Skip to content

Void Drifters · Ships

Ship Economy and Ownership

A ship is the most expensive thing most crews will ever touch. What it costs to buy, what it costs to keep flying, and what happens when the crew cannot cover either are the pressures that turn a ship into a campaign.

This chapter covers the Cargo Unit, the cost tiers used throughout this book, hull prices, the used market, financing and ownership models, operating costs, module and hardpoint pricing, and what a ship is worth when you sell it.


The Cargo Unit

A Cargo Unit is a unit of secured hold space. One holds a tonne of ordinary packaged freight; dense goods pack more into it and bulky goods less, and a hold can never carry more than twice its rating in tonnes whatever the density.

The full rules, including Density Classes, the mass ceiling, and the Encumbrance conversion, are in Chapter Three. This chapter uses Cargo Units only as a price and capacity reference.

For scale: a road freight trailer is about 22 Cargo Units.


Cost Tiers

This book describes many costs by tier rather than by number, because the same repair means something different to a courier crew and to a bulk hauler operation. A tier is read against the ship's Scale.

Scale Trivial Minor Moderate Significant Major Campaign-defining
2 under 60cr 60–300cr 300–1,500cr 1,500–7,500cr 7,500–30,000cr above 30,000cr
3 under 150cr 150–800cr 800–4,000cr 4,000–20,000cr 20,000–80,000cr above 80,000cr
4 under 300cr 300–1,500cr 1,500–8,000cr 8,000–40,000cr 40,000–150,000cr above 150,000cr
5 under 800cr 800–4,000cr 4,000–20,000cr 20,000–100,000cr 100,000–400,000cr above 400,000cr
6 under 2,000cr 2,000–12,000cr 12,000–60,000cr 60,000–300,000cr 300,000–1,200,000cr above 1,200,000cr
7 under 6,000cr 6,000–30,000cr 30,000–150,000cr 150,000–750,000cr 750,000–3,000,000cr above 3,000,000cr

Trivial is one jump's fuel. That is the anchor the whole ladder is built on, and it is a useful sanity check at the table: if a cost would not make the engineer look up from refuelling, it is Trivial. Each tier above is roughly five times the last.

Read every tier reference elsewhere in this book against this table. A Minor repair on a Scale 4 freighter is 300cr to 1,500cr. The same word on a Scale 6 hauler means 2,000cr to 12,000cr.

Tiers Are Ranges, Not Prices

Pick a number inside the band based on the port, the crew's standing with the yard, and how badly they need the work done today. A crew that limps into a fringe station with a failing reactor and no alternative pays the top of the band. A crew with a good relationship at their home port pays the bottom.

Hull Prices

The prices below are for factory-new hulls at builder-authorized yards, in the builder's home market, with the factory module package installed and no additional systems.

Almost no player crew buys a ship this way. These figures are the reference the used market discounts from.

Model Builder Scale Cargo Crew New Price
VN-33C1 Viridian Lattice Yards 3 12 2 / 4 210,000cr
Safa S3 Safa Celestial Arsenal 3 6 2 / 4 240,000cr
Independent Cutter Common design 3 30 2 / 4 274,000cr
Inspection Cutter Common design 3 20 2 / 5 282,000cr
KR-41 Kharos Forge Cooperative 4 100 3 / 6 290,000cr
Model 20 Antaean Openframe Consortium 4 120 2 / 4 350,000cr
CM-440 Crown Meridian Shipworks 4 20 3 / 6 420,000cr
Model 40 Antaean Openframe Consortium 5 400 8 / 20 1,680,000cr
KR-51 Kharos Forge Cooperative 5 320 10 / 28 1,920,000cr
Safa S5 Safa Celestial Arsenal 5 40 8 / 22 2,300,000cr
CM-540 Crown Meridian Shipworks 5 80 12 / 30 2,440,000cr
VN-53C1 Viridian Lattice Yards 5 120 40 / 120 3,640,000cr
KR-61 Kharos Forge Cooperative 6 520 30 / 100 5,400,000cr
Model 60 Antaean Openframe Consortium 6 1,000 25 / 80 6,200,000cr
Safa S6 Safa Celestial Arsenal 6 110 35 / 100 6,800,000cr
VN-63C2 Viridian Lattice Yards 6 140 30 / 85 7,500,000cr
CM-640 Crown Meridian Shipworks 6 320 20 / 60 8,200,000cr
Model 80 Antaean Openframe Consortium 7 5,000 40 / 160 23,160,000cr

Note what the prices say about the market. Cargo capacity is cheap. Armor, hardpoints, speed, and build quality are expensive. The CM-440 carries one sixth of the Model 20's freight and costs more, because you are buying an armored hull with weapon mounts rather than a hold. The KR-41 is the value purchase in the Scale 4 band: nearly the Model 20's capacity, rougher finish, fewer module slots, meaningfully cheaper.

Scale 5 is the ownership ceiling for individuals. A Scale 4 hull is a working crew's ship. A Scale 5 hull is the largest most people will ever hold title to without a company, a lender consortium, or a government standing behind them. Above Scale 5, ownership stops being personal: the crew of a Scale 6 hauler works for whoever owns it.

The VN-53C1 liner is the clearest illustration of the gap between capability and price in this book. It is the second most expensive commercial hull in the catalog and one of the least capable in a fight, because most of what the buyer paid for is fittings rather than performance. See Chapter Thirteen on why underspending a hull's build budget does not make it cheap.

Sovereign military hulls are not sold to private buyers at any price. A military vessel in civilian hands arrived there through prize capture, corruption, or theft, and its price is whatever the seller can extract from a buyer who cannot go to the authorities. Treat any such transaction as a campaign event rather than a purchase.

Buying Outside the Home Market

Builder hulls cost more away from the builder's home space, because you are paying for delivery, import duty, and a service network that does not want to support you.

Where Price Modifier
Builder's home market, authorized yard Baseline
Another power's core market +15%
Independent commercial station +25%
Fringe or frontier yard +40%, limited selection
Freeport or gray broker −20%, title problems likely

Condition and the Used Market

This is where crews actually shop. Apply the condition multiplier to the new price.

Condition Multiplier What You Are Buying
Factory new ×1.00 Warranty, clean registry, full service history
Serviceable used ×0.55 Ten to twenty years old, maintained, documented
High hours ×0.35 Deferred maintenance, tired systems, incomplete records
Salvage title, flying ×0.25 Recovered and returned to service; title contested or annotated
Hull only, non-functional ×0.12 A frame and whatever survived; a project, not a ship

A high-hours Model 20 costs 122,500cr. That is the ship a starting crew owns.

Deferred maintenance is real. A ship bought at High Hours or below begins play with its Maintenance Clock already advanced. The GM should place it at the Quarterly interval with one skipped servicing, which means one random system is degrading and adds 1 Bane Die when used. Restoring the ship to a clean clock costs a Significant expense and takes yard time.

Inspecting before buying. A buyer may make an Average Craft Trial to assess a used hull before purchase. On a success, the GM discloses the ship's true condition tier and any hidden defects. On a failure, the buyer learns nothing beyond the seller's description. On a Calamity , the buyer forms a confident and incorrect impression. A professional survey at a licensed yard costs a Moderate expense and grants 2 Boon Dice to the Trial.

Component Availability and Pricing

Every component carries an Availability, which is who may legally own it. Availability drives price. Capability does not: a component's rating is what it does, and the two are tracked separately. Chapter Ten covers both axes in full.

Availability Multiplier Who may own it
Open ×1.0 Anyone, anywhere, no paperwork
Licensed ×1.6 Registration, operator's licence, or corporate affiliation
Restricted ×2.5 Contractor clearance, security credentials, or government affiliation
Military ×3.0 Sovereign forces only; civilian possession is evidence of a crime

Two further labels describe where a component came from rather than what it is permitted to be.

Tag Multiplier Meaning
Improvised ×0.4 Field-fabricated or cannibalised; carries integration risk
Experimental ×4.0 and up Prototype, unlicensed, poorly understood; GM discretion
Strategic Not for sale Campaign event only

Restricted and Military components are plainly better than open-market equivalents. They are balanced by cost, by acquisition difficulty, and by the fact that possessing one is evidence of something.

Financing a Ship

Direct purchase is rare outside wealthy families, corporations, and governments. Most crews finance.

Standard Commercial Terms

Term Value
Down payment 10% of purchase price
Financed amount 90% of purchase price
Term length 10 years, 120 monthly payments
Monthly payment 2.5% of the financed amount
Total repaid over the term Three times the financed amount

The 2.5% figure covers principal and interest at Verge commercial rates for an asset that can leave the jurisdiction at will and be destroyed on any given day. Lenders price that in. Use it directly; there is no amortization table at the table.

Worked example. A crew buys a high-hours Model 20.

  • New price 350,000cr, High Hours condition ×0.35 = 122,500cr purchase price
  • Down payment 10% = 12,250cr
  • Financed amount = 110,250cr
  • Monthly payment 2.5% = 2,756cr per month for ten years

Against a 9,600cr freight month, that payment is 29% of gross and about 60% of what is left after fuel, docking, supplies, and maintenance. One missed run and the crew is a month behind.

Terms by Lender

Not every crew qualifies for standard terms.

Lender Down Payment Monthly Rate Notes
Faction bank, good standing 10% 2.5% Clean registry and credit history required
Corporate finance arm 15% 2.8% Usually bundled with an operating contract that assigns work
Antaean commercial broker 10% 3.0% Fastest approval; sells the paper to whoever collects hardest
Fringe or independent lender 25% 4.0% No questions about the crew's history; none about the lender's methods either
Criminal financing 0% 6.0% and a service obligation The payment is not the real price

Missing payments escalates through the consequence ladder in Chapter Eleven.

Outstanding Balance

For payoff, bounty, and deficiency purposes, outstanding balance = financed amount × months remaining ÷ 120. A crew 22 months into a standard Model 20 loan owes 110,250 × 98 ÷ 120 = 90,037cr. Paying that figure in full ends the loan. The lender does not refund interest already paid; the rate was the price of the risk.

Ownership Models

The six ownership models in the Player's Guide resolve to the following terms.

Model Down Monthly Obligation The Catch
Mortgage 10–25% 2.5–4.0% of financed amount Standard escalation on default; ship is collateral
Lease 1 month deposit 3.0% of full purchase price No equity accrues; use restrictions enforced by contract; the lessor can recall the hull
Work Bond None Contracted deliveries rather than credits Bond holder assigns the work; refusing a job is a default
Salvage Title Full price at 0.25 multiplier None Title annotated; barred from some ports; insurance unavailable
Inherited Debt None The prior owner's payment schedule, unchanged Crew inherits the arrears and whoever was owed
Gray Ownership Full price at gray-broker discount None No legal title; cannot sell openly; seizure on any real inspection

A lease costs more per month than a mortgage and builds nothing, but it needs almost no capital up front. A crew with no savings leases. A crew with a payout buys.

Operating Costs

A ship costs money every month whether it flies or not. These are the running costs before debt.

Fuel

Fuel is consumed per Slipstream jump. Sublight maneuvering within a system is covered by the same charge.

Scale Per Jump
Scale 2 60cr
Scale 3 150cr
Scale 4 300cr
Scale 5 800cr
Scale 6 2,000cr
Scale 7 6,000cr

Forced entry, extreme offset exits, and hard burns consume an additional half charge each.

Docking and Berth Fees

Charged per day docked. Ships in open space or on a planetary surface outside a facility pay nothing and receive nothing.

Port Tier Scale 2 Scale 3 Scale 4 Scale 5 Scale 6 Scale 7
Core world, major faction hub 30cr 60cr 120cr 300cr 700cr 1,800cr
Major independent station 15cr 30cr 60cr 150cr 350cr 900cr
Minor station, regional hub 9cr 18cr 35cr 90cr 200cr 500cr
Fringe colony 6cr 12cr 25cr 60cr 140cr 375cr
Freeport, no registry check ×2 the equivalent tier

Long-term berth contracts cost 60% of the daily rate when paid monthly in advance. A crew with a home port usually holds one.

Crew Wages

Owner-operators take shares of profit rather than wages. These rates are for hired crew.

Role Monthly
Deckhand, loader, general labor 400cr
Rated crew: pilot, gunner, operator 900cr
Specialist: engineer, medic, sensor operator 1,400cr
Senior specialist: astrogator, chief engineer, AI technician 2,600cr

Hazard pay: add 50% for work the crew knows is illegal, and 100% for conflict zones or jobs where the ship is expected to be shot at.

Board: hired crew eat and sleep aboard at 75cr per person per month, included in supplies below.

Hired crew who go unpaid do not simply quit. They talk, they take a better offer mid-contract, or they arrange compensation themselves.

Supplies and Maintenance

Line Item Scale 2 Scale 3 Scale 4 Scale 5 Scale 6 Scale 7
Supplies and life support, per person per month 75cr 75cr 75cr 75cr 75cr 75cr
Routine maintenance, monthly 250cr 500cr 900cr 2,400cr 6,000cr 16,000cr
Standard servicing, quarterly 1,200cr 2,500cr 4,500cr 12,000cr 30,000cr 80,000cr
Annual overhaul 6,000cr 12,000cr 22,000cr 60,000cr 150,000cr 400,000cr

These correspond to the Maintenance Clock intervals in Chapter Eleven. Skipping a servicing saves the money and advances the clock.

The Monthly Nut

A crew's monthly nut is the total of fuel, docking, wages, supplies, maintenance, and debt. This is the number that decides which jobs they can refuse.

Worked example. Four owner-operators on a high-hours Model 20, six jumps and ten docked days at major independent stations.

Line Cost
Fuel, 6 jumps at 300cr 1,800cr
Docking, 10 days at 60cr 600cr
Supplies, 4 crew at 75cr 300cr
Routine maintenance 900cr
Quarterly servicing, amortized 1,500cr
Mortgage payment 2,756cr
Monthly nut 7,856cr

One full bulk freight contract of 9,600cr covers this and leaves about 1,750cr to split four ways. That is the intended baseline: honest freight keeps the ship flying and the crew fed, and nothing else. Getting ahead means carrying better cargo, taking worse risks, or trading on the crew's own account.

Module and Hardpoint Pricing

Modules

A module's price is the base slot cost for the hull's Scale, multiplied by the module type, multiplied by its grade.

Base cost per module slot:

Scale Per Slot
Scale 3 8,000cr
Scale 4 15,000cr
Scale 6 90,000cr

Module type multipliers:

Module Multiplier Notes
Standard cargo hold ×0.6
Expanded cargo hold ×0.8
Brig ×0.8
Passenger berths ×0.9
Religious accommodation ×0.9
Armory ×1.1 Restricted in Directorate space
Workshop ×1.2 Removes tool-quality Banes on Craft Trials
Towing rig ×1.3
Luxury cabin ×1.4
External docking cradle ×1.5 Carries one Scale 2 craft; the craft is bought separately
Salvage rig ×1.5
Medical bay ×1.6
Science lab ×1.7
Mining package ×1.8
Shuttle bay ×2.0 Carries two Scale 2 craft; the craft are bought separately
Fighter bay ×2.4 Military, Restricted; carries four Scale 2 craft
Expanded hangar ×3.0 Capital; carries eight Scale 2 craft
Smuggling compartment ×2.0 Illegal in all five powers
Atmospheric flight package ×2.2
Drone bay ×2.4
Stack-preservation locker ×2.6 Restricted outside Concord space
Clone berth ×3.2 Restricted; illegal in Caliphate space

A medical bay on a Scale 4 hull costs 15,000 × 1.6 = 24,000cr at Open availability, or 38,400cr at Licensed.

Installation costs 20% of the module price at a yard, or nothing but time and a Craft Trial if the crew does the work themselves with a Workshop aboard. See Chapter Ten for the Trial difficulties and project timelines.

Hardpoints

Costs to install new weapon hardpoint capacity on a hull rated to carry it.

Mount Hardpoint Points Scale 2 Scale 3 Scale 4 Scale 5 Scale 6 Scale 7
Light 1 4,800cr 8,400cr 12,000cr 24,000cr 48,000cr 96,000cr
Standard 2 12,000cr 21,000cr 30,000cr 60,000cr 120,000cr 240,000cr
Heavy 3 52,500cr 75,000cr 150,000cr 300,000cr 600,000cr
Capital 4 400,000cr 800,000cr

Upgrading an existing hardpoint costs the difference between the two mounts, multiplied by 1.5 for the structural rework. Upgrading a Scale 4 Light mount to Standard costs (30,000 − 12,000) × 1.5 = 27,000cr, plus the Trial and dry-dock time in Chapter Ten.

Downgrading recovers 40% of the original mount cost and follows the same timeline one difficulty step lower.

Weapons themselves are priced separately in Chapter Nine of the Equipment Guide and in the weapon catalog entries.


Selling a Ship

A crew selling a hull recovers less than its assessed value. Assess the ship at its current condition tier, then apply the buyer.

Buyer Recovery
Licensed broker, clean title 60% of assessed value
Builder trade-in against a new hull 70% of assessed value, credit only
Independent yard, documented sale 50% of assessed value
Fringe yard, no questions asked 40% of assessed value
Gray broker, contested or absent title 35% of assessed value, cash, no record

A ship under finance cannot be sold until the outstanding balance is cleared. A crew that sells a financed hull without clearing it has committed fraud in every jurisdiction that matters, and the lender's response follows the escalation ladder in Chapter Eleven from step three onward.

Salvage Value

A ship stripped for parts rather than sold whole recovers 45% of assessed value, requires a salvage rig or a yard contract, and takes two to six weeks. Components pulled for the crew's own use are priced by the salvage and integration rules in Chapter Eleven.

What a Ship Is Worth to a Crew

The numbers in this chapter price hulls. They do not price the ship the crew has spent two years modifying, learning, and keeping alive. A crew that sells their first hull and buys something better usually discovers that the new ship does not know them, and that every quirk they had learned to work with has been replaced by quirks they have not met yet.

That is a campaign beat, not a rule. But the GM should let the numbers be genuinely tempting, so the choice costs something.