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Ship Classes & Registry

CHC 0–VI, H-tons, displacement, hardpoints, civilian and military hull roles, gates, jump drives, thrust, and fuel.

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Ship classes, H-ton displacement & mission types — Palimpsest

Status: GM mechanics + Net article source (khesret-web/lib/intel-articles.ts). Registry body: Concord Hull Registry (legacy: Concord Gate Consortium / CGC on old plaques). Currency: Concord Credits (₡). Last updated: 2026-07-18


H-ton displacement (what the number means)

Hydrogen-ton displacement (H-tons) is not hull mass in metric tons. It is the Concord Standard Fuel-Volume Index (CSFVI) — the registry figure for how much liquid hydrogen bunker capacity (at standard cryo density) a hull is rated to carry for:

  1. One gate-safe primary cycle (main jump tank),
  2. Mandated 10% emergency reserve,
  3. In-system thruster margin for standard approach/departure profiles.

Concord uses H-tons for jump tariffs, insurance bands, drydock pricing, and crew minimum tables. Two ships of different empty mass can share a class if their rated fuel index matches.

Verdigris (table ship): CHC II · ~72 H-tons · ~82 m LOA · 3 crew minimum (legal).

Legacy (pre-ring, not CHC-rated): Legacy ships — star-travel without the rings. Subtypes: CD Colony Drive · LRLS Lane Scout · scoop independents. Super rare; ring owners scrap survivors. See COLONIZATION-DRIVE-TIMELINE.md.


Building and rebuilding vessels

CHC tells you the registry and billing envelope. It does not tell you whether a ship is any good.

Use SHIP-SYSTEMS-QUALITY.md to rate every subsystem on three independent axes:

  1. Capability 0–6 — what it can do.
  2. Build Quality — how well it was designed and installed.
  3. Condition — what shape it is in today.

Use SHIP-BUILDER.md for the complete construction and retrofit procedure. It includes:

  • new-build price and time bands by CHC
  • pressure-plan and dependency checks
  • Capability and Build Quality cost multipliers
  • six design budgets: mass, volume, continuous power, peak power, heat, and crew
  • surveys, repairs, overhauls, replacements, and Capability increases
  • retrofit facilities from R0 suits-and-hand-tools through R5 strategic foundry-yard
  • tool-package requirements, commissioning limits, and time/cost modifiers

Hard limit: a yard can only commission work it can measure, load-test, and certify. Better tools usually reduce calendar time while increasing the cash bill. Worse tools may reduce paid labor but increase downtime, uncertainty, and the chance that new hardware enters service at Worn instead of Fresh.


Concord Hull Class (CHC 0–VI)

CHCH-tonsTypical LOASignature featuresLegal crew min.Weekly upkeep band (active, docked)¹
00–128–18 mPod craft; EV tender; no gate cycle without tender rating1₡400–₡800
I13–3520–45 mCourier; prospector; single fusion core; minimal garden2₡1,200–₡2,500
II36–11055–95 mMid transport; 2–3 decks; optional dorsal garden; bounty sleds3₡3,700–₡5,300 + berth
III111–280100–160 mHeavy freighter; dual cores; company crew6₡8,000–₡12,000
IV281–650170–280 mBulk haul; corp logistics; escort contract common12₡18,000–₡28,000
V651–1,400300–450 mCapital auxiliary; colony seed; fleet tender25₡45,000+
VI1,401+450 m+Generation ark; mega-bulk; carrier40+Budget line item

¹ Excludes berth, gate jumps, garden premium — see ECONOMY-AND-UPKEEP.md.

Hardpoints & armament (Traveller / IW rule)

Rule (canon): one hardpoint per full 100 displacement-tons of hull. Displacement-tons = internal volume, not the H-ton fuel index above. Each hardpoint = one turret (light = 1 internal space/up to 3 weapons; heavy = 2 spaces, needed for plasma/fusion, +1.5 MW). Ships may wire hardpoints and fly with turrets empty. Small craft (<100 dt) get up to three fixed mounts instead of turrets. Full turret mechanics + the Verdigris loadout live in SHIP.md → Hardpoints & armament.

Max hardpoints ≠ guns carried. Civilian hulls almost always mount far fewer than the maximum — turrets cost cargo space, reactor MW, credits, registration, and customs heat. An unarmed transport is normal and quiet.

CHCTypical displacementMax hardpoints (1/100 dt)Civilian reality
0<100 dt (small craft)fixed mounts only (≤3)Usually none
I~100–150 dt10–1 (sandcaster if any)
II~150–300 dt1–3Verdigris = 2 hardpoints, both empty
III~400–800 dt4–80–2 mounted; escort clause common
IV~1,000–2,000 dt10–20Point-defense fit; corp escort
V~3,000–6,000 dt30–60Naval / capital auxiliary
VI10,000+ dt100+ (bays / spinal mounts take over)Warship doctrine

Power tie-in: energy turrets draw MW off the ship's fusion plant — the same plant a technomage taps with Draw Power/TL. On any hull, guns and shipboard magic compete for reactor output (see SHIP.md and KHESRET-MAGIC-AND-ENCHANTMENT.md).

Legal: live turrets on a civilian hull draw Concord scrutiny — armament paperwork, gate scans, and manifest-felony exposure if undeclared (parallels over-cap Life-Cells in KHESRET-MANA-BATTERIES.md).


Jump drives — restricted, not extinct (rules retained)

Keep the rules. The Traveller / IW Jump Drive design step (GURPS - 4th Edition - Traveller - Interstellar Wars.md, Step 5 → Jump Drive; Step 6 → Fuel) stays fully in canon. When a jump hull shows up at the table, you stat its drive by the book (spaces of J-drive per 100 dtons by TL; 10 spaces of hydrogen per parsec per 100 dtons burned per jump).

What it is in-fiction: An onboard jump drive lets a ship star-hop on its own — no gate, no coupling, no log. In 2277 it still exists, but it's specialist kit, not a civilian option. Who runs one:

OperatorWhy they still fly jumpAvailability
Treaty navies (Solaris, Concord security)Strategic mobility off the toll road — reach systems the enemy doesn't expect, redeploy without a gate log.Current build, restricted, licensed hulls only
Specialized survey scouts (Concord / chartered)You can't add a gate to a system nobody's reached yet — scouts jump to ungated stars to map them for future rings.Current build, rare, heavily permitted
Legacy civilian hulls (pre-ring)Old independents, Colony-Drive and Lane-Scout relics that predate the network.Super rare; bought & scrapped

They still prefer the gate. Even a jump-capable warship or scout uses the rings when a ring exists — gates are cheaper, easier, and far faster (see transit rule below). Jump drives come out only when there's no gate, or the mission needs to stay off the log.

Why it's not on the civilian market — the Concord play (capitalism, not villainy):

MoveEffect
Subsidize the ringsGate-to-gate beats a private jump on price, ease, and speed — so no civilian buys a jump hull new.
License the yardsJump-drive fabrication isn't dead — it's restricted to Navy and chartered survey work. Not sold to haulers.
Buy & scrap straysConcord (and brokers on its paper) quietly purchase and part out loose civilian jump hulls — monopoly protecting its toll road.
Price the partsRegistry, insurance, and spares for a privately-held off-grid FTL hull run punitive — legal civilian ownership is a money fire.

Not a cartoon conspiracy. Own the road, sell the tolls, keep the off-ramps in your own hands. Ordinary, ruthless corridor economics.

Transit time — gate vs. jump (canon):

MethodTransit timeFeel
Concord gate~1 minute per light-year (near-instant fold)Blink and a queue. A 10 ly hop ≈ 10 minutes in the ring.
Onboard jump drive~1 week in jumpspace per jump (Traveller standard, any distance up to drive range)A long, isolated, fuel-hungry crossing.

The fold/jump is the FTL leg only. After you arrive you still cross the destination system sublight (days — see Drive & FTL). Gates win on the interstellar leg by orders of magnitude; that's the whole point of the toll.

Table use — a jump hull is a plot object, not just a stat line:

  • Off-grid travel, no gate logs → gold for navies, smugglers, fugitives, the Palimpsest — anyone who can't (or won't) scan clean at a hub.
  • Civilian ownership = legal & insurance nightmare → can't register it honestly; every drydock visit is a risk.
  • A target → brokers, Concord assessors, and pirates all want a loose one. Owning one paints a mark.
  • Slow & thirsty vs. the rings → a week in jumpspace and a fuel bloodbath (that 10-spaces/parsec bill) versus a gate's minutes. It buys secrecy and reach, never speed.

Verdigris: gate-balanced CHC IIno onboard jump drive. She rides Concord gates like ~every civilian hull flying. Her tanks are sized for gate cycles + in-system margin (the H-ton index up top), not private star-jumps. Bolting a real J-drive into her would be a restricted-tech refit and a customs death wish. See SHIP.md → Drive & FTL.


Drives, thrust & fuel (fusion torch — canon)

In-system drive is a fusion torch, not a reactionless M-drive. The reactor heats reaction mass and throws it out the nozzle. Fuel is tracked — that's what makes flying cost money. (We keep Traveller/IW for building hulls — spaces, MW, thrust — but at the table the drive burns propellant.)

Two fuels:

  • Reaction mass (bulk hydrogen / "prop-H") — the gauge you watch; thrown out the back, needs tons, cheap/scoopable (gas-giant skim).
  • Feedstock (He-3 / deuterium) — what actually fuses; tiny, lasts months–years; untracked except as a scarcity plot lever.

Thrust sets travel time, not "top speed." The engine gives acceleration (G-rating); the tank gives a delta-v budget (your real range). Continuous-burn time ≈ 2 × √(distance ÷ acceleration).

CHC / roleTypical cruise thrustFeel
Bulk hauler / CHC II junker0.3–0.6 GSlow, thrifty; coasts to save fuel. Verdigris = 0.5 G cruise, ~1.2 G redline.
Courier / fast trader~1 GPays fuel for speed
Patrol / escort~2 GCombat burns, deep tanks
Naval warship3–6 GTorch-heavy, fuel is someone else's budget

Coast vs. torch (the money-vs-time choice): coast = short burns + long drift, cheap and slow; torch = continuous burn, fast and fuel-hungry. Routine hops sit in the weekly fuel reserve; a full torch run is a premium line. Running the tank dry = fuel-tender rescue. All ₡ bands live in ECONOMY-AND-UPKEEP.md; the Verdigris drive block is in SHIP.md → Drive & FTL.

Weapons draw power, not fuel: energy turrets consume reactor MW output (endurance is years — no fuel dent); the limit is MW headroom (maneuver + guns at once, or ration). Missiles cost cargo. Only the jump drive costs star-crossing hydrogen.


Gate tariff multiplier (hub→rim base ₡2,100)

CHC× base
0N/A (tendered)
I0.45
II1.0
III1.6
IV2.4
V3.8
VI5.5 + diplomatic waiver

Monthly registry & insurance (junker rate)

CHCRegistry/moInsurance/mo (high deductible)
I₡120₡180
II₡380₡520
III₡900₡1,400
IV₡2,200₡3,800
V+Corp retainerCorp retainer

Mission type × hull class matrix

Each mission type has several hull roles (sub-classes). Role name is what fixers and registries put on the manifest; CHC is the billing class.

Corporate vessels

RoleTypical CHCFeaturesNotes
Corp CourierIFast manifest; encrypted lockers; priority queue subscriptionExec mail, NDAs
Compliance PlatformII–IIIAudit bays; legal staff berths; astral scan suitesDermidine-adjacent work
Branded Logistics HaulerIII–IVContainer locks; corp paint; escort clauseFreight giants
Experience YachtII–IVLuxury; holo decks; zero publicity leaksPR corps
Finance TenderI–IIBoard-only cabins; short legsHub hops

Civilian vessels

RoleTypical CHCFeaturesNotes
Independent Mid-TransportIIPatched hull; fusion; optional gardenVerdigris, bounty sleds
Short-Haul LinerII–IIIPassenger seats; baggage; steward min.In-system / hub loops
Belt ProspectorIDrill; ore bins; long sublight optionalBelt guild
Family Runabout0–IComfort; no cargoWealthy commute
Free Trader HeavyIIIFamily business; mixed cargo/passengerRim routes

Military vessels (treaty navies)

RoleTypical CHCFeaturesNotes
Patrol CutterI–IICustoms package; boarding armsSystem police
Escort FrigateIII–IVPoint defense; convoy doctrineAnagathic lanes
Fleet TenderIV–VDrydock; fuel; partsMae'lacan-adjacent ops
Assault LanderIIMarine bays; hot entryPlanetary ops
Boarding Pinnace0Carried craftFrigate child

Exploration vessels

RoleTypical CHCFeaturesNotes
Deep Survey CruiserII–IIILong bunk; lab; sample quarantineMulti-year
Lane Scout (LRLS)LegacyScoop intake; beacon deploy; 0.2–0.45c corridorsExtinct — see timeline doc
Survey ScoutISensor mast; single-systemChart work
Archival PlatformIIMobile museum; xeno archiveAcademic corps
First-Contact LiaisonIIDiplomatic berths; neutral paintTreaty corps
Xeno-Biology TenderI–IIQuarantine pods; med isolationOutbreak fiction

Colonization vessels

RoleTypical CHCFeaturesNotes
Seed CarrierIV–VModular habitat blocks; slow tenderOne-way drops
Generation ArkVICenturies life support; sublight primaryRare — Exodus CD hulls were larger and faster for their year
Colony Drive (CD)Legacy2101–2111; cryo billions; megadrive spineNot gate-rated; still in transit in 2277
Lane Scout (LRLS)LegacyScoop corridors; 12–40 crew; mapping beaconsExtinct — pre-gate
Terraform SupportIII–IVAtmo processors; heavy fuelDecades work
Ag-Module TugIIIHydroponics; orchard ring precursorsFood security
Workforce TransportIVStack habitats; visa laborControversial

Player-facing articles (Sift)

SlugTopic
ship-class-h-ton-displacement-guideCHC 0–VI, H-tons, upkeep, crew mins; legacy CD / LRLS
vessel-mission-type-class-matrixFive mission types + role sub-classes; legacy CD / LRLS

Related docs

  • ECONOMY-AND-UPKEEP.md — Verdigris weekly burn, gate fees
  • COLONIZATION-DRIVE-TIMELINE.md — CD / LRLS legacy hulls
  • SHIP.md — Verdigris, crew, garden
  • SHIP-SYSTEMS-QUALITY.md — subsystem Capability, Build Quality, Condition, and Verdigris engineering record
  • SHIP-BUILDER.md — new vessels, upgrades, retrofit facilities, tool packages, time, and cost

KHES

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