Design: the Falcons, a Legend

Proposed, October 2026. Change by pull request.

The Falcon went into the game as a rare pirate: a dice roll on ordinary pirate encounters, deadly and nameless. Played, she turned out to be a hazard rather than a Legend. She was met too often in lawless space (two or three times an hour in an anarchy), she ended your run in one pass, and she was gone with nothing to remember her by.

A Legend should be rare, named, and personal: someone you hear about before you meet, who remembers you afterwards, and whose story is tied to the galaxy's. This design makes the Falcons that.

It builds on exploration (Legends, the Ninefold trail), the companies (Wexley-Yorozu, clause 214, the Carriers' Mutual), law and travel (the beacon, rescue), the radio and the combat rating. The homage rules in CONTRIBUTING apply throughout.

Principles

The story

Solo & Sons was a shipyard of five: Iver Solo and his four sons, building fast hulls on contract in the lawless systems. Iver flew with the Carriers' Mutual when it was young. He's the reason for the Mutual's empty chair at every meeting: he answered a call nobody else would, and didn't come back. The Mutual still sets his place.

When the Ninefold colony failed, Wexley-Yorozu chose recovery under clause 214 over relief: 4,000,000 Cr against 31,000,000. Sam Dray's tug Hold Fast answered the call he was told not to, and took 41 people off before the recovery crews arrived. He took them to the Solo yard. The Science Division's report says Dray should be found. It doesn't know where he went.

The sons have hidden the forty-one ever since, and fed them, and kept Wexley-Yorozu from finding the yard. They do it with the ships they built for themselves: the Falcons. (A Falcon is she, as ships are; her captain is a Solo son.)

Captain Galaxies Feeling What he's like
Bram Solo, the eldest 1 and 2 Mad He flew escort for the Hold Fast the day it left the Ninefold. He takes Wexley-Yorozu cargo first, Hexon's second, and makes sure you know why. Cold to anyone who sold the Ninefold report to the Science Division.
Kit Solo 3 and 4 Glad Flies because he loves it. Races you before he robs you, laughs on the radio, and lets you keep half if you nearly beat him.
Jory Solo 5 and 6 Sad Feeds the forty-one. Takes food, medicine and water before anything else, apologises, and leaves the rest. Kept his father's old Mutual membership card.
Tobin Solo, the youngest 7 and 8 Bad Sells what he takes to Vorg Industries and doesn't ask what it's for. His brothers don't like it. He still leaves you alive, but he takes more, and his messages are not kind.

A commander who flies the Falcons' galaxies in order meets the whole family, and pieces together the yard's story from each.

The Mutual's code. The sons let Carriers' Mutual haulers go. A commander carrying only Mutual cargo is hailed, recognised and waved off ("Give the treasurer our love"). Rob a Mutual hauler yourself and that courtesy ends.

Meeting a Falcon

The fight, and losing it

How she fights: the ambusher

Mark, 25 October 2026: "The Falcons run dark, they are fast, and having two beam lasers that are fixed would mean they have to point their nose at you."

Everything about her says ambusher, not jouster: she's fast (340 to a Cobra's 280: you can't outrun her), she turns tighter (0.95 to 0.8), she runs dark (you don't know what she is until she's close), and her guns are fixed: she has to point her nose at you to fire.

Beating her

She remembers you

Your commander keeps a small record per captain: meetings, what she took, how often you drove her off, the last time you met. With the Ninefold choice already stored (explore.ninefold), that's enough for her to know you:

A Debt: the night the Falcon needs you

The turning point of a Falcon's story: the Legend who hunted you, caught, and you the only one who hears.

Where it leads (later)

Building it in stages

Stage What
1 One Falcon a galaxy on a seeded circuit, moving with the clock; bar talk and radio word; meetings only in her system; the hail and the price; the random roll removed. Bram first (galaxies 1 and 2), then his brothers.
1b How she fights: fixed beams firing alternately with real heat; the ambush from behind out of the dark; breaking off when you face her; tuned with a bot that turns.
2 Fighting to disable: drifting, the beacon tow or the jury-rigged drive, her price taken, the calling card. She breaks off and escapes when beaten; the bounty that grows.
3 Her memory of you: lines by meeting, by the Ninefold choice, by your record with the Mutual; she learns how you beat her; each brother's style.
4 A Debt: the Mayday, the three ways it goes, the Falcon who protects you (or never lets you go).
5 The yard trail and its choice; company hunts; the shared galaxy.

Numbers (to balance)

Falcons at a time One per galaxy
Circuit 4–6 anarchies and feudal worlds, within 7 LY hops
She moves Every 6 hours
Meeting her, in her system About 1 in 3 per arrival; more with W-Y or Hexon cargo; Mutual-only cargo waved off
Disabled at About a third of your hull
She takes Up to 10 t; your ship, kit, credits and data never
She breaks off at About a fifth of her shields and hull
Her shields, hull 320, 230
Her guns Now: twin vane beams firing together, 55 a second, 8° gimbal. Planned: two fixed beam lasers firing alternately, 90 a second, with heat
Keeps away after you drive her off A day, no bounty in that time (until the circuit)
Bounty 2,000 Cr, +500 each escape

Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/legends-the-falcon.md on GitHub, open to pull requests.