A ship model is a custom construction plan that you save before starting production.
Saved models are shared across all the planets in your account. However, constructed ships, components, and buildings remain specific to each planet.
For information about saved models, their activation limits, and the Errants' own catalog, see the limits and exceptions for active models.
Each model combines exactly:
1 Infrastructure- a quantity of
Hulls - a quantity of
Reactors - a quantity of
Weapons - a quantity of
Shields
For each of the Hull, Reactor, Weapon, and Shield families, you choose a single component type and its quantity.
You can also add optional Hangars to carry craft.
The game then automatically calculates the model's final stats:
- attack
- resistance
- shield
- speed
- cargo
- consumption
- evasion
- total volume
- total cost
- required crew
Military and civilian models
When designing a model, you choose one of two exclusive types: Military or Civilian. A military model follows the usual equipment rules. A civilian model is unarmed: it has 0 weapons and cannot carry any hangars.
For a civilian model, the combined volume of the hulls, reactors, and shields cannot exceed 20 % of the Infrastructure's raw capacity. This limit is calculated before any cargo bonus. In return, its base evasion is doubled, up to a global maximum of 70 %; the full calculation is detailed in the evasion rules.
The type creates neither a compressed hold nor a cargo multiplier. The usual costs, prerequisites, crew, speeds, consumption, and mission rules still apply. A civilian ship can accompany a fleet and be targeted in combat, but it does not fire.
Older player models are military. Models in the preconfigured catalog also remain military and cannot be converted to another type.
Example
Two models built on the same chassis can serve very different purposes if one prioritizes speed and the other resistance or firepower.
Installing hangars on a model
When designing a military model, select a hangar type and then its quantity. A model can equip up to 4 hangars, all of the same type. They occupy volume even when empty and contribute to the ship's costs, mass, and consumption. Their volume is added to that of the other components and reduces the remaining cargo capacity. Civilian models cannot carry hangars.
| Hangar type | Craft capacity | Occupied volume |
|---|---|---|
| Light | 10 UL | 10 000 m³ |
| Medium | 100 UL | 100 000 m³ |
| Heavy | 300 UL | 300 000 m³ |
These capacities are for carrying craft, not resources. Installing hangars does not automatically load any craft: you select them at departure in mission boarding.
Capacity is shared among the autonomous carrier ships in the same mission. For example, four carriers with 100 UL each provide 400 UL together: they can carry a Shuttle with 300 UL, even if no single carrier has that much room. A craft carried aboard another ship does not add the capacity of its own hangars.
Manufacturing prerequisites and component movement restrictions are described in hangar components.

