[FM043] Cold Space Vehicle Design Guide.pdf

(413 KB) Pobierz
Vehicle Design Guide
by clash bowley
905663640.003.png 905663640.004.png 905663640.005.png 905663640.006.png 905663640.001.png 905663640.002.png
 
Vehicles in the Cold Space game are of necessity mostly based on the vehicles in our
world. Any vehicle which existed in our world would be available in Cold Space at the
same approximate time. In the back of this Guide are examples of such vehicles from the
real world with their real statistics. With this guide, however, you can create new vehi-
cles just for Cold Space, using the example vehicles as guidelines.
How it works
In this guide, the vehicles you create are variations on the standard types, which have
varying parameters which you control. These parameters can be modified, so long as
any collective increase is covered by an equal decrease in the other parameters collec-
tively. Here are the basic vehicle parameters.
Basic Vehicle Parameters:
Range
Range is how far the vehicle can travel at cruising (not top) speed without refueling.
Each step is a 10% change in the initial listed range. Each step costs one more point than
the step before, and each step is counted separately.
For example:
10% change = 1 step
20% change = 2 steps+1 step = 3 steps
30% change = 3 steps + 2 steps + 1 step = 6 steps
40% change = 4 steps + 3 steps + 2 steps + 1 step = 10 steps
Increases in range are positive steps, and decreases in range are negative steps.
Mass
Mass is the vehicle’s resistance to change in velocity. Mass is identical to weight at one G
acceleration. Each step is a 10% change in the initial listed range. Each step costs one
more point than the step before, and each step is counted separately.
For example:
10% change = 1 step
20% change = 2 steps+1 step = 3 steps
30% change = 3 steps + 2 steps + 1 step = 6 steps
40% change = 4 steps + 3 steps + 2 steps + 1 step = 10 steps
Decreases in mass are positive steps, and increases in mass are negative steps.
Mounted Weaponry
Mounted weaponry are the weapons which are part of the vehicle, as opposed to towed
or carried weapons. Each type of weapon and mount is worth a differing amount of
points. The following are viable weapon types and mounts:
Weapon Types
Light Machine Gun (app .30 cal/7.62 mm)
+25 dam/rnd
WF 1 1 step
Heavy Machine Gun (app .50 cal/12.7 mm
+40 dam/rnd
WF 2
2 steps
Mini Gun (small motorized gatling gun)
+25 dam/rnd
WF 2
2 steps
Light Autocannon (app 20 mm)
+80 dam/rnd
WF 4
4 steps
Heavy Autocannon (app 40 mm)
+160 dam/rnd
WF 8
8 steps
Light Cannon (app 75 mm)
+190 dam/rnd
WF 10 10 steps
Medium Cannon (app 100 mm)
+380 dam/rnd
WF 20 20 steps
Heavy Cannon (app 120 mm
+570 dam/rnd
WF 30 30 steps
Bomb (25 kg/factor)
+20 dam/factor
1 step/factor
Rocket (25 kg/factor)
+10 dam/factor
1 step/factor
Missile (33 kg/factor)
+10 dam/factor
1 step/factor
Mount Types
Fixed Mount - fires in one direction Steps = 0 X Weapon Type Steps
Limited Traverse - 30 degree arc of fire Steps = 0.25 X Weapon Type Steps
Turret - 360 degree arc of fire Steps = 0.5 X Weapon Type Steps
Ball Turret - 360 degree hemispherical arc of fire Steps - 1 X Weapon Type Steps
Example:
Heavy machinegun on a turret mount = 2 steps + (2 X 0.5 = 1 step) = 3 steps
Light cannon in a turret mount = 10 steps + (10 X 0.5 = 5 steps) = 15 steps
Mini-gun in a Ball Turret mount = 2 steps + (2 X 1 = 2 steps) = 4 steps
Removing weapons gives negative steps
Adding weapons gives positive steps
Mounted Weapon Accuracy
Each +1 in accuracy is worth 5 steps. Increasing accuracy gives positive steps. Decreasing
accuracy gives negative steps.
Armor
Each point of Armor (AP) is worth 5 steps. Increasing AP gives positive steps. Decreas-
ing AP gives negative steps.
Speed
Speed applies to both cruising and maximum speed. Increasing the Speed gains positive
steps, while decreasing the speed gains negative steps.
Each +5% gains +1 step. Each -5% gains -1 steps.
Carrying Capacity
Carrying Capacity is the ability of the vehicle to carry mass over and above its own mass.
Increasing the Carrying Capacity gains positive steps, while decreasing the carrying
Capacity gains negative steps. Carrying Capacity is rated in percent of the vehicle’s total
mass
Each +1% gains +1 step. Each -1% gains -5 steps.
Maneuverability
Maneuverability is the bonus or penalty to the Driving skill for everything except planes.
Planes are rated in a number of G’s the vehicle can take in a maneuver.
Planes:
Each G is worth 10 steps. Increases in G-rating are positive steps, decreases are negative
steps.
Everything Else:
Each percentage point is worth one step. Increasing the Maneuverability is a positive
step, while decreasing the Maneuverability is a negative step.
Simplicity
Simplicity is the bonus or penalty to a skill check to repair the vehicle. Each percentage
point of Simplicity is one step. Increasing the Simplicity is a negative step, while decreas-
ing the Simplicity is a positive step.
Terrain Rating
Terrain Rating is a rating of the type of terrain the vehicle can traverse. Each category
between the start and end condition must be gone through. Each change in category will
cost the higher of the two listed step costs. Changes in the rougher direction are positive
Steps, while changes in the smoother direction are negative Steps.
Terrain Rating
Step Cost
City/Highway
0 Steps
Country Road
5 Steps
Smooth Unsurfaced
10 Steps
Rough Unsurfaced
20 Steps
Very Rough Unsurfaced
40 Steps
For Example:
Change from Country Road to Rough Unsurfaced: Country Road to Smooth Unsurfaced
= 10 Steps. Smooth Unsurfaced to Rough Unsurfaced = 20 Steps. 10+20 = 30 Steps total.
Cost
Cost is the monetary price for buying the vehicle. Each step is 10% of the base cost. Low-
ering the Cost is a negative step, while raising the Cost is a positive step.
Modifying a Basic Vehicle
Select the basic weapon from the list in the book. Let us use, as an example, an Army
Jeep. From the list at the back of the book, a Jeep’s parameters are:
Range:
550 km
Mass:
1000kg
Mounted Weaponry:
None
MW Accuracy:
0%
Armor:
0 AP
Speed:
95 kph max/65 kph cruise
Carrying Capacity:
33%
Maneuverability:
+0%
Simplicity
+20%
Terrain Rating
Rough Unsurfaced
Cost:
$1000 (Surplus)
The first Variation we will make is Ford’s Model 44 GPV. First we will arm the vehicle
with a heavy machinegun in a pintle (turret) mount. This will be +3 Steps. Next we will
increase the Range by 20% to 660 km. This will cost +3 Steps. Then we will put some light
armor on it to 2 AP for +10 Steps. This is a total of 16 Steps so far. Next, we will increase
the Mass by 30% to 1300 kg for -6 Steps, bringing us down to +10 Steps. We’ll increase the
Cost by 50% to $1500 for -5 Steps, bringing us to +5 Steps. Last, we will decrease the
Speed by 25% to71/49 kph for another -5 Steps, balancing us out. Here are the new Stats:
1949 Ford Model 44 GPV
Range:
660 km
Mass:
1300kg
Mounted Weaponry:
Pintle mounted Heavy Machine Gun - 2 WP
MW Accuracy:
0%
Armor:
Light Armor - 2 AP
Speed:
71 kph max/49 kph cruise
Carrying Capacity:
33%
Maneuverability:
+0%
Simplicity
+20%
Terrain Rating
Rough Unsurfaced
Cost:
$1500 (Surplus)
The Ford GPV was built for light scouting duties in rough terrain. It’s pintle mounted
HMG gives it a punch, and the light armor protects it from small arms fire. Built on a
Jeep chassis, the GPV has a diesel engine rather than a gasoline engine, and a larger fuel
tank. While heavier and slower than a Jeep, the GPV is well liked for its rugged simplic-
ity and general utility.
Zgłoś jeśli naruszono regulamin