WAYWARD SUN
SHIPS · HULLS

Hulls

The hull defines the physical problem you are solving: size, structural capacity, fitting layout, native strengths, Crew needs, and the kind of vessel you can build around it.

A hull is identity, not item level.S1–S5 are physical envelopes, not progression tiers. The current ordinary playable hull catalog is S1; future larger envelopes are an architectural size model rather than an automatic “better ship” ladder.
FarstarFarstarCompact S1 general-purpose workship with modular cargo and two utility bays. It has no explicit role doctrine, so the fit does the specializing.
ProspectorProspectorS1 mining hull with a dedicated bulk ore bay and a Mining Frame doctrine that amplifies compatible mining hardware.
RookRookS1 recovery hull with a recovery hold, Salvage Beam, field-service bay, medical bay, and a doctrine that amplifies salvage hardware. Refining remains station-side at this hull scale.
WardenWardenS1 patrol/security hull with dual weapon positions, structural reinforcement, stronger stock systems, and doctrines that amplify compatible weapons and shields.

The foundation changes everything built above it.

Physical envelopeDefines the vessel's canonical physical size. Equipment compatibility uses exact authored slot envelope and interface requirements rather than a gear-tier ladder.
Fitting topologyDetermines the slots and structural opportunities available to the build.
Crew burden & living baselineSets baseline Crew workload plus native habitation and amenity quality before fitted quarters and support systems are added.
Native protectionHull integrity, armor, mass, and any native environmental protection exist before installed systems are considered.
DoctrineWhere authored, explicit hull doctrine amplifies compatible installed equipment—such as Prospector mining hardware or Warden weapon/shield systems.
Mass & integrityShape travel, survivability, fitting tradeoffs, and logistics.