Dice rolls

Some terms:

Referee

Characters

Aging

Weapon Expertise

The weapon skills:

Basic Skills

TKTK see Book 1 pp. 19-26.

NPCs

Personl combat

Procedure (each step is detailed below):

  1. Determine if either side has surprise.
  2. Determine the initial range separating the parties.
  3. Determine if escape or avoidance is possible.
  4. Resolve combat with a series of combat throws. In each round, each character indicates their movement status, as well as their target and how they are attacking them.

Surprise:

Range:

Encounter Range
1 Short
2 Close
3 Short
4 Medium
5 Short
6 Medium
7 Medium
8 Long
9 Medium
10 Very Long
11 Long
12 Very Long
13 Very Long
Terrain DMs
Clear, Road +3
Plain, Prairie +3
Desert +4
Hills, Foothills +2
Mountain +3
Forest, Woods +1
Jungle, Rainforest
Rough, Broken +2
Swamp, Marsh -4
Beach, Shore, Riverbank +1
Suburb -2
City -4
Building Interior, Cave -5

Escape and avoidance:

Movement: * Before each round, each character decides their movement status: evade, close range, open range, or stand. * Evade: At any range you may attempt to evade enemy attacks. This forgoes your attack but grants a beneficial DM to enemy attacks against you based on the range between you: -1 for close/short range, -2 for medium, -4 for long/very long. You do not gain any bonuses from defensive expertise while evading. * Close range: You may move closer to the enemy during the round. It may take multiple rounds to move into the next range band. You may attack normally while closing range, or you may sacrifice your attack (and reduce your endurance points as if making a combat blow) to run and cover double the distance. Vehicles or animals also allow you to close range at double speed. * Open range: You may move further from the enemy, which works just like closing range but in the opposite direction. * Stand: You may elect not to move during a combat range. * Closing or opening range to the next range band takes a number of rounds based on your current range band: 1 for Close/Short, 3 for Medium, 4 for Long, 5 for Very Long. These rounds need not be consecutive, but closing and opening for a round cancel each other out. * Opening range with the enemy at very long range allows you to leave the field of battle.

Attacks:

Endurance:

Wounds:

Morale:

Special considerations:

Weight:

Travelling

Interplanetary travel:

Interstellar travel:

Commercial travel:

There’s a lot of dangers or complications involved in interstellar travel:

Starships

Purchasing

Commercial starship purchases are usually financed by banks.

Governments sometimes subsidize large commercial vessels (type 600 hulls or larger) to ensure consistent service to specific worlds.

Operating Expenses

Fuel:

Life Support:

Routine Maintenance:

Crew Salaries:

Crew Salaries
Pilot CR 6 000
Navigator CR 5 000
Engineer CR 4 000
Steward CR 3 000
Medic CR 2 000
Gunner CR 1 000

Berthing costs:

Revenue

Cargo:

Cargo generation procedure:

  1. Determine the worlds accessible to the starship based on their jump distance.
  2. For each world, roll one die per population number of the destination.
  3. Each die represents a shipment, measured in multiples of 5 tons.

Passengers:

Mail:

Private messages:

Shuttles:

Construction

Book 2 starting on p. 14 covers this!

Starship Combat

TKTK