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Airship Design

The document provides a detailed guide for creating airships, including size modifiers, hull sections, and system allocation. It outlines the steps for selecting hull size, systems, and costs, as well as additional features and design considerations for both airships and buildings. The document also includes specifications for various armor and power generating systems, along with their associated costs and repair skills.

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James Sanders
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0% found this document useful (0 votes)
23 views9 pages

Airship Design

The document provides a detailed guide for creating airships, including size modifiers, hull sections, and system allocation. It outlines the steps for selecting hull size, systems, and costs, as well as additional features and design considerations for both airships and buildings. The document also includes specifications for various armor and power generating systems, along with their associated costs and repair skills.

Uploaded by

James Sanders
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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To create an Airship, first pick a Size Modifier from the table below.

This determines how large the airship is, ranging from


10 yards long all the way up to 150 yards long. The size doesn’t have a direct cost, but determines how much other
systems cost when being added.
SM Loaded Mass Length dST / HP Hnd / SR
SM+0 200 lbs 2 yards (6 ft) 1 0/2
SM+1 600 lbs 3 yards (9 ft) 2 0/3
SM+2 1 ton 4 yards (12 ft) 5 0/4
SM+3 3 tons 5 yards (15 ft) 10 0/4
SM+4 10 tons 10 yards (30 ft) 15 0/4
SM+5 30 tons 15 yards (45 ft) 20 0/4
SM+6 100 tons 20 yards (60 ft) 30 0/4
SM+7 300 tons 30 yards (90 ft) 50 -1 / 5
SM+8 1,000 tons 50 yards (150 ft) 70 -1 / 5
SM+9 3,000 tons 70 yards (200 ft) 100 -1 / 5
SM+10 10,000 tons 100 yards (300 ft) 150 -2 / 5
SM+11 30,000 tons 150 yards (450 ft) 200 -2 / 5

Each airship has three hull sections - front (the poop deck, quarterdeck, and forecastle), center (upper, middle, and lower
gun decks), and rear (the hold and orlop) - into which 20 systems are placed. Each of the three sections must have six
systems. Two additional systems are buried deep inside the airship and are designated [core] - these must be placed in
two separate hull sections. Feel free to pick any combination of the systems below, including multiple of the same system,
to fill out the 20 systems on your ship. Record the statistics given by systems as you pick them for easy record keeping,
remembering to label them [1] through [6] or [core] appropriately. When selecting systems, always use the same SM as
your airship.

Note that Size Modifiers lower than +3 don’t allow for most systems to be added. Even SM+3 doesn’t have a ton of
flexibility.

Quick Creation Guide:


● Pick a hull size and material. Cost of the hull itself is three times the cost of an Armor System made of the material
chosen - this does not count against your system limit.
● Pick 20 systems from the list below. This can be 20 unique systems, or can include multiple of the same system as
desired. Vehicles should have at least one Control Station from Control Room systems, and a method of
propulsion. Air-based vehicles should additionally have a method of providing enough lift for flight.
● Allocate 6 systems to each of the Front, Center, and Rear sections of the hull.
● Designate the final 2 systems as core systems and place them in any two (separate) sections of the hull.
● Total the cost of all installed systems
● Pay that cost either out of pocket, or by taking Signature Gear (Deep Pockets +200%) [3/level], max of 15 levels.
See the Character Creation Guide linked in #aerowynn-important-links for details on how this version of Signature
Gear works - it’s significantly different than the standard for Signature Gear.

General Ship Features and Design Switches


Building Design: Treat the vessel (building) as a vertical design rather than horizontal design. This means that the length
is instead how tall the building is, and the sections are instead categorized as lower, middle, and upper floors. In larger
buildings each section may instead represent multiple floors. Some additional design notes are provided:
● Basement: A building may optionally have an extensive underground level. Designate one or more of the lower
story systems as basements. Basement systems cost an extra $1000 per ton of building mass to cover excavation
costs over and above their normal system costs, but are hidden from view and cannot be targeted directly.
However they’re automatically buried if the rest of the building is disabled, and destroyed if the rest of the building
is destroyed.
● Control Room: A control room is not required, but if installed, it can represent a command center of sorts. Since the
building doesn’t need sophisticated controls and can omit a majority of the parts, halve the cost of each Control
Room system.
● Engine Room, Workspaces: In a building, these are often referred to as maintenance rooms or spaces.
● Engines, Etc: A building shouldn’t have any system or feature related to mobility or propulsion. It has HP but no ST,
and lacks Hnd, SR, or Move statistics.
● Weapons: In buildings, fixed mounts must be given a facing of either right, left, back, or front; upper level mounts
may also face top, aiming upward. They can only hit targets within a 60 degree arc from that facing. Turrets
installed in lower or middle sections must be assigned one of these facings (excluding top), but may swivel to hit
targets with a 120 degree arc. Turrets in an upper section are assumed to be roof-mounted and have a 360 degree
arc of fire. Weapons can’t go in basement systems unless the entire building is underground (in which case top-
facing fixed mount or any turret weapon can be installed in upper level section of the basement).

Winged: A streamlined vessel may be designated as winged. This means it has a wing (or wings, and perhaps a tail) and
structural strengthening designed to convert forward thrust into lift. Also provides +1 to Handling.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Cost ($) 500 1.5K 5K 15K 50K 150K 500K 1.5M 5M 15M 50M 150M

Open-Frame Armor: Armor systems can be designated as open frame. This makes the armor provide four times the
normal dDR but only protects against crushing damage from collision with vessels or objects - minimum size of objects is
equal to the SM of this vessel minus one.

Ram: Double the dDR of the front-section armor vs the crushing damage inflicted when the vessel initiates a collision. This
increases the cost of that armor section by 50%.

Ship Quality: Vessels can be made at higher or lower qualities to provide a bonus (or malus) on all rolls to repair it, skill
rolls made by those using its systems, HT rolls to resist destruction or breakdowns (including rolls any built-in systems may
have to make), the Handling score of the vessel, and so on. Very Cheap (-2, -75% final cost), Cheap (-1, -50% final cost),
Fine (+1, +100% final cost), and Very Fine (+2, +500% final cost).

Armor Systems
dDR: decade-scale DR, counts as 10x as much against any damage that isn’t also decade-scale

Armor systems marked with an * have an available sky-material variant. Three Skymat armor systems provide enough
contragravity for flight. Skymats allow altitude changes up to a maximum of 21 meters multiplied by 12 minus the SM of the
airship both up and down. Additional systems installed increase this range by 7 meters per system per SM. For example, a
SM+10 ship with 5 installed contragravity armor systems would have a maximum range of ((12-10)*(5*7)) = 70 meters
above and below Standard Altitude, while an SM+0 ship would have ((12-0)*(3*7)) = 252 meters of range, even with only
the minimum 3 contragrav systems. Armor systems made using skymats are five times as expensive as their base version
and provide the same amount of dDR at each SM. Wood can only be used above SM+9 as Skywood.

Armor, Wooden* [Hull]. Repair Skill: Carpentry. Max of SM+9 due to structural limitations.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10* +11*
dDR 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 1.1
Cost ($) 50 100 200 500 1K 2K 5K 10K 20K 50K 100K 200K
Armor, Iron* [Hull]. Repair Skill: Armoury (@Vehicle@ Armor). Riveted iron plate. Less protective than steel.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
dDR 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6
Cost ($) 150 300 600 1.5K 3K 6K 15K 30K 60K 150K 300K 600K

Armor, Steel* [Hull]. Repair Skill: Armoury (@Vehicle@ Armor). High-quality steel plating
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
dDR 1 2 3 4 5 6 7 8 9 10 11 12
Cost ($) 450 900 1.8K 4.5K 9K 18K 45K 90K 180K 450K 900K 1.8M

Armor, Manasteel* [Hull]. Repair Skill: Armoury (@Vehicle@ Armor). Magically enhanced and refined steel.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
dDR 2 4 6 8 10 12 14 16 18 20 22 24
Cost ($) 1.35K 2.7K 5.4K 13.5K 27K 54K 135K 270K 540K 1.35M 2.7M 5.4M

Power Generating Systems

Pedal Assembly [Any]. Repair Skill: Bicycling. A gear and chain assembly attached to a set of pedals. Requires an
operator using the Bicycling skill constantly to provide 0.5 Power Point to the vehicle. Use the Sprinting rules on B354 for
1PP. Systems powered exclusively by pedals can be powered on half as many Power Points as they would otherwise
require, but operate at half their normal capacity while underpowered.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Cyclists 1 1 1 1 1 2 4 12 40 80 160 320
Cost ($) 100 200 500 1K 2K 5K 10K 20K 50K 100K 200K 500K

Steam Power Plant [Any]. Repair Skill: Mechanic (Steam Engine). Produces one Power Point. Internal fuel without a Fuel
Tank system provides 8 hours of operation. Each Fuel Tank filled with coal allows for 64 hours of operation. Coal costs
$1200 per ton. Wood costs $500 per ton but only provides 16 hours of operation per Fuel Tank.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 1 1 1 1 1 1 3
Cost ($) 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M 30M

Combustion Power Plant [Any]. Repair Skill: Mechanic (Steam Engine). Produces one Power Point by consuming liquid
fuel. Internal fuel without a Fuel Tank system provides 6 hours of operation. Each Fuel Tank filled with hydrocarbon fuel
allows for 36 hours of operation. Hydrocarbon fuel is $2000 per ton.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 1 1 1 1 1 1 3
Cost ($) 30 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M

Other Systems

Cargo Hold [Any]. Repair Skill: Mechanic (@Vehicle@). Each system is rated for tons of cargo capacity. Cost is
negligible.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Cargo Tons 10 lb 30 lb 100 lb 300 lb 1000 lb 1.5 5 15 50 150 500 1.5K

Control Room [Any]. Repair Skill: Carpentry. Controls the ship, has instrument readouts, and includes a basic radio
system with a range of approximately one mile. SM+3 and below have to install this system multiple times to get a single
Control Station.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Control Stations 1/4 1/3 1/2 1 1 1 2 3 4 6 10 15
Workspaces 0 0 0 0 0 0 0 0 0 0 1 3
Cost ($) 5 10 15 30 100 300 1K 3K 10K 30K 100K 300K

Enhanced Radio Assembly [Any]. Repair Skill: Mechanic (Electronics). A larger assembly for allowing the transmission
and receiving of radio signals from much further away. Double distance if powered with 1 Power Point.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Distance (miles) 2 4 8 16 32 64 128 256 512 1024 2048 4096
Workspaces 0 0 0 0 0 1 1 3 5 7 10 15
Cost ($) 1K 2K 5K 10K 20K 50K 100K 200K 500K 1M 2M 5M

Factory Shop [Any]. Repair Skill: Mechanic (Machine Tools). Factory Shop must be dedicated toward manufacturing
goods of a specific engineering skill and specialization. Requires component parts equal in mass and costing 40% of the
good’s value. Only SM+6 and up.
SM +4 +5 +6 +7 +8 +9 +10 +11
$ / week - - 5K 15K 50K 150K 500K 1.5M
Workspaces - - 0 0 0 0 1 3
Cost ($) - - 500K 1.5M 5M 15M 50M 150M

Fuel Tank [Any]. Repair Skill: Mechanic (@Vehicle@). Holds fuel to be used by the ships fuel-requiring engines.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Fuel Tons 10 lb 30 lb 100 lb 300 lb 1000 lb 1.5 5 15 50 150 500 1.5K
Cost ($) 30 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M

Gas Bag [Any]. Repair Skill: Mechanic (@Vehicle@). Provides a number of tons of Lift. An airship needs more lift greater
than its weight to rise (usually four gasbag systems).
SM +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Lift Tons 180 lbs 600 lbs 0.9 3 9 30 90 300 900 - -
Cost ($) 2K 5K 10K 20K 50K 100K 200K 500K 1M - -

Habitat [Any]. Repair Skill: Mechanic (Airship). Each Habitat system can contain several types of facilities.
● Briefing Room [1]: A conference room with a table and up to 10 chairs.
● Bunkrooms [0.5] (cramped accommodations with bunk beds for up to 2 people).
● Cabins [1] (quarters for one person in comfort or shared by two occupants).
● Cells or Cages [0.5] (spartan accommodations equivalent to bunks with less amenities. Includes barred door).
● Craft Shops [2]: This is a workspace and a set of tools and spare parts for use with a particular skill, most
commonly a craft or repair skill. A craft shop gives a +2 equipment bonus for the skill; 10 shops provide +3; 100
create a state-of-the-art facility with +TL/2 bonus (minimum +4). A shop contains space and equipment for three
people to work at once and enough resources to count as basic equipment for any related craft or science as well.
Shops for arts and crafts that use fewer or lighter tools (e.g., painting or sewing) take up half the space (one cabin-
equivalent).
● Establishment [2]: A facility such as bar, brothel, casino, gym, nursery, salon, classroom, or retail store. Standing
room for up to 20 patrons, usually manned by one to three staff.
● Extra Cargo Space (5 tons of cargo per Cabin space)
● Luxury Cabins [2] (very comfortable quarters for one or two occupants).
● Sickbay [1]: Medical facilities for one patient at a time (First Aid for 1 - 4 patients). Fulfills equipment requirements
for Diagnosis, First Aid, Physician, and Surgery skill as Basic Equipment (no bonus or penalty from equipment).
Additional sickbays extend the first. Five (5) sickbays count as Good-quality equipment, granting a +1 to rolls made
with the related skills. Twenty (20) sickbays count as Fine-quality equipment, granting a +2 to rolls made with the
related skills.
● Small Space [2]: Similar to the open space system but much smaller. Has enough room for up to 10 people to
congregate.
● Workshop [2]: Fulfills equipment requirement for a crafting skill. One workshop counts as Basic Equipment,
providing no bonus or penalty on skills worked within. Five (5) workshops dedicated to the same skill count as
Good-quality Equipment, granting +1 to rolls with the chosen skill. Twenty (20) workshops dedicated to the same
skill count as Fine-quality Equipment, granting +2 to rolls with the chosen skill.
All room types come with accommodations appropriate for their level of quality including kitchens, bathrooms, and dining
facilities. Number in square brackets is how many Cabin slots the room takes up.
SM +3 +4 +5 +6 +7 +8 +9 +10 +11
Cabins 0.5 1 2.5 5 10 25 50 100 250
Workspaces 0 0 0 0 0 0 0 1 3
Cost ($) 1K 2K 5K 10K 20K 50K 100K 200K 500K

Hangar Bay [Any]. Repair Skill: Mechanic (@Vehicle@). Capacity in tons is the maximum mass of craft that can be
stored inside. Launch rate is the maximum tons of craft that can be released or recovered per minute. Heavier craft can
still be launched or recovered at a slower pace, for example an SM+11 bay with a launch rate of 200 tons per minute could
still release a 1,000-ton ship in 1000 / 200 = 5 minutes.
SM +3 +4 +5 +6 +7 +8 +9 +10 +11
Capacity (tons) - 0.3 1 3 10 30 100 300 1K
Launch Rate - 0.3 1 3 10 20 50 100 200
Workspaces - 0 0 0 0 0 0 1 3
Cost ($) - 1K 3K 10K 30K 100K 300K 1M 3M

Helicopter Rotor [Hull]. Repair Skill: Mechanic (Helicopter). A set of rotor blades and a transmission for vertical takeoff
and landing. The blades fold up or lock into rigid air foils during any high-speed maneuvers. Ships can install one or two
systems; each requires one Power Point. Not cumulative with air performance from other systems. Only SM+6 and lower.
While powered, provides enough lift to be able to hover or ascend/descend as desired.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 - - - - -
Single Move 12 / 60 11 / 55 10 / 50 9 / 45 8 / 40 7 / 35 6 / 30 5 / 25 4 / 20 3 / 15 2 / 10 1/5
Double Move 24 / 120 22 / 110 20 / 100 18 / 90 16 / 80 14 / 70 12 / 60 10 / 50 8 / 40 6 / 30 2 / 10 2 / 10
Cost ($) 300 1K 3K 10K 30K 100K 300K - - - - -

Horizontal Propeller [Hull]. Repair Skill: Mechanic (Helicopter). A large horizontal propeller that produces forward thrust.
Ships can install one or two systems; each requires one Power Point. (12 - SM) * 10 MPH top speed
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 1 3
Single Move 12 / 60 11 / 55 10 / 50 9 / 45 8 / 40 7 / 35 6 / 30 5 / 25 4 / 20 3 / 15 2 / 10 1/5
Double Move 24 / 22 / 110 20 / 100 18 / 90 16 / 80 14 / 70 12 / 60 10 / 50 8 / 40 6 / 30 2 / 10 2 / 10
120
Cost ($) 30 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M

Maneuver Enhancement [Any]. Repair Skill: Mechanic (@Vehicle@). Each system adds +1 to the Handling score of the
vehicle.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 1 3
Cost ($) 150 500 1.5K 5K 15K 50K 150K 500K 1.5M 5M 15M 50M

Maw [Front]. Repair Skill: Mechanic (Robotics). A powered jaw and mouth, which can deliver a bit attack dealing thrust-1
crushing damage; when attacking other vehicles convert this to d-damage (divide by 10). For +50% cost, a maw inflicts
cutting damage instead of crushing. If a hangar bay is in the same section as the maw, a successful attack allows the ship
to swallow whole anything small enough to fit in that system. The swallowed object is moved to that location.

Powerful Bite: A maw can be especially power, doing more damage than a vessel of its size otherwise could. For the
purposes of maw attacks only, double the vessels dST to determine damage inflicted. +400%

Impaling Maw: A maw can be altered to inflict impaling damage instead of crushing. +100%
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 1 3
Cost ($) 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M 30M

Mining and Refining Facility [Any]. Repair Skill: Mechanic (Mining or Refineries). Requires a crew member using
Mechanic (Mining) skill to supervise operations (from a control station). Failure reduces output by 10% times margin of
failure.

Mining: Extracts ores or other minerals from skystone.


Refining: Processes
SM +3 +4 +5 +6 +7 +8 +9 +10 +11
Mining Tons / hr - 0.05 0.15 0.5 1.5 5 15 50 150
Refining Tons / hr - 0.15 0.5 1.5 5 15 50 150 500
Workspaces - 0 0 0 0 0 0 1 3
Cost ($) - 10K 30K 100K 300K 1M 3M 10M 30M

Oars [Any]. Repair Skill: Carpentry. Provides 0.1G of thrust in the air with a max speed of 250mph. For water-based
movement one system gives Move 1/3, two systems provide 1/4 and three (the maximum) grant 1/5. SM+1 and below
must purchase full automation to operate. Full automation (requiring no crew) costs double the listed price in the table and
is available at all SMs. For triple the listed cost the oars can be operated manually or automatically. Switching modes take
one full minute.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8
Additional 0 0 2 2 2 4 12 40 -
Crew
Cost ($) 10 10 30 100 300 1K 3K 10K -

Open Space [Any]. Repair Skill: Housekeeping, or if used to grow food, Gardening or Farming. Contains or or more open
areas such as an auditorium, farm, garden, pool, theater, or zoo with room for up to 100 people to congregate. Multiple
open spaces may be combined to create larger areas. Twenty open spaces are equal to an acre of land (a football-field
sized area). Open spaces used as gardens or farms may provide food requirements for the airships occupants. One open
space system is sufficient for the entire vessel; excess provide a surplus.
SM +4 +5 +6 +7 +8 +9 +10 +11
Areas - - - - 1 2 5 10
Techs - - - - 0 0 1 3
Cost ($) - - - - 100K 200K 500K 1M

Passenger Seating [Any]. Repair Skill: Mechanic (@Vehicle@). Airliner-style rows of passengers seats separated by
aisles. Only suitable for a short voyage. SM+3 and smaller must install multiple instances of the systems to get a single
seat.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Seats 1/4 1/3 1/2 1 1 2 6 20 60 200 600 2K
Cost ($) 30 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M

Production Line [Any]. Repair Skill: Mechanic (Machine Tools). Production Line must be dedicated to building a single
product. Requires component parts equal in mass and costing 40% of the good’s value.
SM +4 +5 +6 +7 +8 +9 +10 +11
$ / day - - 5K 15K 50K 150K 500K 1.5M
Workspaces - - 0 0 0 0 1 3
Cost ($) - - 1M 3M 10M 30M 100M 300M

Robot Arm [Hull]. Repair Skill: Mechanic (Robotics). A hand- or gripper-equipped arm, proportionately sized to the vessel
it is on, that can grab and manipulate vessels and other objects using the vessel’s ST. Increasing the cost by 50% makes
the arm flexible, allowing multiple arms to reach and work with other arms regardless of the ship’s positioning, general
layout, or “right” and “left”. Can be purchased at 10% of normal price, but is then treated as if it had two levels of Bad Grip
(B123). These two modifiers are incompatible with eachother.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 1 3
Cost ($) 100 300 1K 3K 10K 30K 100K 300K 1M 3M 10M 30M

Sails [Hull]. Repair Skill: Carpentry or Sewing. For double cost the sails can be “retractable” - retracted sails are targeted
at -4 during combat. For quadruple cost the sails can be automated using clockwork, eliminating the need for crew. SM+3
and below must buy automatic. Higher tier sails just represent more resilient materials and construction, allowing them to
withstand higher velocities without being torn apart. Max speed is equal to Sail Tier multiplied by 10 yards per second.
Acceleration is a base of 5 yards per second. Double acceleration during high wind, half acceleration during low wind, no
acceleration if there’s no wind at all. If the wind completely dies down during movement, speed is lost at half acceleration
per second until motion ceases or the wind comes back.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Extra Crew 0 0 0 0 1 1 2 5 10 20 50 100
T1 Cost ($) 10 10 30 100 300 1K 3K 10K 30K 100K 300K 1M
T2 Cost ($) 20 20 60 200 600 2K 6K 20K 60K 200K 600K 2M
T3 Cost ($) 30 30 90 300 900 3K 9K 30K 90K 300K 900K 3M
T4 Cost ($) 40 40 120 400 1.2K 4K 12K 40K 120K 400K 1.2M 4M
T5 Cost ($) 50 50 150 500 1.5K 5K 15K 50K 150K 500K 1.5M 5M

Tracked Drivetrain [Rear Hull]. Repair Skill: Mechanic (Tracked). One or two drivetrain systems can be installed at once.
Each drivetrain can have at most 3 Power Points allocated to it at any given time, with more power points providing
additional speed. 1PP (1/10), 2PP (2/20), 3PP (3/30), 4PP (4/40), 5PP(5/50), 6PP (6/55). Acceleration / Max Speed in
yards per second. Add to Hit Locations the note “2C” (optionally “4C” if SM+7 or more).
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 1 -
Hnd / SR -1 / 3 -2 / 4 -2 / 4 -3 / 5 -3 / 5 -3 / 5 -3 / 6 -4 / 6 -4 / 6 -4 / 6 -5 / 6 -
Cost ($) 150 500 1.5K 5K 15K 50K 150K 500K 1.5M 5M 15M -

Weapons, Major Battery [Any]. Repair Skill: Armoury (Heavy Weapons). A single mount for a powerful weapon. First
decide if the weapon will be in a single turret or fixed mount. Fixed mounts can only fire at targets on the side of the ship
they’re mounted on. Fixed mounts also receive a +2 to hit. Guns are rated for caliber (projectile diameter in centimeters)
and number of gun shots carried. Guns are fired with Gunner (Cannon) skill, and are all classed as Conventional Guns:
similar to modern tank or heavy naval gun with a mechanical autoloader. For SM+3 and smaller instead use the stats for
ordinary human-size weaponry of your choice, but the mount can only support weapons operated with the Shotgun,
Musket, Rifle, SMG, Machine Gun, or LMG specialties. Weapons must be TL6 or below, and additionally must be
purchased separately from this system. Note that these weapon systems DO NOT use decade-scale damage. Divide the
damage total by 10 (rounding down) when dealing damage to another vessel.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Gun Damage - - - - 6dx15 6dx20 6dx25 6dx30 6dx35 6dx40 6dx50 6dx70
Accuracy - - - - +8 +9 +9 +9 +9 +10 +10 +10
Recoil - - - - 3 4 4 4 4 5 5 5
Gun Caliber - - - - 6cm 8cm 10cm 12cm 14cm 16cm 20cm 28cm
Gun Shots - - - - 50 70 100 150 200 300 500 700
Workspaces - - - - 0 0 0 0 0 0 1 3
Cost ($) 600 1.5K 6K 15K 60K 150K 600K 1.5M 6M 15M 60M 150M

Weapons, Medium Battery [Hull]. Repair Skill: Armoury (Heavy Weapons). As a Major Battery, but with up to three less
powerful weapons. Cost is for the maximum three weapons; fewer are 1/3 cost each. Each weapon not installed allows
carrying tons of cargo equal to the Uninstalled number.
SM +5 +6 +7 +8 +9 +10 +11
Gun Damage 6dx20 6dx25 6dx30 6dx35 6dx40 6dx50 6dx60
Accuracy +9 +9 +9 +9 +10 +10 +10
Recoil 4 4 4 4 5 5 5
Gun Caliber 8cm 10cm 12cm 14cm 16cm 20cm 24cm
Gun Shots 50 70 100 150 200 300 500
Workspaces 0 0 0 0 0 1 3
Uninstalled 0.5 1.5 5 15 50 150 500
Cost ($) 150K 600K 1.5M 6M 15M 60M 150M

Weapons, Secondary Battery [Hull]. Repair Skill: Armoury (Heavy Weapons). As a Major Battery, but with up to ten less
powerful weapons. Cost is for the maximum ten weapons; fewer are 1/10 cost each. Each weapon not installed allows
carrying tons of cargo equal to the Uninstalled number.
SM +6 +7 +8 +9 +10 +11
Gun Damage 6dx20 6dx25 6dx30 6dx35 6dx40 6dx50
Accuracy +9 +9 +9 +10 +10 +10
Recoil 4 4 4 5 5 5
Gun Caliber 8cm 10cm 12cm 14cm 16cm 20cm
Gun Shots 50 70 100 150 200 300
Workspaces 0 0 0 0 1 3
Uninstalled 0.5 1.5 5 15 50 150
Cost ($) 600K 1.5M 6M 15M 60M 150M

Weapons, Tertiary Battery [Hull]. Repair Skill: Armoury (Heavy Weapons). As a Major Battery, but with up to thirty (30)
less powerful weapons. Cost is for the maximum thirty weapons; fewer are 1/30 cost each. Each weapon not installed
allows carrying tons of cargo equal to the Uninstalled number.
SM +7 +8 +9 +10 +11
Gun Damage 6dx20 6dx25 6dx30 6dx35 6dx40
Accuracy +9 +9 +10 +10 +10
Recoil 4 4 5 5 5
Gun Caliber 8cm 10cm 12cm 14cm 16cm
Gun Shots 50 70 100 150 200
Workspaces 0 0 0 1 3
Uninstalled 0.5 1.5 5 15 50
Cost ($) 1.5M 6M 15M 60M 150M

Wheeled Drivetrain [Rear Hull]. Repair Skill: Mechanic (Wheeled). One or two drivetrain systems can be installed at
once. Each drivetrain can have at most 3 Power Points allocated to it at any given time, with more power points providing
additional speed. Add to Hit Locations the notation “W”: either 2W, 4W, 6W, or 8W (as desired). 1PP (2/28), 2PP (4/35),
3PP (6/40), 4PP (6/44), 5PP (10/48), 6PP (12/50).
Default is roadbound. Optionally have larger tires, heavier suspension, and all-wheel drive for offroad. Cost is unchanged,
but reduce top speed (second number) by 5 due to increased friction.
SM +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Workspaces 0 0 0 0 0 0 0 0 0 0 0 -
Hnd / SR 0/2 0/2 -1 / 3 -1 / 3 -1 / 4 -1 / 5 -1 / 5 -2 / 6 -2 / 6 -3 / 6 -3 / 6 -
Cost ($) 30 100 300 1K 3K 10K 30K 100K 300K 1M 3M -

Premade Vehicle Market

Bicycle, $600
Hull Material: Wooden [$150]
Front: Cargo Hold x6 [$0]
Center: Cargo Hold x6 [$0]; [Pedal Assembly [$100]
Rear: Wheel Drivetrain [$30]; Control Room x4 [$20]; Maneuver Enhancement [$150]; [Maneuver Enhancement [$150]]
Motorcycle, $920
Hull Material: Iron [$450]
Front: Cargo Hold x6 [$0]
Center: Combustion Power Plant x2 [$60]; Fuel Tank x2 [$60]; Cargo Hold x3 [$0] (one of the power plants is a core sys)
Rear: Wheel Drivetrain [$30]; Control Room x4 [$20]; Maneuver Enhancement [$150]; [Maneuver Enhancement [$150]]

Flying Motorcycle, $2610


Hull Material: Skyron [$2200]
Front: Cargo Hold x6 [$0]
Center: [Combustion Power Plant x1 [$30]]; Fuel Tank x1 [$30]; Cargo Hold x5 [$0]
Rear: Horizontal Propeller [$30]; Control Room x4 [$20]; Maneuver Enhancement [$150]; [Maneuver Enhancement [$150]]

Name Skill SM dST / HP Hnd / SR HT Move LWt. Max Cargo Occ dDR
Bicycle Bicycling +0 1 2/2 13 1/14 (2/28) 200 lb 120 lb 1 0/0/0
Motorcycle Driving (Motorcycle) +0 1 2/2 13 2/28 200 lb 60 lb (20 lb) 1 0.5/0.5/0.5
Flying Motorcycle Driving (Contragrav) +0 1 2/2 13 12/60 200 lb 110 lb (10 lb) 1 0.5/0.5/0.5

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