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===Cargo: Fuel Shortage=== Out on the fringes of known space, beyond the refineries of civilization, lies a frontier where decent fuel is vanishingly scarce. Communities are forced to subsist on a smattering of inferior, unrefined fuels harvested from mines, asteroids and local gas giants. Taken for granted in the core worlds, fuel is the lifeblood of commerce, exploration, safety, and colonization on the ragged edge of space. Fuel Shortage is a variant set of rules for frontier settings in campaigns where scarcity plays an important role. Adopting this rule set will make a campaign feel more desperate, with tighter profit margins and a greater focus on trade and profitability to stay aloft. Ships will need to refuel between trips, and it’s possible for a ship to stall or even become stranded if its fuel supply runs out. Fuel itself becomes a much sought-after commodity. ====Fuel as Cargo==== In a Fuel Shortage campaign, units of fuel count as a special type of Cargo (UW core book, p 126). Like any other Cargo, fuel is graded from Class 0 to Class 4. A fuel’s value depends on its source, purity and level of refinement. Some, like hydrogen, are plentiful but inefficient. Others, like dark matter or cordeliarite, are incredibly powerful but rare. *Fuel units can be used as part of a Barter to gain Cargo units, and Cargo can be used to Barter for Fuel. Fuel can also be sold as part of Acquisitions. *Fuel takes up as much space as a vehicle or unit of Cargo, and must be transported in the cargo space of starships and aboard vehicles with the Transport upgrade. ====Running on Fumes==== Starships must always have a unit of Fuel loaded into their reactor. Once loaded, the unit of fuel doesn’t take up Cargo space anymore, but is not recoverable. Reactors can only accept one unit of Fuel at a time, and old Fuel has to be jettisoned before new, better Fuel can be added. While routine starship operations can be maintained for a very long time, taxing maneuvers may result in a ship running out of fuel during the attempt. Taxing maneuvers include overuse of energy weapons, heavy use of shields, extended atmospheric flight, and of course Wild Jumps. When pushing a ship in these situations, use the Run On Fumes custom Move. Failures and Partial Successes will reduce the class of the Fuel loaded into the reactor. Should the Fuel’s class fall below 0, the Fuel is expended. A starship without Fuel is effectively dead in space, drifting powerlessly with only emergency life support. '''RUN ON FUMES (+Fuel Class)''' When you push your ship in a Fuel- scarce situation, Roll + the loaded Fuel's Class. *On a 10+, the Fuel supply holds. *On a 7-9, reduce the Fuel's class by 1. *On a 6-, reduce the Fuel's class by 3.
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