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
- Step 2 — Armor
- Step 3 — Weapons
- Step 4 — Jump (starships)
- Step 5 — Qualities
- Step 6 — Cost
- Worked example
- A short fleet
- Rolling one up
- Naming a hull (optional)
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.
| Band | Craft | Crew (min – full) | Hardpoints | Base cost |
|---|---|---|---|---|
| S1 Vehicle | Groundcar, flyer, cycle, walker, small craft | 1 – 3 | 0 – 1 | Cr60,000 |
| S2 Heavy | Tank, APC, gunship, dropship, fighter | 2 – 6 | 1 – 3 | Cr2,400,000 |
| S3 Colossal | Starship, capital ship, station | a handful – many | 2 – 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.
| Armor | Build |
|---|---|
| 12 | Unarmored — civilian, cheap, cracks easily |
| 18 | Light |
| 24 | Standard (the baseline) |
| 30 | Armored / paramilitary |
| 36 | Warship |
| 42 | Heavy 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.
| Mount | Damage |
|---|---|
| Light turret | 6D |
| Standard turret | 8D |
| Heavy turret / bay | 10D |
| Spinal / capital gun | 12D+ |
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 band | Beneficial 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.
| D66 | Quality | Min TL | Effect |
|---|---|---|---|
| 11–13 | Cargo Hold | 9 | Real cargo capacity, rated in SCU for trade (Chapter 28) — the difference between a hauler and a hull. |
| 14–16 | Atmospheric | 9 | Flies in atmosphere and lands on a world under its own power — not a given for a deep-space hull, many of which need shuttles. |
| 21–22 | Agile | 9 | The pilot rolls evades and chases with Advantage. |
| 23–24 | Reinforced Hull | 9 | The first Hull hit each fight is shrugged off — armor holds where it would have marked Damaged. |
| 25–26 | Vacuum-Rated | 9 | Sealed and life-supported for hard vacuum (assumed on any pure-space hull; worth noting on a vehicle). |
| 31–32 | Advanced Sensors | 10 | Advantage on Recon to detect and lock; extended sensor and comms range. |
| 33–34 | Overdrive | 10 | Opens or closes a range band faster; Advantage to disengage or run. |
| 35–36 | Point-Defense | 10 | Once per round the crew may roll Remote Weapons to intercept an incoming missile, torpedo, or strike craft; success negates that attack. |
| 41–42 | Hardened | 10 | Built for a punishing environment (radiation, heat, deep cold); shrugs the matching hazard (Chapter 13) and grants Advantage to endure it. |
| 43–44 | Medbay | 10 | Advantage on first aid and recovery aboard; can clear a Maimed or Broken character over a jump. |
| 45–46 | Stateroom / Luxury | 10 | Comfortable for long hauls; Advantage on social rolls aboard, and a draw for paying passengers. |
| 51–52 | Stealthed | 11 | Hard to find: Disadvantage on others' attempts to detect or lock it (as Silent/Subtle). |
| 53–54 | ECM Suite | 11 | Advantage on Communications to jam, spoof, and shake a lock. |
| 55–56 | Redundant Systems | 11 | The first Systems hit each fight is shrugged off (no On Fire). |
| 61 | Hangar / Drop Bay | 11 | Carries and launches smaller craft or drones (Chapter 25): a carrier, a dropship, a drone tender. |
| 62 | Workshop / Fabricator | 11 | Advantage on Engineering repairs; build and mend gear in transit. |
| 63 | Self-Mending | 13 | Smart structure clears one Damaged or On Fire node on its own, slowly, given time. |
| 64 | Jump Drive 2 | 13 | Up to 2 parsecs per jump instead of one (Chapter 27). Costs ×2 rather than the usual ×1.5. |
| 65 | Jump Drive 3 | 14 | Up to 3 parsecs per jump; supersedes Jump Drive 2 (take one). Costs ×3, and still fills a single quality slot. |
| 66 | Roll twice | — | Take 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.
| 1D6 | Drawback | Effect |
|---|---|---|
| 1 | Sluggish | The pilot rolls evades and chases at Disadvantage. |
| 2 | Fragile | Cheaply built — armor one step below its class. |
| 3 | Temperamental | Damage control is hard: On Fire spreads readily and Engineering rolls to fix it are at Disadvantage. |
| 4 | Cramped | No comfort; a long haul grinds the crew (Disadvantage on morale and social rolls aboard). |
| 5 | Void-Bound | Cannot enter atmosphere or land on a world; relies on shuttles and stations. |
| 6 | Marked | Known 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):
| Size | Base cost |
|---|---|
| S1 Vehicle | Cr60,000 |
| S2 Heavy | Cr2,400,000 |
| S3 Colossal | Cr22,500,000 |
TL step — newer hulls cost more:
| TL band | ×cost |
|---|---|
| 9–11 | ×0.75 |
| 12 | ×1 |
| 13–15 | ×3 |
Build multipliers:
| Factor | Each |
|---|---|
| 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.
- Size — S3 Colossal, small end: a free trader, TL 12. Crew 2–4; 1 hardpoint. Base Cr22,500,000.
- Armor — Standard, 24. (×1)
- Weapons — one standard turret, 8D, with Smart for a fighting chance against raiders. (first weapon is free; the Smart trait → ×1.5)
- Jump — Jump-1. (×1)
- 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).
- 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.
| Craft | Size | Armor | Weapons | Jump | Qualities |
|---|---|---|---|---|---|
| Civic groundcar | S1 | 12 | — | — | Atmospheric; Fragile |
| Combat walker | S2 | 30 | 1 × 8D | — | Agile, Atmospheric |
| Patrol cutter | S2 | 24 | 2 × 8D (Scope) | — | Advanced Sensors, Atmospheric |
| Free trader | S3 | 24 | 1 × 8D (Smart) | 1 | Cargo Hold, Atmospheric; Sluggish |
| Corsair raider | S3 | 30 | 2 × 10D (one Blast) | 2 | Agile, Stealthed, Overdrive |
| Seeder frigate | S3 | 36 | 3 × 10D, 1 × 12D spinal | 2 | Point-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:
-
Size — 1D6: 1–3 S1, 4–5 S2, 6 S3 (or set it to the scene).
-
Tech Level — 1D6, 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.
1D6 S1 Vehicle S2 Heavy S3 Starship 1–3 TL 9–11 TL 9–11 TL 12 4–5 TL 12 TL 12 TL 12 6 TL 12 TL 13–15 TL 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.
-
Armor — 1D6: 1 a step down, 2–5 standard for its class, 6 a step up.
-
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).
-
Jump (S3) — Jump-1, unless it's something special.
-
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).
-
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.
| D66 | Civilian / Trade | Military / Patrol | Free / Salvage |
|---|---|---|---|
| 11 | Sparrow's Due | Resolute | Carrion Luck |
| 12 | Long Account | Vigilant | Last Lien |
| 13 | Fair Margin | Iron Vow | Nobody's Daughter |
| 14 | Patient Return | Bright Lance | Cutthroat |
| 15 | Honest Freight | Unyielding | Scrap Mercy |
| 16 | Steady Hand | Bastion's Edge | Wreckborn |
| 21 | Far Dividend | Steadfast | Bad Penny |
| 22 | Slow Fortune | Dawnhammer | Gravewake |
| 23 | Hearthlight | Aegis Line | Dead Reckoning |
| 24 | Open Ledger | Warden's Oath | Vulture's Due |
| 25 | Good Faith | Implacable | Stray Dog |
| 26 | Kindly Star | Sentinel | No Fixed Star |
| 31 | Last Mile | Cold Fury | Lash's Luck |
| 32 | Warm Berth | Indomitable | Rust Saint |
| 33 | Provident | Sword of the Shore | Debtless |
| 34 | Tally's Promise | Relentless | Salvager's Prayer |
| 35 | Homeward Drift | Stalwart | Cold Comfort |
| 36 | Quiet Profit | Thunderwatch | Crowbar |
| 41 | Bright Errand | Defiance | Knock & Run |
| 42 | Dutiful | Ironword | Last Resort |
| 43 | Saltbread | Vanguard's Pride | Penance |
| 44 | Mira's Hope | Unbroken | Tarnished |
| 45 | Long Patience | Lawgiver | Driftwood Crown |
| 46 | Cargo of Stars | Spearfall | Hangman's Wage |
| 51 | Even Keel | Tempered | Lucky Scar |
| 52 | Coinwise | Watchful | Outrun |
| 53 | Glad Tidings | Grim Resolve | Ash & Owing |
| 54 | Far Pasture | Bulwark | Mongrel |
| 55 | Threadbare Star | Avenger | Found Money |
| 56 | Modest Means | Dauntless | Vagrant Star |
| 61 | Trusty Lass | Stormwall | Cut Loose |
| 62 | Sunside | Oathkeeper | Bilge Rat |
| 63 | Careful Penny | Warcinder | Spite of It |
| 64 | Wanderer's Rest | Iron Sentinel | Black Ledger |
| 65 | Ample Measure | Last Bastion | Nameless Thing |
| 66 | Debt Paid | Pole Star | Last 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.