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<!doctype html>
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<title>Cepheus Engine SRD - Vehicle Design</title>
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<h1>Chapter 1: Vehicle Design</h1>
<p class="lead">
This section describes some of the watercraft that can be commonly encountered in Cepheus Engine campaigns. These are not the only types of vessels that exist, and creative Referees are encouraged to integrate vehicles of their own creation or from other sources as they see fit.
</p>
<h2 id="standard-designs-vs-new-designs">Standard Designs vs. New Designs</h2>
<p>
An interstellar economy provides an excellent opportunity for the use of standardized and modular vehicle designs, as well as a wide range of markets. Components can be crafted on different worlds, taking advantage of available resources, and then put together to create a final product. Manufacturers take advantage of modular components and standardized designs to reduce costs in production, leading to a 10% discount on vehicles constructed using common designs, such as those described in the other chapters of this supplement. The Referee may designate other vehicle designs as standard designs, as befits their universe. Fuel and weapon ammunition are not covered by the Std Design Discount.
</p>
<p>
New and unique vehicle designs cannot take advantage of standardized and modular design. These vehicles must be designed by a vehicular design specialist, who creates detailed design plans based on a set of specifications provided by their client. Such plans take a month to create, and costs approximately 1% of the final price of the vehicle, to a minimum of Cr100.
</p>
<h2 id="displacement-tons-and-spaces">Displacement Tons and Spaces</h2>
<p>
Chassis and other vehicle components are measured by their displacement volume. For ships and small craft, displacement volume is measured in the volume of space that is displaced by one metric ton of hydrogen, referred to in this design sequence as displacement tons or simply tons.
</p>
<p>
Because the components for vehicles are often fractions of a ton, the Cepheus Engine Vehicle Design System (VDS) uses an artificial measure of volume to make things a little easier. A space in this design system is equal to one-twelfth of a displacement ton; i.e. there are 12 spaces in one ton.
</p>
<h2 id="design-considerations">Design Considerations</h2>
<p>
When designing a vehicle, it is important to consider two things: the vehicle’s purpose, and the Tech Level at which it will be produced. The design process flows more smoothly when you keep these two factors in mind
</p>
<h2 id="price-impact-of-modifications">The Price Impact of Modifications</h2>
<p>
Some modifications to a vehicle component, often classified under Options that can be applied to that component, modify the original price of that component. Modifications that decrease the price of a vehicle component cannot lower it below 25% of the original price.
</p>
<h2 id="vehicle-design-checklist">Vehicle Design Checklist</h2>
<p>
The Cepheus Engine Vehicle Design System (VDS) follows a very methodical process.
</p>
<ol>
<li>
<a href="#vehicle-chassis">Choose Vehicle Chassis</a>
<ol type="a">
<li><a href="#vehicle-configuration">Determine open or closed chassis</a></li>
<li><a href="#vehicle-configuration-options">Determine chassis configuration</a></li>
<li><a href="#vehicle-armor">Install armor (optional)</a></li>
</ol>
</li>
<li><a href="#vehicle-drives">Choose locomotion/propulsion</a></li>
<li>Choose power supply</li>
<li><a href="#vehicle-fuel">Determine fuel requirements</a></li>
<li><a href="#vehicle-controls">Choose vehicle’s controls</a></li>
<li><a href="#vehicle-communication-systems">Choose vehicle’s communications system (optional)</a></li>
<li><a href="#vehicle-sensors">Choose vehicle’s sensor package (optional)</a></li>
<li>
<a href="#vehicle-computer">Choose vehicle’s computer system (optional)</a>
<ol type="a">
<li>Choose computer software</li>
</ol>
</li>
<li>
<a href="#vehicle-crew-and-passengers">Determine number of required crew</a>
<ol type="a">
<li>Choose accommodations (cockpit, cabin, extended accommodations)</li>
</ol>
</li>
<li><a href="#additional-vehicle-components">Determine additional components (optional)</a></li>
<li>
<a href="#vehicle-armaments">Determine turrets, fixed mounts, etc. (optional)</a>
<ol type="a">
<li>Determine weapons (optional)</li>
</ol>
</li>
<li>Allocate remaining space to cargo</li>
<li>
Calculate final price and construction time
<ol type="a">
<li>Apply Std Design Discount of 10% (optional)</li>
</ol>
</li>
</ol>
<h2 id="vehicle-chassis">Vehicle Chassis</h2>
<p>
The vessel’s chassis is the shell in which all other components are placed. An unarmored vehicle’s construction time is based on its chassis size, as outlined on the <a href="#vehicle-chassis-by-displacement">Vehicle Chassis by Displacement table</a>. To find the construction time for armored vehicles, simply multiply the vehicle’s base construction time by the amount of <b><i>additional</i></b> armor the vehicle will possess. For example, a 10-ton Armored Fighting Vehicle (AFV) with a total of 12 Armor would take (base of 90 hours, times 12, equals) 1080 hours, or 45 days, assuming round-the-clock construction.
</p>
<p>
<b>Custom-Made Vehicles:</b> The construction time listed is for mass production of a standard design. A custommade vehicle takes approximately ten times as long to construct.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md" id="vehicle-chassis-by-displacement">
<caption>Table: Vehicle Chassis by Displacement</caption>
<thead class="thead-light">
<tr>
<th>Chassis Code</th>
<th>Tons</th>
<th>Spaces</th>
<th>Price (Cr)</th>
<th>Construction Time (hours)</th>
<th>Size</th>
<th>Example</th>
</tr>
</thead>
<tr>
<th>1</th>
<td>0.1</td>
<td>1</td>
<td>1,450</td>
<td>1</td>
<td></td>
<td>8 Standard Moving Boxes</td>
</tr>
<tr>
<th>2</th>
<td>0.25</td>
<td>3</td>
<td>1,600</td>
<td>2</td>
<td></td>
<td>Motorcycle</td>
</tr>
<tr>
<th>3</th>
<td>0.5</td>
<td>6</td>
<td>1,850</td>
<td>5</td>
<td></td>
<td></td>
</tr>
<tr>
<th>4</th>
<td>0.75</td>
<td>9</td>
<td>2,100</td>
<td>7</td>
<td></td>
<td>Compact Car</td>
</tr>
<tr>
<th>5</th>
<td>1</td>
<td>12</td>
<td>2,400</td>
<td>9</td>
<td></td>
<td>Mid-Size Car</td>
</tr>
<tr>
<th>6</th>
<td>2</td>
<td>24</td>
<td>3,550</td>
<td>18</td>
<td></td>
<td>Passenger Van</td>
</tr>
<tr>
<th>7</th>
<td>3</td>
<td>36</td>
<td>4,850</td>
<td>27</td>
<td>20-ft</td>
<td>Standard Freight Shipping Container (1CC)</td>
</tr>
<tr>
<th>8</th>
<td>4</td>
<td>48</td>
<td>6,250</td>
<td>36</td>
<td></td>
<td>Air/Raft</td>
</tr>
<tr>
<th>9</th>
<td>5</td>
<td>60</td>
<td>7,800</td>
<td>45</td>
<td></td>
<td>Military Tank</td>
</tr>
<tr>
<th>A</th>
<td>6</td>
<td>72</td>
<td>9,550</td>
<td>54</td>
<td></td>
<td>Speeder</td>
</tr>
<tr>
<th>B</th>
<td>7</td>
<td>84</td>
<td>11,350</td>
<td>63</td>
<td></td>
<td></td>
</tr>
<tr>
<th>C</th>
<td>8</td>
<td>96</td>
<td>13,350</td>
<td>72</td>
<td></td>
<td>Semi Trailer</td>
</tr>
<tr>
<th>D</th>
<td>9</td>
<td>108</td>
<td>15,450</td>
<td>81</td>
<td></td>
<td></td>
</tr>
<tr>
<th>E</th>
<td>10</td>
<td>120</td>
<td>17,750</td>
<td>90</td>
<td></td>
<td>ATV</td>
</tr>
<tr>
<th>F</th>
<td>11</td>
<td>132</td>
<td>20,150</td>
<td>99</td>
<td></td>
<td></td>
</tr>
<tr>
<th>G</th>
<td>12</td>
<td>144</td>
<td>22,650</td>
<td>108</td>
<td></td>
<td></td>
</tr>
<tr>
<th>H</th>
<td>13</td>
<td>156</td>
<td>23,350</td>
<td>117</td>
<td></td>
<td></td>
</tr>
<tr>
<th>J</th>
<td>14</td>
<td>168</td>
<td>28,150</td>
<td>126</td>
<td></td>
<td></td>
</tr>
<tr>
<th>K</th>
<td>15</td>
<td>180</td>
<td>31,100</td>
<td>135</td>
<td></td>
<td></td>
</tr>
<tr>
<th>L</th>
<td>16</td>
<td>192</td>
<td>34,200</td>
<td>144</td>
<td></td>
<td></td>
</tr>
<tr>
<th>M</th>
<td>17</td>
<td>204</td>
<td>37,400</td>
<td>153</td>
<td></td>
<td></td>
</tr>
<tr>
<th>N</th>
<td>18</td>
<td>216</td>
<td>40,750</td>
<td>162</td>
<td></td>
<td></td>
</tr>
<tr>
<th>P</th>
<td>19</td>
<td>228</td>
<td>44,250</td>
<td>171</td>
<td></td>
<td></td>
</tr>
<tr>
<th>Q</th>
<td>20</td>
<td>240</td>
<td>47,900</td>
<td>180</td>
<td></td>
<td></td>
</tr>
</table>
<h3 id="vehicle-configuration">Vehicle Configuration</h3>
<p>
A vehicle may have one of two configurations – Closed or Open.
</p>
<dl>
<dt>Closed Vehicles:</dt>
<dd>
<p>
Closed vehicles grant cover to the occupants – unless the description mentions otherwise civilian vehicles grant ½ soft cover and military vehicles full hard cover. Only a few people in a closed vehicle can shoot out, depending on the number of windows or other firing ports and the internal space available. Unless the description mentions otherwise, up to two people can fire into each arc from a civilian vehicle and one person in each arc in a military one.
</p>
<p>
Note that closed vehicles are not sealed or airtight. They are just enclosed, offering some basic protection to the occupants within the vehicle. In order to provide complete atmospheric protection, the appropriate Environmental Protection System(s) must be installed, as provided in under Vehicle Configuration Options.
</p>
</dd>
<dt>Open Vehicles:</dt>
<dd>Open vehicles possess an open passenger area, which reduces the final price by 10% of the Base Price. Airplanes, jets and hypersonics cannot have an Open configuration. Open vehicles grant no cover to the passengers. Any passenger in an open vehicle can shoot (or otherwise attack) in any direction.</dd>
</dl>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Vehicle Configuration</caption>
<thead class="thead-light">
<tr>
<th>Configuration</th>
<th>Chassis Price Modifier</th>
</tr>
</thead>
<tr>
<th>Closed</th>
<td>x1</td>
</tr>
<tr>
<th>Open</th>
<td>x0.9</td>
</tr>
</table>
<h3 id="vehicle-configuration-options">Vehicle Configuration Options</h3>
<p>
The following are options that can be added to a vehicle’s configuration.
</p>
<dl>
<dt>Corrosive Environmental Protection System (TL 9)</dt>
<dd>The Corrosive Environmental Protection System can be installed in any vehicles with a closed chassis to safeguard the vehicle and its crew in corrosive environments. Corrosive Environmental Protection protects against corrosive environments, very hot or very cold environments, radiation, poisons and bacteriological threats. This system takes up 6 spaces and costs Cr10,000 per Space of chassis. This system requires the purchase of Life Support.</dd>
<dt>Hostile Environmental Protection System (TL 7)</dt>
<dd>The Hostile Environmental Protection System can be installed in any vehicles with a closed chassis to safeguard the vehicle and its crew in hostile environments. Hostile Environmental Protection protects against very hot or very cold environments, radiation, poisons and bacteriological threats. This system takes up 3 spaces and costs Cr5,000 per Space of chassis. This system does not require Basic Life Support, although it can prove highly useful.</dd>
<dt>Hydrofoils</dt>
<dd>Hydrofoils may be applied to any aquatic surface vessel. Hydrofoils increase the chassis price by 300%, and multiply the base speed of the vehicle by 3.</dd>
<dt>Insidious Environmental Protection System (TL 9)</dt>
<dd>The Insidious Environmental Protection System can be installed in any vehicles with a closed chassis to safeguard the vehicle and its crew in insidious environments. Insidious Environmental Protection protects the vehicle and crew from insidious atmospheres for 5 days, before Hull/Structure integrity begins to fail at one point per day, as well as providing protection against very hot or very cold environments, radiation, poisons and bacteriological threats. This system takes up 6 spaces and costs Cr50,000 per Space of chassis. This system requires the purchase of Life Support.</dd>
<dt>Open Cargo Bed</dt>
<dd>Reduces the chassis price by 20%. Airplanes, jets and hypersonics cannot have Open Cargo Beds. Open configuration vehicles with an Open Cargo Bed combined reduce the chassis price by 25%.</dd>
<dt>Open Frame</dt>
<dd>Reduces the chassis price by 20%. Airplanes, jets and hypersonics cannot have Open Cargo Beds. Open configuration vehicles with an Open Cargo Bed combined reduce the chassis price by 25%.</dd>
<dt>Self-Sealing (TL 9)</dt>
<dd>A self-sealing chassis automatically repairs minor breaches, and prevents chassis hits from leading to explosive decompression in vacuum environments (if the Vacuum Environmental Protection System is installed). It costs Cr10,000 per ton of chassis.</dd>
<dt>Streamlined</dt>
<dd>Streamlining a thrust-based vehicle increases the chassis price by 300%. Streamlining multiplies the Base Speed of the vehicle by 5. Streamlining can be applied to any thrust-based vehicle with a closed configuration. Streamlining may not be retrofitted; it must be included at the time of construction.</dd>
<dt>Submersible</dt>
<dd>
<p>
Submersible may be applied to any aquatic vessel, allowing it to submerge below the ocean’s surface. The Submersible configuration option increase the chassis price by 500%. Base Speed for a submersible reflects the vessel’s speed underwater. The vehicle’s Base Speed is halved when the vehicle is travelling on the ocean’s surface in good weather conditions.
</p>
<p>
Submersibles are rated by their Safe Dive Depth and Crush Depth, as determined by the vessel’s Tech Level. These values are calculated for a Size 8 world. For every point of world size difference, up or down, add or subtract (respectively) 10% from the Safe Dive and Crush Depth values.
</p>
<p>
When increasing Safe Dive/Crush Depth for a submersible, for every doubling of the Safe Dive and Crush Depth, the vehicle loses half of its remains spaces (rounded off) to ballast to bring the vehicle lower into the ocean. Each doubling costs of 100% of the chassis price of the submersible.
</p>
<p>
An open chassis submersible, such as a dive sled, does not protect its drivers or passengers from the pressures of the depths of the ocean.
</p>
<p>
All submersibles get Basic Life Support and Hostile Environment Protection for free.
</p>
</dd>
</dl>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Submersible Safe Dive Depth and Crush Depth by Tech Level</caption>
<thead class="thead-light">
<tr>
<th>Tech Level</th>
<th>Safe Dive Depth (m)</th>
<th>Crush Depth (m)</th>
</tr>
</thead>
<tr>
<th>4-5</th>
<td>50</td>
<td>150</td>
</tr>
<tr>
<th>6-8</th>
<td>200</td>
<td>600</td>
</tr>
<tr>
<th>9-11</th>
<td>600</td>
<td>1,800</td>
</tr>
<tr>
<th>12-14</th>
<td>2,000</td>
<td>6,000</td>
</tr>
<tr>
<th>15-16</th>
<td>4,000</td>
<td>12,000</td>
</tr>
<tr>
<th>17+</th>
<td>8,000</td>
<td>24,000</td>
</tr>
</table>
<dl>
<dt>Vacuum Environmental Protection System (TL 6)</dt>
<dd>The Vacuum Environmental Protection System can be installed in any vehicles with a closed chassis to safeguard the vehicle and its crew under vacuum conditions. Vacuum Environmental Protection protects against vacuum conditions, very hot or very cold environments, radiation, poisons and bacteriological threats. This system takes up 3 spaces and costs Cr10,000 per Space of chassis. This system requires the purchase of Life Support.</dd>
<dt>Wave-Piercing Hull</dt>
<dd>The Wave-piercing Hull puts the payload of a watercraft on streamlined pillars above the water that connect to power/fuel modules that run underwater. Interface friction is much reduced, allowing the Wave-piercing Hull to be much more efficient and stable. This increases its Base Speed by 10%. The Wavepiercing Hull uses 5% of a vehicle’s Spaces (round up) and costs 200% of the chassis price.</dd>
</dl>
<h2 id="vehicle-armor">Vehicle Armor</h2>
<p>
All vehicles start with a base amount of armor, depending on their construction materials, as outlined in the Vehicle Armor by Type table. All additional vehicle armor, regardless of armor type, is added in 5% increments of the vehicle’s volume, in Spaces. A vehicle’s armor decreases ambient radiation exposure by 10 rads per point of armor. (This does not apply to meson attacks and nuclear missiles, which bypass the armor or breach the chassis to deliver their radiation hits.) Note that these armor values are measured on the Personal Combat scale. The maximum armor a vehicle can carry is 20% of the chassis.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Vehicle Armor by Type</caption>
<thead class="thead-light">
<tr>
<th>Armor Type</th>
<th>TL</th>
<th>Base</th>
<th>Additional Protection</th>
<th>Price</th>
<th>Max Armor</th>
</tr>
</thead>
<tr>
<th>Wood</th>
<td>1</td>
<td>1</td>
<td>1 per 5% chassis, min. 1 space</td>
<td>10% of base chassis</td>
<td>5</td>
</tr>
<tr>
<th>Iron</th>
<td>4</td>
<td>2</td>
<td>2 per 5% chassis, min. 1 space</td>
<td>10% of base chassis</td>
<td>10</td>
</tr>
<tr>
<th>Titanium Steel</th>
<td>7</td>
<td>3</td>
<td>3 per 5% chassis, min. 1 space</td>
<td>10% of base chassis</td>
<td>15</td>
</tr>
<tr>
<th>Crystaliron</th>
<td>10</td>
<td>4</td>
<td>4 per 5% chassis, min. 1 space</td>
<td>20% of base chassis</td>
<td>20</td>
</tr>
<tr>
<th>Superdense</th>
<td>12</td>
<td>5</td>
<td>5 per 5% chassis, min. 1 space</td>
<td>20% of base chassis</td>
<td>25</td>
</tr>
<tr>
<th>Bonded Superdense</th>
<td>14</td>
<td>6</td>
<td>6 per 5% chassis, min. 1 space</td>
<td>50% of base chassis</td>
<td>30</td>
</tr>
<tr>
<th>Coherent Superdense</th>
<td>17</td>
<td>8</td>
<td>8 per 5% chassis, min. 1 space</td>
<td>50% of base chassis</td>
<td>40</td>
</tr>
</table>
<p>
For example, a heavily armored TL14 grav tank might take Bonded Superdense armor twice. This would take up 10% of the chassis volume (in spaces, minimum 2 spaces) and cost 100% of the base price of the chassis, but give 12 additional points of armor.
</p>
<h3 id="vehicle-armor-options">Vehicle Armor Options</h3>
<p>
The following are options that can be added to a vehicle's armor.
</p>
<dl>
<dt>Electrostatic Armor (TL 9)</dt>
<dd>This armor can be set to generate an electrostatic field that, when triggered by a person or creature, inflicts 6D6 damage. The armor may discharge twice before needing to recharge, and completely recharges after six seconds without a discharge. Electrostatic Armor requires one Space for the supporting capacitor and associated electronics, and costs Cr10,000.</dd>
<dt>Reflec (TL 10)</dt>
<dd>Reflec coating on the chassis increases the vehicle’s armor against lasers by 3. Adding Reflec costs Cr100,000 per ton of chassis and can only be added once.</dd>
<dt>Reinforced Hull</dt>
<dd>A vehicle’s Hull can be reinforced through enhanced structural engineering, increasing its Hull rating in Personal Combat by +1. This costs 20% of the vehicle’s chassis price. This can be selected twice for a total of +2 to the vehicle’s Hull.</dd>
<dt>Reinforced Structure</dt>
<dd>A vehicle’s Structure can be reinforced through enhanced engineering designs, increasing its Structure rating in Personal Combat by +1. This costs 20% of the vehicle’s chassis price. This modification can be selected twice for a total of +2 to the vehicle’s Structure.</dd>
<dt>Stealth (TL 11)</dt>
<dd>A stealth coating absorbs radar and lidar beams, and also disguises heat emissions. This imposes a –4 DM on any Comms rolls to detect or lock onto the vehicle. Adding Stealth costs Cr100,000 per ton of chassis, and can only be added once.</dd>
</dl>
<h3 id="vehicle-hull-and-structure">Vehicle Hull and Structure</h3>
<p>
Initial damage is applied to the Hull value of the chassis; once the chassis has been breached (i.e. the Hull value of the vehicle has reached zero), further damage goes to the Structure. When all Structure Points have been lost, the vehicle has been smashed to pieces. On the Space Combat scale, every vehicle has 0 Hull Points and 1 Structure Point. On the Personal Combat scale, a vehicle has one Hull Point per 5 tons of displacement (rounded down) and one Structure Point per 5 tons of displacement (rounded up). This is summarized in the Vehicle Hull and Structure, Personal Combat Scale table.
</p>
<table class="table table-bordered table-striped table-hover table-responsive-md">
<caption>Table: Vehicle Hull and Structure, Personal Combat Scale</caption>
<thead class="thead-light">
<tr>
<th>Tons</th>
<th>Hull</th>
<th>Structure</th>
</tr>
</thead>
<tr>
<th>0.1-4</th>
<td>0</td>
<td>1</td>
</tr>
<tr>
<th>5</th>
<td>1</td>
<td>1</td>
</tr>
<tr>
<th>6-9</th>
<td>1</td>
<td>2</td>
</tr>
<tr>
<th>10</th>
<td>2</td>
<td>2</td>
</tr>
<tr>
<th>11-14</th>
<td>2</td>
<td>3</td>
</tr>
<tr>
<th>15</th>
<td>3</td>
<td>3</td>
</tr>
<tr>
<th>16-19</th>
<td>3</td>
<td>4</td>
</tr>
<tr>
<th>20</th>
<td>4</td>
<td>4</td>
</tr>
</table>
<h2 id="vehicle-drives">Vehicle Drives</h2>
<p>
All vehicles are generally built with at least one source of power (commonly referred to as the engine or power plant) and one source of propulsion or locomotion to provide movement for the vehicle. Propulsion is defined as either contact-based (requiring contact with the ground to provide motion) or thrust-based. Within the Cepheus Engine VDS, all engines, power plants and propulsion systems are categorized as drives.
</p>
<dl>
<dt>Power Plants</dt>
<dd>Within this design system, the values of the <a href="#vehicle-drive-costs">Vehicle Drive Costs</a> tables make certain assumptions. Power plant values represent the fusion engine. The <a href="#vehicle-power-plant-types">Vehicle Power Plant Types</a> table offer adjustments to represent the impact of alternate power sources.</dd>
<dt>Propulsion Systems</dt>
<dd>The contact-based propulsion system values represent the transmission and suspension of wheeled vehicles. The thrust-based propulsion system values represent the suspension of grav vehicles. The Vehicle Propulsion Types table offers adjustments to represent alternate propulsion systems.</dd>
<dt>Base Speed</dt>
<dd>
<p>
The base speed of a vehicle is determined by its propulsion drive performance and its propulsion type, as outlined in the <a href="#vehicle-base-speed-by-drive-performance">Vehicle Base Speed by Drive Performance</a> table. Base speed is measured in kilometers per hour (kph), unless otherwise specified.
</p>
<p>
A vehicle with a propulsion system must have a power source with a drive code equal to or greater than that of the vehicle’s propulsion. When determining the drive performance of a power plant or a contact-based propulsion system using the <a href="#drive-performance-by-chassis-volume">Drive Performance by Chassis Volume</a> tables, treat a zero (0) entry as a ‘—’ entry. For a thrust-based propulsion system, a zero (0) means that the thrust from the propulsion system is capable of supporting the vehicle itself in position, hovering in place, but cannot perform any actual propulsion. This allows vehicle designers to create vehicles that only move down or remain stationary, but can’t move up or forward at any significant speed. This is primarily used for robots and drones that need to remain stationary in turbulent circumstances.
</p>
</dd>
<dt>Animal-Powered or Wind-Powered Vehicles</dt>
<dd>Vehicles that possess no internal power plant or engine, such as those propelled by wind or pulled by living creatures, do not require a power plant as defined in this section, since their power comes from an external source. In this case, the vehicle must possess a drive capable of achieving a drive performance of at least 1. For more details on wind-powered or animal-powered vehicles, see <a href="#non-powered-vehicles">Non-Powered Vehicles</a> in the <a href="#special-rules">Special Rules</a> section of this chapter.</dd>
</dl>
<table class="table table-bordered table-striped table-hover table-responsive-md" id="vehicle-power-plant-types">
<caption>Table: Vehicle Power Plant Types</caption>
<thead class="thead-light">
<tr>
<th>Power Plant Type</th>
<th>TL</th>
<th>Space Mod</th>
<th>Price Mod</th>
<th>Fuel</th>
</tr>
</thead>
<tr>
<th>External Combustion</th>
<td>3</td>
<td>x15</td>
<td>x0.20</td>
<td>Coal or Wood</td>
</tr>
<tr>
<th>Internal Combustion</th>
<td>5</td>
<td>x6</td>
<td>x0.05</td>
<td>Hydrocarbons</td>
</tr>
<tr>
<th>Fission</th>
<td>6</td>
<td>x2</td>
<td>x2</td>
<td>Radioactives</td>
</tr>
<tr>
<th>Fuel Cell (Closed)</th>
<td>7</td>
<td>x1</td>
<td>x1</td>
<td>Hydrogen</td>
</tr>
<tr>
<th>Fuel Cell (Open)</th>
<td>7</td>
<td>x2</td>
<td>x0.25</td>
<td>Hydrogen</td>
</tr>
<tr>
<th>Gas Turbine</th>
<td>7</td>
<td>x1</td>
<td>x1</td>
<td>Hydrocarbons</td>
</tr>
<tr>
<th>Early Fusion</th>
<td>9</td>
<td>x1</td>
<td>x1</td>
<td>Hydrogen</td>
</tr>
<tr>
<th>Fusion</th>
<td>12</td>
<td>x0.75</td>
<td>x1</td>
<td>Hydrogen</td>
</tr>
<tr>
<th>Advanced Fusion</th>
<td>15</td>
<td>x0.5</td>
<td>x2</td>
<td>Hydrogen</td>
</tr>
<tr>
<th>Antimatter</th>
<td>17</td>
<td>x1</td>
<td>x1</td>
<td>Hydrogen</td>
</tr>
</table>
<table class="table table-bordered table-striped table-hover table-responsive-md" id="vehicle-propulsion-types">
<caption>Table: Vehicle Propulsion Types</caption>
<thead class="thead-light">
<tr>
<th>Propulsion Type</th>
<th>TL</th>
<th>Type</th>
<th>Space Mod</th>
<th>Price Mod</th>
<th>Examples</th>
</tr>
</thead>
<tr>
<th>Sails, Non-Powered</th>
<td>1</td>
<td>Thrust</td>
<td>x1</td>
<td>x0.2</td>
<td>Sailing Ship</td>
</tr>
<tr>
<th>Wheels, Non-Powered</th>
<td>1</td>
<td>Contact</td>
<td>x1</td>
<td>x0.5</td>
<td>Stagecoach</td>
</tr>
<tr>
<th>Rails</th>
<td>3</td>
<td>Contact</td>
<td>x2</td>
<td>x1</td>
<td>Train</td>
</tr>
<tr>
<th>Screw Propeller</th>
<td>3</td>
<td>Thrust</td>
<td>x1</td>
<td>x0.1</td>
<td>Motor Boat, Steamship</td>
</tr>
<tr>
<th>Airship</th>
<td>4</td>
<td>Thrust</td>
<td>x1</td>
<td>x0.5</td>
<td>Dirigible</td>
</tr>
<tr>
<th>Rotor</th>
<td>4</td>
<td>Thrust</td>
<td>x2</td>
<td>x0.5</td>
<td>Biplane, Helicopter</td>
</tr>
<tr>
<th>Tracks</th>
<td>4</td>
<td>Contact</td>
<td>x1</td>
<td>x2</td>
<td>Tank</td>
</tr>
<tr>
<th>Wheels</th>
<td>4</td>
<td>Contact</td>
<td>x1</td>
<td>x1</td>
<td>Ground Car</td>
</tr>
<tr>
<th>Jet</th>
<td>5</td>
<td>Thrust</td>
<td>x2</td>
<td>x2</td>
<td>Twin-Engine Jet</td>
</tr>
<tr>
<th>Mole</th>
<td>5</td>
<td>Contact</td>
<td>x2</td>
<td>x8</td>
<td>Mole</td>
</tr>
<tr>
<th>Air Cushion</th>
<td>7</td>
<td>Thrust</td>
<td>x1</td>
<td>x0.5</td>
<td>Hovercraft</td>
</tr>
<tr>
<th>Hypersonic</th>
<td>8</td>
<td>Thrust</td>
<td>x1.5</td>
<td>x4</td>
<td>Passenger Air Liner</td>
</tr>
<tr>
<th>Legs</th>
<td>8</td>
<td>Contact</td>
<td>x2</td>
<td>x4</td>
<td>Walker</td>
</tr>
<tr>
<th>Grav</th>
<td>9</td>
<td>Thrust</td>
<td>x1</td>
<td>x1</td>
<td>Air/Raft, Speeder</td>
</tr>
<tr>
<th>Advanced Grav</th>
<td>12</td>
<td>Thrust</td>
<td>x0.75</td>
<td>x2</td>
<td>Grav Bike</td>
</tr>
<tr>
<th>Extreme Grav</th>
<td>15</td>
<td>Thrust</td>
<td>x0.5</td>
<td>x4</td>
<td>G/Carrier</td>
</tr>
</table>
<table class="table table-bordered table-striped table-hover table-responsive-md" id="vehicle-drive-costs">
<caption>Table: Vehicle Drive Costs</caption>
<thead class="thead-light">
<tr>
<th>Drive Code</th>
<th colspan="2">Power Plant</th>
<th colspan="2">Contact-Based</th>
<th colspan="2">Thrust-Based</th>
</tr>
<tr>
<th></th>
<th>Spaces</th>
<th>Price (Cr)</th>
<th>Contact-Based</th>
<th>Price (Cr)</th>
<th>Thrust-Based</th>
<th>Price (Cr)</th>
</tr>
</thead>
<tr>
<th>A</th>
<td>0.11</td>
<td>125</td>
<td>0.15</td>
<td>150</td>
<td>0.12</td>
<td>6,000</td>
</tr>
<tr>
<th>B</th>
<td>0.26</td>
<td>300</td>
<td>0.4</td>
<td>400</td>
<td>0.3</td>
<td>15,000</td>
</tr>
<tr>
<th>C</th>
<td>0.4</td>
<td>450</td>
<td>0.55</td>
<td>550</td>
<td>0.5</td>
<td>25,000</td>
</tr>
<tr>
<th>D</th>
<td>0.4</td>
<td>450</td>
<td>0.55</td>
<td>550</td>
<td>0.5</td>
<td>25,000</td>
</tr>
<tr>
<th>E</th>
<td>1.25</td>
<td>1,425</td>
<td>1.6</td>
<td>1,575</td>
<td>1.4</td>
<td>70,000</td>
</tr>
<tr>
<th>F</th>
<td>1.75</td>
<td>1,975</td>
<td>2.3</td>
<td>2,250</td>
<td>2</td>
<td>100,000</td>
</tr>
<tr>