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WOUNDS DAMAGE ARMOR & COVER

BLUNT FIRE & GORE & DMG DESCRIPTION AP DESCRIPTION


D10 SEVERITY BLEEDING GUNSHOT
FORCE EXPLOSIVES MASSIVE 1 Standard Crew Attire, clothing.
1 DMG Foam Gun, Tranq Pistol, general wear and tear.
0 Flesh Wound Knocked down. Drop held item. Grazed. Knocked down. Hair burnt. 1d5 Stress. Vomit. [-] next action. 1d5 DMG Crowbar, Flare Gun, Nail Gun, Scalpel, Stun Baton. 3 Vaccsuit.
Winded. [-] until you Lots of blood. Those Awesome scar. Awesome scar. 1d10 DMG Hand Welder, Revolver [+], Rigging Gun (initial hit). Hazard Suit. Insignificant Cover: Wood furniture, doors,
1 Bleeding +1. 5
catch your breath. Close gain 1 Stress. +1 Minimum Stress. +1 Minimum Stress. body shields.
2d10 DMG Boarding Axe [+], SMG, Rigging Gun (when removed).
Sprained Ankle. Speed Blood in eyes. All rolls Singed. 7 Standard Battle Dress.
2 Broken rib. Digit mangled. 3d10 DMG Pulse Rifle, Vibechete.
Checks at [-]. at [-] until clean. [-] on next action.
Minor Injury Advanced Battle Dress. Light Cover: Trees, bulkhead, metal
Concussion. [-] on Laceration. 4d10 DMG General-Purpose Machine Gun [+]. 10
3 Fractured extremity. Shrapnel/large burn. Eyes gouged out. furniture.
mental tasks. Bleeding +1. 1d100 DMG Laser Cutter. 20 Heavy Cover: Airlock doors, cement beams..
Leg or foot broken. [-] Major cut. Internal bleeding. Ripped off flesh. -1d10 1d10x10 DMG Smart Rifle.
4 3rd degree burns.
on Speed Checks. Bleeding +2. Bleeding +2. Strength.
1 Wound Combat Shotgun, Flamethrower, deadly attacks. QUICK STATS
Arm or hand broken. Fingers/toes severed. Lodged bullet. Surgery Major Burn. Body
5 Paralysed waist down. 1d5 Wounds Frag Grenade (-1). STAT VALUE DESCRIPTION
[-] manual tasks. Bleeding +3. required. Save -2d10.
Major Injury
Snapped collarbone. [-] Hand/foot severed. Gunshot wound to Skin grafts required. Limb severed. WOUNDS 1 Normal person.
6 on Strength Checks. Bleeding +4. the neck. Body Save -2d10. Bleeding +5. DEATH
Back broken. [-] on Limb severed. Major blood loss. Limb on fire. 2d10 Impaled. D10 RESULT 2-3 Tough, veteran, normal horror.
7 Lethal Injury all rolls. Bleeding +5. Bleeding +4. Damage per round. Bleeding +6.
(Death Check 0-4 You have died. Roll up a new character.
1d10 rounds) Skull fracture. [-] on Major artery cut. Sucking chest wound. Body on fire. 3d10 Guts spooled on floor.
8 5-6 You are comatose. Only extreme measures can revive you. 4-5+ Large creature, apex predator.
all rolls. Bleeding +6. Bleeding +5. Damage per round. Bleeding +7.
Fatal Injury Engulfed in fiery Head explodes. 7-8 You are unconscious and dying. Death in 1d5 rounds.
Spine or neck broken. Throat slit or heart Headshot. HEALTH (1) Normal person. Weak creature.
9 (Death explosion. Death No Death Check. 9 You are unconscious. Wake in 2d10 min. -1d5 Maximum Health.
Check) Death Check. pierced. Death Check. Death Check.
Check. You have died.
TACTICAL CONSIDERATIONS (2-10) Guards, animals, tough person.
MEDICAL TREATMENTS
D100 SITUATION
TREATMENT COST DESCRIPTION (11-20) Very strong person, normal horror.
AI Wellness Counselor 20kcr Once per week, this 1-hour session has a 90% chance to restore 1 Sanity Save or else gain 1 Stress. 00-07 HIGH GROUND: One side is located higher above the other.

Completely removes the memories of a 24hr block of time and implants them in a Dorian android. All Conditions, 08-15 KINETIC POTENTIAL: Explosive objects or terrain. (21+) Hard to kill creature.
Dorian Memory Transfer 5mcr and Sanity Save or Fear Save loss from that time are restored. Treatment takes a day: Make a Sanity Save, on a 16-23 BREACH: One side is entrenched in an easily defensible position.
failure you forget 1d10 months surrounding the incident. On a Critical Failure: total amnesia.
24-31 TAKE & HOLD: Capture and defend an objective. COMBAT 00-30 Normal person.
Immersive Slicksim 100kcr 90% chance to restore 1d10 Fear Save or else reduce Sanity Save by 1d5.
Mental Defragging 1mcr Removes 1 Condition. Treatment takes 10, week-long sessions. [-] on Sanity Saves until treatment is completed. 32-40 ESCALATION RISK: The longer it takes, the worse it gets.
31-60 Something with combat training.
Nanogel Massage 50kcr Restores 2d10 Body Save per weekly treatment. 41-49 AMBUSH: If one side is surprised, the encounter ends quickly.
Pseudoflesh Injection 500kcr Restores 1d5 Speed, Strength, or Body Save, or all Wounds. Treatment lasts four hours and takes 6 weeks to recover. 50-56 STEALTH MISSION: Don’t get noticed by the enemy. 61+ Killing machine.
Implant Memories Reduce Minimum Stress by 1 (Minimum 2). 57-65 COLLATERAL DAMAGE: Innocent victims in the area.
Reconstructive Biopod 10kcr Treatment takes 1 week and restores 1 Wound. Pod costs 20mcr. 66-75 DANGER ZONE: Environment is dangerous, potentially lethally. INSTINCT 00-30 Normal person.
Backup your genetic makeup for 1mcr. Restore your Stats, Saves, and Wounds to the last backup. You forget 76-85 KEY OBJECTIVE: It ends as soon as the objective is achieved.
Restore Previous Version 1mcr
everything that has happened since. Beware of doppelgangers and buggy backups. Costs 50kcr to update the backup. 31-60 Crafty, thinking being.
86-94 PURSUIT & EVADE: Stop the enemy from reaching a location.
SURVIVAL 95-99 RULES OF ENGAGEMENT: One side must be non-lethal. 61+ Highly intelligent.
Atmosphere (Toxic): 1d10 DMG/round. Body Save for half. Ignore if wearing a rebreather, or personal oxygen supply.
Atmosphere (Corrosive): 1 DMG/round (Mild) to 10 DMG/round. Ignore if wearing sufficient Armor. RANGE ARMOR 0 Unarmored.
Bleeding: X DMG per round until Bleeding is stopped. RANGE DISTANCE REFERENCE
POINTS 1-3 Basic clothing, thick fur/skin.
Cryosickness: [-] for 1 week after cryosleep. Cured with Stimpak.
ADJACENT Less than 1m/3 ft. It can touch you.
Exhaustion: Body Save every hour after 12 hrs without rest or you take 1 DMG and 1 Stress. After 24 hrs of exhaustion, [-] until you rest for 8 hrs.
4-7 Plating/shell/basic armor.
Food & Water: After 24 hrs without food, [-]. When water is scare, [-]. You can survive for 3 weeks without food, 3 days without water.
CLOSE ~5-10m/15-30 ft. It can get to you.
Oxygen: 15 sec without O2 before fall unconscious. After unconscious, you can survive 1d5 min before dying. 8-10 Hard plating/heavy armor.
Radiation (Level 1 - Trace): Normal everyday radiation, cosmic rays. No damage. Possible long-term side effects.
LONG ~11-100m/31-300 ft. You can shoot it. Impossible to damage without
Radiation (Level 2 - Acute): Unshielded reactors/Warp Cores. Reduce all Stats and Saves by 1 every round. 11+
special weaponry.
Radiation (Level 3 - Lethal): Atomic weapons, handling Warp Cores. Every round: Body Save or lethal dose (death in 1d5 days).
OUT OF RANGE ~101m+/300+ ft. You can hear them scream. +1 Higher quality version.
Stimpak Overdose: Roll 1d10. If you roll less than the number of Stimpaks you’ve taken in the past 24 hrs, make a Death Check.
PANIC STATS & SAVES PRICE TIERS CONTRACT WORK
D20 PANIC EFFECT STAT/SAVE WHEN TO USE RANGE NOTABLE ITEMS D10 DEPARTMENT
1 ADRENALINE RUSH. [+] for 2d10 min. -1d5 Stress. SANITY SAVE Rationalization, order from chaos. 1cr’s Cheap meals, cigarettes, drinks, slickbay rental. PRODUCTION & MANUFACTURE
2 ANXIOUS. +1 Stress. FEAR SAVE Level-headedness, emotional reactions. Asteroid mining, derelict salvage and scrap,
10cr’s Meals, cheap equipment, ammo, very poor daily living. 00-01
strikebreaking, terraformer installation, and android
3 JUMPY. +1 Stress. All Close crewmembers: +2 Stress. BODY SAVE Resist hunger, disease, foreign organisms. troubleshooting.
100cr’s Basic equipment, deperate contractors, drugs, cheap weapons.
4 OVERWHELMED. [-] for 1d10 min. +1 Minimum Stress. STRENGTH Lifting, carrying, holding, pushing, pulling, jumping. SHIPPING & HANDLING
5 COWARD (Condition): Fear Save to engage in violence or flee. Most contractors. Basic armor. High-end drugs, equipment. Cargo freight, VIP escort, scrap hauling, prisoner
SPEED Running, working quickly, reaction time, dodging. 1kcr’s Mid-tier weapons. Space travel tickets. Class-0-III Ship fuel. 02-03
FRIGHTENED (Condition): Fear Save [-] or gain 1d5 Stress transport, sensitive materials handling, passenger
6 INTELLECT Recalling your training and experience under duress. Private entertainment. Basic medical treatment. transport, and contraband smuggling.
when encountering your fear.
COMBAT Fighting for your life. High-end armor, weapons, contractors, medical treatment. RESEARCH & DEVELOPMENT
7 NIGHTMARES (Condition): [-] on Rest Saves. 10kcr’s Basic cybermods, slickware. Luxury space travel. Skill training. Sample & specimen collection, planetary survey, field
8 LOSS OF CONFIDENCE (Condition): Lose one Skill’s bonus. Class-IV ship fuel. 04-05
FAILURE testing, sabotage, containment breach, archaeological
9 DEFLATED (Condition): +1 Stress when Close ally gains Stress. Commercial mechs. Organic animals. Class-V ship fuel. Basic dig, and corporate espionage.
ACTION SUCCEEDS, BUT COSTS MORE TIME/RESOURCES. 100kcr’s
10 DOOMED (Condition): Critical Successes are Critical Failures. ship upgrades. Space travel towing, hangar space. Sleeves. RISK MANAGEMENT
ACTION SUCCEEDS, BUT CAUSES HARM. Sweep and clear, liquidation, asset protection,
PARANOID. For the next week, make a Fear Save whenever Chartering vessels. Armored vehicles. Ship upgrades, weapons. 06-07
11 1mcr’s quarantine enforcement, bounty hunting, distress signal
someone joins/re-joins your group (even if they just left). ACTION SUCCEEDS, BUT LEAVES THE PLAYER AT High-end medical treatment. Cheap retirement. response, and system patrol.
A TACTICAL DISADVANTAGE.
HAUNTED (Condition): Something starts visiting you at night. 10mcr’s High-end ship upgrades. Cheap spacecraft. Basic retirement. HUMAN RESOURCES
12 In your dreams. Out of the corner of your eye. And soon it will ACTION FAILS AND THE SITUATION GETS MUCH WORSE.
Missing persons, suspicious death, communication
start making demands. 100mcr’s Basic spacecraft. Luxury retirment. 08
breakdown, troubleshooting, AI negotiation, and
DEATH WISH. For 24 hours, whenever you encounter a stranger CONTRACTORS Mid-tier spacecraft. Shareholder net worth. Basic space settlement evacuation.
13 1bcr’s
or known enemy, make a Sanity Save or immediately attack. station. MERGERS & ACQUISITIONS
SALARY OCCUPATION 09 Asset recovery, salvage retention, personnel recruitment,
PROPHETIC VISION. Intense hallucinations or visions of an 1tcr Mid-tier space station. High-end spacecraft.
14 0kcr — 1kcr Desperate people, crimincals, Chaplain, Void Urchins. first contact protocol, repossession, and piracy.
impending terror or horrific event. +1 Stress.
1kcr — 3kcr Blue Collar Workers: Asteroid Miner, Bodyguard,
CATATONIC. Become unresponsive and unmoving for 2d10 PUZZLE COMPONENTS
15 Marine (Grunts), Pioneers, Teamsters
minutes. -1d10 Stress.
D100 TYPE DESCRIPTION
RAGE. Immediately attack the closest ally until you inflict at least 3kcr — 6kcr Corporate White Collar, Androids, Pilots, Scientists,
16 00-04 ALARM If solved incorrectly sets off an alarm, alerting nearby enemies.
2d10 DMG. If there is no ally Close, you attack the environment. Survival Guides, Therapists, Marine (Officers).
17 SPIRALING (Condition): Panic Checks at [-]. 05-09 CONNECT THE DOTS Connect a series of “dots” using some kind of item (e.g. wires, light, water, blood, etc.).
6kcr — 12kcr Professionals, specialist researchers, Ship Captains,
18 COMPOUNDING PROBLEMS. Roll twice. +1 Minimum Stress. 10-13 CONSTRUCTION Construct an item using pieces that they are given, or must find or provide.
Doctors, Engineers.
HEART ATTACK/SHORT CIRCUIT (ANDROIDS). 14-17 DILEMMA Choose between the lesser of two evils or the greater of two goods.
19 12kcr — 24kcr Top-of-the-line professional specialists, Corporate
-1 Maximum Wounds. [-] for 1d10 hours. +1 Minimum Stress. 18-21 EGG CARRY Safely deliver a delicate or vulnerable item or organism (e.g., the “egg”) to a certain location.
Fixers, Surgeons.
COLLAPSE. You no longer control this character. Hand your sheet 22-25 FIND THE CLUE Search for one or more objects (which then lead to more Questions, Puzzles, or Answers).
20 Beyond these bands are special case contractors.
to the Warden and roll up a new character to play. 26-29 GUARDIAN Defeat, appease, or otherwise bypass a guardian who denies access to a location or item.

PAY SCALE 30-34 HAZARDOUS PATH Route is blocked by danger which must be avoided, circumnavigated, or defeated to continue.
35-38 ILLUSION Contains an element that appears to be one thing but is actually another.
D100 CREDITS LIFESTYLE
39-42 LABYRINTH Forces players to navigate a maze or complicated path.
POWERFUL FAVOR DEAD BROKE
00 The client can’t pay, but they are powerful and well connected and owe the crew a The crew can’t afford basic necessities. 1d10 days of living 43-47 LOCK & KEY Collect an item (the key) and use it on the lock in order to gain access to the lock’s contents.
big favor that can be called in at their discretion. expenses or one piece of cheap equipment. 48-51 MISSING PART Locate a missing item in order for the puzzle to work properly.
DESPERATE SCRAPING BY 52-56 MUNDANE OBSTACLE A real-world problem (e.g. a broken elevator, a collapsed pylon, etc.).
01-09 Pays 1d10x100cr up front. This is all the money the client has in the world. Doing The crew can afford only basic necessities. 1d10 weeks of
this job would make them a longtime ally of the crew. living expenses or one piece of decent equipment. 57-60 OUTSIDE-THE-BOX No obvious solution, so players must bring outside resources to bear in order to solve it.

BARTER AGREEMENT NEED WORK 61-64 PATTERN RECOGNITION Requires the players to notice repeated symbols or other repeated information.
10-34 The client can only offer some kind of trade like astronavigation data, ship repairs, The crew has some disposable income. 1d10 months of living 65-69 REMOTE SWITCH Activate a switch in another location to bypass the obstacle in their current location.
weapons and equipment or other accommodations. expenses or one piece of expensive equipment. 70-73 RIDDLE Requires recitation of a coded phrase or password.
GRUNT WORK PAYING DOWN DEBT 74-78 RISING TIDE Danger which escalates naturally, forcing the players to solve it quickly or be harmed.
35-93 The client can pay the crew’s salaries, but the crew’s expenses are theirs to handle C/B/A-Class Shore Leave, cheap cybermod, medical treatment,
on their own. Jump Pay and Hazard Pay are out of the question. minor bribe, or skill training. 79-82 SACRIFICE Requires the players to sacrifice something of great value to them in order to solve it.
PAYDAY FLUSH WITH CREDITS 83-86 SEQUENCE Complete a certain number of steps in a specific order to solve the puzzle.
94-98 Pays 1d10x10kcr upon completion and up to 10% up front. All travel expenses X/S-Class Shore Leave, a decent cybermod, or a ship upgrade, 87-90 TEAMWORK Multiple players must do something at the same time in order to solve the puzzle.
paid and the client can provide up to 1d10 Contractors to assist as needed. hiring Contractors.
91-93 TIMELOCK Solve the puzzle in a certain amount of time or fail (or otherwise re-start their attempt).
JACKPOT
I CAN RETIRE AFTER THIS JOB 94-96 TRAP The puzzle punishes players for failed attempts to solve it.
99 Pays 1d10x1mcr upon completion and up to 1d10x10kcr up front. All necessary
Enough for a small ship, small business, or retirement.
expenses paid and private contractors available upon request. 97-99 TRIAL AND ERROR Players must experiment with several ingredients (e.g., switches, chemicals, etc.) to solve the puzzle.
MEGADAMAGE SHIP CLASS SHIP COMBAT PROCEDURE SETTLEMENT LOCALE
MDMG EFFECT CLASS DESCRIPTION EXAMPLE PHASE WHAT HAPPENS D100 GEOLOGICAL FEATURE
00 ALL SYSTEMS NORMAL. 5x5. Ready to ride. 0 Shuttlecraft. Shuttles, fighters, dropships. Ships Evade, Pursue, or Maintain Course. Bid Fuel. Winner gets [+] 00-04 CATENA (crater chain)
MOVEMENT
EMERGENCY FUEL LEAK. Every time you spend fuel, you I Light commercial. Raider, executive transport. on Thrusters Check, winner makes progress. 05-08 CHAOS (broken terrain)
01
spend 1 more. All ships within Firing Range make a Weapons Check:
II Medium commercial. Freighter, Patrol Craft. 09-12 COLLIS (small hill)
02 WEAPONS OFFLINE. Cannot make Weapons Checks. ATTACK Critical Failure: +2 MDMG, Failure: +1 MDMG,
III Heavy commercial Salvage Cutter, Jumpliner. Success: Deal MDMG, Critical Success: x2 MDMG. 13-16 CRATER (impact valley)
NAVIGATION OFFLINE. Cannot make Thruster Checks. 10%
03 IV Light military. Corvette MORALE If enemies roll 1d10 under their MDMG: negotiate surrender. 17-20 DORSUM (ridge)
chance all navigation data wiped.
FIRE ON DECK. Fire spreads throughout the ship, creating V Medium military. Exploration vessel, troopship. AFTER BATTLE REPORT If ship took MDMG, Systems Check. Failure: Roll on Repair Table. 21-24 ERUPTIVE CENTER (volcano)
a toxic atmosphere (due to smoke inhallation) and a highly 25-28 FOSSA (trough)
04 corrosive atmosphere (10 DMG/round) for locations on fire DISTRESS SIGNALS SHIP RANGE & DISTANCE 29-32 LABES (landslide)
(see Toxic & Corrosive Atmospheres, Player’s Survival
Guide pg. XX.X for details). D10 RESPONSE TIME CONTACT FIRING DETECTION LABYRINTHUS (complex of
33-35
0-3 NEVER. The ship floats endlessly in space. EVASION ATTEMPT 3 Fuel. 2 Fuel. 1 Fuel. intersecting valleys/ridges)
HULL BREACH. All crew make a Body Save or take 1 Wound
05 36-39 LACUS (“lake” or small plain)
(Explosion). On a critical fail, get violently sucked into space. 4 2D10 DECADES. Body Save [-] or -1d10 to all Stats and Saves. HAILING LATENCY None. Minutes to hours. Days to weeks.
LIFE SUPPORT SYSTEMS OFFLINE. Oxygen limited to 5-6 2D10 YEARS. Body Save or -1d5 to all Stats and Saves. Damage, lifeform Transponder, class, Vessel’s size, location, 40-43 LANDING SITE
06 1d10 multiplied by the maximum crew capacity (see Oxygen, SCANNERS SHOW
presence, visual. and weapons. and trajectory. 44-47 MARE (“sea” on a moon)
Player’s Survival Guide pg. XX.X for details). 2D10 MONTHS. Note to self: Remember to review Company
7-8
policy on backpay in the event of a cryo-emergency. SHIP COMBAT Boarding, combat. Combat. Combat (Railgun Only). 48-51 MENSA (mesa)
RADIATION LEAK. Radiation level increases by 1 every
07 9 2D10 WEEKS. One of the lucky ones. SPACE TRAVEL Planet to close Planet to moon, Planet to distant 52-56 MONS (mountain)
2d10 minutes.
DISTANCE orbit. station, asteroid field. planet.
08 DEAD IN THE WATER. All systems offline, emergency power. 57-60 MONTES (mountain range)
SPACE TRAVEL COSTS SPACE TRAVEL TIME Minutes. Hours to days. Weeks to months.
09+ ABANDON SHIP! Ship is destroyed in 1d10 minutes. 61-65 PATERA (irregular crater)
LANDING COST PLANETS 66-69 PLANITIA (low plain)
SHIP STATS Shuttle Passenger Seating 250cr D10 SURFACE SIZE/GRAVITY ATMOSPHERE CLIMATE 70-73 PLANUM (high plain/plateau)
STAT/SAVE WHEN TO USE Cargo Space +1kcr 00 Liquid Giant (Crushing Gravity) Corrosive Hellish 74-77 RUPES (cliff/scarp)
THRUSTERS Rationalization, order from chaos. INTERPLANETARY TRAVEL COST 01 Liquid Giant (Crushing Gravity) Corrosive Hot 78-81 RIMA (fissure)
WEAPONS Level-headedness, emotional reactions. J0C-0 Passenger Liner 02 Liquid Mini-Giant (Heavy Gravity) Toxic Hot 82-85 SAXUM (boulder)
2kcr
Steerage Deck (cryopod only)
SYSTEMS Fighting for your life. 03 Terrestrial Mini-Giant (Heavy Gravity) Toxic Balmy 86-89 TERRA (extensive land mass)
Second Class (public bunking, cryopod) 10kcr
04 Terrestrial Mini-Giant (Heavy Gravity) Thin Temperate 90-94 THOLUS (small mountain)
PORTS First Class (private cabin, cryopod) 20kcr
05 Terrestrial Earth-Sized Planet (Normal Gravity) Thin Heavenly 95-99 UNDAE (field of dunes)
D10 CLASS SHORE LEAVE STRESS CONVERTED Cargo Space +5kcr Hangar Space +20kcr
06 Terrestrial Earth-Sized Planet (Normal Gravity) Terraformed Rainy
X-Class. Criminal To distant planet +10kcr To edge of system +100kcr
00 1d100x10kcr 2d10 [+] 07 Terrestrial Dwarf Planet (Light Gravity) Terraformed Turbulent CONTROL FACTION
hideout, pirate base. INTERSTELLAR TRAVEL COST 08 Gas Dwarf Planet (Light Gravity) Terraformed Cold D10 FACTION
C-Class. Outpost,
01-05 2d10x100cr 1d5 J1C-III Jumpliner 09 Gas Dwarf Planet (Light Gravity) Pristine Freezing 00 Religious Group
refueling station.
Steerage Deck (cryopod only) 10kcr
B-Class. Industrial 01-05 Corporation
06-07 2d10x1kcr 1d10 Second Class (private cabin, cryopod) 20kcr
shipyard, marine base. BANKRUPTCY 06-07 Government
First Class (private suite, cryopod) 50kcr
A-Class. Metropolis, SAVE CONSEQUENCE 08 Union
08 2d10x10kcr 2d10 Cargo Space +20kcr Hangar Space +50kcr
trade center, major hub. CRITICAL SUCCESS You eke out a small profit. Choose one: 09 Criminal Organization
S-Class. Luxury resort, Jump-2 Ticket +10kcr Jump-3 Ticket +30kcr
09 2d10x100kcr All Purchase 1 Major Upgrade for the ship.
restricted corpo-worlds.
Repair 1d5 Major Repairs. POPULATION
FUEL COSTS
REPAIRS AND MAINTENANCE Pay each crewmember 1d5x100kcr. D10 NUMBER OF PEOPLE
FUEL TYPE COST
Raise your Bankruptcy Save by 1d10.
ITEM DESCRIPTION 00 A single person.
Class-I Fuel 1kcr SUCCESS You scrape by. Choose one:
Starting Condition 1d5+1 Repairs from Maintenance Issue Table. 01-02 A small handful of people.
Class-II Fuel 2kcr Purchase 1 Minor Upgrade for the ship.
Annual Systems Check. Failure: Roll on
Routine Maintenance Class-III Fuel 5kcr Purchase 1 Minor Repair for the ship. 03-04 A few dozen people.
Maintenance Issue Table.
Class-IV Fuel 50kcr Pay each crewmember 1d10x1kcr. 05-06 Roughly a hundred people.
Minor Repairs 2d10 days to repair. Can be done in flight.
Class-V Fuel 100kcr Raise your Bankruptcy Save by 1d5.
1d5 weeks to repair. Must be done in Port. 07 A few hundred people.
Major Repairs Each point of Hull or MDMG is a separate Warp Core 1mcr FAILURE You are 1d10mcr in debt to ruthless lenders.
Major Repair. Run Thrusters 1 Fuel/mo. 08 Roughly a thousand people.
The company goes bankrupt and owes a massive debt to the worst
Upgrades Must be installed in X, B, or A-Class Port. CRITICAL FAILURE 09 Overpopulated.
Hyperspace Jump 1 Warp Core people imaginable.

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