Barrels may be carried using the carry the fallen“ rules in the main rule book.”
A barrel is detroyed on a damage die of 6.
EMP guns affect all cyberwear, but not personal equipment unless the equipment is targeted specifically. EMP grenades affect everything in LOS.
If not working for the UREF, bots are in short supply and freebooters must be hired instead if vacancies are to be filled.
MD is calculated from the ranks of the crew (half for freebooters) plus 1 per bot or NPC. If there are less than 3 PCs, subtract one (to a minimum of 1 MD)
A programming attempt may be made to program multiple levels of a Hyperdrive as a single action. +3 is added to the difficult for each level programmed in the action.
If a shot misses by 1, roll to hit each target directly along the LOS in order at no bonuses or penalties.
Each damage die of 4,5,6 from a ship weapon that is not stopped by shields raises the target ship's OOC by 1.
Charges also act as energy grenades when damaging characters.
Each time the shields defend the ship, they are reduced by one level.
Upgrades are permanently lost if a module is slagged.
Non-UREF must use parts to upgrade equipment unless they have the Quartermaster special ability.
The parts are expended whether an upgrade attempt is successful or not.