Vehicle Lists



Vehicle Characteristics

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Handling

Handling reflects a ship or vehicle's inherent agility and the ways in which it responds to its pilot and crew.

In game terms, a ship or vehicle's handling characteristic dictates the number of or it adds to a player's dice pool. Baseline handling is 0, with extremely agile ships adding and slow or plodding ships adding to all Piloting checks. Pilots add equal to a ship's negative handling value or equal to a ship or vehicle's positive handling value.


Speed

A ship or vehicle's raw speed and how quickly it accelerates.

The listed speed is a "maximum" value the ship or vehicle can travel. A pilot can always choose to go slower than their maximum speed. Speed 0 indicates a stationary ship or vehicle, with higher values indicating an increased speed accordingly.


Silhouette

An abstract of the general size of a vehicle.

Silhouettes range from 0 to 10. Silhouette 0 is something smaller than a human (such as a specific starship component, a Jawa, or an astromech droid) and Silhouette 1 is something the size of an adult human. Most starfighters and light freighters range from silhouette 3 to 4. Silhouette 10 is reserved for the very largest of space stations or starships, such as the Death Star.


Defense

A ship's first line of defense against attack and accident. Typically representative of a ship's ray and particle shields, defense also represents any factors, technological or otherwise, that prevent damage from reaching a vehicle's armor.


Armor

The measure of a ship or vehicle's armor, similar to soak on the personal scale.


Hull Trauma Threshold

Like the wound threshold of a Player Character, Hull Trauma Threshold represents the amount of physical damage that a ship or vehicle can suffer before it is either crippled or destroyed.

Hull Trauma Threshold is measured in Planetary Scale, meaning that one point of Hull Trauma equals ten Wounds on an individual.


System Strain Threshold

The limit to which a ship or vehicle can be pushed or knocked about before important systems overload or shut down.

One difference between System Strain and regular Strain is that System Strain cannot be recovered by spending . It can only be restored through actions taken by the crew.

Otherwise, vehicles recover one System Strain for every full day spent without suffering more System Strain.


Customization Hard Points

The number of spots available on a ship or vehicle for customization and upgrade.