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GURPS

Third Edition

Vehicles

House rules

I generally include the body in the category of subassembly. Citations to books other than those in the GURPS Vehicles, GURPS WWII, and Transhuman Space series are to books in GURPS Fourth Edition.

The Full Extent of the Vanilla Rules

GURPS Vehicles fans should be aware that, despite being marketed as mere simplifications, the vehicle‐design systems presented in GURPS WWII, GURPS WWII: Motor Pool, GURPS WWII: Weird War II, GURPS Steampunk, and even GURPS Vehicles Lite actually contain important refinements to the original system. For example, Vehicles As Cargo (WWII p. 137), Long‐Term Travel Speeds (id. p. 148), Electric Motors (Motor Pool p. 13), and Ground Speed and Ground Acceleration: Extra Detail (Lite p. 38) can be backported to Vehicles with little to no difficulty. Weird War II p. 85 and WWII p. 127 provide two important optional rules (regarding the HT of flying wings (contradicting a similar rule in Vehicles Expansion 1) and regarding the powering of turret and open‐mount rotation, respectively) that don't even receive their own headings!

Cargo in Crew Stations and Passenger Seats

50 % of the volume of each crew station or passenger seat is space. (See Vehicles Expansion 1 pp. 6 and 21. Out of a cramped seat's 20 ft3, for example, the seat's material takes up 10 ft3, and intra-component space an additional 10 ft3. The typical passenger (with gear) uses 4 ft3 (200 lb ÷ 50 lb/ft3) of that space.)

This space is designed for sitting, not for storage—so, generally, only half of it (one-quarter of the seat's total volume) can be used as cargo space if the seat is not folding. (For example, an unoccupied cramped seat can hold 5 ft3 of cargo, and the occupant of a roomy seat (capable of holding 10 ft3 of cargo when unoccupied) can reduce his seat's comfort to that of a cramped seat if he accepts 5 ft3 of additional cargo (on his lap, in his footwell, etc.).) The GM may allow the entirety of this space to be used for cargo on a successful roll vs. Freight Handling (see Everyman Tasks in Pyramid vol. 3 no. 65)—but, on a failed roll, the portion of the cargo that exceeds the normal half-of-space limit comes loose mid-journey and may damage other components or inhabitants of the vehicle, become damaged itself, or (if it was stored in an exposed crew station or passenger seat) fall out of the vehicle entirely.

Frame Volume and Vehicle-Specific Hit Locations

Frame Volume

(This rule applies only to subassemblies that can house components (as well as to tanks). According to Vehicles p. 12, such subassemblies include bodies, turrets, superstructures, open mounts, pods, legs, wings, and arms. Other subassemblies, such as sets of wheels and sets of rotors, have interiors that are stuffed full of machinery. This rule does not apply to them.)

The frame of every subassembly and every tank has volume associated with it, in addition to the volume of the components or liquids that are located within it. (This requires recursion, if you don't want to have some empty space left over.) To determine the volume of the frame, use the numbers listed under Armor Volume (Vehicles Expansion 2 p. 5). Assume that all non-wooden subassembly frames (Vehicles p. 19) are metal, that a non-collapsible tank has the same composition as a subassembly frame of the same TL and strength (treating an ultralight tank as a super-light subassembly) and using standard materials, and that the frame of a collapsible tank has the unit volume given on Vehicles Expansion 1 p. 24.

Ultra-heavy frame strength no longer has the special requirements listed on Vehicles Expansion 1 p. 6. However, certain combinations of Tech Level, frame strength, and frame materials—especially those made of wood—will have a volume that approaches or exceeds the volume of the subassembly, imposing a more organic cap on how sturdy a vehicle can be. Light/compact, strong, or cheap/old—pick two!

In conjunction with the Structural Weight and Cost optional rule (Vehicles Expansion 1 p. 5), the GM can use this information to aid in drawing tactical maps for the interior of a large vehicle. For example: Using that optional rule, a TL3 body with volume 2197 ft3 has area 1014 ft2, and its wooden frame has weight 39546 lb and volume 790.92 ft3. Out of that 790.92 ft3 of wood, the GM can assume that 1014/2197 (46 %) is on the body's exterior (like open-frame armor, but providing no actual DR—see Vehicle-Specific Hit Locations below) and 1183/2197 (54 %) consists of internal bracing (such as huge pillars the size of tree trunks). In comparison, if the same body is built at TL6, its metal frame has weight 17576 lb and volume a mere 43.94 ft3, with the same proportions on the exterior and interior of the subassembly.

Additionally, use the Armor Volume rule to determine the volume of sails.

For tanks, do not use the conversion of 0.15 ft3/gal given on Vehicles p. 89. The correct conversion is 231 in3/gal ÷ (12 in/ft)3, or approximately 0.1337 ft3/gal.

Vehicle-Specific Hit Locations

The chance that a subassembly or an external component (excluding armor, which always protects if the subassembly is hit on the appropriate facing) will be hit by an attack is equal to that item's volume divided by the total volume of all subassemblies and external components (again, excluding armor).

If a subassembly is hit, the chance that an internal component (including the frame) within that subassembly is hit is equal to that component's volume divided by the volume of the subassembly. (For a body that has certain body features, such as streamlining, the component volumes won't add up to 100 % of the body volume. Treat a result that falls in this blank area of the hit-location table as hitting empty space.) If overpenetration (Basic Set p. 408) or extreme dismemberment (Martial Arts p. 136) occurs, roll again for the same subassembly; if the same component would be hit on this second roll, the attack exits the vehicle.

As well as from direct hits, a subassembly's frame takes damage from collisions and falls (Basic Set pp. 430–432) and from large-area injuries (id. p. 400), as these attacks are too large to enter the interior of a vehicle without damaging the vehicle first. A wooden frame may also catch on fire (id. pp. 433–434) if external flame is able to penetrate the armor, or if flame is generated from within the subassembly (or an adjacent subassembly).

A burned-out wreck may have a mostly-undamaged frame that can be repurposed—or a shiny, new-looking vehicle may have serious frame damage, invisible to the untrained eye, that makes it a death trap. Whenever the frame of a vehicle's body loses HP, recalculate the vehicle's Health score accordingly. If the HP of a vehicle's frame is above zero, determining its specific level may require a roll against the appropriate Mechanic skill, at some bonus or penalty that depends on the specific level of damage (je ne sais quoi).

Repairing frame damage always requires a major repair, regardless of the frame's current Hit Points.

For combat purposes (but not for purposes of calculating HT), the Hit Points of subassembly frames and components probably should be recalculated with Fourth Edition's rules for the HP of homogenous and unliving objects (Basic Set p. 483).

Access Space for Pod-Borne Components

A pod-borne powered propulsion system or power plant does not require access space (Vehicles p. 15) only if no other component in the pod has volume. (Empty space or frame volume does not count as a component. The rotation space of a turret or the retraction space of a retractable motive subassembly does count as a component. Cargo space does count as a component, even when not containing cargo, due to the reinforcement that cargo spaces typically have.)

Long-Occupancy Vehicles

The blurriness of the line between short-occupancy and long-occupancy vehicles (Vehicles p. 75) is exemplified by commercial airliners, which routinely undergo 24-hour flights while providing quarters to crew but not to passengers. A long-occupancy vehicle is not required to include quarters, but the GM should inflict FP penalties for sleeping elsewhere than in a bed (Dungeon Fantasy: Wilderness Adventures p. 24).

Generally, a component requires double access space (Vehicles p. 15) only if it is expected to undergo maintenance while it is operating. This usually is true if the vehicle's maintenance interval (id. p. 146) is shorter than its usual mission duration, and always is true if the vehicle's power plants require at least one onboard mechanic (id. p. 75).

The interior of a superstructure is accessible from the interiors of subassemblies that are attached to it, but the interior of a pod is not (Vehicles p. 9). Therefore, in order to conduct maintenance on a pod, a mechanic must be able to access the exterior of the vehicle and open up the pod's armor (negating the vehicle's streamlining and potentially allowing attacks to ignore DR). For this reason, a designer should think carefully before adding a pod to a long-occupancy vehicle, as conducting maintenance on such a pod while the vehicle is in round-the-clock operation may be difficult or impossible.

Propeller and MMR Locations

Aerial propellers (Vehicles p. 33) can be located in wings. (This is meant to prevent the absurd situation of being forced to place a high‐TL, electric motor–powered propeller within a pod that has zero volume (if you aren't using the rules for separate electric motors on WWII: Motor Pool p. 13).)

Before approximately TL8, the complexities of transmitting mechanical energy over long distances (and of converting energy between mechanical and electrical forms) generally make placing a propeller (or a rotor in a set of MMRs) outside the subassembly that contains the power plant or energy bank that powers it (or placing an energy bank outside the subassembly that contains the power plant that powers it) very difficult. (See Steampunk pp. 71–72 for discussion of this issue at TL5 and TL(5+1).) The GM should decide whether or not such a design is feasible.

No more than one propeller shaft can be located in the same subassembly, unless that subassembly is a wing. Up to two propellers may be installed on each shaft—either one at the front and one at the rear (tandem), or both on either the front or the rear (contra‐rotating, like a set of coaxial rotors). (Splitting a shaft into two halves and assigning a separate power plant or energy bank to each half‐shaft does not enable the designer to put two contra‐rotating propellers on each half‐shaft.) Based on the considerations described in the previous paragraph, the GM should decide whether or not running tandem propellers from a single power plant on a large subassembly (i. e., transmitting large amounts of power along the entire length of the subassembly) before TL8 is reasonable.

Reconfigurable Seats

Passenger seats (Vehicles p. 76) that are in the same subassembly can be temporarily combined to form a smaller number of more-comfortable seats, at no cost. (For example, the three cramped seats in the family car on Vehicles p. 140 can be reconfigured for use as two normal seats.)

Similarly, passenger seats that are in the same subassembly also can be temporarily split to form a larger number of less-comfortable seats. (For example, a roomy seat can be reconfigured for use as two cramped seats.) However, this doubles the FP cost of using those seats over what it would normally be (Vehicles p. 143—e. g., a base of 1 h/FP for a cramped seat in the example, rather than the usual 2 h/FP).

This rule also is applicable to crew stations. However, the number of crew stations cannot be increased by splitting, since no new control interfaces (e. g., steering wheels) are created. For example, if a roomy crew station is split in two, the result is a cramped crew station and a cramped passenger seat, not two cramped crew stations.

The GM should adjudicate whether or not safety equipment (Vehicles pp. 79 and 160, and Basic Set p. 432) works properly (or at all!) on passengers in reconfigured seats. The GM also may find it necessary to rule that certain combinations of seats are not possible, given the internal layout of the vehicle. (For example, the roomy crew station and the roomy seat in the above-referenced family car realistically are separated by the center console.)

If exposed and non-exposed seats are combined, treat the combined seat as exposed.

Vehicle Strength

The Fourth Edition ST score of a vehicle designed in Third Edition can be determined by setting the vehicle's Basic Lift equal to the load above a base weight that reduces the vehicle's acceleration to 80 % of its base-weight acceleration (i. e., the load that constitutes Light encumbrance for the vehicle), and then calculating ST from Basic Lift: ST = √(5 lb−1 × BL), rounded to the nearest integer.

Which weight should be used as the base weight is a matter of preference. The simplest option, and the one that matches the official rule for determination of the vehicle's Hit Points (Basic Set p. 558), is to use the vehicle's empty weight. However, it may be preferable to use the curb weight (empty weight plus the weight of consumables required for normal operation) instead, since it doesn't make sense to measure the strength of a vehicle that has no fuel and therefore cannot actually exert itself. A third option is to use the loaded weight: vehicles that can carry items within themselves normally use the Payload advantage (Template Toolkit 2 p. 7), and weight carried with that advantage doesn't count as encumbrance (Basic Set p. 74), so a vehicle's ST score really is relevant only for attacking and for carrying extra cargo on its exterior. I personally prefer to use curb weight as base weight for this house rule, and to house-rule the Payload advantage so that weight carried internally still counts as encumbrance.

For example: The family car on Vehicles p. 140 has a curb weight of 3152.9 lb + 15 gal × 6 lb/gal = 3242.9 lb and a curb-weight acceleration of 0.8 ((mi/h)/s)/(kW/t)0.5 × √(95 kW ÷ 3242.9 lb × 2000 lb/t) = 6.124 (mi/h)/s. To determine the load past curb weight at which acceleration is reduced to 80 % of its original value, solve the equation 0.8√(95 ÷ (3242.9 + x) × 2000) = 0.8 × 6.124 for x. This yields a value of 810.1 lb for Basic Lift, so ST = √(5 × 810.1) = 64. This is a bit higher than the estimate of ST 59 given by the formula on Basic Set p. 558.

Lifting Surface

If any exposed facing of a subassembly has no armor (or has only open-frame armor), that subassembly cannot provide aerial or aquatic lift or thrust, as it cannot redirect air or water without a smooth surface. (See also the note on mandatory rotor armor located at Vehicles p. 23.)

Retractable Motive Subassemblies

Retractable wheels and retractable skids (Vehicles p. 7) no longer are separate subassembly types. Instead, any motive subassembly can be made retractable, starting at TL6.

The retraction space of a retractable motive subassembly is represented, not as a multiplier to body (or wing) volume, but as a component with volume equal to 1.5 times the volume of the retractable subassembly. (This may require recursion.) If the retractable subassembly retracts into multiple other subassemblies (e. g., into both the body and the wings), divide this volume evenly between the other subassemblies—or, alternatively, divide the volume in rough proportion to the weight that each part of the retractable subassembly supports. For example, a large airplane might have two wheels supporting the body and one supporting each wing, if the body is about as heavy as both wings combined when the airplane is fully loaded.

Restricted Subassembly Structures

If the Different Structures for Subassemblies optional rule (Vehicles p. 19) is used, no subassembly can have a frame strength higher than the frame strength of any subassembly that supports it. For example, if a pod is attached to the body of a car, and the body (which obviously supports the pod) has medium strength, the pod cannot be heavy—it must be medium, light, extra-light, or super-light.

The support of this rule is not necessarily the same support described on Vehicles p. 9, which emanates invariably from the body. Rather, it is a common-sense, physics-based relationship that may vary based on the vehicle's mode of operation. For example, in a flying car consisting of two wings and a set of wheels attached to the body: When the car is on the ground, the set of wheels supports the body and the body supports the wings. When the car is in the air, however, the wings support the body and the body supports the set of wheels—both relationships are reversed. Therefore, the entire vehicle must have a uniform frame strength. However, if a pod were attached to the body, it would be supported by the body regardless of the vehicle's current mode of operation.

In a vehicle whose chain of support is ambiguous—for example, an airplane with one wheel supporting the body and one wheel supporting each wing, where whether the body supports the wings or vice-versa (while the plane is on the ground) is uncertain—either direction can be chosen.

(This rule is meant to disallow designs in which large amounts of weight are borne indirectly by an impossibly flimsy subassembly—e. g., an extra-heavy tank body sitting on a super-light set of small wheels or flying on super-light wings.)

Subassembly Health

In addition to the vehicle-wide HT score, calculate a separate Health score for each subassembly (except the body), using the formula on Vehicles p. 26 but substituting the subassembly's HP for the body's and the subassembly's loaded weight for the vehicle's. If any subassembly's HT is lower than the HT calculated for the entire vehicle, use the subassembly's HT score for the entire vehicle. (Alternatively: Whenever the vehicle succeeds on a roll vs. HT, the roll counts as a failure for any subassembly for which (vehicle HT minus subassembly HT) is less than the roll's margin of success. This may have catastrophic consequences for the vehicle!)

(This rule is meant to disallow designs in which large amounts of weight are borne directly by an impossibly flimsy subassembly—e. g., heavy fuel tanks in a super-light pod or super-light wings.)

Precise Size Modifier

It may be useful to calculate SM as a non-integer number equal to 2 × log10(volume ÷ ft3) − 1.5, prior to rounding it to the nearest integer.

Structural Weight and Cost Refined

If you're using the Structural Weight and Cost optional rule (Vehicles Expansion 1 p. 5), don't simply choose the larger of the vehicle's structural surface area and the vehicle's structural volume. Instead, for each subassembly that normally is included in structural surface area, choose the larger of that subassembly's area and volume, and include that number as part of the effective surface area for purposes of the calculation of structural weight and cost.

Taking the transport aircraft on Vehicles p. 140 as an example:

Volume is 1722 ft3 for the body, 172.2 ft3 for each of the two wings, 86.1 ft3 for the set of wheels, and 54 ft3 for each of the two pods. Total structural volume is 2260.5 ft3.

Area (taking the inaccurately-calculated numbers as they are given) is 1000 ft2 for the body, 400 ft2 for each of the two wings, 125 ft2 for the set of wheels, and 100 ft2 for each of the two pods. Total structural area is 2125 ft2.

Under the default ruleset, structural weight and cost are calculated from a base value of 2125—total structural area.

Under the original optional rule, structural weight and cost are calculated from a base value of 2260.5—total structural volume. The wings' large area almost perfectly cancels out the body's large volume, but does it actually make any sense that sturdy wings can help the structure of a flimsy body?

Under this house rule, structural cost and volume are calculated from a base value of 2847—the volume of the body plus the area of the other subassemblies.

Multipurpose Access Space

Access space (Vehicles pp. 14–15 and 74–75, and Vehicles Expansion 1 p. 23) can be used as cargo space (Vehicles p. 15) or standing room (Vehicles p. 76) if the component with which the access space is associated is not in use.

In certain cases, access space can be used as cargo space or standing room even when the component is in use. For example, cargo or passengers can be packed like sardines into the aisle of a subway car or (if properly protected from heat) the engine compartment of a locomotive. However, such usage may make (1) traversing the access space (Basic Set p. 387), and (2) conducting maintenance (or stoking) on the associated component, difficult or impossible.

Grouping Wheels Together

The number of wheels chosen on Vehicles p. 7 is not necessarily the same as the number of wheels used in determining gMR and gSR on id. p. 129. Up to two wheels may be placed on the same end of an axle if they are combined into a wheel pair, and several wheels or wheel pairs may be combined into a single wheel group. Each wheel pair or wheel group counts as only a single wheel for the purpose of determining Ground Maneuver Rating and Ground Stability Rating. For example, an eighteen-wheeler truck really has only six wheel groups for gMR and gSR: four two-pair groups and two individual wheels. Similarly, a large airplane may have dozens of individual wheels gathered into just three or four large groups.

Using many smaller wheels rather than just a few larger wheels is a good idea in a campaign (usually at or above TL6) where smaller wheels (and tires!) are mass-produced, but larger wheels can be purchased only at limited-production prices, or cannot be purchased at all and must be built from scratch (Vehicles p. 199). Additionally, many jurisdictions have per-axle weight limits on the wheeled vehicles that legally can travel on roads maintained by those jurisdictions, so a vehicle with many wheels can bypass those restrictions—though such a vehicle may still fall afoul of restrictions on maximum length, width, or height!

(Per-axle weight restrictions exist because spreading weight over several wheels or wheel pairs is significantly less damaging to a road than is concentrating that weight on just a few wheels or wheel pairs. Think of it as being based on per-wheel or per-wheel-pair (but not per-wheel-group) ground pressure (Vehicles p. 130).)

Vehicle Dimensions

According to Vehicles p. 26, Size Modifer is equal to 2 × log10(volumeft3) − 1.5, rounded to the nearest integer. According to Basic Set p. 550, Size Modifier is equal to 6 × log10(lengthyd) − 1.5 + N, rounded to the nearest integer, where N is 2 for box-, sphere-, and blob-shaped objects, 1 for elongated boxes, like most ground vehicles, or 0 otherwise. If these expressions are set equal to each other, lengthyd = ∛(volumeft3) ÷ 10N ÷ 6 and volumeft3 = (lengthyd)3 × 10N ÷ 2—or, in units that match, length = 3 × ∛(volume) ÷ 10N ÷ 6 and volume = (length ÷ 3)3 × 10N ÷ 2.

If you desire more detail: Set N to 3 for a cube, 2 for a sphere or a 1∶1∶1.5 box, 1.5 for a 1∶1∶2 box, 1 for a 1∶1∶3 box, or 0 for a 1∶1∶5 box.

If you desire even more detail: For a WWL box, N is equal to 2 × log10(27 × (W ÷ L)2) and W ÷ L = √(10N ÷ 2 ÷ 27).

Tailless Aircraft Refined

Historically, tailless aircraft (Vehicles Expansion 2 p. 5) that achieved stability without computerized controls were commercially available and/or thoroughly prototyped in TL6 (Dunne and the Hortens). Accordingly, tailless aircraft can be designed at TL6 and without controlled instability.

This house rule makes tailless designs superior to conventional designs in many, if not most, situations. The GM may wish to consider imposing other restrictions on tailless designs, with the justification that, even though many components are listed as suitable for being placed in wings in theory, in practice the flat shape of a wing can cause a lot of interior volume to be wasted. For example, the GM might say that, even though a wing's volume is 40 ft3, its height is insufficient to accommodate a roomy passenger seat.

Slopes, Climbing, and Diving Refined

For a ground vehicle traveling up, down, or across a slope (Vehicles p. 153), or an air vehicle climbing or diving (id. p. 155), recalculate top speed and acceleration (and, for an air vehicle, Maneuver Rating and deceleration—or, for a ground vehicle, ground pressure), including an additional gravitational thrust equal to −(vehicle's weight) × sin(climb angle). For a ground vehicle, multiply ground motive power and ground pressure by cos(ground angle). For an air vehicle, recalculate stall speed, multiplying lift area (and static lift from ornithopter wings and non-vectored propellers, fans, and engines) by cos(climb angle) and including additional static lift equal to thrust × sin(climb angle). (A vehicle pulls out of a dive by taking a bend maneuver, not by going faster.)

For a ground vehicle, weight × cos(ground angle) − (static lift) must be at least 0.1 × weight. If the vehicle violates that condition, it automatically loses control. (The condition is violated automatically if cos(ground angle) is less than 0.1—i. e., if the ground is steeper than ±84 ° or ±9.9∶1.)

Note that ground angle is different from climb angle! A ground vehicle traveling sideways across a steep slope (neither climbing nor descending) still is affected by formulas referencing ground angle. Also, climb angle is a negative number for a descending vehicle.

(This rule replaces the rules cited in the first paragraph.)

Speed and Fuel Consumption

It's readily apparent from the formulas given in the Performance chapter of Vehicles that top speed and acceleration vary based on fuel consumption, as laid out in the following table.

Travel modeRelationship
Underwater or on waterSpeed ∝ ∛(fuel consumption)
Acceleration ∝ fuel consumption
GroundSpeed ∝ √(fuel consumption)
Acceleration ∝ √(fuel consumption)
AirSpeed ∝ √(fuel consumption)
Acceleration ∝ fuel consumption
SpaceAcceleration ∝ √(fuel consumption)

For example: The family car on Vehicles p. 140 has a top speed of 100 mi/h at full power output. If the driver chooses to save gasoline by traveling at half throttle, the car's speed falls to 100 mi/h × √(0.5) = 71 mi/h. Conversely, if the driver chooses to abide by a speed limit of 70 mi/h, he must reduce his throttle to (70 mi/h ÷ 100 mi/h)2 = 49 % of maximum output.

(Make note that this calculation relies on multiplying the top speed or acceleration before the application of any cap due to streamlining, helicopter rotors, etc.)

Roots and Powers

If you happen to be designing a vehicle without a calculator (or a slide rule), you can use this table to determine approximate roots and powers.

Instead of typing XY into a calculator:

1

Look up the row that corresponds to number X. This is R1.

2

Multiply R1 by Y. This is R2.

3

Look up the number that corresponds to row R2. This is XY.

Similarly, instead of typing YX (which is the same as X1/Y) into a calculator:

1

Look up the row that corresponds to number X. This is R1.

2

Divide R1 by Y (rounding to the nearest integer). This is R2.

3

Look up the number that corresponds to row R2. This is YX.

If a number or a row is outside the range of the table, multiplying a number by 10 is equivalent to adding 216 to its corresponding row, and dividing a number by 10 is equivalent to subtracting 216 from its corresponding row.

For example, if you want to calculate the cube root of 200: 200 ≈ 1.99952 × 10 × 10; R1 = 65 + 216 + 216 = 497; R2 = 497 ÷ 3 = 166; and 3√200 ≈ 5.86838. (A calculator returns the value 5.84804, so the error of this result is less than 0.35 %.)

Likewise, for 3002/3: 300 ≈ 2.99814 × 10 × 10; R1 = 103 + 216 + 216 = 535; R2 = 535 × 2/3 ≈ 357 = 141 + 216; and 3002/3 ≈ 4.49550 × 10 = 44.9550. (A calculator returns the value 44.8140, so the error of this result is less than 0.32 %.)

The result of any such calculation is guaranteed to have an error smaller than 1.1 %. (Specifically, (1.00536 minus an infinitesimal positive number)2 is 1.00000 when calculated with this table, but a calculator returns 1.01075.)

RowNumber
(−216)(÷10)
01.00000
11.01072
21.02155
31.03250
41.04356
51.05475
61.06605
71.07748
81.08902
91.10069
101.11249
111.12441
121.13646
131.14864
141.16095
151.17340
161.18597
171.19868
181.21153
191.22451
201.23764
211.25090
221.26430
231.27785
241.29155
251.30539
261.31938
271.33352
281.34781
291.36226
301.37686
311.39161
321.40653
331.42160
341.43684
351.45224
361.46780
371.48353
381.49943
391.51550
401.53174
411.54816
421.56475
431.58152
441.59847
451.61560
461.63291
471.65041
481.66810
491.68598
501.70405
511.72231
521.74077
531.75942
541.77828
551.79734
561.81660
571.83607
581.85575
591.87563
601.89574
611.91605
621.93659
631.95734
641.97832
651.99952
662.02095
672.04261
682.06450
692.08663
702.10899
712.13159
722.15443
732.17752
742.20086
752.22445
762.24829
772.27238
782.29674
792.32135
802.34623
812.37137
822.39679
832.42247
842.44844
852.47468
862.50120
872.52800
882.55510
892.58248
802.61016
912.63813
922.66640
932.69498
942.72386
952.75305
962.78256
972.81238
982.84252
992.87298
1002.90378
1012.93490
1022.96635
1032.99814
1043.03027
1053.06275
1063.09557
1073.12875
1083.16228
1093.19617
1103.23042
1113.26504
1123.30003
1133.33540
1143.37115
1153.40728
1163.44379
1173.48070
1183.51800
1193.55571
1203.59381
1213.63233
1223.67126
1233.71060
1243.75037
1253.79056
1263.83119
1273.87225
1283.91375
1293.95569
1303.99808
1314.04093
1324.08424
1334.12801
1344.17225
1354.21697
1364.26216
1374.30784
1384.35400
1394.40067
1404.44783
1414.49550
1424.54368
1434.59237
1444.64159
1454.69133
1464.74161
1474.79243
1484.84379
1494.89570
1504.94817
1515.00120
1525.05480
1535.10897
1545.16372
1555.21906
1565.27500
1575.33153
1585.38867
1595.44642
1605.50479
1615.56379
1625.62341
1635.68368
1645.74459
1655.80616
1665.86838
1675.93128
1685.99484
1696.05909
1706.12403
1716.18966
1726.25599
1736.32304
1746.39080
1756.45930
1766.52852
1776.59849
1786.66921
1796.74068
1806.81292
1816.88594
1826.95973
1837.03432
1847.10971
1857.18591
1867.26292
1877.34076
1887.41943
1897.49894
1807.57931
1917.66054
1927.74264
1937.82562
1947.90948
1957.99425
1968.07993
1978.16652
1988.25404
1998.34250
2008.43191
2018.52228
2028.61361
2038.70592
2048.79923
2058.89353
2068.98884
2079.08518
2089.18254
2099.28095
2109.38042
2119.48095
2129.58256
2139.68526
2149.78905
2159.89397
(+216)(×10)

(This rule replaces the Cube Roots appendix on Vehicles p. 138.)

Differentiating Off-Road Wheels

A set of off-road wheels has a basic Speed Factor of 14, rather than 16.

(According to Vehicles, off-road wheels are superior to heavy wheels in every way, and there's no reason to use heavy wheels after TL5. However, Alternate Spaceships (in Pyramid vol. 3 no. 34) gives to the top speed of an off-road wheeled drivetrain a flat penalty of 5 yd/s (10 mi/h). This penalty ranges from 6.7 % to 18 % of the unmodified top speeds possible for wheeled vehicles in Alternate Spaceships, and that's equivalent to a Vehicles Speed Factor penalty ranging from −1 to −3 applied to the normal value of 16 for wheeled vehicles above TL5. 14 also is a nice intermediate number between the 12 of pre-TL6 no-pneumatic-tire wheels and the 16 of post-TL5 pneumatic-tire wheels.)

Streamlining and Ground Top Speed

Under the vanilla rules, ground top speed is calculated in three iterations. First, iteration 1 is determined based on the power‐to‐weight ratio and a drivetrain‐based factor (Vehicles p. 128). Then, if iteration 1 exceeds 50 mi/h, it is multiplied by a streamlining‐based factor to obtain iteration 2 (ibid.). Finally, if iteration 2 exceeds a streamlining‐based threshold, for iteration 3 it is manipulated so that, beyond that threshold, top speed increases with the fourth root, rather than with the square root, of power‐to‐weight ratio—i. e., more slowly (Vehicles Lite p. 38).

If you look at the graph of all these iterations of top speed as a function of power‐to‐weight ratio and of streamlining, there are two obvious problems with the vanilla method of calculating iteration 2, both taking place at the point where iteration 1 exceeds 50 mi/h (if the vehicle has any streamlining). In the first place, there's a discontinuity in iteration 2. (This is caused by multiplying iteration 1 in its entirety by a factor, rather than modifying only the part of iteration 1 that exceeds the threshold of 50 mi/h.) And, in the second place, the slope of iteration 2 increases (even if the first problem is corrected by the method suggested above), causing the graph to nonsensically wiggle back and forth rather than being consistently concave downward. (This is caused by starting with a smaller number for iteration 1 and increasing it by a factor to get iteration 2, rather than starting with a larger number for iteration 1 and decreasing it by a factor to get iteration 2.)

The way to fix these problems is twofold. First: To obtain iteration 1, multiply the result of the vanilla equation by an additional factor of 1.1. Second: If iteration 1 exceeds 50 mi/h, then iteration 2 = 50 mi/h + (iteration 1 − 50 mi/h) × S ÷ 1.1, where S is 1.1 for Good streamlining, 1.05 for Fair streamlining, 1.03 for a fairing (Vehicles Lite p. 38), or 1 for no streamlining. (The process for determining iteration 3 remains unchanged. Acceleration always is based on iteration 1.)

Different Streamlining for Subassemblies

It may be useful to design retractable subassemblies (or removable subassemblies on a multi-section vehicle) with a lower level of streamlining than that of the rest of the vehicle. (For example, the retractable wheels of many airplanes are unarmored and therefore cannot be streamlined. Similarly, it's conceivable that an airplane whose typical mission involves reaching a target area at high speed, loitering at low speed over that area, and finally leaving the area at high speed might have unstreamlined pop turrets.)

If a vehicle contains subassemblies that have multiple levels of streamlining, in any given calculation always use whichever level of streamlining (among the levels of all non-retracted subassemblies) produces the worst result. For example, on an airplane that has good streamlining except for a set of unstreamlined wheels (retractable but currently extended), ground top speed and air top speed should be calculated with no streamlining, but stall speed should be calculated with good streamlining, because a higher level of streamlining produces a worse (higher) stall speed.

For a subassembly designed under this rule, determine the structural cost by consulting the Vehicle Structure Table (Vehicles p. 19) as usual, but using the subassembly's streamlining rather than the body's streamlining.

Structural Cost for Flying Vehicles

The cost multiplier labeled if Wings or Rotors in the Vehicle Structure Table (Vehicles p. 19) should be used for any vehicle that flies with the aid of aerodynamic (as opposed to aerostatic) lift. This includes not only wings and rotors but also the lifting-body feature. (See Vehicles p. 133.)

Mechanics, Stokers, and Access Space

Base a vehicle's required number of mechanics on the power requirement of all simultaneously-active power-using propulsion and lift systems or on the power output of all simultaneously-active power-producing systems, whichever is larger.

Always base a vehicle's required number of stokers on the power output of all simultaneously-active wood- and coal-burning power plants. Never use power requirements for determining this number.

If a power plant in a short-occupancy vehicle requires stokers, it also requires access space as if it were in a long-occupancy vehicle, so that the stokers have room to work.

Armor by Weight

The relationship between frame strength and armor DR given on Vehicles p. 20 is rather unhelpful. An alternative guideline is brought to mind by Spaceships and by Armor by Facing (in Alternate Spaceships in Pyramid vol. 3 no. 34): the weight of armor on an ordinary, non-military vehicle generally should be between one-twentieth and one-seventh of the vehicle's loaded weight (i. e., between one and three Spaceships systems), if the vehicle is armored at all. The designer then can decide with what kind of armor he wants to fill that weight allotment.

(For reference: The ratio of armor weight to loaded weight is around one-third for the roundship on Vehicles p. 139, one-fifth for the transport aircraft and family car on id. p. 140, and one-seventh for the utility helicopter on id. p. 141; and, according to Basic Set p. 17, a ST 10, 150-lb human carrying one-seventh of his loaded weight in armor has Light encumbrance.)

HT Scores and Winged Vehicles Refined

As a replacement for HT Scores and Winged Vehicles (Vehicles Expansion 1 p. 6): Whenever (1) the body's HP is referenced by the rules and (2) the summed HP of all wings exceeds the body's HP, the summed HP of all wings should be used instead of the body's HP. Similarly, if the wings' total volume exceeds the body's volume, the wings' total volume should be used where the body's volume is called for. (For example, the volume of a wheels subassembly should be based on the total wing volume, and the wheels should be attached solely to the wings rather than to the original body.)

If both of these situations apply, the pair of wings generally can be considered the vehicle's effective body, while the original body (if it exists at all) is merely a combination of superstructure and pod: its interior is accessible from the interior of the wings, it can accept high levels of streamlining, and it can accept any component that is listed as needing to be placed in a superstructure or a pod (but not a component that must be placed in the body). If only one applies, the choice of whether the pair of wings or the original body is the effective body is up to the designer, but one of them must be chosen for all purposes.

(Note that this is contradicted by Weird War II p. 85, which was published a year after Vehicles Expansion 1.)

Ground Performance of Air Vehicles

In determining the ground top speed and ground acceleration (but not the ground deceleration, ground Maneuver Rating, or ground Stability Rating) of a ground vehicle that uses only propulsion systems that push on the air rather than on the ground (e. g., a propeller-driven airplane or a jet-powered car), the formulas given in Air Performance should be used, even if the vehicle cannot leave the ground.

(Taking the transport aircraft on Vehicles p. 140 as an example: Under the vanilla ruleset, ground top speed is √(5 370 ÷ 4 ÷ 14.9) × 16 × 1.05 = 160 mi/h, and ground acceleration is 160 ÷ 16 × 0.8 = 8 (mi/h)/s. Under this ruleset, however, ground top speed is √(7 500 × 5 370 ÷ 1 000) = 200 mi/h (the same as air top speed), and ground acceleration is 5 370 ÷ 29 734.5 × 20 = 3.6 (mi/h)/s (the same as air acceleration).)

If a vehicle has propulsion systems of both types (pushing on the air and pushing on the ground), its ground top speed and ground acceleration should be calculated with both sets of formulas, and the worse value should be chosen as the final value. For the purpose of the formulas, assume that 1 kW of ground motive power is equivalent to 4 lb of air motive thrust.

Additionally, for any ground vehicle, always calculate ground acceleration from the value determined for ground speed before that speed is capped or multiplied due to streamlining.

(It obviously makes no sense that the transport aircraft sample vehicle on Vehicles p. 140 has ground acceleration that is literally twice its air acceleration.)

Low-Tech Ablative Armor

Realistically, wood armor should be considered ablative.

Starting at TL1, armor can be fashioned out of stone. Stone armor weighs 1.2 (lb/ft2)/DR, and (with Armor Volume) has density of 200 lb/ft3. It is ablative and fireproof.

Stone armor costs 0.75 $/lb on any facing of a building except the top, or 12.5 $/lb on the top facing of a building or any facing of a vehicle. The extra cost represents physical reinforcement (such as wire-connected scales) and/or advanced architectural techniques (such as arches, domes, and vaults), which are necessary in applications that involve large tensile stresses (such as the roof of a building or the armor of a vehicle).

(See Low-Tech Armor Design (in Pyramid vol. 3 no. 52) and Low-Tech Companion 3 pp. 33–34. It should be noted, however, that that article's numbers for wood armor vary greatly from those given for wood armor in Vehicles, so the article may be working from different assumptions than Vehicles does, despite its explicit protestation to the contrary.)

(See also concrete armor on WWII: Motor Pool pp. 11–12.)

External Components

The designer should keep track of the volume of components or fractions of components even if they are on the surface of, rather than in the interior of, a subassembly. For example, if cargo with a volume of 190 ft3 is stored in a 100-ft3 open cargo space, the extra 90 ft3 of cargo doesn't just disappear—it should contribute to the vehicle's final volume and Size Modifier, even though it need not be accounted for in determining the weight and cost of the vehicle's frame. Likewise, a bicycle that's carrying a human rider may have significantly worse maneuverability than a bicycle that has the same subassembly volume but is piloted by a compact remote-control mechanism. See also: external mounts and vehicles stored in them; sails; and non‐concealed weapons.

For each subassembly, calculate, not only volume without external components, but also volume with armor (if you're using the Armor Volume rule from Vehicles Expansion 2 p. 5) and volume with all external components (including, not just armor, but also aerial propellers, the upper halves of humans in exposed seats, the entirety of humans in cycle seats, airplanes carried on decks, etc.). The weight and cost of a subassembly's frame are based on the volume without external components, but Size Modifier and Maneuver Rating are based on volume with all external components, and the volume (without external components) of wings, wheels, etc. is based on the body's volume with all external components.

Likewise, calculate, not only area without external components (6 × (volume without external components)2/3 × factor, as usual; see Vehicles p. 18), but also area with armor (6 × (volume with armor)2/3 × factor) and area with all external components (area with armor + Σ(area of non-armor external component)). The weight, cost, and Hit Points of a subassembly's frame are based on area without external components, but lift area is based on area with armor, and aerodynamic drag is based on area with all external components. (Note that, for the motive subassemblies listed under Wheelguards and Armored Skirts (Vehicles p. 23), part of the subassembly's underside must be unarmored in order for the subassembly to function, so ground contact area is based on the area of the subassembly without armor. For example, armor applied to a TL5+ wheels subassembly does not protect its pneumatic tires (Vehicles p. 182). However, a skids subassembly's ground contact area still is based on area with armor.) (In calculating aerodynamic drag (Vehicles p. 134), do not use the D variable, since that increase should already be included in area with external components.)

To determine the volume of a propeller, use the same density as for a ducted fan. The volume of a set of sails can be determined with Armor Volume (Vehicles Expansion 2 p. 5). The volume of a typical human with his equipment can be taken as 4 ft3 (see Vehicles pp. 25–26 and 80); assume that half of that volume extends outside the vehicle if the human is in an exposed seat, or all of that volume if the human is in a cycle seat, a harness, or standing room.

Vehicle Weights and Volumes

As an extension of the three varieties of vehicle weight prescribed on Vehicles pp. 25–26 (empty weight, loaded weight, and loaded weight with hardpoints), it can be useful to think of the vehicle as existing in even more states, and to calculate weights, volumes, costs, and even performance statistics for all those states separately.

Skeletal

Subassembly frames and nothing else

Solid

Skeletal plus component frames

Folded

Solid plus non-collapsible space

Empty

Folded plus collapsible space

Curb

Empty plus consumables required for normal operation (e. g., fuel, ammunition, provisions, carried vehicles, and guns that require carriages)

Crewed

Curb plus crew required for normal operation

Internally-loaded

Crewed plus passengers in non-exposed seats, cargo in non-open cargo space, and half of cargo in open cargo space

Externally-loaded

Internally-loaded plus passengers in exposed seats, the other half of cargo in open cargo space, and vehicles in external cradles

Hardpoints-loaded

Externally-loaded plus hardpoint load

Space includes cargo, access, empty, and intra-component space. Intra-component space is half the nominal volume of a seat (Vehicles Expansion 1 p. 21) or the nominal volume of a tank minus the volume of its frame (id. p. 24). Collapsible space includes: (1) all cargo space, access space, and intra-seat/-station space in a multi-section vehicle (regardless of whether the seat/station is folding); and (2) intra-component space in a folding seat/station or a collapsible tank (regardless of whether the vehicle is multi-section). If a vehicle neither is multi-section nor contains any folding seats/stations or collapsible tanks, it does not have any collapsible space, so its folded statistics are the same as its empty statistics.

Charging and Discharging Energy Banks

Vehicles (pp. 87–88) gives no guidance on how quickly energy banks can be charged or discharged. In reality, however, these limits do exist for batteries of some types.

Very generally: An advanced battery or a lead–acid battery has a maximum power input equal to 1 kW for every 3.6 MJ of capacity: charging takes at least 3600 seconds (one hour). Likewise, an advanced battery or a lead–acid battery has a maximum sustained power output equal to 1 kW for every 3.6 MJ of capacity: it cannot be fully discharged in less than one hour. These guidelines are absolute minimums and will drastically shorten the life of most batteries if used for sustained intervals, so the designer is advised to use a larger ratio—say, 18 or even 36 MJ/kW (five or ten hours)—for a vehicle whose battery is expected to last for a long time.

Additionally, a lead–acid battery (but not an advanced battery) can tolerate power output of 1 kW for every 180 kJ of capacity during non-sustained intervals—e. g., for ten seconds, in order to power the starter motor of a diesel engine (Vehicles p. 83).

(See High-Tech: Electricity and Electronics pp. 16–18, and look up the C ratings of some real-life batteries. A rating of 1C is equivalent to a charge or discharge time of 1 hour, while a rating of 0.2C is equivalent to a charge or discharge time of five hours. This rule is meant primarily to prevent advanced batteries from being used inappropriately. For example: The Family Car sample vehicle on Vehicles p. 140 has top speed of 100 mi/h and acceleration of 5 (mi/h)/s. A clever designer might think of replacing part of the engine with a small advanced battery, in order to have two separate sets of ground-performance statistics—e. g., a gasoline-only maximum speed of only 85 mi/h, but enough additional battery capacity for a short burst of 5-(mi/h)/s acceleration every few minutes. In reality, however, a small advanced battery may not be able to deliver enough power for this application, leaving a large advanced battery, a flywheel, and a larger lead-acid battery as the only alternatives.)

Complex Drivetrains

If a vehicle contains multiple possible sources of motive power, the designer should make explicit note of the details of the vehicle's drivetrain. For example, in a vehicle that contains a gasoline engine, a lead–acid battery, and a wheeled drivetrain (such as the Family Car on Vehicles p. 140), the drivetrain may be:

A parallel-hybrid drivetrain, in which the engine and the battery can drive the wheels simultaneously;

A series-hybrid drivetrain, in which the engine is not connected to the wheels and serves only to charge the battery, which drives the wheels alone; or

Not a hybrid drivetrain at all, since the wheels receive power only from the engine.

These details should be reflected in the vehicle's statistics, and may be important in a campaign. (For example: If the PCs in a TL7 campaign pick up a TL10 power cell from Area 51, adding it to a vehicle that already is a series hybrid or a parallel hybrid can be done quite easily (a minor repair), but adding the same battery to a vehicle whose old lead-acid battery isn't already capable of driving the wheels will require replacing the existing mechanical drivetrain with a drivetrain that includes electric motors (a major repair at best).)

Additionally, the GM may wish to make a parallel-hybrid drivetrain heavier and more expensive than a non-hybrid or series-hybrid drivetrain capable of transmitting the same amount of power. (A gasoline engine's drivetrain has a complicated automatic or manual transmission, while a battery's drivetrain needs much less gearing but does require electric motors.) See WWII: Motor Pool p. 13 for details.

Autorotation and Autogyros

As a supplement to Auto-Rotation and Helicopters (Vehicles Expansion 2 p. 31): Autogyros always are in autorotation, even when the engine is running. If the engine of an autogyro fails, the vehicle starts gliding automatically, and there is no need to make a hazard control roll.

Intermediate Frame Strengths

Seven new frame strengths are added to the Vehicle Structure Table (Vehicles p. 19 and Vehicles Expansion 1 p. 6) and to the instructions under Hit Points (Vehicles p. 20).

Frame strengthWeightValueHit Points
15 %×0.15×0.15×0.15
20 %×0.2×0.2×0.2
30 %×0.3×0.3×0.3
70 %×0.7×0.7×0.7
150 %×1.2×1.5×1.5
300 %×1.8×3×3
600 %×2.4×7×6

Generally, each of these new frame strengths should be treated as the next-weaker vanilla frame strength for the purpose of any vanilla rule that references frame strength. For example, a very cheap 70-%-strength TL6 frame should be wooden, not metal (Vehicles p. 19).

(The widely-spaced vanilla frame strengths can be very annoying in forcing the designer to use either an overburdened frame or an overbuilt frame, with nothing in between. Conveniently, however, the pattern is very easy to interpolate.)

Tandem Wings

If a vehicle has a pair of biplane or triplane wing subassemblies, the designer may declare that the wings are arranged longitudinally, in a tandem configuration, rather than in the usual vertical stack. This adds a −1 penalty to the effective TL used in determining Aerial Maneuver Rating (Vehicles p. 135; compare top-and-tail and coaxial rotors vs. multiple main rotors), but removes the −1 penalty to Aerial Stability Rating for having biplane or triplane wings (id. p. 136).

Spacecraft Radiators

The GM may wish to require spacecraft to be designed with radiators, from which they reject excess heat.

For every megawatt of power that a spacecraft's power plants can generate, the spacecraft must have at least 62.5 ft2 of area dedicated to radiators. This area can be provided as radiator panels on the spacecraft's surface, or as radiator wings that project from the vehicle's surface.

Radiator panels have no weight, cost, or volume, and can be placed on any exposed surface of the vehicle, even over armor (but not over solar cells). To design a radiator wing, use the rules for designing solar panels on Vehicles p. 96, but cover the pseudosubassembly with radiator panels rather than with solar cells.

A radiator wing can be made capable of retracting into a subassembly. Use the rules for retractable solar panels on Vehicles p. 96, but weight and cost are increased by only 25 percent over the weight and cost of a non‐retractable radiator wing, and the volume occupied by the retracted radiator wing is increased to 1 ft3 for every 40 lb.

(This rule is backported from Transhuman Space pp. 186–187. For rules on overheating, see id. pp. 200–201. For the retraction, extension, and Hit Points of radiator panels, use the rules for solar cells on Vehicles p. 96. See also Spaceships 1 p. 31.)

Electric Motors

Electric motors become available at TL6. In the absence of better information, use the rules and statistics given on WWII: Motor Pool p. 13 for electric motors at all Tech Levels from TL6 onward.

Alternatively, an intrepid GM may wish to imitate the weight progression that's used for leg and flexibody drivetrains on Vehicles p. 31 (along with a cost of 1 $/lb):

TLWeight (lb/kW)
68
76
84
93
102
11+1

(The weights given for TL5 and TL(5+1) electric motors on Steampunk p. 72 are extremely low in comparison to the weights given for TL6 electric motors on WWII: Motor Pool p. 13. I would ignore Steampunk on this topic. Maybe the Steampunk numbers are meant exclusively for stationary motors, rather than for vehicular motors.)

Biplane and Triplane Tilt-Rotors

Tilt-rotor vehicles (Vehicles p. 34) can be created using any of these three combinations:

1

Two standard, high-agility, or STOL wings; one pod attached to each wing; one MMR drivetrain in each pod; and one multiple main rotor attached to each pod

2 (tilting quadcopter)

Two biplane wing subassemblies in tandem configuration; two pods attached to each wing subassembly (one to each individual wing); one MMR drivetrain in each pod; and one multiple main rotor attached to each pod

3 (tilting hexacopter)

Two triplane wing subassemblies in tandem configuration; three pods attached to each wing subassembly (one to each individual wing); one MMR drivetrain in each pod; and one multiple main rotor attached to each pod