| Post/Author/DateTime | Post |
|---|---|
| #1TheRealOrionApr 01, 2011 14:01:52 | I'd like to make a Generic Automobiles list much like I constructed a Generic Firearms list. I have two sources that I think I can generate this list from: the MSRD Vehicles list (for now, just cars, trucks, motorcycles, and other), and this fan-made, build-it-yourself system. I don't like the MSRD list because it has brand names, which means that they're all out of date now, and I don't like the fan-made site because it's a pain in the ass to make your own vehicle and, as Penchant has pointed out, the costs are completely wonky. Ideally, I'd love to just take the stats in the MSRD vehicle and give them generic names, as they have in the lists (sports coupe, luxury sedan, etc.), but then I end up with five sports coupes and no clear way to differentiate them other than speed. Someone want to help me out with this? Even just a way to go at the problem would be great. I'm feeling a bit paralysed right now. Even better, anyone know of a source that already generated a generic vehicles list? Let me know. |
| #2kronos182Apr 01, 2011 14:50:36 | Well.. let's see... What classes of vehicles do we have.. Cars will be compact, sedan, coupe, wagon. Basic states for each will pretty much only differ by speed and cargo capacity, and size will only really matter between compact and wagon. Then farther divide by luxury sedan, luxury coupe and luxury wagan and even luxury compact. then economic versions and sport versions. So luxury would be slightly lower cargo capacities, higher price, more gadgets and the like, and maybe more hit points. Sport versions will have lower cargo, higher speed of course, maybe reduced passenger space, better bonuses for maneuverability (especially coupes and compacts) and init and lower hit points (lighter materials or the like). Economic versions would be cheaper, remove features.. maybe lower speed of base models, lower hit points, other little things to make them cheap. Then you can create hatchback versions of everything but wagon as most wagons are hatchback anyway.. these ones will have greater cargo capacity than base model, maybe lower speed or just maneuver/init penalties due to aerodynamic differences and added mass of the car due to the extending of the roof to the back, and a few more hit points. The problem is by how much do you change things between economic, luxury, sport and hatchback for the various versions.. the example I'm making is purely pulling numbers out of my rear just as an example. Could make it like a percentage or such.. scaling everything so it's "balanced". economic reduces various stats by -10% while sport increases some stuff by +15% or some such... could make all stats alter by various percentages from the standard 100% of the "standard" model. So econo could have -5% speed -10% init/maneuver but gain a +15% cargo. While sport version has -5% hit points and -20% cargo and has +3% init/maneuver and +18% speed. Again, pure out of the blue numbers for an example. Of course for really high end models can go past basic 100% of base model for scaling and hit higher percentages (120% or whatever) at far greater increase in price. *Shrugs* So.. let's take the Ford Crown Victoria as a "base sedan." Victoria sedan Crew: 1 Passengers: 5 Cargo Capacity: 425 lbs Initiative: -2 Maneuver: -1 Top Speed: 185 (18) Defense: 8 Hardness: 5 Hit Points: 34 Size: H Purchase DC: 28 Restriction: Lic (+1) Ok.. now let's make an economic version shall we? Broze Victoria sedan Crew: 1 Passengers: 4 Cargo Capacity: 430 lbs Initiative: -2 Maneuver: -2 Top Speed: 160 (17) Defense: 8 Hardness: 4 Hit Points: 30 Size: H Purchase DC: 26 Restriction: Lic (+1) I don't know if any of this will help you or not, but basic ideas. Can do similar things with Trucks. So you got pickup, SUV, vans. But with these you can add passenger capacity at reduced cargo then go sport and luxury versions.. *shrugs* |
| #3TheRealOrionApr 01, 2011 16:16:36 | Yes, this is exactly the kind of thinking I need to get me started. I was getting stuck at the level of "how many base models do I want?" and "what the heck do I call them?" I also thought that, instead of making several different versions of everything, I could have a list of "Mods and Features" that alter single stats: Speed +4 = PDC +1 Man -1 = PDC -1 etc. That way, you can buy the generic vehicle, and then slap together the special features that you want/can afford. |
| #4kronos182Apr 01, 2011 16:35:23 | That'd work. So could templates.. similar to the ones for ships.. Sport template, luxury, economic, cargo, passenger (for vans and other large vehicles).. although might need two sets of templates as a sport template on a car should offer greater speed and maneuver than a sport version on a pick up. |
| #5TheRealOrionApr 01, 2011 16:51:55 | Yeah, exactly. The "sport" version of a car is "goes faster; less passenger/cargo space." It's not an inherently different beast. I'd probably build the sport versions, though, for the sake of convenience, but it's all really just variations on the concept of "car." |
| #6kronos182Apr 01, 2011 17:00:27 | Well keep us posted on how the project goes. Will you also be doing something similar for military and other non standard civilian vehicles? Like buses, apcs and the like? Also for buses I can really see 3 variants.. standard public/school bus, luxury (like Greyhound and GO buses in Canada, sorry I don't know American versions), and cargo ones.. which would have probably half the passenger capacity and far larger cargo for transporting hockey teams or something? |
| #7TheRealOrionApr 01, 2011 17:04:22 | I'm writing this up for Phoenix, so it'll be for normal vehicles, not military hardware. I don't have the knowledge or the time, and it's not my focus. But I do plan to include bigger, urban vehicles: trucks, busses, adn the like. There was a generic, modular vehicle project posted by someone over on D20 Unlimited, but it got lost in the transition to d20MDB. I'd love to get my hands on those posts, now. |
| #8kronos182Apr 01, 2011 17:10:25 | Ah, well for military stuff we can always take generic vehicles and upgrade like mad or create a template from there. For the Policer APC I made in Chuck's Wondrous Emporium of Wonders and Oddities I looked at two different APCs I found in my d20 books and found a balance between the two for basic stats. |
| #9AnimeSniperApr 01, 2011 23:40:00 | I am working on expanding on Nix4's Military Vehicles version which is found on the same site... which I may work on for a little while before sleeping As to prices, just take said real life vehicles price and compare it to the PDC in the book |
| #10TheRealOrionApr 02, 2011 13:10:30 | I don't mind much if the PDC and the real-world prices don't match. You're paying for all kinds of things other than quality in the real world. I'd rather the prices in-game were simple and rational in and of themselves. I don't want to fetishise the shopping/consuming part of the game, you know? It just takes up so much bloody time. I'd rather just point to the object you want, do the Wealth calc, and then get back to the game, the fun part. But that's just my philosophy. I'll probably start with the book prices and then smooth them out, make the more regular. |
| #42kronos182Jun 11, 2012 7:53:53 | Got to thinking while expanding on specifics of vehicle modifications from the Apocalypse book for use by the players when they finally get a vehicle in my post-apoc campaign that I will put forward for play at the next meeting... so what about engine mods like superchargers, turbochargers, and etc for the vehicles and Nitrous for that extra speed to outrun the baddies or the police... do you have any stats for them Well I haven't made any generic stuff lately.. but I could probably whip something up. I still have to finish several robots I'd say I post.. but I'll look into some generic upgrades for vehicles. |
| #43kronos182Jun 11, 2012 11:27:33 | In this thread, we've got a few modifiers already for improved speed and maneuverability in the chart here with modifiers for good to best handling and faster engines. And this one has the earlier versions of the previous linked modifications. But let's see if I can't add a few more for the generic listings.. Ok, so a supercharger is already in D20 Apocalypse, which grants +4 Init and +2 to Drive checks for the Dash stunt. Turbochargers are fairly similar to superchargers, but isn't powered by the engine itself (less strain on the engine), and are more exhaust gas powered, and are somewhat more efficient, but usually have a more noticeable turbo lag (not always though) than superchargers.. Engine Modification, Turbocharger This powerful addition to a vehicle's engine increases the vehicle's initiative modifier by +2 and provides a +4 bonus on Drive checks when attempting the dash stunt. PDC 13 Improved Fuel Economy This is a modification to the engine, similar to adding a turbo or supercharger, but geared for improving fuel economy of the vehicle. The vehicle's range on a full tank of gas is increased by 25%. PDC 9 NOS Kit This kit adds a nitrous oxide injection system to the engine to provide more power and speed for short periods. However, with increased usage of the system requires greater maintenance of the engine. The NOS kit provides, when activated (standard action), the vehicle with a +1 Initiative bonus, increases speed by 4 squares and provides a +2 bonus on Drive checks to make a Dash stunt for 2 rounds. However, it also gives a -1 penalty to maneuverability for those two rounds, and increases Repair checks for the engine by 3. The NOS kit comes with a 5 use tank. PDC of NOS kit 16 Illegal (+4), each NOS tank has a PDC of 8. Body Kit Body kits are usually cosmetic alterations to the vehicle, but many have some improvements to the vehicle's performance, increasing aerodynamics, widening space between wheels or lowering center of gravity for better handling, etc. Three versions of body kits are available: Speed enhancement, Handling enhancement, or Hybrid which combines features of both. Speed enhancement body kits increase the aerodynamics of the vehicle's frame, reducing drag, increasing the vehicle's speed by 1 square. PDC 13 and requires 20 hours of work. Handling enhancement body kits improve a vehicle's handling characteristics, by lowering center of gravity, widening the space between tires, lowering suspension, adding spoilers. The vehicle gains a +3 bonus to Maneuver. PDC 14 and requires 10 hours of work. Hybrid body kits improve both the aerodynamics and handling of the vehicle, but not quite as well as a body kit for either. Speed is improved by 1 square and Maneuver is improved by +2. PDC 15 and requires 15 hours of work. How about a few generic gimmicks.. Rocket Booster Mounted onto the back of the vehicle are small, but powerful single use chemical rockets, designed to give the vehicle an incredible burst of speed for a short period of time, allowing for quick escapes. When activated, a standard action, the vehicle gains a +60 square boost in speed for 5 rounds, however the driver suffers a -5 to Drive checks. Rams made will gain 1 bonus die to damage if made within the first 2 rounds of the rockets' activation. Reduce cargo capacity by 50 lbs. Anything within 10 feet of the back of the vehicle when the rockets are activated suffers 2d6 fire damage. PDC 15 (Illegal) To make the rockets concealed until use increase PDC by +2, replacement rockets have PDC 12. Oil Dispenser The ever classic oil slick dispenser from every spy or action movie with tricked out cars. When activated, standard action, the vehicle releases oil behind it, creating an oil slick that is 15 feet wide and 30 feet long. Has a 5 use tank. PDC 16 Illegal (+4), uses 60 lbs of cargo space, refills cost PDC 5. |
| #44AnimeSniperJun 12, 2012 4:55:12 | Thanks for those Kronos and I just thought of something for gimmicks... Tire Tacks are small sharpened pieces of metals welded together and placed in small compartments underneath the trunk or bumper and are deployed behind the vehicle. Just imagine a pursuing bandit or wastelander hitting those and flipping end over end Here's a link to what is available in the game RAGE rage.wikia.com/wiki/Vehicle_quick-use_it... and also here rage.wikia.com/wiki/Vehicle_weapons which lists actual primary weapons like the miniguns and rockets |
| #45kronos182Jun 12, 2012 20:16:27 | Thanks for those Kronos and I just thought of something for gimmicks... Tire Tacks are small sharpened pieces of metals welded together and placed in small compartments underneath the trunk or bumper and are deployed behind the vehicle. Just imagine a pursuing bandit or wastelander hitting those and flipping end over end Basically vehicle caltrops, which is another classic gimmick/gadget for spies and the like. They'd create a hazard zone behind the vehicle which requires a drive check to avoid, fail dc, car takes damage to tires, if damage is enough to destroy tire, drive check to maintain control. |
| #46AnimeSniperJun 13, 2012 1:20:21 | Okay here is what I have come up with so far and which don't include the Rage items yet.... Autocannons 10mm to 30mm Canister Discharger Flamethrower Mine Dropper Mortar Launcher- Mk I & II Shield Emitter Smoke Discharger Tire Tacks {Caltrops} Variable Ordnance Hopper |
| #47AnimeSniperJun 14, 2012 3:20:17 | Okay so I've started compiling a list of weapons that could be placed on either the Heros or Villians non-factory standard vehicles.... For the Flamethrower I was thinking merely increasing the carried fuel capacity by say five Mines I would say either outright blow the pursuing vehicle and all passengers up or if avoided 5d8 damage for shrapnel and whatnot Autocannons and gatling guns ranging from a homebrewed 10mm up to 30mm straight out of Modern Military Vehicles... the 20mm to 30mm gatling guns will be Huge classification with the autocannons being Large Mortars I need to find the relevant book or pdf for shel type and damage Canister Discharger- For this I was thinking merely whatever you want.... smoke, tear gas, mustard, sarin, and etc. if your're a baddie cause nothing slows down heros and the law that civilians keeling over Smoke Discharger- Again similar to Canister Dischargers except its to the rear of your vehicle Tire Tacks {Caltrops}- Automatic destruction of tires if they pursuing car hits them and I was thinking a DC of 20 mayber 30 plus Variable Ordnance Hopper- Simply a way of loading another type of ammo into the weapon... tired of the anti-vehicle mines and want some EMP well this would allow it. |
| #48kronos182Jun 14, 2012 7:01:39 | For the flamethrower, maybe increase the range as well. Also put a limit on how fast you can be driving to use it in the forward arc. From a story my dad told me when a car engine caught fire, if you drive fast enough, the flames blow out, or they somehow wrap around the vehicle to the back without keeping in your windshield, blinding you. I'll have to have my dad tell me the story again on how exactly that works.. |
| #49kronos182Aug 07, 2013 20:10:18 | A couple of PL5 items for cars. Roll Cage The vehicle is equipped with a steel cage that completely wraps around the occupants, protecting them from damage during a roll (occupants suffer no damage during a roll). Additionally, the vehicle itself suffers damage as if it were traveling one-half of its actual speed (round down). Run-Flat Tires The vehicle is equipped with specially-designed tires that continue to function even when flat. Each flat tire imposes a -2 penalty on Drive checks (instead of the usual -4). These tires require only one hour to install (for each pair) and a check DC of 5. |
| #50kronos182Aug 11, 2013 16:42:38 | A few more vehicle additions Auto-Tint Windows Electric Shifting Six-Speed Drive Vehicle Active Suspension Vehicle Taser |
| #51AnimeSniperAug 15, 2013 23:47:50 | Got to thinking today while killing time and got to thinking about all those apocalypse movies where the vehicles have a skirt, running board I think, underneath the doors to help getting in and out... which lead to thinking how the baddies or good guys could ride alongside on the running board they would need either a handhold welded to the vehicle body or roof but a much safer way, unless the vehicle is flipped, would to have a small retractable tension cable that attaches to their webgear or a climbing harness. Break Off Rebar Spikes Welding precut lengths, 6 to 12 inches, of salvaged rebar along the body and roof of the vehicle and sharpened at one end. Each spike is capable of breaking free from its weld point and with the addition of a Ram Plate flat-footed NPC's are hurled over the vehicles body Rebar Spike Barbs A backward-facing point on a fish hook or similar implement made from salvaged metal or rebar thus rendering extraction from the victim's flesh more difficult. +1d8 Bleeding per round |
| #52TheRealOrionDec 09, 2013 14:34:00 | I have not checked in here in a long time, and I just wanted to say... wow! You've kept chugging along with this! I'm going to look at what's here and if I want to integrate some of it into Phoenix, but for now, I thought I'd just show you what I decided on and where it's posted:
http://phoenixprojectrpg.com/generic-vehicles/
http://phoenixprojectrpg.com/modifying-vehicles/ |
| #53kronos182Dec 10, 2013 16:09:38 | I should make some more generic vehicle upgrades or gadgets.. |
| #54AnimeSniperDec 11, 2013 2:03:37 | Okay so I found a doc of the RAGE video games weapons that I will finish making stats for...
Below is the list of vehicle weapons featured in RAGE. Some of the items used in the Campaign are unavailable in Road Rage, and vice versa. |
| #55kronos182Dec 19, 2013 17:02:34 | A couple of items.. Flex-Fuel Engine |
| #56kronos182Dec 19, 2013 17:57:12 | One more..
Roof Rack |