...among other questions. Basically, the savvyhead met with a whole lot of other NPC savvyheads, and I have a sneaking suspicion they want to build a spaceship. For reasons unknown. It's a nice long term goal, so I need to start thinking about it. Here's what I've got so far:
A small ship (scout, personal etc.) won't give a flying f*** about small arms fire, so it would have to have at least 3-armor, maybe more. It's armaments would probably be slightly stronger than it's armor, so either 4- or 5-harm. However, I feel that against ground forces (especially dumb ground forces) a ship would have a distinct advantage. To represent this, I'd say a small ship (1 or 2 seater) would count as a small gang for the purpose of fighting against other groups, or ships, but take harm the same as other vehicles.
However (and this is the part I'm not sure about) highly mobile ships in movies nearly always rely on the pilots fast reflexes and dodging shots rather than shields and armor. For this reason, I've put together this:
When controlled by a highly skilled pilot and accelerating faster than it's opponent, this ship counts as one size larger than normal.
It's actually quite efficient, deal +1 harm, recieve -1 harm, and the damage reduction from dodging and weaving is ignored by area weapons. I have some ideas for larger ships as well, I may add those later. What do people think?
EDIT: Forgot to mention, any unusual flight maneuvers requires Acting Under Fire, the fire being you crash and burn. Pilots are cool. Your co-pilot might be using the onboard sensors to Read a Sitch, or Going Aggro with those proton torpedoes, but pilots are always cool.
So, with medium to large ships (think Millennium Falcon), once again, they count as a gang for combat once again, and probably have large amounts of armor and firepower. AP is probably the only type that will go through their shields. For these massive ships, the vehicle rules probably won't cut it, and they can take 8 or more harm before exploding. Would they need anything more? Perhaps room for more equipment and firepower, but that should do it.
With truly massive ships, the normal rules break down, they are moving terrain types. Each turret is a vehicle in its own right. You either drop one tiny explosive into the air vent that obliterates it entirely, or you leave it alone. I vaguely recall rules for damage to buildings, where nothing less than 9-harm would have any structural effect. Perhaps that might work?