Playtest Alpha— unfinished and still changing.
Rulebook

Chapter 26 — Ship & Vehicle Design

A craft — a groundcar, a gunship, a free trader, a capital warship — is built the way a weapon is rolled up (Chapter 24): pick a size, set a few numbers in bands, hang some qualities on it, and price it off a base and multipliers. There is no tonnage ledger and no power budget. A craft is a size, an armor value, its weapons, a jump rating (if it's a starship), and a handful of qualities, all gated by Technology Level.

What you don't touch. Customization tunes the dials; it never rebuilds the machine. Every craft, however built, keeps the four-node Hull / Systems damage track, sits on the scale ladder (Chapter 12), and fights player-facing — your crew rolls, the GM rolls only the enemy's damage (Chapter 25). You are choosing how tough, how armed, and how fast within that frame.

This is a GM and downtime tool. The numbers below are bands, not fixed values — choose within them and tune anything that comes out silly. Design a craft deliberately, or use the quick roll-up at the end.


Index§


Step 1 — Size§

A craft's size is its scale band (Chapter 12). Size sets the magnitude of everything after it — how much armor and how many guns are plausible, how many crew it needs, and what it costs. Within a band, eyeball the rest: a courier and a bulk freighter are both Colossal, distinguished by their qualities, not a separate size stat.

BandCraftCrew (min – full)HardpointsBase cost
S1 VehicleGroundcar, flyer, cycle, walker, small craft1 – 30 – 1Cr60,000
S2 HeavyTank, APC, gunship, dropship, fighter2 – 61 – 3Cr2,400,000
S3 ColossalStarship, capital ship, stationa handful – many2 – 6+Cr22,500,000

Crew is how many stations it takes to run well; a craft can be flown short-handed under the under-crewed rule (Chapter 25). Hardpoints is how many weapons it can mount (Step 3).

Step 2 — Armor§

Armor is the flat value damage must beat (compared only within a scale band — Chapter 12). The standard hull is the familiar 24; step up for a warship, down for something civilian.

ArmorBuild
12Unarmored — civilian, cheap, cracks easily
18Light
24Standard (the baseline)
30Armored / paramilitary
36Warship
42Heavy capital plating (TL 13+)

Each step above standard multiplies cost (Step 6); a step below discounts it.

Step 3 — Weapons§

Each hardpoint (Step 1) mounts one weapon — a turret, a bay, a missile rack, a spinal gun. A craft weapon is just a big weapon (Chapter 24): set its damage in a band around the familiar 8D, and hang any weapon traits on it that fit — Blast and Smart for missiles, AP and Destructive for armor-killers, Auto for point-blank cannon, Scope for long-range gunnery.

MountDamage
Light turret6D
Standard turret8D
Heavy turret / bay10D
Spinal / capital gun12D+

Remember scale (Chapter 12): a ship's gun is already an S3 weapon, so against anything smaller it simply annihilates — you don't need exotic traits to hurt a fighter, only to do something special (an area spread, a homing salvo, a shield-piercing lance). Traits earn their keep mostly in same-scale duels. Each weapon, and each trait on it, adds to cost.

Step 4 — Jump (starships)§

Only a starship carries a jump drive, and the standard hull is Jump-1 — one parsec per jump (Chapter 27). Ground and system craft have no drive at all.

A longer-legged ship buys its reach as a quality (Step 5): the Jump Drive 2 or Jump Drive 3 quality lifts the rating to two or three parsecs per jump. Because it costs one of the craft's limited quality slots (and a higher TL), a faster ship gives up some other capability for the distance — reach, in this game, is something you trade for. Higher ratings exist in the Seeder core but are rarely sold.

Step 5 — Qualities§

Qualities are the character of a craft — the tags that make a stealth courier different from a bulk hauler. As with random gear (Chapter 24), a craft's TL caps how many beneficial qualities it may carry; drawbacks are free and each one discounts the price.

TL bandBeneficial qualities
TL 9–11 (system-built, low or no jump)2
TL 12 (Shore standard)3
TL 13–15 (Seeder core)4

Beneficial qualities§

Choose them, or roll on the D66 below. The table is ordered by Technology Level — low rolls are the mundane, low-TL fittings any yard can hang on a hull; high rolls are the exotic Seeder-core systems. Reroll any result whose Min TL exceeds the craft's own TL (a TL 10 system-built hull can't roll up a Jump Drive), and reroll a quality the craft already has.

D66QualityMin TLEffect
11–13Cargo Hold9Real cargo capacity, rated in SCU for trade (Chapter 28) — the difference between a hauler and a hull.
14–16Atmospheric9Flies in atmosphere and lands on a world under its own power — not a given for a deep-space hull, many of which need shuttles.
21–22Agile9The pilot rolls evades and chases with Advantage.
23–24Reinforced Hull9The first Hull hit each fight is shrugged off — armor holds where it would have marked Damaged.
25–26Vacuum-Rated9Sealed and life-supported for hard vacuum (assumed on any pure-space hull; worth noting on a vehicle).
31–32Advanced Sensors10Advantage on Recon to detect and lock; extended sensor and comms range.
33–34Overdrive10Opens or closes a range band faster; Advantage to disengage or run.
35–36Point-Defense10Once per round the crew may roll Remote Weapons to intercept an incoming missile, torpedo, or strike craft; success negates that attack.
41–42Hardened10Built for a punishing environment (radiation, heat, deep cold); shrugs the matching hazard (Chapter 13) and grants Advantage to endure it.
43–44Medbay10Advantage on first aid and recovery aboard; can clear a Maimed or Broken character over a jump.
45–46Stateroom / Luxury10Comfortable for long hauls; Advantage on social rolls aboard, and a draw for paying passengers.
51–52Stealthed11Hard to find: Disadvantage on others' attempts to detect or lock it (as Silent/Subtle).
53–54ECM Suite11Advantage on Communications to jam, spoof, and shake a lock.
55–56Redundant Systems11The first Systems hit each fight is shrugged off (no On Fire).
61Hangar / Drop Bay11Carries and launches smaller craft or drones (Chapter 25): a carrier, a dropship, a drone tender.
62Workshop / Fabricator11Advantage on Engineering repairs; build and mend gear in transit.
63Self-Mending13Smart structure clears one Damaged or On Fire node on its own, slowly, given time.
64Jump Drive 213Up to 2 parsecs per jump instead of one (Chapter 27). Costs ×2 rather than the usual ×1.5.
65Jump Drive 314Up to 3 parsecs per jump; supersedes Jump Drive 2 (take one). Costs ×3, and still fills a single quality slot.
66Roll twiceTake both results (reroll a further 66, and reroll either if its Min TL exceeds the craft's).

Drawbacks (free; each discounts cost)§

Choose one, or roll 1D6 for a random flaw.

1D6DrawbackEffect
1SluggishThe pilot rolls evades and chases at Disadvantage.
2FragileCheaply built — armor one step below its class.
3TemperamentalDamage control is hard: On Fire spreads readily and Engineering rolls to fix it are at Disadvantage.
4CrampedNo comfort; a long haul grinds the crew (Disadvantage on morale and social rolls aboard).
5Void-BoundCannot enter atmosphere or land on a world; relies on shuttles and stations.
6MarkedKnown to authorities or a faction — a Bane (Chapter 9) for the whole ship.

Step 6 — Cost§

Price falls straight out of the build — take the base cost for the size, apply the TL step, then every build multiplier. No guesswork.

Base cost (by size; also shown in Step 1):

SizeBase cost
S1 VehicleCr60,000
S2 HeavyCr2,400,000
S3 ColossalCr22,500,000

TL step — newer hulls cost more:

TL band×cost
9–11×0.75
12×1
13–15×3

Build multipliers:

FactorEach
Armor step above standard×1.44
Armor step below standard×0.75
Weapon beyond the first×1.44
Beneficial weapon trait×1.44
Drawback weapon trait×0.75
Beneficial quality×1.44
Jump Drive 2 / Jump Drive 3×2 / ×3 (in place of ×1.44)
Hull drawback×0.75

The first weapon is included in the base — only extra mounts multiply. Work it as base × TL step × every factor, then round to a clean, sellable figure and let brand, rarity, and locale move it (Chapter 28) — a Seeder-core warship is a different purchase on a frontier dock than in the yard that built it. At these prices almost no player crew buys a starship outright; they inherit a debt-ridden hull, win one, or talk their way into command of someone else's.

Worked example§

A working starship for a player crew.

  1. Size — S3 Colossal, small end: a free trader, TL 12. Crew 2–4; 1 hardpoint. Base Cr22,500,000.
  2. Armor — Standard, 24. (×1)
  3. Weapons — one standard turret, 8D, with Smart for a fighting chance against raiders. (first weapon is free; the Smart trait → ×1.5)
  4. JumpJump-1. (×1)
  5. Qualities — TL 12, so up to 3. Take Cargo Hold and Atmospheric (×1.5 ×1.5). One drawback, Sluggish — she's a barge, not a dancer (×0.75).
  6. Cost — Cr22,500,000 × 1 (TL 12 step) × 1.44 (Smart) × 1.44 × 1.44 (Cargo Hold, Atmospheric) × 0.75 (Sluggish) ≈ Cr50,000,000 new; a fraction of that as a tired, mortgaged hull.

"Sparrow's Due" — TL 12 free trader. S3, Armor 24, Jump-1. One standard turret (8D, Smart). Qualities: Cargo Hold, Atmospheric. Drawback: Sluggish. A patient hauler that can land on a world, carry a hold of goods, and just barely shoot back.

A short fleet§

Ready-made builds to drop in or reskin.

CraftSizeArmorWeaponsJumpQualities
Civic groundcarS112Atmospheric; Fragile
Combat walkerS2301 × 8DAgile, Atmospheric
Patrol cutterS2242 × 8D (Scope)Advanced Sensors, Atmospheric
Free traderS3241 × 8D (Smart)1Cargo Hold, Atmospheric; Sluggish
Corsair raiderS3302 × 10D (one Blast)2Agile, Stealthed, Overdrive
Seeder frigateS3363 × 10D, 1 × 12D spinal2Point-Defense, Reinforced Hull, Advanced Sensors, Hangar Bay

Rolling one up§

For a quick NPC ship, salvage find, or encounter, build by die instead of by choice:

  1. Size — 1D6: 1–3 S1, 4–5 S2, 6 S3 (or set it to the scene).

  2. Tech Level1D6, read your size row. Bigger, jump-capable hulls run newer; backwater vehicles run older. TL sets the quality cap and gates which weapon traits and qualities are legal, so roll it before Steps 4 and 6.

    1D6S1 VehicleS2 HeavyS3 Starship
    1–3TL 9–11TL 9–11TL 12
    4–5TL 12TL 12TL 12
    6TL 12TL 13–15TL 13–15

    For an exact figure in a two-or-more-TL band, roll 1D3 (9–11 → 9/10/11; 13–15 → 13/14/15); TL 12 is fixed. The band is also the quality cap: TL 9–11 → 2 · TL 12 → 3 · TL 13–15 → 4.

  3. Armor — 1D6: 1 a step down, 2–5 standard for its class, 6 a step up.

  4. Weapons — fill 1D of its hardpoints with standard mounts; roll a weapon trait (Chapter 24) on one of them, rerolling any whose Min TL exceeds the craft's TL or that doesn't fit a gun (melee-only traits).

  5. Jump (S3) — Jump-1, unless it's something special.

  6. Qualities — roll 1D for how many beneficial qualities, capped by the TL band in Step 2, then roll each on the D66 table in Step 5 (reroll repeats and anything above the craft's TL); on a count of 1, also saddle it with a random drawback (roll 1D6 on the Drawbacks table).

  7. Name it, fly it. Roll a hull name below; price it with Step 6 if anyone's buying.

Naming a hull (optional)§

A ship earns a name the way it earns a reputation. Crews name by their trade — a hauler is christened for luck and ledgers, a warship for resolve, a free hull for whatever gallows joke fits. Roll D66 and read the column matching the hull (or roll 1D6: 1–2 Civilian, 3–4 Military, 5–6 Free / Salvage). Rename any prize you take — a salvaged hull rarely keeps its dead crew's name.

D66Civilian / TradeMilitary / PatrolFree / Salvage
11Sparrow's DueResoluteCarrion Luck
12Long AccountVigilantLast Lien
13Fair MarginIron VowNobody's Daughter
14Patient ReturnBright LanceCutthroat
15Honest FreightUnyieldingScrap Mercy
16Steady HandBastion's EdgeWreckborn
21Far DividendSteadfastBad Penny
22Slow FortuneDawnhammerGravewake
23HearthlightAegis LineDead Reckoning
24Open LedgerWarden's OathVulture's Due
25Good FaithImplacableStray Dog
26Kindly StarSentinelNo Fixed Star
31Last MileCold FuryLash's Luck
32Warm BerthIndomitableRust Saint
33ProvidentSword of the ShoreDebtless
34Tally's PromiseRelentlessSalvager's Prayer
35Homeward DriftStalwartCold Comfort
36Quiet ProfitThunderwatchCrowbar
41Bright ErrandDefianceKnock & Run
42DutifulIronwordLast Resort
43SaltbreadVanguard's PridePenance
44Mira's HopeUnbrokenTarnished
45Long PatienceLawgiverDriftwood Crown
46Cargo of StarsSpearfallHangman's Wage
51Even KeelTemperedLucky Scar
52CoinwiseWatchfulOutrun
53Glad TidingsGrim ResolveAsh & Owing
54Far PastureBulwarkMongrel
55Threadbare StarAvengerFound Money
56Modest MeansDauntlessVagrant Star
61Trusty LassStormwallCut Loose
62SunsideOathkeeperBilge Rat
63Careful PennyWarcinderSpite of It
64Wanderer's RestIron SentinelBlack Ledger
65Ample MeasureLast BastionNameless Thing
66Debt PaidPole StarLast Laugh

Dress it however the hull wears it — a possessive, a registry tag (MV, a world-guard prefix, a Chapter 34 house mark), or nothing at all. The plain name is the most common.