Ship Roster¶
The canonical ship catalog with cost, capacity, combat, sensor, and special-ability stats. For acquisition rules, ownership, maintenance, upgrades, insurance, and destruction flow see ./ships.md. For the schema shape see ../../DATA_MODELS/ships.md.
Types in code (models/ship.py:ShipType): ESCAPE_POD, LIGHT_FREIGHTER, CARGO_HAULER, FAST_COURIER, SCOUT, COLONY, DEFENDER, CARRIER, WARP_JUMPER, CITIZEN_CLIPPER (the Galactic-Citizen courier — see Citizen Clipper below).
Capacity & speed¶
| Ship | Cost (cr) | Size | Cargo | Drones | Genesis | Speed (sec/turn) | Shields | Hull |
|---|---|---|---|---|---|---|---|---|
| Escape Pod | — (issued) | tiny | 0 | 0 | 0 | very low (high turn cost) | 150 | 200 |
| Light Freighter | 80,000 | medium | 500 | 2 | 0 | 1.0 | 300 | 400 |
| Fast Courier | 50,000 | small | 200 | 0 | 0 | 2.0 | 200 | 300 |
| Scout Ship | 30,000 | small | 100 | 1 | 0 | 2.5 | 150 | 200 |
| Cargo Hauler | 250,000 | large | 1,000 | 2 | 2 | 0.5 | 400 | 600 |
| Defender | 300,000 | medium | 400 | 6 | 3 | 1.0 | 700 | 800 |
| Colony Ship | 500,000 | large | 1,000 | 2 | 5 | 0.4 | 400 | 600 |
| Carrier | 1,500,000 | capital | 800 | 12 | 5 | 0.75 | 800 | 900 |
| Warp Jumper | 1,000,000 (built only) | large | 200 | 0 | 1 | jump-only | 500 | 600 |
| Citizen Clipper | 50,000 | small | 200 | 0 | 0 | 2.0 | 200 | 300 |
The Size column is a 📐 Design-only ship_size enum on ShipSpecification consumed by the Carrier hangar (capacity 8 size-units; see ./ships.md#carrier-hangar) and the Tractor Beam tow surcharge (see ./ships.md#tractor-beam-tow-operations).
Combat & sensor stats¶
| Ship | Attack rating | Defense rating | Evasion | Scanner range | Attack turn cost | Max colonists | Default weapon |
|---|---|---|---|---|---|---|---|
| Escape Pod | 0 | 5 | 10 | 1 | 10,000 | 1 | Laser |
| Light Freighter | 15 | 20 | 15 | 2 | 12 | 5 | Laser |
| Fast Courier | 5 | 10 | 35 | 3 | 8 | 2 | Laser |
| Scout Ship | 8 | 8 | 45 | 5 | 5 | 1 | EMP |
| Cargo Hauler | 10 | 30 | 5 | 2 | 20 | 10 | Laser |
| Defender | 40 | 45 | 20 | 3 | 18 | 8 | Plasma |
| Colony Ship | 5 | 25 | 0 | 2 | 35 | 50 | Laser |
| Carrier | 50 | 60 | 5 | 4 | 45 | 20 | Missile |
| Warp Jumper | 10 | 35 | 30 | 8 | 100 | 3 | Plasma |
| Citizen Clipper | 5 | 10 | 35 | 3 | 8 | 2 | Laser |
Default weapons reflect each ship's combat archetype: Scout's EMP fits the "disable, don't kill" recon role; Defender's Plasma is the workhorse combat platform; Carrier's Missile pairs heavy ordnance with its drone bay; Warp Jumper's Plasma gives the craft-only specialist adequate self-defense; civilian / utility hulls get all-purpose Laser. Source: services/gameserver/src/services/combat_service.py:SHIP_DEFAULT_WEAPONS. See ./combat.md#weapons for shield-vs-hull effectiveness ratios per weapon type.
Faction-gated ships¶
Two ships in the roster require reputation with a specific NPC faction before they can be acquired:
| Ship | Required reputation |
|---|---|
| Carrier | terran_federation ≥ TRUSTED |
| Warp Jumper | nova_scientific_institute ≥ HONORED |
Faction reputation tiers run on the same 17-tier scale as the rest of the system (see ./factions-and-teams.md#reputation-scale). Without the required tier, the gameserver rejects acquisition attempts at any port.
✅ Shipped. The
core/ship_specifications_seeder.pyseeder stamps the canonical faction codes for these reputation gates: Carrier requiresterran_federation≥ TRUSTED (ship_specifications_seeder.py:427) and Warp Jumper requiresnova_scientific_institute≥ HONORED (ship_specifications_seeder.py:467), matching the mapping above.
Numbers above match core/ship_specifications_seeder.py:ShipType definitions. Per-ship Genesis capacity: Cargo Hauler 2, Colony Ship 5, Defender 3, Carrier 5, Warp Jumper 1. The Advanced Genesis tier sacrifices the Colony Ship and only consumes 1 advanced device. The high attack_turn_cost on Escape Pod (10,000) is anti-griefing scaffolding — escape pods cannot meaningfully attack.
✅ Shipped — the seeder ships Escape Pod at hull_points: 200 / max_shields: 150, matching the canon hull 200 / shields 150 in the table above.
✅ Shipped — seeded base_cost values in core/ship_specifications_seeder.py match the Cost (cr) column above: Defender 300,000, Colony Ship 500,000, Warp Jumper 1,000,000, Light Freighter 80,000, Cargo Hauler 250,000, Fast Courier 50,000, Scout 30,000, Carrier 1,500,000.
Citizen Clipper¶
✅ Shipped. The Citizen Clipper is a buyable, flyable, Galactic-Citizen-gated courier hull (
ShipType.CITIZEN_CLIPPER).
The Clipper is a membership-issue re-skin of the Fast Courier: identical speed (2.0), handling, cargo (200), survivability (hull 300 / shields 200 / evasion 35), and combat axis (attack 5 / defense 10 / attack-turn-cost 8). It carries no edge in combat or income — a badge of citizenship, not a power spike — keeping it inside the monetization P2W firewall (paid membership buys access and expression, never power).
Citizen gate on the buy. Acquisition method is "citizen" — Galactic-Citizen membership unlocks the purchase at the catalog/purchase layer, but credits (base_cost 50,000 cr) still pay; it is neither an open-market "purchase" nor a "reputation_reward" faction grind. The gateserver rejects a buy attempt by a non-citizen.
Slot layout. The Clipper carries the small baseline grid (3 open, non-supercharged slots) plus one extra slot (index 3) that is supercharged and class-locked to maintenance, and whose requires is citizen-gated. The existence of that extra slot is the citizen perk — a dedicated maintenance bay, capped utility rather than power or income (see ship-systems.md for the slot-grid model).
Lapse-neutralization. Because the extra slot is citizen-gated, a nightly re-bake sweep evaluates the "citizen" requirement live against the owner's subscription and re-derives the baked stat columns through the existing bake path. A lapsed owner's citizen slot drops to a zero-stat contribution — the hull persists and stays flyable, and re-subscribing restores the slot on the next bake — while an active citizen's slot is left byte-identical (idempotent). The ≤24h re-bake lag is firewall-safe: the perk is capped utility, not power or income, so there is no exploit window worth a tighter trigger.
Special abilities¶
- Light Freighter — Versatile Configuration (no mechanical bonus).
- Cargo Hauler — Cargo Compression (+15% storage).
- Fast Courier — Stealth Systems (25% pirate-encounter avoidance).
- Defender — Shield Projection.
- Carrier — Fleet Coordination (+20% to nearby allies).
- Colony Ship — Terraforming Modules (−30% Genesis sequence time).
- Scout Ship — Advanced Sensors.
- Warp Jumper — Quantum Jump (5–10 sector directional, 24h cooldown). Craft-only. ✅ Shipped — the jump runs as a multi-phase loop (bearing/scan → commit → resolve), and the bearing/scan phase discloses a resonance-band reading on the destination sector's signature. The Warp Jumper's own Tractor Beam is the only Tractor that operates through Quantum Jump (medium-max towed ship, one per jump, +5 turns flat surcharge). See
../galaxy/sectors.md#quantum-jump-warp-jumperand./ships.md#tractor-beam-tow-operations.
Insurance tiers¶
models/ship.py:InsuranceType — BASIC (50% / 5% deductible), STANDARD (75% / 10%), PREMIUM (90% / 15%). For the full insurance flow — premiums, deductible math, payout, worked examples — see ./ship-insurance.md.
📐 Design-only — the Warp Jumper is non-insurable. No insurance company in-universe writes policies on a hull whose canonical use sacrifices the ship at Phase 3 of warp gate creation. The 1,000,000 cr investment is the gate-builder's risk capital, not a hedged premium — combat-destruction in transit pays out nothing either. The Escape Pod is also non-insurable (issued, indestructible). See ./ship-insurance.md#non-insurable-ships.