Space Opera - House Rules and Clarifications

Flamers

The section on Flamers was left out of the Space Opera rule book. It is available in the supplement Ground & Air Equipment.

Injuries

The debilitating effects of injuries are explained in a confusing way. Reference is made to increasing load level with wounds (eg. 75% wounds increases load level by 5 levels). The explanation of what effect that has on combat is in Book 1, pg. 17 under carrying capacity.

Katanas, Light/Laser Swords, and so on.

The rules are cryptic and incomplete concerning katanas, and their relationship to light/laser swords, etc. To wit:
The character sheet lists Katana as a skill, and there are references to it as such in the combat section. In the equipment list for LightSword there is a reference to how only a katana/10 adept can use it to it's full potential. But what that potential actually does is also cryptic. There is no Katana skill listed in the skills section of book 1.

So, here is how this will work out for us:
Katana skill
10 levels
Cost: 1SP or 5 weeks study/level
Pre-requisites: Dex, Agility, Con
Max Expertise: 1/4(Dex+Agil)+1

Laser/LightSword skill remains the same, but with one slight change. To raise skill to 11 or 12, one must be a Katana/10 adept. Lower levels of skill, to 10, have no Pre-Requisite skill, but that last little bit takes a lot of effort.

Sub-Light Cruising Speed

TISA cruising speed should use the same modifiers as the Warp cruising speed.