Reference — Quick Rules Summary
A one-stop summary of the rules you reach for most. Chapter pointers in parentheses lead to the full text.
The core test (Ch 5)§
2D6 + skill bonus ≥ 8 = success.
Target is always 8. Make something harder/easier by deciding whether to roll at all, by Advantage/Disadvantage, by gating on training or gear, by raising what failure costs, or by requiring several successes — never by moving the 8.
- Snake eyes (natural 2): catastrophic failure regardless of bonus.
- Boxcars (natural 12): exceptional success regardless of penalty.
- Opposed test: both sides roll 2D6 + skill; higher total wins; ties go to the defender.
Advantage & Disadvantage (Ch 6)§
- Advantage: roll 3D6, keep highest 2. Disadvantage: roll 3D6, keep lowest 2.
- Any one Advantage + any one Disadvantage cancel to a flat 2D6 (regardless of how many of each). Advantage does not stack.
Characteristics (Ch 6)§
Strength · Dexterity · Endurance · Intellect · Education · Social Standing. They grant Advantage/Disadvantage, not numeric modifiers. Set in equal pairs at creation (0/0 to 3/3); creation Disadvantages are permanent.
Skill ranks (Ch 8)§
| Rank | Bonus |
|---|---|
| Untrained | −3 |
| Trained | +0 |
| Experienced | +1 |
| Professional | +2 |
| Expert | +3 |
Trained is the key threshold. Untrained skills can't be marked — they advance only by spending XP.
Momentum (Ch 7)§
- Start each session with 3; no carryover. Cap 6.
- Gain 1 per Disadvantage roll (any source) and 1 per trauma point taken.
- Spend to activate Advantage: 2 for a characteristic, 1 for a Boon or a GM situational edge. Pay only the cheapest source; no stacking. No Momentum = no Advantage.
- Assist: an ally may pay the 1-Momentum cost of your Advantage from their pool when the fiction supports them helping (Ch 7); one Assist per roll, doesn't stack.
- Not used during character creation.
Boons & Banes (Ch 9)§
- Boon: relevant → Advantage for 1 Momentum. Costs 5 XP.
- Bane: relevant → Disadvantage. Never costs XP to take; first two at creation give +5 XP each; any invoked Bane earns 1 XP/session. Buy off for 10 XP between sessions.
Trauma & armor (Ch 10)§
- Base armor 3 + gear. Damage ≥ armor = 1 trauma; ≥ 2× armor = 2 trauma.
- Two tracks, two nodes each: Physical Wounded→Maimed, Mental Shaken→Broken. Mark either track (your choice); overflow to the other when one is full.
- Wounded/Shaken clear with rest or field first aid (Survival test, Trained+, kit). Maimed/Broken need a full recovery session.
- Every node full → next trauma kills.
- End of creation: Wounded & Shaken clear; only Maimed/Broken carry into play.
The combat round (Ch 11)§
- Initiative: 2D6 + Dexterity (free Adv/Dis), high to low.
- Each turn: one Significant Action + a few Minor Actions.
- Effect = (2D6 + skill) − 8 (colour by default, not bonus damage).
- Players roll; NPCs don't. When a threat attacks, the player rolls to avoid (skill vs 8); fail = GM rolls the threat's damage (Ch 40).
Range bands§
| Band | Distance |
|---|---|
| Engaged | reach (~1.5 m) |
| Close | ≤ 10 m |
| Short | ≤ 30 m |
| Medium | ≤ 100 m |
| Extreme | > 100 m (Disadvantage; Scope ignores) |
Beyond a weapon's effective band → Disadvantage.
Reactions (1 free/round; +1 costs 1 Momentum)§
A successful reaction imposes Disadvantage on the attacker.
- Dodge (Athletics) — not vs Blast.
- Parry (Close Quarters) — melee only; not vs Smasher.
- Dive for cover — only defence vs Blast.
Cover (adds to armor)§
Light +2 · Solid +4 · Total = untargetable.
Scale (Ch 12)§
Compare armor only within a band. Gap = target band − weapon band: 0 normal · −1 treat as Destructive (2 trauma, doubled areas) · −2+ destroyed/killed · +1+ no trauma, AP negated (need a scale-capable weapon or a clever angle).
S0 Personal · S1 Vehicle · S2 Heavy · S3 Colossal.
Vehicles & ships (Ch 25)§
Baseline Armor 24 / weapons 8D (until built, Ch 26). Track: Hull (Damaged→Wrecked), Systems (On Fire→Offline). Crew roll; GM rolls only enemy damage. Engineer clears first-track nodes; Wrecked/Offline need a yard.
Jump (Ch 27)§
Hexes = 1 parsec. Jump-1 standard; 1 week per jump, cut off. Plot = Physics (roll only if Untrained or under pressure); failed plot → misjump check. No FTL comms.
Character creation (Part III)§
- Name & heritage (RP only).
- Characteristics: N Advantage / N Disadvantage (0–3).
- Careers: entry test (8+), 4 fixed skills, first term auto-succeeds; term roll 8+/5–7/3–4/≤2; Life Event after every term; age 18 +4/term.
- Outfit: Cr2,000 + two choices (Cr1,500 or rolled gear); 40 free XP + career XP; up to 2 starting Banes (+5 XP each). Spend: 10 XP = +1 rank, 5 XP = Boon.
Advancement & session end (Ch 20)§
- Fail a test at Trained+ → mark the skill.
- Session end: roll 2D6 per mark (clear it; nat 12 = +1 rank, else +1 XP; nat 12 at Expert = +2 XP); +1 XP for the session; +1 XP per invoked Bane.
- 10 XP = +1 rank; 10 XP = remove a Bane; 5 XP = Boon; 20 XP = a Mastery (skill held at Expert; bought in play, not at creation). Skill cap Expert (+3); Masteries open past it.
Faction play (Ch 34)§
- A faction is agenda + reach + influence clock (4/6/8 segments) — no stat block.
- Standing uses the Contact spectrum (Ally/Contact/Rival/Enemy), tracked as fiction.
- Faction turn (between sessions/jumps): each faction ticks its clock forward if the crew helped or ignored it (it creeps +1 on its own regardless), back if the crew or a rival hindered it. Clock fills → it succeeds; set a new one.
- Players never roll "against a faction" — they act in scenes (tests vs 8), and the GM keeps the clock. Word travels no faster than a ship, so the crew sees results, not moves.
The GM toolkit (Part IX) — what to roll, where§
| Need | Chapter |
|---|---|
| A system, world, moon, station, or settlement | Sectors & Worlds (37) |
| A patron, job, the catch, the payoff, or a salvage wreck | Jobs & Salvage (38) |
| A quick NPC, or a name for any of the four peoples | People on the Fly (39) |
| A foe to stat, or a pre-rolled adversary | Adversaries (40) |
| An encounter in space, station, settlement, or the wild | Encounters (41) |
| A faction of any kind | Faction Play (34) |
| A rumor, or a whole campaign premise | Building Adventures (33) |
The oracle — solo & co-op play (Part X)§
For playing with no GM. Ask a yes-or-no question, judge how likely Yes is, roll 2D6 vs 8:
| Yes is… | Roll | Yes on |
|---|---|---|
| Likely | 2D6 Advantage (3D6 keep high 2) | ~2 in 3 |
| Even | 2D6 | ~2 in 5 |
| Unlikely | 2D6 Disadvantage (3D6 keep low 2) | ~1 in 5 |
8+ = Yes; 7− = No. The oracle's Advantage/Disadvantage is free — it never touches Momentum (Ch 7).
- Doubles (scoring dice) = a spark: yes, but… / no, but… — or roll an interrupt (encounter, Ch 41; or What Intrudes, Ch 43).
- Kept 6-6 = "yes, and…" (emphatic); kept 1-1 = "no, and…" (emphatic). Both spark.
- Open questions (what/who/why) → roll the fitting generator (Part IX), not the oracle.
- Co-op tiebreak: disagreement on what's true → put it to the oracle at agreed odds; the player who argued the case doesn't judge the roll (Ch 45).