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About Small Craft
Small craft are Scale 2 and Scale 3 vehicles without a Slipstream Drive. Scale 2 covers light shuttles, landers, and skiffs; Scale 3 covers fighters and boarding craft. They travel between systems aboard a parent ship, launch from its bays and cradles, and work within one system for as long as their Endurance lasts. Scale 1 escape pods, life rafts, and beacon pods follow the boarding craft.
Cutters carry Slipstream Drives and are starships: the common cutter patterns are in Chapter Sixteen. Full-size Scale 4 shuttles are shipwright hulls, such as the CM-260 in the Crown Meridian Ship Catalog.
Reading an entry. Small craft use the Chapter Sixteen stat block; its sample and key (Chapter Sixteen, Reading an Entry) explain every cell. Only these differ:
- Endurance replaces Consumables: the hours of air, power, and supplies for one sortie, for everyone aboard. A Scale 1 pod or raft lists what it sustains, such as hours of oxygen or days of broadcast.
- Weapons heads the weapons table in place of Typical Loadout: these are the factory-fitted weapons, which the catalog price includes (Chapter Thirteen, Pricing a Finished Design).
- Rated reads No Slipstream for every craft here. A note in brackets after Atmosphere or Landing limits that rating, as in Landing (emergency only).
- Carried by names the bays, cradles, and hulls that usually carry the craft (Chapter Ten, Carried Craft).
- Crew is minimum / standard, as for a ship. A crew of 1 / 1 is a lone pilot covering two stations (Chapter Fourteen, Covering Two Stations). A minimum of 0 means the craft runs with no one at a station.
- Sensors may read Beacon: the craft has a distress beacon in place of a sensor grade.
Systems are scaled to the hull: a fighter's damage control is sealant foam, extinguishers, and an ejection seat.
Prices. Scale 2 and 3 craft are built and priced under Chapter Thirteen (build points × the Scale rate × 1.85, plus fittings). A Prize Value marks a Military-tier craft. One with Military Acquisition is never sold; one with Restricted Acquisition is sold at that figure only to buyers with contractor clearance (Chapter Thirteen, Pricing a Finished Design). Scale 1 pods are outside the build system and are priced as equipment.
Carried craft and drones. Bay and cradle capacities, and which craft fit which host, are in Chapter Ten (Carried Craft). Launch and recovery in combat are in Chapter Fifteen. Drones are Scale 1 remote craft carried in drone bays; their types, numbers per bay, and replacement prices are in Chapter Ten (Drones).
Fighters
Fighters are Scale 3 craft for interception, escort, strike, and point-defense work, flown by a crew of one or two. A ship firing at a target 2 or more Scale smaller adds Bane Dice equal to the difference, and a weapon with Point Defense or Anti-Fighter adds only half (Chapter Three): a Scale 6 frigate's main guns add 3 Bane Dice against a fighter, its point-defense lasers 1. In a large battle, fighters count in groups of four as one Scale 3 ship (Chapter Fifteen, Large Battles).
Dart Light Fighter
| Role | Price | Acquisition |
|---|---|---|
| Interceptor, escort, swarm attack | 261,000cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 7 | 4 | +2 | Basic |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 11 | 13 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 7 | 9 | 2 | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 1 | — | 0 | 8 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Light Rotary CannonLight · Fixed Forward · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 | Short–Medium | 3 | — | 4 | 1 | 1 |
| Point-Defense LaserLight · Turret · Point Defense 1, Accurate 1, Cooldown | Short | 2 | — | 5 | 2 | 1 |
Rated No Slipstream · Atmosphere · Landing (emergency only)
AI Core Basic Automation
Mounts 2 Light · 2 points
Carried by Any Shuttle Bay (2 craft) or Fighter Bay (4); an External Docking Cradle on a Scale 5 or larger hull
Crown Meridian, Kharos, the Funtari clan yards, and at least three unlicensed builders turn out Darts to the same layout.
Traits: Speed 7 ties the Scythe for the fastest craft in this chapter. Its 11 Hull Points and Armor 1 last two or three hits from a Standard ship weapon. Both its weapons have Point Defense 1, so a Dart flying escort can intercept missiles and torpedoes aimed at its carrier while it stays within Short range (Chapter Fifteen, Point Defense).
Common Variants: Export Dart: a Cruise 2 working-fusion engine replaces the antimatter engine. Acquisition Open; 223,300cr.
Acquisition: Restricted. The antimatter engine behind its Cruise 4 is a Restricted component and the hull's one above-standard system (Chapter Thirteen). Darts of both kinds are common on the second-hand market.
Talon Heavy Fighter
| Role | Price | Acquisition |
|---|---|---|
| Strike fighter, guided attack | 299,700cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 6 | 4 | +1 | Standard |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 2 | 0 / 0 | 14 | 15 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 8 | 10 | 2 | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | — | 0 | 12 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Laser BatteryStandard · Fixed Forward · Accurate 1, Precision, Signature Bloom 1 | Medium | 5 | — | 3 | 3 | 2 |
| Micro-Missile PodLight · Forward · Damage per missile; Lock-On, Tracking, Interceptable, Salvo 2, Limited Ammo 8 | Short–Medium | 3 | — | 4 | 1 | 1 |
| Point-Defense LaserLight · Turret · Point Defense 1, Accurate 1, Cooldown | Short | 2 | — | 5 | 2 | 1 |
Rated No Slipstream · Atmosphere · Landing (emergency only)
AI Core Basic Automation
Mounts 2 Light · 1 Standard · 4 points
Carried by Safa S6 Shuttle Bay (2); Deliverer Shuttle Bays (4)
Builder Safa Signature systems (Chapter Five): guided attacks add 1 Boon Die; the Point-Defense Laser fires as Point Defense 2; Power Capacity counts as 9 for overload.
Trait Arsenal Spine: The Standard mount sits on a Safa-pattern spine, which is why the airframe has no module slots and lands only in an emergency. For salvage, repair, and resale the mount is an experimental installation (Chapter Ten), and only a Safa-certified yard services it.
Traits: The Talon gives up 1 Speed against the Dart for Armor 2, Standard sensors, and a Standard mount. The Laser Battery reaches Medium range, and the Micro-Missile Pod takes the Safa Fire Control Boon Die. Pilots fly it as a strike craft: close, fire, and withdraw before the target's escorts respond.
Acquisition: Restricted (antimatter engine, Cruise 4). Sold through Safa-certified security contractors.
Scythe Interceptor
| Role | Prize Value | Acquisition |
|---|---|---|
| Interceptor, electronic warfare | 351,500cr | Military |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 7 | 4 | +3 | Military |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 1 / 0 | 12 | 17 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 8 | 11 | 3 | 1 (0) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 1 | — | 0 | 10 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Ion BlasterLight · Fixed Forward · Ion | Short | — | 3 | 4 | 1 | 1 |
| Point-Defense LaserLight · Turret · Point Defense 1, Accurate 1, Cooldown | Short | 2 | — | 5 | 2 | 1 |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts 2 Light · 2 points
Modules Signal Scrambler · 0 open
Carried by SC-71R Shuttle Bays (4)
Builder Lattice Works superior systems, as the Viridian Sensors Signature (Chapter Five): remove 1 Bane Die from detection, scan, and identification checks.
Trait Lattice Intercept: Once per round, when an enemy takes a Target Lock on the Scythe, the pilot may attempt Break Lock (Chapter Fifteen) as a reaction without spending an Action. The Signal Scrambler makes the check Average .
Traits: Handling +3 is the best in this chapter. The Signal Scrambler adds 1 Bane Die to Target Lock checks and guided attacks against the Scythe, and it lets the Scythe Jam (Chapter Fifteen). The Ion Blaster deals System Damage only, which suits a craft sent to stop a ship rather than destroy it. Shoiyan doctrine flies Scythes to find and jam a threat before it can fire.
Acquisition: Military. A Shoiyan Concord fleet asset with no civilian market.
Hammer Torpedo Bomber
| Role | Price | Acquisition |
|---|---|---|
| Torpedo attack on large ships | 246,100cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 4 | −1 | Standard |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 2 | 0 / 0 | 15 | 14 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 8 | 10 | 2 | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 2 / 2 | — | 0 | 8 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Torpedo LauncherHeavy (oversized) · Fixed Forward · Lock-On, Tracking, Interceptable, Slow-Firing 1, Heavy Payload, Recoil, Limited Ammo 3 | Extreme | 12 | — | 2 | 1 | 2 |
| Light Rotary CannonLight · Turret · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 | Short–Medium | 3 | — | 4 | 1 | 1 |
Rated No Slipstream · No atmosphere · No landing
AI Core Basic Automation
Mounts 1 Light · 1 Heavy · 5 points. The Heavy mount is oversized (Chapter Eight).
Carried by KR-61 Shuttle Bay (2); FHF-7HO8 Fighter Bays
Builder Kharos Signature systems (Chapter Five): Sublight Engines, Maneuvering Thrusters, Damage Control. Thermal Quieting: 1 extra Heat in any round it fires.
Trait Oversized Launcher: The Torpedo Launcher is the hull's one oversized mount (Chapter Eight): 4 hardpoint points, Fixed Forward, Recoil, and three torpedoes. Kharos rebuilt the spine and tail around it, which cost the hull its module slots, atmospheric rating, and Handling. For salvage, repair, and resale the launcher cradle is an experimental installation (Chapter Ten), and only a Kharos-certified yard signs off the airframe's structural inspection.
Traits: The Hammer carries three torpedoes that hit for 12 Hull Damage each at Extreme range, and against a Scale 5 or larger target the Scale difference removes Bane Dice from its attack (Chapter Three). At Speed 4 and Handling −1 it needs a fighter escort to survive the approach. Reloading the launcher needs a Fighter Bay (Chapter Ten) or a port.
Acquisition: Restricted for the hull (antimatter engine, Cruise 4). The Torpedo Launcher is a Military weapon: a buyer without Military clearance takes delivery with the launcher mount empty.
Shuttles
Light shuttles move people and cargo between ships, stations, and surfaces within one system. They are Scale 2 craft, the shuttle pods of the Scale ladder (Chapter Four), and carry no weapons.
Standard Personnel Shuttle
| Role | Price | Acquisition |
|---|---|---|
| Crew and passenger transfer | 116,600cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 3 | 2 | +0 | Basic |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 7 | 7 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 3 | 6 | 1 | 1 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | 12 | 10 | 48 hours |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts None
Weapons Unarmed
Carried by An External Docking Cradle on any Scale 3 or larger hull; any Shuttle Bay
By number of trips flown, this is the most-used vehicle in known space.
Traits: Unarmed, with no mounts. Its twelve seats are berths built into the hull (Chapter Thirteen, Berths), which leaves the module slot open for the owner. Port authorities everywhere know the type, and its paperwork is rarely questioned.
Acquisition: Open. Sold at nearly every port.
Cargo Shuttle
| Role | Price | Acquisition |
|---|---|---|
| Orbital freight lighter | 94,400cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 2 | 1 | −1 | Basic |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 8 | 6 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 3 | 6 | 1 | 2 (2) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | 2 | 30 | 36 hours |
Rated No Slipstream · No atmosphere · No landing
AI Core Basic Automation
Mounts None
Weapons Unarmed
Carried by The Shuttle Bays of the Model 60, Model 80, and KR-61; any cradle or Shuttle Bay
Traits: An orbital lighter with no aerodynamic surfaces, heat shielding, or landing gear: it cannot enter an atmosphere. The mass saved went into the hold, which is why a Scale 2 hull carries 30 Cargo Units. An Atmospheric Lander usually moves the cargo between orbit and the surface. A Landing Package in one of the open slots (Chapter Ten) lets the shuttle set down on airless worlds.
Acquisition: Open. Industrial stations run whole fleets of them.
Executive Shuttle
| Role | Price | Acquisition |
|---|---|---|
| Private and discreet transport | 157,700cr | Licensed |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 2 | +1 | Extended |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 7 | 9 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 4 | 7 | 1 | 2 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | 6 (luxury cabins) | 0 | 72 hours |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts None
Weapons Unarmed
Modules Counter-Surveillance Suite · 1 open
Carried by VN-53C1 Shuttle Bay; any cradle or Shuttle Bay
Builder Viridian Signature systems (Chapter Five): Sensors detect to Extreme range and remove 1 Bane Die from detection, scan, and identification checks; Life Support meets every species' needs.
Traits: Six passengers travel in luxury cabins built into the hull; the 13,400cr cabin fit-out is a fitting included in the price. The Counter-Surveillance Suite tells the crew at once when the shuttle is the target of a Target Lock or Active Scan, and Extended sensors with the Viridian Signature reach Extreme range. Corporate executives, diplomats, and anyone else who can pay use the Serenity to arrive without notice.
Acquisition: Licensed. Sold through Viridian dealers, mostly in Concord space.
Medical Transport Shuttle
| Role | Price | Acquisition |
|---|---|---|
| Casualty evacuation, field medicine | 133,200cr | Licensed |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 2 | +0 | Standard |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 7 | 9 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 4 | 7 | 1 | 2 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 3 | 8 | 5 | 48 hours |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts None
Weapons Unarmed
Modules Medical Bay · 1 open
Carried by VN-63C2 Shuttle Bay; any cradle or Shuttle Bay
Builder Viridian Signature systems (Chapter Five): the Medical Bay's medical AI assists 1 Medicine check per round; Life Support meets every species' needs.
Traits: Eight litters are built into the hull, and the Medical Bay treats two patients at a time. The shuttle carries universal medical markings: attacking a marked medical transport breaks the humanitarian conventions all five powers have signed. The markings do not stop an attack, but they bring political consequences for the attacker. Removing them to run the shuttle as a covert transport is easy.
Acquisition: Licensed. Medical supply chains in every territory.
Boarding Craft
Boarding craft carry assault troops across the gap between ships. A carried boarding craft is Interceptable on the approach, and one that arrives breaches at once (Chapter Fifteen, Boarding).
Boarding Pod
| Role | Prize Value | Acquisition |
|---|---|---|
| One-way boarding assault | 187,800cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 5 | 3 | +0 | Basic |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 3 | 0 / 0 | 17 | 12 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 6 | 9 | 3 | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 1 | 8 (assault troops) | 0 | 4 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Breaching Charge ArrayLight · Fixed Forward · Pierce 2, Limited Ammo 4 | Engaged | 6 | — | 3 | 0 | 0 |
Rated No Slipstream · No atmosphere · Landing (emergency only)
AI Core Basic Automation
Mounts 1 Light · 1 point
Carried by FHF-7HO8 Fighter Bays; IDN-6450 Shuttle Bays; converted KR-61s
Trait One-Way Assault: The pod is Interceptable: point defense may destroy it on the approach (Chapter Fifteen, Boarding). A pod that reaches Engaged range with its target breaches at once and is abandoned.
Traits: Armor 3 and 17 Hull Points, the most Hull Points in this chapter, carry eight assault troops through point defense. The pilot and troops do not come back in it. The Breaching Charge Array opens the hull on arrival, with no attack check against a target that cannot move (Chapter Eight).
Acquisition: Restricted. Military fleets and approved contractors. The Breaching Charge Array is a Military weapon: without Military clearance the pod comes with its mount empty, and the troops breach with hand-carried charges.
Assault Shuttle
| Role | Prize Value | Acquisition |
|---|---|---|
| Recoverable boarding and landing | 271,700cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 3 | +0 | Standard |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 2 | 0 / 0 | 15 | 15 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 8 | 11 | 3 | 1 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 2 / 3 | 12 (assault troops) | 10 | 12 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Light Rotary Cannon ×2Light · Fixed Forward · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 | Short–Medium | 3 | — | 4 | 1 | 1 |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts 2 Light · 2 points
Carried by FHF-7HO8 Fighter Bays; IDN-6450 and Deliverer Shuttle Bays
Traits: Crewed and recoverable where the Boarding Pod is not. Its two Light Rotary Cannons fire together as a battery (Linked 1, Chapter Fifteen) to suppress a landing zone, and it lands troops on planetary surfaces as well as on ships. The twelve troops ride in berths built into the hull; the module slot is open.
Acquisition: Restricted. Military fleets and approved contractors.
Breacher Advanced Boarding Craft
| Role | Prize Value | Acquisition |
|---|---|---|
| Boarding against defended targets | 365,600cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 5 | 3 | +1 | Military |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 3 | 1 / 0 | 16 | 16 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 9 | 12 | 3 | 1 (0) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 2 / 3 | 8 (assault troops) | 10 | 8 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Ion BlasterLight · Fixed Forward · Ion | Short | — | 3 | 4 | 1 | 1 |
| Breaching Charge ArrayLight · Fixed Forward · Pierce 2, Limited Ammo 4 | Engaged | 6 | — | 3 | 0 | 0 |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts 2 Light · 2 points
Modules Signal Scrambler · 0 open
Carried by FHF-7HO8 Fighter Bays; Funtari military Shuttle Bays
Builder Warforge superior systems, as the Kharos Maneuvering Thrusters and Damage Control Signatures (Chapter Five).
Traits: Built for a target that expects boarders. On the approach the Signal Scrambler adds 1 Bane Die to Target Lock checks and guided attacks against it, and Deflection 1 adds 1 Bane Die to every attack from ahead. The Ion Blaster strips the target's systems, the Breaching Charge Array opens the hull, and eight troops go in.
Acquisition: Restricted. Funtari military and high-security contractors.
Escape and Emergency Craft
Scale 1 survival equipment, outside the Chapter Thirteen build system. Abandoning ship is in Chapter Three.
Standard Escape Pod
| Role | Price | Acquisition |
|---|---|---|
| Abandon ship | 5,000cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 2 | 1 | +0 | Beacon |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 1 | 0 / 0 | 4 | 3 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 1 | 4 | 0 | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 0 / 1 | 6 | 2 | 72 hours |
Rated No Slipstream · Atmosphere (emergency reentry only) · Landing (crash landing)
AI Core Basic Automation
Mounts None
Weapons Unarmed
Carried by Every crewed ship; one pod per four crew on compliant vessels
Trait Automatic Launch: A pod launches as a Maneuver from inside it (Chapter Three) and begins broadcasting a distress beacon at once.
Traits: Holds 72 hours of life support, emergency rations, a distress transmitter, and a medical kit. It barely maneuvers: it reaches a gravity well for an emergency reentry or drifts until rescue arrives.
Acquisition: Open. Required safety equipment at most ports.
Life Raft
| Role | Price | Acquisition |
|---|---|---|
| Last-resort survival shelter | 2,500cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 0 | — | — | Passive beacon |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 0 | 0 / 0 | 2 | 2 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 0 | — | — | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 0 | 8 | 0 | 48 hours oxygen |
Rated No Slipstream · No atmosphere · No landing
Mounts None
Weapons Unarmed
Carried by Stowed in compressed packages aboard most ships
Traits: An inflatable pressure shelter with a chemical oxygen generator and a passive beacon, for when no pod is left. It has no power and drifts on the vector it was launched with.
Acquisition: Open.
Emergency Beacon Pod
| Role | Price | Acquisition |
|---|---|---|
| Distress and position marker | 2,500cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 0 | — | — | Broadcast only |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 0 | 0 / 0 | 2 | 2 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 0 | — | — | 0 |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 0 | — | 0 | 30 days broadcast |
Rated No Slipstream · No atmosphere · No landing
Mounts None
Weapons Unarmed
Carried by Most ships
Traits: Broadcasts a standard distress signal on every monitored frequency for 30 days, with an encrypted code that tells rescue services which ship registered it. It keeps no one alive. Crews launch one when their ship cannot transmit, or to mark a position for later recovery.
Acquisition: Open.
Atmospheric Craft
Atmospheric craft work between orbit and the surface. Atmospheric flight, landing, and descent are in Chapter Nine.
Atmospheric Lander
| Role | Price | Acquisition |
|---|---|---|
| Orbit-to-surface cargo and crew | 170,200cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 2 | +1 | Standard |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 2 | 0 / 0 | 9 | 7 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 4 | 7 | 1 | 1 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | 8 | 20 | 48 hours |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts 1 Light · 1 point
Weapons None factory-fitted
Carried by An External Docking Cradle on any Scale 3 or larger hull (often a KR-41 or Model 20); any Shuttle Bay
Trait Lifting Body: The printed Speed and Handling are its atmospheric values. In space it has Speed 2 and Handling −1.
Traits: It carries 20 Cargo Units and eight passengers between orbit and the surface and usually works with a Cargo Shuttle. A 48-hour Endurance ties it to a parent ship or station. Its Light mount and module slot are open.
Acquisition: Open.
Survey Skiff
| Role | Price | Acquisition |
|---|---|---|
| Survey, prospecting, frontier rescue | 196,100cr | Open |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 4 | 2 | +1 | Extended |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 2 | 0 / 0 | 10 | 8 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 5 | 8 | 1 | 2 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 3 | 4 | 15 | 120 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Light Rotary CannonLight · Forward · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 | Short–Medium | 3 | — | 4 | 1 | 1 |
Rated No Slipstream · Atmosphere · Landing (any terrain)
AI Core Basic Automation
Mounts 2 Light · 2 points · 1 Light empty
Modules Workshop · 1 open
Carried by A cradle on a KR-41 or Model 20; KR-61 Shuttle Bay
Builder Kharos Signature systems (Chapter Five): Maneuvering Thrusters, Damage Control, Workshop. Thermal Quieting: 1 extra Heat in any round it fires.
Trait Prospector Gear: The printed Speed is its atmospheric value; in space it has Speed 3. The skiff lands on unprepared or rough ground, and its landing Pilot checks remove 1 Bane Die.
Traits: Extended sensors, the Workshop, and five days of Endurance let a crew of three survey a site, analyze samples, and make light repairs with no ship nearby. It lands where a standard lander cannot. Survey teams, independent prospectors, and frontier rescue crews fly it.
Acquisition: Open.
Rapid Descent Vehicle
| Role | Price | Acquisition |
|---|---|---|
| Rapid troop insertion from orbit | 223,600cr | Restricted |
| Speed | Cruise | Handling | Sensors |
|---|---|---|---|
| 6 | 3 | +2 | Military |
| Armor | Deflection F/A | Hull Points | System Points |
|---|---|---|---|
| 3 | 0 / 0 | 10 | 8 |
| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|---|---|---|---|
| 5 | 8 | 1 | 1 (1) |
| Crew | Passengers | Cargo Units | Endurance |
|---|---|---|---|
| 1 / 2 | 10 (combat troops) | 5 | 24 hours |
| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|---|---|---|---|---|---|---|
| Light Rotary Cannon ×2Light · Fixed Forward · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 | Short–Medium | 3 | — | 4 | 1 | 1 |
Rated No Slipstream · Atmosphere · Landing
AI Core Basic Automation
Mounts 2 Light · 2 points
Carried by FHF-7HO8 Fighter Bays; a cradle on any Scale 3 or larger hull
Builder Warforge superior systems, as the Kharos Maneuvering Thrusters Signature (Chapter Five): remove 1 Bane Die from evasive and confined-space Pilot checks.
Trait Descent Profile: The printed Speed 6 and Handling +2 apply only during a descent from orbit to the surface. In space and in atmospheric cruise it has Speed 3 and Handling +0. Each descent run generates 2 Heat.
Traits: Built to put ten combat troops on the ground fast, on a descent too steep for an ordinary lander. Military sensors acquire targets on the way down, and two Light Rotary Cannons cover the landing. It inserts troops and returns to orbit; it is not built for long atmospheric flight.
Acquisition: Restricted. Military fleets and approved contractors.
Small Craft Comparison Tables
Generated from the stat blocks above. PV marks a Prize Value. The Atmospheric Lander, Survey Skiff, and Rapid Descent Vehicle show their atmospheric or descent Speed; each Trait gives the rest.
Fighters
| Craft | Scale | Speed | Cruise | Handling | Armor | Hull / System | Hardpoints | Price | Role |
|---|---|---|---|---|---|---|---|---|---|
| Dart | 3 | 7 | 4 | +2 | 1 | 11 / 13 | 2 (L2) | 261,000cr | Interceptor, escort, swarm attack |
| Talon | 3 | 6 | 4 | +1 | 2 | 14 / 15 | 4 (L2/S1) | 299,700cr | Strike fighter, guided attack |
| Scythe | 3 | 7 | 4 | +3 | 1 | 12 / 17 | 2 (L2) | 351,500cr PV | Interceptor, electronic warfare |
| Hammer | 3 | 4 | 4 | −1 | 2 | 15 / 14 | 5 (L1/H1) | 246,100cr | Torpedo attack on large ships |
Shuttles
| Craft | Speed | Cruise | Hull / System | Cargo Units | Passengers | Endurance | Price | Role |
|---|---|---|---|---|---|---|---|---|
| Standard Personnel Shuttle | 3 | 2 | 7 / 7 | 10 | 12 | 48 hours | 116,600cr | Crew and passenger transfer |
| Cargo Shuttle | 2 | 1 | 8 / 6 | 30 | 2 | 36 hours | 94,400cr | Orbital freight lighter |
| Executive Shuttle | 4 | 2 | 7 / 9 | 0 | 6 (luxury cabins) | 72 hours | 157,700cr | Private and discreet transport |
| Medical Transport Shuttle | 4 | 2 | 7 / 9 | 5 | 8 | 48 hours | 133,200cr | Casualty evacuation, field medicine |
Boarding Craft
| Craft | Scale | Speed | Cruise | Handling | Armor | Hull / System | Hardpoints | Price | Role |
|---|---|---|---|---|---|---|---|---|---|
| Boarding Pod | 3 | 5 | 3 | +0 | 3 | 17 / 12 | 1 (L1) | 187,800cr PV | One-way boarding assault |
| Assault Shuttle | 3 | 4 | 3 | +0 | 2 | 15 / 15 | 2 (L2) | 271,700cr PV | Recoverable boarding and landing |
| Breacher | 3 | 5 | 3 | +1 | 3 | 16 / 16 | 2 (L2) | 365,600cr PV | Boarding against defended targets |
Emergency Craft
| Craft | Speed | Armor | Hull / System | Passengers | Endurance | Price | Role |
|---|---|---|---|---|---|---|---|
| Standard Escape Pod | 2 | 1 | 4 / 3 | 6 | 72 hours | 5,000cr | Abandon ship |
| Life Raft | 0 | 0 | 2 / 2 | 8 | 48 hours oxygen | 2,500cr | Last-resort survival shelter |
| Emergency Beacon Pod | 0 | 0 | 2 / 2 | — | 30 days broadcast | 2,500cr | Distress and position marker |
Atmospheric Craft
| Craft | Speed | Cruise | Hull / System | Cargo Units | Passengers | Endurance | Price | Role |
|---|---|---|---|---|---|---|---|---|
| Atmospheric Lander | 4 | 2 | 9 / 7 | 20 | 8 | 48 hours | 170,200cr | Orbit-to-surface cargo and crew |
| Survey Skiff | 4 | 2 | 10 / 8 | 15 | 4 | 120 hours | 196,100cr | Survey, prospecting, frontier rescue |
| Rapid Descent Vehicle | 6 | 3 | 10 / 8 | 5 | 10 (combat troops) | 24 hours | 223,600cr | Rapid troop insertion from orbit |