Hansuke April 17, 2008 - 8:09am | Hello, I'm new to the list. I search the web, every few years, in search of vehicles rules for Star Frontiers. Has anyone here created any ground vehicle rules additions in the spirit of Star Frontiers? Thanks for taking the time to read this message, Bobby aka Hans |
Imperial Lord April 17, 2008 - 8:27am | There was the Tanks a Lot thing from Dragon some years ago. It was pretty cool. Workable, although some of the weapons are a little lame. |
w00t (not verified) April 17, 2008 - 7:37pm | Try the The House Rules Wiki or Content of The House Rules Wiki project Ground Vehicles RevisitedGround Vehicle VariationsBase model vehicles and performance specs are as described on page 29-30 of the Star Frontiers/Alpha Dawn "Expanded Game Rules" book. The only exception is a hovercycle top speed should read 180kph, not 120kph. Variations are as follows: Table A: Size Variations (Cars & Cycles) applicable to both ground and hover vehicles
*round up Table B: Style Variations (Cars & Cycles)** round down applicable to both ground and hover vehicles
* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility ground car may convert 75kg/0.5cubic meter of cargo space to 3 passenger seats, can't exceed the 50% on either end) **CUSTOM variations allow for combinations, such as sport/standard. Use the lesser applicable modifier and average the cost modifiers. Use common sense where applicable, such as a longer wheelbase vehicle (chopper or stretch limo) would have a turn speed penalty etc *** Depending on condition Table C: Size Variations (Transports & Explorers) applicable to ground & hover transports and explorers
*TRACK MOBILE chassis available @ +25% cost, not permitted on city streets Table D: Style Variations (Transports & Explorers) applicable to ground & hover transports and explorers
* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility explorer may convert 3 passenger seats to 1000kg/3 cubic meter of cargo space) Appendix 1: Modifications Sidecar (cycles only): +1 passenger/+50% cargo, -10 accel/decel/turn speeds --- Cost: 500Cr Detachable Luggage (cycle or car): +50% cargo space --- Cost: 75Cr Utility Trailer: +200% cargo space, -10 accel/turn and -20 decel/ top speeds for each trailer added --- Cost: 250(cycle)/750(car)/2500Cr(transport)Cr Air Brakes/Hard Brakes (hover/ground): +10 decel; --- Cost: 1000Cr Re-geared Transaxles(any): +10 accel/decel & -10 Top/Cruise OR -10 accel/decel & +10 Top/Cruise --- Cost: 50Cr GyroStabilizers: +10 turn speed --- Cost: 2500Cr +1 Powerplant Rebuild: +10 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 15000Cr* +2 Powerplant Rebuild: +20 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 25000Cr* +3 Powerplant Rebuild: +30 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 35000Cr* High Performance Racing Chip (HPRC, any): +20 top speed & accel, +10 decel & turn speeds --- Cost: 20000Cr *Powerplant rebuilds may not exceed the +3 category. A +1 rebuild can be performed initially, followed later by another +1 or a +2 rebuild but can never exceed the +3 bonuses. |
jaguar451 April 17, 2008 - 7:42pm | Check out 'Tanks a lot' and 'Tanks Again' Dragon Articles, available from http://www.starfrontiers.com/rules/ |
Hansuke April 18, 2008 - 9:48am | Thanks w00t and jaquar451. Plenty of good reading in both of those referrals. |
w00t (not verified) October 21, 2010 - 9:07am | I wrote an article for Issue 15 of the Star Frontiersman. http://starfrontiersman.com/ Non-Civilian Duty Vehicles, pg26 Basically you take one of the vehicles from the AD book and slap on a military package. From there you add vehicle grade weapons and defenses. I added some new vehicles, a vehicle damage table and a loss of control table. There is also a digitally re-mastered article available. From Freighters to Flying Boats by Matthew M. Seabaugh, pg34 |