Foundational Component
Trait.
Once the [Vehicle] has been built, assembled or otherwise purchased, the number of [Compartments] can't be changed. A [Compartment] can be upgraded or removed and replaced with another [Compartment], if you wish, but more can't be added.
In addition, this [Component] doesn't contribute to [Multi-Component Tax]. When calculating your [Multi-
Component Tax], don't count this [Component].
Furthermore, count the number of duplicate [Compartments], in the same manner as you calculate [Multi-Component Tax]. Consult the [Multi-Component Tax Table] with this total and reduce the [Vehicle's] [Speed] by the amount listed, instead of [Systems]. This is calculated independantly of [Multi-Component Tax].
Example: If a [Vehicle] has 4 [Compartments], the total number of duplicate [Compartments] is 3. Upon consulting the [Multi-Component Tax Table], the [Tax] for 3 duplicates, on a [Class] 1 [Vehicle], is 4. So therefore the [Vehicle's] [Speed] is reduced by 4 and will require a [Movement Type] with Speed of at least 5 to be a fully functioning [Vehicle].
Ash's Aside: If a Vehicle is destroyed, or a Crew wishes to fully overhaul their vehicle, then it may be possible for them to spend a few cycles, or more, adding more Compartments or rebuilding it from scratch as basically a new Vehicle with some recycled parts. The intention of this rule is to stop crews from tacking on additional Compartments willy-nilly. If they do decide to overhaul their vehicle from the chassis up, it should be a carefully considered choice, as it may leave them stranded or grounded for quite some time. This can be a particularly vulnerable position for a spacer to find themselves in.
