Vehicles

In the Star Wars universe, there are a wide variety of vehicles that help people perform a vast array of jobs. For actually making the ships go and all the fun stuff that comes with that, check out the Pilot skill description.

Size
Can be measured as usual, in creature sizes. However, most space	vehicles are significantly larger then colossal size, so there is a	separate size system for space vehicles.

Speed
While each vehicle has a max speed measure in mph/kph, the vehicle	also has a speed category and ranking. The speed category is the	rough class of vehicles that can compete with each other. Category 1	is most land and water-based vehicles, with a top speed of 250mph or	less. Category 2 covers most atmospheric flight, and goes up to	about 1500mph. Category 3 covers sublight space travel and speeds	not possible in atmo. Speed ranks are assigned on a 1-10 scale, with	1 being practically parked, and 10 being the maximum speed of the	fastest vehicles in the category. The speed rank of the vehicle	determines the bonus it gets to VMB. Should an encounter happen	between two vehicles of different categories, conduct the encounter	at the lower category's speed, but treat the vehicle of higher	category as if its speed rank was 5 higher.

Maneuverability
As with speed ranks, maneuverability is rated on a scale of 1-10,	with one being exceptionally clunky and awkward to handle, and 10	being the best for its vehicle type. A vehicle's maneuverability	ranking also affects the VMB.

Acceleration
A vehicle's acceleration ranking is the number of speed ranks it can	gain or lose in any given round. Speeding up to lose a pursuer, or	slowing down to avoid hazards is possible, but only to a degree	determined by vehicle's acceleration rank.

Defense/Attack
The scores you use when determining weapon hits. For Defense, you	add 10+Size bonus+Speed rank+Maneuverability+ Pilot's base defense. For attack, add the ship's Maneuverability+Targeting computer+	Pilot's base attack.

Hull Points/ Shield Points
Depending on	sturdiness of the ship's armor and shielding, they may come with DR.

Crew
Normal operation(Skeleton crew)

Weapon Facing and Range
Front-facing weapons can only be used if you are the pursuer, turrets can be used at any point. The weapon's range indicates how close the target has to be for the weapon to be reliably effective, measured in pursuit distance increments. For each increment beyond that, the weapon takes a -2 to hit, to a maximum of -6 at three range increments out.

Targeting Computers
All vehicle weapons have a	targeting computer rating, ranging from the most basic at +1, to a	weapon that does most of the work for you at +5. If the weapon does	not have a targeting computer(e.g. a turret mounted blaster cannon	with iron sights) treat it as a weapon of the appropriate	proficiency category.

Unguided weapons
The most common vehicle weapons are blasters and lasers, though large slugthrowers and other particle weapons sometimes make an appearance. In space, it is both impractical to engineer, and also against several long-standing galactic treaties to use unguided particle weapons outside of planetary atmosphere. For extra firepower, some weapons include multiple blaster or laser cannons in a single emplacement to increase fire rate(mutlifire and autofire), and some have multiple weapons fire-linked.

Missile Weapons
Homing weapons are treated as simple vehicles	of their own with a few extra ratings: an attack modifier of their	own, and an active rating. Speed and maneuverability ranks work as a	vehicle, and in most cases are considered to be pursuing their	target. Their attack modifier is also figured as normal, though	without adding the pilot's attack bonus. The active rating is the	number of rounds a homing weapon will stay in pursuit of its target.

Sensors and Equipment
Sensor type and range?

Special
Depending on vehicle design, there may be special features and	advantages inherent to that ship. These are detailed here.

Examples:
Weapons: Laser cannon; Fire arc: Front, Attack bonus +1(-1 maneuverability, +2 targeting), Damage: 4d8, Range Increment: 4

Special:

Ground Vehicles
Vehicles that are largely restricted to travel across the surface. Though some of these vehicles may have vertical mobility, it is awkward and much less controlled then actual airspeeders. Furthermore, this class can be further broken down into mechanical propulsion(wheels, legs, etc.) or repulsorlift vehicles(speeders, etc.). Most mechanical propulsion vehicles stay within the lowest speed category, but they are reliable and easier to produce then speeders. Speeders more easily achieve high speeds, and can ignore some terrain that would hinder other vehicles. Both classes come in all shapes, sizes, and functions, from tiny personal pleasure vehicles to hulking war machines.

Airspeeders
Airspeeders are vertically mobile vehicles(usually propelled by repulsorlifts) that are usually restricted to atmospheric travel, though some are sealed for short space flights. Civilians often use them for traveling long distances or transporting cargo across a planet, while the military might use them for planetary defense or landing vehicles from much larger ships. While they do have many advantages over landspeeders, they are harder to control, more costly to operate, and more expensive to produce.

Starships
Starships are what makes the galaxy as we know it possible, and in the thousands of years there have been millions of different designs for starships. However, we can broadly fit them into a few categories from the tiniest starfighter to the largest dreadnaught. Starfighters and gunships are usually diminutive or tiny, made for speed and maneuverability and usually carrying some sort of weaponry. If civilians have a ship of this type, it would be a tiny shuttle or sport vehicle. Until the latter half of the Empire, many ships this size did not come equipped with a hyperdrive. Light freighters or assault transports are usually small or medium sized, and useful for getting relatively small cargoes places quickly or inexpensively. Most have a hyperdrive, but their other stats and features depend mainly on their intended purpose and cargo. Transports, frigates, and cruisers are usually large or huge. This is about as large as civilian ships get, and represents the bulk of most military fleets with galactic presence. Ships at the largest end of this category often have trouble landing on heavily populated planets. Capital ships are usually gargantuan or colossal. These represent the true might of a galactic navy, whether its the droid control ships of the Trade Federation, the star destroyers of the Empire, or the mon calamari cruisers of the Rebellion. One of these can bring to bear firepower to level cities and carry waves of fighters. Massively expensive to produce and operate, these ships often take years to make. Then, there are dreadnoughts. Dreadnoughts are colossal+ sized, and are almost always unique. Each dreadnought represents resources equal to the stripping of a systems worth of planets, and billions of hours in labor. A dreadnought may not be able to destroy a planet, but it can probably destroy most life with a few hours of orbital bombardment.

Vehicle Design Thoughts
Lets be honest, there are a lot of vehicles in the universe that will never feature stats on this website, but you might want to use them in your game. Well, let me tell you what the stats mean, and give you some pointers on how to build your dream ship, the craziest submarine, or the best damn podracer in the whole Boonta Eve festival.

Size
A vehicle's size will often dictate its use. A small vehicle can't carry much in the way of passengers, cargo, or weapons, but its going to be very challenging to make a larger vehicle maneuverable.

Speed
This is the absolute top speed of a vehicle. The actual speed is dictated by the vehicle's speed category, but each category still has a slow end and a fast end. It may take a while to get there, but the table represents people seeing the vehicle cruising at its maximum velocity.

Maneuverability
A measure of just how well a vehicle handles. Agility, responsiveness, and ease of use all play into this, but the reaction scale is from the perspective of someone behind the controls.

Acceleration
The measure of how long it takes to get to top speed, or to slow down and hope to still make a turn. While the rating system is different, its also relative to the speed category of the vehicle. Similar acceleration ratings for a walker and a starship does not mean they accelerate at the same rate.