The first thing any would-be spacefarer needs is a ship to get them off the ground. The starships below are taken from the Sci-Fi Companion, then updated to the SWADE rules using the Last Parsec conversion guide. Note that anything with a Size above 16 has been omitted; structures larger than this, such as space stations and colony ships, shouldn’t be handled with vehicle rules at all. See here for some example spacecraft to use.

Ship Class Size Wounds Handling Tactical Speed Toughness Crew Energy Cost Examples
Fighter 6 (Large) 4 +2 2100 MPH 20 (5) 1+1 5 $200K Personal shuttle or fighter.
Scout 8 (Huge) 5 +1 1800 MPH 25 (6) 2+5 10 $500K Scout ship, large shuttle or bomber.
Corvette 10 (Huge) 5 +1 1500 MPH 30 (7) 3+30 15 $2M Freighter or exploration vessel.
Cruiser 12 (Gargantuan) 6 0 1200 MPH 35 (8) 10+100 25 $10M Medium battleship or bulk freighter.
Battlecruiser 14 (Gargantuan) 6 0 900 MPH 40 (9) 50+200 35 $50M Heavy battleship or carrier ship.
Titan 16 (Gargantuan) 6 -1 600 MPH 50 (12) 100+1000 50 $500M Flagship, invasion ship or colony ship.

The hulls given above generally have fusion reactors that can sustain life support indefinitely, and a drive powerful enough to get you from one planet to another. Very short-range shuttles without either of these capabilities cost half as much.

Other Options: Even at the affordable end of the spectrum, ships can be eye-wateringly expensive. A payment plan is an option if you’re an upstanding citizen and can come up with 20% of the ship’s value - the remainder is usually paid off monthly over a 20-year term. It’s also sometimes possible to rent a vessel on a short-term basis; this generally costs about 1% of the ship’s base value for each week you want it for. Rental ships are typically heavily locked down anti-theft countermeasures and flight overrides, however.


A starship’s onboard reactors and power sources are generally more than powerful enough to indefinitely sustain critical systems such as life support, lighting and communications. More intensive tasks will drain the ship’s internal reserves, however. Refueling services are generally available at landing pads, spaceports and space stations. Refueling a ship costs $100 x the ship’s Size for each unit of energy to be restored.

Travel is the most common energy drain for most spacefaring vessels, though some modifications may also draw power. A ship that completely runs out of energy can get by on its backup batteries - including travel at tactical speeds - for a number of days equal to its Size rating. After that, it’s dead in the water; even critical systems like life support and communications will fail.


There’s no limit to the number of modifications and weapons you can add to a ship, but every new system requires additional maintenance. A ship can comfortably support a total number of modifications (including weapons) equal to its engineer’s Repair skill - so with a Repair of d6, you can keep 6 mods running correctly. If this limit is exceeded, modifications or weapons will inevitably begin to break down and require expensive repairs and replacements. Duplicates don’t count towards this limit - it doesn’t matter whether you have 1 extra fuel pod or 3, it still counts as 1 mod for the purpose of maintenance.

If the ship’s chief engineer is assisted by a maintenance crew, they can support more mods that they would normally be able to. Give them a +1 bonus for each assistant they have to support them, to a maximum of twice their Repair skill. Assistants must have at least a d4 in Repair to be of any use.


Modifications are upgrades and improvements to a ship’s functionality. Some modifications can be added to a ship multiple times, but each iteration counts as a separate modification for the purpose of maintenance.

Type Description Cost
Afterburners Expend a point of energy for a +2 bonus to a Piloting roll. 10% of base value
Antigrav Grapple Lets you board enemy ships, using Electronics instead of Piloting.
Once grappled, they must make a successful Piloting vs. Electronics roll to get away.
Autonomous System See Gear page for rules. $5K
Atmospheric The ship can enter planetary atmospheres and has VTOL capability. 50% of base value
Cutting Laser Cuts through 10 points of Armor per round. Not a weapon. $25K
Fuel Pods Increases energy capacity by 5. Reduces cargo space by 1. 5% of base value
Hangar Upgrades cargo bay with doors for ships or vehicles. $20K
Hidden Compartments Secret places to hide things, used by smugglers. $5K
Hypersleep Bay Allows the ship’s maximum crew to be placed into suspended animation. Reduces cargo space by 1. 5% of base value
Jamming System Allows you to jam communications at engagement range, with an opposed Electronics roll. $250K
Passenger Quarters Increases passenger capacity by 50%. Reduces cargo space by 1. 5% of base value
Sensor Suite, Planetary +2 to Electronics rolls to scan for objects, life forms, and similar within 20KM. $50K
Sensor Suite, Stellar Allows detailed scanning at a distance of up to 1 parsec. Also functions as a planetary sensor suite within 20KM. $500K
Spike Drive, Standard Enables interstellar travel. 100% of base value
Spike Drive, Llewellyn Enables rapid interstellar travel. 500% of base value
Stealth System Vents heat into metaspace, imposing a -4 penalty to detection rolls. Consumes 1 energy per hour. 100% of base value
Superstructure Adds a massive extension for passengers, cargo, vehicles or similar.
Corvette-class and above only; travel costs twice as much and -1 to Handling.
Workshop Space for a medical bay, science lab, or similar. Reduces cargo space by 1. 5% of base value


You can outfit your starships with a variety of weapons, mostly taken from the vehicle and gear rules in the SWADE rulebook. There’s no limit to the number of weapons a ship can field (within reason), but they require maintenance and count towards the ship’s maintenance limit.

As per the SWADE vehicle rules, most weapons can be dual-linked (+1 to hit and +2 damage) or quad-linked (+2 to hit and +4 damage). Weapons can be freely linked or unlinked from each other as a free action, since linking a starship’s guns together is as simple as pressing a button.

Kinetic Weapons: Standard kinetic weapons like machine guns and flamethrowers are extremely limited in space, and can only be used in atmosphere or at point-blank range. However, vessels that frequently fight in atmosphere may still use them. They are most commonly used as “point defense” systems to shoot down missiles, and are the easiest weapons for a ship to justify as “defensive” in nature.

While guns do require ammunition, it is plentiful and cheap compared to missiles or even railgun shells. It can usually be assumed that you replenish your ammo whenever you call into a spaceport or station. Instead of tracking bullets, just assume that your ship’s ammo is either Very High, High, Low or Out. It goes down after every significant fight, and is restored to Very High whenever you resupply. If you’re not using the Wealth system, then resupplying costs 200 credits per gun.

Type Range Damage AP ROF Cost Notes
Heavy Flamethrower Cone or MBT 3d8 - 1 $3000  
Medium PDC 30/60/120 2d8+1 2 3 $3000 Not a Heavy Weapon.
Heavy PDC 50/100/200 2d10 4 3 $5000  
Light Autocannon 50/100/200 2d12 4 4 $50K  
Medium Autocannon 50/100/200 3d8 4 3 $75K  
Heavy Autocannon 50/100/200 3d8 6 3 $200K  

Laser Weapons: Laser weaponry doesn’t need ammunition, but can’t be used if the ship is out of energy.

Type Range Damage AP ROF Cost Notes
Gatling Laser 50/100/200 3d6+4 4 4 $5K Cauterize, Overcharge. Not a Heavy Weapon.
Heavy Laser 150/300/600 4d10 30 1 $1M Cauterize, Overcharge.

Missiles: It costs $50K to fit a missile launcher to a ship, which can fire up to 2 missiles at once using the rules on page 79 of the SWADE rulebook. The missile launcher can hold up to 6 missiles; any additional munitions will take up cargo space. Note that the range of a missile is its effective range; outside of this range, it is trivial to avoid, confuse or destroy. Missiles are always Heavy Weapons.

Type Range Damage AP Blast Weight Cost
Light Missile 100/200/400 5d6 6 SBT 125 $10K
Heavy Missile 150/300/600 8d6 6 SBT 250 $25K
EMP Missile 150/300/600 8d6* 6 - 250 $25K

*If an EMP missile meets or exceeds the target’s Toughness, they shut down one of the ship’s systems instead of dealing damage. It remains down until restored with an action and a Repair roll at -2. With a raise on the damage roll, the Repair roll is made at -4.

Military Hardware

Most of the weaponry fitted to passenger and commercial ships, or available to pirates and adventuring types, falls into the “self defense” category as far as space warfare goes. Heavy duty weapons are restricted to military gunships throughout the Firmament, and are not generally available to the general public. A civilian vessel mounted with military hardware is going to have a lot of explaining to do if they ever encounter the system’s navy.

Military Hulls are built for combat, and are significantly stronger than civilian ones. They include polyceramic plating, ablative baffles and thicker hulls that give them additional Armor equal to their Size rating. A military hull costs 5x as much as a standard civilian hull; like most military hardware, though, it usually requires a special dispensation to get these upgrades. It’s not generally possible to refit a civilian ship with a military hull.

Nuclear Missiles aren’t particularly effective in space; the blast and thermal effects disappear completely without an atmosphere to attenuate them, and most starships are well-shielded against radiation. This renders them about as effective as an ordinary heavy missile. However, they are weapons of massive destruction when detonated inside an atmosphere. As such, they are hyper-restricted and simply owning one without authorisation is akin to a war crime in most of the Firmament.

Torpedoes are huge, high-powered missiles which require special launchers called “torpedo tubes” to fire. A single torpedo tube costs $50K to fit; it can hold & fire 2 torpedoes at a time. Like missiles, torpedoes use the rules on page 79 of the SWADE rulebook.

Type Range Damage AP Blast Weight Cost
Light Torpedo 300/600/1200 5d12 24 LBT 500 $125K
Heavy Torpedo 300/600/1200 8d12 24 LBT 500 $250K

Railguns are bulky kinetic weapons that can accelerate projectiles to very high speeds; at close ranges, they rival torpedoes in terms of destructive power. As the payload is unpowered, however, their range is inferior to a torpedo. Railguns do not function if the ship is out of energy, and the shells cost 100 credits each.

Type Range Damage AP ROF Cost
Light Railgun 100/200/400 4d10 30 1 $50K
Heavy Railgun 100/200/400 5d10 50 1 $100K

Defense Platforms

Planets, major space stations and other locations of tactical importance are often protected by defense platforms: permanent emplacements that field devastating military weaponry. They might be situated on a lunar base, permanent orbital array, or even built into the superstructure of a deep-space station. Massive railguns or laser arrays powered by fusion reactors, batteries of missiles or short-range strike craft, and gravitic braker guns for deflecting relativistic projectiles are all common features of such platforms.

For most civilian craft, taking on these permament defense systems is a one-way ticket to destruction - engaging them with the usual rules for starship combat is not an option. Instead, the Dramatic Task rules should be used for situations like trying to get through a blockade or escape from a planet without being blown to smithereens. For a full-scale space battle between an armada and a planet’s defenses, use the Mass Battle rules.

Space Travel

When travelling from one planet to another along a pre-calculated trajectory, ships can greatly exceed their tactical speeds, achieving several percent of the speed of light. Accelerating to these speeds requires a long uninterrupted burn, so it’s not generally possible to simply accelerate away from enemies without escaping combat first. The same goes for slowing down; you can’t just stop on a dime.

This type of intra-stellar travel comes in two categories:

Local travel is travel within a region of a star system. Examples include going from a planet’s surface to one of its moons, or to a space station in orbit. Local travel is generally free, unless you do a lot of it in a short period of time. It can take anywhere from 1 to 6 hours.

Regional travel is travel between two regions of a star system. For example, going from one planet to another; or from a planet to the edge of the system. Regional travel consumes 1 point of energy. It can take anywhere from 1 to 6 days.

Pilots who are in a hurry can “trim the course”, burning hard and taking advantage of orbital mechanics to speed up their journey. This requires a Piloting roll at -2. Success means the journey takes half as long; on a failure, the journey still takes half the usual time but uses up an extra point of energy.

Interstellar Travel

Interstellar travel is only possible with a spike drive. Even though faster-than-light transportation has made it possible for mankind to colonise the galaxy, interstellar journeys can still take a very long time, especially in the outer limits where colonies can be many parsecs apart. As a result, long-haul voyages often use hypersleep in conjunction with the spike drive so that they don’t lose years of life on a single voyage.

Most starships aren’t outfitted with a spike drive - they’re expensive, and the majority of “puddle jumpers” never leave the system. Of course, spike drives can’t function in the gravity well of a star or other celestial body, so even spike-capable ships need to rely on their sub-light engines when they reach their destination. There are two types of spike drive available:

Spike drive travel consumes 1 point of energy for each parsec travelled, regardless of which type you use.


The calculations required to actually travel from one star to another are far too numerous and complex for a human to ever perform. Even shipboard computers would take months to perform the necessary math. No captain actually pilots their ship between two stars; they simply plug their destination into the astrogation terminal, engage the spike drive, and wait.

However, this hassle-free process relies on the captain having a navkey - a precalculated set of vectors and formulae for a destination. This is what the ship’s computer uses to figure out how navigate there through metadimensional space. Calculating a navkey requires immense computing power, but then they can be copied and distributed to whoever needs them. Though they can be stored on a dataslab, these keys are made up of enormous quantities of information. Sending them via radio would take weeks, so they generally need to be distributed in person.

How difficult it is to get your hands on a navkey depends entirely on where you’re trying to go. For most of the stars in the Firmament, any space station probably has the navkey ready to print on demand for a couple hundred credits. Navkeys to “uncharted” systems, on the other hand, are rare and valuable commodities. When access to a system is restricted, confiscating navkeys is usually the first thing the local government does.

Jumping Blind

Of course, it is possible to travel without a navkey. As long as you know the target’s approximate location, you can simply plug it into your ship’s computer and tell it to calculate a route. This is known as “jumping blind”, but it’s a slow and sometimes dangerous approach. The ship has to make a series of short hops, correcting any errors in its course and coming closer and closer to the intended destination. Each hop only takes a few seconds, but that’s more than enough time for something to go wrong.

Jumping blind takes twice as long as the journey normally would with your spike drive. While hopping from jump to jump, an encounter card is drawn each day. If an encounter is indicated, it means that the ship has encountered a mishap:

Having a trained astrogator on board makes exploratory jumping a lot safer - they can check the computer’s work for errors and try to correct the course away from potentially dangerous areas. With a successful Science roll, an encounter card is drawn every 2 days. With a raise, encounters are drawn every 3 days. You can also make a Science roll at the end of the journey to generate a navkey from the data collected by the ship’s terminal.

Restricted Space

Like aircraft in the modern day, a starship can be a dangerous weapon in the wrong hands. Accelerating to relativistic speeds, even a civilian starship is a WMD that can be a threat to cities or whole continents. For this reason, inhabited regions tend to have significant defense platforms - including gravitic brakers that can deflect relativistic projectiles. When you enter the restricted space of a planet, major space station or other important area, strict rules apply about where you can fly and how fast, and these rules are backed by heavy weapons.

When you’re in restricted airspace, you’ll be expected to obey a speed limit and to lock in a flight path to your destination, which you are not allowed to deviate from. Speeding or flying an unplanned route will be met with warnings, and if these fail it will be met with escalation. It is also common practice for the final part of the landing or docking process to be automated - pilots must flip a physical switch in their bridge that allows them to hand over control of their ship to the spaceport they’re docking with. Smaller spaceports or pirate outposts may be less strict about enforcing this last rule, however.

Sensors & Stealth

The eyes and ears of a ship is its sensor array - a variety of optical, thermal and radio sensors that allow the ship to be aware of its surroundings. Every ship has one, since they’re a necessity to navigate space safely, but some ships have better sensors than others. Sensors are operated with Electronics, which is the equivalent of a Notice check. Any ship in a system will be aware of its general surroundings - planets, asteroid fields, noisy objects like space stations or civilian vessels. Likewise, anything that comes within engagement range (100,000 KM) is automatically detected.

You may need to make an Electronics check to actively scan something and learn information about it, or to see how quickly you notice an object in your vicinity. For example, you might make an Electronics roll:

Like a Notice check, exactly how much detail you’re able to pick up with your sensors depends on how close you are and how well you roll. Once an object is identified, it can usually be tracked without any further rolls unless it is obstructed or goes out of range.


A ship that wants to conceal itself has two options: it can “go dark”, or it can try to hide. Going dark means disabling every non-critical system in the hopes of reducing the ship’s energy signature. A ship that has gone dark imposes a -2 penalty to the Electronics roll to notice it.

The other option is to hide - on a planet, in the midst of an asteroid field, in a wreck, and so on. This requires you to actually have something to hide in or behind - if you’re in open space, it’s not an option. Next, it requires the captain to make a Piloting roll, opposed by their pursuer’s Electronics. If the plan involves maneuvering in tight spaces, the roll might be made at a penalty.

Ships that need to be stealthy will sometimes install a stealth module, as detailed in the starship modifications section. These advanced (and expensive) devices are variants of spike drive technology; they work by modifying the ship’s radiators to dump heat into metadimensional space, instead of the ship’s surroundings. However, these modules consume energy, so they can’t be used indefinitely. While they’re running, though, they impose a -4 penalty to the Electronics roll to detect you.

Space Combat

Starships have a tactical speed that represents how fast they move in atmosphere, or when close enough to obstacles that high-speed maneuvering isn’t safe. In space, you can multiply this speed by many times. However, to keep things simple we assume that the effective range of most weapons is multiplied by the same factor in space. You can use all the original numbers in the rulebook while keeping in mind the fact that 1” is actually about 100 kilometers in space.

There are three basic ranges that an encounter between starships can occur at:

Out of Range. If the ships are more than 1 light second away from each other, it’s possible to accelerate away and escape before the other side can catch up. The pursuer can still give chase if they wish, but they won’t be able to close the distance until their quarry slows down.

Pursuit Range. If the ships are within about 1 light second of each other, skilled maneuvering will be required if one side wishes to get away from the other. Make an opposed Piloting roll; if the pursuer wins, they can close to within engagement range. If the quarry wins, they manage to get Out of Range and can escape. One side can get a +1 bonus if their ship is faster, or a +2 if they’re twice as fast.

Engagement Range. If the ships are within 100,000 KM of each other, they are engaged in actual combat. Resolve it using the rules below until one side manages to escape or is destroyed.

Most encounters in the vastness of space will occur at pursuit range - close enough to notice the enemy, but far enough to attempt escape. In special cases, though, encounters might occur at engagement range (i.e. fleeing a spaceport with the law on your heels) or out of range (i.e. getting hailed by a distant military gunship and ordered to stand down).

Distance Tokens

Combat in space is highly abstract, with vessels calculating their vectors in four dimensions and performing complex maneuvers that rely on velocity and momentum. As such, distance between your ship and enemy vessels is simply measured by how many “Distance Tokens” are between you:

Distance Tokens Weapon Range
0 100”
1 200”
2 400”
3 800”
4 1200”

You can use poker chips or playing cards for the tokens themselves, or simply write it down for “theater of the mind”. Exactly how many Distance Tokens lie between you and the enemy when a battle begins usually depends on who has the longest-range weapons and how close they want to get before they open fire. If any ship ends their round more than 3 Distance Tokens away from the nearest enemy, they drop out of the fight.

Action Cards

When two or more ships are engaged in combat, draw an Action Card for each ship to determine their initiative order for the round. If the pilot or captain has any Edges that affect Action Cards, like Quick or Level-Headed, they apply as usual. The length of each round varies; it is usually a combat round in fast-paced dogfights and chases, but may be many minutes in a long-range battle between two warships. Everyone on the ship acts on the pilot’s Action Card.

If any ship draws a Club as their Action Card, some kind of crisis occurs onboard. This could be a system or modification failing, an area of the hull becoming depressurized, a burst of static or space radiation interfering with comms, or even something like a saboteur inside the ship - the exact nature is entirely up to the GM. Whatever it is, the crisis affects the operation of the ship and will persist or get worse until it’s dealt with by the crew.


The following actions can be taken only by the pilot or captain of a vessel each round, on their Action Card. The pilot can do more than one in a round, but suffers a Multi-Action Penalty for doing so. This also applies if the pilot wants to take other actions as well (i.e. if the pilot of a fighter also wants to shoot).

Firing Weapons

While the pilot or captain is occupied with commanding the ship, other characters can fire weapons such as railguns, lasers and missiles using the Shooting and Electronics skills. The Speed and Unstable Platform penalties do not apply in the vacuum of space. Otherwise, weapons and damage work as usual for SWADE.

Standard kinetic weapons like point-defense cannons or autocannons do not have their range multiplied in space as most other weapons do, so they’re only usable at point-blank range (such as when boarding or being boarded), or to shoot down incoming missiles.

Dealing with Crises

When a crisis occurs on a ship, it triggers an ongoing event that will affect the ship’s functionality, and will often get worse until it is dealt with. For NPC ships, simulate this with a single appropriate skill roll. On a failure, it takes 3 rounds to deal with; on a success it takes 2 rounds; and on a raise, it only takes them 1 round. For ships controlled by a player character, this should be resolved using a Quick Encounter or a Dramatic Task.

Here are some example situations that can be drawn from when a crisis occurs:

The GM is encouraged to make up their own crises on the fly, or even to work with player characters to make one of them the source of the drama. At the end of a space battle, all crises are automatically resolved. It’s only a crisis because it’s happening under the stress and dangers of combat, after all!

Damage & Repairs

The rules for damaging starships are almost identical to the vehicle damage rules used by Chases in Savage Worlds, but they use different tables. Starships cannot be Shaken, but if damage equals or exceeds their Toughness, the pilot must make a Maneuvering roll or go Out of Control and roll on the table below.

1d12 Effect
2-3 Crisis: The ship suffers an immediate crisis if engaged in combat. Outside of combat, it takes a Wound and a Critical Hit.
5-9 Distracted: The ship tumbles and spins out, making everyone on board Distracted until the end of their next turn.
10-11 Vulnerable: The ship falls into an exposed position, making it Vulnerable to attacks until the end of its next turn.
12 Glitch: The vehicle suffers a Critical Hit, rerolling Crew results.

Each raise on the damage roll causes a Wound and one roll on the Critical Hit table below (not one roll per Wound). Any rolls that do not apply (i.e. a System result for a ship with no mods) can be considered a lucky miss!

1d12 Effect
2 Scratch and Dent: The ship suffers permament cosmetic damage, but is otherwise unharmed.
3 Guidance/Maneuvering: Reduce Handling by 1 each time this occurs (to a maximum penalty of -4).
4 Locomotion: Until repaired, the ship’s Top Speed worsens by one class (i.e. Scout to Corvette).
5 Generators: The ship is treated as though it has run out of Energy, and falls back to emergency power.
6 Gravity: Artificial gravity is knocked out; the ship becomes a zero-g environment, and travel is only possible at tactical speeds.
7 Life Support: Ship’s ability to recycle air and water is compromised. Fully crewed, it will exhaust oxygen reserves in 3 days.
8 Sensors: All Electronics rolls made to detect or scan are made at -2, as are all rolls which rely on “sight” (such as firing weapons). On a second result, this penalty increases to -4.
9 Communications: It is impossible to hail other ships, request docking, or connect to local networks. Other ships may assume you are hostile if they cannot raise you.
10 Depressurization: Vehicles in the area suffer a Wound, and cargo is damaged or lost completely. Crew must make an Athletics roll at -2 to escape before the area is sealed, or a Strength roll at -2 to hold onto something.
11 Weapon: A random weapon, cutting laser, antigrav grapple or other external module is rendered inoperable until repaired.
12 System: A random modification installed on the ship is rendered inoperable until repaired (including the spike drive).

Ships that have sustained Wounds reduce their Handling by 1 for each Wound, to a minimum of -4.

Repairing a Starship

As per the Savage Worlds rulebook, basic Wounds that have been inflicted on a ship can be repaired by spending 2 hours per Wound and making a Repair roll; each success and raise restores 1 Wound. How easy this roll is depends on what equipment you have available:

More serious repairs to parts of your ship damaged by a Critical Hit cost $1000 x the ship’s Size. If you want to repair a damaged weapon or modification, the cost is 10% of the mod’s original value. Either way, the repair attempt takes 1 day and a Repair roll at -2 (in addition to the usual bonuses/penalties). If the roll is failed, the mechanic must start over. Failing the Repair roll makes it take longer, but doesn’t make it cost more unless you get a Critical Failure.

Note that salvage can sometimes be an alternative for obtaining spare parts or even replacements for damaged components of your ship.


If you want to keep a vehicle in your ship or be a rogue trader - or simply load up on scavenged parts or stolen goods - you’ll need to know how much space your ship has. You can refer to the following table to find out your cargo space in Size points; weight is usually less important than bulk for starships. For example, if your cargo is Size 0, that means you can stow about about 6 cubic feet of cargo.

Vehicle Cargo Size Example
Fighter 0 Several suitcases
Scout 3 Small car
Corvette 6 Small aircraft or fighter
Cruiser 8 Large tank
Battlecruiser 10 Corvette-class starship
Titan 12 7-story office block

Remember that size scales exponentially. Two Size 6 objects do not equal Size 12; they’d be closer to Size 9 together. To find the size of your cargo, you should estimate how much space it takes up and compare it to the Size table in the Savage Worlds rulebook. Some modifications, like fuel pods, might reduce your available cargo space - to a minimum of 0.