This is an alternative vehicle maker construction system to the VehicleMaker rules presented in the T5 Core Rules book. This set of rules uses some of the same concepts as the VehicleMaker rules and creates the same set of statistics.
This is divided into three posts due to post size limitations. Post 1 (this one) are the directions. Post 2 will have some of tables. Post 3 with have the rest of the tables. Following will be a few example vehicles.
Step 1 - Size : Select a overall size for your vehicle. This determines the base cost for the vehicle as well. The two bases size are Small or Large
Step 2 - Mission : Select a primary mission for your vehicle. The mission adjusts the base size and cost, and some mission selections include armor. Missions are: Recon, Passenger, Utility, Explorer, and Cargo.
Step 3 - Bulk : Select the relative size of your vehicle. The vehicle bulk determine the scale of capabilities as well. The bulkier the vehicle, the more components you can fit into the vehicle. See step 7 for components. The bulkier small vehicles are larger than the very light large vehicles. This is deliberate.
Step 4 - Motive : Motive determines both the manner in which the vehicle moves as well as the medium where it travels. The motive determines the base TL and speed for the vehicle. Choose between:
- Ground: Wheeled, Tracked, or Legged
- Flyers: Air Cushion, Lifter, LTA, Winged, or Grav
- Water: Ship or Submarine
Step 5 - Stage : Stage of technology development relative to the standard technology. Affects the size and cost. The values are from the Technology level stage effects table.
- Experimental, Prototype, Early,
- Standard, Basic
- Improved, Generic
- Modified, Advanced, Ultimate
Step 6 - Modifiers : Design modifiers add overall changes to the vehicle without affecting it basic size.
Step 7 - Components : After you have selected the Size, Mission, Bulk, Motive, Stage, and any Modifiers, add components. Each component add specific capabilities to the vehicle. You may install as many of any component up to the limit of the vehicle capacity.
The number of components you can add to a vehicle depends upon it's bulk.
The components currently defined:
Calculating values:
Damage Location Table
Once you have selected the components in the vehicle, place them in the Damage Location chart. The chart is
a standard Flux roll chart with three entries already filled:
-2 Base Engine
+0 Locomotion
+2 Base Engine
VLight vehicle have no entry for the +/- 4 or +/-5 values. Light vehicles have no entry for the +/-5 values,
Heavy vehicles have two entries for the +/-2 value (base engine plus another component). VHeavy vehicles have
two entries for the +/-2 value and the +/- 3 values
This is divided into three posts due to post size limitations. Post 1 (this one) are the directions. Post 2 will have some of tables. Post 3 with have the rest of the tables. Following will be a few example vehicles.
Step 1 - Size : Select a overall size for your vehicle. This determines the base cost for the vehicle as well. The two bases size are Small or Large
Step 2 - Mission : Select a primary mission for your vehicle. The mission adjusts the base size and cost, and some mission selections include armor. Missions are: Recon, Passenger, Utility, Explorer, and Cargo.
Step 3 - Bulk : Select the relative size of your vehicle. The vehicle bulk determine the scale of capabilities as well. The bulkier the vehicle, the more components you can fit into the vehicle. See step 7 for components. The bulkier small vehicles are larger than the very light large vehicles. This is deliberate.
Step 4 - Motive : Motive determines both the manner in which the vehicle moves as well as the medium where it travels. The motive determines the base TL and speed for the vehicle. Choose between:
- Ground: Wheeled, Tracked, or Legged
- Flyers: Air Cushion, Lifter, LTA, Winged, or Grav
- Water: Ship or Submarine
Step 5 - Stage : Stage of technology development relative to the standard technology. Affects the size and cost. The values are from the Technology level stage effects table.
- Experimental, Prototype, Early,
- Standard, Basic
- Improved, Generic
- Modified, Advanced, Ultimate
Step 6 - Modifiers : Design modifiers add overall changes to the vehicle without affecting it basic size.
- Fast Design: Improvements to the engines and transmission to make the vehicle faster.
- VFast Design : Even more improvements to vehicle designs and ultimate engine tuning for absolute performance. Vehicles with VFast design can travel at supersonic speed. The design can have only one of Fast Design or VFast Design
- Sealed : Seals the vehicle against exterior atmosphere effects, including heat, cold. and un-breathable air. Provides air for crew and passengers as long as the power lasts. Sealed Explorer vehicle include an air-lock.
- Off-road: Ground vehicles can now travel off-road. Winged flyers no longer require an airport to land.
- Amphibian: Ground vehicles can also travel in water at speed - 2, Flyers can land on and take off from bodies of water, Winged Flyers can use water as a landing strip.
- Slow Flight : For Winged flyers only, the addition of STOL capabilities allow for a minimum flight speed of 4 (30kph)
- Hovering Flight: For Winged flyers only. Re-configures the wing setup to allow a minimum flight speed of 0. May be rotary winged craft, vectored thrust, tilt rotors, etc.
- Luxury: Upgrade the interior for passenger and crew comfort. Increases Quality.
Step 7 - Components : After you have selected the Size, Mission, Bulk, Motive, Stage, and any Modifiers, add components. Each component add specific capabilities to the vehicle. You may install as many of any component up to the limit of the vehicle capacity.
The number of components you can add to a vehicle depends upon it's bulk.
- VLight : 4 Components
- Light : 6 Components
- Standard : 8 Components
- Heavy : 10 Components
- Vheavy : 12 Components
The components currently defined:
- Passenger : Add space to carry additional passengers or crew. In small vehicles this adds space for 1 person, in large vehicles space is for 5 to 7 people (assuming occupants are size 100 or less).
- Cargo : Add space to carry cargo. In Small vehicles, this carries 1/3 ton (about 300 kg). In large vehicles this carries 1 ton. Includes specific access for the cargo.
- Engine : Increases the size and power of the engine in the vehicle to give more performance. Each Engine component increases the speed of the vehicle by 1. A vehicle may install a maximum of 3 engine components.
- Weapons Mount : A mount for one or more weapons (Still incomplete)
- Manipulators : External robotic manipulators controlled by the operator (or one of the crew). (Still incomplete)
- Communications : A large, powerful two way communications system, including access for all crew and passengers.
- Vehicle Bay: Similar to a Cargo space, but specifically designed to hold and allow crew to access a smaller vehicle.
- Control System: An additional automated control system. With a communication system, allows the vehicle to be operated remotely. At TL 11+ allows the installation of a robotic brain for controlling the system as well (or instead).
- Lab System : A mounted set of equipment for performing analysis and scientific experiments.
- More Armor : Upgrades to the armor of the vehicle, including additional internal bracing, better life support and so on.
- Redundant systems: Add additional backup and auto-repair systems. If one or two other components in the vehicle take damage during combat the Redundant system keeps them working.
- Sensor Package: A set of sensors appropriate to the vehicle (Still incomplete)
- Endurance - Modules to increase the endurance of the vehicle. For each pair of endurance modules.
Calculating values:
- TL: Motive Selection determines base TL, modified by adding the values from other selections
- Size: Calculated in order: Size plus mission, then muliplied by bulk, then multiplied by stage.
- Speed: Motive selection determines base speed, adding the values from modifiers and components
- Load: Base load is 0, modified by adding values from the components
- Cost: Calculated by adding Size plus Mission, then multiplying by bulk, then adding motive, and component costs, and finally multiplying by the Stage cost multiplier.
- Armor: Add the armor (Armor, Cage, Flash, Rad, Sound, PSI, Insulated, and Sealed) values from the selected settings and component to determine the final values.
Damage Location Table
Once you have selected the components in the vehicle, place them in the Damage Location chart. The chart is
a standard Flux roll chart with three entries already filled:
-2 Base Engine
+0 Locomotion
+2 Base Engine
VLight vehicle have no entry for the +/- 4 or +/-5 values. Light vehicles have no entry for the +/-5 values,
Heavy vehicles have two entries for the +/-2 value (base engine plus another component). VHeavy vehicles have
two entries for the +/-2 value and the +/- 3 values