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Void Drifters · Ships

Vehicle Quick Reference

All tables. Keep at the table. All stats are as listed in the catalog chapters.


1. Scale Reference

Scale Size Description Typical Vehicles HP Range SP Range Typical Crew Typical Cargo
1 Person-scale to small vehicle Powered suit, maintenance drone, escape pod, hover skid, ground crawler 2–12 1–8 0–4 0–80 Units
2 Small craft Fighter, shuttle, boarding craft, cutter, escape pod (crewed) 4–12 3–10 1–4 0–30 Units
3 Medium spacecraft Courier, scout, light freighter, patrol boat, yacht 10–18 12–16 2–6 6–30 Units
4 Large spacecraft Heavy freighter, cutter, corvette, salvage ship, blockade runner 16–28 12–19 2–10 10–120 Units
5 Massive spacecraft Frigate, destroyer, heavy transport, liner, industrial vessel 28–45 20–30 15–60 200–600 Units
6 Capital spacecraft Cruiser, carrier, major colony ship, fleet tender 35–50 24–35 25–120 100–1,000 Units
7 Heavy capital Battleship, dreadnought, major starbase 55–75 35–55 50–400 80–600 Units
8+ Strategic structure Fortress station, orbital shipyard, megastructure Bespoke Bespoke Hundreds+ Bespoke

2. In-System Travel

Travel Bands are measured from the destination. A leg is one band to the next. An Interval's length is set by the ship's Cruise rating. Full rules in Chapter Six.

Travel Band Legs

Leg Intervals
Extreme to Long 2
Long to Medium 2
Medium to Short 1
Short to Engaged 1

Standard seam arc to dock: 6 Intervals. Departure is the same legs in reverse plus the 10-minute drive charge.

Cruise Ratings

Cruise Drive Class Interval Standard Approach (6 Intervals)
1 Bulk fusion 24 hours 6 days
2 Working fusion 8 hours 2 days
3 Fast fusion 4 hours 1 day
4 Antimatter 2 hours 12 hours
5 High-output antimatter 1 hour 6 hours

Fusion caps at Cruise 3. Cruise 4 and 5 need an antimatter engine, detectable at Extreme by any sensor grade while lit.

Approach (System Stat)

Approach Emerge At Extreme Leg Total to Dock
Close Long 4 Intervals
Standard Extreme 2 Intervals 6 Intervals
Far Extreme 6 Intervals 10 Intervals

No Approach on the system record: use Standard. Offset exits add Intervals to the Extreme leg; see section 3.

Hard Burn: Declare at the start of a leg. Cruise counts as one higher for that leg (Cruise 5 cannot); costs 1 additional Supply Unit; Average Craft Trial at the end of the leg or 1 System Damage to the Sublight Engine, one step harder per consecutive leg; detectable at Extreme by any sensor grade for the leg.

Engine damage: 1 System Damage: Speed −1, Cruise −1 (minimum 1), no Hard Burn. 2: Speed −2, Cruise 1. 3: engine offline; cannot change Travel Band.


3. Slipstream Corridor Travel and Seam Types

Seam Condition

Seam Type Astrogation Trial Notes
Established Seam No Trial under normal conditions Used for generations; predictable; beacon-guided
Maintained Seam No Trial, routine systems adequate Regular use; minor drift; standard charts apply
Frontier Seam Average Astrogation Trial Lightly mapped; requires active search
New Seam Hard Astrogation Trial Recently viable; dangerous; charts may be wrong
Fading Seam Hard Astrogation Trial + 1 Bane Drifting; coherence declining
Lost Seam Severe Astrogation Trial; GM may rule impossible No reliable access from this system

Slipstream Exit Options

Matches the Offset Exits table in Chapter Six, which also carries the d6 failure table.

Exit Type Trial Modifier Extreme Leg Modifier Notes
Standard Exit No Trial None Charted exit arc; likely monitored
Near Offset Add 1 Bane Die +2 Intervals Slightly off the standard arc
Distant Offset +1 Trial Die, +1 Bane +4 Intervals Significant deviation; avoids standard monitoring
Extreme Offset +2 Trial Dice, +2 Banes +6 Intervals Maximum deviation; unmonitored; risky
Emergency Punch-Out +2 Trial Dice; GM complication on success GM places the ship; usually +6 Intervals or more Uncontrolled exit from inside corridor
Forced Entry (from outside) Severe or Extreme; special resources Not a routine technique; campaign consequence

Offset-exit failure result 1 (Wrong exit point): add 1d6 Intervals to the Extreme leg.

Slipstream Travel Time by Journey

Journey Typical Duration
Nearby connected system 12 hours to 3 days
Regional route 3 to 10 days
Cross-border route 1 to 3 weeks
Long frontier run 3 to 8 weeks
Unstable, indirect, or newly charted route Unpredictable

Corridor class (Thread, Lane, Spine, Grand Channel, Fracture) governs capacity, not speed.


4. Ship Combat Range Bands

Band Description Weapon Eligibility Movement Notes
Engaged Touching, docked, grappling, or boarding range All weapons; ramming; boarding actions Requires Dock/Grapple maneuver to establish
Short Close tactical range All weapons Standard movement
Medium Standard combat range Standard, Heavy, Capital; some Light with Bane Standard movement
Long Extended weapon range Heavy, Capital; guided ordnance (Lock-On) Costs additional maneuver or action
Extra Long Specialized weapons or pursuit range Capital weapons; long-range guided ordnance 2 maneuvers to close one band
Extreme Strategic contact or sensor contact Sensor detection only; some capital ordnance Multiple rounds to close

Elevation Offset: Track separately only when it creates meaningful choices (bombing runs, terrain masking, vertical fighting). Effective distance = farther of horizontal or vertical band.


5. System Damage Table

When a ship's System Points reach a trigger threshold, roll d10 or GM selects.

SP Remaining Status Effect
75% or above Normal No system damage effects
50–74% Strained 1 random non-essential system degrades (adds 1 Bane to related Trials)
25–49% Critical 1 random core system disabled; engineer must act this round or it stays offline
10–24% Failing 2 systems disabled; Defensive Control fails; all Pilot and Craft Trials add 1 Bane
1–9% Collapsing All non-essential systems offline; Speed 1 only; life support on emergency reserves
0 Inoperative Ship is dead in space; no systems respond; life support on battery reserves only

Random System Damage (d12):

d12 System Affected
1 Sublight Engine (Speed reduced by 2; Cruise 1; no Hard Burn)
2 Maneuvering Thrusters (Handling reduced by 2)
3 Navigation Suite (Slipstream and nav Trials add 2 Banes)
4 Sensors (detection range reduced by 1 band)
5 Fire Control (all weapon attacks add 1 Bane)
6 Defensive Control (point defense and screen coordination offline)
7 Power Distribution (Power Capacity reduced by 2)
8 Life Support (emergency mode; crew discomfort; time limit activated)
9 Communications (relay and coordination offline)
10 Damage Control (automated fire suppression and emergency sealing offline)
11 Reactor (Power Capacity reduced by 3; Heat Threshold reduced by 2)
12 Hull and Frame (Armor reduced by 1; all subsequent Hull Damage increased by 1)

6. Critical Hit Table

Roll d10 when a weapon attack achieves 4 or more net successes, or when a Calamity specifies a critical.

d10 Critical Effect
1 Armor Breach: Target's Armor reduced by 1 for this encounter.
2 Engine Damage: Speed reduced by 2 until repaired.
3 Thruster Loss: Handling reduced by 2; changing facing costs 1 extra maneuver.
4 Fire Control Failure: Weapon attacks add 2 Bane Dice until engineer spends action to restore.
5 Power Surge: Power Capacity reduced by 2 for 1 round; engineer must manage immediately or systems shut down.
6 Sensor Blackout: All sensor functions offline for 1 round; Fire Control adds 2 Bane Dice; re-establishing sensors costs 1 crew action.
7 Communications Down: All relay and coordination capability lost for 2 rounds.
8 Hull Breach: One compartment exposed to vacuum; emergency bulkheads activate (or must be manually sealed); crew in affected section take immediate hazard.
9 Reactor Spike: 3 Heat added immediately; Power Capacity reduced by 1 for remainder of encounter.
10 Cascade Failure: Engineer rolls on System Damage Table twice; apply both results.

7. Heat Threshold Effects

Heat builds when weapons fire, screens absorb hits, engines push, and reactors strain.

Heat Level Status Accumulated Penalties
Below Threshold Normal None
At Threshold Warning Signature bloom: Signature Management Trials add 1 Bane Die
Threshold +1 to +3 System Strain + Weapon attacks add 1 Bane; engine push Trials add 1 Bane; Average Craft Trial or Heat Dissipation halved
Threshold +4 to +6 Critical Strain + Heat Dissipation automatically halved; screens add 1 Heat/hit beyond listed; Hard Craft Trial or 1 System Damage to Reactor/Power/Defensive Control
Threshold +7 to +9 System Failures + Hull takes 2 damage/round from thermal stress; Power Capacity −2; Hard Craft Trial or one active system shuts down
Threshold +10+ Emergency + Severe Craft Trial each round or full emergency shutdown: all weapons, screens, modules, ECM offline; Speed 1; life support on emergency reserves

Heat Sources (common):

Source Heat Generated
Energy weapon firing As listed on weapon entry
Deflection screen absorbing hit As listed on screen entry
Sublight engine overburn 2 per round
Reactor pushing 1–3 per action
Kharos hull (thermal exhaust) +1 per round when weapons fire
Emergency power rerouting 2 (from overload conversion)
Failed thermal management 1–2 additional per round

Engineer Heat Management:

Action Effect
Manage Heat (1 action, Average Craft) Remove 1 additional Heat this round; each Boon removes 1 more
Emergency Vent (1 action, no Trial) Remove Heat equal to Dissipation immediately; create thermal bloom: +2 Bane to Signature Management for 2 rounds
Reroute Cooling (1 action, Average Craft) One system does not generate Heat from next use this round
Shut Down System (free) Remove system's Power Load and ongoing Heat generation; system offline until restarted

8. Builder Benefits Summary

Builder Best Systems Key Benefit Weak Systems Key Drawback
Crown Meridian Hull, damage control, power distribution, defensive control, security Damage control Boon on patches; Easy DC Trials auto-succeed; Armor +1 for collision; Defensive Control Bane reduction Signature management, atmospheric handling, cargo conversion Signature Trials +1 Bane; Cold Running takes 3 rounds; atmospheric Pilot +1 Bane; module conversion takes 2× time
Openframe Cargo handling, mission modules, communications, transponder, support craft Cargo handling Boon (+10 effective capacity); module install/remove at half time; comms/transponder Bane reduction; support craft Boon on launch Armor/combat durability, heavy weapons fire control, thermal under extreme load At ≤50% HP: all Pilot/Craft +1 Bane; Heavy/Capital weapons +1 Bane; at Heat +4: +1 Heat/round from routing failure
Viridian AI Core, navigation, sensors, life support, medical bay, stack vaults AI +1 Active Channel and full Die+Bane reduction when Package applies; nav Boon; sensors +1 band; life support auto species; medical Boon; stack Boon Field repair, improvised upgrades, heavy armor, crude weapon integration Craft with improvised tools/non-Viridian parts +1 Bane; non-Viridian install +1 extra Bane; armor upgrade adds −1 extra Handling; Heavy/Capital weapons +1 Bane and +1 Heat/firing
Kharos Sublight engines, maneuvering thrusters, damage control, workshops, salvage, cargo Overburn +1 Boon and −1 Heat; maneuvering Bane reduction; patch Boon; field repair at Hard not Severe; workshop Boon; tow/salvage Boon Signature management, refined AI, thermal quieting, luxury accommodations Signature +2 Banes; Cold Running takes 4 rounds and requires Average Craft Trial; non-Kharos AI +2 extra Banes; +1 Heat/round when weapons fire
Safa Reactor output, fire control, ECM, security, point defense, cyberdefense Power Capacity +1 effective; reactor push Bane reduction; Lock-On attacks +1 Boon; PD Interception +1; ECM free reaction/round; intruder +1 Bane; cyberdefense +1 Boon Cargo flexibility, open interfaces, improvised modification Cargo reconfiguration requires extra Craft Trial and time; non-Safa install +1 extra Bane; unauthorized Safa modification adds 1 Crisis Die

9. Hardpoint Compatibility

A smaller mount always fits in a larger hardpoint. A larger mount never fits in a smaller hardpoint.

Hardpoint Cost Available Can Mount Cannot Mount
1 point (Light) Light weapons only Standard, Heavy, Capital
2 points (Standard) Light, Standard Heavy, Capital
3 points (Heavy) Light, Standard, Heavy Capital
4 points (Capital) Light, Standard, Heavy, Capital

Minimum Scale per Mount:

Mount Size Minimum Scale
Light 1
Standard 3
Heavy 4
Capital 6
Strategic 7+

Hardpoint Cost by Mount:

Mount Hardpoint Cost
Light 1
Standard 2
Heavy 3
Capital 4

10. Module Slot Grades

Module Type Slots Required Typical Installations
Standard module (1 slot) 1 Cargo hold, passenger berths, medical bay, workshop, armory, salvage rig, security suite, external docking cradle
Large module (2 slots) 2 Expanded cargo, shuttle bay, fighter bay, expanded medical ward, heavy salvage rig, fabrication shop, diplomatic suite
Oversize module (3 slots) 3 Expanded hangar, luxury cabin block
Small / light system 0 Minor additions treated as part of core system upgrades, not module slots
Restricted module 1–2 Smuggling compartments, hazardous cargo, quarantine, clone transit, stack vault, neural integration bay
Military module 1–2 Counterboarding suite, electronic warfare suite, military damage control grid, military shadow package

Module Minimum Scale:

Module Category Minimum Scale
Personal equipment, minor fittings 1
Basic operational modules (cargo, berths, workshop) 3
Standard operational modules (medical bay, armory, salvage rig) 3–4
Large or crew-intensive modules (expanded medical, fabrication) 5
Capital-scale systems (neural integration bay, major drone bay) 6
Carried craft: external docking cradle 3, shuttle bay 4, fighter bay and expanded hangar 6 3–6

11. Repair Time Reference

Repair Type Facility Time Trial Required
Emergency Patch (in encounter) Field (no facility) 1 action Average Craft; success restores temp function until end of encounter
Field Fix (after encounter) Field (improvised) 1 hour Hard Craft; success restores function until next system stress
Standard Repair Field workshop or basic yard 4–8 hours per SP/HP Average Craft
Full Repair (Hull Damage) Authorized yard 1 day per 5 HP No Trial at authorized yard
System Damage Repair Authorized yard or workshop 1–2 days per system Average Craft at workshop; no Trial at authorized yard
Critical System Replacement Authorized yard 3–7 days No Trial if certified replacement; Average if field install
Military System Repair Authorized military yard only 5–10 days No Trial at correct facility; Hard everywhere else

Repair Modifiers:

Condition Modifier
Improvised tools +1 Bane Die
Non-native parts (partner builder) +1 Bane Die
Non-native parts (open builder) +2 Bane Dice
Non-native parts (rival builder) +2 Bane Dice, +1 Trial Die
Non-native parts (military system) +2 Bane Dice, +1–3 Trial Dice
Crown Meridian hull Remove 1 Bane Die on emergency patch Trials
Kharos hull Remove 1 Bane Die from improvised tools/access Banes; field repair at Hard not Severe
Viridian hull Non-Viridian tools add 1 Bane Die beyond normal

12. Maintenance Clock

Ships require maintenance to remain operational. Neglecting maintenance does not immediately break ships but creates growing vulnerability.

Interval Standard Maintenance Consequence of Neglect
After each combat encounter Emergency repairs as needed Unrepaired damage accumulates and may cascade
Every 2 weeks (operating ship) Routine inspection and servicing Skip: one random system begins degrading (adds 1 Bane when used)
Monthly Full system check Skip: one random system loses 1 SP; degrading systems worsen
Quarterly Major servicing at authorized yard Skip: two random systems degrade; hull seal may fail
Annual Full overhaul Skip: significant system failures likely within the next month of hard use
After Slipstream transit (extreme offset or forced entry) Navigation suite and drive inspection Skip: next jump Trial adds 1 additional Bane Die
After Heat critical event (Threshold +7 or above) Thermal system inspection Skip: Heat Threshold permanently reduced by 1 until properly serviced

Maintenance Cost Tiers:

Tier When Cost (narrative abstraction)
Routine Monthly, at any port Minor; covered by standard operating budget
Standard Quarterly, at authorized yard Moderate; significant for crews running on margins
Major Annual overhaul Major; may require downtime and financing
Emergency After severe damage Significant; may require specialized parts and specialist labor

13. Weapon Quick Stats

All weapons from Chapter 8 and relevant to ship combat. Grouped by family.

Kinetic Weapons

Weapon Mount Range Damage Heat Power Ammo Tags
Light Rotary Cannon Light Short–Medium 3 Hull 1 1 Mag 40 Point Defense, Burst Fire
Railgun Battery Standard Medium–Long 5 Hull 1 2 Mag 16 Piercing
Flak Cannon Standard Short 4 Hull (2 vs armor; 6 vs small craft) 1 1 Mag 24 Point Defense, Anti-Fighter, Scatter
Heavy Mass Driver Heavy Medium–Long 9 Hull 2 2 Mag 8 Piercing, Armor Breaker, Slow
Capital Mass Driver Capital Long–Extreme 16 Hull 2 3 Mag 4 Piercing, Armor Breaker, Restricted

Guided Ordnance

Weapon Mount Range Damage Heat Power Ammo Tags
Light Missile Rack Standard Long 6 Hull 1 1 Mag 6 Lock-On, Tracking, Interceptable
Torpedo Launcher Heavy Extreme 12 Hull 1 2 Mag 4 Lock-On, Tracking, Interceptable, Reload
Salvo Missile System Heavy Long 5 Hull/missile 2 2 Mag 12 (3 salvos) Salvo, Lock-On, Saturation
Capital Torpedo Battery Capital Extreme 22 Hull 1 3 Mag 4 Lock-On, Capital Killer, Restricted

Beam Weapons

Weapon Mount Range Damage Heat Power Ammo Tags
Point-Defense Laser Light Short 2 Hull 2 1 None Point Defense, Accurate
Laser Battery Standard Medium 5 Hull 3 2 None Accurate, Precision, Signature Bloom
Cutting Beam Standard Short–Medium 3 Hull + 2 Sys 3 2 None Accurate, Precision, System Damage
Particle Lance Heavy Medium–Long 10 Hull 4 3 None Accurate, Precision, Cooldown
Capital Lance Array Capital Long 18 Hull 5 4 None Accurate, Concentrated Fire, Cooldown

Plasma Weapons

Weapon Mount Range Damage Heat Power Ammo Tags
Plasma Projector Standard Short 7 Hull (ignores 1 Armor) 4 3 Reactor Armor Breaker, Burn, Volatile
Heavy Plasma Cannon Heavy Short–Medium 13 Hull (ignores 2 Armor) 5 4 Reactor Armor Breaker, Burn, Volatile
Capital Plasma Battery Capital Short–Medium 20 Hull (ignores 3 Armor) 6 5 Reactor Armor Breaker, Broadside, Extreme Heat

Disruption Weapons

Weapon Mount Range Damage Heat Power Ammo Tags
Ion Pulse Emitter Standard Short–Medium 1 Hull + 4 Sys 2 2 None Ion, Disable, Boarding Support
Heavy Ion Cannon Heavy Medium 2 Hull + 7 Sys 3 3 None Ion, Power Disruption, Overload
EMP Projector Standard Short (area) 0 Hull + 5 Sys 2 3 Cap 3 Ion, Area Effect, Overload
Disruption Lance Heavy Short–Medium 3 Hull + 6 Sys 3 3 None Ion, Electronic Attack, Restricted

Gravitic and Phase Weapons

Weapon Mount Range Damage Heat Power Ammo Tags
Gravitic Distorter Heavy Medium 5 Hull (ignores Armor) 4 4 None Forced Drift, Nav Damage, Restricted
Phase Lance Heavy Medium 8 Hull (bypasses screens) 5 4 None Screen Penetrating, Military Only
Inertial Shear Projector Capital Medium–Long 12 Hull (ignores Armor) 5 5 None Forced Drift, Military Only
Slipstream Interdiction System Capital Long–Extreme 0 Hull + 4 Sys (Nav/Drive) 4 5 Rare comp x4 Interdiction, Military Only

14. Defense Quick Stats

Armor Upgrades

Upgrade Type Armor Change Handling Notes
Standard Hull Plating Passive Base Included in hull; patchable
Reinforced Hull Plating Passive +1 (omnidirectional) 0 Core system upgrade; patchable
Directional Combat Plating Passive +2 (one facing) −1 (turns away from arc) Core system upgrade
Ablative Hull Panels Passive (degrading) +2 (until depleted) 0 Module Slot 1; degrades on 5+ damage hits
Military Composite Armor Passive +2 (omnidirectional) −1 Restricted; repairs need military parts

Deflection Screens

System Power Load Heat/Hit Defense Bonus Damage Reduction Arc
General Deflection Screen 2 1 +1 Bane vs. energy 2 vs. beams/plasma Omnidirectional
Directional Screen Emitter 2 1 +2 Bane vs. energy (one arc) 3 vs. beams/plasma (one arc) Directional
Pulse Screen Generator 3 (trigger) / 1 (charge) 0 +2 Bane vs. energy (1 round) 4 vs. beams/plasma (1 round) Omni (pulse only)
Thermal Dispersion Screen 2 0 vs. plasma / 1 vs. beam +1 Bane vs. plasma/beam 3 vs. plasma / 2 vs. beam Omnidirectional
Military Screen Array 4 1 +2 Bane vs. energy 3 vs. all energy / 1 vs. kinetics Omnidirectional

Point Defense Suites (Module-Based)

System Slots Power Interception Rating Notes
Basic PD Grid 1 1 2 Standard missiles; light ordnance
Extended PD Grid 2 2 3 Heavy ordnance; Hard Trial vs. torpedoes
Military PD System 2 2 4 Military; +1 from Safa hulls
Countermissile Launcher 1 1 2 (missiles only) Reactive; dedicated missile intercept

ECM and Evasion

System Type Power Effect
Signal Scrambler Active/Module 2 +1 Bane to guided weapon attacks; +1 Bane to Lock-On
Ghost Transmitter Array Active/Module 2 +1–3 Bane to attackers; false targets; sensor blinding on Boon
Military EW Suite Active/Module 3 +2 Bane all guided weapons; +1 Bane unguided; offensive EW capable
Vector Thruster Package Passive +1 Handling permanent
Combat Thruster Overburn Active +1 +1 Bane to attacks vs. ship; pilot +1 Bane own weapons; 2 Heat/round
Evasion Plot System Active (AI) 1 Remove 1 Bane from evasive Pilot Trials
Gravitic Maneuvering Package Active 3 +2 Bane to attacks; free facing change; 1 Heat/round; Military

15. Starship Catalog Summary

All ships from Chapter 16. One line each. Hardpoints listed as L/S/H (Light hardpoint points / Standard / Heavy).

Commercial Hulls

Ship Builder Class Scale HP SP Power Threshold H.pts Slots Crew Cargo
CM-440 Crown Meridian Armored Cutter 4 22 14 9 11 3L/2S/0H 4 3/6 20
CM-540 Crown Meridian Escort Frigate 5 44 26 13 15 4L/1S/2H 8 12/30 80
Model 40 Antaean Heavy Transport 5 38 22 12 13 4L/0S/0H 14 8/20 400
VN-53C1 Viridian Luxury Spaceliner 5 35 30 13 14 2L/0S/0H 16 40/120 120
KR-51 Kharos Heavy Salvage Tender 5 41 22 12 13 3L/1S/0H 12 10/28 320
Safa S5 Safa Fast Escort 5 35 24 13 15 4L/4S/0H 6 8/22 40
Independent Cutter Common Light Starship 3 13 12 7 9 3L/0S/0H 3 2/4 30
Inspection Cutter Common Light Starship 3 12 14 7 9 2L/0S/0H 4 2/5 20
Patrol Cutter Common Light Starship 3 14 14 9 12 2L/2S/0H 3 2/6 20
CM-640 Crown Meridian Capital Cruiser 6 44 27 14 16 6L/3S/1H 11 20/60 320
Model 20 Openframe Light Freighter 4 18 13 8 10 3L/0S/0H 8 2/4 120
Model 60 Openframe Capital Freighter 6 39 25 12 14 5L/1S/0H 18 25/80 1,000
Model 80 Openframe Bulk Container Hauler 7 62 40 20 22 6L/0S/0H 24 40/160 5,000
VN-33C1 Viridian Scout/Courier 3 12 15 7 9 2L/0S/0H 5 2/4 12
VN-63C2 Viridian Medical Cruiser 6 35 31 13 16 4L/1S/0H 15 30/85 140
KR-41 Kharos Frontier Freighter 4 22 13 9 10 3L/0S/0H 7 3/6 100
KR-61 Kharos Industrial Carrier 6 45 26 14 15 5L/2S/1H 15 30/100 520
Safa S3 Safa Pursuit Craft 3 14 13 8 10 4L/1S/0H 3 2/4 6
Safa S6 Safa Security Cruiser 6 41 29 16 18 7L/4S/2H 10 35/100 110

Military Hulls

Ship Power Class Scale HP SP Power Threshold H.pts Slots Crew
IDN-0044 Irnan Military Cutter 4 28 19 13 17 4L/2S/1H 5 4/8
IDN-6450 Irnan Military Cruiser 7 65 40 22 26 6L/5S/3H 14 50/200
FHF-4GA2 Funtari Assault Cutter 4 26 17 12 15 4L/3S/1H 5 3/8
FHF-6HO8 Funtari Assault Carrier 7 70 38 20 23 8L/5S/4H 16 60/250
SC-43K Shoiyan Recon Cutter 3 17 21 11 16 3L/1S/0H 6 2/5
SC-61R Shoiyan Command Cruiser 7 58 50 19 26 5L/4S/2H 18 60/220
Purifier Jaziri Strike Corvette 4 24 18 13 17 4L/3S/1H 4 3/8
Deliverer Jaziri Command Ship 7 62 44 23 28 7L/6S/4H 12 70/280
AX-7 Antaean Modular Escort 4 22 16 11 15 4L/2S/1H 7 3/8
AX-Q2X Antaean Logistics Carrier 7 60 42 19 24 6L/5S/3H 20 80/320

16. Small Craft Summary

All craft from Chapter 17. One line each.

Craft Type Scale Speed Armor HP SP Crew Passengers Endurance
Dart Light Fighter 2 7 1 6 6 1/1 8 hr
Talon Heavy Fighter 2 6 2 9 8 1/2 12 hr
Scythe Interceptor 2 7 1 7 10 1/1 10 hr
Hammer Torpedo Bomber 2 4 2 10 7 2/2 8 hr
Personnel Shuttle Shuttle 2 3 1 7 7 1/2 12 48 hr
Cargo Shuttle Shuttle 2 2 1 8 6 1/2 2 36 hr
Executive Shuttle Shuttle 2 4 1 7 9 1/2 6 72 hr
Medical Transport Shuttle Shuttle 2 4 1 7 9 1/3 8 48 hr
Boarding Pod Boarding 2 5 3 12 5 1/1 8 troops 4 hr
Assault Shuttle Boarding 2 4 2 10 8 2/3 12 troops 12 hr
Breacher Boarding 2 5 3 11 9 2/3 8 troops 8 hr
Standard Escape Pod Emergency 1 2 1 4 3 0/1 6 72 hr
Life Raft Emergency 1 0 0 2 1 0 8 48 hr O2
Emergency Beacon Pod Emergency 1 0 0 2 1 0 0 30 day broadcast
Atmospheric Lander Atmospheric 2 4 atm/2 spc 2 9 7 1/2 8 48 hr
Survey Skiff (atmospheric) Atmospheric 2 4 atm/3 spc 2 10 8 1/3 4 120 hr
Rapid Descent Vehicle Atmospheric 2 6 desc/3 atm 3 10 8 1/2 10 troops 24 hr

17. Ground and Hover Vehicle Summary

All vehicles from Chapter 18. One line each.

Vehicle Type Scale Speed Armor HP Cargo Passengers Power
Personal Hover Skiff Civilian Hover 1 3 0 4 8 2 12 hr battery
Hover Speeder Civilian Hover 1 5 0 4 2 1 24 hr cell
Hover Cargo Platform Civilian Hover 1 2 1 6 40 2 48 hr cell
Hover Bus/Transport Civilian Hover 1 3 1 8 10 30 36 hr cell
Hover Combat Sled Military Hover 1 4 2 8 2 0 72 hr military
Hover APC Military Hover 1 3 3 12 5 12 troops 48 hr military
Heavy Hover Weapons Platform Military Hover 2 2 4 20 2 0 36 hr military
Funtari Military Hover Tank Military Hover 2 2 5 24 0 0 60 hr military
Standard Ground Crawler Ground 1 2 1 6 20 6 72 hr fuel
Heavy Crawler Ground 1 2 2 10 50 8 96 hr fuel
Mining Crawler Ground 1 1 2 12 60 2 120 hr reactor
Armored Ground Transport Ground 1 3 3 10 25 8 48 hr fuel
Military Ground APC Ground 1 3 3 14 8 10 troops 60 hr military
Battle Walker Ground (walker) 2 3 3 18 2 0 48 hr military
Survey Skiff (ground) Specialized 1 3 2 8 15 4 120 hr reactor
Excavation Platform Specialized 2 1 2 20 80 4 96 hr reactor
Medical Ground Transport Specialized 1 3 1 6 4 6 patients 48 hr reactor

18. Acquisition Tiers

Tier Who Can Buy It Where Authority Attention
Open Anyone with money Most commercial ports, dealers, second-hand markets Minimal to none; routine transaction
Licensed Anyone with appropriate registration, operator's license, or corporate affiliation Authorized dealers; may require documentation at point of sale Low; license verification at port inspection
Restricted Government contractors, security organizations, military-affiliated buyers, verified professionals Specific licensed dealers, government procurement channels, security contractor supply Moderate; ownership flagged during inspections; may require periodic license renewal
Military Sovereign fleet personnel and organizations only Military procurement channels; no civilian market Very high; unauthorized civilian possession triggers immediate authority response; varies by power from seizure to use-of-force authorization

Restricted Access Notes:

Item Category What Restricted Means in Practice
Security vessels (CM-440 armed, Safa S3) Security contractor license from relevant authority; annual reporting
Military-grade armor (composite) Cannot be purchased; acquired through salvage or military transfer; illegal for civilian use
Military screen arrays Cannot be purchased commercially; possession is contraband
Military-grade EW suites Cannot be purchased commercially; possession triggers immediate authority attention
Military hulls (IDN-0044, FHF-4GA2, etc.) Cannot be purchased; acquired through capture, salvage, defection, or extraordinary circumstances only
Gravitic weapons (Distorter, Phase Lance) Military authorization from relevant power; civilian possession is a diplomatic incident
Slipstream Interdiction System Possession by any non-state vessel is treated as an act of war by all five powers
Capital Mass Driver Licensed civilian market does not exist; possession triggers authority response; ammunition unavailable through legal channels

Hover Licensing (Funtari):

Tier Coverage
Commercial Hover License Required for civilian hover vehicles in most core systems; grants access to commercial firmware (clearance-capped)
Extended Commercial License Larger cargo platforms and commercial bus operators; higher clearance bands within commercial tier
Military Hover Authorization Funtari Confederacy military and approved partner forces only; uncapped firmware; not commercially available