The various mobility systems in Eclipse Phase provide a wide range of propulsion options. Most morphs, bots, and vehicles list the Movement Rate each mobility system provides in their description. The default Movement Rate for any morph, bot, or vehicle (if unlisted) is 4/20, no matter the method. When adding a new mobility system to a morph, use the default Movement Rate provided on the Mobility Systems table as a starting basis. A number of factors may impact the morph’s speed with that system; the gamemaster should consider the following factors and adjust the Movement Rate as suggested or as they see ﬁt, using their common sense. The physical characteristics of the morph or shell in question should be kept in mind; an aerodynamic shape, for example, might increase its winged Movement Rate, whereas a top-heavy chassis might decrease its wheeled Movement Rate. Use existing morph, bot, and vehicle descriptions as a rough benchmark and guideline. Most mobility systems, with the exception of ionic and thrust vector, should not exceed a Movement Rate of 8/40. Bulky Armor or Mass: Morphs or shells that are heavily armored or dense suffer from decreased Movement Rates, usually −0/–8 but up to −4/–20. Extra Legs: Many-legged morphs and shells tend to have a faster run Movement Rate when walking (+4 to +8). Large Size: Large morphs typically have a fast walker running rate, and very large morphs and shells will move at very fast walker speeds (8/40). Large mass can be detrimental to some other forms of movement, however, particularly hovercraft, submarine, and thrust vector systems (up to −4/–12). Large bots or vehicles with microlight mobility do not function well in high gravity or thin atmospheres. Small Size: A diminutive frame is disadvantageous to some types of movement (walker, hovercraft), generally reducing the running Movement Rate by 4 or 8. Very small morphs, bots, and vehicles especially suffer and may have a Movement Rate as low as 1/4. Small size and mass is advantageous for other systems, however, particularly ionic, rotorcraft, and thrust vector systems; in this case, increase Movement Rate by +0/+4 to +4/+20 as appropriate.
|System||Default Movement Rate|
For long-distance travel, it may be useful to know a morph or shell’s typical cruising speed over time. As a general rule of thumb, simply use the morph’s running rate value, expressed in kilometers per hour. A ground car with a Movement Rate of 8/40, for example, can be assumed to move around 40 kph when traveling long distance.