:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: : Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code : :RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to : : 1000's of text files : music, Fiction, :InterNet : (810) after : : No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 : :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: =======================> GET FUDGE-VEHIC.RULES Getting File: SERVER:[GRASS]FUDGE-VEHIC.RULES;1 X-NEWS: wharton rec.games.frp.misc: 21606 Path: netnews.upenn.edu!newsserver.jvnc.net!howland.reston.ans.net!wupost!waikato.ac.nz!comp.vuw.ac.nz!acheron.amigans.gen.nz!alien From: alien@acheron.amigans.gen.nz (Ross Smith) Newsgroups: rec.games.frp.misc Subject: Vehicle design system Message-ID: Date: 7 Jul 93 12:42:53 GMT Organization: Kzinti Diplomatic Corps. Let's do lunch. Lines: 767 This is a vehicle design system I've been working on (and off) for a while; I'm posting this preliminary version in hopes of some useful ideas. It's intended to be compatible with any modern or SF RPG, although it was designed with FUDGE especially in mind. I'll post the accompanying vehicle combat system later. --------------------------------------------------------------------------- GENERIC VEHICLE DESIGN SYSTEM ----------------------------- Version 1.00 (7-Jul-93) Copyright 1993 by Ross Smith alien@acheron.amigans.gen.nz CONTENTS -------- V1. Introduction V2. Technology V3. Vehicle types V4. Vehicle design V4.1. Hull V4.2. Engines V4.3. Sensors V4.4. Artificial intelligence V4.5. Accommodation V4.6. Defensive systems V4.7. Weapons V5. Performance V6. Sample designs V6.1. Ground car V6.2. Main battle tank V6.3. Fighter jet V6.4. Scout ship V1. INTRODUCTION ----------------- This is intended to be a fairly simple, general purpose vehicle design system. It is not intended to substitute for the more elaborate and detailed systems found in games like GDW's MEGATRAVELLER, RTG's MEKTON II, or SJG's CAR WARS; instead, it's intended for quickly designing vehicles and determining their general capabilities. A reasonable amount of good judgement on the designer's and GM's part is taken for granted. If you or your players have ever said something along the lines of, `Quick, give me a rough idea of what that car/aeroplane/spaceship can do, so I can get on with the roleplaying,' this may be worth a look. If, on the other hand, you're into highly detailed vehicle or spaceship design, and like spending hours fiddling about with options until you get just what you want, you probably won't like this system; I suggest you try one of the games mentioned above. The term `vehicle' is meant in the most general sense possible; basically, any kind of self-powered, mobile machine, specifically including ground vehicles, robots, mecha, aircraft, and spacecraft (water craft may be added to a future version). My objective here was to come up with a system that could be used to design anything from R2-D2 to the Death Star. The system was designed with FUDGE in mind, but it should be easy to adapt it to the mechanics of almost any RPG. An accompanying vehicle/spacecraft combat system (FUDGE compatible) will be posted once I get the details worked out. This will explain things like the armour ratings and the `Agility' parameter, and will expand on the fairly sketchy list of weapon stats given here. This is a provisional version, and will be posted to rec.games.frp.misc in the hope of receiving constructive comments (given the nature of the Net, non-constructive comments can probably be taken for granted). Comments should either be mailed to me (my address is given above), or posted to rec.games.frp.misc. Although I retain copyright on it, this file may be distributed freely provided no changes are made. In particular, Steffan O'Sullivan can include it in the FUDGE archives if he likes, although I wouldn't recommend it until I've had a chance to make at least one update based on comments from the Net. A NOTE ON UNITS: Metric units are used throughout. Masses are in kilograms (kg), tonnes (t = 1000 kg), kilotonnes (kt = 1000 t), and megatonnes (Mt = 1000 kt). Prices for vehicle components are given in dollars, in the interests of being as `generic' as possible; these are intended to be equated (more or less) to present-day US dollars. In SF universes, of course, these should be converted to whatever currency units your interstellar society uses. I may revise the price scale significantly in a future version; the present one tends to give unrealistically low prices for some vehicles, especially military aircraft. V2. TECHNOLOGY --------------- The following scale of technology levels is used. Note that all vehicles designed under these rules are assumed to have a minimum technology level of 6 (20th century equivalent). Level Description Period Technology ----- ------------ ----------------- ---------------------------------- I Stone Age Before 8000 BC Stone tools, fire, bow and arrow II Bronze Age 8000 - 1200 BC Metals, wheels, writing, ships III Classical 1200 BC - 1400 AD Iron, steel, armour, catapults IV Renaissance 1400 - 1700 AD Printing, guns, sailing ships V Industrial 1700 - 1900 AD Railways, steamships, telegraph VI 20th Century 1900 - 2000 AD Computers, aircraft, fission power VII Cyberpunk 2000 - 2100 AD ? Fusion power, cyberspace, nanotech VIII Interstellar 2100 AD - ? FTL travel, gravity control IX Dysonian ? Matter transmitter, megastructures X Unknown ? Time travel? V3. VEHICLE TYPES ------------------ Vehicles are divided into three broad classes and ten specific types. GROUND VEHICLES comprise wheeled vehicles, tracked vehicles, hovercraft, and mecha (which also includes human-size robots). See below for transformable mecha rules. AIRCRAFT comprise fixed-wing aircraft (conventional aeroplanes, which may or may not have vertical take-off capability), helicopters, and antigravity craft. SPACECRAFT comprise aerospaceplanes (or ASPs, capable of aerodynamic flight as well as space travel), re-entry vehicles (capable of landing on and taking off from a planetary surface vertically, but not of aerodynamic flight), and orbital vehicles (space-only craft not capable of landing on anything larger than the Moon). Note that these rules are not intended to cover the primitive, chemically propelled spacecraft of the late 20th century. The following table gives the basic parameters of each of the ten types of vehicle. `TL' is the minimum technology level required to build a vehicle of that type; `Max mass' is the maximum size of such a vehicle; `Hull mass' is the mass of the vehicle's basic hull, as a percentage of the vehicle's total mass; `Hull cost' is the cost of the hull (expressed as dollars per tonne of hull mass, not total vehicle mass); `Basic speed', `Basic range', `Agil mod' (agility modifier), and `DC mod' (damage capacity modifier) will be explained below (see under `Performance'). Vehicle TL Max Hull Hull Basic Basic Agil DC type mass mass cost speed range mod mod ------------------- -- -------- ---- ------- -------- ------ ---- --- Ground vehicles Wheeled vehicle 6 200 t 25% $5000/t 60 km/h 300 km -3 0 Tracked vehicle 6 1000 t 30% $5000/t 40 km/h 200 km -5 0 Hovercraft 6 10,000 t 30% $10k/t 60 km/h 150 km -1 0 Mecha 7 1000 t 30% $20k/t 60 km/h 200 km +1 0 Aircraft Fixed-wing 6 1000 t 20% $20k/t 600 km/h 200 km +3 0 Helicopter 6 100 t 15% $20k/t 150 km/h 50 km +7 -1 Grav craft 8 -- 15% $40k/t 300 km/h 100 km +7 0 Spacecraft Aerospaceplane 7 1000 t 20% $40k/t 600 km/h -- +3 +1 Re-entry vehicle 7 10,000 t 15% $40k/t 150 km/h -- -1 +1 Orbital vehicle 7 -- 10% $20k/t -- -- -1 -1 V4. VEHICLE DESIGN ------------------- V4.1. HULL V4.1.1. BASIC HULL The vehicle's hull consists of the basic chassis or airframe, plus external skin and superstructure (not including special features such as armour), plus basic communication equipment (two-way radio), as well as any components relevant to the specific vehicle type -- wheels, tracks, wings, rotor blades, re-entry shielding, etc. The mass and cost of the hull varies with vehicle type; refer to the table above. V4.1.2. SPECIAL HULL FEATURES AMPHIBIOUS CAPABILITY: This gives vehicles the ability to travel on water (or, for aircraft and spacecraft, the ability to take off and land on water), as well as on land. Amphibious adaptations take up 2% of the vehicle's mass and cost $10,000 per tonne. Tech level 6. JUMP JETS: These give an aircraft the ability to take off and land vertically. On ground vehicles, they give the ability to make short airborne hops to cross difficult terrain (or roadblocks). Jump jets are mandatory on re-entry vehicles. Mass is 5% of the vehicle; cost is $10,000 per tonne. Tech level 6. TRANSFORMATION CAPABILITY: This gives a vehicle (usually a mecha) the ability to change shape between two (or more) different vehicle types. The transformation gear itself takes up 5% of the vehicle's mass for each additional form, and costs $20,000 per tonne. When designing a transformable vehicle, calculate the mass and cost of the basic hull separately for each of the different forms; the actual hull mass is the greatest of the different types, while the hull cost is the total of all the different costs. Tech level 8. HANDS: Mecha may be given human-like (or non-human-like, if you prefer) hands; each hand takes up 2.5% of the vehicle's mass and costs $20,000 per tonne. Tech level 7. BIOFORM: This is an external pseudo-organic covering, normally applied only to human-sized androids, which makes a robot indistinguishable (at least in appearance) from a living creature; a medical examination would be required to tell the difference. Mass is 1% of the total; cost is $1000 per kilogram. Tech level 8. V4.2. ENGINES V4.2.1. MAIN POWER PLANT The main power plant may be one of three types: conventional engines (chemical power, which includes everything from piston engines to jets), fusion reactors, and mass-conversion reactors. The mass and cost of a power plant depend on the type and the `power rating', which determines the vehicle's speed and agility. Hovercraft, helicopters, ASPs, and re-entry vehicles must have a power rating at least equal to the vehicle's mass in tonnes; all other types must have a PR of at least one-fifth of the vehicle's tonnage (unless they are fitted with jump jets, in which case the PR must be at least half the tonnage). Spacecraft must have fusion or mass-conversion engines. CONVENTIONAL ENGINES produce 20 PR points per tonne, and cost $10,000 per tonne. Tech level 6. FUSION REACTORS produce 40 PR points per tonne, and cost $60,000 per tonne. Tech level 7. MASS-CONVERSION REACTORS produce 40 PR points per tonne, and cost $120,000 per tonne. Tech level 8. V4.2.2. FTL DRIVES Interstellar vessels will require a faster-than-light (FTL) drive in addition to the normal (sublight) engine. The details of this will vary enormously depending on the type of SF universe you want to build; the description given here is only a suggestion. FTL drives come in four types. The basic Mark I is also called the `one-shot' drive, since it is intended for emergency use only, and is fitted to lifeboats and sometimes as a backup drive for larger ships. It is normally capable of only one FTL jump before it must be replaced, although a skilled engineer might be able to coax a second one out of it. Maximum FTL speed is one quarter of a light-year per day. Most ships are fitted with a Mark II, III, or IV drive, which can be used for as long as they're kept in good repair, and give speeds of one-half, one, and two light-years per day, respectively. The Mark II is used in most commercial vessels; the Mark III is used in the faster commercial vessels and most military vessels; and the Mark IV is used in the fastest warships, couriers, and racing yachts. A Mark I drive takes up 2% of the ship's mass, with a minimum of one tonne, and costs $10,000 per tonne. Mark II, III, and IV drives take up 2%, 4%, and 8% of the ship's mass (minimum of 2, 4, and 8 tonnes), respectively, and all cost $40,000 per tonne. All FTL drives are tech level 8. Note that Marks II, III, and IV are effectively interchangeable. You can take, say, a Mark III drive out of a 1000-tonne ship, fit it into a 2000-tonne ship, and it will act as a Mark II; if you fit it into a 500-tonne ship, it will act as a Mark IV. This does not apply to Mark I drives, and cannot be used to shift the effective rating below Mark II or above Mark IV (in the example given, the drive would act as a Mark IV in ships of anything up to 500 tonnes, a Mark III in ships of 501 to 1000 tonnes, a Mark II in ships of 1001 to 2000 tonnes, and would not function at all in a ship of more than 2000 tonnes). V4.2.3. FUEL You should set aside a percentage of the vehicle's mass as fuel tankage. The amount of fuel will be determined by the range you want the vehicle to have. GROUND VEHICLES AND AIRCRAFT: For conventionally powered vehicles, range equals the basic range (from the vehicle type table) times the fuel percentage. For fusion powered vehicles, 1% of the vehicle's mass in fuel gives effectively unlimited range. For mass-conversion powered vehicles, forget about fuel; a negligible amount gives unlimited range. SPACECRAFT: 10% of the ship's mass (if fusion powered) or 1% (if mass-conversion powered) gives enough energy for ten round trips between a planet's surface and orbit, or one interplanetary journey (at about one astronomical unit per day), or one FTL jump. V4.3. SENSORS Ground vehicles and aircraft need not be fitted with any kind of sensor suite, but all spacecraft require one. Sensors come in three levels of sophistication: civilian, military, and reconnaissance. CIVILIAN STANDARD SENSORS provide the most basic functions required for navigation and weather avoidance. They are roughly equivalent to the radar sets and navigation beacon receivers found on most present-day airliners and business jets. Civilian sensors take up 2% of the vehicle's mass and cost $25,000 per tonne. MILITARY STANDARD SENSORS provide more advanced radar functions such as target tracking, and also include other types of sensor such as infrared search and tracking equipment, laser rangefinders and target designators, and encrypted communications gear. At higher tech levels, it would include sensors for such things as gravitational radiation, neutrino emissions, and possibly FTL signals (if your universe includes such things). Mass is 4% of the vehicle; cost is $75,000 per tonne. RECONNAISSANCE STANDARD SENSORS basically include long-range, high-resolution versions of every kind of sensor that the local technology can produce. In present-day terms, this is equivalent to the kind of sensors fitted to AWACS aircraft or spy satellites. Mass is 8% of the vehicle's mass; cost is $150,000 per tonne. All three types of sensor suite are available at tech level 6; of course, they increase in sophistication enormously with each tech level (and, to some extent, with the size of the vehicle). V4.4. ARTIFICIAL INTELLIGENCE Any vehicle can be programmed with artificial intelligence, although of course it's normally associated with human-sized robots. No mass is taken up (vehicles of the appropriate tech level will have fairly sophisticated embedded computers anyway, and the extra chips required are negligible in size; the addition of AI is mainly a matter of software rather than hardware). The intelligence levels listed here are intended to be equated to the trait levels in FUDGE. Intelligence Tech Cost Typical level level equivalent ------------- ----- ----- ------------------- -10 6 $5000 Insect -9 7 $10k Fish -8 7 $15k Reptile, most birds -7 7 $20k Horse, smart birds -6 7 $30k Cat -5 7 $40k Wolf, smart dog -4 7 $50k Chimp, gorilla -3 (terrible) 8 $100k Human moron -2 (poor) 8 $150k Dim human -1 (mediocre) 8 $200k Dim human 0 (fair) 8 $250k Average human +1 (good) 8 $300k Smart human +2 (great) 8 $400k Smart human +3 (superb) 8 $500k Human genius +4 9 $1M Superhuman +5 9 $2M Superhuman +6 9 $4M Superhuman +7 10 -- Superhuman +8 10 -- Superhuman +9 10 -- Superhuman V4.5. ACCOMMODATION V4.5.1. COCKPITS For most vehicles, each crew member must have their own cockpit. This includes a seat, provision for external view (windows, video monitor, virtual reality gear, cyberlink, or whatever else is appropriate to the vehicle type and technology level), whatever controls are necessary for that crew member's function, and (if the vehicle's role requires it) an airtight seal and oxygen supply. Each cockpit has a mass of half a tonne (including the occupant) and costs $5000, plus an extra $10,000 if you want to fit it with an ejection seat. A cockpit may be occupied for up to 12 hours under normal conditions, or up to a week under emergency conditions (but the occupant would suffer a fatigue penalty after the first 12 hours). Ground vehicles and aircraft with single-person crews can do without a cockpit if you choose, but a passenger seat (see below) must still be provided for the driver or pilot, and the seat is considered to be exposed to the open air (like a motorcycle); the occupant is not protected by the vehicle's armour, and must wear a full vacuum suit if the vehicle is to operate outside Earth-normal conditions. Vehicles without a cockpit may not have any kind of sensor suite, and must not have a maximum speed higher than 250 km/h. V4.5.2. PASSENGER SEATS Each passenger seat has a mass of 125 kilograms (including the passenger) and costs $500. Note that passenger seats used for passengers (as opposed to one substituting for a cockpit) are protected by the vehicle's armour and atmospheric seal in the normal way. Passenger seats may be occupied for the same period of time as crew cockpits. V4.5.3. CABINS For long-distance travel, each occupant of the vehicle requires a cabin, which provides life support and living space for as long as the vehicle continues to function. Standard cabins have a mass of 2 tonnes and cost $5000, and provide accommodation for one crew member or economy-class passenger. Luxury cabins have a mass of 4 tonnes and cost $25,000, and provide accommodation for one first-class passenger. Note that, although the mass and cost of cabins is calculated on an individual basis, this does not necessarily mean that the vehicle's accommodation is actually divided into individual rooms. Cabins may be combined into double or larger units; however, this is purely a question of internal layout, and has no effect on the design process in terms of mass and cost. V4.5.4. ESCAPE PODS Most spacecraft (and some aircraft) are fitted with emergency escape pods. These provide life support for two people for two weeks, and are fitted with small manoeuvring jets (capable of initiating re-entry from orbit around a planet, or possibly of reaching a nearby planet from interplanetary space if you're lucky), a re-entry shield and parachutes, a two-way radio, an emergency beacon, and an inflatable raft (the pod itself will also float). There is also a survival kit containing food for two people for a month (assuming an oxygen atmosphere and a water supply), water purification equipment, and a medical kit. They can hold four people if you're really desperate, at the cost of overloading the life support system (reducing endurance to two days), fatigue penalties all round, and a very rough landing (severe risk of injury). Each escape pod has a mass of half a tonne and costs $10,000. Tech level 7. V4.6. DEFENSIVE SYSTEMS V4.6.1. ARMOUR Armour is rated as light, medium, heavy, or various grades of extra-heavy. As a rough guide, a present-day armoured personnel carrier will have light or medium armour, a light tank will have medium or heavy armour, and a main battle tank will have XH1 or XH2 armour. No modern vehicle has XH3 armour, but it's included for use in SF vehicles. Refer to the table below for the mass of a vehicle's armour (percentage of the vehicle's mass); all armour costs $5000 per tonne. Tech level 6. Armour type Mass --------------- ---- Light 2.5% Medium 5% Heavy 10% Extra-heavy I 20% Extra-heavy II 30% Extra-heavy III 40% V4.6.2. SHIELD GENERATORS These are high-tech systems which generate a `force field' around the vehicle, providing the equivalent of armour protection. A shield is equivalent to extra-heavy armour of the same numerical rating; for example, a level II shield is equivalent to XH2 armour. Refer to the table below for mass; cost is $50,000 per tonne. Tech level 8. Shield type Mass ----------- ---- Level I 4% Level II 8% Level III 12% Level IV 16% V4.6.3. ELECTRONIC WARFARE SUITE An EW suite includes jamming equipment which can interfere with an enemy's sensors and weapons guidance. It takes up 2% of the vehicle's mass and costs $500,000 per tonne. Available at tech level 6; EW suites built at higher tech levels are more sophisticated. An EW suite is virtually useless against sensors of a higher TL, and is more effective against sensors of a lower TL. V4.6.4. STEALTH A vehicle's external skin may be treated or modified in order to reduce its detectability. Stealth adds only to the vehicle's cost, not the mass. LEVEL I STEALTH: The skin is covered with a material which absorbs visible light (giving it a black or grey colour), infrared radiation, and radar signals. This is the equivalent of a present-day stealth aircraft. Cost is $10,000 per tonne of vehicle mass. Tech level 6. LEVEL II STEALTH: The skin can change colour, pattern, and radar and infrared characteristics, in accordance with the decisions of the on-board computer (or the pilot) as to what would provide the optimum camouflage at any moment. This is often referred to as a `chameleon coat' (and is more or less equivalent to the `mimetic polycarbon' described in William Gibson's novels). Cost is $30,000 per tonne of vehicle mass. Tech level 7. LEVEL III STEALTH: In the most advanced form of stealth, the vehicle's skin incorporates a nanotechnology-derived hologram system, which can project a three-dimensional image of the vehicle's surroundings onto its surface, giving something close to genuine invisibility (effective against infrared as well as visible light; the effect on radar is only slightly better than level II stealth). The image is not perfect; it's difficult to follow sharp edges and intricate curves in the shape, especially if the vehicle is moving (the result is something like the effect in the `Predator' movies). Cost is $100,000 per tonne of vehicle mass. Tech level 8. V4.6.5. TRACTOR BEAM A device which uses gravity-control technology to produce a narrow beam of attractive or repulsive force. It can exert a maximum force equal to 1 per cent of the ship's own drives (e.g. a tractor beam fitted to a ship of 1000 tonnes, with a drive capable of 5 G, could accelerate 10 tonnes at 5 G, or 50 tonnes at 1 G, or whatever). Mass is 2% of the ship's mass; cost is $50,000 per tonne. V4.6. WEAPONS Obviously the details of which weapons are available and what their capabilities are will be highly universe-dependent; the fairly generic list presented here is just a suggestion, and is intentionally short on detail. GMs are encouraged to expand it to their heart's content! `TL' is the technology level required to build the weapon. `Mass' is the mass of one weapon, not including ammunition; for some weapons this is expressed as a percentage of the vehicle's total mass. `Cost' is the cost of the weapon. `Ammo' and `A/C' are the mass and cost of one round of ammunition. `Range' is the maximum range. `DM' is the damage modifier; for melee weapons this is based on the mecha's strength (see below, under `Performance'). For rocket or missile weapons, the mass and cost refer to one missile or expendable multiple rocket pack. Melee weapons can only be fitted to mecha. A note on modern equivalents: a machine gun is intended to equate (roughly) to a 12.7mm heavy MG, a light autocannon to a 25mm cannon, a medium autocannon to a 50mm cannon, and a heavy autocannon to a 75mm cannon. A tank gun has a calibre of around 120mm, a howitzer about 155mm. Among the missiles, the anti-tank missile is roughly equivalent to a heavy ATGM such as Hellfire, the anti-aircraft missile is something like a Sparrow or AMRAAM, the tactical missile is something like a Maverick, and the long-range missile is something like a Tomahawk. Weapon TL Mass Cost Ammo A/C Range DM ------------------------ -- ------ ------ ------ ---- ------- ---- Projectile weapons Machine gun 6 100 kg $2000 0.5 kg $1 1 km +6 Light autocannon 6 500 kg $10k 2 kg $4 1 km +12 Medium autocannon 6 1 t $20k 5 kg $10 1.5 km +15 Heavy autocannon 6 2 t $40k 20 kg $40 2 km +18 Tank gun 6 4 t $80k 50 kg $100 3 km +21 Howitzer 6 10 t $200k 100 kg $200 20 km +24 Flame weapons Flamethrower 6 250 kg $5000 -- -- 150 m +9 Heavy flamethrower 6 2 t $40k -- -- 500 m +15 Energy weapons Laser gun 7 500 kg $25k -- -- 10 km +14 Heavy laser gun 7 2 t $100k -- -- 50 km +20 Laser cannon 7 5 t $250k -- -- 250 km +23 Plasma gun 8 2 t $100k -- -- 1 km +21 Heavy plasma gun 8 5 t $250k -- -- 5 km +24 Plasma cannon 8 20 t $1M -- -- 25 km +27 Rocket weapons Multiple rocket pack 6 250 kg $1000 -- -- 5 km +21 Anti-tank missile 6 100 kg $2000 -- -- 5 km +24 Anti-aircraft missile 6 250 kg $5000 -- -- 25 km +27 Tactical missile 6 1 t $20k -- -- 100 km +30 Long range missile 6 5 t $100k -- -- 1000 km +33 Melee weapons Claws 6 2% $10k/t -- -- -- ST+1 Sword 6 2% $10k/t -- -- -- ST+3 Power sword 8 4% $50k/t -- -- -- ST+6 Chainsaw 6 4% $20k/t -- -- -- ST+6 V5. PERFORMANCE ---------------- The basic parameter that determines performance is the power to mass ratio (PMR), equal to the engine's power rating divided by the vehicle's mass in tonnes. This is used to calculate the maximum speed, acceleration (spacecraft only), field length (non-VTOL aircraft only), and agility. Calculation of maximum range is explained above, under `Fuel'. Speed = Basic speed * PMR Acceleration = 2 * PMR Field length = Basic field length / PMR Agility = (5 * PMR) + Agility modifier (1) + Agility modifier (2) Damage capacity = Basic damage capacity + DC modifier Basic speed, agility modifier 1, and DC modifier are given on the table of vehicle types. Basic field length, agility modifier 2, and basic damage capacity are determined from the vehicle's mass. Agility should be rounded down to an integer (e.g. 2.5 rounds down to 2; -2.5 rounds down to -3). Mecha also have a strength parameter; this is simply equal to the basic damage capacity for the mecha's mass. The irregularities in the DC scale in the 100 to 500 kilogram range represent a `fudge factor' to make my vehicle combat system reasonably consistent with FUDGE. Vehicle Agility Field mass modifier length ------- -------- ------ <100 kg 0 50 m 100+ kg -1 50 m 300+ kg -2 100 m 1+ t -3 250 m 3+ t -4 750 m 10+ t -5 2000 m 30+ t -6 3000 m 100+ t -7 4000 m 300+ t -8 5000 m 1+ kt -9 6000 m 3+ kt -10 -- 10+ kt -11 -- 30+ kt -12 -- 100+ kt -13 -- 300+ kt -14 -- 1+ Mt -15 -- Vehicle Damage Vehicle Damage Vehicle Damage mass capacity mass capacity mass capacity ------- -------- ------- -------- ------- -------- 10+ kg -2 10+ t +20 10+ kt +38 15+ kg -1 15+ t +21 15+ kt +39 20+ kg 0 20+ t +22 20+ kt +40 30+ kg +1 30+ t +23 30+ kt +41 50+ kg +2 50+ t +24 50+ kt +42 70+ kg +3 70+ t +25 70+ kt +43 100+ kg +4 100+ t +26 100+ kt +44 150+ kg +6 150+ t +27 150+ kt +45 200+ kg +8 200+ t +28 200+ kt +46 300+ kg +10 300+ t +29 300+ kt +47 500+ kg +12 500+ t +30 500+ kt +48 700+ kg +13 700+ t +31 700+ kt +49 1+ t +14 1+ kt +32 1+ Mt +50 1.5+ t +15 1.5+ kt +33 2+ t +16 2+ kt +34 3+ t +17 3+ kt +35 5+ t +18 5+ kt +36 7+ t +19 7+ kt +37 V6. SAMPLE DESIGNS ------------------- V6.1. GROUND CAR Description and performance Type : Wheeled vehicle Tech level : 6 Mass : 2 tonnes Cost : $12,000 Speed : 180 km/h Range : 600 km Agility : +9 Damage capacity : +16 Breakdown Hull : 500 kg @ $2500 Powerplant (conv, PR 6) : 300 kg @ $3000 Fuel : 40 kg @ n/a Cockpit : 500 kg @ $5000 Passenger (3) : 375 kg @ $1500 Cargo : 285 kg @ n/a V6.2. MAIN BATTLE TANK Description and performance Type : Tracked vehicle Tech level : 6 Mass : 50 tonnes Cost : $451,500 Speed : 60 km/h Range : 400 km Agility : -4 Damage capacity : +24 Breakdown Hull : 15 t @ $75,000 Powerplant (conv, PR 75) : 3.75 t @ $37,500 Fuel : 1 t @ n/a Sensors (mil) : 2 t @ $150,000 Cockpit (4) : 2 t @ $20,000 Armour (XH2) : 15 t @ $75,000 Machine gun (3) : 300 kg @ $6000 MG ammo (3000 rds) : 1.5 t @ $3000 Tank gun : 4 t @ $80,000 TG ammo (50 rds) : 2.5 t @ $5000 Cargo : 2.95 t @ n/a V6.3. FIGHTER JET Description and performance Type : Fixed-wing aircraft Tech level : 6 Mass : 20 tonnes Cost : $629,500 Speed : 2400 km/h Field length : 500 m Range : 2000 km Agility : +18 Damage capacity : +22 Breakdown Hull : 4 t @ $80,000 Powerplant (conv, PR 80) : 4 t @ $40,000 Fuel : 2 t @ n/a Sensors (mil) : 800 kg @ $60,000 Cockpit : 500 kg @ $5000 Ejection seat : n/a @ $10,000 Armour (lt) : 500 kg @ $2500 EW suite : 400 kg @ $200,000 Stealth (lev 1) : n/a @ $200,000 Light AC : 500 kg @ $10,000 LAC ammo (500 rds) : 1 t @ $2000 AA missile (4) : 1 t @ $20,000 Cargo : 5.3 t @ n/a V6.4. SCOUT SHIP Description and performance Type : Re-entry vehicle Tech level : 8 Mass : 100 tonnes Cost : $7,010,000 Speed : 750 km/h Acceleration : 10 G Agility : +17 Damage capacity : +27 Breakdown Hull : 15 t @ $600,000 Powerplant (M/C, PR 500) : 12.5 t @ $1,500,000 Fuel : 10 t @ n/a Amphibian : 2 t @ $20,000 Jump jets : 5 t @ $50,000 FTL drive (mk 3) : 4 t @ $160,000 Sensors (recon) : 8 t @ $1,200,000 Cockpit (4) : 2 t @ $20,000 Std cabin (8) : 16 t @ $40,000 Escape pod (4) : 2 t @ $40,000 Shield gen (lev 1) : 4 t @ $200,000 EW suite : 2 t @ $1,000,000 Stealth (lev 2) : n/a @ $2,000,000 Laser gun (4) : 2 t @ $80,000 Tac missile (5) : 5 t @ $100,000 Cargo : 10.5 t @ n/a --------------------------------------------------------------------------- -- ... Ross Smith (Wanganui, New Zealand) ... alien@acheron.amigans.gen.nz ... "Use of unnecessary violence in the apprehension of the Blues Brothers has been approved."