Availability Modifiers (Table 2-1) Availability Modifier Example
Component
Ubiquitous
+70
Ration Pack
Supplemental @ 1SP / Essential Components @ 0SP
Scarce
Abundant
+50
Knife
Supplemental @ 2SP / Essential Components @ 1SP
Rare
Plentiful
+30
Void Suit
Supplemental @ 3SP / Essential Components @ 2SP
Very Rare
Common
+20
LasGun
Supplemental @ 4SP / Essential Components @ 3SP
Extremely Rare
Average
+10
Micro Bead
Supplemental @ 5SP / Essential Components @ 4SP
Near Unique
0
Demo Charge
Supplemental @ 6SP / Essential Components @ 5SP
Unique
Rare
-10
Krak Grenade
Archeotech Components
Extremely Rare
Very Rare
-20
Heavy Bolter
Xenotech Components
Near Unique
Extremely Rare
-30
Digi Weapon
Near Unique
-50
Tempest Bolt
Unique
-70
Archeotech Power Armour
Scarce
Component Modifiers (Table 2-2) Modifier
For combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from Scale. Components use table below. When requisitioning a vehicle, add an additional -10.
Craftsmanship Modifiers (Table 2-3) Craftsmanship Modifier Example
Scale
Poor
Corpse Starch Ration Pack
Negligible
+30
Single Man
Major
-10
Regiment (500-1000)
Typical Clothes
Trivial
+20
Squad (3-5)
Significant
-20
Division (2000-5000)
+10
Platoon (10-30)
Vast
-30
Army (10000+)
Common
+10 0
Good
-10
Finely crafted Forge Bolter
Minor
Best
-30
Exquisite Power Sword
Standard
Scale Modifiers (Table 2-4) Modifier Example Scale Modifier Example
0
Company (50-100)
Rules for Acquisitions 1) Make a Commerce Test to locate the good you wish to purchase based on Table 1-1 with the appropriate modifiers. For every Degree of Success, increase your Profit Factor by 2 for the Acquisition Roll only. For every Degree of Failure, decrease your Profit Factor by 2 for the Acquisition Roll only. 2) Determine the Acquisition Modifiers based on the availability of the good (Table 2-1), the number you want (Table 2-4) and the Craftsmanship (Table 2-3). 3) Apply Time Modifiers. Using Table 1-2, look up the “time” to acquire the good based on the system that you are currently in. a) Increasing Time (Difference * 0.5)– In a System of 5 million you are searching for a Xenotech Ship Component. This has a base rarity of Extremely Rare, so it will normally take One week. By “Upping” the time to 1d5 weeks, that puts it in Near Unique, which has a difference of 20 between the steps in Table 1-2. The Explorer would get to roll their Acqusition test with half of the difference as a bonus, in which case they gain a +10. b) Decreasing Time (Difference * -1.5) – In a small Agri-World (<100,000) you seek a replacement for a Regiment’s strength of krak grenades. The base rarity is Rare, which is not modified by the scale (Table 2-4). You want them now rather than in One Week, so you decrease the time taken to the next level (in this case Average as Scarce also is One Week) and that has a difference of 20. Increasing that by 50%, by taking a -30 penalty to their Acquisition roll, they can try to get it faster. 4) Once all modifiers have been worked out, roll against your Profit Factor. If you fail, you may increase your roll by +10 per 1 point of Profit Factor burned. a) You may spend one Fate Point for a re-roll and one Fate Point for a +10. You may only do this ONCE per Game Session however b) You may also burn Profit Factor (Permanently) for a +10 to your roll. You may do this as many times as you wish per acquisition, per encounter.
Availability
10,000,000+
< 10,000,000
Availability by Population (Table 1-1) < 1,000,000 < 100,000
Ubiquitous
Automatic
Automatic
Automatic
Automatic
Automatic
+30
Easy
Abundant
Automatic
Automatic
Automatic
Automatic
+30
Easy
+20
Routine
Plentiful
Automatic
Automatic
Automatic
+30
Easy
+20
Routine
+10
Ordinary
Common
Automatic
Automatic
+30 Easy
+20
Routine
+10
Ordinary
0
Challenging
Average
Automatic
+30 Easy
+20 Routine
+10
Ordinary
0
Challenging
-10
Difficult
Scarce
+30 Easy
+20 Routine
+10 Ordinary
0
Challenging -10
Difficult
-20
Hard
Rare
+20 Routine
+10 Ordinary
0
Challenging
-10
Difficult
-20
Hard
-30
Very Hard
Very Rare
+10 Ordinary
0
Challenging -10
Difficult
-20
Hard
-30
Very Hard
-40
Arduous
Difficult
-20
Hard
-30
Very Hard
-40
Arduous
-50
Punishing Hellish
Extremely Rare 0
Challenging -10
< 10,000
< 1,000
Near Unique
-10 Difficult
-20
Hard
-30
Very Hard
-40
Arduous
-50
Punishing
-60
Unique
-20 Hard
-30
Very Hard
-40
Arduous
-50
Punishing
-60
Hellish
GM's Discretion
Availability, Population and Time (Table 2-2) Availability
10,000,000+
< 10,000,000
< 1,000,000
< 100,000
< 10,000
< 1,000
Ubiquitous
15 Minutes
30 Minutes
One Hour
1d10 Hours
One Day
1d5 Days
Abundant
30 Minutes
One Hour
1d10 Hours
One Day
1d5 Days
1d10 Days
Plentiful
One Hour
1d10 Hours
One Day
1d5 Days
1d10 Days
1d10 Days
Common
1d10 Hours
One Day
1d5 Days
1d10 Days
1d10 Days
One Week
Average
One Day
1d5 Days
1d10 Days
1d10 Days
One Week
One Week
Scarce
1d5 Days
1d10 Days
1d10 Days
One Week
One Week
1d5 Weeks
Rare
1d10 Days
1d10 Days
One Week
One Week
1d5 Weeks
1d10 Weeks
Very Rare
1d10 Days
One Week
One Week
1d5 Weeks
1d10 Weeks
1d5 Months
Extremely Rare
One Week
One Week
1d5 Weeks
1d10 Weeks
1d5 Months
1d10 Months
Near Unique
One Week
1d5 Weeks
1d10 Weeks
1d5 Months
1d10 Months
One Year
Unique
1d5 Weeks
1d10 Weeks
1d5 Months
1d10 Months
One Year
1d5 Years