All numbers
Every number on the shelf in one table, from every mechanic. Each quantity links to its row on the mechanic page, where the reason for the value is given.
795 numbers, 120 with an outside source
- A3 numbers at grade A
- B53 numbers at grade B
- C19 numbers at grade C
- D45 numbers at grade D
- E675 numbers at grade E
| Quantity | Mechanic | Value | Grade | Source |
|---|---|---|---|---|
| Length of one fight tick, which every fire and vent number below is per | Fire and damage control | 20 seconds | EAuthored | No source recorded |
| Chance one interior breach starts a fire | Fire and damage control | 0.5 chance | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 to 12-21 |
| Hull a fire burns per tick, per level, as a share of the hull's maximum health | Fire and damage control | 0.03 share | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 |
| Highest level a fire reaches | Fire and damage control | 3 level | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 to 12-21 |
| Ticks an unfought fire waits before it grows a level | Fire and damage control | 2 ticks | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 |
| Ticks a fire still burning after the shooting costs the hull | Fire and damage control | 3 ticks | EAuthored | No source recorded |
| Life support a venting compartment bleeds per tick | Fire and damage control | 6 life support | EAuthored | Atomic Rockets, advdesign, Airlock discussion |
| Share of the hands in the repair lockers, by locker level | Fire and damage control | NONE 0, LIGHT 0.1, STANDARD 0.2, HEAVY 0.35 share of hands | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Repair lockers, 12-7; general quarters, 12-8 |
| Locker level the player's own ship starts at | Fire and damage control | STANDARD level | EAuthored | No source recorded |
| Hostile warship lockers (level, competence) | Fire and damage control | STANDARD, 70 level, competence | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Repair lockers, 12-7 |
| Hostile raider lockers (level, competence) | Fire and damage control | LIGHT, 40 level, competence | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Where the source is silent: merchant ships |
| Hostile merchant lockers (level, competence) | Fire and damage control | NONE, 20 level, competence | EAuthored | Atomic Rockets, emergency, Escape Craft, and again under damage control |
| Aim lost per step of hands in the lockers | Fire and damage control | 1 aim | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Where the source is silent: costs |
| Size of that step, as a share of the hands | Fire and damage control | 0.05 share | EAuthored | No source recorded |
| Share of the reactor top-up lost for each share of hands in the lockers | Fire and damage control | 0.5 share | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Where the source is silent: costs |
| Most hands the first-response team can send | Fire and damage control | 5 hands | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Teams outside the lockers, rapid response team, 12-8 |
| Ticks the first-response team works a new fire or vent | Fire and damage control | 2 ticks | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Teams outside the lockers, rapid response team, 12-8 |
| Classes the first-response team can fight | Fire and damage control | A, B, C classes | EAuthored | Atomic Rockets, basicdesign, Fire |
| Pace of every hand against a live electrical fire | Fire and damage control | 0.5 share of full pace | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22 |
| Burn tier by fire class (multiplier on the hull burn) | Fire and damage control | A 1, C 1, B 1.5, K 1.5, D 2 multiplier | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22 |
| Life support a fire takes per tick, per level, by class | Fire and damage control | A 2, C 3, B 3, K 3, D 1 life support | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 to 12-21 |
| Reactor containment lost per tick, per level, by class, in the machinery space | Fire and damage control | C 4, D 8 containment | EAuthored | No source recorded |
| Where each class can start (class and weight out of 100, by place) | Fire and damage control | the machinery space C, 70, D, 30, a passageway A, 70, C, 30, the air plant C, 60, A, 40, the crew spaces A, 80, C, 20 weight | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22 |
| Share of the hold's room a cargo fire burns per tick, per level | Fire and damage control | 0.02 share | EAuthored | 49 CFR 172.101 and 173: US hazardous materials classes (the UN classes the IMDG Code uses), 49 CFR 173.2, 173.120, 173.127 |
| Ticks between growth steps for a volatile cargo fire | Fire and damage control | 1 ticks | EAuthored | 49 CFR 172.101 and 173: US hazardous materials classes (the UN classes the IMDG Code uses), 49 CFR 173.2, 173.120, 173.127 |
| Ticks a de-energized space stays dark | Fire and damage control | 2 ticks | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22 |
| Aim lost while a passageway is dark | Fire and damage control | 5 aim | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22 |
| Ticks a vented hold stays open while its cargo cools | Fire and damage control | 3 ticks | DAnalogy | NSTM chapter 555, volume 1: Surface Ship Firefighting (an EXTRACT of 6 pages), Post fire actions: post-fire ordnance cooling, minimum 15 minutes (555-8.13.9) |
| Work a fire needs to go out, per level, as a share of the ship | Fire and damage control | 0.12 share of the ship per tick | EAuthored | No source recorded |
| Work a vent needs to be sealed, as a share of the ship | Fire and damage control | 0.1 share of the ship per tick | EAuthored | No source recorded |
| Ticks before a fallback party takes over the lending after the Damage Control head goes down | Fire and damage control | 2 ticks | EAuthored | US Navy training manual, "Damage Control" (chapter 12), All hands, 12-1 |
| Pace of a hand working in a dark space | Fire and damage control | 0.5 share of normal pace | EAuthored | No source recorded |
| Fire classes that need live power to start | Fire and damage control | C, K classes | DAnalogy | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes (12-22) |
| Fire classes from the least to the worst | Fire and damage control | A, C, K, B, D order | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes (12-22) |
| Ticks the crew takes to clear a space before it is vented | Fire and damage control | 1 ticks (20 seconds each) | DAnalogy | 46 CFR parts 35, 95, 97 and 199: US merchant vessel fire and emergency rules, 95.16-45(a)(1) |
| Density of air | Fire and damage control | 1.225 kg per m^3 | BSecondary | Atomic Rockets, lifesupport, Air density note (1.225 kg per cubic meter) |
| Rate the ship's gas refills a vented hold | Fire and damage control | 0.25 kg per second | EAuthored | No source recorded |
| Mix of the refill gas: nitrogen and oxygen by share of volume, with molar masses | Fire and damage control | Nitrogen, 0.79, 28, Oxygen, 0.21, 32 share and g/mol | BSecondary | Atomic Rockets, lifesupport, Space Shuttle atmosphere (79 percent nitrogen, 21 percent oxygen) |
| Hours a sealed reefer keeps its cargo without power, chilled and frozen | Fire and damage control | chilled 7,200, frozen 28,800 seconds | BSecondary | Reefer carriage: how long refrigerated cargo keeps without power |
| Chance a lithium loop leaks, per point of containment lost, while the plant runs | Fire and damage control | 0.0003 chance per 20 seconds per point | DAnalogy | Liquid-metal coolant leaks: what starts them and what puts them out, NRC report 3.4 item 6: BN-600, 30 sodium leaks in 15 years |
| Chance a lithium loop leaks while it runs past its heat points | Fire and damage control | 0.01 chance per 20 seconds | DAnalogy | Liquid-metal coolant leaks: what starts them and what puts them out, NRC report 3.4 item 6: BN-600, 30 sodium leaks in 15 years |
| Share of a life support clip a damage control crew removes, per point of skill | Fire and damage control | 0.06 share per point | EAuthored | No source recorded |
| Gun sizes whose hole can empty a compartment at once | Fire and damage control | Heavy, Superheavy sizes | DAnalogy | Atomic Rockets, lifesupport, Explosive decompression (the 126 millisecond passage) |
| Crowd a vented compartment holds, as a multiple of the hull's crew occupancy | Fire and damage control | 4 multiple | EAuthored | No source recorded |
| Damage control skill of an escort the captain owns | Fire and damage control | 30 skill points | EAuthored | No source recorded |
| The six faces, in print order | Armor and the six faces | FORE, PORT, STARBOARD, UPPER, LOWER, AFT faces | EAuthored | No source recorded |
| Share of the plate each face gets, in the same order (bow heaviest) | Armor and the six faces | 4, 2, 2, 2, 2, 3 parts | EAuthored | Atomic Rockets, slowerlight3, Dust and near-light travel passage |
| Pools along one side of a face | Armor and the six faces | 3 pools | EAuthored | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability |
| Pools in one face | Armor and the six faces | 9 pools | EAuthored | No source recorded |
| Depth of a fresh pool, as a multiple of its face's share | Armor and the six faces | 6 multiple | EAuthored | No source recorded |
| Impact speed where a plate's hardness starts to fade | Armor and the six faces | 3 km/s | BSecondary | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passage |
| Rating a laminate plate reads per point of depth, the anchor of the speed rule | Armor and the six faces | 0.5 rating per point | EAuthored | No source recorded |
| Density of each plate material | Armor and the six faces | ROLLED STEEL 7.85, LAMINATE 4.8, SINTERED CERAMIC 3.21, SPRAYED ABLATIVE 1 t/m^3 | EAuthored | Atomic Rockets, spacegunconvent2, Radiation shielding materials passage: iron at 7.84 g/cm^3 for steel, tungsten at 19.3 g/cm^3 |
| Density of rolled steel plate | Armor and the six faces | 7.85 t/m^3 | BSecondary | Atomic Rockets, spacegunconvent2, Radiation shielding materials, iron at 7.84 g/cm^3 to simulate steel |
| Density of sintered ceramic plate (silicon carbide) | Armor and the six faces | 3.21 t/m^3 | BSecondary | Wikipedia, Silicon carbide: density of the common polytypes, Properties of major SiC polytypes table |
| Density of laminate plate (silicon carbide with tungsten) | Armor and the six faces | 4.8 t/m^3 | CDerived | Wikipedia, Silicon carbide: density of the common polytypes, Properties of major SiC polytypes table; tungsten from the Atomic Rockets shielding page |
| Thickness of one point of plate depth | Armor and the six faces | 0.0001 m | EAuthored | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability |
| Most a plate reads as leaning, to keep the line-of-sight factor finite | Armor and the six faces | 75 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor |
| Ceiling a full replate costs, by material | Armor and the six faces | ROLLED STEEL 0.02, SPRAYED ABLATIVE 0.03, LAMINATE 0.06, SINTERED CERAMIC 0.12 share of ceiling | EAuthored | Atomic Rockets, spacewardefense, Section 10, armor ladder |
| Share of its original depth below which a yard calls a plate scrap | Armor and the six faces | 0.25 share | EAuthored | No source recorded |
| Angles the helm can turn a face to a contact | Armor and the six faces | 0, 30, 45 degrees | EAuthored | Atomic Rockets, spacegunconvent, Kinetics: rods and obliquity |
| Warship hull slopes by face | Armor and the six faces | FORE 35, PORT 15, STARBOARD 15, UPPER 10, LOWER 10, AFT 0 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor |
| Blunt hull slopes by face (carriers, troop transports, multirole) | Armor and the six faces | FORE 20, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor |
| Freighter hull slopes by face | Armor and the six faces | FORE 0, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability |
| Muzzle speed of an autocannon | Armor and the six faces | 1.5 km/s | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Muzzle velocity in the Phalanx, Goalkeeper, Bofors and Millennium tables; Atomic Rockets chemical gun paragraph |
| Muzzle speed of a coilgun | Armor and the six faces | 4 km/s | EAuthored | Atomic Rockets, spacegunconvent, Coilguns |
| Muzzle speed of a railgun | Armor and the six faces | 6 km/s | BSecondary | Atomic Rockets, spacegunconvent, Railguns |
| Standard laminate plate, rating | Armor and the six faces | 80 rating | EAuthored | No source recorded |
| Standard laminate plate, depth | Armor and the six faces | 160 points | EAuthored | No source recorded |
| Standard sintered ceramic plate, rating | Armor and the six faces | 105 rating | EAuthored | No source recorded |
| Standard sintered ceramic plate, depth | Armor and the six faces | 100 points | EAuthored | No source recorded |
| Standard sprayed ablative plate, rating | Armor and the six faces | 60 rating | EAuthored | No source recorded |
| Standard sprayed ablative plate, depth | Armor and the six faces | 230 points | EAuthored | No source recorded |
| Standard rolled steel plate, rating | Armor and the six faces | 48 rating | EAuthored | Atomic Rockets, spacewardefense, Section 10, armor ladder |
| Standard rolled steel plate, depth | Armor and the six faces | 178 points | EAuthored | No source recorded |
| Girth of the hull model, half-girth over length (sets skin area and the target's width) | Armor and the six faces | 0.08 ratio | EAuthored | No source recorded |
| Length of the median MEDIUM hull, the one anchor the scale uses | Armor and the six faces | 100 m | EAuthored | No source recorded |
| Most a plate can eat, as a share of that weapon's own damage | Armor and the six faces | 0.9 share | EAuthored | No source recorded |
| Share of the damage that went through, charged to the far face on exit | Armor and the six faces | 0.25 share | EAuthored | No source recorded |
| Chance a hit also clips a random installed module | Armor and the six faces | 0.1 share | EAuthored | No source recorded |
| The same chance at the brink of death for the hull | Armor and the six faces | 0.32 share | EAuthored | No source recorded |
| Damage bands: share of the defender's whole hull | Armor and the six faces | 0.03, GRAZE, 0.1, BITE, 0.25, SHRED, 0.45, BREACH, 1.01, GUT share of hull | EAuthored | No source recorded |
| Ship volume per person aboard | Armor and the six faces | 40 m^3 per person | DAnalogy | Wikipedia, warship displacement and crew: volume per person, infobox displacement and complement of three classes |
| Area of a person a round can strike | Armor and the six faces | 0.45 m^2 | CDerived | NASA-STD-3001 Volume 2: crew health, the habitable atmosphere and pressure change, Appendix F, F.4, Table 44, body surface area |
| Stowage factor: cubic meters of hold per tonne of cargo | Armor and the six faces | 1 m^3 per tonne | BSecondary | Stowage factor: hold volume per tonne of cargo, table of typical stowage factors |
| Chance a hit that did not get through still throws shrapnel at the crew | Armor and the six faces | 0.05 share | EAuthored | No source recorded |
| Cargo space wrecked per point of a round's penetration | Armor and the six faces | 0.02 m^3 per point | EAuthored | Atomic Rockets, spacewardefense, Whipple shield (the stuffed Whipple passage) |
| Length of one fight round | Heat and radiators | 20 seconds | EAuthored | No source recorded |
| Heat the drive adds at full burn, per second (1 heat = 1 second of full drive waste) | Heat and radiators | 1 heat a second | EAuthored | No source recorded |
| Share of the drive's full heat that whole fins shed | Heat and radiators | 0.6 heat a second per heat of drive | DAnalogy | Atomic Rockets, heatrad, Mo/Li Heat Pipe (Radiator Types) |
| Heat a whole set of fins sheds in one round (the index's 12) | Heat and radiators | 12 heat a round | EAuthored | No source recorded |
| Share the tank pumps move into the water tank (1 minus the fin share) | Heat and radiators | 0.4 heat a second per heat of drive | EAuthored | No source recorded |
| Heat the coolant loop holds before the tank boils | Heat and radiators | 32 heat | EAuthored | No source recorded |
| Heat the loop climbs to when the tank is dry; the drive goes cold here | Heat and radiators | 64 heat | EAuthored | No source recorded |
| Heat the active sweep adds each second | Heat and radiators | 0.25 heat a second | EAuthored | No source recorded |
| Temperature rise the tank water may take before it boils | Heat and radiators | 80 kelvin | DAnalogy | Atomic Rockets, heatrad, Combat Heat Sinks (the Attack Vector: Tactical water heat sink passage) |
| Specific heat of water used for the tank | Heat and radiators | 4,180 J per kg per kelvin | BSecondary | Atomic Rockets, heatrad, Combat Heat Sinks (the Attack Vector: Tactical water heat sink passage) |
| Energy to warm one kg of tank water to boiling and then boil it off | Heat and radiators | 2,594,400 J per kg | CDerived | Atomic Rockets, heatrad, Combat Heat Sinks (the Attack Vector: Tactical water heat sink passage) |
| Share of the drive's jet power kept as heat (the unit's size) | Heat and radiators | 0.0001 share | EAuthored | Atomic Rockets, enginelist2, Nuclear Salt Water (NSWR) |
| Spare heat sinks each gun carries | Heat and radiators | 3 sinks | EAuthored | No source recorded |
| Time to swap a cold sink in | Heat and radiators | 10 seconds | EAuthored | No source recorded |
| Standing orders for spending a spare sink | Heat and radiators | kill zone, freely, never orders | EAuthored | No source recorded |
| Heat one firing puts in a gun's sink, by size | Heat and radiators | Micro 4, Light 6, Compact 9, Standard 13, Heavy 18, Superheavy 24 heat a firing | EAuthored | Atomic Rockets, spacewarship, the coilgun in the example design |
| Seconds between firings, by size (the sink's shed rate is read from it) | Heat and radiators | Micro 5, Light 6, Compact 8, Standard 12, Heavy 16, Superheavy 22 seconds | EAuthored | No source recorded |
| Firings a rail gun's sink takes before the gun must wait | Heat and radiators | 10 firings | DAnalogy | Atomic Rockets, spacewarship, the coilgun in the example design |
| Cycles a rail gun's own fins take to shed one firing's heat | Heat and radiators | 10 cycles | EAuthored | No source recorded |
| Firings a coilgun's smaller sink takes | Heat and radiators | 6 firings | EAuthored | No source recorded |
| Cycles a coilgun's sink takes to shed one firing's heat | Heat and radiators | 14 cycles | EAuthored | No source recorded |
| Seconds of fire a cartridge gun's barrel takes | Heat and radiators | 10 seconds | EAuthored | Atomic Rockets, sidearmintro, the paragraph on guns heating in vacuum |
| Seconds a cartridge gun's barrel needs to cool one second of fire | Heat and radiators | 3 seconds | EAuthored | Atomic Rockets, sidearmintro, the paragraph on guns heating in vacuum |
| Heat one evasive burn puts on the hull in a fight | Heat and radiators | 10 heat | EAuthored | No source recorded |
| Aim lost while the hull is overheated | Heat and radiators | 20 points of hit chance | EAuthored | No source recorded |
| Fin condition when whole, a percentage | Heat and radiators | 100 percent | EAuthored | No source recorded |
| Fin condition when every panel is gone; the fins then shed no heat | Heat and radiators | 0 percent | EAuthored | No source recorded |
| Fin condition at or below which the fins count as crippled | Heat and radiators | 40 percent | EAuthored | No source recorded |
| Heat pipe panels on a hull's fins | Heat and radiators | 8 panels | EAuthored | No source recorded |
| Heat a molybdenum and lithium heat pipe radiator sheds, per square meter | Heat and radiators | 469,000 watts per m^2 | BSecondary | Atomic Rockets, heatrad, Mo/Li Heat Pipe (Radiator Types) |
| Gun caliber by mount size (sets how wide a hole is against a fin panel) | Heat and radiators | Micro 0.02, Light 0.04, Compact 0.07, Standard 0.11, Heavy 0.16, Superheavy 0.22 meters | EAuthored | No source recorded |
| Panels a drone strike on the fins cuts at the root | Heat and radiators | 3 panels | EAuthored | No source recorded |
| Share of its usual hull damage a shot at the fins still does | Heat and radiators | 0.2 share | EAuthored | No source recorded |
| Chance an ordinary hull hit also reaches a fin | Heat and radiators | 0.25 share | EAuthored | Atomic Rockets, heatrad, Combat Radiators (the Achilles Heel passage) |
| Chance an enemy aims at the fins in one volley | Heat and radiators | 20 percent | EAuthored | Atomic Rockets, heatrad, Combat Radiators (the Achilles Heel passage) |
| The same chance against a well-plated target | Heat and radiators | 45 percent | EAuthored | No source recorded |
| Heat one active cooling dump vents | Heat and radiators | 18 heat | EAuthored | Atomic Rockets, spacewarshipart, Heat Radiators and the multi-mode reactor passage |
| Active cooling dumps a ship carries | Heat and radiators | 3 dumps | EAuthored | No source recorded |
| Seconds in one round, over which a plant's output is counted | The power model | 20 seconds | EAuthored | No source recorded |
| Bank size in rounds of the hull's own rated reactor output | The power model | 2.8 rounds | EAuthored | Atomic Rockets, power, batteries table (Lithium-Ion rechargeables) |
| Energy of one power point | The power model | 9,330,000 J | DAnalogy | Atomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules |
| Share of the plant's thermal power that becomes electricity | The power model | 0.25 share | BSecondary | Atomic Rockets, power, Space Nuclear Power Program (SAFE-400 and Prometheus) |
| Decay heat after a scram, as a share of full thermal power | The power model | 0.035 share | DAnalogy | No source recorded |
| Power a rail firing draws, by gun size (a coil draws a share of it) | The power model | Micro 3, Light 5, Compact 8, Standard 11, Heavy 16, Superheavy 22 power points | EAuthored | Atomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules |
| Coil firing's draw as a share of a rail's | The power model | 0.2 share | DAnalogy | Atomic Rockets, spacegunconvent, Railgun and coilgun efficiency |
| Guns that draw no power | The power model | Autocannon, Canister mechanisms | EAuthored | No source recorded |
| Pump power as a share of the heat moved | The power model | 0.01 share | DAnalogy | No source recorded |
| Order the rule sheds fight loads in, first shed first | The power model | sweep, guns, pumps bill | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding |
| Order the rule sheds voyage loads in, first shed first | The power model | services, shop, recycling, cold bill | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding |
| Chance a destroyed reaction chamber scrams the reactor in a round | The power model | 0.5 chance | EAuthored | Atomic Rockets, emergency, Nuclear Reactor Emergency SCRAM |
| Full reactor containment, the scale for reactor integrity | The power model | 100 points | EAuthored | No source recorded |
| Reactor containment at or below which the reactor counts as crippled | The power model | 40 percent | EAuthored | No source recorded |
| Containment lost per point of damage a round does inside | The power model | 9.1892 percent per damage point | EAuthored | No source recorded |
| Chance a round that got inside is near the reactor | The power model | 0.22 share | EAuthored | No source recorded |
| Capacitor charge by hull class (the old ladder) | The power model | LIGHT CRAFT 60, MEDIUM CRAFT 84, HEAVY CRAFT 120 power points | EAuthored | No source recorded |
| Output a point of engineering skill adds to the reactor, as a share of the plant | The power model | 0.0036 share per point | EAuthored | No source recorded |
| Share of the plant's rated output an active sweep draws | The power model | 0.25 share | EAuthored | No source recorded |
| The three fight bills: order the rule sheds loads in | The power model | pumps first sweep, guns, pumps, guns first sweep, pumps, guns, sweep before guns guns, sweep, pumps orders | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads |
| Bill a hull follows when its captain has not chosen | The power model | pumps first order | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads |
| Bill each kind of hostile hull follows | The power model | WARSHIP pumps first, RAIDER guns first, MERCHANT sweep before guns orders | EAuthored | No source recorded |
| Hours a reactor that went down in a fight stays down | The power model | 4 hours | EAuthored | No source recorded |
| Exhaust speed with no thruster grade fitted | Fuel and the torch drive | 2,500 km/s | EAuthored | Atomic Rockets, enginelist2, Nuclear Salt Water (NSWR) |
| Exhaust speed of the top rung (TH-6) | Fuel and the torch drive | 11,000 km/s | BSecondary | Atomic Rockets, enginelist3, Epstein Drive |
| Every rung of the exhaust ladder, no grade then TH-1 to TH-6 | Fuel and the torch drive | 2,500, 3,200.2368, 4,096.6064, 5,244.0442, 6,712.8734, 8,593.114, 11,000 km/s | EAuthored | Atomic Rockets, enginelist2, Nuclear Salt Water (NSWR) |
| Number of enrichment grades | Fuel and the torch drive | 6 grades | EAuthored | No source recorded |
| Water in a full tank, as a share of the hull's dry mass | Fuel and the torch drive | 1 share | EAuthored | Atomic Rockets, torchships, Torchship Performance (Rocketpunk Manifesto, On Torchships) |
| Salt charge for one tonne of water at the base grade (the pad scales it with exhaust speed squared) | Fuel and the torch drive | 10 Cr per tonne | EAuthored | No source recorded |
| Burn a trip must always keep in reserve to break off one fight | Fuel and the torch drive | 0.25 days of full thrust | EAuthored | No source recorded |
| Change of speed for a hop between two berths at one body | Fuel and the torch drive | 4,040 m/s | DAnalogy | Atomic Rockets, appmissiontable, Terra-Luna space (the delta-v table, LEO to low lunar orbit) |
| Change of speed to hold station at a body for a year | Fuel and the torch drive | 100 m/s per year | DAnalogy | Atomic Rockets, appmissiontable, Stationkeeping |
| Acceleration a crew bears with no strain | Fuel and the torch drive | 9.8 m/s^2 | BSecondary | Atomic Rockets, humanfactor, Table 1, gross effects of acceleration forces |
| The three burn profiles | Fuel and the torch drive | economy, fastest, arriveby profiles | EAuthored | No source recorded |
| Longest trip the game will quote | Fuel and the torch drive | 36,525 days | EAuthored | No source recorded |
| Highest grade a hull burns without custody rights taken (light craft) | Fuel and the torch drive | 2 grade | EAuthored | No source recorded |
| Price of the TH-1 kit | Fuel and the torch drive | 2,500 Cr | EAuthored | No source recorded |
| Price of the TH-6 kit | Fuel and the torch drive | 55,000 Cr | EAuthored | No source recorded |
| Grade the TH-1 kit burns | Fuel and the torch drive | 1 grade | EAuthored | No source recorded |
| Grade the TH-6 kit burns | Fuel and the torch drive | 6 grade | EAuthored | No source recorded |
| Meters in one astronomical unit (beacon range and distance code) | Fuel and the torch drive | 149,597,870,700 meters | BSecondary | Atomic Rockets, enginelist, the note that 1.0 astronomical units is defined as 149,597,870,700 meters |
| Meters in one astronomical unit (trip distance code) | Fuel and the torch drive | 149,597,870,700 meters | BSecondary | Atomic Rockets, enginelist, the note that 1.0 astronomical units is defined as 149,597,870,700 meters |
| Fatigue a crew gains per day for each unit of acceleration above the no-strain line | Fuel and the torch drive | 1.5 fatigue per day per m/s^2 | EAuthored | Atomic Rockets, humanfactor, the acceleration passage (the human body only can take 2-3 gees) |
| Fatigue a crew recovers per day at or under the no-strain line | Fuel and the torch drive | 5 fatigue per day | EAuthored | No source recorded |
| Points in one whole main-drive part | Fuel and the torch drive | 100 points | EAuthored | No source recorded |
| Chance that a round through the stern reaches each main-drive part | Fuel and the torch drive | nozzle, 0.5, chamber, 0.3, feed, 0.2 chance (nozzle, chamber, feed) | EAuthored | No source recorded |
| Share of the hull's own health that a drive part takes before it is gone | Fuel and the torch drive | 0.75 fraction of hull health | EAuthored | No source recorded |
| Weight fleet doctrine gives a round that reaches the stern, for the main drive behind it | Fuel and the torch drive | 0.5 weight | EAuthored | No source recorded |
| Weight fleet doctrine gives a round that reaches a flank's jets | Fuel and the torch drive | 0.1 weight | EAuthored | No source recorded |
| Share of thrust a wrecked nozzle still gives | Fuel and the torch drive | 0.3 fraction | EAuthored | No source recorded |
| Performance of a drive part by state: fit, degraded, crippled, gone | Fuel and the torch drive | 88, fit, 100, 41, degraded, 64, 1, crippled, 20, 0, gone, 0 percent by state | EAuthored | No source recorded |
| Most a crew with a welder can patch a drive part | Fuel and the torch drive | 60 points | EAuthored | No source recorded |
| Share of the fuel tank a wrecked feed line loses per travel day | Fuel and the torch drive | 0.25 fraction of tank per day | EAuthored | Atomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluid |
| Share of the fuel tank a wrecked feed line loses per combat round | Fuel and the torch drive | 0.02 fraction of tank per round | EAuthored | Atomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluid |
| Days a captain has to take up reactor custody rights from Safeguards | Fuel and the torch drive | 90 days | EAuthored | No source recorded |
| Hull classes that Safeguards does not account for by the gram | Fuel and the torch drive | LIGHT CRAFT hull classes | EAuthored | No source recorded |
| Open-space dose with no shielding | Radiation dose | 1.84 mSv per day | BSecondary | Atomic Rockets, radiation, Galactic Cosmic Radiation (the Curiosity passage) |
| Shielding that halves the cosmic-ray background | Radiation dose | 18 g/cm^2 | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter shielding table), and Effectiveness of Shielding Materials for the 15 to 20 grams of water |
| Shielding that halves a solar storm dose | Radiation dose | 4.3 g/cm^2 | CDerived | Atomic Rockets, radiation, Effectiveness of Shielding Materials |
| Solar events a year | Radiation dose | 10 events | BSecondary | Atomic Rockets, radiation, Solar Energetic Particles (the gradual SPE passage) |
| Years in one solar cycle | Radiation dose | 11 years | BSecondary | Atomic Rockets, radiation, Galactic Cosmic Radiation (the Curiosity passage) |
| Chance of an event on any one day | Radiation dose | 0.0274 chance | CDerived | Atomic Rockets, radiation, Solar Energetic Particles (the gradual SPE passage) |
| Slope of the size law for events | Radiation dose | 0.4 index | DAnalogy | Design notes: travel, Solar particle events as a size law (2026-09-28) |
| Worst event, bare hull at 1 AU, once a cycle | Radiation dose | 5,000 mSv | BSecondary | Atomic Rockets, radiation, Effectiveness of Shielding Materials |
| Smallest event the size law draws | Radiation dose | 0.0394 mSv | EAuthored | No source recorded |
| Exponent for how fast a storm weakens with distance from the Sun | Radiation dose | 2 power of 1/R | DAnalogy | Design notes: travel, Solar particle events as a size law (2026-09-28) |
| Nearest distance from the Sun the storm scale uses | Radiation dose | 0.3 AU | EAuthored | No source recorded |
| Annual limit the screens quote | Radiation dose | 50 mSv | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table), and the Chronic Radiation Syndrome Chart for the adult annual limit |
| Five-year limit the screens quote | Radiation dose | 100 mSv | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table) |
| Lifetime dose at which a hand asks to go ashore | Radiation dose | 1,000 mSv | BSecondary | Atomic Rockets, radiation, Observation (the ESA limit passage) |
| Acute dose at which a hand is radiation sick | Radiation dose | 1,000 mSv | BSecondary | Atomic Rockets, radiation, Acute Radiation Syndrome Chart |
| Acute dose the body clears each day | Radiation dose | 35 mSv per day | CDerived | Atomic Rockets, radiation, Acute Radiation Syndrome Chart |
| Time inside a belt per visit | Radiation dose | 0.25 hours | EAuthored | No source recorded |
| Morale lost each day while radiation sick | Radiation dose | 4 morale per day | EAuthored | No source recorded |
| Acute dose bands (floor, grade, term) | Radiation dose | 2,000, 6, radiation sickness, 1,000, 5, mild radiation sickness, 750, 4, nausea risk, 500, 3, immune impairment, 250, 2, subclinical, 50, 1, over annual limit, 0, 0, within annual limit mSv | DAnalogy | Atomic Rockets, radiation, Acute Radiation Syndrome Chart |
| Io belt dose (read by getbeltdoseforvisit) | Radiation dose | 36,000 mSv per day | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table) |
| Europa belt dose | Radiation dose | 5,000 mSv per day | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table) |
| Ganymede belt dose | Radiation dose | 80 mSv per day | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table) |
| Callisto belt dose | Radiation dose | 0.1 mSv per day | BSecondary | Atomic Rockets, radiation, Trapped Radiation (the Jupiter dose table) |
| Shielding of the RS-1 module | Radiation dose | 2 g/cm^2 | EAuthored | No source recorded |
| Shielding of the RS-6 module | Radiation dose | 25 g/cm^2 | BSecondary | Atomic Rockets, radiation, Observation (the storm shelter passage) |
| Cut to daily fatigue and to a solar event's dose per point of Medical competence | Radiation dose | 0.005 fraction per competence point | EAuthored | No source recorded |
| Most the Medical department can cut daily fatigue and event dose | Radiation dose | 0.5 fraction | EAuthored | No source recorded |
| Acute dose one patient clears per day per point of Medical competence | Radiation dose | 0.7 mSv per day per competence point | EAuthored | No source recorded |
| The lifetime dose bands the screens name | Radiation dose | 1,000, past the career limit, 100, over five years' permitted exposure, 50, over a year's permitted exposure, 0, inside a year's permitted exposure bands | EAuthored | No source recorded |
| Areal density of real shelters that the module screen compares a number to | Radiation dose | 25, a solar-storm shelter, 20, a planned lunar base, 15, the ISS storm cellar, 10, the Space Shuttle, 7, an Apollo command module, 0, little more than a suit g/cm^2 | BSecondary | Atomic Rockets, radiation, the passage comparing suit, Apollo, Shuttle, ISS and lunar base shielding |
| Thermal signature of a light, medium and heavy craft with the drive off | Running dark | LIGHT CRAFT 8, MEDIUM CRAFT 12, HEAVY CRAFT 18 signature points | EAuthored | Atomic Rockets, spacewardetect, What If I Run Silent And Cold? |
| Signature added for each m/s^2 of fitted acceleration | Running dark | 1 points per m/s^2 | EAuthored | Atomic Rockets, spacewardetect, Surely Sheer Distance Will Hide Engine Burns |
| Share of the baseline a dark hull keeps | Running dark | 0.35 share | EAuthored | Atomic Rockets, spacewardetect, What If I Run Silent And Cold? |
| Signature below which a hull adds no contact chance | Running dark | 20 signature points | EAuthored | No source recorded |
| Contact chance added for each signature point above that | Running dark | 0.5 points of chance | EAuthored | No source recorded |
| Share of the day's contact chance left while dark | Running dark | 0.35 share | EAuthored | Atomic Rockets, spacewardetect, There Ain't No Stealth In Space |
| Air plant draw for each person aboard (never shed) | Running dark | 2,000 W | DAnalogy | Atomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budget |
| Recycling draw for each person aboard | Running dark | 1,000 W | CDerived | Atomic Rockets, lifesupport, Water (TransHab water management subsystem) |
| Crew services draw for each person aboard | Running dark | 2,000 W | DAnalogy | Atomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budget |
| Machine shop draw for each rating point | Running dark | 2,000 W | EAuthored | No source recorded |
| Reefer draw for each tonne of cold cargo | Running dark | 200 W | CDerived | Reefer container power draw, actual power consumption of reefer containers |
| Reactor plant's conversion: heat on the loop is each watt drawn divided by this | Running dark | 0.25 share | BSecondary | Atomic Rockets, power, Space Nuclear Power Program (Prometheus and SAFE-400 figures) |
| Loads the engineer sheds by default while dark (from the top of the voyage bill) | Running dark | 3 loads | EAuthored | No source recorded |
| Fatigue each hand gains a dark day without crew services | Running dark | 3 fatigue | EAuthored | No source recorded |
| Hull integrity lost each day past capacity | Running dark | 12 integrity | EAuthored | No source recorded |
| Heat ceiling while dark, as a multiple of capacity | Running dark | 2 times capacity | EAuthored | No source recorded |
| Heat the loop holds before the hull cooks (getheatcapacity returns this for every hull) | Running dark | 32 heat units | EAuthored | Atomic Rockets, spacewardetect, Section 3: Stealth Problems Overview |
| Enemy accuracy penalty against a dark ship in a fight | Running dark | 30 accuracy points | EAuthored | No source recorded |
| Heat a fight adds while dark | Running dark | 10 heat units | EAuthored | Atomic Rockets, heatrad, Radiator vulnerability |
| Base daily contact chance in travel | Running dark | 10 percent | EAuthored | No source recorded |
| Carbon dioxide a person adds to the air, per day, as a volume | Running dark | 0.504 m^3 per person per day | CDerived | Atomic Rockets, lifesupport, Carbon dioxide levels (0.998 kilograms a day) |
| Share of the cabin air in carbon dioxide at which the crew turns drowsy | Running dark | 0.01 share of air | BSecondary | Atomic Rockets, lifesupport, Carbon dioxide levels (0.04, 1, 3, 5 percent) |
| Game seconds in one combat round, for heat, air, fire and power | The Newtonian fight | 20 s | EAuthored | Design notes: plant, The unit |
| Length of one physics step | The Newtonian fight | 1 s | EAuthored | No source recorded |
| Longest flight time for which a gun fires for effect | The Newtonian fight | 40 s | EAuthored | Design notes: newtonian, One burst at range, LONG_RANGE_MAX_FLIGHT_S |
| Share of the kill zone's reach that a wing slot sits inside | The Newtonian fight | 0.8 of the fastest round's reach | EAuthored | No source recorded |
| Time a crew needs to see a round before it can start a dodge | The Newtonian fight | 2 s | EAuthored | Atomic Rockets, spacewarintro, 4. Everything Happens Super Fast |
| Time between side changes in a weave | The Newtonian fight | 8 s | EAuthored | Atomic Rockets, spacewartactic, The Trumpet Bell Effect |
| Length of a hostile's dodge when it sees rounds coming | The Newtonian fight | 15 s | EAuthored | No source recorded |
| Share of the main drive that each end's lateral jets push | The Newtonian fight | 0.415 of drive thrust | CDerived | Atomic Rockets, controldeck, Moment of Inertia, Roger Wilcox example |
| Longest life of a round in flight | The Newtonian fight | 3,000 s | EAuthored | No source recorded |
| A round this far from every ship, and still opening, is dropped | The Newtonian fight | 500 km | EAuthored | No source recorded |
| Opening speed at which that round is dropped | The Newtonian fight | 1 km/s | EAuthored | No source recorded |
| Range inside which a pirate can put its crew across | The Newtonian fight | 5 km | EAuthored | Atomic Rockets, pirate, Intercepting the target |
| Relative speed a boarding needs | The Newtonian fight | 0.05 km/s | DAnalogy | Apollo-Salyut/Soyuz docking: the speed and alignment a docking mechanism must take, Initial-impact criteria: axial closing velocity 0.05 to 0.3 m/s |
| Time the match must hold before the boarders are across | The Newtonian fight | 20 s | EAuthored | Atomic Rockets, pirate, Approach |
| Range past which a hostile has run and is out of the fight | The Newtonian fight | 3,000 km | EAuthored | Design notes: newtonian-combat-direction, coldweld's second Locusta log: rails spent, no way to run, drones unseen (2026-09-30), Running |
| Speed error at which the autopilot starts to correct its course | The Newtonian fight | 0.005 km/s | EAuthored | No source recorded |
| Speed error at which the autopilot stops correcting and holds its bow | The Newtonian fight | 0.002 km/s | EAuthored | Design notes: newtonian |
| Radius of a hull's hit circle | The Newtonian fight | 0.03 km | EAuthored | Design notes: newtonian |
| Turn rate of a hull with no catalog entry | The Newtonian fight | 6 deg/s | EAuthored | Design notes: newtonian |
| Angle off the wanted heading at which the main drive may light | The Newtonian fight | 5 deg | EAuthored | Design notes: newtonian |
| Share of full turning rate that a hull keeps, by number of working turning faces | The Newtonian fight | 4 1, 3 1, 2 0.5, 1 0, 0 0 of turn rate | EAuthored | Design notes: newtonian |
| Relative speed under which a hold counts as complete | The Newtonian fight | 0.02 km/s | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Closest distance that a pass aims for | The Newtonian fight | 1.5 km | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Distance past which a pass is over | The Newtonian fight | 25 km | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Gain with which the bow cancels sideways drift during a pass | The Newtonian fight | 30 gain, no unit | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Distance inside which a pass holds its course with no dodge | The Newtonian fight | 30 km | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Relative speed at which the drive cuts during a pass | The Newtonian fight | 1 km/s | EAuthored | Design notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS) |
| Slowest mount turn rate that can lay on a target during a pass | The Newtonian fight | 30 deg/s | EAuthored | Design notes: newtonian |
| Share of the water tank that a captain keeps back before a dodge is refused | The Newtonian fight | 0.1 of tank capacity | EAuthored | Design notes: newtonian |
| Share of a weave's seconds that the drive is lit | The Newtonian fight | 0.37 of weave time | EAuthored | Design notes: newtonian |
| Step with which the helm weighs a hull roll | The Newtonian fight | 15 deg | EAuthored | Design notes: newtonian |
| Angle below its deck that a turret can fire past the hull's edge | The Newtonian fight | 10 deg | EAuthored | Design notes: newtonian |
| Time to strike rounds up from the stores to the ready lockers | The Newtonian fight | 20 s | EAuthored | Design notes: newtonian |
| Exhaust speed of the lateral jets, which burn water | The Newtonian fight | 3,281.6869 m/s | CDerived | Atomic Rockets, enginelist, Nuclear Electrothermal (a resistojet gives an exhaust velocity of about 9,810 m/s) |
| Share of the lateral jets' turn that the vernier jets give while the jets push sideways | The Newtonian fight | 0.026 of jet turn | EAuthored | Design notes: newtonian |
| Time fire control needs to lock a target again once the line of sight clears | The Newtonian fight | 8 s | EAuthored | Design notes: newtonian |
| Longest time that a crew stays in cover | The Newtonian fight | 900 s | EAuthored | Design notes: newtonian |
| Distance from a zone's edge within which a crew looks for a harbor | The Newtonian fight | 300 km | EAuthored | Design notes: newtonian |
| Depth into a harbor zone that a hull runs, as a share of the zone's radius | The Newtonian fight | 0.4 of zone radius | EAuthored | Design notes: newtonian |
| Condition of the nearest foe at which a crew leaves cover for good | The Newtonian fight | 3 condition index | EAuthored | Design notes: newtonian |
| Distance from the lee point inside which a hull counts as hiding | The Newtonian fight | 2 km | EAuthored | Design notes: newtonian |
| Distance at which a cautious or cunning captain waits before it commits | The Newtonian fight | 200 km | EAuthored | Design notes: newtonian |
| Time that a cautious or cunning captain waits for its moment | The Newtonian fight | 600 s | EAuthored | Design notes: newtonian |
| Time a captain must fly before the sensors officer names its temperament | The Newtonian fight | 90 s | EAuthored | Design notes: newtonian |
| Interval at which a wing ship re-reads the captain's orders | The Newtonian fight | 5 s | EAuthored | Design notes: newtonian |
| Most ships in the captain's wing | The Newtonian fight | 6 ships | EAuthored | Atomic Rockets, astromilitary, Fleet Capabilities (generally built around a six-ship squadron) |
| Distance at which a wing ship falls in beside the captain | The Newtonian fight | 10 km | EAuthored | Design notes: newtonian-combat-direction, Formations and the command menu (2026-09-28) |
| Share of a wing hull lost in one volley that is worth a radio word | The Newtonian fight | 15 percent of hull | EAuthored | Design notes: newtonian, The wing and squads (WING_MAX, SQUAD_FOCUS, SQUAD_MOVES) |
| Spacing of the loose formation | The Newtonian fight | 40 km | EAuthored | Design notes: newtonian-combat-direction, Formations and the command menu (2026-09-28) |
| Angle of each wing ship's bearing off the leader's, about the target, in the crossfire formation | The Newtonian fight | 60 deg | EAuthored | Atomic Rockets, spacewartactic, Three-Dimensional Thinking |
| Speed at which a rack throws a drone clear toward its target | The Newtonian fight | 0.4 km/s | EAuthored | Design notes: newtonian, DRONES (DRONE_ACCEL_MS2 and the constants after it) |
| Range inside which a crew calls a shot on one fitting | The Newtonian fight | 6 km | EAuthored | Design notes: newtonian |
| Time an alpha strike lifts the fire rule, the ranging probe and the sink share | The Newtonian fight | 20 s | EAuthored | Design notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S) |
| Time an answered opening about one ship stays answered | The Newtonian fight | 60 s | EAuthored | Design notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S) |
| Time a foe's guns must be cycling to count as empty | The Newtonian fight | 8 s | EAuthored | Design notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S) |
| Miss distance under which a firing solution counts as a hit point | The Newtonian fight | 0.001 km | EAuthored | Design notes: newtonian |
| Flight time past which a chasing round never lands | The Newtonian fight | 3,600 s | EAuthored | Design notes: newtonian |
| Share of a full sidestep under which a side counts as no side | The Newtonian fight | 0.1 of full strafe | EAuthored | Design notes: newtonian |
| Hull points of a full-health ship in the sandbox | The Newtonian fight | 100 points | EAuthored | Design notes: newtonian |
| Depth of a hull's skin, within which the hold counts as the first space a round crosses | The Newtonian fight | 1 m | EAuthored | No source recorded |
| Muzzle speed by mechanism | Kinetic guns and point defense | Coilgun 4, Autocannon 1.5, Railgun 6, Canister 4 km/s | EAuthored | Atomic Rockets, spacegunconvent, Railguns |
| Launcher energy that caps an electric gun's muzzle speed, by mount size | Kinetic guns and point defense | Micro 2, Light 20, Compact 60, Standard 120, Heavy 250, Superheavy 500 MJ | EAuthored | No source recorded |
| Mass of one round, by mount size | Kinetic guns and point defense | Micro 0.0001, Light 0.001, Compact 0.006, Standard 0.015, Heavy 0.045, Superheavy 0.118 t | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Projectile weights in the Phalanx, Bofors, 76 mm and Mark 71 tables |
| Pellets in one canister shell, by mount size | Kinetic guns and point defense | Micro 20, Light 40, Compact 80, Standard 150, Heavy 250, Superheavy 400 pellets | EAuthored | Atomic Rockets, spacegunintro, Introduction |
| Power of closing speed that scales a round's damage | Kinetic guns and point defense | 2 exponent | BSecondary | Atomic Rockets, spacegunconvent, Robinson's First Law of Space Warfare paragraph |
| Power of closing speed that scales a round's penetration | Kinetic guns and point defense | 0.6667 exponent | CDerived | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Tate formula and crater passage |
| Impact speed above which plate hardness fades | Kinetic guns and point defense | 3 km/s | BSecondary | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passage |
| Multiplier on the radiator clip chance for a canister cloud | Kinetic guns and point defense | 3 times | EAuthored | Atomic Rockets, spacegunconvent2, Equations, kinetic particle attacks (laser cannon section) |
| Half-angle a keel gun can lay off the bow, by mount size | Kinetic guns and point defense | Micro 10, Light 8, Compact 6, Standard 4, Heavy 3, Superheavy 2 deg | DAnalogy | Atomic Rockets, controldeck, Gimbaled engines and thrust vectoring |
| Speed a turret traverses, by mount size | Kinetic guns and point defense | Micro 90, Light 60, Compact 30, Standard 15, Heavy 8, Superheavy 4 deg/s | DAnalogy | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Slew rates in the tables for Phalanx, Bofors, Millennium, 76 mm, Mark 45 and Mark 71 |
| Firings before the rails are spent, by mount size | Kinetic guns and point defense | Micro 150, Light 100, Compact 60, Standard 40, Heavy 25, Superheavy 15 firings | EAuthored | Design notes: newtonian-combat-direction, Next arc: one set of rules, then the guns' own physics (coldweld, 2026-09-29) |
| Rounds one point defense mount can engage in a second | Kinetic guns and point defense | 2 rounds | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD |
| A round is engaged by point defense once it is this close to arriving | Kinetic guns and point defense | 5 s | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD |
| Reach of point defense against a drone | Kinetic guns and point defense | 40 km | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD |
| Time between a mount's tries on one drone | Kinetic guns and point defense | 5 s | EAuthored | No source recorded |
| Tries one mount gets on a drone at cruise speed | Kinetic guns and point defense | 4 tries | EAuthored | No source recorded |
| Highest chance one mount stops a drone on one try | Kinetic guns and point defense | 0.9 share | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD |
| Drones one operator can steer at once, by skill | Kinetic guns and point defense | rookie 1, seasoned 2, veteran 4 drones | EAuthored | Design notes: setting-canon, 2. Safeguards |
| Furthest an operator will send a drone | Kinetic guns and point defense | 300 km | EAuthored | No source recorded |
| Closing speed a drone burns up to, then coasts | Kinetic guns and point defense | 2 km/s | EAuthored | No source recorded |
| Time a rack takes to cycle between launches | Kinetic guns and point defense | 3 s | EAuthored | No source recorded |
| A drone's whole fuel | Kinetic guns and point defense | 4 km/s | EAuthored | No source recorded |
| A drone's life before it is lost | Kinetic guns and point defense | 900 s | EAuthored | No source recorded |
| Drone acceleration, by bay size | Kinetic guns and point defense | Micro 400, Light 300, Compact 250, Standard 200, Heavy 150, Superheavy 100 m/s^2 | EAuthored | No source recorded |
| Rounds one firing puts downrange, by mechanism | Kinetic guns and point defense | Coilgun 7, Autocannon 3, Railgun 1, Canister 1 rounds | EAuthored | No source recorded |
| Burst of a gun with no mechanism listed | Kinetic guns and point defense | 3 rounds | EAuthored | No source recorded |
| Furthest range band each mechanism can shoot at | Kinetic guns and point defense | Coilgun 1, Autocannon 0, Railgun 2, Canister 1 band (0 close, 1 mid, 2 long) | EAuthored | Atomic Rockets, spacewartactic, the range and fire control discussion |
| Furthest range band of a gun with no mechanism listed | Kinetic guns and point defense | 1 band | EAuthored | No source recorded |
| Muzzle speed of a gun with no mechanism listed | Kinetic guns and point defense | 4 km/s | EAuthored | No source recorded |
| Deep stores of rounds, by mechanism (rearmed in port) | Kinetic guns and point defense | Coilgun 1,100, Autocannon 500, Railgun 200, Canister 160 rounds | EAuthored | No source recorded |
| Deep stores of a gun with no mechanism listed | Kinetic guns and point defense | 500 rounds | EAuthored | No source recorded |
| Rounds in the locker at a mount (the ready rounds) | Kinetic guns and point defense | 50 rounds | EAuthored | No source recorded |
| Mass of a round for a gun with no size listed | Kinetic guns and point defense | 0.015 kg | EAuthored | No source recorded |
| Hit-chance bonus by hull size for an autocannon | Kinetic guns and point defense | LIGHT CRAFT -12, MEDIUM CRAFT 0, HEAVY CRAFT 10 points of hit chance | EAuthored | No source recorded |
| Hit-chance penalty against a dodging target for an autocannon | Kinetic guns and point defense | 8 points of hit chance | EAuthored | No source recorded |
| Least share of its damage a railgun round drives through armor | Kinetic guns and point defense | 0.5 share | EAuthored | No source recorded |
| Caliber by gun size | Kinetic guns and point defense | Micro 20, Light 40, Compact 70, Standard 110, Heavy 160, Superheavy 220 millimeters | EAuthored | No source recorded |
| Point defense rounds per second, by caliber | Kinetic guns and point defense | 15 80, 20 75, 25 70, 30 70, 35 17, 40 5.5 rounds per second | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rate of fire in the Phalanx, Goalkeeper, Millennium and Bofors tables |
| Point defense caliber by mount size | Kinetic guns and point defense | Micro 15, Light 20, Compact 25, Standard 30, Heavy 35, Superheavy 40 millimeters | EAuthored | No source recorded |
| Seconds of fire in a point defense mount's own drum | Kinetic guns and point defense | 20 seconds | CDerived | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Drum capacity in the Phalanx and Goalkeeper tables |
| Seconds of fire in one point defense engagement | Kinetic guns and point defense | 1 seconds | CDerived | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Burst length in the Phalanx text and the Goalkeeper text |
| Drones in the ready rack at a bay | Kinetic guns and point defense | 2 drones | EAuthored | No source recorded |
| Drones in the bay stores | Kinetic guns and point defense | 40 drones | EAuthored | No source recorded |
| Volume of one drone, by bay size | Kinetic guns and point defense | Micro 0.03, Light 0.06, Compact 0.12, Standard 0.25, Heavy 0.5, Superheavy 1 m^3 | EAuthored | No source recorded |
| Mass of one drone, by bay size | Kinetic guns and point defense | Micro 0.015, Light 0.03, Compact 0.06, Standard 0.125, Heavy 0.25, Superheavy 0.5 tonnes | EAuthored | No source recorded |
| Keel gun or turret on each weapon slot, by hull model | Kinetic guns and point defense | Fraxinus SPINAL, TURRET, Quercus SPINAL, TURRET, Tyr SPINAL, TURRET, Nergal SPINAL, TURRET, Szabo SPINAL, TURRET, Brennan SPINAL, TURRET, Sequoia SPINAL, TURRET, Ares SPINAL, TURRET, Kerrigan SPINAL, TURRET, Ginkgo SPINAL, TURRET, Mangala SPINAL, TURRET, Ivanova SPINAL, TURRET, Niagara SPINAL, TURRET, Dardanelles SPINAL, TURRET, Iguazu SPINAL, TURRET, Victoria SPINAL, TURRET, Kaieteur SPINAL, TURRET, TURRET, Angel SPINAL, TURRET mount kinds | EAuthored | No source recorded |
| Seconds of flight that bound the point defense bands | Kinetic guns and point defense | 15, 40 seconds | EAuthored | No source recorded |
| Share of what the fight is worth that a side will spend on drones | Kinetic guns and point defense | 0.25 share | EAuthored | No source recorded |
| Point defense strength by range band (close, mid, long) | Kinetic guns and point defense | 0.5, 1, 1.6 multiplier | EAuthored | Atomic Rockets, spacewartactic, plenty of time to shoot down incoming projectiles |
| Food one person eats in a day | Life support, food and water | 0.002 tonnes | DAnalogy | Atomic Rockets, lifesupport, Food (USS Wyoming figures) |
| Water one person uses in a day | Life support, food and water | 0.004 tonnes | DAnalogy | Atomic Rockets, lifesupport, Eeking Out |
| Supply department cut to the daily burn, per competence point | Life support, food and water | 0.005 fraction of the burn | EAuthored | No source recorded |
| Most the Supply department can cut alone | Life support, food and water | 0.4 fraction of the burn | EAuthored | No source recorded |
| Life Support module cut to the burn, per rating point | Life support, food and water | 0.02 fraction of the burn | EAuthored | No source recorded |
| Most the crew and the modules can cut together | Life support, food and water | 0.6 fraction of the burn | EAuthored | Atomic Rockets, celss, Controlled Ecological Life Support System (opening) |
| Rating of the largest Life Support module (LS-6) | Life support, food and water | 10 rating points | EAuthored | No source recorded |
| Burn multiplier under the Gentle setting | Life support, food and water | 0.5 times the burn | EAuthored | No source recorded |
| Morale each hand loses per day with no food | Life support, food and water | 6 morale | EAuthored | No source recorded |
| Morale each hand loses per day with no water | Life support, food and water | 10 morale | EAuthored | Atomic Rockets, lifesupport, Eeking Out |
| Dry days of water before harm starts | Life support, food and water | 3 days | BSecondary | Survival without water and food: the rule of threes, Wikipedia, Rule of threes (survival), the rule and the Water section |
| Dry days of food before harm starts | Life support, food and water | 21 days | DAnalogy | Survival without water and food: the rule of threes, Scientific American, survival without food; Wikipedia, Rule of threes |
| Health the captain loses per day past the water limit | Life support, food and water | 12 health points | EAuthored | No source recorded |
| Health the captain loses per day past the food limit | Life support, food and water | 4 health points | EAuthored | No source recorded |
| Fatigue each hand gains per travel day at GENERAL QUARTERS | Life support, food and water | 3 fatigue | EAuthored | US Navy training manual, "Damage Control" (chapter 12), What it says (General quarters, 12-8) |
| Life support integrity at which the air fails | Life support, food and water | 40 integrity points | EAuthored | Atomic Rockets, lifesupport, carbon dioxide in the air (percent list) |
| Life support integrity at which the warning shows | Life support, food and water | 60 integrity points | EAuthored | No source recorded |
| Integrity a round that gets inside takes off life support | Life support, food and water | 8 integrity points | EAuthored | No source recorded |
| Aim penalty from bad air, crew not suited | Life support, food and water | 15 accuracy points | EAuthored | No source recorded |
| Aim penalty from bad air, crew suited | Life support, food and water | 7 accuracy points | EAuthored | No source recorded |
| Morale each hand loses per round while the air is out | Life support, food and water | 4 morale | EAuthored | No source recorded |
| Chance per round that bad air catches a hand, crew not suited | Life support, food and water | 0.15 probability | EAuthored | No source recorded |
| Length of one combat round | Life support, food and water | 20 seconds | EAuthored | No source recorded |
| Food one hull hand eats in a day (the hull sizing) | Life support, food and water | 0.002 tonnes | DAnalogy | Atomic Rockets, lifesupport, Food (USS Wyoming figures) |
| Water one hull hand uses in a day (the hull sizing) | Life support, food and water | 0.004 tonnes | DAnalogy | Atomic Rockets, lifesupport, Eeking Out |
| Fatigue at which a crew is crippled | Life support, food and water | 60 fatigue points | EAuthored | No source recorded |
| Rock sizes: hours to work, ore unit range, survey rating to find | Mining the belt | SMALL hours 12, orerange 8,000, 14,000, surveyrequirement 10, MEDIUM hours 24, orerange 18,000, 28,000, surveyrequirement 30, LARGE hours 36, orerange 30,000, 45,000, surveyrequirement 60 hours, units, rating | EAuthored | No source recorded |
| Rock grades: ore multiplier and roll weight | Mining the belt | POOR multiplier 0.7, weight 25, STANDARD multiplier 1, weight 45, RICH multiplier 1.35, weight 22, PRISTINE multiplier 1.8, weight 8 multiplier, weight | EAuthored | Design notes: mining |
| Extraction intensities: yield, encounter change, accident chance | Mining the belt | CAUTIOUS yield 0.8, encounter -4, accident 0, STANDARD yield 1, encounter 0, accident 0, AGGRESSIVE yield 1.4, encounter 11, accident 22 multiplier, points, percent | EAuthored | Design notes: mining |
| Hull damage range from a rig accident | Mining the belt | 6, 18 hull points | EAuthored | Design notes: mining, Rig accidents |
| Yield lost to a rig accident | Mining the belt | 0.45 fraction | EAuthored | Design notes: mining, Rig accidents |
| Rocks in a field at the start | Mining the belt | 4 rocks | EAuthored | Design notes: mining, Fields persist on the player |
| Most rocks a field holds | Mining the belt | 7 rocks | EAuthored | Design notes: mining, NPC mining rigs |
| Days between new rocks drifting in | Mining the belt | 5 days | EAuthored | Design notes: mining, Fields persist on the player |
| Resting pressure target of each field | Mining the belt | Inner Belt 1.2, Middle Belt 1, Outer Belt 0.8, Saturn 0.75 multiplier | EAuthored | Design notes: mining |
| Lowest pressure multiplier | Mining the belt | 0.5 multiplier | EAuthored | Design notes: mining, Local extraction pressure |
| Highest pressure multiplier | Mining the belt | 1.8 multiplier | EAuthored | Design notes: mining, Local extraction pressure |
| Drift slowed by heavy working, per point of pressure over 1 | Mining the belt | 0.6 fraction | EAuthored | No source recorded |
| Pressure the captain adds per unit pulled out | Mining the belt | 0.0004 pressure per unit | EAuthored | Design notes: mining |
| Days the captain's pressure takes to fade | Mining the belt | 20 days | EAuthored | No source recorded |
| Most rigs in one field | Mining the belt | 3 rigs | EAuthored | Design notes: mining, NPC mining rigs |
| Days a rig works its claim | Mining the belt | 4, 11 days | EAuthored | No source recorded |
| Ore a rig pulls from its claim | Mining the belt | 4,000, 16,000 units | EAuthored | No source recorded |
| Fee for guarding a rig, per day | Mining the belt | 120 Cr | EAuthored | No source recorded |
| Survey rating of the weakest prospector array (PA-1) | Mining the belt | 15 rating points | EAuthored | No source recorded |
| Survey rating of the strongest prospector array (PA-6) | Mining the belt | 100 rating points | EAuthored | No source recorded |
| Real spacing of bodies over 1 km, as the game records it | Mining the belt | 900,000 km | BSecondary | Atomic Rockets, prelimnotes, Annoying Trope #1, the asteroid belt |
| Width of the dense part of a game field | Mining the belt | 300 km | EAuthored | Design notes: setting-canon, The belt is nearly empty, and a fighting field is not |
| Length of a cloud chord that blocks sight at pressure 1.0 | Mining the belt | 40 km | EAuthored | Design notes: setting-canon, The belt is nearly empty, and a fighting field is not |
| Ceres: size in km and mass in kg | Mining the belt | 975, 975, 909, 947,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, source | BSecondary | Atomic Rockets, mining, table of the largest asteroids |
| Pallas: size in km and mass in kg | Mining the belt | 582, 556, 500, 214,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, source | BSecondary | Atomic Rockets, mining, table of the largest asteroids |
| Vesta: size in km and mass in kg | Mining the belt | 569, 555, 453, 259,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, source | BSecondary | Atomic Rockets, mining, table of the largest asteroids |
| Hygiea: size in km and mass in kg | Mining the belt | 450, 430, 424, 87,400,000,000,000,000,000, Wikipedia, 10 Hygiea (2021) km, kg, source | BSecondary | Wikipedia, 10 Hygiea: size and mass, infobox: dimensions and mass; Atomic Rockets colony site page for the mass |
| Inner Belt distance from the sun | Mining the belt | 2.282 AU | DAnalogy | Design notes: stellarbodydata, the Belt as three bodies |
| Middle Belt distance from the sun | Mining the belt | 2.662 AU | DAnalogy | Design notes: stellarbodydata, the Belt as three bodies |
| Outer Belt distance from the sun | Mining the belt | 3.05 AU | DAnalogy | Design notes: stellarbodydata, the Belt as three bodies |
| Ceres distance from the sun | Mining the belt | 2.77 AU | BSecondary | Atomic Rockets, infrastructure, Solar Power Stations table |
| Vesta distance from the sun | Mining the belt | 2.362 AU | BSecondary | Atomic Rockets, infrastructure, Solar Power Stations table |
| Pallas distance from the sun | Mining the belt | 2.772 AU | BSecondary | Atomic Rockets, infrastructure, Solar Power Stations table |
| Hygiea distance from the sun | Mining the belt | 3.139 AU | APrimary | JPL Small-Body Database: semi-major axes of the named asteroids, orbit elements of 10 Hygiea |
| People living on Ceres | Mining the belt | 400,000,000 people | EAuthored | Design notes: stellarbodydata |
| Trace metal a rich or pristine rock yields | Mining the belt | 800, 2,500 units (low, high) | EAuthored | No source recorded |
| Daily output a field's pressure is measured against when nobody produces its ore | Mining the belt | 2,000,000 units per day | EAuthored | No source recorded |
| Resting pressure of a body that has no entry in the table | Mining the belt | 1 multiple | EAuthored | No source recorded |
| Exponent that tilts rock grade as extraction pressure rises | Mining the belt | 0.6 exponent | EAuthored | No source recorded |
| Chance that guarding a rig brings trouble | Mining the belt | 45 percent | EAuthored | No source recorded |
| Chance that a rig you jump a claim from is hostile | Mining the belt | 35 percent | EAuthored | No source recorded |
| Share of rated thrust lost per wear step | Hull wear and repair | 0.15 fraction of thrust | EAuthored | No source recorded |
| Lowest share of rated thrust a worn drive delivers | Hull wear and repair | 0.55 fraction of thrust | EAuthored | No source recorded |
| Maintenance owed per travel day, as a share of hull upkeep value | Hull wear and repair | 0.0016 fraction of value | DAnalogy | Atomic Rockets, starshipowner, cost of running a cargo starship |
| Maintenance owed that drops the drive one step, as a share of hull upkeep value | Hull wear and repair | 0.022 fraction of value | EAuthored | No source recorded |
| Share of dry mass that is structure | Hull wear and repair | 0.4 fraction | CDerived | Atomic Rockets, appworkedexample, Structure and Specifications table |
| Person-hours to renew one tonne of structure | Hull wear and repair | 230 person-hours | DAnalogy | Design notes: repair |
| Hours in one working shift | Hull wear and repair | 8 hours | APrimary | Maritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a) |
| Share of a station's people who work its yard | Hull wear and repair | 0.1 fraction | EAuthored | No source recorded |
| Hands that fit around one tonne of structure | Hull wear and repair | 1 hands per tonne | EAuthored | No source recorded |
| Crew pace with no training | Hull wear and repair | 0.5 fraction of standard pace | EAuthored | No source recorded |
| Crew pace added per competence point | Hull wear and repair | 0.01 fraction of standard pace | EAuthored | No source recorded |
| Pace added per rating point of a machine shop | Hull wear and repair | 0.25 fraction of pace | EAuthored | No source recorded |
| Rating of the largest machine shop (MS-6) | Hull wear and repair | 6 rating points | EAuthored | No source recorded |
| Share of structure that one whole drive part equals | Hull wear and repair | 0.05 fraction | EAuthored | No source recorded |
| Yard price of one hull point, as a share of hull price over its points | Hull wear and repair | 0.1 fraction | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Where the source is silent |
| Lowest yard price of a hull point | Hull wear and repair | 5 Cr | EAuthored | No source recorded |
| Job length above which the yard offers a day's work | Hull wear and repair | 1 days | EAuthored | No source recorded |
| Morale each hand loses on a repair day under way | Hull wear and repair | 1 morale | EAuthored | No source recorded |
| Share of hull price the dealer pays for a hull traded in | Hull wear and repair | 0.45 fraction | EAuthored | No source recorded |
| Share of module price the dealer pays on a trade-in | Hull wear and repair | 0.5 fraction | EAuthored | No source recorded |
| Share of module price paid for a module taken out | Hull wear and repair | 0.75 fraction | EAuthored | No source recorded |
| Share of hull price a salvage-titled hull fetches | Hull wear and repair | 0.3 fraction | EAuthored | No source recorded |
| Condition range of a hulk on a salvage lot | Hull wear and repair | 0.05, 0.25 fraction of full health | EAuthored | No source recorded |
| Hulks on a salvage lot | Hull wear and repair | 2, 4 hulks | EAuthored | No source recorded |
| Days between salvage lot refreshes | Hull wear and repair | 14 days | EAuthored | No source recorded |
| Condition at which a hulk can fly | Hull wear and repair | 0.5 fraction of full health | EAuthored | International Convention on Salvage, 1989, What the document says |
| Hours in one dock gang shift | Hull wear and repair | 8 hours | APrimary | Maritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a) |
| Share of new price a used hull at full condition is worth | Hull wear and repair | 0.7 fraction of new price | EAuthored | No source recorded |
| Share of new price a decommissioned cruiser or carrier hull is worth | Hull wear and repair | 0.975 fraction of new price | EAuthored | No source recorded |
| Share of module price paid for a module taken from a decommissioned hull | Hull wear and repair | 0.975 fraction of module price | EAuthored | No source recorded |
| Days between refreshes of the used-ship dealer stock | Hull wear and repair | 7 days | EAuthored | No source recorded |
| Used hulls on the dealer forecourt | Hull wear and repair | 4, 6 hulls (low, high) | EAuthored | No source recorded |
| Condition range of a used hull on the forecourt | Hull wear and repair | 0.15, 0.6 fraction of full condition (low, high) | EAuthored | No source recorded |
| Most modules a used hull arrives with fitted | Hull wear and repair | 2 modules | EAuthored | No source recorded |
| Share of new price a salvaged carrier that a save already owns trades in for | Hull wear and repair | 0.08 fraction of new price | EAuthored | No source recorded |
| Base chance a DEMAND ID hail works, before sensor and Communications bonuses | Hailing, boarding and prize law | 30 percent | EAuthored | No source recorded |
| Base chance an OFFER PASSAGE hail works, before standing and Communications bonus | Hailing, boarding and prize law | 30 percent | EAuthored | No source recorded |
| Chance a THREATEN hail works, by size class of the other ship, before the Communications bonus | Hailing, boarding and prize law | LIGHT CRAFT 65, MEDIUM CRAFT 45, HEAVY CRAFT 20 percent | EAuthored | No source recorded |
| Communications bonus to every hail roll, per point of department competence | Hailing, boarding and prize law | 0.15 percent points | EAuthored | No source recorded |
| Base chance a patrol opens fire after you refuse, before standing and Communications bonus (a raider always fires) | Hailing, boarding and prize law | 50 percent | EAuthored | No source recorded |
| The Second's odds of a lost fight (the two ways a raider wins) when it expects to lose; a raider prices its demand on them | Hailing, boarding and prize law | 0.5, 0.22 fraction | EAuthored | No source recorded |
| The Second's odds of a lost fight when it calls it even | Hailing, boarding and prize law | 0.13, 0.07 fraction | EAuthored | No source recorded |
| The Second's odds of a lost fight when it expects to win | Hailing, boarding and prize law | 0.06, 0.05 fraction | EAuthored | No source recorded |
| The odds the boarders take the ship when you fight on after the Second's warning and it expects to lose | Hailing, boarding and prize law | 0.43 fraction | EAuthored | No source recorded |
| The odds the boarders take the ship when you fight on after the Second's warning, on any other call | Hailing, boarding and prize law | 0.2 fraction | EAuthored | No source recorded |
| Base chance a haggle with a raider wins, before Persuade or Pressure | Hailing, boarding and prize law | 0.35 fraction | EAuthored | No source recorded |
| Share a haggle cuts from a raider's price on a win, and adds on a loss | Hailing, boarding and prize law | 0.25 fraction | EAuthored | No source recorded |
| The yard bill after a refusal, as a share of the ship's price, when the Second expects to lose | Hailing, boarding and prize law | 0.2 fraction | EAuthored | No source recorded |
| The yard bill after a refusal, as a share of the ship's price, when the Second calls it even | Hailing, boarding and prize law | 0.63 fraction | EAuthored | No source recorded |
| The yard bill after a refusal, as a share of the ship's price, when the Second expects to win | Hailing, boarding and prize law | 0.49 fraction | EAuthored | No source recorded |
| Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second expects to lose | Hailing, boarding and prize law | 0.0049 fraction | EAuthored | Atomic Rockets, pirate, Approach |
| Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second calls it even | Hailing, boarding and prize law | 0.0092 fraction | EAuthored | Atomic Rockets, pirate, Approach |
| Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second expects to win | Hailing, boarding and prize law | 0.0123 fraction | EAuthored | Atomic Rockets, pirate, Approach |
| Largest credit transfer a raider forces from a thin hold in a yield | Hailing, boarding and prize law | 3,000 Cr | EAuthored | No source recorded |
| Credits a raider always leaves the captain in a yield (one dock shift) | Hailing, boarding and prize law | 150 Cr | EAuthored | No source recorded |
| Standing lost with the flag when you refuse its terms of surrender | Hailing, boarding and prize law | -4 standing points | EAuthored | No source recorded |
| Heat gained for refusing a lawful inspection | Hailing, boarding and prize law | 6 heat | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 3.11.5; Where the source is silent |
| Chance a flag's patrol offers a stand-down order on each opening it gets | Hailing, boarding and prize law | 0.45 fraction | EAuthored | No source recorded |
| Hull share a patrol must still hold to give a stand-down order | Hailing, boarding and prize law | 0.5 fraction | EAuthored | No source recorded |
| Fine on contraband found in a search, as a share of its value | Hailing, boarding and prize law | 0.3 fraction | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 7.10; Where the source is silent |
| Chance a hostile at its break point answers a demand to surrender, each roll | Hailing, boarding and prize law | 40 percent | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Where the source is silent (Surrender) |
| Same chance after the hostile's captain has fallen | Hailing, boarding and prize law | 75 percent | EAuthored | No source recorded |
| Range inside which a raider can board | Hailing, boarding and prize law | 5 km | EAuthored | Atomic Rockets, pirate, Intercepting the target |
| Largest relative speed a boarding match allows | Hailing, boarding and prize law | 0.05 km/s | DAnalogy | Apollo-Salyut/Soyuz docking: the speed and alignment a docking mechanism must take, Initial-impact criteria: axial closing velocity 0.05 to 0.3 m/s |
| Time the match must hold before the boarders are across | Hailing, boarding and prize law | 20 s | EAuthored | Atomic Rockets, pirate, Intercepting the target |
| Base chance a thorough strip of a beaten wreck works | Hailing, boarding and prize law | 15 percent | EAuthored | No source recorded |
| Chance added per point of the fleet's marine combat score | Hailing, boarding and prize law | 0.5 percent per point | EAuthored | No source recorded |
| Highest chance a boarding can reach | Hailing, boarding and prize law | 90 percent | EAuthored | No source recorded |
| Capture bonus on a boarded wreck, as a share of the kill bounty | Hailing, boarding and prize law | 0.25 fraction | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 7.10; Where the source is silent (Payment to a captor) |
| Hull damage when a strip is driven back | Hailing, boarding and prize law | 10 hull points | EAuthored | No source recorded |
| Cabin berths one captured crew takes | Hailing, boarding and prize law | 8 berths | EAuthored | No source recorded |
| Value of a captured crew, as a share of the surrendered hull's catalog price | Hailing, boarding and prize law | 0.05 fraction | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 3.5.3.1; Where the source is silent |
| Lowest value of a captured crew | Hailing, boarding and prize law | 250 Cr | EAuthored | No source recorded |
| Standing gained with the flag per crew handed in | Hailing, boarding and prize law | 1.5 standing points | EAuthored | No source recorded |
| Standing lost with a crew's own flag when you hand it to that flag's enemy | Hailing, boarding and prize law | -2.5 standing points | EAuthored | No source recorded |
| Hours to move cargo mass between two hulls | Hailing, boarding and prize law | 6 hours | EAuthored | Atomic Rockets, rescue, Introduction |
| Hull strength a raider gains from each robbery of the captain | Hailing, boarding and prize law | 0.18 fraction of hull | EAuthored | No source recorded |
| Most hull strength a raider can gain from refits | Hailing, boarding and prize law | 0.72 fraction of hull | EAuthored | No source recorded |
| Base chance that a patrol or raider closes on the captain in travel | Hailing, boarding and prize law | 75 percent | EAuthored | No source recorded |
| Chance that a cornered civilian master hands over cargo, for a lane with nobody named on it | Hailing, boarding and prize law | 65 percent | EAuthored | United Nations Convention on the Law of the Sea (UNCLOS), 1982, Articles 100 to 111 |
| Chance that a named master complies, by temperament | Hailing, boarding and prize law | Stoic 85, Deadpan 80, Wry 75, Easygoing 70, Earnest 65, Brooding 60, Intense 45, Hot-blooded 35 percent | EAuthored | No source recorded |
| Capture bonus on a boarded wreck, as a share of the kill bounty (a game number, not salvage law) | Salvage and distress | 0.25 fraction | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward |
| Share of structure a hulk needs before it can fly | Salvage and distress | 0.5 fraction | EAuthored | Design notes: salvagework |
| Days of work the steel row offers to load for a work crew | Salvage and distress | 30 days | EAuthored | No source recorded |
| Resale value of a hull with a salvage title, as a share of its new price | Salvage and distress | 0.3 fraction | EAuthored | Design notes: salvagework, The salvage title and carriers |
| Condition range of a hull on the salvage lot | Salvage and distress | 0.05, 0.25 fraction of full health | EAuthored | No source recorded |
| Days of air and water a stranded crew has | Salvage and distress | 14, 26 days (low, high) | EAuthored | Design notes: beacons |
| Days a bait beacon stays on the band | Salvage and distress | 5, 11 days (low, high) | EAuthored | No source recorded |
| Hands aboard a stranded hull | Salvage and distress | 2, 9 people (low, high) | EAuthored | No source recorded |
| Daily chance that a new beacon is born | Salvage and distress | 0.05 fraction | EAuthored | Design notes: beacons |
| Daily chance traffic overhears a beacon beside a busy berth | Salvage and distress | 0.42 fraction | EAuthored | Design notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR |
| Daily chance traffic overhears a beacon at the edge of anybody's reach | Salvage and distress | 0.04 fraction | EAuthored | Design notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR |
| Reach of a rescue cutter from its base | Salvage and distress | 5 days of flight | EAuthored | Atomic Rockets, rescue, Introduction |
| Reach multiplier when you relay the beacon's exact position | Salvage and distress | 1.7 times | EAuthored | No source recorded |
| Burn of a rescue cutter | Salvage and distress | 14 m/s^2 | EAuthored | Atomic Rockets, rescue, Introduction |
| Contact chance added each day for the rest of the leg after you relay | Salvage and distress | 6 percent points | EAuthored | IAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III figures 2-3 and 2-4 |
| Lowest chance that a distress call is bait | Salvage and distress | 0.1 fraction | EAuthored | No source recorded |
| Highest chance that a distress call is bait | Salvage and distress | 0.75 fraction | EAuthored | No source recorded |
| Share of your stores capacity a stranded crew asks for | Salvage and distress | 0.15 fraction | EAuthored | Design notes: travelevents, DISTRESS_STORES_SHARE and DISTRESS_FUEL_SHARE |
| Share of the drawn reward the stranded crew actually pays | Salvage and distress | 0.5 fraction | EAuthored | International Convention on Salvage, 1989, Article 16, and Article 13(1) |
| Lowest base reward drawn for answering a call, before the body's danger scaling | Salvage and distress | 200 Cr | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward |
| Highest base reward drawn for answering a call, before the body's danger scaling | Salvage and distress | 600 Cr | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward |
| Relative weights of what a boarded derelict holds | Salvage and distress | salvage 38, survivor 14, recorder 14, hazard 12, ambush 10, empty 12 weight | EAuthored | No source recorded |
| Most beacons live on the band at one time | Salvage and distress | 6 beacons | EAuthored | No source recorded |
| Chance that a bait beacon shows a bad sign on one check | Salvage and distress | 0.8 chance | EAuthored | No source recorded |
| Chance that a genuine beacon shows the same bad sign on one check | Salvage and distress | 0.25 chance | EAuthored | No source recorded |
| Fuel margin the captain's own beacon asks for beyond the fuel to reach a berth | Salvage and distress | 1.25 multiple of fuel needed | EAuthored | No source recorded |
| Days a berth takes to hear a fuel beacon and ready a hull | Salvage and distress | 2 days | EAuthored | IAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III section 1 |
| Share of your fuel tank that a stranded crew asks for | Salvage and distress | 0.12 fraction of tank | EAuthored | No source recorded |
| Days of supplies a stranded crew says it needs | Salvage and distress | 4, 9 days (low, high) | EAuthored | No source recorded |
| Hands a stranded crew says it holds | Salvage and distress | 2, 6 hands (low, high) | EAuthored | No source recorded |
| Spacers each faction can hold in a rescue | Salvage and distress | 40 spacers | EAuthored | No source recorded |
| The nine departments | Ship's organization and the Second | Engineering, Damage Control, Medical, Supply, Gunnery, Deck, Communications, Navigation, Operations names | DAnalogy | Standard Organization and Regulations of the U.S. Navy (SORM), Sections 3.5, 3.11, 3.14, 3.14.1, 3.15, 3.16, 3.17, 3.18, 3.22 and 3.23 |
| Competence a leased navy hull's crew reads as in every department | Ship's organization and the Second | 70 competence | EAuthored | No source recorded |
| Hands a hull needs before it has a Second | Ship's organization and the Second | 10 hands | EAuthored | Atomic Rockets, crew, Command |
| How often each skill tier of Second sums up, how many reports fit in a line, and whether it warns early | Ship's organization and the Second | rookie period 12, items 2, carries False, early False, seasoned period 8, items 3, carries True, early True, veteran period 5, items 4, carries True, early True seconds, items, flags | EAuthored | No source recorded |
| Seconds the Second must be quiet before a line opens with Captain | Ship's organization and the Second | 30 s | EAuthored | No source recorded |
| Seconds before the Second repeats the same words about the same thing | Ship's organization and the Second | 90 s | EAuthored | No source recorded |
| The four bridge stations | Ship's organization and the Second | sensors, weapons, helm, engineering names | EAuthored | Atomic Rockets, crew, Eldraeverse Command Roster |
| The department that mans each bridge post | Ship's organization and the Second | sensors Operations, weapons Gunnery, helm Navigation, engineering Engineering, observer Operations, xo Communications department | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), 3.11; Where the source is silent |
| Competence floors for veteran and seasoned officers | Ship's organization and the Second | 80, veteran, 60, seasoned competence, tier | EAuthored | No source recorded |
| The captain's nerve and the Second's temperament it sets | Ship's organization and the Second | Cold cautious, Steady cunning, Reckless reckless temperament | EAuthored | No source recorded |
| Standing order choices: fire rule | Ship's organization and the Second | in reach, kill zone, hold rules | EAuthored | No source recorded |
| Standing order choices: dodge rule | Ship's organization and the Second | weave, sidestep, called, hold rules | EAuthored | No source recorded |
| Standing order choices: next target | Ship's organization and the Second | weakest, nearest, heaviest guns, shooting at us rules | EAuthored | No source recorded |
| Standing order choices: keel gun | Ship's organization and the Second | cold, stand, never rules | EAuthored | No source recorded |
| Command grade of the ship's own berth, by hands aboard (up to this many hands) | Ship's organization and the Second | merchant 3, L-1, 8, L-2, 30, L-3, None, L-4, naval 3, O-1, 8, O-2, 20, O-3, 60, O-4, 200, O-5, None, O-6 hands, grade | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Where the source is silent (A paygrade for any billet) |
| Merchant grade of each hire tier | Ship's organization and the Second | Rookie R-2, Veteran R-4, Ace L-1 grade | EAuthored | Marine Navigation and Safety of Sea Transportation: STCW, MET, Human Resources and Crew Manning, PDF pages 145 and 146; Where the source is silent |
| Merchant grade of each Commander tier | Ship's organization and the Second | Rookie L-2, Veteran L-3, Ace L-4 grade | EAuthored | Marine Navigation and Safety of Sea Transportation: STCW, MET, Human Resources and Crew Manning, PDF pages 145 and 146; Where the source is silent |
| Navy head and rating of each department, with their grades | Ship's organization and the Second | Operations Lieutenant, O-3, Ensign, O-1, Gunnery Gunnery Chief, E-7, Petty Officer, E-5, Engineering Chief Engineer, O-3, Machinist's Mate, E-4, Deck Boatswain, E-7, Spacer, E-3, Damage Control Damage Control Assistant, O-1, Damage Controlman, E-4, Medical Medical Officer, O-4, Corpsman, E-4, Supply Supply Officer, O-2, Storekeeper, E-4, Communications Communications Officer, O-2, Signalman, E-4, Navigation Navigator, O-3, Quartermaster's Mate, E-5 title, grade | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Sections 3.11, 3.14.1, 3.15, 3.16, 3.17, 3.22; Where the source is silent |
| Pay raise for a promotion | Ship's organization and the Second | 1.2 times | EAuthored | No source recorded |
| Morale cost of a promotion | Ship's organization and the Second | 10 morale points | EAuthored | No source recorded |
| Loyalty needed for the first and the second promotion rung | Ship's organization and the Second | 55, 85 loyalty | EAuthored | No source recorded |
| Communications bonus to every hail roll, per point of competence | Ship's organization and the Second | 0.15 percent points | EAuthored | No source recorded |
| Hands aboard each named hull model | Ship's organization and the Second | Wayland 3, Trochilus 3, Fringilla 5, Gyges 5, Lyrid 4, Perseid 6, Tyto 6, Corinth 6, Kiel 10, Bosporus 12, Panama 16, Suez 20, Malus 12, Montu 12, Tembo 12, Ilmarinen 4, San Andreas 8, Anatolian 20, Adriatic 8, Aegean 14, Leonid 20, Apis 6, Locusta 14, Niagara 20, Szabo 30, Fraxinus 35, Tyr 40, Dardanelles 70, Iguazu 120, Brennan 130, Quercus 140, Nergal 150, Ginkgo 180, Kerrigan 260, Sequoia 280, Ares 300, Mangala 200, Ivanova 350, Victoria 400, Kaieteur 900, Angel 1,400 hands | EAuthored | Design notes: hullcrew |
| Hands aboard a hull with no model entry, by role | Ship's organization and the Second | MULTIROLE 4, EXPLORER 5, SMUGGLER 5, MINER 12, FREIGHTER 14, LOGISTICS 12, PASSENGER LINER 14, DRONE CARRIER 10, COMBAT 100, DESTROYER 180, TROOP TRANSPORT 200, CARRIER 350, CRUISER 400, FLEET CARRIER 1,400 hands | EAuthored | No source recorded |
| Hands aboard a hull with neither a model nor a role entry | Ship's organization and the Second | 4 hands | EAuthored | No source recorded |
| Lowest manned share of a crew that still works | Ship's organization and the Second | 0.5 fraction | EAuthored | No source recorded |
| Cargo space one point of Deck competence is worth | Ship's organization and the Second | 33 tonnes per competence point | EAuthored | No source recorded |
| Size of a leased navy hull's crew, by hull tier | Ship's organization and the Second | 0 10, 1 16, 2 22, 3 30 hands | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Chapter 3 |
| Crew size of a navy hull whose tier is not in the table | Ship's organization and the Second | 10 hands | EAuthored | No source recorded |
| The order in which the departments of a navy crew are staffed | Ship's organization and the Second | Operations, Gunnery, Engineering, Deck, Damage Control, Medical, Supply, Communications, Navigation department order | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Sections 3.5 to 3.23 |
| The merchant rank ladder: grade, title, pay multiple and head share | Ship's organization and the Second | R-1 Undesignated Hand UH 1.5 16, R-2 Third Hand 3/H 1.8 20, R-3 Second Hand 2/H 2.3 22, R-4 First Hand 1/H 2.9 15, R-5 Chief Hand C/H 3.6 8, L-1 Third Mate 3/M 4.2 8, L-2 Second Mate 2/M 5.2 5, L-3 First Mate 1/M 6.5 4, L-4 Master MSTR 8 2 grades | DAnalogy | Marine Navigation and Safety of Sea Transportation: STCW, MET, Human Resources and Crew Manning, Ranks and ratings, PDF pp.75, 145 and 148 |
| The navy rank ladder: grade, title, pay multiple and head share | Ship's organization and the Second | E-1 Recruit RCT 1.6 14, E-2 Apprentice APP 1.8 13, E-3 Spacer SPC 2.1 12, E-4 Petty Officer 3rd PO3 2.5 17, E-5 Petty Officer 2nd PO2 3 14, E-6 Petty Officer 1st PO1 3.5 10, E-7 Chief Petty Officer CPO 4.3 5, E-8 Senior Chief SCPO 5 2, E-9 Master Chief MCPO 5.8 1, O-1 Ensign ENS 3.8 4, O-2 Lieutenant JG LTJG 4.4 3, O-3 Lieutenant LT 5.4 3, O-4 Lieutenant Commander LCDR 6.5 1.5, O-5 Commander CDR 7.7 0.7, O-6 Captain CAPT 9 0.3 grades | EAuthored | Standard Organization and Regulations of the U.S. Navy (SORM), Chapter 3 |
| Grade a merchant hire reads as when its title gives no grade | Ship's organization and the Second | R-3 grade | EAuthored | No source recorded |
| Grade a leased navy hull's marine reads as | Ship's organization and the Second | E-4 grade | EAuthored | No source recorded |
| Grade a field commission grants | Ship's organization and the Second | O-2 grade | EAuthored | No source recorded |
| The register each flag speaks in | Radio voice | Earth TACTICAL, Mars TACTICAL, The Outer Guild GUILD, The Unclaimed UNCLAIMED register | EAuthored | ACP 125(G), Communications Instructions: Radiotelephone Procedures, What the document says |
| How hard each register is to read without cracking its channel | Radio voice | TACTICAL 55, GUILD 30, UNCLAIMED 0 encryption points | EAuthored | No source recorded |
| Chance a unit speaks about each kind of event | Radio voice | ENGAGING 0.25, HIT 0.35, LOWPOWER 0.5, LOWAMMO 0.85, BREAKINGOFF 1, KILL 0.6, DYING 1, TAUNT 0.2, PLEADING 0.75, STANDDOWN 0.45, ORDERS 0.3, COVERING 0.18, PRESSING 0.18, RECOMMEND 0.22 fraction | EAuthored | No source recorded |
| Most radio lines printed in one round | Radio voice | 1 lines | EAuthored | No source recorded |
| Speaker hull share below which the line is garbled | Radio voice | 0.5 fraction | EAuthored | No source recorded |
| Speaker hull share below which the line is lost | Radio voice | 0.2 fraction | EAuthored | No source recorded |
| Sensor rating that buys back one step of clarity | Radio voice | 20 sensor rating | EAuthored | No source recorded |
| Tries to crack a channel, the last of which always works | Radio voice | 3 tries | EAuthored | No source recorded |
| Base chance of a crack, before sensors, Communications and encryption | Radio voice | 25 percent | EAuthored | No source recorded |
| Crack chance added per sensor rating point | Radio voice | 1.2 percent points | EAuthored | No source recorded |
| Crack chance added per point of Communications competence | Radio voice | 1.5 percent points | EAuthored | No source recorded |
| The four stand-down hails of the TACTICAL register | Radio voice | UNKNOWN STATION, THIS IS {name}. CUT YOUR DRIVE AND STAND DOWN., YOU ARE FIRING ON A COMMISSIONED PATROL. STAND DOWN NOW., LAST WARNING. POWER DOWN OR WE FINISH THIS., STAND DOWN AND YOU WILL BE TAKEN IN. KEEP FIRING AND YOU WILL NOT. lines | EAuthored | ACP 125(G), Communications Instructions: Radiotelephone Procedures, Paragraphs 520, 522, 536 and 901 |
| The four opening engagement calls of the TACTICAL register | Radio voice | TALLY {count}, HIGH AND RIGHT. ENGAGING., {enemy} IS MINE. COMMITTING., CONTACT {count}. WEAPONS FREE., MOVING TO INTERCEPT. STAND BY. lines | EAuthored | ACP 125(G), Communications Instructions: Radiotelephone Procedures, Where the source is silent |
| What the captain's own net is worth breaking into, with no Communications hands | Radio voice | 20 encryption points | EAuthored | No source recorded |
| Encryption added to the captain's net per point of Communications competence | Radio voice | 2 encryption points per competence point | EAuthored | No source recorded |
| Share of a shared firing solution that survives once the enemy has cracked the captain's net | Radio voice | 0.5 multiplier | EAuthored | No source recorded |
| Turn rate of a hull with no catalog entry, set so a quarter turn takes the old time | The bridge crew and standing orders | 1.6 deg/s^2 | EAuthored | No source recorded |
| Crew skill: seconds of warning, chance to miss a call, launch sighting, report precision, gun spread and helm turn | The bridge crew and standing orders | rookie call 8, misscall 0.25, launch False, precision 100, spread 1.5, turn 0.8, seasoned call 20, misscall 0.05, launch True, precision 10, spread 1, turn 1, veteran call 30, misscall 0, launch True, precision 0, spread 0.7, turn 1.25 mixed | EAuthored | Atomic Rockets, controldeck, Ship Control Officers, Combat Information Center |
| How close each officer temperament wants to fight | The bridge crew and standing orders | hot-blooded 10, calm 20, cautious 50 km | EAuthored | No source recorded |
| Share of a line straight up or down past which a contact is called overhead or under the keel | The bridge crew and standing orders | 0.9 share | EAuthored | No source recorded |
| Bearing sectors in a seaman's words: ahead, bow, beam, quarter and astern | The bridge crew and standing orders | 22.5, ahead, 67.5, bow, 112.5, beam, 157.5, quarter, 180, astern deg | BSecondary | IHO Hydrographic Dictionary (S-32): relative bearing terms, entries on the beam, on the bow, on the quarter |
| Heat one dodge adds, on average | The bridge crew and standing orders | 5.55 heat units | EAuthored | No source recorded |
| Hull share below which the helm asks whether to run | The bridge crew and standing orders | 35 % of hull | EAuthored | No source recorded |
| Share of the hull's maximum that makes a volley massive | The bridge crew and standing orders | 0.25 share of hull | EAuthored | No source recorded |
| Fire control aim error at the start of a new target, by crew skill | The bridge crew and standing orders | rookie 1.2, seasoned 0.8, veteran 0.5 mrad | EAuthored | No source recorded |
| Share of aim error left after each round the crew sees pass, by crew skill | The bridge crew and standing orders | rookie 0.6, seasoned 0.4, veteran 0.25 share | EAuthored | No source recorded |
| Burst center distance, in target lengths, that finishes ranging on a target | The bridge crew and standing orders | 1 target lengths | EAuthored | No source recorded |
| The crew procedures: owner, what each raises and whether it acts or asks by default | The bridge crew and standing orders | board helm, Break a boarding match, act, next weapons, Take the next target after a kill, act, target weapons, A second ship comes into the kill zone: stay on your target, or ask, act, pursuit xo, A pursuer gains on us while we run, ask, stall xo, A stand-off: nobody closing, nothing landing, ask, vital xo, A vital steps down a state: cooling, drive, reactor, life support or the guns, ask, disabled xo, We are disabled and they mean to board, ask, fire xo, A fire we can vent, cut the power to or dump, ask, power engineering, A short bank: shed loads by the bill, act, volley xo, A massive volley is inbound: run or stay, ask, window weapons, A window opens on a hostile: strike or keep, ask table | EAuthored | Atomic Rockets, controldeck, Ship Control Officers, Combat Information Center |
| Time a keel gun target must go without dodging before the weapons officer asks to hold the bow | The bridge crew and standing orders | 20 s | EAuthored | No source recorded |
| Words a second a crew says on the net, by skill | The bridge crew and standing orders | rookie 2, seasoned 2.8, veteran 3.6 words/s | DAnalogy | Wikipedia, Speech tempo and Words per minute, speaking rate of radio news |
| Time one inbound call covers a gun stream | The bridge crew and standing orders | 10 s | EAuthored | No source recorded |
| Time with no hit and no closing before the Second calls a stand-off | The bridge crew and standing orders | 60 s | EAuthored | No source recorded |
| Closing speed below which nothing is closing, for a stand-off | The bridge crew and standing orders | 0.02 km/s | EAuthored | No source recorded |
| Time a pursuer must keep closing before the Second asks about it | The bridge crew and standing orders | 20 s | EAuthored | No source recorded |
| Hull share at which the Second hands the ship back to the captain | The bridge crew and standing orders | 0.3, 0.15 hull share (first, second) | EAuthored | No source recorded |
| Skill of the officers on a ship the world crews | The bridge crew and standing orders | seasoned skill tier | EAuthored | No source recorded |
| Opening gap of an ambush or a hull already alongside | The bridge crew and standing orders | 5, 15 km | EAuthored | No source recorded |
| Spread added by a rail at the end of its life, as a multiple of its spread when new | Hostile fleets, gun stores and spread | 2 x | EAuthored | Atomic Rockets, spacegunconvent, US Navy Railguns |
| Rounds in a rail magazine, by size | Hostile fleets, gun stores and spread | Micro 60, Light 60, Compact 40, Standard 40, Heavy 25, Superheavy 25 rounds | EAuthored | No source recorded |
| Rounds in an autocannon's store | Hostile fleets, gun stores and spread | 1,000 rounds | EAuthored | No source recorded |
| Firings in a rail ready locker | Hostile fleets, gun stores and spread | 10 firings | EAuthored | No source recorded |
| Smallest group a gun can fire, before accuracy | Hostile fleets, gun stores and spread | 0.05 mrad | EAuthored | No source recorded |
| Spread added for each accuracy point a gun lacks | Hostile fleets, gun stores and spread | 0.02 mrad per point | EAuthored | No source recorded |
| Pellets in one canister | Hostile fleets, gun stores and spread | 12 pellets | EAuthored | No source recorded |
| Rounds a second an autocannon streams (the base rate) | Hostile fleets, gun stores and spread | 5 rounds/s | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rate of fire in the 40 mm / 70 Bofors table |
| Rounds a second a streamed autocannon fires, by size | Hostile fleets, gun stores and spread | Micro 8, Light 5, Compact 2, Standard 1 rounds/s | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rates of fire in the Bofors 40 mm, 76 mm, Mark 45 and Mark 71 tables |
| Seconds between rounds for the two heaviest autocannon sizes | Hostile fleets, gun stores and spread | Heavy 2, Superheavy 3 s | DAnalogy | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rates of fire in the Mark 45, Mark 71 and AGS tables |
| Who comes at the captain, what each wants and how likely each is | Hostile fleets, gun stores and spread | The Unclaimed goal board, hulls (computed), weight 5, hail pirates by their transponders, after the cargo: they will want to board, Bounty Hunters goal board, hulls (computed), weight 2, hail bounty hunters, openly registered: they want us taken alive, Earth goal destroy, hulls (computed), weight 1, hail an Earth navy patrol: they will not board, they will kill us, Mars goal destroy, hulls (computed), weight 1, hail a Martian navy patrol: they will not board, they will kill us, The Outer Guild goal destroy, hulls (computed), weight 1, hail Guild warships: they will not board, they will kill us table | EAuthored | No source recorded |
| Hostile captain temperament: standoff, longest shot, heat spent, breakoff and wait rule | Hostile fleets, gun stores and spread | reckless board 3, officer hot-blooded, maxflight 90, heat 1, breakoff 0, waits None, read coming straight in: a reckless captain, cautious board 3, officer cautious, maxflight 40, heat 0.6, breakoff 0.35, waits weak, read hanging back: a cautious captain, waiting for us to weaken, cunning board 3, officer calm, maxflight 60, heat 0.75, breakoff 0.25, waits hot, read holding off and watching our heat: a cunning captain table | EAuthored | No source recorded |
| Weights for how many hostiles come at once | Hostile fleets, gun stores and spread | 1 1, 2 3, 3 3, 4 2, 5 1 weight | EAuthored | No source recorded |
| Guns a hull carries, by size class | Hostile fleets, gun stores and spread | LIGHT 3, MEDIUM 5, HEAVY 7 guns | EAuthored | No source recorded |
| Point defense mounts, by size class | Hostile fleets, gun stores and spread | LIGHT 1, MEDIUM 2, HEAVY 3 mounts | EAuthored | No source recorded |
| Point defense model, by size class | Hostile fleets, gun stores and spread | LIGHT 15mm PD Autocannon, MEDIUM 20mm PD Autocannon, HEAVY 30mm PD Autocannon catalog name | EAuthored | No source recorded |
| Largest navy squadron | Hostile fleets, gun stores and spread | 6 ships | BSecondary | Atomic Rockets, astromilitary, Fleet Design |
| Largest band of pirates or privateers | Hostile fleets, gun stores and spread | 3 ships | EAuthored | Atomic Rockets, astromilitary, Fleet Design |
| Distance of a squad member from its lead at the start | Hostile fleets, gun stores and spread | 10, 40 km | EAuthored | No source recorded |
| Most a member's drift may differ from its lead, per axis | Hostile fleets, gun stores and spread | 0.02 km/s | EAuthored | No source recorded |
| Range at which a squad lead opens, off the captain | Hostile fleets, gun stores and spread | 300, 2,500 km | EAuthored | No source recorded |
| Bulk density of an asteroid, for a body with no published mass | Terrain, cover and harbors | 2,000 kg/m^3 | BSecondary | Atomic Rockets, usefultables, Rho (density) Table |
| Which belt each named mid-size body belongs to | Terrain, cover and harbors | Inner Belt Gaspra, Steins, Annefrank, Braille, Donaldjohanson, Lutetia, Middle Belt Mathilde, Outer Belt Ida, Saturn table | CDerived | JPL Small-Body Database: semi-major axes of the named asteroids, semi-major axes of the eight mid-size bodies |
| Which belt each of the four giants belongs to | Terrain, cover and harbors | Vesta Inner Belt, Pallas Middle Belt, Ceres Middle Belt, Hygiea Outer Belt table | CDerived | JPL Small-Body Database: semi-major axes of the named asteroids, semi-major axes of Vesta, Pallas, Ceres and Hygiea |
| Radius from a field center within which real members and mined rocks lie | Terrain, cover and harbors | 120 km | EAuthored | Atomic Rockets, prelimnotes, Science-Fictional Shibboleths |
| Radius around a field's center in which a fight begins | Terrain, cover and harbors | 150 km | EAuthored | No source recorded |
| Height above a giant's surface at which a fight begins | Terrain, cover and harbors | 50, 300 km | EAuthored | No source recorded |
| Smallest body that can hide a hull | Terrain, cover and harbors | 2 km | EAuthored | No source recorded |
| Dense clouds in a field | Terrain, cover and harbors | 1, 3 clouds | EAuthored | No source recorded |
| Radius of a dense cloud | Terrain, cover and harbors | 20, 50 km | EAuthored | No source recorded |
| Boulder size in a cloud, used to set its density | Terrain, cover and harbors | 0.5 km | EAuthored | No source recorded |
| Optical depth at which a look or shot is masked | Terrain, cover and harbors | 1 optical depth | EAuthored | No source recorded |
| Distance the helm keeps off a rock's surface | Terrain, cover and harbors | 1.5 km | EAuthored | No source recorded |
| Time the helm looks ahead along its own velocity to avoid rock | Terrain, cover and harbors | 240 s | EAuthored | No source recorded |
| Distance past a rock's surface at which a hiding hull sits, away from the foe | Terrain, cover and harbors | 3 km | EAuthored | No source recorded |
| Range within which a crew looks for cover | Terrain, cover and harbors | 150 km | EAuthored | No source recorded |
| Distance ahead along a body at which a hull going round it steers | Terrain, cover and harbors | 30 km | EAuthored | No source recorded |
| Least rock between a hull in cover and the foe | Terrain, cover and harbors | 1 km | EAuthored | No source recorded |
| Speed above which touching a rock destroys a hull | Terrain, cover and harbors | 0.01 km/s | EAuthored | No source recorded |
| Length of a station as a target for a stray round and its point defense | Terrain, cover and harbors | 2,000 m | EAuthored | No source recorded |
| Point defense model on a station | Terrain, cover and harbors | 35mm PD Autocannon catalog name | EAuthored | No source recorded |
| Point defense mounts on a station | Terrain, cover and harbors | 6 mounts | EAuthored | No source recorded |
| Distance of a belt harbor from a field's center | Terrain, cover and harbors | 150 km | EAuthored | No source recorded |
| Height of a giant's harbor above the surface | Terrain, cover and harbors | 100 km | EAuthored | No source recorded |
| Radius of the no-fire zone around a harbor | Terrain, cover and harbors | 25 km | EAuthored | No source recorded |
| Seconds between a station warning and the garrison firing | Terrain, cover and harbors | 5 s | EAuthored | No source recorded |
| Quiet time after which a shooter counts as having stopped | Terrain, cover and harbors | 20 s | EAuthored | No source recorded |
| Marines in a full level-1 garrison | Terrain, cover and harbors | 100 marines | EAuthored | No source recorded |
| Marines needed to man one standard coilgun | Terrain, cover and harbors | 25 marines | EAuthored | No source recorded |
| Seconds in one step of the deck fight | The deck fight | 5 s | EAuthored | No source recorded |
| Seconds to move through one hatch into the next compartment | The deck fight | 10 s | EAuthored | Atomic Rockets, astromilitary, Naval Boarding |
| Seconds for a boarding party's cutter to open a sealed hatch | The deck fight | 40 s | EAuthored | No source recorded |
| Seconds to get a squad into suits | The deck fight | 60 s | EAuthored | No source recorded |
| Seconds boarders must hold the bridge or engineering to take the ship | The deck fight | 30 s | EAuthored | No source recorded |
| Seconds boarders must hold the cargo hold to strip it and go | The deck fight | 60 s | EAuthored | No source recorded |
| Chance of a hit for one man, one shot a step, no cover, a seasoned hand | The deck fight | 0.05 chance | EAuthored | No source recorded |
| Hit chance of men who just came through a cut hatch | The deck fight | 0.5 multiple | EAuthored | No source recorded |
| Seconds the breach penalty lasts | The deck fight | 10 s | EAuthored | No source recorded |
| Multiple on the chance to hit a squad that has held its ground | The deck fight | 0.5 multiple | EAuthored | No source recorded |
| Hit chance multiple for a shot through an open hatch into the next compartment | The deck fight | 0.6 multiple | EAuthored | No source recorded |
| Seconds a vented compartment knocks suited men about | The deck fight | 20 s | EAuthored | No source recorded |
| Hit chance multiple of men stunned by a vent | The deck fight | 0.3 multiple | EAuthored | No source recorded |
| Hit chance multiple of a squad halfway into its suits | The deck fight | 0.5 multiple | EAuthored | No source recorded |
| Share of men lost at which a boarding party falls back to its pod | The deck fight | 0.5 share | EAuthored | No source recorded |
| Hit chance multiple by crew skill | The deck fight | rookie 0.8, seasoned 1, veteran 1.3 multiple | EAuthored | No source recorded |
| Which compartments each hatch joins | The deck fight | a, SPINE FWD, BRIDGE, across, b, QUARTERS, SPINE FWD, down, c, SPINE MID, SPINE FWD, across, d, AIRLOCK P, SPINE MID, down, e, SPINE MID, AIRLOCK S, down, f, SPINE AFT, SPINE MID, across, g, CARGO HOLD, SPINE AFT, down, h, ENGINEERING, SPINE AFT, across table | EAuthored | Atomic Rockets, astromilitary, Naval Boarding |
| Hull share at or above which a hull is in each condition state | The observer and ship condition | 100, 60, 35, 10, 0 hull share | EAuthored | No source recorded |
| Wavelength of the light a passive look uses | The observer and ship condition | 0 m | BSecondary | Atomic Rockets, usefultables, The Boom Table |
| Observer's lens aperture as a share of the hull length | The observer and ship condition | 0.01 share of length | EAuthored | No source recorded |
| How many times coarser the picture gets when our own ship jinks | The observer and ship condition | 3 x | EAuthored | No source recorded |
| Detail an active sweep images to | The observer and ship condition | 3 m | EAuthored | No source recorded |
| Range past which active returns are too faint to image | The observer and ship condition | 1,500 km | EAuthored | Atomic Rockets, spacewardetect, What If I Run Silent And Cold? |
| Cells a feature must span, seconds between looks and report detail, by observer skill | The observer and ship condition | rookie cells 6, period 30, detail 0, seasoned cells 4, period 15, detail 1, veteran cells 3, period 5, detail 2 mixed | EAuthored | No source recorded |
| Size in meters of the thing each sign is | The observer and ship condition | structure None, fire 10, vent 50, fins 30, drive 20, guns 5, pd 2, jets 1 m | EAuthored | No source recorded |
| Rounds in the Blueshifter dive | Atmospheric entry and the descent corridor | 3 rounds | EAuthored | No source recorded |
| Base chance that a round of the dive goes clean | Atmospheric entry and the descent corridor | 70 percent | EAuthored | Atomic Rockets, landing, Aerobraking Landing |
| Chance added per m/s^2 of the ship's acceleration | Atmospheric entry and the descent corridor | 2 percent per m/s^2 | EAuthored | No source recorded |
| Chance removed per point of danger | Atmospheric entry and the descent corridor | 1 percent per danger point | EAuthored | No source recorded |
| Highest chance a round of the dive can reach | Atmospheric entry and the descent corridor | 95 percent | EAuthored | No source recorded |
| Lowest chance a round of the dive can fall to | Atmospheric entry and the descent corridor | 10 percent | EAuthored | No source recorded |
| Share of the danger rating a failed round takes from the hull | Atmospheric entry and the descent corridor | 1 fraction of danger | EAuthored | No source recorded |
| Least hull damage a failed round does | Atmospheric entry and the descent corridor | 5 hull points | EAuthored | No source recorded |
| Hull share at which a failed round aborts the dive | Atmospheric entry and the descent corridor | 0.2 fraction of maximum health | EAuthored | No source recorded |
| Chance bonus per point of Navigation competence on the descent corridor | Atmospheric entry and the descent corridor | 0.15 percent per competence point | EAuthored | No source recorded |
| Most chance Navigation can add to a descent | Atmospheric entry and the descent corridor | 12 percent | EAuthored | No source recorded |
| Chance bonus of a powered descent | Atmospheric entry and the descent corridor | 15 percent points | EAuthored | Atomic Rockets, landing, Aerobraking Landing |
| Chance penalty of an aerobraked descent | Atmospheric entry and the descent corridor | 5 percent points | EAuthored | Atomic Rockets, landing, Aerobraking Landing |
| Share of a missed powered descent that lands long | Atmospheric entry and the descent corridor | 0.75 fraction of misses | EAuthored | No source recorded |
| Share of a missed aerobrake that lands long | Atmospheric entry and the descent corridor | 0.45 fraction of misses | EAuthored | Atomic Rockets, landing, Aerobraking Landing |
| Share of a missed aerobrake that lands hard | Atmospheric entry and the descent corridor | 0.25 fraction of misses | EAuthored | No source recorded |
| Travel days of hull maintenance that a hard arrival bills | Atmospheric entry and the descent corridor | 6 days of maintenance | EAuthored | Design notes: atmosphericentry, The set-piece and the corridor |
| Contact chance a point of Navigation competence removes each day | Contacts in transit | 0.1 percent points per competence point | EAuthored | No source recorded |
| Points a hunting ground adds to the day's contact chance | Contacts in transit | 15 percent points | EAuthored | No source recorded |
| Share of contacts in a hunting ground that are hostile | Contacts in transit | 85 percent | EAuthored | No source recorded |
| Lowest chance that a contact is a bounty hunter posse, at the WANTED floor | Contacts in transit | 25 percent | EAuthored | No source recorded |
| Highest chance that a contact is a bounty hunter posse, at HIGH ALERT | Contacts in transit | 60 percent | EAuthored | No source recorded |
| Most points a full hold adds to the travel contact roll | Contacts in transit | 20 percent points | EAuthored | No source recorded |
| Which events can happen in which phase of a leg | Contacts in transit | handledistresscall departure, cruise, arrival, local, handleequipmentmalfunction departure, cruise, arrival, local, handlederelict departure, arrival, local, handledebrisfield departure, arrival, local, handletradevessel departure, arrival, local, handlecustomspatrol arrival, local phases by event | EAuthored | No source recorded |
| Chance that a docking by a captain who is WANTED or worse is inspected | Records, bail and inspection | 40 percent | EAuthored | WHO International Health Regulations (2005), third edition, Article 23.1 |
| Base chance that facing an inspection lands the captain in the brig | Records, bail and inspection | 40 percent | EAuthored | No source recorded |
| Edge a story has over a search at the dock | Records, bail and inspection | 0.15 fraction | EAuthored | No source recorded |
| Base chance that a lie to a customs inspector works | Records, bail and inspection | 0.4 fraction | EAuthored | No source recorded |
| Days that forget one point of the filed record | Records, bail and inspection | 10 days per record point | EAuthored | No source recorded |
| Days from posting bail to the hearing | Records, bail and inspection | 14 days | EAuthored | No source recorded |
| Lowest condition a production plant falls to | Production plant condition | 0.7 fraction of specification | EAuthored | No source recorded |
| Days over which a yard's spare-part cover is read | Production plant condition | 30 days | EAuthored | No source recorded |
| Spare-part cover at which a plant keeps its specification | Production plant condition | 0.95 fraction of cover | EAuthored | Design notes: plantcondition |
| Condition points lost per point of cover under specification | Production plant condition | 1.5 points per point | EAuthored | No source recorded |
| Days a plant takes to close each fraction of the gap to its target condition | Production plant condition | 60 days | EAuthored | No source recorded |
| Days to settle when a captain pays for the parts | Production plant condition | 5 days | EAuthored | No source recorded |
| Condition a raid takes from a plant per share of the stock carried off | Production plant condition | 0.2 fraction per loot share | EAuthored | No source recorded |
| Condition a siege takes from a plant per day | Production plant condition | 0.0015 fraction per day | EAuthored | No source recorded |
| Most condition a siege can take from a plant | Production plant condition | 0.25 fraction | EAuthored | No source recorded |
| The size class of each hull model | Hull classes, sizes and slots | Lyrid LIGHT CRAFT, Wayland LIGHT CRAFT, Trochilus LIGHT CRAFT, Adriatic LIGHT CRAFT, Apis LIGHT CRAFT, Ilmarinen LIGHT CRAFT, Gyges LIGHT CRAFT, Perseid LIGHT CRAFT, Tyto MEDIUM CRAFT, Fringilla MEDIUM CRAFT, Aegean MEDIUM CRAFT, Corinth MEDIUM CRAFT, Niagara MEDIUM CRAFT, Locusta MEDIUM CRAFT, Leonid MEDIUM CRAFT, San Andreas MEDIUM CRAFT, Malus MEDIUM CRAFT, Montu MEDIUM CRAFT, Tembo MEDIUM CRAFT, Gibraltar MEDIUM CRAFT, Anatolian MEDIUM CRAFT, Szabo MEDIUM CRAFT, Kiel MEDIUM CRAFT, Malacca MEDIUM CRAFT, Fraxinus MEDIUM CRAFT, Tyr MEDIUM CRAFT, Bosporus HEAVY CRAFT, Panama HEAVY CRAFT, Dardanelles HEAVY CRAFT, Suez HEAVY CRAFT, Iguazu HEAVY CRAFT, Brennan HEAVY CRAFT, Quercus HEAVY CRAFT, Victoria HEAVY CRAFT, Nergal HEAVY CRAFT, Ginkgo HEAVY CRAFT, Kaieteur HEAVY CRAFT, Ivanova HEAVY CRAFT, Angel HEAVY CRAFT, Kerrigan HEAVY CRAFT, Sequoia HEAVY CRAFT, Ares HEAVY CRAFT, Mangala HEAVY CRAFT size class by model | EAuthored | No source recorded |
| Most hull points of a light craft, for a hull nobody authored | Hull classes, sizes and slots | 120 hull points | EAuthored | Design notes: hullclass, The rule |
| Most hull points of a medium craft, for a hull nobody authored | Hull classes, sizes and slots | 250 hull points | EAuthored | Design notes: hullclass, The rule |
| Sleek hull slopes by face | Hull classes, sizes and slots | FORE 30, PORT 10, STARBOARD 10, UPPER 10, LOWER 10, AFT 10 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor |
| Square hull slopes by face | Hull classes, sizes and slots | FORE 0, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degrees | EAuthored | Atomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor |
| Reactor armor slot size by size class | Hull classes, sizes and slots | LIGHT CRAFT light, MEDIUM CRAFT standard, HEAVY CRAFT heavy slot size by class | EAuthored | No source recorded |
| Hull roles that are built with reactor armor fitted | Hull classes, sizes and slots | CARRIER, COMBAT, CRUISER, DESTROYER, DRONE CARRIER, FLEET CARRIER, TROOP TRANSPORT hull roles | EAuthored | No source recorded |
| Service years behind a hull before the captain | Hull classes, sizes and slots | 200 years | EAuthored | Design notes: setting-canon, Timeline, 2076 to 2276 |
| The year the game begins | Hull classes, sizes and slots | 2,500 year | EAuthored | Design notes: setting-canon, Timeline, 2276 to 2500 |
| Cargo the locker holds | Hull classes, sizes and slots | 5 tonnes | EAuthored | No source recorded |
| Share of a system's full condition at or below which it counts as crippled | Ship vitals and fight penalties | 0.4 share | EAuthored | No source recorded |
| Share of full condition left when one fin panel is gone (7 of 8) | Ship vitals and fight penalties | 0.875 share | EAuthored | No source recorded |
| Air plant condition when whole, a percentage | Ship vitals and fight penalties | 100 percent | EAuthored | No source recorded |
| Air plant condition when the air has run out, a percentage | Ship vitals and fight penalties | 0 percent | EAuthored | No source recorded |
| Share of shrapnel wounds that get through a suit | Ship vitals and fight penalties | 0.5 share | EAuthored | No source recorded |
| Aim a crew gains for the first volley by keeping the guns hot instead of suiting up | Ship vitals and fight penalties | 10 points of hit chance | EAuthored | No source recorded |
| Aim lost by a crew worn down by hard burns | Ship vitals and fight penalties | 10 points of hit chance | EAuthored | No source recorded |
| Aim lost by a crew with radiation sickness | Ship vitals and fight penalties | 12 points of hit chance | EAuthored | No source recorded |
| Aim lost by a crew caught mid-boarding by an interception | Ship vitals and fight penalties | 12 points of hit chance | EAuthored | No source recorded |
| Outer edges of the close band and the mid band | Range bands and the joust | 30, 3,000 km | CDerived | Atomic Rockets, spacegunconvent, Railguns |
| Distance two ships open a fight at, by band | Range bands and the joust | close 10, mid 1,000, long 100,000 km | EAuthored | No source recorded |
| Closest gap two ships can reach on the line | Range bands and the joust | 1 km | EAuthored | No source recorded |
| Widest gap two ships can reach on the line | Range bands and the joust | 1,000,000 km | EAuthored | No source recorded |
| Factor by which one burn changes a gap | Range bands and the joust | 10 multiple | EAuthored | No source recorded |
| Hit chance gained or lost by range band (close, mid, long) | Range bands and the joust | 12, 0, -6 points of hit chance | EAuthored | No source recorded |
| Speed of light | Range bands and the joust | 299,792 km per second | BSecondary | Atomic Rockets, commdeck, the speed of light passage |
| Share of its hull below which a hull under fire dodges instead of trading | Range bands and the joust | 0.35 share | EAuthored | No source recorded |
| Dodges in a row before the crew must fire or run | Range bands and the joust | 2 dodges | EAuthored | No source recorded |
| Range at which both guns fire in the joust | Range bands and the joust | 30 km | EAuthored | No source recorded |
| Sides of the die rolled for who fires first | Range bands and the joust | 20 sides | EAuthored | No source recorded |
| Acceleration that earns one point of initiative | Range bands and the joust | 2 m/s^2 | EAuthored | No source recorded |
| Navigation skill that earns one point of initiative | Range bands and the joust | 20 skill points | EAuthored | No source recorded |
| Hours the escape pod rescue detour takes | Fleet action, breaking off and surrender | 24 hours | EAuthored | No source recorded |
| Chance a wreck leaves a flight recorder | Fleet action, breaking off and surrender | 0.4 share | EAuthored | No source recorded |
| Base chance a response force arrives while the crew strips a wreck | Fleet action, breaking off and surrender | 15 percent | EAuthored | No source recorded |
| Credits of boarding bonus that add one point to the interception chance | Fleet action, breaking off and surrender | 20 Cr per point | EAuthored | No source recorded |
| Highest chance a response force arrives | Fleet action, breaking off and surrender | 60 percent | EAuthored | No source recorded |
| Danger level of the response force | Fleet action, breaking off and surrender | 40 level | EAuthored | No source recorded |
| Base chance a boarding party holds when it defends the hull | Fleet action, breaking off and surrender | 10 percent | EAuthored | No source recorded |
| Chance gained per marine when defending a hull | Fleet action, breaking off and surrender | 0.5 percent per marine | EAuthored | No source recorded |
| Highest chance of holding a hull against boarders | Fleet action, breaking off and surrender | 85 percent | EAuthored | No source recorded |
| Strike accuracy of a bay with no crew of its own | Fleet action, breaking off and surrender | 55 percent | EAuthored | No source recorded |
| Hands in a leased navy hull's free boarding party | Fleet action, breaking off and surrender | 5 hands | EAuthored | No source recorded |
| Skill of the navy hull's sergeant | Fleet action, breaking off and surrender | 80 skill points | EAuthored | No source recorded |
| Share of its hull a captured hull is left with | Fleet action, breaking off and surrender | 0.25 share | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 7.10 Prize |
| How much a posture pulls enemy fire onto the flagship | Fleet action, breaking off and surrender | screen 2.2, line 1, standoff 0.3 multiplier | EAuthored | No source recorded |
| Hull size at or under which a target reads as easy prey | Fleet action, breaking off and surrender | 360 hull points | EAuthored | No source recorded |
| Targeting doctrine of each faction's ships | Fleet action, breaking off and surrender | Earth weightthreat, HUNTS YOUR GUNS, TERRAN FIRE CONTROL: they shoot whatever is shooting hardest., Mars weightcripple, PRESSES CRIPPLES, OLYMPUS DOCTRINE: they press whatever is already bleeding., The Outer Guild weightspread, SPREADS FIRE, LONGHAUL SATURATION: they keep your whole formation under fire rather than concentrating., The Unclaimed weightsoft, Takes the soft target, RAIDERS: they want an easy kill, not a duel | they go for your lightest hull., Bounty Hunters weightflagship, COMING FOR YOU, BOUNTY HUNTERS: they are paid for you specifically, and will largely ignore your wing. rules | EAuthored | No source recorded |
| Hit chance gained by each added hull firing on one target | Fleet action, breaking off and surrender | 4 points of hit chance | EAuthored | No source recorded |
| Most hit chance concentrated fire can add | Fleet action, breaking off and surrender | 12 points of hit chance | EAuthored | No source recorded |
| Hull share at which an enemy of no listed hull class breaks off | Fleet action, breaking off and surrender | 0.25 share | EAuthored | No source recorded |
| Hull share at which an enemy breaks off, by hull class | Fleet action, breaking off and surrender | LIGHT CRAFT 0.4, MEDIUM CRAFT 0.3, HEAVY CRAFT 0.25 share | EAuthored | No source recorded |
| Break-off threshold multiplier for a hostile bounty hunter | Fleet action, breaking off and surrender | 0.45 multiplier | EAuthored | No source recorded |
| Break-off threshold multiplier for a hostile navy patrol | Fleet action, breaking off and surrender | 0.7 multiplier | EAuthored | No source recorded |
| Break-off threshold multiplier for a hostile with no special reason | Fleet action, breaking off and surrender | 1 multiplier | EAuthored | No source recorded |
| Break-off threshold multiplier for a hull with no way to shoot back | Fleet action, breaking off and surrender | 2 multiplier | EAuthored | No source recorded |
| Earliest round a lawful flag offers the stand-down | Fleet action, breaking off and surrender | 2 round | EAuthored | No source recorded |
| Base chance a lawful hull believes the captain's feigned surrender | Fleet action, breaking off and surrender | 70 percent | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 6.2.5 War Crimes, item 12 |
| Chance lost for each point of the captain's record | Fleet action, breaking off and surrender | 3 percent per point | EAuthored | No source recorded |
| Lowest chance a surrender is believed | Fleet action, breaking off and surrender | 5 percent | EAuthored | No source recorded |
| Highest chance a surrender is believed | Fleet action, breaking off and surrender | 90 percent | EAuthored | No source recorded |
| Chance a hostile feigns surrender when it would gain from it | Fleet action, breaking off and surrender | 30 percent | EAuthored | The Commander's Handbook on the Law of Naval Operations (NWP 1-14M), 1995 edition, 6.2.5 War Crimes, item 12 |
| The same chance for a lawful hull | Fleet action, breaking off and surrender | 15 percent | EAuthored | No source recorded |
| Share of the captain's hull at or below which a hostile may feign surrender | Fleet action, breaking off and surrender | 0.5 share | EAuthored | No source recorded |
| Share of wounds a medic saves, per point of medical skill | Wounds, medicine and salvage after a fight | 0.008 share per point | EAuthored | No source recorded |
| Most wounds a medical head can save | Wounds, medicine and salvage after a fight | 0.8 share | EAuthored | No source recorded |
| Days off duty for a wound with no listed cause | Wounds, medicine and salvage after a fight | 7 days | DAnalogy | No source recorded |
| Days off duty after a boarding, spall or a hull loss | Wounds, medicine and salvage after a fight | 9 days | DAnalogy | No source recorded |
| Days off duty after a round that got inside | Wounds, medicine and salvage after a fight | 29 days | DAnalogy | No source recorded |
| Days off duty after a decompression | Wounds, medicine and salvage after a fight | 30 days | DAnalogy | No source recorded |
| Days off duty after a deck fight | Wounds, medicine and salvage after a fight | 37 days | CDerived | BLS Survey of Occupational Injuries and Illnesses: gunshot wounds, days away from work, Gunshot wounds, nature code 134, days away from work |
| Days off duty after thirst | Wounds, medicine and salvage after a fight | 3 days | DAnalogy | No source recorded |
| Days off duty after starvation | Wounds, medicine and salvage after a fight | 7 days | DAnalogy | No source recorded |
| Hours a wounded person takes to treat | Wounds, medicine and salvage after a fight | 6 hours | EAuthored | No source recorded |
| Cargo a deck department salvages from a wreck, per point of skill | Wounds, medicine and salvage after a fight | 4.5 cargo units per point | EAuthored | No source recorded |
| Most cargo the deck department salvages | Wounds, medicine and salvage after a fight | 600 cargo units | EAuthored | No source recorded |
| Salvage multiplier for a thorough strip | Wounds, medicine and salvage after a fight | 1 multiplier | EAuthored | No source recorded |
| Salvage multiplier for a quick grab | Wounds, medicine and salvage after a fight | 0.35 multiplier | EAuthored | No source recorded |
| Food, water and fuel the supply department drains from a wreck, per point of skill | Wounds, medicine and salvage after a fight | 0.06 stores per point | EAuthored | No source recorded |
| Most stores the supply department drains from a wreck | Wounds, medicine and salvage after a fight | 8 stores | EAuthored | No source recorded |
| Chance a medical head saves a named person from death, per point of skill | Wounds, medicine and salvage after a fight | 0.0095 share per point | EAuthored | No source recorded |
| Most deaths a medical head can prevent | Wounds, medicine and salvage after a fight | 0.85 share | EAuthored | No source recorded |
| Fewest hands a casualty can take from the complement, as a share | Wounds, medicine and salvage after a fight | 0.005 share of complement | EAuthored | No source recorded |
| Most hands a casualty can take from the complement, as a share | Wounds, medicine and salvage after a fight | 0.03 share of complement | EAuthored | No source recorded |
| Severity of repelling a boarding party | Wounds, medicine and salvage after a fight | 4 multiplier | EAuthored | No source recorded |
| Highest chance the hands soak a loss before a named person is hit | Wounds, medicine and salvage after a fight | 0.93 share | EAuthored | No source recorded |
| Complement at which cabins give their full effect | Wounds, medicine and salvage after a fight | 32 berths | EAuthored | No source recorded |
| Casualty chance removed at a full complement of berths | Wounds, medicine and salvage after a fight | 0.6 share | EAuthored | No source recorded |
| Deck salvage gained at a full complement of berths | Wounds, medicine and salvage after a fight | 0.75 share | EAuthored | No source recorded |