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ChapterShips

Ships

Running a hull, and the hulls you meet

Ship operations, procedure, security, and the common vessel catalogue.

Ship operations

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Reference rule — not active yet

Running a ship day to day.

Standard procedures exist to govern how a starship goes about its business and how it handles an emergency. Under normal circumstances your ship does not deviate from them, and if it does, you should expect to explain yourself — a captain whose vessel ignores standard operating procedure will usually have to account for it to a patrol vessel or to the local port authority.

That is worth taking seriously, because the procedures are not a formality imposed by the referee. They are what every other ship in the system expects you to be doing, so a departure from them is visible: it is the thing that gets you hailed, boarded, inspected or fined, and it is also the thing that makes another ship suspicious enough to be worth investigating when you see it.

Running a ship divides into two halves that this chapter keeps separate. One is the routine: the schedule a commercial hull keeps, the order in which cargo and passengers move, the checks you throw for docking and landing. The other is what you do when someone wants your ship — the physical locks, the computer security and the measures the crew triggers when an intrusion is detected.

Standard procedure

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The routine a competent crew follows.

Most commercial starships run a two-week cycle: one week in jump space and one week in normal space taking care of business. A non-commercial ship keeps a similar shape but can go much faster, because without passengers or cargo to handle the in-system week collapses to refuelling by the quickest means available and jumping again.

The routine, from breakout to the next jump

  1. Scan normal space for potential dangers. This is the first course of action on emerging from jump, before anything else.
  2. Once the commander determines the vessel is safe, the navigator fixes the ship’s position in normal space and plots a course to the in-system destination.
  3. Optionally skim a local gas giant for free fuel: the pilot achieves orbit and skims the "surface" for fuel, at 1D6 hours per 40 tons.
  4. With the tanks full, either go back out to a jump point for the next system or travel on to another in-system destination.
  5. To visit a world, the pilot follows the navigator’s course, achieves orbit, then proceeds to the orbital or surface starport.
  6. Docked, unload in order: high passengers, then mail, then middle passengers, then cargo, and finally low passengers.
  7. Refuel if needed and renew life support. Sell off speculative cargo and buy new, if you trade and the deals are good.
  8. The commander or purser addresses all ship’s business, including paying the ship expenses.
  9. While on planet, crew may explore local areas of interest, hire new crew for open positions, and take the occasional odd job.
  10. To depart, cargo handlers load all cargo. Low passengers go into cryoberths, then high passengers are escorted to their staterooms, then middle passengers if staterooms remain.
  11. A ship with a mail contract loads outgoing mail last. Income is collected and placed into the ship’s accounts.
  12. After clearance from starport control, the pilot takes the ship into orbit and the navigator plots a course to a jump point.
  13. As the pilot flies out, the navigator works out the jump plot. At the jump point the engineer diverts power to the jump drive, and the ship enters jump space.

The loading order is not decoration. High passengers come off first and go on first because that is what they paid for; low passengers come off last and go on first, because a cryoberth is loaded before the ship is moving and opened when it has stopped. Mail is committed tonnage and moves as a block.

Along the way you may meet other ships. Gas giants are often used by pirates to attack unsuspecting vessels, so system defence boats are prevalent in the region. Patrol vessels may hail you as you travel to and from the jump point, and port authorities may run a customs inspection before letting you dock. Other ships, civilian and military, commercial and not, are moving in and out of the system the whole time.

Airlocks

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Getting in and out without losing the air.

A ship has at least one airlock per 100 tons, and the average airlock is large enough for three people in vacc suits to pass through at once. An airlock takes ten seconds to cycle — which is a long time when someone is shooting at you, and the reason boarding actions bottleneck where they do.

What an airlock is and does
PropertyValue
How manyAt least one per 100 tons of hull
CapacityThree people in vacc suits at the same time
Cycle timeTen seconds
Normal stateLocked down from the bridge
OverrideVery Difficult (−4) Engineer (electronics) check
If already unlockedCan be triggered from outside
Nearby storesVacc suits, rescue bubbles and cutlasses in a ship’s locker

Under normal circumstances the airlocks are locked down from the bridge, and overriding one takes a Very Difficult (−4) Engineer (electronics) check. An airlock that is already unlocked can be triggered from outside, so "did anyone lock up?" is a real question rather than a rhetorical one.

Ships with cargo space have cargo hatches as well, and a hatch allows up to 10% of the ship’s cargo to be transferred at any one time. That is the figure that decides how long an honest unload takes and how much a boarding party can actually carry away before someone arrives.

Distress

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Calling for help, and answering a call.

A distress signal says that a person, group, vessel, small craft or other vehicle is threatened by grave and imminent danger and needs immediate assistance. Using one under any other circumstances is against most system and interstellar laws, and most jurisdictions carry large penalties for a false, unwarranted or prank signal.

Given the vastness of interplanetary space, help is hard to come by. So most interstellar and interplanetary governments require that the commander or master of any vessel detecting a distress signal must either respond and offer assistance, or contact the authorities to report the signal. Those are the only two lawful options.

Some pirates use false distress signals to lure other vessels into a trap, and that has created real mistrust of distress calls among civilian commanders. It does not change the law: assistance must still be rendered if the authorities cannot be reached within a reasonable time.

When you detect a distress signal

  1. Respond and offer assistance, or contact the authorities to report the signal. One or the other is legally obligatory.
  2. If you are unable or unwilling to respond, you are required by law to officially log your reason for not doing so in the ship’s logs.
  3. Expect to be held accountable for that decision. Some worlds fine it, and a fine could exceed Cr1,000,000 (or MCr1).
  4. A refusal can also carry prison time.

Docking

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Coming alongside, and the check it takes.

Two spacecraft may dock if they are close together and neither ship resists the manoeuvre. Docking with another vessel is a Routine (+2) Pilot task taking 1–6 minutes; if one ship is drifting or unpowered, the difficulty rises to Difficult (−2).

Docking checks
SituationDifficultySkillTime
Both ships close, neither resistingRoutine (+2)Pilot1–6 minutes
One ship drifting or unpoweredDifficult (−2)Pilot1–6 minutes

Many airlock designs across charted space are compatible, so most of the time the two hulls simply mate. Where they are not compatible, ships extend flexible plastic docking tubes that adapt to the target airlock — which is why a mismatched pair of airlocks is an inconvenience rather than a refusal.

Boarding

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Getting aboard a ship that does not want you.

A hostile boarding action is safest when the enemy ship is crippled, because then it is just a standard docking procedure. If the target is still moving, your boarders must match its velocity and dock with it — a Difficult (−2) Pilot task — or else land on the hull and either make their way to an airlock or cut through from outside.

Getting aboard a ship that does not want you

  1. If the enemy ship is crippled, board it as a standard docking procedure. This is the safe case.
  2. If the enemy ship is still moving, match the target’s velocity and dock with it: a Difficult (−2) Pilot task.
  3. Or land on the hull instead, and then either make your way to an airlock or cut through from outside.

The choice between docking and landing on the hull is a real one. Docking puts your party at an airlock, which is where the defenders expect them; landing on the hull puts them somewhere the defenders have to come and find, at the cost of cutting their own way in.

Landing

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Setting down, and where you may.

Any ship with a standard or streamlined hull may land on a surface. Landing at a starport is a Routine (+2) task for most ships and takes 10–60 seconds. Failing a landing roll means the ship has landed improperly, or even crashed.

Landing checks and hull penalties
SituationDifficulty or DM
Landing at a starport, most shipsRoutine (+2), taking 10–60 seconds
Touching down ‘in the wild’ on landing gearAverage (+0), Difficult (−2) or Very Difficult (−4), depending on local conditions
Unstreamlined hull, any Pilot check in atmosphereDM−2
Distributed hull, any Pilot checkDM−4, and likely severe structural damage if it lands

Most ships have landing gear, which lets them touch down away from a port. The difficulty for that is set by local conditions rather than by the ship: Average (+0) on easy ground, Difficult (−2) where it is awkward, and Very Difficult (−4) where it is genuinely bad. Non-distributed ships can also land on bodies of water without sinking.

The two hull penalties are what make configuration matter outside the shipyard. An unstreamlined hull takes DM−2 on any Pilot check made in atmosphere, and a distributed hull takes DM−4 on any Pilot check at all — and is likely to take severe structural damage if you set it down.

Security

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Keeping a ship from being taken.

The point of a ship’s security measures is to protect the safety of the ship and crew. On frontier worlds and lawless backwaters in particular, starships are at risk from hijackers, piracy, sabotage, subversion and terrorism, and security exists on several levels to stop that happening. It divides broadly into physical security and cybersecurity.

Physical security systems are meant to do three things: deter potential intruders, for example with warning signs; detect intrusions and monitor or record the intruders, for example with intruder alarms and internal monitoring; and trigger the appropriate incident response, whether from security personnel or from the crew generally.

Physical barriers such as airlocks are the outermost layer. They prevent or at least delay an attack, and they act as a psychological deterrent by making an intrusion difficult. Inside the ship, bulkheads and panels can be locked to limit or slow access. Note that the ship’s computer can open or close any non-mechanical lock remotely, and can report on a door’s status — which cuts both ways the moment someone else has the computer.

Detection works by several means at once. Cameras, accessible to any authorised personnel, monitor public areas. Internal sensors add to that: motion detectors in key traffic areas, and life support detectors watching for unexpected changes in oxygen levels.

Restricted Access Security
TypeTLMeans of AccessOverride SkillExternal DoorInternal Door
Biometrics8DNA test, palm print, retinal scan, voiceprintElectronicsFormidable (-6)Very Difficult (-4)
Electronic Lock7Keycard or combinationElectronicsVery Difficult (-4)Difficult (-2)
Intelligent9Granted by ship's computerElectronicsFormidable (-6)Very Difficult (-4)
Mechanical Lock4Key or combinationMechanicsDifficult (-2)Average (+0)

Read the table by asking which door you are at. An external door is always two rungs harder than the internal door of the same lock type, so getting into a ship is the hard part and moving around inside it is not. The mechanical lock is the outlier in the other direction: it is the only type an internal door of which is Average (+0), and it is the only one overridden with Mechanics rather than Electronics — so it is also the only lock the ship’s computer cannot open for you, or for anyone who has taken the computer.

Security measures activate once an intrusion or emergency has been detected. There are four: internal alarms, artificial gravity control, tranq gas and the venting of atmosphere.

What each security measure does
MeasureEffect
Internal alarmsTripped by a hull breach, fire, a door being forced open or an alarm button pressed, and alert the crew. The location is shown on computer displays.
Artificial gravity controlGravity can be altered on board. Reducing it to zero limits actions to the level of a character’s Zero-G skill. Gravity can also safely be increased up to 3G.
Tranq gasCanisters in the air vents, releasable automatically. Flooding a compartment forces an Endurance check each round with a DM−1 per previous check; anyone who fails is knocked unconscious.
Venting atmosphereIf a compartment connects to an airlock, its air can be vented. Characters there must make a Strength check to hang on, and will also begin to suffocate.

Who answers an alarm depends on the ship. The average passenger ship has several crew trained in combat, a military ship carries marines, and some vessels have security robots that respond to alarms automatically.

Venting is selective because internal doors on a ship are airtight, so which compartments you can empty depends on the ship’s floor plan and on where the airlocks are relative to them. That makes the deck plan a security document as much as an engineering one.

Cybersecurity

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Keeping a ship computer from being taken.

The security of a ship’s computer is only as good as the Security software installed on it. All starships come with Security/0, but most vessels run at least Security/2, and a wise owner invests in more advanced programs whenever possible. Every task below requires the Computer skill.

Cybersecurity Tasks
TaskTypical Difficulty
Access ship recordsAverage (+0)
Grant crew authorization to someoneDifficult (-2)
Override key systemsFormidable (-6)
Override security systemsDefined by Security software package, typically Very Difficult (-4)

These are the tasks hijackers and pirates attempt, and the table works in both directions — you will be the intruder about as often as you are the defender. The interesting row is the last one, because it is the only difficulty in the table set by the ship rather than by the task: the Security package defines it, and Very Difficult (−4) is only what it typically comes to.

Granting crew authorisation to someone is the quiet one on the list. It is only Difficult (−2), and it does not break anything: it makes the intruder a person the ship believes belongs there, which then opens every intelligent lock in the Restricted Access table without a further throw.

Surface travel

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Moving about on a world once you are down.

Once you are down and in a civilised area, regular services are usually available for a few credits and will carry you wherever you are going — anything from a rickshaw to a maglev bullet train. Assume a basic cost of 1D6X5 Credits per day of travel.

Basic cost of surface travel
1D6X5 Credits per day of travel

In the course of an adventure you may ride aboard steam ships, dirigibles, submersibles, grav speeders or living mounts, depending on what the world has. Costs for all of it are fairly negligible — that is the point of the flat daily figure, which exists so nobody has to price a taxi.

If you would rather use a vehicle of your own, this cost does not apply. What you need instead is a suitable vehicle actually available to you, which on a low-technology or thinly-populated world is the harder half of the problem.

Common vessels

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The ships you actually meet, and their statistics.

These are the starships and other vessels you commonly meet. They are not the only types that exist, and a referee is encouraged to bring in ships of their own creation or from other sources — but the catalogue is where to look first, because every hull in it is already a complete, buildable design with a printed price.

There are twenty-four of them: eighteen starships, which all carry a jump drive except the two that are explicitly non-jump-capable, and six small craft. Each one gets its own entry here, so you can look up a single ship without reading the rest.

The six small craft are the common designs found nearly everywhere. None of them mounts a jump drive, all of them carry one week of power plant fuel, and their drive letters come from the small-craft series rather than the starship one — which is why a small craft’s drive letter is written with a leading lower-case s.

What every entry tells you
LineWhat it means
Tech levelThe technology level the design is stated at, printed in front of the vessel’s name.
HullDisplacement in tons, with the hull and structure points that go with it.
ConfigurationStandard, streamlined or distributed. This is what decides the landing penalties.
ArmourThe material and how many points of it, where any is fitted.
DrivesJump drive, manoeuvre drive and power plant, each as a drive letter.
PerformanceThe jump number and the acceleration in G those drives produce.
Fuel tankageTons carried, and what that is stated to support in weeks of power plant operation and in jumps.
Computer and sensorsThe computer model, and the sensor suite with its DM.
AccommodationStaterooms, low berths and emergency low berths.
Hardpoints and fire controlHow many weapon mounts the hull has, and the tonnage committed to controlling them.
WeaponsWhat is actually installed, if anything, and the ammunition carried.
ScreensDefensive systems such as meson screens and nuclear dampers, on the hulls large enough to mount them.
Small craftHangars and the craft they carry, included in the price of the hull that carries them.
Special featuresExtras such as fuel processors, escape pods, armouries, probe drones or fuel scoops, where any are fitted.
CargoCargo capacity in tons.
CrewThe crew the ship requires, and the itemised posts that make it up.
Frozen WatchLow berths carrying pre-assigned replacement personnel, revived between battles to make good crew losses.
PassengersWhat the ship can carry beyond its crew.
Annual budgetThe yearly running cost — maintenance, mortgage, life support, fuel and crew salaries — separate from the purchase price.
CostThe price including discounts and fees, and how many weeks the hull takes to build.

Asteroid Miner

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A working hull built to cut and carry rock.

A TL9 working hull, frequently used to exploit the abundant riches found in planetoid belts. It is a 200-ton jump-1 ship with a mining drone and a smelter aboard, which is what separates it from an ordinary small trader of the same displacement.

Asteroid Miner
LineValue
Tech levelTL9
Hull200-ton hull, 4 Hull, 4 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive A, manoeuvre drive A, power plant A
PerformanceJump-1 and 1-G acceleration
Fuel tankage44 tons, supporting the power plant for four weeks and two Jump-1 jumps
Computer and sensorsComputer Model 2 adjacent to the bridge; Basic Civilian sensors (DM-2)
AccommodationThree staterooms and five low berths
Hardpoints and fire controlTwo hardpoints, two tons allocated to fire control
WeaponsNone stated as installed
Special featuresThree escape pods, three tons of fuel processors (60 tons of unrefined fuel into refined fuel per day), fuel scoops, a mining drone and a smelter
Cargo84 tons
CrewThree: one pilot, one navigator and one engineer. If weapons are installed, two gunners as well
PassengersThree additional passengers at double occupancy (one with gunners) and five low passengers
CostMCr33.219 including discounts and fees; 44 weeks to build

Two things make this hull work as a belt ship. The tankage covers two jump-1 jumps rather than one, so it can go out and come back without refuelling at the far end; and the three tons of fuel processors turn 60 tons of unrefined fuel a day into refined, so ice taken off a rock in the belt is jump-safe by the time you leave.

Arming it costs you passengers. The hull has two hardpoints and two tons of fire control fitted but nothing installed on them, and putting weapons up requires two gunners — who come out of the three passenger berths, leaving one.

Corvette

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A small warship, fast and lightly armed.

A TL11 warship of 300 tons, given as an example of a frigate commonly found in operation within an interstellar polity. It is fast for its size — 6-G on a jump-2 hull — and carries ten marines and four detention cells, so it is built to stop other ships rather than to fight fleets.

Corvette
LineValue
Tech levelTL11
Hull300-ton hull, 6 Hull, 6 Structure
ConfigurationStandard, armoured with Crystaliron (8 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive C, manoeuvre drive J, power plant J
PerformanceJump-2 and 6-G acceleration
Fuel tankage96 tons, supporting four weeks of power plant operation and one Jump-2 jump
Computer and sensorsComputer Model 3/fib; Advanced sensors (DM+1)
AccommodationNine staterooms and five emergency low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control
WeaponsTwo triple turrets armed with missiles and one triple turret armed with beam lasers; 120 smart missiles carried as ammunition
Special featuresAn armoury, four detention cells, five tons of fuel processors (100 tons per day) and fuel scoops
Cargo25 tons
Crew18: one commanding officer, one pilot, one navigator, two engineers, three gunners and ten marines
PassengersUp to four additional passengers, as prisoners in the detention cells
CostMCr194.445 including discounts and fees; 52 weeks to build

Note what the accommodation is doing. Nine staterooms have to hold eighteen crew, which only works at double occupancy, and the only berths for anyone else are the four detention cells — so the four passengers this hull can carry are prisoners by construction, not paying ones.

It carries one jump of fuel and no more. That is the standing constraint on a patrol hull: it can chase you across a system all day at 6-G, but it can only follow you one jump before it has to refuel.

Courier

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A minimal hull built around a jump drive.

A TL9 hull of 100 tons used to move critical information, vital cargo or essential personnel — or by anyone who wants fast, affordable interstellar transport. It is the smallest useful jump-2 ship in the catalogue and is essentially a drive, a tank and four cabins.

Courier
LineValue
Tech levelTL9
Hull100-ton hull, 2 Hull, 2 Structure
ConfigurationStreamlined, armoured with Titanium Steel (2 points)
DrivesJump drive A, manoeuvre drive B, power plant B
PerformanceJump-2 and 4-G acceleration
Fuel tankage28 tons, supporting the power plant and one Jump-2 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationFour staterooms and one emergency low berth
Hardpoints and fire controlOne hardpoint, one ton allocated to fire control, but no weapons installed
Special featuresTL11 Jump Control/2 software, two tons of fuel processors (40 tons per day) and fuel scoops
Cargo16 tons
CrewThree: one pilot, one navigator and one engineer. If weapons are installed, one gunner as well
PassengersFive passengers at double occupancy (four with gunners) and four emergency low passengers
CostMCr35.928 including discounts and fees; 36 weeks to build

The streamlined hull and the fuel scoops are the reason this ship is affordable to run. It can skim a gas giant for free unrefined fuel and then refine it aboard at 40 tons a day, which for a 28-ton tank means it is topped up and jump-safe inside a single day.

Destroyer

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A line warship for escort and patrol.

A TL11 line warship of 800 tons, serving primarily as an escort for cruisers and dreadnoughts and as a support ship in fleet actions. Eight hardpoints on a hull this size makes it the most heavily armed thing in the catalogue that is not a capital ship.

Destroyer
LineValue
Tech levelTL11
Hull800-ton hull, 16 Hull, 16 Structure
ConfigurationStandard, armoured with Crystaliron (11 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive D, manoeuvre drive M, power plant M
PerformanceJump-2 and 4-G acceleration
Fuel tankage368 tons, supporting four weeks of power plant operation and two Jump-2 jumps
Computer and sensorsComputer Model 3/fib; Advanced sensors (DM+1)
AccommodationTwelve staterooms and six emergency low berths
Hardpoints and fire controlEight hardpoints, eight tons allocated to fire control
WeaponsTwo triple turrets armed with missiles and six triple turrets armed with beam lasers; 360 smart missiles carried as ammunition
Small craftA hangar carrying a ship’s boat, also included in the ship’s cost
Special featuresOne armoury, 23 escape pods, nineteen tons of fuel processors (380 tons per day) and fuel scoops
Cargo50.5 tons
CrewStated as 23, itemised as one commanding officer, one pilot, one navigator, three engineers, eight gunners, one small craft pilot and ten marines
PassengersCannot carry any additional passengers
CostMCr422.775 including discounts and fees; 92 weeks to build

This is one of only three hulls in the catalogue whose tankage covers two jumps rather than one, which is what makes it an escort rather than a picket: it can follow the ships it is protecting out and back without a refuelling stop in between.

Dreadnought

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The heaviest hull a fleet fields.

A TL14 capital ship of 5,000 tons, the largest and most heavily armed type within an interstellar polity, rarely deployed outside wartime. Fifty hardpoints, a crew of 223 and a further 112 people frozen as replacements — this is the only hull in the catalogue that carries its own casualties in advance.

Dreadnought
LineValue
Tech levelTL14
Hull5000-ton hull, 100 Hull, 100 Structure, divided into two sections of 50 Hull, 50 Structure each
ConfigurationStandard, armoured with Bonded Superdense (14 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive Z, manoeuvre drive Z and power plant Z
PerformanceJump-2 and 2-G acceleration
Fuel tankage1,096 tons, supporting four weeks of power plant operation and one Jump-2 jump
Computer and sensorsComputer Model 6/fib; Very Advanced sensors (DM+2)
Accommodation101 staterooms, barracks for 60 troops, 223 low berths for the Frozen Watch and 56 emergency low berths
Hardpoints and fire controlFifty hardpoints, fifty tons allocated to fire control
WeaponsTen fusion gun bays, five missile bays and 35 triple turrets armed with beam lasers; 3,600 smart missiles carried as ammunition for the missile bays
ScreensTwo: a meson screen and a nuclear damper
Small craft22 hangars — 20 holding fighters and two carrying cutters, all included in the ship’s cost
Special featuresSix armouries, 223 escape pods, 54 tons of fuel processors (1,080 tons per day) and fuel scoops
Cargo412 tons
Crew223: one commanding officer, one executive officer, one computer officer, two navigation officers, one medical officer, one communications officer, 23 flight officers, one engineering officer, seven gunnery officers, nineteen support staff, 22 flight mechanics, three engineers, fifteen service crew, 66 gunnery crew, 60 ship’s troops
Frozen Watch112 individuals in low berths as replacement personnel for casualties and battle losses; between battles they can be revived to restore lost crew
PassengersCannot carry any additional passengers
CostMCr2,768.145 including discounts and fees; 428 weeks to build

The divided hull is the detail that matters in a fight. Its 100 Hull and 100 Structure are split into two sections of 50 and 50, so damage is taken against a section rather than against the whole ship — no other hull in the catalogue is stated that way.

The Frozen Watch is 112 people in 223 berths, so the berths are not full. That is spare capacity rather than a contradiction: the ship is built to freeze more replacements than it currently carries, and 223 is also exactly its crew and its escape pod count.

Everything about the endurance is a fleet assumption. It carries one jump of fuel and four weeks of power on a hull that takes 428 weeks to build, which is a ship designed to be brought to a war by its navy rather than to wander.

Frontier Trader

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A small trader built for thin routes.

A TL9 trader of 300 tons, generally met along an interstellar polity border and in systems off the major trade routes. It is one of the two hulls in the catalogue built for a player crew: 25 staterooms, twelve low berths, 75 tons of cargo and enough guns to survive the run.

Frontier Trader
LineValue
Tech levelTL9
Hull300-ton hull, 6 Hull, 6 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive B, manoeuvre drive C, power plant C
PerformanceJump-1 and 2-G acceleration
Fuel tankage42 tons, supporting the power plant for four weeks and one Jump-1 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
Accommodation25 staterooms and twelve low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control
WeaponsTwo triple turrets armed with pulse lasers and one triple turret armed with sandcasters; 100 canisters carried as ammunition for the sandcaster turrets
Special featuresThree tons of fuel processors (60 tons per day) and fuel scoops
Cargo75 tons
CrewEight: one pilot, one navigator, one engineer, three gunners and two stewards
Passengers21 high passengers or 42 middle passengers at double occupancy, and twelve low passengers
CostMCr82.314 including discounts and fees; 13 weeks to build

The armament is defensive on purpose. Two turrets of pulse lasers and one of sandcasters is a fit for shrugging off a raider rather than for taking a ship, and the two stewards in the crew tell you what the hull is really for — this is a passenger business with guns on it.

Heavy Cruiser

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A capital hull short of a dreadnought.

A TL11 multi-purpose warship of 2,000 tons, used for a variety of independent missions and not commonly deployed in peacetime except on the occasional manoeuvres. Twenty hardpoints and fourteen small craft make it a capital ship in everything but name.

Heavy Cruiser
LineValue
Tech levelTL11
Hull2000-ton hull, 40 Hull, 40 Structure
ConfigurationStandard, armoured with Crystaliron (11 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive N, manoeuvre drive N, power plant N
PerformanceJump-2 and 2-G acceleration
Fuel tankage452 tons, supporting four weeks of power plant operation and one Jump-2 jump
Computer and sensorsComputer Model 3/fib; Advanced sensors (DM+1)
Accommodation42 staterooms and 20 emergency low berths
Hardpoints and fire controlTwenty hardpoints, twenty tons allocated to fire control
WeaponsFour missile bays and sixteen triple turrets armed with pulse lasers; 2160 smart missiles carried as ammunition for the missile bays
Small craft14 hangars — twelve holding fighters and two carrying cutters, all included in the ship’s cost
Special featuresThree armouries, 79 escape pods, 23 tons of fuel processors (460 tons per day) and fuel scoops
Cargo152.5 tons
CrewStated as 79, itemised as four commanding officers, one pilot, one navigator, nine engineers, twenty gunners, fifteen small craft pilots and thirty marines
PassengersCannot carry any additional passengers
CostMCr1,146.915 including discounts and fees; 47 weeks to build

Fifteen small craft pilots for fourteen hangars, and thirty marines aboard, is what "independent missions" means in practice. The hull is designed to arrive somewhere alone and put people and fighters into a system, rather than to hold a line beside other ships.

Light Cruiser

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A cruiser traded down for speed and reach.

A TL11 warship of 1,000 tons for the same wide variety of independent missions as its heavier sibling. It carries less firepower than a heavy cruiser but is generally faster and more manoeuvrable — 3-G against the heavy cruiser’s 2-G, on half the displacement.

Light Cruiser
LineValue
Tech levelTL11
Hull1000-ton hull, 20 Hull, 20 Structure
ConfigurationStandard, armoured with Crystaliron (11 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive H, manoeuvre drive L, power plant L
PerformanceJump-2 and 3-G acceleration
Fuel tankage344 tons, supporting four weeks of power plant operation and one Jump-2 jump
Computer and sensorsComputer Model 3/fib; Advanced sensors (DM+1)
Accommodation23 staterooms and 11 emergency low berths
Hardpoints and fire controlTen hardpoints, ten tons allocated to fire control
WeaponsOne particle beam bay, three triple turrets armed with missiles and six triple turrets armed with beam lasers; 540 smart missiles carried as ammunition for the missile turrets
Small craftFive hangars — four holding fighters and one carrying a ship’s boat, all included in the ship’s cost
Special featuresTwo armouries, 43 escape pods, eighteen tons of fuel processors (360 tons per day) and fuel scoops
Cargo53 tons
Crew43: two commanding officers, one pilot, one navigator, four engineers, ten gunners, five small craft pilots and twenty marines
PassengersCannot carry any additional passengers
CostMCr597.870 including discounts and fees; 27 weeks to build

The ten hardpoints are split three ways — a bay, missile turrets and laser turrets — which is a hull meant to answer several kinds of target rather than to specialise. The particle beam bay is the reason it is a cruiser rather than a large frigate.

Merchant Freighter

#

Bulk cargo, and not much else.

A TL9 hull of 400 tons, frequently used to haul cargo along major trade routes. Two hundred and sixty-one tons of that displacement is cargo — nearly two thirds of the ship, and far more than any other starship here gives over to a hold. This one is a hold with a drive attached.

Merchant Freighter
LineValue
Tech levelTL9
Hull400-ton hull, 8 Hull, 8 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive B, manoeuvre drive B, power plant B
PerformanceJump-1 and 1-G acceleration
Fuel tankage48 tons, supporting the power plant for four weeks and one Jump-1 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationFour staterooms and two emergency low berths
Hardpoints and fire controlFour hardpoints, four tons allocated to fire control, but no weapons installed
Special featuresThree tons of fuel processors (60 tons per day) and fuel scoops
Cargo261 tons
CrewThree: one pilot, one navigator and one engineer. If weapons are installed, four gunners as well
PassengersTwo high passengers or four middle passengers at double occupancy, none with gunners, and eight emergency low passengers
CostMCr59.814 including discounts and fees; 60 weeks to build

The passenger line states the cost of arming it more plainly than any other entry: two high passengers, or none at all once four gunners are aboard. On a hull with four staterooms, the four hardpoints and the passenger business are mutually exclusive.

It is slow in both senses — 1-G and jump-1 — and that is the trade the design makes. Four hundred tons of hull moved by the smallest drives that will shift it is what buys 261 tons of cargo, and a freight business is paid by the ton rather than by the parsec.

Merchant Liner

#

Passengers first, cargo second.

A TL9 hull of 300 tons and a popular method of interstellar transport along the major trade routes. Thirty-five staterooms and 20 low berths on a hull with seven crew makes this the catalogue’s dedicated passenger ship — it carries almost nothing else.

Merchant Liner
LineValue
Tech levelTL9
Hull300-ton hull, 6 Hull, 6 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive B, manoeuvre drive B, power plant B
PerformanceJump-1 and 1-G acceleration
Fuel tankage38 tons, supporting the power plant for four weeks and one Jump-1 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
Accommodation35 staterooms and 20 low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control, but no weapons installed
Special featuresTwo tons of fuel processors (40 tons per day) and fuel scoops
Cargo46 tons
CrewSeven: one pilot, one navigator, one engineer and four stewards
Passengers31 high passengers or 62 middle passengers at double occupancy, and 20 low passengers
CostMCr70.209 including discounts and fees; 52 weeks to build

Four of the seven crew are stewards, and that ratio is the design. The number of high passengers a ship can actually look after is set by Steward skill rather than by the number of staterooms, so a liner that fills 31 high berths needs the stewards to go with them.

It has three hardpoints and three tons of fire control fitted and nothing installed on them, and no gunner clause in the crew line. A liner running a settled route is not expected to shoot back.

Merchant Trader

#

The general-purpose free trader.

A TL9 hull of 200 tons, frequently met along well-established trade routes. This is the general-purpose free trader and the other of the two hulls a player crew is likely to own: three crew, ten staterooms, twenty low berths and 85 tons of cargo.

Merchant Trader
LineValue
Tech levelTL9
Hull200-ton hull, 4 Hull, 4 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive A, manoeuvre drive A, power plant A
PerformanceJump-1 and 1-G acceleration
Fuel tankage24 tons, supporting the power plant for four weeks and one Jump-1 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationTen staterooms and twenty low berths
Hardpoints and fire controlTwo hardpoints, two tons allocated to fire control
Special featuresTwo tons of fuel processors (40 tons per day) and fuel scoops
Cargo85 tons
CrewThree: one pilot, one navigator and one engineer. If weapons are installed, two gunners as well; ships may also wish to carry a medic and a steward
PassengersEight high passengers or 16 middle passengers at double occupancy — seven high or 14 middle with gunners — and twenty low passengers
CostMCr34.929 including discounts and fees; 44 weeks to build

The twenty low berths against ten staterooms is what makes this hull earn on thin routes. Low passages are cheap and the berths are already fitted, so a run that could not fill eight high berths can still fill twenty cold ones.

The crew line is the only one in the catalogue that suggests posts rather than requiring them: a medic and a steward are named as people a ship may wish to carry. Neither is in the required three, and both come out of the passenger berths if you hire them.

Patrol Frigate

#

A long-endurance hull for system patrol.

A TL11 hull of 300 tons that performs routine star system patrols within an interstellar polity. It is the Corvette’s slower cousin — 4-G rather than 6-G — and spends the tonnage on two fighters in hangars instead.

Patrol Frigate
LineValue
Tech levelTL11
Hull300-ton hull, 6 Hull, 6 Structure
ConfigurationStandard, armoured with Crystaliron (8 points), with a stealth coating that absorbs radar and lidar beams and disguises heat emissions
DrivesJump drive C, manoeuvre drive F, power plant F
PerformanceJump-2 and 4-G acceleration
Fuel tankage84 tons, supporting four weeks of power plant operation and one Jump-2 jump
Computer and sensorsComputer Model 3/fib; Advanced sensors (DM+1)
AccommodationTen staterooms and five emergency low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control
WeaponsTwo triple turrets armed with missiles and one triple turret armed with beam lasers; 120 smart missiles carried as ammunition
Small craftTwo hangars, each holding a fighter, also included in the ship’s cost
Special featuresAn armoury, five tons of fuel processors (100 tons per day) and fuel scoops
Cargo23 tons
Crew20: one commanding officer, one pilot, one navigator, two engineers, three gunners, two fighter pilots and ten marines
PassengersCannot carry any additional passengers
CostMCr180.675 including discounts and fees; 52 weeks to build

The two fighters change what a patrol can cover. A single hull can only be in one place; a hull with two fighters aboard can watch three points of a system at once, and that is what this design buys with the two G of acceleration it gives up against the otherwise comparable 300-ton Corvette.

It carries no passengers at all and only 23 tons of cargo. Ten staterooms for a crew of twenty means the whole hull is at double occupancy with nothing spare — there is no room aboard for anyone the patrol picks up except in the five emergency low berths.

Raider

#

Built to take ships and leave.

A TL9 hull of 600 tons, frequently used by mercenary groups and pirates to raid target systems. Six triple turrets of beam lasers, ten marines, three small craft and 125 tons of hold: it is built to catch a ship, take what it is carrying, and leave.

Raider
LineValue
Tech levelTL9
Hull600-ton hull, 6 Hull, 6 Structure
ConfigurationStandard, armoured with Titanium Steel (8 points)
DrivesJump drive M, manoeuvre drive D, power plant M
PerformanceJump-1 and 4-G acceleration
Fuel tankage108 tons, supporting four weeks of power plant operation and one Jump-1 jump
Computer and sensorsComputer Model 2/fib; Basic Civilian sensors (DM-2)
AccommodationTwelve staterooms and six emergency low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control
WeaponsSix triple turrets armed with beam lasers
Small craftThree hangars — two holding fighters and one holding a ship’s boat, also included in the ship’s cost
Special featuresAn armoury, four security containment cells (equivalent to half of a stateroom each), six tons of fuel processors (120 tons per day) and fuel scoops
Cargo125 tons
CrewStated as 24, itemised as one commanding officer, one pilot, one navigator, two engineers, six gunners, two small craft pilots and ten marines
PassengersUp to four additional passengers, as prisoners in the security containment cells
CostMCr310.851 including discounts and fees; 76 weeks to build

Research Vessel

#

Laboratories, sensors and endurance.

A TL9 hull of 200 tons, popular with academic professors and independent researchers. Reasonably inexpensive to run, it can operate on an annual budget of MCr3.25 — the only entry in the catalogue that prints a running cost as well as a purchase price.

Research Vessel
LineValue
Tech levelTL9
Hull200-ton hull, 4 Hull, 4 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive A, manoeuvre drive A, power plant A
PerformanceJump-1 and 1-G acceleration
Fuel tankage24 tons, supporting the power plant for four weeks and one Jump-1 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationSix staterooms and three emergency low berths
Hardpoints and fire controlTwo hardpoints, two tons allocated to fire control
Small craftTwo hangars, each holding a life boat/launch, also included in the ship’s cost
Special features15 probe drones, six laboratories, two tons of fuel processors (40 tons per day) and fuel scoops
Cargo29 tons
CrewNine: one pilot, one navigator, one engineer and six scientists. If weapons are installed, two gunners as well
PassengersThree passengers at double occupancy (one with gunners) and twelve emergency low passengers
Annual budgetMCr3.25, including maintenance, mortgage, life support, fuel costs and crew salaries
CostMCr73.809 including discounts and fees; 44 weeks to build

Six of the nine crew are scientists, matching the six laboratories, and the two launches in the hangars are named as life boats as well — a research hull spends most of its time somewhere nobody is coming to help, and the design says so twice.

Survey Vessel

#

Mapping systems nobody has mapped.

A TL11 hull of 300 tons that lets an interstellar polity continually resurvey its own territory — maintaining navigation charts and beacons, and helping patrol the borders and frontiers for problems such as enemy warships or pirate raiders. It is a research ship that is allowed to shoot back.

Survey Vessel
LineValue
Tech levelTL11
Hull300-ton hull, 6 Hull, 6 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (2 points)
DrivesJump drive B, manoeuvre drive C, power plant C
PerformanceJump-1 and 2-G acceleration
Fuel tankage72 tons, supporting the power plant for four weeks and two Jump-1 jumps
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationEight staterooms and four emergency low berths
Hardpoints and fire controlThree hardpoints, three tons allocated to fire control
WeaponsThree triple turrets armed with beam lasers
Small craftTwo hangars, each holding a life boat/launch, also included in the ship’s cost
Special features20 probe drones, six laboratories, four tons of fuel processors (80 tons per day) and fuel scoops
Cargo39 tons
CrewFourteen: one commanding officer, one pilot, one navigator, one engineer, one medic, three gunners and six scientists
PassengersTwo passengers at double occupancy and sixteen emergency low passengers
CostMCr120.969 including discounts and fees; 52 weeks to build

Two jumps of fuel is the line that makes this a survey hull rather than a laboratory. Only three ships in the catalogue carry it, and it means this one can reach an unmapped system and get home again without needing the far end to have a starport.

It also carries a medic in the required crew, which almost nothing else in the catalogue does. A ship whose job is to be the first one somewhere cannot assume there is help at the destination.

System Defense Boat

#

No jump drive, and everything else.

A TL9 non-jump-capable spaceship of 400 tons, commonly used to defend the vital points of a star system. Take the jump drive out of a warship and what you get back is acceleration and hold: this one manages 6-G and 109 tons of cargo on a hull the size of a freighter.

System Defense Boat
LineValue
Tech levelTL9
Hull400-ton hull, 8 Hull, 8 Structure
ConfigurationStreamlined configuration, armoured with Titanium Steel (8 points)
DrivesManoeuvre drive M and power plant M. No jump drive — the ship is non-jump-capable
Performance6-G acceleration
Fuel tankage48 tons, supporting the power plant for four weeks
Computer and sensorsComputer Model 2/fib; Basic Civilian sensors (DM-2)
AccommodationTen staterooms and five emergency low berths
Hardpoints and fire controlFour hardpoints, four tons allocated to fire control
WeaponsTwo triple turrets armed with missiles and two triple turrets armed with beam lasers; 360 smart missiles carried as ammunition
Special featuresAn armoury, three tons of fuel processors (60 tons per day) and fuel scoops
Cargo109 tons
CrewEighteen: one commanding officer, one pilot, two engineers, four gunners and ten marines
PassengersCannot carry any additional passengers
CostMCr171.574 including discounts and fees; 60 weeks to build

There is no navigator in the crew, and that follows from having no jump drive: a navigator’s job in these rules is plotting jumps, and this ship never makes one. It is also the reason the entry names no jumps supported by its tankage — the 48 tons are four weeks of power and nothing else.

A streamlined hull on a system defence boat means it can come down into an atmosphere and put back up again, which is what lets one of these sit on a world rather than in orbit and still answer a threat anywhere in the system at 6-G.

System Monitor

#

A heavy hull that never leaves its system.

A TL9 non-jump-capable warship of 1,000 tons, used to defend strategic locations within a star system. It has more firepower and defensive capability than a System Defense Boat, and is much more expensive — ten hardpoints and nine small craft against the boat’s four and none.

System Monitor
LineValue
Tech levelTL9
Hull1000-ton hull, 20 Hull, 20 Structure
ConfigurationStandard configuration, armoured with Titanium Steel (9 points)
DrivesManoeuvre drive and power plant X. No jump drive — the ship is non-jump-capable
Performance6-G acceleration
Fuel tankage88 tons, supporting four weeks of power plant operation
Computer and sensorsComputer Model 2/fib; Basic Civilian sensors (DM-2), in keeping with its TL9 design
Accommodation24 staterooms and 12 emergency low berths
Hardpoints and fire controlTen hardpoints, ten tons allocated to fire control
WeaponsOne particle beam bay, three triple turrets armed with missiles, three triple turrets armed with pulse lasers and three triple turrets armed with particle beams; 1080 smart missiles carried as ammunition for the missile turrets
Small craftNine hangars — eight holding fighters and one carrying a ship’s boat, all included in the ship’s cost
Special featuresTwo armouries, 45 escape pods, five tons of fuel processors (100 tons per day) and fuel scoops
Cargo123.5 tons
Crew45: two commanding officers, one pilot, three engineers, ten gunners, nine small craft pilots and twenty marines
PassengersCannot carry any additional passengers
CostMCr610.461 including discounts and fees; 108 weeks to build

Like the defence boat it carries no navigator, and for the same reason. What it does carry is nine small craft pilots for nine hangars and twenty marines, which is a hull meant to hold a place rather than to patrol between them.

Yacht

#

A private hull, comfortable and unarmed.

A TL9 hull of 100 tons and the smallest civilian starship commonly encountered. Used by nobles, dignitaries and other officials, it provides luxurious transport for a celebrity and their entourage — six staterooms, two of them combined into a suite, on a jump-2 hull.

Yacht
LineValue
Tech levelTL9
Hull100-ton hull, 2 Hull, 2 Structure
ConfigurationStreamlined, armoured with Titanium Steel (2 points)
DrivesJump drive A, manoeuvre drive A, power plant A
PerformanceJump-2 and 2-G acceleration
Fuel tankage24 tons, supporting the power plant and one Jump-2 jump
Computer and sensorsComputer Model 2; Basic Civilian sensors (DM-2)
AccommodationSix staterooms, two of which are combined into a luxurious suite, and three emergency low berths
Hardpoints and fire controlOne hardpoint, one ton allocated to fire control, but no weapons installed
Special featuresTL11 Jump Control/2 software, two tons of fuel processors (40 tons per day), fuel scoops and two tons of luxuries, effectively replacing the need for a steward
Cargo12 tons
CrewThree: one pilot, one navigator and one engineer. If weapons are installed, one gunner as well
PassengersOne noble and five passengers at double occupancy (four with gunners) and twelve emergency low passengers. Filling the suite to its maximum capacity would add three more passengers
CostMCr26.388 including discounts and fees; 36 weeks to build

Two tons of luxuries effectively replacing a steward is the only place in the catalogue where equipment stands in for a crew post. On a hull with three crew and six passengers, that is what makes the yacht a private ship rather than a very small liner.

Cutter

#

A modular small craft, whatever the module is.

A TL 9 small craft of 50 tons, designed to take a sealed 30-ton module from surface to orbit. It is the only configurable vessel in the catalogue: the module decides what the craft is for, and you can change it.

Cutter
LineValue
Tech levelTL 9
Hull50-ton hull, 1 Hull, 1 Structure
ConfigurationStandard, and no additional armour has been installed
DrivesManoeuvre drive sK and power plant sK. No jump drive
Performance4-G acceleration
Fuel tankage1.3 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1; Standard sensors (-4)
AccommodationA one-man control cabin and additional cabin space for one passenger
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control; no weapons pre-installed
Special featuresA 30-ton module berth, into which one of a variety of specialized modules can be installed
Cargo1.3 tons
CrewOne: Pilot
PassengersOne additional passenger in the control cabin
CostMCr24.305 including discounts and fees, NOT including module costs; 32 weeks to build
Cutter Module Options
Module TypeCost (MCr)Notes
Cargo1.5Cargo (29 tons), 1 airlock
Commuter2.5Cabin (18 people), 1 airlock, 1 small fresher/kitchenette
Fuel1.25Fuel tankage (28.5 tons), Fuel processors (1.5 tons)
Laboratory8Laboratory (7 scientists), 2 airlocks
Low Berth Transport458 low berths, 1 airlock
Luxury Suites4.57 staterooms, 2 airlocks
Prison Transport4.514 detention cells, 1 airlock
Vehicular Transport6.75Hangar (23 tons of vehicles), allows repairs/maintenance

The price line is the one to read carefully. Every other vessel in the catalogue prints a price that is the whole ship; this one explicitly excludes the module, so the real cost of a cutter is MCr24.305 plus whichever row of the table you fit — from MCr1.25 for the fuel module to MCr8 for the laboratory.

Fighter

#

One pilot, one weapon, no endurance.

A TL 9 small craft of 10 tons, a short-range combat vessel used primarily in system defence and in large-scale naval engagements. It is one pilot, one pulse laser and 6-G, with no cargo and no endurance beyond the week of power in its tank.

Fighter
LineValue
Tech levelTL 9
Hull10-ton hull, 0 Hull, 1 Structure
ConfigurationStreamlined, and no additional armour has been installed
DrivesManoeuvre drive sC and power plant sL. No jump drive
Performance6-G acceleration
Fuel tankage1.5 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1/fib; Standard sensors (-4)
AccommodationA one-man cockpit
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control
WeaponsA fixed mount single turret armed with a pulse laser
Special featuresFuel scoops
CargoNo cargo capacity
CrewOne: Pilot
PassengersCannot carry any additional passengers
CostMCr10.841 including discounts and fees; 28 weeks to build

Zero Hull and one Structure is as thin as anything in the catalogue gets — the Launch, Pinnace and Ship’s Boat are stated the same way, and no vessel here is thinner. A fighter does not absorb damage; it avoids it at 6-G, and anything that connects with one is likely to finish it.

It is the only small craft here with a weapon installed and the only one with fuel scoops, which together tell you it is expected to operate from a carrier: fight, refuel from whatever the fleet is skimming, and go again. Print never uses “special features” phrasing for this hull — it states “This ship comes equipped with fuel scoops” as a plain sentence, where the Launch, Pinnace, Ship’s Boat and Shuttle instead explicitly print “There are no special features on this ship.” The Special features row above groups the Fighter’s fuel scoops under that heading as this corpus’s own schema choice, not a restatement of how print itself frames it.

Launch

#

A small utility craft for short hops.

A TL 9 small craft of 20 tons, designed for basic transportation needs and sometimes used as a lifeboat in the event of an emergency in deep space. It is the cheapest vessel in the catalogue at MCr4.797 and the slowest small craft at 1-G.

Launch
LineValue
Tech levelTL 9
Hull20-ton hull, 0 Hull, 1 Structure
ConfigurationStandard, and no additional armour has been installed
DrivesManoeuvre drive sA and power plant sA. No jump drive
Performance1-G acceleration
Fuel tankage0.4 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1; Standard sensors (-4)
AccommodationA two-man control cabin
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control; no weapons pre-installed
Special featuresNone
Cargo10.9 tons
CrewOne: Pilot
PassengersCannot carry any additional passengers
CostMCr4.797 including discounts and fees; 29 weeks to build

Its lifeboat role is where the two-man control cabin matters: the craft needs one pilot and carries no passengers, so the second seat is the survivor. Two of these are what the Research Vessel and the Survey Vessel carry in their hangars.

Ten point nine tons of cargo on a 20-ton hull is more than half its displacement, which for a craft this cheap makes it the workhorse for moving things between a ship in orbit and a surface that has no port.

Pinnace

#

A larger ship boat with real range.

A TL 9 small craft of 40 tons that primarily serves as cargo transport on an interplanetary scale. It carries 25 tons at 5-G, which makes it the fast option for moving a real load across a system.

Pinnace
LineValue
Tech levelTL 9
Hull40-ton hull, 0 Hull, 1 Structure
ConfigurationStandard, and no additional armour has been installed
DrivesManoeuvre drive sK and power plant sL. No jump drive
Performance5-G acceleration
Fuel tankage1.5 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1; Standard sensors (-4)
AccommodationA one-man control cabin
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control; no weapons pre-installed
Special featuresNone
Cargo25 tons
CrewOne: Pilot
PassengersCannot carry any additional passengers
CostMCr18.567 including discounts and fees; 31 weeks to build

The pinnace and the shuttle are the same idea at two price points. This one is faster and smaller; the shuttle carries nearly three times the cargo at 3-G for about MCr7 more, and the choice between them is entirely whether the load or the clock is the problem.

Ship's Boat

#

The standard small craft carried aboard.

A TL 9 small craft of 30 tons, a general-purpose design meant to cover a range of tasks. At 6-G with 16.7 tons of cargo it is the compromise craft, and it is what most of the armed hulls in this catalogue carry in their hangars.

Ship's Boat
LineValue
Tech levelTL 9
Hull30-ton hull, 0 Hull, 1 Structure
ConfigurationStandard, and no additional armour has been installed
DrivesManoeuvre drive sJ and power plant sJ. No jump drive
Performance6-G acceleration
Fuel tankage1.2 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1; Standard sensors (-4)
AccommodationA one-man control cabin
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control; no weapons pre-installed
Special featuresNone
Cargo16.7 tons
CrewOne: Pilot
PassengersCannot carry any additional passengers
CostMCr16.677 including discounts and fees; 30 weeks to build

It is the only small craft that reaches 6-G while still carrying a useful hold. That combination is why the Destroyer, Light Cruiser, Raider and System Monitor all carry one — a hull that can move people or cargo at a warship’s acceleration is worth a hangar bay.

Shuttle

#

Surface to orbit, and back.

A TL 9 small craft of 90 tons that provides significantly more cargo transport capacity than the less expensive pinnace, at the cost of slower performance. It moves 67.4 tons at 3-G, which is the largest hold on anything in the catalogue that cannot jump and is not a warship.

Shuttle
LineValue
Tech levelTL 9
Hull90-ton hull, 1 Hull, 1 Structure
ConfigurationStandard, and no additional armour has been installed
DrivesManoeuvre drive sN and power plant sN. No jump drive
Performance3-G acceleration
Fuel tankage1.9 tons, supporting the power plant for one week
Computer and sensorsComputer Model 1; Standard sensors (-4)
AccommodationA two-man control cabin
Hardpoints and fire controlOne hardpoint, one ton allocated for fire control; no weapons pre-installed
Special featuresNone
Cargo67.4 tons
CrewTwo: two pilots
PassengersOne additional passenger in the control cabin
CostMCr25.587 including discounts and fees; 35 weeks to build

It is the only small craft here that requires two crew, and the only one besides the Cutter that carries a passenger — the third seat in a two-man cabin. Everything else in the small craft half of the catalogue is a single pilot alone.