Vehicle Rules Yet

Hansuke's picture
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
Comments:

Imperial Lord's picture
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.

Anonymous's picture
w00t (not verified)
April 17, 2008 - 7:37pm
Try the The House Rules Wiki or
Content of The House Rules Wiki project

Ground Vehicles Revisited

Ground Vehicle Variations

Base 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


Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small/Compact-20-20-20+20+10-50%*-50%-25%
Intermediate-10- n/a --10+10- n/a -- n/a --25%-10%
Mid-Sized- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large+10+10+10- n/a --10+50%**+50%+25%
Heavy- n/a -+20- n/a --10-20+100%+100%+50%
*round up
** round down


Table B: Style Variations (Cars & Cycles)
applicable to both ground and hover vehicles

 Top SpeedCruise SpeedAccelDecelTurn SpeedSPECIALCost
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Cruise-10kph+10%- n/a -- n/a -- n/a -- n/a -+10%
Utility*-10kph- n/a -- n/a -- n/a - -10- n/a -+20%
Luxury- n/a -+20kph- n/a - - n/a --10- n/a -+25%
Sport+10kph-10 kph+10 +10+10- n/a -+40%
Super Sport+20kph-20kph+20+20+20- n/a -+50%
Dual Sport- n/a -- n/a -+10-10 -10 +0.1 Terrain+30%
Adventure- n/a -- n/a -- n/a --20-20+0.2 terrain+40%
Vintage/Classic-10kph-10kph-10- n/a --10- n/a --50 to +500%***
Custom**variesvariesvariesvaries varies varies varies

* 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

 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small+10kph-10kph+10+10+10-33%-50%-20%
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large -10kph+10kph-10-10-10+33%+50%+50%
Heavy Duty*-20kph+20kph-20-20-20+100%+100%+100%

*TRACK MOBILE chassis available @ +25% cost, not permitted on city streets

Table D: Style Variations (Transports & Explorers)
applicable to ground & hover transports and explorers
 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Sport+20kph-10kph+10+10+10- n/a --25%+25%
Utility*- n/a -- n/a -+10- n/a -- n/a -- n/a -- n/a -+30%
Passenger- n/a -- n/a -- n/a -+10- n/a -+20-75%+20%
Cargo- n/a -+10- n/a -- n/a -- n/a --50%+100% +10%
a standard style is also available, no additonal cost or variables

* 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.
Used with permission from
.

jaguar451's picture
jaguar451
April 17, 2008 - 7:42pm
Check out 'Tanks a lot' and 'Tanks Again' Dragon Articles, available from http://www.starfrontiers.com/rules/



Hansuke's picture
Hansuke
April 18, 2008 - 9:48am
Thanks w00t and jaquar451. Plenty of good reading in both of those referrals.Cool

Anonymous's picture
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