Hovercraft

Hovercraft use fans to blow air under the vehicle. This air pushes the craft up off the ground, in effect providing a cushion of air for the vehicle to ride on. Ducted fans are used to provide thrust in order to drive the craft, often the lifting air is taken by diverting part of the jet stream from the thrust fans. The fan's thrust can usually be vectored sideways or downward and the fans can be reversed to decelerate or back up.

Hovercraft have a nearly frictionless contact with the ground. As a result, they are blown about by any wind and tend to drift off the sides of hills. They can be difficult to steer - without airfoils or wheels to provide direction you need to vector the thrust into your turn and you do not neccessarily face the direction you are travelling when turning. Advanced control systems helps a bit with this, but does not entirely correct for it. This can be particularly bothersome at high speeds. On the plus side, the low friction means they can go very fast, and they are very easy to parallel park.

The efficiency of the air cushion is improved by using a "skirt," or flexible barrier that extends below the frame of the craft to help trap the air under the vehicle. If too much of a gap opens between the skirt and the ground, the air gets out and the hovercraft loses lift. As a consequence, hovercraft are not capable of crossing rugged ground (or even cattle gratings). They can cover any flat surface without penalty, however - road, lawn, snow, sheer ice, swamp, or calm open water are all the same to a hovercraft.

By vectoring additional thrust downward, a hovercraft can gain extra ground clearence to negotiate low obstacles. This is rather fuel inefficient, however, and deprives you of forward thrust for maintaining speed or accelerating. There is an additional hazzard: if the craft's Basic Move is greater than ten times the local gravity (in g's), the hovercraft can put out enough thrust to actually become airborn. Since hovercraft are not made for flight, this usually results in rapid loss of control and, to put it in technical terms, "Uncontrolled flight into terrain." For every second airborn after the first, make a control roll at -1 to both Handling and Stability to avoid loss of control. Still, given the hovercrafts' tendancy to drift and slide away from its indended direction and high maximum speed, a panicked hit to the jump button has saved many a driver.

Hovercraft
TL Vehicle ST/HP Bulk Hnd/SR HT Move LWt Load SM Occ DR Range Cost Hit Chart Notes
9 Passenger Hovercraft 34 26 -2/3 11f 5/100 1.6 0.6 +3 1+4 3 600 $30K 1
9 Scout Hovercraft 46 33 -2/3 12f 5/80 3.5 1.5 +3 1+7 4 600 $70K 3 [1]
9 Racing Hovercraft 32/27 24 -1/3 10f 8/250 1 0.2 +3 1+1 3 1000 $150K 2
9 Light Transport Hovercraft 40 33 -2/3 11f 3/80 3 1 +4 1+7 4 800 $40K 3
9 Hoversled 38 27 -2/3 12f 5/80 2.1 1 +3 1+1 4 500 $30K 4 [1]
9 Medium Hover Trasport 58 41 -3/3 11f 3/70 7 3 +4 1+2 4 1000 $50K 5
9 Hover Bus 60 47 -3/3 11f 3/70 13 7 +6 1+66 3 400 $150K 6
9 Heavy Hover Transport 75 56 -3/3 11f 3/70 34 24 +5 1+2 4 2400 $90K 7
9 Touring Hoverpod 25 17 -1/3 11f 8/120 0.5 0.2 +1 1+1 4 400 $15K 8
9 Sport Hoverpod 22/17 15 0/3 10f 10/280 0.4 0.1 0 1 3 200 $25K 8
9 Offroad Hoverpod 25 17 -1/3 12f 8/100 0.5 0.2 +1 1+1 4 300 $15K 8 [1]

Notes
[1] Higher flight "ceiling" allows traversal of somewhat more rugged ground.

Hit Locations:

Hit Chart 1
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverDriverDriver
6Payload F. Pas.F. Pas.F. Pas.
7Payload R. Pas.R. Pas.R. Pas.
8Payload R. Pas.R. Pas.R. Pas.
9Propulsion
10Cargo

Hit Chart 2
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Body VitalsFuel
5Propulsion
6Payload DriverDriverDriver
7Payload F. Pas.F. Pas.F. Pas.
8Propulsion
9Propulsion
10Cargo

Hit Chart 3
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverDriverF. Pas.F. Pas.
6Payload R. Pas.R. Pas.R. Pas.
7Payload R. Pas.R. Pas.R. Pas.
8Payload R. Pas.R. Pas.R. Pas.
9Propulsion
10Cargo

Hit Chart 4
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverDriverDriver
6Payload F. Pas.F. Pas.F. Pas.
7Cargo
8Cargo
9Propulsion
10Cargo

Hit Chart 5
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverDriverF. Pas.F. Pas.
6Cargo
7Cargo
8Cargo
9Propulsion
10Cargo

Hit Chart 6
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverPas.Pas.
6Payload Pas.Pas.Pas.
7Payload Pas.Pas.Pas.
8Payload Pas.Pas.Pas.
9Propulsion
10Payload Pas.Pas.Pas.

Hit Chart 7
1d10Location 1d6
12 34 56
1Cab BodyBodyVitalsDriverF. Pas.Payload
2Propulsion Fuel
3Cargo
4Cargo
5Cargo
6Cargo
7Cargo
8Cargo
9Propulsion
10Cargo

Hit Chart 8
1d10Location 1d6
12 34 56
1Propulsion TiresTires
2Propulsion
3Body VitalsFuel
4Body VitalsFuel
5Driver
6Driver
7Driver/Pas
8Driver/Pas
9Body VitalsFuel
10Propulsion

Hit Chart 9
1d10Location 1d6
12 34 56
1Body VitalsFuel
2Body VitalsFuel
3Body VitalsFuel
4Propulsion
5Payload DriverF. Pas.
6Payload R. Pas.R. Pas.R. Pas.
7Payload R. Pas.R. Pas.R. Pas.
8Payload R. Pas.R. Pas.R. Pas.
9Propulsion
10Cargo

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