Reference — All Tables in One Place
Every roll-up table and key number in the book, indexed by chapter so you can find a generator mid-game without hunting. Dice are noted in brackets. The toolkit chapters (Part IX) and Faction Play (Ch 34) are where most GM generation lives. Playing solo or GM-less, Journaling Your Play (Appendix A5) gives a shared shorthand for logging these rolls and their outcomes.
| Lookup | Where |
|---|
| The target number (always 8) | Ch 5 |
| Skill rank ladder (Untrained −3 → Expert +3) | Ch 8 |
| Trauma & armor thresholds (≥ armor = 1, ≥ 2× = 2) | Ch 10 |
| Range bands; reactions; cover values | Ch 11 |
| Scale bands (S0–S3) and the scale-gap table | Ch 12 |
| Vehicle/ship baseline (Armor 24 / 8D) and damage nodes | Ch 25, 26 |
| Outfitting package & starting XP | Ch 18 |
| Technology-level scale (TL 0–15) | Ch 37 |
| Traveller/2D6 conversion quick-map (targets, DMs, skills, NPCs) | A7 |
| OSR/NSR conversion quick-map (d20 checks, saves, HP, SWN tech levels) | A7 |
| Table | Dice | Where |
|---|
| Random skill (category × skill matrix) | 2D6 | Ch 8 |
| Random Boons & Banes (paired columns) | D66 | Ch 9 |
| Random characteristic spread (split, then assignment) | 1D6 | Ch 16 |
| Career entry tests, fixed skills, term characteristics | — | Ch 17, 21 |
| Career term outcomes (8+ / 5–7 / 3–4 / ≤2) | 2D6 | Ch 17 |
| Random career picker (which of the twelve to attempt) | D66 | Ch 17 |
| Random continue-or-retire (press on / walk away) | 2D6 | Ch 17 |
| Random trauma placement (Physical / Mental) | 1D6 | Ch 17 |
| The twelve careers' benefit tables | D66 each | Ch 21 |
| Life Events table-picker | 1D6 | Ch 22 |
| Life Events event tables | D66 each | Ch 22 |
| Random outfitting choices & starting Banes count | 1D6 | Ch 18 |
| Random XP-spend loop (skill rank / Boon) | 1D6 | Ch 18 |
| Session-end advancement (2D6 per skill mark; nat 12 = rank, or +2 XP at Expert) | 2D6 | Ch 20 |
| Masteries by skill (signature techniques, one table per skill) | D6 each | Ch 20, 23 |
| Table | Dice | Where |
|---|
| Gear catalog — weapons, equipment, trinkets | D66 each | Ch 24 |
| Weapon traits | D66 | Ch 24 |
| Armor traits | 2D6 | Ch 24 |
| Random gear generator — provenance & item type | 1D6 each | Ch 24 |
| Random gear generator — weapon class / armor build | 1D6 each | Ch 24 |
| Random gear generator — beneficial trait count | 1D6 | Ch 24 |
| Random gear generator — item grade | 2D6 | Ch 24 |
| Random gear generator — item name (by role) | D66 | Ch 24 |
| Random gear generator — name dressing (by provenance) | D66 / 1D6 / 2D6 | Ch 24 |
| Craft roll-up (size / armor / weapons / qualities / drawbacks) | 1D6 + D66 | Ch 26 |
| Craft tech level (by size) | 1D6 (+1D3) | Ch 26 |
| Craft beneficial qualities | D66 | Ch 26 |
| Craft drawbacks | 1D6 | Ch 26 |
| Craft / hull name (by registry) | D66 / 1D6 | Ch 26 |
| Craft cost (base / TL step / multipliers) | table | Ch 26 |
| Trade goods, SCU, market modifiers | varies | Ch 28 |
| Misjump & jump outcomes | varies | Ch 27 |
| Table | Dice | Where |
|---|
| Anchor worlds — a six-place starter map (the Shoals of Providence) | — (pick) | Ch 30 |
| Signature bestiary — named reusable creatures (dials set) | — (pick) | Ch 30 |
| Sleeper threads — arks, claims, the long sleep | D66 | Ch 31 |
| Wanderborn threads — the voyage & the lost planet | D66 | Ch 31 |
| Seeder threads — the founding era | D66 | Ch 31 |
| Companion threads — Sable & the liberation | D66 | Ch 31 |
| Corporations of the Shore (roster + hooks) | D66 | Ch 34 |
| Table | Dice | Where |
|---|
| Campaign frame / era / region / first pressure | 1D6 each | Ch 33 |
| Rumors & bar-talk | D66 | Ch 33 |
| Faction — what kind of power | D66 | Ch 34 |
| Faction — what they want (agenda) | D66 | Ch 34 |
| Faction — how they operate (methods & reach) | D66 | Ch 34 |
| Faction — their pressure point | D66 | Ch 34 |
| Adversary damage dice (threat → die) | — | Ch 40 |
| Adversary generator — who they are | D66 | Ch 40 |
| Adversary generator — what they want | D66 | Ch 40 |
| Adversary generator — their edge | D66 | Ch 40 |
| Pre-rolled adversaries (ready foes with both dials set) | D66 | Ch 40 |
| Generating a Contact (who / how / want / disposition) | D66 + 1D6 | Ch 35 |
| Table | Dice | Where |
|---|
| System contents | D66 | Ch 37 |
| World character (+ hook) | D66 | Ch 37 |
| Moons & belts | D66 | Ch 37 |
| Space stations (type / who runs it / what's wrong) | D66 ×3 | Ch 37 |
| Settlement detail (who runs it / needs / fears) | D66 ×3 | Ch 37 |
| Place name — shape | D6 | Ch 37 |
| Place name — first element | D66 | Ch 37 |
| Place name — landform | D66 | Ch 37 |
| Who's hiring (patron) | D66 | Ch 38 |
| The job | D66 | Ch 38 |
| The catch | D66 | Ch 38 |
| The payoff | D66 | Ch 38 |
| Salvage — what the wreck is | D66 | Ch 38 |
| Salvage — what's aboard | D66 | Ch 38 |
| Salvage — what's wrong | D66 | Ch 38 |
| Instant NPC — face & demeanor | D66 | Ch 39 |
| Instant NPC — what they want now | D66 | Ch 39 |
| Instant NPC — heritage (even) + Companion stock | D66 + D6 | Ch 39 |
| Names — Sleeper / Wanderborn / Seeder / Companion | D66 each | Ch 39 |
| Encounter frame — situation / reaction | 1D6 each | Ch 41 |
| Encounters — fringe space & the jump week | D66 | Ch 41 |
| Encounters — space stations | D66 | Ch 41 |
| Encounters — planetary settlements | D66 | Ch 41 |
| Encounters — the natural landscape | D66 | Ch 41 |
| Table | Dice | Where |
|---|
| The oracle — yes/no by likelihood (Likely/Even/Unlikely) | 2D6 ± Adv/Dis | Ch 43 |
| The spark — doubles → yes-but / no-but; 6-6 = yes-and, 1-1 = no-and | (read of the oracle roll) | Ch 43 |
| What Intrudes — what unbidden turn the world takes | 1D6 | Ch 43 |
| Co-op disagreement tiebreak (oracle at agreed odds) | 2D6 ± Adv/Dis | Ch 45 |
To build a destination from nothing, in the order the dice want:
- System — system contents, then world character (Ch 37).
- Stops — stations and settlements as the crew visits them (Ch 37).
- Powers — the factions that hold sway here, and what each is reaching for (Ch 34).
- Work — who's hiring, the job, the catch, the payoff (Ch 38).
- People — patrons, contacts, and walk-on faces, with names to match (Ch 35, 39).
- Trouble — what's out there when a scene turns, and the foe behind it (Ch 41, 40).
Roll only as far as the table needs to see; let the crew's choices pull the next layer into focus.