Safa Ship Catalog · Chapter 2

Reading a Safa Entry

Chapters 5 to 9 give each Safa line an entry: a heading for the line, a plate, a short description, one stat block for every version, version notes, Common Variants and a Version Table. This chapter explains every part of the stat block, cell by cell, in the order it prints. The ship rules the block refers to are in the Void Drifters Vehicles Manual; each part below names the chapter.

Lines and Versions

The line heading gives the code and the class: S11 Patrol Boat. The line under it names the hull style (Chapter 3) and the versions.

A version is a Safa sport code. It keeps its line's role and Scale and changes some numbers. A version makes one primary change and at most one smaller one, and each step takes something a civilian would have kept (Chapter 4).

Code Meaning
S11 The first version of the line
S11.1 A refit of the same frame. The decimal marks it
S4 A whole number is a new frame in the same role. The S4 replaces the S3 and cannot be refitted from it

Only the S3 line has a new frame. Every other line is its launch frame and its refits.

The codes are Safa's own and say nothing about size. The S2, S3, S5, S6 and S7 happen to equal their Scale; the S11, S13, S17 and S19 do not. Read the Scale badge, not the code. The Vehicles Manual prints the S3, S5, S6 and Talon in its Chapter Sixteen and Seventeen. Those four hulls are the first versions of their lines here, and their numbers are identical in both books.

Classic. A Classic is an older version that captains still ask for by name. Its identity line says Classic, and its version notes say what it does better than the version that replaced it. Safa's two Classics are the S3 and the S6.

Acquisition by version. Acquisition follows the hull, and it changes inside a line only where the engine or the frame does. The S3 is sold Licensed; the S3.1, with its Restricted antimatter engine, and the S4 are Restricted. Every other Safa line is one Acquisition throughout.

The Stat Block

Every version has one block. Scale 2 to 5 hulls print a one-column block; Scale 6 and 7 hulls print a wide block across the page, with the same cells in the same order. The gold stripe down the left edge marks a Safa hull.

Header Band and Identity Line

Header band. The designation, then the class: SAFA S11.1 PATROL BOAT. The Talon is the one hull without the Safa code: it is a Talon Series craft, as the Vehicles Manual prints it.

Identity line. The builder and the family on the left. A Classic version adds Classic. On the right, the Scale badge: the hull's size class, from 2 (a racer) to 7 (a security cruiser, Safa's largest commercial hull). Scale sets the hull's build budget and caps, how it fights ships of other sizes, and which mounts and modules it can take (Vehicles Manual, Chapters Three and Thirteen).

Market Line

Role. What the hull is usually bought for. It is a description, not a rule.

Price. The factory-new catalog price in credits at a Safa-certified yard, with the factory module package fitted. Apply the market and condition multipliers in Vehicles Manual Chapter Twelve; Chapter 11 of this book gives the used-market multipliers and the fees. A captured military hull lists a Prize Value in this cell instead. No Safa hull does.

Acquisition. The paperwork a legal buyer needs: Open, Licensed, Restricted or Military (Vehicles Manual, Chapter Sixteen, Acquisition Tiers). Acquisition is not operator tier. Every Safa hull is Professional tier and is sold Licensed or Restricted. A Scale 6 or Scale 7 hull is sold only to an institution (Chapter 11).

Flight Strip

Speed. The range bands the ship changes with one Advance or Break Maneuver in combat, and how it fares in a chase (Vehicles Manual, Chapter Fifteen, Speed).

Cruise. From 1 to 5, the travel time between Travel Bands in normal space: Cruise 1 takes 24 hours an Interval, Cruise 2 takes 8 hours (Vehicles Manual, Chapter Six, Cruise Ratings). A Cruise 4 engine is antimatter and Restricted.

Handling. Add that many Boon Dice (positive) or Bane Dice (negative) to Pilot checks and to attacks with Fixed Forward weapons. In Disengage and chase checks Handling sets the difficulty instead (Vehicles Manual, Chapter Three). A heavy cargo load worsens it.

Sensors. The sensor grade and the farthest band at which the ship detects other ships: Basic (Short), Standard (Medium), Extended (Long), Military (Extreme) (Vehicles Manual, Chapter Seven). Military sensors are Licensed.

Hull Strip

Armor. Hull Damage stopped from each hit, less the weapon's Pierce. Against Ion weapons it stops System Damage at half its value (Vehicles Manual, Chapter Eight, Armor).

Deflection F/A. Fore value, then aft value. Add that many Bane Dice to every attack against the ship from that facing; attacks from port or starboard use the lower value (Vehicles Manual, Chapter Eight, Deflection). Every Safa hull in this book is built with 0 / 0. Screens are installed separately and add their own dice.

Hull Points. Hull Damage counts up toward this number. When Hull Damage reaches Hull Points, the ship is destroyed: it breaks up at the end of the next round (Vehicles Manual, Chapter Three, Destroyed).

System Points. System Damage counts up toward this number. When System Damage reaches System Points, the ship is out of control: it drifts, and its weapons, screens and drive are offline until repairs bring System Damage below System Points (Vehicles Manual, Chapter Three, Out of Control).

Engineering Strip

Power. Power Capacity: the most Power Load the reactor sustains at once. Weapons, screens and active modules add Power Load. Above Power Capacity, the engineer chooses an overload response at once (Vehicles Manual, Chapter Six, Power Capacity). Safa's Reactor Output benefit treats Power Capacity as 1 higher for overload; the Builder row prints the figure.

Heat Threshold. The Heat at which strain begins. At the threshold and above, the Heat Threshold Escalation table applies (Vehicles Manual, Chapter Six).

Heat Dissipation. The Heat removed at the end of each round. It is set by Scale and operator tier: a Safa hull dissipates the Professional figure for its Scale (Vehicles Manual, Chapter Thirteen, Step Five). The S13 line buys one step more.

Module Slots (open). The hull's Module Slots, then in parentheses how many are still empty after the factory package. 4 (1) means four slots, one of them free for the buyer. Safa pays more for slots than any other builder (Chapter 4), and its hulls run short.

Complement Strip

Crew. Minimum / standard. 3 / 6 means the ship needs 3 crew to run without penalty and 6 to hold every station; quarters for the standard crew come with the hull. Below minimum, every check aboard adds 1 Bane Die for each crew member short (Vehicles Manual, Chapter Fourteen, Crew Size). On Scale 6 and 7 hulls each station is a department, and the standard crew keeps the departments running.

Passengers. Berths beyond the crew. Standard crew plus Passengers is the ship's complement, the number of people its life support keeps alive indefinitely (Vehicles Manual, Chapter Three, Complement and Life Support). On a Safa hull a long voyage with passengers brings the Civilian Comfort drawback (Chapter 4).

Cargo Units. Secured hold space. One Cargo Unit holds one tonne of ordinary packaged freight; a hold never carries more tonnes than twice its rating (Vehicles Manual, Chapter Three, Cargo Units). Loading past 75% of the rating worsens Handling. Many Safa hulls print 0.

Consumables. Months of food, water, air and medical basics for the standard crew. Everyone aboard draws one person-month a month, so passengers shorten it. The small craft print Endurance in hours instead: enough for one sortie away from a carrier.

Weapons Table

A hull that has a typical fit prints a Typical Loadout table. It is the weapons most hulls of the version carry, not a factory installation: the price includes the mounts, and the buyer may fit any weapon that fits a mount (Vehicles Manual, Chapter Twelve, Hardpoints).

Column What it is
Weapon The weapon, then ×2 or more for identical weapons. Under the name, in small type: the mount size, the arc (Fixed Forward, Forward, Broadside, Rear, Turret), and the weapon's tags and ammunition
Range The range bands it can fire at
Hull Hull Damage of a hit with one Success; each Success beyond the first adds 1
Sys System Damage of a hit. A dash means none
Crit Boons the attacker spends to inflict a Critical Hit. A dash means it cannot inflict one
Heat Heat added to the ship when it fires
Pwr Power Load while it fires or targets

Safa's Fire Control benefit adds 1 Boon Die to attacks with guided weapons (the Lock-On tag), and its Point Defense benefit adds 1 to the Point Defense X of the hull's point defense weapons (Chapter 4). The table prints the weapon's own numbers; apply the benefits at the table. Identical weapons in one arc may fire as a battery (Vehicles Manual, Chapter Fifteen, Batteries). Each weapon's full entry is in Vehicles Manual Chapter Eight. A hull with mounts and no typical fit prints Weapons: None factory-fitted.

Labelled Rows

Rated. Whether the ship has a Slipstream Drive, its atmospheric rating, and landing systems. Without a Slipstream Drive the ship cannot leave its system under its own power. Atmosphere is sustained atmospheric flight, Atmosphere (limited) is short-duration operation, No atmosphere keeps the ship in space. Landing means landing systems; a hull without them never touches a planetary surface (Vehicles Manual, Chapter Nine). The Cathedral Axis hulls are built for space only.

AI Core. The AI grade fitted. Basic Automation runs routine functions and gives no assistance; a Professional Directive AI has 2 Active Channels and 4 Directive Packages, an Advanced Directive AI 3 and 6 (Vehicles Manual, Chapter Seven, AI Core Ratings). The S6 and S7 lines carry an Advanced Directive AI, one step above the Professional standard.

Mounts. The weapon mounts by size, then the total in hardpoint points (Light 1, Standard 2, Heavy 3), then any mounts the typical loadout leaves empty. A mount carries one weapon of its own size or smaller. Points do not pool: three Light mounts never carry one Standard weapon. Changing a mount's size is a yard rebuild (Vehicles Manual, Chapter Ten, Changing Hardpoints).

Modules. The factory package, with each module's slots in parentheses where it fills more than one, then the open slots. A module's effect, Power Load and price are in Vehicles Manual Chapter Ten, Appendix: Module Catalog. Safa's own components are in Chapter 10 of this book.

Hangar. On a hull with a Shuttle Bay or an Expanded Hangar: how many craft it carries inside, and their largest Scale. Launch and recovery are in Vehicles Manual Chapter Fifteen, Carried Craft.

Carried by. On a small craft (the S2, Talon and S17): the bays and cradles that carry it.

Builder. The Safa Signature benefits and Weak drawbacks (Chapter 4), and Integrated Architecture while the ship keeps it (Vehicles Manual, Chapter Five). The row adds the figure the benefits change for this hull: Power Capacity counts as N for overload.

Trait. The version's own rule. Traits apply as written; a trait that adds a Boon Die to an attack counts toward the limit of 2 free Boon Dice per attack (Vehicles Manual, Chapter Fifteen, The Boon Limit).

After the Blocks

Version notes. What each version changed and why, in plain terms, and what shows on the hull (Chapter 3 has the visual guide).

Common Variants. Jobs a hull is fitted for. A variant is a configuration recorded on the Vehicle Sheet. It is not part of the name.

Version Table. One row per version.

Column What it is
Change What the version changed from the one before
Price Catalog price, as in the block
Acquisition The paperwork the version needs
Upgrade from previous The retrofit cost to turn the previous version into this one at a Safa-certified yard: double the added build points, and the credits in Chapter 11, including the 30% certification surcharge. A whole-number step prints New frame: trade-in

Master tables. Chapter 13 lists every hull in one summary table, gives every hull by price and every upgrade with the unspent budget it leaves, and prints the re-certification fee for every hull. Those tables are built from the same data as the blocks, so the two always agree.

Grade

Every Safa hull is built to the Professional operator tier, for certified corporate, contractor and security yards. That sets its caps on Armor, hardpoint points, Power and Heat Threshold, its Heat Dissipation, and its standard AI Core (Vehicles Manual, Chapter Thirteen, Step Two). Safa pays less than other builders for Power Capacity and hardpoint points and more for cargo and Module Slots (Chapter 4), which is why its hulls carry a great deal of reactor and weapon and little hold.

Build Points and Share

A hull's build points are what it spends of its Scale's budget under the hull design rules (Vehicles Manual, Chapter Thirteen); the rest is unspent and pays for retrofits. Share is spend over the Scale's budget. Chapter 13 prints both for every hull.

Example: The S11.1

Safa S11.1 Patrol Boat

Safa Celestial Arsenal · Safa S11 familyScale 4
Role Price Acquisition
Customs patrol, system security, bounty hunter 466,000cr Restricted
Speed Cruise Handling Sensors
5 3 +1 Standard
Armor Deflection F/A Hull Points System Points
3 0 / 0 20 15
Power Heat Threshold Heat Dissipation Module Slots (open)
9 11 2 4 (1)
Crew Passengers Cargo Units Consumables
3 / 6 4 20 2 months
Typical Loadout
Weapon Range Hull Sys Crit Heat Pwr
Laser BatteryStandard · Forward · Accurate 1, Precision, Signature Bloom 1 Medium 5 — 3 3 2
Ion Pulse EmitterStandard · Forward · Ion, Disable, Boarding Support Short–Medium 1 4 4 2 2
Point-Defense Laser ×2Light · Turret · Point Defense 1, Accurate 1, Cooldown Short 2 — 5 2 1

Rated Slipstream · Atmosphere (limited) · No landing

AI Core Professional Directive AI

Mounts 2 Light · 2 Standard · 6 points

Modules Internal Security Suite, Inspection Sensor Suite, Brig · 1 open

Builder Safa signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Power Capacity counts as 10 for overload.

Trait Inspection Doctrine: Active Scan checks to read cargo or identity, and Pilot checks to force a docking collar, made against a ship the patrol boat holds under Target Lock add 1 Boon Die.

A crew is deciding whether to buy an S11.1. They read the block from the top.

  1. Header and identity. A Scale 4 patrol boat from the S11 family. It is not a Classic.
  2. Market line. 466,000cr, Restricted: the buyer needs a Directorate permit or a Contractor Partner's lease (Chapter 11).
  3. Flight. Speed 5 and Handling +1: one Boon Die on Pilot checks. Cruise 3: 4 hours an Interval in normal space. Standard sensors see to Medium.
  4. Hull. Armor 3 and Hull Points 20: at 20 Hull Damage the ship is destroyed. System Points 15: at 15 System Damage it is out of control.
  5. Engineering. Power 9 runs the four typical weapons (6 Power Load) with room for screens, and counts as 10 for overload. Heat Threshold 11 and Heat Dissipation 2. 4 (1): four slots, one empty.
  6. Complement. Crew 3 / 6: three can run it, six hold every station. Four passengers, 20 Cargo Units, two months of supplies.
  7. Weapons. A laser battery, an ion pulse emitter that disables a ship without destroying it, and two point-defense lasers. The Fire Control benefit does not apply to the unguided weapons.
  8. Trait. Inspection Doctrine adds a Boon Die to scans and forced collars against a ship the boat holds under Target Lock.
  9. Version Table (Chapter 6). Upgrading an S11 instead costs 10 build points and 36,600cr, and the S11 has 83 unspent points to cover it.
  10. Decide. Buy the S11.1 new; upgrade an S11; or buy a serviceable used S11 at 0.55 of its price (Chapter 11) and accept 2 Hull Points fewer.