Part 5: SPACE SHIPS

All of the various types of ships and stations used in the Basic Game are described below. Besides a short report about the ship, each description includes the number of hull points the vessel has, the movement information, the Damage Control Rating, the types of weapons it can carry as well as how many limited supply weapons (torpedos and rockets) it carries, and the defensive systems built into the ship.

Not all ships of the same type are identical. All ships of one type will have the same ADF, MR, DCR, and hull points. The weapon and defense information, however, lists the maximum amount of equipment a ship can carry. Many ships do not carry their maximum armament.


WARSHIPS

Fighter: Fighters are small, single-seat spaceships. They must be based on an assault carrier or a space station. Fighters are fast and maneuverable. but because they are small the only weapons they can carry are three assault rockets. Their size also makes them easy to destroy.

A fighter that has fired all of its assault rockets can dock at a station or assauIt carrier to rearm. In order to dock, the fighter must stop (have a speed of O) in the same hex as the station or assault carrier. To be rearmed, a fighter must spend one complete game turn on board its station or carrier. If the fighter's base is attacked, the fighter cannot be rearmed that turn. A fighter that is docked cannot be attacked. A fighter may also land on a planet for rearming. To do so it must first orbit the planet (re: ending it's move in a hex adjacent to a planet with a speed of zero), and then it may enter the atmosphere onthe next turn.  There are two weapons configurations for a fighter, it can have either configuration but prior to launch the specific configuration must be stated and it can not change until the fighter docks with a station or carrier, or if it lands on a planet with a host base.

Hull Size:1    Hull Points:8    Propulsion:Space
ADF:MR:5   DCR:30
Weapons:pod Laser, assault rocket OR 3 assault rockets
Defenses:reflective hull


Assault Scout:
Assault scouts are larger than fighters, and carry five crew members and can have up to seven troops. They are as fast as fighters, and are big enough to operate without a base station or carrier. They are lightly armed and easily damaged, however.

Like fighters, assauIt scouts can rearm at a space station. They cannot be attacked while docked at the station. Assault scouts cannot be rearmed at assault carriers, but they may land on a planet like fighters.

Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:50
Weapons:4 assault rockets, laser battery
Defenses:reflective hull


Frigate:
Frigates are small warships, carrying about 25 crew members and up to 15 troops. They are commonly used as patrol ships by the UPF, as they are large enough to handle most pirate ships and other criminal vessels. The smallest of the big ships, they are often considered as capital ships whether serving as a flagship for local planetary militias or operating under UPF detachment. Frigates and larger warships may not land on a planet.

Hull Size:5    Hull Points:40    Propulsion:Star
ADF:MR:3   DCR:70
Weapons:laser cannon, laser battery, 2 torpedos, 4 rocket batteries
Defenses:reflective hull, 1 masking screen, 4 ICMs


Destroyer:
Destroyers are slightly larger than frigates, and also a little slower. They carry 30 crew members and up to 20 troops. Their main function is to escort larger ships, but otherwise performs as a frigate.
Hull Size:6    Hull Points:50    Propulsion:Star
ADF:MR:3   DCR:75
Weapons:laser cannon, 2 laser batteries, 2 torpedos, 4 rocket batteries
Defenses:reflective hull, 2 masking screen, 4 ICMs


Light Cruiser:
These large ships are among the latest in warfare. They are fast and well armed, but can not absorb as much damage as a heavy cruiser or battleship. They carry 60 crew members and up to 40 troops. A light cruiser will be dispatched to settle a dispute or establish a strong military presence, as even the strongest of civilian ships is no match.
Hull Size:12    Hull Points:70    Propulsion:Star
ADF:MR:2   DCR:100
Weapons:laser cannon, 2 laser batteries, 4 torpedos, 6 rocket batteries
Defenses:reflective hull, 3 masking screens, 6 ICMs


Assault Carrier:
This type of ship is a relatively new development. Assault carriers carry groups of six to twelve fighters through the Void, launching the fighters where they are needed and taking them back on board to refuel and rearm. An assault carrier carries 160 crew members along with 240 flight crew members to support the fighter craft.
Hull Size:15    Hull Points:75    Propulsion:Star
ADF:MR:1   DCR:150
Weapons:2 laser batteries, 8 rocket batteries; 6-12 fighters
Defenses:reflective hull, 3 masking screens, 8 ICMs


Heavy Cruiser: These large ships were the first space battleships. Advances in technology have caused them to be downgraded to cruisers, and they tend to be slow and somewhat clumsy compared to most modern warships. However, they make up for lacking performance with a heavy offense and a resiliently strong hull structure. They carry 70 crew members and up to 50 troops.
Hull Size:16    Hull Points:80    Propulsion:Star
ADF:MR:1   DCR:100
Weapons:laser cannon, 3 laser batteries, 6 torpedos, 8 rocket batteries
Defenses:reflective hull, 4 masking screens, 8 ICMs


Battleship: These galactic dreadnoughts are the mightiest vessels to travel between the stars. The UPF has only a few of them, and they usually stay near the largest space stations. Battleships have never fought in ship-to-ship battles, so their effectiveness is a matter of theory. A battleship carries 150 crew members and up to 100 troops.
Hull Size:20    Hull Points:120    Propulsion:Star
ADF:MR:2   DCR:200
Weapons:laser cannon, 4 laser batteries, 8 torpedos, 10 rocket batteries
Defenses:reflective hull, 4 masking screens, 12 ICMs



Orbital Space Stations


Space Station: These are large outposts that orbit planets. A space station has no engines to move itself; it simply serves as a base of operations for other ships. Any ship can dock at a space station by entering the station's hex and stopping there. At the end of the movement phase, the ship's counter is placed under the station's counter to show that it has docked. As long as the ship remains there. it is linked to the station, and people and supplies can move back and forth freely. The ship can leave the station during its movement phase, and pays no penalty for doing so. When the station moves, the ship that is leaving does not move with the station. It can move normally during its movement phase.

A docked ship can use its battery weapons to help defend the station. A docked ship cannot fire any forward-firing weapons. torpedos or ICMs. An attacker must declare whether his ship is firing at the space station or at a ship that is docked with the station. Any docked ship except fighters and assault scouts can be attacked by enemy ships. If a station is destroyed while ships are docked at it, each docked ship takes points of damage equal to one-half of the station's original hull points. If a ship is destroyed while docked, the station takes points of damage equal to one-half of the ship's original hull points.

Hull Points:20 to 200
ADF:0
MR:0
Weapons:1 to 3 laser batteries, 2 to 12 rocket batteries
Defenses:reflective hull, 1 to 4 masking screen, 2 to 8 ICMs


Fortified Military Stations: Like a space station, a military station serves as a base to a fleet or militia. Civilian craft rarely are permitted access to them, and are usually admitted under escort by a warship in dire situations. A civilian station always orbits nearby a military station at any established UPF charter world.
Hull Points:40 to 400
ADF:0
MR:0
Weapons:4 to 12 laser batteries, 4 to 24 rocket batteries
Defenses:reflective hull, 3 to 12 masking screen, 6 to 36 ICMs

Expanded Ship List


 
WARSHIPS



Light Fighter: The light fighter is designed as an "anti-fighter" craft, intended to fend off craft that are a danger to larger vessels without sacraficing the valuable punch of assault rockets against easily destroyed vessels. Their lesser offensive and defensive punch is countered by improved performance. The light fighter may make atmospheric landings.

Hull Size:1    Hull Points:5    Propulsion:Space
ADF:MR:5   DCR:30
Weapons:pod laser
Defenses:reflective hull


Heavy Fighter: On the flip-side of the Frontier Credit is the heavy fighter, a larger version of the standard fighter that can accomodate a second crewmember. Slow and sloppy by fighter standards, the greater offensive payload more than makes up for the lacking performance. The heavy fighter is looked on as a work horse that packs a good punch, capable of taking out both larger vessels as well as eliminating potentially dangerous smaller ones. The heavy fighter may make interstellar jumps, but is usually ferried by a mother ship. They are capable of atmospheric landings.
Hull Size:2    Hull Points:12    Propulsion:Star
ADF:MR:4   DCR:35
Weapons:pod laser, 2 assault rockets
Defenses:reflective hull


Supply/Repair Vessel: These craft serve as support to a fleet detachment, not engaging directly in the battles but rather assisting damaged vessels along with rearming depleted systems and serving refueling missions as well. Any other ship that docks with a Supply/Repair Vessel may utilize its services.
Hull Size:8    Hull Points:40    Propulsion:Star
ADF:MR:DCR:80
Weapons:2laser batteries
Defenses:reflective hull, masking screen, 3 ICMs
Reloads: 8 torpedoes, 36 rocket battery salvos, 16 assault rockets
Refueling Capactiy: 24 star drives


GOVERNMENT/SUBSIDIZED CRAFT



Assault Courier: A small craft used by a local government or business to carry out errands without sacraficing a more important vessel of a fleet or detachment, such as transporting an officer or small cargo to a waiting vessel or station. It is typically crewed by four persons, but can accomodate up to eight.
Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:35
Weapons:pod laser, laser battery
Defenses:reflective hull
Cargo Capactiy:1


Gunned Skiff class Privateer: similar to an assault courier in concept but in a larger scale, the gunned skiff can be utilized for a myriad of missions. The ship can accomodate up to six persons.
Hull Size:4    Hull Points:20    Propulsion:Star
ADF:MR:4   DCR:3240
Weapons:pod laser, laser battery
Defenses:reflective hull, masking screen
Cargo Capactiy:2


Fleet Escort: a swift yet well armed craft used to escort and/or protect other vessels. It can carry up to 16 crew members including ten troops.
Hull Size:4    Hull Points:20    Propulsion:Star
ADF:MR:3   DCR:40
Weapons:2 laser batteries, rocket battery
Defenses:reflective hull
Cargo Capactiy:1


Broadsword class Privateer: smallest of the non-military capital-grade ships, the broadsword is swift and deadly as well as versatile. Four cabins can accomodate up to eight crew members.
Hull Points:25     Cargo Capactiy:2.5
ADF/MR:3/3
DCR:35
Weapons:laser cannon, laser battery
Defenses:reflective hull, masking screen


Falcon class Para-Military Freighter: A small, swift, and armed freight hauler designed to withstand attack. It can be manned by up to ten crew although five to six is the norm.
Hull Size:5    Hull Points:30    Propulsion:Star
ADF:MR:3   DCR:45
Weapons:2 laser batteries
Defenses:reflective hull, 2 ICMs
Cargo Capactiy:4


Hawk class Para-Military Freighter: a slightly larger cousin to the Falcon class frieghter, the Hawk can be operated by six crew members yet accomodates up to twelve.
Hull Size:6    Hull Points:35    Propulsion:Star
ADF:MR:3   DCR:50
Weapons:2 laser batteries
Defenses:reflective hull, masking screen, 2 ICMs
Cargo Capactiy:5


Vanguard class Privateer: The Vanguard dwarfs the other armed G/S vessels. Although not quite in the cruiser-grade class, this vessel almost sports a frigate's arsenal of weaponry. Eight cabins can accomodate up to 16 crew members.
Hull Size:9    Hull Points:45    Propulsion:Star
ADF:MR:2   DCR:45
Weapons:laser cannon, 2 laser batteries, 2 rocket batteries
Defenses:reflective hull, masking screen, 2 ICMs
Cargo Capactiy:3


Avenger class Privateer: the cruiser-grade entry of the government/subsidized craft brings even more firepower to the battleground. Ten cabins allow for up to 20 crew members.
Hull Size:10    Hull Points:50    Propulsion:Star
ADF:MR:2   DCR:45
Weapons:laser cannon, 4 laser batteries, rocket battery
Defenses:reflective hull, 4 ICMs
Cargo Capactiy:3.5


Bold Heron class Para-Military Freighter: A large scale hauler that boasts enough weaponry to ensure delivery of heavier loads. Twelve cabins accomodate is sufficient up to 24 comfortably, although the vessel can be operated efficiently with half that.
Hull Size:12    Hull Points:70    Propulsion:Star
ADF:MR:2   DCR:80
Weapons:2 laser batteries, 2 rocket batteries
Defenses:reflective hull, masking screen, 3 ICMs
Cargo Capactiy:10


Laconian Galleon class Privateer: a mighty vessel that can perform multiple tasks whenver called upon, the Laconian Galleon is perhaps one of the finer ships that a contracted civilian can serve aboard. Very well armed with a sufficient hold to carry valuable cargoes, the ship can be crewed by as few as ten yet houses upwards of 40.
Hull Size:13    Hull Points:65    Propulsion:Star
ADF:MR:1   DCR:59
Weapons:laser cannon, 6 laser batteries
Defenses:reflective hull, 6 ICMs
Cargo Capactiy:4



CIVILIAN SHIPS

1> FREIGHT HAULERS
Merchant Scout:
Merchant scouts are civilian versions of assault scouts redesigned to carry small cargoes. Due to their small size and limited range, they are not the most profitable for long hauls but can fare well on short hops to nearby systems. Like assault scouts, a merchant scout may land on a planet. Their speed and optional light armament prompts a quick business charter for those that wish their supplies to get to a neighboring system quickly. They can accomodate up to 8 crew members, but requires as few as two or three to operate depending on the voyage.
Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:29
Weapons:none
Defenses:optional reflective hull
Cargo Capactiy:3


Light Freighter: A light freighter is a frigate-sized freight hauler that can carry a considerably larger load than a merchant scout. However due to their size they may not make planetary landings, but their increased payload capacity and decent performance makes them attractive to potential customers. A light freighter may accomodate up to 10 persons but can be operated by as few as three, with a five person crew being the average.
Hull Size:5    Hull Points:25    Propulsion:Star
ADF:MR:3   DCR:35
Weapons:none
Defenses:optional reflective hull,
Cargo Capactiy:5


Stock Freighter: A stock freighter, roughly equivelent in size to a destroyer, can carry slightly more cargo than a light freighter. They aren't as fast but owners may add a laser battery with no penalties to performance or cargo capacity, making them a preferred method of transport for higher risk cargo. A stock freighter may accomodate up to 12 persons but can be operated by as few as four, with a six person crew being the standard.
Hull Size:6    Hull Points:30    Propulsion:Star
ADF:MR:3   DCR:38
Weapons:optional laser battery
Defenses:optional reflective hull
Cargo Capactiy:6


Macro Freighter: A Macro freighter is a larger craft intended to carry greater loads to distant systems. They are about the same size as a light cruiser. They may also carry additional firepower and defenses with no penalties. A macro freighter may accomodate up to 24 persons but can be operated by as few as eight, with a twelve person crew being the norm. A macro freighter may carry one shuttle in its own dedicated bay.
Hull Size:12    Hull Points:60    Propulsion:Star
ADF:MR:3   DCR:56
Weapons:two optional laser batteries
Defenses:optional reflective hull, optional masking screen
Cargo Capactiy:12


Bulk Freighter: A bulk freighter is a very large craft intended to carry huge loads to multiple and/or distant systems. About the same size as an assault carrier, and like a macro freighter they may also carry additional firepower and defenses with no penalties. A bulk freighter may accomodate up to 36 persons but can be operated by as few as twelve, with an 18 person crew being the usual staff. A bulk freighter may carry up to two shuttles in their own dedicated bays.
Hull Size:18    Hull Points:90    Propulsion:Star
ADF:MR:2   DCR:74
Weapons:three optional laser batteries
Defenses:optional reflective hull, masking screen, and 2 ICMs
Cargo Capactiy:18


Dreadnaught Freighter: A dreadnaught freighter is the largest civilian craft available. It is designed to ferry massive loads as it travels about the Frontier, dropping off and acquiring new cargos at each stop. It equals a battleship in sheer size, and they typically come standard with additional firepower and defenses and often add more with no penalties. A dreadnaught freighter may accomodate up to 40 persons but a 20 person crew is the designated size. A bulk freighter may carry up to two shuttles in their own dedicated bays, and has the option of carrying up to six light fighters in their own bays at a performance penalty (-1 cargo for every two fighters).
Hull Size:20    Hull Points:100    Propulsion:Star
ADF:MR:2   DCR:80
Weapons:up to 4 laser batteries or three rocket batteries
Defenses:optional reflective hull and up to 2 masking screens and 4 ICMs
Cargo Capactiy:20



2> PASSENGER LINERS
Type I Space Liner: the smallest interstellar passenger transport with a 150 person capacity. Typical cabin set-up would include 30 double occupancy journey class cabins, 10 double occupancy first class cabins, and 25 frozen berths, leaving room for a crew of 25.
Hull Size:6    Hull Points:30    Propulsion:Star
ADF:MR:3   DCR:38
Weapons:none
Defenses:optional reflective hull
CPassenger Capactiy:150


Type II Space Liner: interstellar passenger transport with a 225 person capacity.
Hull Size:9    Hull Points:45    Propulsion:Star
ADF:MR:3   DCR:38
Weapons:optional laser battery
Defenses:optional reflective hull
CPassenger Capactiy:225


Type III Space Liner: interstellar passenger transport with a 300 person capacity.
Hull Size:12    Hull Points:60    Propulsion:Star
ADF:MR:3   DCR:56
Weapons:optional laser battery
Defenses:optional reflective hull and masking screen
Passenger Capactiy:300


Type IV Space Liner: interstellar passenger transport with a 375 person capacity.
Hull Size:15    Hull Points:75    Propulsion:Star
ADF:MR:2   DCR:65
Weapons:two optional laser batteries
Defenses:optional reflective hull and masking screen
Passenger Capactiy:375


3> MINING VESSELS
Miners -TBA-

Claim Jumper class Miner: accomodates 3 units worth of ore
Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:38
Weapons:none
Defenses:optional reflective hull
Hold: 3


Dredger class Miner
Hull Size:TBA    Hull Points:TBA    Propulsion:Star
ADF:TBA MR:TBA   DCR:TBA
Weapons:TBA
Defenses:TBA
Hold: TBA


Prospector class Miner
Hull Size:TBA    Hull Points:TBA    Propulsion:Star
ADF:TBA MR:TBA   DCR:TBA
Weapons:TBA
Defenses:TBA
Hold: TBA


Excavator class Miner
Hull Size:TBA    Hull Points:TBA    Propulsion:Star
ADF:TBA MR:TBA   DCR:TBA
Weapons:TBA
Defenses:TBA
Hold: TBA


4> OTHER
  
Scout Ship: Civilian scout ships are similar in design to military assault scouts, but lack the integrity, weaponry, and performance. They are typically produced by megacorporations for sale to the pulbic, however on occassion a civilian may acquire a surplus demilitarized/retired assault scout to the same spec but with more hull points. Both versions are streamlined and may land on a planet.
 Since the basic design is a gutted version of the standard military version, it can be ordered or retrofitted in numerous ways. It can accomodate 3 units worth of cargo, or it can be converted to a limited passenger liner (or even a mock yacht) to accomodate up to 50 persons, or it can be rigged for exploration duties using the excess hull space for additional fuel and life support. Combinations are also possible, such as a 1U hold and 25 person capacity.
Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:29
Weapons:none
Defenses:none
Cargo/Passenger Capacity: varies



PIRATE CRAFT

Hatchet class Fighter: a small, quick, and agile single person craft used in groups to quickly overtake any escort craft that may be guarding a ripe target vessel. Capable of atmospheric landings.
Hull Size:1    Hull Points:7    Propulsion:Space
ADF:MR:5   DCR:25
Weapons:pod laser
Defenses:reflective hull


Cybot class Assault Scout: the pirate assault scout is loosely designed after the UPF scout. It holds a crew of up to eight, and is primarily used as a preliminary strike vessel for a larger craft, but they have been known to operate alone as well.
Hull Size:3    Hull Points:20    Propulsion:Star
ADF:MR:4   DCR:40
Weapons:pod laser
Defenses:reflective hull
Cargo Capacity: 0.5


Corvette: the pirate corvette is a recently discovered menace, small and well armed. It is able to overtake most larger civilian craft with ease and can match speed with all but the smaller military vessels. It can carry up to 25 crew members, most of which are troops. It is also capable of atmospheric landings.
Hull Size:4    Hull Points:25    Propulsion:Star
ADF:MR:3   DCR:50
Weapons:laser cannon, laser battery
Defenses:reflective hull, masking screen
Cargo Capacity: 1


Black Condor class frigate: the pirate frigate is a well armed vessle used as a flagship in major operations. It can carry up to 40 persons including 20 troops and hatchet fighter support personnel.
Hull Size:5    Hull Points:35    Propulsion:Star
ADF:MR:3   DCR:60
Weapons:laser cannon, 3 laser batteries, rocket battery; 4 hatchet fighters
Defenses:reflective hull, masking screen, 2 ICMs
Cargo Capacity: 2


Dominator class Destroyer: a pirate destroyer is the capital ship of an operation, rarely seen beyond any larger scale mission. It can carry upwards of 50 crew including 30 troops and fighter support personnel.
Hull Size:7    Hull Points:45    Propulsion:Star
ADF:MR:2   DCR:70
Weapons:laser cannon, 4 laser batteries, 2 rocket batteries; 4 hatchet fighters
Defenses:reflective hull, masking screen, 3 ICMs
Cargo Capacity: 2


Pirates will also utilize various freighters, privateers, and the occassional yacht or liner in the course of their criminal operations.

YACHTS


Lansing class Yacht: The entry level yacht features all the basic neccesities for a luxurious space cruise: 4 first class cabins that can accomodate up to eight persons with all the usual ammenities that can be expected on a pleasure cruise.
Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:3   DCR:29
Weapons:laser battery
Defenses:reflective hull
Cargo Capacity: 1


Evergleem Schooner class Yacht: Slightly larger thant he Lansing, the ES class yacht boasts a little extra boost in offensive capability toward unwelcome visitors and gives up power for increased maneuverability. Six first class cabins can accomodate up to twelve beings with good looks, charm, and grace.
Hull Size:4    Hull Points:20    Propulsion:Star
ADF:MR:4   DCR:32
Weapons:pod laser, laser battery
Defenses:reflective hull
Cargo Capacity: 1.5


Clarion Clipper class Yacht: A newer design for a relatively fast and well armed craft. The craft was designed to spec to accomodate the requests of the Valentine Royal Family, with eight first class cabins boasting luxurious appointments to accomodate a total of 16 travellers.
Hull Size:5    Hull Points:25    Propulsion:Star
ADF:MR:3   DCR:35
Weapons:laser cannon, laser battery
Defenses:reflective hull, 2 ICMs
Cargo Capacity: 2


Anthem class Yacht: The Anthem is a glorious vessel, the pride of many an owner. While it gives up performance, this yacht is designed for the slow lazy cruise and has many offerings for its guests including in-suite spas & saunas. The ten suites will accomodate up to 20 persons, and an additional 10 double cabins is designed for crew and servants (such as chefs, entertainers, and the like).
Hull Size:6    Hull Points:30    Propulsion:Star
ADF:MR:2   DCR:38
Weapons:laser battery, rocket battery
Defenses:reflective hull, masking screen, 2 ICMs
Cargo Capacity: 2.5


Lady Luck class Yacht: The next step up in luxury transport offers more generous defensive and offensive capabilities, not to mention power and poise. The Lady Luck offers twelve suites for up to 24 occupants, and an additional 12 double cabins for crew and workers. A casino deck separates the LL from smaller yachts.
Hull Size:7    Hull Points:35    Propulsion:Star
ADF:MR:3   DCR:41
Weapons:laser cannon, 2 laser batteries
Defenses:reflective hull, masking screen, 2 ICMs
Cargo Capacity: 3


Gazelle class Yacht: at the top of the food chain lies the grandfather of all luxury transports, the Gazelle. Based on the Lady Luck platform, the Gazelle adds a restaraunt section on the gaming level along with other forms of recreation such as a launch deck that guests may experience spacewalks in vacc-suits along with co-piloting a launch, shuttle, or mock star fighter. They can even participate in space-skeet from the open bay doors of the launch deck, or launching a grav-ball into the depths of space. 15 suites can accomodate up to 30 guests long with the 15 double cabins intended for the crew and operators.
Hull Size:9    Hull Points:45    Propulsion:Star
ADF:MR:2   DCR:47
Weapons:laser cannon, laser battery, rocket battery
Defenses:reflective hull, masking screen, 4 ICMs
Cargo Capacity: 4


SMALL CRAFT



Launch: A launch is a small space-faring craft designed to carry out routine errands for the parent ship. It can be operated by a single person and will accomodate up to ten beings for ten hours. The vehicle is not suited for atmospheric use.
Hull Size:1    Hull Points:2    Propulsion:Space
ADF:MR:5   DCR:20
Weapons:none
Defenses:none
Passenger Capacity: 10 (inc operator)


Lifeboat: a lifeboat is a revamp of the launch, intended to support the occupants for a longer period of time during emergency situations. Like the launch it can be operated by a single being. It will support up to 20 beings for 30 hours, and can make atmospheric landings.
Hull Size:1    Hull Points:5    Propulsion:Space
ADF:MR:3   DCR:25
Weapons:none
Defenses:none
Passenger Capacity: 20 (inc operator)


Cutter: an armed transport craft capable of moving up to 14 people (including the standard crew of two) and a small load of goods between ships and/or stations. The life support will accomodate the maximum 14 people for up to 100 hours. The ship is often utilized by local militias as a patrol vessel, capable of supporting the crew of two for up to 35 days assuming no passengers are taken aboard. The vehicle is not suited for atmospheric use.
Hull Size:1    Hull Points:8    Propulsion:Space
ADF:MR:3   DCR:25
Weapons:optional pod laser
Defenses:optional reflective hull
Cargo Capacity: 0.5 Passenger Capacity: 12


Shuttle: A shuttle is a small craft that can ferry supplies and personnel to orbitting vessels or craft docked at a space station. They are not interstellar capable vehicles, but are very useful for spacecraft that may not make atmospheric landings. Larger civilian craft often employ or even carry one or two of them as support craft. They can be manned by one or two crew members and may carry up to 20 total for up to 120 days in space before the life support is taxed.
Hull Size:2    Hull Points:10    Propulsion:Space
ADF:MR:3   DCR:26
Weapons:none
Defenses:optional reflective hull
Cargo Capacity: 0.5  Passenger Capacity: 20