Rules & Lore › Starships

Personal Ships

Work in Progress

Ships in this class require a crew of 1. They are small enough that most systems can be automated with the ship's computer. Except the Trader, which is technically a crewed ship and requires 3.

Explorer

Stats
Range3 parsecs
Hyperlite Factor1
Combat Speed2
Cabins4
Max Aboard8 persons
Life Support500 person-days
Cargo Hold2 units
Capabilities
Atmospheric flight
Ship-to-ship docking
High-port and down-port docking
Vehicle Bay
Air/Raft
Crew
Capacity1
RequiredHelm
Consoles (3)
Helm
Comms/Sensors
Engineering
Computer
Processor2
Cache4
Storage8
Available SubroutinesAstroGuide, autoHelm, fly_buddy, Dodge-N-Weave, ESWCS, Secure-Ship
Optional Components (3)
3 open slots
Mounts
Utility Mounts1
Weapon Mounts1
Rules — Superstructure Hits (6)
Thrusters1/2 (disable/destroy)
DLM1/2
Reactor1/2
Fuel Cell1 -1/2, 2 -3/4, 3 empty
Cargo Hold1/3
Main Compartment1/3, 1 in 6 to hit bridge

Messenger

TBD. This will be a mail carrier/transport ship.

Traveller

TBD. Smaller than an indy-trader, larger than an explorer or messenger. No weapon mounts installed, but ample space for component modules allow for greater customization than any other type.

Independent Trader

The smallest class of cargo vessel. Occasionally made available to select Guild members upon separation.

  • Hyperlite Factor 1, 1-G, 2 parsecs, 50 cargo units.
  • Requires helm, engineer, steward/supercargo. Optional gunner/sensor, medic