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Void Drifters · Ships

Catalog — Small Craft

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).

Small craft launching from a freighter

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

Common design · Multiple manufacturersScale 3
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
Weapons
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

Safa Celestial Arsenal · Talon SeriesScale 3
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
Weapons
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

Shoiyan Concord Strategic Lattice Works · Lattice Works productionScale 3
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
Weapons
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

Kharos Forge Cooperative · Hammer SeriesScale 3
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
Weapons
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

Common design · Multiple manufacturersScale 2
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

Common design · Multiple manufacturersScale 2
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.

A shuttle transfer deck

Executive Shuttle

Viridian Lattice Yards · Serenity SeriesScale 2
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

Viridian Lattice Yards · Mercy SeriesScale 2
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.

A medical shuttle landing

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

Funtari Confederacy Warforge Compact · Breacher SeriesScale 3
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
Weapons
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

Multiple military manufacturersScale 3
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
Weapons
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.

An assault shuttle landing

Breacher Advanced Boarding Craft

Funtari Confederacy Warforge Compact · Advanced BreacherScale 3
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
Weapons
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

Common design · Multiple manufacturersScale 1
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.

Escape pods launching

Life Raft

Common design · Non-powered emergency shelterScale 1
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

Common design · Multiple manufacturersScale 1
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

Common design · Multiple manufacturersScale 2
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.

An atmospheric lander descending

Survey Skiff

Kharos Forge Cooperative · Prospector SeriesScale 2
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
Weapons
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

Funtari Confederacy Warforge Compact · Military designScale 2
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
Weapons
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.

A survey skiff at a survey site

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