d20 Modern / Future Vehicle Construction

Post/Author/DateTimePost
#1

nix4

Jul 23, 2008 9:59:39
Being a fan of construction rules I tore apart a few d20 cars and came up with a set of rules for building a vehicle.

These are a first draft and these rules haven't been tested so I'm submitting them here for feedback before I go testing them in its final form.

Some of you may recognize the game system I based this off of :D

http://sites.google.com/site/d20futurecampaign/new-d20-rules/vehicle-construction

As always, any feedback is appreciated.

The scope of these rules is to allow a player to build a car to spec, perhaps for a special sitution, combat or hostile environment. Also to provide a GM a system for cooking up their own vehicles with balanced stats.. (less winging it)..
#2

azisien

Jul 23, 2008 10:50:27
I only had a moment to skim the document, but it looked really nice. Good job! What kind of chassis would a racing car fall under?
#3

nix4

Jul 23, 2008 10:57:50
I only had a moment to skim the document, but it looked really nice. Good job! What kind of chassis would a racing car fall under?

Well, a racing car is really just any car with a big engine and a light body. So, you could technically pick any body you wanted and try to keep the car as light as possible, and slap on a BIG engine.

Most of the sports cars in modern d20 dont have any real armor so that keeps them very light.

There are also a TON of accessories I could supplement these rules with. Engine modifications (super chargers, turbos etc).

To make your own upgrades follow the gadget system in d20 Modern and come up with a Vehicle Gadget System!
#4

Luis_Carlos

Jul 25, 2008 14:42:22
Once I imagined a cycle-robot with a look mixture of harley-davison+hundson mortorcyle and manga mecha with the form o a black widow spider.

In the first image is a ordinary motorcycle, but it has 8 robot-spider legs. Two of the legs has linked the wheels.

It´s a crazy idea, but if you develop it and after of a lot of failed outlines you can get a cool idea.
#5

nix4

Jul 25, 2008 14:55:11
Neat, ya that would be a mecha not a true vehicle. The rules I made are for non-mecha transportation.
#6

Luis_Carlos

Jul 25, 2008 15:24:49
It would be a construct "mount" more exactly.

But rebember all vehicules with AI and auto-guided or with automatic pilot (like batmovil, kitt from knight rider tv show, UCAV-EDI from 2005 film Stealth or Christine, from Stephen King´s novel) are constructs too.
#7

AnimeSniper

Jul 31, 2008 19:05:26
Thanks for the Vehicle Creation Materia Nix4... now I can better the stats for my six pages of Vehicles that I came up with and am still working on!
Most are Futuristic Military Vehicles and a couple of fighter jet variants... just thought of another one for use with either Power Armor or Heavy Assault Troops/Normal Loadout Soldiers.

I just had an idea for a campaign: a planet is suddenly invaded by another, maybe a confederacy of planets, and the players have to attempt to repel the initial force joining up along the way.
#8

nix4

Jul 31, 2008 19:53:38
Great! If you are interested I started a seperate document for military vehicles since they differ in some ways from traditional vehicles.

This covers things like hover tanks and treads and having multiple axles etc..Also hardening of the chassis.

Its not finished but the framework is there and you could do the math on your own from this document.

http://sites.google.com/site/d20futurecampaign/new-d20-rules/mlitary-vehicle-construction
#9

AnimeSniper

Aug 04, 2008 19:56:36
After reading your materia I came up with three more vehicles; the Puma Assault Striker, Mammoth Tank (Colossal), and Titan Tank (Colossal PL7-9)
#10

nix4

Aug 04, 2008 20:18:40
After reading your materia I came up with three more vehicles; the Puma Assault Striker, Mammoth Tank (Colossal), and Titan Tank (Colossal PL7-9)

Could you give me more info on what these are. The titles I have in that document are official military classifications. So, If I add these and add a potential titan class...what would define these from the existing classes.

Like, what is a PUma Assault Striker? As compared to other tanks?

I assume a Mammoth Tank is simply a Colossal sized tank?

And Same for Titan but higher PL?

Thanks for the feedback, I'm interested in getting more material in there.
#11

AnimeSniper

Aug 05, 2008 8:38:11
Could you give me more info on what these are. The titles I have in that document are official military classifications. So, If I add these and add a potential titan class...what would define these from the existing classes.

Like, what is a PUma Assault Striker? As compared to other tanks?

I assume a Mammoth Tank is simply a Colossal sized tank?

And Same for Titan but higher PL?

Thanks for the feedback, I'm interested in getting more material in there.

Puma Assault Striker-It is similar to the jeeps in real life WW II Desert Campaigns where it is light weight with ample firepower. Has six-wheels, fixed 75mm Linear Rail Cannon, Gatling gun turret, and a missile rack for up to four missiles.

Mammoth Tank- Think along the lines of the tanks in the anime 'Venus Wars' and the C&C series of games. Diesel or Hydrogen Fuel engines for their power plants with standard chemical propellant munitions, Maybe some linear rail weaponry and plasma at PL 7.

Titan Tank-The Titan Tank recieves its name from Greek Mythology due to heavy armor(Neo-Titanium) and massive firepower. Has a fusion or gravity core with the weaponry being Plasma, Laser, Linear rail guns, etc. and a Linear Rail Howitzer to attack orbiting warships. Standard tactics learned from facing the first produced Titan tank was heavy bombardment by planetary howitzers and orbital warships.
#12

AnimeSniper

Aug 06, 2008 19:26:51
Just some Weapon addendums to the three vehicles!
Colossal Tank would be the catergory then the type.

Puma Assault Striker-It is similar to the jeeps in real life WW II Desert Campaigns where it is light weight with ample firepower and crossed with a Russian BMP Tank. Has six-wheels, fixed 75mm Linear Rail Cannon, Gatling gun turret, and a missile rack for up to four missiles.
Crew 3-4
Weapons
75mm Linear Rail Cannon Turret-
Gatling gun turret Remote operated-
Missile rack for up to four missiles-

Mammoth Tank- Think along the lines of the tanks in the anime 'Venus Wars' and the C&C series of games. Diesel or Hydrogen Fuel engines for their power plants with standard chemical propellant munitions, Maybe some linear rail weaponry and plasma at PL 7.
Crew 4-5
Weapons
Dual 210mm Autoloading Cannon Turret

Titan Tank-The Titan Tank recieves its name from Greek Mythology due to heavy armor(Neo-Titanium) and massive firepower. Has a fusion or gravity core with the weaponry being Plasma, Laser, Linear rail guns, etc. and a Linear Rail Howitzer to attack orbiting warships. Standard tactics learned from facing the first produced Titan tank was heavy bombardment by planetary howitzers and orbital warships.
Crew 4-5
Weapons
Heavy Plasma Cannon Turret-
#13

AnimeSniper

Aug 12, 2008 19:38:37
Just some more Weapon addendums to the three vehicles!
Colossal Tank would be the catergory then the type.

Puma Assault Striker-It is similar to the jeeps in real life WW II Desert Campaigns where it is light weight with ample firepower and crossed with a Russian BMP Tank. Has six-wheels, fixed 75mm Linear Rail Cannon, Gatling gun turret, and a missile rack for up to four missiles.
Crew 3-4
Weapons
75mm Linear Rail Cannon Turret-
Gatling gun turret Remote operated-
Missile rack for up to four Stinger missiles-

Mammoth Tank- Think along the lines of the tanks in the anime 'Venus Wars' and the C&C series of games. Diesel or Hydrogen Fuel engines for their power plants with standard chemical propellant munitions, Maybe some linear rail weaponry and plasma at PL 7.
Crew 4-5
Weapons
Dual 210mm Autoloading Cannon Turret
Trinity 105mm Chain gun

Titan Tank-The Titan Tank recieves its name from Greek Mythology due to heavy armor(Neo-Titanium) and massive firepower. Has a fusion or gravity core with the weaponry being Plasma, Laser, Linear rail guns, etc. and a Linear Rail Howitzer to attack orbiting warships. Standard tactics learned from facing the first produced Titan tank was heavy bombardment by planetary howitzers and orbital warships.
Crew 4-5
Weapons
Heavy Plasma Cannon Turret-
Laser Turrets-
50mm Anti-personnel Mortars-
#14

nix4

Aug 14, 2008 9:06:53
It has become painfully clear to me that the d20 Modern system falls on its face in regard to the stats and military vehicles.

In my attempts to dismantle the M1A2 Abrams Tank I have yet to find any rhyme or reason behind their numbers they are completely out of whack.

I'm trying to dismantle it so I can figure out the formulae for how they determine body weight and weapon weight etc so that I can finish some holes in my vehicle construction rules.

But there is no consistency, and I don't think its been really play tested to the scope and depth that I'm looking for.

Somethings to note about the Abrams:
  • Cargo: 425 lbs? your kidding me right?? if you look up the tank on wiki you quickly find its able to haul MUCH heavier weights in the neighborhood of 112,000 lbs.

  • 120mm cannon: the MSRD dosnt give you any vital stats because they are built into the vehicle. So, in my rules I use the mecha weapons for tanks (which I think makes sense since light/medium mecha should be on par with some tanks, like in battletech...just not as mobile).

    The closest weapon they list in the MSRD is the M-300 Rhino Mass Cannon. Which looks really good on paper but in reality is a crappy weapon for a PL7 design. So, scaling up the Rhino to what a 120mm cannon does in the MSRD (10d12), would make this cannon weight 100lbs?? The rhino weighs 65lbs. Maybe thats were the wonders of technology at PL7 come into play. Im not impressed.


Some facts about the Abrams 120mm cannon:
  • 8,400 lbs. for the complete weapons system.

  • Fires 120mm HEAT rounds


Thats a far cry from 100lbs. Nobody did their homework here.
Oh and BTW, the Abrams also carries:
  • 50 cal machine gun

  • 2x 7.62 machine guns

  • 6 barrel smoke grenade launcher


They forgot those I guess...

So here is the problem, I cannot use mecha weapons cuz they all have weights that are out-of-whack.

I need to use my vehicle rules to build an M1A2 abrams but with the MSRD currently its not happening.

I guess when you make a role-playing game that involves cars and stuff you don't need to be using a consistant formulae for determining stats like you would use in say: battletech, or Car Wars....instead you just make up stuff.

wiki links:
http://en.wikipedia.org/wiki/Rheinmetall_L44#L44
http://en.wikipedia.org/wiki/M1_Abrams
#15

AnimeSniper

Aug 18, 2008 16:00:56
Yes it is broken, that is why I plan on buying the 2 non-WOTC supplement, I believe they are, books that deals with not only current Military Vehicles but also current Real life weaponry!

Have the Url's somewhere on my flashdrive?
#16

iron_stomach

Aug 21, 2008 21:14:48
Wow I find that this might be very helpful for creating a vehicle that my PCs are about to find in a laboratory.

For the cargo capacity of the Abrams tanks I have a theory for the low carrying capacity. I think that it is referring to the room inside the tank itself rather than what it can drag behind it. I base this off the fact that the carrying capacity rules have radically different amounts as to what can be carried on your person versus what they can drag behind them. Now I have by no means ever been inside a tank so my knowledge is limited but this is just my attempt to find a method to the madness.

However the weights that are used are far beyond any attempt at explanation on my part.
#17

AnimeSniper

Aug 24, 2008 18:02:09
Wow I find that this might be very helpful for creating a vehicle that my PCs are about to find in a laboratory.

For the cargo capacity of the Abrams tanks I have a theory for the low carrying capacity. I think that it is referring to the room inside the tank itself rather than what it can drag behind it. I base this off the fact that the carrying capacity rules have radically different amounts as to what can be carried on your person versus what they can drag behind them. Now I have by no means ever been inside a tank so my knowledge is limited but this is just my attempt to find a method to the madness.

However the weights that are used are far beyond any attempt at explanation on my part.

Been working on this in my head and decided to write it down!

From Nix4’s Military Vehicle Construction guidelines

Size Crew Size Mod Length Weight Base HP Hardness
Fine 0* +8 6 in. or less 1/8 lb. or less 1 0
Diminutive 0* +4 6in. - 1 ft. 1/8 - 1 lb. 1 0
Tiny 0* +2 1-2 ft. 1-8 lb. 1 0
Small 0* +1 2-4 ft. 8-60 lb. 1 5
Medium 0* 0 4-8 ft. 60-500 lb. 1-16 5
Large 1 -1 9-16 ft. 500-4000 lb. 16-48 5
Huge 1 -2 17-32 ft. 2-16 tons 48-108 5
Gargantuan 1-2 -4 33-64 ft. 16-125 tons 108-212 5
Colossal 2-4 -8 65-128 ft. 125-1000 tons 212-420 10

Fine, diminutive. And small could be the small remote controlled drones to UAV that are used by infantry to scout the area.

Small could also include single manned vehicles; like a motorcycle with a side car linear rail gun

Medium vehicles should be able to carry a minimum 3-4 crew like a standard automobile or the Humvee.

Large vehicles should be able to carry a minimum 3-4 crew like a current M1A1/ M1A2 Abrahams’ tank with the option of 2 more crewmen or increased cargo/munitions space.

Huge vehicles should carry at least 3-4 crewmen like the standard Striker but with the ability to carry a passenger load of 7.

Gargantuan vehicles

Colossal vehicles
#18

nix4

Aug 24, 2008 21:23:49
This is good! thanks much. I will get it into my document ASAP.

For regular vehicles you don't have these kinds of issues because the armor and armament tends to be light.

But with military vehicles you are not contending on scales that deal with some very heavy munitions. Armor and weapons become a major, if not, THE factor in the construction of a vehicle.

The d20 rules obvously don't properly extend into this area and was only given a cursory glance.

So if we can all hammer out the holes, then we can have a system where GMs can whip up a helicoptor or tank or APC that fits their PL and their setting and still feel comfortable with how they got their stats.

Personally, I like to know how I arrived at the stats.
#19

nix4

Aug 25, 2008 8:13:44
I updated my size chart to include the crew numbers you posted...I changed a few numbers to more closely match starship cew / passenger settings since they have the same size categories...

Size Ranges

Size Crew Size Mod Length Weight Base HP Hardness
Fine 0* +8 6 in. or less 1/8 lb. or less 1 0
Diminuative 0* +4 6in. - 1 ft. 1/8 - 1 lb. 1 0
Tiny 0* +2 1-2 ft. 1-8 lb. 1 0
Small 0* +1 2-4 ft. 8-60 lb. 1 5
Medium 1-2 0 4-8 ft. 60-500 lb. 1-16 5
Large 1-3 (3)** -1 9-16 ft. 500-4000 lb. 16-48 5
Huge 1-4 (6)** -2 17-32 ft. 2-16 tons 48-108 5
Gargantuan 4 (12) ** -4 33-64 ft. 16-125 tons 108-212 5
Colossal 8 (24)** -8 65-128 ft. 125-1000 tons 212-420 10
#20

AnimeSniper

Aug 25, 2008 9:02:37
May want to check the Military Vehicle Construction sheet on your site page Nix4 cause I got an 'Error 404' when I went there!

Just thought I would let you know.
#21

nix4

Aug 25, 2008 9:07:09
Probably cuz I was working on it...I use google docs to write and edit ..and then when it saves it publishes to my google sites web page...so you may have got caught in the middle of that.
#22

AnimeSniper

Aug 25, 2008 9:08:46
But with military vehicles you are not contending on scales that deal with some very heavy munitions. Armor and weapons become a major, if not, THE factor in the construction of a vehicle.

I See... Ah the wonders of technology?

I agree... lets look at the current Humvee.

The Humvee can have an M2 50caliber Heavy Machine Gun, a TOW rocket launcher, even a vulcan minigun as the armament choices!

Armor is bulletproof glass, and reinforcing the doors and undercarriage against enemy munitions!
#23

nix4

Aug 25, 2008 10:16:19
Yep! try to get those options in a Toyota Rav4!

But really, the military humvee probably has a reinforced chassis and some light armor as well to protect it against small munitions fire, and bulletproof glass etc..

These are things that all the military chassis have factored into them which is why they are different.

And typically, the engines are different and the vehicles are often designed to carry heavy loads. This makes them slower, less maneuverable but able to mount guns a soldier cannot. Thats the nature of military vehicles I'm working with in my rules.

Sure you could use a military chasis in a city or cyberpunk setting. But you wouldn't be mounting cannons or missle launchers on pods or turrets unless you liked allot of attention..
#24

AnimeSniper

Aug 25, 2008 10:47:57
Exactly, the M1 Abrahms has a diesel turbine engine and if I remember correctly can use alternate fuel sources... military vehicles have reinforced frames becasue of the rigorous strains put on them... and they are less manuerevable with a full load but can push the envelope burning more fuel... without a load they are fast.

An Abrahms can move while tracking a target before firing, if I remember right!

I mean if a PC has an Artificial Matrix Intelligence Core and is able to find an unmanned PL7-8 tank then he could probably hijack it and use it in the upcoming battle.
#25

nix4

Aug 25, 2008 11:14:16
Exactly, the M1 Abrahms has a diesel turbine engine and if I remember correctly can use alternate fuel sources... military vehicles have reinforced frames becasue of the rigorous strains put on them... and they are less manuerevable with a full load but can push the envelope burning more fuel... without a load they are fast.

An Abrahms can move while tracking a target before firing, if I remember right!

I mean if a PC has an Artificial Matrix Intelligence Core and is able to find an unmanned PL7-8 tank then he could probably hijack it and use it in the upcoming battle.

The higher the PL the more computerized and automated technology becomes IMHO. So ya, a PL7-8 tank would have all kinds of security systems to not only get in the tank but also to operate it.

In my campaign, the player would have to have extensive skills in order to hack the server on-board a vehicle of that nature. These are hardened EMP resistant systems that are connected to a global net. Therefore, to hack on and take it off-the-grid would draw attention. A Clever player will research this ahead of time and formulate a plan, but most players don't. They often have to learn the hard way and wonder why everyone is bearing down on them and their newly stolen tank...lol

Think about it, at PL 7-8 they will be able to visually observe the tank in great detal from orbit once it went offline. Any movement would be tracked, any person coming or going from the tank would be Identified...seriously, its military grade you dont kid around with that stuff.

But if the players are clever, they could take the tank and create a false FOF signal and essentially swap out the on-board server with their own. The momentary swap out may go unnoticed and they can go about their business. Until the tank starts operating outside the norm. Then some PL7-8 AI may notice the irregular activity and report it, lol.
#26

AnimeSniper

Aug 25, 2008 13:16:30
The higher the PL the more computerized and automated technology becomes IMHO. So ya, a PL7-8 tank would have all kinds of security systems to not only get in the tank but also to operate it.

In my campaign, the player would have to have extensive skills in order to hack the server on-board a vehicle of that nature. These are hardened EMP resistant systems that are connected to a global net. Therefore, to hack on and take it off-the-grid would draw attention. A Clever player will research this ahead of time and formulate a plan, but most players don't. They often have to learn the hard way and wonder why everyone is bearing down on them and their newly stolen tank...lol

Think about it, at PL 7-8 they will be able to visually observe the tank in great detal from orbit once it went offline. Any movement would be tracked, any person coming or going from the tank would be Identified...seriously, its military grade you dont kid around with that stuff.

But if the players are clever, they could take the tank and create a false FOF signal and essentially swap out the on-board server with their own. The momentary swap out may go unnoticed and they can go about their business. Until the tank starts operating outside the norm. Then some PL7-8 AI may notice the irregular activity and report it, lol.

I think you would like the Cores that I have devised thus far... all military grade so far and I have 8-9 described.
#27

nix4

Aug 25, 2008 15:52:13
Made some progress on the construction rules. Was able to hammer out the weight of the Abrams and the weight of its main gun and its engine.

Abrams: 67 tons (134,000 pounds)
120 mm gun 3,000 lbs.
3 .50 cal machine guns 225 lbs.
Grenade Launcher 7 lbs.

Engine 2,450 lbs.

So, I assume the treads are like 500 lbs each? (1,000 lbs total).

I still am not sure how much its armor weighs...so I'm considering factoring its standard armor into its chassis.

So when you purchase a chassis you get a standard armor configuration with a hardness and hit point value by default. If you want to increase it or change it you basically add more weight and cost.

As the rules stand I'm getting fairly close to what the abrams spec is as far as speed. Weight is still off...My tank turns out to be 40,000 lbs not 134,000 so I guess I gotta make the chassis heavier still...

I put the Abrams chassis at 40,000 lbs. That is the hull, body, armor and all components and mechancal parts.
#28

AnimeSniper

Aug 25, 2008 18:35:41
Made some progress on the construction rules. Was able to hammer out the weight of the Abrams and the weight of its main gun and its engine.

Abrams: 67 tons (134,000 pounds)
120 mm gun 3,000 lbs.
3 .50 cal machine guns 225 lbs.one M2 is 84 Lbs. 128 lbs with tripod from Wiki
Grenade Launcher 7 lbs.the MK19 Grenade Launcher is 75.6lbs from Wiki

Engine 2,450 lbs.

So, I assume the treads are like 500 lbs each? (1,000 lbs total).According to my brother, there are approx 50 links in one tread each linkage weighs approx 100 lbs = 5,000 lbs!


Here are the Wiki Links where I found the intel...


http://en.wikipedia.org/wiki/M2_Browning_machine_gun

http://en.wikipedia.org/wiki/Mk_19_grenade_launcher

http://en.wikipedia.org/wiki/MEI_HELLHOUND
#29

nix4

Aug 25, 2008 19:34:35
Ah good...real numbers. 5,000 lbs is good..I want big numbers cuz a tank is friggin heavy.

Thanks for the info I should be able to update my rules accordingly and get them more into the realm of the real.
#30

nix4

Aug 26, 2008 8:30:14
Okay! I finally got a Abrams tank that is sensible that has a top speed within 10mph of the real thing..

I took a medium tank chasis and armor
Standard pair of treads
120mm cannon
3 machine guns
1 grenade launcher
Engine

and the weight adds up to 53,200 (which is about half of what the real tank weighs.. I have the chassis which includes armor weighing in at 35,000 lbs..I suspect that has to be ALLOT more..not sure how much tank armor weighs).

But 53,200 lbs and the power factors from the engine make it have a top speed of 56mph...which I can live with... I can tweak the power factors or weight more and make it slower till its exact.

At this point, the last remaining irritant is the weapons. I was able to get the help of people here and wiki web pages to get allot of weights. But I state in my rules to use mecha weapons. ALL MECHA WEAPONS are out of whack! So I'm not sure what to do about that.

Some ideas:
  • Use slots for weapons and equipment like the Mecha System
  • Change chassis selection to be more like mecha where you choose a chassis type and armor seperately allowing for better customization.


In looking over mecha weapons ..the weights are down right wrong. Since weight is not a factor in d20 Mecha design they just made up numbers that have no basis in reality.

I'd say that depend on the die used for damage...you could do this for more realistic weights.

d6: x10 weight multiplier
d12: x100 weight multiplier


But if I change things to slots..saying that a tank has X slots for weapons then this weight issue is ONLY important for calculating top speeds.

Added slots based on size of vehicle. They are less than a mecha but these vehicles are cheaper and aren't designed like mecha. Mecha (IMHO) are diverse weapon platforms designed to handle a wide variety of environments. You pay for that in Purchase DC. These vehciles are designed around a very focused use and therefore have less slots and are cheaper.
#31

AnimeSniper

Aug 26, 2008 12:01:29
First off, let me say that I like the new MilCon Rules you have posted! I especially like the tanks you added, the ones from anime particullary which are from some of my favorites; Appleseed, New Dominion Tank Police, Venus Wars, etc and the others!

Nicely done Nix4, nicely done!

As for slots, only when constructing an off-the-top-of-head vehicle... if you went Main Cannon, Turret Mounts x2, etc, then it could work! Each vehicle size could have a limited slot space for weapons... so many main guns, secondary weapons, defensive weapons, etc!

Also, choosing the chassis and armor could be done... if the chassis can handle the weight of the armor... too heavy an armor and the chassis could snap? Maybe base it on PC level, PL, Total Purchase DC, License Restrications on parts, and if the shop can handle building such a vehicle?
#32

nix4

Aug 26, 2008 12:25:12
It's not over yet...I have to finish the tables. And some testing will be needed but its there, and its usable.

The anime tanks all have Cyberpunk stats on them which need conversion.
#33

AnimeSniper

Aug 26, 2008 12:38:58
It's not over yet...I have to finish the tables. And some testing will be needed but its there, and its usable.

The anime tanks all have Cyberpunk stats on them which need conversion.

Of course... all documents from another book will need tweaking to make them work!
#34

nix4

Aug 26, 2008 15:12:27
First off, let me say that I like the new MilCon Rules you have posted! I especially like the tanks you added, the ones from anime particullary which are from some of my favorites; Appleseed, New Dominion Tank Police, Venus Wars, etc and the others!

Nicely done Nix4, nicely done!

As for slots, only when constructing an off-the-top-of-head vehicle... if you went Main Cannon, Turret Mounts x2, etc, then it could work! Each vehicle size could have a limited slot space for weapons... so many main guns, secondary weapons, defensive weapons, etc!

Also, choosing the chassis and armor could be done... if the chassis can handle the weight of the armor... too heavy an armor and the chassis could snap? Maybe base it on PC level, PL, Total Purchase DC, License Restrications on parts, and if the shop can handle building such a vehicle?

I agree about the slots, I think its a less painful way of sorting out and limiting the number of weapons used on a chassis. Especially since weight is so whacked in d20. I've already added a column for slots based on size in my vehicle construction rules. Essentially they are a couple of points lower than mecha of the same size due to the lack of limbs mostly (thats what makes mecha better, and more expensive right?).

Regarding armor and chassis..I was looking at the mecha construction rules and its much cleaner than what I have. Now that I have some of the numbers worked out I think I could revise this a bit and make it the same.

That would allow you to determine your own abount of Hardness based on your money and license and/or shop limitations (like you said).
#35

AnimeSniper

Aug 26, 2008 17:32:11
Essentially they are a couple of points lower than mecha of the same size due to the lack of limbs mostly (thats what makes mecha better, and more expensive right?)

Mecha can, personally I believe are like exotic vehicles... not every military is going to have access to them... also cost is a factor! Why get one Mecha when you could have more than one vehicle for the same amount... 1 mecha or 10 tanks? Mecha utilize weapons like; Particle Pulse Cannons, Autocannons, Plasma Cannons, Lasers, etc... Basically heavy 'Kiss Your butt Goodbye' weaponry.

That would allow you to determine your own amount of Hardness based on your money and license and/or shop limitations (like you said).

Yes, exactly, why build a starship planetside when you can build it in an orbital shipyard reducing fuel cost to launch it! You could take the saved cost of fuel and apply it to your new ship!
#36

AnimeSniper

Aug 28, 2008 14:10:46
Was working on a few of my creations when a question hit me; Light thru Heavy armored tanks are basically of the medium/large class... the only difference is the armor used and weapons available... this follows a feasibly logical path, doesn't it?
#37

nix4

Aug 29, 2008 8:22:06
I will try to adhere to the MSRD for d20 and dump the weight logic and try to figure out some other method for calculating top speed... Perhaps every chassis will just weight a fixed amount.

I will use the slots system like the mecha construction rules instead.

When using generic labels like "light" or "medium" tank, it could refer to many things.

The terms used in my MilCon rules (like that term), refer to weight categories, not really role classification.

example:
Light tank weighs 10 tons....instead of 65 so its LIGHT

Light tank weighs 65 tons but only uses machine guns! because of its weaponry its classed as LIGHT?


So its really the call of the GM how he/she wants to classify the vehicles. I will be using terms in relation to their overal weight and not armament.
#38

AnimeSniper

Sep 02, 2008 12:05:42
I will try to adhere to the MSRD for d20 and dump the weight logic and try to figure out some other method for calculating top speed... Perhaps every chassis will just weight a fixed amount.

I will use the slots system like the mecha construction rules instead.

When using generic labels like "light" or "medium" tank, it could refer to many things.

The terms used in my MilCon rules (like that term), refer to weight categories, not really role classification.

example:
Light tank weighs 10 tons....instead of 65 so its LIGHT

Light tank weighs 65 tons but only uses machine guns! because of its weaponry its classed as LIGHT?


So its really the call of the GM how he/she wants to classify the vehicles. I will be using terms in relation to their overal weight and not armament.

Thus we have a conundrum which is fixable... with many cruel hours of frying ones brain to fix it... but I was thinking originally along the lines that each armor type classes as light, medium, heavy, etc.

Example; A medium armored tank could support two 105mm cannons, classed as a light tank weapon or a single 210mm cannon, Medium tank weapon...

I think maybe I am not making any sense... but to me it seems reasonable that two lighter cannons could take the place of one if the turret was designed that way.

Also the Russian have an antiaircraft tank, can't remember the name but I included Wiki links for several military vehicle lists!

http://en.wikipedia.org/wiki/List_of_armoured_fighting_vehicles_by_country

http://en.wikipedia.org/wiki/List_of_military_vehicles

http://en.wikipedia.org/wiki/List_of_modern_armoured_fighting_vehicles
#39

nix4

Sep 03, 2008 9:54:07
Thats a good solution and I think the Mecha system already answers that by defining if something is medium or not by default.

Weapons take up "slots". Thus your cannon would take up 2 slots. So, if you have a turret with 2 slots, you could use 1- 2 slot weapon or 2 - 1 slot weapons.

I'm suspecting that a turret will have to be an add-on option in military vehicles since thats a unique feature. That would determine limitations of the main gun used on whatever you mount it on.

The could range from light "pods" to the main turret used to house a cannon or two ...or more.

Then the rest of the rules, as they stand, have generic slot locations that can be filled with the rest. I don't think I want to get into facing like (you have 2 slots pointing starboard 2 slots to port ...etc..too much).
#40

AnimeSniper

Sep 03, 2008 10:27:56
Look for the Military Vehicles: The D20 Book of Military Vehicles From Around the World supplement book released in hardcover in 2004... it it supposed to have listings of all current military vehicles statted properly!

I'd post the Half.com link but it may be outdated?

Also here is a link http://en.wikipedia.org/wiki/T-28_Super_Heavy_Tank to a super tank from WWII and it has four treads and no turret, very low profile.

If I find some other good links that can help I will post them here!
#41

nix4

Sep 03, 2008 10:46:32
Well, I'm not only looking for stats, I want construction rules. Does this book provide instructions on how to build tanks?
#42

AnimeSniper

Sep 03, 2008 11:18:28
The page link I have still works but the info is severely lacking, but for current Military vehicles... then the book has them... when I get some extra cash I plan on buying the book so I can give a heads-up on content then?

But if you want stats for a Bradley tank/etc. then the book should have them!
#43

AnimeSniper

Sep 03, 2008 19:36:16
I've been looking for some Construct Rules/Guidelines and your post were at the top Google search I did recently... Did find the Wiki D&D page where they have Halo Stat Vehicles and the Wiki link to it:D ... nothing yet but i'll keep looking!
#44

snowstrider

Sep 04, 2008 21:14:21
I've actually been working on a marginal reality check for the d20 Future mecha weapons; culling the herd, adding new breeds, etc.

One thing I did do was make an M256 into an oversized sniper rifle for Mecha (ala Evangelion)
unfortunately the mass cannon, mass driver, missile/rocket launchers, and recoiless rifles were replaced during the course of my efforts. I think I tripled the number of melee weapons though.

Maybe I'll post my results on the forums for criticism after I finish.
#45

AnimeSniper

Sep 04, 2008 21:56:16
What is the Monofilament Katana for the Evagenlion?

Correct
#46

snowstrider

Sep 04, 2008 22:06:42
I'm not sure about the monofilament Katana but the Progressive knife is something my expanded Mecha weapon list includes.
#47

nix4

Sep 05, 2008 9:50:46
Added turrets and Pods and more APCs to the construction rules.

Now that weight isn't being used a new formula for determining top speed needs to be developed.
#48

AnimeSniper

Sep 08, 2008 9:19:12
Added turrets and Pods and more APCs to the construction rules.

Now that weight isn't being used a new formula for determining top speed needs to be developed.

Here is a conversion method which may or may not help http://www.eustis.army.mil/weather/Weather_Products/wxconversions.htm

Another one http://www.ajdesigner.com/phphorsepower/horsepower_equation_trap_speed_method_horsepower.php
#49

nix4

Sep 08, 2008 9:23:57
Thanks for the link, but I think my problems are deeper than that. Its a decision between using weight and NOT. d20 does NOT, and their rules reflect that.

I had started using weight but then when it came to weapons for military vehicles I had issues with the mecha weapons being SO FRIGGIN light!

So, if I continue to use weight to determine top speed, I'd have to really go over every aspect of the construction rules, and include a few pages of weapons that are corrected from the d20 mecha weapons. That creates a greater void between the construction rules and the d20 SRD.

I think, I'm gonna cook up something else... Just give a chassis a max weight, and assume thats what its going to be if all the slots are filled up in the vehicle. It will make for rather un-exciting differences in performance tuning of a vehicle but I gues these d20 rules will have to take a back seat to that and just give us some general numbers.

That puts the engine selection into jeopardy, why buy a big engine if the vehicles max weight will determine its top speed??
#50

AnimeSniper

Sep 08, 2008 9:48:18
Understandable... Could always say for the given vehicle designs that 'Vehicle A weighs 47 tonnes and has a top speed of 65 miles' whilst 'Vehicle B weighs 21 tonnes and top speed is 90 miles'!

Also as PL advances, say PL 10, so don't the designs of tech... a future engine may be made out of a stronger lighter materia allowing for a V12 supra diesel engine to be placed in the M1A7 Abrahms tank lightening the weight and a micro-fusion reactor to power the dual linear rail cannons?

On a chassis having a max weight this is a good idea, especially with Off-top-of-the-head-vehicles because then you have a limit you can reach before you stress the chassis and it breaks !

On engine size I see the logic... why would you place an M1A2 Abrahms engine in a vehicle unless you were planning on the lighter weight armor/weapon selections at the start? Unless we go with the logical engine selection types for a variety of vehicle designs with each having set weight and power?
#51

chrisrzz1012

Sep 13, 2008 14:15:53
Hey Nix4 I copied you file on google and I noticed something. You are halfway using it Car Wars tables. I designed unofficially 4-wheelers ( sport and ultility quads), dirt bikes, various road bikes for Car Wars. Plus I also come up with IC motorcycle engines for 4-wheelers, motorcycles, and snowmobilies. If you interested let me know. There is over a 100 yrs. total experience behind them. Some people in the motorcycle business and some not helped me designed them.
#52

AnimeSniper

Sep 15, 2008 13:44:44
Okay this is a bump/heads up for Nix4 and other visitors to this post... I have begun the ardous task of trying to come up with both constructions rules/guidelines to follow when constructing the Off-the-top-of-my-head vehicles, both civilian and military!

Primarily Military vehicles which then will lead to Civilian vehicles as a base source.

Please check the new post thread I have created?
#53

AnimeSniper

Sep 18, 2008 16:43:19
Nix4 dono, could you give me an idea on the size,minimum, a vehicle has to be to allow a micro sensor aka radar to be attached?

I was thinking along the Large size vehicle and anything small would have to relays from Satellite links/etc. or recon drones.
#54

AnimeSniper

Oct 21, 2008 12:42:07
Bump Update: Using your rules I have decided to try and create a PL 8 Mk III Mammoth Class M1A4 Abrams tank... so far it coming along nicely and my MilCon Guidelines/Rules are up to 21 pgs... 23 with OGL disclaimer! I've added Starship list to Nix4's list and a few other minor adjustments in an Edited doc, spellcheck/addendums/etcetera...

If anyone knows of a book/pdf/etcetera that I could consult other than the Warship PDF that I have for size/weight/armament slots?
#55

AnimeSniper

Nov 25, 2010 22:00:46
Thread Bump as I wish to see this thread live