How I Like to Make Vehicles
Aug 22, 2018 13:28:40 GMT -6
Post by Divergent Reality on Aug 22, 2018 13:28:40 GMT -6
Here is a guide as to how I make vehicles.
Step one, concept.
Pick a vehicle or vehicle type to start from. Easy enough. For this example I will make a flying submarine.
You can start one of two ways, determine the length or height in meters, then figure out what Size it is to give it. Or start giving the vehicle features and see how big it gets.
I want this to be a flying airship submarine. Similar to something from Final Fantasy. So, ship like top, retractable weapons and a missile rack or prow mounted energy weapon. Possibly a way for magic users to get in on the raiding.
Step two, stats.
So, we can leave a few items blank for now
Size
Acceleration
Speed
Maneuver +?
Naval Drive, VTOL Drive <-We have two drive modes for air and water transportation.
Step three, gear.
Lets start assigning material designs to the ship.
Armor: This thing is designed to get in close and allow some swashbuckling action, so let's give this machine some Medium Heavy Armor (Slots 2 Cost 25)
I like to keep a running tally of my slots and cost while I make things to ensure I don't miss anything. You can wait to add it all up at the end. Whatever you like.
This is a vessel that can travel distances, we want to keep some food and drink on board. Lets toss in Five Cargo Space (Slots 5, Cost 5)
This is to be a submersible, some Environmental Seals might be a good idea. (Slots 0, Cost 5)
I want this to be a pilot 'by the seat of your pants' kind of ship, so no sensors and other such niceties. A Basic Orgone Antennae sounds cool for the magic user to summon daemons onto the ship. (Slots 2 Cost 15) Lets have it Prow mounted, like a cute tiny version of a Starship Lance weapon.
Lets move on to the control mechanisms. A Basic Cockpit with wheel and the wind in your hair (Slots 4 Cost 5). In the event of needing some more slots, The Cockpit is my favorite thing to Miniaturize. It only costs 10 VP, and frees up two slots. I imagine a Miniature cockpit as being cramped, stripped down or otherwise minimalist and uncomfortable/exposed.
Three retractable Personnel weapons need people to run them. You can either GM things and say if they are retractable or make the Copilot Seat slot for the gunners and make them somewhat more substantial with internal access and then raise up to mess up people outside. I will simply say that they need asshats on the deck to man them and skip the whole Copilot thing.
Back to the guns. That counts as Three Personal Weapon Mounts (Slots 3, Cost 15)
I like to mix them up. One prowish mounted SAW, and two Autoguns, one starboard and the other port.
Hell, you can go for a two Lasguns and a Pulse Rifle, it is up to what you (as a GM) want or your players can scrounge up.
Now back to the Drive System. We have two things to add on. The Diver Down modification so we can go underwater (Slots 3, Cost 20), and the Variable Drivetrain because we have two or more modes of travel (Slots 2 Cost 10)
Lets get a total thus far -
Slots: 21
Cost: 100
Pretty cheap. Now that we have the Slots, we can say that it has Size 21. This costs 105. Because we have a second Drive method, we ignore the Metal Giant rule for Naval Drives.
Now we can add an Acceleration, this is a big vehicle that I want to be able to get in and out, I will give it Acceleration 3, Cost 25
For our Speed we can go fast, increase the Size of the ship, and increase the cost or keep it slower. I will keep it reasonable and give it a Speed of 4 (Cost 12)
Now for Maneuver, this makes the difference between driving a slab of steel or a sleek thing. I don't care, I wont be driving it. So Maneuver +0 (Cost 50)
That gives us a new total -
Slots: 21
Cost: 292
Those few bits at the start make things more expensive. If we shave off one more point of size, we can get down to a lower size category and decrease the cost considerably. If we do that, the length drops by 10 meters and the cargo slots go from holding five cubic meters per space down to one per space. I am happy having this be a larger ship. Larger ship, larger loot.
Don't forget, those manning the guns and piloting the ship are on the deck. So for them this beast counts as Open Topped.
Now we can put together a 'character sheet' for our ship and add some fluff. I like to copy fluff because I am not a fluff writer.
Naval ships are nothing new, every minor Sphere has developed some form of getting things across water. Not long after boats that could move beneath the waves became a staple of military forces seeking to get the upper hand on their enemies. With more technological advances and a large enough pocket book, ships can be made to do more than ever - travel over, on and under the sea.
The Over, On and Undersea Boat.
Size 21
Acceleration 3
Speed 4
Maneuver +0
Naval Drive, VTOL Drive
Medium Hardened Armor
5x Cargo Space
Basic Orgone Antennae (Prow Mounted)
Environmental Seals
Basic Cockpit
3x Personal Weapon Mount (Retractable, Prow mounted SAW, starboard and port mounted Autoguns)
Driver Down
Variable Drive System
Open Topped
Cost: 292
Step one, concept.
Pick a vehicle or vehicle type to start from. Easy enough. For this example I will make a flying submarine.
You can start one of two ways, determine the length or height in meters, then figure out what Size it is to give it. Or start giving the vehicle features and see how big it gets.
I want this to be a flying airship submarine. Similar to something from Final Fantasy. So, ship like top, retractable weapons and a missile rack or prow mounted energy weapon. Possibly a way for magic users to get in on the raiding.
Step two, stats.
So, we can leave a few items blank for now
Size
Acceleration
Speed
Maneuver +?
Naval Drive, VTOL Drive <-We have two drive modes for air and water transportation.
Step three, gear.
Lets start assigning material designs to the ship.
Armor: This thing is designed to get in close and allow some swashbuckling action, so let's give this machine some Medium Heavy Armor (Slots 2 Cost 25)
I like to keep a running tally of my slots and cost while I make things to ensure I don't miss anything. You can wait to add it all up at the end. Whatever you like.
This is a vessel that can travel distances, we want to keep some food and drink on board. Lets toss in Five Cargo Space (Slots 5, Cost 5)
This is to be a submersible, some Environmental Seals might be a good idea. (Slots 0, Cost 5)
I want this to be a pilot 'by the seat of your pants' kind of ship, so no sensors and other such niceties. A Basic Orgone Antennae sounds cool for the magic user to summon daemons onto the ship. (Slots 2 Cost 15) Lets have it Prow mounted, like a cute tiny version of a Starship Lance weapon.
Lets move on to the control mechanisms. A Basic Cockpit with wheel and the wind in your hair (Slots 4 Cost 5). In the event of needing some more slots, The Cockpit is my favorite thing to Miniaturize. It only costs 10 VP, and frees up two slots. I imagine a Miniature cockpit as being cramped, stripped down or otherwise minimalist and uncomfortable/exposed.
Three retractable Personnel weapons need people to run them. You can either GM things and say if they are retractable or make the Copilot Seat slot for the gunners and make them somewhat more substantial with internal access and then raise up to mess up people outside. I will simply say that they need asshats on the deck to man them and skip the whole Copilot thing.
Back to the guns. That counts as Three Personal Weapon Mounts (Slots 3, Cost 15)
I like to mix them up. One prowish mounted SAW, and two Autoguns, one starboard and the other port.
Hell, you can go for a two Lasguns and a Pulse Rifle, it is up to what you (as a GM) want or your players can scrounge up.
Now back to the Drive System. We have two things to add on. The Diver Down modification so we can go underwater (Slots 3, Cost 20), and the Variable Drivetrain because we have two or more modes of travel (Slots 2 Cost 10)
Lets get a total thus far -
Slots: 21
Cost: 100
Pretty cheap. Now that we have the Slots, we can say that it has Size 21. This costs 105. Because we have a second Drive method, we ignore the Metal Giant rule for Naval Drives.
Now we can add an Acceleration, this is a big vehicle that I want to be able to get in and out, I will give it Acceleration 3, Cost 25
For our Speed we can go fast, increase the Size of the ship, and increase the cost or keep it slower. I will keep it reasonable and give it a Speed of 4 (Cost 12)
Now for Maneuver, this makes the difference between driving a slab of steel or a sleek thing. I don't care, I wont be driving it. So Maneuver +0 (Cost 50)
That gives us a new total -
Slots: 21
Cost: 292
Those few bits at the start make things more expensive. If we shave off one more point of size, we can get down to a lower size category and decrease the cost considerably. If we do that, the length drops by 10 meters and the cargo slots go from holding five cubic meters per space down to one per space. I am happy having this be a larger ship. Larger ship, larger loot.
Don't forget, those manning the guns and piloting the ship are on the deck. So for them this beast counts as Open Topped.
Now we can put together a 'character sheet' for our ship and add some fluff. I like to copy fluff because I am not a fluff writer.
Naval ships are nothing new, every minor Sphere has developed some form of getting things across water. Not long after boats that could move beneath the waves became a staple of military forces seeking to get the upper hand on their enemies. With more technological advances and a large enough pocket book, ships can be made to do more than ever - travel over, on and under the sea.
The Over, On and Undersea Boat.
Size 21
Acceleration 3
Speed 4
Maneuver +0
Naval Drive, VTOL Drive
Medium Hardened Armor
5x Cargo Space
Basic Orgone Antennae (Prow Mounted)
Environmental Seals
Basic Cockpit
3x Personal Weapon Mount (Retractable, Prow mounted SAW, starboard and port mounted Autoguns)
Driver Down
Variable Drive System
Open Topped
Cost: 292