TEXT:  
   
   
   
   
   
  Last Revision: 3.27.2007 
   
   
   
  
   
  2 
   
  Fighters 
   
  Hull Points 
  8  
  ADF 
  5  
  MR 
  5  
  Weapons 
  3 assault rockets  
  Defenses 
  reflective hull  
   
  Assault Scouts  
  Hull Points 
  15  
  ADF 
  5  
  MR 
  4  
  Weapons 
  4 assault rockets, laser battery  
  Defenses 
  reflective hull  
   
  Frigates 
   
  Hull Points 
  40  
  ADF 
  3  
  MR 
  3  
  Weapons 
  laser cannon, laser battery, 2 torpedos, 4 
  rocket batteries  
  Defenses 
  reflective hull, 1 masking screen, 4 ICMs  
   
  Destroyers 
   
  Hull Points 
  50  
  ADF 
  3  
  MR 
  2  
  Weapons 
  laser cannon, laser battery, 2 torpedos, 6 
  rocket batteries  
  Defenses 
  reflective hull, 2 masking screen, 4 ICMs  
   
  Heavy Cruisers 
   
  Hull Points 
  80  
  ADF 
  1  
  MR 
  1  
  Weapons 
  laser cannon, 3 laser batteries, 4 
  torpedos, 8 rocket batteries  
  Defenses 
  reflective hull, masking screen, 8 ICMs  
   
  Battleships  
  Hull Points 
  120  
  ADF 
  2  
  MR 
  2  
  Weapons 
  2 laser cannons, 4 laser batteries, 8 
  torpedos, 10 rocket batteries  
  Defenses 
  reflective hull, 4 masking screen, 20 ICMs  
   
  Assault Carriers  
  Hull Points 
  75  
  ADF 
  2  
  MR 
  1  
  Weapons 
  2 laser cannons, 6 laser batteries  
  Defenses 
  reflective hull, masking screen, 8 ICMs  
   
   
  Space Stations  
  Hull Points 
  20 to 200  
  ADF 
  0  
  MR 
  0  
  Weapons 
  1 to 3 laser batteries, 2 to 12 rocket 
  batteries  
  Defenses 
  reflective hull, 1 to 4 masking screen, 2 
  to 8 ICMs 
   
  Explanation of Terms 
  FF 
  Forward-firing weapon 
  MPO 
  Moving Player Only. MPO weapons can be fired 
  only during the attacking player's combat 
  phase. 
  RD 
  Range Diffusion. The accuracy of RD weapons is 
  reduced by 5% x the range to the target. 
  LTD 
  Limited Supply. A ship can carry only a limited 
  supply of these weapons. They must be marked 
  off the ship's record sheet as they are fired. 
  Range 
  # --- The weapon can be used only against 
  targets within the listed range of hexes. 
  Damage #d10-- - This is the number of 1 O-sided dice 
  that are rolled to determine how many points of 
  damage are caused by a successful attack. 
   
  1. Player A's Turn 
  a. Movement  
  Player A announces which of his ships are 
  using masking screens. A masking screen counter 
  is placed on top of each of these ship counters. 
  Ships and space stations in orbit are moved 
  one hex, following the direction of their orbit. 
  Player A moves each of his ships, making sure 
  that no ship moves a longer or shorter distance 
  than its speed from the previous turn will allow. 
  The player writes down each ship's new speed 
  after it moves. 
  b. Combat  
  The non-moving player (player B, in this case) 
  announces which of his ships will shoot at moving 
  ships, and which weapons they will use. The non-
  moving player then resolves all of these attacks 
  and their effects are applied immediately. 
  The moving player (player A, in this case) 
  announces which of his ships will shoot at the 
  non-moving player's ships, and which weapons 
  they will use. He then resolves all of these 
  attacks, and their results are applied. 
  2. Side B's Turn 
  The steps described above are repeated, but 
  Side B becomes the moving side and Side A 
  becomes the non-moving side. 
   
  COMBAT TABLE 
   
  Weapon 
  Reflective  
  Hull 
  Masking  
  Screen 
    
  ICM 
   
  Damage 
   
  Restrictions 
   Range  
  (hexes) 
  Laser Cannon 
  60% 
  20%* 
  -- 
  2d10 
  FF, RD 
  10 
  Laser Battery  
  50% 
  10%* 
  -- 
  1d10 
  RD 
  9 
  Torpedo 
  70% 
  70% 
  -10%/ICM 
  4d10 
  MPO, LTD 
  4 
  Assault Rocket 
  60% 
  60% 
  -5%/ICM 
  2d10+4 
  MPO, LTD, FF 
  4 
  Rocket Battery 
  40% 
  40% 
  -3%/ICM 
  2d10 
  LTD 
  3 
  * The target ship takes only one-half damage (round fractions down) if it is hit. 
  
   
  3 
   
   
  Combat Turn Sequence 
   
  Side A's Turn 
  1. Movement Phase 
      -- activate screens 
      -- activate and move seekers 
      -- move ships in orbit 
      -- move other ships 
  2. Combat Phase 
      -- roll for fire damage 
      -- defensive fire 
      -- offensive fire 
   
  Side B's Turn 
  1. Movement Phase 
      -- activate screens 
      -- activate and move seekers 
      -- move ships in orbit 
      -- move other ships 
  2. Combat Phase 
      -- roll for fire damage 
      -- defensive fire 
      -- offensive fire 
   
  Repair Turn 
      -- after every 3 turns 
   
  Abbreviations 
  FF 
  Forward Firing  
  RD  
  Range Diffusion  
  MPO  
  Moving Player Only  
  LTD  
  Limited Supply  
  RA  
  Range  
  DTM  
  Damage Table Modifier  
  HDR  
  Hull Damage Rating  
   
  ADVANCED COMBAT TABLE 
    
  Weapon 
  No 
  Defense 
  Reflect. 
  Hull 
  Proton 
  Screen 
  Electron 
  Screen 
  Stasis 
  Screen 
  Masking 
  Screen 
   
  ICM 
  Hull 
  Damage 
   
  DTM 
  LC Laser Cannon 
  75 
  60 
  60 
  45 
  75 
  60 
  75 
  60 
  75 
  60 
  25* 10* 
  -- 
  2d10 
  0 
  LB Laser Battery 
  65 
  55 
  50 
  40 
  65 
  55 
  65 
  55 
  65 
  55 
  20* 10* 
  -- 
  1d10 
  0 
  PB Proton Beam 
  60 
  50 
  60 
  50 
  25* 15* 
  70 
  60 
  40 
  30 
  50 
  40 
  -- 
  1d10 
  +10 
  EB Electron Beam 
  60 
  50 
  60 
  50 
  70 
  60 
  25* 15* 
  40 
  30 
  50 
  40 
  -- 
  1d10 
  +10 
  DC Disruptor Cannon 
  60 
  45 
  60 
  45 
  50 
  35 
  50 
  35 
  40 
  25 
  50 
  35 
  -- 
  3d10 
  +20 
  T 
  Torpedo 
  50 
  45 
  50 
  45 
  50 
  45 
  50 
  45 
  75 
  65 
  50 
  40 
  -10/ICM 
  4d10 
  -10 
  AR Assault Rocket 
  60 
  50 
  60 
  50 
  60 
  50 
  60 
  50 
  60 
  50 
  60 
  50 
  -5/ICM 
  2d10+4 
  -10 
  RB Rocket Battery 
  40 
  30 
  40 
  30 
  40 
  30 
  40 
  30 
  40 
  30 
  40 
  30 
  -3/ICM 
  2d10 
  -20 
  M 
  Mines 
  60 
  60 
  60 
  60 
  60 
  60 
  -5/ICM 
  3d10+5 
  -20 
  SM Seeker Missile 
  75 
  75 
  75 
  75 
  90 
  75 
  -8/ICM 
  5d10 
  -20 
  * Weapon causes half damage (rounded up) on all Hull Hits 
  Blue shaded areas are for use with characters that have gunnery skills. 
  ADVANCED GAME DAMAGE TABLE 
  D100 
  +DTM 
    
  Type of Damage 
  ...-10 
  Hull hit: double normal damage 
  11-45 
  Hull hit: normal damage 
  46-49 
  Drive hit: lose 1 ADF point 
  50-52 
  Drive hit: lose ½ total ADF (round up) 
  53 
  Drive hit: lose entire ADF 
  54-58 
  Steering hit: lose 1 MR point 
  59-60 
  Steering hit: lose entire MR 
  61-62 
  Weapon hit: LC, LB, PB, EB, AR, RB 
  63-64 
  Weapon hit: PB, EB, LB, RB, T, AR 
  65-66 
  Weapon hit: DC, LC, AR, T, LB 
  67-68 
  Weapon hit: T, AR, EB, PB, LB, RB 
  69-70 
  Weapon hit: LB, RB, T, AR, PB, EB, LC 
  71-74 
  Power short circuit: lose all screens & ICMs 
  75-77 
  Defense hit: PS, ES, SS, MS, ICM 
  78-80 
  Defense hit: MS, ICM, SS, PS, ES 
  81-84 
  Defense hit: ICM, SS, PS, ES, MS 
  85-91 
  Combat Control Systems hit: -10 all attacks 
  92-97 
  Navigation hit: lose maneuvering control 
  98-105 Electrical fire: roll damage at DTM+20 each turn 
  106-116 Damage Control hit: DCR cut in half 
  117... 
  Disastrous fire: -10 on all attacks, lose entire ADF and MR, roll damage at 
  DTM+20 each turn 
   
  Ship Type 
  HP ADF MR DCR Weapons 
  Defenses 
  Fighters 
   
  8 
  4 
  5 
  30 ARx3 
  RH 
  Assault Scouts 
   
  15 
  5 
  4 
  50 ARx4, LB 
  RH 
  Frigates 
   
  40 
  4 
  3 
  70 LC, RBx4, LB, Tx2 
  RH, MSx2, ICMx4 
  Destroyers 
   
  50 
  3 
  3 
  75 LC, RBx4, LB, Tx2, EB 
  RH, MSx2, ICMx5 
  Minelayers 
   
  50 
  1 
  2 
  75 Mx20, Sx4, LBx2 
  RH, ICMx4 
  Light Cruisers 
  70 
  3 
  2 
  100 DC, LB, EB, PB, RBx6, 
  Tx4 
  RH, ES, SS, ICMx8 
  Heavy Cruisers 
  80 
  2 
  1 
  120 DC, LB, EB, PB, RBx6, 
  Tx4 
  RH, ES, PS, SS, 
  ICMx4 
  Assault Carrier 
  75 
  2 
  1 
  150 LB, PB, RBx8, 
  FIGHTERx10 
  RH, MSx4, ICMx10 
  Battleship 
  120 
  2 
  2 
  200 DC, LBx3, PB, EBx2, 
  Sx4, Tx8, RBx10 
  RH, ES, PS, SS, 
  ICMx12 
  Space Station 
  20-
  200 
  0 
  0 ½HP 1 [EB/LB/PB/RB] 
  per 50 HP 
  RH, All Screens, 
  ICMx[4-24] 
   
   
  
   
  4 
   
  Hull 
  Size 
  Length/ 
  Diameter* Hatches Engines 
  Base 
  ADF/MR 
  1 
  10/2 
  1 
  1 
  5 
  2 
  30/5 
  1 
  1 
  4 
  3 
  50/8 
  1 
  2 
  4 
  4 
  75/12 
  2 
  1 
  4 
  5 
  100/15 
  2 
  3 
  3 
  6 
  130/20 
  2 
  3 
  3 
  7 
  150/25 
  2 
  2 
  3 
  8 
  180/30 
  3 
  2 
  3 
  9 
  210/35 
  3 
  2 
  3 
  10 
  240/40 
  3 
  3 
  3 
  11 
  270/45 
  3 
  3 
  3 
  12 
  300/50 
  4 
  4 
  3 
  13 
  340/55 
  4 
  4 
  3 
  14 
  380/60 
  5 
  6 
  3 
  15 
  420/70 
  5 
  4 
  2 
  16 
  450/75 
  5 
  6 
  2 
  17 
  475/80 
  6 
  6 
  2 
  18 
  500/85 
  6 
  6 
  2 
  19 
  540/90 
  6 
  4 
  2 
  20 
  600/100 
  8 
  8 
  2 
  Construction Center 
  Cost 
  Class I  
  50,000 Cr x Hull Size 
  Class II  
  60,000 Cr x Hull Size 
  Class III  
  75,000 Cr x Hull Size 
   
  Drive Programs 
  Engine 
  Type 
  Size A 
  Lvl (FP) 
  Size B 
  Lvl (FP) 
  Size C 
  Lvl (FP) 
  Chemical 
  1 (3) 
  2 (6) 
  3 (12) 
  Ion 
  3 (12) 
  4 (24) 
  4 (24) 
  Atomic 
  4 (32) 
  5 (64) 
  6 (128) 
  Drive Program Cost: 1,000Cr per Function Point. 
   
  Astrogation Program 
   
  Ship Type 
  Program 
  Level 
  Function 
  Points 
  Cost of 
  Equipment 
  Cost of 
  Program 
  Shuttle 
  1 
  3 
  1,000Cr 
  3,000Cr 
  System Ship 
  2 
  6 
  5,000Cr 
  6,000Cr 
  Starship 
  4 
  24 
  15,000Cr 
  24,000Cr 
     Deluxe 
  4 
  24 
  50,000Cr 
  24,000Cr 
   
  Life Support 
  Number 
  Supported 
  Mass (kg) and 
  Function Points 
  Cost of 
  Equipment 
  Cost of 
  Program 
  1-2 
  3 (1) 
  300 Cr 
  1,000 Cr 
  3-6 
  5 (2) 
  500 Cr 
  2,000 Cr 
  7-12 
  9 (2) 
  900 Cr 
  2,000 Cr 
  13-20 
  15 (2) 
  1,500 Cr 
  2,000 Cr 
  21-35 
  25 (3) 
  2,500 Cr 
  3,000 Cr 
  36-60 
  50 (3) 
  5,000 Cr 
  3,000 Cr 
  61-100 
  90 (3) 
  9,000 Cr 
  3,000 Cr 
  101-200 
  180 (4) 
  18,000 Cr 
  4,000 Cr 
  201-500 
  300 (4) 
  30,000 Cr 
  4,000 Cr 
  501-1,000 
  600 (4) 
  60,000 Cr 
  4,000 Cr 
  Programs 
   
   
  Alarm 
  Computer 
  Lockout 
  Damage 
  Control 
  Level FP 
  Cost FP 
  Cost FP 
  Cost 
  1 
  1 
  1,000Cr 
  1 
  1,000Cr 
  1 
  1,000Cr 
  2 
  2 
  2,000Cr 
  2 
  2,000Cr 
  4 
  4,000Cr 
  3 
  4 
  4,000Cr 
  4 
  4,000Cr 
  8 
  8,000Cr 
  4 
  8 
  8,000Cr 
  8 
  8,000Cr 16 
  16,000Cr 
  5 
  16 
  16,000Cr 16 
  16,000Cr 32 
  32,000Cr 
  6 
  32 
  32,000Cr 32 
  32,000Cr 64 
  64,000Cr 
  Other 
  Programs 
   
  Level 
  Function 
  Points 
   
  Cost 
  Mining Programs 
   
   
   
    Excavation Program 
  2 
  4 
  4,000Cr 
    Processing Program (OPL) 
  4 
  12 
  12,000Cr 
    Processing Program (MR) 
  4 
  16 
  16,000Cr 
  Agricultural Program 
   
   
   
     Agriculture Management 
  1 
  3 
  3,000Cr 
  Cargo Handling Program 
   
   
   
     Cargo Arm Management 
  2 
  4 
  4,000Cr 
   
   
  Other Equipment 
   
  Cost 
  Space  
  (Cubic Meters) 
  Communication & Detection 
   
     Videocom Radio 
  1,000Cr 
  2 
     Videocom Screens  
  100Cr 
  0.5 
     Subspace Radio  
  20,000Cr 
  3 
     Intercom Panel  
  50Cr 
  1 
     Intercom Speaker / Mic 
   10Cr 
  0.5 
     Radar Unit  
  10,000Cr 
  5 
     Energy Sensor 
   200,000Cr 
  20 
     Porthole  
  50Cr 
  - 
     Camera System  
  25,000Cr 
  10 
     Camera Sys. (half-size) 
   15,000Cr 
  7 
     Skin Sensors*  
  1,000Cr 
  1 
     White Noise Broadcast 
   80,000Cr 
  10 
     WNB (deluxe)  
  400,000Cr 
  50 
     Decoy* 
  10,000Cr 
  4 
  Emergency Equipment 
   
   
     Escape Pod 
  30,000Cr 
  16 
     Lifeboat 
  100,000Cr 
  80 
  Mining Equipment 
   
   
     Digger Shuttle 
  8,000Cr 
  +Shuttle 
  150 
     Orbital Processing Lab 
  100,000Cr 
  1,000 
     Mineral Refinery 
  200,000Cr 
  2,000 
  Agricultural Equipment 
   
   
     Seeds 
  500 Cr 
  10xHS 
     Nutrient Solution 
  1,000 Cr 
  40xHS 
     Farming Robot 
  3,000 Cr 
  2xHS 
     Solar Collectors 
  4,000 Cr 
  10xHS 
  Cargo Handling Equipment 
   
     Cargo Arms (per pair) 
  1,000Cr x HS 
  4xHS 
  Crew Accomodations 
   
   
     First Class Cabin 
  1,000Cr 
  72 
     Journey Class Cabin 
  1,000Cr 
  32 
     Storage Class Berth 
  2,000Cr 
  4 
  Exploration/Research Equipment 
   
     Atmoprobe 
  40,000Cr 
  3 
     Landing Drone 
  100,000Cr 
  25 
     Laboratory 
  100,000Cr 
  60 
     Remote Probe 
  100,000Cr 
  25 
  Engine Costs (price is per engine) 
  Hull  
  Size  
  Engine 
  Size 
  Chemical Drives 
  Any Center 
  Ion Drives 
  Class I Center 
  Ion Drives 
  Class I Center 
  Atomic Drives 
  Class I Center 
  Atomic Drives 
  Class II Center 
  1 to 4 
  A 
  50,000 Cr 
  100,000 Cr 
  150,000 Cr 
  300,000 Cr 
  400,000 Cr 
  5 to 14 
  B 
  100,000 Cr 
  150,000 Cr 
  200,000 Cr 
  500,000 Cr 
  600,000 Cr 
  15 to 20 
  C 
  200,000 Cr 
  200,000 Cr 
  not available 
  750,000 Cr 
  not available 
   
   
  
   
  5 
   
   
   
  Weapon 
   
  Cost 
  MIN 
  HS 
   
  Avail 
  Cubic 
  Meter 
  Laser Cannon 
  15,000Cr 
  5 
  I,II 
  40 
  Laser Battery 
  10,000Cr 
  3 
  I,II 
  25 
  Proton Battery 
  15,000Cr 10 
  I 
  30 
  Electron Battery 
  15,000Cr 
  6 
  I 
  30 
  Disruptor Cannon 
  30,000Cr 12 
  I 
  60 
  Assault Rocket 
   Launcher 
  20,000Cr 
  1 
  I,II 
  10 
  Assault Rocket  
   (max HS 4) 
  10,000Cr 
  - 
  - 
  10 
  Rocket Battery Array 
  40,000Cr 
  5 
  I 
  40 
  Rocket Salvo 
  5,000Cr 
  - 
  - 
  10 
  Torpedo Launcher 
  40,000Cr 
  5 
  I 
  75 
  Torpedo 
  20,000Cr 
  - 
  - 
  20 
  Mine Spreader 
  50,000Cr 
  7 
  I 
  60 
  Mines 
  25,000Cr 
  - 
  - 
  20 
  Seeker Missile Rack 
  40,000Cr 
  7 
  I 
  40 
  Seeker Missile 
  30,000Cr 
  - 
  - 
  40 
  Grapples 
  25,000Cr 
  5 
  I 
  60 
  Laser Pod 
  8,000Cr 
  1 
  I,II 
  10 
   
  Weapon Programs 
  Program 
  Level 
  Function 
  Points 
   
  Cost 
  Laser Cannon 
  1 
  3 
  3,000Cr 
  Laser Battery 
  1 
  4 
  4,000Cr 
  Proton Beam Battery 
  2 
  8 
  8,000Cr 
  Electron Beam 
   Battery 
  2 
  6 
  6,000Cr 
  Disruptor Beam 
   Cannon 
  2 
  8 
  8,000Cr 
  Assault Rocket 
  1 
  4 
  4,000Cr 
  Rocket Battery 
  2 
  6 
  6,000Cr 
  Torpedo 
  1 
  3 
  3,000Cr 
  Mines 
  1 
  1 
  1,000Cr 
  Seeker Missile 
  3 
  9 
  9,000Cr 
  Laser Pod 
  1 
  3 
  3,000Cr 
   
   
  Defense 
   
  Cost (Cr) 
   
  MHS 
   
  Avail 
  Cubic 
  Meters 
  Reflective Hull 
  500 Cr* 
  1 
  I,II,III 
  -- 
  Masking Screen 
     Launcher 
     Charge 
   
  10,000 Cr 
  1,000 Cr* 
   
  4 
  4 
   
  I,II,III 
  I,II,III 
   
  10 
  25 
  Electron Screen 
  2,000 Cr* 
  10 
  I 
  10xHS 
  Proton Screen 
  4,000 Cr* 
  12 
  I 
  12xHS 
  Stasis Screen 
  3,000 Cr* 
  10 
  I 
  10xHS 
  ICM Launcher 
  20,000 Cr 
  5 
  I,II 
  10 
  ICM 
  2,000 Cr 
  - 
  - 
  5 
   
  Defense Programs 
  Program 
  Level 
  Function 
  Points 
   
  Cost 
  Reflective Hull 
  NA 
  NA 
  -- 
  Masking Screen 
  NA 
  NA 
  -- 
  Electron Screen 
  2 
  6 
  6,000Cr 
  Proton Screen 
  2 
  8 
  8,000Cr 
  Stasis Screen 
  3 
  12 
  12,000Cr 
  Interceptor Missile 
  3 
  12 
  12,000Cr 
  * Multiply these costs times the ships Hull Size. 
   
  SPACE STATION TYPE CHART 
  Station Type 
  Ship Types 
  Type 1 
  1-6 
  Type 2 
  1-10 
  Type 3 
  1-14 
  Type 4 
  1-18 
  Type 5 
  Any 
  Type 6 
  Any 
   
  CONSTRUCTION CENTER LOCATION CHART 
     
   
  System (Planet) 
   
  Center 
  Class 
  # of 
  Type VI 
  Hulls 
  Araks (Hentz) 
  Class II 
  3 
  Cassidine (Rupert’s Hole) 
  Class III 
  1 
  Cassidine (Triad) 
  Class I 
  6 
  Dramune (Outer Reach) 
  Class III 
  1 
  Fromeltar (Terledrom) 
  Class II 
  4 
  Prenglar (Gran Quivera) 
  Class I 
  8 
  Theseus (Minotaur) 
  Class II 
  3 
  Truane’s Star (Pale) 
  Class III 
  1 
  White Light (Gollywog) 
  Class III 
  1 
   
  STARSHIP BREAKDOWN CHART 
  Roll 
  Breakdown 
  Repair 
  Time 
  (Days) 
  2 
  Reactor meltdown; engines will 
  explode in 1d10 minutes, must 
  repair or be jettisoned. 
  No repair 
  possible 
  3 
  Life support failure; characters 
  must wear spacesuits until 
  repaired. 
  1d10 
  4 
  Radar failure. 
  1d10 
  5 
  Drive program falters, all 
  engines shut down. 
  1d10 per 
  engine 
  6-7 
  One engine hyper-ignites; 
  replace fuel pellet. 
  standard 
  8 
  Astrogation program fails, no 
  jumps possible until repaired. 
  2d10 
  9-10 
  Computer burnout, cannot use 
  drives or life support until 
  repaired. 
  2d10 
  11-12 Communication system failure. 
  1d10 
  13 
  Maneuver jets clogged, lose 
  entire MR. 
  1d10 
  14-15 Short circuit causes fire; roll on 
  damage table with +20 
  modifier.  DCR every 10 
  minutes until repaired. 
  DCR 
  16-20 Collision with meteor, roll on 
  damage table with -20 modifier. 
  DCR* 
  * Any failed repair roll (not just 99 or 00) means that the damage 
  must be repaired at an SCC.  
   
  
   
  6 
   
  Spaceship  
  Skill 
  Basic Skill  
  Level Required 
  Piloting 
  Technician 6, Computer 2 
  Astrogation 
  Computer 6 
  Engineering 
  Technician 4, Robotics 2 
  Rocket Weapons 
  Projectile Weapons 4,  
  Gyrojet Weapons 2 
  Energy Weapons 
  Beam Weapons 6 
   
  SPACESHIP SKILL COST CHART 
   
  Piloting 
  Astrogation 
  Engineering 
  Gunnery 
  Level 1 
  10 
  8 
  8 
  6 
  Level 2 
  20 
  16 
  16 
  12 
  Level 3 
  40 
  36 
  36 
  20 
  Level 4 
  70 
  60 
  60 
  30 
  Level 5 
  100 
  80 
  80 
  50 
  Level 6 
  150 
  120 
  120 
  75 
   
  Pilot’s 
  Level 
   
  Ship Types Qualified to Pilot 
  1 
  System Ships of all sizes 
  2 
  Starships of hull size 3 or smaller 
  3 
  Starships of hull size 6 or smaller 
  4 
  Starships of hull size 12 or smaller 
  5 
  Starships of hull size 15 or smaller 
  6 
  All starships 
   
  Engineer’s  
  Level 
    
  Ship Qualified to Design 
  1 
  Shuttles of all types 
  2 
  System ships of all types 
  3 
  Starships of hull size 3 or smaller 
  4 
  Starships of hull size 6 or smaller 
  5 
  Starships of hull size 15 or smaller 
  6 
  Starships of all sizes 
     
  GUNNERY SKILL COVERAGE CHART 
  Skill 
  Weapons Covered 
  Energy Weapons 
  Laser Cannons,  
  Laser Batteries,  
  Proton Beam Batteries,  
  Electron Beam Batteries,  
  Disruptor Beam Cannons 
  Rocket Weapons 
  Torpedoes,  
  Assault Rockets,  
  Rocket Batteries 
    
  SPACESHIP SKILL SUMMARY CHART 
  Skill 
  Success Rate 
  Piloting Skills 
   
  Evasion 
  Modifier +3% per level 
  Increase Accuracy  
  Modifier +5% per level 
  (to FF weapons only) 
  Increase Maneuverability  
  70% + level 
  Astrogation Skills 
   
  Plot Interstellar Jumps 
  100% 
  Risk Jumping 
  10%xlevel + 10% per hour 
  Find Location 
  30% + level 
  Chart New Routes 
  50% + level – 5%xLYs 
  Engineering Skills 
   
  Ship Design 
  100% 
  Damage Control 
  Modifier +10% per level 
  Stress Analysis 
  Modifier -5% per level to 
  breakup chance 
  Gunnery Skills 
   
  Energy Weapons 
   
  Improve Accuracy 
  Modifier: +5% per level 
  Selective Targeting 
  Modifier -30% 
  Rocket Weapons 
   
  Improve Accuracy 
  Modifier: +5% per level 
  Selective Targeting 
  Modifier -30% 
   
  SPACESUITS & ACCESSORIES 
  Item 
  Cost 
  Spacesuit (except Vrusk) 
  1,000Cr 
  Spacesuit (Vrusk) 
  1,500Cr 
  Spacesuit Life Support Refill 
  50Cr 
  Spacesuit Armor 
  1,000Cr 
  Rocket Pack (no fuel) 
  2,000Cr 
  Rocket Pack Fuel 
  50Cr 
  Magnetic Shoes (pair) 
  100Cr 
  Velcro Boots 
  50Cr 
  Additional Life Support Pack 
  500Cr 
  Extra Patches (2) 
  50Cr 
   
  TOOLS 
  Item 
  Cost 
  Engineer’s Toolbox 
  2,500Cr 
  Laser Powertorch 
  5,000Cr 
  Laser Powertorch Powerpack 
  500Cr 
   
  SPACE VEHICLES 
    
  Item 
   
  Cost 
  Cubic 
  Meters 
  Launch (4 passengers) 
  75,000Cr 
  20 
  Launch (10 passengers) 
  100,000Cr 
  50 
  Workpod 
  75,000Cr 
  30 
   
  SPACEFLEET RANK TABLE 
    
  Rank 
  Experience  
  Points Needed 
  Daily  
  Pay (Cr) 
  Junior Lt. 
  Graduate 
  from Academy 
  75 
  Lieutenant 
  50 
  100 
  Fleet Lt. 
  100 
  140 
  Commander 
  150 
  180 
  Space Commander 
  200 
  250 
  Commodore 
  250 
  300 
  Rear Admiral 
  350 
  350 
  Admiral 
  500 
  400 
  Fleet Admiral 
  1,000 
  500 
   
  CHARACTER WAGES FOR SPACESHIP SKILLS 
   
  ----- SKILL LEVEL ----- 
  Skill 
  1 
  2 
  3 
  4 
  5 
  6 
  Piloting 
  150 175 200 225 250 300 
  Astrogation 
  120 140 160 180 210 240 
  Engineering 
  120 140 160 180 210 240 
  Rocket Weapons 
  100 120 150 175 200 225 
  Energy Weapons 
  100 120 150 175 200 225 
  Wages are in Credits Per Day 
   
  Crew Skill Summary 
  Pilot: 
  Evasion = -3%xSkill Level 
   
  Improve FF Accuracy = +5%xSkill Level 
   
  Increase MR = 5%xSkill Level per turn 
   
  Gunner 
  Increase Accuracy = 5%xSkill Level 
   
  Engineer Damage Control=DCR+10%xSkill Level 
   
  Stress Analysis = -5%xSkill Level 
   
  
   
  7 
   
   WORKPOD FREQUENCY CHART 
  Ship Type 
  Likelihood of Pod aboard 
  Agriculture Ship 
  80% (25%) 
  Exploration Ship 
  50% 
  Freighter 
  80% (50%) 
  Militia Vessel 
  60% 
  Mining Ship 
  95% (80%) 
  Pirate Vessel 
  40% (5%) 
  Scientific Research Ship 
  95% (50%) 
  Space Station 
  100%* 
  Spaceliner 
  15% 
  * Space stations have 1d10 workpods 
   
  LAUNCH MALFUNCTION CHART 
  Die 
  Roll 
    
  Occurrence 
  1-6 
  Engines fail to start, begin procedure again 
  7-9 
  Engines 
  start 
  but 
  begin 
  to 
  sputter; 
  land 
  immediately within 10km of launch site. 
  0 
  Engines work for 2d10 turns and suddenly fail; bail 
  out before ship crashes!* 
  * A ship that crashes is demolished. 
   
  SPACESUIT PUNCTURE DIAMETER CHART 
    
  Weapon 
  Diameter of  
  puncture (cm) 
  Auto-
  seal 
  Electrostunner 
  0 
  -- 
  Pistol bullet 
  1 
  100% 
  Needler weapon 
  1 
  100% 
  Fragmentation grenade 
  2 (=d10 holes) 
  75% 
  Gyrojet pistol 
  2 
  75% 
  Laser pistol 
  2 
  75% 
  Laser rifle 
  2 
  75% 
  Machine gun bullet 
  2 
  75% 
  Rifle bullet 
  2 
  75% 
  Gyrojet rifle 
  3 
  50% 
  Heavy laser 
  3 
  50% 
  Laser powertorch 
  3 
  50% 
  Knife 
  1d5 
  varies 
  Sword 
  1d5+2 
  varies 
  Spear 
  1d10 
  varies 
  Vibroknife 
  1d10 
  varies 
  Electric Sword 
  1d10+2 
  varies 
   
  CASTAWAY SURVIVAL CHART 
    
  Character is in: 
  Modifier to 
  Survival Roll 
  Spacesuit Armor 
  +10% 
  Launch 
  +20% 
  Escape Pod 
  +20% 
  Lifeboat  
  +25% 
  Work Pod 
  +30% 
   
  STRUCTURAL POINTS OF SPACESHIPS CHART 
  Ship System  
  Component 
  Structural  
  Points 
  Hatch 
  200+1d100 
  Hull Sections 
  200+2d100 
  Control Panel 
  100+1d100 
  Battery Weapon 
  300+2d100 
  Cannon 
  500+2d100 
  Engine (Size A) 
  2d10x100 
  Engine (Size B) 
  5d10x100 
  Engine (Size C) 
  5d10x200 
  WEAPONS VS. ARMOR CHART 
  Weapon type 
  Effect of Armor 
  Axe, Knife, Club, etc. 
  Cannot penetrate armor 
  Gas Grenades 
  Cannot penetrate armor 
  Needlers 
  Cannot penetrate armor 
  Sonic Weapons 
  Cannot penetrate armor 
  Spear, Sword 
  70% protection 
  Bullets 
  65% protection 
  Laser Weapons 
  50% protection 
  Fragmentation Grenades 35% protection 
  Gyrojet Rockets 
  35% protection 
  Electric Sword 
  30% protection 
  Vibroknife 
  25% protection 
  Electrostunner 
  Full penetration 
  Shock Gloves 
  Full penetration 
  Stunstick 
  Full penetration 
  Tangler Grenade  
  Full penetration 
   
  SPACESHIP SECURITY CHART 
    
  Ship Type 
  Lock 
  Level 
  Security System  
  and Level 
  Spacefleet (1-14) 
  5 
  Heat Sensitive (5) 
  Spacefleet (15-20) 
  6 
  Heat Sensitive (5) 
  Militia 
  4 
  Sound Sensitive (3) 
  Pirate 
  5 
  Video (4) 
  Spaceliner (6-12) 
  3 
  Sound Sensitive (3) 
  Spaceliner (13-15) 
  5 
  Video (4) 
  Freighter 
  4 
  Sound Sensitive (3) 
  Shuttle 
  2 
  Mechanical (1) 
  Research Ships 
  2 
  Pressure Sensitive (2) 
  Agriculture Ships 
  1 
  Mechanical (1) 
  Mining (8-12) 
  5 
  Video (4) 
  Mining (13-20) 
  6 
  Heat Sensitive (5) 
  Exploration 
  3 
  Sound Sensitive (3) 
   
  AVERAGE NPC LEVELS 
  Organization 
  Pilot Gunner Engineer 
  UPF Spacefleet 
  4 
  3 
  4 
  Sathar Attack Vessels 
  2 
  1 
  1 
  Pirate and Planetary Militia Ships 
  3 
  2 
  2 
  Civilian Ships 
  4 
  0 
  3 
   
   
   
   
  
   
  8 
  SPACELINER BOOKINGS CHART 
   
  ----- Destination Population ----- 
  Start Pop. 
  Heavy 
  Moderate 
  Light 
  Outpost 
  Heavy 
  80+2d10 
  70+3d10 60+4d10 10+4d10 
  Moderate 
  60+4d10 
  60+4d10 40+3d10 10+3d10 
  Light 
  40+6d10 
  30+6d10 20+4d10 10+1d10 
  Outpost 
  20+8d10 
  20+4d10 20+2d10 
  0+1d10 
   
  SPACELINER HAZARDS CHART 
  Roll 
  Hazard 
  01-02 Hijacking attempt by passengers 
  03 
  Pirates attack 
  04-05 Drive problems; repairs will take (2d10-engineer’s 
  skill level) days. 
  06 
  Renegade Sathar Frigate 
  07-00 Safe and pleasant voyage. 
   
  CARGO ACQUIRED AT INDUSTRIAL CENTERS 
  Roll 
  Type of Cargo 
  At Source At Destination 
  01-07 Air Cars 
  20,000Cr 
  45,000Cr 
  08-16 Chemicals* 
  20,000Cr 
  40,000Cr 
  17-23 Computers* 
  60,000Cr 
  120,000Cr 
  24-27 Drones 
  35,000Cr 
  90,000Cr 
  28-30 Explorers 
  40,000Cr 
  100,000Cr 
  31-38 Farming Equipment 
  20,000Cr 
  35,000Cr 
  39-46 Generators 
  30,000Cr 
  80,000Cr 
  47-51 Ground Cars 
  20,000Cr 
  40,000Cr 
  52-54 Hand Weapons* 
  80,000Cr 
  120,000Cr 
  55-59 Hovercraft 
  30,000Cr 
  50,000Cr 
  60-64 Jetcopters 
  30,000Cr 
  75,000Cr 
  65-70 Lab Equipment 
  30,000Cr 
  75,000Cr 
  71-75 Medical Equipment 
  50,000Cr 
  75,000Cr 
  76-78 Parabatteries 
  25,000Cr 
  70,000Cr 
  79-87 Plastics 
  15,000Cr 
  25,000Cr 
  88-92 Robots* 
  40,000Cr 
  100,000Cr 
  93-96 Ship Drives* 
  50,000Cr 
  80,000Cr 
  97-00 Tools 
  25,000Cr 
  40,000Cr 
   
  CARGO ACQUIRED AT RESOURCE CENTERS 
  Roll 
  Type of Cargo 
  At Source 
  At Destination 
  01-07 Aluminum 
  50,000Cr 
  70,000Cr 
  08-11 Copper 
  15,000Cr 
  25,000Cr 
  12-13 Diamonds* 
  400,000Cr 
  600,000Cr 
  14-18 Gold* 
  200,000Cr 
  300,000Cr 
  19-28 Iron 
  20,000Cr 
  25,000Cr 
  29-33 Magnesium* 
  70,000Cr 
  100,000Cr 
  34-36 Mercury 
  40,000Cr 
  75,000Cr 
  37-39 Molybdenum 
  60,000Cr 
  75,000Cr 
  40-42 Nickel 
  40,000Cr 
  55,000Cr 
  43-44 Platinum* 
  80,000Cr 
  120,000Cr 
  45-46 Plutonium* 
  100,000Cr 
  150,000Cr 
  47-54 Quartz Crystals 
  40,000Cr 
  60,000Cr 
  55-56 Rubies* 
  250,000Cr 
  400,000Cr 
  57-66 Salt 
  20,000Cr 
  30,000Cr 
  67-70 Silver* 
  80,000Cr 
  120,000Cr 
  71-74 Titanium* 
  75,000Cr 
  100,000Cr 
  75-77 Tungsten 
  50,000Cr 
  75,000Cr 
  78-80 Uranium* 
  100,000Cr 
  150,000Cr 
  81-82 Vanadium 
  80,000Cr 
  100,000Cr 
  83-96 Water / Ice 
  30,000Cr 
  40,000Cr 
  97-00 Zircon 
  30,000Cr 
  45,000Cr 
  * This cargo is “high risk” material; see Risks. 
   
   
   
  FREIGHTER HAZARD CHART 
  Roll 
  Hazard Encountered 
  01-02 Attacked by pirates in frigate or two assault 
  scouts 
  03 
  Crew mutinies unless captain passes 
  Leadership check 
  04-05 Drive trouble; engineer needs 1d10 days to 
  repair 
  06-08 Searched and harassed by local militia at 
  destination 
  09-00 Save and uneventful voyage 
   
  MINERAL PRESENCE TABLE 
  Roll 
  Minable Resources 
  1-5 
  1 
  6-8 
  2 
  9-10 
  3 
   
  RAW MATERIAL CHART (MINERAL MINING) 
  Roll 
  Material 
  Ore/Unit 
  Process Time 
  01-10 Aluminum 
  4,000 
  4d10 
  11-18 Copper 
  1,500 
  1d10 
  19 
  Diamonds 
  20,000 
  12d10 
  20 
  Emeralds 
  25,000 
  14d10 
  21 
  Gold 
  1,000 
  2d10 
  22-36 Iron 
  1,000 
  1d10 
  37-43 Magnesium 
  5,000 
  4d10 
  44-48 Mercury 
  500 
  2d10 
  49-53 Molybdenum 
  4,000 
  5d10 
  54-59 Nickel 
  4,000 
  3d10 
  60-65 Platinum 
  3,000 
  4d10 
  66-67 Plutonium 
  2,000 
  4d10 
  68-75 Quartz Crystals 
  1,500 
  2d10 
  76-77 Rubies 
  25,000 
  12d10 
  78-79 Silver 
  1,000 
  2d10 
  80-87 Titanium* 
  8,000 
  6d10 
  88-90 Tungsten 
  4,000 
  2d10 
  91-92 Uranium* 
  1,500 
  3d10 
  93-94 Vanadium 
  5,000 
  2d10 
  95-00 Zircon 
  2,000 
  5d10 
   
  MINING HAZARD TABLE 
  Roll 
  Hazard 
  01-04 Pirates – One frigate or two assault scouts 
  are used to attack the operation in an 
  attempt to steal the concentrate. 
  05-10 Corporate thugs – Either Streel Corp. or the 
  PGC sends two assault scouts with armed 
  landing parties to disrupt the operation 
  11-19 Processing plant breakdown – technician 
  needs 2d10 days minus skill level to repair 
  20-30 Wildcatters – independent miners set up an 
  operation nearby; they will fight if their work 
  is interfered with. 
  31-00 No event this week. 
   
   
  
SOURCE: textdata/thevault/Star Frontiers (osr)/Star Frontiers Remastered/Star Frontiers Remastered Knight Hawks Quick Reference.pdf