Playtest Alpha— unfinished and still changing.
Rulebook

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.

Core numbers & thresholds§

LookupWhere
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 valuesCh 11
Scale bands (S0–S3) and the scale-gap tableCh 12
Vehicle/ship baseline (Armor 24 / 8D) and damage nodesCh 25, 26
Outfitting package & starting XPCh 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

Character creation & advancement (Parts III–IV)§

TableDiceWhere
Random skill (category × skill matrix)2D6Ch 8
Random Boons & Banes (paired columns)D66Ch 9
Random characteristic spread (split, then assignment)1D6Ch 16
Career entry tests, fixed skills, term characteristicsCh 17, 21
Career term outcomes (8+ / 5–7 / 3–4 / ≤2)2D6Ch 17
Random career picker (which of the twelve to attempt)D66Ch 17
Random continue-or-retire (press on / walk away)2D6Ch 17
Random trauma placement (Physical / Mental)1D6Ch 17
The twelve careers' benefit tablesD66 eachCh 21
Life Events table-picker1D6Ch 22
Life Events event tablesD66 eachCh 22
Random outfitting choices & starting Banes count1D6Ch 18
Random XP-spend loop (skill rank / Boon)1D6Ch 18
Session-end advancement (2D6 per skill mark; nat 12 = rank, or +2 XP at Expert)2D6Ch 20
Masteries by skill (signature techniques, one table per skill)D6 eachCh 20, 23

Gear, trade & travel (Parts V–VI)§

TableDiceWhere
Gear catalog — weapons, equipment, trinketsD66 eachCh 24
Weapon traitsD66Ch 24
Armor traits2D6Ch 24
Random gear generator — provenance & item type1D6 eachCh 24
Random gear generator — weapon class / armor build1D6 eachCh 24
Random gear generator — beneficial trait count1D6Ch 24
Random gear generator — item grade2D6Ch 24
Random gear generator — item name (by role)D66Ch 24
Random gear generator — name dressing (by provenance)D66 / 1D6 / 2D6Ch 24
Craft roll-up (size / armor / weapons / qualities / drawbacks)1D6 + D66Ch 26
Craft tech level (by size)1D6 (+1D3)Ch 26
Craft beneficial qualitiesD66Ch 26
Craft drawbacks1D6Ch 26
Craft / hull name (by registry)D66 / 1D6Ch 26
Craft cost (base / TL step / multipliers)tableCh 26
Trade goods, SCU, market modifiersvariesCh 28
Misjump & jump outcomesvariesCh 27

Setting (Part VII)§

TableDiceWhere
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 sleepD66Ch 31
Wanderborn threads — the voyage & the lost planetD66Ch 31
Seeder threads — the founding eraD66Ch 31
Companion threads — Sable & the liberationD66Ch 31
Corporations of the Shore (roster + hooks)D66Ch 34

Running the game (Part VIII)§

TableDiceWhere
Campaign frame / era / region / first pressure1D6 eachCh 33
Rumors & bar-talkD66Ch 33
Faction — what kind of powerD66Ch 34
Faction — what they want (agenda)D66Ch 34
Faction — how they operate (methods & reach)D66Ch 34
Faction — their pressure pointD66Ch 34
Adversary damage dice (threat → die)Ch 40
Adversary generator — who they areD66Ch 40
Adversary generator — what they wantD66Ch 40
Adversary generator — their edgeD66Ch 40
Pre-rolled adversaries (ready foes with both dials set)D66Ch 40
Generating a Contact (who / how / want / disposition)D66 + 1D6Ch 35

The Sector & Adventure Toolkit (Part IX)§

TableDiceWhere
System contentsD66Ch 37
World character (+ hook)D66Ch 37
Moons & beltsD66Ch 37
Space stations (type / who runs it / what's wrong)D66 ×3Ch 37
Settlement detail (who runs it / needs / fears)D66 ×3Ch 37
Place name — shapeD6Ch 37
Place name — first elementD66Ch 37
Place name — landformD66Ch 37
Who's hiring (patron)D66Ch 38
The jobD66Ch 38
The catchD66Ch 38
The payoffD66Ch 38
Salvage — what the wreck isD66Ch 38
Salvage — what's aboardD66Ch 38
Salvage — what's wrongD66Ch 38
Instant NPC — face & demeanorD66Ch 39
Instant NPC — what they want nowD66Ch 39
Instant NPC — heritage (even) + Companion stockD66 + D6Ch 39
Names — Sleeper / Wanderborn / Seeder / CompanionD66 eachCh 39
Encounter frame — situation / reaction1D6 eachCh 41
Encounters — fringe space & the jump weekD66Ch 41
Encounters — space stationsD66Ch 41
Encounters — planetary settlementsD66Ch 41
Encounters — the natural landscapeD66Ch 41

Solo & co-op play (Part X)§

TableDiceWhere
The oracle — yes/no by likelihood (Likely/Even/Unlikely)2D6 ± Adv/DisCh 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 takes1D6Ch 43
Co-op disagreement tiebreak (oracle at agreed odds)2D6 ± Adv/DisCh 45

A quick generation order§

To build a destination from nothing, in the order the dice want:

  1. System — system contents, then world character (Ch 37).
  2. Stops — stations and settlements as the crew visits them (Ch 37).
  3. Powers — the factions that hold sway here, and what each is reaching for (Ch 34).
  4. Work — who's hiring, the job, the catch, the payoff (Ch 38).
  5. People — patrons, contacts, and walk-on faces, with names to match (Ch 35, 39).
  6. 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.