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Passenger Types
TradeDifferent classes of passenger travel with varying requirements and amenities.
•High Passage: Luxury cruise (stateroom, 1 ton cargo, Steward 1/10 passengers)
•Middle Passage: Standard class (stateroom, 100kg cargo, Steward 1/100 passengers)
•Basic Passage: Shared accommodations (2 tons space, 10kg baggage)
•Low Passage: Cryogenic freezing (low berth, 10kg baggage, risk of death)
Source: Core Rulebook Update 2022 (2024 Revision)
Passenger Traffic Modifiers
TradeFactors affecting passenger availability for different travel classes.
•Chief Steward skill: DM+ highest Steward on ship
•High Passengers: DM-4 (luxury demand)
•Low Passengers: DM+1 (budget demand)
•Population 1 or less: DM-4 (low demand)
•Population 6-7: DM+1 (moderate demand)
•Population 8+: DM+3 (high demand)
•Starport A: DM+2, B: DM+1, E: DM-1, X: DM-3
•Amber Zone: DM+1, Red Zone: DM-4
•Each parsec past first: DM-1 (distance penalty)
Source: Core Rulebook Update 2022 (2024 Revision)
Freight Types & Sizes
TradeCargo classifications and their typical dimensions.
•Major Cargo: 1D × 10 tons (large shipments)
•Minor Cargo: 1D × 5 tons (medium shipments)
•Incidental Cargo: 1D tons (small shipments)
•Mail Containers: 5 tons each, Cr25000 flat rate, 1D containers available
Source: Core Rulebook Update 2022 (2024 Revision)
Freight Traffic Modifiers
TradeFactors influencing cargo availability and demand.
•Major Cargo: DM-4 (large shipment challenges)
•Incidental Cargo: DM+2 (small shipment opportunities)
•Population 1 or less: DM-4 (low economic activity)
•Population 6-7: DM+2 (moderate economy)
•Population 8+: DM+4 (thriving economy)
•Starport A: DM+2, B: DM+1, E: DM-1, X: DM-3
•Tech Level 6 or less: DM-1 (limited technology)
•Tech Level 9+: DM+2 (advanced logistics)
•Amber Zone: DM-2, Red Zone: DM-6
•Each parsec past first: DM-1 (distance penalty)
Source: Core Rulebook Update 2022 (2024 Revision)
Trade Goods Availability
TradeRules for determining what goods are available on different worlds.
•Common Goods: Available on any world
•Trade Goods: Only on worlds with matching Trade codes
•Supplier inventory: Common Goods + Trade Goods + Population code random goods
•Black market: Illegal goods matching world's Trade codes + random illegal items
Source: Core Rulebook Update 2022 (2024 Revision)
Purchase & Sale Price Calculation
TradeFormulas for determining buying and selling prices.
•Purchase Price: 2D + Traveller's Broker + Purchase DM - Sale DM - Supplier's Broker (assumed 2)
•Sale Price: 2D + Sale DM - Purchase DM - Buyer's Broker (assumed 2)
•Use highest applicable DM from each column
•Failed delivery: Payment reduced by 1D+4 × 10%
Source: Core Rulebook Update 2022 (2024 Revision)
Combat Initiative System
CombatHow combat order and timing are determined.
•Roll DEX or INT check at combat start
•Effect = Initiative score for entire combat
•Higher Initiative acts first in each round
•Ties broken by DEX score, then simultaneous action
•Ambush: Aware side gets DM+6, unaware side DM-6 for first round
Source: Core Rulebook Update 2022 (2024 Revision)
Combat Action Economy
CombatTypes of actions available each combat round.
•Significant Action: 1 per round (attack, complex skill check, etc.)
•Minor Actions: 1 per round, OR 3 if foregoing Significant Action
•Reactions: Unlimited (dodge, parry, dive for cover)
•Free Actions: Unlimited simple actions (shout, push button)
•Can delay actions to act later in initiative order
Source: Core Rulebook Update 2022 (2024 Revision)
Combat Range Categories
CombatDistance modifiers for ranged attacks.
•Short Range: ≤ ¼ weapon Range → DM+1
•Long Range: > Range but < 2× Range → DM-2
•Extreme Range: > 2× Range but < 4× Range → DM-4
•> 100m automatically Extreme Range in combat situations
•> 300m Extreme Range threshold in no-stress environments
Source: Core Rulebook Update 2022 (2024 Revision)
Common Combat Modifiers
CombatSituational bonuses and penalties to attack rolls.
•Aiming: +1 per Minor Action spent (max +6)
•Fast Moving Target: -1 per 10m relative movement
•Laser Sight: +1 if aiming
•Target in Cover: -2 to attack roll
•Prone Target: -1 to attack roll
•Short Range: +1 bonus
•Long Range: -2 penalty
•Extreme Range: -4 penalty
Source: Core Rulebook Update 2022 (2024 Revision)
Damage & Armor Mechanics
CombatHow damage is calculated and applied.
•Damage = Weapon damage dice + Effect of attack roll
•Apply damage to END first, then STR or DEX (target's choice)
•STR/DEX/END at 0 → unconscious
•All three at 0 → dead
•Effect 6+ always inflicts ≥1 damage (ignores armor)
•Armor Protection reduces damage by its value
•AP weapons ignore armor equal to their AP score
Source: Core Rulebook Update 2022 (2024 Revision)
Defensive Reactions
CombatOptions for avoiding or mitigating incoming attacks.
•Dodging: Inflict DEX DM or Athletics (dexterity) as penalty to attacker
•Must dodge each attack separately
•Diving for Cover: DM-2 to all ranged attacks, possible Protection bonus
•Parrying: Inflict Melee skill as penalty to melee attacker
•Each Reaction inflicts DM-1 on next actions
Source: Core Rulebook Update 2022 (2024 Revision)
Cover Protection Values
CombatDefensive bonuses from different types of cover.
Source: Core Rulebook Update 2022 (2024 Revision)
Movement Rules
CombatHow characters move during combat.
•Movement per Minor Action: Up to Movement score (6m for humans)
•Difficult terrain: Halves movement speed
•Prone position: Quarters movement speed
•Aliens/animals may have different movement scores
•Changing stance (stand/crouch/prone) costs Minor Action
Source: Core Rulebook Update 2022 (2024 Revision)
Grapple Effects
CombatOptions available when successfully grappling an opponent.
•Force opponent prone on the ground
•Disarm opponent (take weapon if Effect 6+)
•Throw opponent 1D meters (causes 1D damage)
•Inflict 2 + Effect damage (ignores armor)
•Use pistol or small blade-sized weapon
•Escape and move away (ends grapple)
•Drag opponent up to 3 meters
•Continue grapple with no other effect
Source: Core Rulebook Update 2022 (2024 Revision)
Combat Actions Reference
CombatComplete listing of all possible actions during combat rounds.
Combat Action Types
Action Type
Description
Timing
Notes
Significant Action
Major combat action (attack, complex task)
1 per round
Requires full concentration
Minor Action
Secondary combat action
1 per round (3 if no Significant)
Quick or simple actions
Reaction
Defensive response to attack
Unlimited
Dodge, parry, dive for cover
Free Action
Instantaneous simple action
Unlimited
Shout, push button, etc.
Delayed Action
Postpone action to later initiative
Flexible
Can interrupt enemy actions
Multiple Actions
Combine Minor Actions
Up to 3
Replace Significant Action
Specific Combat Actions
Action
Type
Requirements
Effect
Attack (Melee)
Significant
Within 2m of target
2D + Melee + STR/DEX DM
Attack (Ranged)
Significant
Weapon ready, line of sight
2D + Gun Combat + DEX DM
Aim
Minor
Focus on target
+1 per action (max +6)
Dodge
Reaction
Avoid incoming attack
Inflict DEX DM penalty
Parry
Reaction
Block melee attack
Inflict Melee DM penalty
Dive for Cover
Reaction
Throw self to ground
DM-2 to attacks, possible Protection
Change Stance
Minor
Stand/crouch/prone
Alters movement and cover
Draw/Reload
Minor
Weapon manipulation
Prepare weapon for use
Move
Minor
Up to Movement score
6m for humans, terrain affects
Leadership
Significant
Direct allies
Effect = DM+1 bonuses to allies
First Aid
Minor
Medical attention
Stabilize wounded ally
Use Equipment
Minor/Significant
Device operation
Depends on complexity
Grapple
Significant
Close combat
Opposed Melee check
Disengage
Minor
Break from combat
Ends close combat safely
Source: Core Rulebook Update 2022 (2024 Revision)
Skill Level Progression
SkillsHow skill levels affect character capabilities.
•Untrained (no level): DM-3 penalty
•Competent (Skill 0): No penalty, no bonus
•Trained (Skill 1+): DM+1 per level
•Skill 2-3: Skilled professional
•Skill 4-5: World-renowned expert
•Multiple specialties possible within same skill
Source: Core Rulebook Update 2022 (2024 Revision)
Skill Specialties
SkillsFocused training within broader skill categories.
•Choose specialty when gaining Skill Level 1
•Each level can increase existing specialty or add new one
•Specialty provides focused expertise
•Example: Engineer (j-drive) vs Engineer (power plant)
•No bonus for Skill 0, just avoids unskilled penalty
Source: Core Rulebook Update 2022 (2024 Revision)
Task Difficulty Levels
SkillsStandardized challenge ratings for skill checks.
Difficulty Target Numbers
Source: Core Rulebook Update 2022 (2024 Revision)
Task Check Formula
SkillsComponents that determine skill check success.
•Formula: 2D + Skill Level + Characteristic DM + other DMs
•Target number varies by difficulty level
•Effect = Total roll - Target number
•Effect determines degree of success/failure
•Unskilled attempts suffer DM-3 penalty
Source: Core Rulebook Update 2022 (2024 Revision)
Effect Results Interpretation
SkillsWhat different Effect values mean for task outcomes.
Effect Range Outcomes
-1
Marginal Failure (success with consequence)
0
Marginal Success (success with condition)
Source: Core Rulebook Update 2022 (2024 Revision)
Task Timeframes
SkillsStandard time increments for different actions.
•1D seconds: Instant actions (shooting, punching)
•1D combat rounds (6s): Quick decisions
•1D × 10 seconds: Simple technical tasks
•1D minutes: First aid, basic repairs
•1D × 10 minutes: Complex tasks
•1D hours: Research, thorough searches
•1D × 4 hours: In-depth problem solving
•1D days: City-wide investigations
Source: Core Rulebook Update 2022 (2024 Revision)
Task Chain Modifiers
SkillsHow previous task outcomes affect subsequent attempts.
Previous Effect → Current Check DM
Source: Core Rulebook Update 2022 (2024 Revision)
Boon & Bane System
SkillsModifiers for advantageous or disadvantageous circumstances.
•Boon: Roll extra die, discard lowest
•Bane: Roll extra die, discard highest
•Multiple Boons/Banes: Only one applies
•Boon + Bane: Cancel each other out
•Applied at referee's discretion for situational factors
Source: Core Rulebook Update 2022 (2024 Revision)
Multiple Task Handling
SkillsPenalties for attempting simultaneous actions.
•Each additional task increases difficulty by one level
•Easy → Routine, Difficult → Very Difficult
•Represents divided attention and resources
•Can lead to cascading failure if overloaded
•Referee may limit based on circumstances
Source: Core Rulebook Update 2022 (2024 Revision)
Opposed Checks
SkillsDirect competition between characters or forces.
•Both parties make task checks normally
•Highest Effect determines winner
•Tie results in stalemate (no advantage)
•Used for direct conflicts and competitions
•Can involve skill vs skill or characteristic vs characteristic
Source: Core Rulebook Update 2022 (2024 Revision)
Combat Leadership
SkillsHow leadership affects allies in battle.
•Leadership check (INT, EDU, or SOC)
•Effect = Number of DM+1 bonuses to allies
•Bad leadership (negative Effect) gives DM-1 penalties
•Max one bonus/penalty per check per ally
•Requires clear communication to allies
•Can turn tide of battle with good tactics
Source: Core Rulebook Update 2022 (2024 Revision)
Extended Actions
SkillsTasks requiring more than one combat round.
•Take longer than single combat round
•Roll timeframe for duration
•Faster execution: DM-2 to check
•Slower execution: DM+2 to check
•Damage during action requires immediate check
•Failure may ruin progress or require restart
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Classification
SpacecraftDifferent categories of spacecraft with their characteristics.
•Ship: 100+ tons, interstellar capable
•Small Craft: <100 tons, limited jump capability
•Capital Ship: 5,000+ tons, major military vessels
•System Ship: No jump drive, local operations only
•Streamlined Hull: Designed for atmospheric entry
•Partially Streamlined: Limited atmospheric capability
•Unstreamlined: Non-aerodynamic, dangerous in atmosphere
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Crew Duties
SpacecraftStandard crew positions and their responsibilities.
•Pilot: Navigation, course changes, evasive maneuvers
•Captain: Command, Leadership, Tactics decisions
•Engineer: Power plant, drives, damage control
•Sensor Operator: Electronic warfare, target tracking
•Turret Gunner: Weapon operation, point defense
•Bay Gunner: Bay weapon operation
•Marine: Boarding actions, security
•Passenger: Non-assigned personnel in staterooms
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Measurement
SpacecraftUnits used for space travel and operations.
•Displacement Ton: 14 cubic meters, standard volume unit
•Astronomic Unit: Earth-Sun distance (149.6M km)
•Light Second: 299,792 km
•Light Minute: 17.99M km
•Light Year: 9.46T km
•Parsec: 3.26 light years (30.86T km)
Source: Core Rulebook Update 2022 (2024 Revision)
Jump Travel Basics
SpacecraftFundamental rules for interstellar travel.
•100-diameter limit: Minimum safe jump distance
•Fuel requirement: 10% of hull tonnage per parsec
•Jump time: 148 + 6D hours (≈1 week)
•Astrogation: Easy (4+) check, DM-1 per parsec distance
•Engineer (j-drive): Easy (4+) check to initiate jump
•Misjump effects: Time dilation, position errors, system damage
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Power Management
SpacecraftHow power is allocated and managed on ships.
•Basic Systems: 20% of hull tonnage Power
•Manoeuvre Drive: 10% of hull tonnage × Thrust
•Jump Drive: 10% of hull tonnage × jump range (only during jump)
•Weapons: Varies by weapon type (see table)
•Power shortages: Shut down non-essential systems first
•Overload risks: Critical hits on failed Engineer checks
Weapon Power Requirements
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Maintenance
SpacecraftOngoing costs and upkeep requirements.
•Annual maintenance: 0.1% of purchase price
•Maintenance period: Every 4 weeks
•Skipped maintenance: Roll 2D + DM per skipped period
•Critical hit on 8+: System failures and damage
•Repair costs: Spare parts and Engineer time required
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Encounters
SpacecraftCommon types of random encounters in space.
•Highport (DM+3): Orbital starport areas
•High-Traffic Space (DM+2): Industrial worlds
•Settled Space (DM+1): Core colonized systems
•Border Systems (DM+0): Frontier regions
•Wild Space (DM-1): Amber/Red Zone areas
•Empty Space (DM-4): Unexplored regions
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Damage & Repair
SpacecraftHow damage is handled and repaired on ships.
•Hull damage: Reduces structural integrity
•Critical hits: System-specific failures and effects
•Temporary repairs: Last 1D hours, jury-rigged systems
•Permanent repairs: Require spare parts and time
•Spare parts cost: Cr100,000 per ton
•Repair time: 1D hours per critical hit Severity
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Sensors
SpacecraftSensor types and their capabilities.
•Visual: Electronically-enhanced telescopes
•Thermal: Heat emission detection
•EM: Electromagnetic spectrum analysis
•Radar/Lidar: Active object detection
•NAS: Neural activity scanning
•Densitometers: Internal structure analysis
Sensor Range Capabilities
Range Band
Visual
Thermal
EM
Medium
Limited
Limited
Limited
Long
Minimal
Limited
Minimal
Very Long
Minimal
Minimal
Minimal
Source: Core Rulebook Update 2022 (2024 Revision)
Spacecraft Travel Times
SpacecraftStandard travel durations between common destinations.
•Surface to Orbit: 2,000s at 1G, 1,414s at 2G
•Orbiting Satellite: 211m at 1G, 149m at 2G
•Close Neighbor World: 37.3h at 1G, 26.4h at 2G
•Far Neighbor World: 88.7h at 1G, 62.7h at 2G
•Close Gas Giant: 136.1h at 1G, 96.2h at 2G
•Far Gas Giant: 166.7h at 1G, 117.9h at 2G
Source: Core Rulebook Update 2022 (2024 Revision)