Spacecraft

Spacecraft are just vehicles — but the drive you give them is one of the biggest decisions a science-fiction setting makes, so they get their own page and a set of sample fleets. Pick a setting's row of the table below and you've picked how its universe feels.

The drive decides everything downstream — how long a journey takes, whether space combat is dogfighting or gunnery, whether the campaign map is a cluster of stars or a single solar system:

Setting Sublight FTL Feels like
Space Opera flies like an aeroplane instant hyperdrive jump swashbuckling; space is an ocean
Warp fractional-c impulse superluminal cruise (or fixed gates) exploration; travel time is a dial
Newtonian constant-thrust fusion torch none, or a fixed mass-shunt / magic gate hard SF; vectors and reaction mass (ForeSight's own model — and The Expanse's)
Culture trivially near-c near-instant, grid-powered post-scarcity; the ship is the biggest character

Newtonian is ForeSight's native setting: you burn toward your destination, flip at the midpoint, and burn to stop — there is no free lunch and no FTL unless a mass shunt (or, in a fantasy-SF game, a magic gate) links fixed points. The other three are here so you can lift a familiar feel off the shelf. Big hulls use the Damage Scale; a capital ship is a setpiece, not a stat line you dogfight.

CraftSettingClassDriveCrew
System FighterSpace OperastarfighterIon + hyperdrive1
Light FreighterSpace OperafreighterIon + hyperdrive2
Capital DreadnoughtSpace OperacapitalIon + hyperdrive8000
Exploration CruiserWarpcapitalWarp field400
Shuttle / RunaboutWarpshuttleWarp field (short-legged)2
Gate PortalWarpinstallationFixed wormhole gate
Torch FreighterNewtonianfreighterFusion torch6
Corvette (Torch)NewtonianwarshipFusion torch20
Mass-Shunt TugNewtonianutilityFusion torch + mass-shunt4
General Systems VehicleCultureworld-shipHyperspace field drivemillions
Fast PicketCulturewarshipHyperspace field drive1 Mind + avatars
Effector DroneCulturedroneAntigrav / field1 (itself)

System Fighter

Setting
Space Opera
Class
starfighter
Drive
Ion + hyperdrive
Sublight
very high thrust, flies in atmosphere
FTL
instant jump
Crew
1
Tags
sf

Single-seat dogfighter. Space is an ocean and this is a Spitfire — banks, stalls, and turns like an aeroplane because the setting wants it to. Hyperdrive for the jump between scenes.

Light Freighter

Setting
Space Opera
Class
freighter
Drive
Ion + hyperdrive
Sublight
moderate thrust, atmospheric
FTL
instant jump
Crew
2
Tags
sf

The scoundrel's ship — small hold, oversized engines, a gun turret, and a hyperdrive that's always one bad roll from failing. The party's home.

Capital Dreadnought

Setting
Space Opera
Class
capital
Drive
Ion + hyperdrive
Sublight
ponderous
FTL
instant jump
Crew
8000
Tags
sf

Kilometre-scale wedge bristling with batteries and fighter bays. Uses Damage Scale wholesale — a setpiece, not a stat line you dogfight.

Exploration Cruiser

Setting
Warp
Class
capital
Drive
Warp field
Sublight
impulse (fractional-c)
FTL
warp cruise (superluminal)
Crew
400
Tags
sf

A flying town: labs, families, a captain who talks first. FTL is a *cruise speed*, not a jump, so travel time is a plot dial the GM turns.

Shuttle / Runabout

Setting
Warp
Class
shuttle
Drive
Warp field (short-legged)
Sublight
impulse
FTL
low warp
Crew
2
Tags
sf

The away-team car — atmosphere-capable, modest warp, the vehicle that actually gets characters to the surface.

Gate Portal

Setting
Warp
Class
installation
Drive
Fixed wormhole gate
Sublight
FTL
instant, gate-to-gate only
Crew
Tags
sf

Not a ship — a doorway. You can only go where a gate already stands, which makes the *map of gates* the campaign map. Stargate-style FTL.

Torch Freighter

Setting
Newtonian
Class
freighter
Drive
Fusion torch
Sublight
constant ~⅓ g burn, flip-and-decelerate
FTL
none
Crew
6
Tags
sf

Hard-SF hauler à la ForeSight's own physics (and The Expanse): you burn toward your target, flip at the midpoint, and burn to stop. No FTL — the solar system *is* the setting.

Corvette (Torch)

Setting
Newtonian
Class
warship
Drive
Fusion torch
Sublight
high-g burn, railguns + torpedoes
FTL
none
Crew
20
Tags
sf

Newtonian warship: no shields, no banking — just delta-v, point-defence, and the tyranny of the rocket equation. Combat is about vectors and reaction mass.

Mass-Shunt Tug

Setting
Newtonian
Class
utility
Drive
Fusion torch + mass-shunt
Sublight
torch
FTL
shunt between fixed jump points
Crew
4
Tags
sf

ForeSight's original FTL: the *mass shunt* throws a ship between fixed points (a magic gate serves the same role in a fantasy-SF setting). Torch drive does everything in-system; the shunt links the stars.

General Systems Vehicle

Setting
Culture
Class
world-ship
Drive
Hyperspace field drive
Sublight
near-c trivially
FTL
near-instant, engine-grid powered
Crew
millions
Tags
sf

A sentient Mind wearing a ship the size of a country, home to millions and able to build more of itself. Post-scarcity: 'stats' are whatever the Mind decides. The setting where the ship is the most powerful *character*.

Fast Picket

Setting
Culture
Class
warship
Drive
Hyperspace field drive
Sublight
absurd
FTL
near-instant
Crew
1 Mind + avatars
Tags
sf

A small, appallingly fast, appallingly armed Mind. Diplomacy-by-presence; when one arrives, the scene is already over. Effectors and gridfire sit far off any mundane Damage Scale.

Effector Drone

Setting
Culture
Class
drone
Drive
Antigrav / field
Sublight
flight
FTL
carried
Crew
1 (itself)
Tags
sf

A sentient, fist-to-suitcase-sized machine — companion, bodyguard, and party member. The Culture's answer to 'what does a PC-scale piece of tech look like when it's also a person?'