Coldweld / The Infinite Diaspora / Reference shelf

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
Every number the game runs, with its mechanic, grade and source
Quantity Mechanic Value Grade Source
Length of one fight tick, which every fire and vent number below is perFire and damage control20 secondsEAuthoredNo source recorded
Chance one interior breach starts a fireFire and damage control0.5 chanceEAuthoredUS 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 healthFire and damage control0.03 shareEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Fire, 12-18
Highest level a fire reachesFire and damage control3 levelEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Fire, 12-18 to 12-21
Ticks an unfought fire waits before it grows a levelFire and damage control2 ticksEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Fire, 12-18
Ticks a fire still burning after the shooting costs the hullFire and damage control3 ticksEAuthoredNo source recorded
Life support a venting compartment bleeds per tickFire and damage control6 life supportEAuthoredAtomic Rockets, advdesign, Airlock discussion
Share of the hands in the repair lockers, by locker levelFire and damage controlNONE 0, LIGHT 0.1, STANDARD 0.2, HEAVY 0.35 share of handsEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Repair lockers, 12-7; general quarters, 12-8
Locker level the player's own ship starts atFire and damage controlSTANDARD levelEAuthoredNo source recorded
Hostile warship lockers (level, competence)Fire and damage controlSTANDARD, 70 level, competenceEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Repair lockers, 12-7
Hostile raider lockers (level, competence)Fire and damage controlLIGHT, 40 level, competenceEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Where the source is silent: merchant ships
Hostile merchant lockers (level, competence)Fire and damage controlNONE, 20 level, competenceEAuthoredAtomic Rockets, emergency, Escape Craft, and again under damage control
Aim lost per step of hands in the lockersFire and damage control1 aimEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Where the source is silent: costs
Size of that step, as a share of the handsFire and damage control0.05 shareEAuthoredNo source recorded
Share of the reactor top-up lost for each share of hands in the lockersFire and damage control0.5 shareEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Where the source is silent: costs
Most hands the first-response team can sendFire and damage control5 handsEAuthoredUS 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 ventFire and damage control2 ticksEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Teams outside the lockers, rapid response team, 12-8
Classes the first-response team can fightFire and damage controlA, B, C classesEAuthoredAtomic Rockets, basicdesign, Fire
Pace of every hand against a live electrical fireFire and damage control0.5 share of full paceEAuthoredUS 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 controlA 1, C 1, B 1.5, K 1.5, D 2 multiplierEAuthoredUS 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 classFire and damage controlA 2, C 3, B 3, K 3, D 1 life supportEAuthoredUS 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 spaceFire and damage controlC 4, D 8 containmentEAuthoredNo source recorded
Where each class can start (class and weight out of 100, by place)Fire and damage controlthe 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 weightEAuthoredUS 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 levelFire and damage control0.02 shareEAuthored49 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 fireFire and damage control1 ticksEAuthored49 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 darkFire and damage control2 ticksEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22
Aim lost while a passageway is darkFire and damage control5 aimEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes, 12-22
Ticks a vented hold stays open while its cargo coolsFire and damage control3 ticksDAnalogyNSTM 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 shipFire and damage control0.12 share of the ship per tickEAuthoredNo source recorded
Work a vent needs to be sealed, as a share of the shipFire and damage control0.1 share of the ship per tickEAuthoredNo source recorded
Ticks before a fallback party takes over the lending after the Damage Control head goes downFire and damage control2 ticksEAuthoredUS Navy training manual, "Damage Control" (chapter 12), All hands, 12-1
Pace of a hand working in a dark spaceFire and damage control0.5 share of normal paceEAuthoredNo source recorded
Fire classes that need live power to startFire and damage controlC, K classesDAnalogyUS Navy training manual, "Damage Control" (chapter 12), Figure 12-9, the four classes (12-22)
Fire classes from the least to the worstFire and damage controlA, C, K, B, D orderEAuthoredUS 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 ventedFire and damage control1 ticks (20 seconds each)DAnalogy46 CFR parts 35, 95, 97 and 199: US merchant vessel fire and emergency rules, 95.16-45(a)(1)
Density of airFire and damage control1.225 kg per m^3BSecondaryAtomic Rockets, lifesupport, Air density note (1.225 kg per cubic meter)
Rate the ship's gas refills a vented holdFire and damage control0.25 kg per secondEAuthoredNo source recorded
Mix of the refill gas: nitrogen and oxygen by share of volume, with molar massesFire and damage controlNitrogen, 0.79, 28, Oxygen, 0.21, 32 share and g/molBSecondaryAtomic Rockets, lifesupport, Space Shuttle atmosphere (79 percent nitrogen, 21 percent oxygen)
Hours a sealed reefer keeps its cargo without power, chilled and frozenFire and damage controlchilled 7,200, frozen 28,800 secondsBSecondaryReefer carriage: how long refrigerated cargo keeps without power
Chance a lithium loop leaks, per point of containment lost, while the plant runsFire and damage control0.0003 chance per 20 seconds per pointDAnalogyLiquid-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 pointsFire and damage control0.01 chance per 20 secondsDAnalogyLiquid-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 skillFire and damage control0.06 share per pointEAuthoredNo source recorded
Gun sizes whose hole can empty a compartment at onceFire and damage controlHeavy, Superheavy sizesDAnalogyAtomic Rockets, lifesupport, Explosive decompression (the 126 millisecond passage)
Crowd a vented compartment holds, as a multiple of the hull's crew occupancyFire and damage control4 multipleEAuthoredNo source recorded
Damage control skill of an escort the captain ownsFire and damage control30 skill pointsEAuthoredNo source recorded
The six faces, in print orderArmor and the six facesFORE, PORT, STARBOARD, UPPER, LOWER, AFT facesEAuthoredNo source recorded
Share of the plate each face gets, in the same order (bow heaviest)Armor and the six faces4, 2, 2, 2, 2, 3 partsEAuthoredAtomic Rockets, slowerlight3, Dust and near-light travel passage
Pools along one side of a faceArmor and the six faces3 poolsEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability
Pools in one faceArmor and the six faces9 poolsEAuthoredNo source recorded
Depth of a fresh pool, as a multiple of its face's shareArmor and the six faces6 multipleEAuthoredNo source recorded
Impact speed where a plate's hardness starts to fadeArmor and the six faces3 km/sBSecondaryAtomic 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 ruleArmor and the six faces0.5 rating per pointEAuthoredNo source recorded
Density of each plate materialArmor and the six facesROLLED STEEL 7.85, LAMINATE 4.8, SINTERED CERAMIC 3.21, SPRAYED ABLATIVE 1 t/m^3EAuthoredAtomic 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 plateArmor and the six faces7.85 t/m^3BSecondaryAtomic 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 faces3.21 t/m^3BSecondaryWikipedia, 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 faces4.8 t/m^3CDerivedWikipedia, 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 depthArmor and the six faces0.0001 mEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability
Most a plate reads as leaning, to keep the line-of-sight factor finiteArmor and the six faces75 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor
Ceiling a full replate costs, by materialArmor and the six facesROLLED STEEL 0.02, SPRAYED ABLATIVE 0.03, LAMINATE 0.06, SINTERED CERAMIC 0.12 share of ceilingEAuthoredAtomic Rockets, spacewardefense, Section 10, armor ladder
Share of its original depth below which a yard calls a plate scrapArmor and the six faces0.25 shareEAuthoredNo source recorded
Angles the helm can turn a face to a contactArmor and the six faces0, 30, 45 degreesEAuthoredAtomic Rockets, spacegunconvent, Kinetics: rods and obliquity
Warship hull slopes by faceArmor and the six facesFORE 35, PORT 15, STARBOARD 15, UPPER 10, LOWER 10, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor
Blunt hull slopes by face (carriers, troop transports, multirole)Armor and the six facesFORE 20, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor
Freighter hull slopes by faceArmor and the six facesFORE 0, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability
Muzzle speed of an autocannonArmor and the six faces1.5 km/sBSecondaryNavWeaps 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 coilgunArmor and the six faces4 km/sEAuthoredAtomic Rockets, spacegunconvent, Coilguns
Muzzle speed of a railgunArmor and the six faces6 km/sBSecondaryAtomic Rockets, spacegunconvent, Railguns
Standard laminate plate, ratingArmor and the six faces80 ratingEAuthoredNo source recorded
Standard laminate plate, depthArmor and the six faces160 pointsEAuthoredNo source recorded
Standard sintered ceramic plate, ratingArmor and the six faces105 ratingEAuthoredNo source recorded
Standard sintered ceramic plate, depthArmor and the six faces100 pointsEAuthoredNo source recorded
Standard sprayed ablative plate, ratingArmor and the six faces60 ratingEAuthoredNo source recorded
Standard sprayed ablative plate, depthArmor and the six faces230 pointsEAuthoredNo source recorded
Standard rolled steel plate, ratingArmor and the six faces48 ratingEAuthoredAtomic Rockets, spacewardefense, Section 10, armor ladder
Standard rolled steel plate, depthArmor and the six faces178 pointsEAuthoredNo source recorded
Girth of the hull model, half-girth over length (sets skin area and the target's width)Armor and the six faces0.08 ratioEAuthoredNo source recorded
Length of the median MEDIUM hull, the one anchor the scale usesArmor and the six faces100 mEAuthoredNo source recorded
Most a plate can eat, as a share of that weapon's own damageArmor and the six faces0.9 shareEAuthoredNo source recorded
Share of the damage that went through, charged to the far face on exitArmor and the six faces0.25 shareEAuthoredNo source recorded
Chance a hit also clips a random installed moduleArmor and the six faces0.1 shareEAuthoredNo source recorded
The same chance at the brink of death for the hullArmor and the six faces0.32 shareEAuthoredNo source recorded
Damage bands: share of the defender's whole hullArmor and the six faces0.03, GRAZE, 0.1, BITE, 0.25, SHRED, 0.45, BREACH, 1.01, GUT share of hullEAuthoredNo source recorded
Ship volume per person aboardArmor and the six faces40 m^3 per personDAnalogyWikipedia, warship displacement and crew: volume per person, infobox displacement and complement of three classes
Area of a person a round can strikeArmor and the six faces0.45 m^2CDerivedNASA-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 cargoArmor and the six faces1 m^3 per tonneBSecondaryStowage 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 crewArmor and the six faces0.05 shareEAuthoredNo source recorded
Cargo space wrecked per point of a round's penetrationArmor and the six faces0.02 m^3 per pointEAuthoredAtomic Rockets, spacewardefense, Whipple shield (the stuffed Whipple passage)
Length of one fight roundHeat and radiators20 secondsEAuthoredNo source recorded
Heat the drive adds at full burn, per second (1 heat = 1 second of full drive waste)Heat and radiators1 heat a secondEAuthoredNo source recorded
Share of the drive's full heat that whole fins shedHeat and radiators0.6 heat a second per heat of driveDAnalogyAtomic Rockets, heatrad, Mo/Li Heat Pipe (Radiator Types)
Heat a whole set of fins sheds in one round (the index's 12)Heat and radiators12 heat a roundEAuthoredNo source recorded
Share the tank pumps move into the water tank (1 minus the fin share)Heat and radiators0.4 heat a second per heat of driveEAuthoredNo source recorded
Heat the coolant loop holds before the tank boilsHeat and radiators32 heatEAuthoredNo source recorded
Heat the loop climbs to when the tank is dry; the drive goes cold hereHeat and radiators64 heatEAuthoredNo source recorded
Heat the active sweep adds each secondHeat and radiators0.25 heat a secondEAuthoredNo source recorded
Temperature rise the tank water may take before it boilsHeat and radiators80 kelvinDAnalogyAtomic Rockets, heatrad, Combat Heat Sinks (the Attack Vector: Tactical water heat sink passage)
Specific heat of water used for the tankHeat and radiators4,180 J per kg per kelvinBSecondaryAtomic 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 offHeat and radiators2,594,400 J per kgCDerivedAtomic 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 radiators0.0001 shareEAuthoredAtomic Rockets, enginelist2, Nuclear Salt Water (NSWR)
Spare heat sinks each gun carriesHeat and radiators3 sinksEAuthoredNo source recorded
Time to swap a cold sink inHeat and radiators10 secondsEAuthoredNo source recorded
Standing orders for spending a spare sinkHeat and radiatorskill zone, freely, never ordersEAuthoredNo source recorded
Heat one firing puts in a gun's sink, by sizeHeat and radiatorsMicro 4, Light 6, Compact 9, Standard 13, Heavy 18, Superheavy 24 heat a firingEAuthoredAtomic Rockets, spacewarship, the coilgun in the example design
Seconds between firings, by size (the sink's shed rate is read from it)Heat and radiatorsMicro 5, Light 6, Compact 8, Standard 12, Heavy 16, Superheavy 22 secondsEAuthoredNo source recorded
Firings a rail gun's sink takes before the gun must waitHeat and radiators10 firingsDAnalogyAtomic Rockets, spacewarship, the coilgun in the example design
Cycles a rail gun's own fins take to shed one firing's heatHeat and radiators10 cyclesEAuthoredNo source recorded
Firings a coilgun's smaller sink takesHeat and radiators6 firingsEAuthoredNo source recorded
Cycles a coilgun's sink takes to shed one firing's heatHeat and radiators14 cyclesEAuthoredNo source recorded
Seconds of fire a cartridge gun's barrel takesHeat and radiators10 secondsEAuthoredAtomic Rockets, sidearmintro, the paragraph on guns heating in vacuum
Seconds a cartridge gun's barrel needs to cool one second of fireHeat and radiators3 secondsEAuthoredAtomic Rockets, sidearmintro, the paragraph on guns heating in vacuum
Heat one evasive burn puts on the hull in a fightHeat and radiators10 heatEAuthoredNo source recorded
Aim lost while the hull is overheatedHeat and radiators20 points of hit chanceEAuthoredNo source recorded
Fin condition when whole, a percentageHeat and radiators100 percentEAuthoredNo source recorded
Fin condition when every panel is gone; the fins then shed no heatHeat and radiators0 percentEAuthoredNo source recorded
Fin condition at or below which the fins count as crippledHeat and radiators40 percentEAuthoredNo source recorded
Heat pipe panels on a hull's finsHeat and radiators8 panelsEAuthoredNo source recorded
Heat a molybdenum and lithium heat pipe radiator sheds, per square meterHeat and radiators469,000 watts per m^2BSecondaryAtomic 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 radiatorsMicro 0.02, Light 0.04, Compact 0.07, Standard 0.11, Heavy 0.16, Superheavy 0.22 metersEAuthoredNo source recorded
Panels a drone strike on the fins cuts at the rootHeat and radiators3 panelsEAuthoredNo source recorded
Share of its usual hull damage a shot at the fins still doesHeat and radiators0.2 shareEAuthoredNo source recorded
Chance an ordinary hull hit also reaches a finHeat and radiators0.25 shareEAuthoredAtomic Rockets, heatrad, Combat Radiators (the Achilles Heel passage)
Chance an enemy aims at the fins in one volleyHeat and radiators20 percentEAuthoredAtomic Rockets, heatrad, Combat Radiators (the Achilles Heel passage)
The same chance against a well-plated targetHeat and radiators45 percentEAuthoredNo source recorded
Heat one active cooling dump ventsHeat and radiators18 heatEAuthoredAtomic Rockets, spacewarshipart, Heat Radiators and the multi-mode reactor passage
Active cooling dumps a ship carriesHeat and radiators3 dumpsEAuthoredNo source recorded
Seconds in one round, over which a plant's output is countedThe power model20 secondsEAuthoredNo source recorded
Bank size in rounds of the hull's own rated reactor outputThe power model2.8 roundsEAuthoredAtomic Rockets, power, batteries table (Lithium-Ion rechargeables)
Energy of one power pointThe power model9,330,000 JDAnalogyAtomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules
Share of the plant's thermal power that becomes electricityThe power model0.25 shareBSecondaryAtomic Rockets, power, Space Nuclear Power Program (SAFE-400 and Prometheus)
Decay heat after a scram, as a share of full thermal powerThe power model0.035 shareDAnalogyNo source recorded
Power a rail firing draws, by gun size (a coil draws a share of it)The power modelMicro 3, Light 5, Compact 8, Standard 11, Heavy 16, Superheavy 22 power pointsEAuthoredAtomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules
Coil firing's draw as a share of a rail'sThe power model0.2 shareDAnalogyAtomic Rockets, spacegunconvent, Railgun and coilgun efficiency
Guns that draw no powerThe power modelAutocannon, Canister mechanismsEAuthoredNo source recorded
Pump power as a share of the heat movedThe power model0.01 shareDAnalogyNo source recorded
Order the rule sheds fight loads in, first shed firstThe power modelsweep, guns, pumps billEAuthoredUK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding
Order the rule sheds voyage loads in, first shed firstThe power modelservices, shop, recycling, cold billEAuthoredUK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding
Chance a destroyed reaction chamber scrams the reactor in a roundThe power model0.5 chanceEAuthoredAtomic Rockets, emergency, Nuclear Reactor Emergency SCRAM
Full reactor containment, the scale for reactor integrityThe power model100 pointsEAuthoredNo source recorded
Reactor containment at or below which the reactor counts as crippledThe power model40 percentEAuthoredNo source recorded
Containment lost per point of damage a round does insideThe power model9.1892 percent per damage pointEAuthoredNo source recorded
Chance a round that got inside is near the reactorThe power model0.22 shareEAuthoredNo source recorded
Capacitor charge by hull class (the old ladder)The power modelLIGHT CRAFT 60, MEDIUM CRAFT 84, HEAVY CRAFT 120 power pointsEAuthoredNo source recorded
Output a point of engineering skill adds to the reactor, as a share of the plantThe power model0.0036 share per pointEAuthoredNo source recorded
Share of the plant's rated output an active sweep drawsThe power model0.25 shareEAuthoredNo source recorded
The three fight bills: order the rule sheds loads inThe power modelpumps first sweep, guns, pumps, guns first sweep, pumps, guns, sweep before guns guns, sweep, pumps ordersEAuthoredUK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads
Bill a hull follows when its captain has not chosenThe power modelpumps first orderEAuthoredUK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads
Bill each kind of hostile hull followsThe power modelWARSHIP pumps first, RAIDER guns first, MERCHANT sweep before guns ordersEAuthoredNo source recorded
Hours a reactor that went down in a fight stays downThe power model4 hoursEAuthoredNo source recorded
Exhaust speed with no thruster grade fittedFuel and the torch drive2,500 km/sEAuthoredAtomic Rockets, enginelist2, Nuclear Salt Water (NSWR)
Exhaust speed of the top rung (TH-6)Fuel and the torch drive11,000 km/sBSecondaryAtomic Rockets, enginelist3, Epstein Drive
Every rung of the exhaust ladder, no grade then TH-1 to TH-6Fuel and the torch drive2,500, 3,200.2368, 4,096.6064, 5,244.0442, 6,712.8734, 8,593.114, 11,000 km/sEAuthoredAtomic Rockets, enginelist2, Nuclear Salt Water (NSWR)
Number of enrichment gradesFuel and the torch drive6 gradesEAuthoredNo source recorded
Water in a full tank, as a share of the hull's dry massFuel and the torch drive1 shareEAuthoredAtomic 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 drive10 Cr per tonneEAuthoredNo source recorded
Burn a trip must always keep in reserve to break off one fightFuel and the torch drive0.25 days of full thrustEAuthoredNo source recorded
Change of speed for a hop between two berths at one bodyFuel and the torch drive4,040 m/sDAnalogyAtomic 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 yearFuel and the torch drive100 m/s per yearDAnalogyAtomic Rockets, appmissiontable, Stationkeeping
Acceleration a crew bears with no strainFuel and the torch drive9.8 m/s^2BSecondaryAtomic Rockets, humanfactor, Table 1, gross effects of acceleration forces
The three burn profilesFuel and the torch driveeconomy, fastest, arriveby profilesEAuthoredNo source recorded
Longest trip the game will quoteFuel and the torch drive36,525 daysEAuthoredNo source recorded
Highest grade a hull burns without custody rights taken (light craft)Fuel and the torch drive2 gradeEAuthoredNo source recorded
Price of the TH-1 kitFuel and the torch drive2,500 CrEAuthoredNo source recorded
Price of the TH-6 kitFuel and the torch drive55,000 CrEAuthoredNo source recorded
Grade the TH-1 kit burnsFuel and the torch drive1 gradeEAuthoredNo source recorded
Grade the TH-6 kit burnsFuel and the torch drive6 gradeEAuthoredNo source recorded
Meters in one astronomical unit (beacon range and distance code)Fuel and the torch drive149,597,870,700 metersBSecondaryAtomic 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 drive149,597,870,700 metersBSecondaryAtomic 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 lineFuel and the torch drive1.5 fatigue per day per m/s^2EAuthoredAtomic 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 lineFuel and the torch drive5 fatigue per dayEAuthoredNo source recorded
Points in one whole main-drive partFuel and the torch drive100 pointsEAuthoredNo source recorded
Chance that a round through the stern reaches each main-drive partFuel and the torch drivenozzle, 0.5, chamber, 0.3, feed, 0.2 chance (nozzle, chamber, feed)EAuthoredNo source recorded
Share of the hull's own health that a drive part takes before it is goneFuel and the torch drive0.75 fraction of hull healthEAuthoredNo source recorded
Weight fleet doctrine gives a round that reaches the stern, for the main drive behind itFuel and the torch drive0.5 weightEAuthoredNo source recorded
Weight fleet doctrine gives a round that reaches a flank's jetsFuel and the torch drive0.1 weightEAuthoredNo source recorded
Share of thrust a wrecked nozzle still givesFuel and the torch drive0.3 fractionEAuthoredNo source recorded
Performance of a drive part by state: fit, degraded, crippled, goneFuel and the torch drive88, fit, 100, 41, degraded, 64, 1, crippled, 20, 0, gone, 0 percent by stateEAuthoredNo source recorded
Most a crew with a welder can patch a drive partFuel and the torch drive60 pointsEAuthoredNo source recorded
Share of the fuel tank a wrecked feed line loses per travel dayFuel and the torch drive0.25 fraction of tank per dayEAuthoredAtomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluid
Share of the fuel tank a wrecked feed line loses per combat roundFuel and the torch drive0.02 fraction of tank per roundEAuthoredAtomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluid
Days a captain has to take up reactor custody rights from SafeguardsFuel and the torch drive90 daysEAuthoredNo source recorded
Hull classes that Safeguards does not account for by the gramFuel and the torch driveLIGHT CRAFT hull classesEAuthoredNo source recorded
Open-space dose with no shieldingRadiation dose1.84 mSv per dayBSecondaryAtomic Rockets, radiation, Galactic Cosmic Radiation (the Curiosity passage)
Shielding that halves the cosmic-ray backgroundRadiation dose18 g/cm^2BSecondaryAtomic 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 doseRadiation dose4.3 g/cm^2CDerivedAtomic Rockets, radiation, Effectiveness of Shielding Materials
Solar events a yearRadiation dose10 eventsBSecondaryAtomic Rockets, radiation, Solar Energetic Particles (the gradual SPE passage)
Years in one solar cycleRadiation dose11 yearsBSecondaryAtomic Rockets, radiation, Galactic Cosmic Radiation (the Curiosity passage)
Chance of an event on any one dayRadiation dose0.0274 chanceCDerivedAtomic Rockets, radiation, Solar Energetic Particles (the gradual SPE passage)
Slope of the size law for eventsRadiation dose0.4 indexDAnalogyDesign notes: travel, Solar particle events as a size law (2026-09-28)
Worst event, bare hull at 1 AU, once a cycleRadiation dose5,000 mSvBSecondaryAtomic Rockets, radiation, Effectiveness of Shielding Materials
Smallest event the size law drawsRadiation dose0.0394 mSvEAuthoredNo source recorded
Exponent for how fast a storm weakens with distance from the SunRadiation dose2 power of 1/RDAnalogyDesign notes: travel, Solar particle events as a size law (2026-09-28)
Nearest distance from the Sun the storm scale usesRadiation dose0.3 AUEAuthoredNo source recorded
Annual limit the screens quoteRadiation dose50 mSvBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table), and the Chronic Radiation Syndrome Chart for the adult annual limit
Five-year limit the screens quoteRadiation dose100 mSvBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table)
Lifetime dose at which a hand asks to go ashoreRadiation dose1,000 mSvBSecondaryAtomic Rockets, radiation, Observation (the ESA limit passage)
Acute dose at which a hand is radiation sickRadiation dose1,000 mSvBSecondaryAtomic Rockets, radiation, Acute Radiation Syndrome Chart
Acute dose the body clears each dayRadiation dose35 mSv per dayCDerivedAtomic Rockets, radiation, Acute Radiation Syndrome Chart
Time inside a belt per visitRadiation dose0.25 hoursEAuthoredNo source recorded
Morale lost each day while radiation sickRadiation dose4 morale per dayEAuthoredNo source recorded
Acute dose bands (floor, grade, term)Radiation dose2,000, 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 mSvDAnalogyAtomic Rockets, radiation, Acute Radiation Syndrome Chart
Io belt dose (read by getbeltdoseforvisit)Radiation dose36,000 mSv per dayBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table)
Europa belt doseRadiation dose5,000 mSv per dayBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table)
Ganymede belt doseRadiation dose80 mSv per dayBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table)
Callisto belt doseRadiation dose0.1 mSv per dayBSecondaryAtomic Rockets, radiation, Trapped Radiation (the Jupiter dose table)
Shielding of the RS-1 moduleRadiation dose2 g/cm^2EAuthoredNo source recorded
Shielding of the RS-6 moduleRadiation dose25 g/cm^2BSecondaryAtomic Rockets, radiation, Observation (the storm shelter passage)
Cut to daily fatigue and to a solar event's dose per point of Medical competenceRadiation dose0.005 fraction per competence pointEAuthoredNo source recorded
Most the Medical department can cut daily fatigue and event doseRadiation dose0.5 fractionEAuthoredNo source recorded
Acute dose one patient clears per day per point of Medical competenceRadiation dose0.7 mSv per day per competence pointEAuthoredNo source recorded
The lifetime dose bands the screens nameRadiation dose1,000, past the career limit, 100, over five years' permitted exposure, 50, over a year's permitted exposure, 0, inside a year's permitted exposure bandsEAuthoredNo source recorded
Areal density of real shelters that the module screen compares a number toRadiation dose25, 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^2BSecondaryAtomic 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 offRunning darkLIGHT CRAFT 8, MEDIUM CRAFT 12, HEAVY CRAFT 18 signature pointsEAuthoredAtomic Rockets, spacewardetect, What If I Run Silent And Cold?
Signature added for each m/s^2 of fitted accelerationRunning dark1 points per m/s^2EAuthoredAtomic Rockets, spacewardetect, Surely Sheer Distance Will Hide Engine Burns
Share of the baseline a dark hull keepsRunning dark0.35 shareEAuthoredAtomic Rockets, spacewardetect, What If I Run Silent And Cold?
Signature below which a hull adds no contact chanceRunning dark20 signature pointsEAuthoredNo source recorded
Contact chance added for each signature point above thatRunning dark0.5 points of chanceEAuthoredNo source recorded
Share of the day's contact chance left while darkRunning dark0.35 shareEAuthoredAtomic Rockets, spacewardetect, There Ain't No Stealth In Space
Air plant draw for each person aboard (never shed)Running dark2,000 WDAnalogyAtomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budget
Recycling draw for each person aboardRunning dark1,000 WCDerivedAtomic Rockets, lifesupport, Water (TransHab water management subsystem)
Crew services draw for each person aboardRunning dark2,000 WDAnalogyAtomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budget
Machine shop draw for each rating pointRunning dark2,000 WEAuthoredNo source recorded
Reefer draw for each tonne of cold cargoRunning dark200 WCDerivedReefer container power draw, actual power consumption of reefer containers
Reactor plant's conversion: heat on the loop is each watt drawn divided by thisRunning dark0.25 shareBSecondaryAtomic 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 dark3 loadsEAuthoredNo source recorded
Fatigue each hand gains a dark day without crew servicesRunning dark3 fatigueEAuthoredNo source recorded
Hull integrity lost each day past capacityRunning dark12 integrityEAuthoredNo source recorded
Heat ceiling while dark, as a multiple of capacityRunning dark2 times capacityEAuthoredNo source recorded
Heat the loop holds before the hull cooks (getheatcapacity returns this for every hull)Running dark32 heat unitsEAuthoredAtomic Rockets, spacewardetect, Section 3: Stealth Problems Overview
Enemy accuracy penalty against a dark ship in a fightRunning dark30 accuracy pointsEAuthoredNo source recorded
Heat a fight adds while darkRunning dark10 heat unitsEAuthoredAtomic Rockets, heatrad, Radiator vulnerability
Base daily contact chance in travelRunning dark10 percentEAuthoredNo source recorded
Carbon dioxide a person adds to the air, per day, as a volumeRunning dark0.504 m^3 per person per dayCDerivedAtomic Rockets, lifesupport, Carbon dioxide levels (0.998 kilograms a day)
Share of the cabin air in carbon dioxide at which the crew turns drowsyRunning dark0.01 share of airBSecondaryAtomic Rockets, lifesupport, Carbon dioxide levels (0.04, 1, 3, 5 percent)
Game seconds in one combat round, for heat, air, fire and powerThe Newtonian fight20 sEAuthoredDesign notes: plant, The unit
Length of one physics stepThe Newtonian fight1 sEAuthoredNo source recorded
Longest flight time for which a gun fires for effectThe Newtonian fight40 sEAuthoredDesign notes: newtonian, One burst at range, LONG_RANGE_MAX_FLIGHT_S
Share of the kill zone's reach that a wing slot sits insideThe Newtonian fight0.8 of the fastest round's reachEAuthoredNo source recorded
Time a crew needs to see a round before it can start a dodgeThe Newtonian fight2 sEAuthoredAtomic Rockets, spacewarintro, 4. Everything Happens Super Fast
Time between side changes in a weaveThe Newtonian fight8 sEAuthoredAtomic Rockets, spacewartactic, The Trumpet Bell Effect
Length of a hostile's dodge when it sees rounds comingThe Newtonian fight15 sEAuthoredNo source recorded
Share of the main drive that each end's lateral jets pushThe Newtonian fight0.415 of drive thrustCDerivedAtomic Rockets, controldeck, Moment of Inertia, Roger Wilcox example
Longest life of a round in flightThe Newtonian fight3,000 sEAuthoredNo source recorded
A round this far from every ship, and still opening, is droppedThe Newtonian fight500 kmEAuthoredNo source recorded
Opening speed at which that round is droppedThe Newtonian fight1 km/sEAuthoredNo source recorded
Range inside which a pirate can put its crew acrossThe Newtonian fight5 kmEAuthoredAtomic Rockets, pirate, Intercepting the target
Relative speed a boarding needsThe Newtonian fight0.05 km/sDAnalogyApollo-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 acrossThe Newtonian fight20 sEAuthoredAtomic Rockets, pirate, Approach
Range past which a hostile has run and is out of the fightThe Newtonian fight3,000 kmEAuthoredDesign 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 courseThe Newtonian fight0.005 km/sEAuthoredNo source recorded
Speed error at which the autopilot stops correcting and holds its bowThe Newtonian fight0.002 km/sEAuthoredDesign notes: newtonian
Radius of a hull's hit circleThe Newtonian fight0.03 kmEAuthoredDesign notes: newtonian
Turn rate of a hull with no catalog entryThe Newtonian fight6 deg/sEAuthoredDesign notes: newtonian
Angle off the wanted heading at which the main drive may lightThe Newtonian fight5 degEAuthoredDesign notes: newtonian
Share of full turning rate that a hull keeps, by number of working turning facesThe Newtonian fight4 1, 3 1, 2 0.5, 1 0, 0 0 of turn rateEAuthoredDesign notes: newtonian
Relative speed under which a hold counts as completeThe Newtonian fight0.02 km/sEAuthoredDesign 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 forThe Newtonian fight1.5 kmEAuthoredDesign 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 overThe Newtonian fight25 kmEAuthoredDesign 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 passThe Newtonian fight30 gain, no unitEAuthoredDesign 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 dodgeThe Newtonian fight30 kmEAuthoredDesign 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 passThe Newtonian fight1 km/sEAuthoredDesign 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 passThe Newtonian fight30 deg/sEAuthoredDesign notes: newtonian
Share of the water tank that a captain keeps back before a dodge is refusedThe Newtonian fight0.1 of tank capacityEAuthoredDesign notes: newtonian
Share of a weave's seconds that the drive is litThe Newtonian fight0.37 of weave timeEAuthoredDesign notes: newtonian
Step with which the helm weighs a hull rollThe Newtonian fight15 degEAuthoredDesign notes: newtonian
Angle below its deck that a turret can fire past the hull's edgeThe Newtonian fight10 degEAuthoredDesign notes: newtonian
Time to strike rounds up from the stores to the ready lockersThe Newtonian fight20 sEAuthoredDesign notes: newtonian
Exhaust speed of the lateral jets, which burn waterThe Newtonian fight3,281.6869 m/sCDerivedAtomic 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 sidewaysThe Newtonian fight0.026 of jet turnEAuthoredDesign notes: newtonian
Time fire control needs to lock a target again once the line of sight clearsThe Newtonian fight8 sEAuthoredDesign notes: newtonian
Longest time that a crew stays in coverThe Newtonian fight900 sEAuthoredDesign notes: newtonian
Distance from a zone's edge within which a crew looks for a harborThe Newtonian fight300 kmEAuthoredDesign notes: newtonian
Depth into a harbor zone that a hull runs, as a share of the zone's radiusThe Newtonian fight0.4 of zone radiusEAuthoredDesign notes: newtonian
Condition of the nearest foe at which a crew leaves cover for goodThe Newtonian fight3 condition indexEAuthoredDesign notes: newtonian
Distance from the lee point inside which a hull counts as hidingThe Newtonian fight2 kmEAuthoredDesign notes: newtonian
Distance at which a cautious or cunning captain waits before it commitsThe Newtonian fight200 kmEAuthoredDesign notes: newtonian
Time that a cautious or cunning captain waits for its momentThe Newtonian fight600 sEAuthoredDesign notes: newtonian
Time a captain must fly before the sensors officer names its temperamentThe Newtonian fight90 sEAuthoredDesign notes: newtonian
Interval at which a wing ship re-reads the captain's ordersThe Newtonian fight5 sEAuthoredDesign notes: newtonian
Most ships in the captain's wingThe Newtonian fight6 shipsEAuthoredAtomic Rockets, astromilitary, Fleet Capabilities (generally built around a six-ship squadron)
Distance at which a wing ship falls in beside the captainThe Newtonian fight10 kmEAuthoredDesign 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 wordThe Newtonian fight15 percent of hullEAuthoredDesign notes: newtonian, The wing and squads (WING_MAX, SQUAD_FOCUS, SQUAD_MOVES)
Spacing of the loose formationThe Newtonian fight40 kmEAuthoredDesign 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 formationThe Newtonian fight60 degEAuthoredAtomic Rockets, spacewartactic, Three-Dimensional Thinking
Speed at which a rack throws a drone clear toward its targetThe Newtonian fight0.4 km/sEAuthoredDesign notes: newtonian, DRONES (DRONE_ACCEL_MS2 and the constants after it)
Range inside which a crew calls a shot on one fittingThe Newtonian fight6 kmEAuthoredDesign notes: newtonian
Time an alpha strike lifts the fire rule, the ranging probe and the sink shareThe Newtonian fight20 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)
Time an answered opening about one ship stays answeredThe Newtonian fight60 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)
Time a foe's guns must be cycling to count as emptyThe Newtonian fight8 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)
Miss distance under which a firing solution counts as a hit pointThe Newtonian fight0.001 kmEAuthoredDesign notes: newtonian
Flight time past which a chasing round never landsThe Newtonian fight3,600 sEAuthoredDesign notes: newtonian
Share of a full sidestep under which a side counts as no sideThe Newtonian fight0.1 of full strafeEAuthoredDesign notes: newtonian
Hull points of a full-health ship in the sandboxThe Newtonian fight100 pointsEAuthoredDesign notes: newtonian
Depth of a hull's skin, within which the hold counts as the first space a round crossesThe Newtonian fight1 mEAuthoredNo source recorded
Muzzle speed by mechanismKinetic guns and point defenseCoilgun 4, Autocannon 1.5, Railgun 6, Canister 4 km/sEAuthoredAtomic Rockets, spacegunconvent, Railguns
Launcher energy that caps an electric gun's muzzle speed, by mount sizeKinetic guns and point defenseMicro 2, Light 20, Compact 60, Standard 120, Heavy 250, Superheavy 500 MJEAuthoredNo source recorded
Mass of one round, by mount sizeKinetic guns and point defenseMicro 0.0001, Light 0.001, Compact 0.006, Standard 0.015, Heavy 0.045, Superheavy 0.118 tBSecondaryNavWeaps 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 sizeKinetic guns and point defenseMicro 20, Light 40, Compact 80, Standard 150, Heavy 250, Superheavy 400 pelletsEAuthoredAtomic Rockets, spacegunintro, Introduction
Power of closing speed that scales a round's damageKinetic guns and point defense2 exponentBSecondaryAtomic Rockets, spacegunconvent, Robinson's First Law of Space Warfare paragraph
Power of closing speed that scales a round's penetrationKinetic guns and point defense0.6667 exponentCDerivedAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Tate formula and crater passage
Impact speed above which plate hardness fadesKinetic guns and point defense3 km/sBSecondaryAtomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passage
Multiplier on the radiator clip chance for a canister cloudKinetic guns and point defense3 timesEAuthoredAtomic Rockets, spacegunconvent2, Equations, kinetic particle attacks (laser cannon section)
Half-angle a keel gun can lay off the bow, by mount sizeKinetic guns and point defenseMicro 10, Light 8, Compact 6, Standard 4, Heavy 3, Superheavy 2 degDAnalogyAtomic Rockets, controldeck, Gimbaled engines and thrust vectoring
Speed a turret traverses, by mount sizeKinetic guns and point defenseMicro 90, Light 60, Compact 30, Standard 15, Heavy 8, Superheavy 4 deg/sDAnalogyNavWeaps 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 sizeKinetic guns and point defenseMicro 150, Light 100, Compact 60, Standard 40, Heavy 25, Superheavy 15 firingsEAuthoredDesign 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 secondKinetic guns and point defense2 roundsEAuthoredAtomic Rockets, spacewardefense, Kinetic PD
A round is engaged by point defense once it is this close to arrivingKinetic guns and point defense5 sEAuthoredAtomic Rockets, spacewardefense, Kinetic PD
Reach of point defense against a droneKinetic guns and point defense40 kmEAuthoredAtomic Rockets, spacewardefense, Kinetic PD
Time between a mount's tries on one droneKinetic guns and point defense5 sEAuthoredNo source recorded
Tries one mount gets on a drone at cruise speedKinetic guns and point defense4 triesEAuthoredNo source recorded
Highest chance one mount stops a drone on one tryKinetic guns and point defense0.9 shareEAuthoredAtomic Rockets, spacewardefense, Kinetic PD
Drones one operator can steer at once, by skillKinetic guns and point defenserookie 1, seasoned 2, veteran 4 dronesEAuthoredDesign notes: setting-canon, 2. Safeguards
Furthest an operator will send a droneKinetic guns and point defense300 kmEAuthoredNo source recorded
Closing speed a drone burns up to, then coastsKinetic guns and point defense2 km/sEAuthoredNo source recorded
Time a rack takes to cycle between launchesKinetic guns and point defense3 sEAuthoredNo source recorded
A drone's whole fuelKinetic guns and point defense4 km/sEAuthoredNo source recorded
A drone's life before it is lostKinetic guns and point defense900 sEAuthoredNo source recorded
Drone acceleration, by bay sizeKinetic guns and point defenseMicro 400, Light 300, Compact 250, Standard 200, Heavy 150, Superheavy 100 m/s^2EAuthoredNo source recorded
Rounds one firing puts downrange, by mechanismKinetic guns and point defenseCoilgun 7, Autocannon 3, Railgun 1, Canister 1 roundsEAuthoredNo source recorded
Burst of a gun with no mechanism listedKinetic guns and point defense3 roundsEAuthoredNo source recorded
Furthest range band each mechanism can shoot atKinetic guns and point defenseCoilgun 1, Autocannon 0, Railgun 2, Canister 1 band (0 close, 1 mid, 2 long)EAuthoredAtomic Rockets, spacewartactic, the range and fire control discussion
Furthest range band of a gun with no mechanism listedKinetic guns and point defense1 bandEAuthoredNo source recorded
Muzzle speed of a gun with no mechanism listedKinetic guns and point defense4 km/sEAuthoredNo source recorded
Deep stores of rounds, by mechanism (rearmed in port)Kinetic guns and point defenseCoilgun 1,100, Autocannon 500, Railgun 200, Canister 160 roundsEAuthoredNo source recorded
Deep stores of a gun with no mechanism listedKinetic guns and point defense500 roundsEAuthoredNo source recorded
Rounds in the locker at a mount (the ready rounds)Kinetic guns and point defense50 roundsEAuthoredNo source recorded
Mass of a round for a gun with no size listedKinetic guns and point defense0.015 kgEAuthoredNo source recorded
Hit-chance bonus by hull size for an autocannonKinetic guns and point defenseLIGHT CRAFT -12, MEDIUM CRAFT 0, HEAVY CRAFT 10 points of hit chanceEAuthoredNo source recorded
Hit-chance penalty against a dodging target for an autocannonKinetic guns and point defense8 points of hit chanceEAuthoredNo source recorded
Least share of its damage a railgun round drives through armorKinetic guns and point defense0.5 shareEAuthoredNo source recorded
Caliber by gun sizeKinetic guns and point defenseMicro 20, Light 40, Compact 70, Standard 110, Heavy 160, Superheavy 220 millimetersEAuthoredNo source recorded
Point defense rounds per second, by caliberKinetic guns and point defense15 80, 20 75, 25 70, 30 70, 35 17, 40 5.5 rounds per secondBSecondaryNavWeaps 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 sizeKinetic guns and point defenseMicro 15, Light 20, Compact 25, Standard 30, Heavy 35, Superheavy 40 millimetersEAuthoredNo source recorded
Seconds of fire in a point defense mount's own drumKinetic guns and point defense20 secondsCDerivedNavWeaps 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 engagementKinetic guns and point defense1 secondsCDerivedNavWeaps 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 bayKinetic guns and point defense2 dronesEAuthoredNo source recorded
Drones in the bay storesKinetic guns and point defense40 dronesEAuthoredNo source recorded
Volume of one drone, by bay sizeKinetic guns and point defenseMicro 0.03, Light 0.06, Compact 0.12, Standard 0.25, Heavy 0.5, Superheavy 1 m^3EAuthoredNo source recorded
Mass of one drone, by bay sizeKinetic guns and point defenseMicro 0.015, Light 0.03, Compact 0.06, Standard 0.125, Heavy 0.25, Superheavy 0.5 tonnesEAuthoredNo source recorded
Keel gun or turret on each weapon slot, by hull modelKinetic guns and point defenseFraxinus 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 kindsEAuthoredNo source recorded
Seconds of flight that bound the point defense bandsKinetic guns and point defense15, 40 secondsEAuthoredNo source recorded
Share of what the fight is worth that a side will spend on dronesKinetic guns and point defense0.25 shareEAuthoredNo source recorded
Point defense strength by range band (close, mid, long)Kinetic guns and point defense0.5, 1, 1.6 multiplierEAuthoredAtomic Rockets, spacewartactic, plenty of time to shoot down incoming projectiles
Food one person eats in a dayLife support, food and water0.002 tonnesDAnalogyAtomic Rockets, lifesupport, Food (USS Wyoming figures)
Water one person uses in a dayLife support, food and water0.004 tonnesDAnalogyAtomic Rockets, lifesupport, Eeking Out
Supply department cut to the daily burn, per competence pointLife support, food and water0.005 fraction of the burnEAuthoredNo source recorded
Most the Supply department can cut aloneLife support, food and water0.4 fraction of the burnEAuthoredNo source recorded
Life Support module cut to the burn, per rating pointLife support, food and water0.02 fraction of the burnEAuthoredNo source recorded
Most the crew and the modules can cut togetherLife support, food and water0.6 fraction of the burnEAuthoredAtomic Rockets, celss, Controlled Ecological Life Support System (opening)
Rating of the largest Life Support module (LS-6)Life support, food and water10 rating pointsEAuthoredNo source recorded
Burn multiplier under the Gentle settingLife support, food and water0.5 times the burnEAuthoredNo source recorded
Morale each hand loses per day with no foodLife support, food and water6 moraleEAuthoredNo source recorded
Morale each hand loses per day with no waterLife support, food and water10 moraleEAuthoredAtomic Rockets, lifesupport, Eeking Out
Dry days of water before harm startsLife support, food and water3 daysBSecondarySurvival 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 startsLife support, food and water21 daysDAnalogySurvival 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 limitLife support, food and water12 health pointsEAuthoredNo source recorded
Health the captain loses per day past the food limitLife support, food and water4 health pointsEAuthoredNo source recorded
Fatigue each hand gains per travel day at GENERAL QUARTERSLife support, food and water3 fatigueEAuthoredUS Navy training manual, "Damage Control" (chapter 12), What it says (General quarters, 12-8)
Life support integrity at which the air failsLife support, food and water40 integrity pointsEAuthoredAtomic Rockets, lifesupport, carbon dioxide in the air (percent list)
Life support integrity at which the warning showsLife support, food and water60 integrity pointsEAuthoredNo source recorded
Integrity a round that gets inside takes off life supportLife support, food and water8 integrity pointsEAuthoredNo source recorded
Aim penalty from bad air, crew not suitedLife support, food and water15 accuracy pointsEAuthoredNo source recorded
Aim penalty from bad air, crew suitedLife support, food and water7 accuracy pointsEAuthoredNo source recorded
Morale each hand loses per round while the air is outLife support, food and water4 moraleEAuthoredNo source recorded
Chance per round that bad air catches a hand, crew not suitedLife support, food and water0.15 probabilityEAuthoredNo source recorded
Length of one combat roundLife support, food and water20 secondsEAuthoredNo source recorded
Food one hull hand eats in a day (the hull sizing)Life support, food and water0.002 tonnesDAnalogyAtomic Rockets, lifesupport, Food (USS Wyoming figures)
Water one hull hand uses in a day (the hull sizing)Life support, food and water0.004 tonnesDAnalogyAtomic Rockets, lifesupport, Eeking Out
Fatigue at which a crew is crippledLife support, food and water60 fatigue pointsEAuthoredNo source recorded
Rock sizes: hours to work, ore unit range, survey rating to findMining the beltSMALL 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, ratingEAuthoredNo source recorded
Rock grades: ore multiplier and roll weightMining the beltPOOR multiplier 0.7, weight 25, STANDARD multiplier 1, weight 45, RICH multiplier 1.35, weight 22, PRISTINE multiplier 1.8, weight 8 multiplier, weightEAuthoredDesign notes: mining
Extraction intensities: yield, encounter change, accident chanceMining the beltCAUTIOUS yield 0.8, encounter -4, accident 0, STANDARD yield 1, encounter 0, accident 0, AGGRESSIVE yield 1.4, encounter 11, accident 22 multiplier, points, percentEAuthoredDesign notes: mining
Hull damage range from a rig accidentMining the belt6, 18 hull pointsEAuthoredDesign notes: mining, Rig accidents
Yield lost to a rig accidentMining the belt0.45 fractionEAuthoredDesign notes: mining, Rig accidents
Rocks in a field at the startMining the belt4 rocksEAuthoredDesign notes: mining, Fields persist on the player
Most rocks a field holdsMining the belt7 rocksEAuthoredDesign notes: mining, NPC mining rigs
Days between new rocks drifting inMining the belt5 daysEAuthoredDesign notes: mining, Fields persist on the player
Resting pressure target of each fieldMining the beltInner Belt 1.2, Middle Belt 1, Outer Belt 0.8, Saturn 0.75 multiplierEAuthoredDesign notes: mining
Lowest pressure multiplierMining the belt0.5 multiplierEAuthoredDesign notes: mining, Local extraction pressure
Highest pressure multiplierMining the belt1.8 multiplierEAuthoredDesign notes: mining, Local extraction pressure
Drift slowed by heavy working, per point of pressure over 1Mining the belt0.6 fractionEAuthoredNo source recorded
Pressure the captain adds per unit pulled outMining the belt0.0004 pressure per unitEAuthoredDesign notes: mining
Days the captain's pressure takes to fadeMining the belt20 daysEAuthoredNo source recorded
Most rigs in one fieldMining the belt3 rigsEAuthoredDesign notes: mining, NPC mining rigs
Days a rig works its claimMining the belt4, 11 daysEAuthoredNo source recorded
Ore a rig pulls from its claimMining the belt4,000, 16,000 unitsEAuthoredNo source recorded
Fee for guarding a rig, per dayMining the belt120 CrEAuthoredNo source recorded
Survey rating of the weakest prospector array (PA-1)Mining the belt15 rating pointsEAuthoredNo source recorded
Survey rating of the strongest prospector array (PA-6)Mining the belt100 rating pointsEAuthoredNo source recorded
Real spacing of bodies over 1 km, as the game records itMining the belt900,000 kmBSecondaryAtomic Rockets, prelimnotes, Annoying Trope #1, the asteroid belt
Width of the dense part of a game fieldMining the belt300 kmEAuthoredDesign notes: setting-canon, The belt is nearly empty, and a fighting field is not
Length of a cloud chord that blocks sight at pressure 1.0Mining the belt40 kmEAuthoredDesign notes: setting-canon, The belt is nearly empty, and a fighting field is not
Ceres: size in km and mass in kgMining the belt975, 975, 909, 947,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, sourceBSecondaryAtomic Rockets, mining, table of the largest asteroids
Pallas: size in km and mass in kgMining the belt582, 556, 500, 214,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, sourceBSecondaryAtomic Rockets, mining, table of the largest asteroids
Vesta: size in km and mass in kgMining the belt569, 555, 453, 259,000,000,000,000,000,000, Atomic Rockets, mining.php km, kg, sourceBSecondaryAtomic Rockets, mining, table of the largest asteroids
Hygiea: size in km and mass in kgMining the belt450, 430, 424, 87,400,000,000,000,000,000, Wikipedia, 10 Hygiea (2021) km, kg, sourceBSecondaryWikipedia, 10 Hygiea: size and mass, infobox: dimensions and mass; Atomic Rockets colony site page for the mass
Inner Belt distance from the sunMining the belt2.282 AUDAnalogyDesign notes: stellarbodydata, the Belt as three bodies
Middle Belt distance from the sunMining the belt2.662 AUDAnalogyDesign notes: stellarbodydata, the Belt as three bodies
Outer Belt distance from the sunMining the belt3.05 AUDAnalogyDesign notes: stellarbodydata, the Belt as three bodies
Ceres distance from the sunMining the belt2.77 AUBSecondaryAtomic Rockets, infrastructure, Solar Power Stations table
Vesta distance from the sunMining the belt2.362 AUBSecondaryAtomic Rockets, infrastructure, Solar Power Stations table
Pallas distance from the sunMining the belt2.772 AUBSecondaryAtomic Rockets, infrastructure, Solar Power Stations table
Hygiea distance from the sunMining the belt3.139 AUAPrimaryJPL Small-Body Database: semi-major axes of the named asteroids, orbit elements of 10 Hygiea
People living on CeresMining the belt400,000,000 peopleEAuthoredDesign notes: stellarbodydata
Trace metal a rich or pristine rock yieldsMining the belt800, 2,500 units (low, high)EAuthoredNo source recorded
Daily output a field's pressure is measured against when nobody produces its oreMining the belt2,000,000 units per dayEAuthoredNo source recorded
Resting pressure of a body that has no entry in the tableMining the belt1 multipleEAuthoredNo source recorded
Exponent that tilts rock grade as extraction pressure risesMining the belt0.6 exponentEAuthoredNo source recorded
Chance that guarding a rig brings troubleMining the belt45 percentEAuthoredNo source recorded
Chance that a rig you jump a claim from is hostileMining the belt35 percentEAuthoredNo source recorded
Share of rated thrust lost per wear stepHull wear and repair0.15 fraction of thrustEAuthoredNo source recorded
Lowest share of rated thrust a worn drive deliversHull wear and repair0.55 fraction of thrustEAuthoredNo source recorded
Maintenance owed per travel day, as a share of hull upkeep valueHull wear and repair0.0016 fraction of valueDAnalogyAtomic Rockets, starshipowner, cost of running a cargo starship
Maintenance owed that drops the drive one step, as a share of hull upkeep valueHull wear and repair0.022 fraction of valueEAuthoredNo source recorded
Share of dry mass that is structureHull wear and repair0.4 fractionCDerivedAtomic Rockets, appworkedexample, Structure and Specifications table
Person-hours to renew one tonne of structureHull wear and repair230 person-hoursDAnalogyDesign notes: repair
Hours in one working shiftHull wear and repair8 hoursAPrimaryMaritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a)
Share of a station's people who work its yardHull wear and repair0.1 fractionEAuthoredNo source recorded
Hands that fit around one tonne of structureHull wear and repair1 hands per tonneEAuthoredNo source recorded
Crew pace with no trainingHull wear and repair0.5 fraction of standard paceEAuthoredNo source recorded
Crew pace added per competence pointHull wear and repair0.01 fraction of standard paceEAuthoredNo source recorded
Pace added per rating point of a machine shopHull wear and repair0.25 fraction of paceEAuthoredNo source recorded
Rating of the largest machine shop (MS-6)Hull wear and repair6 rating pointsEAuthoredNo source recorded
Share of structure that one whole drive part equalsHull wear and repair0.05 fractionEAuthoredNo source recorded
Yard price of one hull point, as a share of hull price over its pointsHull wear and repair0.1 fractionEAuthoredUS Navy training manual, "Damage Control" (chapter 12), Where the source is silent
Lowest yard price of a hull pointHull wear and repair5 CrEAuthoredNo source recorded
Job length above which the yard offers a day's workHull wear and repair1 daysEAuthoredNo source recorded
Morale each hand loses on a repair day under wayHull wear and repair1 moraleEAuthoredNo source recorded
Share of hull price the dealer pays for a hull traded inHull wear and repair0.45 fractionEAuthoredNo source recorded
Share of module price the dealer pays on a trade-inHull wear and repair0.5 fractionEAuthoredNo source recorded
Share of module price paid for a module taken outHull wear and repair0.75 fractionEAuthoredNo source recorded
Share of hull price a salvage-titled hull fetchesHull wear and repair0.3 fractionEAuthoredNo source recorded
Condition range of a hulk on a salvage lotHull wear and repair0.05, 0.25 fraction of full healthEAuthoredNo source recorded
Hulks on a salvage lotHull wear and repair2, 4 hulksEAuthoredNo source recorded
Days between salvage lot refreshesHull wear and repair14 daysEAuthoredNo source recorded
Condition at which a hulk can flyHull wear and repair0.5 fraction of full healthEAuthoredInternational Convention on Salvage, 1989, What the document says
Hours in one dock gang shiftHull wear and repair8 hoursAPrimaryMaritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a)
Share of new price a used hull at full condition is worthHull wear and repair0.7 fraction of new priceEAuthoredNo source recorded
Share of new price a decommissioned cruiser or carrier hull is worthHull wear and repair0.975 fraction of new priceEAuthoredNo source recorded
Share of module price paid for a module taken from a decommissioned hullHull wear and repair0.975 fraction of module priceEAuthoredNo source recorded
Days between refreshes of the used-ship dealer stockHull wear and repair7 daysEAuthoredNo source recorded
Used hulls on the dealer forecourtHull wear and repair4, 6 hulls (low, high)EAuthoredNo source recorded
Condition range of a used hull on the forecourtHull wear and repair0.15, 0.6 fraction of full condition (low, high)EAuthoredNo source recorded
Most modules a used hull arrives with fittedHull wear and repair2 modulesEAuthoredNo source recorded
Share of new price a salvaged carrier that a save already owns trades in forHull wear and repair0.08 fraction of new priceEAuthoredNo source recorded
Base chance a DEMAND ID hail works, before sensor and Communications bonusesHailing, boarding and prize law30 percentEAuthoredNo source recorded
Base chance an OFFER PASSAGE hail works, before standing and Communications bonusHailing, boarding and prize law30 percentEAuthoredNo source recorded
Chance a THREATEN hail works, by size class of the other ship, before the Communications bonusHailing, boarding and prize lawLIGHT CRAFT 65, MEDIUM CRAFT 45, HEAVY CRAFT 20 percentEAuthoredNo source recorded
Communications bonus to every hail roll, per point of department competenceHailing, boarding and prize law0.15 percent pointsEAuthoredNo source recorded
Base chance a patrol opens fire after you refuse, before standing and Communications bonus (a raider always fires)Hailing, boarding and prize law50 percentEAuthoredNo 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 themHailing, boarding and prize law0.5, 0.22 fractionEAuthoredNo source recorded
The Second's odds of a lost fight when it calls it evenHailing, boarding and prize law0.13, 0.07 fractionEAuthoredNo source recorded
The Second's odds of a lost fight when it expects to winHailing, boarding and prize law0.06, 0.05 fractionEAuthoredNo source recorded
The odds the boarders take the ship when you fight on after the Second's warning and it expects to loseHailing, boarding and prize law0.43 fractionEAuthoredNo source recorded
The odds the boarders take the ship when you fight on after the Second's warning, on any other callHailing, boarding and prize law0.2 fractionEAuthoredNo source recorded
Base chance a haggle with a raider wins, before Persuade or PressureHailing, boarding and prize law0.35 fractionEAuthoredNo source recorded
Share a haggle cuts from a raider's price on a win, and adds on a lossHailing, boarding and prize law0.25 fractionEAuthoredNo source recorded
The yard bill after a refusal, as a share of the ship's price, when the Second expects to loseHailing, boarding and prize law0.2 fractionEAuthoredNo source recorded
The yard bill after a refusal, as a share of the ship's price, when the Second calls it evenHailing, boarding and prize law0.63 fractionEAuthoredNo source recorded
The yard bill after a refusal, as a share of the ship's price, when the Second expects to winHailing, boarding and prize law0.49 fractionEAuthoredNo source recorded
Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second expects to loseHailing, boarding and prize law0.0049 fractionEAuthoredAtomic Rockets, pirate, Approach
Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second calls it evenHailing, boarding and prize law0.0092 fractionEAuthoredAtomic Rockets, pirate, Approach
Cargo a refusal destroys outside a lost fight, as a share of the hold's value, when the Second expects to winHailing, boarding and prize law0.0123 fractionEAuthoredAtomic Rockets, pirate, Approach
Largest credit transfer a raider forces from a thin hold in a yieldHailing, boarding and prize law3,000 CrEAuthoredNo source recorded
Credits a raider always leaves the captain in a yield (one dock shift)Hailing, boarding and prize law150 CrEAuthoredNo source recorded
Standing lost with the flag when you refuse its terms of surrenderHailing, boarding and prize law-4 standing pointsEAuthoredNo source recorded
Heat gained for refusing a lawful inspectionHailing, boarding and prize law6 heatEAuthoredThe 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 getsHailing, boarding and prize law0.45 fractionEAuthoredNo source recorded
Hull share a patrol must still hold to give a stand-down orderHailing, boarding and prize law0.5 fractionEAuthoredNo source recorded
Fine on contraband found in a search, as a share of its valueHailing, boarding and prize law0.3 fractionEAuthoredThe 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 rollHailing, boarding and prize law40 percentEAuthoredStandard Organization and Regulations of the U.S. Navy (SORM), Where the source is silent (Surrender)
Same chance after the hostile's captain has fallenHailing, boarding and prize law75 percentEAuthoredNo source recorded
Range inside which a raider can boardHailing, boarding and prize law5 kmEAuthoredAtomic Rockets, pirate, Intercepting the target
Largest relative speed a boarding match allowsHailing, boarding and prize law0.05 km/sDAnalogyApollo-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 acrossHailing, boarding and prize law20 sEAuthoredAtomic Rockets, pirate, Intercepting the target
Base chance a thorough strip of a beaten wreck worksHailing, boarding and prize law15 percentEAuthoredNo source recorded
Chance added per point of the fleet's marine combat scoreHailing, boarding and prize law0.5 percent per pointEAuthoredNo source recorded
Highest chance a boarding can reachHailing, boarding and prize law90 percentEAuthoredNo source recorded
Capture bonus on a boarded wreck, as a share of the kill bountyHailing, boarding and prize law0.25 fractionEAuthoredThe 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 backHailing, boarding and prize law10 hull pointsEAuthoredNo source recorded
Cabin berths one captured crew takesHailing, boarding and prize law8 berthsEAuthoredNo source recorded
Value of a captured crew, as a share of the surrendered hull's catalog priceHailing, boarding and prize law0.05 fractionEAuthoredThe 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 crewHailing, boarding and prize law250 CrEAuthoredNo source recorded
Standing gained with the flag per crew handed inHailing, boarding and prize law1.5 standing pointsEAuthoredNo source recorded
Standing lost with a crew's own flag when you hand it to that flag's enemyHailing, boarding and prize law-2.5 standing pointsEAuthoredNo source recorded
Hours to move cargo mass between two hullsHailing, boarding and prize law6 hoursEAuthoredAtomic Rockets, rescue, Introduction
Hull strength a raider gains from each robbery of the captainHailing, boarding and prize law0.18 fraction of hullEAuthoredNo source recorded
Most hull strength a raider can gain from refitsHailing, boarding and prize law0.72 fraction of hullEAuthoredNo source recorded
Base chance that a patrol or raider closes on the captain in travelHailing, boarding and prize law75 percentEAuthoredNo source recorded
Chance that a cornered civilian master hands over cargo, for a lane with nobody named on itHailing, boarding and prize law65 percentEAuthoredUnited Nations Convention on the Law of the Sea (UNCLOS), 1982, Articles 100 to 111
Chance that a named master complies, by temperamentHailing, boarding and prize lawStoic 85, Deadpan 80, Wry 75, Easygoing 70, Earnest 65, Brooding 60, Intense 45, Hot-blooded 35 percentEAuthoredNo source recorded
Capture bonus on a boarded wreck, as a share of the kill bounty (a game number, not salvage law)Salvage and distress0.25 fractionEAuthoredInternational Convention on Salvage, 1989, Article 13(1), criteria for the reward
Share of structure a hulk needs before it can flySalvage and distress0.5 fractionEAuthoredDesign notes: salvagework
Days of work the steel row offers to load for a work crewSalvage and distress30 daysEAuthoredNo source recorded
Resale value of a hull with a salvage title, as a share of its new priceSalvage and distress0.3 fractionEAuthoredDesign notes: salvagework, The salvage title and carriers
Condition range of a hull on the salvage lotSalvage and distress0.05, 0.25 fraction of full healthEAuthoredNo source recorded
Days of air and water a stranded crew hasSalvage and distress14, 26 days (low, high)EAuthoredDesign notes: beacons
Days a bait beacon stays on the bandSalvage and distress5, 11 days (low, high)EAuthoredNo source recorded
Hands aboard a stranded hullSalvage and distress2, 9 people (low, high)EAuthoredNo source recorded
Daily chance that a new beacon is bornSalvage and distress0.05 fractionEAuthoredDesign notes: beacons
Daily chance traffic overhears a beacon beside a busy berthSalvage and distress0.42 fractionEAuthoredDesign notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR
Daily chance traffic overhears a beacon at the edge of anybody's reachSalvage and distress0.04 fractionEAuthoredDesign notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR
Reach of a rescue cutter from its baseSalvage and distress5 days of flightEAuthoredAtomic Rockets, rescue, Introduction
Reach multiplier when you relay the beacon's exact positionSalvage and distress1.7 timesEAuthoredNo source recorded
Burn of a rescue cutterSalvage and distress14 m/s^2EAuthoredAtomic Rockets, rescue, Introduction
Contact chance added each day for the rest of the leg after you relaySalvage and distress6 percent pointsEAuthoredIAMSAR 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 baitSalvage and distress0.1 fractionEAuthoredNo source recorded
Highest chance that a distress call is baitSalvage and distress0.75 fractionEAuthoredNo source recorded
Share of your stores capacity a stranded crew asks forSalvage and distress0.15 fractionEAuthoredDesign notes: travelevents, DISTRESS_STORES_SHARE and DISTRESS_FUEL_SHARE
Share of the drawn reward the stranded crew actually paysSalvage and distress0.5 fractionEAuthoredInternational Convention on Salvage, 1989, Article 16, and Article 13(1)
Lowest base reward drawn for answering a call, before the body's danger scalingSalvage and distress200 CrEAuthoredInternational Convention on Salvage, 1989, Article 13(1), criteria for the reward
Highest base reward drawn for answering a call, before the body's danger scalingSalvage and distress600 CrEAuthoredInternational Convention on Salvage, 1989, Article 13(1), criteria for the reward
Relative weights of what a boarded derelict holdsSalvage and distresssalvage 38, survivor 14, recorder 14, hazard 12, ambush 10, empty 12 weightEAuthoredNo source recorded
Most beacons live on the band at one timeSalvage and distress6 beaconsEAuthoredNo source recorded
Chance that a bait beacon shows a bad sign on one checkSalvage and distress0.8 chanceEAuthoredNo source recorded
Chance that a genuine beacon shows the same bad sign on one checkSalvage and distress0.25 chanceEAuthoredNo source recorded
Fuel margin the captain's own beacon asks for beyond the fuel to reach a berthSalvage and distress1.25 multiple of fuel neededEAuthoredNo source recorded
Days a berth takes to hear a fuel beacon and ready a hullSalvage and distress2 daysEAuthoredIAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III section 1
Share of your fuel tank that a stranded crew asks forSalvage and distress0.12 fraction of tankEAuthoredNo source recorded
Days of supplies a stranded crew says it needsSalvage and distress4, 9 days (low, high)EAuthoredNo source recorded
Hands a stranded crew says it holdsSalvage and distress2, 6 hands (low, high)EAuthoredNo source recorded
Spacers each faction can hold in a rescueSalvage and distress40 spacersEAuthoredNo source recorded
The nine departmentsShip's organization and the SecondEngineering, Damage Control, Medical, Supply, Gunnery, Deck, Communications, Navigation, Operations namesDAnalogyStandard 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 departmentShip's organization and the Second70 competenceEAuthoredNo source recorded
Hands a hull needs before it has a SecondShip's organization and the Second10 handsEAuthoredAtomic Rockets, crew, Command
How often each skill tier of Second sums up, how many reports fit in a line, and whether it warns earlyShip's organization and the Secondrookie 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, flagsEAuthoredNo source recorded
Seconds the Second must be quiet before a line opens with CaptainShip's organization and the Second30 sEAuthoredNo source recorded
Seconds before the Second repeats the same words about the same thingShip's organization and the Second90 sEAuthoredNo source recorded
The four bridge stationsShip's organization and the Secondsensors, weapons, helm, engineering namesEAuthoredAtomic Rockets, crew, Eldraeverse Command Roster
The department that mans each bridge postShip's organization and the Secondsensors Operations, weapons Gunnery, helm Navigation, engineering Engineering, observer Operations, xo Communications departmentEAuthoredStandard Organization and Regulations of the U.S. Navy (SORM), 3.11; Where the source is silent
Competence floors for veteran and seasoned officersShip's organization and the Second80, veteran, 60, seasoned competence, tierEAuthoredNo source recorded
The captain's nerve and the Second's temperament it setsShip's organization and the SecondCold cautious, Steady cunning, Reckless reckless temperamentEAuthoredNo source recorded
Standing order choices: fire ruleShip's organization and the Secondin reach, kill zone, hold rulesEAuthoredNo source recorded
Standing order choices: dodge ruleShip's organization and the Secondweave, sidestep, called, hold rulesEAuthoredNo source recorded
Standing order choices: next targetShip's organization and the Secondweakest, nearest, heaviest guns, shooting at us rulesEAuthoredNo source recorded
Standing order choices: keel gunShip's organization and the Secondcold, stand, never rulesEAuthoredNo source recorded
Command grade of the ship's own berth, by hands aboard (up to this many hands)Ship's organization and the Secondmerchant 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, gradeEAuthoredStandard Organization and Regulations of the U.S. Navy (SORM), Where the source is silent (A paygrade for any billet)
Merchant grade of each hire tierShip's organization and the SecondRookie R-2, Veteran R-4, Ace L-1 gradeEAuthoredMarine 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 tierShip's organization and the SecondRookie L-2, Veteran L-3, Ace L-4 gradeEAuthoredMarine 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 gradesShip's organization and the SecondOperations 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, gradeEAuthoredStandard 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 promotionShip's organization and the Second1.2 timesEAuthoredNo source recorded
Morale cost of a promotionShip's organization and the Second10 morale pointsEAuthoredNo source recorded
Loyalty needed for the first and the second promotion rungShip's organization and the Second55, 85 loyaltyEAuthoredNo source recorded
Communications bonus to every hail roll, per point of competenceShip's organization and the Second0.15 percent pointsEAuthoredNo source recorded
Hands aboard each named hull modelShip's organization and the SecondWayland 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 handsEAuthoredDesign notes: hullcrew
Hands aboard a hull with no model entry, by roleShip's organization and the SecondMULTIROLE 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 handsEAuthoredNo source recorded
Hands aboard a hull with neither a model nor a role entryShip's organization and the Second4 handsEAuthoredNo source recorded
Lowest manned share of a crew that still worksShip's organization and the Second0.5 fractionEAuthoredNo source recorded
Cargo space one point of Deck competence is worthShip's organization and the Second33 tonnes per competence pointEAuthoredNo source recorded
Size of a leased navy hull's crew, by hull tierShip's organization and the Second0 10, 1 16, 2 22, 3 30 handsEAuthoredStandard Organization and Regulations of the U.S. Navy (SORM), Chapter 3
Crew size of a navy hull whose tier is not in the tableShip's organization and the Second10 handsEAuthoredNo source recorded
The order in which the departments of a navy crew are staffedShip's organization and the SecondOperations, Gunnery, Engineering, Deck, Damage Control, Medical, Supply, Communications, Navigation department orderEAuthoredStandard 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 shareShip's organization and the SecondR-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 gradesDAnalogyMarine 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 shareShip's organization and the SecondE-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 gradesEAuthoredStandard Organization and Regulations of the U.S. Navy (SORM), Chapter 3
Grade a merchant hire reads as when its title gives no gradeShip's organization and the SecondR-3 gradeEAuthoredNo source recorded
Grade a leased navy hull's marine reads asShip's organization and the SecondE-4 gradeEAuthoredNo source recorded
Grade a field commission grantsShip's organization and the SecondO-2 gradeEAuthoredNo source recorded
The register each flag speaks inRadio voiceEarth TACTICAL, Mars TACTICAL, The Outer Guild GUILD, The Unclaimed UNCLAIMED registerEAuthoredACP 125(G), Communications Instructions: Radiotelephone Procedures, What the document says
How hard each register is to read without cracking its channelRadio voiceTACTICAL 55, GUILD 30, UNCLAIMED 0 encryption pointsEAuthoredNo source recorded
Chance a unit speaks about each kind of eventRadio voiceENGAGING 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 fractionEAuthoredNo source recorded
Most radio lines printed in one roundRadio voice1 linesEAuthoredNo source recorded
Speaker hull share below which the line is garbledRadio voice0.5 fractionEAuthoredNo source recorded
Speaker hull share below which the line is lostRadio voice0.2 fractionEAuthoredNo source recorded
Sensor rating that buys back one step of clarityRadio voice20 sensor ratingEAuthoredNo source recorded
Tries to crack a channel, the last of which always worksRadio voice3 triesEAuthoredNo source recorded
Base chance of a crack, before sensors, Communications and encryptionRadio voice25 percentEAuthoredNo source recorded
Crack chance added per sensor rating pointRadio voice1.2 percent pointsEAuthoredNo source recorded
Crack chance added per point of Communications competenceRadio voice1.5 percent pointsEAuthoredNo source recorded
The four stand-down hails of the TACTICAL registerRadio voiceUNKNOWN 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. linesEAuthoredACP 125(G), Communications Instructions: Radiotelephone Procedures, Paragraphs 520, 522, 536 and 901
The four opening engagement calls of the TACTICAL registerRadio voiceTALLY {count}, HIGH AND RIGHT. ENGAGING., {enemy} IS MINE. COMMITTING., CONTACT {count}. WEAPONS FREE., MOVING TO INTERCEPT. STAND BY. linesEAuthoredACP 125(G), Communications Instructions: Radiotelephone Procedures, Where the source is silent
What the captain's own net is worth breaking into, with no Communications handsRadio voice20 encryption pointsEAuthoredNo source recorded
Encryption added to the captain's net per point of Communications competenceRadio voice2 encryption points per competence pointEAuthoredNo source recorded
Share of a shared firing solution that survives once the enemy has cracked the captain's netRadio voice0.5 multiplierEAuthoredNo source recorded
Turn rate of a hull with no catalog entry, set so a quarter turn takes the old timeThe bridge crew and standing orders1.6 deg/s^2EAuthoredNo source recorded
Crew skill: seconds of warning, chance to miss a call, launch sighting, report precision, gun spread and helm turnThe bridge crew and standing ordersrookie 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 mixedEAuthoredAtomic Rockets, controldeck, Ship Control Officers, Combat Information Center
How close each officer temperament wants to fightThe bridge crew and standing ordershot-blooded 10, calm 20, cautious 50 kmEAuthoredNo source recorded
Share of a line straight up or down past which a contact is called overhead or under the keelThe bridge crew and standing orders0.9 shareEAuthoredNo source recorded
Bearing sectors in a seaman's words: ahead, bow, beam, quarter and asternThe bridge crew and standing orders22.5, ahead, 67.5, bow, 112.5, beam, 157.5, quarter, 180, astern degBSecondaryIHO Hydrographic Dictionary (S-32): relative bearing terms, entries on the beam, on the bow, on the quarter
Heat one dodge adds, on averageThe bridge crew and standing orders5.55 heat unitsEAuthoredNo source recorded
Hull share below which the helm asks whether to runThe bridge crew and standing orders35 % of hullEAuthoredNo source recorded
Share of the hull's maximum that makes a volley massiveThe bridge crew and standing orders0.25 share of hullEAuthoredNo source recorded
Fire control aim error at the start of a new target, by crew skillThe bridge crew and standing ordersrookie 1.2, seasoned 0.8, veteran 0.5 mradEAuthoredNo source recorded
Share of aim error left after each round the crew sees pass, by crew skillThe bridge crew and standing ordersrookie 0.6, seasoned 0.4, veteran 0.25 shareEAuthoredNo source recorded
Burst center distance, in target lengths, that finishes ranging on a targetThe bridge crew and standing orders1 target lengthsEAuthoredNo source recorded
The crew procedures: owner, what each raises and whether it acts or asks by defaultThe bridge crew and standing ordersboard 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 tableEAuthoredAtomic 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 bowThe bridge crew and standing orders20 sEAuthoredNo source recorded
Words a second a crew says on the net, by skillThe bridge crew and standing ordersrookie 2, seasoned 2.8, veteran 3.6 words/sDAnalogyWikipedia, Speech tempo and Words per minute, speaking rate of radio news
Time one inbound call covers a gun streamThe bridge crew and standing orders10 sEAuthoredNo source recorded
Time with no hit and no closing before the Second calls a stand-offThe bridge crew and standing orders60 sEAuthoredNo source recorded
Closing speed below which nothing is closing, for a stand-offThe bridge crew and standing orders0.02 km/sEAuthoredNo source recorded
Time a pursuer must keep closing before the Second asks about itThe bridge crew and standing orders20 sEAuthoredNo source recorded
Hull share at which the Second hands the ship back to the captainThe bridge crew and standing orders0.3, 0.15 hull share (first, second)EAuthoredNo source recorded
Skill of the officers on a ship the world crewsThe bridge crew and standing ordersseasoned skill tierEAuthoredNo source recorded
Opening gap of an ambush or a hull already alongsideThe bridge crew and standing orders5, 15 kmEAuthoredNo source recorded
Spread added by a rail at the end of its life, as a multiple of its spread when newHostile fleets, gun stores and spread2 xEAuthoredAtomic Rockets, spacegunconvent, US Navy Railguns
Rounds in a rail magazine, by sizeHostile fleets, gun stores and spreadMicro 60, Light 60, Compact 40, Standard 40, Heavy 25, Superheavy 25 roundsEAuthoredNo source recorded
Rounds in an autocannon's storeHostile fleets, gun stores and spread1,000 roundsEAuthoredNo source recorded
Firings in a rail ready lockerHostile fleets, gun stores and spread10 firingsEAuthoredNo source recorded
Smallest group a gun can fire, before accuracyHostile fleets, gun stores and spread0.05 mradEAuthoredNo source recorded
Spread added for each accuracy point a gun lacksHostile fleets, gun stores and spread0.02 mrad per pointEAuthoredNo source recorded
Pellets in one canisterHostile fleets, gun stores and spread12 pelletsEAuthoredNo source recorded
Rounds a second an autocannon streams (the base rate)Hostile fleets, gun stores and spread5 rounds/sBSecondaryNavWeaps 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 sizeHostile fleets, gun stores and spreadMicro 8, Light 5, Compact 2, Standard 1 rounds/sBSecondaryNavWeaps 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 sizesHostile fleets, gun stores and spreadHeavy 2, Superheavy 3 sDAnalogyNavWeaps 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 isHostile fleets, gun stores and spreadThe 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 tableEAuthoredNo source recorded
Hostile captain temperament: standoff, longest shot, heat spent, breakoff and wait ruleHostile fleets, gun stores and spreadreckless 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 tableEAuthoredNo source recorded
Weights for how many hostiles come at onceHostile fleets, gun stores and spread1 1, 2 3, 3 3, 4 2, 5 1 weightEAuthoredNo source recorded
Guns a hull carries, by size classHostile fleets, gun stores and spreadLIGHT 3, MEDIUM 5, HEAVY 7 gunsEAuthoredNo source recorded
Point defense mounts, by size classHostile fleets, gun stores and spreadLIGHT 1, MEDIUM 2, HEAVY 3 mountsEAuthoredNo source recorded
Point defense model, by size classHostile fleets, gun stores and spreadLIGHT 15mm PD Autocannon, MEDIUM 20mm PD Autocannon, HEAVY 30mm PD Autocannon catalog nameEAuthoredNo source recorded
Largest navy squadronHostile fleets, gun stores and spread6 shipsBSecondaryAtomic Rockets, astromilitary, Fleet Design
Largest band of pirates or privateersHostile fleets, gun stores and spread3 shipsEAuthoredAtomic Rockets, astromilitary, Fleet Design
Distance of a squad member from its lead at the startHostile fleets, gun stores and spread10, 40 kmEAuthoredNo source recorded
Most a member's drift may differ from its lead, per axisHostile fleets, gun stores and spread0.02 km/sEAuthoredNo source recorded
Range at which a squad lead opens, off the captainHostile fleets, gun stores and spread300, 2,500 kmEAuthoredNo source recorded
Bulk density of an asteroid, for a body with no published massTerrain, cover and harbors2,000 kg/m^3BSecondaryAtomic Rockets, usefultables, Rho (density) Table
Which belt each named mid-size body belongs toTerrain, cover and harborsInner Belt Gaspra, Steins, Annefrank, Braille, Donaldjohanson, Lutetia, Middle Belt Mathilde, Outer Belt Ida, Saturn tableCDerivedJPL 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 toTerrain, cover and harborsVesta Inner Belt, Pallas Middle Belt, Ceres Middle Belt, Hygiea Outer Belt tableCDerivedJPL 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 lieTerrain, cover and harbors120 kmEAuthoredAtomic Rockets, prelimnotes, Science-Fictional Shibboleths
Radius around a field's center in which a fight beginsTerrain, cover and harbors150 kmEAuthoredNo source recorded
Height above a giant's surface at which a fight beginsTerrain, cover and harbors50, 300 kmEAuthoredNo source recorded
Smallest body that can hide a hullTerrain, cover and harbors2 kmEAuthoredNo source recorded
Dense clouds in a fieldTerrain, cover and harbors1, 3 cloudsEAuthoredNo source recorded
Radius of a dense cloudTerrain, cover and harbors20, 50 kmEAuthoredNo source recorded
Boulder size in a cloud, used to set its densityTerrain, cover and harbors0.5 kmEAuthoredNo source recorded
Optical depth at which a look or shot is maskedTerrain, cover and harbors1 optical depthEAuthoredNo source recorded
Distance the helm keeps off a rock's surfaceTerrain, cover and harbors1.5 kmEAuthoredNo source recorded
Time the helm looks ahead along its own velocity to avoid rockTerrain, cover and harbors240 sEAuthoredNo source recorded
Distance past a rock's surface at which a hiding hull sits, away from the foeTerrain, cover and harbors3 kmEAuthoredNo source recorded
Range within which a crew looks for coverTerrain, cover and harbors150 kmEAuthoredNo source recorded
Distance ahead along a body at which a hull going round it steersTerrain, cover and harbors30 kmEAuthoredNo source recorded
Least rock between a hull in cover and the foeTerrain, cover and harbors1 kmEAuthoredNo source recorded
Speed above which touching a rock destroys a hullTerrain, cover and harbors0.01 km/sEAuthoredNo source recorded
Length of a station as a target for a stray round and its point defenseTerrain, cover and harbors2,000 mEAuthoredNo source recorded
Point defense model on a stationTerrain, cover and harbors35mm PD Autocannon catalog nameEAuthoredNo source recorded
Point defense mounts on a stationTerrain, cover and harbors6 mountsEAuthoredNo source recorded
Distance of a belt harbor from a field's centerTerrain, cover and harbors150 kmEAuthoredNo source recorded
Height of a giant's harbor above the surfaceTerrain, cover and harbors100 kmEAuthoredNo source recorded
Radius of the no-fire zone around a harborTerrain, cover and harbors25 kmEAuthoredNo source recorded
Seconds between a station warning and the garrison firingTerrain, cover and harbors5 sEAuthoredNo source recorded
Quiet time after which a shooter counts as having stoppedTerrain, cover and harbors20 sEAuthoredNo source recorded
Marines in a full level-1 garrisonTerrain, cover and harbors100 marinesEAuthoredNo source recorded
Marines needed to man one standard coilgunTerrain, cover and harbors25 marinesEAuthoredNo source recorded
Seconds in one step of the deck fightThe deck fight5 sEAuthoredNo source recorded
Seconds to move through one hatch into the next compartmentThe deck fight10 sEAuthoredAtomic Rockets, astromilitary, Naval Boarding
Seconds for a boarding party's cutter to open a sealed hatchThe deck fight40 sEAuthoredNo source recorded
Seconds to get a squad into suitsThe deck fight60 sEAuthoredNo source recorded
Seconds boarders must hold the bridge or engineering to take the shipThe deck fight30 sEAuthoredNo source recorded
Seconds boarders must hold the cargo hold to strip it and goThe deck fight60 sEAuthoredNo source recorded
Chance of a hit for one man, one shot a step, no cover, a seasoned handThe deck fight0.05 chanceEAuthoredNo source recorded
Hit chance of men who just came through a cut hatchThe deck fight0.5 multipleEAuthoredNo source recorded
Seconds the breach penalty lastsThe deck fight10 sEAuthoredNo source recorded
Multiple on the chance to hit a squad that has held its groundThe deck fight0.5 multipleEAuthoredNo source recorded
Hit chance multiple for a shot through an open hatch into the next compartmentThe deck fight0.6 multipleEAuthoredNo source recorded
Seconds a vented compartment knocks suited men aboutThe deck fight20 sEAuthoredNo source recorded
Hit chance multiple of men stunned by a ventThe deck fight0.3 multipleEAuthoredNo source recorded
Hit chance multiple of a squad halfway into its suitsThe deck fight0.5 multipleEAuthoredNo source recorded
Share of men lost at which a boarding party falls back to its podThe deck fight0.5 shareEAuthoredNo source recorded
Hit chance multiple by crew skillThe deck fightrookie 0.8, seasoned 1, veteran 1.3 multipleEAuthoredNo source recorded
Which compartments each hatch joinsThe deck fighta, 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 tableEAuthoredAtomic Rockets, astromilitary, Naval Boarding
Hull share at or above which a hull is in each condition stateThe observer and ship condition100, 60, 35, 10, 0 hull shareEAuthoredNo source recorded
Wavelength of the light a passive look usesThe observer and ship condition0 mBSecondaryAtomic Rockets, usefultables, The Boom Table
Observer's lens aperture as a share of the hull lengthThe observer and ship condition0.01 share of lengthEAuthoredNo source recorded
How many times coarser the picture gets when our own ship jinksThe observer and ship condition3 xEAuthoredNo source recorded
Detail an active sweep images toThe observer and ship condition3 mEAuthoredNo source recorded
Range past which active returns are too faint to imageThe observer and ship condition1,500 kmEAuthoredAtomic Rockets, spacewardetect, What If I Run Silent And Cold?
Cells a feature must span, seconds between looks and report detail, by observer skillThe observer and ship conditionrookie cells 6, period 30, detail 0, seasoned cells 4, period 15, detail 1, veteran cells 3, period 5, detail 2 mixedEAuthoredNo source recorded
Size in meters of the thing each sign isThe observer and ship conditionstructure None, fire 10, vent 50, fins 30, drive 20, guns 5, pd 2, jets 1 mEAuthoredNo source recorded
Rounds in the Blueshifter diveAtmospheric entry and the descent corridor3 roundsEAuthoredNo source recorded
Base chance that a round of the dive goes cleanAtmospheric entry and the descent corridor70 percentEAuthoredAtomic Rockets, landing, Aerobraking Landing
Chance added per m/s^2 of the ship's accelerationAtmospheric entry and the descent corridor2 percent per m/s^2EAuthoredNo source recorded
Chance removed per point of dangerAtmospheric entry and the descent corridor1 percent per danger pointEAuthoredNo source recorded
Highest chance a round of the dive can reachAtmospheric entry and the descent corridor95 percentEAuthoredNo source recorded
Lowest chance a round of the dive can fall toAtmospheric entry and the descent corridor10 percentEAuthoredNo source recorded
Share of the danger rating a failed round takes from the hullAtmospheric entry and the descent corridor1 fraction of dangerEAuthoredNo source recorded
Least hull damage a failed round doesAtmospheric entry and the descent corridor5 hull pointsEAuthoredNo source recorded
Hull share at which a failed round aborts the diveAtmospheric entry and the descent corridor0.2 fraction of maximum healthEAuthoredNo source recorded
Chance bonus per point of Navigation competence on the descent corridorAtmospheric entry and the descent corridor0.15 percent per competence pointEAuthoredNo source recorded
Most chance Navigation can add to a descentAtmospheric entry and the descent corridor12 percentEAuthoredNo source recorded
Chance bonus of a powered descentAtmospheric entry and the descent corridor15 percent pointsEAuthoredAtomic Rockets, landing, Aerobraking Landing
Chance penalty of an aerobraked descentAtmospheric entry and the descent corridor5 percent pointsEAuthoredAtomic Rockets, landing, Aerobraking Landing
Share of a missed powered descent that lands longAtmospheric entry and the descent corridor0.75 fraction of missesEAuthoredNo source recorded
Share of a missed aerobrake that lands longAtmospheric entry and the descent corridor0.45 fraction of missesEAuthoredAtomic Rockets, landing, Aerobraking Landing
Share of a missed aerobrake that lands hardAtmospheric entry and the descent corridor0.25 fraction of missesEAuthoredNo source recorded
Travel days of hull maintenance that a hard arrival billsAtmospheric entry and the descent corridor6 days of maintenanceEAuthoredDesign notes: atmosphericentry, The set-piece and the corridor
Contact chance a point of Navigation competence removes each dayContacts in transit0.1 percent points per competence pointEAuthoredNo source recorded
Points a hunting ground adds to the day's contact chanceContacts in transit15 percent pointsEAuthoredNo source recorded
Share of contacts in a hunting ground that are hostileContacts in transit85 percentEAuthoredNo source recorded
Lowest chance that a contact is a bounty hunter posse, at the WANTED floorContacts in transit25 percentEAuthoredNo source recorded
Highest chance that a contact is a bounty hunter posse, at HIGH ALERTContacts in transit60 percentEAuthoredNo source recorded
Most points a full hold adds to the travel contact rollContacts in transit20 percent pointsEAuthoredNo source recorded
Which events can happen in which phase of a legContacts in transithandledistresscall 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 eventEAuthoredNo source recorded
Chance that a docking by a captain who is WANTED or worse is inspectedRecords, bail and inspection40 percentEAuthoredWHO International Health Regulations (2005), third edition, Article 23.1
Base chance that facing an inspection lands the captain in the brigRecords, bail and inspection40 percentEAuthoredNo source recorded
Edge a story has over a search at the dockRecords, bail and inspection0.15 fractionEAuthoredNo source recorded
Base chance that a lie to a customs inspector worksRecords, bail and inspection0.4 fractionEAuthoredNo source recorded
Days that forget one point of the filed recordRecords, bail and inspection10 days per record pointEAuthoredNo source recorded
Days from posting bail to the hearingRecords, bail and inspection14 daysEAuthoredNo source recorded
Lowest condition a production plant falls toProduction plant condition0.7 fraction of specificationEAuthoredNo source recorded
Days over which a yard's spare-part cover is readProduction plant condition30 daysEAuthoredNo source recorded
Spare-part cover at which a plant keeps its specificationProduction plant condition0.95 fraction of coverEAuthoredDesign notes: plantcondition
Condition points lost per point of cover under specificationProduction plant condition1.5 points per pointEAuthoredNo source recorded
Days a plant takes to close each fraction of the gap to its target conditionProduction plant condition60 daysEAuthoredNo source recorded
Days to settle when a captain pays for the partsProduction plant condition5 daysEAuthoredNo source recorded
Condition a raid takes from a plant per share of the stock carried offProduction plant condition0.2 fraction per loot shareEAuthoredNo source recorded
Condition a siege takes from a plant per dayProduction plant condition0.0015 fraction per dayEAuthoredNo source recorded
Most condition a siege can take from a plantProduction plant condition0.25 fractionEAuthoredNo source recorded
The size class of each hull modelHull classes, sizes and slotsLyrid 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 modelEAuthoredNo source recorded
Most hull points of a light craft, for a hull nobody authoredHull classes, sizes and slots120 hull pointsEAuthoredDesign notes: hullclass, The rule
Most hull points of a medium craft, for a hull nobody authoredHull classes, sizes and slots250 hull pointsEAuthoredDesign notes: hullclass, The rule
Sleek hull slopes by faceHull classes, sizes and slotsFORE 30, PORT 10, STARBOARD 10, UPPER 10, LOWER 10, AFT 10 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor
Square hull slopes by faceHull classes, sizes and slotsFORE 0, PORT 0, STARBOARD 0, UPPER 0, LOWER 0, AFT 0 degreesEAuthoredAtomic Rockets, spacewardefense, Section 10: General Armor Tactics, sloped armor
Reactor armor slot size by size classHull classes, sizes and slotsLIGHT CRAFT light, MEDIUM CRAFT standard, HEAVY CRAFT heavy slot size by classEAuthoredNo source recorded
Hull roles that are built with reactor armor fittedHull classes, sizes and slotsCARRIER, COMBAT, CRUISER, DESTROYER, DRONE CARRIER, FLEET CARRIER, TROOP TRANSPORT hull rolesEAuthoredNo source recorded
Service years behind a hull before the captainHull classes, sizes and slots200 yearsEAuthoredDesign notes: setting-canon, Timeline, 2076 to 2276
The year the game beginsHull classes, sizes and slots2,500 yearEAuthoredDesign notes: setting-canon, Timeline, 2276 to 2500
Cargo the locker holdsHull classes, sizes and slots5 tonnesEAuthoredNo source recorded
Share of a system's full condition at or below which it counts as crippledShip vitals and fight penalties0.4 shareEAuthoredNo source recorded
Share of full condition left when one fin panel is gone (7 of 8)Ship vitals and fight penalties0.875 shareEAuthoredNo source recorded
Air plant condition when whole, a percentageShip vitals and fight penalties100 percentEAuthoredNo source recorded
Air plant condition when the air has run out, a percentageShip vitals and fight penalties0 percentEAuthoredNo source recorded
Share of shrapnel wounds that get through a suitShip vitals and fight penalties0.5 shareEAuthoredNo source recorded
Aim a crew gains for the first volley by keeping the guns hot instead of suiting upShip vitals and fight penalties10 points of hit chanceEAuthoredNo source recorded
Aim lost by a crew worn down by hard burnsShip vitals and fight penalties10 points of hit chanceEAuthoredNo source recorded
Aim lost by a crew with radiation sicknessShip vitals and fight penalties12 points of hit chanceEAuthoredNo source recorded
Aim lost by a crew caught mid-boarding by an interceptionShip vitals and fight penalties12 points of hit chanceEAuthoredNo source recorded
Outer edges of the close band and the mid bandRange bands and the joust30, 3,000 kmCDerivedAtomic Rockets, spacegunconvent, Railguns
Distance two ships open a fight at, by bandRange bands and the joustclose 10, mid 1,000, long 100,000 kmEAuthoredNo source recorded
Closest gap two ships can reach on the lineRange bands and the joust1 kmEAuthoredNo source recorded
Widest gap two ships can reach on the lineRange bands and the joust1,000,000 kmEAuthoredNo source recorded
Factor by which one burn changes a gapRange bands and the joust10 multipleEAuthoredNo source recorded
Hit chance gained or lost by range band (close, mid, long)Range bands and the joust12, 0, -6 points of hit chanceEAuthoredNo source recorded
Speed of lightRange bands and the joust299,792 km per secondBSecondaryAtomic Rockets, commdeck, the speed of light passage
Share of its hull below which a hull under fire dodges instead of tradingRange bands and the joust0.35 shareEAuthoredNo source recorded
Dodges in a row before the crew must fire or runRange bands and the joust2 dodgesEAuthoredNo source recorded
Range at which both guns fire in the joustRange bands and the joust30 kmEAuthoredNo source recorded
Sides of the die rolled for who fires firstRange bands and the joust20 sidesEAuthoredNo source recorded
Acceleration that earns one point of initiativeRange bands and the joust2 m/s^2EAuthoredNo source recorded
Navigation skill that earns one point of initiativeRange bands and the joust20 skill pointsEAuthoredNo source recorded
Hours the escape pod rescue detour takesFleet action, breaking off and surrender24 hoursEAuthoredNo source recorded
Chance a wreck leaves a flight recorderFleet action, breaking off and surrender0.4 shareEAuthoredNo source recorded
Base chance a response force arrives while the crew strips a wreckFleet action, breaking off and surrender15 percentEAuthoredNo source recorded
Credits of boarding bonus that add one point to the interception chanceFleet action, breaking off and surrender20 Cr per pointEAuthoredNo source recorded
Highest chance a response force arrivesFleet action, breaking off and surrender60 percentEAuthoredNo source recorded
Danger level of the response forceFleet action, breaking off and surrender40 levelEAuthoredNo source recorded
Base chance a boarding party holds when it defends the hullFleet action, breaking off and surrender10 percentEAuthoredNo source recorded
Chance gained per marine when defending a hullFleet action, breaking off and surrender0.5 percent per marineEAuthoredNo source recorded
Highest chance of holding a hull against boardersFleet action, breaking off and surrender85 percentEAuthoredNo source recorded
Strike accuracy of a bay with no crew of its ownFleet action, breaking off and surrender55 percentEAuthoredNo source recorded
Hands in a leased navy hull's free boarding partyFleet action, breaking off and surrender5 handsEAuthoredNo source recorded
Skill of the navy hull's sergeantFleet action, breaking off and surrender80 skill pointsEAuthoredNo source recorded
Share of its hull a captured hull is left withFleet action, breaking off and surrender0.25 shareEAuthoredThe 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 flagshipFleet action, breaking off and surrenderscreen 2.2, line 1, standoff 0.3 multiplierEAuthoredNo source recorded
Hull size at or under which a target reads as easy preyFleet action, breaking off and surrender360 hull pointsEAuthoredNo source recorded
Targeting doctrine of each faction's shipsFleet action, breaking off and surrenderEarth 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. rulesEAuthoredNo source recorded
Hit chance gained by each added hull firing on one targetFleet action, breaking off and surrender4 points of hit chanceEAuthoredNo source recorded
Most hit chance concentrated fire can addFleet action, breaking off and surrender12 points of hit chanceEAuthoredNo source recorded
Hull share at which an enemy of no listed hull class breaks offFleet action, breaking off and surrender0.25 shareEAuthoredNo source recorded
Hull share at which an enemy breaks off, by hull classFleet action, breaking off and surrenderLIGHT CRAFT 0.4, MEDIUM CRAFT 0.3, HEAVY CRAFT 0.25 shareEAuthoredNo source recorded
Break-off threshold multiplier for a hostile bounty hunterFleet action, breaking off and surrender0.45 multiplierEAuthoredNo source recorded
Break-off threshold multiplier for a hostile navy patrolFleet action, breaking off and surrender0.7 multiplierEAuthoredNo source recorded
Break-off threshold multiplier for a hostile with no special reasonFleet action, breaking off and surrender1 multiplierEAuthoredNo source recorded
Break-off threshold multiplier for a hull with no way to shoot backFleet action, breaking off and surrender2 multiplierEAuthoredNo source recorded
Earliest round a lawful flag offers the stand-downFleet action, breaking off and surrender2 roundEAuthoredNo source recorded
Base chance a lawful hull believes the captain's feigned surrenderFleet action, breaking off and surrender70 percentEAuthoredThe 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 recordFleet action, breaking off and surrender3 percent per pointEAuthoredNo source recorded
Lowest chance a surrender is believedFleet action, breaking off and surrender5 percentEAuthoredNo source recorded
Highest chance a surrender is believedFleet action, breaking off and surrender90 percentEAuthoredNo source recorded
Chance a hostile feigns surrender when it would gain from itFleet action, breaking off and surrender30 percentEAuthoredThe 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 hullFleet action, breaking off and surrender15 percentEAuthoredNo source recorded
Share of the captain's hull at or below which a hostile may feign surrenderFleet action, breaking off and surrender0.5 shareEAuthoredNo source recorded
Share of wounds a medic saves, per point of medical skillWounds, medicine and salvage after a fight0.008 share per pointEAuthoredNo source recorded
Most wounds a medical head can saveWounds, medicine and salvage after a fight0.8 shareEAuthoredNo source recorded
Days off duty for a wound with no listed causeWounds, medicine and salvage after a fight7 daysDAnalogyNo source recorded
Days off duty after a boarding, spall or a hull lossWounds, medicine and salvage after a fight9 daysDAnalogyNo source recorded
Days off duty after a round that got insideWounds, medicine and salvage after a fight29 daysDAnalogyNo source recorded
Days off duty after a decompressionWounds, medicine and salvage after a fight30 daysDAnalogyNo source recorded
Days off duty after a deck fightWounds, medicine and salvage after a fight37 daysCDerivedBLS 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 thirstWounds, medicine and salvage after a fight3 daysDAnalogyNo source recorded
Days off duty after starvationWounds, medicine and salvage after a fight7 daysDAnalogyNo source recorded
Hours a wounded person takes to treatWounds, medicine and salvage after a fight6 hoursEAuthoredNo source recorded
Cargo a deck department salvages from a wreck, per point of skillWounds, medicine and salvage after a fight4.5 cargo units per pointEAuthoredNo source recorded
Most cargo the deck department salvagesWounds, medicine and salvage after a fight600 cargo unitsEAuthoredNo source recorded
Salvage multiplier for a thorough stripWounds, medicine and salvage after a fight1 multiplierEAuthoredNo source recorded
Salvage multiplier for a quick grabWounds, medicine and salvage after a fight0.35 multiplierEAuthoredNo source recorded
Food, water and fuel the supply department drains from a wreck, per point of skillWounds, medicine and salvage after a fight0.06 stores per pointEAuthoredNo source recorded
Most stores the supply department drains from a wreckWounds, medicine and salvage after a fight8 storesEAuthoredNo source recorded
Chance a medical head saves a named person from death, per point of skillWounds, medicine and salvage after a fight0.0095 share per pointEAuthoredNo source recorded
Most deaths a medical head can preventWounds, medicine and salvage after a fight0.85 shareEAuthoredNo source recorded
Fewest hands a casualty can take from the complement, as a shareWounds, medicine and salvage after a fight0.005 share of complementEAuthoredNo source recorded
Most hands a casualty can take from the complement, as a shareWounds, medicine and salvage after a fight0.03 share of complementEAuthoredNo source recorded
Severity of repelling a boarding partyWounds, medicine and salvage after a fight4 multiplierEAuthoredNo source recorded
Highest chance the hands soak a loss before a named person is hitWounds, medicine and salvage after a fight0.93 shareEAuthoredNo source recorded
Complement at which cabins give their full effectWounds, medicine and salvage after a fight32 berthsEAuthoredNo source recorded
Casualty chance removed at a full complement of berthsWounds, medicine and salvage after a fight0.6 shareEAuthoredNo source recorded
Deck salvage gained at a full complement of berthsWounds, medicine and salvage after a fight0.75 shareEAuthoredNo source recorded