TEXT: StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 264 -
  StarCluster 2
  Vehicle Design 
  Guide
  Copyright 2005 Flying Mice Games
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 1 -
  StarCluster
  Vehicle Design Guide
  by clash bowley
  Vehicle Design
  Vehicle design in StarCluster is accomplished 
  by grouping together various components to 
  achieve a workable vehicle. The components 
  are grouped by kind and give the vehicle vari-
  ous abilities and sometimes drawbacks. The 
  components also have a Tech Level (TL) at 
  which they become available. StarCluster vehi-
  cles are available at any point from TL 5 
  onward.
  Vehicle Components
  Compartments - Areas for seg-
  regating various activities. 
  Compartments for crew or passengers are con-
  sidered to be sealed for life support systems. 
  Other compartments are sealed against dust 
  and contaminants.
  Crew Compartments
  For the operational crew of the vehicle. Each 
  factor is large enough to contain one station, 
  thus a factor 3 crew compartment is large 
  enough to contain 3 stations. It is perfectly pos-
  sible to have several different crew compart-
  ments on a vehicle. Each crew compartment 
  factor weighs .05 ton. It is possible to put pas-
  sengers into the crew compartment. Each pas-
  senger station uses up one factor. Each Crew 
  Compartment factor cost 5cr.
  Passenger Compartments 
  For carrying passengers. Each factor contains 
  one station for one passenger, thus a factor 5 
  passenger compartment is large enough for 5 
  passengers. Each passenger compartment fac-
  tor weighs .1 ton empty and costs 3cr.
  Cargo Compartments
  For carrying cargo. Each factor contains 
  enough space to hold 0.2 tons of cargo. Each 
  factor weighs .01 tons empty. Thus a factor 5 
  cargo compartment can hold 1 ton and weighs 
  .05 tons empty and 1.05 tons full. Cargo Com-
  partments cost 1cr per factor.
  Engine Compartments
  For enclosing the engine. Each factor contains 
  enough space to hold .5 tons of engine and 
  weighs .05 tons empty. Thus a factor 5 engine 
  compartment could hold 2.5 tons of engine, 
  and weighs .25 tons empty and 2.75 tons full. 
  Engine Compartments cost 5cr per factor.
  Fuel Compartments
  Bins are designed to hold dry fuel such as coal 
  or wood. Each factor contains space enough for 
  1 ton of dry fuel, weighs .05 tons empty and 
  1.05 tons full. Bins cost 1cr per factor. 
  Tanks are designed to hold liquid fuel such as 
  petroleum or alcohol, and contains all neces-
  sary pumps and valves. Each tank factor holds 
  .04 tons of fuel, weighs .01 tons empty and .05 
  tons full. Tanks cost 5cr per factor.
  Containment Areas are designed to hold dan-
  gerous or radioactive fuels, and contains all 
  handling equipment. Each factor holds .01 tons 
  of fuel, weighs .04 tons empty and .05 tons full. 
  Containment areas cost 30cr per factor.
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 2 -
  Stations
  Places for crew to perform their tasks
  Passenger Stations
  Passenger Stations are seats for passengers, 
  weigh 0.1 tons empty and 2 tons full.
  Standard passenger stations are available from 
  TL 5 onward, and cost 2cr each.
  Reclining passenger stations are available 
  from TL 6 onward. The passenger can recline 
  for sleep, or stay upright. Reclining passenger 
  stations cost 5cr each.
  Interactive passenger stations are available 
  from TL 7 onward. The passenger can use a 
  built in computer-video display for entertain-
  ment as well as recline. Interactive passenger 
  stations cost 7cr each.
  Reactive passenger stations are available from 
  TL 10 onward. The seat shapes itself to the pas-
  sengerʹs thoughts. Reactive passenger stations 
  cost 10cr each.
  Living Quarters
  Living Quarters weigh1 ton per factor, with 
  one factor being enough space for one person. 
  Quarters contain folding bunks and mini 
  kitchen as well as WC. Living quarters become 
  available from TL 6 onward, and cost 10cr per 
  factor.
  Driver Stations
  Driver Stations weigh 0.5 tons each when occu-
  pied, and contain all necessary equipment to 
  drive the vehicle.
  Complex driver stations are available from TL 
  5 onward, and require a driving skill of +2 to 
  operate. They cost 5cr each.
  Simple driver stations are available from TL 6 
  onward, and require a driving skill of +1 to 
  operate. Simple driver stations cost 10cr each.
  Electronic driver stations are available from TL 
  7 onwards and require a driving skill of +1 to 
  operate. Electronic driver stations confer a 
  bonus of +1 to SF, and cost 15cr each.
  Computerized driver stations are available 
  from TL 8 onwards and require a driving skill 
  of +1 to operate. Computerized driver stations 
  confer a bonus of +2 to SF and cost 20cr each.
  Advanced driver stations are available from TL 
  9 onwards and require a driving skill of +1 to 
  operate. Advanced driver stations confer a 
  bonus of +3 to SF and cost 25cr each.
  Rider Stations
  Rider Stations weigh 0.13 tons each when occu-
  pied, and contain the bare minimum of equip-
  ment to drive the vehicle. Rider stations are not 
  in a compartment, but open to the air. The 
  rider/driver sits on top of the vehicle. They are 
  used for very small, light vehicles such as 
  motorcycles.
  Complex rider stations are available from TL 5 
  onward, and require a driving skill of +2 and a 
  riding skill of +1 to operate. They cost 3 cr each.
  Simple rider stations are available from TL 6 
  onward, and require a driving skill of +1 and a 
  riding skill of +1 to operate. They cost 5cr each.
  Gunner Stations
  Gunner Stations weigh 1 ton when occupied, 
  and contain all necessary equipment to operate 
  a weapon.
  Manual gunner stations are available from TL 
  5 onwards and require a Gunnery skill of +2 to 
  operate. They cost 5cr each.
  Power Assisted gunner stations are available 
  from TL 6 onwards and require a Gunnery skill 
  of +1 to operate. They cost 10cr each.
  Electronic gunner stations are available from 
  TL 7 onwards and require a Gunnery skill of +1 
  to operate. Electronic gunner stations confer a 
  bonus of +1 to HF. They cost 15cr each.
  Computerized gunner stations are available 
  from TL 8 onwards and require a Gunnery skill 
  of +1 to operate. Computerized gunner stations 
  confer a bonus of +2 to HF. They cost 20cr each.
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 3 -
  Advanced gunner stations are available from 
  TL 9 onwards and require a Gunnery skill of +1 
  to operate. Advanced gunner stations confer a 
  bonus of +3 to HF. They cost 25cr each.
  Communications Stations
  Communications Stations weigh 0.25 tons 
  when occupied, and contain all necessary 
  equipment for remote communications.
  Complex communications stations are avail-
  able at TL6 and require an electronics skill of +2 
  to operate. They cost 3cr each.
  Simple communications stations are available 
  at TL 7 and require a programming skill of +1 
  to operate. They cost 6cr each.
  Loader Stations
  Loader Stations are used to load cannon. Each 
  factor weighs .3 tons occupied, and contains all 
  necessary ammunition handling equipment.
  Manual loader stations are available at TL 5 
  and require a strength of 10+ to operate. Manu-
  ally loaded weapons can fire once every other 
  round. They cost 2cr each.
  Power Assisted loader stations are available at 
  TL 6 and require a coordination of 8+ to oper-
  ate. Power assisted loading allows the weapon 
  to fire every round. They cost 4cr each.
  Automatic loaders are available at TL 7+, and 
  dispense with the need for a loader. They cost 
  6cr each. All autocannon have built-in auto-
  loaders.
  Targeting Stations
  Targeting Stations are used to assist and feed 
  more precise targeting data to the gunner. Each 
  targeting station weighs 1 ton occupied, and 
  contains all necessary targeting equipment. 
  They also allow threat detection and assess-
  ment.
  Manual targeting stations are available at TL 
  5+, require a gunnery skill of +2, and confer a 
  +1 bonus to HF. They cost 5cr each.
  Electronic targeting stations are available at TL 
  6+, require an electronics skill of +1, and confer 
  a +1 bonus to HF. They cost 10cr each.
  Computerized targeting stations are available 
  at TL 7+, require a programming skill of +1, 
  and confer a +1 bonus to HF. They cost 15cr 
  each.
  Advanced targeting stations are available at TL 
  8+, require a programming skill of +1, and con-
  fer a +2 bonus to HF. They cost 20cr each.
  Technical Stations
  Technical Stations are used to allow repairs 
  and maintenance of the vehicle while in 
  motion. Each technical station weighs .3 tons 
  occupied, and contains all necessary repair 
  equipment.
  Manual technical stations are available at 
  TL5+, and require a mechanical skill of +2 to 
  operate. They cost 5cr each.
  Electronic technical stations are available at TL 
  6+, and require a mechanical skill of +1 and an 
  electronic skill of +1 to operate. They confer a 
  reduction in repair time by one round of any 
  repair. They cost 10cr each.
  Computerized technical stations are available 
  at TL 7+, and require a programming skill of +1 
  to operate. They confer a reduction in repair 
  time by one round of any repair. They cost 15cr 
  each.
  Advanced technical stations are available at TL 
  8+, and require a programming skill of +1 to 
  operate. They confer a reduction in repair time 
  by two rounds of any repair. They cost 20cr 
  each.
  Engines - The vehicle's power 
  plant. 
  In the engine, energy is converted from poten-
  tial to kinetic. The efficiency of each tech level 
  modifies the energy output. The energy pro-
  duced is multiplied by the Tech Level factors, 
  which are: TL 5=.5, TL6=1.0, TL7=1.0, TL8=1.5, 
  TL9=2.0, and TL10=3.0. 100 units of energy is 
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 4 -
  sufficient to move 1 ton at 1 KPH.
  Steam Engines
  Steam Piston engines are available at TL 5. 
  Each factor weighs 0.1 ton and produces 100 
  units of energy. They cost 1cr per factor and 
  have a Fuel Rating of 600.
  Steam Turbine engines are available at TL 6. 
  Each factor weighs 0.06 tons and produces 100 
  units of energy. They cost 5cr per factor and 
  have a Fuel Rating of 320.
  Internal Combustion Engines
  Diesel engines are available at TL6. Each factor 
  weighs 0.03 tons and produces 100 units of 
  energy. They cost 2cr per factor and have a 
  Fuel Rating of 320.
  Gasoline/Alcohol engines are available at TL6. 
  Each factor weighs 0.02 tons and produces 100 
  units of energy. They cost 2cr per factor and 
  have a Fuel Rating of 400.
  Gas Turbine Engines
  Turbojet engines are available at TL 7. Each 
  factor weighs .01 ton and produces 100 units of 
  energy. They cost 10cr per factor and have a 
  Fuel Rating of 400.
  Nuclear Engines
  Nuclear Turbine engines are available at TL7. 
  Each factor weighs 10 tons and produces 10000 
  units of energy. They cost 1000cr per factor and 
  have a Fuel Rating of 40000.
  Fusion Valence engines are available at TL8. 
  Each factor weighs 1 ton and produces 10000 
  units of energy. They cost 1000cr per factor and 
  have a Fuel Rating of 400000.
  Matter/Antimatter containment engines are 
  available at TL 9. Each factor weighs .1 ton and 
  produces 10000 units of energy. They cost 
  1000cr per factor and have a Fuel Rating of 
  4000000.
  Weapons - Offensive devices. 
  All weapon weights include the stated number 
  of ammo shots. ʺWFʺ is the weaponʹs Weapon 
  Factor.
  Machine Guns
  Light Machine Gun weight is 0.01 tons with 50 
  shots, WF is 1, Available at TL6, they cost 20cr 
  each.
  Heavy Machine Gun weight is 0.02 tons with 
  50 shots, WF is 2, Available at TL6, they cost 
  40cr each.
  Gatling Gun weight is 0.02 tons with 100 shots, 
  WF is 2, Available at TL5, they cost 50cr each.
  Mini Gun weight is 0.01 tons with 100 shots, 
  WF is 3 Available at TL7, they cost 60cr each.
  Cannon
  Mini Cannon weight is 0.05 tons with 25 shots, 
  WF is 6, Available at TL5, they cost 100cr each.
  Light Cannon weight is 0.2 tons with 25 shots, 
  WF is 10, Available at TL5, they cost 150cr 
  each.
  Medium Cannon weight is 1 ton with 25 shots, 
  WF is 20, Available at TL5, they cost 300cr 
  each.
  Heavy Cannon weight is 3 tons with 25 shots, 
  WF is 30, Available at TL5, they cost 500cr 
  each.
  Extreme Cannon weight is 6 tons with 25 
  shots, WF is 45 Available at TL5, they cost 
  750cr each.
  Light Autocannon weight is 0.15 tons with 100 
  shots, WF is 4, Available at TL6, they cost 75cr 
  each.
  Heavy Autocannon weight is 0.2 tons with 100 
  shots, WF is 6, Available at TL6, they cost 100cr 
  each.
  Energy Weapons
  Energy Weapons are usable only with engines 
  that produce at least 10000 energy units.
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 5 -
  Light Pulse Laser weight is 0.01 tons, WF is 2 
  Available at TL8, they cost 35cr each.
  Light Beam Laser weight is 0.02 tons, WF is 5 
  Available at TL8, they cost 75cr each.
  Medium Pulse Laser weight is 0.1 tons, WF is 
  10 Available at TL8, they cost 150cr each.
  Medium Beam Laser weight is 0.2 tons, WF is 
  25 Available at TL9, they cost 350cr each.
  Heavy Pulse Laser weight is 1 tons, WF is 50 
  Available at TL8, they cost 750cr each.
  Heavy Beam Laser weight is 2 tons, WF is 125 
  Available at TL9, they cost 1500cr each.
  Light Disruptor weight is 0.02 tons, WF is 1 
  Available at TL8, they cost 20cr each.
  Heavy Disruptor weight is 0.05 tons, WF is 2 
  Available at TL8, they cost 30cr each.
  Plasma Gun weight is 0.2 tons, WF is 48 Avail-
  able at TL10, they cost 700cr each.
  Heavy Plasma Gun is 2 tons, WF is 240 Avail-
  able at TL10, they cost 3000cr each.
  Cogar weight is 0.15 tons, WF is 32 Available at 
  TL9, they cost 500cr each.
  Heavy Cogar is 1.5 tons, WF is 160 Available at 
  TL9, they cost 2000cr each.
  Special
  Flamethrower weight is 0.05 tons with 10 
  shots, WF is 3. Extra tanks available at 0.005 
  tons per tank, one tank per shot, each shot lasts 
  4 seconds. 
  Available at TL 6, they cost 75cr per factor.
  Bomb weight is 0.1 ton per factor, WF is 4 per 
  factor. 
  Available at TL 5, they cost 10cr per factor. 
  Rocket weight is 0.1 ton per factor, WF is 2 per 
  factor.
  Available at TL 6, they cost 25cr per factor.
  Missile weight is 0.2 ton per factor, WF is 3 per 
  factor. 
  Available at TL 7, they cost 300cr per factor. 
  Missiles may be Radar Guided or IR Guided. 
  Mounts 
  Weapon Mounts are necessary when using 
  weapons, and more than one weapon can share 
  the same mount, but if so are not individually 
  targetable.
  Fixed Mounts are used where the driver of the 
  vehicle is the gunner. The weapon is aimed by 
  pointing the vehicle. A fixed mount weight is 
  0.2 times the weight of the weapon, and costs 
  1cr per 10 WF mounted.
  Limited Traverse mounts are used where the 
  field of fire is small, less than 180 degrees. 
  These mounts weigh 0.5 times the weight of the 
  weapon, and costs 3cr per 10 WF mounted.
  Turrets are used for hemispherical fields of 
  fire. These mounts weigh 1 times the weight of 
  the weapon, and costs 5cr per 10 WF mounted.
  Ball Turrets are used for greater than hemi-
  spherical field of fire. Ball turrets weigh 1.5 
  times the weight of the weapon, and costs 7cr 
  per 10 WF mounted.
  Locomotors - The vehicle's mov-
  ers. 
  Locomotors lift, push, pull, or roll, depending 
  on their type. All locomotor factors are suffi-
  cient to move 1 ton. 
  Wheels are available at TL 1. Wheels weigh .5 
  tons per factor and have an acceleration factor 
  of 1 and a fuel inefficiency of 1. They cost 2cr 
  per factor.
  Propellers are available at TL 5. Propellers 
  weigh .1 tons per factor and have an accelera-
  tion factor of 1 and a fuel inefficiency of 2. They 
  cost 5cr per factor.
  Tracks are available at TL 5. Tracks weigh 0.2 
  tons per factor and have an acceleration factor 
  of .5 and a fuel inefficiency of 3. They cost 1cr 
  per factor.
  Reaction (Jet) is available at TL 7. Jets weigh 0.1 
  tons per factor and have an acceleration factor 
  of 3 and a fuel inefficiency of 5. They cost 10cr 
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 6 -
  per factor.
  Air Cushion is available at TL 7. Air Cushion 
  weighs .3 tons per factor and have an accelera-
  tion factor of 1.5 and a fuel inefficiency of 3. 
  They cost 3cr per factor.
  Legs are available at TL 8. Legs weigh 0.2 tons 
  per factor and have an acceleration factor of 1 
  and a fuel inefficiency of 1.2. They cost 3cr per 
  factor.
  A-Grav is available at TL 9. A-Grav weighs .1 
  tons per factor and has an acceleration factor of 
  2 and a fuel inefficiency of 0.01. They cost 10cr 
  per factor.
  Rotors are available at TL 7. Rotors weigh .3 
  tons per factor, and have an acceleration factor 
  of 1.5 and a fuel inefficiency of 3. They cost 5cr 
  per factor.
  Wings
  Wings are used with either propeller or jet, and 
  have a weight of 0.05*Total Vehicle Weight in 
  tons per factor. They cost 3cr per factor. A vehi-
  cle’s wings determine the maneuverability of 
  the vehicle, being able to lift and turn 1G per 
  factor. 
  All Rotor vehicles maneuver at 2G
  All A-Grav vehicles maneuver at 1G
  Armor
  All Armor factors are based on the Vehicle 
  weight Without Armor (VWA).
  Iron Armor is available at TL 5. Iron Armor 
  weighs 0.2*VWA per factor and grants one 
  armor point per factor. Cost is 1cr per ton of 
  armor, and 1cr per factor.
  Steel Armor is available at TL 6. Steel Armor 
  weighs 0.1*VWA per factor and grants one 
  armor point per factor. Cost is 1.5cr per ton of 
  armor, and 1cr per factor.
  Composite Armor is available at TL 7. Com-
  posite Armor weighs 0.1*VW per factor and 
  grants two armor points per factor. Cost is 2cr 
  per ton of armor, and 1cr per factor.
  Reactive Armor is available at TL 7. Reactive 
  Armor weighs 0.15*VWA per factor and grants 
  4 armor points per factor. Cost is 2.5cr per ton 
  of armor, and 1cr per factor.
  Ceramic Armor is available at TL 8. Ceramic 
  Armor weighs 0.3*VWA per factor and grants 
  4 armor points per factor. Cost is 3cr per ton of 
  armor, and 2cr per factor.
  Plasteel Armor is available at TL 9. Plasteel 
  Armor weighs .12*VWA per factor and grants 
  5 armor points per factor. Cost is 4cr per ton of 
  armor, and 2cr per factor.
  Vehicle Statistics
  Speed
  To find the speed of the vehicle, multiply the 
  energy output times the acceleration factor 
  times the Tech Level factor. Divide this by the 
  weight of the vehicle in tons. Propeller and 
  rotor driven aircraft have a maximum speed of 
  780 KPH. Open vehicles have a maximum 
  speed of 300 kph, and underwater vehicles 
  have a maximum speed of 130 kph until tech 
  level 8, when super-cavitation becomes practi-
  cal.
  Range
  To find the range of the vehicle, divide the 
  engineʹs Fuel Rating by the locomotorʹs Fuel 
  Inefficiency, then multiply this number times 
  the fuel compartmentʹs fuel factor. This is the 
  range of the vehicle in kilometers.
  Cost
  To find up the vehicleʹs cost, simply add up the 
  costs of its components.
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 7 -
  StarCluster Simple Vehicle Combat Rules.
  This system scales well for use in situations of vehicles vs. people. Sides make standard initiative 
  rolls. Side goes on its initiative. Player controlling character using the weapon rolls to-hit, with 
  standard modifiers.
  Weapon factor (WF) of the weapon used must be equal to or higher than armor points (AP) to 
  penetrate. If not, it will just bounce off.
  Examples:
  Heavy Machine Gun (WF 2) vs. Iron Armor factor 1 (2 AP) = penetration
  Heavy Machine Gun (WF 2) vs. Iron Armor factor 2 (4 AP) = no penetration
  Medium Cannon (WF 20) vs. Iron Armor factor 8 (16 AP) = penetration
  If weapon penetrates, roll damage. Damage is 1d10*Weapon Factor*10. If the weapon is a burst 
  fire weapon - such as machine guns, miniguns, gatling guns, or autocannon, damage is again mul-
  tiplied by 5.
  Examples:
  Heavy Machine Gun damage = 2*10*5*1d10 = 100-1000
  Medium Cannon damage = 20*10*1d10 = 200-2000
  Vehicles have 100 constitution points per ton, rounded up.
  Examples:
  302 ton Cargo Aircraft 30,200 constitution
  25 ton Armored Vehicle 2500 constitution
  172 ton Boat 17,200 constitution
  At its full constitution*.75, the vehicle is Hindered. All rolls are at -20% and max speed is *.75
  At its full constitution*.50, the vehicle is Damaged. All rolls are at -40% and max speed is *.50
  At its full constitution*.25, the vehicle is Hammered. All rolls are at -60% and max speed is *.25
  Maneuverability
  Vehicles rated with a +(number) or -(number) add this number to the opponent’s chance to hit 
  them.
  Vehicles rated in Gs subtract their opponent’s G rating from their G rating. The difference is mul-
  tiplied times 5% and added to their chance to hit. 
  Examples:
  Vehicle A 6G vs. Vehicle B 3G: Vehicle A +15% to hit, Vehicle B -15% to hit
  Vehicle C 5G vs. Vehicle D 4G: Vehicle C +5% to hit, Vehicle D -5% to hit
  Vehicle E 3G vs. Vehicle F 3G: Vehicle E +0% to hit, Vehicle F +0% to hit
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 8 -
  Example Vehicle #1
  TL6 Tank
  Component
  Factor 
  Weight 
  Remark
  Crew Compartment 
  5 
  0.25 T
   --
  Driver Station 
  Simple 
  0.5 T 
  drive+1
  Gunner Station #1 
  Pow. Asst. 
  1.0 T 
  gunnery +1
  Gunner Station #2 
  Pow. Asst. 
  1.0 T 
  gunnery +1
  Comm Station 
  Complex 
  0.25 T 
  elec +2
  Loader Station 
  Pow. Asst. 
  0.3 T 
  coor 8+
  Engine Compartment 
  2 
  0.2 T 
  --
  Diesel Engine 
  30 
  0.99 T 
  2250 e.u. output
  Fuel Compartment (tanks) 10 
  0.5 T
  Ball Turret Mount 
  .03 T 
  Front Mounted
  Heavy MG 
  WF 2 
  .02 T 
  Gunner #1
  Turret Mount 
  .52 T 
  Top Mounted
  Medium Cannon 
  WF 20
  .5 T 
  Gunner #2
  Heavy MG 
  WF 2 
  .02 T 
  Gunner #2
  Locomotors (Tracks) 
  35 
  7 T
  VWA 
  12.98 T
  Steel Armor 
  AF 16 
  20.77 T
  16 Armor Points
  Total Weight 
  33.75 T
  2250 energy units * Accel. Factor (.5) * TL factor (1) = 1125 e.u.
  1125 energy units / 33.75 Tons = 33.3 KPH
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 9 -
  Example Vehicle #2 
  TL6 Fighter Plane
  Component
  Factor 
  Weight 
  Remark
  Crew Compartment 
  1
  1 .05 T
   --
  Driver Station 
  Simple 
  .5 T 
  drive+1
  Engine Compartment 
  4 
  .2 T
   --
  Gasoline Engine 
  100 
  2 T 
  7500 e.u.
  Fuel Compartment (Tanks) 
  20 .8 T
  Fixed Mount * 8 
  .032 T 
  For 8 MG, driver fired
  Heavy MG 
  WF 2 
  .02 T 
  Left Wing
  Heavy MG 
  WF 2 
  .02 T 
  Left Wing
  Heavy MG 
  WF 2 
  .02 T 
  Left Wing
  Heavy MG 
  WF 2 
  .02 T 
  Left Wing
  Heavy MG 
  WF 2 
  .02 T 
  Right Wing
  Heavy MG 
  WF 2 
  .02 T 
  Right Wing
  Heavy MG 
  WF 2 
  .02 T 
  Right Wing
  Heavy MG 
  WF 2 
  .02 T 
  Right Wing
  Locomotor (Propellers) 
  11 
  1.1 T
  Wings 
  6.75 
  3.3 T
  6.75 G
  VWA 
  8.142 T
  Steel Armor 
  AF 2 
  1.628 T
  2 Armor Points
  Total Weight 
  9.77 T
  7500 energy units * Accel. Factor (1) * TL Factor (1) = 7500 e.u.
  7500 e.u. / 9.77 Tons = 763 KPH
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 10 -
  Sample Vehicle #3
  TL 8 legged vehicle (Skorpion)
  Component
  Factor 
  Weight 
  Remark
  Crew Compartment 
  2 
  1 T 
  2 crew
  Driver Station 
  Computer 
  0.5 T 
  driv+1, +2 SF
  Gunner Station 
  Computer 
  1 T 
  Gunnery+1, +2 HF
  Passenger Compartment
  6 
  0.6 T 
  6 passengers
  Passenger Station 
  6 
  1.2 T 
  Interactive Seats
  Cargo Compartment 
  15 
  3.15 T 
  3 tons cargo
  Engine Compartment 
  1 
  0.05 T
  Gas Turbine Engine 
  2 
  0.04 T 
  400 energy units
  Fuel Compartment (tanks) 10 
  0.4 T 
  400 liters
  Weapon Mount (flex tail) 
  0.6 T 
  Treat as ball turret
  Heavy Machinegun 
  WF2 
  0.02 T
  Heavy Machinegun 
  WF2 
  0.02 T
  Locomotors (Legs) 
  10 
  2 T
  VWA 
  9.14 T
  Plasteel Armor 
  1 AF
  0.85 T
  5 Armor Points
  Total 
  9.99 T
  400 energy units * Accel. Factor (1) * TL Factor (1) = 400 / 9.99 Tons = 40 KPH
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 11 -
  Vehicle 
  Desc 
  Weight 
  Cargo 
  Cost
  Spider 
  8 leg 2 man ATV 
  3 tons 
  .2 tons 
  116cr
  Ground Car 4 wheel 5 man ATV 
  5 tons 
  .2 tons 
  98cr
  Skorpion 
  6 leg 8 man ATV 
  10 tons 
  3 tons 
  331cr
  Trax 
  10 man tracked ATV 
  8 tons 
  2 tons 
  224cr
  Hauler 
  2 man tracked ATV 
  10 tons
  4 tons 
  166cr
  Unitrac 
  2 wheel 1 man ATV 
  3 tons 
  .2 tons 
  266cr
  Flycycle 
  1 man A-grav light vehicle 
  1 ton 
  0 tons 
  160cr
  Minorb 
  1 man A-grav spherical sealed vehicle 
  5 tons
  .6 tons 
  1502cr
  Orb 
  3 man A-grav spherical sealed vehicle 
  10 tons 
  1 ton 
  1623cr
  Deltakik 
  2 man kick-glider 
  3 tons 
  .2 tons 
  85cr
  Manta 
  2 man undulating fin underwater vehicle 
  8 tons
  .2 tons 
  587cr
  Orca 
  2 man fluke powered underwater vehicle 
  6 tons 
  .2 tons 
  361cr
  Flark 
  1 man underwater/flying jet 
  9 tons 
  .2 tons 
  638cr
  Sextopod 
  2 man jet/tentacle powered air/land/water 
  20 tons
  5 tons 
  783cr
  Flitter 
  6 man A-grav platform 
  6 tons 
  .75 tons 
  1599cr
  Ornithopter 10 man A-Grav/wing-flapping aircraft 
  25 tons 
  1 ton 
  6944cr
  Heli 
  2 man helicopter 
  20 tons 
  .6 tons 
  1556cr
  Big Heli 
  10 man helicopter 
  28 tons 
  3 tons 
  2862cr
  Turtle 
  4 fin 2 man underwater vehicle 
  8 tons 
  5 tons 
  150cr
  Airbus 
  12 passenger A-Grav vehicle 
  7 tons 
  1 ton 
  1410cr
  Skip 
  2 man open A-Grav vehicle 
  5 tons 
  .2 tons 
  1462cr
  Floater 
  1 man open A-Grav cargo platform 
  40 tons 
  20 tons 
  2195cr
  Explorer 
  8 man 4 wheel sealed ATV with 
  44 tons 
  5 tons 
  763cr
  built-in living accommodations
  Bike 
  2 man 2 wheel ground vehicle 
  1 ton 
  0 tons 
  26cr
  Atmo Flyer 1 man winged atmospheric vehicle 
  29 tons 
  0 tons 
  4975cr
  Town Car 
  5 man 3 wheeled road only vehicle 
  6 tons 
  .6 tons 
  162cr
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 12 -
  Vehicle 
  TL 
  Top Speed 
  Range 
  Maneuverability 
  Constitution
  Spider 
  9 
  87 kph 
  3333 km 
  -20 
  300
  Ground Car 
  7 
  112 kph 
  2000 km 
  -0 
  500
  Skorpion 
  9 
  40 kph 
  3333 km 
  -20 
  1000
  Trax 
  7 
  26 kph 
  3200 km 
  +20 
  800
  Hauler 
  8 
  131 kph 
  1333 km 
  +20 
  1000
  Unitrac 
  8 
  227 kph 
  667 km 
  +0 
  300
  Flycycle 
  9 
  300 kph 
  320000 km 
  1G 
  100
  Minorb 
  9 
  8248 kph 
  4*10^9 km 
  1G
  500
  Orb 
  9 
  4020 kph 
  4*10^9 km 
  1G 
  1000
  Deltakik 
  9 
  74 kph 
  800 km 
  3G 
  300
  Manta 
  8 
  55 kph 
  32000 km 
  -10 
  800
  Orca 
  8 
  137 kph 
  1600 km 
  -10 
  600
  Flark Air 
  8 
  1106 kph 
  1818 km 
  2G 
  900
           H2O 
  8 
  368 kph 
  3000 km 
  -10
  900
  Sextopod Air 
  8 
  677 kph 
  2424 km 
  1G 
  2000
  H2O 
  8 
  677 kph 
  2424 km 
  -10 
  2000
  Ground 
  8 
  225 kph 
  4500 km 
  +20 
  2000
  Flitter 
  9 
  300 kph 
  8*10^7 km 
  1G 
  600
  Ornithopter 
  9 
  244 kph 
  1*10^9 km 
  5G 
  2500
  Heli 
  7 
  337 kph 
  1333 km 
  2G 
  2000
  Big Heli 
  7 
  541 kph 
  6667 km 
  2G 
  2800
  Turtle 
  8 
  90 kph 
  3333 km 
  +0 
  800
  Airbus 
  9 
  5839 kph 
  2*10^9 km 
  1G 
  700
  Skip 
  9 
  300 kph 
  2*10^9 km 
  1G 
  500
  Floater 
  9 
  300 kph 
  8*10^9 km 
  1G 
  4000
  Explorer 
  9 
  101 kph 
  12000 km 
  +0 
  4400
  Bike 
  7 
  222 kph 
  800 km 
  +0 
  100
  Atmo Flyer 
  7 
  2328 kph 
  6060 km 
  5G 
  2900
  Town Car 
  7 
  201 kph 
  4000 km 
  +0 
  600
  
  StarCluster 2 Vehicle Design Guide
  Vehicle Design Guide - 13 -
  Vehicle 
  Armor 
  Weapons
  Spider 
  none 
  none
  Ground Car 
  none none
  Skorpion 
  Plasteel - 5 AP 
  2 heavy MG ball turret mount WF2 each
  Trax 
  none 
  none
  Hauler 
  Ceramic - 20 AP 
  none
  Unitrac 
  Ceramic - 20 AP 
  1 heavy AC fixed mount WF6
  Flycycle 
  none 
  none
  Minorb 
  Ceramic - 27 AP 
  none
  Orb 
  Ceramic - 46 AP 
  none
  Deltakik 
  none 
  none
  Manta 
  none 
  none
  Orca 
  none 
  none
  Flark 
  none 
  2 fixed mount heavy AC WF6 each
  Sextopod 
  Ceramic - 2 AP 
  none
  Flitter 
  Plasteel - 25 AP 
  1 fixed mount medium beam laser WF25
  Ornithopter 
  Ceramic - 30 AP 
  1 ball turret mount cogar WF32
  Heli 
  Composite - 8 AP 
  2 heavy AC turret mount WF6 each
  2 fixed mount mini guns WF3 each
  4 fixed mount rockets WF20 each
  Big Heli 
  Composite - 2 AP 
  2 heavy AC turret mount WF6 each
  6 fixed mount rockets WF 8 each
  Turtle
   none 
  none
  Airbus 
  none 
  none
  Skip 
  Ceramic - 5 AP 
  1 fixed mount light beam laser WF6
  Floater 
  Plasteel - 20 AP 
  none
  Explorer 
  Ceramic - 8 AP 
  1 ball turret mount heavy AC WF6
  Bike 
  none 
  none
  Atmo Flyer 
  Composite - 4 AP 
  2 heavy AC fixed mount WF6 each
  6 fixed mount rockets WF20 each
  2 fixed mount bombs WF40 each
  Town Car 
  none 
  none
  
SOURCE: textdata/thevault/Starcluster/Starcluster 2 Vehicle Design Guide.pdf