Danger Rating

Danger Rating reflects how risky operating in a given area is. Danger Ratings will not be visually changed by Rumors but the impact of the danger will be multiplied under-the-hood which can greatly increase the risk of operating in an area.

Quadrant Danger
Deep space skill checks are far harder to pass in higher danger quadrants. The impact of danger ratings for quadrants is non-linear and follows this very rough progression:


 * 0 = Very Safe
 * 9 = Dangerous
 * 10 = Very Dangerous
 * 14 = 2x as dangerous as 10
 * 20 = 5x as dangerous as 10

Danger Ratings are used by a number of different systems in Star Traders: Frontiers, including Quadrants, Planets, Gates and Wild Zones.

Planet Danger
Recruits from high danger planets are used to difficulty as gravs and will tend to have more favorable combat statistics and traits than ones from more comfortable circumstances.


 * 1 - Safe
 * 2 - Harmless
 * 3 - Benign
 * 4 - Normal
 * 5 - Tainted
 * 6 - Hazardous
 * 7 - Toxic
 * 8 - Corrosive
 * 9 - Deadly
 * 10 - Insidious

Wild Zone Danger
High danger wild zones will have more damaging negative cards and even Xeno prowling for your away team. Wild Zone danger is rated between 1 and 10, with 10 being the most deadly.

Gate Danger
Higher gate danger increases the chance of malfunctions while warping. Warp malfunctions can cause ship component damage, morale damage, expend extra fuel, and can dramatically increase the time lost while warping.