Creating Vehicles
Costs of Vehicles
For the purposes of creating a vehicle from scratch outside of roleplay, or for estimating the total cost of a vehicle Vehicle Points (VP) are used as an intermediary currency to make calculations easier. Each VP is worth ~850 sv. In game prices may vary based on availability and other factors.
Systems
Vehicles are comprised of systems, some of which are necessary to make the vehicle capable of moving under its own power. All vehicles need a Chassis, an Engine, a Drivetrain, and a Control System. Systems take up a number of System Slots, the amount of which are available is determined by the Size Category of the vehicle. A vehicle cannot add a system if there are not enough available System Slots for that system.
Systems all have HP, AP, and Bulk. When rolling for Hit Locations, consider it like a raffle with each System having a number of entries equal to its Bulk -- the more Bulk the likelier it is to be hit. The HP of a system is determined by its Size Category.
If a vehicle has multiple copies of a system (for example, having a wheeled drive and an aerospace drive), all of them are considered to be part of the same Hit Location and have a single pool of Health and Armor Points. If knowing which specific system within the Hit Location is struck is important for some reason, the attacker may choose. Often however, an effect that damages one causes issues for all the systems in the Hit Location as they share some mechanisms, structure, or wiring.
Chassis
The Chassis is somewhat of a catch-all. It is the structural elements of a vehicle that hold everything together, the frame. In addition it also covers things like the basic hull, doors, windows, etc. The chassis determines the Size Category and Maneuverability of a vehicle. Size Category is an important attribute that also determines the amount of System Slots a vehicle has, which changes how many systems can fit onto the vehicle. Chassis are almost always custom built to house all the other systems, and so the other systems can influence the cost and design for the chassis. All chassis have 3 bulk.
Cost for Size Category
Size Category | Cost |
---|---|
1-10 | 1 x SC |
11-20 | 2 x SC |
21-30 | 5 x SC |
Handling can range from -10 to 10, and the larger a vehicle is the more expensive it is to make it handle well. Use the able below to determine how much a given HAN would cost based on the Size Category of the vehicle
Cost for Handling
Size Category | Cost |
---|---|
1-10 | 10 + HAN |
11-20 | 2 x (10 + HAN) |
21-30 | 5 x (10 + HN) |
Engine
The Engine determines how much power is given to the engine and how fast it can give it. Speed and Acceleration are determined by the Engine. All Engines have 1 Bulk.
Acceleration
Rating | Cost |
---|---|
0* | 0 |
1 | 5 |
2 | 10 |
3 | 25 |
4 | 50 |
5 | 100 |
* A vehicle with an ACC of 0 is very difficult to start or stop. Without Push It tests, it cannot accelerate or decelerate at all!
Speed
Rating | Slots | Cost |
---|---|---|
1 | 0 | 1 x ACC |
2 | 0 | 2 x ACC |
3 | 0 | 3 x ACC |
4 | 0 | 4 x ACC |
5 | 0 | 5 x ACC |
6 | 1 | 6 x ACC |
7 | 1 | 7 x ACC |
8 | 1 | 8 x ACC |
9 | 1 | 9 x ACC |
10 | 1 | 10 x ACC |
11 | 2 | 12 x ACC |
12 | 2 | 15 x ACC |
13 | 3 | 20 x ACC |
14 | 3 | 25 x ACC |
15 | 4 | 40 x ACC |
Drivetrain
The Drivetrain is the system of locomotion implemented on the vehicle, such as wheels or mechanical legs. The Drivetrain determines the Drive Rating, which is used in part to calculate how fast a vehicle can move. Drivetrains usually have other side effects such as determining what sort of terrain the vehicle can cross. Vehicles can have several Drivetrains installed, though it requires a special component to accomodate such design, just having multiple Drivetrains does not allow the vehicle to freely switch between them (see the Variable modification below). The First Drivetrain system has 3 Bulk, each further Drivetrain increases the Bulk by 2.
Naval Drive
Drive Rating: 3
Naval Drives are, well, boats. They're just as old as Wheeled Drives, but it's a bit easier to float a lot of metal than it is to make it roll along the ground.
Islandhome: A vehicle with this drive may not leave the water without crashing.
Metal Giant: A vehicle with this drive may reduce the cost of its Size Category by half. A vehicle with multiple drives loses this ability.
Tracked Drive
Drive Rating: 3
Something most cultures come up with at some point, tracked vehicles are significantly better than normal Wheeled vehicles on difficult terrain but with a much lower top speed.
Caterpillar: A vehicle with this drive may ignore movement penalties for difficult terrain, and may turn in place.
Tough: A Tracked unit has an additional 4 HP on all systems.
Walker Drive
Drive Rating: 4
A drive using legs instead of wheels, wings, or treads, the walker drive is best known as a necessary technology for the creation of giant robots, which are much like giant tanks only with a very high center of balance.
Leggy: A vehicle with this drive may move through impassible terrain as though it were merely difficult terrain.
AMBAC: Walker drives may wobble, but when they fall down they can get back up again. Anyone piloting a walker drive may right it from a prone position as an action.
Wheeled Drive
Drive Rating: 5
The standard drive for ground vehicles, the wheeled drive has been around for as long as civilization has existed.
Hover Drive
Drive Rating: 5
A drive that is slowly replacing the Wheeled Drive, the Hover Drive is just as fast, requires less in the way of roads, but handles a bit like a man walking on ice.
Rise Above: A vehicle with this drive is not slowed by difficult terrain, and may drive normally on water.
Slide About: A hover drive is notoriously hard to control. Whenever it takes damage, make a Control Test or else it goes Out Of Control
Drift Drive
Drive Rating: 6 (flying)
One of the more versatile and useful drives available, a Drift drive is able to move in all three dimensions, unlike most drive trains, and can move slowly or even hover, unlike the faster Aerospace or Scramjet drives.
Aerospace Drive
Drive Rating: 10 (flying)
An Aerospace vehicle is one with a very distinctive profile - wings and a need to keep moving lest it fall from the sky. It's one of the fastest drive trains, and doesn't compromise in maneuverability like a Scramjet.
Stalin: A vehicle with this drive is restricted as to how slow it may go while flying. If the vehicle's Momentum drops below 3 while using this drive, it cannot stay in the air and goes Out of Control
Light and Fragile: Halve the HP (rounding up) of all systems on an aerospace vehicle. If the vehicle has multiple drives, this effect remains constant - its maximum HP value remains halved in all forms.
Scramjet Drive
Drive Rating: 20 (flying)
A scramjet is the fastest way to fly from one spot to another. However, those two spots had better be in a straight line, because a Scramjet turns as badly as a car with the power steering lines cut.
Super Stalin: A vehicle with this drive is restricted as to how slow it may go while flying. If the vehicle's momentum drops below 5 while using this drive, it cannot stay in the air and goes Out of Control.
Flying Crowbar: A vehicle with this drive may not make turns as part of the standard Maintain Control action.
Control System
A control system is one of the most obvious and necessary part of a vehicle. Without a control system, a car is just a screaming deathtrap that goes in wobbly lines and crashes into things - and that should only be true when the person behind the wheel is extremely old, drunk, or both. All Control Systems have 1 Bulk. Each co-pilot seat increases the bulk by 1.
Control System | Slots | Cost |
---|---|---|
Cockpit | 4 | 5 |
Cockpit (Alternate Control Input) | 5 | 15 |
Cockpit (w/ Basic Equipment) | 4 | 8 |
Copilot Seat (requires Cockpit) | +2 | +15 |
Berserker | 2 | 10 |
Cockpit
It's usually a good idea to have a control system of some kind installed on your vehicle, and this is the way to get one. A standard cockpit has enough space for one person. In larger vehicles this might be more a bridge or a command deck, if space is allocated towards copilots.
Effect: A cockpit gives a person somewhere to control a vehicle from, a basic control system with no frills.
Alternate Control Input - By purchasing an Alternate Control Input, you can change a vehicle's Control Skill to one of the following: Acrobatics, Musicianship, Ride, Weaving
Basic Equipment - The basic equipment package includes the sundry features and equipment one would expect in a cockpit. Headlights, air conditioning, speakers, seatbelts, and cupholders.
Copilot Seat - By adding a Copilot Seat, you can have additional people help you control the vehicle. Copilot Seats are assigned to specific vehicle systems or components, such as weapons, sensors, afterburners, and so forth. The Pilot can no longer control these systems from their seat, but the Copilot may use the systems freely.
Berserker
A Berserker control system gives full control over a vehicle to a bound spirit or otherwise cuts the pilot out of the loop. These systems are almost always illegal, because as a necessity of their design they are only designed to kill, without mercy or questions.
Effect: As a half action or whenever the pilot becomes disabled, the Berserker system can be activated. While active, the Berserker system attempts to approach and attack any enemy it can detect. On each of its turns it will attempt to move closer to and/or fire upon any enemy it can detect. The Berserker System remains active until all enemies are destroyed or the vehicle it is controlling is destroyed. A berserker system's skill percentage is based on the bound spirit used to construct the system, but by default is assumed to have a 40% in the vehicle's Control Skill and Combat Style.
Accomodations
This system encompasses spaces for transporting passengers or cargo. Accomodations have 1 Bulk, but purchasing this system several times increases the Bulk by 1 each time (to a maximum of 10 Bulk).
Accomodations | Slots | Cost |
---|---|---|
Cargo Space | 1 | 1 |
Passenger Space | 2 | 2 |
Luxury Accomodations | 5 | 10 |
Hidden Compartment | 1 | 5 |
Cargo Space
One of the easiest things to add to a vehicle, cargo space is simply an empty space to store things in. Most Cargo spaces are enclosed and have points to attach cables to tie down larger objects. Because of the scale differences between vehicles at different size ratings, how much cargo space you get per point depends on the size of the vehicle.
Effect: You gain the listed amount of cargo space for every point you spend on Cargo space, depending on the vehicle's size.
- Normal size - .5 cubic meters.
- Large Vehicle Size - 1 cubic meter.
- Colossus Size - 5 cubic meters.
Passenger Space
Many vehicles are designed to carry more than one person. Cars, busses, commercial aircraft, and so forth. Passenger Space represents basic built-in seating capacity, the ability to really just sit people down and move them from place to place. This basic passenger space is typically a single large cabin or, in larger vehicles, layers of seating.
Your vehicle can carry one passenger. Every time you buy this component, double the number of passengers your vehicle may carry (1, 2, 4, 8, etc).
Luxury Accommodations
Where normal Passenger Space is simply sitting people down inside a cabin and strapping them in, Luxury Accommodations are considerably more comfortable. Luxury Accommodations often include separate compartments or sleeping spaces.
Effect: Your vehicle gains accommodations for one passenger to travel in style. Every time you buy this component, double the number of passengers that can be accommodated in this way.
Hidden Compartment
Occasionally, you don't want people to know what you're hauling. Maybe it's a hidden weapon on the ship, an illegal cloaking system, or cargo space reserved for items that the authorities wouldn't be happy to see. Regardless, putting the component in a hidden compartment is an easy way to make sure that it's at least a little harder to find it.
Effect: Hidden Compartment is attached to another system of the vehicle. That component cannot be scanned from outside the ship - it appears as empty space, power couplings, or whatever seems most plausible for the item. With especially large items, it may become difficult to explain to authorities why most of your ship seems to be invisible to scans.
Weapons System
The base weapon system includes all the wiring and mechanics to hook wepaons into the control scheme of the vehicle. The Slots and Cost of a weapon system is dependent on the weapons installed (see the Vehicle Weapons section below for more information). A weapons system has 2 Bulk.
Components
Components are either addons to existing systems, or pieces too minor or small to justify being a full system that still produce a noticeable effect.
Component | Slots | Cost |
---|---|---|
Afterburners | 2 | 15 |
Composite Frame | 0 | 5 |
Ejector Seat | 1 | 10 |
Environmental Seals | 0 | 5 |
Jump Jets (Standard) | 2 | 10 |
Jump Jets (Improved) | 4 | 25 |
Manipulator Arms | 3 | 15 |
Overcharged Reactor | 1 | 10 |
Partial Wing (2) | 1 | 5 |
Partial Wing (4) | 3 | 15 |
Partial Wing (6) | 5 | 25 |
Reinforced Frame | 0 | 5 |
Minor Feature | 0 | 5 |
Afterburners
One of the more common additions to racers and high-performance aerospace craft, Afterburners provide a short burst of extra speed. Afterburners have their own supply of fuel, and can be used a limited number of times before that fuel burns out.
Effect: As an action you may activate your vehicle's afterburners. Until the next Combat Round, your ship's Speed is doubled. You may use this boost once for every time you purchase Afterburners before needing to refuel them.
Composite Frame
Using a base frame made of advanced composites of ceramics, plastics, and metal fibres means that a vehicle is made lighter and easier to maneuver. However, this comes at the price of fragility - a composite frame is more likely to snap under stress than merely deform.
Effect: The vehicle gains +3 Handling, but the maximum HP of all systems are reduced by 3.
Ejector Seat
Bailing out of a vehicle as it's being destroyed is typically not an easy thing, given the fire and explosions involved. With an Ejector Seat, getting away is a certainty.
Effect: The pilot is automatically ejected when a critical system would be destroyed. The Ejector Seat will send the pilot 100m backwards from the vehicle's direction of travel, hopefully to a safe area. If the pilot hits something strong enough to stop it - a wall, another vehicle, etc - while ejecting, the ejector seat stops and the pilot takes damage as if they had fallen the remaining distance. Although not usually advised, the seat can also be manually ejected as an action.
Environmental Seals
By default, vehicles are not airtight. They're vulnerable to alien atmospheres, let water in if they're submerged, and otherwise have too many leaks. With Environmental Seals, the vehicle doesn't need to worry about such things, and its compartments are neatly pressurized.
Effect: The vehicle is pressurized and carries its own atmosphere. It ignores difficulties from alien atmosphere and the pilot and any passengers are immune to gas attacks from outside the vehicle.
Jump Jets
Putting jump jets on a vehicle is one easy way to get it in the air, at least for a little while. Jump jets can be found on nearly every vehicle save those that already fly - putting them on a plane would be rather redundant.
Effect: As a procative action you may activate the Jump Jets, granting the vehicle Flying until your next turn. Jump Jets require two rounds to reset and cool off between uses. Improved Jump Jets require only one round between activations.
Manipulator Arms
Arms! Big, beefy arms! While vehicles with legs are the ones most commonly seen with Manipulator Arms, any vehicle can mount arms. These limbs serve a great variety of purposes, from moving cargo to carrying weapons to constructing buildings. It should be no problem to imagine the possibilities of just what arms can do for you.
Effect: Your vehicle gains manipulator arms. These arms can be used to do just about anything a normal set of arms can, and allow the vehicle to wield vehicle-scale Melee weapons. Manipulator arms are generally not designed to interact with anything small or delicate (what constitutes small and delicate largely determined by the size of the vehicle) and might be unable to use items designed for normal character use, at the GM's discretion.
Overcharged Reactor
An overcharged reactor is almost more of a liability than anything else. It's simply an engine with almost all of the safeties ripped out. This allows a pilot to blast a vehicle all the way to top speed in an instant, as long as they don't mind breaking some very important things.
Effect: As an action the Pilot may activate the Overcharged Reactor. The vehicle's hit points are reduced by a quarter of it's full amount (rounded up). Its MOM becomes 10.
Partial Wing
Canards, a spoiler, whatever. Extra aerodynamic surfaces rarely hurt a vehicle. A partial wing improves maneuverability, especially at high speeds. Because of its simple yet effective performance enhancement, it can be found on most high-performance vehicles.
Effect: The Momentum penalty to Handling is reduced by 2, 4, or 6, depending on the wing purchased, to a minimum of 0.
Reinforced Frame
Where a composite frame is lighter and faster, it can be equally valuable to have a frame that can roll with the punches and survive a hefty beating. A Reenforced frame bulks up and crossbraces things, often using a honeycomb structure and heavier materials.
Effect: The vehicle gains +3 to its maximum Hit Points on all systems, but takes -3 to Handling.
Minor Features
Any number of things can be a feature. They're various secondary advantages that grant useful, but minor, abilities. This might be a burglar alarm, a recording crystal, emergency lights, a specialized ignition lock, a warp detector, search lights, tow cables, and anything else that seems useful but has few, if any, mechanical effects.
Effect: The vehicle gains a feature. This feature may be almost anything, but should only be able to give a small bonus in certain circumstances. The GM has final say on when a Feature might apply, but should be careful not to make it too important. Features should never be more important than dedicated equipment.
Armor
Without spending money on armor vehicles have a default AP of 4 on all systems. Armor is bought for all systems rather than priced out individually for each system. Only one set of armor can function at a time, if there are multiple instances of armor, only use the highest AP amongst them. Having multiple sets of armor does help prevent armor circumvention however.
Armor | Slots | Cost |
---|---|---|
Standard (Light) | 1 | 5 |
Standard (Medium) | 2 | 10 |
Standard (Heavy) | 4 | 20 |
Hardened (Light) | 1 | 15 |
Hardened (Medium) | 2 | 25 |
Hardened (Heavy) | 4 | 50 |
Andrafiber (Light) | 3 | 5 |
Andrafiber (Medium) | 5 | 10 |
Andrafiber (Heavy) | 6 | 20 |
Standard Armor
An Armored vehicle has, well, armor. Standard vehicle armor is steel or the like. It's the least expensive vehicle armor option, offering the best protection for the cost.
Effect: Choose Light, Medium, or Heavy armor.
- Light Armor - The vehicle gains AP 6
- Medium Armor - The vehicle gains AP 9
- Heavy Armor - The vehicle gains AP 14
Hardened Armor
While normal armor is good for civilian vehicles, it isn't nearly as tough as what a military can roll out. Hardened armor is made of alchemically enhanced steel and is heavier and somewhat more bulky than the more commonly available armor, but offers much better protection than standard armor without taking up as much space as andrafiber armor.
Effect: Choose Light, Medium, or Heavy armor.
- Light Armor - The vehicle gains AP 9
- Medium Armor - The vehicle gains AP 14
- Heavy Armor - The vehicle gains AP 24
Andrafiber Armor
Designed to be strong, lightweight, and durable, andrafiber armor uses titanium and trace amounts of andramathis woven into layered blankets and set into plates of armor in much the same way concrete is reinforced with iron rods. This construction method makes andrafiber armor extremely bulky, but very protective.
Effect: Choose Light, Medium, or Heavy armor.
- Light Armor - The vehicle gains AP 9
- Medium Armor - The vehicle gains AP 14
- Heavy Armor - The vehicle gains AP 24
Modifications
Modifications alter properties of a system or the vehicle as a whole without inherently adding new components or systems.
Modification | Slots | Cost |
---|---|---|
Diver Down | 3 | 20 |
Flaw | 0 | -10 |
Macronized | * | * |
Miniaturized | * | * |
Open Topped | 0 | 0 |
Variable | 2 | 10 |
Diver Down
The Diver Down upgrade allows a ground vehicle to burrow underground, or a naval vehicle to act as a submarine. This is somewhat of a slow method of travel, but it is extremely useful for stealth, infiltration, and generally just getting where people don't expect you to get.
Effect: Choose between Subterranean and Submarine. A vehicle must be Environmentally Sealed in order to take the Diver Down mod.
Subterranean - A subterranean vehicle can burrow through the earth. While using Subterranean movement, a vehicle's maximum momentum is reduced to 5. It can burrow through earth and stone equally well, though some material, like buried armor plating, deposits of extremely hard stone, and so forth might slow or stop it entirely, at the GM's discretion.
Submarine - A submarine vehicle can travel underwater. This does not impede its top speed - water is easier to move through than earth.
Macronized
A Macronized component uses larger and thus less expensive equipment. This Modification is applied to a system or component in the vehicle. That component's cost is cut in half (rounding up) and its size is doubled. You may apply this to the same component multiple times, doubling its new size every time.
Miniaturized
A Miniaturized component uses smaller and thus more expensive equipment. This Modification is applied to a system or component in the vehicle. That component's size is cut in half (rounding up) and its cost is doubled. You may apply this to the same component multiple times, doubling its new cost every time.
Open Topped
Vehicles with firing ports, lacking a roof, or otherwise open to the elements. Open Topped vehicles have some benefits over a normal vehicle. And some obvious defects.
Effect: The vehicle does not block line of sight to and from its crew and passengers, allowing them to use their personal weapons to make attacks, and to be targeted and attacked in turn. It cannot be environmentally sealed.
Variable
A Variable vehicle has more than one drivetrain and can swap between them. One of the more popular variable drivetrains is to switch between a flying movement type and one that goes on the ground, especially Walker or Tracked. When switching between different drives, a vehicle uses the Drive Rating and properties of its current Drive until the next Combat Round, at which point it begins using the Drive Rating and properties of its new Drivetrain. Certain drivetrain effects will remain active in both modes if a vehicle has Multiple Drives.
Effect: The vehicle gains the ability to switch from its primary Drivetrain to another Drivetrain type installed. This mod may be taken multiple times, choosing a new Drivetrain each time. The pilot must spend an action point to switch between Drivetrains. There are additional add-ons that can be purchased.
Flaws
A Flawed vehicle has one or more problems with its design. Some require a line to provide power, are more vulnerable to damage, or are just otherwise less than they should be. Flawed vehicles are, though, significantly less expensive than a vehicle without such problems, and might represent cutting corners in the design processs, using substandard materials, and whatever else might be used as a cost-cutting measure. A vehicle cannot select the same flaw more than once.
External Power
The vehicle relies on an external source of power. It might be beamed in or wire fed. If the power is beamed in, it must remain within line of sight to its power supply. If it is wire-fed, the pilot must make an Easy grade Control Test every round to avoid snagging the cable. If the cable becomes snagged, the vehicle leaves line of sight of its power supply, or things are otherwise cut off, roll a d10. The pilot may take this many cycles before the vehicle loses power and Crashes. If the vehicle can regain external power, the timer stops and is rerolled if it loses power again.
Feedback
The pilot is prone to suffering feedback from his vehicle. This might be because of exploding consoles, a direct nerve uplink, or just bad engineering. Whenever the vehicle takes damage, the pilot must make an Endurance check or else gain a level of fatigue.
Fragile
The vehicle's maximum Hit Points for all systems are reduced by 25%, rounded up.
Hangar Queen
The vehicle requires maintenance after every sortie. This takes as long as the vehicle was deployed, plus an additional eight hours.
Inefficient Controls
The pilot must make two Maintain Control actions a round to keep the trouble-prone vehicle doing what they want.
Junker
The vehicle's systems are ready to fall apart. Whenever the vehicle suffers damage the hit system gains a defect.
Overheating
The vehicle is prone to overheating. The Engine and Drivetrain lose 1 HP every round in which its Momentum is above 6 or the driver uses the Push It action.
Unstable
Double this vehicle's Handling penalty due to Momentum.
Vehicle Weapons
Weapon | Damage | Range | Firing Rate | Ammo | Load | Weapon Traits | Slots | Cost |
---|---|---|---|---|---|---|---|---|
Personal Weapon Mount* | 0 | 2 | ||||||
Chain Blaster | 2d6 | 600/1000/3000 | -/-/20 | 200 | 6 | - | 2 | 8 |
Advanced Chain Blaster | 2d8+2 | 800/1500/4000 | -/-/20 | 50 (Drum) or 200 (Belt) | 3 (Drum), 6 (Belt) | - | 3 | 10 |
Rotoblaster | 3d6 | 300/1000/2000 | -/20/100 | 200 | 6 | - | 4 | 25 |
Runecannon I | 3d6 + 3 | 1000/2000/6500 | 1/-/- | 1 | 4 | Penetration 5, Fragmentation | 2 | 10 |
Runecannon II | 4d6 + 6 | 1000/2000/6500 | 1/-/- | 1 | 4 | Penetration 5, Fragmentation | 3 | 10 |
Runecannon III | 5d6 + 9 | 1000/2000/6500 | 1/-/- | 1 | 4 | Penetration 5, Fragmentation | 5 | 15 |
Runecannon IV | 6d6 + 12 | 1000/2000/6500 | 1/-/- | 1 | 5 | Penetration 5, Fragmentation | 8 | 25 |
Light Bolter | 3d10+10 | 250/500/1500 | 1/-/- | 1 | 5 | Penetration 10 | 5 | 20 |
Heavy Bolter | 4d10+10 | 250/500/1500 | 1/-/- | 1 | 5 | Penetration 15 | 10 | 30 |
Slag Missile | 6d10+10 | Max range of 20 km | 1/-/- | 1 | 6 | Penetration 10, Fragmentation | 10 | 25 |
* Personal Weapon Mounts do not require a weapons system, though without that they require a secondary person asides from the pilot to fire. They allow for normal firearms meant to be used on foot (such as an Autoblaster) to be mounted to the vehicle, which has the benefit of the Steady Weapon action during combat. It takes 3 actions to attach or detach a weapon from the mount.
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