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Passenger Types

Trade

Different 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

Trade

Factors 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

Trade

Cargo 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

Trade

Factors 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

Trade

Rules 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

Trade

Formulas 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

Combat

How 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

Combat

Types 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

Combat

Distance 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

Combat

Situational 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

Combat

How 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

Combat

Options 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

Combat

Defensive bonuses from different types of cover.

Cover Types & Protection

Vegetation
+2
Tree Trunk
+6
Stone Wall
+8
Civilian Vehicle
+10
Armoured Vehicle
+15
Fortifications
+20
Source: Core Rulebook Update 2022 (2024 Revision)

Movement Rules

Combat

How 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

Combat

Options 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

Combat

Complete 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

Skills

How 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

Skills

Focused 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

Skills

Standardized challenge ratings for skill checks.

Difficulty Target Numbers

Simple
2+
Easy
4+
Routine
6+
Average
8+
Difficult
10+
Very Difficult
12+
Formidable
14+
Impossible
16+
Source: Core Rulebook Update 2022 (2024 Revision)

Task Check Formula

Skills

Components 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

Skills

What different Effect values mean for task outcomes.

Effect Range Outcomes

≤ -6
Exceptional Failure
-2 to -5
Average Failure
-1
Marginal Failure (success with consequence)
0
Marginal Success (success with condition)
1-5
Average Success
≥ 6
Exceptional Success
Source: Core Rulebook Update 2022 (2024 Revision)

Task Timeframes

Skills

Standard 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

Skills

How previous task outcomes affect subsequent attempts.

Previous Effect → Current Check DM

Failed with -3
-1
Failed with -2
0
Failed with -1
+1
Succeeded with 0
+1
Succeeded with 1-5
+2
Succeeded with ≥6
+3
Source: Core Rulebook Update 2022 (2024 Revision)

Boon & Bane System

Skills

Modifiers 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

Skills

Penalties 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

Skills

Direct 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

Skills

How 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

Skills

Tasks 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

Spacecraft

Different 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

Spacecraft

Standard 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

Spacecraft

Units 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

Spacecraft

Fundamental 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

Spacecraft

How 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

Beam Laser
4
Missile Rack
0
Particle Beam
8
Pulse Laser
4
Sandcaster
0
Turret
1
Source: Core Rulebook Update 2022 (2024 Revision)

Spacecraft Maintenance

Spacecraft

Ongoing 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

Spacecraft

Common 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

Spacecraft

How 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

Spacecraft

Sensor 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
Adjacent
Full
Full
Full
Close
Full
Full
Full
Short
Limited
Full
Limited
Medium
Limited
Limited
Limited
Long
Minimal
Limited
Minimal
Very Long
Minimal
Minimal
Minimal
Distant
None
Minimal
None
Source: Core Rulebook Update 2022 (2024 Revision)

Spacecraft Travel Times

Spacecraft

Standard 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)