	of	Serpenti	War
  	
  Anderson	releases	Grade	3	hyperdrive
  2173	
  First	Stargate	built	between	Earth	and	Victoria
  2175	
  Aronhi	Empire	surrender	to	the	Stotatl
  2176	
  The	Battle	of	Arcturus
  	
  Aratani	corporates	release	Grade	6	hyperdrive
  2177	
  The	Terran	Alliance	is	formed
  
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  Humanity	still	remains	a	splintered	race,	with	hundreds	of	
  nations	existing	on	Earth.	The	nations	themselves	have	remained	
  fairly	similar	in	configuration	to	those	of	the	late	twentieth	
  century.	Many	nations	such	as	the	republics	of	the	former	Soviet	
  Union	have	joined	the	European	Community.	Large	economic	
  power	blocks	have	formed	in	the	northern	hemisphere	following	
  the	Mech	attack	of	2050.	With	the	expansion	into	space,	it	is	
  these	new	‘super	powers’	that	have	been	best	able	to	exploit	space	
  resources	and	colonise	habitable	planets	around	other	stars.
  Earth	has	had	a	turbulent	history	during	the	21st	and	22nd	
  centuries,	which	has	kept	tensions	high	and	stalled	the	processes	
  of	world	unification	that	had	been	born	in	the	20th	century	and	
  earlier.	The	later	half	of	the	21st	century	has	seen	many	major	
  wars	break	out	across	Earth	for	various	reasons.	These	wars	have	
  involved	the	use	of	nuclear	weapons	in	parts	of	South	America,	
  Africa	and	the	Middle	East.
  Resolution	to	these	disputes	are	far	from	complete,	but	the	
  slow	march	of	progress	in	science	and	medicine	has	healed	many	
  wounds	relating	to	poverty,	hunger	and	disease.
  The	Earth’s	population	has	swollen	to	an	enormous	level,	40	
  billion,	but	Earth	is	no	longer	suffering	the	environmental	ravages	
  associated	with	such	a	high	population
  Earth	in	the	late	22nd	century	is	relatively	liberal,	with	all	
  of	its	inhabitants	enjoying	a	standard	of	living	at	least	matching	
  that	of	working	class	citizens	of	western	countries	in	the	late	
  20th	century.
  With	the	huge	burst	of	interstellar	colonisation,	unemployment	
  is	virtually	negligible	as	people	are	departing	for	new	colonies	to	
  take	up	the	frontier	challenge,	even	as	simple	labourers.	Many	
  nations	are	exporting	their	populations	to	new	colonies	to	ease	
  their	population	pressures,	and	to	aid	in	raising	the	standard	of	
  living.	Some	countries	such	as	China	and	India	are	undertaking	
  forced	relocations,	which	have	raised	violent	tensions.
  Crime	–	violence	and	corruption	–	is	still	major	problems	in	
  human	society,	and	no	suitable	solutions	have	arisen,	although	
  many	have	been	tried.	For	the	average	citizen	the	streets	of	Earth	
  are	still	almost	as	dangerous	as	they	were	at	the	close	of	the	20th	
  century.	The	United	States	has	found	a	suitable	solution	to	dealing	
  with	violent	offenders	without	resorting	to	the	death	penalty.	
  It	exports	such	criminals	to	its	colony	at	Arcturus,	where	they	
  serve	their	sentences	within	the	Colonial	Marines.	Completing	
  the	sentence	in	the	Marines	without	yielding	to	a	horrible	death	
  at	the	hands	of	the	local	fauna	entitles	the	criminal	to	become	
  a	citizen	of	Arcturus	(deportation	means	loss	of	US	citizenship	
  permanently)	and	a	small	land	grant.	Some	less	violent	criminals	
  take	this	option	voluntarily	to	get	a	new	beginning	away	from	
  their	sordid	pasts	on	Earth.
  Nations
  America
  The	United	States	became	less	important	in	world	affairs	
  as	other	nations	developed	strong	industrial	economies	that	
  rival	the	USA.	America	has	tighter	economic	relations	with	its	
  neighbours	Canada	and	Mexico,	and	its	economic	partner	Japan.	
  In	the	industrialisation	of	space,	America’s	power	has	slipped	as	
  other	nations	have	gained	manned	space	technologies.	With	
  the	Eomerian	Conflict	in	2007	America	was	forced	to	make	
  compromises.	
  However,	with	the	Mech	conflict	in	2050	it	became	evident	
  where	 America	 had	 spent	 its	 money	 and	 why	 it	 suffered	
  economically.	Following	the	defeat	of	the	Mech	vessel,	America	
  rapidly	expanded	into	space	for	resources	and	industrial	and	
  military	purposes.
  Today	America	maintains	a	strong	presence	in	space	with	the	
  Aerospace	Marines	and	the	battle	wagons	of	the	Aerospace	Navy.	
  With	its	aggressive	colonisation	campaign	and	single-minded	
  determination	to	have	the	greatest	military	force	amongst	Terran	
  nations,	the	United	States	is	becoming	a	power	to	be	reckoning	
  with,	far	eclipsing	its	historic	place	in	world	affairs.	The	US	has	
  made	overtures	to	both	Canada	and	Mexico	for	unification	into	
  a	much	larger	United	States	of	North	America.
  Arabic	States
  With	the	drying	up	of	oil	reserves,	these	countries	have	
  invested	heavily	in	space-based	corporations.	Local	industries	
  have	also	geared	themselves	up	for	supporting	the	use	of	space-
  developed	products.	Part	of	this	area	was	once	called	the	fertile	
  crescent,	but	was	largely	ruined	by	human	usage.	The	Arab	
  nations	along	this	zone	have	now	begun	‘greening’	this	area	to	
  reduce	the	effects	of	desertification	and	thus	strengthen	their	
  agricultural	base.	Internal	fighting	between	groups	has	continued,	
  while	Jewish/Arabic	relations	have	remained	stable	without	any	
  major	conflicts	during	this	century,	although	sporadic	violence	
  continues.
  Australia
  This	 nation	 began	 to	 participate	 more	 in	 international	
  commerce	and	affairs	in	order	to	establish	an	identity	for	itself.	
  With	the	opening	up	of	lunar	mineral	exploration,	a	number	of	
  local	mining	developers	formed	Selene	Mining,	a	lunar	mining	
  company,	with	South	African	developers.	Australia’s	Cape	York	
  launch	facilities	have	used	as		Selene	Mining’s	gateway	to	Earth	
  markets.	The	country’s	association	with	space	exploitation	and	its	
  regional	importance	in	the	South	Pacific	have	made	this	country	
  a	significant	factor	in	world	politics.	It	has	strong	economic	ties	
  and	alliances	with	South	Africa,	New	Guinea,	New	Zealand	and	
  other	South	Pacific	countries	forming	a	southern	hemisphere	
  22nd Century Earth
  
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  economic	power	block.	This	block	has	about	half	the	economic	
  clout	of	the	American	or	Russian	economic	blocks.
  Australia	maintains	a	large	military	force	to	counter	any	
  expansionist	movements	by	nations	in	the	South	East	Asia	
  area,	such	as	Indonesia.	Military	forces	have	been	expanded	
  into	interstellar	space	with	agreements	in	2171	with	the	United	
  Kingdom.	Australia	and	its	Oceanian	partners	are	rapidly	expanded	
  their	interstellar	holdings	with	the	backing	of	government-owned	
  enterprises	such	as	Selene	Mining	and	Armco.
  Brazil
  This	nation	has	slowly	risen	to	become	a	world	power,	but	
  only	after	a	long	history	of	struggle	with	western	countries	over	
  its	resource	exploitation	and	internal	social	policies.	In	many	
  ways	it	still	has	these	problems,	but	has	offset	them	by	gaining	
  access	to	space	resources	with	the	help	of	Chinese-developed	space	
  hardware.	Early	agreements	between	the	two	countries	saw	China	
  use	Brazil	as	a	launch	site	during	the	early	21st	century.	At	the	
  same	time	Brazil	used	Chinese	rockets	to	establish	a	manned	
  presence	in	space	shortly	before	the	arrival	of	the	Mech	vessel	
  in	2050.
  Today	Brazil	is	the	most	powerful	nation	in	the	South	
  American	region.	It	has	expansionist	designs	on	its	neighbours,	
  and	harbours	a	deep	resentment	towards	the	United	States.
  China
  With	the	reintegration	of	Hong	Kong	and	Macau	in	the	late	
  90s,	this	nation	pursued	industrial	interests	using	its	vast	natural	
  resources.	China’s	conquest	of	space	was	aided	by	the	USA	in	
  the	Long	March	rocket	programme.	The	Eomer	expedition	in	
  2005	saw	Chinese	participation	and	eventual	involvement	in	
  the	Eomerian	Conflict,	which	resulted	in	no	gains	and	a	huge	
  expenditure	in	capital.	With	the	peaceful	reintegration	of	Taiwan	
  in	2020,	communist	idealism	had	been	tempered.	China	pushed	
  for	a	manned	presence	in	space	exploitation	following	Eomer	
  and	has	established	facilities	in	orbit,	on	the	Moon	and	Mercury,	
  and	in	orbit	around	Venus.	It	is	not	a	member	of	NATO,	but	
  is	affiliated	with	it.	They	have	interstellar	capability	and	have	
  established	one	colony	to	which	they	are	shipping	a	significant	
  proportion	of	their	population.
  Europe
  The	evolution	of	the	EEC	has	come	a	long	way	with	the	
  united	combined	efforts	of	member	nations	in	the	conquest	of	
  space,	especially	with	the	aid	of	ESA.	With	an	intensive	presence	
  in	Earthspace,	an	O’Neill	colony,	lunar	settlements	and	outposts	
  throughout	explored	space,	they	have	a	more	coherent	economic	
  presence	in	space	than	any	other	space	power	block.	Tensions	are	
  running	high	within	Europe	because	of	the	imperialist	expansions	
  of	the	UK,	France,	and	Germany	to	create	interstellar	colonies.
  India
  This	country	has	slowly	developed	into	a	Earthbound	super	
  power,	although	it	still	has	a	lot	of	internal	difficulties	to	resolve.	
  Its	space	capabilities	are	still	limited,	but	they	have	nevertheless	
  managed	to	establish	a	small	lunar	base	and	a	number	of	orbital	
  stations.	In	the	2140s	India	slowly	absorbed	Bangladesh	and	
  turned	the	area	into	a	more	stable	environment	for	commercial	
  development	and	removed	the	vast	bulk	of	the	populace	out	of	
  the	flood-prone	areas	to	reduce	damage	costs.
  India	is	facing	a	population	crisis	that	it	has	found	hard	to	
  handle.	Even	with	birth	restrictions	of	one	child	per	family	it	seems	
  the	country	is	headed	to	financial	ruin.	The	Indian	Government	
  is	currently	petitioning	the	United	Kingdom	for	hyperdrive	
  technology.	They	hope	to	find	a	suitable	colony	to	export	their	
  excess	population	to.
  Israel
  The	Jewish	state	has	managed	to	survive	into	the	22nd	century	
  in	spite	a	lot	of	external	pressure	placed	on	it	from	bordering	
  states.	With	space	launch	capabilities	and	nuclear	weapons,	Israel	
  took	an	active	part	in	the	Mech	conflict	in	2050.	Since	then	it	has	
  taken	steps	to	participate	in	using	the	high	frontier	for	industrial	
  development.	Although	Israel	has	gained	the	hyperdrive	from	
  America,	it	has	no	designs	for	colonisation	projects.	Instead	it	is	
  using	a	small	number	of	ships	for	scientific	work.	Plans	have	been	
  drawn	up	for	some	industrial	plants	in	other	systems,	but	this	is	
  likely	to	take	a	few	years.
  
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  Mars
  Mars	is	the	only	sovereign	human	nation	that	is	not	located	
  on	Earth.	It	won	its	independence	during	the	Martian	Wars	of	
  2140–2144.	The	population	of	Mars	work	mainly	for	the	large	
  corporations	that	are	present	on	the	red	planet.	The	government	
  functions	of	this	nation	are	run	by	the	corporations.	Many	
  employees	own	shares	in	the	public	companies,	giving	them	some	
  measure	of	control	over	the	government.	The	other	method	of	
  control	for	the	populace	is	through	the	trade	unions	that	most	
  workers	belong	to.
  A	council	exists	to	carry	out	the	administrative	functions	of	
  government.	For	bills	and	laws	to	be	passed,	the	citizens	vote	on	
  the	issue.	Once	60%	are	in	favour	of	a	bill	it	is	passed.	This	system	
  is	similar	to	visions	of	a	participating	democracy.	An	organisation	
  cannot	hold	more	than	one	seat	even	if	it	qualifies	for	more	than	
  one.	Such	an	organisation	gets	the	seat	appropriate	to	its	highest	
  characteristic.
   
  Council membership:
  	
  	
  5	-	largest	employers
  	
  	
  5	-	largest	equity	corporations
  	
  	
  2	-	military	(Ranger	&	Patrol)
  	
  	
  5	-	largest	trade	unions
  	
  	
  3	-	academic	(Science,	Education	&	Health)
  The	Martian	Confederation	contains	within	it	the	Aratani	
  population	centres	that	provide	the	dominant	backbone	of	
  Martian	industry.	In	many	respects	the	Aratani	are	separatists,	
  and	strongly	opposed	America’s	treatment	of	the	Martian	colonists	
  prior	to	the	Martian	Wars.	Since	the	Aratani	cities	of	Cydonia	and	
  Elysium	were	amongst	the	communities	that	founded	the	Martian	
  Confederation,	they	are	generally	thought	of	as	part	of	the	United	
  Nations	under	the	Martian	Confederation	banner.	
  However,	many	Terran	analysts	note	that	the	cities	of	Cydonia	
  and	Elysium	remain	closed	to	outsiders,	and	are	run	according	
  to	their	own	agendas.	Since	they	haven’t	yet	conflicted	with	
  Confederation	laws,	and	do	proactively	participate	in	Martian	
  government,	no	internal	conflict	on	Mars	has	yet	arisen,	although	
  some	analysts	believe	such	a	confrontation	will	occur	at	some	
  point	in	the	future.
  Mars	is	currently	on	good	terms	with	America.	Many	of	the	
  Martian	companies	rely	on	military	contracts	with	the	US	Military	
  for	their	economic	survival.	Mars	also	maintains	close	economic	
  ties	with	Australia,	Canada,	the	United	Kingdom	and	China.
  New	Zealand
  This	small	country	has	always	had	some	significant	presence	
  in	world	politics	since	the	late	twentieth	century.	Its	association	
  with	Australia	has	seen	it	reach	the	high	frontier	through	its	
  part	ownership	of	Selene	Mining.	New	Zealand	scientists	are	
  found	throughout	human	space	working	as	part	of	European	or	
  American	research	teams.	New	Zealand	biotechnology	is	at	the	
  cutting	edge	and	sought	after	by	other	nations	and	corporations.	
  New	Zealand	is	on	good	terms	with	all	human	nations	because	
  of	its	external	political	policies	of	relative	neutrality.
  Russia
  The	economic	crash	after	the	end	of	communist	rule	caused	
  many	problems	for	Russia.	However,	foreign	investment	and	
  aid	from	America	and	Europe	eventually	solved	the	problem.	
  The	advanced	state	of	Russian	space	knowledge	helped	them	
  participate	in	an	active	role	in	the	Eomer	Expedition.	With	the	
  outcome	of	the	Eomerian	Conflict,	Russia	benefitted	from	the	
  mineral	wealth.	The	Russian	Commonwealth	collapsed	in	the	
  21st	century	due	to	independence	movements	throughout	the	
  region.	Many	of	the	western	republics	joined	Europe.
  Russia	has	only	Ukraine,	Kazakhstan	and	Mongolia	within	
  its	sphere	of	influence.	Kazakhstan	has	remained	important	due	
  to	its	space	launch	facilities	and	its	mineral	wealth.	Ukraine	has	
  remained	important	because	of	its	agriculture	and	its	military	
  strength.	Following	the	Mech	arrival	both	of	these	countries	have	
  followed	Russia	in	its	expansion	into	space.
  With	interstellar	expansion	Russia	has	relied	heavily	on	
  Ukrainian	and	Kazakhstani	help.	Both	of	these	allied	nations	
  retain	small	fleets	of	starships	which	service	a	number	of	small	
  outposts.	Only	Russia	has	managed	to	establish	a	colony	on	a	
  habitable	world,	although	Ukrainians	and	Kazakhstanis	have	
  settled	the	world	as	well.
  South	Africa
  After	solving	its	internal	social	and	cultural	problems,	this	
  nation	began	to	participate	more	in	international	commerce	and	
  affairs.	When	lunar	mining	became	feasible,	a	number	of	local	
  mining	developers	formed	a	lunar	mining	company	in	league	with	
  a	number	of	Australian	developers.	With	the	aid	of	Australia's	
  Cape	York	launch	facilities,	Selene	Mining	was	established	and	
  became	a	successful	enterprise.	The	country’s	association	with	
  space	exploitation	and	its	regional	importance	in	Africa	have	made	
  this	country	a	significant	participant	in	world	politics.	It	has	strong	
  economic	ties	and	alliances	with	Australia,	New	Guinea,	New	
  Zealand	and	other	South	Pacific	countries	forming	a	southern	
  hemisphere	economic	power	block.	This	block	has	about	half	the	
  economic	clout	of	the	American	or	Russian	economic	blocks.
  Power Blocks
  The	various	nations	of	Earth	are	grouped	into	various	power	
  blocks	which	dominate	affairs	in	their	region.	These	power	blocks	
  mostly	revolve	around	the	former	super-power	blocks	from	the	
  20th	century.	However,	some	of	the	blocks	involve	first-world	
  westernised	countries	that	have	allied	in	order	to	have	a	bigger	
  economic,	political		and	military	impact	on	world	affairs.
  
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  CIS	(Commonwealth	of	Independent	States)
  This	power	block,	centred	around	Russia,	has	been	in	steady	
  decline	since	the	late	20th	century.	Most	of	the	former	states	have	
  become	part	of	Europe,	and	the	power	block	now	only	includes	
  Russia,	Ukraine	and	Kazakhstan	and	Mongolia.	It	is	rather	solid,	
  since	these	nations	rely	highly	on	each	other	for	various	goods	and	
  services	which	only	one	of	the	members	can	supply	in	sufficient	
  quantity.	Otherwise	the	political	and	military	objectives	of	its	
  members	are	fairly	autonomous.
  European	Union
  The	European	Union	has	expanded	since	its	creation	in	the	
  20th	century.	It	now	includes	all	of	eastern	Europe,	including	most	
  of	the	states	of	the	former	Soviet	Union.	This	power	block	is	very	
  cohesive	and	functions	as	virtually	one	nation.	However,	France,	
  Germany	and	the	UK	are	putting	severe	strains	on	internal	politics	
  by	their	continued	restrictions	on	sharing	hyperdrive	technology	
  with	their	fellow	nations.
  NATO	(Northern	Alliance	Treaty	Organisation)
  This	is	a	military	alliance	based	on	the	older	North	Atlantic	
  Treaty	Organisation.	It	was	founded	from	the	alliances	that	co-
  operated	in	2050–51	to	defend	Earth	against	the	Mech	threat.	
  Since	then	the	alliance	has	coalesced	into	a	formal	cohesive	
  military	 alliance.	 Its	 members	 include	 the	 various	 nations	
  making	up	the	power	blocks	of	CIS,	Europe	and	NorPac.	China	
  is	affiliated	with	NATO	for	world	defence	but	pursues	its	own	
  policies	with	respect	to	Earth-based	nations.	This	power	block	
  has	so	far	kept	the	other	Earth-based	powers	in	check	to	prevent	
  serious	conflicts	that	would	weaken	Earth’s	defence	against	hostile	
  alien	forces.
  During	the	Martian	Wars,	the	United	States	acted	on	its	own	
  without	NATO	support.	In	fact	many	NATO	nations	actively	
  opposed	American	actions	by	recognising	Martian	sovereignty	and	
  politically	opposing	America	within	NATO	or	the	UN.
  NorPac	(Northern	Pacific	Economic	Sphere)
  This	power	block	revolves	around	traditional	ties	involving	
  the	United	States	and	its	various	partners	in	the	Northern	Pacific	
  region.	The	ties	are	predominantly	various	economic	agreements	
  along	with	some	military	agrrements.	Of	the	big	power	blocks	
  its	members	are	the	most	independent	with	respect	to	their	
  activities.	Members	include	Canada,	Japan,	Mexico	and	the	
  United	States.
  SATO	(Southern	Alliance	Treaty	Organisation)	-	Oceania
  This	power	block	comprises	some	fairly	minor	nations	in	
  the	southern	hemisphere.	However,	careful	agreements	and	
  concentrations	of	resources	combined	with	the	amalgamation	
  of	corporations	have	made	this	block	shine	as	the	foremost	
  economic	power	in	the	southern	hemisphere.	The	block	is	held	
  together	primarily	on	economic	terms,	although	the	military	
  agreements	are	important.	This	group	is	considered	one	of	the	
  most	progressive	on	Earth.	Its	members	include	Australia,	South	
  Africa,	Singapore,	New	Guinea,	New	Zealand	and	most	of	the	
  South	Pacific	island	states.	This	block	is	often	referred	to	as	
  Oceania,	although	South	Africa	does	not	share	the	same	currency	
  as	the	Asia/Pacific	states.
  UN	(United	Nations)
  This	is	not	a	power	block	as	such.	It	remains	much	the	same	
  as	before,	except	that	it	has	been	invested	with	more	powers	
  and	control	than	it	had	in	the	late	20th	century.	Fortunately	
  for	humanity	all	Human	nations	are	members	of	the	UN.	This	
  has	made	diplomatic	relations	with	various	alien	races	easier	
  to	maintain.	The	UN	represents	the	closest	thing	to	a	World	
  Government	that	Humanity	has	at	the	present	time,	although	
  it	is	more	a	representative	democracy	made	up	of	national	
  representatives.
  With	the	recent	formation	of	the	Terran	Alliance,	the	United	
  Nations	has	had	several	of	its	councils	and	agencies	expanded	to	
  cater	for	Alliance	business	at	an	interstellar	level.
  The	UN	Security	Council	is	now	the	formal	military	council	
  for	the	Terran	Alliance.	Apart	from	Terran	nations	sitting	on	this	
  council,	the	Martian	Confederation,	the	Forerunners	and	the	
  Daryn	Kingdom	all	sit	on	this	council	for	sessions	involving	
  Alliance	affairs.
  Military Orientation
  America
  The	USA	acts	very	independently,	often	at	odds	with	its	allies.	
  It	uses	its	allies	as	tools	to	aid	its	own	military	endeavours.
  France
  France	 is	 a	 loner	 and	 pursues	 its	 own	 military	 agenda.	
  However,	it	participates	fully	in	European	matter	concerning	
  the	planetary	defence	of	Earth
  Britain
  The	UK	relies	on	careful	diplomacy	with	America,	Europe	
  and	Commonwealth	countries	to	achieve	its	military	aims.	I's	
  own	military	is	small	but	designed	for	high	quality.
  Germany
  FRG	 purposes	 a	 military	 policy	 that	 doesn’t	 hinder	 its	
  economic	agenda.	The	military	is	used	as	a	means	of	defence	
  rather	than	an	implement	of	aggression,	although	it	can	act	
  aggressively	when	required.
  United Nations Emblem
  
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  Planets
  Mercury	
  Type	R	 	
  	
  Pop	20,000	(on	planet)
  The	four	major	spacefaring	powers	(America,	China,	Europe,	
  Russia)	maintain	major	research	facilities	on	this	planet.	Mining	
  of	various	ferric	metals	and	alloys,	including	iron	and	nickel,	is	
  conducted	by	a	consortium	owned	by	these	powers.	They	are	co-
  operating	here	because	of	the	adverse	conditions	and	the	need	to	
  pool	expertise	and	hardware	in	order	to	succeed.	
  The	command	complex	for	the	nearby	solar	pumped	laser	
  stations	of	the	United	States	is	located	at	the	north	pole	of	
  Mercury.	These	laser	stations	were	once	used	to	launch	the	
  Starwisp	probe	to	Barnard.	Since	then	they	have	been	adapted	
  into	extreme-range	system	defence	weapons.
  Moon	
  	
  Type	R	 	
  	
  Pop	3	million
  The	moon	has	the	heaviest	concentration	of	human	activity	
  outside	of	Earth	and	Mars.	Many	of	the	nations	on	Earth	maintain	
  some	sort	of	presence	on	this	planet,	whether	they	have	the	
  capability	to	get	here	themselves	or	not.	Most	maintain	their	
  own	bases	on	separate	sites	with	clearly	defined	territory	markers.	
  Corporations	such	as	Selene	Mining	also	have	their	own	base	
  zones.	Most	of	the	zoning	agreements	are	sorted	out	by	the	UN	
  Lunar	Council.
  Selene	Base	is	the	headquarters	of	Selene	Mining.	It	is	an	
  underground	facility	with	surface	domes	for	storage,	recreation	
  and	vehicle	facilities.	It	has	a	10-km-diameter	mass	driver	for	
  launching	processed	metals	to	an	Earth-orbiting	facility	for	
  transfer	to	the	surface	via	Cape	York	Spaceport	in	Australia.	The	
  base’s	processing	facilities	not	only	refine	metals	but	also	provide	
  oxygen	as	well	as	a	limited	supply	of	hydrogen	for	use	in	the	
  water-production	plant.	The	base	is	situated	in	the	Sea	of	Clouds	
  near	Alphonsus	crater.	It	has	a	population	of	about	10,000,	most	
  of	whom	are	permanent	residents	with	the	rest	being	company	
  employees	on	three-month	shifts.
  Farside	astronomical	observatory	is	located	in	the	Sea	of	
  Moscow	on	the	farside	of	the	Moon.	The	observatory	is	equipped	
  with	a	huge	array	of	astronomical	devices	such	as	visual	telescopes.	
  Because	of	the	low	gravity,	the	size	and	the	related	power	of	these	
  instruments	is	far	higher	than	on	Earth	because	larger	structures	
  can	be	built.	Being	on	the	farside	of	the	Moon	provides	a	shield	
  from	any	Earth-based	interference.
  This	facility	is	a	joint	American/Russian	venture.	It	was	
  established	in	the	early	days	of	man’s	return	to	the	Moon.	SETI	also	
  use	this	facility	for	their	purposes.	It	houses	about	200	personnel.
  The Solar System
  Mars	
  	
  	
  Type	D	 	
  	
  Pop	20	million
  Since	the	initial	expedition	in	2015	this	world	has	been	
  extensively	settled	with	the	aid	of	corporate	backing.	In	2140	
  the	corporations	formed	a	confederation	and	declared	their	
  independence	from	American	rule.	This	resulted	in	the	protracted	
  Martian	Wars	 until	 2144,	 when	 USAN	 and	 USAM	 forces	
  were	finally	defeated	by	the	Martian	Military.	The	UN	does	
  recognise	the	corporations’	bureaucratic	confederation	as	a	formal	
  government.	Most	business	with	them	is	carried	out	from	various	
  orbital	facilities.
  However,	the	world	is	also	inhabited	by	the	Aratani	people,	
  who	largely	keep	to	themselves	in	major	cities	at	Cydonia,	Elysium	
  and	Hellas.	Although	Mars	is	classified	as	a	desert	world,	the	
  Aratani	have	begun	extensive	terraforming	activities,	forming	
  ice-covered	northern	oceans,	thickening	the	atmosphere	and	
  introducing	plants	and	animals	into	the	biosphere.	Although	it	is	
  still	not	habitable	by	Man,	the	Aratani	seem	confident	of	success	
  within	a	short	space	of	time.
  Asteroids	
  	
  Type	A	 	
  	
  Pop	5	million	(in	region)
  The	belt	is	dominated	mainly	by	operations	of	the	main	four	
  powers	and	operations	from	Mars.	Harvesting	asteroids	for	raw	
  materials	is	the	primary	industry	in	this	region.	America	also	
  maintains	several	listening	posts	on	the	inner	edge	of	the	belt	for	
  monitoring	Martian	activities.
  Jupiter	 	
  Type	G
  Most	of	the	Jupiter	system	has	remained	unihabited	except	for	
  mining	outposts,	because	of	the	intense	magnetic	fields	and	the	
  associated	radiation	belts	of	Jupiter	itself.	Callisto	is	the	primary	
  facility	used	in	the	Jupiter	region.	One	of	the	smaller	asteroidal	
  moons	of	Jupiter	is	being	used	as	the	research	centre	for	project	
  Agrav	by	an	international	group	of	scientists	under	the	auspices	
  of	Allied	Aerospace.
  Pluto	
  Type	I	 	
  	
  Pop	30,000
  The	first	manned	mission	to	this	remote	world	was	in	2061.	
  An	enormous	radio	telescope	array	was	built	in	orbit	here	by	
  remote	probes	from	NASA	in	the	last	21st	century	to	find	
  interstellar	civilisations.	Its	data	was	to	be	crossmatched	with	the	
  planet-finder	array	at	Jupiter.
  The	Aerospace	Navy	subsequently	built	a	huge	base	in	the	L1	
  locality	between	Pluto	and	Charon.	The	NASA	facility	is	now	
  being	run	co-operatively	with	Aerospace	personnel.
  
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  This	section	details	some	of	the	key	outposts	and	colonies	
  of	 humanity.	 In	 the	 last	 decade	 significant	 expansion	 has	
  been	undertaken	by	Terrans	as	hyperdrive	was	reclassified	for	
  distribution	to	other	nations.	This	was	largely	due	to	the	Serpenti	
  War	conflict,	and	the	pressure	put	on	NATO	nations	to	seek	as	
  many	hyperdrive	equiped	space	naval	forces	as	possible.
  Humanity	have	colonies	spread	throughout	their	sphere	os	
  influence,	and	in	the	last	decade	the	growth	in	colonial	sites	has	
  been	phenomenal.	The	following	is	a	selection	of	some	of	the	
  earliest	founded	colonies.
  United States of America
  The	USA	has	changed	its	colonial	policies	since	the	disaster	
  of	the	Martian	Wars.	American	colonies	now	have	colonial	
  governments	that	resemble	the	state	governments	of	the	United	
  States	itself.	This	local	democratic	system	gives	local	residents	
  control	over	normal	government	procedures.	The	Colonial	
  Military	is	also	funded	and	controlled	by	the	local	government,	
  unless	Federal	Authorities	dictate	otherwise.
  The	 other	 feature	 of	 American	 colonisation	 is	 the	
  government-owned	Development	Corporations	(DCs).	Like	
  ARES	on	Mars	(originally	Mars	Development	Corporation)	
  the	Federal	government	establishes	a	corporation	to	develop	
  the	needed	infrastructure	of	a	colony.	The	main	areas	these	
  corporations	operate	in	are	agriculture,	construction,	mining	
  and	transportation.	The	DCs	are	also	a	way	for	the	Federal	
  government	to	keep	a	different	measure	of	control	over	local	
  colonial	affairs.
  The	company	remains	government-owned	until	the	colony	
  is	well	established,	at	which	point	shares	are	sold	to	the	colonial	
  government	 and	 private	 partners.	 Current	 development	
  corporations	include	Arcturus,	Arlington	and	Luna.	The	Luna	
  Development	Corporation	is	the	only	DC	to	have	privately	owned	
  shares.	The	others	have	yet	to	establish	firm	colonies.
  Arcturus
  Locality:		
  Arcturus	(-28/-18.4/11.7)
  Planet	Type:		 T
  Environment:		normal-g,	standard	oxygen	atmosphere
  Population:		
  5	million
  This	is	a	rough	world	which	is	unlikely	to	be	tamed	for	
  generations.	Its	dinosauroid	life	forms	compete	with	vicious	
  mammalian	lifeforms	in	a	ecosystem	that	more	resembles	a	war	
  zone.	Locals	form	small	agricultural	and	industrial	communities	
  in	defendable	areas	like	small	valleys.	The	Arcturian	Colonial	
  Marines	are	often	called	in	to	rescue	a	community	from	some	
  rampaging	beast	that	the	locals	can’t	handle.
  The	main	city	is	located	on	a	peninsula	in	the	southern	
  hemisphere	temperate	region	and	is	heavily	fortified	against	
  Colonies
  native	predators.	Arcturus	is	undergoing	a	massive	military	
  buildup	as	full-scale	war	occurs	between	the	Aronhi	and	Stotatl	
  empires.	The	American	government	fears	the	war	may	spill	
  over	into	human	space.	Arcturus	is	considered	the	gateway	into	
  human	space	from	the	Serpenti	Quadrant	in	which	the	war	is	
  being	fought.	So	far	twenty	Constellation	class	Battlecruisers	
  have	been	moved	into	the	system,	along	with	a	full	division	of	
  Aerospace	Marines.
  Arlington
  Locality:		
  Tau	Ceti	(10.3/4.9/-3.3)
  Planet	Type:		 T
  Environment:		normal-g,	standard	oxygen	atmosphere
  Population:		
  25	million
  This	is	by	far	the	most	settled	world	amongst	the	American	
  interstellar	colonies.	It	is	primarily	an	agricultural	colony,	with	the	
  local	biology	being	extremely	compatible	with	Terran	biology.	A	
  huge	boom	has	occurred	in	the	pharmaceutical	industry	because	
  of	many	recent	discoveries.	The	psionic-enhancing	drug	called	
  Psiothene	is	synthesised	here	from	local	biota.	Local	military	
  development	has	progressed	smoothly	here.	The	Aerospace	Navy	
  is	in	the	process	of	establishing	an	orbital	network	of	laser	battle-
  satellites	for	planetary	defense.	Twelve	are	currently	in	operation.	
  Kinmont	is	the	capital	city,	which	contains	roughly	10%	of	the	
  planetary	population.
  United Kingdom
  Falicin
  Territory:		
  UK
  Locality:		
  BK+00	2334	(-21.2/-37.3/7.1)
  Planet	Type:		 T
  Environment:		normal-g,	standard	oxygen	atmosphere
  Population:		
  2	million
  This	is	deep	in	the	Serpenti	Quadrant.	It	is	the	furthest	
  Human	outpost	to	date.	The	world	is	fully	habitable,	and	the	
  British	government	has	began	colonisation	following	it’s	recapture	
  from	Stotatl	occupation.		However,	this	world	is	lying	on	edge	of	
  a	war	zone	between	the	Aronhi	and	Stotatl	empires.	Given	the	
  continued	escalation	of	this	war,	the	outpost	will	be	in	danger	as	
  the	scope	of	the	war	increases.	Thr	UK	has	given	terrotorial	rights	
  for	colonies	to	Oceania	(Australia,	New	Zealand,	South	Africa)	
  and	India	in	return	for	military	defence	arrangements.	The	USA	
  was	also	granted	a	large	area	of	land	for	building	a	forward	military	
  base	of	operations	in	the	Quadrant.
  
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  Victoria
  Locality:	
  Alpha	Centauri	(-1.7/-1.4/-3.8)
  Planet	Type:	 T
  Environment:	normal-g,	standard	oxygen	atmosphere
  Population:	
  23	million
  The	establishment	of	this	colony	came	after	much	debate	
  amongst	the	European	interstellar	partners	(France,	Germany	and	
  UK).	The	status	of	this	world	is	a	sticking	point	in	UK	politics.	
  It	is	still	being	debated	whether	Victoria	is	part	of	the	UK	or	a	
  dependant	Commonwealth	state	or	a	territory	of	a	new	British	
  Empire.	This	colony	is	fully	established	and	supports	a	growing	
  and	vibrant	economy	which	is	both	industrial	and	agricultural.	
  The	world	is	a	popular	destination	for	interstellar	tourists	because	
  of	its	proximity	to	the	Solar	System.	The	military	forces	stationed	
  here	are	normal	British	units	of	the	Army,	RAF,	RN	and	RSN.	
  Almost	half	of	the	UK’s	space	force	is	stationed	in	this	system.	
  Avon	is	the	capital	city	with	about	five	million	residents.
  Germany
  Abenstein
  Locality:	
  Omicron	2	Eridani	(7.0/14.0/-2.2)	
  Planet	Type:	 T
  Environment:	normal-g,	standard	oxygen	atmosphere
  Population:	
  5	million
  This	world	is	the	prime	contact	site	between	humanity	and	
  the	Coalition.	Draconian	traders	contacted	the	colonists	in	2164	
  after	receiving	reports	of	humans	contacting	the	Forerunners	
  and	Daryne	at	the	Zeta	Reticuli	stars.	The	German	Colonial	
  government	has	been	quick	to	industrialise	this	world	for	a	stable	
  economy.	The	local	population	is	involved	in	producing	many	fine	
  examples	of	art	in	various	forms	that	are	now	high	in	demand	in	
  the	Coalition.	Locals	are	more	likely	to	buy	alien	products	because	
  of	their	relative	lower	cost	than	goods	shipped	from	Earth.
  France
  Nouvelle	Quebec
  Locality:	
  Epsilon	Indi	(5.2/-3.1/-9.4)
  Planet	Type:	 T
  Environment:	normal-g,	standard	oxygen	atmosphere
  Population:	
  4	million
  The	French	government	has	stopped	shipping	colonists	to	
  this	world	because	of	local	insurrection	by	radicals	who	tried	to	
  declare	independence	in	2169.	The	local	provincial	government	
  was	ill-equipped	to	handle	the	situation.	Military	rule	has	been	
  imposed	by	recently	landed	troops	of	the	Foreign	Legion.	The	
  remaining	radicals	have	fled	into	the	local	hinterlands	to	escape	
  capture.
  Apgouecan
  Locality:		
  DM-26	12026	(K1V:	-3.3/-15.6/-8)
  Planet	Type:	 T
  Environment:	normal-g,	thin	oxygen	atmos
  Population:	
  4	million
  Although	surveyed	early	during	expansion	of	Terrans	this	
  habitable	world	was	overlooked	in	favour	of	the	more	Earthlike	
  worlds	further	along	the	7.7	light	year	trace	towards	the	Zeta	
  Reticulli	stars.	It’s	fate	as	a	colony	was	left	undecided	until	2171	
  when	France	expressed	an	interest	in	a	prime	colony	closer	to	
  Earth,	and	prior	to	being	claimed	by	the	multitude	of	nations	
  gaining	hyperdrive	through	the	Commonwealth	agreements	that	
  were	in	progress	during	that	year.
  Apgouecan	is	the	second	interstellar	colony	established	by	
  France.	It’s	abundant	oceans	have	suited	it	to	the	development	of	
  aquaculture	and	truly	isolated	island	holiday	resorts.	This	water	
  world	has	also	yielded	up	abundant	mineral	resources	in	the	
  form	of	metal	alloys	accumulating	on	volcanic	islands	due	to	the	
  actions	of	colonial	organisms	similar	to	coral.	The	French	colonial	
  government	have	so	far	contracted	out	most	mining	licences	to	
  Selene	Mining,	while	retaining	the	rest	exclusively	for	smaller	
  French	owned	operations.
  Given	this	system	has	a	Stargate	linked	to	the	core	worlds,	
  and	is	the	closest	colony	to	the	Vega	region,	it	has	formed	an	
  impressive	orbital	way	station	complex	dedicated	to	the	numerious	
  civilian	exploration	missions	going	into	the	region	and	the	various	
  operations	mounted	by	both	the	French,	Chinese	and	American	
  military	forces.
  Russia
  Boristov
  Locality:	
  Beta	Comae	Berenices	(-22.9/-7.2/12.8)
  Planet	Type:	 T
  Environment:	normal-g,	standard	oxygen	atmosphere
  Population:	
  30	million
  This	colony	has	run	into	extreme	problems	in	establishing	a	
  viable	agricultural	base	for	its	colonists.	A	whole	host	of	micro-
  organisms	and	parasites	are	openly	hostile	to	Terran	food	plants.	
  So	far	food	supplies	are	strictly	limited	and	supplied	by	hydroponic	
  stations	in	sealed	environments.	Russian	industrial	developers	
  are	taking	advantage	of	the	situation	by	shipping	in	huge	orbital	
  hydroponic	stations.	The	Ukrainian	colonists	have	been	the	
  most	affected,	since	most	were	farmers	seeking	their	own	land.	
  Currently	most	of	them	are	employees	of	hydroponic	companies	
  or	are	unemployed.	This	unemployment	base	is	growing	with	the	
  increasing	arrival	of	Ukrainian	emigrants.	A	true	lower	class	is	
  being	developed	which	is	generating	more	crime	than	has	been	
  seen	by	Russians	for	more	than	almost	a	hundred	years.
  China
  Hujiang
  Locality:	
  Delta	Pavonis	(3.8/-6.5/-17.1)
  Planet	Type:	 T
  Environment:	normal-g,	standard	oxygen	atmosphere
  Population:	
  210	million
  This	is	the	most	populated	human	world	other	than	Earth	
  itself.	China	is	conducting	full-scale	population	transportation	
  to	alleviate	population	pressure	back	on	Earth.	Transportation	
  schedules	indicate	the	Chinese	government	wants	to	ship	at	
  least	another	200	million	people	to	this	world.	The	transported	
  population	 includes	 many	 bright	 young	 specialists	 as	 well	
  as	 families	 of	 subsistence	 farmers.	The	 Chinese	 provincial	
  government	is	run	like	the	old	communist-style	government	
  common	in	the	twentieth	century.	Democratic	and	capitalistic	
  
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  aspects	of	modern	China	are	unlikely	to	appear	for	at	least	a	
  decade,	when	the	colony	should	be	autonomous.	A	large	garrison	
  of	Army	personnel	numbering	almost	quarter	of	a	million	men	
  is	stationed	on	planet.	The	government	is	currently	in	a	dispute	
  with	Selene	Mining	over	mining	rights	in	the	local	asteroid	belt	
  and	on	several	other	worlds	in	the	system.
  Outposts
  Altair	IVa
  Locality:	
  Altair	(A7V:	7.4/-14.5/2.4)
  Planet	Type:	 P
  Environment:	low-g,	vaccuum	atmos
  Population:	
  50
  RSN	are	currently	sponsoring	a	BIS	(British	Interplanetary	
  Society)	research	project	in	the	Altair	system	on	gravimetric	pulse	
  engine	technology.	The	Altair	system	is	currently	considered	
  interdicted	to	foreign	traffic,	and	is	known	to	be	patrolled	by	
  the	3rd	Cruiser	squadron	(6xCounty	class	cruisers,	18xF	class	
  frigates).
  Barnards
  Territory:	
  USA
  Locality:	
  Barnards	Star	(-0.1/-5.9/0.5)
  Planet	Type:	 R
  Environment:	low-g,	vacuum	atmosphere
  Population:	
  160,000
  This	outpost	is	the	principle	American	naval	base	outside	
  the	Solar	system.	Mining	activities	conducted	in	the	system	
  support	military	construction	operations.	The	base	is	also	used	
  as	a	waystation	for	American	vessels	travelling	towards	the	colony	
  at	Tau	Ceti.
  Proxima	3
  Territory:	
  Russia/USA
  Locality:	
  Proxima	Centauri	(-1.6/-1.2/-3.8)
  Planet	Type:	 M
  Environment:	normal-g,	tainted	thin	oxygen	atmosphere
  Population:	
  200	humans,	100,000	Treerats
  This	outpost	was	established	in	2156	to	study	the	strange	
  alien	artifacts	found	in	this	system,	namely	the	gravity	focusing	
  lens	and	the	alien	base	(later	identified	as	Coalition).	Scientists	
  from	many	disciplines	study	here.	More	importance	was	placed	on	
  studying	the	Treerats	in	2159	when	the	Treerats	were	discovered	to	
  be	sentient	by	an	ARES	scientist,	Doctor	Vladimir	Klostov.	The	
  status	of	the	Treerats	is	still	a	matter	of	debate	in	the	UN.	However,	
  the	Coalition	has	taken	an	interest	in	the	Treerats,	claiming	that	
  they	were	not	sentient	when	their	base	was	operational	300,000	
  years	ago.	The	Coalition	have	reopened	their	base	and	are	shipping	
  in	science	personnel.	The	Russian	and	American	governments	
  have	yet	to	make	a	decision	concerning	the	Coalition	presence	
  next	to	their	outpost.
  Sirius
  Territory:	
  Martian	Confederation
  Locality:	
  Sirius	(-1.6/8.2/-2.5)
  Planet	
  Type:	A
  Environment:	zero-g,	vacuum	atmosphere
  Population:	
  50,000
  This	Martian	interstellar	outpost	was	established	to	conduct	
  scientific	studies	on	solar	system	dynamics	and	stellar	processes	in	
  another	solar	system.	However,	several	Martian	firms	have	moved	
  their	production	facilities	to	this	system	to	take	advantage	of	the	
  local	mineral	resources	in	the	local	asteroids.	The	local	rock	jacks	
  are	subsidised	by	ARES	to	counteract	expansion	of	Selene	Mining	
  operations	into	this	system.
  Vega	II
  Locality:	
  Vega	(A0V:	3.1/-20.3/16.4)
  Planet	Type:	 I
  Environment:	low-g,	exiguous	nitrogen	atmos
  Population:	
  500
  The	 American	 outpost	 at	Vega	 is	 currently	 maintained	
  by	NASA	as	a	research	station	to	carry	our	studies	of	a	proto	
  planetary	disk	that	is	in	orbit	around	Vega.	As	yet	no	real	planetary	
  system	has	formed	around	Vega,	but	NASA	scientists	hope	to	
  understand	more	about	planetary	formation.	Several	coporate	
  interests,	including	Selene	Mining	USA	Inc.	are	sponsoring	this	
  project	in	hopes	of	finding	new	methods	of	identifying	mineral	
  deposits	worth	mining	in	other	star	systems.	
  A	small	independant	iceteroidal	mining	operation	for	volatiles	
  based	off	Vega	IV	is	proving	to	yield	anough	fuel	and	gasses	to	
  support	Vega	as	a	possible	advance	waystation	for	American	
  military	forces	in	the	region.	The	directors	Vegan	Volitiles	are	
  hoping	the	potential	of	the	system	will	attract	USAN	to	build	a	
  permanent	military	base	in	the	system.
  Wolf	359
  Territory:	
  Europe
  Locality:	
  Wolf	359	(-7.2/2.1/1.0)
  Planet	Type:	 R
  Environment:	normal-g,	vacuum	atmosphere
  Population:	
  1.5	million
  This	outpost	was	established	as	the	command	post	for	study	
  of	the	ruined	Mech	armada	found	in	this	system	during	an	ESA	
  exploration	mission	in	2156.
  The	system	is	under	military	jurisdiction,	with	most	of	the	
  system	being	off	limits	to	civil	traffic.	A	service	depot	on	a	moon	
  in	the	outer	system	around	the	Columbus	gas	giant	is	the	civil	
  service	centre	for	the	system.
  This	system	has	almost	as	much	population	as	some	interstellar	
  colonies,	although	most	of	the	residents	are	military	personnel.	
  The	system	includes	extensive	military	facilities	for	British,	French	
  and	German	military	forces.	European-derived	RDF	units	are	also	
  stationed	in	this	system,	giving	other	European	nations	a	military	
  presence	in	this	system.	The	rest	of	the	personnel	are	scientists,	
  engineers	and	support	staff	from	throughout	Europe.
  
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  Martian Military
  The	 Martian	 Army	 is	 comprises	 several	 diverse	 groups	
  which	are	brought	together	under	war	conditions.	Every	large	
  citizen	corporation	maintains	a	security	force.	In	a	time	of	war	
  these	security	forces	are	mobilised	as	elements	of	the	Army.	The	
  Martian	police	are	also	mobilised	as	a	military	unit.	The	Rangers,	
  security	forces,	police	and	other	volunteer	organisations	make	up	
  the	components	of	the	Army.
  The	Martian	Navy	is	a	more	formal	organisation.	It	has	a	full	
  academy	for	recruit	training	and	is	involved	in	personnel	exchange	
  programs	with	the	United	States,	United	Kingdom	and	Russia.	
  The	navy	is	normally	involved	in	escort	duty	for	Martian	vessels	
  in	interstellar	space.	This	doesn’t	mean	that	the	Martian	Navy	is	
  not	a	real	fighting	force,	having	a	proven	war	record	during	the	
  Martian	War	of	Independence	against	the	United	States.
  The	Aratani	are	known	to	have	an	extremely	large	military	
  force,	as	seen	in	the	Martian	Wars.	In	the	closing	stages	of	the	
  Wars	they	fielded	several	hundred	thousand	professional	troops,	
  numerous	armoured	brigades,	and	almost	30,000	space	fighters.	
  All	these	forces	are	seconded	to	the	Martian	military	in	times	
  of	war.
  Martian Rangers
  This	is	the	only	full-time	ground	military	service	on	Mars.	
  It	is	a	specialist	unit	focused	on	survival	and	commando-style	
  activities.	It	also	offers	its	services	in	a	mercenary	fashion	to	the	
  UN	Security	Council.	The	Martian	Government	wants	this	
  organisation	to	become	profit-making	within	the	next	ten	years.	
  It	is	the	equivalent	of	a	special	forces	unit	and	has	a	strength	
  equivalent	to	a	regiment.	It	is	made	up	of	functional	units	ranging	
  from	platoon	to	battalion	strength.
  Patrol Service
  This	is	the	core	of	the	Martian	Navy.	It	operates	a	Naval	
  Academy	to	train	ship	crews.	Its	vessels	fill	a	number	of	specific	
  roles	during	peacetime.	These	roles	are	patrol,	customs,	escort	and	
  rescue	duties.	The	main	vessels	in	use	are	either	the	T-90c	customs	
  cutter,	T-91	patrol	interceptor	or	the	20,000	ton	corvette.
  Military Forces
  Martian Rank Structure
  	
  	
  Army	
  Navy
  O5		
  General	
  Admiral
  O4		
  Colonel	
  Commodore
  O3		
  Major	
  Captain
  O2		
  Captain	
  Commander
  O1		
  Lieutenant	
  Lieutenant
  E5		
  Top	Sergeant	
  Chief
  E4		
  Sergeant	
  Senior	Petty	Officer
  E3		
  Half	Sergeant	
  Petty	Officer
  E2		
  Trooper	
  Spacehand
  E1		
  Recruit	
  Rating
  NATO
  The	Northern	Alliance	Treaty	Organisation	functions	in	a	
  similar	fashion	to	its	predecessor.	However,	many	of	the	RDF	
  (Rapid	Deployment	Force)	units	have	been	transformed	into	
  multinational	special	forces	groups.	The	‘Black	Tigers’	are	a	
  prime	example	of	a	small	elite	RDF	unit.	Such	units,	derived	
  from	European	nations,	are	space-mobile	for	quick	deployment	
  throughout	European	interstellar	territories.	Typically,	units	like	
  the	‘Black	Tigers’	are	equipped	with	an	Anvil-class	vessel	for	
  deployment	purposes.
  T-91 Patrol Interceptor
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  United Kingdom
  Royal Space Navy
  With	the	expansion	of	the	UK’s	military	into	space,	the	Royal	
  Navy	took	the	honours	of	controlling	the	high	frontier.	However,	
  the	service	won	its	freedom	from	Royal	Navy	control	in	2135	
  following	a	bitter	dispute	over	the	ability	of	Royal	Navy	Command	
  to	control	space	forces	effectively.	Nevertheless,	the	Royal	Space	
  Navy	retains	a	proud	tradition	in	its	Royal	Navy	roots.
  Royal Marines - Space
  The	Royal	Marine	force	established	for	space	work	did	not	
  gain	the	same	release	as	their	naval	counterparts.	Their	command	
  structure	is	now	normally	part	of	the	Royal	Space	Navy.	When	
  operating	on	planetary	surfaces	with	normal	Royal	Marines,	
  the	‘space	marines’	fall	under	the	jurisdiction	of	Royal	Marine	
  Command.
  United States of America
  Colonial Marines
  With	the	founding	of	interstellar	colonies,	America	created	
  a	new	marine	force	composed	of	locals.	This	force	would	fulfil	
  all	of	the	functions	of	the	national	guard,	army	and	marines	on	
  their	respective	colony	worlds.	This	was	partially	as	a	cost-saving	
  measures,	but	also	out	of	the	need	for	a	versatile	multi-terrain	
  local	force.	The	Colonial	Marines	are	intended	to	be	backed	up	
  by	the	Aerospace	Marines	in	wartime.
  United States Space Force
  With	the	end	of	the	Mech	attack	of	2050	the	USA	foresaw	
  that	the	military	expansion	into	space	would	not	be	fulfilled	by	
  differing	services	who	had	specific	planetary-based	duties.	So	the	
  Space	Force	was	formed.	It	was	based	on	the	dominant	Air	Force	
  organisation	and	thinking	of	the	time.	However,	in	2070	the	Force	
  was	restructured	for	operational	purposes	and	the	fighting	division	
  was	renamed	the	United	States	Aerospace	Navy.
  With	the	increasing	growth	of	the	American	presence	in	
  space,	a	demand	for	space-mobile	troops	became	a	necessity.	
  The	Aerospace	Navy	also	needed	shipboard	troops.	In	2072	the	
  Aerospace	Marines	were	formed	as	part	of	the	larger	Space	Force	
  framework.	They	are	modelled	on	the	United	States	Marine	Corp.	
  However,	they	are	treated	as	an	armoured	marine	force	because	of	
  their	extensive	use	of	Richmond	Grav	APCs,	Battle	Hawk	Power	
  Armour	units	and	Drake	Combat	Walkers.	Units	of	all	sizes	are	
  found	on	USAN	ships,	bases	and	stations,	and	are	divided	into	
  Battalions	for	combat	purposes.	The	main	battalions	are	deployed	
  on	Washington-class	Battleships	for	interstellar	deployment.	The	
  most	famous	is	the	1st	Aerospace	Battalion	which	serves	on	the	
  USS	Arizona	under	the	command	of	Colonel	Richard	Dexter.
  Military Skills
  In	general	military	personnel	require	a	higher	degree	of	
  training	 in	 specialist	 areas	 than	 civilians.	To	 reflect	 this,	 a	
  number	of	skills	should	become	inclusive.	Firstly,	gun	training	
  will	include	experience	in	throwing	grenades.	Secondly,	unarmed	
  training	will	include	the	training	in	the	use	of	combat	knives	
  and	bayonets.	Recon	training	will	also	include	stealth,	or	else	
  it	would	be	pointless	to	conduct	such	operations.	Surveillance	
  work	in	the	modern	military	includes	an	extensive	background	
  in	the	sensors	used	in	this	work.	Military	personnel	are	also	able	
  to	conduct	routine	maintenance	operations	on	the	equipment	in	
  which	they	are	trained.
  Cybernetics
  The	military	forces	of	the	world	treat	the	use	of	cybernetics	
  by	their	personnel	in	a	variety	of	ways.	In	Japan,	cybernetic	
  enhancements	of	various	kinds	are	mandatory	for	all	personnel.	
  In	the	American	Space	Force	all	engineers,	computer	techs	and	
  electronic	techs	must	have	neural	jacks,	while	all	naval	pilots	
  must	have	neural	jacks	fitted	for	RV	work.	Cybernetics	are	quite	
  common	in	other	national	military	forces	such	as	in	Australia,	
  Britain,	Canada,	France,	Germany,	Mars	and	Russia.	However,	
  the	Chinese	have	regulations	against	using	any	form	of	cybernetics	
  except	in	a	few	specialised	units.
  Psionics
  The	Chinese	and	Japanese	military	forces	actively	encourage	
  the	enlistment	of	psionic	individuals	into	their	various	services.	In	
  the	USA,	not	only	do	the	forces	encourage	enlistment,	but	they	
  also	concentrate	these	individuals	into	specialist	and	elite	units	to	
  utilise	them	to	a	greater	extent.	In	Germany	the	military	actively	
  discourages	psionic	individuals	from	enlisting,	although	many	are	
  present.	However,	the	German	Command	have	put	regulations	
  in	place	that	keep	psionics	out	of	elite	units.	Other	countries	
  treat	psionics	with	indifference	as	far	as	the	military	goes,	neither	
  encouraging	or	discouraging	them	from	enlistment.
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  Forerunners near one of the few remaining cities on their homeworld of Pheldane
  
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  During	the	expansion	into	interstellar	space	many	races	have	
  established	multi-world	interstellar	states	similar	to	empires.	
  Interstellar	politics	often	revolve	around	internal	empire	politics	
  between	worlds	and	races	or	external	politics	between	the	empires	
  themselves.
  Humanity	is	currently	aware	of	a	limited	number	of	interstellar	
  empires	within	‘known	space’.	It	seems	that	other	empires	do	exist	
  because	of	the	existence	of	a	limited	number	of	aliens	who	have	
  no	connection	to	known	empires.
  Aronhi
  This	hierarchical	empire	works	on	the	principal	of	survival	
  of	the	fittest	by	a	method	of	testing	by	combat.	This	empire	is	
  young,	dynamic	and	turbulent	according	to	who	controls	the	
  reigns	of	power.	They	are	currently	in	turmoil	with	the	Stotatl	
  Empire	over	territory	in	the	Serpenti	Quadrant	near	Arcturus.	
  Their	empire	is	ruled	by	a	council	of	clan	leaders.	The	council	is	
  preside	over	by	the	Patriarch,	who	is	the	leader	of	the	strongest	
  clan.	The	Patriarch	has	presidential-scale	powers	within	the	
  empire.	However,	the	Patriarch	can	be	thrown	out	of	office	at	
  any	time	if	a	sufficiently	strong	clan	alliance	can	assert	itself	over	
  the	current	Patriarch’s	power	base.
  At	present	the	Aronhi	no	longer	rule	their	own	space,	as	it	is	
  occupied	by	the	Stotatl,	and	are	fighting	a	resistance	war	to	liberate	
  themselves.	Only	the	disputed	territory	near	Terran	space	remains	
  free,	as	are	a	few	far-flung	outposts	on	other	frontiers.
  Empires
  The	Coalition	dates	back	to	about	300,000	years	ago	when	
  it	was	established	by	its	member	races	as	a	military	pact	to	aid	in	
  the	defence	of	their	worlds	against	Mech	invasions	of	the	period.	
  With	the	end	of	the	conflict	and	many	worlds	laid	to	ruin,	and	
  those	that	survived	being	knocked	back	to	pre-stellar	technologies,	
  the	Coalition	was	disbanded.	However,	50,000	years	ago	it	was	
  re-established	as	the	various	races	clawed	their	way	back	into	
  space.	Since	then	the	pact	has	taken	on	civilian	objectives	to	help	
  various	worlds	recover	from	the	destruction	of	the	Mechs.	With	
  the	more	recent	explosion	of	races	in	the	stellar	neighbourhood	
  in	the	last	few	centuries,	the	Coalition	members	have	had	to	
  restructure	their	operations	to	take	into	account	diplomacy	as	a	
  major	function.
  Coalition
  This	empire	is	of	an	informal	nature,	with	the	three	member	
  races	pursuing	their	own	objectives.	They	co-operate	over	issues	
  of	defence	and	regional	politics.	The	Coalition	has	remained	
  politically	neutral	concerning	conflicts	between	the	races	of	known	
  space.	Its	military	is	designed	for	the	defence	of	the	Coalition	
  and	for	striking	against	Mech	forces.	They	have	often	acted	as	
  mediators	at	peace	talks	between	other	races.	This	is	mainly	due	
  to	Ilkanian	internal	pressures	through	the	Coalition	Diplomatic	
  Corp	(CDC).
  Aronhi logo
  Chlorans
  The	Chlorans	do	not	have	an	empire	as	such.	They	only	
  have	a	number	of	mining	outposts.	Since	chlorine-atmosphere	
  worlds	are	highly	unusual,	Chlorus	is	the	only	world	known	to	
  be	habitable	to	this	race.	However,	the	Chlorans	show	a	tendency	
  for	empire	building	by	enslaving	races	to	do	their	manual	work	
  such	as	mining	on	terrestrial-style	worlds.	This	often	brings	them	
  into	direct	conflict	with	other	races.	The	Chloran	government	
  is	a	Meritocratic	Hierarchy.	The	Chlorans	have	not	entered	into	
  any	diplomatic	agreements	with	any	race	in	known	space,	bar	the	
  Stotatl.	However,	they	do	seem	to	be	making	an	effort	to	keep	
  conflicts	with	the	Coalition	to	the	minimum.	
  During	the	Serpenti	conflict	the	Chlorans	suffered	badly	
  in	contests	of	power	against	American	capital-class	warships.	
  Half	their	fleet	was	destroyed.	The	Stotatl	have	threatened	them	
  with	invasion	unless	they	ceased	hostilities	towards	them,	and	
  entered	into	an	agreement	making	them	an	autonomous	zone	of	
  the	Empire.	For	now	the	Chlorans	have	agreed	and	are	biding	
  their	time	while	rebuilding	their	fleet.
  Gildorph
  This	group	entity	now	resides	in	a	dense	stellar	region	of	the	
  spiral	arm	near	known	space.	They	have	spread	over	a	number	
  Coalition logo
  
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  of	systems	to	obtain	their	necessary	resources.	They	have	very	
  little	to	do	with	the	races	of	known	space	but	are	fairly	open	to	
  trade	and	discussion.	They	only	harbour	a	hatred	for	the	Mechs	
  since	they	were	responsible	for	driving	them	out	of	the	coreward	
  regions	of	the	galaxy	where	they	once	had	a	mighty	civilisation	
  covering	thousands	of	worlds.	The	Gildorph	seem	interested	in	
  current	Mech	activity	in	this	corner	of	the	galaxy	and	co-operate	
  with	any	race	acting	against	them.
  At	the	present	time	the	Gildorph	in	known	space	is	located	
  in	Coalition	space,	and	are	considered	part	of	that	interstellar	
  group	for	most	purposes.	However,	the	Gildorph	has	been	close-
  mouthed	concerning	its	whereabouts	or	its	extent	throughout	the	
  galaxy	and	why	it	seems	to	have	left	the	Core	region.
  Mech
  The	machine	civilisation	of	the	galaxy	is	well	established,	
  probably	along	some	hierarchical	order	over	manageable	areas.	It	
  is	probably	a	more	autonomous	situation,	with	programming	and	
  function	dictated	according	to	the	overall	aim	of	the	machines,	
  which	is	currently	unknown.	However,	recent	activity	in	known	
  space	seems	to	indicate	that	they	have	established	some	form	of	
  resource/supply	depot	within	the		region.		It	seems	only	a	matter	
  of	time	before	the	Mechs	try	another	major	assault	in	the	known	
  space	region.
  Stotatl	Empire
  This	Empire	is	virtually	monocultural	with	the	exception	
  of	the	Yzzin.	The	Empire	is	a	militaristic	hierarchy	with	little	
  variance	in	the	form	of	local	government	structures.	The	Stotatl	
  are	expansionistic,	with	a	desire	to	absorb	most	races.	However,	
  unlike	most	of	the	hostile	expansionistic	empires,	the	Stotatl	are	
  not	totalitarian.	The	Stotatl	are	currently	trying	to	put	down	
  a	rebellion	over	the	recently	seized	Aronhi	planetary	assets	
  throughout	that	race’s	former	empire	territories.	The	Stotatl	
  are	technically	hostile	to	humanity,	although	actual	relations	are	
  neutral	at	present.	The	Stotatl	seem	to	have	plans	to	absorb	the	
  Daryn	system	to	gain	the	Daryne	and	Orcoks	as	subject	races.	
  However,	human	space	is	in	the	way	at	present.	The	Stotatl	are	
  keeping	their	relations	with	the	Coalition	at	a	cordial	level	to	
  avoid	overextending	themselves	in	conflicts.
  Terran	Alliance
  The	region	of	space	in	which	Terrans	have	expanded	had	
  originally	been	under	the	jurisdiction	of	those	Terran	nations	
  involved	in	interstellar	expansion.	With	the	beginning	of	the	
  Serpenti	War	with	the	Stotatl,	many	nations	opened	hyperdrive	
  technology	to	others.	With	such	an	interstellar	presence	the	
  United	Nations	was	used	as	a	forum	for	debate	and	control	of	
  interstellar	affairs.	However,	many	low-technology	races	fell	
  within	the	influence	of	Terran	nations.	With	the	Serpenti	War,	
  a	formal	council	of	allies	was	established	for	aliens	within	the	
  human	sphere	of	influence	to	voice	their	concerns	to	the	United	
  Nations.	To	the	surprise	of	most,	the	Forerunners	joined	this	
  council,	which	was	seen	as	odd	given	their	technical	abilities	
  and	their	calm	neutrality	up	to	that	point	with	most	races	in	
  known	space.
  The	Terran	Alliance	council	also	contains	a	representative	
  of	the	Aratani,	even	though	they	are	already	represented	in	the	
  United	Nations	via	the	Martian	Confederation.	The	Aronhi	
  Free	Clan	acts	as	the	voice	of	the	Aronhi	people	to	their	new	
  Alliance	allies	in	the	war	against	the	Stotatl	Empire.
  Chloran Empire Racial Comparison Chart 
  from left - human for scale, Calamander, Chloran, Subject Race No.2
  
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  ™ Reference Manual
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  SECTION	
  Page
  Credits	
  	
  4
  Contents	 	
  5
  Introduction	
  6
  Dice	Usage	
  6
  	
  Percentile	Dice	
  6
  Character	Generation	
  7
  	
  Statistics	
  7
  	
  Attributes	
  7
  	
  Background	
  8
  	
  Finance	
  9
  Character	Racial	Templates	
  10
  Careers	
  	
  27
  Skills	
  	
  33
  	
  Skill	List	Stat	Bases	
  43
  Skill	Usage		
  41
  	
  Combined	Skill	Actions	
  41
  Psionics	
  	
  44
  	
  Equipment	
  50
  Experience	Points	
  52
  	
  Impossible	Task	EP	
  52
  	
  Training	
  53
  	
  Psionic	Experience	
  53
  	
  Experience	Point	Table	
  53
  Gravity	Environment	
  54
  	
  Statistics	
  54
  	
  Skill	Use	
  54
  	
  Combat	
  54
  	
  Equipment	
  54
  Atmospheric	Environments	
  55
  	
  Pressure	Differences	
  55
  	
  Vacuum	Conditions	
  55
  	
  Tainted	Atmospheres	
  55
  	
  Hostile	Conditions	
  55
  	
  Combat	
  55
  	
  Environmental	Suits	
  56
  	
  Equipment	
  56
  Marine	Environments	
  57
  	
  Statistics	
  57
  	
  Skills	
  57
  	
  Movement	
  57
  	
  Depth	
  57
  	
  Combat	
  57
  	
  Electronics	
  57
  	
  Marine	Equipment	
  57
  Index
  
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  ™ Reference Manual
  Page 130
  Survival	
  	
  59
  	
  Survival	Skill	Tasks	
  59
  	
  Survival	Equipment	
  60
  	
  Climbing	
  60
  	
  Climbing	Equipment	
  60
  Navigation	
  61
  	
  Navigation	Tasks	
  61
  	
  Navigation	Equipment	
  61
  Combat	System	
  62
  	
  Combat	Rounds	
  62
  	
  Initiative	
  62
  	
  Actions	
  62
  	
  Multiple	Actions	
  62
  	
  Action	Phases	
  62
  	
  Movement	
  62
  	
  Hitting	
  64
  	
  Combat	Flowchart	
  63
  	
  Exposure	
  65
  	
  Evasion	
  67
  	
  Defence	
  67
  	
  Life	
  67
  	
  Stun	Endurance	
  67
  	
  Locality	Aimed	Hit	Difficulties	
  66
  	
  Stun	Class	Table	
  66
  	
  Unarmed	Maneuver	Table	
  66
  	
  Exposure	Diagram	
  68
  	
  Armour	
  67
  	
  Hit	Locations	
  67
  	
  Damage	
  69
  	
  Stunning	
  69
  	
  Collisions	
  69
  	
  Visibility	
  69
  	
  Carrying	Capacity	
  70
  	
  Endurance	
  70
  Combat	Equipment	
  71
  	
  Firearms	
  71
  	
  Firearm	Performance	Tables	
  79
  	
  Firearm	Price	&	Weight	Tables	
  81
  	
  Ammunition	Types	
  72
  	
  Gun	Profiles	
  83
  	
  Grenades	
  73
  	
  Explosives	
  74
  	
  Weapon	Accessories	
  75
  	
  Archaic	Missile	Weapons	
  77
  	
  Armed	Weaponry	
  77
  	
  Heavy	Weapons	
  77
  	
  Armour	
  78
  	
  Shields	
  78
  Finance	
  	
  93
  Languages		
  94
  Communications	
  95
  Computers	
  96
  	
  Specialist	Programs	
  96
  	
  Equipment	
  96
  Cybernetics	
  97
  Maintenance	
  99
  
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  Medical	
  	
  100
  Robots	
  	
  102
  	
  Skills	
  102
  	
  Combat	
  102
  	
  Aliens	and	Robots	
  102
  	
  Robot	Profiles	
  103
  Security	Systems	
  105
  Sensors	
  	
  106
  Vehicles	
  	
  110
  	
  Vehicle	Collisions	
  110
  	
  Vehicle	Combat	
  110
  	
  Movement	
  110
  	
  Power	Cells	
  110
  	
  Autopilots	
  110
  	
  Vehicle	Table	
  111
  Terran	History	
  112
  	
  Timeline	
  114
  22nd	Century	Earth	
  115
  	
  Worldmap	
  116
  The	Solar	System	
  119
  Colonies	 	
  120
  	
  Colonial	Starmap	
  123
  Military	Forces	
  124
  	
  Martian	Rank	System	
  124
  Empires	
  	
  127
  Index	
  	
  129
  Character	Sheet	
  132
  www.fspacerpg.com
  
  FSpaceRPG Character Sheet
  Name
  Race
  Hair
  Eyes
  Planet
  Nation
  City
  Career
  Position
  Sex
  Height
  Weight
  Age
  DOB
  STATS
  Normal
  STR
  DEX
  CON
  INT
  PSI
  Initiative modifier
  STR DP bonus
  Carrying Capacity
  Modified
  Normal
  LIFE
  STUN END
  END
  Modified
  INT Based Skills
  INT Base
  DEX Based Skills
  DEX Base
  STR Based Skills
  CON Based Skills
  CON Base
  STR Base
  Front
  
  Armour
  Sex
  Height
  Weight
  Age
  DOB
  Weaponry
  Equipment carried
  Other Equipment
  Notes
  Back
  Right
  Left
  Weight
  Weight
  Name
  Range
  Class
  AM
  DP
  ROF
  Stun
  Burst
  Auto
  ZONE
  AOE
  Ammo
  
SOURCE: textdata/thevault/FSpace/FSpace Roleplaying - Reference Manual.pdf