Starship Horizons
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Knowledge BaseVessel Classes

Vessel Classes

A vessel class is a ship type — the design. Missions place instances of it. It is the largest record in the game and the one that decides what a crew's consoles look like.

The sections

GroupSections
CoreGeneral, Presentation, Model, Animations, NPC
CollectionsDamage Teams, Cameras, Decks, Docks, Effects, Hard Points, Lights, Occupants, Roles, Statuses, Weapon Groups
DefaultsCargo, Objects, Ordnance
ToolsShipyard
InterfaceWidgets

Roles: the most important section

The roles a class declares are the seats it offers, and each one names the console screen it opens. The flagship declares six:

<role id="Captain"    screen="captain"    abbr="CAP" commander="true" visible="false" />
<role id="Flight"     screen="flight"     abbr="FLT" visible="true" />
<role id="Tactical"   screen="tactical"   abbr="TAC" visible="true" />
<role id="Operations" screen="operations" abbr="OPS" visible="true" />
<role id="Sciences"   screen="science"    abbr="SCI" visible="true" />
<role id="Engineer"   screen="engineer"   abbr="ENG" visible="true" />

Each carries a short abbreviation and a colour used consistently across consoles and GM displays. commander marks the command seat.

Nothing requires these six. A small craft can offer one role; an unusual hull can offer a role that exists nowhere else, pointed at a screen your module provides. This is the main lever for making a module feel different: give the crew different seats.

Hard points and the Shipyard

Hard points are the mounting positions on the hull — where a component can be installed, and where it sits in space for aiming and for damage. The Shipyard tool fits Components to them.

Hard points define the ship's capability envelope; components define what is actually installed. Getting the hard points right first saves rework, because everything else attaches to them.

Statuses: the alert conditions

A class can define its own alert conditions. Leave the section empty and it gets the standard four — Blue for docking, Green standard, Yellow elevated, Red battlestations — each restricting which component types may be brought up. Those restrictions are what stop Tactical arming weapons below Red.

Define your own and you take on the whole job: a condition set needs a base, an elevated, a docking and a critical condition for the rest of the game to reason about it. This is a powerful place to express a faction's doctrine and an easy place to make a ship that cannot fight.

Cameras

Cameras are named viewpoints with a position, a target and a field of view, and they are what the Main Viewer and viewport panels show. Author them generously: a bridge forward view, side views, an astern view, and a set of external cinematic angles.

<camera name="Forward" position="0 70 130" target="0 70 -70" mode="Perspective" fov="55" showvessel="false">
  The main Bridge view
</camera>

showvessel decides whether the ship itself is drawn — false for a view from inside it, true for anything outside.

Occupants and crew

Large ships are populated by generator rules rather than individual people: so many officers of this rank, so many enlisted, so many marines, with health and efficiency defaults and tags. Operations and the decks display read this. A warship with no occupants authored is a warship where nothing internal can go wrong.

Decks and docks

Decks are the interior: the compartments that matter when boarders, fires or atmosphere become the story. Docks are where other craft attach, which is what makes a carrier a carrier.

Damage teams

The pool of repair teams Engineer distributes. The number is a real balance decision — it sets how quickly a ship recovers from anything.

Widgets

The class can push extra panels onto specific consoles, in addition to the ones its components bring. See Widgets for what a widget is; the short version is that a console is assembled from declarations like these rather than being a fixed layout.

Last updated 5 September 2026