For a crew, a ship is a home, a livelihood, a debt, and often the only thing standing between them and hard vacuum. A crew that owns its ship chooses its own work; a crew that does not works for whoever owns the ship.
This chapter gives you the language to understand ships: what they are, how they are described, who builds them, what a crew does aboard one, and what it means in practice to live on one. Full technical rules (hull statistics, weapon systems, heat, power, and combat) live in the Vehicles Manual. What follows is what every crew member needs to know before the first job brief.
In This Chapter
- What ships are and how they are described
- Ship classes and models
- The five major shipwrights
- Common starting models
- Crew stations and roles
- Ship health: Hull Points, System Points, Heat, and Power
- Mixed-builder ships and their complications
- Starting ship guidance
What a Ship Is
A ship in Void Drifters is described by three things: its class, its builder, and its model.
Class is the plain-language role and size category. Fighters, shuttles, scouts, couriers, cutters, corvettes, frigates, cruisers, carriers: these are classes. When someone says "they sent a cutter," that tells you the ship's job and rough scale. Class comes first because it is how most people talk about ships.
Builder is the company or cooperative that manufactured the hull. Crown Meridian, Openframe, Viridian, Kharos, Safa: these are builders. Each has a recognizable design language. A spacer who knows ships can identify the builder from the silhouette before the registry transponder responds.
Model is the builder's specific structural family. The CM-440 is Crown Meridian's standard armored cutter platform. The Model 20 is Openframe's modular freighter platform. The VN-33C1 is Viridian's scout and courier platform. Each builder writes its designations its own way, so the name itself tells you who built the hull. Scale is a separate stat: read it from the ship's profile, not from the name.
In ordinary speech, you combine them: "a patrol cutter, CM-440." That tells you the ship's job, who built it, and what structural family it belongs to. A variant (customs cutter, armed courier, bounty ship) is a fitting recorded on the Vehicle Sheet, not part of the ship's name.
Ship Scale
Ships are grouped into Scale categories based on physical size. Scale determines what systems and weapons a hull can carry, what crew it needs, and how it interacts with other ships mechanically.
| Scale | Common Classes |
|---|---|
| 2 | Fighter, interceptor, shuttle, courier skiff |
| 3 | Scout, courier, light freighter, patrol boat, yacht |
| 4 | Cutter, corvette, heavy freighter, salvage ship |
| 5 | Frigate, destroyer, liner, heavy transport |
| 6 | Cruiser, carrier, fleet tender, colony ship |
| 7 | Battleship, dreadnought, major starbase |
Most player-crewed ships are Scale 3 or Scale 4. Scale 3 ships are fast and nimble with limited cargo and crew space. Scale 4 ships have more room, more capacity, and more presence.
Reading a Ship
A ship's basic profile includes:
Speed is how fast the ship moves in maneuvering situations. Higher is faster.
Cruise is how fast the ship crosses a system between the seam arc and dock, rated 1 to 5. Higher is faster. See Chapter Ten: Common Technology.
Handling adds Boon or Bane Dice to Pilot Trials. A positive Handling makes the ship easier to fly precisely. A negative Handling means it fights the pilot under pressure.
Armor reduces incoming damage from weapons fire.
Hull Points represent structural integrity. When Hull Points reach zero, the ship is destroyed or critically failing.
System Points represent operational capacity. System Damage degrades the ship's ability to function before it destroys the hull.
Module Slots represent how many optional installations the ship can carry beyond its core systems.
Weapon Hardpoints represent weapon-mounting capacity.
Heat Threshold and Power Capacity describe the ship's thermal and power limits. See the section on Ship Health below.
Full stat blocks, module rules, weapon rules, and combat mechanics live in the Vehicles Manual.
The Five Shipwrights
Five major builders dominate commercial and naval shipbuilding across known space. Understanding them tells you something about every ship you encounter, board, try to repair, and depend on.
Crown Meridian Shipworks
Known for: Durable, standardized, armored hulls with excellent damage control and security systems.
Primary alignment: Irnan Directorate.
Crown Meridian began as a government-chartered naval yard and expanded into commercial shipping, patrol vessels, and colonial transports. Their ships are built for people who expect inspections, maintenance records, and decades of service.
A Crown Meridian ship looks like what it is: an armored brick. Dense wedge profiles, recessed bridges, broad armored prows, labeled access panels, and clean dorsal lines. Weapons and sensors sit behind protective housings. Capital ships resemble layered fortresses built along a long armored keel. Even civilian Crown Meridian hulls have a faint federal character.
Interiors are functional and standardized. Corridors are straight. Emergency markings are obvious. Maintenance manuals are accurate. The ship may not be comfortable, but the air recyclers are easy to reach and the repair documentation is correct.
Signature systems: Hull integrity, armor, damage control, power distribution, defensive control, internal security.
Weak systems: Signature management, atmospheric handling, flexible cargo conversion, luxury accommodations.
A Crown Meridian ship is difficult to kill and hard to hide.
Parts: Excellent availability in Directorate and League ports. Common service documentation. Firmware locks create complications for unauthorized modifications.
Spacer saying: "Crown ships keep flying long after the crew gives up."
Antaean Openframe Consortium
Known for: Modular, commercially successful hulls that crews can reshape around their work.
Primary alignment: Antaean League.
Openframe dominates commercial hull construction across the League. Their ships are built around modular spines, interchangeable bays, standardized cargo clamps, detachable pods, and licensed interfaces. They are common because they are useful. They are also common because lenders understand them, ports can service them, and corporations can repossess them efficiently.
A small Openframe ship is built around a visible structural spine with detachable cargo pods, external clamps, fold-out utility arms, and replaceable engine modules. Their silhouettes often look asymmetrical because the hull changes as modules are added and removed. Capital ships resemble mobile station complexes: long central trusses, modular habitation rings, cargo racks, docking branches. A capital Openframe vessel may look substantially different between voyages.
Interiors are practical and commercial. Different sections may come from different construction years. Everything has a serial number. Many features require active licenses.
Signature systems: Cargo handling, mission modules, communications, support craft, workshop systems.
Weak systems: Armor, direct combat durability, high-output fire control, thermal control under extreme load.
An Openframe ship is easy to expand and not built to win a fight.
Parts: Excellent availability almost everywhere. License audits create risk if modules do not match the manifest.
Spacer saying: "Openframe sells the ship twice: once in steel and once in licenses."
Viridian Lattice Yards
Known for: Refined, expensive, AI-integrated hulls with superior navigation, medical, and life-support systems.
Primary alignment: Shoiyan Concord.
Viridian builds the most refined civilian and scientific vessels in known space. Their ships are famous for advanced AI integration, medical support, environmental stability, sensor performance, and continuity-stack handling. Their construction relies on dense system integration that makes ships elegant and efficient, and also difficult to repair with improvised parts.
Small Viridian craft use smooth curved hulls, flattened manta-like profiles, curved radiator forms, and pearl ceramic plating. Their silhouettes suggest flowing motion even while docked. Capital ships use layered petal-like hull sections around a protected central core.
Interiors are quiet, seamless, and carefully controlled. Lighting adjusts automatically. Life-support compensates for species differences. The ship AI is present everywhere without being intrusive. Until something breaks. Then every panel requires a tool nobody carries.
Signature systems: AI core, navigation, sensors, life support, medical bay, stack vaults, science labs.
Weak systems: Field repair, improvised upgrades, heavy armor, crude weapon integration.
A Viridian ship excels at keeping people alive and informed. It dislikes abuse.
Parts: Excellent in Concord space, limited elsewhere. Authorized service is restricted to certified yards. Black-market specialists charge heavily.
Spacer saying: "A Viridian ship knows what is wrong before you do. It may not explain itself."
Kharos Forge Cooperative
Known for: Rugged, repairable, frontier-capable hulls that survive neglect and improvised maintenance.
Primary alignment: Funtari Confederacy.
Kharos is less a single corporation than a network of clan yards, foundries, licensed workshops, and family-owned manufacturers operating under shared standards. Their ships are built for hard places: poor roads, bad ports, scarce parts, unreliable fuel, untrained crews, and repairs performed with whatever is available.
Small Kharos craft use exposed trusses, oversized engines, visible coolant lines, thick landing gear, bolt-on armor, and external tool racks. Their silhouettes are muscular and blunt. Capital hulls resemble moving industrial yards: clustered cylindrical hulls, buried engine tunnels, reinforced collars, broad structural ribs, cranes, and visible repair gantries.
Interiors are cramped, practical, and full of exposed access routes. Panels are removable. Cabling is visible. Crew members know which bulkhead to kick when the ventilation fan starts rattling. The ship may not be comfortable. It can usually be fixed.
Signature systems: Sublight engines, maneuvering thrusters, damage control, workshops, salvage systems, towing systems.
Weak systems: Signature management, luxury accommodations, refined AI integration, thermal quieting.
A Kharos ship survives neglect better than it survives inspections.
Parts: Excellent in frontier regions. Informal service is widespread. Gray-market support is exceptional.
Spacer saying: "A Kharos ship breaks every week and never stops flying."
Safa Celestial Arsenal
Known for: Fast, disciplined, heavily licensed hulls with superior reactor output, fire control, and security systems.
Primary alignment: Jaziri Caliphate.
Safa is the most tightly controlled major builder in known space. Their ships are famous for efficient reactors, precise fire control, powerful security architecture, and capable automation. Even civilian Safa ships retain military assumptions. The company believes a ship is an instrument built for a purpose and resists becoming something else.
Small Safa craft use narrow spear-like hulls, deep ventral keels, swept engine housings, matte plating, and severe bilateral symmetry. Sensor and weapon apertures remain concealed until needed. Capital vessels use tall axial symmetry, central reactor spines, ribbed side structures, and carefully ordered weapon geometry. The silhouette appears deliberate and austere.
Interiors are clean, controlled, and formal. Access is compartmentalized. Security systems assume discipline. Unauthorized modifications trigger warnings quickly.
Signature systems: Reactor output, fire control, electronic warfare, security, point defense, cyberdefense.
Weak systems: Cargo flexibility, civilian comfort, open interfaces, improvised modification.
A Safa ship is excellent at its intended mission and resistant to becoming anything else.
Parts: Good through licensed channels, poor elsewhere. Gray-market modifications are dangerous and expensive. Authority scrutiny is high for any restricted or altered system.
Spacer saying: "A Safa ship does exactly what it was built to do. Pray you need the same thing."
Common Starting Models
Most first ships are used: older hulls with previous owners and histories that may or may not be documented. The five models below are the most common starting ships in Void Drifters.
Light Freighter: Model 20
The Model 20 is one of the most common small commercial ships in known space. Its narrow structural spine supports detachable cargo pods, external clamps, utility arms, and replaceable engine sections. No two Model 20s remain identical for long.
What it feels like: Practical and adaptable. The Model 20 has four open module slots from the factory, which means crews shape it around their work rather than working around it. It lacks armor but carries a large amount of cargo relative to its size, and its working fusion drive (Cruise 2) makes a Standard approach in about two days. It is the ship that can do almost anything with the right module package, and that is worth more than raw capability in most situations.
Common uses: Tramp freighter, smuggling ship, passenger hauler, courier, salvage vessel, mobile workshop, colony supply run.
Crew: Minimum two, standard four. One pilot, one engineer, with operator and gunner roles that a small crew doubles up on.
Signature: Adaptability. Openframe Interfaces means installing or removing legal commercial modules at a proper yard takes half the normal time, and improvised installations face one fewer complication from awkward mounting geometry.
The honest version: A used Model 20 has character. Previous owners leave traces: modified module bays, non-standard fittings, cargo spaces with hidden compartments the current owner may or may not know about. The AI support is basic automation, not directive intelligence. In a fight, the crew is working with three weapon hardpoints and Armor 1. The Model 20 can be made dangerous with the right modifications; out of the box, it runs, not fights.
Frontier Workhorse: KR-41
The KR-41 is a rugged frontier workhorse with oversized engines, reinforced landing gear, visible coolant lines, and a configurable cargo frame. It is one of the most common ships beyond heavily regulated core systems.
What it feels like: Tough and dependable. The KR-41 is louder, heavier, and less refined than a Model 20, but it has better armor, comparable cargo capacity, the same Cruise 2 drive, and a Field-Service Access trait that removes complications from repairs performed with inadequate tools or in bad conditions. It is the ship for crews who expect to be working far from proper yards.
Common uses: Frontier freighter, salvage tug, mining tender, colony hauler, armed transport, blockade runner, mobile repair ship.
Crew: Minimum three, standard six. The KR-41 typically needs a pilot, engineer, and at least one crew member covering operations, cargo, or security.
Signature: Durability and field repairability. Kharos sublight engines, damage control, and workshop systems are all Signature systems: the ship breaks and keeps flying.
The honest version: A used KR-41 has even more character than a used Model 20, and most of it is loud. The AI support is basic automation. Handling is −1, which means precision piloting is harder than on more nimble hulls. The ship is built for durability rather than refinement.
Patrol Cutter: CM-440
The CM-440 is a compact armored cutter used by patrol services, bounty crews, customs contractors, corporate security forces, and armed couriers. Its silhouette is a dense wedge with a broad armored prow, recessed bridge, and two protected engine channels.
What it feels like: Serious and purposeful. The CM-440 is the most combat-capable starting ship: Armor 3, five weapon hardpoints, Cruise 3, and Reinforced Compartments that reduce System Damage from critical hits once per encounter. Cargo capacity is limited, so it serves poorly as a freighter.
Common uses: Patrol cutter, escort, bounty vessel, armed courier, corporate security ship, marshal transport, convoy escort.
Crew: Minimum three, standard six. Pilot, gunner, and engineer are the core functions; the CM-440 has an Internal Security Suite and Armory from the factory.
Signature: Combat durability and damage control. The CM-440's Crown Meridian heritage means defensive control, armor, and security systems all operate at a higher baseline.
The honest version: A CM-440 is hard to explain at checkpoints not run by the Irnan Directorate. The ship announces its purpose. A crew trying to pass unnoticed is flying the wrong hull. Also: only one open module slot, which means customization is constrained. The CM-440 is a specialist ship, and crews that fly it commit to that identity.
Scout and Courier: VN-33C1
The VN-33C1 is a fast, graceful small craft with a narrow central body, sweeping radiator structures, and highly integrated AI. It serves as a courier, medical response vessel, survey craft, and executive transport.
What it feels like: Quick, intelligent, and fragile. The VN-33C1 has Speed 5, Cruise 3, and Handling +2, making it the most maneuverable starting hull available. Its Advanced Directive AI comes from the factory with Navigation and Medical packages already integrated. What it lacks is cargo space (12 Cargo Units), weapon hardpoints (2), and hull durability (Hull Points 12).
Common uses: Medical response ship, executive courier, survey craft, intelligence transport, diplomatic shuttle, high-end private vessel.
Crew: Minimum two, standard four. The VN-33C1 runs on a small crew and is designed for it.
Signature: Navigation and AI integration. The Predictive Navigation trait adds a Boon Die to Trials for locating Slipstream seams, calculating offset exits, and navigating poorly charted corridors.
The honest version: Hull Points 12 means this ship cannot take a sustained fight. Armor 1 means incoming fire hurts. The VN-33C1 is built to be fast and to not be there when trouble starts. If trouble starts anyway, the crew needs to be creative.
Fast Pursuit Hull: Safa S3
The Safa S3 is a narrow, high-output small hull built around powerful propulsion, strong fire control, and disciplined mission specialization. Its silhouette is a spear-like body with a deep ventral keel and swept engine housings, its weapon and sensor apertures concealed until needed.
What it feels like: Fast and pointed. The Safa S3 has Speed 5, Cruise 3, and Handling +1, second only to the VN-33C1 in maneuverability, and unlike the VN-33C1 it can fight: Armor 2 and five weapon hardpoints. Its Safa reactor and fire control run hot and hit hard. It is a ship built to catch something, or to not be caught.
Common uses: Pursuit ship, fast courier, interdiction escort, rapid response, questionable-security work.
Crew: Minimum two, standard four. Pilot and gunner are the core functions; the reactor and fire control reward a dedicated engineer.
Signature: Reactor output and fire control. The Safa S3's Safa heritage means weapon systems and power run at a higher baseline, at the cost of heat the engineer has to respect.
The honest version: One open module slot and limited cargo (6 Cargo Units) make the Safa S3 a specialist, not a hauler. It is also a Safa hull: unauthorized modifications attract authority attention, and flying a disciplined military-lineage pursuit ship outside Jaziri space invites questions about where a civilian crew got it. Hull Points 14 is respectable for the size but will not outlast a CM-440 in a straight slugging match. The Safa S3 wins by being faster and hitting first.
Crew Roles
A ship has systems, and every system needs someone responsible for it. On a large vessel with a full crew, each station is a dedicated position. On a small ship with three people, everyone covers multiple stations. The crew roles below describe functional responsibilities, not official titles.
Every crew role connects to specific career knowledge and skill sets from earlier chapters. A character does not need to hold an official position to contribute at a station; they need the relevant skills and the willingness to be responsible when things go wrong.
Pilot Station
The pilot flies the ship. In normal travel, that means managing course, approach vectors, and docking. Under pressure, it means evasive maneuvers, pursuit, intercept approaches, and atmosphere entry.
The pilot interacts most directly with the ship's Handling modifier and the directive AI's Flight Operations package. A ship with bad Handling fights the pilot under stress. A pilot with a functioning AI supporting Flight Operations reduces difficulty on demanding maneuvers.
Primary skill: Pilot.
Connected careers: Scouts, military veterans with shipboard experience, couriers, void-born characters.
Critical moments: Chases, atmospheric flight, offset Slipstream exits, docking under fire.
Engineer Station
The engineer keeps the ship running. That means managing the reactor, monitoring heat buildup, maintaining power distribution, performing repairs under pressure, and making the kind of call that determines whether a damaged ship limps into port or breaks apart at the wrong moment.
The engineer is also the person most likely to know what that salvaged component is actually doing and whether it is doing it correctly.
Primary skills: Craft, Science (for system assessment).
Connected careers: Engineers, mechanics, former shipyard workers, veteran crew members who have kept old ships alive.
Critical moments: Damage control during combat, emergency repairs, heat management, power allocation decisions, dealing with mixed-builder system conflicts.
Gunner Station
The gunner operates ship weapons. That means acquiring targets, managing firing solutions, and coordinating with the ship's Fire Control directive package when one is available.
On a small ship, the gunner's station may be a single turret control set into the crew space. On a larger ship, multiple gunners may coordinate through shared Fire Control. Either way, someone has to be watching the fire control readout when the fight starts.
Primary skill: Gunnery.
Connected careers: Military veterans, bounty hunters, security contractors, anyone who served on a combat vessel.
Critical moments: Ship combat, point defense against incoming missiles, coordinating fire with maneuvers.
Operator Station
The operator runs everything that is not flying, fighting, or fixing: sensors, communications, electronic warfare, cargo management, relay access, and the coordination layer that ties the crew together. On a well-crewed ship, the operator is the person telling the pilot where to go, the gunner where to shoot, and the captain what they do not yet know about the situation.
Primary skills: Perception, Electronics.
Connected careers: Intelligence operatives, communication specialists, scouts who ran sensor work, former relay technicians.
Critical moments: Detecting threats early, maintaining communication during jamming, electronic warfare, scanning ships and environments for relevant information.
Captain or Leadership Role
A captain does not run a station. A captain makes decisions, manages the crew, handles negotiations, takes responsibility for what the ship does, and is the person other people look at when the plan stops working.
Not every crew has a formal captain. Many small ships operate on a consensus or partnership model that works until pressure exposes its failure mode.
Primary skills: Leadership, Negotiation, Intimidation.
Connected careers: Officers, merchants, crime lords, anyone who has held authority over others and survived the experience.
Critical moments: Tense negotiations, crew morale under stress, deciding whether to run or fight when both options look bad.
Medic Role
On a small ship, medical responsibility falls to whoever has the relevant training. On a larger ship, a dedicated medic handles crew health, emergency surgery, disease management, and the ongoing baseline work of keeping people functional in an environment that is not optimized for human health.
Primary skills: Medicine.
Connected careers: Physicians, field medics, Shoiyan-trained clinicians, anyone with formal medical education.
Critical moments: Treating combat injuries, managing environmental exposure, supporting recovery during long transit legs.
Doubling Up
A crew of two or three cannot staff every station simultaneously. This is normal. A common configuration for a minimal Model 20 crew: pilot handles flight operations and sensors in normal travel, engineer handles power and damage control and cargo operations, and they sort out gunnery and communications as situations require.
Doubling up has costs. A character who is piloting cannot simultaneously optimize sensor operations. A character managing an emergency repair in the engine bay cannot redirect fire control from there. The crew's moment-to-moment choices about who is doing what under pressure are themselves meaningful decisions.
Ship Health
Four numbers describe a ship's operational condition. Understanding them helps a crew make decisions during pressure situations and understand why an engineer's call to shut something down matters.
Hull Points
Hull Points represent physical structural integrity. Weapons fire, collisions, breaching charges, and environmental damage reduce Hull Points.
A ship is functional until it runs out of Hull Points. As Hull Points fall, the ship may suffer increasing consequences depending on how much damage has accumulated. At zero Hull Points, the ship is structurally destroyed: sections breach, systems cascade, and survival requires evacuation or extraordinary luck.
Hull Points represent the hull itself, not the systems inside it.
System Points
System Points represent the ship's operational capacity. System Damage degrades what the ship can do before it threatens the hull.
When a ship takes System Damage, systems brown out, emergency shutoffs activate, or components stop responding correctly. A ship with significant System Damage may find weapons offline, navigation unavailable, or life support running on backup reserves. System Damage accumulates and compounds in ways that make a ship progressively harder to operate before it becomes impossible to fly.
Hull Damage and System Damage are different injury tracks. A ship can be structurally intact and operationally crippled, or physically damaged and still fully functional. Combat generates both kinds of pressure.
Heat
Heat is accumulated thermal stress from weapons fire, engine overdrive, pushed reactors, defensive screens, and failed integrations. It builds during intense operations and dissipates over time at a rate determined by the ship's Heat Dissipation rating.
When Heat exceeds the ship's Heat Threshold, things start to go wrong. Systems become unstable. Emergency limits trigger. The engineer starts making choices about what to keep running and what to sacrifice.
Managing Heat is the engineer's primary responsibility during sustained combat or emergency operations. A ship that pushes past its Heat Threshold is a ship that is already paying the price.
Power Capacity
A ship's reactor has a Power Capacity rating. High-output systems draw Power Load when active. Routine operations are already factored into the ship's baseline. The tracking matters when the crew simultaneously wants to fire energy weapons, boost defensive screens, push the engines, and run active sensors while a damaged power distribution system is reducing available output.
When active Power Load exceeds Power Capacity, something has to give. The engineer shuts down a system, accepts System Damage, adds Heat to the track, or makes a hard call about what the ship needs most right now.
Full Heat, Power, and combat rules live in the Vehicles Manual.
Mixed-Builder Ships
Most ships that players crew are accumulated machines: hulls carrying components from several builders, installed across years of ownership.
A Model 20 hull might be running a Kharos sublight engine installed after the original failed, a Crown Meridian damage control system salvaged from a wreck, an older Viridian navigation suite acquired through slightly unclear paperwork, and an unlicensed Safa reactor component that someone installed three owners ago and nobody has wanted to discuss since.
This is normal. This is what most ships look like after a few years of real use.
Why Ships Mix Builders
Ships mix builders because the original system broke and the available replacement was not from the same manufacturer. Because the crew wanted a better navigation suite and the best option was from a different builder. Because they salvaged a useful component from a wreck and the math made more sense than finding an identical factory replacement.
The builder relationships determine how complicated the mixing gets. Crown Meridian and Openframe maintain active compatibility agreements; installing Crown Meridian components in an Openframe hull is relatively straightforward. Crown Meridian and Safa use competing standards with incompatible firmware; that installation is harder and more likely to leave lasting complications.
What Mixing Costs
Compatibility issues show up as persistent complications rather than immediate failures. A system that was difficult to install may add a Bane Die when used under pressure. Two systems that interpret commands differently may create AI conflicts. A salvaged component with firmware designed for its original builder may log errors when asked to interface with incompatible architecture.
A mixed ship is not automatically inferior. It trades easy maintenance for customization. A crew might deliberately combine a Kharos engine for frontier repairability, a Viridian navigation suite for Slipstream work, Crown Meridian damage control for survivability, and an Openframe cargo system for flexibility. The result can be better than any single-builder ship for the crew's specific purposes. It is also a ship with opinions about when it wants to cooperate.
Integrated Architecture
A ship that runs almost entirely on components from a single builder gains the benefit of Integrated Architecture: reduced maintenance and repair complications, additional bonuses to Signature systems, and lower costs at authorized yards. It is the clean, simple approach.
The patchwork approach gives flexibility and lets crews optimize for specific needs. It gives up the smoothness of a coherent system ecosystem and creates ongoing maintenance stories.
Builder Compatibility Summary
| Pairing | Relationship |
|---|---|
| Crown Meridian + Openframe | Partner: active compatibility agreements |
| Openframe + Kharos | Partner: active compatibility agreements |
| Crown Meridian + Viridian | Open: common standards, no close cooperation |
| Crown Meridian + Kharos | Open: common standards, no close cooperation |
| Openframe + Viridian | Open: common standards, no close cooperation |
| Openframe + Safa | Open: common standards, no close cooperation |
| Crown Meridian + Safa | Rival: competing standards, incompatible firmware |
| Viridian + Kharos | Rival: competing standards, incompatible firmware |
| Viridian + Safa | Rival: competing standards, incompatible firmware |
| Kharos + Safa | Rival: competing standards, incompatible firmware |
| Military components in civilian hull | Forbidden: significant installation difficulty and authority risk |
Starting Ship Guidance
A typical starting crew ship has a history. It has been somewhere, belonged to someone, been modified for purposes the current owner may not fully understand, and arrived at the current situation through a chain of transactions, defaults, inheritances, and questionable decisions.
What a Starting Ship Looks Like
The ideal starting ship is older, structurally sound in the ways that matter, operationally complicated in ways that create stories, and genuinely the crew's. Not perfectly maintained, not brand new, not a prototype military vessel the players have no business owning. A real ship with a real past.
Some things a starting ship might have:
A mortgage. Ownership is meaningful partly because the ship represents more debt than everything else the crew owns combined. A crew with a mortgaged ship has a reason to take jobs, a reason to avoid certain authorities, and a constant background pressure that makes comfortable choices more expensive.
A component that works perfectly until the ship is under stress. The Kharos engine that runs beautifully in normal space but overheats in combat. The Viridian navigation suite that finds seams no one else can find but requires four hours of recalibration after an offset exit. The Crown Meridian damage control system that activates brilliantly in emergencies but refuses to authorize non-standard repairs without a supervisor override code that nobody has.
One hidden compartment that customs has not found. One modification that was not entered in the ship registry. One system whose previous owner said was certified but whose documentation has not survived contact with scrutiny.
A crew that knows the ship better than any yard does, and whose knowledge matters.
Recommended Starting Hulls
| Model | Cruise | Best For |
|---|---|---|
| Model 20 | 2 | Classic tramp freighter or smuggling campaign; most flexible default |
| KR-41 | 2 | Frontier salvage, mining, and colony-support campaign; rougher but more durable |
| CM-440 | 3 | Bounty, escort, or armed-courier campaign; combat-capable but conspicuous |
| VN-33C1 | 3 | Exploration, courier, medical, or intrigue campaign; fast and smart but fragile |
| Safa S3 | 3 | High-risk pursuit, questionable-security, or fast-response campaign; specialized and restricted |
The Model 20 is the strongest all-purpose default. It has the most open module slots of any starting hull, enough cargo for commercial viability, and the flexibility to become what the crew needs it to be.
The KR-41 is the best alternative for a rougher, more frontier-focused game. It is less elegant and harder to customize but survives situations that would strand a Model 20.
The Starting Ship as a Character
A ship that matters to the crew is a ship that has been invested in. The crew names it, knows its quirks, takes on work to pay its mortgage, argues about its maintenance schedule, and feels it when something goes wrong.
A ship destroyed in session three is a campaign event. That weight requires the ship to feel real before the session starts. The best way to make it real is to give it a past, give it a complication, and then let the crew discover who they are when the ship needs them.
Ship Ownership Models
Ships are expensive enough that direct purchase is rare outside wealthy families and governments. Starting crews usually have one of:
Mortgage: The crew owns the ship but owes a lender. Down payment 10 to 25 percent; monthly payment 2.5 to 4.0 percent of the financed amount, depending on the lender. The catch: the ship is the collateral, and missed payments escalate.
Lease: The crew operates the ship under contract. One month's deposit down; monthly payment 3.0 percent of the ship's full purchase price. The catch: no equity, use restrictions written into the contract, and the lessor can recall the hull.
Work Bond: Nothing down. The ship is paid off through contracted transport, security, or salvage deliveries instead of credits. The catch: the bond holder assigns the work, and refusing a job counts as a missed payment.
Salvage Title: Full price paid at a quarter of the hull's value; no monthly payment. The catch: the title is annotated, some ports bar the ship, no insurer covers it, and prior claimants surface.
Inherited Debt: Nothing down. The crew takes over the prior owner's payment schedule unchanged. The catch: the arrears, the lender, and everyone else the prior owner owed come with the hull.
Gray Ownership: Full price paid at a gray-broker discount; no monthly payment. The catch: no legal title, no open sale, and seizure on any real inspection.
Three missed payments put the ship on the public bounty boards, where it becomes a job for any licensed hunter in the Verge. The ship may owe more money than everything else the crew owns combined; that debt pressure is an intended driver of play.