Starpunks vehicles

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Revision as of 06:58, 7 October 2024 by Foxwarrior (talk | contribs) (This might be putting too much on Agility...)

A vehicle is a special type of creature, in that it has facing, and non-removable equipment which can only be hit from certain angles.

Facing

When a vehicle moves, its facing becomes equal to the direction it was moving at the end of that movement. Vehicles frequently have a minimum turning radius, as well, which is the smallest distance the vehicle can pivot around while moving.

Movement

Vehicular movement is fundamentally different from the movement of other creatures. Rather than taking actions to move, at the beginning of a vehicle's turn it travels according to its current Movement Mode; after doing so, it may adjust its mode up or down one step. The following are statistics of a Mode:

Minimum Speed: The minimum distance that the vehicle must travel each turn in this Mode.

Maximum Speed: The maximum distance that the vehicle may travel each turn in this Mode.

Acceleration: Space movement has no maximum speed (except in an atmosphere) so instead of a maximum speed, it has a maximum amount it can change its momentum by each round.

Turning Radius: The minimum radius of the circle that the vehicle may pivot around while moving in this Mode.

Turn Rate: Some movement modes (generally Space) allow the vehicle to drift in any direction but accelerate in the direction it's facing, and thus can turn a certain number of degrees per round instead of having a turning radius.

Instability: How shaky the movement mode is. It is a penalty applied to all attacks made by the vehicle or creatures on it against targets beyond their weapons' second range increment. Half the penalty, rounded down, is applied to all attacks made against the vehicle or creatures or objects on it from beyond the attacking weapon's second range increment.

Climb: How rapidly the vehicle can go upwards. If specified in meters, this distance is measured independently of lateral travel. If specified in degrees, this is the steepest angle it can use. It only matters for Aerial and Submarine movement modes in a gravitational field.

Max Altitude: Some aerial vehicles have a max altitude, and can't climb upwards in a round when there's nothing below it within that distance.

Types of movement modes:

Default (Ground): The vehicle travels along the ground. Unless otherwise specified, it collides with objects, rather than rolling over them, if they are more than 0.25 meters high.

Aerial: The vehicle travels through the air.

Submarine: The vehicle travels through liquids.

Aquatic: The vehicle travels on the surfaces of liquids.

Space: The vehicle accelerates in the void of space. In space, carrying capacity does not matter. Instead, if the total amount it is carrying equals or exceeds its weight, divide its acceleration by 1+the number of multiples. So a 10 thousand kilogram ship carrying 43 thousand kilograms of stuff would divide its acceleration by 5.

Crashing

When a vehicle collides with something, both the vehicle and that thing share an attack with values dependent on their relative velocity; if the other thing is stationary or an unattended object, it is never missed. The relative velocity for a vehicle/non-vehicle collision is simply equal to the full distance the vehicle would have moved this turn. The relative velocity for a vehicle/vehicle collision is equal to that full distance added to the distance the other vehicle moved on its previous turn, using vector subtraction. The damage of the attack is 1d6-7 with 0 Demolition, and it flings the target 45 degrees to the side of forwards, 4 meters per wound. It deals +2 damage and +1 demolition with a relative velocity of at least 50 meters/round, another +2 damage and +1 demolition if at least 100 meters/round, and +2 additional damage and +1 demolition for every doubling of velocity. The weight of the attacker (see below) applies to the damage and Demolition it deals as well.

If both parties wish to avoid the collision, the accuracy of the attack is -1, and the AD being targeted is that of the higher entity. If only one party wishes to avoid the collision, the attack is equal to the non-avoiding entity's AD minus 2 and the AD being targeted is that of the other entity. If neither entity is willing to avoid the collision, the attack hits. If the attack hits, both entities are hit, and if it misses, both entities are missed, but critical hits are rolled individually.

The moving vehicle is slowed by each thing it collides with: if it hits something and does not reduce that thing to 0 or less HP or destroy it, it ends its movement there. Even if it is not stopped, its remaining movement is reduced by 40 meters times the Slowdown Multiplier for the obstruction, divided by the Slowdown Multiplier for the vehicle.

Table: Collision Damage and Slowdown by Weight
Weight Damage Modifier Demolition Slowdown Multiplier
Less than 1 kilogram -6 -3 ×1/8
1-10 kilograms -4 -2 ×1/4
11-40 kilograms -2 -1 ×1/2
41-200 kilograms +0 +0 ×1
201-1000 kilograms +2 +1 ×2
1001-5000 kilograms +4 +2 ×4
5001-25000 kilograms +6 +3 ×8
25001 or more kilograms +8 +4 ×16

Sinking

When overloaded in a gravitational field, a vehicle sinks. In the air, it falls at half the normal rate, and counts only half the distance fallen for fall damage. In the water, it has a sink distance of 5 meters. In neither case can the vehicle travel upward.

Attacking Vehicles

Vehicles in Starpunks have Hull instead of HP and Toughness. All vehicles have 8 Chips of Hull, and anything that triggers on a wound triggers when it inflicts any Chips. At low Hull values, damage can potentially destroy a vehicle (demolition bonus damage is added), but at higher Hull values, only demolition matters.

Table: Hull Damage
Hull Chips
1 2 4 8 (all)
1 8 damage
2 8 damage 16 damage
3 8 damage 16 damage Demolition 6
4 8 damage 16 damage Demolition 6 Demolition 7
5 16 damage Demolition 6 Demolition 7 Demolition 8
X Demolition X Demolition X+1 Demolition X+2 Demolition X+3

A combined volley of multiple identical weapons fired together can be added together to increase their demolition against a vehicle, if the weapons have at least Demolition 4. For every doubling in number of hits, the attacker may treat it as one hit with +1 Demolition.

Main Body

The main body of the vehicle is subject to accelerated destruction from attacks that deal a lot of damage or have a high Demolition value, like objects are. Piercing weapons do not do actual harm to the body of the vehicle, but can pass through it with the same amount of ease as when shooting through a wall with the same HP and Toughness.

When a vehicle is reduced to 0 HP or less, it is destroyed, and each creature inside it takes one hit that does damage equal to the amount of damage left over after destroying the vehicle.

The AD and GD of a vehicle indicate how hard it is to get a good square hit on it when it's in motion. When parked or drifting uncontrolled through space, a vehicle is stationary. Some vehicles get AD and GD from having a good pilot: [ Deft ] vehicles add the pilot's bonuses to AD and GD from their Specialties; [ Half-Deft ] vehicles add half that much, rounded down.

Components

Vehicles have special equipment which can only be hit from certain angles. A Left Side item, for example, can only be hit by creatures that have a firing line to the left side of the vehicle. A glancing shot is less likely to be effective than a perpendicular one: if the angle from the firer to the vehicle's side is more than 45 degrees, the item has Cover.

There is no penalty for attacking components normally, unlike when sundering items, although some components get AD bonuses. Stronger components have Hull instead of HP and Toughness, but ignore all attacks that don't do at least 4 Chips of damage.

Passengers

Creatures inside a vehicle are protected by it: An attack that tries to hit the creature must do at least 1 Chip to the vehicle first, using the normal rules for firing through objects. The wound to the vehicle, if it is successfully inflicted by a non-Piercing attack, applies to its total Chips.

If a creature wants to shoot from inside a vehicle at targets outside of it without harming the vehicle itself, they must open some hole in the vehicle, like a window or porthole, and others that wish to fire back may then choose to treat the vehicle as total cover instead of shooting through it.

Mounting Weapons

Weapons can be mounted to vehicles with varying amounts of rotational ability depending on their weight. If it weighs less than half of the vehicle's carrying capacity, it is a Light Weapon, and can be mounted to fire in every direction except for a specified 90 degree cone. If it weighs more than that, but no more than the vehicle's carrying capacity, it is a Medium Weapon, and can be mounted to fire anywhere in a specified 90 degree cone. If it weighs as much as the vehicle's carrying capacity or more, it is a Strong Weapon, and can only be mounted to fire in one very specific direction, and the vehicle must be turned precisely to face its target.

Each properly mounted vehicle weapon comes with a specialized reloader, which contributes all actions necessary to reload the weapon, delaying when no reloading is necessary. The weapon braces count as two hands devoted to holding the weapon. For incremental reloads, the reloader has an effective carrying capacity equal to twice the reloader's weight (any weight may be chosen for the reloader, but it's added to the weapon's weight to determine if it's Light, Medium, or Strong).

Once per round, a gunner standing at the weapon can use a Standard action to fire a weapon two times, or once if it is Heavy, taking penalties to accuracy in order to make extra attacks with semiautomatic and automatic weapons as desired. The gunner uses their own accuracy, at a -1 penalty if Light, -2 if Medium, and -3 if Strong. It is also possible to use a Standard action to Ranged Guard with a non-Heavy mounted weapon.

Grouping Weapons

Multiple weapons can be grouped together in order to make them easier for a gunner to fire, letting them all be fired with full effect at once as a single action, although they must always share the same group of targets, and no more than one hit may be allocated to each target per round. The attachments needed to group multiple weapons together cost 200 credits per weapon and weigh 20 kilograms per weapon. Use the total weight of the set of weapons including attachments to determine whether they work as Light, Medium, or Strong. If ten or more attacks are made by identical weapons in a weapon group, they use Regiment Rapid Rolling rules.

Pilot

A vehicle can be built to be controlled by one or both of the following methods:

Driver: The Driver controls the vehicle's actions from within as a move action each round. This takes two limbs.

Remote Control: As per a Driver, but the Driver controls the vehicle via a radio connection. The radio connection can be turned on or off at the vehicle as a standard action.

Pilot Actions

A pilot can attempt difficult piloting actions using an Agility check, when piloting a [ Deft ] or [ Half-Deft ] vehicle. For a [ Half-Deft ] vehicle, the pilot's Agility is halved. The Agility modifiers from being Small or Big are ignored. Each move action Pilot Action can only be used once per round.

Pilot (DC 3) — Lesser Action: The pilot can attempt to pilot the vehicle as a lesser action. Failing this check means the vehicle is not piloted this round. All other pilot actions they attempt this round also get +2 to the DC. For another +2 to the DC on top of that, they may do other Pilot Actions that are move actions as lesser actions this round.

Sharp Turn (DC 6) — Move Action: The pilot pushes the craft to its limit, this turn when it moves its turn radius is halved and its turn rate is doubled, but it must adjust its mode down one step. This can't be used when in the lowest movement mode.

Smooth Turn (DC 9) — Move Action: The pilot pushes the craft to its limit more gracefully, this turn when it moves its turn radius is halved and its turn rate is doubled. This can't be used in combination with Sharp Turn.

Juke (DC 8) — Immediate Action: The pilot makes the craft hop to the side. They move it 5 meters in any direction (except into the air if it's a ground vehicle), and the vehicle gets +2 to AD and GD against whatever attack this interrupted. Failing the check means the vehicle moves 5 meters in a random direction, but only after the attack is resolved, with no bonus AD or GD.

Pedal to the Metal (DC 6) — Move Action: The pilot puts a bit of extra oomf in there. This turn its Maximum Speed and/or Acceleration for the current mode is increased by 25%, but it can't decrease its movement mode this round.

Barrel Roll (DC 10) — Standard Action: The pilot tries spinning, it's a good trick. This can only be used in an Aerial, Submarine, or Space movement mode. The vehicle gets +2 AD and GD until the pilot's next turn, but gets -25% to Maximum Speed and Acceleration this round. Failing the check means it still gets the reduced Maximum Speed and Acceleration, but no bonus AD and GD.

Vehicular Stealth

The Stealth of a vehicle is equal to that of the pilot, or -1 if there is no pilot.

A vehicle's engine can be heard at a distance equal to three times the distance it moved that turn, plus its size. Keep in mind that sound only travels about 5000 meters per round through air.

Options

Many vehicles have options, chosen when the vehicle is created.

Hijacking

If a vehicle is not open topped, it will have some access hatches or doors. Wrenching open or blasting the hinges off an access hatch has AD and GD as the vehicle +1 (unless you are grappling or riding the vehicle in which case it has AD and GD 2), HP 1, and Toughness 8. The walls of the vehicle have Toughness 8 and HP 2 for the purposes of blowing a hole in to get inside; 1 Chip to the hull is also sufficient.

Vehicle List

Hoverbike

Hoverbike
Common   —   1500 Credits
AD  5     GD 4     Will 1     Hull  1
Descriptors  [ Machine ], [ Deft ]
Size  1 meter     Reach 0 meters
Carrying Capacity 200 kilograms      Weight 150 kilograms
Options

You may apply any number of the following options.

Closed Cockpit: Passengers are protected by the hull of the bike from all sides, but your minimum and maximum speeds decrease by 20%.

Unlocked Ascent: The hoverbike's Climb is multiplied by 10 in all movement modes, and it has no Max Altitude, but its turning radius is doubled.

Components

Hover engines (One targetable from Left, Right, Bottom, and Front Side, one targetable from Left, Right, Bottom, and Rear side): HP 1, Toughness 4. Destroying the front hover engine sends the hoverbike flying forwards half as far as it moved on the previous round before falling to the ground; destroying the rear hover engine makes it turn as hard as possible in a random direction.

Passengers

Creatures on the hoverbike can be targeted from any side other than Bottom without having to shoot through the hoverbike.

Movement Modes

Slow: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 500 meters
  • Turning Radius: 5 meters
  • Climb: 5 meters
  • Max Altitude: 10 meters
  • Instability: 1

Maximum Throttle: Aerial

  • Minimum Speed: 500 meters
  • Maximum Speed: 1000 meters
  • Turning Radius: 10 meters
  • Climb: 10 meters
  • Max Altitude: 15 meters
  • Instability: 1

Hover Car

Hover Car
Common   —   5000 Credits
AD  5     GD 5     Will 1     Hull  2
Descriptors  [ Machine ], [ Deft ]
Size  3 meters     Reach 0 meters
Carrying Capacity 500 kilograms      Weight 1500 kilograms
Options

You may apply any number of the following options.

Unlocked Ascent: The hover car's Climb is multiplied by 10 in all movement modes, and it has no Max Altitude, but its turning radius is doubled.

Components

Hover Engines (Two on Left Side, two on Right, all targetable on Bottom): HP 1, Toughness 6. Each destroyed hover engine doubles the turning radius, and reduces the Climb by 5 meters. If Climb is negative, it must descend.

Movement Modes

Slow: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 450 meters
  • Turning Radius: 5 meters
  • Climb: 5 meters
  • Max Altitude: 10 meters

Maximum Throttle: Aerial

  • Minimum Speed: 450 meters
  • Maximum Speed: 1200 meters
  • Turning Radius: 20 meters
  • Climb: 10 meters
  • Max Altitude: 15 meters
  • Instability: 1

Hover Tank

Hover Tank
Elite   —   30 thousand Credits
AD  4     GD 6     Will 2     Hull  4
Descriptors  [ Machine ], [ Half-Deft ]
Size  9 meters     Reach 0 meters
Carrying Capacity 10 thousand kilograms      Weight 15 thousand kilograms
Options

You may apply any number of the following options.

Unlocked Ascent: The hover tank's Climb is multiplied by 10 in all movement modes, and it has no Max Altitude, but its turning radius is doubled.

Components

Hover Engine (One on Bottom): Hull 1. If the hover engine is destroyed, it falls to the ground.

Movement Modes

Slow: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 300 meters
  • Turning Radius: 5 meters
  • Climb: 2 meters
  • Max Altitude: 10 meters

Medium Throttle: Aerial

  • Minimum Speed: 300 meters
  • Maximum Speed: 600 meters
  • Turning Radius: 20 meters
  • Climb: 3 meters
  • Max Altitude: 10 meters

Maximum Throttle: Aerial

  • Minimum Speed: 600 meters
  • Maximum Speed: 1200 meters
  • Turning Radius: 60 meters
  • Climb: 4 meters
  • Max Altitude: 15 meters
  • Instability: 1

Light Walker

Light Walker
Elite   —   20 thousand Credits
AD  5     GD 5     Will 1     Hull  3
Descriptors  [ Machine ], [ Deft ]
Size  4 meters     Reach 0 meters
Carrying Capacity 800 kilograms      Weight 2000 kilograms

The Light Walker's Light Weapons can fire in any direction.

Options

You may apply up to one of the following options.

Runner Stance: The light walker gains a new Movement Mode after RunDash: Can travel over obstacles up to 1 meter high, Minimum Speed 300 meters, Maximum Speed 500 meters, 40 meter Turning Radius, Instability 1. The light walker costs 3000 additional credits.

Quadruped: The light walker gains two additional legs, and doesn't suffer from losing legs until it loses a second one. This weighs 300 kilograms.

Components

Legs (Two, targetable from any side except Top): Hull 1, AD 7. Destroying a leg forces the light walker to fall prone, and lose the ability to stand up again.

Movement Modes

Slow: The Light Walker can travel over obstacles up to 3 meters high.

  • Minimum Speed: 0 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 2 meters

Run: The Light Walker can travel over obstacles up to 2 meters high.

  • Minimum Speed: 150 meters
  • Maximum Speed: 300 meters
  • Turning Radius: 15 meters
  • Instability: 1

Tall Walker

Tall Walker
Paragon   —   60 thousand Credits
AD  6     GD 5     Will 2     Hull  3
Descriptors  [ Machine ], [ Deft ]
Size  6 meters     Reach 0 meters
Carrying Capacity 2 thousand kilograms      Weight 6 thousand kilograms

The Tall Walker's Light Weapons can fire in any direction.

Options

You may apply up to one of the following options.

Jumping Legs: While in Slow movement, it can, instead of moving normally, jump a distance of up to 200 meters. The tall walker costs 10000 additional credits.

Components

Legs (Three, targetable from any side except Top): Hull 1, AD 8. Destroying a leg forces the tall walker to fall prone, and lose the ability to stand up again.

Movement Modes

Slow: The Tall Walker can travel over obstacles up to 8 meters high.

  • Minimum Speed: 0 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 2 meters

Run: The Tall Walker can travel over obstacles up to 5 meters high.

  • Minimum Speed: 150 meters
  • Maximum Speed: 400 meters
  • Turning Radius: 20 meters
  • Instability: 1

Heavy Walker

Heavy Walker
Legend   —   300 thousand Credits
AD  4     GD 7     Will 2     Hull  4
Descriptors  [ Machine ], [ Half-Deft ]
Size  25 meters     Reach 0 meters
Carrying Capacity 100 thousand kilograms      Weight 200 thousand kilograms

The Heavy Walker's Light Weapons can fire in any direction.

Options

You may apply any number of the following options.

Hover Drive: Hull 2, targetable from Bottom. The heavy walker gains a new Movement Mode before SlowHover: Minimum Speed 0 meters, Maximum Speed 200 meters, 10 meter Turning Radius, Climb 1 meter, Max Altitude 10 meters, Instability 1. If the drive is destroyed, it falls from the sky. The heavy walker costs 30000 additional credits.

Hexaped: The heavy walker gains two additional legs, and doesn't suffer from losing legs until it loses a third one. This weighs 50000 kilograms.

Components

Legs (Four, targetable from any side except Top): Hull 2, AD 6. Destroying two legs forces the heavy walker to fall prone, and lose the ability to stand up again.

Movement Modes

Slow: The Heavy Walker can travel over obstacles up to 8 meters high.

  • Minimum Speed: 0 meters
  • Maximum Speed: 50 meters
  • Turning Radius: 10 meters

Trundle: The Heavy Walker can travel over obstacles up to 3 meters high.

  • Minimum Speed: 50 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 30 meters

Starfighter

Starfighter
Elite   —   15 thousand Credits
AD  5     GD 5     Will 1     Hull  3
Descriptors  [ Machine ], [ Deft ]
Size  8 meters     Reach 0 meters
Carrying Capacity 2 thousand kilograms      Weight 10 thousand kilograms
Options

You may apply any number of the following options.

Increased Size: The starfighter's size increases by 5 meters, its turning radii double, and its carrying capacity and weight are multiplied by 3. Its space acceleration is decreased by 20%.

Stealth: The Starfighter has active camouflage which can be toggled on or off as a move action, which quarters the distance at which it can be seen but reduces its hull toughness by 1. The starfighter is worth 5000 additional credits.

Components

Engine (Targetable from Rear): Hull 1. Destroying the Engine forces the starfighter to fall from the sky, if it's in the sky. It loses all movement modes.

Movement Modes

Hover: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 5 meters
  • Climb: 10 meters
  • Instability: 1

Fly: Aerial

  • Minimum Speed: 150 meters
  • Maximum Speed: 1000 meters
  • Turning Radius: 300 meters
  • Climb: 60 degrees
  • Instability: 2

Cruise: Aerial

  • Minimum Speed: 1000 meters
  • Maximum Speed: 3000 meters
  • Turning Radius: 1000 meters
  • Climb: 90 degrees
  • Instability: 2

Space Flight: Space

  • Acceleration: 2000 meters
  • Turn Rate: 180 degrees
  • Instability: 1

Turbo Space: Space

  • Acceleration: 4000 meters
  • Turn Rate: 90 degrees
  • Instability: 2

Space Corvette

Space Corvette
Elite   —   35 thousand Credits
AD  3     GD 5     Will 1     Hull  3
Descriptors  [ Machine ], [ Deft ]
Size  16 meters     Reach 0 meters
Carrying Capacity 10 thousand kilograms      Weight 50 thousand kilograms
Options

You may apply any number of the following options.

Increased Size: The space corvette's size increases by 8 meters, its turning radii double, and its carrying capacity and weight are multiplied by 3. Its space acceleration is decreased by 20%.

Components

Engine (Two Targetable from Rear): Hull 1. Destroying all Engines forces the space corvette to fall from the sky, if it's in the sky. It loses all movement modes. Destroying one engine makes it decrease in movement mode automatically every round, if it's in an aerial movement mode, or halves its space acceleration, if it's in a space movement mode.

Movement Modes

Hover: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 10 meters
  • Climb: 10 meters
  • Instability: 1

Fly: Aerial

  • Minimum Speed: 150 meters
  • Maximum Speed: 1500 meters
  • Turning Radius: 600 meters
  • Climb: 60 degrees
  • Instability: 2

Cruise: Aerial

  • Minimum Speed: 1500 meters
  • Maximum Speed: 4000 meters
  • Turning Radius: 2000 meters
  • Climb: 90 degrees
  • Instability: 2

Space Flight: Space

  • Acceleration: 1500 meters
  • Turn Rate: 90 degrees
  • Instability: 1

Turbo Space: Space

  • Acceleration: 3000 meters
  • Turn Rate: 45 degrees
  • Instability: 2

Starfrigate

Starfrigate
Paragon   —   70 thousand Credits
AD  3     GD 7     Will 2     Hull  5
Descriptors  [ Machine ], [ Half-Deft ]
Size  32 meters     Reach 0 meters
Carrying Capacity 100 thousand kilograms      Weight 500 thousand kilograms
Options

You may apply any number of the following options.

Increased Size: The starfrigate's size increases by 16 meters, its turning radii double, and its carrying capacity and weight are multiplied by 3. Its space acceleration is decreased by 20%.

Components

Engine (Two Targetable from Rear): Hull 1. Destroying all Engines forces the Starfrigate to fall from the sky, if it's in the sky, and lose all movement modes. Destroying one engine makes it decrease in movement mode automatically every round, if it's in an aerial movement mode, or halves its space acceleration, if it's in a space movement mode.

Maneuvering Thruster (One Targetable from Left, one from Top, one from Bottom, one from Right): Hull 1. Destroying a Maneuvering Thruster means that the Starfrigate can no longer turn in the opposite direction of that thruster, when in a space movement mode.

Movement Modes

Hover: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 150 meters
  • Turning Radius: 10 meters
  • Climb: 10 meters
  • Instability: 1

Fly: Aerial

  • Minimum Speed: 150 meters
  • Maximum Speed: 1500 meters
  • Turning Radius: 600 meters
  • Climb: 60 degrees
  • Instability: 2

Space Flight: Space

  • Acceleration: 1000 meters
  • Turn Rate: 45 degrees
  • Instability: 1

Turbo Space: Space

  • Acceleration: 2000 meters
  • Turn Rate: 30 degrees
  • Instability: 2

Space freighter

Starcruiser

Starcruiser
Legend   —   200 thousand Credits
AD  2     GD 8     Will 3     Hull  7
Descriptors  [ Machine ]
Size  120 meters     Reach 0 meters
Carrying Capacity 1.5 million kilograms      Weight 7.5 million kilograms
Options

You may apply any number of the following options.

Increased Size: The Starcruiser's size increases by 60 meters, its turning radii double, and its carrying capacity and weight are multiplied by 3. Its space acceleration is decreased by 20%.

Components

Engine (Five Targetable from Rear): Hull 3. Destroying all Engines forces the Starcruiser to fall from the sky, if it's in the sky, and lose all movement modes. Destroying three engines makes it decrease in movement mode automatically every round, if it's in an aerial movement mode, or halves its space acceleration, if it's in a space movement mode.

Movement Modes

Hover: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: 100 meters
  • Turning Radius: 10 meters
  • Climb: 10 meters
  • Instability: 1

Chug: Aerial

  • Minimum Speed: 100 meters
  • Maximum Speed: 500 meters
  • Turning Radius: 600 meters
  • Climb: 45 degrees
  • Instability: 2

Fly: Aerial

  • Minimum Speed: 500 meters
  • Maximum Speed: 1000 meters
  • Turning Radius: 600 meters
  • Climb: 60 degrees
  • Instability: 2

Space Flight: Space

  • Acceleration: 500 meters
  • Turn Rate: 30 degrees
  • Instability: 1

Turbo Space: Space

  • Acceleration: 1000 meters
  • Turn Rate: 15 degrees
  • Instability: 2

Starcarrier

Starcarrier
Legend   —   1 million Credits
AD  0     GD 9     Will 4     Hull  9
Descriptors  [ Machine ]
Size  300 meters     Reach 0 meters
Carrying Capacity 30 million kilograms      Weight 150 million kilograms
Options

You may apply the following option any number of times.

Increased Size: The Starcarrier's size doubles, its carrying capacity and weight are multiplied by 10. Its space acceleration is decreased by 50%. Its credits price quadruples. It gets +1 Hull, as do its Components.

Components

Engine (Five Targetable from Rear): Hull 6. Destroying all Engines makes the Starcarrier lose all movement modes. Destroying three engines halves its space acceleration, if it's in a space movement mode.

Movement Modes

Space Flight: Space

  • Acceleration: 250 meters
  • Turn Rate: 15 degrees
  • Instability: 1

Turbo Space: Space

  • Acceleration: 500 meters
  • Turn Rate: 10 degrees
  • Instability: 2

Battle Station

Battle Station
Legend   —   5 billion Credits
AD  -10     GD 35     Will 5     Hull  35
Descriptors  [ Machine ]
Size  1 thousand kilometers     Reach 0 meters
Carrying Capacity 10 quintillion kilograms      Weight 100 quintillion kilograms
Options

You may apply the following option any number of times.

Increased Size: The Battle Station's size doubles, its carrying capacity and weight are multiplied by 10. Its credits price quadruples. It gets +2 Hull, as do its Components.

Components

Gravity Control Systems (One on each side, targetable from that side): Hull 20, AD 2. The Gravity Control Systems keep the Battle Station from imploding in on itself. Each one destroyed reduces the Battle Station's Hull by one, destroying at least 4 causes it to implode, compressing down to a size of 100 kilometers over the course of 4 rounds.

Movement Modes

Gently Drift: Space

  • Acceleration: 1 meter
  • Turn Rate: 0.1 degrees
  • Instability: 0