As stated before, there are four general types of vehicles, based upon the terrain they normally operate in. Within each general category of vehicle is a whole slew of vehicles that can be further divided into subclasses based upon the vehicle’s general characteristics. The most basic division is the
chassis, or vehicle frame, perhaps the biggest factor in determining what a vehicle can and cannot do. Each category of vehicle has several different types of chassis, covering the range from small, one person bicycles all the way to massive cargo transports.
Each chassis type affects several of the vehicle’s basic statistics. Included in the following profiles are the following:
- Overview: This gives an overview of the chassis type and describes its basic characteristics.
- Default Armor: This lists the default armor type for the chassis. The HD figures for the chassis assume that this is the type of armor that is finally installed on the finished vehicle. Vehicles can, of course, be built with different armor classes, though this will have an effect on the vehicle's HD ratings (see Chapter 6.2).
- Maximum Armor: This lists the maximum armor type the vehicle chassis can support. Heavier armor will cause the underlying framework to buckle the first time the vehicle is used. Heavier armors can be installed on a vehicle with the Reinforced Chassis accessory, which is very expensive but may be worth it in certain situations.
- Default Engine: This lists the default engine type for the chassis. The HD figures for the chassis assume that this is the type of engine that is finally installed on the finished vehicle. Vehicles can, of course, be built with different engine classes, though this will have an effect on the vehicle's HD ratings (see Chapter 6.2). Certain vehicles are allowed to be used "unpowered", which means that they can utilize some kind of external locomotion. Engines need not be installed on these vehicles; all others require a working engine in order to operate.
- Maximum Chassis Speed: This lists the highest safe speed attainable by the chassis type. Above this speed, the vehicle will literally shake itself apart if given enough time (see speed governors, Chapter 6.1). Vehicles can, of course, travel at rates slower than the maximum speed.
- Cost Modifier: This stat enables players to calculate the final monetary cost of a vehicle, taking into account all of the equipment installed on the vehicle. The Cost Modifier is a multiplier, and must be taken into account when any new equipment is added to a vehicle, or when equipment is removed from the vehicle.
- Availability: This lists the level of technology a culture must obtain before they are allowed to construct vehicles of a given chassis. Availability is always listed as the earliest era that can have the chassis (so a Canoe, which is available in the Stone Age, is also available in the Metal, Industrial and Starfaring Ages; a Transport is only available in the Starfaring Age).
- Weight: This lists a weight category for the given chassis. All vehicles have the same seven weight categories: Super Light, Very Light, Light, Medium, Heavy, Very Heavy, and Super Heavy. As a general rule, heavier chassis are slower and more expensive but often times can support a greated number of accessories than smaller chassis.
- Size Class Range: This gives the range of size classes that are available for a given chassis weight (oftentimes, the "range" entails only one size class). There are a few game effects that may occur if a vehicle is of a certain size class or not (for example, in cross-scale combat, the smaller combatant gets a bonus to their HD).
- Base HD: This lists the base hit difficulty ratings for the chassis at a given chassis weight. As with characters, this will help determine how hard the vehicle is to hit. If a chassis has multiple HD ratings, use the set for the specific size class needed as indicated in parenthesis.
- Base Cost: This lists the base cost of the vehicle chassis at a given chassis weight. This number is listed as basic cost points and is figured into the cost of the finished product. Keep in mind that ultimately this amount will be multiplied by the chassis Cost Conversion factor when a final vehicle price is tallied up.
- Base Speed: This lists the base speed of the vehicle chassis at a given chassis weight, taking into account the default engine class of the chassis.
- Number of Accessories: This lists the number of accessories (including weapons, shields and equipment) the chassis is designed to carry. This number can be increased if the Modified Chassis accessory is installed on the final vehicle, though this tends to be a pricey option.
Land Vehicle Chassis¶
Bike
A
bike is a light, one-to-two person land vehicle designed for generally local transport, although some civilizations have developed the bike for intercity travel. Bikes are popular with younger crowds, as they tend to not be as sophisticated as larger vehicles. Military applications of the bike are limited, but do include light transport over rough terrain. They are one of the few chassis types that can utilize archaic hulls and are the only one that can operate under human power. They tend not to be able to carry a lot of equipment, though they can be fitted with rudimentary armament. Bikes offer its user no cover whatsoever.
- Default Armor: Class One
- Maximum Armor: Class Three
- Default Engine: Class Zero (Unpowered)
- Maximum Chassis Speed: 750 kph
- Cost Modifier: 0.4 MU/SP per Cost Point
- Availability: Metal Age
Bike| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 1 | 73/59/73 | 1 | 35 kph | 0 |
|---|
| Very Light | 1 | 70/56/70 | 1 | 30 kph | 1 |
|---|
| Light | 2 | 66/53/66 | 1 | 25 kph | 1 |
|---|
| Medium | 2 | 63/50/63 | 1 | 20 kph | 2 |
|---|
| Heavy | 3 | 59/47/59 | 2 | 15 kph | 2 |
|---|
| Very Heavy | 3 | 56/44/56 | 2 | 10 kph | 3 |
|---|
| Super Heavy | 4 |
|---|
52/41/52 | 2 | 5 kph | 3 |
Groundcar
A
groundcar is a light land vehicle capable of hauling between four and ten passengers, depending on the size of the vehicle. Groundcars are by far the most popular form of ground transport. While most operate on wheels, some are outfitted with repulsor sleds for greater speed and maneuverability and for smoother rides. Groundcars have many applications in the commercial and civil fields. Military applications include light combat area transport. Industrial applications are somewhat limited. Groundcars can make use of some powerful reactor systems, though they tend not to carry a lot of equipment. Groundcars offer limited cover.
- Default Armor: Class One
- Maximum Armor: Class Three
- Default Engine: Class Two
- Maximum Chassis Speed: 900 kph
- Cost Modifier: 2.5 MU/SP per Cost Point
- Availability: Metal Age
Groundcar| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 1 | 76/62/76 | 4 | 45 kph | 1 |
|---|
| Very Light | 2 | 72/59/72 | 4 | 40 kph | 1 |
|---|
| Light | 3 | 68/56/68 | 5 | 35 kph | 1 |
|---|
| Medium | 3 | 65/53/65 | 5 | 30 kph | 2 |
|---|
| Heavy | 4 | 61/50/61 | 6 | 25 kph | 2 |
|---|
| Very Heavy | 5 | 57/47/57 | 6 | 20 kph | 2 |
|---|
| Super Heavy | 6 |
|---|
53/44/53 | 7 | 15 kph | 3 |
Skimmer
A
skimmer is a generic name for any vehicle that is designed as a repulsor vehicle, designed to hover a few inches above the ground. Skimmers are primarily land vehicles, though they can be adapted for sea surface use. In advanced civilizations, the skimmer is the vehicle of choice for civil service units, including law enforcement, fire and medical emergency units, and waste disposal. They also see use among wealthier civilians as an alternative to a groundcar. The military tends to use skimmers more than groundcars because of their easy adaptability to a number of environments. Skimmers can be adapted for a number of uses, though their basic armament tends to be a little limited. Skimmers offer limited cover.
- Default Armor: Class Two
- Maximum Armor: Class Four
- Minimum (Default) Engine: Class Three*
- Maximum Speed: 900 kph
- Cost Modifier: 2.5 MU/SP per Cost Point
- Availability: Starfaring Age
Skimmer| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 4 | 73/62/73 | 7 | 55 kph | 2 |
|---|
| Very Light | 5 | 69/59/69 | 8 | 50 kph | 2 |
|---|
| Light | 6 | 65/56/65 | 9 | 45 kph | 3 |
|---|
| Medium | 7-8 | 61/53/61 (9) 60/53/60 (8) | 10 | 40 kph | 3 |
|---|
| Heavy | 9 | 56/50/56 | 11 | 35 kph | 3 |
|---|
| Very Heavy | 10 | 52/47/52 | 12 | 30 kph | 4 |
|---|
| Super Heavy | 1 |
148/44/48 | 13 | 25 kph | 4 |
*Skimmers automatically have the Repulsor accessory as part of the chassis. As such, they cannot have a engine rating lower than Class Three, but the Repulsor does not count against the number of accessories mounted on the Skimmer.
Armored
Armored vehicles are heavy land vehicles designed to offer the vehicle’s cargo or passengers as much physical protection as possible. Most armored vehicles run on tracked wheels, though there are a few that utilize repulsor sleds, which reduces the vehicle’s tendency to breakdown at the cost of requiring tremendous power. They are used mainly in commercial and military fields, where their added protection is a necessity. Indeed, the armored vehicle is the favored chassis for mobile infantry units, as well as for monetary transport duties. Industrial uses are somewhat limited but may include secure hazardous waste or materials transports. Armored vehicles are rarely seen in the civil field, though some high profile celebrities may have one or two to substitute as a high-security groundcar. The need for power and protection makes this one of the most adaptable types of ground vehicle. Armored vehicles provide full cover.
- Default Armor: Class Two
- Maximum Armor: Class Five
- Default Engine: Class Four
- Maximum Speed: 450 kph
- Cost Modifier: 25 MU/SP per Cost Point
- Availability: Industrial Age
Armored| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 4 | 82/71/82 | 32 | 65 kph | 2 |
|---|
| Very Light | 5 | 78/68/78 | 36 | 60 kph | 2 |
|---|
| Light | 6 | 74/65/74 | 41 | 55 kph | 3 |
|---|
| Medium | 7-8 | 70/62/70 (7) 69/62/69 (8) | 45 | 50 kph | 3 |
|---|
| Heavy | 9 | 65/59/65 | 50 | 45 kph | 3 |
|---|
| Very Heavy | 10 | 61/56/61 | 54 | 40 kph | 4 |
|---|
| Super Heavy | 1 |
157/53/57 | 59 | 35 kph | 4 |
Walker
Walkers are a special breed of mechanized armored land vehicle. They get their name because they “walk” on strong, flexible supports which carry the rest of the vehicle’s chassis. Walkers tend to be very powerful vehicles, and though they tend to be a bit slow, their high level of armor assures their survivability. Walkers come in all shapes and sizes from one man “mechs” to multi-person all-terrain armored transports. They are heavily used in military applications in infantry support roles. They are also found in industrial fields as heavy industrial manipulators, allowing a single man to “put on an exoskeleton” that enables him to move large quantities of earth or heavy construction frames. Commercial interests have a few walkers of their own, typically for mining duties though some are utilized for defensive purposes. The walker tends to be too clunky for civilian use, though they can be seen breaking earth and putting up housing frames. Walkers are generally heavily armed, have ample power, and can make use of some very strong types of armor. Walkers offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Four
- Maximum Speed: 200 kph
- Cost Modifier: 35 MU/SP per Cost Point
- Availability: Starfaring Age
Walker| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 1 | 79/65/79 | 35 | 45 kph | 1 |
|---|
| Very Light | 2 | 75/62/75 | 40 | 40 kph | 1 |
|---|
| Light | 3 | 71/59/71 | 45 | 35 kph | 2 |
|---|
| Medium | 4-5 | 67/56/67 (4) 66/56/66 (5) | 50 | 30 kph | 2 |
|---|
| Heavy | 6 | 62/53/62 | 55 | 25 kph | 2 |
|---|
| Very Heavy | 7 | 58/50/58 | 60 | 20 kph | 3 |
|---|
| Super Heavy | 8 |
|---|
57/47/57 | 65 | 15 kph | 3 |
Sea Vehicle Chassis
Canoe
Canoe is a generic name for any type of very light sea surface vehicle. This chassis can range from a simple paddle-driven log, all the way up to a small impeller-driven high speed watercraft, kind of like a bike chassis for the water. Canoes are small vehicles but are very maneuverable and can be among the fastest sea vessels around, given a powerful engine to drive them. Simple civilizations utilize the canoe as their only real means of long-distance transportation. More advanced civilizations can use variations on the canoe chassis for fast sea raiding, zone patrol duties, amphibious landing duties, short range underwater surveyor vehicles, cable layers, or just general recreational vehicles. The canoe has some powerful reactor systems available to it, though to maintain speed it must have somewhat light armor and limited armament. Canoes offer no cover.
- Default Armor: Class One
- Maximum Armor: Class Three
- Default Engine: Class Zero (Unpowered)
- Maximum Speed: 150 kph
- Cost Modifier: 0.8 MU/SP per Cost Point
- Availability: Stone Age
Canoe| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 1 | 73/59/73 | 4 | 15 kph | 0 |
|---|
| Very Light | 1 | 70/56/70 | 4 | 15 kph | 1 |
|---|
| Light | 2 | 66/53/66 | 5 | 10 kph | 1 |
|---|
| Medium | 2 | 63/50/63 | 5 | 10 kph | 2 |
|---|
| Heavy | 3 | 59/47/59 | 6 | 5 kph | 2 |
|---|
| Very Heavy | 3 | 56/44/56 | 6 | 5 kph | 3 |
|---|
| Super Heavy | 4 |
|---|
52/41/52 | 7 | 5 kph | 3 |
Yacht
Yachts are very small sea-surface vehicles designed mainly for short sea voyages or heavy duty work. Yachts are among the smallest sea-vessels that can be called ships, and find themselves applied in many different fields. They are often found among the wealthier civilians, who use these vehicles as pleasure craft. Industrial and Commercial interests outfit yachts with powerful engines, turning them into dredges or tugs. Military interests use yachts for many of the same purposes as commercial and industrial interests. They sometimes outfit a yacht chassis with a fair amount of weaponry, turning the yacht into a gunboat. Yachts tend to have a small number of crew, but can be outfitted to run under motor or sail. They are among the cheapest and fastest types of sea-going vessels, though they tend to be easy to damage. Yachts offer limited cover.
- Default Armor: Class One
- Maximum Armor: Class Three
- Default Engine: Class Zero (Unpowered)
- Maximum Speed: 100 kph
- Cost Modifier: 20 MU/SP per Cost Point
- Availability: Metal Age
Yacht| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 4 | 70/59/70 | 7 | 15 kph | 1 |
|---|
| Very Light | 5 | 66/56/66 | 8 | 15 kph | 1 |
|---|
| Light | 6 | 62/53/62 | 9 | 10 kph | 2 |
|---|
| Medium | 7 | 58/50/58 | 10 | 10 kph | 2 |
|---|
| Heavy | 8 | 54/47/54 | 11 | 5 kph | 2 |
|---|
| Very Heavy | 9 | 50/44/50 | 12 | 5 kph | 3 |
|---|
| Super Heavy | 1 |
046/41/46 | 13 | 5 kph | 3 |
Cutter
A
cutter is a generic name for any small to medium size sea-surface vehicle. Cutters are designed to be fast enough for sea surface interdiction and yet strong enough to withstand some punishment. They generally make good sea surface patrol vehicles and can also serve in light escort duties as well. Ocean-faring military navies usually have a good number of these vehicles for shoreline defense. Businesses and industries use them to protect and support heavier working ships such as cargo barges and sea-based industrial cranes. Cutters aren’t usually found amongst the civilian population, but can be seen in the form of small luxury liners. For sea-going vessels, cutters are reasonably well priced and fast, and offer a good amount of shielding. Cutters offer limited cover.
- Default Armor: Class Two
- Maximum Armor: Class Four
- Default Engine: Class Three
- Maximum Speed: 120 kph
- Cost Modifier: 100 MU/SP per Cost Point
- Availability: Industrial Age
Cutter| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 6 | 74/65/74 | 175 | 55 kph | 3 |
|---|
| Very Light | 7 | 70/62/70 | 200 | 50 kph | 3 |
|---|
| Light | 8 | 66/59/66 | 225 | 45 kph | 3 |
|---|
| Medium | 8 | 63/56/63 | 250 | 40 kph | 4 |
|---|
| Heavy | 9 | 59/53/59 | 275 | 35 kph | 4 |
|---|
| Very Heavy | 9 | 56/50/56 | 300 | 30 kph | 5 |
|---|
| Super Heavy | 1 |
052/47/52 | 325 | 25 kph | 5 |
Cruiser
A
cruiser is a large sea-surface vehicle, designed mainly for long sea-faring voyages over great distances. Cruisers are large, expensive and heavy ships, but make up for it in shear survivability. Cruisers have a large array of uses in military applications, where they are used as principal ocean-going combat vessels. The civilian field also makes use of the cruiser chassis, turning them into very large luxury cruise liners. Commercial interests use the cruiser chassis for ocean-going cargo craft, and Industrial users tend to use cruisers as mobile sea-surface construction platforms. Cruisers can handle a large number of crew. They tend to be slow and not very maneuverable, and also somewhat expensive. On the other hand, they are not damaged easily and carry some very powerful reactor systems. Cruisers offer full cover.
- Default Armor: Class Two
- Maximum Armor: Class Four
- Default Engine: Class Four
- Maximum Speed: 100 kph
- Cost Modifier: 200 MU/SP per Cost Point
- Availability: Industrial Age
Cruiser| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 10 | 74/68/74 | 350 | 45 kph | 3 |
|---|
| Very Light | 11 | 70/65/70 | 400 | 40 kph | 3 |
|---|
| Light | 12 | 66/62/66 | 450 | 35 kph | 3 |
|---|
| Medium | 12 | 63/59/63 | 500 | 30 kph | 4 |
|---|
| Heavy | 13 | 59/56/59 | 550 | 25 kph | 4 |
|---|
| Very Heavy | 14 | 55/53/55 | 600 | 20 kph | 4 |
|---|
| Super Heavy | 1 |
551/50/51 | 650 | 15 kph | 5 |
Carrier
Carriers are very large sea-surface vehicles. In essence, they are cruiser chassis that have been modified such that the ship can launch, land and house a limited number of planes, hovercopters, gravships, fightercraft and/or capsules. Of these craft, a carrier can support any such vehicle provided it is at least three size classes smaller than the carrier itself. Their size and function ensures their place among the most expensive vehicles in any category. Carriers are used as valuable mobile aerospace fields, often protected by several cruisers and cutters at the very least. They are used by the military as advanced military bases. Commercial and Industrial interests use them to land cargo carrying aerospace craft to remote sea-bed construction sites. Civilian interests use them as sea-surface aerospace ports for long trips across the ocean, or to arrive at destinations below the surface of a sea. Carriers have a crew that rivals that of a large starship and poor performance characteristics. They require very strong hulls and powerful reactors just to eke out the relatively poor performance they do have. Carriers can be accessorized for other uses as well. Carriers offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Four
- Default Engine: Class Four
- Maximum Speed: 80 kph
- Cost Modifier: 240 MU/SP per Cost Point
- Availability: Industrial Age
Carrier| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories* |
|---|
| Super Light | 12 | 71/68/71 | 3500 | 35 kph | 4 |
|---|
| Very Light | 13 | 67/65/67 | 4000 | 30 kph | 4 |
|---|
| Light | 14 | 63/62/63 | 4500 | 25 kph | 4 |
|---|
| Medium | 14 | 60/59/60 | 5000 | 20 kph | 5 |
|---|
| Heavy | 15 | 56/56/56 | 5500 | 15 kph | 5 |
|---|
| Very Heavy | 16 | 52/53/52 | 6000 | 10 kph | 5 |
|---|
| Super Heavy | 1 |
748/50/48 | 6500 | 5 kph | 6 |
**Carriers may either have the Carrier Systems accessory installed automatically as part of the chassis along with one of any type of Hangar Bay Module, or the Bulk Cargo Module installed automatically as part of the chassis, at the vehicle designer's choice. Whichever automatic accessories are installed do not count towards the vehicle's total accessory count.
Submarine
Submarine is a generic name for any sea vehicle that is capable of operating below sea level. They are built with strong hulls to combat the pressures involved in traveling at great depths, using shields to reach the bottoms of even the deepest ocean trenches. Military users utilize submarines as stealth ships for strike missions and as concealed ballistic missile launch platforms. Commercial and Industrial users use submarines as undersea industrial manipulators and surveyors. Civilians use them mainly as pleasure craft, but some civilians use submarines like an undersea groundcar, to travel between destinations underwater. Submarines have powerful hulls and very powerful reactors. The requirements of their size and geometry limits the number of crew that can be placed aboard, and they tend to be somewhat expensive. Submarines offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Four
- Default Engine: Class Five
- Maximum Speed: 60 kph
- Cost Modifier: 225 MU/SP per Cost Point
- Availability: Industrial Age
Submarine| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 7 | 73/65/73 | 700 | 25 kph | 3 |
|---|
| Very Light | 8 | 69/62/69 | 800 | 20 kph | 3 |
|---|
| Light | 9 | 65/59/65 | 900 | 15 kph | 4 |
|---|
| Medium | 10-11 | 61/56/61 (10) 60/56/60 (11) | 1000 | 10 kph | 4 |
|---|
| Heavy | 12 | 56/53/56 | 1100 | 5 kph | 4 |
|---|
| Very Heavy | 13 | 52/50/52 | 1200 | 5 kph | 5 |
|---|
| Super Heavy | 1 |
448/47/48 | 1300 | 5 kph | 5 |
*Submarines traveling at one-quarter of their maximum speed gain a conditional +25 HD/FHD bonus.
Air Vehicle Chassis
Hovercopter
A
hovercopter is a light air vehicle capable of arresting its forward momentum and remaining stationary for prolonged periods. They also can take off and land without the use of an aerospace strip. Hovercopters either utilize a large rotor-like propeller system for flight, or use a high-powered repulsorlift system capable of pushing the vehicle to high altitudes. Military users use hovercopters for surgical strike missions, and also have variants as emergency medical transports and troop carriers. Commercial users use helicopters as high-speed couriers, while industrial users use hovercopters as above ground surveyors. Hovercopters are only seen among the wealthier civilians, where they are used as transports between two planetary destinations (like a groundcar). Hovercopters are cheap, light, maneuverable and relatively fast, but are small and can only carry a small number of passengers. They require powerful engines for take off and landing. Hovercopters offer full cover.
- Default Armor: Class Two
- Maximum Armor: Class Four
- Default Engine: Class Five
- Maximum Speed: 2000 kph
- Cost Modifier: 2.5 MU/SP per Cost Point
- Availability: Industrial Age
Hovercopter| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 4 | 70/59/70 | 18 | 400 kph | 3 |
|---|
| Very Light | 5 | 66/56/66 | 20 | 400 kph | 3 |
|---|
| Light | 6 | 62/53/62 | 23 | 300 kph | 3 |
|---|
| Medium | 6 | 59/50/59 | 25 | 300 kph | 4 |
|---|
| Heavy | 7 | 55/47/55 | 28 | 300 kph | 4 |
|---|
| Very Heavy | 7 | 52/44/52 | 30 | 200 kph | 5 |
|---|
| Super Heavy | 8 |
|---|
48/41/48 | 33 | 200 kph | 5 |
Gravship
A
gravship is an air vehicle that combines some of the best features of the hovercopter with those of the jet, and throws in the armored chassis to boot. It is a high-altitude heavy combat vehicle that utilizes very strong repulsorlift technology to achieve high altitudes. Military users utilize the gravship for heavy strike missions and as air-based ballistic missile launch platforms, and also as heavily armored troop transports and reconnaissance craft. Commercial and Industrial users use the gravship as a heavily armored air cargo craft. They tend not to be found in civilian fields, though law enforcement and emergency management personnel operate a few to assist police, fire and medical personnel on the ground. They have very strong armor and very powerful reactors. Gravships are fast and can achieve low mach ratings, and are very maneuverable. They are expensive for an air vehicle and can’t carry a large number of passengers, but are not easily damaged. Gravships offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Five
- Maximum Speed: 3000 kph
- Cost Modifier: 4.25 MU/SP per Cost Point
- Availability: Starfaring Age
Gravship| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 4 | 76/65/76 | 53 | 800 kph | 4 |
|---|
| Very Light | 5 | 72/62/72 | 60 | 700 kph | 4 |
|---|
| Light | 6 | 68/59/68 | 68 | 700 kph | 5 |
|---|
| Medium | 7-8 | 64/56/64 (7) 63/56/63 (8) | 75 | 600 kph | 5 |
|---|
| Heavy | 9 | 59/53/59 | 83 | 500 kph | 5 |
|---|
| Very Heavy | 10 | 55/50/55 | 90 | 500 kph | 6 |
|---|
| Super Heavy | 1 |
151/47/51 | 98 | 400 kph | 6 |
Aeroplane
An
aeroplane (or just "plane") is a high-speed, high altitude air vehicle, usually capable of traveling above the speed of sound. They are used for fast travel between intercontinental destinations. Commercial users have used the plane for centuries as a method of ferrying large numbers of passengers between large cities. Military users use aeroplanes as high speed air fighters, interdictors and bombers. Wealthier civilians may own a plane, and use it for a high-speed transport. Industrial users only use aeroplanes for personnel transports when necessary, preferring to use the more adaptable hovercopters and gravships. Aeroplanes are capable of traveling at low to moderate Mach speeds and are very maneuverable, though without modification they tend to not carry a lot of passengers. They make use of strong hull materials and very strong reactors. Aeroplanes offer full cover.
- Default Armor: Class Two
- Maximum Armor: Class Four
- Default Engine: Class Five
- Maximum Speed: 5000 kph
- Cost Modifier: 10 MU/SP per Cost Point
- Availability: Industrial Age
Aeroplane| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 7 | 70/62/70 | 35 | 1000 kph | 3 |
|---|
| Very Light | 8 | 66/59/66 | 40 | 1000 kph | 3 |
|---|
| Light | 9 | 62/56/62 | 45 | 1000 kph | 4 |
|---|
| Medium | 10-11 | 58/53/58 (10) 57/53/57 (11) | 50 | 1000 kph | 4 |
|---|
| Heavy | 12 | 53/50/53 | 55 | 900 kph | 4 |
|---|
| Very Heavy | 13 | 49/47/49 | 60 | 800 kph | 5 |
|---|
| Super Heavy | 1 |
445/44/45 | 65 | 700 kph | 5 |
*Aeroplanes must be able to achieve a minimum speed of 75 kph in order to achieve flight, increasing by 20 kph per Size Class above Size Class 7. If an aeroplane's speed goes below the minimal amount, it will stall (see Chapter 9.3). Aerodrone
An
aerodrone (or just "drone") is a generally sub-sonic, low-to-mid altitude air vehicle. This kind of aircraft is often used by relatively young Industrial societies making their first ventures into flight, or as unmanned, remotely controlled craft by more advanced Industrial societies. They are most often used to test experimental aerodynamic designs. The chassis is particularly flexible in terms of propulsion, as it can handle both fixed and rotary wing designs, as well as repulsorlift designs (used by advanced races). Commercial and Industrial users use these craft to make aerial surveys of planetary areas. Military users use these craft as unmanned reconnaisance craft and artillery spotters. They can even be equipped with weaponry for use in light strike and aerial interception missions. Civilian users may use these craft for very low volume transportation and recreation (such as when used as a hang glider), but more likely than not are experimental designs at best. They tend to make use of lighter materials. Aerodrones offer limited cover.
- Default Armor: Class One
- Maximum Armor: Class Two
- Default Engine: Class Zero (Unpowered)
- Maximum Speed: 1000 kph
- Cost Modifier: 2 MU/SP per Cost Point
- Availability: Industrial Age
Aerodrone| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories |
|---|
| Super Light | 2 | 81/66/81 | 10 | 70 kph | 1 |
|---|
| Very Light | 3 | 77/65/77 | 15 | 65 kph | 1 |
|---|
| Light | 3 | 74/62/74 | 18 | 60 kph | 2 |
|---|
| Medium | 4 | 70/59/70 | 21 | 55 kph | 2 |
|---|
| Heavy | 5 | 66/56/66 | 24 | 50 kph | 2 |
|---|
| Very Heavy | 5 | 63/53/63 | 27 | 45 kph | 3 |
|---|
| Super Heavy | 6 |
|---|
59/50/59 | 30 | 40 kph | 3 |
*Super Light and Very Light Aerodrones automatically have Remote Control Module
accessory, which does not count against the number of accessories mounted on the Aerodrone. Aerodrones must be able to achieve a minimum speed of 40 kph in order to achieve flight. If an aerodrone's speed goes below the minimal amount, it will stall (see Chapter 9.3). Space Vehicle Chassis
Fightercraft
Fightercraft is a generic term for any light aerospace combat vehicle, also known as a “starfighter”. Fightercraft are among the fastest vehicles in use; some are even faster than starships (at least at sub-luminal velocities). They are the principal small combat craft used in space by the military, where they are used as fighters, interdictors and bombers. Commercial and Industrial interests use them as transports and orbital industrial manipulators. Very wealthy civilians may own a fightercraft and use it as a high-speed interplanetary (or even interstellar) transport, for stellar races, or other dangerous high-speed activities in space. The hull of a fightercraft must be very strong for the craft to survive, and the reactor systems must be extremely powerful. Fightercraft are fast and maneuverable, and most are also capable of atmospheric flight, though they carry only a small crew. Extreme miniaturization of Fightercraft systems ensures that fighters are very expensive craft, rivaling the monetary cost of a small starship. Fightercraft offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Six
- Maximum Speed: 10,000 kph (Atmospheric)
- Cost Modifier: 75 MU/SP per Cost Point
- Availability: Starfaring Age
Fightercraft| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories (Atmospheric) |
|---|
| Super Light | 6 | 74/65/74 | 70 | 3300 kph | 8 |
|---|
| Very Light | 7 | 70/62/70 | 80 | 3200 kph | 8 |
|---|
| Light | 8 | 66/59/66 | 90 | 3100 kph | 8 |
|---|
| Medium | 8 | 63/56/63 | 100 | 3000 kph | 9 |
|---|
| Heavy | 9 | 59/53/59 | 110 | 2900 kph | 9 |
|---|
| Very Heavy | 10 | 55/50/55 | 120 | 2800 kph | 9 |
|---|
| Super Heavy | 1 |
151/47/51 | 130 | 2700 kph | 10 |
*Fightercraft automatically have Tachyon Radar accessory as part of the chassis, which does not count against the vehicle's total accessory count. Fightercraft that have Class Seven engines installed may have the Sublight Engine accessory as part of the chassis, and those with Class Ten engines installed may have the Superphotonic Engine accessory as part of the chassis (both at the discretion of the designer). Fightercraft may also carry shields and multiple types of weapons without taking up accessory slots.
Capsule
A
capsule is a small, limited function space vehicle, designed mainly to launch unmanned vehicles and satellites into orbit of a planet. Some capsules are designed to carry people, though they tend to be utilized by less developed civilizations. They are generally meant for short-term local space missions, though some deep-space probes will utilize a capsule chassis. Military users use capsules as fast orbital insertion pods, landing troops from orbits. Commercial users use capsules for insertion of satellites and communications buoys into orbit. Industrial users use capsules for industrial manipulator satellites and for space-to-shore cable layers, used in the construction of such structures as the space elevator. Civilian users tend not to use capsules, though some may use them for short-term research projects. All users use capsules as escape pods on board starships and transports. Capsules are somewhat fast, though un-maneuverable and relatively easy to damage in combat. They are cheap as far as vehicles go, use strong hulls and have extremely power reactor systems. Capsules offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Six
- Maximum Speed: 10,000 kph (Atmospheric)
- Cost Modifier: 2.5 MU/SP per Cost Point
- Availability: Industrial Age
Capsule| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed (Atmospheric) | Number of Accessories |
|---|
| Super Light | 1 | 73/59/73 | 4 | 1300 kph | 2 |
|---|
| Very Light | 2 | 69/56/69 | 4 | 1200 kph | 2 |
|---|
| Light | 3 | 65/53/65 | 5 | 1100 kph | 3 |
|---|
| Medium | 4-5 | 61/50/61 (4) 60/50/60 (5) | 5 | 1000 kph | 3 |
|---|
| Heavy | 6 | 56/47/56 | 6 | 900 kph | 3 |
|---|
| Very Heavy | 7 | 52/44/52 | 6 | 800 kph | 4 |
|---|
| Super Heavy | 8 |
|---|
48/41/48 | 7 | 700 kph | 4 |
*Starfaring Age Capsules automatically have the Tachyon Radar accessory as part of the chassis, which does not count against the vehicle's total accessory count. Industrial Age Capsules, however, do NOT carry this accessory.
*Size Class Eight capsules can be used as space stations, either individually or docked with other Size Class Eight capsules to form a larger space station in conglomerate. If used in this manner, all systems cost ten times the normal amount. All component capsules must have the same defensive systems (shields and armor) and engine class, but are allowed to have different weapons systems and accessories. The final overall structure will have a number of shield and armor hit points equal to a single component capsule, as well as the initiative rating due to it from the engine from a single capsule. Any HD penalties for armor are doubled, and HD bonuses for engines are ignored. If there happen to be any HD differences between the capsules, an average of the HD values for all capsules involved will serve as the HD for the final overall structure (round all remainders down). Capsules used as space stations get one movement point regardless of the station's Initiative value, and cannot enter atmosphere.
Shuttle
A
shuttle is a medium-sized aerospace vehicle designed primarily for short-range ferrying duties between a ground station and a space vehicle orbiting a planet. Shuttles can be used for short-range investigations in interplanetary space, and some are fitted for interstellar travel. Military users use shuttles in many of the same respects as fightercraft, and also as interstellar troop carrier craft. Commercial interests use shuttles as passenger craft, ferrying people on inter-lunar journeys. Industrial interests also use shuttles as mobile labs and cable-layers when a capsule won’t get the job done. Few civilians use shuttles, though they can be seen as inter-lunar medical and criminal transports, and a few as inter-lunar (or interstellar) transports. Shuttles are moderately fast and maneuverable, have strong hulls and powerful reactors, and carry a large number of shield generators. Shuttles offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Six
- Maximum Speed: 10,000 kph (Atmospheric)
- Cost Modifier: 35 MU/SP per Cost Point
- Availability: Industrial Age
Shuttle| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories (Atmospheric) |
|---|
| Super Light | 9 | 68/62/68 | 7 | 2300 kph | 4 |
|---|
| Very Light | 9 | 65/59/65 | 8 | 2200 kph | 5 |
|---|
| Light | 10 | 61/56/61 | 9 | 2100 kph | 5 |
|---|
| Medium | 10 | 58/53/58 | 10 | 2000 kph | 6 |
|---|
| Heavy | 11 | 54/50/54 | 11 | 1900 kph | 6 |
|---|
| Very Heavy | 11 | 51/47/51 | 12 | 1800 kph | 7 |
|---|
| Super Heavy | 1 |
247/44/47 | 13 | 1700 kph | 7 |
*Starfaring-Age Shuttles automatically have the Tachyon Radar accessory as part of the chassis, which does not count against the vehicle's total accessory count.
Transport
Transports are space vehicles that occupy the shady border territories between vehicles and starships. Transports are designed to be capable of interplanetary flight. They can make the leap to true starship by being outfitted with an FTL drive system. Transports are heavily used as domestic interplanetary carriers, ferrying people between different worlds in the same system. They are also used as interplanetary cargo vehicles. Military users use transports to haul and house large numbers of ground troops and large quantities of cargo. Civilian transports are usually only used by governments, where they are seen as interstellar ferries. Transports tend to be slow and un-maneuverable vehicles, despite the fact that they can carry the most powerful reactors known. Transports have good shield coverage and are relatively difficult to damage, though they are pricey for a space vehicle. Transports offer full cover.
- Default Armor: Class Three
- Maximum Armor: Class Five
- Default Engine: Class Seven*
- Maximum Speed: 10,000 kph (Atmospheric)
- Cost Modifier: 85 MU/SP per Cost Point
- Availability: Starfaring Age
Transport| Weight | Size Class Range | Base HD Ratings (HD/BHD/FHD) | Base Cost | Base Speed | Number of Accessories (Atmospheric) |
|---|
| Super Light | 13 | 70/68/70 | 14 | 1300 kph | 6 |
|---|
| Very Light | 13 | 67/65/67 | 16 | 1200 kph | 7 |
|---|
| Light | 14 | 63/62/63 | 18 | 1100 kph | 7 |
|---|
| Medium | 14 | 60/59/60 | 20 | 1000 kph | 8 |
|---|
| Heavy | 14 | 57/56/57 | 22 | 900 kph | 9 |
|---|
| Very Heavy | 15 | 53/53/53 | 24 | 800 kph | 9 |
|---|
| Super Heavy | 1 |
550/50/50 | 26 | 700 kph | 10 |
*Transports automatically have the Sublight Engine accessory as part of the chassis. As such, they cannot have a engine rating lower than Class Seven, but the Sublight Engine does not count against the number of accessories mounted on the Transport. They also have the Tachyon Radar and External Docking Port accessories, which do not count against the total accessory count.
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