VHB 2026 Errata

The following applies to vehicle systems in a spacecraft, which the book says you can do.
Depending on how much money the players have, some things can fairly easily improve the comfort level.
Bunks are Cr200, take .25 tons and give 1 CP.
An Entertainment system gives 1 CP per CR2000, and there is no limit on how many times it can be improved.
Common areas are 4 CP per ton and costs Cr400 per ton. So see how much common area you have, find a decent machine shop, and install Cr400 worth of vehicular common area bolted over your janky stuff.
A full one ton fresher yanked out of a well maintained vehicle gives 8CP.
Stick a galley in a common area.
Also, instead of imposing a -4 DM, it may be better to calculate the CP of a Swank model of the craft, and then use the % of jankiness against that total. Just remember that some of the space for HG berths is life support, while in vehicles that is calculated separately.
And you can make the interior spaces luxury ones for more cash.
 
True. I was trying to illustrate the counter intuitive notion of ending up with more useable space than you started with without changing the outside size.

The Speed Modifications are understandably quite punitive in terms of space use especially for smaller vehicles and are really only necessary if you must go at some outrageous speed. You can do a lot with the basic vehicle without using up space. Adding Features like Fast or Streamlining or Fuel Efficiency radically alter the performance while still retaining the same basic layout. Though I envision that the type of streamlining implied in the rules would make a Fast and Furious car look subtle.
Incidentally, the rules as written say that the space penalties should be applied separately but this leads to weird cases where it’s impossible to get Faster-3 on a 6 space car, but you can on a space 5 and still be able to have a driver and passenger but only have enough space for a driver in a 7 space car! Adding all the bonuses or penalties up before doing the calculation makes for a much smoother progression.

If you take the basic Ground Car on p151 add Fast, Streamlining, Responsive and use Fuel Efficiency 3 you basically get the the same four seater but it now accelerates like a scalded cat, cruises at 200kph, can hit over over 300kph flat out, still has range of 469km at maximum speed, and that’s at TL7. It’s basically a Porsche Panamera or a Tesla Plaid but without the luxury interior. If you make it TL9 it’ll do over 500kph.
Yes, and that is part of the fun of taken different approaches. Your Maserati might to 185, but it's gonna cost a lot more than a Ford Taurus.
 
How come vehicle common area is so cheap? Ship common area is 100 KCr per ton, so 250 times more expensive! I get that ship area needs life support and what not, but most of that comes from the hull cost, not the equipment.
As you say, hull cost. A spacecraft uses expensive systems. Look at the cost of a 1 inch valve for a plumbing system , or even a hydraulic line. That same valve would cost $.25 million on a nuclear power plant in 1980's dollars. (Don't ask me how I know that...)
 
TURRETS

"A turret consumes one Space for every ton (1,000kilograms) or four Spaces of weapons it mounts,plus one Space for every gunner or loader, unless the gunners are remote or the loaders are replacedby autoloaders."

I can just imagine the driver of a T-34 tank complaining about the luxuries given to those wimps in the turret. "Can you believe it? A WHOLE space each? It's decadence!"
 
Fire Control, Page 104
I saw that. But the example design in Appendix 1 has the following "The total cost with weapon, remote gunnery station and fire control is Cr75500." Judging by this example, the remote gunnery station apparently costs Cr500. However, this is the only mention in the entire book of a "remote gunnery station". Is Cr500 a fixed price? A percentage of the Fire Control price? Is it based on Tech Level?
 
I saw that. But the example design in Appendix 1 has the following "The total cost with weapon, remote gunnery station and fire control is Cr75500." Judging by this example, the remote gunnery station apparently costs Cr500. However, this is the only mention in the entire book of a "remote gunnery station". Is Cr500 a fixed price? A percentage of the Fire Control price? Is it based on Tech Level?
No, it is free. In fact it will reduce costs in some cases, such as not needing space for a gunner in a turret.
As the rule I referenced earlier says, you just need at least a basic fire control system in order to use the weapon remotely.
This is confirmed with the Vehicle Design spreadsheet.
EDIT: OK, I see where you are getting that.
@Geir There is a discrepancy between the design spreadsheet and the writeup for the HLC example. The example has the remote connection costing Cr500, while the spreadsheet does not charge for the remote gunnery station. The Cr 500 for the remote gunnery station only shows up in the example (twice) and nowhere else.
 
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No, it is free. In fact it will reduce costs in some cases, such as not needing space for a gunner in a turret.
As the rule I referenced earlier says, you just need at least a basic fire control system in order to use the weapon remotely.
This is confirmed with the Vehicle Design spreadsheet.
EDIT: OK, I see where you are getting that.
@Geir There is a discrepancy between the design spreadsheet and the writeup for the HLC example. The example has the remote connection costing Cr500, while the spreadsheet does not charge for the remote gunnery station. The Cr 500 for the remote gunnery station only shows up in the example (twice) and nowhere else.
Yeah, the Cr500 got cut in an earlier draft. In fact the example vehicles were completely removed at one point. There were originally two example vehicles, with the steps showing up at the end of each chapter, like I did in Robots.

Then they went away. Sausage making occurred. One file became two. Infrastructure stuff was mostly... eh, saved for some future time. Things got deleted. Things got restored. Anyway:

There should be no Cr500 cost for the remote gunnery station. So both in the last paragraph of page 178 and in the design table on the same page, the cost for the dorsal autocannon should be just Cr75000.

Also, on page 179, first full paragraph and on the tables, no cost for the remote gunner. Rocket Pods should be Cr24000 with no Remote Gunner cost and it should be Cr500 cheaper for each of the weapons on in the lower table as well.

And on page 180, the blank cost for the turret should be Cr75000 and the cost for the two rocket pods should be Cr24000. And there seems to be some random punctuation and capitalization around the Weapon column on the full chart. This appendix was drafted before we finalized on a format. It should be like in the vehicle descriptions:
Mount: Arc, Weapon
So:
Turret: Dorsal, Autocannon (heavy)
Hardpoint: Port, Rocket Pod (medium)
Hardpoint: Starboard, Rocket Pod (medium)

(this is why I prefer everything in one file: Search and Replace works across the whole book, and if you're comparing drafts or printing it out, you know you have the same version, but that's just me, everyone is different).
 
Something that probably needs addressing is landed ships using missile racks for artillery support. While there’s a whole section on using ship weaponry in vehicles there doesn’t seem to be anything about the use of ship missiles or missile racks. Yes HG has stuff for orbital bombardment and Ortillery but that’s not the same as say a Merc Cruiser landed using four triple missile turrets to support the troops. Should there be special software for a ship to use its missiles with a forward observer or would special sensors be needed? Possibly special missiles for such use? What if the missile racks are put on a APC (I could see this for both artillery use and air/space defense.
 
You can install Salvo Solution on the ship's computer for any vehicle scale missile racks.
Ship scale missile racks have their own FC software. There is no reason either is precluded from firing indirectly at a fixed ground location, or at a vehicle that a battle network connected to the ship has a lock on.
Vehicles are allowed to mount ship scale weapons.
 
Are ship missiles necessarily deployable in non-vacuum conditions? Ship Interceptor Missiles (SIMs) are designed for space; they need not necessarily be streamlined - they may have smooth farings or breakaway panels for tube or rack launch, but otherwise have appendages and extensors deployed afterward for sensor-tracking et al in vacuum conditions.
 
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