TEXT:   
  Vehicle Design Guide
  by clash bowley
  
  Vehicles in the Cold Space game are of necessity mostly based on the vehicles in our 
  world. Any vehicle which existed in our world would be available in Cold Space at the 
  same approximate time. In the back of this Guide are examples of such vehicles from the 
  real world with their real statistics. With this guide, however, you can create new vehi-
  cles just for Cold Space, using the example vehicles as guidelines.
  How it works
  In this guide, the vehicles you create are variations on the standard types, which have 
  varying parameters which you control. These parameters can be modified, so long as 
  any collective increase is covered by an equal decrease in the other parameters collec-
  tively. Here are the basic vehicle parameters.
  Basic Vehicle Parameters: 
  Range
  Range is how far the vehicle can travel at cruising (not top) speed without refueling. 
  Each step is a 10% change in the initial listed range. Each step costs one more point than 
  the step before, and each step is counted separately.
  For example:
  10% change = 1 step
  20% change = 2 steps+1 step = 3 steps
  30% change = 3 steps + 2 steps + 1 step = 6 steps
  40% change = 4 steps + 3 steps + 2 steps + 1 step = 10 steps
  Increases in range are positive steps, and decreases in range are negative steps.
  Mass
  Mass is the vehicle’s resistance to change in velocity. Mass is identical to weight at one G 
  acceleration. Each step is a 10% change in the initial listed range. Each step costs one 
  more point than the step before, and each step is counted separately.
  For example:
  10% change = 1 step
  20% change = 2 steps+1 step = 3 steps
  30% change = 3 steps + 2 steps + 1 step = 6 steps
  40% change = 4 steps + 3 steps + 2 steps + 1 step = 10 steps
  Decreases in mass are positive steps, and increases in mass are negative steps.
  Mounted Weaponry
  Mounted weaponry are the weapons which are part of the vehicle, as opposed to towed 
  or carried weapons. Each type of weapon and mount is worth a differing amount of 
  points. The following are viable weapon types and mounts:
  
  Weapon Types
  Light Machine Gun (app .30 cal/7.62 mm)
  +25 dam/rnd
  WF 1       1 step
  Heavy Machine Gun (app .50 cal/12.7 mm 
  +40 dam/rnd
  WF 2       2 steps
  Mini Gun (small motorized gatling gun)
  +25 dam/rnd
  WF 2       2 steps
  Light Autocannon (app 20 mm)
  +80 dam/rnd
  WF 4       4 steps
  Heavy Autocannon (app 40 mm)
  +160 dam/rnd
  WF 8       8 steps
  Light Cannon (app 75 mm)
  +190 dam/rnd
  WF 10     10 steps
  Medium Cannon (app 100 mm) 
  +380 dam/rnd
  WF 20     20 steps
  Heavy Cannon (app 120 mm
  +570 dam/rnd
  WF 30     30 steps
  Bomb (25 kg/factor)
  +20 dam/factor
  1 step/factor
  Rocket (25 kg/factor)
  +10 dam/factor
  1 step/factor
  Missile (33 kg/factor)
  +10 dam/factor
  1 step/factor
  Mount Types
  Fixed Mount - fires in one direction
  Steps = 0 X Weapon Type Steps
  Limited Traverse - 30 degree arc of fire
  Steps = 0.25 X Weapon Type Steps
  Turret - 360 degree arc of fire
  Steps = 0.5 X Weapon Type Steps
  Ball Turret - 360 degree hemispherical arc of fire   Steps - 1 X Weapon Type Steps
  Example:
  Heavy machinegun on a turret mount = 2 steps + (2 X 0.5 = 1 step) = 3 steps
  Light cannon in a turret mount = 10 steps + (10 X 0.5 = 5 steps) = 15 steps
  Mini-gun in a Ball Turret mount = 2 steps + (2 X 1 = 2 steps) = 4 steps
  Removing weapons gives negative steps
  Adding weapons gives positive steps
  Mounted Weapon Accuracy
  Each +1 in accuracy is worth 5 steps. Increasing accuracy gives positive steps. Decreasing 
  accuracy gives negative steps.
  Armor
  Each point of Armor (AP) is worth 5 steps. Increasing AP gives positive steps. Decreas-
  ing AP gives negative steps.
  Speed
  Speed applies to both cruising and maximum speed. Increasing the Speed gains positive 
  steps, while decreasing the speed gains negative steps.
  Each +5% gains +1 step. Each -5% gains -1 steps.
  Carrying Capacity
  Carrying Capacity is the ability of the vehicle to carry mass over and above its own mass. 
  Increasing the Carrying Capacity gains positive steps, while decreasing the carrying 
  
  Capacity gains negative steps. Carrying Capacity is rated in percent of the vehicle’s total 
  mass
  Each +1% gains +1 step. Each -1% gains -5 steps.
  Maneuverability
  Maneuverability is the bonus or penalty to the Driving skill for everything except planes. 
  Planes are rated in a number of G’s the vehicle can take in a maneuver. 
  Planes:
  Each G is worth 10 steps. Increases in G-rating are positive steps, decreases are negative 
  steps.
  Everything Else:
  Each percentage point is worth one step. Increasing the Maneuverability is a positive 
  step, while decreasing the Maneuverability is a negative step.
  Simplicity
  Simplicity is the bonus or penalty to a skill check to repair the vehicle. Each percentage 
  point of Simplicity is one step. Increasing the Simplicity is a negative step, while decreas-
  ing the Simplicity is a positive step.
  Terrain Rating
  Terrain Rating is a rating of the type of terrain the vehicle can traverse. Each category 
  between the start and end condition must be gone through. Each change in category will 
  cost the higher of the two listed step costs. Changes in the rougher direction are positive 
  Steps, while changes in the smoother direction are negative Steps.
  Terrain Rating
  Step Cost
  City/Highway
  0 Steps
  Country Road
  5 Steps
  Smooth Unsurfaced
  10 Steps
  Rough Unsurfaced
  20 Steps
  Very Rough Unsurfaced
  40 Steps
  For Example:
  Change from Country Road to Rough Unsurfaced: Country Road to Smooth Unsurfaced 
  = 10 Steps. Smooth Unsurfaced to Rough Unsurfaced = 20 Steps. 10+20 = 30 Steps total.
  Cost
  Cost is the monetary price for buying the vehicle. Each step is 10% of the base cost. Low-
  ering the Cost is a negative step, while raising the Cost is a positive step.
  
  Modifying a Basic Vehicle
  Select the basic weapon from the list in the book. Let us use, as an example, an Army 
  Jeep. From the list at the back of the book, a Jeep’s parameters are:
  Range:
  550 km
  Mass:
  1000kg
  Mounted Weaponry:
  None
  MW Accuracy:
  0%
  Armor:
  0 AP
  Speed:
  95 kph max/65 kph cruise
  Carrying Capacity:
  33%
  Maneuverability:
  +0%
  Simplicity
  +20%
  Terrain Rating
  Rough Unsurfaced
  Cost: 
  $1000 (Surplus)
  The first Variation we will make is Ford’s Model 44 GPV. First we will arm the vehicle 
  with a heavy machinegun in a pintle (turret) mount. This will be +3 Steps. Next we will 
  increase the Range by 20% to 660 km. This will cost +3 Steps. Then we will put some light 
  armor on it to 2 AP for +10 Steps. This is a total of 16 Steps so far. Next, we will increase 
  the Mass by 30% to 1300 kg for -6 Steps, bringing us down to +10 Steps. We’ll increase the 
  Cost by 50% to $1500 for -5 Steps, bringing us to +5 Steps. Last, we will decrease the 
  Speed by 25% to71/49 kph for another -5 Steps, balancing us out. Here are the new Stats:
  1949 Ford Model 44 GPV
  Range:
  660 km
  Mass:
  1300kg
  Mounted Weaponry:
  Pintle mounted Heavy Machine Gun - 2 WP
  MW Accuracy:
  0%
  Armor:
  Light Armor - 2 AP
  Speed:
  71 kph max/49 kph cruise
  Carrying Capacity:
  33%
  Maneuverability:
  +0%
  Simplicity
  +20%
  Terrain Rating
  Rough Unsurfaced
  Cost: 
  $1500 (Surplus)
  The Ford GPV was built for light scouting duties in rough terrain. It’s pintle mounted 
  HMG gives it a punch, and the light armor protects it from small arms fire. Built on a 
  Jeep chassis, the GPV has a diesel engine rather than a gasoline engine, and a larger fuel 
  tank. While heavier and slower than a Jeep, the GPV is well liked for its rugged simplic-
  ity and general utility.
  
  Another Example:
  1951 F-86F Sabre, North American
  Range:
  2010 km
  Mass:
  5046 kg
  Mounted Weaponry:
  6 X Fixed Mount Heavy Machine Gun - WF 2 X 6
  16 X Factor 4 (HVAR) Rockets
  MW Accuracy:
  +0%
  Armor:
  Very light - AF 1
  Speed:
  1091 kph max/870 kph cruise
  Carrying Capacity:
  54%
  Maneuverability:
  4 G
  Simplicity
  -20%
  Terrain Rating
  N/A
  Cost: 
  $427,222.00
  We’ll create the F-86F-A1 Sabre Interceptor. Let’s begin editing by increasing the maneu-
  verability in Gs to 5 for +10 steps. Then we can remove the 6 X .50 calibre machine guns (-
  12 Steps) and substitute 4 X 20 mm autocannon (+16 Steps) for a net gain of +4 steps. 
  Then we’ll increase the Armor to 3 AF for +10 Steps, for a total gain of +24 Steps. We’ll 
  also increase the accuracy by +5% for 25 Steps, for a grand total of +49 Steps. Now, to 
  work this off, lets increase the Mass by 40% to 7064 kg for -10 Steps. We can decrease 
  Carrying Capacity by 20% to 34%, and gain -20 Steps. We are at +19 so far. We can 
  increase Simplicity by 5% to gain -5 Steps. Now we are down to +14. We’ll decrease the 
  Range by 30% to 1407 km for -6 Steps leaving us with 8 steps. Now, we’ll increase the 
  price by 80% to $769,000.00 for -8 Steps, leaving us at 0 and balance. 
  1952 F-86F-A1 Sabre Interceptor, North American
  Range:
  1407 km
  Mass:
  7064 kg
  Mounted Weaponry:
  4 X Fixed Mount Light Autocannon - WF 4 X 4
  16 X Factor 4 (HVAR) Rockets
  MW Accuracy:
  +5%
  Armor:
  Light - AF 3
  Speed:
  1091 kph max/870 kph cruise
  Carrying Capacity:
  34%
  Maneuverability:
  5 G
  Simplicity
  -25%
  Terrain Rating
  N/A
  Cost: 
  $769,000.00
  The F-86F-A1 Interceptor was introduced in 1952 to counter MiG-15 incursions in Korea. 
  The Sabre-I as it was called, had increased wing area in a new configuration for tighter 
  turns, allowing the Sabre-I to turn inside the MiG-15. Armor was increased to protect 
  vital points, including the pilot, and the M-61 20 mm cannon and Hughes Mk 14 TAS 
  markedly increased the kill ratios at the cost of a smaller operational range.
  
  Stock Vehicles
  1945 US Army Jeep
  Range:
  550 km
  Mass:
  1000kg
  Mounted Weaponry:
  None
  MW Accuracy:
  0%
  Armor:
  0 AP
  Speed:
  95 kph max/65 kph cruise
  Carrying Capacity:
  33%
  Maneuverability:
  +0%
  Simplicity
  +20%
  Terrain Rating
  Rough Unsurfaced
  Cost: 
  $2000.00
  1951 F-86F Sabre, North American
  Range:
  2010 km
  Mass:
  5046
  Mounted Weaponry:
  6 X Heavy Machine Gun - WF 2 X 6
  16 X Factor 4 (HVAR) Rockets
  MW Accuracy:
  +0%
  Armor:
  Very light - AF 1
  Speed:
  1091 kph max/
  Carrying Capacity:
  54%
  Maneuverability:
  4 G
  Simplicity
  -20%
  Terrain Rating
  N/A
  Cost: 
  $427,222.00
  1944 M24 Chaffee Light Tank
  Range:
  280 km
  Mass:
  18,500 kg
  Mounted Weaponry:
  Turret mounted Light Cannon
  Turret mounted Light Machinegun
  Limited traverse Light Machinegun
  Pintle mounted Heavy Machinegun
  MW Accuracy:
  +0
  Armor:
  Medium AF 8
  Speed:
  42 kph
  Carrying Capacity:
  30%
  Maneuverability:
  -10%
  Simplicity
  +0%
  Terrain Rating
  Smooth Unsurfaced
  Cost: 
  $165,000 (Surplus)
  
  1944 CCKW 2.5 Ton “Deuce and a Half” Truck
  Range:
  480 km
  Mass:
  4704 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  N/A
  Armor:
  None
  Speed:
  72 kph/ 50 kph
  Carrying Capacity:
  66%
  Maneuverability:
  +0%
  Simplicity
  +0%
  Terrain Rating
  Smooth Unsurfaced
  Cost: 
  $1000.00
  1956 Ford Thunderbird
  Range:
  641 km
  Mass:
  1381 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  N/A
  Armor:
  None
  Speed:
  150 kph/112 kph
  Carrying Capacity:
  20%
  Maneuverability:
  +0%
  Simplicity
  +0%
  Terrain Rating
  Country Roads
  Cost: 
  $3,151.00
  1985 Chevy Corvette
  Range:
  577 km
  Mass:
  1415 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  N/A
  Armor:
  None
  Speed:
  224 kph/168 kph
  Carrying Capacity:
  20%
  Maneuverability:
  +0%
  Simplicity
  +0%
  Terrain Rating
  City Streets
  Cost: 
  $31,979.00
  
  1943 Consolidated PBY-5A Catalina
  Range:
  4096 km
  Mass:
  9485 kg
  Mounted Weaponry:
  3 X Light Machine Gun Limited Traverse mount
  2 X Heavy Machine Gun Limited Traverse mount
  MW Accuracy:
  +0
  Armor:
  Very light - 1 AF
  Speed:
  288 kph/188 kph
  Carrying Capacity:
  59%
  Maneuverability:
  2 G
  Simplicity
  -10%
  Terrain Rating
  N/A
  Cost: 
  $30,000.00
  1971 Bell 206B II Jet Ranger Helicopter
  Range:
  621 km
  Mass:
  985 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  +0
  Armor:
  None
  Speed:
  241 kph/175 kph
  Carrying Capacity:
  56%
  Maneuverability:
  +30
  Simplicity
  -10%
  Terrain Rating
  N/A
  Cost: 
  $300,000.00
  1968 Chevy Stepside C-10 Pickup
  Range:
  655 km
  Mass:
  1520 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  +0
  Armor:
  None
  Speed:
  145 kph/120 kph
  Carrying Capacity:
  52%
  Maneuverability:
  +0
  Simplicity
  +0%
  Terrain Rating
  Country Roads
  Cost: 
  $3,000.00
  
  1968 Mack Model 22 Loadmaster Contragrav Airship
  Range:
  3550 km
  Mass:
  9554 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  +0
  Armor:
  None
  Speed:
  248 kph/161 kph
  Carrying Capacity:
  121%
  Maneuverability:
  -30
  Simplicity
  +15%
  Terrain Rating
  N/A
  Cost: 
  $120,000.00
  1968 US Navy ASA Lansen class Contragrav Assault 
  Airship
  Range:
  1550 km
  Mass:
  120,554 kg
  Mounted Weaponry:
  12 Turret Mounted Light Autocannon
  6 Turret Mounted Heavy Autocannon
  3 Turret Mounted Heavy Cannon
  MW Accuracy:
  +10%
  Armor:
  Medium - AF 8
  Speed:
  388 kph/321 kph
  Carrying Capacity:
  31%
  Maneuverability:
  -30
  Simplicity
  -25%
  Terrain Rating
  N/A
  Cost: 
  $22,250,000.00
  1963 Grumman Mars Sandcat Contragrav Airship
  Range:
  5050 km
  Mass:
  12,554 kg
  Mounted Weaponry:
  None
  MW Accuracy:
  +0%
  Armor:
  None
  Speed:
  454 kph/400 kph
  Carrying Capacity:
  41%
  Maneuverability:
  -30
  Simplicity
  -15%
  Terrain Rating
  N/A
  Cost: 
  $250,000.00
  
  1964 F-108A Rapier, North American
  Aerospace Interceptor - Design by Michael Scott
  (Used with permission)
  Range:
  2010 km
  Mass:
  46500 kg
  Mounted Weaponry:
  2 X Fixed Heavy Autocannon - WF 8 X 2 (20mm Vulcan)
  4 X Factor 6 Radar missiles (Hughes GAR-9) 
  MW Accuracy:
  +0%
  Armor:
  Light - AF 3
  Speed:
  4082 kph max/3062 kph cruise
  Carrying Capacity:
  20%
  Maneuverability:
  2 G
  Simplicity
  -40%
  Terrain Rating
  N/A
  Cost: 
  $2,277,159.00
  North American Aviation FN-108 ʺRapierʺ Aerospace Fighter 5 TU, Date Available: 1964, 
  Size in Tons: 46.5, Crew: 2, Fuel Tonnage: 15, Fuel Type: LH-Reaction Mass, Contragrav-
  ity Fuel: Nuclear. 
  Armament: 2 x Fixed Forward Heavy AutoCannon (GE T-171 Vulcan 20mm rotary can-
  non), 4 x Radar Missiles (Hughes GAR-9 Super-Falcon). 
  Drives: Contragravity: Bell Labs Mk.65 Solothurn Drive, Engines: 2 x Pratt&Whitney 
  NF.63 Pluto NERVA Scramjets producing 25 tons thrust each. The Plutos are nuclear 
  rocket engines that can function as supersonic ramjets when the intake ramps are 
  opened to allow air to flow through the engines during atmospheric flight. This allows 
  for ambient cooling and a decreased fuel consumption. Standard operating procedure is 
  to take off using the Plutos as rockets. Once operating speed is attained, the ramps are 
  opened and air flows over and through the reactors to provide cooling and to mix with 
  the liquid hydrogen fuel. In vacuum, the ramps are closed and the jet exhaust nozzles are 
  opened fully to ensure maximum 
  thrust. 
  Maximum airspeed of the F-108 
  Rapier is Mach 3.5 at 120,000 feet 
  and higher. Contragravity allows 
  the aerospacecraft to achieve orbit 
  (as well as execute VTOL maneu-
  vers- if the pilot is very, very 
  good).
  While operating as Scramjets, the 
  NERVA engines are considered 
  ʺturbojetsʺ for purposes of calcu-
  lating performance. This gives a 
  speed of 3225.8 kph max.
  
SOURCE: textdata/thevault/Cold Space/Cold Space Vehicle Design Guide.pdf