Overview¶
This section describes how vessels in Endless Horizons functions. Vessels incorporate everything the players together can control and range from cars, helicopters, tanks all the way up to big capital space vessels.
Operating Vessels¶
If the vessel is a land craft (such as a car, tank or motorcycle) the skill Driving is used. For space craft the skill Pilot Spacecraft is used instead. Should two pilots or drivers enter in a competition against each other, those skills are pitched against each other. Those skills also replace Dodge to avoid obstacles.
In many cases the skill Mechanics can be used to make repairs to those vehicles. Should the vehicle have mounted guns they are operated using the Heavy Weapons skill. This includes vehicle mounted heavy machine guns, or firing the canon (or rifle) of a tank.
Gravity¶
There is no artificial gravity in Endless Horizons, except on large space stations. On these massive space station the “artificial gravity” is generated by using rotary forces. Ships, and other space vessels that do not provide gravity are usually navigated by using magnetic boots. All walls, floors and ceiling of these stations can be walked upon using magnetic boots. These boots can also be used to walk on the outer hull of vessels. All space suits provide magnetic boots and day to day clothing issues on vessels includes normal boots that can be used to walk on magnetic surfaces.
The magnetic boots can be turned off to navigate the micro gravity using the skill Micro Gravity.
Walking and running with magnetic boots is treated as regular movement on a planet of 1 earth g, for the sake of simplicity.
Atmosphere¶
Almost all vessels come with a life support system that provides breathable air on the ship. This allows people to life and work on those ships without the need of a space suit. The atmosphere on such ships can be lost however. Damage to the hull can cause the atmosphere to vent into space. Also, a damaged life support can stop filtering the used air and slowly cause the air on a vessel to become toxic to human life.
Vessel Statistics¶
Hit Points¶
Vessels, just as characters, have hit points. If the hit points reach zero the vessel is considered disabled. This means it will no longer properly operate and usually all power to its systems are cut. If the vessel reaches its negative hit points it is complete destroyed, usually killing all crew on board with it.
Armour¶
Each vessel may optionally have armour. This armour will always reduce incoming damage by that amount. Unlike armour of characters, it will never be depleted.
Even the smallest Vehicle armour can stop all small arms fire, except from very high calibres such as the .50 BMG, the 12.7x108 or above. Anti vehicle weapons are also highly effective against vehicles with armour, such as RPGs or special high calibre anti material rifles.
Shield¶
Some vehicles come with a shield. This shield gives a given amount of points, which in case of incoming damage, is always reduced first. Once the shield is at zero, any incoming damage is done normally to the vessel.
Installed Modules¶
Each vessel might optionally have module slots. These module slots can be used to add additional capabilities to the vessel, such as FTL drives, weapons or shields. It always depends on the vessel how many module slots exist, and whether they can be exchanged and upgraded.
Crew and Passengers¶
Vessels may require a certain amount of crew to be present to operate the vehicle efficiently. Such as modern tanks may require a driver, a gunner and a commander to operate and maximum efficiency. If a certain amount of crew is required to operate the vehicle, it is listed in the description of the vehicle.
Passengers are always optional, but many vehicles allow you to bring additional personnel along for the ride.
Rooms¶
Bigger vessels may be fitted with additional rooms. See the chapter Rooms for additional information.
Docking bays¶
Larger vessels, medium and above, also sometimes come with a docking bays. Docking bays house smaller vessels (usually just small vessels). See the ship details on how many small vessels the ship is capable of housing and operating. A docking bay also often comes with all necessary equipment to maintain the smaller vessel, such as repair and refuiling stations.
Docking bays sometimes count as rooms. If that is the case, the ship does not come with docking bays per default; but a room has been refitted to fit a small vessel.
Cargo Bays¶
Cargo bays do just what they say on the tin: Carry and hold cargo. It is specified in the ship’s detailed list on how much cargo the ship is capable of carrying.
Speed¶
The speed factor describes how nimble the aircraft is. For most small vessels this value is positive, giving the pilot a bonus in dog fights and while evading enemy fire. Bigger vessels might even have a negative value, representing their huge mass and slow and sluggish manoeuvring capabilities.
If the speed is not given, this means that the vessel is stationary, either because the drives have failed, or because the vessel is a station.
Type¶
All vessels are given one more types, defining in which environments they operate in. Space means that the vehicle is capable of manoeuvring in outer space, air means that is also capable of flying through an atmosphere. If a vehicle has both space and air listed, the vehicle is capable of making a transition from atmosphere to outer space and vice versa. Land means that the vehicle moves on land, and water means that it moves on or in water.
An amphibious troop transporter might have land and water as it’s types, and a huge capital vessel might only have space as it is not capable of entering an atmosphere.
Air¶
Space¶
Land¶
Water¶
Vessel Size¶
The vessels are split into different size categories. Modules from one size category are not interchangeable from one size category to another.
Small Vessels¶
Small Vessels usually crew around five to ten people. They are the most common types of vessels, and incorporate things like cars, helicopters, tanks, transporters and space attack fighters, bombers and other small aircraft.
Small Spacecraft and other small vessels are special in that vessels of higher size types can usually carry small vessels around with them.
Medium Vessels¶
Medium vessels usually have a crew of around 10 to 50 people. Most of the medium vessels are either space craft, or large water vessels such as submarines or destroyers. Some medium vessels may even be able to carry a small vessel. Such as a larger destroyer or frigate may have small landing vessels or attack craft stored.
Large Vessels¶
Large vessels carry around 50 to a 100 crew, and most commonly large space destroyers, huge cruise liners or massive tanking and trading vessels. They often come with a fleet of small vessels, to be used as a transfer vessels, landing vessels or transport and attack craft.
Capital Vessels¶
Capital vessels are huge and massive spacecraft and ships that usually hold more than 150 in crew. They are the backbone of most modern attack fleets and fearsome in combat. Capital vessels usually hold a massive amount of small vessels as attack fighters, bombers and transport ships and are usually accompanied by large vessels and even medium vessels to give them fire support.
Only the biggest armies, largest companies and richest colonies can afford to build and operate capital vessels. They come with a wide variety of weapons and their presence alone is often enough to scare enemies into submission.
A special kind of capital vessel that is not used for combat is the colony ship. It houses everything required to send people to a new planet for terraforming and colonisation.