TEXT: 7103
  7103
  G
  GREG
  REG PPORTER
  ORTER
  
  VDS 1.0
  
  1996, 1997 by Greg Porter
  Published by: 
  Blacksburg Tactical Research Center
  P.O. Box 1121
  Collinsville, VA 24078
  email: 
  btrc@btrc.net
  web: 
  http://www.btrc.net/index.html
  Design: 
  Greg Porter
  Artwork: 
  Courtesy of NASA, United States Department of Defense and other government and military archives
  Graphics: 
  Greg Porter
  Playtesters: 
  Bret Jones, Jasper Merendino, Phillip McGregor, David Pulver and special thanks as a whole to the GDW-beta mailing list
  Dedicated to: 
  Cathy
  Hypertext 1.02 edition, March 1998
  Published on-line in the United States of America
  All rights reserved
  Protected by the International Copyright Convention
  This work may not be duplicated in part or in whole by any means, including text, electronic, facsimile 
  or other means except for the personal archival use of the legitimate purchaser. Not that we've 
  made any serious attempt to prevent you from doing this, but we're trying to make a living here...
  
  Army Vision 2010a
  http://160.147.68.21/2010/
  From the introduction: “Army Vision 2010 is the blueprint for
  the Army's contributions to the operational concepts identi-
  fied in Joint Vision 2010. It is the conceptual template for
  how the United States Army will channel the vitality and
  innovation of its soldiers and civilians and leverage techno-
  logical opportunities to achieve new levels of effectiveness
  as the land component member of the joint warfighting
  team.” BTRC translation: “The new ways and means with
  which we will kick people's asses.” No pictures, but gives an
  idea of doctrine and tactics for high-tech warfare.
  NASA Image eXchange 
  http://nix.nasa.gov/
  NIX is a searchable index of NASA photos, including space-
  craft, satellites and experimental aircraft.
  The Canadian Air Force Photo Archive 
  http://www.achq.dnd.ca/archive/
  An indexed selection of photos from the Canadian Air Force,
  going back as far as WWI aircraft.
  Air Force Link Photos 
  http://www.af.mil/photos/
  A selection of fairly recent publicity or news photos of air-
  craft and Air Force exercises. Also has links to other Air
  Force-related art web pages.
  MarineLINK Image Library 
  http://www.usmc.mil/images.nsf
  This page has a large selection of Marine Corps and
  Marine-related illustrations and photos. It has a large selec-
  tion of subject matter and a searchable index. Definitely
  worth checking out as it continues to expand.
  The Military Network
  http://www.military-network.com/default3.html
  An extensive collection of military resources, including links
  for foreign government and military web pages. Good start-
  ing point for any search of current weaponry or vehicles.
  Sci-Fi Hollywood 
  http://www.scifihollywood.com/
  An on-line gallery of science fiction props, including
  weapons, spaceships and items for sale. A source for pic-
  tures of vehicles that we haven't invented yet.
  America OnLine
  While I don't think the material is available over the Web,
  AOL has a large collection of images in the 3D Special
  Interest Group area (keyword: 3DSIG), including a number
  of excellent spaceship designs and scenes. Note that these
  images are copyrighted by the creators and while you can
  view or print them for your own personal use, putting them
  in any form of published or commercial work without the cre-
  ator's permission is not a good idea.
   
  VDS
  VDS
  0
  0
  Intro to the .pdf edition
  The CORPS VDS is one of the more ambitious hypertext
  projects BTRC has produced. Slag! was probably harder,
  as the entire book had to be reformatted for on-screen view-
  ing, while VDS is meant for either large-screen monitors or
  printing on inkjet or laser printer. But VDS required 
   
  a lot
  more number crunching and research, which we hope was
  not in vain.
  As usual for BTRC hypertext documents, text in red is usu-
  ally a hyperlink to someplace. Due to some printing prob-
  lems, we've left out the blue destination links. Colored text
  boxes serve the same function as in CORPS, green 
   
   
   
   
  i
  i
  i
  i
  boxes for general info, blue ﬁ« boxes for alerts and red –
  boxes for things you just shouldn't be doing. Items in
  reversed text are just for visual contrast and have no special
  function other than a major subject heading.
  Printing this
  This should print well on normal 8.5“ x 11“ paper, and on the
  European A4 size as well. For best color printing we sug-
  gest a resolution of 360dpi or better, and the use of diffusion
  dither rather than regular halftones. The color mix is
  designed to be either a pure CMYK color or a 50-50 mix of
  two of them. Red is 50% magenta and 50% yellow, for
  instance. On laser printers, a modern 600dpi printer should
  do an excellent job. If you can adjust the level of halftone
  screening, it should be at least 85 lines per inch. Laser print-
  ers of 300dpi resolution provide adequate output for all but a
  few pages, notably the contents, which has both an illustra-
  tion and small type competing for the same laser dots.
  Other hyperlinks
  If you noticed the art credits, you would see that every pic-
  ture in here was taken from some public domain or copy-
  right-free source, like various branches of the US govern-
  ment. Our taxes paid for them, so we might as well use
  them. For more neat vehicle illustrations and general inter-
  est vehicle web pages, try the following:
  DefenseLINK
  http://www.defenselink.mil/photos/index.html
  Lots of Defense Department photographs, many dealing
  with military exercises, so there are lots of pictures of vehi-
  cles in normal operation.
  Center for Military History
  http://www.army.mil/cmh-pg/nmusa3.htm
  Of general interest to military history buffs, and includes
  links to various US Army museum web pages.
  OHA's Page of Defense Related Information 
  http://www.ifi.uio.no/~oddharry/dsfmc/mill.html
  More links than you can shake a stick at, including manufac-
  turers, government links, journals, theory, sensors, comput-
  ers and a host of other topics appropriate to vehicle or
  weapon design and use.
  
   
  Intro
   
  ...................................................................................2
  Terminology...................................................................3
  Overall guidelines..........................................................3
  Tech Levels ...................................................................4
  Performance ..................................................................6
  Top speed......................................................................6
  Acceleration...................................................................7
  Climb rate.................................................................8
  Gravity as power ......................................................9
  Deceleration ..................................................................9
  Turn Mode ...................................................................10
  Suspension modifiers.............................................10
  Secondary Turn Mode............................................11
  Turning in place......................................................11
  Ground pressure ....................................................11
  Am I Doing This Right?................................................12
  Power Plant..................................................................13
  Design .........................................................................13
  Durability......................................................................13
  Fuel economy..............................................................14
  Multiple fuel engines....................................................14
  Batteries ......................................................................15
  Storage banks .............................................................16
  Special cases ..............................................................16
  Armor Value ...........................................................16
  Crew requirement...................................................17
  Boosting .................................................................17
  Tweaking................................................................17
  Animal power .........................................................18
  Electric motors .......................................................18
  Generators .............................................................18
  Pony engines .........................................................19
  Reaction engines ...................................................19
  Multiconfiguration engines .....................................21
  Solar power............................................................21
  Wind power ............................................................22
  Windmills................................................................22
  Cooling...................................................................23
  Maintenance fuel....................................................25
  Startup time............................................................25
  Magic power...........................................................26
  Am I Doing This Right?................................................28
  Power Train..................................................................29
  Wheels.........................................................................29
  Tracks..........................................................................29
  Legs
  ..........................................................................29
  Indirect to thin medium ................................................29
  Indirect to average medium.........................................29
  Indirect to dense medium ............................................29
  Armor Value.................................................................30
  Turning in place...........................................................30
  Reverse speed ............................................................30
  Secondary power trains...............................................31
  Special cases ..............................................................31
  Antigrav..................................................................31
  Artificial gravity.......................................................32
  Articulated vehicles ................................................32
  Earthborers ............................................................33
  Hoverskirts .............................................................33
  Helicopters & VTOL ...............................................34
  Jump drive..............................................................34
  Towing....................................................................34
  Am I Doing This Right?................................................35
   
  VDS
  VDS
  11
  CONTENTS
  Structure .......................................................................36
  Configurations .............................................................36
  Internal structure..........................................................38
  Typical vehicle volumes...............................................39
  Lighter than air vehicles...............................................40
  Seating and accommodations .....................................41
  Special purpose areas.................................................44
  Overall opulence..........................................................45
  Special quarters...........................................................45
  Crew notes ..................................................................45
  Am I Doing This Right?................................................47
  Surface Treatments...................................................48
  Armor ..........................................................................48
  Hardened armor.....................................................50
  Radiation abatement..............................................50
  Special purpose armor...........................................50
  Battering rams .............................................................52
  Turrets .........................................................................52
  Streamlining.................................................................53
  Wings ..........................................................................55
  Stall speed .............................................................56
  Speed regimes.......................................................56
  Variable pitch wings ...............................................56
  Folding wings .........................................................56
  Wing profiles ..........................................................57
  Hydrofoils ...............................................................57
  Helicopter rotors.....................................................58
  Spoilers ..................................................................59
  Stealth technology.......................................................59
  Boat hulls.....................................................................60
  Submarines .................................................................61
  Environmental sealing .................................................61
  Am I Doing This Right?................................................62
  Accessories .................................................................63
  Access and Structure ..................................................63
  Airlocks...................................................................63
  Bulkheads ..............................................................63
  Cargo .....................................................................64
  Catapults................................................................64
  Docking ports .........................................................65
  Drop tanks..............................................................65
  Firing ports .............................................................65
  Hangars..................................................................65
  Hardpoints..............................................................66
  Ladders ..................................................................66
  Torpedo tubes........................................................66
  Towing hitch...........................................................66
  Armor and protection...................................................67
  Force fields.............................................................67
  Retractable armor ..................................................68
  Wheel/track skirts...................................................68
  Power plant..................................................................69
  Refinery..................................................................69
  Refueling probes....................................................69
  Snorkel...................................................................69
  Redundant systems ...............................................69
  Controls .......................................................................70
  Cybernetic controls ................................................70
  Extra controls .........................................................70
  Remote controls.....................................................70
  Specialized running gear........................................71
  Stabilizers...............................................................71
  Environment ................................................................71
  Basic climate control ..............................................71
  Life support ............................................................72
  Food & water..........................................................73
  Maintenance................................................................73
  Spare parts.............................................................73
  Miscellaneous..............................................................74
  Computers..............................................................74
  Manipulators...........................................................74
  Retractable items ...................................................75
  Safety ..........................................................................75
  Component armor ..................................................75
  Disaster system......................................................76
  Escape devices......................................................77
  Emergency lighting.................................................77
  Medical kits ............................................................78
  Parachutes.............................................................78
  Secure storage.......................................................78
  Security systems....................................................78
  Vestigial fire extinguishers .....................................78
  Weird-ass stuff .......................................................79
  Sensors .......................................................................79
  Sensor operation....................................................79
  Active sensors........................................................80
  Passive sensors.....................................................81
  What you get..........................................................81
  Encryption ..............................................................83
  Minimum size .........................................................84
  Redundancy...........................................................84
  Protection...............................................................84
  Headlights ..............................................................84
  Sensor use.............................................................84
  Typical sensor types ..............................................85
  Electronic countermeasures...................................86
  Electronics..............................................................87
  Starship notes ........................................................87
  Am I Doing This Right?................................................88
  Weapons .......................................................................89
  Weapon lists................................................................90
  Combat ..........................................................................92
  Range..........................................................................92
  Range Mod..................................................................92
  Size
  ..........................................................................92
  Visibility........................................................................92
  Bombing ......................................................................93
  Proximity fuzes ............................................................93
  Spotters .......................................................................93
  Strafing ........................................................................94
  Blowing things up ........................................................94
  Advanced hit locations.................................................95
  Details and special cases............................................97
  Fires
  ..........................................................................99
  Explosions ...................................................................99
  General targeting notes.............................................100
  Vehicle stability..........................................................100
  Am I Doing This Right?..............................................101
  Campaigning .............................................................102
  Vehicle as setting ......................................................102
  Vehicle as antagonist ................................................103
  Vehicle as object of adventure ..................................103
  Vehicle as transport...................................................104
  Vehicles and role-playing ..........................................104
  Clambering around...............................................104
  Stunts...................................................................105
  Jumps...................................................................105
  Commercial travel ................................................105
  Legal considerations ............................................105
  Space travel times................................................106
  Temperature regimes...........................................107
  Vehicle Manufacture..................................................107
  Design..................................................................107
  Bugs.....................................................................109
  Standardization ....................................................112
  Warranties............................................................112
  Markup .................................................................112
  Retrofitting............................................................113
  Breakdowns .........................................................113
  Other vehicle maintenance ..................................114
  Real-world notes........................................................115
  Reciprocating external combustion......................115
  Turbine external combustion................................115
  Electric motor .......................................................115
  Fission reactor......................................................115
  Fusion reactor ......................................................116
  Antimatter reactor.................................................116
  Reciprocating internal combustion.......................116
  Turbine internal combustion.................................116
  Solar power..........................................................116
  Solid fuel rocket....................................................117
  Liquid fuel rocket..................................................117
  Typical fuels .........................................................117
  Specialized fuel handling .....................................118
  Vehicle layout.......................................................118
  Am I Doing This Right?..............................................119
  Sample Vehicles
  TL3: Trireme..............................................................120
  TL5: DiVinci War Wagon ...........................................121
  TL7: Armored Frigate (Gloire) ...................................122
  TL9: Jet Fighter (ME-262) .........................................123
  TL11: Tank (M1A3)....................................................124
  TL13: Interstellar Freighter ........................................125
  TL15: Hypersonic interceptor ....................................126
  TL17: Assassin Android.............................................127
  Reference Sheets..............................................128-159
   
  i
  
  Vehicle components
  Almost all vehicles will be based on the following compo-
  nents, each of which has a separate section of rules:
  Performance
  The details of what you get out of what you put into the vehi-
  cle. Oddly enough, vehicle performance is first on your
  design list. Once you know what it will take to get the top
  speed, acceleration and other vehicle characteristics, the
  better you will be prepared to make the decisions on power
  plant, structure, streamlining and other actual vehicle com-
  ponents. You will probably have to reference this section
  numerous times during vehicle design as you change its
  other features. Some of the things you will read here will be
  duplicated elsewhere for ease of reference. See pages 6-12.
  Power plant
  That which provides energy to make the vehicle go, and/or
  power other items such as the stereo, headlights or particle
  cannon. See pages 13-28.
  Power train
  The power train takes the output of the power plant and con-
  verts it into the actual method of propulsion, such as wheels,
  tracks, propeller, etc. See pages 29-35.
  Structure
  The frame of the vehicle, which handles the stresses placed
  on it by the power plant. It also includes the power train and
  the interior furnishings for any vehicle that carries passen-
  gers. This can be as basic as bench seats, or as complex as
  scientific laboratories. See pages 36-47.
  Surface treatment
  Some special item added to the basic structure of a vehicle
  for a particular purpose, like streamlining, armor, wings,
  waterproofing, etc. A vehicle may often have several surface
  treatments that work towards a common theme. For instance,
  a sub needs waterproofing, a pressure hull and streamlin-
  ing, all of which are surface treatments. See pages 48-62.
  Accessories
  Anything else that is left, like electronic equipment, sensors,
  spare parts, fuel tanks and so on. See pages 63-88.
  Weapons
  Examples of weapon and sensor systems for various Tech
  Levels. To design new weapon systems, you should use
  BTRC's 3G3 weapon design system. See pages 89-91.
  Combat
  What to do with those weapons, including rules to cover sit-
  uations not in the basic CORPS rules. See pages 92-101.
  Campaigning
  And last, how to use vehicles in your game world, and the
  trials and tribulations they will encounter. See pages 102-119.
  VDS
  VDS
  2
  2
  Basics
  The CORPS Vehicle Design System (or VDS) is not based
  on strictly historical concepts, since it is for CORPS, a uni-
  versal system. Using the VDS, you can create vehicles for
   
  any Tech Level or background, and know that they will be
  consistent within that background and within any other back-
  ground using that system. Like 3G3, this system lets you
  design things that never were, and are unlikely to have ever
  been. This is your problem, not ours. If you decide that
  Leonardo DiVinci got a fat government grant and started
  cranking out steam-powered tanks, we disavow all responsi-
  bility for damage to your continuum or sanity.
  To keep vehicles portable within genres and systems, many
  components are “generic”. For instance, you may find terms
  like “exotic power plant”, which is not defined as any particu-
  lar type. In a modern game, it might be a jet turbine. In a
  fantasy game it might be a captive elemental, and in a sci-
  ence fiction game it might be antimatter. What matters is the
  game effects, and you can call it whatever is reasonable for
  the world the vehicle is created for. Likewise, many other
  vehicle aspects are given effects, and the implementation is
  left to the designer. It doesn't matter in the design process if
  you want sliding doors or gull-wing doors, four large wheels
  or six smaller ones, or whether you have leaf springs, struts
  or unequal length A-arms. What matters is how it works in
  your game world when someone stomps on the accelerator.
  You can design hideously large and complex vehicles with
  VDS, up to and including battleships, but it really isn't
  designed for that. VDS is meant as a role-playing aid, not
  the front end of a vehicle combat system. If characters start
  to get more worried about getting lost inside than in using
  the vehicle, then you've probably gone too far.
  i A mundane vehicle is usually very fast to design. It has a
  power plant, power train, fuel, structure, some degree of
  streamlining and incidental armor, basic passenger seating
  and a fuel tank. All other characteristics of the vehicle such
  as acceleration, handling, cargo capacity, range and such
  all are functions of these items.
  INTRO-
  DUCTION
   
  11
  
  VDS
  VDS
  Terminology
  A number of terms will be used throughout the rules, and
  you will need to understand them, or convert them to terms
  you are more familiar with.
  xN
  This is a multiplier on some part of vehicle cost,
  mass, volume or other characteristic. If more
  than one of these applies, they multiply togeth-
  er. If there is a “+N” that applies to a multiplier,
  it adds to that multiplier before this calculation.
  For instance, a x2 multiplier and a x.5 multiplier
  with a +.1 addition gives a final result of 2 x (.5 +
  .1) = 1.2 times the cost of the item in question.
  armor value 
  Also called AV. A relative measure of the ability
  of a vehicle component to resist damage.
  damage value
  Also called DV. A relative measure of the ability
  of a weapon or effect to cause damage.
  hex
  A normal hexagon as used in many game
  maps. In CORPS, a hex is 1 meter from face
  to face and has an area of .75 square meters.
  kilogram (kg)
  A unit of mass, equal to 1,000 grams, 35.2
  ounces or 2.2 pounds.
  kilometer (km)
  A unit of distance, equal to 1,000 meters, 3,281
  feet, or .62 miles.
  kilowatt (kw)
  One thousand watts, about 1.33 horsepower.
  kilowatt hour (kwh) The total energy produced in one hour by a
  source of one kilowatt (1,000 watts for 3,600
  seconds). For comparison, a typical car battery
  holds from .5 to 1 kilowatt hours worth of energy.
  kph
  Abbreviation for kilometers per hour.
  kps
  Abbreviation for kilometers per second.
  megawatt (Mw)
  One million watts, about 1,333 horsepower
  meter
  A unit of distance, equal to 100 centimeters,
  39.37 inches or 3.28 feet.
  m/sec
  A velocity of one meter per second, or 3.6 kilo-
  meters per hour, or 2.24 miles per hour.
  m2
  Square meters, a surface area equal to an area
  one meter long and one meter wide. About
  10.76 square feet.
  m3
  Cubic meters, a volume equal to a cube one
  meter on each side. About 35.31 cubic feet.
  One cubic meter of water masses 1,000 kilo-
  grams (about 2,210 pounds).
  mph
  Abbreviation for miles per hour.
  Tech Level
  Abbreviated as TL. A term that encompasses
  the general development of various types of
  technology in a given historical period. For
  instance, the development of atomic power
  marks a change in Tech Levels.
  ton
  A metric ton, or 1,000 kilograms.
  watt
  A unit of energy output. One metric horsepower
  is 750 watts.
  watt-hour
  The total energy produced in one hour by a
  source of one watt (one watt for 3,600 seconds).
  For comparison, a rechargeable “D” cell battery
  holds about 5 watt-hours worth of energy.
  3
  3
  Where to begin?
  It would be nice if we could just give you a step-by-step
  sequence to follow, ending in a completed vehicle that
  requires no changes, but it isn't going to happen. Too many
  vehicle factors are interdependent, and the sequence of
  steps you use to design a vehicle will depend on the type of
  vehicle designed. The most important thing to remember is
  that form follows function. Once you decide what you want
  the vehicle to do, that will help you decide what problems
  you want to tackle first.
  Cargo vehicle
  Cargo volume is most important. Decide this first, and with
  this volume in hand, get a rough idea of the length, width
  and height of the vehicle. Then decide how much the vehi-
  cle will mass fully loaded. How much internal volume you
  sacrifice for power plant, power train, fuel, etc. will be based
  on the level of performance you are willing to accept.
  Passenger vehicle
  Passenger volume is most important. Decide how many
  passengers and how much luggage the vehicle needs to
  carry, and for what duration and in what level of comfort.
  This gives you a rough idea of the vehicle dimensions.
  Since most passenger vehicles operate in the proximity of
  other such vehicles, and passengers want to get where they
  are going at a reasonable speed, the power plant and power
  train will need to be up to the task, in addition to providing
  spare power for any creature comforts appropriate to the
  Tech Level.
  Armored vehicle
  A dedicated armored vehicle needs three things figured out
  first: the loaded mass of the vehicle and the mass of armor it
  will carry, and the dimensions of the vehicle. Between these
  you can get an idea of how much armor you can get on
  each facing, and then see what kind of performance you can
  cram into the volume remaining after weapons, fuel, seats
  and ammunition is taken into account.
  A vehicle that is incidentally armored or upgraded from
  unarmored status needs to alter performance based on the
  new mass and any increased engine capacity.
  Space vehicle
  Since you have as much volume as you need, the most
  important thing is total vehicle mass and area. With this, you
  can figure out the acceleration of the vehicle, the mass of
  the structure needed for this acceleration, how much fuel
  you can carry and optionally how much area you have for
  internal heat dissipation. Once it has a maneuvering dura-
  tion suitable for your needs, you can worry about other
  aspects of its design mission. With the addition of crew vol-
  ume, life support, airlocks, bulkheads, sensors and other
  systems, you fill out the total vehicle mass, and then see
  what volume the sum of the systems comes out to. 
  
  Lighter-than-air vehiclea
  A zeppelin, blimp or balloon is going to be large. Don't worry
  too much about the volume of the gas bag. Rather, decide
  how much lift you are going to need to get your payload
  aloft, and then design a large enough gas envelope to lift it
  with whatever safety margin you want. The acceleration of
  these large vehicles will be minimal if they are going to be
  able to lift a shape-supporting structure.
  Other air vehicles
  There are a lot of variables to consider, and the importance
  you give each depends on the mission of the vehicle. The
  most important thing is to have a set of wings capable of lift-
  ing the vehicle with the engines you can put in it, with
  enough surplus power to provide a reasonable climb rate.
  These wings should also be sturdy enough to handle the
  stresses of any maneuvering the vehicle is designed to do
  (e.g. a fighter will want to have more maneuverability than a
  cargo plane).
  Water vehicles
  These are easy enough. You should however, decide the
  maximum loaded mass of the vehicle and its dimensions
  before you do anything else. If its volume in cubic meters is
  less than its mass in metric tons, it has a density of greater
  than water, and won't float (oops). A submarine, on the
  other hand, needs to have a density almost equal (but a little
  less) than water. That way, when you flood ballast tanks, the
  density becomes greater than water and the vessel sub-
  merges.
  Combinations
  If your vehicle has several types of “major mission”, you will
  have to compromise somewhere. An armored cargo vehicle
  is going to sacrifice payload volume or armor coverage,
  since you probably can't have a lot of both (why do you think
  APC's have less armor than tanks?). Until you gain experi-
  ence with the system, you will probably have to go back and
  forth, altering vehicle components until you get something
  that gets close to your ideal.
  Mass and volume
  We try to keep the mass vs. volume problem to a minimum
  in VDS. Most systems will fall into one of four categories:
  1. Open space that has variable volume and mass, like passenger
  quarters or seats, with the mass varying by type of component.
  2. Lightweight systems, or ones with a lot of room for moving parts,
  like a vehicle suspension. This is .5 metric tons per cubic meter.
  3. Equipment that you can get at, like an engine with space to do
  normal maintenance. This is 1 metric ton per cubic meter.
  4. Equipment that you can't get at easily, like the engine of a tank or
  jet, where keeping the volume under armor to a minimum is
  important. This is 2 metric tons per cubic meter.
  This is not perfectly accurate, but it works for most purpos-
  es, and keeps an already detailed subject at a manageable
  level of hair-pulling recursive calculations.
  Tech Levels
  One of the most overriding concepts in VDS is that of Tech
  Level. Think of the difference between a modern battle tank
  and one from 20 years ago, or 40 years ago. This is a differ-
  ence of 1 or 2 Tech Levels. The difference in equipment in
  Operation Desert Storm was only 1 Tech Level in most
  cases.
  Tech Level Date
  Historical/postulated vehicle tech
  1
  Pre-history Oared or poled boats/rafts
  2
  10,000BC
  Sailboats, vehicle carts
  3
  3,000BC
  Warships
  4
  0AD
  Solid rockets
  5
  1400AD
  Armored wagons, windmills
  6
  1700AD
  Low pressure steam engines, balloons
  7
  1800AD
  High pressure steam engines, dirigibles
  8
  1900AD
  Internal combustion engines, tanks, aircraft
  9
  1930AD
  Jet engines, liquid fuel rockets
  10
  1960AD
  Fission reactors, supersonic aircraft
  11
  1980AD
  Commercial space vehicles
  12
  2000AD
  Fusion reactors
  13
  2100AD
  Faster-than-light travel
  14
  2200AD
  Antimatter reactors, antigrav
  15
  2300AD
  ?
  16+
  ?
  ?
  The differences in weapons and sensors also apply to
  power plants, power trains and other vehicle components,
  and people trying to break performance barriers are scratch-
  ing and scrabbling to get their fingernails over the next Tech
  Level. This will cause design problems when you are near a
  Tech Level boundary, or when multiple Tech Levels apply to
  a single vehicle. There can be cases in VDS where a
  demonstratably superior technology is not actually better,
  because it is built at the same Tech Level. So, for instance,
  a propeller-driven steamboat at Tech Level 6 will have the
  same top speed as a sternwheeler at Tech Level 6, if all
  other vehicle stats are the same. You'll need to make your
  own value judgements as to whether a given advance is
  actually better (and probably a Tech Level higher), or just a
  different way of getting the same performance.
  VDS
  VDS
  44
  
  There are too many permutations and possibilities in some-
  thing like vehicle design to cover them all exhaustively. We
  hope that the real-world data points we've used to generate
  VDS are good enough to work for most of your needs.
  Author's Note
  VDS is for a role-playing system. It is not rocket science.
  You aren't supposed to spend more time designing vehicles
  than characters, or worrying about how many digits you
  should keep track of in calculations (the first three are suffi-
  cient until you're done, and then drop it to two). 
  If all else fails, check the back of the book. There is a wealth
  of tables derived from the numbers in each chapter, and
  maybe you will find something to make your life a little easier.
  Vehicles, if you'll pardon the repetition, are a vehicle for
  adventure, not the destination. If you are designing vehicles
  as the GM, the most important things to have are the floor
  plans, and its performance stats. As a player, you need
  these and how much it costs to keep running. If you design
  a thousand ton destroyer with a crew of 80, you don't need
  to figure out how big a laundry is
  needed, or how much space toi-
  let paper is going to take up for
  a 27 day cruise. Just work out
  the basics and leave a little
  extra space for the acces-
  sories.
  VDS
  VDS
  5
  5
  Freebies
  While there are a lot of minutia in the rules, this is supposed
  to be a fast system to learn and use. Any enclosed vehicle
  can have any or all of the following items desired for its
  designed TL or lower for a total of 2% of vehicle volume, a
  mass of 1,000kg per cubic meter of freebie volume, and a
  cost of 100Cr per kilogram of freebie volume.
  Tech Level Freebie
  9
  Head/taillights, electrical wiring, locks, intercom
  10
  Basic entertainment system
  11
  Basic escape device (seatbelts or higher TL equiv.)
  12
  Two-way communications, anti-theft alarm
  13
  Navigation computer, voice interface
  14
  Autopilot or remote navigation system
  15
  Basic foul-weather sensor suite
  Example - If you design up a 10m3 van for TL14 use, for a
  volume of .2m3, 20kg and 2,000Cr you can have autopilot,
  nav computer, car phone, burglar alarm, air bags for all
  occupants, stereo, and of course headlights and door locks.
  You can design up all these things separately, and it may
  even be more efficient to do so, but you have the option of
  going the easy route if you want to.
  Tech Geek notes
  VDS is just a game supplement. We realize up front that
  there is some bad science in here, and maybe even
  some technobabble. For instance, you're sup-
  posed to use Newtons for thrust, not
  watts. Nor does the shaft horsepow-
  er of a jet turbine correlate exactly
  to its thrust in kilograms. The
  important thing to us is to get
  numbers that work out fairly
  close to what we know
  is possible. If 
  this
  involves a
  little mangling of
  units of measurement,
  we'll do it if it makes things
  easier for you.
  VDS is designed to
  work, but we know it is
  “broken”...somewhere. 
  
   
  Basics
   
  To begin with, you probably have some conception of what
  you want the vehicle to do in terms of top speed, accelera-
  tion, handling and so forth. Before you get into the nuts and
  bolts of vehicle design, you should probably get an idea of
  the power requirements, modifiers and vehicle dimensions
  required to get these figures. If there is something you don't
  understand, don't worry about it. It just means that the
  appropriate rules will be explained in detail in another part of
  the rules and that you are just seeing a sample case here.
  If your figures are reasonable, the design will be fairly sim-
  ple. If not, you may have to cut corners, sacrifice interior
  space, strength, money and safety to get what you want.
  You don't think they used to make planes out of wood and
  lacquered cloth because they liked sniffing the fumes, now
  did you?
  We would like to make the VDS purely sequential, but odds
  are that you will be making changes and referring back to
  this section on a regular basis. The best way to minimize
  hassles and speed your design is to set a firm limit on the
  mass and dimensions of your vehicle. Most of the perfor-
  mance variables are affected by these quantities, and as
  long as you decide that you 
   
  won't tack on that extra little bit
  of armor, or add a tidbit of extra length to get more passen-
  ger room, then you won't have to go back and recalculate
  everything else.
   
  i If all else fails, note which way a given table rounds num-
  bers. For instance, if you can make a vehicle a fraction of a
  meter longer or wider and still keep it on the same table for
  some derived characteristic, then you get the benefits of
  extra interior volume without having to recalculate that char-
  acteristic.
  Vehicle Performance
  Note that vehicle performance numbers assume “normal”
  modes of transport. For instance, water vehicles have a
  lower top speed because of the lower efficiency of pushing
  water as opposed to rubber on pavement. It does not con-
  sider the performance of a wheeled vehicle operating in a
  water-dense atmosphere on a heavy gravity planet. These
  are special cases, and will be dealt with separately.
  Top speed
  The base top speed of a vehicle is the (its effective power in
  watts times its mass in kilograms).61, divided by its mass in
  kilograms, and modified by the type of power train and
  optionally its streamlining. Remember that to convert to kph,
  multiply m/sec by 3.6, and for mph, multiply by 2.24.
  Base top speed = (Power in watts x Mass in kg).61/Mass in kg
  or
  Base top speed = (Power in kw x Mass in tons x 10).61/Mass in tons
   
  Vehicle Mass
  Power
  100kg
  200kg
  500kg
  1,000kg
  2,000kg
  5,000kg 10,000kg
   
  10kw
  46m/s
  35m/s
  24m/s
  19m/s
  14m/s
  10m/s
  7.6m/s
  20kw
  70m/s
  53m/s
  37m/s
  28m/s
  22m/s
  15m/s
  12m/s
  50kw
  122m/s
  93m/s
  65m/s
  50m/s
  38m/s
  27m/s
  20m/s
  100kw
  186m/s
  142m/s
  99m/s
  76m/s
  58m/s
  40m/s
  31m/s
  200kw
  284m/s
  217m/s
  152m/s
  116m/s
  88m/s
  62m/s
  47m/s
  500kw
  497m/s
  379m/s
  265m/s
  202m/s
  155m/s
  108m/s
  82m/s
  1Mw
  759m/s
  579m/s
  405m/s
  309m/s
  236m/s
  165m/s
  126m/s
  2Mw
  1158m/s
  884m/s
  618m/s
  472m/s
  360m/s
  252m/s
  192m/s
  5Mw
  2024m/s
  1545m/s
  1081m/s
  825m/s
  629m/s
  440m/s
  336m/s
  10Mw 3090m/s
  2358m/s
  1650m/s 1259m/s
  961m/s
  672m/s
  513m/s
  20Mw 4717m/s
  3599m/s
  2518m/s 1921m/s
  1466m/s
  1026m/s
  783m/s
  50Mw 8248m/s
  6295m/s
  4403m/s 3360m/s
  2564m/s
  1794m/s
  1369m/s
  Top speed
  Power train
  modifier
  kg/kilowatt
  Cost
  Wheels
  x.80
  50/TL
  5Cr/kg
  Tracks
  x.60
  100/TL
  5Cr/kg
  Legs
  x.40
  100/TL
  5Cr/kg
  Indirect to dense medium(water)
  x.50
  10/TL
  5Cr/kg
  Indirect to avg. medium (dense gas) x1.0
  20/TL
  5Cr/kg
  Indirect to thin medium (air)
  x2.0
  30/TL
  5Cr/kg
  Indirect to vacuum (reaction engine)
   
  ∞
  30/TL
  5Cr/kg
  Modifiers
  speed
  kg/kilowatt
  Cost
  Muscle-powered drive train
  x1.0
  x3.0
  x2.0
  Tech Level 1-2
  x.50
  x1.0
  x1.0
  Tech Level 3-4
  x.60
  x1.0
  x1.0
  Tech Level 5-6
  x.70
  x1.0
  x1.0
  Tech Level 7-8
  x.80
  x1.0
  x1.0
  Tech Level 9-10
  x.90
  x1.0
  x1.0
  Tech Level 11-12
  x1.0
  x1.0
  x1.0
  Tech Level 13-14
  x1.1
  x1.0
  x1.0
  Tech Level 15
  x1.2
  x1.0
  x1.0
  i In atmosphere, use the “indirect to thin” multiple for reaction
  engines, but multiply the output of the reaction engine by its
  fuel consumption first.
  Example - A 100kw(131hp) power plant driving a 1,000kg car
  will give it a theoretical top speed of (100,000 watts x
  1,000kg).61/1,000kg = 75.9m/sec (273kph/170mph). The top
  speed modifier for wheels is x.8, so the adjusted top speed
  is 75.9m/sec x .8 = 60.7m/sec (218kph/136mph). Any type of
  streamlining would further modify the top speed (basic
  streamlining would drop it to 55.7m/sec (200kph/125mph).
   
  VDS
  VDS
  6
  6
  PERFORMANCE
   
  22
  
  The indirect numbers assume the medium the power trans-
  fer is occurring to is the same medium the vehicle is moving
  through, and takes some drag effects into account. Further
  modifiers to top speed will apply based on the degree of
  streamlining and again on the medium the vehicle is moving
  through. A boat propelled by an air-pushing propeller has a
  power train mass for a thin medium, but has a top speed
  modifier for the dense medium the vehicle is moving
  through. You always use the densest of the mediums the
  vehicle is moving through for top speed purposes, regard-
  less of the power train type, and this can be cumulative.
  Example - A legged vehicle would take x.4 for legs. If the
  vehicle was designed to walk through water, it would take
  an additional modifier on top speed based on its level of
  streamlining for a water environment, and would be even
  slower if it hadn't been designed to walk through water to
  begin with (see Secondary Power Trains, p.31).
  Acceleration
  Vehicle acceleration will be in terms of meters per 1 second
  turn or m/sec. The number given for a vehicle is its maxi-
  mum acceleration from a standing start. For acceleration at
  speed, divide the current speed by the vehicle acceleration.
  This number (rounding up) subtracts from the base acceler-
  ation, with a minimum acceleration of 1.
  Example - A car with an acceleration of 6 can go from zero
  to 6m/sec (22kph/13mph) in 1 second. If the car is travelling
  22m/sec (79kph/48mph), it can accelerate (6m/sec minus
  (current speed/6)) = 2m/sec, up to 24m/sec (86kph/52mph).
  ﬁ« Reaction engines are a special case (see p.19). If accelera-
  tion is not in any way dependent on friction or retarded by
  drag in the medium the vehicle is moving through, accelera-
  tion is a constant. It does not decrease as the vehicle speed
  increases. For most purposes, you can assume that the only
  thing which reduces the acceleration of a rocket is atmos-
  pheric drag on the vehicle due to streamlining effects, i.e. if
  the wind drag is -4m/sec at a given speed, then you would
  subtract 4 from the vehicle's acceleration at that speed.
  The acceleration of any vehicle is based on whether or not it
  is limited by its environment. Wheels, tracks, propellers, tur-
  bines and so on are limited in how fast they can mechanical-
  ly interact with the environment and their acceleration
  decreases as their speed increases. Rockets and other
  reaction engines are environment independent and their
  acceleration is a constant. All vehicles have an acceleration
  of (Power in watts x mass in kg x .1).5/(mass in kg x .5),
  keeping fractions until vehicle-specific adjustments are
  made. Air vehicles going down may add up to local gravity
  (10m/sec on Earth). Vehicles with an acceleration of “0” can
  accelerate, but so slowly that it is unlikely to be usable in a
  role-playing sense. The numbers on the table below are
  rounded nearest and are intended as a general guide.
  Base accel. = (Power in watts x Mass in kg x .1).5/(Mass in kg x .5)
  or
  Base accel. = (Power in kw x Mass in tons x 100,000).5/(Mass in tons x 500)
  Vehicle Mass
  Power 100kg
  200kg
  500kg
  1,000kg 2,000kg 5,000kg 10,000kg
  10kw
  6
  5
  3
  2
  1
  1
  1
  20kw
  9
  6
  4
  3
  2
  1
  1
  50kw
  14
  10
  6
  5
  3
  2
  1
  100kw
  20
  14
  9
  6
  5
  3
  2
  200kw
  28
  20
  13
  9
  6
  5
  3
  500kw
  45
  32
  20
  14
  10
  6
  5
  1Mw
  63
  45
  28
  20
  14
  10
  6
  2Mw
  89
  63
  40
  28
  20
  13
  9
  5Mw
  141
  100
  63
  45
  32
  20
  13
  10Mw
  200
  141
  89
  63
  45
  28
  20
  20Mw
  283
  200
  127
  89
  63
  40
  28
  50Mw
  447
  316
  200
  141
  100
  63
  40
  VDS
  VDS
  7
  7
  
  Example - A 1,000kg sports car with a 200,000w (266hp)
  power plant will have a base acceleration of about 9 (8.94).
  The previous number is the base acceleration. Actual accel-
  eration will be based on the means of power transfer
  between the vehicle and environment. Round fractions near-
  est for numbers greater than 1.
  Transfer type
  Effective acceleration
  Transfer to liquid
  Base acceleration x .1
  (boat propeller, waterjet)
  Transfer to rarefied gas
  Base acceleration x .2
  (airplane in upper atmosphere)
  Transfer to gas
  Base acceleration x .5
  (airplane propeller, jet engine)
  Transfer to dense gas
  Base acceleration x .7
  Transfer to solid  
  Base acceleration x 1.0
  (tires to pavement, tracks to ground)
  Transfer independent of medium
  Base acceleration x 1.0
  (reaction engine)
  Example - A TL11 jet engine with a mass of 3,673kg will
  have an output of 4.0mw. If this jet engine is pushing a
  10,000kg aircraft, base acceleration will be 12.6, and the
  final acceleration will be 12.6 x .5 = 6.3, rounding to 6. If this
  jet were in the upper atmosphere, acceleration would be
  only 12.6 x .2 = 2.5, rounding to 3.
  Climb rate
  This is a subcase of acceleration, and is basically any spare
  power that can be devoted to vertical acceleration after you
  are through with horizontal acceleration. On a plane, this is
  computed as normal acceleration, but only using the power
  left after you subtract that needed to keep the plane aloft
  (see “Wings” in the Surface Treatments section, p.55). On
  Earth, assume that an acceleration of 10 is sufficient to
  counteract gravity and climb vertically without any assis-
  tance from wings.
  ﬁ« Just because an air vehicle has an acceleration of more
  than local gravity, it does not mean it is capable of controlled
  hovering or delicate vertical maneuvering. This involves
  special controls. See p.34.
  Example - If, after taking the power to stay aloft into
  account, an air vehicle has sufficient power for an accelera-
  tion of 6, it can split this acceleration between forward accel-
  eration and increasing its altitude.
  Any air vehicle which has an acceleration of 10m/sec (or
  local gravity) may climb straight up, regardless of horizontal
  velocity. A land vehicle doesn't require more than a foot on
  the brake to maintain any particular “altitude”, but gravity will
  constantly be opposing any attempts to climb hills.
  ﬁ« Note that the subtraction to a vehicle's acceleration is to its
  adjusted acceleration, i.e. the acceleration it can do at the
  speed it is currently moving.
  Slope
  Equivalent
  Effect on → acceleration
  1°
  .17m ↑ per 10m →
  -.2
  2°
  .34m ↑ per 10m →
  -.3
  3°
  .52m ↑ per 10m →
  -.5
  4°
  .70m ↑ per 10m →
  -.7
  5°
  .87m ↑ per 10m →
  -1
  10°
  1.7m ↑ per 10m →
  -2
  20°
  3.6m ↑ per 10m →
  -3
  30°
  5.7m ↑ per 10m →
  -5
  40°
  8.4m ↑ per 10m →
  -6
  50°
  11.9m ↑ per 10m →
  -8
  Example - A car trying to drive up a 5° slope has its acceler-
  ation reduced by 1. If its adjusted acceleration was already
  1, it would not be able to speed up at all, only maintain its
  current speed.
  Example - The airplane from a previous example has an
  available acceleration of 6. Using the above table we can
  see that the plane can maintain its speed and climb at a 40°
  angle.
  –ø This does not take into account the decrease in effective
  friction for vehicles powered by their wheels at very high
  degrees of slope (or low degrees of slope in slick conditions).
  ﬁ« Note that a vehicle with “negative” acceleration will deceler-
  ate when climbing a hill too steep for it, and a decrease in
  acceleration also is matched by an equal decrease in top
  speed. The reason such small slopes are listed is for vehi-
  cles like trains, which will often have extremely low acceler-
  ations due to their loaded mass, and therefore be unable to
  handle more than the most gentle slopes.
  –ø Note that a land vehicle with an acceleration of more than
  10 cannot drive up a wall or cliff, since there is no force
  holding the vehicle against the surface it is climbing.
  Presumably, a climbing vehicle could lift itself vertically if it
  had an acceleration of 10 or more, or a rocket or jet vehicle
  could “drive” up a wall if there was thrust to push it against
  the wall. However, with that kind of acceleration, it is just a
  specialized air vehicle.
  VDS
  VDS
  88
  
  Gravity as powera
  For game purposes, a vehicle may use gravity for power
  whenever it is possible to lose altitude inside a gravity well.
  Normally this will be when coasting down a hill or gliding
  down through an atmosphere.
  For land vehicles, just use the reverse of the numbers on
  the slope table on the previous page. For instance, a vehicle
  coasting down a 5° slope will have +1 acceleration, and this
  is unaffected by current speed. As long as the vehicle is
  capable of taking advantage of this acceleration (usually
  only wheeled vehicles), it can accelerate each turn without
  any application of engine power, and the top speed of the
  vehicle is increased by 10 times this amount.
  Air vehicles are a little more complex (actually a lot more
  complex), and the actual figures are based on vehicle mass,
  wing type, speed, drag coefficients and a lot of other tedious
  stuff. A good approximation is:
  Glide ratio = 300/(mass in kg/wing area in m2).7
  ﬁ« Like many equations in VDS, this is one that works, but is
  not necessarily the most correct one from an engineering
  standpoint.
  Example - A 500kg glider with 20m2 of wing area has a
  glide ratio of 300/(500kg/20m2).7 = 31.5:1.
  Example - A 10,000kg jet fighter with 30m2 of wing area (an
  F-16) loses power and must attempt to ”glide” down. It has a
  glide ratio of 300/(10,000kg/30m2).7 = 5.1:1.
  ﬁ« Yes, some of these calculations are obnoxious, but you only
  have to do them once. If you've designed a glider, its glide
  ratio is obviously important. If it is a fighter jet, it has the
  glide path of a pointed rock, so don't worry about it.
  Deceleration
  The deceleration of a vehicle is number of meters per sec-
  ond that it can reduce its velocity, under optimum condi-
  tions. It is based on the method of deceleration, the medium
  the vehicle moves through and the mass of the vehicle.
  Base deceleration = 20/(Mass in kg).2
  Transfer type
  Modifier
  Very high contact with env. (tracks)
  x2.0
  High contact with env. (wide wheels)
  x1.5
  Average contact with env. (wheels, air brakes)
  x1.0
  Low contact with env. (narrow wheels)
  x.5
  Very low contact with env. (boat propeller)
  x.3
  Friction with solid surface  
  x1.0
  (tires to pavement, tracks to ground)
  Friction with liquid (boat hull)
  x2.0
  Friction with dense gas
  x.5
  Friction with gas(air brakes)
  x.2
  Friction with rarefied gas
  x.1
  (airplane in upper atmosphere)
  Vacuum (reaction engine)
  x0
  Vacuum is a specialized case. Any reaction engine can be
  pivoted 180°, if only by spinning the vehicle around, and the
  acceleration of the vehicle can be used as a deceleration
  instead. This does of course use up fuel.
  These base deceleration numbers assume the power train
  of the vehicle has brakes, air flaps or some means of inter-
  acting with the medium of choice. Most ships, for instance,
  do not have “water brakes”, and might be counted as having
  lower quality controls (turning radius and braking not usually
  a priority for large ships). The control quality (see next page)
  will be a further modifier on acceleration.
  i If you want to be precise, any amount of drag a vehicle is
  experiencing can be added to deceleration at high speeds.
  For instance, if your airplane loses 8m/sec from its top
  speed due to drag, you get an extra +8 on deceleration if
  you hit the air brakes while going your normal maximum
  speed. Since this amount varies with speed, it is not normal-
  ly included due to the complexity of looking it up for each
  change of velocity. A propeller driven plane or jet which can-
  not adjust the pitch of its props or configure its intakes
  (advanced quality controls or better) will automatically apply
  a deceleration of 1, which means that gravity power will
  need to supply an acceleration of 1 as well as keeping the
  vehicle level.
  VDS
  VDS
  9
  9
  50° slope
  40° slope
  30° slope
  20° slope
  10° slope
  5° slope
  
  Turn mode
  This represents how tightly the vehicle can turn. It is based
  on the length to width ratio of the vehicle, its height to width
  ratio, and the amount of ground contact if appropriate. First,
  divide the length of the vehicle by its width, rounding frac-
  tions nearest. This is the base Turn Mode.
  Length/width
  Turn Mode
  Height/width
  Modifier
  1
  7
  .5
  +0
  2
  6
  1
  -1
  3
  6
  2
  -2
  4
  5
  3
  -3
  5
  5
  4
  -4
  6
  5
  5
  -5
  7
  5
  6
  -6
  8
  5
  7
  -7
  9
  4
  8
  -8
  10
  4
  9
  -9
  i The basic formula for Turn Mode is 7 - (length/width).5,
  rounding to the better Turn Mode and ignoring the 1:1 ratio.
  Example - An automobile is 4m long and 1.8m wide, for a
  length/width ratio of 2.2, rounding to 2. This gives the vehi-
  cle a base Turn Mode of 6. If the auto is 1.8m high as well,
  its height/width ratio is 1, giving a -1 modifier on the base
  Turn Mode, dropping it to 5.
  A winged vehicle can automatically have a Turn Mode equal
  to its maximum wing loading, although this only applies
  when it is airborne (see Surface Treatments, p.55). It is
  presumed that large enough control surfaces are on the
  vehicle to generate this Turn Mode. Other vehicle stats may
  reduce this, and it may have to be bought back up.
  i Vehicles that can lean into turns (usually ones with two
  wheels or legs) are always considered to have a height to
  width ratio of not more than 1:1.
  Continue to add or subtract to the Turn Mode based on the
  overall length of the vehicle, rounding fractions nearest.
  Overall length
  Modifier
  Example
  1m
  +2
  Motorcycle
  2-4m
  +1
  Automobile
  5-9m
  +0
  Limousine, truck
  10-16m
  -1
  Large truck, small fighter
  17-25m
  -2
  Tractor-trailer, large fighter
  26-36m
  -3
  Small airliner
  37-49m
  -4
  Medium airliner
  50-64m
  -5
  Large airliner
  65-81m
  -6
  Large cargo aircraft
  82-100m
  -7
  101-121m
  -8
  Los Angeles-class sub
  122-144m
  -9
  Knox-class frigate
  145-169m
  -10
  170-196m
  -11
  Typhoon-class sub
  197-225m
  -12
  Long Beach-class cruiser
  Example - This automobile is 4.0m long, which modifies the
  Turn Mode by +1, back up to 6.
  Then, apply a modifier based on the amount of ground con-
  tact the vehicle has. This step only applies to land vehicles,
  and is the amount of “rubber on the road”. You can choose
  any amount that you want, but amounts over a certain mini-
  mum will decrease top speed from rolling resistance,
  although they will increase deceleration and turning capacity.
  Ground contact
  Turn Mode & Decel
  Top Speed
  Maximum (wide tracks)
  +3
  -3m/sec
  V.good (tracks, race car)
  +2
  -2m/sec
  Good (sports car, many wheels)
  +1
  -1m/sec
  Average (average land vehicle)
  +0
  +0m/sec
  Poor (wagon wheels, bicycles)
  -1
  +1m/sec
  Minimal (trains)
  -2
  +2m/sec
  None (hovercraft)
  -3
  +3m/sec
  Example - This automobile has wide tires to give it good
  traction, for a +1 Turn Mode, which modifies the Turn Mode
  by +1, up to 7, but subtracts 1m/sec from the base top
  speed for a wheeled vehicle.
  The default ground condition for a wheeled vehicle is normal
  paved roads or good unpaved ones. This is considered to
  have a Difficulty of 1 for travelling over, and the suspension
  of the vehicle has a rating of 1. As long as the rating of the
  suspension is higher than or equal to the Difficulty of the ter-
  rain, the vehicle will have no problems.
  Off-road suspensions allow travel over more difficult terrain,
  but the increased ruggedness of the suspension and other
  factors will decrease the Turn Mode of the vehicle.
  Terrain type
  Rating
  Turn Modifier
  Typical vehicle
  Specialized
  0
  +1
  Race car
  Normal pavement
  1
  +0
  Most cars
  Poor road
  2
  -1
  Truck, some cars
  Marginal road
  3
  -2
  Heavy duty 4WD
  No roads
  4
  -3
  Tank, dirt bike
  Rugged and broken
  5
  -4
  Legged vehicles only
  Eventually impassible 6
  -
  n/a
  Example - A typical truck can handle worse roads than the
  average car. So, the truck has a suspension rating of 2,
  which allows it to automatically pass over rough roads that
  would eventually stop a sports car, but at the cost of -1 to its
  Turn.
  i A terrain with a Difficulty of 6 or more will eventually put a
  stop to any land vehicle movement, because no land vehicle
  can have a suspension with a rating of more than 5.
  Hovercraft do not have suspensions, and can cross impass-
  able boggy terrain unimpeded. In general, a Rating 1+ ter-
  rain type will alter the usable maximum speed of a vehicle
  by 1/(Rating2), which does take twisted paths as well as
  their ruggedness into account.
  VDS
  VDS
  10
  10
  
  VDS
  VDS
  11
  11
  Turn Limits
  A vehicle with a Turn Mode of 0 or less is assumed to have
  a Turn Mode of 1. Unless a vehicle can pivot in place, most
  vehicles have the limit that they cannot change facing
  unless they move forwards or backwards a distance at least
  equal to the vehicle length.
  For practical purposes, a vehicle is not going to have a Turn
  of less than 1 unless it is so structurally fragile that only the
  gentlest of maneuvers are allowed.
  Turning in place
  A vehicle which spends an extra 2Cr per kilogram of the
  power train may have it built so the vehicle is capable of
  turning on its own axis. The best example is a tank pivoting
  its tracks in opposite directions to spin in place, or a Harrier
  jet or helicopter hovering and turning. This maneuver is
  independent of the Turn of the vehicle, but may only be per-
  formed if the vehicle is stationary. If the vehicle only needs
  to turn in place with its secondary Turn mode, it only pays
  the extra 2Cr per kilogram only on whatever power train is
  required for this secondary maneuvering capability. An
  example might be small motors on the landing gear of a
  plane so that it can pivot around on a small patch of ground.
  Ground pressure
  This is an optional land vehicle stat which represents how
  much of the vehicle's mass is distributed over the area of
  the tires, treads, etc. Vehicles with high ground pressure will
  have a different suspension rating for purposes of soft soil
  or marshy areas, but are otherwise treated normally.
  Vehicle mass / (length x width)
  Soft terrain Rating
  <60 (4 wheel ATV)
  +1
  61-200 (average car, truck)
  +0
  201-600 (wheeled APC)
  -1
  601-2000 (medium tank, tracked APC)
  -2
  >2000 (heavy tank)
  -3
  Ground pressure
  Soft terrain Rating
  Ext. low (wide tracks, huge feet)
  +2
  Very low (narrow tracks)
  +1
  Low (wide/many tires, average feet)
  +0
  Average (average tires)
  -1
  High (wagon wheels, bicycles, small feet)
  -2
  Very high (skates)
  -3
  None (hovercraft)
  n/a
  Example - A poor road has a Difficulty of 2, and most trucks
  can traverse one since they have suspension ratings of 2. A
  truck with normal tires on a poor road that is wet and boggy
  would take a -1 to its suspension rating, and is more likely to
  get stuck as a result.
  Last, take the result and multiply it by the following amounts
  to represent the quality and Tech Level of the suspension,
  rudders, ailerons, etc., rounding nearest. Apply the cost mul-
  tiplier to the cost of the entire power train of the vehicle.
  Control quality
  Turn Mode
  Cost
  Best
  x1.2
  x5.0
  Advanced
  x1.1
  x2.0
  Basic
  x1.0
  x1.0
  Crude
  x.8
  x.7
  None
  x.6
  x.5
  TL
  Adjustment
  Cost
  1
  -.2
  x1.0
  2
  -.1
  x1.0
  3
  -.1
  x1.0
  4
  -.1
  x1.0
  5
  +.0
  x1.0
  6
  +.0
  x1.0
  7
  +.0
  x1.0
  8
  +.0
  x1.0
  9
  +.1
  x1.0
  10
  +.1
  x1.0
  11
  +.1
  x1.0
  12
  +.1
  x1.0
  13
  +.2
  x1.0
  14
  +.2
  x1.0
  15
  +.2
  x1.0
  Example - This automobile is TL10, and has an advanced
  suspension, for a x1.1 Turn Mode, which modifies the Turn
  Mode up to 7 x (1.1+.1) = 8.4, rounding to 8.
  i For those who wish to cram this into a spreadsheet pro-
  gram, the Tech Level multiplier is +(Tech Level.6 - 3)/10,
  rounding to the nearest .1.
  Secondary Turn Mode
  A vehicle usually has a standard method of operation (land,
  water, air, space, etc.). If the vehicle can operate in a sec-
  ondary manner (a plane driving on a runway, an amphibious
  vehicle in the water, etc), then the secondary mode of oper-
  ation has a Turn Mode based solely on the dimensions of
  the vehicle (including surface treatments like wings), and
  this number takes a -4.
  Aircraft landing gear
  -4
  Using a secondary vehicle characteristic for turn mode
  -4
  Example - An armored personnel carrier with a Turn of 5
  has an amphibious mode. If the basic Turn of the vehicle
  (based on its dimensions) was 5, then in the water it would
  have a Turn of 1.
  Example - A jet fighter with a Turn of 50 based on its wings
  would only have a Turn based on its dimensions for taxiing
  down the runway, and this would have a -4 applied to it.
  
  Basics
  Each chapter will end with a few examples of the rules pre-
  sented in it. If this makes it like a textbook, well, it is like a
  textbook of sorts. And, these examples will help you avoid
  pitfalls and double-check your own accuracy.
  Question #1:
  What is the base and adjusted top speed and acceleration
  of a 1,000kg automobile with a 100 horsepower engine?
  Calculations:
  One horsepower is 750 watts, so a 100 horsepower engine
  produces 100hp x 750 = 75,000 watts.
  The base top speed is (75,000 watts times 1,000kg).61,
  divided by 1,000kg = 63.6m/sec (229kph/142mph). The modi-
  fier for wheels is x.8, so the final top speed is 63.6m/sec x .8
  = 50.9m/sec (183kph/114mph).
  Acceleration is (75,000 watts x 1,000kg x .1).5, divided by
  (1,000kg x .5) = 5.48, which rounds to 5.
  Answers:
  Base top speed = 63.6m/sec
  Adjusted top speed = 50.9m/sec
  Acceleration = 5
  Question #2:
  What is the Turn Mode of a TL12 racing bicycle that when
  the rider is included, is 1.5m long, 1.5m high, and .5m wide?
  Calculations:
  Turn mode is based first on the length to width ratio of the
  vehicle, in this case 3:1, since it is 1.5m long and .5m wide.
  This gives it a base turn mode of 6.
  The height to width ratio is also 3:1, but since this is a vehi-
  cle that can lean into turns, it is counted as 1:1. This gives a
  -1 to turn mode, dropping it to 5.
  The overall length of the vehicle is less than 2m, so it gets a
  +1, raising it to 6.
  The bicycle has poor ground contact, which is a -1 to Turn
  Mode, dropping it to 5 again, and incidentally dropping
  deceleration by 1 because of the reduced friction.
  The suspension is suitable for normal pavement, which is no
  modifier to Turn Mode.
  We'll assume the quality of the controls is the best, since
  this is a racing bicycle, which multiplies Turn Mode by x1.2.
  The fact that it is TL12 raises this by another +.1 to x1.3. A
  Turn Mode of 5, times 1.3 equals 6.5, which rounds to 7.
  Answer:
  The Turn Mode of this racing bicycle is 7.
  Question #3:
  What are the performance figures (top speed, acceleration,
  deceleration, turn mode) for a 10,000 ton ship that is 100m
  long, 20m wide and 20m high, that is powered by a 20,000
  horsepower engine?
  Calculations:
  Base top speed is (20,000hp x 750 watts per hp x
  10,000,000kg).61, divided by 10,000,000kg, or (15,000,000/
  10,000,000).61 = 44.4m/sec (160kph/99mph). The power train
  is an indirect to dense medium variety, for a multiple of x.5
  on this, dropping top speed to 44.4m/sec x .5 = 22.2m/sec
  (80kph/50mph).
  Acceleration is (20,000hp x 750 watts per hp x
  10,000,000kg x .1).5, divided by (10,000,000kg x .5) = .77.
  This is a transfer of power to a liquid, for a multiple of x.1,
  dropping acceleration to .77 x .1 = .077, which we'll round to
  .08 (or .1 if you prefer).
  Deceleration is a base of 20/(10,000,000kg).2 = .80, with a
  x.3 multiple for a boat propeller, x2 for hull friction, for a final
  deceleration of .80 x .3 x  2 = .46, rounded to .5.
  The base Turn Mode is is based on the length/width ratio,
  which is 5:1, for a base turn mode of 5. The 1:1 height/width
  ratio subtracts 1, making it a 4. The overall length drops it by
  7 more, to -3, and since Turn Mode can't go lower than 1 for
  game purposes, it becomes a 1.
  Answers:
  Adjusted top speed = 22.2m/sec
  Acceleration = .1
  Deceleration = .5
  Turn Mode = 1
  VDS
  VDS
  12
  12
  AMSISdOING
  tHIS rIGHT?
  ??
  
  Basics
  The power plant is whatever is used to provide the energy
  the vehicle needs to move. This could be man or animal
  power, steam, wind, rockets, magic or whatever. Each kilo-
  gram of power plant will provide a base output in watts, and
  the effective output will be determine by the specific type of
  power plant. Each kilogram of power plant has a base
  cost of 10Cr. Each 1,000kg of power plant takes up 1m3.
  This includes a small amount of room for basic access to
  the power plant, although this does not have to be conve-
  nient in any sense of the word. Anyone who has ever had to
  crawl under a car and stick their arm at unnatural angles up
  into the engine bay to get at a component knows what is
  meant by that. If you wish to double the required time spent
  for maintenance, you may have the power plant take up 1m3
  per 2,000kg of mass (also see Retrofitting, p.113). Also,
  biologic power plants (animals) have special volume
  requirements (see p.41).
  Tech
  Year
  Raw power
  Historical power
  Level equivalent
  output per kg
  source developments
  1
  30,000BC
  1w
  Animal
  2
  10,000BC
  4w
  Wind
  3
  3,000BC
  9w
  4
  0AD
  16w
  5
  1400
  25w
  6
  1700
  36w
  Steam
  7
  1800
  49w
  8
  1900
  64w
  Internal combustion
  9
  1930
  81w
  Jet engine
  10
  1960
  100w
  Atomic
  11
  1980
  121w
  12
  2000
  144w
  Fusion (we hope)
  13
  2100
  169w
  14
  2200
  196w
  Antimatter
  15
  2300
  225w
  i One metric horsepower is 750 watts of output.
  Example - A TL10 base power plant has an output of 100
  watts per kilogram. Since there are 750 watts per horsepow-
  er, a 15kg engine at TL10 would have a base output of 1,500
  watts, or 2 horsepower, before adjustments for engine type.
  Power plant design
  The actual type of power plant will have a significant effect
  on its output. A race car engine will have much more power
  than an engine of similar size in a family car, for instance.
  Output 
  Fuel
  Type
  Modifier Durability
  Cost economy
  Biologic (always TL1)
  x9
  1000hr
  x.2
  x.002
  Durable (diesel, steam)
  x2
  4000hr
  x.5
  x.03
  Normal (normal auto engine)
  x4
  1000hr
  x1
  x.10
  Enhanced (sports car engine) x6
  250hr
  x2
  x.20
  Exotic (race car,jet)
  x9
  60hr
  x4
  x.40
  Dangerous (rocket)
  x12
  15hr
  x8
  x.65
  Ext. dangerous (nuclear)
  x16
  4hr
  x16
  x1.0
  Suicidal (antimatter)
  x20
  1hr
  x32
  x1.5
  Example - If our previous 15kg engine was a “normal” TL10
  technology, like a gasoline engine, it would have an output
  modifier of x4, so its adjusted output would be 100 watts x 4
  = 400 watts per kg, or 6,000w for a 15kg engine, or 8 horse-
  power. If it was an “exotic” technology like a turbine engine,
  the output would be 900 watts per kg, for a total output of
  15kg x 900 watts/kg = 13.5kw, or 18 horsepower.
  Durability
  The durability number represents the number of hours the
  power plant can go without maintenance before risking fail-
  ure or performance degradation. The base time is divided by
  fuel effects, and the result is the recommended mainte-
  nance interval. Each time the interval comes up, the engine
  needs 1 hour of maintenance per 100kg of power plant, with
  a usual minimum of 1 hour, regardless of power plant size.
  Example - A high performance automobile engine has a
  base durability rating of 250 hours, so it needs maintenance
  every 250 hours of use. If the engine masses 200kg, it
  requires 2 hours of maintenance.
  You can double or halve the base durability of an engine by
  doubling or halving the cost, i.e. an engine that costs twice
  as much will have double the recommended maintenance
  interval, and one which costs half as much will have half the
  recommended maintenance interval. Power plants with very
  high output modifiers like fission reactors will have their reli-
  ability inherently higher than other types of power plant, and
  this will be taken into account in their greatly increased cost.
  Each time a power plant needs maintenance and doesn't
  get it, you check for performance loss or engine failure. A
  performance loss is a Difficulty 4 task, using a “skill” of the
  number of maintenance intervals missed. Breakdown is a
  Difficulty 6 task, based on the same number and the same
  roll, i.e. if a roll succeeds vs. a Difficulty 4 task, you lose per-
  formance, but if that same roll would have succeeded vs. a
  Difficulty of 6, you have a breakdown. Performing basic
  maintenance is a Difficulty 4 task on the appropriate skill for
  the vehicle (a more skilled person can accomplish the main-
  tenance in a shorter amount of time).
   
  VDS
  VDS
  13
  13
  POWER
  PLANT
   
  33
  
  i Technologically advanced power plants should use the fis-
  sion, fusion or antimatter fuel types. This way, they can use
  the more powerful output modifiers and still have good relia-
  bility. The combination allows power plant outputs far above
  what pre-fission cultures can manage.
  Fuel economy
  The fuel economy rating is the number of kilograms of fuel
  per hour the each kilogram of the power plant consumes at
  full power. This is based on power plant type, but the fuel
  itself is also a factor. Fuel consumption may vary within 10%
  or so within each category. For instance, both gasohol and
  premium gasoline are “normal” fuels, but a tank of premium
  has more energy, and a properly adjusted car can go farther
  on it. Fuel has a default cost of 1Cr per kg (adjusted by local
  levels of scarcity) and default volume of 1m3 per 1,000kg.
  Batteries are considered “fuel” for power plants like electric
  motors, and the multiple simply represents the weight of bat-
  teries discharged per hour of use. Special notes on handling
  and storage of bulky fuels (cryogenic liquids) or compact or
  hazardous fuels (radioactives) are on p.118.
  Fuel 
  Fuel
  consumption Cost Durability
  Example
  Very crude
  x2.0
  x.5
  x4
  Wood, charcoal
  Crude
  x1.4
  x.7
  x2
  Coal
  Normal
  x1.0
  x1
  x1
  Natural gas, medium 
  grade petrol
  Enhanced
  x.50
  x2
  x.5
  High-grade or 
  modified petroleum
  Exotic
  x.25
  x4
  x.25
  Low-grade rocket fuel 
  (solid & liquid)
  Dangerous
  x.10
  x9
  x.1
  High-grade rocket fuel 
  (cryogenic liquids)
  Ext. dangerous x.06
  x16
  x.06
  Radioactive isotopes
  Suicidal
  x.04
  x25
  x.04
  Antimatter
  -
  x.03
  x36
  x.03
  Special case modifiers
  Fission-based x.0050
  x1000
  x100
  Fissionable isotopes,
  Fusion-based x.0020
  x10
  x100
  Deuterium, tritium
  Antimatter
  x.0005
  x1000
  x100
  Antiparticles
  Battery
  x(10000/TL2)
  x.40
  x1
  Chemical batteries,
  flywheels
  Use-based consumption
  Full output
  x1.0
  Cruising (80%) x.70
  Trolling (40%)
  x.30
  Maint. (10%)
  x.05
  Example - A “normal” TL10 power plant that massed 10kg
  would go through 1kg of “normal” fuel per hour at maximum
  output (10kg of power plant, x .1 fuel efficiency x 1.0 for nor-
  mal fuel). If on the other hand, the engine burned some
  exotic, high-powered racing fuel, the output of the engine
  would not increase, but the fuel consumption would be mul-
  tiplied by x.25 instead of by x1.0 and the maintenance inter-
  val multiplied by x.25.
  i Note that the fuel type is mainly based on energy content,
  not on fuel quality. You could run a steam engine on wood,
  coal or oil. The power output would be the same, but the
  quantity of fuel used would vary. Crude fuel quality (as
  opposed to energy content) would halve the maintenance
  interval for the power plant.
  For durability purposes, the fuel rating multiplies the engine
  rating, so using dangerous fuels with a dangerous engine
  means that you will need to maintain it a lot.
  Example - An “exotic” engine like you might find in a race
  car has a maintenance interval every 60 hours of operation.
  If powered by “exotic” fuels, it requires maintenance every
  (60 hours x .25) = 15 hours of operation. This fuel won't
  make the engine perform any better, but the car will burn
  less of it, allowing for a smaller (and lighter) fuel load.
  ﬁ« Some types of power plant will have special effects regard-
  ing fuel consumption. For instance, turbine engines can't be
  run at the “Maintenance” level. Even when idling, they are
  consuming fuel at the “Trolling” rate. You have to turn the
  engine off, with only brief periods on to get the maintenance
  fuel consumption. This would seem identical, but not if you
  have to move in a hurry and the engine is cold.
  You can mix and match fuel and special case modifiers to
  get the effect you want. You could have both “normal” fusion
  batteries for a x.005 fuel consumption rate, or a “dangerous”
  but more efficient fusion fuel delivery system for a x.0005
  fuel consumption rate and x.1 durability on the battery (not
  power plant). Likewise, you could say a TL15 “normal anti-
  matter battery” would have a total fuel consumption modifier
  of (10,000/152) x .0005 = x.0222.
  Multiple fuel engines
  In the case where a power plant burns multiple types of fuel
  at the same time, the two fuels may be of different levels of
  toxicity, hazard, etc. You may take the average fuel type
  used, and split it into two different types, each the same dis-
  tance from the average, in opposite directions.
  Example - You could say an engine burning “enhanced”
  fuel actually burns a two part mixture of exotic and normal
  fuel. One is a row down from enhanced, the other is a row up.
  The power plant is assumed to get 25% of its output from
  the less energetic fuel, and 75% from the more energetic
  fuel, and fuel consumption of each component is therefore
  based on x.25 and x.75 of total fuel consumption.
  VDS
  VDS
  14
  14
  
  VDS
  VDS
  15
  15
  Example - A 1kg normal power plant at TL10 produces (100
  watts x 4) = 400 watts of power, and consumes .1kg of nor-
  mal fuel per hour. A battery has a fuel multiple of
  10,000/(TL102), or x100, so it would use .1kg x 100 = 10kg
  of batteries per hour. An output of 400 watts, divided by
  10kg of batteries is 40 watt-hours per kilogram.
  A watt/hour is 1 watt of output for one hour, and the amount
  of energy can be multiplied or divided by any amount of time
  within reason (generally not more than a factor of 100).
  Batteries may be of different fuel types, so you could have
  exotic batteries that give more power for a given mass. It is
  worth noting that due to the special nature of batteries or
  similar storage devices, they do not affect the maintenance
  interval of the power plant they run. Rather, they assume
  that the battery is a “normal” power plant, and apply the fuel
  type modifier to itself. This is how often the battery needs
  serviced, with new electrolyte, plates, etc.
  Example - A battery with 1,000 watt/hours will drive a 1,000
  watt power plant for an hour, a 10,000 watt power plant for a
  tenth of an hour, or a 100 watt power plant (or radio trans-
  mitter or whatever) for 10 hours.
  i Remember that battery rules can also apply to flywheels or
  compressed air for pre-electric cultures, and in this case,
  mechanical energy is stored instead of electrical energy. It
  will still require a power plant and power train to move this
  energy through.
  i Also note that the special case modifiers for things like fis-
  sion or fusion power can be applied to batteries. Just invert
  the fuel consumption number to get the multiplier to total
  capacity. For instance, a “fission battery” would hold
  (1/.005)= x200 the power of a normal chemical battery.
  i At this point it is worth mentioning again that the power plant
  and fuel types are concepts. Correlation with the real world
  is based solely on what your “real world” is. A VDS TL12
  boosted and tweaked “suicidal” power plant with “exotic” fuel
  isn't an experimental antimatter reactor. It would be a drag-
  ster engine. It produces a lot of horsepower, tears itself
  apart after a few runs at full power, and will occasionally
  catch fire and explode on you.
  Example - You design a power plant which uses “exotic”
  fuel and decide that this is a two component mixture of avia-
  tion kerosene (an enhanced fuel), and liquid oxygen (a dan-
  gerous fuel). The fuel consumption for each is based on half
  the engine mass and the fuel efficiency of that particular
  fuel. So, if the engine massed 100kg, and was a “danger-
  ous” power plant, it would have a base fuel consumption
  multiplier of x.65, or 65kg of fuel per hour of operation, or
  65kg x .25 = 16.25kg for the enhanced fuel and 65kg x .75 =
  48.75kg for the dangerous type of fuel. The enhanced fuel
  (the aviation kerosene) has a multiplier of x.5, so its share is
  16.25kg x .5 = 8.125kg per hour. The dangerous fuel (liquid
  oxygen) has a multiplier of x.1, so its share is 48.75kg x .1 =
  4.88kg per hour.
  If a normally air-breathing power plant is run using stored
  oxygen, multiply fuel consumption by twice the output modi-
  fier for that power plant type. This extra fuel consumption is
  liquid oxygen, and given a “dangerous” fuel multiplier.
  Batteries
  Batteries or other “rechargable” energy storage devices are
  considered to be “fuel” for some other type of power plant
  (typically an electric motor). Batteries are not consumed,
  their nature is just converted from one which produces elec-
  tricity to one that doesn't. Therefore, mass of a vehicle with
  discharged batteries is the same as one with charged ones.
  An electric motor will use a certain number of kg/hour of bat-
  teries while running, and compared to total battery mass,
  this will give you a running time in hours. Since the power
  available in batteries is available for other vehicle purposes,
  a battery is also a power plant of sorts. While you could fig-
  ure out the capacity by seeing how long a normal motor of a
  given output would run, we'll just give you the table below
  which gives applicable numbers for “normal” batteries.
  Tech Level
  watt/hours per kg
  3G3 watt/hours per kg*
  1
  .00w/hr
  -
  2
  .06w/hr
  -
  3
  .32w/hr
  -
  4
  1.0w/hr
  -
  5
  2.5w/hr
  -
  6
  5.2w/hr
  -
  7
  9.6w/hr
  -
  8
  16.4w/hr
  6.9w/hr
  9
  26.2w/hr
  13.9w/hr
  10
  40.0w/hr
  27.8w/hr
  11
  58.6w/hr
  48.6w/hr
  12
  82.9w/hr
  76.4w/hr
  13
  114w/hr
  111w/hr
  14
  154w/hr
  146w/hr
  15
  203w/hr
  201w/hr
  *BTRC's 3G3 design system allows the manufacture of energy
  weapons back to TL8, but technically an electric power source can
  be made at any TL which has two different metals and an electrolyte.
  
  Storage banksa
  While a vehicle may have a battery for constant power
  loads, weapons may require very large pulses of power for
  short periods of time. Batteries or generators are seldom
  able to handle the peak power load, and instead are used to
  charge up special energy banks capable of handling the
  rapid discharge required. At TL's of 12 or less, these are
  provided by capacitors, homopolar generators or other
  genre-specific technologies. These store less energy per
  unit mass than a battery, but can entirely discharge in a sec-
  ond or less. At TL's of 13 and up, larger amounts of energy
  are available for instant discharge. Both types of fast-dis-
  charge storage banks mass 1,000kg per 1m3 and cost
  100Cr per kilogram.
  TL
  Low-density storage
  High-density storage
  8
  400 watt-seconds/kg
  -
  9
  800 watt-seconds/kg
  -
  10
  1200 watt-seconds/kg
  -
  11
  1600 watt-seconds/kg
  -
  12
  2000 watt-seconds/kg
  -
  13
  2400 watt-seconds/kg
  125,000 watt-seconds/kg
  14
  2800 watt-seconds/kg
  250,000 watt-seconds/kg
  15
  3200 watt-seconds/kg
  375,000 watt-seconds/kg
  Example - A TL13 laser cannon that has a 4 megawatt
  input pulse would require 32 kilograms of high-density stor-
  age banks per shot (4,000,000/125,000 = 32). The rate of
  fire of this weapon would depend on how fast this storage
  bank could be recharged, or the weapon could have multiple
  storage banks.
  Note - These figures are taken directly from the 3G3 weapon
  design system numbers for similar storage for energy
  weapons.
  Special cases
  It is important to remember that until you define it otherwise,
  a power plant is “generic”, and uses equally “generic” fuel. It
  is your game world and the laws of nature in it that makes
  you say a spacecraft uses a rocket as a power plant instead
  of a coal-fired etherwave projector, or that an automobile
  uses reciprocating pistons instead of a turbine or a rotary
  engine. VDS doesn't lock you into fixed technologies, and
  you can use it to generate realistic or consistent vehicles for
  any game background. There are lots of special cases and
  rules for power plants, and hopefully the following will cover
  most of them. Everything from here to the end of the chapter
  are “special cases”, which covers odd power plant types and
  real world notes that may or may not be worth your trouble.
  Armor Value
  The default AV of a power plant is (cube root of its final out-
  put in kilowatts) / (one quarter the output modifier for that
  type of power plant), plus 1 (round up). Reaction engines
  (see p.19) do not apply their increased output for any part of
  this equation. Biologic plants have the AV of the creature.
  AV = ((final output in kw.33)/(output modifier x .25))+1 (round up)
   
  Power
  2
  4
  6
  9
  13
  Extr.
  20
  output
  Durable
  Normal Enhanced Exotic Dangerous Dangr.
  Suicidal
  10kw
  AV5
  AV4
  AV3
  AV2
  AV2
  AV2
  AV2
  20kw
  AV7
  AV4
  AV3
  AV3
  AV2
  AV2
  AV2
  50kw
  AV9
  AV5
  AV4
  AV3
  AV3
  AV2
  AV2
  100kw
  AV10
  AV6
  AV5
  AV4
  AV3
  AV3
  AV2
  200kw
  AV13
  AV7
  AV5
  AV4
  AV3
  AV3
  AV2
  500kw
  AV17
  AV9
  AV7
  AV5
  AV4
  AV3
  AV3
  1.0Mw
  AV21
  AV11
  AV8
  AV6
  AV5
  AV4
  AV3
  2.0Mw
  AV27
  AV14
  AV10
  AV7
  AV5
  AV5
  AV4
  5.0Mw
  AV36
  AV19
  AV13
  AV9
  AV7
  AV6
  AV4
  10Mw
  AV45
  AV23
  AV16
  AV11
  AV8
  AV7
  AV5
  20Mw
  AV56
  AV29
  AV20
  AV14
  AV10
  AV8
  AV6
  50Mw
  AV75
  AV38
  AV26
  AV18
  AV13
  AV11
  AV7
  100Mw
  AV94
  AV48
  AV32
  AV22
  AV16
  AV13
  AV9
  200Mw
  AV118
  AV60
  AV40
  AV27
  AV19
  AV16
  AV11
  500Mw
  AV160
  AV81
  AV54
  AV37
  AV26
  AV21
  AV14
  Example - A 100kw power plant that is a normal auto
  engine (x4 output modifier) will have an AV of 6.
  The AV of a power plant is an average amount, and is a
  median between easily damaged parts like a radiator and
  ignition cables, and sturdy parts like an engine block.
  VDS
  VDS
  16
  16
  
  Personnel notes
  People will have to interact with most vehicles during their
  operation. An obvious case is the driver or pilot. However,
  sometimes the interaction is with the power plant itself.
  Crew
  A vehicle may require crew just to run the various machinery
  that keeps the vehicle going. A power plant of 100kg or less
  requires 1 crew member, and each time you double the total
  power plant mass (round down) you add 1 to the number of
  crew required. From this amount you can subtract the power
  plant's Tech Level/2 (round down). A vehicle can have a
  crew of zero or less, meaning that the power plant does not
  need constant tending and fiddling with in order to stay run-
  ning properly. A power plant that is shut down obviously
  requires no crew, and one that is running at maintenance
  levels (like off-duty animals) has a maximum required crew
  multiple of x.25 the normal amount (round up).
  Power plant mass
  Crew
  Tech Level
  Modifier
  <100kg
  1
  1
  +0
  100-199kg
  2
  2-3
  -1
  200-399kg
  3
  4-5
  -2
  400-799kg
  4
  6-7
  -3
  800-1,599kg
  5
  8-9
  -4
  1,600-3,199kg
  6
  10-11
  -5
  3,200-6,399kg
  7
  12-13
  -6
  6,400-12,799kg
  8
  14-15
  -7
  Power plant type
  Modifier
  Example
  Biologic (dumb)*
  -3
  Reptiles
  Biologic (average)*
  -4
  Cattle
  Biologic (smart)*
  -5
  Horses, elephants
  Biologic (sentient)*
  -7
  People (-5 if slaves)
  Durable
  -1
  Diesel, steam engine
  Normal
  +0
  Petrol engine
  Enhanced
  +0
  Sports car engine
  Exotic
  +1
  Race car engine
  Dangerous
  +1
  Rocket
  Ext. dangerous
  +2
  Nuclear
  Suicidal
  +2
  Antimatter
  *Biologic power plants are always considered to be at TL1, regardless of the vehicle. 
  Example - A durable 10,000kg power plant in a TL8 loco-
  motive will require a crew of 8, -4 for the Tech Level, and -1
  more for the power plant type, for a total crew of 3.
  In general, crew will have to make an appropriate skill roll
  once per hour to keep the power plant running properly.
  This is a Difficulty 4 task, +1 per missing crew member, +1
  for each missed maintenance interval, and plus or minus
  any amount based on situational modifiers. Failing the roll
  means the power plant conks out sometime during that hour
  (or one of multiple plants does). It will require an equally dif-
  ficult skill roll to start it up again, with a base time of an hour.
  Overall performance modifiers
  These are tricks and tips and kludges that designers use to
  get that little bit of extra output, usually with an added cost
  or undesirable side effects.
  Boosting
  For negligible mass and x1.5 cost, a power plant may be
  “boosted”. This is some temporary measure that dramatical-
  ly increases engine output, but at a fuel and wear cost. The
  engine is treated as having the output of an engine one type
  more powerful (e.g. a normal power plant would act like an
  enhanced power plant), with the same maintenance and fuel
  consumption of that engine. However, the vehicle is
  assumed to accumulate 1 maintenance interval immediately
  upon shutting down after using this boost (or within an
  hour). This can cover things like nitrous boost, overreving,
  feeding your draft animals amphetamines, etc. If the roll for
  performance loss or breakdown indicates no problems,
  there is no adverse effect, but the vehicle has still crossed a
  maintenance interval, making the next time the boost is
  used a riskier proposition.
  Tweaking
  For negligible mass and x1.5 cost, a power plant may be
  “tweaked”. This may be things like a custom electronic igni-
  tion, fuel injection, tuned exhaust, or a combination of many
  small performance advantages. This has the effect of
  increasing effective output of the power plant to that of an
  engine 1 Tech Level higher. It does not increase any main-
  tenance interval, but the increased power plant cost will
  increase the maintenance cost. Biologic power plants may
  not be tweaked, but magical ones may be.
  i You may wish to assume that selective breeding programs
  can be applied to animals used for power plants, and the
  increased cost represents the premium placed on these ani-
  mals. These specially bred animals would have an output
  modifier of x13 rather than x9, and double normal cost.
  VDS
  VDS
  17
  17
  
  Specialized power plants
  Some power plants don't fall into the easy category of “pour
  fuel in, get mechanical energy out”. If you haven't thought of
  how to design your power plant yet, it's probably in this sub-
  section.
  Animal power
  For healthy animals used as power plants, assume that they
  are Tech Level 1, i.e. 1 watt per kilogram of mass, x9 for the
  power plant type. At this level of energy expenditure, the
  animal can work more or less constantly, less 8 or so hours
  a day for sleep. Animal power is usually considered to be a
  “biologic” power plant. Normal food is considered “crude”
  fuel, and high quality food is “normal” fuel. Animals can be
  “boosted”. In CORPS terms, one level of boosting is like a
  level 3 exertion, or 1 exertion point per 10 seconds. Two lev-
  els of boost is like a level 5 exertion, or 1 exertion point per
  second. Normal maintenance does not apply for post-boost
  effects, but the lost stamina will require time to recover.
  Maintenance for animals is adequate food and water, rest,
  and basic medical care to cover sprains, bruises and sore
  muscles. Each point of HLT temporarily lost to exertion is
  roughly a 20% drop in top speed until it is recovered (30% if
  boosted, 40% if boosted twice).
  Example - An 80kg oarsman has an output of 720 watts. In
  a moderate exertion situation, the base output would be
  1440 watts, and in a crisis situation, this could be increased
  to 2880 watts, but only for a few seconds (like a sprint).
  Assuming listed HLT for exertion purposes by a biological
  power plant, using extra effort will result in the following per-
  formance losses over time for a Level 3 exertion (1 level of
  “boost”).
  Top speed
  HLT
  130%
  100%
  75%
  50%
  25%
  total
  1
  10 sec
  -
  -
  -
  -
  10 sec
  2
  20 sec
  10 sec
  -
  -
  -
  30 sec
  3
  30 sec
  20 sec
  10 sec
  -
  -
  60 sec
  4
  40 sec
  30 sec
  20 sec
  10 sec
  -
  100 sec
  5
  50 sec
  40 sec
  30 sec
  20 sec
  10 sec
  2.5 min
  6
  60 sec
  50 sec
  40 sec
  30 sec
  20 sec
  3.3 min
  7
  70 sec
  60 sec
  50 sec
  40 sec
  30 sec
  4.2 min
  8
  80 sec
  70 sec
  60 sec
  50 sec
  40 sec
  5.0 min
  9
  90 sec
  80 sec
  70 sec
  60 sec
  50 sec
  5.8 min
  10
  100 sec
  90 sec
  80 sec
  70 sec
  60 sec
  7.5 min
  Example - A crew of HLT 5 rowers can push a trireme to
  130% of normal speed for a maximum of 50 seconds.
  ﬁ« This level of exertion assumes the person or animal is of at
  least average strength and stamina for their mass, and is
  willing and capable of using it in a way conducive to moving
  the vehicle. For instance, it would be difficult to design a
  vehicle based on “anaconda power”, and more difficult still
  to imagine a snake intelligent enough to be trained to do it.
  ﬁ« This level of exertion is also unrealistic, but has been
  applied to make the numbers work out for the top speed of
  animal powered vehicles, especially light ones where the
  mass of the power plant (i.e. a person) is most of the total
  vehicle mass. The actual normal sustained output of a per-
  son is about 1w per kilogram of mass.
  Electric motors
  Are enhanced power plants for most design purposes. They
  may be tweaked or boosted, but are always considered to
  be no better than an enhanced power plant, that may only
  be powered by batteries or some other power plant driving a
  generator. Low-tech oddities like spring-wound vehicles will
  use the electric motor and battery rules to represent fly-
  wheels, springs and mechanical gear trains. The only func-
  tional difference is in the special effects of damage, types of
  maintenance, etc.
  Power generation
  Many power plants provide mechanical energy, while most
  vehicle subsystems at higher Tech Levels require electricity.
  Using a power plant as a generator involves some loss of
  energy.
  Specialized
  Output modifier kg/kilowatt
  Cost
  Electrical power generation
  x.8
  25/TL
  5Cr/kg
  Example - You have a 10kg gasoline engine at TL10 that
  you want to use for electrical power generation. The engine
  has a base output of (10kg x 100w per kg x 4 for a normal
  engine) = 4,000 watts. To convert this mechanical energy to
  electricity will require a generator with a mass of (25kg per
  kw x 4kw/TL10) = 10kg to be attached, which will have an
  efficiency of x.8, for an electrical output of (4,000 watts x .8)
  = 3,200 watts.
  You may have a generator of any size less than the maxi-
  mum. In such a case, part of the power plant output is
  devoted to generating electricity, and the rest may be used
  to move the vehicle. The generator of a passenger car is a
  typical example, providing electricity for the lights, radio and
  accessories.
  Example - A TL11 passenger car has a 100kw power plant,
  but needs 500w to run all the electric accessories and keep
  the battery charged. This requires an input of 625w because
  of losses, so a generator with a input of 625 watts will mass
  (25kg per kw x .625kw/TL11) = 1.4kg. The bolts to mount it
  on the engine probably mass more than the generator itself.
  ﬁ« As a general case, any TL9+ vehicle comes with a basic
  electrical system for free. This is sufficient to handle minor
  electrical loads. It will also apply to any military vehicles that
  do not have extraordinary power demands from sensors or
  other equipment.
  VDS
  VDS
  18
  18
  
  Pony engines
  A “pony engine” is a small power plant designed to start a
  much larger one. The starter of a car is such a case. At
  lower tech levels, or for certain applications, one internal
  combustion engine may be used to start another. For
  instance, a diesel bulldozer needs no electrical system (no
  spark plugs), so it might have a small engine to start the
  much larger diesel power plant. Such a starter motor must
  have an output of at least 1% of the main power plant. In
  general, a person can start an internal combustion power
  plant of 75 kilowatts or less by muscle power, like a hand
  crank, foot pedal or spring-wound crank. Things like steam
  engines or rockets do not usually need them. 
  i For simplicity's sake, assume that any TL9+ vehicle that
  needs one, has one. TL8- internal combustion plants must
  buy them separately or be manually started.
  Reaction Engines
  A rocket derives its massive power from burning massive
  amounts of fuel. This subsection is going to get dense, even
  in VDS terms, but it is an advanced topic, so be warned.
  Reaction engines are an annoying “break” in the power
  plant rules because the way they move a vehicle is unlike
  that of any other type of vehicle. Instead of converting fuel
  energy to turn wheels, propellers, ducted fans, turbines,
  etc., a pure reaction engine either turns chemical energy of
  fuel into heat or uses some other type of power plant to heat
  the fuel. In both cases the fuel is also the reaction mass.
  How much thrust you get depends on how fast this reaction
  mass is pumped out the back. How fast the reaction mass is
  moving depends on how much energy you can pump into it.
  In general, the lighter the fuel or reaction mass, the less
  energy it takes to get it up to a given exhaust velocity. This
  is why hydrogen, despite the problems in handling it, is a
  good rocket fuel. It is the lightest element and generates the
  energy used to accelerate it when combined with oxygen
  and ignited.
  The most important stat of a reaction engine is its Specific
  Impulse, or Isp. We're going to mangle the scientific defini-
  tion, but bear with us. The Isp of a reaction engine for VDS
  purposes is its output in watts divided by its fuel consump-
  tion per hour, times .013.
  Isp = (output in watts/fuel per hour in kg) x .013
  Example - A TL10 rocket engine massing 1kg will have an
  output of 1kg x 100w/kg x 12 for dangerous power plant =
  1200 watts. Its base fuel consumption multiple is x.65, and
  we'll use a dangerous fuel (cryogenic propellants) for anoth-
  er x.1, so our 1kg engine consumes 1kg x .65 x .1 = .065kg
  per hour. The Isp is (1200w/.065kg) x .013 = 240.
  The thrust of a reaction engine is the Isp times the fuel con-
  sumption per second. How reaction engines get their enor-
  mous power is that you can run extremely large amounts of
  fuel through them, on the order of the engine mass per sec-
  ond in some cases. Technology limits the multiple of normal
  fuel consumption that is allowed, as per the following table.
  VDS
  VDS
  19
  19
  
  Tech
  Maximum
  Historical reaction
  Level fuel multiple
  Durability
  engine developments
  1
  x60
  x.50
  2
  x125
  x.50
  3
  x250
  x.50
  4
  x500
  x.25
  Solid fuel engines
  5
  x1000
  x.25
  6
  x2000
  x.25
  7
  x4000
  x.25
  8
  x8000
  x.125
  Liquid fuel engines
  9
  x16k
  x.125
  10
  x32k
  x.125
  Fission engines
  11
  x64k
  x.0625
  12
  x125k
  x.0625
  Fusion engines
  13
  x250k
  x.0625
  14
  x500k
  x.0312
  Antimatter engines
  15
  x1000k
  x.0312
  Example - Our 1kg rocket engine has a fuel consumption of
  .065kg per hour. At TL10, we can multiply this by up to
  x32,000, to 2,080kg per hour, or 2,080kg/(3600 seconds in
  an hour) = .58kg per second. The Isp of 240 times .58kg of
  fuel per second equals 139.2kg of thrust.
  Note that we are producing an output in kilograms of thrust
  rather than watts of power. The acceleration of a rocket is
  simply the thrust over the total mass of the ship. If a vehicle
  has rocket propulsion and some other type, the acceleration
  of the rocket adds to the current acceleration of the other
  propulsion type. Reaction engines can use less than the
  maximum fuel multiple for their TL, and their durability is
  based on the fuel multiple used.
  A reaction engine can have multiple fuel types, but reaction
  engines are almost always optimized for a particular per-
  centage of each and are touchy about modifications. The Isp
  of a multiple fuel rocket is the power output of the engine
  times the fraction of each type of fuel. Most solid rockets are
  just going to be an exotic fuel type. Early liquid rockets (TL9)
  will be about a 50-50 mix of exotic and dangerous fuels
  (kerosene and liquid oxygen). Later ones (TL10-12) will use
  all dangerous fuels (liquid hydrogen and liquid oxygen).
  Reaction engines using fission, fusion or antimatter have a
  broad range. They could use just their radioactives. A pure
  fission engine would be an Orion rocket, detonating bombs
  behind the rocket to push it. A pure fusion engine would be
  propelled by hot fusion plasma, and a pure antimatter
  engine would probably magnetically channel the pions cre-
  ated by a proton-antiproton reaction. These can use a lot of
  your expensive fuel. An ion rocket would be a “pure” reac-
  tion engine of some kind that is using no more than x60 its
  normal fuel consumption and cannot use more. The fuel or
  some outside power source of equivalent energy is convert-
  ed to electricity, which is usually used to accelerate heavy
  metal ions (cesium, mercury, etc.) to produce thrust.
  A high-thrust, high-fuel consumption engine is one that com-
  bines fission, fusion or antimatter fuel with something like
  liquid hydrogen. The expensive high-energy fuel provides
  perhaps 1-10% of the fuel consumption, and the cheap
  reaction mass is the rest.
  Example - We'll design a TL10 fission engine of 1kg. Base
  output is 1,600w for an extremely dangerous (nuclear)
  power plant. Base fuel consumption is 1.0kg per hour, x.06
  for extremely dangerous fuel (isotopes) and x.005 for being
  fission-based fuel, for a total of .0003kg per hour. The Isp is
  (1,600w/.0003kg) x .013 = 69,333. This is extremely high,
  but is also a pure fission design. Its maximum thrust would
  be this Isp times the fuel consumption per second with a
  x32,000 multiple. This is 69,333 x (.0003kg/3600 seconds
  per hour) x 32,000 = 184.9kg of thrust, and 2.7 grams of fis-
  sionables consumed per second (about 9.6kg per hour).
  Looking at the fuel chart on p.14, we can see that fuel has a
  base cost of 1Cr per kg, x16 for an extremely dangerous
  fuel, x1000 for fission fuels. Our 9.6kg of fuel for one hour's
  operation costs about 154KCr.
  Now, let's redesign the engine as using 2% fissionables and
  98% liquid hydrogen. The Isp will be the Isp of each type of
  fuel times the fraction it contributes. For the fissionables it is
  simple. The Isp is 69,333 x .02 = 1,387. For the liquid hydro-
  gen we take the base fuel consumption for this type of
  engine (1.0kg per hour), x.1 for a dangerous fuel, for a result
  of .10kg per hour. The Isp of the engine using only danger-
  ous fuel is therefore (1,600w/.10kg) x .013 = 208. The hydro-
  gen is 98% of the total used, so its Isp fraction is 208 x .98 =
  204. The two Isp's added together give a final Isp of 1,387 +
  204 = 1,591. Now, if we use this Isp and the x32,000 fuel
  multiple at TL10 we can figure the thrust. This is Isp x (fis-
  sion fuel/second + hydrogen fuel/second) x 32,000. We fig-
  ured the fission fuel at (.0003kg/hour x .02) and the hydro-
  gen at (.10kg/hour x .98). Adding the two, dividing by 3600
  to get the consumption per second and plugging it into the
  equation (whew!) gives a result of 1,386kg of thrust and a
  total fuel consumption of .87kg per second or 3,209kg per
  hour. However, only .19kg of that is fissionables, costing
  2,880Cr, and the hydrogen is the rest, costing 23.1KCr, a
  cost savings over pure fissionables of over 100KCr. The
  problem is the fuel takes up a lot more mass and room. For
  short, high power bursts, the combination is more efficient
  and has more benign exhaust, but for long-term flights the
  pure fission engine is a better.
  ﬁ« Rocket exhaust is dangerous. How dangerous? Aside from
  the obvious things like the intensity of a hydrogen-oxygen
  flame, the Isp of a reaction engine is the exhaust velocity in
  meters per second and is related to the temperature of that
  exhaust in thermal engines. Considering that an antimatter
  engine at TL15 has a maximum VDS Isp of over 2,000,000
  (2,000 kilometers per second and really hot any way you
  want to measure it), the exhaust wake of a high-tech ship is
  something to be avoided for quite a distance.
  VDS
  VDS
  20
  20
  
  Technological limitations - The real reason we aren't
  using Isp 60,000 fission engines is because we can't keep
  them in one piece. Aside from ion rockets which have thrust
  limitations inherent in their design, most fission engines are
  limited by the technology available to hold the engine
  together. Until magnetically confined fusion engines become
  available (≈TL12-13), reaction engines will be limited by the
  melting temperature of the materials they are made of.
  Chemical engines have a limit of the chemical energy avail-
  able in the fuel, and the maximum Isp of a TL15 dangerous
  power plant using dangerous fuel is around 540 (the real
  world limit is closer to a VDS “Dangerous” power plant and
  “Ext. dangerous” fuel, which would be Isp of 484 for a TL11
  Space Shuttle engine). Fission engines become technically
  possible around TL9, and have a maximum Isp of (TL-5)4,
  topping off at either TL13 or TL14.
  Maintenance - Maintenance for reaction engines is a night-
  mare. Consider our 1kg chemical engine from the previous
  example. If used at maximum power it has a maintenance
  interval of 15hr (base) x .1 (dangerous fuel) x .125 (fuel con-
  sumption multiple) = .1875 hours, or 11.25 minutes. The fis-
  sion engine by virtue of using fission fuels has a mainte-
  nance interval of 18.75 hours, but it is completely “hot” in a
  radioactive sense. To make high-powered reaction engines
  with a decent half-life, you need to double the cost to double
  the maintenance interval, and do it multiple times.
  ﬁ« A jet engine may use extra fuel for extra acceleration, also
  known as afterburners. Raw fuel is dumped into the jet
  exhaust, where it burns, expands and adds velocity to the
  exhaust stream. To work this out, figure the “Isp” of the jet
  engine and multiply by x1000. You can use up to double the
  engine's fuel consumption rate to get thrust based on this
  imaginary Isp and the extra fuel burned. A jet engine capa-
  ble of using afterburners will have a x1.2 multiple on mass
  and cost.
  Example - A 1000kg jet engine (exotic power plant using
  enhanced fuel) at TL10 has an “Isp” of (900,000w/200kg
  fuel) x .013 x 1000 = 58,500 and a normal fuel consumption
  of 200kg/hr or .056kg/sec. So, if you add .056kg/sec to the
  fuel consumption, you can generate an extra 58,500 x .056
  = 3,276kg of thrust.
  i As a historical note, the Rocketdyne F-1 engines used in the
  Saturn V booster massed 8,416kg, developed 689,000kg of
  thrust, and consumed 3,000kg of fuel per second (Isp of
  230). The VDS equivalent at TL10 (Isp of 240) with the same
  mass and fuel consumption would develop 720,000kg of
  thrust.
  Multiconfiguration Power Plants
  The technology referred to as a scramjet is the main exam-
  ple. This operates as a ramjet in an atmosphere, and as a
  reaction engine when you run out of atmosphere. This is
  designed as a multiple fuel reaction engine, but has the
  advantage that part of the reaction mass is the atmosphere
  itself (which must have enough oxygen to support combus-
  tion, and is counted as “normal” fuel). While in an atmos-
  phere, only one fuel type is consumed. The cost of the power
  plant is x2 if it can act as two different types of power plant.
  Solar
  Solar power is any technology that converts light or radiant
  heat from a sun into a form of energy usable by the vehicle.
  This could be solar cells, solar powered steam boilers or
  other creative ways of harnessing the energy. This is an odd
  case, since solar power is not the engine, but the fuel. Solar
  collectors are considered durable engines for output purpos-
  es, but cost x10 as much and only produce x.1 the watts
  appropriate for their Tech Level, assuming full sunlight on
  an Earth-normal world. They have no “fuel” cost, and for
  maintenance purposes the fuel multiple is assumed to be x1
  (maintenance interval of 4,000 hours).
  Solar panels output may be supplied to a separate power
  plant or stored in a battery or other device. However, each
  10 kilograms of collector takes up 1m2 of vehicle surface,
  and the maximum effective hull collector area is a number of
  square meters equal to the two dimensions of the vehicle
  corresponding to the sides facing the sun, multiplied together.
  Example - A TL11 solar-powered golf cart is 2 meters long
  and 1 meter wide, so it can have 20 kilograms of solar pan-
  els, for a base output of 484 watts (2m2 times 12.1 watts per
  kilogram x 2.0 for a durable engine). This turns out to be
  about .65 horsepower, so you know the top speed of the
  vehicle will not be that high.
  i Larger collector arrays are possible for vehicles like solar
  sailers and other low acceleration space vehicles. Solar
  wind or photon pressure is assumed to produce .00001 watt
  of “power” per square meter at a photon pressure equal to
  sunlight at Earth's orbit, and the mass of the power plant
  and power train (indirect to thin medium) is actually the solar
  sail and mooring lines. A solar sail will have a mass of
  1/(TL2 x 20)kg per square meter, or 1,000/(TL2 x 20)tons per
  square kilometer. This is an extremely specialized case, and
  normal armor and damage rules will not apply. Such a sail
  can be damaged by anything, but its size is such that any-
  thing other than large explosions is usually insignificant.
  Example - A 1km2 (1,000m x 1,000m) solar sail at TL10 will
  have a mass of 1,000/(102 x 20) = .5 tons = 500kg, and at
  the default distance from the sun will have an output of
  1,000m x 1,000m x .00001w = 10w. A power of 10w on just
  the mass of the sail gives it an acceleration of .09 (about
  1/100th of a gee).
  VDS
  VDS
  21
  21
  
  Wind power
  Wind powered vehicles may be bought at any Tech Level,
  but the base output is based on the wind velocity. The maxi-
  mum output cannot exceed the power output for the appro-
  priate type of power plant of that Tech Level, or a relative
  wind velocity equal to the Tech Level x 2 in m/sec (a vehicle
  racing with the wind is not experiencing the full force). Sails
  may be durable, normal, or enhanced, and may cover any
  technology that uses the wind to propel the vessel.
  Example - A Tech Level 4 ship with “normal” sails will have
  an output of (16 watts/kg x 4.0) = 64 watts per kilogram of
  sails. This output is at the maximum safe wind velocity of
  (Tech Level x 2) = 8m/sec (29kph/17mph). If the winds were
  only 4m/sec, then output would only be half this, or 32w/kg.
  Encountering winds greater than the vessel is designed to
  handle will increase the maintenance requirements, but not
  provide any extra power. Use the multiple of wind velocity
  over the output modifier for the engine to determine the new
  maintenance interval.
  Example - Durable sails have an output modifier of x2, and
  a maintenance interval of 4,000 hours. If the vessel was
  under double the maximum safe wind speed for that Tech
  Level, the “output” would go to x4 (output for normal sails x
  2) for maintenance purposes only. This is the same as nor-
  mal sails, so the maintenance interval would be 1,000
  hours. Normally, you would just count each hour of this wind
  as 4 hours towards the next maintenance interval. If the
  wind was five times the maximum safe wind speed for that
  Tech Level, you would count the output as x10 (output for
  normal sails x 5) for maintenance purposes, the same as
  enhanced sails, or one maintenance interval per 250 hours,
  or count each hour of this wind as 16 hours towards the next
  maintenance interval.
  i There is a table in the reference section listing the power
  output of various sails at different TL's.
  Sails can be furled in poor weather to prevent damage, but
  do not provide power for the vessel, making it less able to
  handle rough seas. Those sails that are left out will provide
  power, but also suffer the wind effects. Assume that at least
  “maintenance” power is required to steer a vessel in a storm.
  i A TL6 ship (circa 1700) with normal sails would have them
  make a maintenance check after 15 hours of hurricane-force
  winds, if it had just been maintained before the storm.
  Wind powered vessels at higher TL's may use airfoils, rotat-
  ing cylinders or other non-sail means of getting motive
  power from the wind, but the same rules will apply. Sails
  and masts will have an area in addition to the hull area
  equal to .5m2 per kilogram, and a vessel cannot have more
  mass in sails and masts than 10% of its loaded mass. 
  If the sails are the “power plant” of a sailing vessel, the
  masts are the “power train”, and have certain special effects
  on design. Masts cannot be taller than the ship is long, nor
  the sails broader than three times the vehicle width, and
  masts must be separated from each other and the ends of
  the vessel by at least a quarter of their height. Power train
  mass is x2 the calculated amount if the masts are taller than
  5m, x4 if taller than 10m, x8 if taller than 20m, etc. The
  “engine crew” of a sailing vessel is multiplied by the number
  of masts, and a sailing vessel always requires a “engine
  crew” of 1 to keep an eye on things.
  i Sail mass is independent of TL because a higher TL sail has
  to be tougher so that it can withstand the higher wind load
  allowed at that TL. Also, the mast height and sail width
  guidelines will not work for very small boats.
  Example - A 500 ton (500,000kg) ship that is 50m long and
  10m wide can have a maximum mast height and sail width
  of 50m and 30m respectively, or 50m x 30m = 1,500m2 per
  mast. At TL8, sails have an area of .5m2 per kilogram. The
  maximum sail/mast mass is 50,000kg, for a maximum area
  of 50,000kg x .5m2 = 25,000m2. However, masts 50m tall
  must be separated from each other and the ends of the ves-
  sel by 12.5m, so this ship can carry a maximum of two
  masts that height, for a total sail area of 3,000m2 (6,000kg of
  sail). If it carried this much and was optimally streamlined,
  this TL8 ship would have a normal top speed of 10m/sec
  (36kph/22mph) in a 16m/sec (58kph/36mph) wind.
  In addition, sails are an asymmetric thrust, and tend to make
  the vessel fall over and sink unless there is an appropriate
  countermass to prevent it. The default countermass is equal
  to x.1 of the sail mass + power train mass. This is divided by
  the number of hulls the sail vessel has (up to 3), and multi-
  plied by the mast height/hull depth ratio. Ballast has no cost,
  and a volume appropriate to the material used (rocks are
  1m3 per 2,000kg and iron bars or chunks are 1m3 per
  7,000kg). Vessels that can only sail with the wind do not
  need a countermass.
  Example - If the ship in the previous example had a hull
  depth of 5m, then the amount of ballast required in addition
  to sail and mass mast is (6,000kg sails + power train mass)
  x .1 x  50m mast/5m hull depth. Somewhere in the bottom of
  the hull is likely to be several tons of rocks.
  Windmills
  Windmills are a special case of sails, and generate power in
  much the same way. This power is usually in the form of
  rotational mechanical energy, which can be used to run
  machinery or turn a generator. You could have a windmill
  turn a mechanical gear train which in turn drives wheels,
  although this would be less efficient. The area of windmill
  vanes will be the same as sails, though for stationary
  setups, there are no limits on how large the vanes can be
  (we recommend 5m diameter per TL).
  VDS
  VDS
  22
  22
  
  Real-world Minutia
  This covers things that may be a concern in the real world,
  but are unlikely to be more than a footnote or occasional
  hassle in game terms.
  Cooling
  Something that is a serious real-world consideration is get-
  ting rid of the waste heat from your power plant, as anyone
  whose radiator has overheated will understand. On many
  vehicles, you can just ignore this, but for realistic considera-
  tions, use the following guidelines.
  All of a vehicle's power output eventually turns into waste
  heat, whether from combustion, friction, electrical resis-
  tance, atomic decay or whatever else is involved in generat-
  ing the power. For instance, a 10,000 watt gasoline engine
  has to be able to get rid of 10,000 watts of heat every sec-
  ond when running at full power, or it will overheat in short
  order. And this is with the liberal assumption that the
  amount of energy wasted in a power plant is never more
  than its output, which is not actually the case.
  All of this waste heat has to be gotten rid of somehow, or
  the temperature of the vehicle and power plant will inexoler-
  ably rise to the point where things stop working (think
  nuclear meltdown). The exception is the case where the
  energy leaves the vehicle system somehow. For instance, a
  generator can deliver the power to someone else, and some
  of the waste heat becomes their problem. In this case,
  assume that only x.2 of the transferred energy total remains
  in the system as heat.
  There are several ways of getting rid of waste heat, depend-
  ing on the power plant and the environment the vehicle
  operates in. A vehicle that operates in an atmosphere can
  use radiators, and transfer the heat to the surrounding air, or
  much more efficiently to water if that is available. A vehicle
  with a reaction engine automatically transfers the heat to the
  fuel, and expels it, but in engines that cannot cool down
  rapidly like fission piles, a sudden stop in the fuel flow could
  cause catastrophic and near instantaneous overheating. A
  vehicle in space must radiate the heat or eject a heated
  mass, which is much less effective than transferring it to an
  atmosphere. All space vehicles with significant power plants
  will have problems with heat radiation. Most people don't
  know that the inside of the Space Shuttle hangar doors are
  heat radiators, and they are required to be open just to keep
  the 100 ton shuttle from overheating from its own waste
  heat, and this is with its negligible power output of a few
  hundred kilowatts at most.
  Vehicles will require a surface area dedicated to cooling
  equal to 10m2 per 1,000 watts of waste heat, divided by the
  effective Tech Level (minimum of 1), cubed, rounding to the
  nearest three digits, with a minimum of .001m2 per 1,000
  watts of output. The Tech Level component of the equation
  represents both more efficient cooling systems, and materi-
  als able to handle higher temperatures. The cooling system
  for a power plant is already part of its cost and mass, and is
  not something that affects anything but utilization of surface
  area. Vehicles that occasionally have high heat loads may
  store the heat internally and eject a heated mass (like
  water), or slowly radiate the heat later will be able to absorb
  10,000 watt seconds of waste heat per kilogram of storage
  per Tech Level. This method of heat management does
  have an extra mass of the “heat bunker”, but no extra cost.
  Rather than making you figure this out for yourself, the table
  below shows how much area or mass you need.
  Base radiator area = (Power in kw x 10)/TL3
  Tech Level
  Heat sink area per 1000w
  Heat storage per kg
  1
  10.0m2
  10,000 watt-sec
  2
  1.25m2
  20,000 watt-sec
  3
  .370m2
  30,000 watt-sec
  4
  .156m2
  40,000 watt-sec
  5
  .080m2
  50,000 watt-sec
  6
  .046m2
  60,000 watt-sec
  7
  .029m2
  70,000 watt-sec
  8
  .020m2
  80,000 watt-sec
  9
  .014m2
  90,000 watt-sec
  10
  .010m2
  100,000 watt-sec
  11
  .008m2
  110,000 watt-sec
  12
  .006m2
  120,000 watt-sec
  13
  .005m2
  130,000 watt-sec
  14
  .004m2
  140,000 watt-sec
  15
  .003m2
  150,000 watt-sec
  Modifiers
  Area required
  Effective capacity
  Stationary
  x1.0
  -
  Velocity <50m/sec
  x.6
  -
  Velocity <100m/sec
  x.4
  -
  Velocity>100m/sec
  x.2
  -
  Dense env. (water)
  x.2
  -
  Average env. (air)
  x.5
  -
  No env. (space)
  x5
  -
  Ejected mass
  -
  x5
  Example - A 100,000,000 watt TL10 stationary nuclear
  power plant has 20,000,000 watts of waste heat (since it
  sends most of its power elsewhere in the form of electricity).
  20,000,000w/1,000w = 20,000 units of 1,000 watts, so this
  plant needs a base of 20,000 x .10m2 = 1,000m2 of heat
  sinks. This is multiplied by x.5 for using air for cooling for
  500m2, or an array of radiators 50 meters long and 10
  meters high. If it used a nearby water source for cooling and
  didn't care about the output temperature of the water, it
  would need less area.
  VDS
  VDS
  23
  23
  
  Example - A TL10 automobile engine with an output of
  100kw requires 100 x .01 = 1.00m2 of heat sinks, modified
  by x.5 for being used in an air environment, and x.6 if it is
  only at full output while moving, for a total of 1.00 x .5 x .6 =
  .3m2 of heat sinks. Practically, it would be designed without
  the x.6 modifier because someone might try just running the
  engine at full power while not moving.
  Example - A TL15 space fighter with a 10,000,000 watt
  fusion plant to power its weapons has a disposable thermal
  mass of 500kg. This will dispose of 500kg x 150,000 x 5 =
  375,000,000 watt-seconds of waste heat, or enough to run
  the power plant at full output for 37.5 seconds. The power
  plant has a “maintenance” power output of x.05 normal, or
  500,000 watts in standby mode, which is 500 units of 1,000
  watts, which in space has a heat sink requirement of 500 x
  .003 x 5 = 7.5m2 of heat sinks.
  Certain types of space vehicles are simply impossible with-
  out massive radiator arrays, much larger than the basic sur-
  face area of the ship can provide. This can be handled by
  giving the spaceship “wings”. These do not provide lift or
  maneuverability, but in all other respects are treated as reg-
  ular wings, and must be stressed to handle the acceleration
  of the spacecraft. They have mass and an area in addition
  to the hull or body of the vehicle, and may be used as heat
  sink area. They could be “variable pitch” wings, in which
  case they could be folded or deployed as needed. For radia-
  tive cooling of a spacecraft, the limits on heat sink wings are
  no more than 4 wings, and each wing may not be longer or
  wider than the vehicle's longest body dimension.
  Example - A spherical ship 30 meters on a side could have
  a total heat sink wing area of 3,600m2, since it can have up
  to 4 wings, each no more than 30m x 30m. This would be in
  addition to any area on the hull of the vehicle dedicated to
  heat dissipation.
  Heat effects
  You could conceivably figure out how long it would take a
  power plant or vehicle to overheat without sufficient cooling,
  but for VDS we are just going to assign it as a maintenance
  interval every 100 seconds times the fraction of needed
  capacity, with associated effects if the roll is failed.
  Example - A vehicle running at full power on 90% of its heat
  sinks (or heat sinks that have taken a +1 impairment) would
  have to make a maintenance check every 100 x .9 = 90 sec-
  onds. Our space fighter with only enough heat sinks for 5%
  of its output would be making checks every 100 x .05 = 5
  seconds after had vented the last of its thermal mass.
  In addition, vehicles with hot radiators are easy to spot when
  infrared sensors become available. Technologically this is
  TL9, but magic spells or paranormal powers could also
  duplicate the effect. The heat signature of a vehicle is based
  on its total power output divided by the total radiator or heat
  sink area. Reaction engines are assumed to have a total
  area of 1m2 of heat sinks for purposes of this calculation.
  Vehicles that store heat internally are counted as having
  1m2 of heat sinks for this calculation, but only on a turn in
  which they actually vent some or all of this heat. Vehicles
  which can fit all of their heat sinks onto one vehicle facing
  can reduce this signature by 2 when being observed from
  an adjacent facing, and by 4 from the opposite facing.
  per 1m2 of heat sink
  Thermal signature
  Example
  <100w
  +0 Difficulty
  <1000w
  -1 Difficulty
  Human being
  <10kw
  -2 Difficulty
  <100kw
  -3 Difficulty
  Auto radiator
  <1Mw
  -4 Difficulty
  <10Mw
  -5 Difficulty
  Jet tailpipe
  Example - An F-100 jet engine (TL11) has a mass of
  1,400kg and an output of about 1.5Mw. A fighter using two
  of these would have a total output of 3.0Mw, divided by two
  engines at 1m2 each, for an output per 1m2 of 1.5Mw and
  thermal signature of -5 Difficulty to spot, since it has an
  effective heat sink area of 1m2. This output is all from the
  rear of the vehicle, so it is -3 to be spotted from the sides,
  and -1 to be spotted from the front.
  Vehicles can have more than the required minimum amount
  of heat sinks, provided they have the area for them. This
  and reducing power plant output is the only way of reducing
  the overall thermal signature of the vehicle. Heat sinks in
  excess of that which a power plant gets for “free” will have a
  volume of 1m3 per 1,000kg, a mass of 100kg per 1m2 and a
  cost of 500Cr per 1m2. Or, if you want to look at it another
  way, heat sinks are .1m thick and have a density of 1,000kg
  per 1m3 and a cost of 5,000Cr per 1m3.
  VDS
  VDS
  24
  24
  
  Maintenance fuel
  Certain vehicles have a fuel cost that must be paid whether
  the vehicle is being actively used or not. The best example
  is gas leakage in a helium or hydrogen lift balloon, or fuel
  used to heat the air in a hot-air balloon. In the case of a bal-
  loon or blimp, you need to figure out the size of a “normal”
  engine at that TL which can provide a base acceleration of
  10 to the vehicle (an acceleration of 10 will exactly counter
  1g of gravity). Ignore streamlining or other possible effects
  in the calculation. The vehicle will require maintenance fuel
  equal to normal fuel consumption x.05.
  Example - A 1,000kg balloon at TL10 requires an engine
  with an output of 250kw (333hp) to have an acceleration of
  10 (see p.7). This calculation lets you create a “virtual
  engine” that lets the balloon hover. A normal engine at TL10
  with this output would have a mass of 250,000w/(100w/kg x
  4 for a normal power plant) = 625kg, and therefore a fuel
  consumption of 62.5kg per hour. Maintenance fuel for this
  engine would only be 5% of this, or 3.125kg per hour. So, in
  order to maintain neutral buoyancy, this vehicle will need to
  either add 3.1kg of compressed gas per hour, or burn 3.1kg
  of fuel per hour to generate heat to provide lift.
  Both helium and hydrogen are considered enhanced fuels,
  and so less of them will be required. Helium is non-flamma-
  ble, and hydrogen is extremely flammable. The special
  effects of a hydrogen-filled gas bag are pretty well known,
  and actual game mechanics are left to your imagination.
  i A single-use balloon like a weather balloon will simply be
  equipped with more buoyancy than it needs, and will not
  begin to descend until slow leakage gives it less than neu-
  tral buoyancy. You can also see as a game mechanic that
  higher TL balloons need smaller “virtual” engines, and thus
  have less fuel consumption/leakage. Remember that fuel for
  a balloon can simply be ballast that is dumped to compen-
  sate for reduced lift.
  Startup time
  All power plants will take time to reach full power from a cold
  start. In general, this is:
  time in seconds = (mass in kilograms.5/final output modifier) x K/TL
  where K is based on the power plant type. For most power
  plants K is 10, including chemically powered reaction
  engines. For power plants that must reach an overall operat-
  ing temperature, K is 100, and for power plants that must
  reach a high operating temperature, K is 1000. For fusion
  plants, K is usually 100, and K is usually 1000 for fission
  plants. Note that operating temperature is different than fuel
  temperature. A normal car engine has hot combustion
  chambers, but the engine will work passably well even if the
  rest of the engine is icy cold. A steam engine on the other
  hand requires that the entire boiler be close to operating
  temperature, and a nuclear reactor has to heat the entire
  core and the water or other means of transferring heat to a
  generator. If an engine is extremely cold and needs extra
  warmup time, double the calculated amount, and if the
  engine has missed a maintenance interval, double it for
  each interval missed. At any time before full power is
  reached, the power plant provides output proportional to the
  fraction of startup time. If the power plant is already running
  at the “maintenance” rate, it only takes a tenth as long to
  bring it up to full power.
  Example - A 100,000kg TL10 steam engine has an output
  modifier of x4, so it has a startup time of (100,000.5/4) x
  100/TL10 = 790 seconds, or about 13 minutes. A normal
  TL11 auto engine that masses 100kg has an output modifier
  of x4, so it has a startup time of (100.5 / 4) x 10/TL11 = 2.3
  seconds (round to 2 sec). If the engine were poorly main-
  tained and it was very cold out, it would take 2.3 x 2 x 2 =
  9.2 seconds to reach full operating capacity (round to 9 sec).
  VDS
  VDS
  25
  25
  
  Magic Power
  Left for last is the case of using a paranormal power source,
  such as magic, elementals, psionics, etc. as the power
  source of a vehicle. The way you handle this should be con-
  sistent with the game world is run, both in a short and long-
  term way. Magic as a vehicle power source or magically
  powered vehicle accessories are a problem. Most magic
  items in CORPS are based on generating a particular effect,
  not providing climate control, off-road capability and so on.
  For vehicle design purposes, magic will have its own “Tech
  Level”, which will represent how advanced and efficient the
  magical sciences are, and how this relates to a conventional
  Tech Level will fundamentally affect the way magic works in
  society.
  For instance, if the magic TL is several levels higher than
  technology, there will be no impetus to ever develop scientif-
  ic means of solving problems, since science will be so ineffi-
  cient compared to magic.
  But, if the magic TL is several levels lower than technology,
  it will be so inefficient that it is pointless to develop it, at
  least as a power source for vehicles. It may still be able to
  generate effects impossible with technology, but the raw
  kilowatts needed for vehicle power is not one of them.
  If the magic TL is slightly higher than the technology TL,
  then the extra effort and danger required in learning and
  using magic does have a payoff in terms of efficiency, but is
  not overwhelmingly more useful than conventional power
  sources. It will be present, but uncommon and expensive.
  And, like conventional power plants, magic power plants can
  be dangerous, boosted, tweaked or any combination of the
  above.
  If the magic TL is higher than the technology TL, but only in
  a special set of circumstances, then magic will take the
  place of technology in those circumstances. For instance, if
  you could generate electricity with magic at an effective TL
  of 13, in an otherwise TL6 world, you might develop crude,
  ugly, inefficient TL6 electric vehicles that are still practical
  because of the massive amounts of electrical power avail-
  able to their magical builders.
  Another way to look at it is to see what types of vehicle
  effects you want to generate with magic, and use that as
  your baseline magic TL.
  Magic and conventional power plants are interchangeable,
  and may be combined in any way that makes sense. For
  instance, you could have a blimp powered by a djinn crank-
  ing a propeller, a locomotive with a fire elemental under the
  steam boiler, a mana battery driving an electric motor or a
  thousand undead gerbils running in little exercise wheels.
  Basicsa
  All magical vehicle devices will have a cost multiple to repre-
  sent how common magic is in society. A general number
  would be x10 cost, to reflect the years of training needed to
  become an enchanter, the quality of the workmanship
  required for magic items, the physical drain and time spent,
  and of course a hefty profit margin. 
  As for powering a magical vehicle system through your own
  power, a human wizard can provide 1,000 watts of power for
  each point of POW2 that can be devoted to an effect.
  Example - A wizard with a POW of 6 has a POW Aptitude
  of 2, so they can provide 22 x 1,000 = 4,000 watts of power
  to other magical vehicle components. This would be on a
  constant basis. If they wished to drain themselves quickly,
  they could use their full POW, which would give 62 x 1,000 =
  36,000 watts. In terms of CORPS paranormal powers, this
  could either be a Drain task on POW or HLT, depending on
  the game background.
  Magic may be used in a variety of ways. First, the vehicle
  can be entirely magical. A magical power plant drives a
  magical power train which makes the vehicle move. Or, it
  could be a combination of magic and technology. A magical
  power plant drives a magical conversion device to provide
  electricity, which powers conventional vehicle components
  (of any Tech Level).
  Magical items require magical fuel, which may be of any
  nature. A magical power plant might burn demon's blood,
  which is presumably an exotic or dangerous fuel. Magical
  “radioactivity” usually represents some captive force which
  is constrained to do the wizard's bidding. The very low fuel
  consumption reflects the self-replenishing nature of the cap-
  tive force.
  A self-sustaining fuel source, like a living creature, can pro-
  vide “fuel” capacity equal to its ability to generate energy
  from its POW. A wizard can do this voluntarily, but creatures
  and non-wizards can only have it coerced out of them.
  Example - A 10kg TL10 magical power plant will have an
  output of 10kg x 100w/kg x 4 for a normal power plant =
  4,000 watts. Fuel consumption is x.1 power plant mass per
  hour, so either 1kg of magical supplies is consumed per
  hour, or you could use four captives, each with a POW
  Aptitude of 1 (since a POW Aptitude of 1 can constantly
  supply 1,000 watts, and the power plant has an output of
  4,000 watts, ergo, four captives at 1,000 watts each). You
  could also just use one captive, who would supply a quarter
  of the energy needed with their POW, and the rest of the
  fuel (.75kg per hour) would be literally drained out of their
  body until they were nothing but a dried up husk.
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  26
  26
  
  Assume that living creatures drained in such a way die
  when they lose half their body mass, and each 5% of body
  mass lost is a +1 lethal impairment with broken bone side
  effects on each +1 impairment (having the flesh waste off
  your bones takes a long time to heal). A power plant which
  uses non-living “fuel” still requires that this fuel be made of
  essences of the type of creature desired. The crudest and
  most common fuel is made from slaughterhouse animals,
  their fleeting life essences captured and contained for later
  use. The fuel equivalences to conventional types are below.
  Fuel 
  Fuel
  consumption Cost Durability
  Example
  Very crude
  x2.0
  x.5
  x4
  Plants, bugs
  Crude
  x1.4
  x.7
  x2
  Cow, any animal
  Normal
  x1.0
  x1
  x1
  Human, any sentient
  creature
  Enhanced
  x.50
  x2
  x.5
  Any paranormal
  creature (unicorn)
  Exotic
  x.25
  x4
  x.25
  Sentient paranormal
  creature (dragon)
  Dangerous
  x.10
  x9
  x.1
  Supernatural creature
  (ghost)
  Ext. dangerous x.06
  x16
  x.06
  Creature of divine
  origin
  Suicidal
  x.04
  x25
  x.04
  Sentient creature of
  divine origin (angel)
  Modifiers
  Undead-based x.01
  x1000
  x10
  Zombies
  Battery
  x(10000/TL2)
  x.40
  x1
  Power gems, mana
  batteries
  Use-based consumption
  Full output
  x1.0
  Cruising (80%) x.70
  Trolling (40%)
  x.30
  Maint. (10%)
  x.05
  This also means that the effective power output of a crea-
  ture is multiplied by its “fuel efficiency”.
  Example - A magical power plant that ran off of unicorn
  essences would only have half the fuel consumption of one
  which ran off human essences, and about a third the con-
  sumption of one running on cattle essences. It also means
  that a unicorn would only be drained at half the normal rate,
  although its power output would still be the same.
  ﬁ« Lethal injuries done to a biologic power plant that is being
  magically drained will count towards the +10 impairment
  needed to kill it, because of the extra shock to the creature's
  system.
  Undead
  Undead are usually considered to be biologic power plants
  with the undead-based fuel consumption figure. They are
  only capable of performing mechanical work, and can't be
  drained of power like living things. Neither can they boost,
  be tweaked or work harder than normal. Creation of them is
  based on the game world, but presumably they do not eat,
  breathe, sleep or form unions and strike for better working
  conditions. They do require maintenance, or they will slowly
  go to pieces on you (Zombie maintenance is a separate skill
  and combines skills of a physician and mechanic). In addi-
  tion, their fuel is themselves, and they slowly consume their
  own bodies, gradually and disgustingly losing efficiency. Or
  perhaps you could feed them the equivalent of zombie
  motor oil (made from condemned criminals) to offset these
  losses and keep them in prime condition.
  Example - A beefy 100kg zombie oarsman will have a
  power output of 900w, and consume (100kg x .002 x .01) =
  .002kg of “fuel” per hour. If each 5% of this zombie's mass
  lost (5.0kg) will cause it to take a +1 impairment to doing
  other things, then each (5.0kg/.002kg per hour) = 2,500
  hours of work will cause the zombie to take a +1 modifier to
  its ability to follow directions, although it will still pull oars
  just as hard until it falls apart. This will be quite a while,
  since it has a base durability number of 10,000 hours.
  According to these figures, such a zombie would have a
  market value of around 200Cr (100kg x 2 for biologic power
  plant). However, since the power plant is its own fuel, and
  will cease to work after it takes a +10 impairment (half its
  mass, or 50kg), we also have to add (50kg x 1Cr per kg x
  1,000 for undead-based fuel) = 50,000Cr, for a total cost of
  50,200Cr. Expensive, but then again, it can provide an out-
  put of 900w, 24 hours a day for over a year without any
  maintenance, and has a useful life of up to 25,000 hours of
  work (24 hours a day maximum output for nearly 3 years).
  At 2Cr per hour, it is a lot cheaper than minimum wage, and
  the only people who complain about the treatment of zom-
  bies are the weirdos at PETU (People for the Ethical
  Treatment of Undead).
  i At the maintenance fuel consumption rates, the above zom-
  bie would have a “standby” life of 57 years. If you had a way
  to turn them “off”, they would have a more or less indefinite
  shelf life.
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  27
  
  Question #1:
  What is the adjusted power output and fuel consumption of a
  TL10 gasoline powered mower engine that masses 7kg?
  Calculations:
  At TL10, base power output is 100 watts per kilogram, so a
  7kg power plant has a base output of 7kg x 100 watts = 700
  watts. This is assumed to be a normal engine type, for an
  output modifier of x4, so final output is 700w x 4 = 2,800
  watts. Since there are 750 watts in 1 horsepower, an output
  of 2,800 watts is about 2,800/750 = 3.73hp.
  Since this is a normal power plant, it has a fuel economy of
  x.1, so it burns 7kg (its mass), times .1 (its fuel economy) =
  .7kg of fuel per hour. Since it burns normal fuel, the fuel
  consumption rate is unaffected.
  Answers:
  Adjusted power output = 2,800 watts
  Fuel consumption = .7kg per hour
  Question #2:
  An old sorcerer wants to assist his aging legs by using zom-
  bie gerbils in exercise wheels to help pedal his bicycle.
  Assuming he only wants 5kg worth of gerbils, how much
  power output will they have, and what will they cost him?
  Calculations:
  Animal power plants are TL1, and have a base output of 1
  watt per kilogram, x9 for biologic power plant type, so a 5kg
  biologic power plant will produce 45 watts of power. They
  have a base cost of 2Cr per kilogram, for a base of 5kg x 2
  = 10Cr.
  Since the undead are their own fuel, and can function until
  half their mass is gone, 2.5kg of the gerbils are counted as
  undead-based fuel, which has a x1,000 multiplier. This will
  add 2.5kg x 1,000 = 2,500Cr to the cost, for a total gerbil
  cost of 2,510Cr.
  Answers:
  Adjusted power output = 45 watts
  Power plant cost = 2,510Cr
  Question #3:
  How much does the power plant of a TL10 portable jet pack
  weigh, assuming it has a vertical acceleration of 12 (2 more
  than gravity), and it and the wearer mass a total of 150kg?
  Calculations:
  Jump back to the Performance chapter first (p.6). Since we
  have the total mass (150kg), we can figure what our base
  acceleration needs to be. Our desired acceleration is 24
  because transfer to a gas (a jet engine) multiplies base
  acceleration (24) by x.5, to our final acceleration of 12. The
  power required ends up being 86,400 watts (115hp).
  At TL10, each kilogram of power plant produces 100 watts,
  and an “exotic” power plant like a jet engine has a x13
  power multiplier. Our jet engine then masses 86,400
  watts/(100 watts per kilogram x 13) = 66.5kg.
  Answers:
  Power plant mass = 66.5kg
  (note: the power train and other factors will increase this, so
  it really isn't possible to make a practical TL10 jet pack). You
  could design a reaction engine pack, though.
  Question #4:
  How many kilograms of durable sails does a TL5 vessel
  need to carry in order to generate 20hp in a 5m/sec wind?
  Calculations:
  Output is based on wind velocity and Tech Level. TL5 sails
  have a base output of 25 watts per kilogram, with a x2 for
  “durable” sails, for a total of 50 watts per kilogram. This
  50w/kg output is at the maximum rated wind velocity of TLx2
  = 10m/sec. Since we are asking for the output in 5m/sec
  winds, the output is halved, or 25 watts per kg of sails. 
  Since there are 750w per horsepower, and we want 20hp of
  output, this is (20hp x 750w/hp) = 15,000 watts. At 25w/kg
  from the sails, this gives a sail mass of (15,000w/25) =
  600kg, and at .5m2 per kilogram, an area of 300m2.
  Answer:
  Mass of durable sails = 600 kilograms
  Question #5:
  How many engine crew are needed on a battleship, assum-
  ing they use TL9 power plants that mass a total of
  1,000,000kg?
  Calculations:
  Expanding the crew table gives us a base crew of 15. It is a
  durable power plant, which subtracts 1, and we also sub-
  tract half the TL (round down), for 4 more, leaving 10.
  Answer:
  Required engine crew = 10
  (note that if engines run all the time, you need 10 per shift)
  VDS
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  AMSISdOING
  tHIS rIGHT?
  ??
  
  VDS
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  29
  Basics
  Once you have a power plant, you need to find a way to get
  that power to move the vehicle. This is referred to as the
  power train. The power train also includes minimum controls
  for one person to operate the vehicle as part of its mass.
  The power train of the vehicle takes up 1m3 per 500kg of
  mass. This includes the denser components of the power
  train, and the small open spaces surrounding the moving
  parts. Power trains take up surface area equal to 1m2 per
  1,000kg of power train. This does not affect armor mass, but
  is area unavailable for other uses, and the power train area
  cannot exceed the area of the two largest vehicle facings. 
  Power train descriptions
  Power trains will be of several generic types, one of which
  should handle the needs of your vehicle. Special effects of
  these may be listed in the Performance section (p.6).
  Wheels
  The power plant mechanically drives wheels that are in con-
  tact with the ground. The actual number of wheels depends
  on the use and dimensions of the vehicle, and as long as
  their quantity and placement is reasonable, it is up to your
  discretion. In practical terms, wheeled vehicles use some
  quantity of standardized parts, in order to reduce cost.
  Tracks
  The power plant drives a continuous belt that has a large
  amount of ground contact, as you would see on a bulldozer
  or tank. The extra friction reduces top speed and the mass
  of this power train is greater than that of wheels, but it has
  superior off-road characteristics and is generally stronger.
  Legs
  This is a specialty case, and historically, no large vehicles
  have ever been built with a leg-based power train. The
  power plant drives a number of articulated legs that allow
  the vehicle to walk like an animal or insect. It is not practical
  for most purposes, but the mobility is superior to tracks, and
  it has found limited use on robot probes of difficult terrain.
  ﬁ« Foot size on a legged vehicle affects the mass which the
  engine must move. Heavier feet mean heavier legs, more
  wasted energy, and a lower top speed.
  Indirect to dense medium
  This is some sort of power transfer to a non-solid but fairly
  dense medium, like water. Efficiency is lost because some
  of the energy is spent creating turbulence in the medium
  instead of providing thrust, and also because the drag of this
  medium retards the movement of the vehicle in general. On
  the other hand, the power train can be very simple and light.
  Indirect to average medium
  This is a power transfer to a less dense medium, like a thick
  atmosphere. There is not as much drag as in a dense medi-
  um, but the reduced density also means that the surfaces
  you use for the power transfer must be larger and heavier.
  This is not a “real world” case, since the Earth's atmosphere
  is not that dense.
  Indirect to thin medium
  This is the power transfer that would apply for sail ships and
  most aircraft, pushing against or redirecting air flow. This
  would usually be propellers, turbines or turbofans. The actu-
  al method is up to the designer of the vehicle, and special
  effects should be consistent with that design. For instance, a
  propeller-driven plane can't have afterburners, nor can it be
  supersonic (adjusted top speed > 300m/sec). Note also that
  a sail vessel uses this power train mass, but also applies the
  dense medium multiplier on its top speed, for a net multiple
  of x1.0.
  Default
  Top speed
  Power train
  terrain rating
  modifier
  kg/kilowatt
  Cost
  Wheels
  1
  x.8
  50/TL
  5Cr/kg
  Tracks
  4
  x.6
  100/TL
  5Cr/kg
  Legs, small feet
  3
  x.5
  80/TL
  5Cr/kg
  Legs, average feet
  4
  x.4
  100/TL
  5Cr/kg
  Legs, large feet
  5
  x.3
  120/TL
  5Cr/kg
  Indirect to dense medium(water)
  x.5
  10/TL
  5Cr/kg
  Indirect to avg. medium (dense gas) x1.0
  20/TL
  5Cr/kg
  Indirect to thin medium (air)
  x2.0
  30/TL
  5Cr/kg
  Antigrav
  x1.0
  30/TL
  10Cr/kg
  Jump drive
  ∞
  30/TL
  10Cr/kg
  Modifiers
  speed
  kg/kilowatt
  Cost
  Muscle-powered drive train
  x1.0
  x3.0
  x2.0
  Rating -2 (minimum of 0)
  x1.0
  x.25
  x1.0
  Rating -1 (minimum of 0)
  x1.0
  x.50
  x1.0
  Rating +1 (maximum of 5)
  x1.0
  x1.5
  x1.0
  Rating +2 (maximum of 5)
  x1.0
  x2.0
  x1.0
  Rating +3 (maximum of 5)
  x1.0
  x2.5
  x1.0
  Tech Level 1-2
  x.5
  x1.0
  x1.0
  Tech Level 3-4
  x.6
  x1.0
  x1.0
  Tech Level 5-6
  x.7
  x1.0
  x1.0
  Tech Level 7-8
  x.8
  x1.0
  x1.0
  Tech Level 9-10
  x.9
  x1.0
  x1.0
  Tech Level 11-12
  x1.0
  x1.0
  x1.0
  Tech Level 13-14
  x1.1
  x1.0
  x1.0
  Tech Level 15
  x1.2
  x1.0
  x1.0
  POWER
  TRAIN
   
  44
  
  VDS
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  30
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  Example - You have a 250kg power plant in a Tech Level
  10 car (say a normal gasoline engine). Since this Tech
  Level power plant has an output of 100 watts/kg, and the
  gas engine is x4, the engine will have an output of (250kg x
  100 watts/kg x 4) = 100,000 watts, or 100kw (133hp). A
  wheeled power train for this vehicle will have a mass of
  (50kg per kw x 100kw/TL10) = 500kg. This covers the trans-
  mission, drive shaft, differential, steering, axles, wheels and
  tires for a vehicle of minimum mass using that engine and
  power train. The 500kg power train will occupy 1m3 of inter-
  nal volume, and use 5m2 of vehicle surface area. For a
  wheeled power train, and a loaded vehicle mass of 1,000kg,
  the base top speed is (100,000w x 1,000kg).61/1,000kg =
  75.8m/sec, and the adjusted top speed is (75.8m/sec x .8) =
  60.7m/sec (218kph/136mph). This is multiplied by x.9 for TL10
  to get 54.6m/sec (197kph/122mph), rounded to 55m/sec.
  The “rating” number in the modifiers column refers to the
  ability of certain types of land vehicle suspension to handle
  less than perfect ground conditions, and the default rating of
  these suspensions (see p.10).
  Example - If the car in the previous example were designed
  for rugged off-road use, say Difficulty 3 terrain, then we
  would want to beef up the suspension components and add
  larger tires, which would be a x2 multiple on the mass and
  therefore the cost of the power train.
  ﬁ« The Tech Level of a muscle-powered drive train may vary,
  even if the power plant is considered to be TL1.
  All these numbers assume the medium the power transfer is
  occurring to is the same medium the vehicle is moving
  through, and take some drag effects into account. Further
  modifiers to top speed will apply based on the degree of
  streamlining and again on the medium the vehicle is moving
  through. A boat propelled by an air-pushing propeller has a
  power train mass for a thin medium, but has a top speed
  modifier for the dense medium the vehicle is moving
  through. A land vehicle with tracks that has an air-pushing
  propeller has the power train mass of both types, and the
  top speed of a tracked vehicle.
  ﬁ« You always use the densest of the mediums the vehicle is
  moving through for top speed purposes, regardless of the
  power train type, and this can be cumulative.
  Example - A legged vehicle moving through water would
  take both the modifier for legs and x.5 for dense medium.
  i A reaction engine is assumed to be an indirect to thin medi-
  um power train and will only operate in a medium of average
  density or less. You do need to buy a power train for the
  reaction engine power plant, to represent controls, a venturi
  suitable for the atmospheric pressure the reaction engine is
  used in, etc.
  Armor Value
  The AV of a power train is usually subsumed in the structure
  AV of the vehicle. However, the key parts that handle the
  most energy from the power plant may have a differing
  value depending on power train type. The base AV of power
  train components is their (mass in kilograms).33, round up.
  This represents an average toughness and resistance to
  damage. The weakest parts are usually down to half this
  (round up), while the toughest ones are up to double. And
  since these parts are not “armor” certain weapon types may
  count as armor-piercing vs. them.
  Example - Our car has a power output of 100kw. The 500kg
  power train has an average AV of 500kg.33 = 8. The heavy-
  duty off-road suspension (1,000kg) has an average AV of
  1,000kg.33 = 10. The tires of the regular car might have an
  AV of 4 (halved again vs. some attacks), while the transmis-
  sion, drive shaft and axles might have an AV of 16.
  i If you substitute mass in kg for kw, you can use the “normal”
  engine column to get power train AV (p.16). Tires are at the
  low end of the AV range, while tracks are at the high end.
  The effects of the quality of the controls and ground contact
  are further described in the Performance section of the
  rules (p.10). Bear in mind that these will affect vehicle cost,
  so your power plant + power train combination may change
  in cost before you finish.
  Turning in place
  A vehicle which spends an extra 2Cr per kilogram cost on
  the power train may have it built so the vehicle is capable of
  turning on its own axis. The best example is a tank pivoting
  its tracks in opposite directions to spin in place. This maneu-
  ver is independent of the Turn of the vehicle, but may only
  be performed if the vehicle is stationary, and does so at the
  vehicle's normal acceleration, applied from the tips of the
  vehicle. Vehicles designed to operate in space can usually
  pivot about any axis with an acceleration of 1 while moving
  for no extra cost, but may use normal vehicle acceleration if
  they pay the extra cost on the power train. Optionally, this
  extra cost could count as an articulated vehicle, which has a
  smaller minimum turning radius, useful for tight corners.
  Example - A car with the ability to pivot all its wheels and
  spin in place would have a power train cost of 7Cr per kilo-
  gram instead of 5Cr per kilogram. 
  Reverse speed
  If a vehicle is capable of reverse speed as a normal move-
  ment, the top speed is usually one quarter of the forward
  speed. If the vehicle is capable of reverse speed only under
  exceptional circumstances, the top speed is usually only a
  tenth the forward speed. The former case might be a typical
  car, and the latter case might be a plane on a runway with
  variable pitch propellers or thrust reversers.
  
  Secondary power trains
  A vehicle may be capable of more than one mode of opera-
  tion, such as an amphibious armored vehicle. If the vehicle
  can be propelled by its normal power train in this mode, it
  does so with penalties. It takes double the speed penalties
  that apply for both the power train and the medium. If the
  vehicle has a separate power train for this secondary mode
  of travel, it only takes normal power train effects. If there is a
  speed advantage that applies, it is not doubled.
  Example - An amphibious tracked vehicle has a top speed
  (before power train modifiers) of 20m/sec. With tracks, its
  actual top speed is 10m/sec. Propelled in the water by its
  tracks, it takes an extra x.5 speed modifier for tracks, and
  the x.5 modifier for water propulsion, twice. So, its actual
  water speed is (10m/sec x .5 x .5 x .5) = 1.25m/sec. If the
  vehicle has separate propellers or waterjets for propulsion,
  its top speed would be its base speed times the waterjet
  modifier, or (20m/sec x .5) = 10m/sec. It would also have a
  separate power train mass for this means of propulsion.
  ﬁ« Secondary power trains often save on mass by being built
  for less than the full power plant output. For instance, our
  amphibious vehicle moves faster in the water than you
  might expect, and this is mainly because the secondary
  power train can handle the full power plant output. We also
  neglected the fact that this vehicle probably doesn't have
  any streamlining. Most secondary power trains are rarely
  used, and just have to work, not work well. An APC doesn't
  need to tow water skiiers, it just has to ford rivers, and the
  performance needed is minimal.
  Special cases
  Everything from here to the end of the chapter is specialized
  power trains or power train notes, so if you are having trou-
  ble figuring out what you need the vehicle to do, keep going.
  Otherwise you're done with the power train.
  Antigrav
  Antigrav works on principles unknown. In VDS terms, it is a
  solid-state chunk of computer controlled machinery which
  manipulates forces on the quantum level to generate a field
  which pushes against local gravity (or, it could be magic, or
  precessing gyroscopes of any other technobabble term you
  want to create). The closer to the gravity source, the
  stronger the push. While incredibly convenient, the power
  requirements are immense. 
  Each 1kg of antigrav plates soaks up (TL/30) kilowatts of
  electrical power, and converts it directly to thrust. The anti-
  grav plates have a density of 2,000kg per 1m3, which
  assumes there is a lot of empty space in them for cooling
  fins or other means of dissipating excess heat. They take no
  surface area and can thus be protected by armor.
  The speed of an antigrav thrust vehicle is based on the
  power it consumes and its TL. It acceleration is based on
  the power consumed and vehicle mass, and is independent
  of the medium the vehicle is in (x1.0 modifier). After this is
  calculated, the actual acceleration of the vehicle is deter-
  mined by the distance from the nearest gravitational body
  for the drive to act against. 
  Distance from gravitational body
  Acceleration
  1m
  x5.0
  10m
  x4.5
  100m
  x4.0
  1000m
  x3.5
  10km
  x3.0
  100km (very low Earth orbit)
  x2.5
  1000km (medium Earth orbit)
  x2.0
  10,000km (high Earth orbit)
  x1.5
  100,000km (v.high Earth orbit)
  x1.0
  1,000,000km+
  x.5
  i In game terms, a gravitational body is something big enough
  that the thrust against it by the vehicle will have no signifi-
  cant effect on it. For instance, a grav scooter thrusting away
  from even a small asteroid would qualify, even though the
  asteroid has a negligible gravity well.
  The “tail” of the antigrav effect is about a 60° cone away
  from the grav plates. So, if you have a gravitational body at
  your back, you still have to thrust away from it, but you still
  have some leeway in your ship facing.
  VDS
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  31
  31
  
  Example - A 100,000kg spaceship has a reactor with an
  electrical output of 10 megawatts. The acceleration (from
  the Performance chapter, p.7) would be (10,000,000w x
  100,000kg x .1).5/(100,000kg x .5) = 6.3 x efficiency of 2.0 =
  12.6, rounded to 13. The advantage over a fuel-guzzling
  reaction engine is that the vehicle can maintain it more or
  less indefinitely using nothing but reactor fuel, which can still
  be considerable. A 10 megawatt power plant at TL13 would
  require 250m2 of heat sinks in space, which if you had a
  neat wedge shaped ship, would take up the entire rear face
  on a ship 53m long.
  ﬁ« The “Tech Level” of magic may allow magic-powered anti-
  grav vehicles, which can make for some interesting hybrids,
  especially if materials technology is limited to wood and sim-
  ple metal forgings.
  Example - A 50kg fusion reactor at TL14 will have an output
  of (50kg x 196 watts/kg x 16 for an extremely dangerous
  technology) = 156,800 watts, or 156.8kw, with a x.8 multipli-
  er for electrical power generation makes 125.4kw. If mount-
  ed in a grav sled with a total mass of 1,000kg, it would have
  an acceleration of (125,400w x 1,000kg x .1).5/(1,000kg x .5)
  x efficiency at ground level of 5.0 = 35, which means it could
  negate local gravity (which is a downward acceleration of
  10), and have 25 points of acceleration to spare for other
  acceleration. And it only needs about 1.3m2 for radiators.
  ﬁ« An important side effect of this particular antigrav system is
  that it makes grav-tanks and other low-altitude anti-grav
  vehicles extremely practical for high-tech cultures.
  As noted in the first example, the total acceleration provided
  by grav plates can be used for any combination of horizontal
  and vertical acceleration. Normally, they are directional.
  Enough are mounted in a fixed pattern to negate local gravi-
  ty (and are protected by any underbody armor or structure),
  and any used for lateral movement are mounted on swivels
  for directional control. Normal aerodynamic surfaces may
  also be used at high speeds, if the vehicle has them.
  Artificial gravity
  The grav plate rules will also apply in the Seating &
  Accommodations section (p.41), since they can be used to
  provide artificial gravity. They would actually tend to push
  people towards the “floor” rather than pulling them down, but
  the felt weight effect is about the same. In general, you will
  assume that all vehicle areas provided with artificial gravity
  will require separate grav plates sufficient to provide an
  acceleration of the desired amount for a mass in kg equal to
  x10 the volume of those areas plus cargo holds, corridors,
  etc. Assume that these plates are operating at x5.0 efficien-
  cy, and are grouped in units that offset a certain amount of
  gravity for 100m3 of passengers and cargo. That is, artificial
  gravity plates are bought so that their acceleration is calculat-
  ed for a “vehicle mass” of 1,000kg (100m3 of volume x 10),
  with total mass based on how many of these units are used.
  Example - A spaceship with 100m3 of “staterooms” will
  need to be able to provide an acceleration of 2 to a mass of
  1,000kg in order to have 1g of artificial gravity. We can
  reverse calculate that this requires 10kw of power.
  Gravity required
  Volume used
  1g
  2g
  3g
  4g
  5g
  100m3
  10kw
  40kw
  90kw
  160kw
  250kw
  200m3
  20kw
  80kw
  180kw
  320kw
  500kw
  300m3
  30kw
  120kw
  270kw
  480kw
  750kw
  400m3
  40kw
  160kw
  360kw
  640kw
  1.0Mw
  500m3
  50kw
  200kw
  450kw
  800kw
  1.25Mw
  1000m3
  100kw
  400kw
  900kw
  1.6Mw
  2.5Mw
  This gravity compensation can also be used to offset high
  ship accelerations (as inertia dampers) and/or as a quite
  effective anti-intruder system. Remember that the power
  used for gravity compensation requires heat dissipation as
  well.
  i If you are into “hard” science fiction, remember that reac-
  tionless drives violate natural law as we know it, and that
  you can make a perfectly workable universe without the
  convenience factor of clean and neat propulsion systems.
  Articulated vehicles
  “Snake-like” vehicles are counted as legged vehicles for
  power train purposes, as are ornithopters. Fully articulated
  vehicles can make a full-circle turn in less distance than
  their rigid counterparts. The normal minimum turning radius
  for a vehicle without a special power train is its length, but
  articulated vehicles can do it in half their length.
  Example - A city bus 30m long would have trouble with
  making turns on street corners. An articulated bus would
  have much less difficulty.
  Ornithopters will have a speed based on the average of legs
  with small feet and indirect medium power transfer (x1.25 in
  air) and a cost and mass based on the average as well
  (55/TL kilograms per kilowatt, and 5Cr per kilogram for air
  vehicles). Ornithopters cannot be supersonic, nor have
  streamlining better than partial optimum (p.53). The extra
  cost associated with the power train allows ornithopters to
  have a stall speed of zero, and the capability for vertical
  takeoff and landing.
  i In the real world, ornithopters build up appalling amounts of
  metal fatigue in short amounts of time. Consider them to
  need structural maintenance as an exotic power plant (every
  60 hours of use), which is often and quickly gets expensive.
  VDS
  VDS
  32
  32
  
  Earthborers
  Earthborers are an extremely specialized type of vehicle,
  and normal “adventuring” is not going to have much use for
  a large noisy vehicle capable of an astounding movement
  rate measured in meters per day. Treat the earthboring
  machinery as a generator attached to a power plant. It will
  require 1.0Mw to bore through a tenth of a meter of rock per
  second over an area of 1.0m2. The vehicle itself will need a
  legged power train to push itself along through a bored area.
  The chewed up (or melted) rock is then passed behind the
  vehicle, where it either fills in the area just passed through,
  or is carried off by other machinery. This rate of movement
  is further impeded by the necessity of scanning for pockets
  of flammable gas, underground water, etc.
  Hoverskirts
  Hovercraft and other ground effect vehicles ride on a cush-
  ion of air a short distance from the ground. They are count-
  ed as using an indirect to thin medium type of power trans-
  mission, and a fraction of engine output must be used to
  maintain the air cushion and is not available for acceleration
  or top speed. The power drawn for maintaining the air cush-
  ion is the mass of the vehicle squared, divided by the area
  of the air cushion (which is usually the entire bottom facing
  of the vehicle),  times .4. Since the air cushion is not perfect
  and the hoverskirts are often in contact with the medium the
  hovercraft travels over, hovercraft have a top speed multipli-
  er of x1.0, not x2.0 like an aircraft, although other power
  train calculations remain the same.
  Hovercraft minimum power in watts = (Mass2/bottom area) x .4
  Example - A hovercraft that is 4m x 2m on its bottom facing,
  with a loaded mass of 500kg, requires an engine output of
  12,500 watts to maintain its air cushion, so if the power plant
  had a total output of 20,000 watts, only 7,500 watts would
  be left for horizontal vehicle acceleration and top speed.
  Since the relationship between vehicle mass, power and
  acceleration is not linear, you can use the table that follows
  to get a quick estimate of what it will take to make a hover-
  craft work. Note that you might want some surplus power in
  case the hoverskirts lose efficiency due to damage (a +1
  impairment is +10% power required). And remember that
  this power is just that required to get the hovercraft effect.
  You will need more to make the vehicle go forward.
  ﬁ« While it requires some more calculations, a hovercraft that
  allows you to shift power from the engine to both the hover-
  skirts and thrusters allows you to shift power to whatever
  system needs it most.
  Power required for area of
  Loaded mass 5m2
  10m2
  20m2
  30m2
  40m2
  50m2 100m2
  200kg
  3.2kw 1.6kw
  800w
  533w
  400w
  320w
  160w
  400kg
  13kw
  6.4kw 3.2kw 2.1kw 1.6kw 1.3kw
  640w
  600kg
  29kw
  14kw
  7.2kw 4.8kw 3.6kw 2.9kw 1.4kw
  800kg
  51kw
  26kw
  13kw
  8.5kw 6.4kw 5.1kw 2.6kw
  1000kg
  80kw
  40kw
  20kw
  13kw
  10kw
  8.0kw 4.0kw
  1500kg
  180kw 90kw
  45kw
  30kw
  23kw
  18kw
  9.0kw
  2000kg
  320kw 160kw 80kw
  53kw
  40kw
  32kw
  16kw
  2500kg
  500kw 250kw 125kw 83kw
  63kw
  50kw
  25kw
  3000kg
  720kw 360kw 180kw 120kw 90kw
  72kw
  36kw
  3500kg
  980kw 490kw 245kw 163kw 123kw 98kw
  49kw
  4000kg
  1.3Mw 640kw 320kw 213kw 160kw 128kw 64kw
  5000kg
  2.0Mw 1.0Mw 500kw 333kw 250kw 200kw 100kw
  7000kg
  3.9Mw 2.0Mw 980kw 653kw 490kw 392kw 196kw
  10000kg
  8.0Mw 4.0Mw 2.0Mw 1.3Mw 1.0Mw 800kw 400kw
  20000kg
  32Mw 16Mw 8.0Mw 5.3Mw 4.0Mw 3.2Mw 1.6Mw
  ﬁ« Really large hovercraft require a lot of power. The Soviet
  Aist-class hovercraft mass 270 tons loaded, and have a total
  power plant output of 35.8Mw. In VDS, all but about a
  megawatt is taken up just maintaining the air cushion.
  Example - If you wanted a 7,000kg light armored hovercraft
  that was 6.7 x 3.0 meters in size, it would need at least
  975kw (1,300hp) just to maintain the air cushion.
  More detail on power and acceleration is in the Performance
  section (p.6).
  An effect similar to hovercraft is observed in low-flying air-
  craft. An aircraft can maintain an altitude of its wingspan or
  less for 20% of the power output normally required to stay
  airborne. However, it can only make the most sweeping of
  slow turns at this altitude, and the engine thrust must be
  evenly applied. A twin-engine plane with one engine out
  would have trouble, for instance. Such ground effect planes
  can usually fly at higher altitudes, but require significantly
  more power, and sacrifice fuel economy as a result.
  –øº Hovercraft and other ground effect craft are not considered
  flying vehicles for purposes of Turn, since this requires
  banking maneuvers these vehicles are not capable of.
  VDS
  VDS
  33
  33
  
  Helicopters & Jump Jets
  Helicopter rotors are a special subcase of wings, and are
  handled in the Surface Treatments section (p.55). The
  power train will have the same mass as a propeller driven
  aircraft, but the rotor will have certain dimensions based on
  the power requirements and vehicle maneuverability, and
  these will add to its mass. A regular aircraft which has an
  adjusted acceleration of 10 or more may not act as a vertical
  takeoff (VTOL) vehicle unless it is equipped with a best
  quality controls and a secondary power train capable of
  directing sufficient power to hover or liftoff vertically. This is
  a x.2 normal mass (i.e. x1.2 normal power train mass and
  volume for full VTOL power). A Harrier jet is a good example
  of this, with ductwork and machinery to route the full power
  of the engine. See p.58 for more details.
  Jump Drive
  This is a technical can of worms, since we have no idea how
  it might work or what size or shape it will be. To solve this
  problem, we will simply make something up, and supply you
  with mass and power figures. If you wish to alter the mecha-
  nism of operation for a particular genre, be our guests.
  Jump drive operates by opening a hole in space or creating
  a field around the ship in which normal matter and energy
  relations no long have effect. The ship has exited the known
  universe into “hyperspace”, through which it travels at a
  speed which would be impossible in the normal universe.
  We will assume this rate is .1 parsec times the TL2, per 100
  hours, and leave to the poor vehicle designer a way of ratio-
  nalizing a TL1 Jump Drive (“Og, look what happen when I
  bang these rocks together real hard!”).
  Since communication between a ship in hyperspace and the
  normal universe is impossible, travel is based on aiming
  your ship in the right direction, turning on the drive, and then
  turning it off again when you think you are close to the desti-
  nation, based on your drive and time spent in hyperspace.
  Errors in distance are based on your skill at astrogation and
  any precision added by computers. Jump drives require a
  negligible gravity well before they can function, and gravity
  is one of the few forces that can affect a ship in hyperspace.
  You usually need to be well away from a planet or star in
  order to go into hyperspace, and passing too near one while
  in hyperspace can cause the drive to shut down unexpect-
  edly, and often with significant damage or loss of calibration.
  That said, a jump drive will mass (ship mass/TL)kg, and
  consume power while operational equal to (TL/300)kw per
  kg of Jump Drive. This works out to a power consumption of
  3.33kw per ton of ship, regardless of TL. Higher tech jump
  drives just take up less space. Optionally, a jump drive can
  require a high-energy one second pulse of x100 its operat-
  ing power to make the transition into hyperspace, which has
  to be supplied by storage banks (p.16). Power poured into a
  jump drive disappears into “hyperspace”, so only the 20%
  loss in generators (p.18) goes into heat sinks.
  Example - A 300 ton TL13 ship will have a jump drive that
  masses 300,000kg/TL13 = 23,077kg, and requires 23,077kg
  x (TL13/300)kw = 1,000kw (1.0Mw) of power when opera-
  tional (3.33kw x 300t), which means a 1.25Mw power plant.
  Space-based heat sinks at TL13 are able to dissipate 1kw
  per .025m2, so the 250kw of  lost power will require 6.25m2
  of heat sinks. If the drive needed a 100Mw starting pulse, at
  TL13 this would take 100,000,000 watts/125,000 watt-sec-
  onds per kg = 800kg of charged high-output storage banks. 
  i It would be reasonable to increase or decrease the “speed”
  of a drive by altering the fraction of ship's mass used up to
  50%, e.g. a drive 10% larger would make the ship go 10%
  faster, or a drive 50% smaller would only give 50% of the
  hyperspace speed. The tweaking and boosting rules could
  also be applied if needed.
  Railroads and monorails
  Rail vehicles are a specialized case of wheeled power
  trains, which can only operate on tracks, making their Turn
  statistic irrelevant. Top speed gets an additional x2 multiple.
  The rails themselves will have a mass per meter of the
  ((vehicle mass in kg/vehicle length) x maximum safe speed
  in m/sec), divided by (40 x TL), with a cost per meter of (rail
  mass x .5Cr). Electrified tracks or other ways of delivering
  power (overhead cables) will multiply cost by x5.
  Example - A set of TL9 rails designed to handle 100,000kg
  cars (100 ton) that are 15m long at speeds of up to 20m/sec
  (72kph/45mph) will have a mass of ((100,000kg/15m) x
  20m/sec)/(40 x TL9) = 370kg per meter, which covers track,
  railroad ties, spikes and anchor plates. The cost per meter is
  185Cr, or 185KCr per kilometer.
  Towing
  If a vehicle is going to tow another vehicle, it simply suffers
  performance losses appropriate to its new mass, length and
  width. However, the vehicle being towed must have a power
  train, even if it has no power plant. The power train of a
  towed vehicle must be able to handle the full output of the
  towing vehicle's power plant, and this represents its wheels,
  suspension and structure needed to handle the towing
  stress. This is in addition to the normal structure the towed
  vehicle will require. A towed vehicle can have less power
  train than needed, but this means that the power train and
  structure of the vehicle are assumed to be overstressed if at
  any time the towing vehicle uses too much power. It will
  count as having missed maintenance when its maintenance
  interval arrives (see p.114). In addition to this power train, a
  towed vehicle will need an appropriate towing assembly to
  link necessary vehicle controls (like turn signals, brake
  lights, brakes, etc.) to the towing vehicle. This will have a
  separate cost and mass. See Accessories, p.66.
  VDS
  VDS
  34
  34
  
  VDS
  VDS
  35
  35
  Question #1:
  How much power does a 1,000kg TL13 grav car need, if it
  only needs to hover 1m off the ground, and how many kilo-
  grams do the antigrav plates weigh?
  Calculations:
  Since you only need to hover 1m off the ground, the multiple
  on effective acceleration is x5.0. Since you need an acceler-
  ation of 10 to hover, we can divide 10 by the multiple (x5.0)
  to get 2. If the grav plates can give an acceleration of 2, the
  multiple for ground proximity will give us the effect we need.
  Looking at the table on page 7, we can see that a 1,000kg
  vehicle needs 10kw of power to have an acceleration of 2.
  Doing the calculations, we find this number is exactly correct
  (10,000w x 1,000kg x .1).5/(1,000kg x .5) = 2.
  A TL13 grav car has a power train mass of (30/TL13) =
  2.31kg per kilowatt of power, so at 10kw of power required,
  the car only needs 23.1kg of antigrav plates and a source of
  10kw of electrical power.
  Note - To allow this vehicle to reach 10m would require
  12.3kw of power and 28.5kg of grav plates, and to reach
  100m would take 15.6kw of power and 36.0kg of grav
  plates.
  Answers:
  Grav plates needed = 23.1kg
  Power required = 10kw
  Question #2:
  What is the power train mass of a TL3 trireme powered by
  240 men, each of whom mass about 100kg? What is the
  speed of this vessel if it has a mass of 100 tons?
  Calculations:
  A 100kg person has a power output for this system of 900w,
  so 240 men will have a combined output of 240 x 900w =
  216,000w (216kw). The base power train mass for a TL3
  indirect to dense medium vessel (oars) is (10/TL3) = 3.33kg
  per kilowatt, for a power train mass of (216kw x 3.33kg) =
  719kg. However, this is a muscle-powered vehicle, so this is
  multiplied by a further x3.0 to 2,160kg, or about 9kg (20lb)
  per person.
  The base speed is (216,000w x 100,000kg).61/100,000kg =
  20.1m/sec (73kph/45mph). However, it has the multiples of
  x.5 for power train type, x1.0 for muscle-powered, and x.6
  for Tech Level adjustments. The final multiple on top speed
  is x.30, for an adjusted top speed of (20.1m/sec x .30) =
  6.0m/sec (22kph/14mph). This does not count streamlining
  effects, which would drop it to about 4.0m/sec (15kph/9mph).
  Answers:
  Power train mass = 2,160kg (plus 24,000kg of oarsmen)
  Adjusted top speed = 6m/sec
  Question #3:
  What is the power train mass and final speed of an 8,000kg
  TL13 combat walker (average feet) powered by a 1,000kw
  (1,340hp) power plant?
  Calculations:
  The base speed is (1,000,000w x 8,000kg).61/8,000kg =
  137.3m/sec (494kph/308mph).
  The power train has a mass of (100/TL13) = 7.69kg per kilo-
  watt of power plant output, for a mass of 769kg, and a cost
  of 3,850Cr. TL13 gives a speed multiple of x1.1, but the
  power train type gives a multiple of x.4, for a total multiple of
  (1.1 x .4) = x.44.
  The base speed of 137.3m/sec times a multiple of x.44
  equals 60.4m/sec (217kph/135mph). Streamlining considera-
  tions (see Surface Treatments, p.53) would probably
  reduce this to about 55.4m/sec (199kph/124mph).
  Answers:
  Power train mass = 769kg
  Adjusted top speed = 60m/sec
  AMSISdOING
  tHIS rIGHT?
  ??
  
  VDS
  VDS
  36
  36
  Type
  l
  w
  d
  Area/Vol
  F
  R
  S
  T
  B
  Sphere
  1.0
  1.0
  1.0
  A = l2 x 3.1
  .17
  .17
  .16
  .17
  .17
  V = l3 x .52
  Cube
  1.0
  1.0
  1.0
  A = l2 x 6.0
  .17
  .17
  .16
  .17
  .17
  V = l3
  Slab
  1.0
  .50
  .25
  A = l2 x 1.76
  .07
  .07
  .15
  .28
  .28
  V = l3 x .13
  Box1
  1.0
  .50
  .40
  A = l2 x 2.2
  .09
  .09
  .19
  .22
  .22
  V = l3 x .20
  Box2
  1.0
  .20
  .15
  A = l2 x .76
  .04
  .04
  .20
  .26
  .26
  V = l3 x .03
  Cylinder1
  1.0
  .20
  .20
  A = l2 x .69
  .05
  .05
  .23
  .22
  .22
  V = l3 x .03
  Cylinder2
  1.0
  .10
  .10
  A = l2 x .33
  .03
  .03
  .24
  .23
  .23
  V = l3 x .008
  Half cyl.1
  1.0
  .20
  .10
  A = l2 x .55
  .02
  .02
  .20
  .36
  .20
  V = l3 x .016
  Half cyl.2
  1.0
  .10
  .05
  A = l2 x .27
  .01
  .01
  .20
  .38
  .20
  V = l3 x .004
  Prism1
  1.0
  .30
  .15
  A = l2 x .60
  .08
  .08
  .11
  .50
  .12
  V = l3 x .045
  Prism2
  1.0
  .10
  .05
  A = l2 x .25
  .02
  .02
  .18
  .40
  .20
  V = l3 x .005
  Disk
  1.0
  1.0
  .25
  A = l2 x 2.4
  .09
  .09
  .08
  .33
  .33
  V = l3 x .20
  Wedge
  1.0
  .60
  .30
  A = l2 x .75
  .18
  .12
  .17
  .18
  .18
  V = l3 x .03
  Most vehicles with wings will have an additional surface
  area taken up by aerodynamic surfaces. The designer may
  choose to either treat these as having armor like the body of
  the vehicle (top and bottom facings only), or to be separate
  from the body of the vehicle in terms of AV, in which case
  these surfaces are covered/armored separately. This extra
  surface will not affect the vehicle's internal volume, but see
  Surface Treatments (p.55) for more details.
  Example - You decide to design a car, and figure it is about
  4 meters long. Selecting the Box1 configuration, you find
  that it has a total area of 42 x 1.1 = 17.6 square meters, a
  total volume of 43 x .2 = 12.8 cubic meters and dimensions
  of 4m x 2m x 1.6m. If you wanted to armor it, and put a dif-
  ferent amount on the front, you could see that the front area
  of the car is .09 x 17.6 = 1.58 square meters (round to 1.6
  square meters).
  i A more comprehensive listing of vehicle dimensions is in the
  tables in the back of the rules.
  Basics
  The structure of the vehicle is that portion of its mass
  responsible for holding the various pieces together, along
  with any parts of other vehicle categories that are affected
  by overall vehicle mass. It may, but is not required to be
  structural elements.
  Configurations
  Vehicles can come in an infinite number of shapes, each
  with a particular surface area, volume and relative dimen-
  sions. This makes volume and armor calculations a potential
  infinite headache. To reduce this, the following table lists a
  useful subset of vehicle shapes, along with other handy
  information. For this table, length(l) is always assumed to be
  1, and the width(w) and depth(d) are the fractions of total
  length that apply. Area is the total vehicle area in square
  meters for a length of l meters. Volume is the total vehicle
  volume in cubic meters for a length of l meters. Front(F),
  Rear(R), Side(S)(each), Top(T), Bottom(B) are the fractions
  of total area that these facings take up.
  STRUCTURE
   
  55
  
  Sphere - Provides optimum internal volume
  for a given surface area, and is suitable for
  spacecraft or other applications where effi-
  ciency is an issue. Not recommended for
  ground vehicles due to performance limita-
  tions, and will limit the top speed of any air
  vehicle due to streamlining considerations.
  Cube - Fairly efficient space utilization, easy
  to figure armor and volume for. Not many
  real-world vehicles use this.
  Slab - A flattened rectangular solid. Its
  dimensional ratios approximate those of the
  hulls of most modern tanks, making it the
  configuration of choice for duplicating these
  vehicles. Transposing width and depth gives
  a high, narrow vehicle, approximating the
  ratios of most motorcycles.
  Box1 - A rectangular solid of approximately
  the ratios found in a modern automobile.
  Width and depth may be transposed to gen-
  erate higher, narrower vehicles like delivery
  vans.
  Box2 - A much longer, narrower rectangular
  solid. This could be used for buses, train
  cars or engines or other long slab-sided
  vehicles like oil tankers or cargo carriers.
  Cylinder1 - A short cylinder. Suitable for
  space station modules, small submersibles
  or some types of spacecraft.
  Cylinder2 - A long cylinder. Suitable for
  many types of aircraft, torpedoes, cruise
  missiles, submarines and spacecraft having
  long, spine-mounted weapons. Also usable
  for large naval vessels with extended super-
  structures.
  Half cylinder1 - Identical to Cylinder1, but
  cut in half lengthwise. Suitable for many
  types of water vessels, especially low tech
  sailing vessels.
  Half cylinder2 - Identical to Cylinder2, but
  cut in half lengthwise. May be suitable for
  some types of naval vessel.
  Prism1 - A short, flattened prism. May be
  more suitable for some types of naval ves-
  sels (like Viking longboats) than a half cylin-
  der. Inverted, it may be the basis for some
  armored vehicles.
  Prism2 - A longer version of the Prism1.
  May work for naval vessels like aircraft carri-
  ers, with large flat decks and relatively flat
  sides.
  Disk - A very short cylinder. Suitable for
  some types of flying wing aircraft, UFOs,
  hovercraft and some varieties of mini-sub.
  Wedge - A flattened pyramid, turned on its
  side. May work for a variety of vehicles,
  including some types of sports car, space-
  ships, lifting body aircraft, motorboats, etc.
  i Keep in mind that you can play with the actual dimensions
  with a limit of about 10% or so, subtracting from one dimen-
  sion to get a little more on another. It's a game, not rocket
  science. You can also turn configurations around to get the
  vehicle concept you want. So, if you want a centipede-like
  land crawler, the best way to get it is to use a half-cylinder,
  and turn it upside down. Instant centipede shape!
   
  VDS
  VDS
  37
  37
  
  Internal Structure
  First, you need to determine if your vehicle even needs an
  internal skeleton. This is determined by the AV of the vehicle
  surface. If you haven't gotten to that point yet, don't panic.
  This subsection just lets you know if you have an extra
  design step later. Vehicles with heavy armor have some
  inherent structural strength from the armor alone. For
  instance, tanks seldom need a traditional “chassis”. Vehicle
  drive components and internal fixtures are attached directly
  to the armor, and the armor provides all the structural
  strength the vehicle needs.
  i If it makes the concept any easier to visualize, a beetle is a
  shell structure. All its structural strength comes from its
  outer surface. A human is a frame structure. Our surface
  (skin) does not have the strength to support us, so we have
  an internal framework of bones to which our various “vehicle
  components” are attached.
  All vehicles need an internal framework with enough materi-
  al to give the 
   
  entire surface of the vehicle an AV equal to the
  square root of (larger of (final acceleration, deceleration or
  Turrn/10, times the mass in tons), rounding up. Land vehi-
  cles have a minimum structure AV of the suspension rating
  (p.10), plus 1. If the vehicle is going to end up with more
  than 50 times this AV on three or more of its six facings, you
  can ignore the internal frame altogether as a design simplifi-
  cation step. The cost of a structural framework is the same
  as the cost of the equivalent amount of armor.
  Example - A city bus with a loaded mass of 10 tons, an
  acceleration of 3 and Turn of 5 will need an internal frame
  with the same mass and volume of (10 x .5).5 = 3 points of
  AV on the entire surface of the vehicle. A tank with a mass
  of 50 tons and the same acceleration and Turn would need
  a frame with the mass and volume of (50 x .5).5 = 5 points of
  AV on the entire surface of the vehicle, but if three or more
  of the tank's six facings have an AV of 250 or more, you can
  just ignore the need for an internal frame.
  The frame can be made from any available material. If there
  is plenty of volume, you can use a light but bulky material to
  make the frame. If space is cramped, you can use denser,
  heavier materials to make the frame.
  ﬁ« Normally, you never end up with exactly the vehicle you
  want in terms of dimensions and mass. Make sure you use
  a frame that is a bit heavier than you actually expect the
  vehicle to end up needing. It's a lot easier to take a little bit
  of frame out of the calculations than to put some in after
  you've already filled all the available volume.
  The actual AV of the vehicle frame for purposes of resisting
  damage is equal to five times the AV previously calculated.
  So, the actual structural frame of our city bus has an AV of x
  3 x 5 = 15, which would only be used in the rare instance
  the actual frame was the target of an attack.
  A piece of composite armor with an area of 1m2 and a thick-
  ness of 10mm (1cm) will have a default mass of 50kg, a
  cost of 500Cr and a volume of .01m3 for structural purposes.
  AV by Tech Level per 10mm thickness
  TL
  Armor Structure
  Historical armor material
  1
  1
  1
  Wood, leather, bone, stone
  2
  2
  1
  Copper 
  3
  3
  2
  Bronze
  4
  5
  3
  Iron
  5
  7
  4
  6
  10
  5
  Steel
  7
  13
  7
  8
  17
  9
  Face-hardened steel
  9
  21
  11
  10
  26
  13
  Aluminum alloys
  11
  31
  16
  12
  37
  19
  Ceramic-metal composites
  13
  43
  22
  ?
  14
  50
  25
  ?
  15
  57
  29
  ?
  To use genuine armor technology as a structural material is
  x4 cost. Structural materials are classified as Organic, Light,
  Composite, Heavy, Extra Heavy and Transparent, with the
  following differences. Composite structure is the default to
  which other materials are compared. If you use out of date
  structural materials (below current TL), you save 20% of
  structure cost per TL below the current one (maximum 90%
  discount). For instance, using TL8 structure materials on a
  TL10 automobile saves 40% on the structure cost.
  For a given AV
  A 1m2 sheet of
  Armor type
  Volume
  Mass
  Cost
  10mm composite equiv.
  Organic
  x5.0
  x.70
  x.50
  50mm
  35kg
  250Cr
  Light
  x1.5
  x.70
  x2.0
  15mm
  35kg
  1000Cr
  Composite
  x1.0
  x1.0
  x1.0
  10mm
  50kg
  500Cr
  Heavy
  x.80
  x1.2
  x2.0
  8mm
  60kg
  1000Cr
  Ex.Heavy
  x.70
  x1.3
  x2.5
  7mm
  65kg
  1250Cr
  Transparent*
  x3.0
  x1.4
  x4.0
  30mm
  70kg
  2000Cr
  Example - If our city bus was 13m long and used the Box2
  configuration, it would have a total area of .38 x 132 =
  64.2m2. At 50kg per 1m2, this is a mass of 64.2m2 x 50kg =
  3,210kg for 10mm of composite material. Using TL11 light-
  weight structural materials, 15mm has AV16. The bus only
  needs AV3, so we only need AV3/AV16 as much mass and
  volume as 15mm over the bus would take, or a total of
  421kg, .181m3 of internal volume and for lightweight materi-
  al, a cost of 64.2m2 x 1000Cr x 3/16 = 12,038Cr.
  Example - A TL15 spaceship with a mass of 30,000 tons
  and an area of 8,000m2 has an acceleration and Turn of 30
  (3g's), so it needs an equivalent AV of (30,000 x 3).5 = 300
  for structure purposes. Using TL15 composite structural
  materials (AV29 for 10mm), we need 300/29 times the mass
  of 10mm of covering, or 8,000m2 x 50kg x AV300/AV29 =
  4,138 tons, 827.5m3 and 41.4MCr for the ship structure.
  VDS
  VDS
  38
  38
  
  Note - The only time an unarmored vehicle does not require
  the normal structural frame is if it will not have any accelera-
  tion capability at all (acceleration and Turn of less than .1
  qualifies). For instance, a balloon is just a surface, with no
  internal structure unless it is needed to make the balloon
  into some unusual shape. A flying vehicle with no structure
  can be carried by prevailing winds at any velocity, but can-
  not be powered or it will become unstable, unmaneuverable
  and/or collapse.
  ﬁ« As a possibility, you can use any available “force field” tech-
  nology (Accessories, p.67) to structurally strengthen a
  vehicle structure to the required AV. Part of the AV is natur-
  al, while the rest requires a power supply of some kind.
  i Before you start using organic structures on all your vehicles
  because they are the least expensive, remember what you
  are getting into. Organic structures can rot, mold, mildew,
  and get eaten by all manner of vermin, in addition to usually
  being flammable. In addition, most true organic type struc-
  tural materials level off at TL5 or so. Advanced chemical
  treatments of organic materials (like plastic laminated pres-
  sure treated wood trusses) are actually “lightweight” struc-
  tures due to the increased cost of manufacture.
  i Characters may design custom vehicles for whatever money
  they care to throw at the project, but most vehicles are built
  by companies that need to show a return on the investment,
  and which are competing with other companies for a limited
  market. A company which makes a passenger car with a
  lightweight structure can't compete with a competitor using
  composite structure for a substantial savings in sticker price.
  Politics can also play a part. Mandatory fuel economy stan-
  dards may force manufacturers to use lighter structures to
  get the same performance from smaller engines that use
  less fuel, for instance. Any society industrial enough to have
  standardized mass production also probably has govern-
  ment regulations and economic competition.
  Structure loading
  A vehicle which is retrofitted to carry more mass, like bolting
  armor plates to a vehicle, will need to have an increased
  structural mass to handle the load. Vehicles designed to
  push, pull, tow, shove or otherwise move external loads
  need to be designed with a structure mass equivalent to the
  mass of the vehicle plus the largest load it can move. This
  would apply to tractor trailers, locomotives, tow trucks, tug-
  boats and so forth.
  ﬁ« A wheeled vehicle with a power plant, power train and struc-
  ture can be driven once you add seats, unless you want to
  stand or sit on structural members. In addition, note that
  most cars, trucks or other normal vehicles are overengi-
  neered (use double the best performance stat as a guide).
  No one wants their car to suffer structural damage because
  they put on better tires and put too much cornering stress on
  the chassis.
  Typical volumes
  The following mundane vehicles have the approximate vol-
  umes and masses listed below, with turrets, superstructures
  and the like affecting final dimensions and volume. You can
  use these as a guide when deciding how much you want
  your final vehicle mass to be, and how much volume you will
  need to meet its desired design goal. Note that the length x
  width x depth will not always equal the listed volume
  because not all these vehicles are simple rectangular
  blocks. They are adjusted to the listed structural shapes
  when possible, but actual vehicles may have superstruc-
  tures or fins that extend beyond these dimensions, or are of
  a tapered or varying shape.
  Vehicle
  ≈Mass
  ≈Volume
  length width depth
  Med. motorcycle*(Slab) 200kg
  .44m3
  1.5m
  .38m
  .75m
  Compact auto (Box1)
  1,000kg
  6.6m3
  3.2m
  1.6m
  1.3m
  Automobile (Box1)
  1,500kg
  13m3
  4.0m
  2.0m
  1.6m
  Van (Box1)
  2,000kg
  18m3
  4.5m
  2.3m
  1.8m
  APC (Box1)
  20,000kg
  43m3
  6.0m
  3.0m
  2.4m
  Battle tank (Slab)
  50,000kg
  45m3
  7.0m
  3.5m
  1.8m
  Sm. cargo truck (Box1) 7,000kg
  69m3
  7.0m
  2.8m
  3.5m
  Lg. cargo truck (Box2) 40,000kg
  276m3
  19m
  2.9m
  3.8m
  Lg. bus (Box2)
  10,000kg
  101m3
  15m
  2.3m
  3.0m
  Light plane (Box2)
  1,500kg
  15m3
  8.0m
  10m
  1.6m
  Twin-eng. plane (Box2) 4,000kg
  30m3
  10m
  15m
  2.0m
  TL9 fighter (Box2)
  6,000kg
  30m3
  10m
  10m
  2.0m
  TL12 fighter (Box2)
  15,000kg
  101m3
  15m
  10m
  2.3m
  Lg. passeng. jet (Cyl2) 300 tons
  2660m3
  70m
  60m
  7.0m
  Hot air balloon (Sphere) 4,000kg
  4,160m3
  20m
  20m
  20m
  Sm. blimp (Cyl1)
  6,400kg
  6,480m3
  60m
  12m
  12m
  Lg. zeppelin (Cyl1)
  240 tons
  240,000m3
  200m
  40m
  40m
  Sm. speedboat (Prism1) 1,000kg
  12m3
  6.5m
  2.0m
  1.0m
  Lg. speedboat (Prism1) 3,000kg
  45m3
  10m
  3.0m
  1.5m
  Patrol boat (Cyl1)
  300 tons
  810m3
  30m
  6.0m
  6.0m
  Large yacht (Cyl1)
  800 tons
  3,750m3
  50m
  10m
  10m
  Destroyer (Cyl2)
  3,000 tons
  8,000m3
  100m
  10m
  10m
  Cruiser (Cyl2)
  20,000 tons
  64,000m3
  200m
  20m
  20m
  Attack sub (Cyl2)
  7,500 tons
  8,000m3
  100m
  10m
  10m
  Missile sub (Cyl2)
  25,000 tons
  27,000m3
  150m
  15m
  15m
  Battleship (Cyl2)
  60,000 tons 125,000m3
  250m
  25m
  25m
  Carrier (Cyl2)
  80,000 tons 216,000m3
  300m
  30m
  30m
  Supertanker (Box2)
  1,000,000 tons1,920,000m3 400m
  80m
  60m
  *Volume of a motorcycle does not include the 1m3 the driver occupies when riding it.
  For instance, if you are designing a vehicle on a mass limit,
  it is helpful to know an approximate final volume for that
  class of vehicle. Or, if you are designing on a volume limit,
  you can get an idea of the mass similar vehicles might have.
  VDS
  VDS
  39
  39
  
  Lighter than air vehicles
  Balloons, blimps and dirigibles have special structure and
  fuel requirements that aren't handled well by the normal
  rules. In general, a vehicle relying on lighter-than-air gases
  or hot air for lift will have a lift of 1.1kg for 1m3 of hydrogen
  gas envelope, 1.0kg for 1m3 of helium gas envelope and
  .3kg for 1m3 of hot air envelope. This lift is after taking into
  account the mass of the gas or hot air itself, but does not
  include the mass of the envelope used to contain the gas.
  i The rules for lifting gas “consumption” are on p.25.
  Remember that depending on TL, lift or heating gas could
  also just be represented by ballast, which is “consumed”
  (i.e. dropped overboard) to counter gas leakage over time.
  The structure of a non-rigid airship or balloon is the surface,
  and is figured as for other vehicles except you use the exact
  required AV (do not round), and the final mass is x.75 for
  airships and x.5 for balloons. Balloons are assumed to have
  an Acceleration and Turn of 1 for these calculations, but
  may not normally be powered at all. The actual AV of the
  vehicle is the structure AV, rounded up. A non-rigid gas
  envelope only maintains its shape when inflated, and the
  volume inside the envelope cannot be used for other pur-
  poses. The non-rigid structure limits blimps to a maximum
  powered velocity of TL x 2 meters per second.
  A rigid airship or zeppelin must have a regular internal struc-
  ture like other vehicles, but since much of the internal sup-
  port is provided by the lift of the gas, the final mass is x.25.
  However, the entire surface must also be bought as armor
  with an AV of at least 1, which will add significant mass.
  Example - A TL9 airship with a length of 300m using the
  Cylinder2 configuration will have a volume of 216,000m3,
  and a surface area of 29,700m2. We know that since when
  flying, a lighter-than-air vehicle has neutral buoyancy, and
  with a volume of 216,000m3, it has a helium lift of 216,000kg,
  so its loaded mass is no more than 216,000kg (216 tons). If
  we give it a maximum Turn or Acceleration of 1, it will need
  an equivalent AV for structure purposes of (216 tons x .1).5 =
  5. Structure AV at TL9 is 11, so our mass is 5/11 the listed
  TL9 amount. Using the lightweight armor type, this will have
  a base mass of 29,700m2 x 35kg/m2 x 5/11 = 472,500kg,
  times x.25 is 118,125kg, or 118.13 tons. We will give the
  gas bag an armor (not structure) AV of 1 (the gondola could
  be more), and this will have a mass of 29,700m2 x 35kg per
  m2 x 1/21 = 49,500kg, or 49.5 tons, for a total structure and
  surface mass of 167.6 tons, leaving about 48 tons for the
  gondola, engines, fuel, crew and supplies.
  i Most powered airships will use an acceleration and Turn of
  1, both because they are limited by their size and the mass
  of the engines they can get aloft, and because their struc-
  tures would be too heavy to fly otherwise. In general, an air-
  ship with a (mass in tons x acceleration) of more than 10
  may be more efficient to buy as a rigid airship.
  ﬁ« As a technical note, hydrogen is available in quantity at any
  TL with electricity, but helium can only be separated from
  natural gas with equipment or techniques of TL7+, and it will
  be difficult (x10 cost) until TL8+. If magic is available, produc-
  tion or separation of elements could be significantly easier.
  If possible to stow the envelope (as in balloons and non-
  rigid airships), 100kg of stowed envelope takes up 1m3.
  Such vehicles that are self-propelled must have structure
  associated with the gas envelope, as well as for any other
  items attached to it. You may have different structure types
  associated with the gas envelope and gondola, though this
  is usually unnecessary.
  i A typical TL10 Goodyear blimp has a gas envelope of
  approximately 5,700m3, and is powered by a pair of 157kw
  power plants. In VDS terms it would be about a 55m long
  Cylinder1 configuration (4991m3 volume, 2087m2 area), with
  3,536kg of its helium-based lift taken up by the mass of the
  gas envelope, assuming a surface AV of (5.0 tons x (Acc. of
  1)/10).5 = .71 and non-armor lightweight material. After gon-
  dola, crew of 2 and engines, what surplus there is goes to
  the advertising light display. The TL9 rigid airship Macon
  has the volume of a 183m Cylinder1 configuration (it was
  actually tapered and 231m long), and would end up with
  about 184 tons of helium-based lift, of which about 31.6 tons
  is usable after giving it a lightweight internal structure and a
  non-armor lightweight AV1 skin.
  VDS
  VDS
  40
  40
  
  Seating and accommodations
  From here to the end of this section deals with crew seating,
  accommodations or general crew notes. By now you know
  the volume of your vehicle, and have some idea of how
  many people it is supposed to carry. Now you get to see
  exactly how much space you can devote to their comfort,
  and what is left for special purposes areas such as cargo,
  hangars, labs and so forth.
  Basics
  A hex 1m across is assumed to be 1m3, which makes it
  about 1.3 meters high (since a hex has an area of about
  .75m2). A vehicle with standing room is at least 1 to 2 hexes
  high for any hex tall enough to stand in (or sit in when vehi-
  cle ground clearance is taken into account). If you already
  have the mass of the power plant and power train, the fuel
  storage and number of occupants and cargo room you want,
  you can get an idea of basic vehicle size. Optional equip-
  ment (of which there is an amazing amount) will also tend to
  suck up interior space.
  A vehicle seat which has enough maneuvering room for a
  pilot, driver or other operator will have a minimum volume of
  1m3, although a high-tech cocoon where all controls can be
  accessed without actually moving more than eyes and fin-
  gers would only be .5m3. Normal passenger seats also take
  up 1m3 and assume that this much space is reasonably
  comfortable for humans of up to 100kg, and seating for
  exceptionally large individuals or individuals in bulky space
  suits or armor would be 2m3. It can also hold 100 Size
  points of items that can be crammed into a space designed
  for a sitting person. Neither of these seats allows access to
  the seat from anywhere except an immediately adjacent exit
  on the outside of the vehicle (door, canopy, etc.), an aisle
  leading to such an exit, or an adjacent seat. Bench seats or
  other extremely basic passenger accommodations will have
  a volume of .75m3, but are not comfortable nor give much
  maneuvering room (don't even think about trying to use a
  weapon). Standing room only space is .5m3 per person, and
  is extremely cramped. Intermediate levels of comfort are
  possible if desired. Vehicle space devoted to occupants or
  their activities will have a mass that is mostly subsumed in
  the structure mass of the vehicle, with a small addition to
  reflect non-structural components. Most seating arrange-
  ments assume a floor plan space of 1 hex per person (2
  hexes if reclining/prone, but only 1m high). 
  Example - A four-passenger car will have four hexes of
  space devoted to occupants, which will be a total volume of
  4m3.
  ﬁ« Biologic power plants take up 2m3 of volume for the first 100
  kilograms of mass (an 80kg person takes up 1.6m3), so a
  enclosed trireme which has 100 rowers will need to have at
  least 160 cubic meters of interior space. Add 2m3 of volume
  each time you double a creature's mass, rounding up (a
  400kg horse will take up 6m3 ).
  External seating takes no volume, although any added
  height or width of the vehicle/passenger combination will
  have to taken into account for magic spells or other effects
  such as low overpasses. An external passenger or driver
  normally gets no protection from vehicle armor (like a raft).
  Each .2m3 of vehicle volume that is “occupant” will allow one
  facing of armor protection for that occupant. Motorcycles are
  examples. A passenger can be “protected” by another pas-
  senger in some cases.
  Example - A motorcycle normally provides no armor to the
  driver. If .2m3 of volume was the driver, then the front
  “armor” (windscreen) of the motorcycle would protect both
  the driver and any passenger immediately behind the driver. 
  In general, driver and passenger accommodations and
  options are the following:
  None
  The passengers sit on crude benches made from whatever
  material is locally handy. It provides no cushioning, back
  support or comfort. Each hour (cumulative, round down) rid-
  ing like this counts as a task vs. current HLT. Succeeding
  means the character takes an overall +1 non-lethal impair-
  ment. These rolls are made each hour of travel, and impair-
  ments may not be recovered until you get out of the vehicle.
  On the good side, these passenger accommodations have
  no cost and no extra mass.
  Example - After spending 3 hours in the back of a cramped
  truck, the vehicle would make 3 rolls vs. your HLT, with a
  skill of 1, 2, and 3. Each time the vehicle succeeds, you take
  a +1 non-lethal impairment.
  Optionally, seating of this type on a man-powered vehicle
  may count as substandard seating instead, since the occu-
  pant presumably has room to move arms and legs, and the
  constant motion decreases any discomfort. This is the
  default for vehicles like bicycles.
  Substandard
  Some concessions to passenger comfort are made, but not
  many. The seats might have little cushioning, but are com-
  fortable for short periods, and may possibly be adjustable to
  different positions. Think of a typical school bus seat. Each
  2 hours (cumulative, round down) counts as a task vs. cur-
  rent HLT, as for the previous example. These seats cost
  50Cr per person and mass 10kg per passenger.
  Basic
  A typical automotive seat. Cushioned, adjustable, comfort-
  able for long periods of time. Each 4 hours (cumulative,
  round down) counts as a task vs. current HLT, as for the
  previous example. These seats cost 200Cr per person and
  mass 20kg per passenger. Basic or substandard seats for
  vehicles like motorcycles that have no back rests are half
  mass and cost.
  VDS
  VDS
  41
  41
  
  Luxury/Ergonomic
  An extremely nice automotive seat. Cushioned, heated, with
  stereo speakers, adjustable for angle, back support and
  other Tech Level-specific characteristics. Comfortable
  enough to easily fall asleep in while a passenger. Each 8
  hours (cumulative, round down) counts as a task vs. current
  HLT, as for the previous example, and only because there is
  limited room to stretch and move around. These mass 40kg
  per passenger and cost 800Cr each.
  ﬁ« In addition, a luxury vehicle usually also has the luxury of
  elbow room, and luxury seats should (but are not required
  to) take up 1.5-2.0m3 per person.
  Toilet
  Basic sanitary facilities take 2m3 (1m x 1m x 2m) and may
  include a toilet and a small sink or equivalent. On low-tech
  vehicles, the toilet opens onto the ground or water. At higher
  tech, it may have a holding tank, or even recycling facilities.
  Assume that a vehicle needs at least 1 toilet per 100 occu-
  pants for any trip of over two hours. For long-term missions,
  assume one per 20 passenger is required.
  Tech Level
  Typical description
  1-6
  A semi-private area (at best) with a hole or bucket
  and a place to sit.
  7-8
  Private area with primitive plumbing. Possibly a sink
  or washbasin.
  9+
  Varying levels of complexity depending on vehicle 
  (spacesuit-compatible plumbing, or multi-
  lifeform compatible, for instance).
  A shower requires an extra 2m3 (1m x 1m x 2m) and a bath-
  tub requires 4m3 (2m x 1m x 2m) although a bathtub may
  include a shower at no extra cost or volume. Toilets and
  other sanitary facilities cost 100Cr per m3 and mass 20kg
  per 1m3. For long-term missions, how many showers are
  needed depends on the perceived need. For a shower per
  day per passenger, assume one per 20 occupants, and
  each person's shower will consume 10kg of water, which is
  used up or recycled, depending on the TL.
  i Naturally, if you are willing to put up with inconvenience, lack
  of privacy and possible embarrassment, you can often avoid
  the need to have sanitary facilities by simply hanging the
  appropriate part of your anatomy off the edge of the vehicle.
  This would be the norm for many vehicles at TL7 or less.
  Staterooms
  Private living quarters on a vehicle can take up as much
  space and be as opulent as desired. We won't assign a lux-
  ury factor to them, but just make basic assumptions and
  describe what you get for the minimum expenditure.
  Stacked bunks
  It is not a place for living, only for sleep
  ing, with a .25m3 footlocker at one
  end, and possibly a privacy curtain.
  Each one costs 100Cr, and takes up a
  horizontal 2m3 (2 hexes of floor plan
  and 1.3m high) that can be crammed
  into anywhere it will fit, and will mass
  10kg per 1m3 (20kg per bunk). For
  purposes of accessways, each 2
  bunks (round up) counts as a “room”.
  Tech Level
  Typical description
  1-6
  Hammocks and a place to hang a bag of stuff.
  7-11
  Hammocks or stacked wooden or metal bunks, 
  footlockers or small vertical lockers.
  12+
  Personal “pod”, possibly with individual climate
  control, various types of electronic access 
  (television, computer, etc.).
  Minimum quarters
  This is a private room, with a fold-
  down bed and desk, a small sink
  (TL8+) and a 2m3 of personal stor-
  age space (wardrobe, drawers). It
  takes up 10m3 of space (approxi-
  mately 2.5m x 2m x 2m), costs
  1,000Cr, and will mass 10kg per
  1m3 (100kg per unit)
  Tech Level
  Typical description
  1-6
  Fixed bed with storage underneath, chair, fold-down
  desk, perhaps washbasin and chamberpot.
  7-11
  Folding bunk, small closet/locker, desk with some
  storage capacity, washbasin or small sink & mirror.
  12+
  Extra amenities appropriate to TL, such as personal
  climate/atmosphere control, computer/video access.
  VDS
  VDS
  42
  42
  
  Basic quarters
  A private room, with about double the
  space of minimum quarters, roughly
  20m3 (approx. 4m x 2.5m x 2m). Any
  bed still folds down, but there is room
  for a few people to sit and chat, and
  may have its own toilet (normally
  TL8+). Such a room costs 2,000Cr,
  and will mass 10kg per 1m3 (200kg
  per unit). If a bunk bed arrangement is
  used, basic quarters can count as two
  minimum quarters.
  Tech Level
  Typical description
  1-6
  Fixed wooden bunk, small desk, wardrobe, 
  washstand with water pitcher and chamberpot. 
  7-11
  Folding bunk, semi-private toilet alcove, desk, two
  chairs, closet with lower drawers, personal intercom
  appropriate to TL (bell cord, speaking tube, etc.).
  12+
  Extra amenities appropriate to TL, such as personal
  climate/atmosphere control, computer/video access,
  spacesuit locke, passenger emergency gear or very
  minimal shower/toilet cubicle.
  Full quarters
  A moderate sized room, such as
  might be found on a modern pas-
  senger ship. It has approximately
  40m3 of space (approx. 4m x 4m x
  2.5m). It has conventional furnish-
  ings, two small beds or a larger
  folding bed, a small but serviceable
  bathroom and shower, and can
  actually be comfortable space for
  two people. Such a room costs
  4,000Cr, and will mass 10kg per
  1m3 (400kg per unit).
  Tech Level
  Typical description
  1-6
  Fixed wooden bunk(s), small table for work or
  dining, two or three chairs, large wardrobe, brazier
  or other cold-weather amenities, washstand with
  water pitcher and chamberpot. .
  7-11
  Folding bunks that convert into basic furniture, 
  private toilet alcove with sink, small tub and/or
  shower, desk, chairs, closet & drawers, climate
  control appropriate to TL, personal intercom
  appropriate to TL (bell cord, speaking tube, etc.).
  12+
  Extra amenities appropriate to TL, such as personal
  climate/atmosphere control, computer/video access,
  spacesuit locke, passenger emergency gear, food
  dispenser, etc.
  i Just because a type of quarters doesn't list something like
  climate control doesn't mean it doesn't have it, just that it is
  not independent of the overall vehicle or is not personally
  adjustable.
  A
  A
  A
  A
  A
  A
  Galley
  Space for preparing food may be
  part of a vehicle, and takes up 2m3
  per cooking station, each of which
  can provide 4 meals per hour. This
  space includes storage for cooking
  and eating utensils, cleaning them
  afterwards.
  It may include an icebox or small refrigerator (up to .25m3)
  at TL8+. Larger facilities for cold storage are done as a cli-
  mate controlled passenger space, except the temperature
  differential is based on the average temperature inside the
  vehicle. Normally, a -40°C shift will serve all freezing and
  refrigeration needs. Galleys cost 100Cr per 1m3, and will
  mass 20kg per 1m3.
  Tech Level
  Typical description
  1-6
  Dedicated fire-resistant area (masonry) with small 
  stove, hanging pots and pans, sealable wooden 
  barrels of supplies.
  7-11
  Improved cooking facilities based on TL, such as 
  metal stoves, gas or electric heat, refrigerator, 
  running water and storage cabinets.
  12+
  Extra amenities appropriate to TL, possibly including 
  personal food preparation areas like microwaves, 
  packaged meal dispensers, vending machines, etc.
  i Galley space may be pro-rated based on the number of
  meals that can be cooked. For instance, a tiny one-person
  galley (1 meal cooked in 1 hour) would only have a volume
  of .5m3.
  Common areas
  These are areas where passengers can move around and
  mingle, and could be dining areas, promenades, ballrooms,
  etc. They take up as much space as you want to devote to
  them. To be considered luxurious, at least 30m3 must be
  available per passenger that has access to them. Ships
  have an advantage in this regard, as the entire upper sur-
  face may be considered common area, with an effective vol-
  ume of 3m3 per m2 of surface area. Of course, you will want
  interior area as well. Passengers don't consider open air a
  luxury during storms... Common areas have no cost or mass
  except for any equipment provided in them.
  Tech Level
  Typical description
  1-6
  Open area with hanging lanterns and rough wooden
  benches and tables.
  7-11
  Seating appropriate to TL, including folding chairs 
  and tables, storage for games, vending machines, 
  semi-private alcoves, overall lighting and climate 
  control. Intercom and public communications 
  appropriate to vehicle and TL (television, radio, 
  telephone, sound stage).
  12+
  Extra amenities appropriate to TL, such as multi-
  lingual/species communications, entertainment or 
  dining facilities,etc.
  VDS
  VDS
  43
  43
  
  Special purpose areas
  These are areas that contain equipment or provide services
  that require more energy than a common area. Examples
  might be a sick bay, forge, machine shop, etc. These take
  up a volume appropriate to the task at hand, a sick bay
  requiring space for a patient to lie down, for instance.
  Special purpose areas have a mass of 100kg per 1m3, cost
  1,000Cr per 1m3, and use up to 10,000 watts per 1m3 when
  they are active (obviously, a low-tech sick bay won't use a
  lot of power, but a low-tech forge would, in the form of wood
  or coal).
  Sick bay
  An examination table, a cabinet beneath it for supplies
  and/or equipment and room to stand next to it will have a
  volume of 10m3, like minimum quarters. Cost depends on
  the TL, equipment and supplies, but basic surgical tools,
  supplies and drugs should be at least 5,000Cr, in addition to
  the cost of the space. Add at least 5m3 for each patient bed
  after the first. Cramped vehicles will usually have patients
  treated in their quarters if possible.
  Brig
  Normally this is just an area the size of minimum quarters,
  with a securable door. If the basic structure of the vehicle
  does not provide a high enough AV, then an area the size of
  the walls, floor, ceiling and door will have to be armored to
  the desired level (an AV of 5 is usually sufficient to stop all
  but the most exceptional unarmed individuals).
  Library
  On high-tech vehicles this will be replaced by computer ter-
  minals, but access to physical books will take up about 1m3
  and 500kg per 100 reference-sized works, plus 2m3 for a
  small desk and chair to read them at. The cost depends on
  the TL and rarity of the works, but 2,500Cr for the basic
  setup is not unreasonable. In general CORPS terms, a ref-
  erence library lets you look up facts or knowledge that you
  don't know, a way to get a purely academic answer to skills
  outside your area of expertise. A 1m3 volume of reference
  works is sufficient to act as a skill of 3 on a Primary skill
  question, 4 on a Secondary skill question, and 5 on a
  Tertiary skill question, provided of course that 1m3 of books
  was dedicated to that field. If you already have the skill in
  question, the library's rating-3 can be used to decrease the
  Difficulty of any research-based task you can use it for.
  Doubling the volume of books on a topic adds 1 to the “skill”
  of the library. Simply having a set of general reference
  works (encyclopedias) is only worth a skill of 2, regardless
  of library size. Finding the knowledge you seek takes time
  appropriate to the Difficulty of the task plus 3, plus 2 more if
  the books are not indexed, and minus 2 if the index is com-
  puterized. The maximum effective skill that a person can
  use a library at is their AWR, and the maximum skill bonus
  they can get is half their AWR (round down).
  Example - The flying brig Petraska has a 4m3 area devoted
  to the books of its wizard in residence. Of, this, 1m3 is gen-
  eral reference works (Ye Knowne World Compendium), 1m3
  is a rating of 4 the Secondary skill of Occult History, and
  2m3 is a rating of 4 for the Primary skill of Thaumaturgy.
  Even though the wizard may not have Occult History as a
  skill, if he has access to his books, he can still use an effec-
  tive skill of 4 for answering historical questions of an occult
  nature. Since the wizard has Thaumaturgy already, the
  library just provides a -1 to the Difficulty of any research task
  he is working on.
  Accessways
  Once you have the internal living and working areas, you
  need to assign space to get to and from them. Crawlways
  (always unpopular) have a volume of .5m3 per meter of
  length. Narrow hallways (around 1m wide, two can pass if
  they turn sideways) have a volume of 1.5m3 per meter of
  length. Regular hallways (about 1.5m wide, enough room for
  two to walk abreast) have a volume of 2.5m3 per meter of
  length and wide hallways (about 4m wide, room for four
  abreast) have a volume of 4m3 per meter of length. A vehi-
  cle usually requires 1m of accessway length times the num-
  ber of separate “rooms” (including separate open deck
  areas) the vehicle has. For layout purposes, assume 1m of
  hallway is a square that completely encloses a hex.
  Vehicles that are completely open do not require access-
  ways, as all areas are adjacent to each other. Crawlways
  are only allowed if there is no other choice. Special purpose
  military or civilian vehicles are an example. Military vehicles
  can have narrow hallways, non-passenger vehicles usually
  have regular or narrow hallways, and luxury passenger vehi-
  cles have a combination of wide and regular hallways.
  Example - A small motorhome has a driver's station and
  passenger seat, for 4m3. It also has a minimum galley (2m3),
  food storage (1m3), bathroom (2m3), 4 sets of minimum
  quarters (40m3), and a 4m3 common area with a stowable
  table and average seating for other passengers. This is a
  total of 53m3, plus 1.5m3 for the short accessway required
  for a separate bathroom. All the other sections are part of an
  open floor plan and require no separate accessways. If the
  vehicle is 3m tall and 2.5m wide, then it is at least 8m long,
  discounting extra storage space and the engine, fuel and
  drivetrain.
  Example - A submarine has a total of six sets of quarters for
  officers, forty-eight bunk “rooms” for crew, a galley,
  mess/common area, engine room, control room, torpedo
  room and storage room. This is 60 “rooms”, so with narrow
  hallways, the sub requires 60 x 1.5m3 = 90m3 of volume
  dedicated to accessways, which take up about 60 hexes of
  floor plan in addition to the quarters themselves.
  VDS
  VDS
  44
  44
  
  Overall opulence
  In some vehicles, the aesthetic qualities of the furnishings
  are as important as their functionality. Unless otherwise
  described, the accommodations previously listed are func-
  tional, but not necessarily pretty. You can increase the luxu-
  ry quotient by any amount desired, up to and including solid
  gold toilet fixtures. However, for those interested in general
  numbers, spending twice as much on accommodations puts
  them in an “upper class” level, spending five times as much
  makes them “luxurious”, and spending ten or more times as
  much would make them “opulent” or even “decadent”
  (depending on the culture). In addition to amenities, upper
  class accommodations usually assume a higher level of cul-
  tural privileges, such as access to the captain or vehicle
  commander, special observation lounges, boarding and
  debarking first, expedited customs clearance, etc.
  Example - A spaceship with “luxurious” staterooms would
  spend five times as much per stateroom (20,000Cr instead
  of 4,000Cr). On a spaceship, this might mean a personal
  steward, better computer and entertainment access,
  adjustable gravity and atmosphere settings, closer proximity
  to dining lounges and a plethora of convenience appliances.
  Special quarters
  Some types of speciality living arrangements are simply
  combinations of quarters, bulkheads and duplicate life sup-
  port arrangements (one set for humans, another for cryo-
  genic methane breathers...). Different gravity can be han-
  dled by gravity repulsor plates (p.32), or by creating a spin
  habitat. Spin habitats have to be fairly large to avoid having
  their rotation disorient the passengers. You can set the
  geometry of your vehicle to whatever you want, but you may
  have to add volume for extra accessways to get from one
  rotating area to another. For structure purposes, the felt
  gravity induced by the spin is added to either Turn or
  Acceleration to get the number used for structure AV. In
  addition, while the vehicle can be of most configurations, the
  actual dimensions will be based on the gravity required, with
  a minimum dimension as follows.
  Centrifugal gravity
  .1g
  .5g
  1.0g
  Vehicle diameter
  20m
  100m
  200m
  So, if you only have 200m3 of living volume and want a .5g
  felt gravity, it's pretty clear you are going to have a habitat
  on the end of a long pod. You can design a vehicle that has
  no gravity when maneuvering, but felt gravity when coast-
  ing. For instance, the previous vehicle could be a 100m long
  ship with crew at one end and engines at the other. When
  not accelerating or decelerating, the ship is spun end over
  end to provide the necessary “diameter”.
  Crew notes
  This is as good a time as any to figure out exactly how many
  secondary crew a large vehicle is going to need. The Power
  Plant section (p.17) already gave you the number of crew
  needed to keep the power plant running. If the vehicle is
  operated continuously, then it will either be in two or three
  shifts, and the number of people required for each duty sta-
  tion will therefore be double or triple. If crew are “hot
  bunked” so that sleeping quarters are shared, this will
  reduce the amount of volume needed for quarters, but not
  the amount of consumables for life support, food, water and
  so forth.
  The vessel will need a pilot or driver. If these duties require
  full-time attention and the vehicle has significant communi-
  cation or sensor capability, then a communication or sensor
  operator is needed. This can be handled by a co-pilot, who
  will also cover for the pilot when nature calls. If the power
  plant crew of a vessel is required for steering functions, like
  the rowers of a trireme or the rigging crew of a sailing ship,
  then enough of these crew will have to be on duty as well.
  VDS
  VDS
  45
  45
  
  If a vehicle has paying passengers, then a cleanup staff is
  needed. Military vehicles usually have people cleanup after
  themselves or rotating assignment to cleaning details.
  Assume one “housestaff” per 50 sets of quarters, and one
  “attendant” per 100 passengers. Attendants may be
  required for passenger assistance on most vehicles, even
  ones with a trip duration of only a few hours (flight atten-
  dants, conductors). If there are 10 or more housestaff or
  attendants, add a dedicated supervisory position, who would
  also serve as a concierge or liaison officer.
  If there are security needs, a vehicle's crew are expected to
  serve as needed, but there should be one dedicated securi-
  ty personnel per 500 passengers (varies with culture).
  Vehicles with weaponry will need sufficient crew to load, aim
  and fire these weapons. If a weapon is not self-loading,
  assume it requires at least two crew, one to load and one to
  aim and fire it. Sensors may also require dedicated crew.
  Cooks and other food service personnel are required at the
  rate of 1 per TL x 10 meals per day that are served (TL x 20
  for military or mass quantity food). If room service is an
  option, add 1 per 100 sets of quarters.
  If the vehicle carries other vehicles with a dedicated crew
  requirement (a carrier's fighters, for instance), then quarters
  are needed for these other crew, plus any crew needed to
  supervise them, service their vehicles, etc. Vehicles with
  incidental crew (a ship's launch) are handled by the carrying
  vehicle's crew as needed.
  For very large vehicles, maintenance is often done in small
  amounts on a continuous basis, rather than all at once.
  Assuming that only the power plant needs maintenance, fig-
  ure out how many hours per year it needs if running all the
  time (assume 9,000 hours in a year). If the total mainte-
  nance is more than 500 hours a year, the vehicle probably
  has a full-time mechanic/maintenance worker. For each
  2,000 hours in addition to this (round nearest) the vehicle
  requires another full-time mechanic to constantly keep
  things in working order. Mechanics will require tools and
  enough units of “spare parts” (p.73) to perform the mainte-
  nance required over the length of a trip, plus as many units
  of “generic” parts as deemed sufficient for handling any mid-
  trip emergencies. Mechanics and parts will also be needed
  for any carried vehicles that require maintenance.
  VDS
  VDS
  46
  46
  
   
  Question #1:
   
  What is the structure mass and cost of a TL9 automobile
  which uses the Box1 configuration and (length of 4m), has a
  loaded mass of 1,000kg, a Turn of 6 and Acceleration of 5?
  Calculations:
  The “structure AV” of the car is the square root of (its mass
  in 
   
  tons times the greater of Turn/10 or Acceleration/10), or
  1. However, a land vehicle has to have a structure AV of at
  least its suspension rating plus 1. Since a regular car has a
  suspension rating of 1, the minimum structure AV is 2. A
  Box1 vehicle 4m long has an area of 35.2m2. At TL9, 10mm
  of structure has an AV of 11, so we need 2/11th this
  amount, or (using composite structure) 35.2m2 x 50kg per
  m2 x 2/11 = 320kg. Cost is also 2/11th normal, or 35.2m2 x
  500Cr per m2 x 2/11 = 3,200Cr. For damaging the structure,
  the AV is x5 the calculated amount, of AV2 x 5 = AV10.
  Answers:
  Structure mass = 320kg
  Structure cost = 3,200Cr
  Structure AV = 10
  Question #2:
  What volume and mass does a school bus require for driver
  and passengers? Assume 1 driving station and 60 passen-
  gers, all substandard seats. If it has 2m standing room and
  is 2.5m wide, how long is the passenger compartment?
  Calculations:
  We'll assume this is 60 adult-size seats (probably 90 child-
  size seats). Each passenger takes up 1m3, for a total of
  60m3, with each seat massing 10kg and costing 50Cr, for a
  total passenger seating mass of 600kg and cost of 3,000Cr.
  The driver station has the same size, cost and mass as a
  single passenger seat, so this is added to the total, for 61m3,
  610kg and 3,050Cr. Dividing 61m3 by 2m of height and 2.5m
  of width gives (61m3/(2.5m x 2.0m)) = 12.2m of length.
  Answers:
  Volume = 61m3
  Mass = 610kg
  Length of passenger compartment = 12.2m
  Question #3:
  If a nuclear attack submarine has a total complement of
  120, with the following mix:
  Captain (1)
  Basic quarters
  Other officers (9)
  Minimum quarters
  Crew (110)
  Stacked bunks
  How much volume will quarters, toilets, showers, galley,
  crew stations, a common area sufficient to seat two-thirds of
  the crew, two storage rooms, one torpedo room, and one
  control room (common area) sufficient to seat 10 take up?
  Calculations:
  The captain's basic quarters will have a volume of 20m3.
  Each other officer's quarters will have a volume of 10m3, for
  a total of 90m3. The stacked bunks will have a volume of
  2m3 each for a total of 220m3. The total for quarters is 20m3
  + 90m3 + 220m3 = 330m3.
  Using the guidelines of one toilet at 2m3 per 20 passengers
  and one shower at 2m3 per 20 passengers, this is (120 pas-
  sengers/20) x (2m3 + 2m3) = 24m3. We double this to 48m3
  because most of the use will be in groups between shifts.
  The galley serves 3 meals/day to 120 people, or 360 meals
  per day. We can divide this by 24 hours to get a number of
  meals per hour, which is 15. At 4 meals per hour per 2m3,
  we can round this up to 8m3 required for food preparation.
  Note that this does not include any food storage space. This
  space would assume that food is being prepared constantly
  and stored for use at a designation mealtime. It would be
  more realistic to assume that say half the time available is
  used, and double the space, or 16m3. This means that 30
  meals can be prepared per hour. We add 10m3 for each of
  two storage rooms, making the total volume 36m3.
  Crew stations are assumed to be like vehicle controls, and
  are 1m3 per person, for a total of 120m3. However, only half
  the crew is on duty at any time, so this is halved to 60m3.
  A common area for two-thirds of the crew (80 people) would
  be an additional 80m3. This leaves room to move around for
  crew that is currently not on duty. The control room common
  area is another 10m3, and we allot 40m3 for a torpedo room.
  Accessways are narrow hallways at 1.5m3 per 1m of length,
  and the number of “rooms” is 10 (officer's quarters) + 28
  (bunks) + 1 (showers) + 3 (galley + storage) + 1 (torpedo
  room) + 1 control room + 1 (common area) +1 (torpedo
  room) = 46, times 1.5m3 = 69m3 of accessways. 
  The total for all these is 330m3 (crew) + 48m3 (sanitary facili-
  ties) + 36m3 (galley, storage) + 60m3 (crew stations) + 130m3
  (common, control, torpedo room) + 69m3 (access) = 673m3.
  Answers:
  Total volume required = 673m3
   
  VDS
  VDS
  47
  47
  AMSISDOING
  THIS RIGHT?
  ??
  
  AV by Tech Level per 10mm thickness
  TL
  Armor Structure
  Historical material
  1
  1
  1
  Wood, leather, bone, stone
  2
  2
  1
  Copper 
  3
  3
  2
  Bronze
  4
  5
  3
  Iron
  5
  7
  4
  6
  10
  5
  Steel
  7
  13
  7
  8
  17
  9
  Face-hardened steel
  9
  21
  11
  10
  26
  13
  Aluminum alloys
  11
  31
  16
  12
  37
  19
  Ceramic-metal composites
  13
  43
  22
  ?
  14
  50
  25
  ?
  15
  57
  29
  ?
  A 1m2 area of 10mm thick armor will have a default mass of
  50kg and a default cost of 500Cr. Structural materials used
  as armors have the same mass and volume, but are x.25
  cost. The volume per square meter of any 10mm thickness
  of armor is .01 cubic meter, and is only for purposes of inter-
  nal bulkheads on the vehicle that have an AV of more than
  the base amount for the type of structure bought. While you
  can buy armor or structural panels in any thickness down to
  2mm, the cost of working and shaping it will always have a
  minimum cost of a thickness of 5mm. Since historical armor
  has not been a uniform generic substance, below are some
  rules to let you customize armor types within a Tech Level.
  For a given AV
  A 1m2 sheet of
  Armor type
  Thickness Mass
  Cost
  10mm composite equiv.
  Organic
  x5.0
  x.70
  x.50
  50mm
  35kg
  250Cr
  Light
  x1.5
  x.70
  x2.0
  15mm
  35kg
  1000Cr
  Composite
  x1.0
  x1.0
  x1.0
  10mm
  50kg
  500Cr
  Heavy
  x.80
  x1.2
  x2.0
  8mm
  60kg
  1000Cr
  Ex.Heavy
  x.70
  x1.3
  x2.5
  7mm
  65kg
  1250Cr
  Transparent*
  x3.0
  x1.4
  x4.0
  30mm
  70kg
  2000Cr
  Don't let this confuse you. Just think of “10mm composite
  equivalents”. If you wanted the AV of 24mm of TL9 heavy
  steel, you would multiply 10mm x .8 thickness = 8mm, and
  then divide the result into 24mm to get the number of
  “10mm composite equivalents”, which is exactly 3 in this
  case. So the AV of 24mm of heavy steel is 3 times the AV of
  10mm of composite armor.
  Example - An armored car is plated in 4mm of TL11 armor
  steel, a heavy armor, with a total area of 40m2. The table
  above says that 8mm of heavy armor is equivalent to 10mm
  of composite armor, so we have 4mm/8mm = x.5 of a
  “10mm composite equivalent”. At TL11, this is AV31 x .5 =
  15.5, rounding down to AV15. The table also says that 8mm
  of heavy armor is 60kg and 1000Cr per 1m2. Since we have
  half that (4mm), the armor mass is 40m2 x 60kg x 4mm/8mm
  = 1,200kg. The cost is based on a minimum of 5mm thick-
  ness, for a cost of 40m2 x 1000Cr x 5mm/8mm = 25,000Cr.
  Basics
  This is some enhancement to the outer structure of the vehi-
  cle for a specific purpose. Armor, vacuum sealing, water-
  proofing, streamlining, wings and so forth are all different
  types of surface treatment.
  Armor
  Armor is probably the most obvious and fussed over surface
  treatment on any player-designed vehicle, for good reason.
  A vehicle may be partially or fully armored, and armored on
  any of its six facings: Top, bottom, right, left, front and rear.
  Any vehicle that is not an open framework of girders and
  structural elements will have armor. Even the skin of a zep-
  pelin will be bought as armor (but not much!) using the rules
  that follow. Minimal armor is not a problem to figure out,
  however, many combat vehicles have enough armor that it
  begins to subtract from the internal volume available. VDS
  gets around this by assuming that you design the volume of
  the vehicle first to fit what you want inside, and the armor of
  the vehicle goes from that point outwards. 
  So, the volume of armor is factored out of the equation,
  although in extreme cases you will need to readjust the
  external dimensions of the vehicle and possibly its perfor-
  mance figures (if armor on any two opposing facings is more
  than half a meter, you may want to check).
  Armor comes in a number of flavors. The most basic is mili-
  tary vs. civilian, or armor vs. structure. Car bodies may be
  made of TL12 steels, but they are not TL12 armor steels.
  The protection afforded and cost will vary. As for structure, if
  you use out of date armor materials (below current TL), you
  save 20% of armor cost per TL below the current one (maxi-
  mum 90% discount). For instance, using TL9 structure
  materials on a TL11 tank saves 40% on the armor cost.
  Virtually any Tech Level can get any level of armor desired.
  Even a Cro-Magnon can hide behind a hill to stop a tank
  cannon. The question is, can you mount that hill on wheels?
   
  VDS
  VDS
  48
  48
  SURFACE
  TREATMENTS
   
  66
  
  Organic armors
  These are made of natural materials of some kind, such as
  lacquered wood, resin-impregnated cloth, wicker, leather
  and so forth. At high tech levels they might represent some
  byproduct of advanced genetic research. Organic armors
  have x.7 the mass for a given AV, but are usually x5 thick-
  ness and x.5 cost for a given level of protection. Organic
  materials are usually flammable or support combustion.
  Historically they usually run from the TL2-5 level, and do not
  get a level of protection past the TL5 level without GM per-
  mission and/or some sort of rationale.
   
  i By these calculations, the density of an organic armor is .7
  (water is 1.0, steel is 7.7)
  Example - At TL1, 10mm of default armor has an AV of 1,
  and 1m2 would mass 50kg and cost 500Cr. If this armor
  were wood or other organic armor, it would instead be
  50mm thick, mass 35kg and cost 250Cr.
  ﬁ« Organic materials do not improve with Tech Level until
  genetic engineering becomes possible, but means of
  preparing the organic materials do, and the types of organic
  materials considered for armor will change as well. In addi-
  tion, experience will provide more effective means of apply-
  ing, reinforcing or bracing the armor panels.
  Light armors
  These are made from plates of the best lightweight metal or
  materials available at that Tech Level. They have x.7 the
  mass for a given AV, but are usually x1.5 thickness and x2.0
  cost for a given level of protection.
  i By these calculations, the density of a light armor is 2.3
  (water is 1.0, steel is 7.7)
  Example - At TL10, 10mm of default armor has an AV of
  26, and 1m2 would mass 50kg and cost 500Cr. If this armor
  were magnesium-aluminum alloy, it would instead be 15mm
  thick, mass 35kg and cost 1000Cr.
  Composite armors
  These are made from some combination of light and heavy
  materials, like iron-reinforced wood, steel-faced aluminum,
  plate armor over a padded gambeson, etc. These have the
  default mass and thickness.
  i By these calculations, the density of a composite armor is
  5.0 (water is 1.0, steel is 7.7).
  Example - At TL4, 10mm of default armor has an AV of 5,
  and 1m2 would mass 50kg and cost 500Cr. If this armor
  were iron-faced wood, it would be the default thickness,
  mass and cost.
  ﬁ« Not all armor types are available at all TL's, even if you can
  design them. No lightweight metals? No lightweight armor!
  Heavy armors
  These are made from plates of iron or similar density alloys
  available at that Tech Level. They have x1.2 mass for a
  given AV, and are usually x.8 thickness and x2.0 cost for a
  given level of protection. 
  i By these calculations, the density of a heavy armor is 7.5
  (water is 1.0, steel is 7.7)
  Example - At TL12, 10mm of default armor has an AV of
  37, and 1m2 would mass 50kg and cost 500Cr. If this armor
  were a high grade of steel, it would be 8mm thick instead,
  mass 60kg and cost 1000Cr.
  Extra heavy armors
  These are made from plates of the best heavy metal or
  alloys available at that Tech Level. They have x1.3 mass for
  a given AV, and are usually x.7 thickness and x2.0 cost for a
  given level of protection. 
  i By these calculations, the density of a heavy armor is 9.3
  (water is 1.0, steel is 7.7)
  Example - At TL12, 10mm of default armor has an AV of
  37, and 1 square meter would mass 50kg and cost 500Cr. If
  this armor were a depleted uranium-tungsten alloy, it would
  be 7mm thick instead, mass 65kg and cost 1000Cr.
  Transparent armors
  These are made in such a way as to allow visibility and/or
  weapons fire through all or part of a facing. These are con-
  sidered to be light armors, but twice as thick for the same
  level of protection. At TL's of 8 or less, transparent armors
  are grillworks, and only have a 50-50 chance of stopping an
  attack on that facing at all. Note that if the vehicle has inher-
  ent AV due to streamlining or structure, it will usually still get
  that. A transparent “structural material” would be normal or
  safety glass, while transparent “armor” is bulletproof glass or
  the equivalent.
  Example - At TL11, 10mm of default armor has an AV of
  31, and 1 square meter would mass 50kg. If this were a car
  window, it would mass 70kg, and be 30mm thick. Since an
  actual car window is perhaps 5mm thick of “structural” glass,
  its AV is proportionately lower, and probably AV2 or so.
  i Basically, to save extra calculations on civilian vehicles, just
  assume a normal car has windows with half the AV of the
  body, rounding up.
  i You can use these armor types to reverse engineer real-
  world vehicles you have numbers for. For instance, if an M-
  113 APC (TL10) has aluminum armor of 12-38mm, you
  would use the lightweight armor type and divide the thick-
  ness by x1.5 to get the equivalent composite thickness (8-
  25mm) and use the TL10 armor numbers to see that the
  Armor Value of an M-113 ranges from AV21 to AV65.
  VDS
  VDS
  49
  49
  
  Hardened armor
  An armor material (as opposed to a structural material) will
  ignore the armor-piercing effects of most weapons of a
  lower TL than the armor. Structural materials will suffer the
  effects of armor-piercing attacks of most TL's. Armor materi-
  als may be x1 or x2 hardened. A hardening of x1 protects
  the armor from armor-piercing attacks of the same TL or
  lower, and x2 hardening protects from attacks of the armor's
  TL+1 or lower. A hardening of x1 is a cost multiple of x2,
  and x2 hardening is a cost multiple of x4.
  Radiation abatement
  This is basically extra mass added solely to stop radiation or
  other hostile proximity effects. Normal vehicle armor of any
  type will stop half its AV in rads per hour (round down), and
  will protect against contaminated particles if the vehicle sur-
  face is airtight. Specialized radiation abatement armor will
  stop double its AV, has a mass and volume like composite
  armor or structure, but costs twice as much. For a vehicle
  which only has limited radiation protection, and which uses
  other vehicle components to shield the crew (like surround-
  ing the passenger compartments with fuel), additional pro-
  tection may be had. If the component layout is done to pro-
  tect the crew, then half of the protecting systems can be
  counted as armor mass to get an equivalent AV for that
  area. Note that this means these items can't be maintained,
  serviced or repaired without leaving the protected area.
  Uncrewed vehicles do not need special radiation protection,
  but to represent hardened electronics, you can double the
  cost of all components like radios, sensors or computers.
  Protection from
  AV needed
  Light contamination
  2
  Medium contamination
  20
  Heavy contamination
  100
  Heavy solar flares
  200
  Gas giant magnetosphere
  500
  Example - A TL12 space station with a crew of 10 has a
  “radiation vault” where they go to sit out massive solar
  flares. This has a shielding with an AV of 100, which is dou-
  bled to 200 for radiation protection (it could also be special
  purpose armor, see following). If each person is given 2m3
  of space (a minimum quarters bunk, p.42), this is a total pro-
  tected volume of 20m3, or 4m x 2.5m x 2m, which has a total
  surface area of 46m2. At TL12, 46m2 of composite armor
  with an AV of 100 will cost (AV100/AV37) x 46m2 x 1000Cr
  = 120.4KCr, and will have a mass of (AV100/AV37) x 46m2
  x 50kg = 6,200kg (6.2 tons).
  Special purpose armor
  Some types of armor are exceptionally good at stopping a
  particular type of attack. These armors are x3.0 as effective
  and expensive per unit thickness as normal armor, but only
  x.1 as good (round down) vs. all other types of attack.
  Special purpose ablative armors are available the same
  Tech Level as the attack they protect against. Durable spe-
  cial purpose armors are available the Tech Level after the
  attack is introduced. Special purpose armors may be lay-
  ered on top of regular armors, giving a dual Armor Value,
  like 50(70), where the number in parentheses is the total AV
  vs. a particular attack, and the number outside the parenthe-
  ses is the value against all attacks. The special purpose
  armors may be bought to counter:
  Heat or fire (flamethrowers, molotov cocktails)
  A portion of the electromagnetic spectrum:
  Visible and near-visible light (IR, visible, UV)
  Charged particles (plasma weapons)
  Hard radiation (X-ray lasers)
  High energy radio waves (masers)
  Plasma jets (shaped charges, fusion guns)
  Stopping regular kinetic energy from projectiles is the basic
  purpose of all armor, and it cannot be bought as a special
  purpose armor for kinetic energy only.
  Example - A TL11 space vehicle has lightweight armor tiles
  that are designed to be heat-resistant, and are 30mm thick.
  If we divide 30mm by x1.5 for lightweight armor, we get
  20mm effective thickness, for an effective AV of 62. Since
  this is a special-purpose armor, it has x3.0 AV vs. heat, or
  186, but only x.1 vs. other attacks, or an AV of 6.
  If such a special armor is penetrated, assume that a portion
  of the special armor has been destroyed and will need to be
  replaced. This depends on the size of the attack and the
  vehicle, and is too cumbersome to figure out the exact
  chance of hitting the damaged portion again on a later hit.
  Special purpose armors that are ablative will “burn off” after
  one use, and are suitable for single-use re-entry vehicles or
  other limited applications. These are x1.0 cost instead of
  x3.0 cost, but otherwise act the same. They are usually
  available one TL before a more advanced, multiple-use
  armor appears (e.g. ablative Apollo re-entry shield vs. re-
  usable Space Shuttle tiles).
  i In general, a properly controlled atmospheric re-entry will
  act like a heat-based DV of 200 to the front of the vehicle
  and a heat-based DV of 100 to most other vehicle surfaces.
  An Improper re-entry can be as damaging as desired...
  VDS
  VDS
  50
  50
  
  Body armor
  This is obviously not a vehicle concept, but at some TL's,
  the difference between a large suit of armor and a small
  vehicle becomes very small.
  It takes about 1m2 of surface area to cover the front and
  back of a normal human, but about double this to armor
  them because of overlaps and spacing considerations. So,
  the mass and base cost of the armor can be based on a 2m2
  number. The complex shapes required to allow normal
  movement in this armor will increase the cost. Assume nor-
  mal cost for body armor, but each joint in the armor that
  allows flexibility or access is a +.1 to this multiple, counting
  the fingers of a hand as five joints and toes of a foot as one
  joint. Armor with less than full coverage is pro-rated based
  on the number of hit locations involved (e.g. legs are 7-10
  on a d10 hit location chart, so leg armor is x.4 cost, or x.2
  cost each). 
  Location
  Area
  Joints
  Cost
  Head & neck
  .20m2
  faceplate and gorget
  x.24
  Torso
  .60m2
  waist
  x.74
  Arm(each)
  .20m2
  shoulder, elbow, wrist, fingers
  x.36
  Leg (each)
  .40m2
  hip, knee, ankle, toes
  x.56
  All
  2.0m2
  -
  x2.5
  Example - An 10mm thick armored arm would have a base
  cost of x1, with additions for the shoulder(+.1), elbow(+.1),
  wrist(+.1) and fingers(+.5), increasing base cost to x1.8.
  Then a x.2 is applied for the arm being just .2m2 of the
  whole body total of 2m2, for a final multiple of x.36. A TL6
  composite armor would have an AV of 10, and for the arm
  have a mass of 50kg x .2m2 = 10kg, and a cost of 500Cr x
  .36 = 180Cr. A full suit would mass 100kg, and cost 1000Cr
  x 2.5 = 2500Cr (you get a discount on a full suit).
  For vehicle purposes, the normal AV is used. For damage to
  a person inside tightly fitting or flexible armor (.1m3), the
  blunt trauma value is equal to the total AV, so the final AV of
  10 in the previous example would end up being 10/10. A
  person in rigid armor with padding, or powered armor (.2m3)
  would take 60% of the blunt trauma value and add it to the
  soak value, rounding any fractions as desired so long as the
  total stays the same. If the AV of 10 in the previous armor
  were like this, it would be listed as 16/4. The thickness of
  worn armor should never exceed 10mm of armor for any-
  thing moved by the wearer's muscle power. For a roughly
  person-sized suit of powered armor, this could be doubled
  to 40mm maximum thickness.
  Rigid body armors are easy to spot, and generally are not
  concealable under clothing. Flexible armors can be con-
  cealed under clothing if their torso thickness is 5mm or less
  and extremity thickness is 2mm or less. Most flexible body
  armor is designed as lightweight or “organic” (fabric) armors.
  Flexible metal armor like chainmail is visually concealable,
  but usually noisy when the person wearing it moves.
  Sloped armor
  Sloped armor is a special case that makes armor effectively
  thicker. For instance, look at a table top, 1m x 1m. It has a
  certain thickness. Now, look at it along a thin edge. If an
  attack hit exactly on that edge, the table would be 1m thick.
  If you looked at the table from a slightly higher angle, it
  would be less than 1m thick, but more than if you just mea-
  sured it from one face to the other.
  In game terms, sloping makes a vehicle larger without
  changing its internal volume. Sloping armor presumes you
  pivot it around its center, adding volume underneath, and
  taking it away on top.
  Each facing of the vehicle that is sloped will extend an extra
  amount away from the center of the vehicle, the exact
  amount based on the angle of slope.
  Sloping
  Armor multiplier Extra vehicle dimension
  0°
  x1.00
  0m per 1m of height
  20°
  x1.06
  .2m per 1m of height
  30°
  x1.15
  .3m per 1m of height
  40°
  x1.30
  .4m per 1m of height
  50°
  x1.56
  .6m per 1m of height
  60°
  x2.00
  .9m per 1m of height
  70°
  x2.92
  1.4m per 1m of height
  80°
  x5.76
  2.8m per 1m of height
  Example - A 16m3 vehicle is bought as being 4m long, 2m
  wide and 2m high. An AV of 50 is bought for the front, and
  sloped 60° for extra effect. The AV on the front of the vehi-
  cle is now 50 x 2 = 100, but the vehicle gains .9m of length
  for each 1m of height (or an extra 1.8m). The internal vol-
  ume is still 16m3, but the dimensions are now 5.8m long, 2m
  wide and 2m high. Handling characteristics would be based
  on the new vehicle dimensions.
  Sloping only makes the armor appear thicker from a given
  angle of attack, normally the angle from which you expect
  the vehicle to be hit. The sloping bonus does not apply if
  attacked from an angle that negates the sloping effect.
   
  1
  1.56
  2.92
  1.15
  VDS
  VDS
  51
  51
  
  ﬁ« One important side effect of sloped armor is that it adjusts
  the area of the top, front and bottom facings of the vehicle,
  which will affect the mass of any added armor on those fac-
  ings. For instance, the front and bottom facings are usually
  larger, and the top facing smaller. If the sides are sloped as
  well, this adds even more complexity, and there isn't much
  we can do to help you except warn you in advance.
  Normally you will just ignore this particular effect, since it
  usually works to your advantage.
  ﬁ« Also note that sloping is not inherent on any vehicle configu-
  ration. Just because you have a “wedge” vehicle does not
  mean it has a sloped front or sides. It could have a wedge
  profile in the form of a number of vertical and horizontal sur-
  faces with no slope at all (like stairs), and does not get the
  benefit or limitation of sloped armor unless you buy it as
  such. For instance, a car with a long hood, near vertical
  windshield and flat roof might be designed as a “wedge”
  because that most accurately represents its volume and sur-
  face area for a given length, but you wouldn't assume it had
  sloped armor.
  Waterline armor
  Many naval vessels have less armor below the waterline,
  especially in Tech Levels where there are no torpedoes or
  underwater weapons. If you have figured out how much of
  your vessel you want to be underwater, then armor for a fac-
  ing can be split into above/below waterline amounts. The
  percentage of a water vehicle that is below the waterline is
  its mass in tons divided by its volume in cubic meters.
  Example - If a 100m3 ship had a mass of 40 tons, then 40%
  of the ship would be below the waterline. If 40% of the ship's
  mass is below the waterline, you would simply use 40% of
  the surface area to determine the mass of armor below the
  waterline, and 60% of the surface area to determine the
  mass of armor above the waterline.
  Battering rams
  A reinforced front structure to deal ramming damage is
  bought as extra armor for the front facing of the vehicle, but
  only for an area of half the normal front facing. If the vehicle
  was designed to mount a ram, there is no additional struc-
  ture mass needed. Retrofitting a ram requires extra struc-
  ture mass equal to the ram mass, or a total extra mass
  equal to that of armoring the entire front of the vehicle. The
  armor protection of the ram protects the vehicle from dam-
  age it would take while ramming by stopping it and distribut-
  ing the impact across the vehicle frame. The actual area of
  the ram (to see how big a hole it can leave) is assumed to
  be x.1 of the vehicle's front armor. See p.99 for advanced
  rules on ramming and p.97 for rules applying to taking on
  water from surface breaches.
  Turrets
  Turrets are normally pivoting weapon mounts placed on a
  large vehicle, and represent a modification of the “armor”
  surface treatment. In its most basic form is it simply a vol-
  ume protected by armor, which contains some or all of a
  vehicle weapon, plus possibly space for people and equip-
  ment. You can either do this as a “vehicle-on-a-vehicle”, like
  putting a turret slab on top of a tank slab, or more simply,
  just assume the turret is part of the overall vehicle volume,
  with a cost associated with the turret machinery. If designed
  as separate items, turrets can be armored to different levels
  than the vehicle itself. Armor area and mass would be fig-
  ured as for the turret “vehicle” with the usual note that the
  bottom of the turret is usually open and has an AV of 0.
  Weapons in turrets require a base 1m3 of volume per
  1,000kg of the weapon that is protected by armor, which
  includes space for the weapon to be loaded, pivoted and to
  some degree maintained. If the weapon is manually
  reloaded or aimed from the turret, then the turret must
  include enough volume for the crew to do this, and perhaps
  some space for extra ammunition. 
  The default turret allows the weapon to move up to a total of
  30° in some combination of horizontal and vertical motion.
  Most turrets restrict the weapon to vertical motion, since
  horizontal motion (360° rotation) is taken care of by the tur-
  ret itself. Each extra 30° of weapon freedom adds .2m3 of
  volume per 1,000kg of protected weapon. You can limit
  weapon freedom by 15° and subtract .2m3 of volume per
  1,000kg of protected weapon. A turret has a base cost of
  1,000Cr per m3 of final volume in addition to weapon cost. A
  non-turreted gun mount has a cost of 500Cr per m3 of final
  volume.
  Example - A vehicle-mounted anti-aircraft gun needs to be
  able to fire straight up (90° of weapon freedom), so 1,000kg
  of protected weapon takes up 1.4m3 (since the weapon has
  30° of freedom normally, we just get an extra 60° for an
  extra .4m3). A cramped Soviet tank might have 15° less
  weapon freedom than normal, and 1,000kg of protected
  weapon would only take up .8m3.
  You could work out some tedious calculations on a power
  plant, power train and so forth to calculate turret rotation.
  However, VDS will assume a default turret can make one
  complete rotation each number of turns equal to the cube
  root of its total mass (loaded turret mass.33), provided the
  vehicle has power. If there is no power, it must be turned by
  hand, which for tank-sized turrets will be very slow (loaded
  turret mass.5). At TL's of 10+, if you double turret cost, you
  can double traverse speed, once at TL10 and once more for
  each TL past 10.
  Example - A TL12 turret could be bought with x8 rotation
  speed for x8 cost.
  VDS
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  52
  52
  
  Streamlining
  This cuts the wind or water resistance of the vehicle, and
  may also add to its aesthetic appeal. You may have already
  calculated the base top speed of your vehicle. Now, you
  have to see how the medium it operates in will reduce that
  top speed.
  Medium effects
  Most of the streamlining calculations reduce the the ability of
  a vessel to reach high speeds. The denser the medium the
  vehicle moves through, the more surface drag there is, and
  the lower the speed at which there are significant drag
  effects. Vehicles lose 1m/sec from top speed for each multi-
  ple of the listed speed (round speed down), based on the
  medium they are travelling through and their level of stream-
  lining.
  Medium
  Lose 1m/sec per
  vacuum
  n/a
  45m/sec
  thin (high atmosphere air pressure)
  32m/sec
  23m/sec
  normal gas (sea level air pressure)
  16m/sec
  11m/sec
  dense gas
  8m/sec
  very dense gas/very light liquid
  6m/sec
  liquid immersion (submersibles)
  4m/sec
  gas-liquid interface (boats)
  3m/sec
  2m/sec
  1.4m/sec
  1.2m/sec
  Streamlining type
  Modifier
  None
  +3 row
  Minimum
  +2 row
  Basic 
  +1 row
  Partial optimum 
  +0 rows
  Optimum
  -1 row
  Example - A normal car with basic streamlining has a top
  speed for its power plant and power train of 30m/sec. Since
  it operating in air, it normally loses 1m/sec for each
  16m/sec, but since it only has basic streamlining, this is
  dropped one row to 1 per 11m/sec. Since 30/11 rounds
  down to 2, the car loses 2m/sec from its top speed and
  drops to a maximum speed of 28m/sec.
  Streamlining types
  The following guidelines can tell what types of streamlining
  are appropriate for your vehicle.
  None
  The vehicle has no streamlining whatsoever, and the only
  surface panels are those which are part of the structure, or
  absolutely required for vehicle operation, like keeping rain
  off the engine. An old farm tractor is an example of this.
  Balloons are assumed to have no streamlining unless they
  have enclosed and protected gondolas, and in this case the
  streamlining still only applies to the gondola. A vehicle with
  no streamlining has no extra cost.
  ﬁ« Note that at high speeds, any form of debris becomes a
  damaging projectile. A 10 gram chunk of gravel has the fol-
  lowing DV at the speeds below.
  Velocity
  DV
  Velocity
  DV
  20m/sec (72kph/45mph)
  1
  150m/sec (540kph/335mph)
  6
  40m/sec (144kph/89mph)
  2
  200m/sec (720kph/447mph)
  9
  70m/sec (252kph/156mph)
  3
  250m/sec (900kph/559mph)
  11
  100m/sec (360kph/224mph)
  4
  300m/sec (1,080kph/671mph) 14
  Since a vehicle with no streamlining has no windscreen, this
  type of debris can range from annoying to fatal if you decide
  to make a brute force machine with this kind of top speed.
  This type of DV is comparable to what you would get from a
  larger but squishier bird impact, which could be catastrophic
  if hitting an aircraft windscreen or jet intake.
  Minimum
  The absolute minimum required to keep unrestrained pas-
  sengers from falling out and keeping the weather off them
  and the cargo space. An old military truck or utility vehicle is
  a good example. Any form of streamlining greater than
  “none” gives the vehicle doors and windows appropriate to
  the norm for that Tech Level, ranging from portholes to safe-
  ty glass. At a minimum level of streamlining, these doors
  and windows may be removable at no extra cost. Assume a
  mass for a door of .5m2 of vehicle armor per door, window
  or door+window combination. This does not add to stream-
  lining mass, but is considered part of it. Vehicle mass is
  reduced when they are removed, but the streamlining effect
  is also lost. A vehicle with minimum streamlining has no
  extra cost except for the armor or structural panels required
  to cover at least 5 of its 6 facings.
  Example - You want a two-door utility vehicle with remov-
  able doors. When they are off, the vehicle is lighter, and the
  passengers have no side protection.
  VDS
  VDS
  53
  53
  
  Basic
  Some small amount of aerodynamic thought went into the
  outer surface of the vehicle. Passengers and cargo may be
  fully protected from the elements. A typical car is a good
  example. A non-maneuverable re-entry vehicle like an
  Apollo capsule may get by with this level of streamlining,
  and blimps and dirigibles are assumed to have basic
  streamlining. Basic streamlining multiplies the cost of all
  vehicle armor by x1.2.
  Partial optimum
  Aerodynamic considerations played an important part in the
  vehicle design. This is only worthwhile on fast vehicles.
  Partial optimum streamlining includes any extra cost
  required for retractable landing gear on any air vehicle. It
  would include similar considerations on other vehicles that
  operate in multiple modes as well, like retracting wheels on
  an amphibious car. A good example of this level of stream-
  lining is a utility boat, cargo aircraft or sports car. Any vehi-
  cle capable of maneuvering during atmospheric re-entry
  must at least have partial optimum streamlining. This level
  of streamlining poses some design restrictions. A vehicle
  with this level of streamlining must be at least 3 times as
  long as its shortest other dimension, not counting any addi-
  tions to a dimension caused by wings or rotors. Partially
  optimized vehicles have an armor cost of x1.5. Vehicles with
  partial optimum streamlining do not have to get sloped
  armor, but on box configuration vehicles, a slope of 45°
  would be appropriate (the vehicle could be generally
  tapered without actually being sloped armor).
  Optimum
  A design where minimum drag is the ultimate arbiter of vehi-
  cle shape. Any vehicle that can push itself to supersonic
  speed (≥300m/sec) must be optimally streamlined. This cost
  includes retractable landing gear and minor aerodynamic
  surfaces. A good example is a fighter jet, speedboat, most
  military ships or submersibles or a Formula 1 race car. A
  vehicle with this level of streamlining must be at least 5
  times as long as its shortest other dimension, not counting
  any additions to a dimension caused by wings or rotors.
  Optimum streamlining is seldom used on mundane vehicles,
  as it requires compromises in passenger comfort, size,
  placement of cargo capacity and so on. Fully optimized
  vehicles have an armor cost of x2. Vehicles with optimum
  streamlining do not have to get sloped armor, but on box
  configuration vehicles, a slope of 60° would be appropriate
  (the vehicle could be generally tapered without actually
  being sloped armor).
  To speed the calculation of any streamlining effects in an
  Earth-normal atmosphere or water environment, use the fol-
  lowing table. Find the normal top speed of the vehicle, and
  then subtract as appropriate to get the actual top speed,
  based on the level of streamlining.
  Normal top
  Partial
  speed
  None
  Minimum
  Basic
  optimum Optimum
  5m/sec
  -0/-4
  -0/-3
  -0/-2
  -0/-1
  -0/-1
  10m/sec
  -1/-8
  -1/-7
  -0/-5
  -0/-3
  -0/-2
  15m/sec
  -2/-12
  -1/-10
  -1/-7
  -0/-5
  -0/-3
  20m/sec
  -3/-16
  -2/-14
  -1/-10
  -1/-6
  -0/-5
  25m/sec
  -4/-20
  -3/-17
  -2/-12
  -1/-8
  -1/-6
  30m/sec
  -5/-25
  -3/-21
  -2/-15
  -1/-10
  -1/-7
  35m/sec
  -5/-29
  -4/-25
  -3/-17
  -2/-11
  -1/-8
  40m/sec
  -6/-33
  -5/-28
  -3/-20
  -2/-13
  -1/-10
  50m/sec
  -8/-41
  -6/-35
  -4/-25
  -3/-16
  -2/-12
  70m/sec
  -11/-58
  -8/-50
  -6/-35
  -4/-23
  -3/-17
  100m/sec
  -16/-83
  -12/-71
  -9/-50
  -6/-33
  -4/-25
  150m/sec
  -25/-125 -18/-107
  -13/-75
  -9/-50
  -6/-37
  200m/sec
  -33/-166 -25/-142 -18/-100
  -12/-66
  -8/-50
  250m/sec
  -41/-208 -31/-178 -22/-125
  -15/-83
  -10/-62
  300m/sec
  -50/-250 -37/-214 -27/-150 -18/-100
  -13/--75
  500m/sec
  -83/-416 -62/-357 -45/-250 -31/-166 -21/-125
  Example - A car with a designed top speed of 50m/sec and
  given minimum streamlining would actually have a top
  speed of 44m/sec, since it takes a -6m/sec from the poor
  streamlining.
  Example - A 1,000kg speedboat with a pair of 200hp out-
  boards (300kw total) has a normal top speed of 148m/sec
  (533kph/332mph), modified by x.5 to 74m/sec (267mph/166mph)
  by its power train type. If it was partially optimum stream-
  lined, its top speed would be 50m/sec (180kph/1112mph) and
  if optimum streamlined it would be 56m/sec (202kph/125mph).
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  Wings
  Wings are any type of external vehicle surface that provides
  lift (and usually a portion of directional controls). To get air-
  borne, a vehicle will require a number of square meters of
  lifting surface equal to its loaded mass, divided by the kilo-
  watts of power devoted to getting airborne. Any excess
  power can be applied to the climb rate. This area is one side
  of the wing for purposes of lift. For purposes of armoring or
  surfacing the wing, multiply this amount by 2.
  Wing area in m2 = (mass in kilograms/power in kilowatts used)
  or
  Power in kilowatts = (mass in kilograms/wing area in m2)
  Example - A 1,000kg airplane with 20m2 of wing (1.5m deep
  and 6.7m long on either side of the airplane) will require
  (1,000kg/20m2) = 50kw of engine output to maintain level
  flight. If this plane had a 100kw engine, the rest of the output
  could be used to gain a climb rate greater than zero.
  ﬁ« This lift figure applies only in an Earth-normal atmosphere.
  In other mediums, the power requirements will be different.
  In other mediums in which wings or lifting surfaces can be
  used, apply the following modifiers.
  Medium
  Power requirement
  Vacuum
  lifting surfaces do not work
  Extremely thin (Mars)
  x5.0
  Thin (>10,000m altitude)
  x2.0
  Normal (sea level)
  x1.0
  Thick (dense atmosphere)
  x.70
  Liquid (water)
  x.10
  Lifting surfaces have a mass per 1m2 equal to the same pro-
  portion of mass to surface area of the vehicle's structure,
  plus the mass of the armor or structure covering twice the
  appropriate wing area. For instance, say a vehicle with a
  mass of 10 tons and a pre-wing surface area of 100m2 has 1
  ton of structure per 10m2 of area. So, wings will also have 1
  ton of structure per 10m2 of area. The maximum wing load-
  ing is the maximum safe turn rate the vehicle can handle.
  That is, an aircraft that can handle a turn of 30 (3g's) in a
  turn will have wings that mass 3 times as much as those on
  an identical aircraft that can only handle a turn of 10 (1g).
  Example - A large aircraft with a structure mass of 120 tons
  and an area of 1,500m2, plus 200m2 of wing will have 120
  tons/1,500m2 x 200m2 = 16 tons of wing structure. If it uses
  2mm of TL10 lightweight structural material as wing surface,
  this will have a mass of (2mm/35kg for 10mm of lightweight
  structural material) x 200m2 x 2 (both sides) = 2,800kg for
  wing surface, for a total wing mass of 18.8 tons. These, by
  the way, are approximate figures for a TL10 airliner with a
  total mass of 300 tons, with a Turn of between 30 and 40. It
  would require about 1,500,000 watts (2000hp) of power to
  maintain level flight with a wing this size.
  Because of turbulence, wind shear and other effects, lifting
  surfaces that can handle less than 3g's are not recommend-
  ed. Assume that breaking the sound barrier requires wings
  that can handle 5g's of stress. Gossamer-delicate wings like
  those found on man-powered aircraft may only handle .1-.2g
  of stress, and a moderate wind gust can snap them.
  Assume each 1m/sec of wind gusts can exert as much force
  as a turn mode of 1 (.1g).
  ﬁ« Anything you choose to hang off a wing like missiles or
  bombs or power plants will not alter wing mass, but very
  large items like power plants may interfere with lift on that
  section of wing, necessitating more wingspan to get the
  same surface area. That is, if you have a 1m3 power plant
  on a wing, you are probably giving up 1m of wing length and
  lift to put it there.
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  Stall speed
  The stall speed of an aircraft is the minimum level speed at
  which its wings provide sufficient lift to overcome gravity.
  This is the (mass of the aircraft.5/amount of wing area).5,
  times 50m/sec, round nearest.
  Stall/takeoff speed = (Mass in kg.5/wing area).5 x 50m/sec
  This is also the takeoff velocity of the aircraft. Once it has
  accelerated along the ground to this velocity, it may become
  airborne and use any spare power to climb. Horizontal take-
  off vehicles with an acceleration greater than gravity (like a
  jet on afterburners) must still reach this speed before they
  can use lifting surfaces to angle the nose upward and get off
  the ground unless they can takeoff from a ramped surface.
  For a basic idea of stall/takeoff velocities, see the table
  below. Wings can be optimized for certain speed regimes at
  a later point (like STOL or high-speed aircraft), and stall
  speed is adjusted by the same factor as power for different
  atmosphere types.
  Aircraft
  Wing area
  mass
  10m2
  20m2
  40m2
  80m2 150m2 300m2 500m2
  500kg
  75m/s 53m/s 37m/s 26m/s 19m/s 14m/s 11m/s
  1,000kg
  89m/s 63m/s 44m/s 31m/s 23m/s 16m/s 13m/s
  2,000kg
  106m/s 75m/s 53m/s 37m/s 27m/s 19m/s 15m/s
  4,000kg
  126m/s 89m/s 63m/s 44m/s 32m/s 23m/s 18m/s
  8,000kg
  150m/s 106m/s 75m/s 53m/s 39m/s 27m/s 21m/s
  16,000kg
  178m/s 126m/s 89m/s 63m/s 46m/s 32m/s 25m/s
  32,000kg
  211m/s 150m/s 106m/s 75m/s 55m/s 39m/s 30m/s
  64,000kg
  251m/s 178m/s 126m/s 89m/s 65m/s 46m/s 36m/s
  Approximate figure for a loaded F-15 fighter jet
  Approximate figure for U-2 reconnaissance plane
  Approximate figure for Piper Super Cub
  Example - The previous vehicle had a mass of 1,000kg and
  20m2 of wing area, so its stall speed is (1,000kg.5/20m2
  wing).5 x 50 = 63m/sec (226kph/141mph).
  The top speed of an aircraft (even an optimally streamlined
  one) is reduced by the amount of wing surface. Subtract
  twice the wing area from the kilowatts of output of the power
  plant for determining maximum speed.
  Example - Normal top speed for an air vehicle is (power x
  mass).6/mass, multiplied by 2 for an indirect to thin medium
  power train (like a propeller). So, normal top speed for our
  1,000kg, 100kw output airplane is (100,000w x 1,000kg).6/
  1,000kg x 2 = 126m/sec (454kph/279mph). However, since
  engine output is reduced by 40kw (to 60kw) by the 20m2 of
  wing drag, the actual top speed is (60,000w x 1,000kg).6
  /1,000kg x 2 = 93m/sec (334kph/205mph). This would be fur-
  ther affected by streamlining. As a note, this airplane cannot
  operate at high altitudes, as its stall speed in thin atmos-
  pheres (>10,000m altitude) is going to be higher than its
  maximum speed.
  Speed regimes
  A wing may be optimized for a certain flight speed. The
  default wing gives you an average stall speed. You may
  alter stall speed by 1m/sec for each 1m/sec you alter the top
  speed in the same direction. The maximum change allowed
  is an alteration to top speed equal to the drag effect of the
  wings or halving the stall speed (round up).
  Example - Our previous aircraft had a base top speed of
  126m/sec, an adjusted top speed of 93m/sec and a stall
  speed of 63m/sec. The difference between base and adjust-
  ed top speed is 33m/sec, so we can adjust stall speed by up
  to +33m/sec or -31m/sec (halving the stall speed). We can
  adjust performance from a minimum of 32m/sec stall speed
  and 62m/sec top speed to a maximum of 96m/sec stall
  speed and 126m/sec top speed.
  Variable pitch wings
  These provide the benefits of two different speed regimes,
  giving a lower stall speed when swept forward, and a higher
  top speed when swept back. The machinery to accomplish
  this has a mass of 1% of the wing mass per 1% that top
  speed is increased, and requires a number of watts to
  power equal to its mass times the maximum velocity in
  m/sec it may be used at. Altering wing pitch takes 1 second
  per 100kg of total wing mass (including machinery). This
  time may be doubled or halved by doubling or halving the
  mass of the machinery. The maximum speed before stream-
  lining effects is still the base top speed of the vehicle.
  Example - A 10,000kg airplane with 45m2 of wing (3m deep
  and 7.5m long on either side) will require (10,000kg/45m2) =
  222kw of engine output to maintain level flight. We'll say the
  wings have a total mass of 700kg. The plane has a stall
  speed of (10,000kg.5/45m2).5 x 50 = 75m/sec (268kph/161mph),
  and we'll say an adjusted maximum speed of 250m/sec
  (900kph/ 540mph). The designer wants variable pitch wings to
  increase top speed to 290m/sec (1044kph/ 626mph), or
  +40m/sec, an increase in speed of 16%. So, the increase in
  wing mass is 16%, or 112kg for the swept wing machinery.
  When fully swept back, stall speed is increased by 40m/sec,
  from 75m/sec to 115m/sec, but top speed is also increased,
  from 250m/sec to 290m/sec. The machinery to accomplish
  this draws 108kg x 290m/sec = 31,320 watts, or about 42
  horsepower. This might seem like a lot, but it is swinging
  part of a 700kg wing forward against a 290m/sec headwind.
  Since the wings plus machinery mass 812kg, changing wing
  pitch normally requires 8 seconds.
  Folding wings
  Folding wings (or rotors) will increase the mass (and cost) of
  the wing structure by x1.1, but will halve the longest wing
  dimension for purposes of storing the vehicle. The energy
  and time required to fold/unfold the wings is as for a variable
  pitch wing at a speed of 1m/sec (i.e. watts equal to total
  wing mass in kg).
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  Wing profiles
  Once you have a given area of wing, the question remains
  as to what to do with it. Wings can be designed in a variety
  of configurations. The most common ones are below. The
  guidelines for dimensions are for your information, and are
  not carved in stone. For instance, all delta wings are not
  exactly at 45° angles, it's just that this makes calculations a
  lot easier.
  Straight - The wings have a rectan-
  gular shape and stick out at right
  angles from the vehicle body, or at
  a slight angle. Normally they have
  a length to width ratio of 20:1 or
  less, with a -1 for each 50m/sec of
  maximum speed.
  Apply another -1 to the ratio for each .5g of wing loading,
  rounding both in favor of longer wings, and with a minimum
  length to width ratio of 2:1. Apply the surface area within
  these constraints to get the actual wing dimensions.
  Example - A jet with a Turn of 40 and a top speed of
  250m/sec has 50m2 of wing area. The normal maximum
  length to width ratio is 20:1, with a -5 to this ratio for top
  speed, and -8 more for wing loading, making the adjusted
  maximum ratio 7:1 instead of 20:1. What remains is to find
  two numbers that have this ratio, and multiply to 50m2. The
  answer is about 18.7m long and 2.7m wide, with half the
  length being on either side of the plane.
  Special effects - The glide ratio of a plane cannot exceed
  the length to width ratio of the wings. There will not be any
  highly efficient stub-wing gliders out there.
  Delta - The wing has a triangular
  shape, shortest at the front, and
  widest at the back. The wing
  dimensions for a delta wing with
  a 45° leading edge angle will be
  equal to the square root of total
  wing area.
  Example - A delta wing of 50m2
  will be about 7.1m long and
  7.1m wide at the widest point.
  The two wing sections are like a
  square that has been cut
  through a diagonal, and placed
  on either side of the plane.
  A delta wing may be used at any speed the vehicle is capa-
  ble of reaching, and the actual dimensions may be slightly
  stretched or shrunk to fit a given concept.
  a
  Truncated Delta - This is like a
  delta wing, but with the tips cut off,
  making it look like a combination
  between a straight wing and a
  delta wing. Divide the total wing
  area into two equal parts. Then
  make a delta wing from one of the
  parts, and apply half of the remain-
  ing part to each side.
  Example - A wing with a total area of 50m2 is made into a
  truncated delta. So, first you make a delta wing out of half
  the area (25m2), or 5m long and 5m wide on each side.
  Then the remaining 25m2 is split into a pair of 5m long sec-
  tions, each of which ends up being 2.5m wide.
  Other wing types can usually be considered variants of
  these three types. For instance, rhomboid wings can be
  treated as truncated delta wings with a rear slope as well as
  a front one. Or, a biplane would just be a pair of straight
  wings. Use your imagination.
  Hydrofoils
  Wings may be applied to water vehicles, and require only
  10% of the power needed in air for a vehicle of the same
  mass (see table on p.55). If a vehicle has “water wings”
  sufficient to lift its mass completely out of the water, it is a
  hydrofoil, and uses “dense gas” numbers for streamlining
  purposes when “airborne”. However, the vehicle must have
  a “gas-liquid interface” top speed high enough that its wings
  get it out of the water first. Hydrofoils must have wing load-
  ing at least equal to the gravity of the planet they are used
  on, and like airplanes, their maximum maneuverability is
  based on how much stress the “wings” can take.
  Example - A 50 ton boat has hydrofoils that provide 55 tons
  of lift (base, plus a safety margin), and a calculated “stall
  speed” of 15m/sec. If the horsepower not devoted to gener-
  ating lift cannot get the vehicle to a speed of 15m/sec, then
  the hydrofoil cannot get “airborne”. If it can, then the new top
  speed of the vehicle is based on the revised drag level.
  A hydrofoil has an altitude above the water equal to half the
  depth of the hydrofoils. This extra distance is not counted
  towards vehicle volume, but does increase the draft of the
  vehicle when stationary or not planing.
  Example - A hydrofoil has a length of 10m, a width of 3m,
  and a depth of 3m. Its hydroplanes have a depth of 2m, so it
  skims at up to 1m above the waves (it can't “fly” if the waves
  are much more than 1m high). When it is not at hydrofoil
  speed, the planes extend an extra 2m below the bottom of
  the boat, making it less able to maneuver in shallow waters.
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  i Hydrofoil rules can also apply to diving planes on a subma-
  rine, and can provide extra lift while in motion in case ballast
  tanks are damaged. Note that if a vehicle is designed such
  that they can be useful for lift, then they also produce drag
  which will reduce the top speed of the vehicle. Hydrofoils
  can use most of the other rules for wings, such as variable
  pitch wings, hardpoints, etc.
  Helicopter rotors
  Helicopters and other VTOL vehicles are a special case of
  wings. The rotor provides lift, forward propulsion and turn
  capability. This creates special design considerations. 
  Controls
  The controls for a helicopter must be bought as at least
  “advanced” quality. This covers the cost for a two-bladed
  rotor. Each blade past this is the “advanced” multiple again,
  so a helicopter with twin three-bladed rotors would have the
  “advanced” multiple four times in addition to the base. Non-
  helicopter VTOL (Vertical Takeoff or Landing) vehicles must
  be bought at “best” quality  (p.11 & p.34).
  Lift
  In order to hover, a helicopter or VTOL must have a vertical
  acceleration of at least 10, which counteracts Earth-normal
  gravity. VTOLs do this through normal power trains and spe-
  cial controls. The power requirements for helicopter and
  VTOL acceleration are the same as for other vehicles (p.7),
  but final acceleration is doubled for vertical lift. Helicopters
  have an indirect to thin medium power train as for a regular
  aircraft, but have additional mass for the rotor itself.
  Helicopters use a rotating wing which is both power train,
  surface treatment and controls rolled into one system. This
  rotor has a mass like a wing of the same area, stressed to
  either the maximum acceleration or maximum Turn of the
  helicopter, whichever is greater. This is designed exactly the
  same as a regular aircraft wing, i.e. the wing area/vehicle
  area ratio is the same as the rotor structure mass/vehicle
  structure mass ratio, and the rotor surface area is doubled
  to get the area needing to be surfaced (top and bottom of
  rotor blades).
  Example - a 1,000kg helicopter requires 250kw to maintain
  an acceleration of 10 (hover). 
  Power in excess of that needed to hover may be applied to
  the climb rate, as per normal rules. The rotor must have a
  wing loading sufficient to handle the anticipated climb rate.
  Any spare power must be split between vertical and horizon-
  tal acceleration.
  Rotor dimensions
  Once you have determined the area of your rotor, you have
  to figure its dimensions. The rotor tip velocity is the “stall
  speed” of the vehicle. The top speed of any helicopter can-
  not exceed 300m/sec minus the rotor tip velocity.
  Example - If our 1,000kg helicopter has 4m2 of wing area, it
  has a “stall speed” of (1,000kg.5/4m2).5 x 50 = 140m/sec. This
  means the rotor tips will be moving at 140m/sec, and the
  maximum forward speed of the helicopter cannot exceed
  (300m/sec-140m/sec) = 160m/sec (576kph/354mph). 
  The minimum length per blade of the rotor is based on this
  “stall speed”.
  Minimum blade length = “stall speed”/(# of blades.5 x 20)
  The minimum blade width is x.04 the blade length. Given
  these two numbers, you can figure out the best rotor for
  your helicopter.
  Example - To keep costs down, we decide our 1,000kg heli-
  copter only has a two-bladed rotor, so each blade has a
  length of 140m/sec stall speed/((2 blades).5 x 20) = 4.9m.
  This is a total rotor width of 9.8m, and with a blade area of
  4m2, the blades are 4m2/9.8m = .41m wide, which is x.08
  the blade length, well within allowable limits.
  Tail rotors
  A helicopter normally has a tail boom with a smaller rotor to
  provide sideways thrust to counteract the rotation of the
  main rotor. This is usually at a distance corresponding to the
  tips of the main rotor, whether a mechanical linkage is used,
  or whether the thrust is provided by an engine fan and air
  ducts. You can either design the vehicle to be that long in a
  standard length, or use a combination of configurations such
  that the smaller one is not less than x.2 the width of the larg-
  er. A helicopter with counter-rotating blades will not require
  a tail rotor, but will require at least enough blades to have a
  second rotor with the same number of blades as the first.
  Example - A Box1 configuration helicopter that was 3m wide
  could have a Cylinder1 or Cylinder2 configuration tail boom
  to get the length required in a more mass efficient way than
  having a single vehicle configuration that was normally long
  enough.
  i Another trick is to use the Wedge configuration in reverse,
  having a narrow tail and broad front to represent a tapered
  tail boom.
  Tilt rotors
  Vertical takeoff vehicles that can pivot their rotors/propellers
  forward for horizontal flight must have all blades at the
  “best” control quality to account for the extra cost of the
  machinery. In addition, such a vehicle will need wings capa-
  ble of providing the lift needed when the rotors are providing
  none. VTOL's that rely on pivoting jet engines do not have
  this limitation.
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  Stealth technology
  This is any part of vehicle design that makes the vehicle
  harder to detect with sensors of one or several types. If
  done as part of the design process, it is substantially more
  effective than if attempted on an already existing vehicle.
  As part of vehicle design, if you apply a x2 cost on all the
  vehicle's surface treatments, you can reduce the size modifi-
  er of the vehicle by 1 vs. a particular type of sensor (radar,
  thermal imagers, etc.). You can keep doubling the cost to
  get protection against multiple sensor types, and keep dou-
  bling it to reduce effective size by -2, -3 or more. However,
  you cannot buy stealth technology vs. a particular type of
  sensor until the Tech Level after the sensor type first
  appears, and the maximum number of times you can reduce
  effective vehicle size is the number of Tech Levels past
  when the sensor first appeared, down to a minimum of the
  (base vehicle size modifier - 4).
  Example - A new “stealth” fighter is a TL12 vehicle. Since
  radar first appeared at TL9, the biggest reduction in appar-
  ent vehicle size is -3 (-1 for each TL past TL9). This would
  make a vehicle that took up 250 hexes (-5 size modifier)
  look on radar screens like a vehicle that took up 4 hexes (-2
  size modifier). Since cost of the surface treatments double
  for each -1 reduction in size, all the surface treatments of
  this vehicle cost x8 normal. This includes armor, streamlin-
  ing, the rotor surface of helicopters, etc.
  i It is worth noting that claims a particular piece of stealth
  technology has the “radar signature of a tin can” are invari-
  ably made by either the company building it or the military
  using it, neither of which is really an unbiased source in the
  matter.
  ﬁ« Note that the increase in cost for surface treatments also
  applies to anything attached to the outside of the vehicle
  (hardpoints and what is attached to them, for instance).
  X-wing or helicopters with variable geometry blades also fall
  into this category. An X-wing helicopter is one which can
  use rotating wings for vertical takeoff, and then lock the rotor
  into a fixed position like a normal wing, using a conventional
  power plant for forward thrust, and the now fixed wing for lift.
  An X-wing helicopter must have an even number of blades,
  with a width of at least x.2 the blade length.
  VTOL notes
  Vertical Takeoff or Landing vehicles are usually configured
  like conventional aircraft, except they have enough thrust to
  fly straight up. They take off from a horizontal or vertical tail-
  down position, and land the same way. As mentioned earlier,
  VTOL's require “best” level controls to handle the delicate
  maneuvering required, and unless VTOL vehicles are the
  norm in a culture, they usually require a specific skill to
  operate. This control quality multiple is for being a VTOL
  and is in addition to the normal control quality.
  Spoilers
  These are aerodynamic surfaces placed on a land vehicle to
  increase traction. They are treated as wings in all respects,
  except that they may be of any size. 
  A land vehicle's Turn is dependent on sliding resistance,
  and sliding resistance is dependent on the downward force
  of gravity combined with the characteristics of the tires and
  the ground. If you increase the apparent weight of the vehi-
  cle by inverting a wing so that it pushes the vehicle into the
  ground rather than lifting it into the air, you increase the slid-
  ing resistance, and the Turn of the vehicle increases.
  However, this wing surface increases the drag on the vehi-
  cle, and adds mass. 
  Basically, each 1m2 of spoiler generates 1kg of “push” for
  each 50 watts of power put into moving it, which subtracts
  from engine output for determining top speed, and each
  10% increase in effective vehicle mass is a +.1 addition to
  the Turn multiple based on control quality and Tech Level
  (see Performance). A vehicle can have a maximum spoiler
  area equal to half its top armor area, and spoilers will cost
  and mass the same as extra armor on that facing. The maxi-
  mum push of 1m2 of spoiler is equal to the adjusted top
  speed of the vehicle before streamlining is taken into
  account.
  Example - A 1,500kg car with a 200kw engine has an
  adjusted top speed of 65m/sec (234kph/144mph) before
  streamlining is taken into account. If the car has 2.5m2 of
  spoiler, it can have a maximum push of 65m/sec x 2.5 =
  162.5kg, or a little over 10% of vehicle mass, sufficient for a
  +.1 addition to the Turn multiple. A push of 65kg per m2 x
  2.5m2 x 50 watts = 8,125 watts, so the adjusted top speed of
  the car is reduced by subtracting twice this amount from the
  power available, going from 200kw of power to 183.75kw of
  power.
  
  Boat hulls
  A minimum “keep the water out” hull modification counts as
  a minor variation in pressure, and is an addition to mass and
  volume equal to x.05 the structure mass. Normally, a boat
  has to have armor or structural panels of some type (at least
  AV1) on all facings except the top, and most large water
  vessels of any TL will have a solid deck as top armor. This
  is not capable of absorbing any damage beyond the AV it
  has, and is just assumed to be watertight. 
  Does it float?
  A vehicle will have a volume based on its configuration, plus
  that of any turrets or external structures. If the vehicle mass-
  es less than 1 ton per cubic meter, it will float. If it masses
  more than this, it will sink. The percent less than 1 ton per
  m3 is the percent of the vehicle that is above the waterline.
  The depth below the waterline is the “draft” of the vehicle,
  and would be increased by any hull attachments like hydro-
  foil. Draft may vary with the load the vehicle is carrying.
  Example - A boat with a volume of 100m3 and a mass of 40
  tons will have 40% of its mass below the waterline.
  How many hulls?
  A boat can be built with more than one hull, and the hulls do
  not need to have identical mass, volume or structure. There
  are certain guidelines you should follow, and notes you
  should make.
  1. Make sure the hulls have sufficient volume to perform their 
  designed function. For instance, if the hull contains passenger 
  accommodations, make sure there is sufficient width for the 
  cabins and hallways to get to them.
  2. If hulls are separated by a platform, it is considered to have the 
  AV of the lowest hull armor, as appropriate. Increased AV will 
  have mass based on the area of the platform. 
  3. A between-hull platform can be as thick or thin as desired. If thick 
  enough to put vehicle components in, then both top and bottom 
  are surfaces that may need to be armored.
  4. If only one of the hulls mounts a ram, it must be the largest hull. 
  All hulls can mount rams, but in a ramming situation, either ram 
  damage is split between the rams, or only one of the rams is 
  effective.
  5. Separated hulls are automatically assumed to have a bulkhead 
  between them for purposes of being watertight. Further bulk
  heads must bought separately for each hull.
  6. For stability and performance purposes, the length and width of 
  the vehicle are based on the distances from the tips and outside 
  of the hulls that would give the greatest dimensions. This does 
  not affect the ability of individual hulls to be highly streamlined.
  7. Water vehicles usually have a maximum of three hulls, and vehi-
  cles with three hulls are usually symmetrical. Vehicles with two 
  hulls can have hulls of equal size, or have one be larger than the 
  other.
  8. If half the hulls of a vehicle would sink due to damage, they will 
  sink, and take the rest of the vehicle with them.
  VDS
  VDS
  60
  60
  
  Submarines
  A submarine is built as having cargo space that is devoted
  to water ballast, and a bulkhead to separate it from the
  occupied parts of the vessel. The mass of the submarine
  when they are empty should be less than 1 ton per 1m3 of
  submarine, and equal or more than that when they are full. 
  Example - A 900 ton submarine with 1,000m3 of internal
  volume masses less than 1 ton per m3, so it floats. If this
  1,000m3 included 100m3 of empty space (ballast tanks),
  then if they were filled with water at 1 ton per m3, the sub-
  marine would mass 1,000 tons when they were full (equal or
  more than 1 ton per m3), and therefore it would sink.
  The vehicle should also have cargo space devoted to com-
  pressed air storage. This air is used to blow the water out of
  the ballast tanks when the sub is submerged, allowing it to
  rise to the surface. The efficiency of compressed air storage
  is based on the Tech Level.
  TL
  atmospheres per m3
  TL
  atmospheres per m3
  1
  1
  9
  81
  2
  4
  10
  100
  3
  9
  11
  121
  4
  16
  12
  144
  5
  25
  13
  169
  6
  36
  14
  196
  7
  49
  15
  225
  8
  64
  16
  256
  Example - A TL10 submarine can hold 100m3 of surface
  level air pressure in 1m3 of volume. So, if it had 100m3 bal-
  last tanks, each 1m3 of storage would allow the sub to sur-
  face once.
  Technically, you shouldn't be able to blow out tanks from a
  depth of greater than 10 meters times the number of atmos-
  pheres of pressure you can store, since the water pressure
  equals or exceeds the air pressure in the tanks. It takes
  1,000 watts for 100 seconds to generate +1 atmosphere of
  pressure in 1m3 (or to pump 100kg (.1m3) of water against 1
  atmosphere pressure or a vertical distance of 10m). A power
  plant that provides compressed air is required to pump
  these tanks back up once empty, or they can be partially
  refilled using other storage tanks. Design a compressor or
  pump as a power plant + generator for mass purposes.
  Environment sealing
  To seal a vehicle against the outside environment requires
  x.1 of the vehicle's structure mass and x2 cost, although this
  can be based on the percentage of mass that needs to be
  protected from the environment, rather than the entire vehi-
  cle. This protects against 1 level of atmospheric change and
  is a modification to the vehicle surface in addition to its nor-
  mal armor or structural panels.
  VDS
  VDS
  61
  61
  Example - A vehicle designed for an Earth-normal atmos-
  phere with 1 level of environment sealing is protected from
  zero atmospheres of pressure through 2 atmospheres of
  pressure.
  A vehicle which is only able to seal against minor variations
  in pressure requires only x.05 of the vehicle's structure
  mass and x.1 cost. This is sufficient to work in thin atmos-
  pheres, keep out toxic environments at the same pressure
  or make the vehicle watertight/airtight against pressure dif-
  ferences of less than 1 atmosphere.
  An environmentally sealed vehicle must pay x.01 of the
  vehicle's final structure cost for each human-sized vehicle
  door or access panel than opens into the sealed area. This
  covers the extra cost of making the door or panel reliably
  air-tight. Even so, these doors or hatches are a weak link in
  the structure of the vehicle and a potential source of leaks.
  A vehicle that is watertight in normal conditions is only mar-
  ginally pressure sealed on its hull, and not pressure sealed
  anywhere else. A retrofitted watertight vehicle still has to
  pay x.1 extra for environment sealing. However, a vehicle
  designed as sealed to begin with is assumed to be water-
  tight as well. That is, an ocean-going ship may be water-
  tight, but not airtight, but a spaceship is both watertight and
  airtight.
  ﬁ« As a side note for performance purposes, a pressure hull
  can withstand maneuvering stresses as though it were a
  regular structure of the same mass, i.e. the square root of
  the total structure (regular plus pressure hull) over the regu-
  lar structure alone. So, a pressure hull with a total structure
  mass of 4 times the mass of a 1g structure could withstand
  2g's of acceleration stress.
  An atmosphere of pressure underwater is about 10m of
  depth. Each time the number of atmospheres is doubled,
  the structure mass must be paid again, otherwise the vehi-
  cle structure risks failure. Exceeding design depth counts as
  a maintenance interval for the hull, and failure is rolled for
  each time pressure increases (see Campaigning, p.114).
  While it does not technically increase the AV of the vehicle
  surface, each level of this effectively provides an inherent
  AV of 5 from the more closely space structural elements
  needed to distribute the pressure.
  Example - A submarine rated for a depth of 160m would be
  withstanding 16 atmospheres. This is 3 doublings over 2
  atmospheres, so the environment sealing would be x.4 extra
  structure mass rather than x.1 (following a 1-2-4-8-16, etc.
  progression). The submarine would have an inherent armor
  of 20 from this level of protection plus whatever the normal
  AV of the vehicle provided.
  
  VDS
  VDS
  62
  62
  Question #1:
  What is the mass and cost of composite AV3 structural pan-
  els for a TL11 car that is 4.5 meters long? What would they
  cost if the car had basic streamlining?
  Calculations:
  Structure panels at TL11 have an AV of 16 per 10mm, so
  our panels will be 3/16 the mass of 10mm plating, or 1.9mm
  thick, with a cost like they were 5mm thick (minimum cost for
  armor, p.45). If the car is a Box1 configuration it has an area
  of 2.2 x length2 = 44.6m2. Since 10mm of default armor has
  a mass of 50kg, the body panels have a mass of 3/16 x
  44.6m2 x 50kg = 418kg. Default structure panels cost 125Cr
  per m2 that is 10mm thick, so the cost is 8/16 x 44.6m2 x
  125Cr = 2788Cr. If the car had basic streamlining, the cost
  would be x1.2, or 2788Cr x 1.2 = 3346Cr.
  Answers:
  Mass = 418kg
  Cost for body = 2788Cr
  Cost for basic streamlined body = 3346Cr
  Question #2:
  What would be the cost and mass of a fully articulated suit
  of lightweight TL12 armor capable of stopping a heavy
  assault rifle (AV20)?
  Calculations:
  This would have the mass of 2m2 of TL12 lightweight armor.
  Since TL12 armor has a default AV of 37 for 10mm and we
  need an AV of only 10*, we need 20/37 this amount, which
  is a mass of 2m2 x 35kg per 1m2 of lightweight armor x
  10/37 = 20kg. The cost is x2.5 for full articulation and x 2 for
  lightweight armor, or 2m2 x 500Cr per 1m2 x 2 for lightweight
  armor x 2.5 for articulation x 10/37 = 1,351Cr.
  Answers:
  Mass = 20kg
  Cost = 1,351Cr
  *Note - Since you add a blunt trauma factor to the AV of
  worn armor, the final armor rating of the would probably be
  listed as an AV of 10/10 or 16/4 (which adds up to AV20).
  AMSISdOING
  tHIS rIGHT?
  ??
  Question #3:
  If you have a 500kw jet engine in a 5,000kg aircraft, what
  are its final stall speed and top speed if it has 20m2 of wings
  and partial optimum streamlining? If the aircraft has an area
  (sans wings) of 100m2 and a structure mass of 1,000kg,
  how much does the structure of the wings mass?
  Calculations:
  The base speed of the plane is (500,000w x 5,000kg).61
  /5,000kg = 108.1m/sec, x 2 for power train type = 216.2m/sec
  (778kph/484mph). However, the base speed because of wing
  drag is (460,000w x 5,000kg).61/5,000kg = 102.7m/sec, x 2 for
  power train type = 205.4m/sec (740kph/460mph). An air vehi-
  cle with partial optimum streamlining will lose 1m/sec per
  16m/sec of top speed, so the adjusted top speed is reduced
  by 12m/sec to 193.4m/sec (696kph/433mph). Stall speed is
  not affected by streamlining, and is (5,000kg.5/20m2).5 x
  50m/sec =94m/sec (338kph/208mph). Since wing area is 20%
  of the hull area (20m2 vs. 100m2), the structure of the wings
  has 20% of the plane's structure mass, or 200kg.
  Answers:
  Stall speed: 94m/sec
  Adjusted top speed: 156m/sec
  Wing structure mass: 200kg
  Question #4:
  What percentage of extra structure mass is needed for a
  submarine capable of reaching the deepest portions of
  Earth's oceans (≈11,000m)? What is the effective AV of the
  hull of this vessel?
  Calculations:
  If basic pressure sealing is x.1 structure mass, every 10m of
  depth is 1 atmosphere of pressure, and structure mass is
  doubled every time pressure is doubled, then we have to
  see how many doublings of 10m it takes to reach 11,000m.
  Ten doublings reaches 10,240 meters, but we need a little
  more than that, or 11 doublings. Using the 1-2-4-8 progres-
  sion, 11 doublings of x.1 is x204.8 normal structure mass,
  and if each one gives an effective AV of 5, then the structure
  alone is +55AV to the vehicle.
  Answers:
  Additional structure mass: x204.8 normal structure mass
  Additional structural AV: +55
  Note - If the pressure hull was a 3.5 meter TL10 sphere
  stressed to an acceleration and Turn of 1, and loaded mass
  of the pressure hull was 36 tons, it would have a normal
  structure mass of about 148kg, and volume (composite
  armor) of .029m3. With the x204.8 extra for pressure seal-
  ing, the total would be 30.5 tons and 6.1m3 used for pres-
  sure sealing alone. However, the extra strength imparted
  would give the vehicle safety against an acceleration or
  Turn of up to 14 (the square root of the structure multiple).
  
  Basics
  These are things that may make a vehicle more useful,
  (immensely so in some cases), but are not usually required
  for it to function in the role of moving from point A to point B. 
  Access and structure
  This covers accessories related to getting people or goods
  in and out of the vehicle, or accessories related to its inter-
  nal structural support.
  Airlocks
  Airlocks take 2m3 and 1,000kg per person of capacity. The
  inner door has the AV of the equivalent vehicle structure,
  and the outer door has the AV of the vehicle. Vehicles with-
  out airlocks must mix or vent the interior air mix with the out-
  side whenever a door is opened.
  Airlocks will attempt to conserve the environment within the
  vehicle to the extent that it is possible at that Tech Level.
  For instance, the airlock of a spaceship would attempt to put
  the air inside the airlock into pressure tanks before opening
  the outer doors. For simplicity's sake, assume that the air-
  lock machinery also holds enough atmosphere in holding
  tanks to cycle the airlock TL times before needing recharged
  from other vehicle sources. How efficient and easy to use an
  airlock is depends on TL. A TL4 airlock might require that 17
  bolts be manually unscrewed, while a TL15 airlock simply
  requires pushing a button and waiting 5 seconds. Assume it
  takes (20-TL)2 seconds to fully cycle an airlock against a
  pressure difference (going from atmosphere to vacuum) and
  (20-TL) seconds to cycle with a pressure difference (vacu-
  um to atmosphere) or in an emergency if you are not con-
  cerned about atmosphere conservation.
  Airlocks cost 5,000Cr per 1m3, and this provides a seal
  against any pressure differential the structure of the vehicle
  can withstand. A simple zero-pressure differential airlock will
  cost and mass half as much. This would be something like a
  hostile atmosphere lock, where the air outside is not breath-
  able, but at the same pressure as the inside air. All you
  need is a set of airtight doors and vents.
  Bulkheads
  These are interior partitions which have the same degree of
  sealing as the rest of the vehicle (watertight, pressure seals,
  etc.). They are usually built to coincide with major structural
  supports of the vehicle, but you can have as many or few as
  desired. Each one has a cost, mass and volume of x.01 of
  the structure cost, mass and volume, and protects 10% of
  the vehicle's interior volume from a structure or pressure
  breach elsewhere. The reason a vehicle will have bulkheads
  is to protect parts of a vehicle from mishaps in the rest. For
  instance, bulkheads can minimize fire damage, water entry
  or air loss from a hull breach, containment of prisoners, sep-
  aration of cargo, and so forth. If a vehicle does not require
  structure for some reason, bulkheads will be x.001 of the
  armor cost, mass and volume each, and have an AV of x.05
  the side armor of the vehicle.
  Example - For an extra x.1 of vehicle structure mass, the
  entire vehicle interior may be protected, and no structure
  breach will affect more than 10% of the interior volume of
  the vehicle. If the vehicle structure was based on a vehicle
  AV of 6, then the bulkheads would have an AV of 6.
  Naturally, bulkheads can't be so numerous that people can't
  move. A 2 person vehicle with 4m3 of interior space will
  probably only have one bulkhead (at most) in the crew com-
  partment. In this type of case, it is usually pretty obvious
  how much of the vehicle is protected per bulkhead.
  Bulkheads are assumed to have doors of equal strength. In
  large vehicles, a single bulkhead may represent many
  doors.
  Example - An interstellar passenger liner may have 10
  “bulkheads”, but the door to each passenger's quarters may
  also be an airtight seal in case the corridors lose pressure.
  Since the liner has 10 bulkheads, the internal volume of the
  vehicle is broken up into 10% increments, which restricts the
  amount of air lost in the event of a hull breach. It also can
  restrict movement of hijackers to 10% of the ship, or allow
  tear gas to be pumped into only 10% of the ship to disrupt
  them.
  Vessels with mass at a premium may decide to only have
  one bulkhead, to protect the vehicle control section from the
  rest of the ship. That way, the cockpit can be kept pressur-
  ized or secure against intrusion.
   
  VDS
  VDS
  63
  63
  ACCESSORIES
   
  77
  
  Cargo
  Cargo bays are any vehicle space that is available for the
  purpose. The only limits are the size of the cargo bay doors
  and the height, width and depth of the cargo carried.
  Powered cargo bay doors have a cycling time equal to the
  rotation time of a similar mass tank turret, and the mass of a
  cargo bay door is the area of the door in vehicle armor or
  structure AV, depending on whether the door is external or
  internal. External cargo door area cannot be used for other
  vehicle purposes except possibly heat sinks, which would
  require opening the cargo bay doors to have any effect.
  Example - A 1,000kg cargo bay door will take (1,000).33 =
  10 seconds to cycle under power, and (1,000).5 = 32 sec-
  onds to cycle manually. The normal power requirement for
  the door is (mass x 10/TL) watts.
  Cargo cranes
  A cargo crane would be counted as a manipulator arm with
  a strength as needed. A winch would be counted as an arm
  with a length of 1m and an AGL of 0. If used outside a vehi-
  cle, the length of the arm could be important, but inside the
  crane can simply run on tracks on the ceiling (or be a winch
  on tracks on the ceiling). For simplicity's sake, assume any
  dedicated cargo hold or hangar has a basic crane capable
  of lifting anything you can fit in the hold or hangar, the quali-
  ty and sophistication of which will vary with TL.
  Cargo rack
  A cargo rack can be bought for any vehicle. The mass is
  (20/TL)kg per square meter of rack, times the acceleration
  in g's the cargo on the rack can withstand, with an equal
  cost in Cr. A square meter of cargo rack is sufficient to hold
  up to 50kg of mass per point of AV the vehicle has. The
  maximum area of a cargo rack is the upper surface of a
  vehicle, less any portion that must be clear for visibility.
  In addition to the performance penalty from the mass car-
  ried, a vehicle is counted as having only basic streamlining if
  the cargo rack is used for virtually anything, as the carried
  items disrupt the airflow around the vehicle. The common-
  sense exception is that a cargo rack on a water vehicle does
  not disrupt streamlining on the hull, but could conceivably
  reduce top speed if the boat can go fast enough.
  Catapults
  Catapults are a vehicle deployment system designed to get
  a vehicle to a greater departure speed than it could manage
  on its own. To simplify things as much as possible, figure
  out the following:
  How much “runway” length is available?
  How fast does the vehicle need to be going at this point?
  What acceleration does this require?
  Now figure the mass, volume and cost of the power plant
  needed to generate this acceleration, and multiply it by 2.
  This is what you will need for the vehicle catapult. This is for
  a self-powered catapult (which will require its own fuel sup-
  ply). If powered by a vehicle power plant, halve the size
  needed. Note that a catapult will damage any vehicle whose
  Turn or acceleration (whichever is largest) is less than the
  acceleration provided by the catapult. The catapulted vehi-
  cle will also need a pusher plate or tow hook with a mass
  based on the vehicle and the acceleration (see Towing
  Hitch, p.66).
  Example - A 10,000kg jet needs to reach a speed of
  70m/sec in a distance of 60m. We have to figure out the
  launch time to get the acceleration, and this time will be (2 x
  runway/takeoff speed) = 1.7 seconds. The acceleration
  needed is (2 x runway distance/time2) = 41, or just a hair
  more than of 4g's of acceleration. To give a 10,000kg plane
  an acceleration of 41 requires a power of about 42,000,000
  watts for those 1.7 seconds. If this is a TL10 catapult, it will
  have a base power output of 100w/kg, and a normal power
  plant would have an output of 100w x 4 = 400w/kg, and the
  power plant would mass 105 tons, times 2 is a total catapult
  mass of 210 tons. Historically, this would be a steam gener-
  ator and piston assembly, and in VDS terms would consume
  about 5kg of fuel per use.
  VDS
  VDS
  64
  64
  
  Docking ports
  Spaceships and other vessels may have retractable docking
  ports that connect to access portals of other ships or space
  stations. These will mass 100kg per person that can com-
  fortably walk abreast (1m wide x 2m high), per meter of
  length, and cost 1000Cr per meter of length per person. The
  minimum length is 1m. Volume is .5m3 per meter of length
  per person that can walk abreast. Normally, the heavy sta-
  tionary space station will have the mass of the docking port,
  while the ship will simply have an airlock. Docking ports pro-
  vide minimum anchoring capability, and will not hold a ship
  against any significant acceleration. Docking ports that pro-
  vide umbilical support to the docked vehicle cost 100Cr
  extra per meter of length per service provided (data, power,
  fluids, gases, etc.). Assume that a full-service umbilical link
  is an extra 500Cr per meter of length.
  Example - A space station has a retractable docking port for
  passenger ships. It can walk three abreast, and extends up
  to 10 meters. So, in addition to the mass of the airlock, the
  retractable parts mass (3 people x 100kg x 10m) = 3000kg
  and cost 30,000Cr. If it had a full-service umbilical attached
  it would cost an extra 5,000Cr.
  Docking ports on low tech spaceships can have a fractional
  person movement per turn, and this generally represents a
  crawl tube instead of a stand-up passageway. Gangways on
  naval vessels are bought the same way, and their mass
  includes enough strength to carry a mass equal to full occu-
  pancy in passengers in a 1g gravity well.
  Drop tanks
  This is a use of a vehicle hardpoint for carrying fuel instead
  of weapons. Drop tanks are external fuel tankage that can
  (usually) be discarded when empty. Their volume is external
  to the vehicle, and they are not protected by armor, although
  they might be protected by force fields. All regular hardpoint
  rules apply. The tank itself has a volume equal to the fuel
  carried, and a mass of the fuel carried x1.1. A drop tank
  costs 10Cr per kg of empty mass and generally has an AV
  of half the structure AV or half the vehicle AV, whichever is
  less.
  Example - A drop tank for carrying 200kg of fuel will have a
  loaded mass of 220kg, an empty mass of 20kg, and a cost
  of 200Cr.
  Water has a mass of about 1,000kg per 1m3. Gasoline and
  other hydrocarbons have a mass of about 800kg per 1m3.
  Liquid hydrogen has a mass of about 70kg per 1m3 and liq-
  uid oxygen has a mass of about 1,200kg per 1m3. Drop
  tanks are assumed to have the same level of streamlining
  as the vehicle they are mounted on, and if the cost of the
  vehicle is affected by streamlining, drop tank cost will be
  modified by the same amount (see p.54).
  Firing ports
  Firing ports allow weapon fire from inside a vehicle, without
  exposing the occupants to return fire. Fire out of a firing port
  is at +3 Difficulty because of the poor visibility and limited
  aiming ability. A firing port will cost 50Cr and have no appre-
  ciable cost or mass. It will be equipped with a small cover,
  and have a small panel of transparent armor appropriate to
  the Tech Level. Firing ports generally have a 60° horizontal
  and vertical arc of fire, and can't target things directly adja-
  cent, above or below them.
  Firing ports in a sealed vehicle are x2 cost, and those which
  can be used in a hostile atmosphere without allowing entry
  of noxious fumes are x4 cost. Firing ports cannot be used if
  there is more than a 1 atmosphere pressure difference
  between the inside and outside of the vehicle. In addition,
  the vehicle must pay the surcharge for access panels in a
  sealed environment vehicle (see p.61).
  Hangars
  Hangars are dedicated vehicle storage space, and are treat-
  ed as cargo space with a few extra notes. Since vehicles
  are not designed for efficient storage like cargo crates, the
  volume required to hangar a vehicle, have access to it and
  move it in and out of the vehicle is x3 the actual volume of
  the carried vehicle. In terms of a floor plan, it can be consid-
  ered a rectangular grid of hexes sufficient to hold the vehi-
  cle, plus half again as much for vehicle access/egress
  space. In addition, the hangar door must be at least 10%
  larger than the width and depth of the largest carried vehi-
  cle, and the rectangular area this represents is a part of the
  vehicle surface area that can't be used for other purposes
  except possibly heat sinks. Hangar doors have the same
  opening and closing times as cargo bay doors.
  VDS
  VDS
  65
  65
  
  Hardpoints
  Hardpoints are a structural attachment for items carried out-
  side the vehicle, like drop tanks, bombs, missiles, etc. They
  have a mass of square root of (the carried item mass, times
  the VDS acceleration the carried item or vehicle is capable
  of withstanding x .05). They have no effective volume, as
  they are mounted on the outside of the vehicle, and a cost
  of 10Cr per kg. If a vehicle needs its hardpoints rated, use
  the mass x g's amount.
  Example - A hardpoint for carrying a 100kg missile at a
  maximum acceleration of 5g's (Turn of 50) would mass
  (100kg x .05 x 50).5 = 16kg, and be called a “hardpoint 500”.
  It could also hold 200kg bomb against an acceleration of
  2.5g's or a 500kg bomb against an acceleration of 1g.
  The cost and modifiers for hardpoints are below.
  Hardpoint
  Cost
  Basic
  10Cr/kg
  Remote detach (missile release, bomb drop)
  +5Cr/kg
  Fuel/power link to vehicle
  +10Cr/kg
  Sensor/data link to vehicle
  +20Cr/kg
  Example - A fighter plane has a hardpoint capable of carry-
  ing a 50kg missile programmable by the plane's sensor
  data, and able to withstand accelerations of 10g by the
  plane. This has a mass of 25kg. This costs 10Cr/kg for the
  basic hardpoint, +5Cr/kg since the missile can be released,
  +20Cr/kg for the sensor link, for a total cost per kg of 35Cr,
  and a total hardpoint cost of 35Cr x 25kg = 875Cr. This
  hardpoint would probably also have a power link, in case the
  missile was replaced by a machinegun pod with electrical
  firing controls (a missile might have its own on-board power
  supply). This would cost an extra 250Cr.
  Ladders
  A generic item still needed for easy access to some vehicle
  types. A ladder will cost 20Cr per meter of length, and have
  a mass of 20kg/TL per meter, and a stowed volume of .01m3
  per kilogram. Vehicle mounted handholds or retractable or
  folding ladders are 100Cr per meter of length, but only take
  up .01m3 per 5 kilograms.
  Torpedo tubes
  Torpedo tubes are basically airlocks for a volume just slight-
  ly greater than a torpedo. These will be treated as airlocks,
  and assume that the total volume is equal to double the vol-
  ume of the torpedo. For most historical purposes (TL9-12) a
  torpedo tube and its machinery will be assumed to take up
  2m3. Torpedo tubes can be used by unencumbered people
  if the tube diameter is at least 50cm. The same rules can
  apply to missile launch tubes.
  Towing hitch
  Any sort of arrangement for the long-term towing (or push-
  ing) of another vehicle will need to be mounted solidly to the
  frame of the towing vehicle. The mass of the towing equip-
  ment will be the square root of (mass of the towed vehicle,
  times the maximum acceleration the towing vehicle can
  safely manage x .02). Since Turn is a lateral acceleration,
  this will count if it is higher than the Acceleration of the vehi-
  cle. Towing hitches are external, and take up no internal vol-
  ume on the vehicle. A vehicle being towed or pushed also
  requires a hitch, based on its own mass and the maximum
  acceleration of the towing vehicle. If electrical wiring,
  hydraulic or other hookups are part of the hitch, they are
  included in the mass and cost, as is any general structural
  reinforcement needed to handle the load. A hitch has a cost
  of 10Cr per kg of mass. Breakaway hitches are also possi-
  ble. They usually have restrictions on ownership due to their
  nature. It is identical to a regular hitch, but can be instantly
  separated by a small explosive charge or other TL-specific
  means. It has a x5.0 cost but is otherwise the same.
  Example - A TL11 car has a towing hitch for a 2,000kg trail-
  er, and the car can manage an acceleration or Turn of 4
  while towing. The trailer hitch has a mass of (2000kg x .02 x
  4).5 = 12.6kg and costs 126Cr.
  If a towed vehicle tows another vehicle in turn, each towing
  hitch will need to be able to handle the stress of half the
  total mass of towed vehicles, and the towed vehicles will
  require a hitch at each end.
  Example - A TL10 locomotive tows 200 cars, each with a
  mass of 50 tons, at a maximum acceleration (loaded) of .1.
  Each car coupling will have a mass of ((50,000kg x 100
  cars) x .02 x .1).5 = 100kg, and cost 1,000Cr, times 2, since
  there is a coupling at each end of the car.
   
  i Remember that “towing hitch” is just a term and can also
  refer to structural reinforcement on a barge so that it can be
  pushed, modular latches for cargo pods on a space ship or
  interstage separators on a rocket booster.
  VDS
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  66
  66
  
  Armor and protection
  This covers accessories related to the surface treatments of
  a vehicle.
  Force fields
  Force fields of the “neat invisible field that stops everything
  except light and conversations” are not really possible at
  any pre-TL15 technology. Intense magnetic fields to deflect
  charged particles are possible at TL's of 13+, however.
  These are usually part of the basic vehicle design and con-
  cept (difficult to retrofit), and consist of a superconducting
  lattice in the vehicle surface that is charged and provides a
  very intense magnetic field within a few centimeters of the
  vehicle surface (x3 armor cost). This will tend to deflect any
  sort of charged particle or plasma, as well as most metal
  projectiles. It won't stop them, but it may force a more
  oblique impact or spread the energy of plasmas or beams
  over a wider area, often generating X-rays or other radiation
  as a side effect of this deflection.
  You can pump up to 1 megawatt-second of energy into 1m2
  of shielded armor per TL over 12, squared, and the game
  effect is to increase the AV of any shielded facing by the
  energy in watt-seconds.33 or the normal AV, whichever is
  less.
  Once the armor is charged, it stays charged until a hit on
  that facing by an attack which would penetrate the shielding
  effect, at which point the magnetic field is depleted and must
  be recharged to have further effect.
  Magnetic shielding of this level is extremely hazardous. Any
  living thing touching or coming within a few centimeters of
  the hull of a shielded vehicle will take a lethal damage equal
  to 1% of the shielding AV (round up), which is not affected
  by worn armor. The side effects of this much magnetic flux
  will give an extra Difficulty to all tasks performed by the vehi-
  cle equal to 1% of the shielding AV (round up), including fir-
  ing weapons, using sensors, maneuvering and avoiding
  detection by sensors. The vehicle will emit a constant elec-
  tromagnetic crackle that is distinctive and impossible to
  mask.
  Technobabble force fields
  We don't have any concrete ideas of how the typical science
  fiction “force field” might work. We can use electrostatic
  fields and charged particle energies to figure out how much
  it would take to deflect certain energy beams, but to absorb
  or deflect a gamma-ray laser? We have no idea. So, like
  many other VDS concepts, we're going to create a generic
  technology, and use as many other existing rules with it as
  possible.
  Force fields will work as limiters and dampers, preventing
  any energy above a certain threshold from entering. At high
  thresholds, the normal movement of people and slow
  objects is unimpeded, but might allow a thrown grenade to
  get through. At low thresholds, light is dimmed, sounds are
  muted and even the motion of air molecules across the
  boundary is affected (so it could be a form of space suit!). In
  game terms, the user can set a DV threshold, and anything
  with a DV of that amount or more won't get through unless it
  has a DV high enough to breach the field completely.
  A basic force field generator is .1m3, masses 100kg and
  costs 10,000Cr. It will protect 1m2 of area with an AV of TL2,
  and consumes TL3/10 kilowatts of power per second. The
  area protected can be increased by proportionately increas-
  ing the size of the generator, or proportionately decreasing
  the AV provided (round down). The maximum AV can be
  increased by increasing the power input and cost propor-
  tionately (up to x5). A vehicle can have separate force fields
  on different facings, each providing different protection.
  Example - A TL13 100kg forcefield is mounted on a ground-
  car with 13m2 of surface area. It provides a basic AV of 132
  = 169, divided by 13m2 = 13. It consumes 16.9 kilowatts of
  power per second of operation (about 22.5 horsepower).
  VDS
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  67
  67
  
  Option: Spherical force fielda
  For x.5 cost, a forcefield will protect only a spherical volume,
  which the vehicle must entirely fit inside. This does not
  affect the power requirements. Use the Sphere vehicle con-
  figuration with a length of the longest vehicle dimension to
  figure the area of this force field (see p.36).
  Option: Contoured force field
  For x2 cost, a forcefield is indistinguishable from the surface
  of the vehicle, and follows its every contour with near-per-
  fect accuracy. A person with a total body+equipment mass
  of 200kg or less has an area of ≈2m2, and a personal force
  field has all its AV treated as soak value. A suit of powered
  armor will usually have an area in the 2-3m2 range.
  Example - A TL15 personal force field with a mass of 5kg
  (x.05 the default) will protect a human-sized area with an AV
  of (TL152 x .05)/2m2 = 6, will cost 5,000Cr, and consume
  1,125 watts per second of operation. Using the battery rules
  for power plants (p.15), a 4kg TL15 battery holds 810 watt-
  hours of power, or 810w x 3600 seconds = 2,916,000 watt-
  seconds of power. Divided by 1,125 watts per second, this
  means the battery would power the force field for 2,592 sec-
  onds, or about 43 minutes.
  Option: Limited force field
  For x1 cost but x.5 power consumption, a forcefield will pro-
  tect only vs. a particular type of attack, such as kinetic ener-
  gy, charged particles, photons, carrier pigeons, etc. 
  These options allow you to tailor force field use to match a
  particular game world or technological background.
  Remember that magical force fields are also possible, and
  would follow the same rules. Also remember the optional
  heat dissipation rules. In the case of force fields, either the
  power source radiates heat normally through heat sinks, or
  the energy (and heat) is transferred to the force field, which
  will radiate it like a heat sink would and make the entire
  force field glow like a beacon on thermal scanners.
  Retractable armor
  This is geared more for espionage or covert vehicles, and is
  some form of movable armored panel that protects a vehicle
  only when needed. This can be for any facing or part of a
  facing desired. For instance, you could protect a glass wind-
  shield with a retractable steel plate, or protect the front seat
  of a car from the back with a retractable sheet of bulletproof
  glass. This form of armor does take internal vehicle volume,
  and requires volume equal to twice the armor volume, with a
  x2 cost multiple. The time to deploy the armored panel is the
  same as for a complete rotation of a vehicle turret of similar
  mass (see p.52).
  Wheel skirts/tracks
  This is secondary armor for the power train of the vehicle.
  Normally, the power train has its own inherent AV, which is
  applied vs. any hits on power trains with external compo-
  nents like wheels or tracks. You can get a x3 multiple on
  power train AV by applying a x1.2 multiple to its mass and
  cost. This represents armored skirts or other protection for
  these components, and would be noted on the design sim-
  ply as “track skirts” or something similarly appropriate. List
  the basic wheel or track AV, but if that location is the initial
  result of a hit, there is a 50% chance the track or wheel skirt
  is hit instead, and you apply the increased armor value
  against the hit.
  Example - A TL10 tank with an 800kw power plant will have
  a default power train mass of 100/TL10 = 10kg per kilowatt,
  or 8,000kg. This gives a default AV of (8,000kg).33 = 20. For
  an extra 1,600kg, the tracks could be given armored skirts
  to cover many of the exposed parts, and if they were hit, the
  tracks would be counted as having an AV of 20 x 3 = 60. If
  however, the power train was hit as a secondary hit (after
  penetrating the power plant, for instance), then the skirts
  would not apply.
  The multiple on mass and cost can be taken multiple times if
  desired. Each time after the first multiplies all power train
  components by x3. Wheel or track skirts may not have a
  greater AV than the sides of the vehicle.
  Example - If the tank in the previous example put an addi-
  tional x1.2 multiple on power train mass and cost, all power
  train components would have an AV of 60, and the track
  skirts would have an AV of 60 x 3 = 180. If the side armor
  was an AV of 150, then the tracks would still have an AV of
  60, but track skirts would be an AV of 150 instead of 180.
  VDS
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  68
  
  Engines and Fuel
  This covers accessories related to the power plant and fuel
  systems of the vehicle.
  Refinery
  This is a special purpose area for the purification of fuel (see
  p.44). The vehicle will either need multiple fuel tanks for the
  purified and unpurified fuel, or must process it directly from
  the source and put it into fuel tanks. The rate of purification
  depends on the quality of the fuel.
  Concentration
  Rate
  Extremely dilute (fission, fusion, antimatter)
  x.0001
  Dilute
  x.001
  Average
  x.01
  Moderately concentrated
  x.1
  Concentrated
  x1.0
  Purity
  Rate
  Very contaminated
  x.2
  Contaminated
  x.4
  Average
  x.6
  Fairly pure
  x.8
  Almost pure
  x1.0
  Requires “isotopic separation” (fission, fusion, antimatter) x.01
  Tech Level
  Rate
  1-2
  x.2
  3-4
  x.4
  5-6
  x.6
  7-8
  x.8
  9-10
  x1.0
  11-12
  x1.2
  13-14
  x1.4
  15
  x1.6
  The base refining rate is 100kg of output per hour per 1m3 of
  refinery per 100kg of input. The final rate is the actual output
  per hour per 100kg of input. Refinery plants will consume
  about 5kw of power per 1m3 of plant.
  A refinery only works for a very limited subset of fuels,
  determined when it is designed. A plant designed for
  extracting hydrogen from methane is not going to work for
  turning crude oil into gasoline, for instance. Likewise, certain
  refining techniques are only possible at certain TL's and
  above. For instance, while radioactive elements can be puri-
  fied at TL8, specific isotopes can't be readily refined until
  TL9.
  Example - You have a TL10 alcohol-powered vehicle, and
  an on-board still for turning plant matter into alcohol. If you
  take washed sugar cane and dump it in the hopper, you
  would say this is moderately concentrated and average
  cleanliness, so you would get 100kg x .1 x .6 = 6 kilograms
  of fuel per 100kg of input from a 1m3 still per hour. Plants
  without a lot of starch or sugar would only be of average
  concentration and would generate .6kg per hour.
  VDS
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  69
  69
  Refueling probes
  These allow refueling while on the move. The probe and
  associated hardware will cost 10Cr, times the top refueling
  speed of the vehicle in m/sec (minimum of 1), times the
  number of kilograms of fuel that can be transferred per sec-
  ond, with a mass of 1kg per 500Cr of cost and volume of
  1m3 per 1000kg. The speed factor only applies for environ-
  ments that can disturb the process (water, air). In space,
  assume a cost as for a maximum speed of 100m/sec. The
  vehicle supplying the fuel has apparatus that is x10 cost,
  x10 mass and x100 volume. This will allow refueling at any
  distance up to the longest dimension of the vehicle supply-
  ing the fuel, limited by the nature of the environment.
  Example - A jet that can be refueled in mid-air at speeds of
  up to 100m/sec, with up to 30kg of fuel per second, will have
  a cost of 10Cr x 100m/sec x 30kg/sec = 30,000Cr for the
  refueling probe, pumps, valves, etc. It will have a mass of
  30,000/500 = 60kg, and a internal volume of 60/1000 =
  .06m3. The vehicle supplying the fuel has a refueling system
  that costs 300,000Cr, masses 600kg and takes up 6m3, not
  counting the mass, cost and volume of the fuel itself. If the
  vehicle supplying the fuel was 80m wide, then the refueling
  could be accomplished anywhere within 80m behind any
  part of the vehicle.
  Snorkel
  This is typically a submarine modification that allows air-
  breathing power plants to work while the submarine is a
  short distance underwater. The full machinery to operate a
  snorkel will be counted as generator attached to the power
  plant (see p.18). The depth it can be used at is TL meters
  past the tallest point on the sub (e.g. a TL9 sub could have
  one 9m past the top of the conning tower).
  Snorkels may also draw air into the vehicle, and negate the
  need for atmospheric life support while underwater. The
  snorkel itself is considered to be a target with a Size
  Modifier of +0, and has an AV like a vehicle sensor (maxi-
  mum of one quarter the top armor in this case).
  Redundant systems
  Almost any vehicle system can have built-in redundancy,
  but it mainly applies to power plant and power train compo-
  nents. For an extra x.1 of mass and volume, and x.2 of cost,
  a system can have built-in backups to compensate for dam-
  age or malfunction. Each time you buy this system, you can
  compensate for a +1 impairment to the system in question.
  Switching to backup systems normally takes a full turn to
  accomplish (1 second).
  Example - A tank with a single-level backup system takes a
  2 point impairment to its acceleration and top speed. The
  built-in redundancy of the power plant (backup cooling
  pump, redundant fuel lines, reserve oil sump, etc.) mean the
  actual impairment is only 1 point.
  
  Controls
  This covers modifications to any vehicle subsystem which
  can be used to direct the course of the vehicle.
  Cybernetic controls
  Any vehicle which can be controlled by the thoughts of the
  wearer through TL13+ implants or magic will be counted as
  having an extra control station for the hardware involved.
  Extra controls
  Vehicles normally only come with one set of controls, for the
  driver, pilot or whatever. Extra sets of controls require x.1 of
  the power train mass, with a maximum mass of 50kg, and a
  cost like the power train mass. This presumes the same
  vehicle systems are used as the main controls, just that
  there is an extra steering wheel, control yoke, etc. Extra
  controls may be placed anywhere appropriate to the TL of
  the vehicle, and extra controls require the same internal vol-
  ume as the regular control station.
  Remote controls
  Remote controls like an autopilot have the same mass as a
  set of extra controls. These provide a limited self-maneuver-
  ing capability, the sophistication of which depends on TL. 
  At TL's of 8 or less, it is usually restricted to maintaining a
  heading, so long as the controls aren't violently disturbed. 
  Example - Sail north by northwest, or sail at 45° to the wind.
  At TL9, course changes can be programmed in for certain
  times or under certain conditions. 
  Example - Fly at 5,000m altitude on heading 135 for 76
  minutes, and then trigger the bomb release switch.
  At TL10, a complete programmed flight path can be man-
  aged, but with little ability to handle contingencies.
  Example - Take off from known fixed coordinates, fly to
  coordinates 42.589N, -88.439W, dive to 10,000m altitude,
  disperse and detonate MIRV's.
  At TL11-12, the accuracy is better than TL10, and can han-
  dle limited disruptions of its course and still get to roughly
  the correct destination. 
  Example - Take off from a moving vehicle, adjust course to
  take vehicle to the roof of the Iraqi Ministry of Defense and
  drop rude leaflets, diverting to avoid any ground-based
  radar emissions detected by at least 10km.
  At TL13+, autopilots become good enough to handle sophis-
  ticated navigation tasks like getting somewhere on a crowd-
  ed highway, while a TL12 unit might be able to manage if
  the road were empty and a TL11 unit would probably forget
  where the road was and try to go cross-country.
  Remotely piloted vehicles are another matter. These have to
  have communications gear on board (p.81), and successful-
  ly completing a maneuver depends on whether or not the
  commands get through. This may require multiply redundant
  radios operating on different channels. The mass of the
  remote controls in the plane is the mass of this dedicated
  communications link.
  The maximum skill that a remote operator can manage to
  use the vehicle with is the communication link's TL/3, minus
  2 (round down). This represents the quality of the telemetry
  data and sophistication of the operator's display, which has
  a mass equal to an operator's station for that vehicle, plus
  any overhead for the communications link. The maximum
  usable skill can be increased by 1 each time you quadruple
  the mass of the remote operator's station, with a maximum
  bonus of +4 for 256 times normal mass. Extra control con-
  soles on a remote console are the same mass as the base
  control console, but get the full extra bonus. Remote con-
  soles consume power like active sensors of the same Tech
  Level.
  Example - A large passenger jet has an extra control station
  mass of 50kg. At TL12, a remote control station also has a
  mass of 50kg, and lets the pilot operate the plane with a skill
  of up to TL12/3 - 2 = 2. If the maximum bonus were applied,
  the pilot would be able to operate the plane with a skill of up
  to 6, but the remote station would mass 12.8 tons and take
  up 12.8m3. For a mass of 100kg more, you could have a
  copilot and navigator console, and instead of a remotely
  piloted plane, you could also use it as a training simulator.
  VDS
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  70
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  Specialized running gear
  Vehicles may have certain bits added on to allow use in par-
  ticular environments. A regular aircraft equipped with pon-
  toon landing gear or skis is an example.
  This sort of addition can be defined by the user of the vehi-
  cle, and will generally have x.05 of the mass and cost of the
  vehicle structure, and the modifications substitute for what-
  ever parts of the power train are not used as a result. 
  Example - Putting pontoons on a light plane adds mass
  equal to x.05 of the power train mass, after you remove the
  normal landing gear.
  Running gear like skids on the bottom of a grav vehicle or
  helicopter is subsumed in the normal power train mass. A
  vehicle can lose its default running gear and gain a 5% sav-
  ings on its structure mass. This will result in some complica-
  tions when operating the vehicle. For instance, a glider
  might be equipped with a skid instead of landing gear. This
  will save some mass, but will increase the difficulty of land-
  ing safely.
  Stabilizers
  This is an enhancement to the power train of the vehicle,
  designed to provide extra damping so that the passengers
  or weapons are not jounced around by rough terrain or con-
  ditions. The maximum amount of damping a vehicle can
  have is its TL/3 (round down). Each point of damping mass-
  es x.1 of power train mass or .x.001 of vehicle mass,
  whichever is larger and takes up the same volume and cost
  for a given mass as the power train.
  Conditions
  Difficulty
  Example
  Calm
  +0
  Perfect
  Slight disturbance
  +2
  Light wind
  Moderate disturbance
  +4
  Heavy wind
  Severe disturbance
  +6
  Storm
  Extreme disturbance
  +8
  Hurricane
  Example - A 10,000 ton TL11 passenger liner wants to
  keep passengers from having to hold their china and their
  dinners down in moderate seas, so they put in the best sta-
  bilizers they can (+3, since TL11/3 rounds to 3). The pro-
  peller power train for the 20 megawatt power plant
  (27,000hp) has a mass of 18.2 tons, so each +1 of stabiliza-
  tion will mass 1.82 tons. However, x.001 of vehicle mass is
  10 tons, so each +1 of stabilization actually masses 10 tons,
  for a total mass of 30 tons.
  For land vehicles the increase in Difficulty for a moving
  attack is the aim penalty for movement or the terrain rating,
  whichever is higher. In normal CORPS combat, any bonus
  from stabilizers also counteracts movement penalties for
  people firing from the vehicle. For military use, a vehicle will
  usually have sensors linked to weapons to decrease the
  Difficulty in addition to stabilizing the entire vehicle.
  Environment control
  This alters the internal climate of the vehicle in some way.
  Varying environments require different levels and types of
  protection.
  Basic climate control
  This alters the interior temperature over a + or -20°C range,
  so if the outside temperature were 0°C, temperature inside
  the vehicle could be increased to 20°C (or dropped to -20°C,
  if you wanted). Each aspect of temperature change (increase/
  decrease) is a separate system or has extra mass. The nor-
  mal mass is 10kg per 1m3 of protected passenger volume,
  divided by the TL, and consumes 100w per kg of mass, with
  a volume of 1m3 per 1000kg and cost of 10Cr per kg. For
  larger temperature ranges, the system may be bought multi-
  ple times. A spaceship should have a system capable of
  handling a -80°C through +80°C temperature swing. Climate
  control mass and volume includes necessary ductwork and
  controls for the system. And, if you use heat dissipation
  rules, keeping a vehicle cool in hot temperatures will require
  heat sinks for the power consumed by the cooling system. 
  Example - A TL10 arctic runabout has 8m3 of passenger
  space, and needs to provide up to a +80°C temperature
  shift. This is a base mass of (8m3 x 10kg/m3)/TL10, times 4
  because you want 4 times the normal temperature shift, for
  a heater mass of 32kg. At 100w/kg, the heater draws 3200w
  from the power plant.
  –ø You can't have a climate control system that you can't ratio-
  nalize in the context of the technological/magical back-
  ground the vehicle is constructed in. For instance, you could
  rationalize a low tech heating system as a brazier and hot
  coals. A low-tech system that provides minimal aircondition-
  ing would be harder, but possible (fans and evaporative
  cooling). A low-tech system that keeps things really cold via
  machinery requires adaptation of high-tech principles that
  probably aren't known yet. The same idea applies to life
  support and other vehicle enhancements or equipment.
  ﬁ« Remember that climate control is what is appropriate for the
  users of the vehicle. Plutonians might need a cooling sys-
  tem of -200°C to survive exploring the hellish (to them) tem-
  peratures of Earth.
  VDS
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  71
  71
  
  The table below lists stats for basic climate control units per
  1m3 of protected volume for each aspect of temperature
  control (heating/cooling).
  Climate 
  control
  +/-20°C
  +/-40°C
  +/-60°C
  +/-80°C
  TL1
  10kg/1kw
  20kg/2kw
  30kg/3kw
  40kg/4kw
  TL2
  5.0kg/500w
  10kg/1kw
  15kg/1.5kw
  20kg/2kw
  TL3
  3.3kg/330w
  6.7kg/670w
  10kg/1kw
  13kg/1.3kw
  TL4
  2.5kg/250w
  5.0kg/500w
  7.5kg/750w
  10kg/1kw
  TL5
  2.0kg/200w
  4.0kg/400w
  6.0kg/600w
  8.0kg/800w
  TL6
  1.7kg/170w
  3.3kg/330w
  5.0kg/500w
  6.7kg/670w
  TL7
  1.4kg/140w
  2.8kg/280w
  4.3kg/430w
  5.7kg/570w
  TL8
  1.3kg/130w
  2.5kg/250w
  3.8kg/380w
  5.0kg/500w
  TL9
  1.1kg/110w
  2.2kg/220w
  3.3kg/330w
  4.4kg/440w
  TL10
  1.0kg/100w
  2.0kg/200w
  3.0kg/300w
  4.0kg/400w
  TL11
  .91kg/91w
  1.8kg/180w
  2.7kg/270w
  3.6kg/360w
  TL12
  .83kg/83w
  1.7kg/170w
  2.5kg/250w
  3.3kg/330w
  TL13
  .77kg/77w
  1.5kg/150w
  2.3kg/230w
  3.1kg/310w
  TL14
  .71kg/71w
  1.4kg/140w
  2.1kg/210w
  2.9kg/290w
  TL15
  .67kg/67w
  1.3kg/130w
  2.0kg/200w
  2.7kg/270w
  Life support
  To be effective, this requires a sealed environment surface
  treatment. Without sealing, the vehicle only provides protec-
  tion against hostile environments at the same pressure, and
  then only if the vehicle has at least minimum streamlining (to
  provide a surface that can be sealed). Life support masses
  20kg/TL for each 1m3 of volume or person supported, and
  provides breathable air as long as it has power and fuel.
  Note that people are assumed to take up 1m3 of volume. A
  ship with an indoor football stadium still only needs 1m3
  worth of life support if the ship only has one occupant, it's
  just that the air will be stale and musty in spots. 
  ﬁ« Note that life support is different than temperature support. If
  our lonely spacer wanted to walk around their empty ship
  without a spacesuit, the full volume would need to be tem-
  perature supported to a range they could tolerate.
  Life support consumes 100w per kg of mass, costs 100Cr
  per kilogram and has a volume of .001m3 per kilogram (1m3
  per ton). In addition, life support usually consumes an
  amount of fuel (supplies) equal to normal fuel consumed by
  a normal power plant of the same mass at that Tech Level.
  Example - A TL13 hostile environment rover has 4m3 of
  passenger space, so it requires (4m3 x 20kg/m3)/TL12 =
  6.7kg of life support. This is probably a set of atmosphere
  sensors and chemical scrubbers to remove impurities. Fuel
  consumption of a normal 6.7kg power plant is .67kg/hour, so
  in addition to the electrical power required, the life support
  will go through (24 hours x .67kg/hour) = 16kg of consum-
  ables per day. This will be cylinders of compressed oxygen,
  new chemical scrubbers, etc.
  You can reduce power and consumables to an amount
  appropriate to the number of occupants. A vehicle with life
  support for 10m3 can support 10m3 of volume full of people.
  If only one person is in the vehicle (1m3), then you can turn
  the power and supply consumption down to 10% of normal.
  Life 
  Supplies
  support
  Normal per 1m3
  /day
  Regen. per 1m3
  TL1
  20kg/2.0kw/2KCr
  48kg
  40kg/4.0kw/20KCr
  TL2
  10kg/1.0kw/1KCr
  24kg
  20kg/2.0kw/10KCr
  TL3
  6.7kg/670w/670Cr
  16kg
  13kg/1.3kw/6.7KCr
  TL4
  5.0kg/500w/500Cr
  12kg
  10kg/1.0kw/5.0KCr
  TL5
  4.0kg/400w/400Cr
  9.6kg
  8.0kg/800w/4.0KCr
  TL6
  3.3kg/330w/330Cr
  8.0kg
  6.7kg/670w/3.3KCr
  TL7
  2.9kg/290w/290Cr
  6.9kg
  5.7kg/570w/2.9KCr
  TL8
  2.5kg/250w/250Cr
  6.0kg
  5.0kg/500w/2.5KCr
  TL9
  2.2kg/220w/220Cr
  5.3kg
  4.4kg/440w/2.2KCr
  TL10
  2.0kg/200w/200Cr
  4.8kg
  4.0kg/400w/2.0KCr
  TL11
  1.8kg/180w/180Cr
  4.4kg
  3.6kg/360w/1.8KCr
  TL12
  1.7kg/170w/170Cr
  4.0kg
  3.3kg/330w/1.7KCr
  TL13
  1.5kg/150w/150Cr
  3.7kg
  3.1kg/310w/1.5KCr
  TL14
  1.4kg/140w/140Cr
  3.4kg
  2.9kg/290w/1.4KCr
  TL15
  1.3kg/130w/130Cr
  3.2kg
  2.7kg/270w/1.3KCr
  A regenerative life support system recycles its supplies, and
  is preferred for long-duration missions. It has x2 base mass
  and volume, and therefore x2 power consumption, but it
  uses no supplies. Regenerative systems cost x10 as much
  per kg as normal life support. Regenerative life support sys-
  tems may use solar power if sufficient window area is pro-
  vided, at 10% of the incoming light level. In the habitable
  zone, normal solar power would be 1kw per 1m2 of window
  space, for an effective power of 100w per 1m2 of window.
  This type of system will have a volume of not less than 1m3
  per 10m2 of window, but mass and cost are unaffected.
  ﬁ« The “solar power” option for regenerative life support (i.e.
  plants) is probably the only practical regenerative system
  available at TL12 or less. So, it will take up a large amount
  of volume compared to a regular regenerative system
  (.33m3 vs. .003m3 per person at TL12), but operates on
  well-known principles rather than being a technobabble
  “black box” that takes in waste and gives back pure air and
  water.
  Note that an organic food recycling system with plants can
  be used as part of a life support system, and will produce an
  amount of “fuel” equal to and in addition to the food it pro-
  duces. These are used up as they are produced and cannot
  be stored for later need.
  Example - A TL12 hydroponic garden producing 7.2kg of
  food per day would also contribute 7.2kg to any supplies
  needed by a life support system. That life support system
  would still require power to operate, but the supplies con-
  sumed would be reduced or negated, depending on the
  load.
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  Food & water
  Almost all Tech Levels have managed to find a way to
  reduce the bulk of foods for transport, usually by dehydra-
  tion or other means of concentrating the nutritious parts. So,
  the minimum mass and volume of food doesn't vary all that
  much with TL, just the palatability of it. Water requirements
  for occupants are pretty much fixed by their biology, and
  how much you need to carry depends on circumstance and
  TL. If a low-tech sailing ship is going through an area where
  it rains every other day, you obviously don't need as much
  water storage as you would if it didn't rain at all. If you have
  a full life-support system to recycle water, you don't need to
  carry a surplus unless you want to.
  Assume that each 100kg of crew, passengers or biological
  power plants requires “fuel” per day based on their activity
  level, half of which can be food, and half water.
  Activity level
  Fuel required
  Low
  2kg
  Normal
  4kg
  High
  8kg
  Very high
  12kg
  This fuel will have a volume of 1m3 per 1,000kg, and cost
  2,000Cr per 1,000kg. The default cost means the food is
  nothing special. Higher cost improves quality, variety and
  possibly nutrition. Space dedicated to food and water stor-
  age may be climate controlled for perishable foods.
  At any TL, some of “food storage” can be devoted to “recy-
  clable” food, like a hydroponic garden on a spaceship. It is
  some means of using the space to turn part of the vehicle's
  waste back into food. Each 1m3 of recyclers will produce
  .01kg of “fuel” per day, times half the TL squared.
  Example - A TL12 space station has a 10m3 volume devot-
  ed to hydroponic gardening. This will produce 10m3 x .01kg
  x TL122/2 = 7.2kg of food per day, and cost 20,000Cr. It pro-
  duces almost enough food for two people to live on, or per-
  haps to provide homegrown fruit or vegetables at one meal
  per day for six people. In addition to the food, it also pro-
  duces the equivalent of 7.2kg of TL12 life support supplies.
  Maintenance
  Maintenance accessories are useful to keep a vehicle in
  good working order, or to repair malfunctions or damage.
  Spare supplies
  A set of tools suitable for performing maintenance on a vehi-
  cle will have a mass of the (power plant + power train)/50
  and cost 10Cr per kg, with a volume of 1m3 per 2,000kg.
  Ignore the mass of a biologic power plant unless mainte-
  nance tools are appropriate for a particular biologic power
  plant (like curry combs and hoof files for a horse).
  Example - A car with a 100kg engine and 200kg power train
  will have basic tools that mass (100 + 200)/50 = 6.0kg and
  cost 6kg x 10Cr = 60Cr.
  These tools are sufficient for one person to perform normal
  maintenance on the vehicle, so long as nothing is broken. A
  complete set of specialized repair tools will mass four times
  as much, but includes every tool needed to disassemble
  and reassemble any part of the vehicle that can be taken
  apart. Normally, maintenance requires spare parts, but you
  can sometimes get away without them...once. Spare parts
  for a maintenance interval have the same mass as the tools.
  Example - A car might require new filters, motor oil, spark
  plugs, radiator fluid, axle grease, etc. This is all part of nor-
  mal maintenance for that type of vehicle.
  Parts to actually repair broken components are another mat-
  ter entirely. “Generic” spare parts have a mass equal to dou-
  ble the maintenance tool mass. If spare parts are neces-
  sary, roll 1d10. If the number is equal or less to the units of
  “generic” parts you have, among them is the part you need,
  and one unit of spare parts is used up. Otherwise, you're out
  of luck. However, a unit of spare parts may be bought for a
  specific repair, in which case the roll is automatically suc-
  cessful, and that unit of parts is automatically consumed.
  Example - If you have one unit of “generic” spare parts and
  get a flat or a busted radiator hose, you only have a 1 in 10
  chance of having a patch kit or spare hose and clamps. If
  you bought your generic parts as being a spare tire, you
  automatically have a spare tire, but no chance of having
  parts for any other repair.
  
  Miscellaneous
  These are accessories that don't really fit into any of the
  other categories.
  Computers
  Computers of a technological nature are possible at TL9+,
  and can be used for vehicle automation or as an adjunct to
  certain skills. Computers will have a rating, which is their
  AWR for purposes of using skills (programs) or analyzing
  data. A rating 0 computer at TL9 has a mass of 1,000kg.
  Each TL past 9 divides the mass by 10, and each rating
  past zero multiplies mass by 8. The maximum rating a com-
  puter can have is its TL-8. Computers have a volume of 1m3
  per 1,000kg, and a cost of 100Cr per kg. Removable or
  portable computers have half the mass, but cost four times
  as much. They can be removed from a vehicle to be hooked
  up to other equipment, or transferred from vehicle to vehicle
  with little modification required.
  TL
  Rating 0 Rating 1 Rating 2 Rating 3 Rating 4 Rating 5
  9
  1,000kg
  8,000kg
  -
  -
  -
  -
  10
  100kg
  800kg
  6400kg
  -
  -
  -
  11
  10kg
  80kg
  640kg
  5100kg
  -
  -
  12
  1kg
  8kg
  64kg
  510kg
  4100kg
  -
  13
  .1kg
  .8kg
  6.4kg
  51kg
  410kg
  3280kg
  14
  -
  .1kg
  .6kg
  5.1kg
  41kg
  328kg
  15
  -
  -
  .1kg
  .5kg
  4.1kg
  33kg
  Computer designed for a specific task
  +1 rating
  10 computers linked together
  +1 rating
  100 computers linked together
  +1 rating
  Acting on its own, a computer can use its inherent AWR to
  analyze data from sensors, and use any skills (programs) to
  operate linked vehicle equipment with an AWR or AGL
  equal to its programs. Since the rating is counted as AWR,
  programs cannot have a Primary skill of more than the rat-
  ing. Secondary and Tertiary skills are treated as they would
  be for a character. All but the most trivial programs have a
  cost to develop of their (rating+1)2 times 10,000Cr. Cost on
  the open market will vary with the distribution of the pro-
  gram. Secondary and Tertiary programs use their bonus
  instead of overall rating.
  If a computer is expected to do more than one thing at once,
  it loses a point of rating for each task after the first. The time
  it takes a computer to process a task depends on its com-
  plexity. For most purposes, this is counted as it would for
  normal task resolution. If a character uses a computer as an
  “assistant” in some task requiring genuine intelligence (as
  opposed to brute computing power), the rating of the com-
  puter will decrease the Difficulty of the task in question, up
  to a maximum of half the user's AWR (round down). If a
  computer is expected to be genuinely intelligent (an AI), use
  its rating, but subtract 2 to take into account the computa-
  tional overhead required. An AI can engage in thought and
  creative processes the same as any character, and will pos-
  sess a personality and have the same possibilities and liabil-
  ities of a human mind. An AI's basic programming is ten
  times the cost of a regular program, but with this, it is capa-
  ble of self-learning at x100 a character's rate if access to
  outside knowledge is available. An AI can have access to up
  to its AWR cubed in skill points at any one time, but can
  have virtually any amount in off-line storage that it can swap
  in and out as needed. This limit does affect the ability of the
  AI to simultaneously work on problems in different fields.
  Example - A bank of 100 TL15 rating 5 computers, each
  designed for AI work, would have a total rating of 8, and an
  AI based on them would have an AWR of 6 and be able to
  have immediate access to up to 216SP worth of AWR-
  based skills. A character with an AWR of 8 using this com-
  puter as an assistant would have a -4 on the Difficulty of
  whatever task they were trying to accomplish, and the AI
  would be able to work on the task independently from the
  researcher.
  i Using these rules, a humanoid AI robot with usable intelli-
  gence (AWR of 3+) is not possible until TL14+.
  Manipulators
  Manipulators are mechanical arms for doing work outside
  the vehicle, usually because the environment is too hostile,
  or because the work is too large to be done manually. In this
  sense, a backhoe scoop is a manipulator, as is a sampling
  arm on a deep-sea submersible. 
  Manipulator arms cost 10Cr per kg. The default AGL of a
  manipulator is the TL/4 (round nearest), which limits the
  maximum Primary skill that it can be used with. The STR of
  the manipulator is based on its mass and the power in watts
  devoted to moving it. This STR is ((power/length)/10).5. The
  maximum length of a manipulator arm is the (Tech Level x
  mass)/(STR x 10). Conversely, if you know the length you
  want, its mass is (STR x length x 10)/Tech Level.
  Example - A TL10 hydraulic arm with a 20,000 watt power
  source (27hp) and a length of 5m will have a STR of
  ((20,000 watts/5m)/10).5 = 20. The mass of this arm would
  be (STR 20 x 5m x 10)/Tech Level 10 = 100kg.
  VDS
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  A person using a manipulator arm takes penalties to their
  skill based on the encumbrance the arm is experiencing. So,
  while a STR 20 manipulator arm can theoretically lift (STR2
  x 5) = 2,000kg, the operator of the arm would be taking a
  +10 Difficulty to tasks involving the arm if it is fully loaded.
  –ø Also, a manipulator can't effectively move objects that mass
  more than the vehicle, or which unbalance it due to center of
  gravity problems.
  A manipulator arm can get a +1 to its AGL for each doubling
  of cost, or take a -1 to AGL for each halving of cost. A
  manipulator may have submanipulators, which count
  towards the mass of the main manipulator, but which may
  have a better AGL. So, you could have a low AGL battering
  ram with a lockpicking hand at the end if you so choose.
  ﬁ« A manipulator arm may be “powered” by a person. Each
  limb of a person is assumed to have a quarter of total power
  output for this purpose. An 80kg person has a normal power
  output of 720w. If they used one arm to move a manipulator,
  it would be counted as having up to 180 watts of power.
  i Manipulator arms can be used to generate earthmoving
  blades (high STR, low AGL), mobile folding bridges (count
  STR as what it can carry, and length towards how far it can
  bridge), and a host of other extendible vehicle fittings. A suit
  of powered armor would use a legged power train, personal
  armor rules, manipulator rules for the arms, and regular
  equipment for the electronics. For combat purposes, the
  maximum level of an AGL-based skill that could be used is
  the lowest AGL of any part of the manipulator.
  Retractable items
  Some vehicle components are retractable by default, like
  landing gear on a highly streamlined vehicle. Any vehicle
  component which is not retractable by default may be made
  retractable. It probably cannot be used in this state, but it is
  fully protected by vehicle armor. Basically, double the cost
  of the item, and increase the volume and mass it takes up
  by x2. This covers the space, cost and mass of the extra
  equipment required to move the item and lock it into place. If
  the time to deploy or retract the system is crucial, assume
  the time in seconds is the cube root of the total item mass in
  kilograms (like for turrets, p.52). This is for “military” items.
  Civilian technology is more concerned with not crushing
  people who happen to be in the way, so these will take 2
  times as long.
  i A convertible is a vehicle with a percent of the structure
  mass (say the top armor fraction) being “retractable”.
  Movable car windows are freebies, and not considered any
  special type of vehicle accessory.
  Safety
  Safety accessories enhance the security of the vehicle or
  the safety and survival of the occupants or their posses-
  sions.
  Component armor
  If you want to armor just part of a vehicle, or a particular
  vehicle component, you can do so. Use the volume of that
  component, and use its shape to figure its dimensions. If
  you don't have a shape in mind, assume it is cubical. Then
  purchase armor for the desired facings to whatever level
  you want. Unlike regular armor, this will take up internal
  vehicle volume.
  The effect of component armor is that its AV will add to the
  AV of anything protected, if that vehicle system is hit.
  Note that certain vehicle components cannot be effectively
  armored, like sensors, which must have an unobstructed
  view. Tires, wheels, legs and tracks can have armored skirts
  to protect them (see p.68).
  To repeat the component volumes for your convenience,
  most vehicle components have one of three densities.
  Lightweight systems are those that have a lot of free space
  around them, like vehicle suspensions (power train). These
  mass 500kg per 1m3. Power plants and other average com-
  ponents are assumed to mass 1,000kg per 1m3. This
  includes the airspace around the component to provide
  room for maintenance. Components that are tightly packed
  into a space will have a mass of 2,000kg per 1m3, which
  results in a more compact vehicle, but one which is much
  harder to perform routine maintenance on.
  The visibility of component armor depends on the TL and
  the vehicle system being armored. Armoring wheels is going
  to be visible unless you have bullet-proof tire technology,
  but you can armor the inside of an engine compartment
  without too much worry it will be seen.
  Individual crew or passenger stations in a vehicle may also
  have armor to protect the occupant. This is usually an option
  on unarmored vehicles where some protection is desired for
  key personnel (like a helicopter pilot), from limited arcs (like
  ground-based fire at the underside of the helicopter). On
  dedicated combat vehicles, any personal armor is not likely
  to help much if damage gets through the main vehicle pro-
  tection.
  Armor for a single human passenger will have an area of
  2m2 if it protects in all arcs except a 60-120° forward visibili-
  ty arc. A full cocoon would be 3m2 if it allows use of controls,
  or 2m2 if it is a tight fit and acts more as a “passenger safe”.
  VDS
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  The volume of this protection is assumed to be the same
  volume as the passenger accommodation, and the mass of
  2m2 of various AV's at different TL's is below.
  TL
  AV3
  AV5
  AV10
  AV15
  AV20
  AV30
  1
  300kg
  500kg
  -
  -
  -
  -
  2
  150kg
  250kg
  500kg
  -
  -
  -
  3
  100kg
  170kg
  330kg
  500kg
  -
  -
  4
  60kg
  100kg
  200kg
  300kg
  400kg
  600kg
  5
  45kg
  70kg
  145kg
  210kg
  290kg
  430kg
  6
  30kg
  50kg
  100kg
  150kg
  200kg
  300kg
  7
  25kg
  40kg
  75kg
  115kg
  150kg
  230kg
  8
  17kg
  30kg
  60kg
  90kg
  120kg
  180kg
  9
  14kg
  25kg
  50kg
  70kg
  95kg
  140kg
  10
  12kg
  20kg
  40kg
  60kg
  75kg
  115kg
  11
  10kg
  16kg
  30kg
  50kg
  65kg
  95kg
  12
  8kg
  14kg
  25kg
  40kg
  55kg
  80kg
  13
  7kg
  12kg
  23kg
  35kg
  45kg
  70kg
  14
  6kg
  10kg
  20kg
  30kg
  40kg
  60kg
  15
  5kg
  9kg
  18kg
  25kg
  35kg
  55kg
  The mass listed is for a composite armor (the default). If the
  final armor thickness is more than 20cm, then you should
  probably take the armor volume into account, as it will begin
  to be a significant part of internal space. If some of the num-
  bers seem a little off to you (except for the really low tech
  ones), consider that a bullet proof vest is about quarter of a
  square meter (one-eighth the above amounts) and made of
  lightweight materials (x.7 mass), so a TL11 vest that would
  stop a .44 Magnum (DV of 10) would mass 3.5kg, close to
  what it does in the real world.
  Disaster system
  This is a system to mitigate the effects of the disaster of
  your choice (within reason). Typically, it is a whole-vehicle
  fire extinguisher system, but could also be remote controls
  on the doors to seal off areas of atmosphere leakage, anes-
  thetic gas to stop intruders, and so on.
  In general, such a system has a minimum volume of x.001
  of vehicle volume, with a mass of 1,000kg per 1m3 and cost
  of 10KCr per 1m3. This gives an effective “skill” of TL/2 vs.
  the disaster (round up). The skill can be increased by 1
  each time the volume of the system is doubled. The disaster
  will have a Difficulty based on type and severity.
  Disaster
  Difficulty
  Minor, small part of vehicle involved
  4
  Average, at least two vehicle systems involved
  6
  Major, several vehicle systems involved
  8
  Minor hazard type
  -1
  Average hazard type (fire)
  +0
  Serious hazard type (intrusion)
  +1
  Very serious hazard type (biological, radiation)
  +3
  The system can be set to a certain Difficulty threshold, and
  won't activate until that threshold is reached. For instance,
  you don't want your starliner anti-intruder system to gas the
  entire captain's lounge because two first-class passengers
  got into a brawl. Similarly, the threshold can have certain
  responses. A slow pressure leak might send an alert to the
  bridge, but take no action, while a major breach might auto-
  matically close all ship pressure doors without regard as to
  whether people are on the side that is going to vacuum.
  The system rolls its skill vs. the Difficulty immediately and
  each 10 seconds after a threshold is reached. Automatic
  success is a routine containment of the hazard. A rolled suc-
  cess means the hazard is contained and no further rolls
  need to be made. A marginal success means the Difficulty
  of the hazard is reduced by 1, but continued rolls may be
  necessary. A roll of 10 means the hazard went undetected
  or that countermeasures were ineffective and the Difficulty
  increases by 1.
  Note that certain types of disaster systems have certain
  technological thresholds before you can use them.
  Automatic water pumps on a ship are impossible if there is
  no power source to run them.
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  Escape devices
  This is a generic term for some device designed to get a
  vehicle occupant safely out of the vehicle in the event it is in
  imminent danger of being destroyed, or protect or mitigate
  the damage caused by vehicle destruction. Personal armor
  seldom protects against this type of catastrophe.
  Minimal escape device
  Some sop thrown to occupant safety that does not actually
  have much chance of working. Following instructions cor-
  rectly gives the occupant a skill of the TL/10 (round nearest)
  vs. the amount of damage they are likely to suffer from the
  failure of the vehicle. Success means the occupant takes no
  damage, and failure means they take an overall lethal
  impairment of +1 per point the roll was missed by. Total
  destruction of a vehicle is usually counted as a 20 point
  lethal impairment, with an instant fatality chance based on
  an abdomen hit. Collisions are treated as falling damage,
  substituting velocity for height. Minimal escape devices have
  a cost of 10Cr per occupant protected, and no significant
  mass or volume.
  Example - Remember that your seat cushion can also be
  used as a floatation device, and to follow the instructions of
  the flight attendant in the event of a crash.
  Basic escape device
  A reasonable attempt to provide occupant security. This
  could be parachutes, airbags and passive restraints,
  rebreathers, rescue balls or other technologies (including
  vehicle structure design) that give the occupant a fighting
  chance at surviving catastrophe. These provide the occu-
  pant a skill of TL/3 (round nearest) vs. any accident damage
  they are likely to suffer, and double this if they have time to
  make sure the device will protect them, rather than relying
  on it in a passive sense (like buckling your seat belt when
  you get in the car, or climbing in the rescue ball before your
  compartment starts depressurizing). Basic escape devices
  have a cost of 1,000Cr per occupant protected, take up .1m3
  and have no significant mass (but if you want to be detailed,
  assume 10kg).
  Example - Automatically tensioned safety belts combined
  with an airbag and energy-absorbent structure in a passen-
  ger car.
  Advanced escape device
  A no-expense spared attempt to get an occupant away from
  a possible injury involving the vehicle. Its use usually
  involves damage to the vehicle because of the violence of
  the escape attempt. An ejection seat is a typical example.
  These measures provide the occupant with a skill of TL/2
  (round nearest) vs. the damage, and double this if they have
  time to activate the device before the damage actually hap-
  pens. Advanced escape devices have a cost of 100,000Cr
  per occupant protected, take up .5m3 and have no signifi-
  cant mass (but if you want to be detailed, assume 50kg).
  Example - A rocket boosted ejection seat on a modern
  fighter plane, that automatically rights the occupant, boosts
  them to an altitude where the parachute can deploy, and
  then deploys the parachute.
  –ø Note that an escape device only protects vs. the immediate
  damage of vehicle destruction. It does not protect you from
  perils of the environment you escape into.
  ﬁ« Escape devices should be rationalized within the context of
  the culture they come from, technology available and vehi-
  cle type. Sure, you can mount an advanced escape device
  on a covered wagon, but you may have a hard time describ-
  ing exactly what it is that costs 100,000Cr and protects you
  from damage in case of vehicle destruction. If you can't fig-
  ure out what it could be, then you can't have it in the vehicle.
  Advanced escape devices are a lot easier to justify if there
  is magic around (in which case you would use the “magic
  Tech Level”).
  If an escape device protects the occupant in a passive
  sense, it has more or less indefinite duration (like a life
  vest). If the escape device must take active measures to
  protect the occupant (like life support), the duration of the
  support is usually no more than (TL2/10) hours.
  If an escape device of any level protects only vs. a particular
  hazard (fire, decompression, smoke, water, collision, trib-
  bles, etc.), double its effective TL for purposes of protecting
  the occupant.
  Emergency lighting
  Backup lights in case main power fails are standard for a
  large vehicle. Their mass and volume is subsumed under
  that of other systems. Emergency lighting systems are inde-
  pendent of other vehicle power sources except for their
  recharging, and each area lit is handled by a separate unit.
  The duration of emergency lights is TL2 hours, after which
  they are discharged. For power purposes, assume that it will
  consume 10w of power per 100m3 of emergency lighting.
  Example - A TL14 ship with 20,000m3 of staterooms and
  hallways would have 20,000/100 = 200 emergency lights,
  each with a power of 10w and a duration of TL142 = 196
  hours.
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  Medical kits
  Basic first aid kits appropriate for the Tech Level of the vehi-
  cle will cost 50Cr each and mass 5kg, and you will need one
  for each 10 crew or passengers. This simply provides sup-
  plies necessary so that anyone using a first aid skill does
  not take penalties for lack of materials. Generally, this is just
  an extra cost and does not significantly affect vehicle space
  or mass. Vehicles with a dedicated medical space do not
  need medical kits.
  Parachutes
  Vehicles can have parachutes to either act as extra deceler-
  ation, or as a soft landing device (a lot of deceleration). A
  parachute will act and cost as a reverse sail, providing
  deceleration instead of acceleration, using a x.2 multiple on
  final sail mass and cost. Stowed chutes have a volume of
  1m3 per 1,000kg, and the area of an open chute is generally
  fixed at what an equivalent mass sail would be at TL4. A
  parachute is always assumed to operating at maximum
  power output, and is assumed to be a “normal” power plant
  (parawings can be “enhanced”). To have a light landing, the
  deceleration will need to be 8 (treat as a 2m fall). This is
  about what a personal parachute would provide. For a mod-
  erate landing, you need a deceleration of about 4 (treat as a
  5m fall). This is suitable for cargo containers. For a hard
  landing, you need a deceleration of about 2 (treat as a 10m
  fall). This is suitable for cargo or well-protected people on a
  water landing. A parachute normally takes 2 seconds to
  deploy. Chutes that deploy in 1 second cost double, and if
  the chute can safely deploy at velocities of over 100m/sec, it
  costs double for each 100m/sec or fraction thereof. The fig-
  ures below (area, mass, volume) are for 1,000kg loads.
  Larger or smaller loads are proportionate to this.
  Parachute TL Decel 2 (32m2)
  Decel 4 (125m2) Decel 8 (500m2)
  1
  1000kg/1.0m3
  -
  -
  2
  250kg/.25m3
  1000kg/1.0m3
  -
  3
  111kg/.11m3
  444kg/.44m3
  -
  4
  63kg/.06m3
  250kg/.25m3
  1000kg/1.0m3
  5
  40kg/.04m3
  160kg/.16m3
  640kg/.64m3
  6
  28kg/.03m3
  111kg/.11m3
  444kg/.44m3
  7
  20kg/.02m3
  82kg/.08m3
  327kg/.33m3
  8
  16kg/.02m3
  63kg/.06m3
  250kg/.25m3
  9
  12kg/.01m3
  49kg/.05m3
  198kg/.20m3
  10
  10kg/.01m3
  40kg/.04m3
  160kg/.16m3
  11
  8.3kg/.01m3
  33kg/.03m3
  132kg/.13m3
  12
  6.9kg/.01m3
  28kg/.03m3
  111kg/.11m3
  13
  5.9kg/.01m3
  24kg/.02m3
  95kg/.10m3
  14
  5.1kg/.01m3
  20kg/.02m3
  82kg/.08m3
  15
  4.4kg/.01m3
  18kg/.02m3
  71kg/.07m3
  If a parachute is used simply as an addition to vehicle decel-
  eration (a drogue chute), the vehicle deceleration and chute
  deceleration are added together to get the velocity reduction
  each turn.
  Secure storage
  A vehicle safe or other secure storage is usually just built as
  an armored box of the appropriate size. Security measures
  on the box usually have a maximum Difficulty to bypass of
  the Tech Level. As a quick approximation for technological
  systems, the cost of the security system is (Difficulty2) x
  10Cr x size of the volume in m3 (minimum of 1m3 for cost
  purposes).
  Example - The ship's security officer has a weapons closet
  (a 2m3 room), which has an armor value the same as the
  internal bulkheads. This is a TL14 ship, so it is a Difficulty 14
  task to bypass the security system, and the cost of the lock-
  er and attendant alarms is TL142 x 10Cr x 2m3 = 3,920Cr.
  This does not count the cost of the armor on the locker.
  Security systems
  This is basically whatever your fiendish little minds can
  come up with. The basic rule to remember is that the more
  secure it is, the more inconvenient it is. If you try to make it
  convenient and secure, then you run the risk of it being con-
  veniently turned against you. For instance, a high-security
  voice-print lock could keep you out if the computer is dis-
  abled by shooting out the microphone. If you set disruptors
  to vaporize without warning any intruders on the bridge,
  then you will be vaporized without warning if someone
  hacks into your computer and takes you off the personnel
  roster. Be warned!
  The cost of a security system and the Difficulty of bypassing
  it are as for secure storage, with a minimum volume of .1m3,
  since you aren't trying to keep someone out of the vehicle,
  just out of a very small part (like the ignition circuits of a
  car). If the security system will actually have some deleteri-
  ous effect on the trespasser, then the volume protected will
  be a concern.
  Example - A security system that locks out the ignition will
  cost less than one that locks out the ignition and delivers
  high-voltage shocks to anyone in the driver's seat.
  Vestigial fire extinguishers
  This a fire-fighting system that is not part of the vehicle
  design, but which is added in later. These have a mass of
  1kg per 1m3 which can be protected, divided by the Tech
  Level, and a cost of 10Cr per kg. They are treated as any
  other manual fire-fighting system, but they may only be used
  once, and if the fire isn't extinguished by them, it proceeds
  on its merry way through your vehicle.
  Example - A TL10 motorhome with 40m3 of protected vol-
  ume would need to have 40kg/TL10 = 4kg of portable fire
  extinguishers in order to count as a one-use firefighting sys-
  tem.
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  Weird-ass stuff
  Players are notorious for putting all kinds of non-standard
  equipment in their character's vehicles, usually some James
  Bond type of gizmos. If it isn't already in the VDS and there
  is a real-world equivalent, you can usually make a vehicle
  variant that does what you want for x10 the mass and vol-
  ume of the mundane item, and x100 its cost. If it is a simple
  matter of concealing some type of vehicle system (like a
  retractable gun), then the mass and volume of the system is
  x2 and the cost is x10.
  Example - A character wants their trunk lid to pop open and
  reveal a traversable rocket launcher. This takes up x2 the
  volume a normal turret weapon would for whatever level of
  traverse is needed, and the bodywork and controls are a
  x10 factor on the cost.
  Example - Someone wants a license plate holder that flips
  around and reveals several different license plates on com-
  mand, or a transponder chip with a number of valid codes
  on it. Both will have x10 volume of the normal item (negligi-
  ble for the transponder), and x100 cost. For the license plate
  holder, this is because it is probably a hand-made, unique
  item of machinery. For the transponder, most of the cost is
  probably the illegal insertion of the transponder codes into
  the vehicle database that is queried when someone checks
  it out.
  Sensors
  Sensors are going to be left as a nebulous category. Each
  type of sensor will have its own special effects and limita-
  tions, types of targets it is especially good at detecting, and
  those which it cannot see at all. Sensors cover any technol-
  ogy used to allow a vehicle to “see” or “be seen” better. In
  that light, the headlights and turn signals of a car are count-
  ed as sensors, and will be designed as such.
  A sensor of the appropriate type can be used as a targeting
  aid for a weapon, decreasing the Difficulty to hit by its rating,
  or acting on its own with a skill equal to its rating, as in the
  normal CORPS rules. Mass is normal for a fired weapon like
  a self-guided rocket, but x.25 for a mounted weapon like a
  cannon. In the latter case, the mass of a sensor used for a
  weapon's fire control will be at least 10% of the weapon
  mass to take into account the parts needed for automated
  aiming. If the sensor/fire control system is “smart”, link it to a
  computer system running an appropriate program, and use
  the computer's AWR for making any “intelligence” tasks.
  Sensors have a default cost of 10Cr/kg, and take up 1m3 per
  1,000kg if they are able to be maintained or repaired in the
  vehicle, and 1m3 per 2,000kg if maintenance requires dou-
  ble the normal time.
  Sensor operation
  Sensors are treated as having an AWR of 1, which is then
  used vs. a Difficulty appropriate to the type of target, range
  and local conditions that favor or hinder the sensor. The
  effective range to a target is based on the sensor's Rating,
  which will vary. The exact special effects depend on the
  type of sensor and technology used. Sensors usually either
  have a readout that is interpreted by a human operator, or
  an automatic function that performs a sequence of actions
  when a given condition is met (if incoming rocket detected,
  activate countermeasures).
  The rating of a sensor adjusts the apparent range from the
  sensor to the target for AWR purposes. A rating 1 sensor
  will divide the range to the target in meters by 100 to get the
  base Difficulty (round effective range up), which is then
  modified by target size and other characteristics. Each point
  of rating greater than 1 further divides the range by a factor
  of 10. The rating of a sensor takes into account both its
  power and sophistication. A higher tech sensor may take
  less power both because of more efficient electronics, but
  also because an on-board computer analyzes and
  enhances the return information for you.
  Example - A rating 2 sensor divides actual range by 1,000
  to get the base Difficulty. A rating 5 sensor divides actual
  range by 1,000,000. A rating 5 sensor would treat a range of
  1,000km (1,000,000m) as a range of 1m for spotting purpos-
  es (Difficulty 3), vs. the sensor's AWR of 1, for a base spot-
  ting chance of 70%.
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  Sensors do not apply modifiers for target movement or area
  viewed. They do apply modifiers for camoflauge or “stealth”
  coatings, poor visibility (like countermeasures or flying close
  to the ground), target size, and the “Aptitude” of any skill
  appropriate to not being seen.
  A vehicle sensor takes a +1 Difficulty to any spotting task for
  each range band past an effective range of 1m, that is, the
  Difficulty goes up by +2 per range band instead of +1 per
  range band. If the effective range to a target is less than
  .5m, the base Difficulty for spotting is 1, or automatic for tar-
  gets with no penalty to be seen.
  Effective range
  1m
  2-4m
  5-9m
  10-16m 17-25m 26-36m 37-49m
  Difficulty
  3
  5
  7
  9
  11
  13
  15
  Example - A rating 1 sensor makes a 100m spotting task
  like it was a range of 1m, or a base Difficulty of 3. If the
  range to the target was 120m, the effective range would be
  2m, for a Difficulty of 4, +1 more because of the penalty for
  being past 1m, for a Difficulty of 5.
  Example - A missile with a -1 size modifier is fired from a
  range of 4km at a jet with a rating 2 proximity warning radar.
  The range of 4,000m is divided down to 4m, for a Difficulty
  of 5, and dropped back to 4 because of the size of the tar-
  get. So, the radar immediately uses its AWR of 1 vs. the
  Difficulty of 4 to spot the missile on the turn it was launched-
  launched. If it fails, it may try again each second using the
  the current range and target modifiers.
  Active sensors
  These emit some type of energy, which is usually reflected
  off the environment (including potential targets), and these
  reflections are then received and analyzed. The best exam-
  ple of this is radar. Active sensors may cover a wide arc with
  their total coverage, but you can assume that at any given
  instant, no more than a 15° arc is actually being illuminated
  (imagine a rotating radar dish). The disadvantage is that
  there may be periods of several seconds during which a
  particular arc is not being scanned.
  The mass of a sensor is based on the Tech Level and the
  rating desired, and is 160kg/(TL-8)3. Each increase in rating
  increases volume by a factor of 16. You can see the TL and
  rating progressions on the table below, which have been
  rounded to convenient numbers. The number after the sen-
  sor rating is the default antenna area.
  Rating(antenna area)
  TL
  1(1m2)
  2(4m2)
  3(9m2)
  4(16m2)
  5(25m2)
  6(36m2)
  9
  160kg
  2.5ton
  40ton
  650ton
  10kton
  160kton
  10
  20kg
  300kg
  5.0ton
  80ton
  1.3kton
  20kton
  11
  6.0kg
  100kg
  1.5ton
  25ton
  400ton
  6.0kton
  12
  2.5kg
  40kg
  650kg
  10ton
  150ton
  2.5kton
  13
  1.2kg
  20kg
  300kg
  5.0ton
  80ton
  1.3kton
  14
  .7kg
  10kg
  160kg
  2.5ton
  40ton
  650ton
  15
  .5kg
  7kg
  120kg
  2.0ton
  30ton
  500ton
  Remember that sensors with maintenance space are 1m3
  per 1 metric ton (1000kg) and ones crammed into a space
  are 1m3 per 2 metric tons. Sensors will require a certain
  area on the vehicle surface for their antennae, and this is a
  base of (rating of the sensor)2 in square meters.
  ﬁ« This presumably implies that no vehicle sensors are possi-
  ble below TL9, with the possible exception of headlights or
  torches (multiply TL9 numbers by 8 for a lower-tech system
  of polished metal reflectors and oil lamps). Also, a magical
  Tech Level of 9 would be required for any sort of magic item
  as a generic vehicle sensor. Otherwise, you would have to
  rely on a specially made magic object with awareness and
  an ability to detect different parts of the electromagnetic
  spectrum.
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  Active sensors consume power according to the following
  table:
  TL
  Power
  Plausible technology
  9
  13.3w/kg
  Vacuum tubes
  10
  10.0w/kg
  Transistors and vacuum tubes
  11
  7.3w/kg
  Transistors and integrated circuits
  12
  5.1w/kg
  Integrated circuits
  13
  3.4w/kg
  Optical chips and integrated circuits
  14
  2.2w/kg
  Optical chips and superconducting circuits
  15
  1.3w/kg
  ?
  Passive sensors use a tenth the power of similarly sized
  active systems, and cost twice as much.
  Example - A TL12 fighter plane has a radar in the nose with
  a rating of 3. With its displays and readouts, it has a volume
  of 1.6m3, and a mass of 1,600kg. At this TL, it consumes
  8,160 watts of power when operating.
  i These sensors were designed in 3G3, and assume that a +4
  sensor in 3G3 has a rating of 1 in CORPS, and that a 3G3
  weapon sensor is a CORPS normal maintenance narrow
  arc sensor, with targeting only, and with half mass since
  there is no operator console at all, just a data link to the
  weapon guidance controls.
  Passive sensors
  These emit no energy, and thus cannot usually be pinpoint-
  ed by enemy detection gear, as active sensors might. An
  automobile radar or laser detector is a typical example. The
  disadvantage of a passive sensor is that it is totally useless
  if the target is not emitting or reflecting the energy the sen-
  sor is designed to pick up.
  Example - A plane with no radar would not be picked up by
  a passive radar sensor unless it was reflecting radar energy
  from an outside source. A thermal sensor would not pick up
  a person who was masked by an insulated chameleon suit.
  What you get
  The basic active or passive sensor package provides output
  to a person in the vehicle, or through a remote link, to some
  other observer. There are options that alter the mass and
  cost of a sensor system.
  Modifiers
  Limits and advantages on a sensor will affect its mass and
  volume.
  Detection arc
  Mass
  Cost
  Area
  Narrow fixed arc (15°)
  x1.0
  x1.0
  x1.0
  Sector scan (60°)
  x2.0
  x2.0
  x2.0
  Full directional capability (360°)
  x4.0
  x4.0
  x4.0
  Capabilities
  Mass
  Cost
  Area
  Weapons targeting only
  x.5
  x.5
  x.5
  Target illumination only
  x.2
  x.2
  x.2
  Navigation illuminators
  x.1
  x.1
  x.1
  Communication facility
  x.1
  x.1
  x.1
  Works on natural senses
  x.5
  x.5
  x.1
  You can increase the effective TL of a sensor for resolution
  purposes only by doubling the final area multiple per TL of
  increase desired. For instance, a TL10 sector scan dish
  could have TL11 resolution if the area of the antenna was
  x4 instead of x2.
  No directional capability
  The sensor only works in a fixed arc, a narrow 15° cone that
  is set when the vehicle is built. A collision avoidance radar
  would be such a device. This is the base mass, cost and
  power requirements of a normal system.
  Limited directional capability
  The sensor works in a fixed 60° arc that is set when the
  vehicle is built. This has x2 the cost, mass or power modifi-
  cations.
  Full directional capability
  The sensor works in a full 360° arc, although there may be
  limited blind spots based on the structure of the vehicle.
  This type of sensor takes x4 the normal mass, cost and
  power requirements of a normal system. In most cases,
  such a system will make one full sweep or target update per
  turn. If needed, such a system can be locked into a certain
  scanning arc to provide more rapid updates of a smaller arc.
  Scientific instrumentation
  The sensor is designed for scientific analysis of some type,
  specific to the sensor type. For instance, a radar might be
  designed to analyze weather data. Scientific instrumentation
  is x2 sensor mass of a sensor and x10 cost.
  ﬁ« Remember that a sensor can be mounted in a turret to
  change its facing, but it can only detect targets in a given
  second in its bought detection arc.
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  Each of the three modifications below is assumed to sub-
  sume functions of a smaller sensor. For instance, a sensor
  which provides target illumination only may also have navi-
  gational illumination (a simpler function) at no extra cost or
  mass.
  Targeting only
  A sensor which provides only targeting information for
  weapons is x.5 the mass, cost and power of a normal sys-
  tem. It provides much less detail to the sensor operator, but
  is sufficient for making firing decisions and transmitting data
  to smart weapons. Targeting sensors also include such
  items as a Heads-Up Display (HUD), and in this case, the
  rating of the sensor counts as a bonus to the targeting skill
  of the person manning any weapon the sensor is linked
  with.
  Example - A fighter plane equipped with an rating 2 heads-
  up display (HUD) will provide a 2 point positive modifier to
  the skill of the pilot when using the plane's weapons that are
  integrated into the HUD.
  Target illumination only
  The sensor only radiates energy which must be received by
  separate passive sensors. This has a mass, cost and power
  requirement of x.2 the normal amount. The effective rating
  of the receiver is limited to the rating of the illuminator. 
  Example - A rating 3 passive sensor is treated as a rating 2
  passive sensor if the target illuminator is also rating 2.
  On the other hand, if the illuminator is more powerful than
  the passive sensor, the extra +1 Difficulty for range is negat-
  ed out to the distance the illuminator treats as an effective
  range of 1m. For most game purposes, human eyes are
  considered to be a 15° arc passive sensor for light, with a
  rating of 1.
  Works on natural senses
  This is a special case where not only is the sensor for target
  illumination only, the illumination is of a frequency or type
  that most creatures in the environment have natural recep-
  tors for. Light is the most common example. In the case
  where a person is the AWR component of a sensor, they
  use their own AWR rating, and would apply the normal per-
  son-based AWR modifiers. Assume each point of AWR in
  target illumination negates 6 points of darkness penalties.
  ﬁ« Any target illumination that uses human vision as the sensor
  will have a power consumption of around 100w for a rating
  of 1, and this is multiplied by 10 for each extra point of illu-
  mination (e.g. a rating 2 illuminator would consume about
  1000w).
  ﬁ« A periscope might fall into the “natural senses” category,
  and the maximum AWR an observer could use is based on
  the rating of the periscope.
  Example - Vehicle headlights are a target illumination sen-
  sor, providing energy so that your eyes can see targets with-
  in the active illumination arc. Headlights are usually rating 1
  illuminators, so you have a reliable spotting range of around
  100m. Total darkness is a +4 on AWR tasks, so rating 1
  headlights negate all of it. Narrow beam lights lose one point
  of bonus per 4 range steps, so at a range of 100m the head-
  lights still negate all of the penalty. If the vehicle had rating 2
  searchlights, they would negate all darkness penalties in
  their arc for just over 1km.
  ﬁ« Remember that this is just a general guide for long-range
  spotting. At short ranges or for role-playing purposes, uses
  the regular spotting rules.
  Navigational illumination only
  The sensors only provide a signal which allows passive sen-
  sors of the same type to detect the vehicle easier. This has
  a mass and cost of x.1 of a normal sensor, and a power
  requirement of x.1 on this reduced mass. This type of sen-
  sor could be running lights, transponders, etc., and automat-
  ically broadcast in all directions at no mass or cost penalty.
  Communications capability
  Vehicle radios are not subsumed under larger categories,
  and must be purchased separately. These have a mass,
  cost and power requirement of x.1 of a normal sensor, and a
  power requirement of x.1 of normal for the reduced mass. In
  general a communicator can handle a number of simultane-
  ous channels over a range of frequencies. Limiting a com-
  municator to a small subset of frequencies and channels is
  another x.1 multiple on mass. Like navigational illumination,
  communications naturally broadcast in all directions at no
  mass or cost penalty. At higher Tech Levels, more mass is
  spent on getting better signals with less power, in the form
  of sophisticated circuits, and special antennas, while at
  lower Tech Levels, increased range is gotten simply through
  raw power. You can quadruple the mass and area of a radio
  to get +1 rating from it in a single 15° arc, as would be rep-
  resented by a parabolic dish or other directional antenna.
  This mass increase does not increase power consumption,
  but does increase cost, and the rating of the radio is
  reduced by 3 in any direction other than the one it is aimed
  at. This can be done up to twice on a communications
  device. For non-directional use, the antenna area of a com-
  munication device can be exchanged for a vertical antenna
  of the x10 height (i.e. a .1m2 antenna could be a 1m high
  vertical whip antenna). Antennae shorter than this may
  reduce communications quality.
  Option - Current experience is that higher frequencies are
  used at higher TL's, because of smaller antenna areas, bet-
  ter rates of information transfer or resolution, etc. To repre-
  sent this, you may modify antenna area by a multiplier of
  x1/(TL/10)4. So, a TL12 antenna is about x.5 the area of a
  TL10 one, and a TL15 antenna about x.2 the area of its
  TL10 equivalent.
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  Communications is handled as an AWR check vs. the effec-
  tive range. The effective rating is the rating of the better of
  the two radios, plus half the rating (round up) of the worse of
  the two. 
  Effective rating Reliable range Passable range
  Max. range
  1
  100m
  400m
  900m
  2
  1km
  4km
  9km
  3
  10km
  40km
  90km
  4
  100km
  400km
  900km
  5
  1,000km
  4,000km
  9,000km
  6
  10,000km
  40,000km
  90,000km
  7
  100,000km
  400,000km
  900,000km
  8
  1,000,000km
  4,000,000km
  9,000,000km
  Example - A TL11 vehicle radio with a rating of 1 has a
  mass of .6kg. If communicating with a rating 2 base station,
  the effective rating is 3, or a division of range of 10,000. So,
  at 10,000m (10km), the chance is an AWR of 1 vs. a
  Difficulty of 3 to get a clear signal across. A rating 2 radio in
  an Apollo capsule talking to a rating 6 dish at NASA would
  have the same chance at a range of 100,000km (best rating
  (6) plus half the worst rating (1) for an effective rating of 7).
  For purposes of signals to/from a remote control vehicle,
  reliable communications allows normal use. Passable com-
  munications quality is a +2 Difficulty to any control task, and
  from there to maximum range is a +4 Difficulty.
  If there are conditions that block a communications signal,
  you would treat it exactly like something that blocks a sen-
  sor, and the reduced rating will give the communication
  range through those conditions. Most radio transmissions
  will either use the radar or longwave numbers for this pur-
  pose.
  The default communication at this range is understandable
  voices. The more complex the communications, the shorter
  the range, and the simpler the communication or the longer
  it takes to transmit it, the greater the range. For instance,
  Morse Code would probably be a +1 to the effective rating of
  a pair of radios as would sending everything ten times to
  ensure enough of a recognizable signal got through. On the
  other hand, video or computer data would probably be a -1
  to the effective rating. Likewise, these would affect the end
  cost of the radios in a genre-specific manner. A television
  would have a radio receiver cost, but the cost, power con-
  sumption and size would be dependent on the size of the
  picture tube you wanted. In general, reduced complexity
  nets you no gain, since the addition of voice circuits is trivial.
  Increased complexity of transmitted and received signal is
  probably x10 cost, mass and power consumption per
  increase in complexity, with a -1 to the adjusted rating per
  increase. High quality sound is one level of complexity, and
  digital data or video pictures is two levels of complexity.
  Naturally, both radios need to operate on the same frequen-
  cy and have compatible communications complexity (a tele-
  vision can receive just sound, but a radio can't receive a TV
  picture), and historically, certain frequency bands have been
  allotted for different purposes. So, an aircraft radio is likely
  to be able to communicate with other aircraft, but not with
  police cars, which don't interfere with entertainment radio
  broadcasts, which don't get in the way of satellite TV chan-
  nels.
  Encryption
  Historically, communications devices of TL9+ may have
  built-in encryption to foil eavesdropping on the signal.
  Encrypted communication devices are x5 cost for basic
  encryption and x5 cost for each level above this, with a max-
  imum of (TL-8) extra levels. Device-encrypted signals are
  both hard to intercept and hard to decode. Each level of
  encryption reduces the effective power of the communicator
  by 1 for purposes of being intercepted by the wrong parties.
  This could be through frequency hopping, spread-spectrum
  technology or other means that make it difficult to pick the
  right signal out of the electromagnetic spectrum. If the com-
  munication device is linked to a computer and the encryp-
  tion is simply a computer program or mathematical algo-
  rithm, the cost is only that of the computer and program or
  at lower TL's, a specialized mechanical encoding device.
  The limits of this are that it is usually not real-time communi-
  cations. You record the message, use the computer to
  encode it, then send it through a regular communications
  device. The cost of an encryption software program is what-
  ever the market will bear. State-of-the-art software might
  even be free!
  All machine-based encryption requires machines to catch,
  decode it or decipher it. Basic encryption is a Difficulty to
  crack of the TL/2 (round up) of the encoding device. Each
  level above this is +2 to the Difficulty. The time it takes to
  decrypt someone else's communications is as for other
  mental tasks. Once the decoding is figured out, a computer
  can run programs to automatically decrypt what is fed into it,
  using its rating or rating+1 if designed solely for decryption
  purposes. Software-based encryption has a base Difficulty
  of anywhere up to the TL of the software plus the rating of
  the computer used to do the encrypting. Decoding normal
  messages that have been transformed by a letter scram-
  bling or substitution algorithm have a DIfficulty based on the
  skill of the person who created it and how long it took to cre-
  ate.
  Example - A TL11 radio transmission with level 2 encryption
  is intercepted. The base Difficulty of catching the message
  is 8 (TL/2, plus 2), as is the base Difficulty to decode it. A
  TL11 transmission of seemingly random Morse Code letters
  might be easy to pick up, but impossible to decode.
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  Minimum size
  To take into account wiring, switches and other interface-
  related items, any sensor will have a minimum mass of 1kg
  for each 1m3 of vehicle volume that has structure (blimps
  only count the gondola, etc.). Vehicles with a volume of less
  than 1m3 do not have to apply this minimum. This minimum
  mass does affect volume and cost, but does not affect
  power consumption..
  Redundancy
  A sensor whose function is absolutely necessary for proper
  operation of the vehicle should have a backup, which will
  have stats appropriate to its rating. The most common
  example of this is automotive headlights, which are mounted
  in pairs so that if one fails while you are speeding down a
  dark mountain road, you don't suddenly go careening off a
  cliff. A redundant sensor of the same type and rating as the
  main sensor does not have a minimum size requirement,
  since they use the same wiring, switches and other features.
  Example - A TL11 van with a volume of 14m3 will have a
  minimum headlight + taillight mass of 14kg (rating 1), plus
  whatever the mass of an extra set of active sensors is.
  Protection
  Sensors often cannot be protected by armor as heavy as
  that on the rest of a vehicle. A sensor does automatically get
  any surface treatment on a vehicle other than armor, so a
  submarine sonar will be watertight, withstand diving pres-
  sures, etc. The AV protecting a sensor will be limited by the
  type of sensor (periscopes need glass, radar can't be pro-
  tected by metal, etc.). To generalize this, assume sensor AV
  is never more than one quarter the AV (round up) of the fac-
  ing it is mounted on. Even with relatively fragile sensor tech-
  nologies, this could represent armored louvers, well-protect-
  ed sensor ports with narrow angles of vulnerability, etc.
  Players may be able to use skill to aim directly at a vulnera-
  ble sensor port, and simply take a greatly increased
  Difficulty to bypass most of its armor.
  Example - A car with an AV of 4 will have headlights with an
  AV of 1. A tank with a front AV of 300 would have an AV of
  75 on the gunner's sights, and while the sight itself might not
  be that tough, this represents the difficulty of getting a hit
  near it.
  Headlights
  Most land vehicles past TL8 will have lights and turn signals.
  These are considered target illumination and navigational
  illumination at a rating of 1 (0 at TL8) with a natural illumina-
  tion source, and the headlights have a fixed 15° arc.
  Landing lights on aircraft and searchlights are rating 1 or 2
  depending on the vehicle. Most of the time the mass
  required will just be the 1kg per 1m3 of vehicle volume, with
  a power consumption of 100w for rating 1 lights, and 1,000w
  for rating 2 lights.
  ﬁ« It's worth noting that at TL8, vehicles are unlikely to have
  headlights with a rating of even 1, due to the mass require-
  ments. For the same mass and volume as TL10 equipment,
  a TL9 vehicle can have "rating 0" illumination, which in
  game terms is a 50w narrow beam lighting system that
  negates 4 points of darkness penalties instead of 6, and
  drops by 1 point each 4 range steps.
  Sensor use
  Sensors have an AWR of 1, which determines if they “see” a
  target and register it on any human-operated display or pass
  the information on to any computerized processing circuits.
  If the sensor sees the target, the human operator will see it,
  and may act on the information provided. Sensors will make
  one check each turn to spot something. For role-playing pur-
  poses, once something is spotted, it is easiest to let it stay
  spotted until the chances to detect it change for the worse.
  Likewise, if something isn't spotted in the first three tries, it
  will probably stay unseen, only checking again when it
  becomes easier to spot.
  Sensors which only illuminate a target for other sensors pro-
  vide a maximum effective rating to calculate range or deter-
  mine a homing weapon's skill in the absence of other illumi-
  nation sources. 
  Example - A laser-guided missile with a skill of 2 will only
  act with a skill of 1 if the laser illuminator unit only has a rat-
  ing of 1. A laser illuminator with a rating of 3 would not have
  the missile act at skill 3, but it would be able to punch
  through 1 point of visual obscurement and still have a rating
  of 2.
  10cm resolution (TL11 thermal telescope at 2.5km)
  VDS
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  Typical sensor types
  These guidelines are for historically developed sensors, and
  those which we can postulate, but only make educated
  guesses on otherwise. One thing to note is that certain
  types of obscurement affect some sensor types more than
  others. The table below gives the minimum rating of a par-
  ticular type of sensor to penetrate a given type of obscure-
  ment (say perhaps a 100m thickness or less). If the rating of
  the sensor is less than this amount, the sensor is totally
  blocked. If equal to or greater than this amount, the number
  is subtracted from the rating before a detection attempt is
  made at that range. If there is a “-” for a type of cover, that
  type of sensor cannot penetrate it at all. Extremely large
  amounts of a given type of cover will increase its obscuring
  ability (just because a nucleonic sensor can sense through
  soil doesn't mean you can scan the inside of a planet).
  Fog/ Light cl.Hvy cl.
  Dust/ Foliage/
  Sensor
  mist
  cover
  cover Water
  Soil
  smoke brush
  Radar
  0
  2
  4
  6
  6
  0
  1
  Longwave
  0
  0
  1
  2
  3
  0
  0
  Lidar
  3
  -
  -
  3
  -
  3
  3
  Sonar
  0
  1
  2
  0
  2
  0
  1
  Thermal
  1
  3
  -
  3
  -
  1
  1
  Nucleonic
  0
  0
  0
  1
  2
  0
  0
  Optical
  2
  -
  -
  2
  -
  3
  2
  Example - If heavy cloud cover is a level 4 obscurement for
  radar, then any radar of rating 3 or less will only give the
  outline of the cloud cover. If the radar is rating 4, then you
  can see inside or through the cloud cover, but only from
  very short range. If your rating was 6, then your effective rat-
  ing for scanning through the cloud is 2, and so on.
  Sensor resolution
  How fine a detail a sensor type can resolve depends on the
  sensor type and the TL.
  TL
  Resolution
  @1km
  @10km @100km@1000km
  9
  1cm per 10m
  1m
  10m
  100m
  1km
  10
  1cm per 50m
  20cm
  2m
  20m
  200m
  11
  1cm per 250m
  4cm
  40cm
  4m
  40m
  12
  1cm per 1km
  1cm
  10cm
  1m
  10m
  13
  1cm per 5km
  .2cm
  2cm
  20cm
  200cm
  14
  1cm per 25km
  -
  .4cm
  4cm
  40cm
  15
  1cm per 100km
  -
  .1cm
  1cm
  10cm
  Resolution is the smallest size a image can be detailed at.
  Smaller items than this can be detected, but are resolved as
  images of the larger size. Anything that subtracts from the
  rating of a sensor also subtracts from its TL for resolution
  purposes. So, TL12 radar penetrating light cloud cover
  would be counted as TL10 radar for resolution purposes.
  Increased antenna size can increase the resolution, but not
  to more than TL+2 past the normal maximum. The following
  notes cover various normal sensor types. Adjustments to
  power and antenna area are optional but recommended.
  Radara
  Generally at TL9+. An active sensor that bounces high-fre-
  quency radio waves off targets to determine position, size,
  velocity and direction of movement. The maximum resolu-
  tion available is at TL12, and the smallest object that can be
  resolved at any range is about 5cm.
  Advantages - Will penetrate dust, mist and cloud cover.
  Disadvantages - The AWR only applies vs. metal and thick
  targets.
  Notes - Normal active sensor power and antenna area.
  Longwave
  Generally at TL10+. An active sensor using a longer wave-
  length than normal radar, capable of penetrating obscure-
  ment better. The maximum resolution available is at TL10,
  and the smallest object than can be resolved is about 50m.
  Advantages - Will penetrate soil and water much better
  than normal radar.
  Disadvantages - As regular radar, but less ability to resolve
  targets for identification purposes.
  Notes - Normal active sensor power, x10 antenna area.
  Lidar
  Generally at TL12+. An active sensor that bounces light
  beams off targets. The maximum resolution available is at
  TL15, and there is no practical minimum to the size of
  objects that can be resolved.
  Advantages - Better target resolution than radar. Computer
  image enhancement and manipulation allows some data to
  be collected from fragmentary or distorted reflections.
  Disads - Does not penetrate any visual cover and cannot
  detect targets which have good light absorption characteris-
  tics. Is an active sensor which can be detected.
  Notes - Normal active sensor power, x.1 antenna area.
  Thermal
  Generally at TL11+. A passive sensor that picks up the tem-
  perature differences between an object and its background.
  The maximum resolution available is at TL15, and there is
  no practical minimum to the size of objects that can be
  resolved.
  Advantages - Can penetrate fog, dust and underbrush. Is
  passive and provides no information to enemy.
  Disads - Does not penetrate any kind of solid object.
  Notes - Normal passive sensor power, x.1 antenna area.
  Sonar
  Generally at TL9+. Available in both active and passive ver-
  sions. Operates by interpreting reflected or generated sound
  waves. The maximum resolution available is at TL15, and
  the smallest object than can be resolved is about 5cm.
  Advantages - Penetrates with ease the one medium block-
  ing most other sensor types.
  Disads - Since sound travels at a relatively low speed,
  sonar is unsuited for accurate tracking of high-speed or long
  range targets.
  Notes - Active or passive sensor power, x.2 antenna area.
  VDS
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  Nucleonica
  Generally at TL12+. A passive sensor that picks up emana-
  tions from nuclear power sources, or detects things that are
  blocking distant radiation sources (like stars). The maximum
  resolution is available at TL12, and the smallest object that
  can be resolved at any range is about 10m. Gravitic sensors
  of any useful type are TL13+. They would have the same
  resolution as nucleonic sensors, but work on mass differen-
  tials.
  Advantages - Is completely unaffected by low-density cover
  like smoke or fog.
  Disads - Low resolution, unable to function at all in radia-
  tion-free environments.
  Notes - Normal passive sensor power, x5 antenna area.
  Optical
  Generally at TL5+ for manual systems like telescopes, and
  TL10+ for any system with acquisition and tracking. A pas-
  sive system that picks up some visual characteristic of the
  target, usually a difference in brightness as compared to the
  background, but may be able to distinguish shapes at higher
  Tech Levels. No minimum limits on resolution.
  Advantages - Easy to provide output compatible with
  human senses.
  Disads - Provides only detail, rather than enhancement,
  since it is blocked by anything that would block normal
  vision.
  Notes - Normal passive sensor power, x.1 antenna area.
  Bizarre sensors
  We don't have any idea how “magical” or “psionic” sensors
  would work, so for now you will have to assume that they
  can detect those types of energies with the same level of
  detail and range that a conventional sensor of the same TL.
  So, a magical TL9 MARAD (Magical Ranging and
  Detection) would be able to provide blips in a crystal ball,
  but a TL12 unit might be able to show little icons of the type
  of blip (dragon, flying broom, etc.), provide friend or foe des-
  ignation, and read transponder signals for air traffic control
  use.
  Electronic Countermeasures
  Or ECM. ECM is an anti-sensor, actively working to defeat
  other sensors. This would be treated as a “targeting illumi-
  nation only” type of sensor, and may be active or passive.
  Active ECM tries to jam an opponent's sensors, while pas-
  sive sensors (like a stealth coating or chaff) tries to hide
  from them. The rating of the ECM subtracts from the rating
  of an opponent's sensors for picking things up. If opposing
  sensors are dropped to a rating of 0, they can't see you, and
  any tracking weapons lose their lock-on. There are several
  important side notes to the use of ECM:
  Obviously, your ECM has to be jamming the right type of
  sensor. A radar jammer won't do much to a optical based
  system. Decoy flares to stop heat seeking missiles won't
  stop radar guided ones. ECM can be bought separately vs.
  each of the listed sensor types (radar, longwave, lidar,
  sonar, thermal, nucleonic and optical). For instance, the F-
  117 “stealth” fighter might have passive ECM vs. radar and
  thermal sensors. The mass for these is represented in the
  extra body structure and component placement for maxi-
  mum passive ECM effect.
  The size and cost of a passive ECM system is multiplied by
  -(the Size Modifier) of the vehicle. For instance, a stealthy
  vehicle with a Size Modifier of -4 would have x4 the normal
  ECM size and mass. Most vehicles with passive ECM are
  easily spotted as such because they will have an unusual
  body shape appropriate to deflecting, dispersing or absorb-
  ing signals from active sensors, or concealing their own
  emissions from passive sensors.
  If the sensor you are jamming is of a superior TL, your ECM
  rating is reduced by 2 per TL of difference. On the other
  hand, if your ECM is of a superior TL, your rating is
  increased by 1 per TL.
  Passive ECM works equally well vs. active and passive sen-
  sors. Active ECM is counted as one TL lower vs. appropri-
  ate passive sensors. For instance, a radio jammer out in the
  middle of nowhere is still obvious to a direction finder, even
  if the jammer is broadcasting a signal that disrupts active
  communications.
  ECM dischargers
  A vehicle can mount single-use ECM pods, which dispense
  flares, radar chaff, flocks of sonar-jamming bats or whatev-
  er. These will have a tenth the cost and mass of normal
  ECM of the same type, but will only provide protection for
  about 10 seconds, and usually only from a particular 60° arc
  of fire. Protection from other arcs is halved, rounding down.
  VDS
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  Electronics
  The amount of useful consumer electronics that can be
  placed in a vehicle is limited only by your line of credit, and
  the sophistication by only by the Tech Level. Some exam-
  ples are below. At the lowest TL, functions are basic, and
  increase in utility and user-friendliness as TL increases. For
  generic electronics, assume cost stays the same and mass
  and volume are halved with each TL past the base.
  Communications
  Mass
  Volume
  Power
  Cost
  TL9 rating 1 transceiver
  16kg
  .016m3
  20w
  160Cr
  TL9 rating 2 transceiver
  250kg
  .25m3
  330w
  2,500Cr
  TL10 rating 1 transceiver
  2kg
  .002m3
  2w
  20Cr
  TL10 rating 2 transceiver
  30kg
  .03m3
  30w
  300Cr
  TL10 rating 3 transceiver
  500kg
  .50m3
  500w
  5,000Cr
  TL11 rating 1 transceiver
  .6kg
  .001m3
  .4w
  6Cr
  TL11 rating 2 transceiver
  10kg
  .01m3
  7.3w
  100Cr
  TL11 rating 3 transceiver
  150kg
  .15m3
  110w
  1,500Cr
  TL12 rating 1 transceiver
  .25kg
  .001m3
  .1w
  3Cr
  TL12 rating 2 transceiver
  4kg
  .004m3
  2w
  40Cr
  TL12 rating 3 transceiver
  65kg
  .065m3
  33w
  650Cr
  TL12 rating 4 transceiver
  1,000kg
  1.0m3
  500w
  10KCr
  TL13 rating 2 transceiver
  2kg
  .002m3
  .7w
  20Cr
  TL13 rating 3 transceiver
  30kg
  .03m3
  10w
  300Cr
  TL13 rating 4 transceiver
  500kg
  .50m3
  170w
  5,000Cr
  TL13 rating 5 transceiver
  8,000kg
  8.0m3
  2,700w
  80KCr
  TL14 rating 2 transceiver
  1kg
  .001m3
  .2w
  10Cr
  TL14 rating 3 transceiver
  16kg
  .016m3
  3.5w
  160Cr
  TL14 rating 4 transceiver
  250kg
  .25m3
  55w
  2,500Cr
  TL14 rating 5 transceiver
  4,000kg
  4.0m3
  880w
  40KCr
  TL14 rating 6 transceiver 65,000kg
  65m3 14,300w
  650KCr
  TL15 rating 2 transceiver
  .7kg
  .001m3
  .1w
  7Cr
  TL15 rating 3 transceiver
  12kg
  .012m3
  1.6w
  120Cr
  TL15 rating 4 transceiver
  200kg
  .20m3
  26w
  2,000Cr
  TL15 rating 5 transceiver
  3,000kg
  3.0m3
  390w
  30KCr
  TL15 rating 6 transceiver 50,000kg
  50m3
  6,500w
  500KCr
  Remember to take signal complexity into account when try-
  ing to figure out effective range for your radios.
  Example - A TL12 cellular phone (rating 1) and a cellular
  base station (rating 3) have a total rating of 4 for communi-
  cations, for a reasonable range of 100km. However, for high
  quality voice transmissions, the combined rating is 3, and for
  sending high-speed data or video the combined rating would
  be 2.
  Example - A TL12 satellite phone (rating 2, but with extra
  mass and a dish antenna to make it rating 3), and a rating 3
  satellite with dish antenna to make it rating 4 will have a
  total rating of 6 for communications purposes, for reliable
  communications about to 10,000km, and passably good
  communications at the geosynchronous satellite's distance
  of 35,000km.
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  Starship notes
  We know you're going to use this for starships, ship combat
  and other high-end topics more suited for a dedicated vehi-
  cle combat system, so here's a few pointers.
  1. If there is some sort of regulation authority for starships, there will 
  probably be a minimum communications and sensor require-
  ment. For passable interplanetary communications with planets 
  and base stations, a Rating 5 transceiver would be the minimum 
  (probably a Rating 4 unit with a directional antenna). For orbital 
  maneuvering, detection and avoidance of debris a Rating 3 
  sensor with full directional capability and navigational illuminators 
  would be the minimum, and even this is probably low if high-
  speed interplanetary transits are considered.
  2. The front armor of a starship should be appropriate to stop or 
  deflect small debris at the maximum normal speed of the ship 
  (see p.106). This roughly an AV of 30 per g/hour of acceleration 
  you expect to do. For instance, if your ship has an acceleration of 
  20 (2g's) and a 20 hour fuel endurance, your maximum expected 
  speed would be after 10 hours (since you need the rest of the 
  fuel to decelerate). Ten hours at 2g's is 20g/hours of accelera-
  tion, so the front of the ship should have an AV of 20g/hour x 
  AV30 = AV600. This can be from armor, force fields or a combi-
  nation of the two. For reference, a Rating 3 sensor would pick up 
  a piece of debris that would do this much damage (a sand grain) 
  only a few hundredths of a second before you hit it...
  3. Relative movement is much less a concern at potential starship 
  ranges. Ignore ship movement for firer and target modifiers. 
  Substitute the Acceleration/10 (round down) of the firer and tar
  get for movement and evasion purposes.
  4. If you are designing starships for combat, make sure the Range 
  Mod of the weapons corresponds to the detection range of the 
  sensors the ship has. To do otherwise could be fatally embarass-
  ing. A realistic estimate would be Rating 5+ sensors for medium-
  sized vessels and Rating 6+ for capital ships. You'll see that 
  sensor mass can be a major part of a combat starship's payload.
  
  Question #1:
  How much mass and volume is taken up by a TL14 “tech-
  nobabble” force field that provides an AV of 800 to the front
  of a ship that is 80 meters long with a Cylinder1 configura-
  tion? How much power does it consume? How much does it
  cost?
  Calculations:
  A ship of the listed size will have a total area of: length2 x
  .69, and a front area of x.05 of this. The front area is then
  80m2 x .69 x .05 = 220.8m2 (round to 221m2). 
  A basic generator will provide an AV of TL142 = 196 to an
  area of 1m2 and consume TL143/10kw = 274.4kw. We have
  to increase basic generator size by x221 to cover the front
  (since it is 221m2), and increase the basic power consump-
  tion by AV800/AV196 = x4.08. Total size is x221 the base
  amount, and power consumption (and cost) is (221 x 4.08) =
  x902 the base amount. Since the basic generator is .1m3,
  100kg, TL143/10kw of power and 10,000Cr, our final num-
  bers are: 100kg x 221 = 22,100kg, .1m3 x 221 = 22.1m3,
  274.4kw x 902 = 247.5Mw and 10,000Cr x 902 = 9.02MCr.
  Answers:
  Mass = 22.1 tons
  Volume = 22.1m3
  Power = 247.5Mw
  Cost = 9.02MCr
  Note - It's pretty expensive no matter how you slice it, but it
  is a self-regenerating energy field that is the equivalent of
  1.6 meters of TL14 composite armor. That armor would
  have a mass of 176.8 tons and cost 1.77MCr. The force
  field will always be more expensive, but even with the power
  plant factored in, it will have less mass.
  Question #2:
  The fishery ship S.S.Politically Incorrect has a fish packing
  plant on board that occupies 50m3. Assuming it is a TL11
  ship that deals with concentrated sea products of average
  purity, how many kilos of fish can be processed and frozen
  per hour? How much electricity does the equipment con-
  sume?
  Calculations:
  This would be treated as a refinery (p.69). Each 1m3 of
  refinery has a base output of 100kg per hour, so 50m3 would
  have a base output of 50m3 x 100kg = 5,000kg per hour.
  Modifiers on this are x1.2 for the Tech Level and x.6 for the
  purity, for a total of 5,000kg x 1.2 x .6 = 3,600kg per hour.
  Power consumption is 50m3 x 5kw = 250kw.
  Answers:
  Mass processed per hour = 3,600kg
  Power consumption = 250kw
  Question #3:
  A TL11 tank with a mass of 60 tons and a 1000kw power
  plant wants stabilizers capable of countering 2 points of ter-
  rain penalties. How much will this system mass and cost?
  Calculations:
  We assume the tank is a tracked vehicle, and the mass of
  the power train is (100/TL11)kg per kilowatt of power (p.29).
  This is 9.09kg x 1000kw = 9,091kg. Each point of stabiliza-
  tion is the larger of x.1 this (909.1kg), or x.001 of total vehi-
  cle mass (50kg). So, 2 points of stabilization will mass
  1,818kg. Since the power train costs 5Cr/kg, the cost of the
  system is 1,818kg x 5Cr = 9,090Cr. 
  Answers:
  Mass for +2 stabilizers = 1,818kg
  Cost for +2 stabilizers = 9,090Cr
  Note - Given the relatively low cost compared to the total
  cost of a tank, it would probably have the best stabilizers
  possible at that TL, and use that in combination with target-
  ing sensors to get the best targeting chance possible.
  VDS
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  88
  AMSISdOING
  tHIS rIGHT?
  ??
  
  VDS
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  89
  89
   
  Pre-designed weapons
   
  The weapons on this list from modern TL's down (TL12 or
  less) are based on historical weapons where exact refer-
  ences are available. Otherwise, they were designed in 3G3
  from the best information found, or as a weapon that com-
  bines several known weapons into a representative sample.
  These weapons have not been optimized, and anyone with
  3G3 can probably design better. For instance, rockets are
  not designed with booster charges for extra velocity, shaped
  charge warheads are single rather than tandem, etc.
  Keeping with the theme of making it as simple as possible,
  you can also use a formula to get 
   
  approximate weapon
  masses for any direct fire weapon in the CORPS system.
  This is not a substitute for 3G3, but rather a means to get
  quick and dirty numbers for vehicles that you expect to be
  “disposable” in the course of the campaign (i.e. don't put a
  lot of effort into it because someone is going to blow it up).
  This mass in kilograms of any direct fire weapon is:
  (9/TL)4 x DV1.8 x (Range Mod + 1).9 x RoF.4 x 1/Reload.1 x 1/(TL.4 x 100) + DV/TL
  A few of the terms need elaboration. RoF is Rate of Fire.
  For most weapons, the CORPS rate of fire is used. Light
  duty autoweapons use a RoF of 4 to take into account that
  they are usually semi-auto designs with an autofire capabili-
  ty, not a dedicated autofire weapon with a correspondingly
  heavier mass. Reload is the reloading time of the weapon in
  seconds. Most archaic or muzzle loading weapons will have
  a time of 30 seconds or more. Most breech loading weapons,
  regardless of size, will usually use 1 second for this equation.
  Example - If you do the math right, a TL10, DV17 weapon
  with a Range Mod of 4, an RoF of 4 and a reload time of 1
  will have a mass of 4.9kg. These are the stats for an FN-
  FAL, which actually has an unloaded mass of about 4.2kg.
  This equation gives passable results for weapons from TL4-
  15, all the way up to a 16" naval gun.
  The mass of ammunition for the weapon is a separate equa-
  tion. The mass of a single unit of ammunition in kilograms is:
  DV1.8 x (9/TL)4 x (Rmod + 1).5 x .00015
  This equation works best for weapons where ammunition
  matches the range characteristics of the weapon itself. So,
  for instance, 9mm ammunition will weigh different amounts
  in this equation, based on the weapon using it. Obviously
  this isn't correct, but the equation is designed to generate
  ammunition appropriate for the weapon, not match existing
  ammunition to a new design. It isn't a perfect set of equa-
  tions, but it covers a broad range of damage and TL's with
  one brush stroke, and passably well.
  Example - You've designed a TL5 pirate ship, and want
  some generic cannons on it. You decide that they'll have a
  DV of 50, a Range Mod of 7, an RoF of 1, and a reload time
  of 45 seconds. After crunching the numbers, you see each
  one has a mass of 246kg, and an ammunition mass of 5.1kg
  per shot. With these numbers, you quickly whip together an
  idea of how many guns she can carry, how many crew are
  needed to man them and how much ammunition is aboard.
  It's a lot quicker than designing the weapons up in 3G3, and
  if characters manage to board and seize the vessel, then
  you can go through the effort of designing them up right.
  Weapon modifiers
  Normal weapons have a volume of 1m3 per 1,000kg when
  you take crew space into account. For unconventional
  weapons like lasers or siege engines, use the following mul-
  tiples on the previous formulas.
  Mass
  Wpn. volume
  Ammo vol.
  Siege engines
  x1
  x2
  x2
  Conventional
  x1
  x1
  x1
  Lasers
  x1
  x2
  x2
  Railguns
  x1
  x1
  x2
  Particle beams
  x1
  x2
  x3
  For indirect fire weapons like rockets, the wide variety of
  technologies available make even a reasonable equation
  next to impossible. The best assumption to make is that you
  can get 20 rockets for the mass of a regular direct fire
  weapon. These have quadruple the weapon volume, and
  this is doubled again if the rockets can be fired as a group
  rather than individually loaded. Guidance or the lack thereof
  will be abstracted into the Range Mod stat of the weapon,
  and is a multiplier of x(Range Mod/10 + .1) (round down).
  Example - If our pirate ship mounted a brace of rockets
  instead of one of the cannon, it could get 20 rockets, each
  with a Range Mod of 5 instead of 7 (Range Mod of 7 x (7/10
  + .1)). The cannon massed 246kg, so it took up .25m3. The
  rockets take up four times this, or 1m3, and if they are on a
  rack so they can be fired all at once, they take up 2m3.
   
  ﬁ« We know some of you are going to try and design combat
  starships with VDS. Assume energy weapons have an out-
  put of around (DV2 x 10) watts/shot. Range Mod is 1,000 for
  1,000km, 3,000 for 10,000km and 10,000 for 100,000km. A
  TL13, RoF 1, reload 1/sec., DV1000 weapon with a range of
  100,000km has a mass of 823 tons (TL15 version is 439 tons).
  WEAPONS
   
  88
  
  Initiative Range
  Extra
  Rate
  Hand-held weapon Caliber
  DV
  mod
  mod*
  Size
  TL
  Mass
  clip
  of fire
  Clip
  AV
  Cost
  Origin
  Hand cannon
  12mm
  4
  +1
  -1.
  7
  5
  2.1kg
  -
  1/30
  1i
  9
  70
  n/a
  Musket
  19mm
  6
  -1
  1
  19
  6
  4.7kg
  -
  1/30
  1i
  7
  90
  n/a
  Muzzle loading rifle
  12mm
  10
  +0
  3
  17
  7
  4.1kg
  -
  1/30
  1i
  10
  140
  n/a
  Breech loading rifle
  8mm
  18
  +0
  4
  15
  8
  4.1kg
  -
  1/2
  5i
  10
  340
  n/a
  Squad autorifle
  8mm
  19
  -1
  4
  16
  9
  9.5kg
  .7kg
  10
  20c
  8
  975
  n/a
  Squad autorifle
  8mm
  19
  -1
  4
  18
  10
  16.3kg
  5.8kg
  10
  200e
  8
  975
  n/a
  Squad autorifle
  6mm
  16
  -1
  4
  16
  11
  10.0kg
  3.1kg
  10
  200e
  6
  730
  n/a
  Squad autorifle
  5mm/c
  16
  -1
  5
  12
  12
  7.0kg
  1.3kg
  10
  300c
  6
  1800
  n/a
  Squad autorifle
  7mm/c
  21
  -1
  5
  10
  13
  7.6kg
  2.3kg
  10
  200c
  5
  2500
  n/a
  Squad autorifle
  4mm railgun
  24
  +0
  5
  9
  14
  5.5kg
  2.1kg
  10
  50c
  4
  4400
  n/a
  Squad autorifle
  4mm railgun
  27
  +0
  5
  10
  15
  6.1kg
  2.9kg
  10
  100c
  4
  5000
  n/a
  The squad autorifles are capable of being solidly mounted to get +2 Range Mod.
  Initiative Range
  Extra
  Rate
  Siege engine
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass
  clip
  of fire*
  Clip
  AV
  Cost
  Origin
  Siege crossbow
  32mm
  11
  -1
  4
  15
  5
  17.3kg/.35m3 .3kg
  1/35
  1i
  6
  330
  n/a
  Onager, small
  90mm
  13
  -3
  3
  -
  4
  75kg/1.5m3
  .8kg
  1/130
  1i
  8
  210
  n/a
  Onager, medium
  140mm
  18
  -4
  0
  -
  4
  115kg/2.3m3 4.3kg
  1/270
  1i
  9
  340
  n/a
  Sprengal, small
  65mm
  15
  -3
  9
  -
  4
  75kg/1.5m3 2.1kg
  1/130
  1i
  8
  270
  n/a
  Sprengal, medium
  55mm
  15x4
  -3
  9
  -
  4
  275kg/5.5m3 5.0kg
  4(1/400)
  4i
  9
  550
  n/a
  Ballista, small
  45mm
  13
  -2
  9
  -
  4
  50kg/1.0m3 1.4kg
  1/70
  1i
  7
  210
  n/a
  Ballista, medium
  75mm
  16
  -3
  10
  -
  4
  85kg/1.7m3 6.4kg
  1/170
  1i
  8
  580
  n/a
  Trebuchet
  250mm
  36
  -7
  0
  -
  4
  2.7t/54m3
  16.4kg
  1/1100
  1i
  11
  1200
  n/a
  *Assumes one person working at 150J per second. Divide by up to 2 people per 100kg (round up) of weapon if extra help is available.
  Initiative Range
  Extra
  Rate
  Archaic cannon
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass*
  clip
  of fire*
  Clip
  AV
  Cost
  Origin
  Swivel gun
  25mm
  20
  -2
  2
  16
  5
  29.1kg/.03m3 .1kg
  1/20
  1i
  15
  205
  n/a
  (cannister shot)
  10mm shot
  8(+0)
  0
  6pd muzzle loader
  93mm
  55
  -4
  7
  -
  6
  400kg/.4m3
  3kg
  1/30
  1i
  20
  1400
  n/a
  (cannister shot)
  28mm shot 19(+2)
  12pd muzzle loader
  117mm
  97
  -5
  7
  -
  6
  800kg/.8m3
  6kg
  1/40
  1i
  24
  3700
  n/a
  (cannister shot)
  38mm shot 30(+2)
  32pd muzzle loader
  163mm
  148
  -5
  7
  -
  6
  2000kg/2.0m3 15kg
  1/50
  1i
  26
  6000
  n/a
  (cannister shot)
  51mm shot 40(+2)
  20pd breech load rfl
  85mm
  90
  -4
  9
  -
  7
  400kg/.4m3
  10kg
  1/12
  1i
  21
  7500
  n/a
  (shell)
  9E
  70pd breech load rfl 150mm
  195
  -5
  9
  -
  7
  3.0t/3.0m3
  37kg
  1/20
  1i
  27
  34k
  n/a
  (shell)
  20E
  110pd breech load rfl 180mm
  231
  -6
  16
  -
  7
  4.0t/4.0m3
  60kg
  1/20
  1i
  28
  48k
  n/a
  (shell)
  26E
  Note that muzzle loading cannon require either loading from outside a vehicle, or double interior volume to allow retraction of the weapon for reloading.
  Rate of fire assumes crew of 2 per 1m3 of weapon (round up). This can be decreased by a variable amount depending on how much safety you want to sacrifice.
  Initiative Range
  Extra
  Rate
  Machineguns
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass/vol.
  clip
  of fire
  Clip
  AV
  Cost
  Origin
  13mm machinegun
  13mm
  36
  -2
  11
  -
  9
  60kg/.06m3
  20kg
  10
  200e
  10
  2500
  n/a
  15mm machinegun
  15mm
  42
  -3
  11
  -
  9
  90kg/.09m3
  35kg
  10
  200e
  12
  3300
  n/a
  8mm rotary gun
  8mm
  18
  -1
  3
  -
  11
  120kg/.12m3 100kg
  100
  4000e
  8
  1400
  n/a
  13mm machinegun
  13mm
  40
  -2
  11
  -
  12
  40kg/.04m3
  15kg
  20
  200e
  8
  3000
  n/a
  15mm machinegun
  15mm
  44
  -3
  16
  -
  11
  75kg/.08m3
  28kg
  10
  150e
  10
  3500
  n/a
  15mm machinegun
  15mm
  47
  -3
  16
  -
  12
  70kg/.07m3
  28kg
  10
  150e
  9
  4100
  n/a
  15mm machinegun
  15mm
  50
  -3
  16
  -
  13
  70kg/.07m3
  28kg
  10
  150e
  8
  4500
  n/a
  6mm railgun*
  6mm
  90
  -2
  11
  -
  14
  27kg/.03m3
   
  9.0kg/7Mw
  20
  2000e
  7
  19k
  n/a
  6mm railgun*
  6mm
  101
  -2
  11
  -
  15
  26kg/.03m3 9.0kg/6Mw
  20
  2000e
  6
  23k
  n/a
  5mm particle beam*
  5mm
  90
  -2
  18
  -
  14
  30kg/.03m3 13Mw
  10
  ∞
  5
  38k
  n/a
  5mm particle beam*
  5mm
  103
  -2
  18
  -
  15
  27kg/.03m3 10Mw
  10
  ∞
  4
  49k
  n/a
  *Requires vehicle power source. Railgun clip mass is for projectiles only.
  VDS
  VDS
  90
  90
  
  Initiative Range
  Extra
  Rate
  Cannon
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass/vol.
  clip
  of fire
  Clip
  AV
  Cost
  Origin
  20mm autocannon
  20mm
  57
  -3
  26
  -
  11
  100kg/.1m3
  20kg
  10
  50c
  11
  8000
  n/a
  25mm autocannon
  25mm
  67
  -4
  26
  -
  11
  150kg/.15m3 40kg
  10
  50c
  12
  10.5k
  n/a
  30mm autocannon
  30mm
  75
  -4
  26
  -
  11
  200kg/.2m3
  60kg
  10
  50c
  13
  13k
  n/a
  30mm rotary cannon 30mm
  75
  -6
  26
  -
  11
  1.7t/1.7m3
  1.0t
  60
  1200e
  13
  25k
  n/a
  40mm autocannon (HE)40mm
  5E
  -5
  26
  -
  11
  700kg/.7m3
  80kg
  5
  25i
  14
  23k
  n/a
  (APFSDS)
  96
  38
  76mm cannon (HE)
  76mm
  9E
  -5
  26
  -
  9
  600kg/.6m3
  12kg
  1
  1i
  24
  36k
  n/a
  (AP)
  200
  38
  12kg
  90mm lt. cannon (HE)90mm
  14E
  -4
  9
  -
  11
  300kg/.3m3 5.0kg
  1
  1i
  14
  2500
  n/a
  (HEAT)
  480/7E
  16
  4.0kg
  105mm cannon (HE) 105mm
  18E
  -6
  26
  -
  11
  2.5t/2.5m3
  19kg
  1
  1i
  22
  28k
  n/a
  (APFSDS)
  370
  52
  17kg
  (HEAT)
  686/11E
  26
  22kg
  120mm cannon (HE) 120mm
  22E
  -6
  38
  -
  11
  3.0t/3.0m3
  25kg
  1
  1i
  22
  35k
  n/a
  (APFSDS)
  400
  52
  20kg
  (HEAT)
  950/14E
  38
  25kg
  Range mods assume handheld wpns use handhelp category, and vehicle ones use turreted.
  Initiative Range
  Extra
  Rate
  Fire & forget missiles Caliber
  DV
  mod
  mod
  Size
  TL
  Mass
  clip
  of fire
  Clip
  AV
  Cost
  Origin
  AT msl. (skill 0/600m/sec)
  80mm
  400/6E
  -1
  -
  12
  11
  9.0kg
  5.0kg
  1
  1i
  11
  900
  n/a
  AT msl. (skill 1/650m/sec)
  80mm
  440/7E
  -1
  -
  12
  13
  8.0kg
  5.0kg
  1
  1i
  8
  1200
  n/a
  AT msl. (skill 2/600m/sec)
  90mm
  560/9E
  -1
  -
  12
  15
  9.5kg
  7.0kg
  1
  1i
  6
  5000
  n/a
  AA msl. (skill 1/700m/sec)
  70mm
  330/13E
  -1
  -
  20
  11
  9.5kg
  6.5kg
  1
  1i
  10
  1000
  n/a
  AA msl. (skill 1/850m/sec)
  70mm
  360/14E
  -1
  -
  20
  13
  9.5kg
  6.5kg
  1
  1i
  8
  1000
  n/a
  AA msl. (skill 2/800m/sec)
  70mm
  390/15E
  -1
  -
  20
  15
  8.5kg
  6.5kg
  1
  1i
  6
  5000
  n/a
  AT msl. (skill 2/550m/sec) 180mm 1350/22E
  -3
  -
  -
  11
  75kg/.08m3
  55kg
  1
  1i
  15
  15k
  n/a
  AT msl. (skill 2/850m/sec) 180mm 1500/24E
  -3
  -
  -
  13
  70kg/.07m3
  55kg
  1
  1i
  12
  20k
  n/a
  AT msl. (skill 3/850m/sec) 200mm 1800/30E
  -3
  -
  -
  15
  90kg/.09m3
  75kg
  1
  1i
  9
  150k
  n/a
  AA msl. (skill 2/1.1km/sec) 150mm 1000/29E
  -3
  -
  -
  11
  80kg/.08m3
  65kg
  1
  1i
  15
  15k
  n/a
  AA msl. (skill 2/1.3km/sec) 150mm 1100/31E
  -3
  -
  -
  13
  80kg/.08m3
  65kg
  1
  1i
  12
  15k
  n/a
  AA msl. (skill 3/1.2km/sec) 150mm 1200/34E
  -3
  -
  -
  15
  75kg/.08m3
  65kg
  1
  1i
  8
  100k
  n/a
  Torpedo (skill 2/25m/sec) 550mm
  200E
  -5
  -
  -
  11
  1.7t/1.7m3
  1.6t
  1
  1i
  25
  400k
  n/a
  Torpedo (skill 3/25m/sec) 550mm
  220E
  -5
  -
  -
  13
  1.7t/1.7m3
  1.6t
  1
  1i
  20
  1.6m
  n/a
  Torpedo (skill 3/30m/sec) 550mm
  240E
  -5
  -
  -
  15
  1.7t/1.7m3
  1.6t
  1
  1i
  15
  2.0m
  n/a
  Active Sensors*
  TL
  Mass
  Volume
  Cost
  Power
  Antenna
  Resolution
  @1km
  @10km
  @100km
  @1000km
  Rating 1 (range/100)
  9
  640kg
  .64m3
  6.4KCr
  8.5kw
  1m2
  1cm per 10m
  1m
  -
  -
  -
  Rating 2 (range/1000)
  9
  10 ton
  10m3
  100KCr
  133kw
  4m2
  1m
  10m
  -
  -
  Rating 2 (range/1000)
  10
  1.2 ton
  1.2m3
  12KCr
  12kw
  4m2
  1cm per 50m
  20cm
  2m
  -
  -
  Rating 3 (range/10000)
  10
  20 ton
  20m3
  200KCr
  200kw
  9m2
  20cm
  2m
  20m
  -
  Rating 2 (range/1000)
  11
  400kg
  .40m3
  4.0KCr
  2.9kw
  4m2
  1cm per 250m
  4cm
  40cm
  -
  -
  Rating 3 (range/10000)
  11
  6.0 ton
  6.0m3
  60KCr
  44kw
  9m2
  4cm
  40cm
  4m
  -
  Rating 4 (range/100000)
  11
  100 ton
  100m3
  1.0MCr
  730kw
  16m2
  4cm
  40cm
  4m
  40m
  Rating 2 (range/1000)
  12
  160kg
  .16m3
  1.6KCr
  .82kw
  4m2
  1cm per 1km
  1cm
  10cm
  -
  -
  Rating 3 (range/10000)
  12
  2.6 ton
  2.6m3
  26KCr
  13kw
  9m2
  1cm
  10cm
  1m
  -
  Rating 4 (range/100000)
  12
  40 ton
  40m3
  400KCr
  204kw
  16m2
  1cm
  10cm
  1m
  10m
  Rating 3 (range/10000)
  13
  1.2 ton
  1.2m3
  12KCr
  4.1kw
  9m2
  1cm per 5km
  <1cm .
  2cm
  20cm
  -
  Rating 4 (range/100000)
  13
  20 ton
  20m3
  200KCr
  68kw
  16m2
  <1cm .
  2cm
  20cm
  2m
  Rating 5 (range/1000000)
  13
  320 ton
  320m3
  3.2MCr
  1.1Mw
  25m2
  <1cm .
  2cm
  20cm
  2m
  Rating 3 (range/10000)
  14
  640kg
  .64m3
  6.4KCr
  1.4kw
  9m2
  1cm per 25km
  <1cm .
  <1cm .
  4cm
  -
  Rating 4 (range/100000)
  14
  10 ton
  10m3
  100KCr
  22kw
  16m2
  <1cm .
  <1cm .
  4cm
  40cm
  Rating 5 (range/1000000)
  14
  160 ton
  160m3
  1.6MCr
  352kw
  25m2
  <1cm .
  <1cm .
  4cm
  40cm
  Rating 3 (range/10000)
  15
  480kg
  .48m3
  4.8KCr
  .62kw
  9m2
  1cm per 100km <1cm .
  <1cm .
  1cm
  -
  Rating 4 (range/100000)
  15
  8.0 ton
  8.0m3
  80KCr
  10kw
  16m2
  <1cm .
  <1cm .
  1cm
  10cm
  Rating 5 (range/1000000)
  15
  120 ton
  120m3
  1.2MCr
  156kw
  25m2
  <1cm .
  <1cm .
  1cm
  10cm
  *AWR 1. Assumes a manned sensor, a control console and a 360° field of view, like a ground-based radar installation.
  VDS
  VDS
  91
  91
  
  VDS
  VDS
  92
  92
  Basics
  Now that you have a few vehicles designed, you probably
  want to know how to disassemble them as fast as technolo-
  gy will allow.
  For the most part, vehicle combat is covered by the basic
  rules in CORPS. Speed and size modifiers, weapon Range
  Class, special weapon vs. armor effects and component
  damage are all covered. However, there are some special
  effects to be listed, and a re-iteration of the basics.
  Range
  Ranges in CORPS are measured in meters, and the base
  Difficulty to hit is equal to the square root of the range in
  meters, plus 2.
  If you are at all familiar with the CORPS system, you will
  instantly see that these ranges are all but impossible to suc-
  ceed at. For instance, a skill 6 sniper trying to take a shot at
  600 meters will need a weapon with a range mod of 5, a 6x
  scope, an out of combat bonus and setting and bracing for
  at least 10 seconds to have a 50% chance of success. And
  that is at only 600m. Of course, a good sniper would proba-
  bly have a better weapon and skill, and be able to engage
  out to 800m in CORPS, but it serves to illustrate the difficul-
  ty of hitting targets at long range. CORPS was not really
  designed for use at these ranges, so the rules may not work
  as well as they could.
  Range Mod
  Range Mod represents the overall accuracy of the weapon
  system, and subtracts from the Difficulty for range. Vehicle
  mounted weapons will have high Range Mods.
  This is double-edged sword, since at closer ranges it
  becomes more difficult to train the weapon on a moving tar-
  get. If the target is at a Difficulty for range of the Range Mod
  or less, all movement penalties are increased by 1. If the
  Difficulty for range is half the Range Mod or less, they are
  increased by 2, by 3 at a quarter the Range Mod or less,
  and so on.
  Example - A modern tank cannon has a Range Mod of
  around 50. If firing at a target 400m away (Difficulty 22), the
  Range Mod cancels out the Difficulty for range. However, if
  the target was moving, it would be +1 Difficulty over the nor-
  mal movement penalty, and if the firer was moving, it would
  be +1 Difficulty over that movement penalty as well.
  Size
  Normal penalties and bonuses to hit for vehicle size apply,
  as per the basic CORPS rules. To cover vehicles of odd
  shapes, use whichever modifier (hexes filled/volume) makes
  it easier to hit the vehicle.
  Hexes filled
  Volume
  Example
  Difficulty
  1-3
  <4m3
  Motorcycle
  -1
  4-15
  <32m3
  Automobile
  -2
  16-63
  <250m3
  Large truck, jet fighter
  -3
  64-250
  <2,000m3
  Patrol boat
  -4
  251-1,000
  <16,000m3
  Airliner, frigate
  -5
  1,001-4,000
  <125,000m3
  Destroyer
  -6
  4,001-16,000
  <1,000,000m3
  Cruiser
  -7
  Example - A vehicle using the ”half-cylinder1” configuration
  and a length of 70m would have a volume of 15,365m3, and
  a “hexes filled” amount of 70m long x 21m wide = 1,470m2.
  The area gives a -6 Difficulty to hit, and the volume gives a
  -5, so you use the -6 figure.
  Visibility
  At lower TL's, vehicle targeting systems are limited by the
  ability of the crew to see their targets. Simple periscopes
  and vision slits do not provide the same visibility as the open
  air, but do provide much greater protection against incoming
  fire. The designer of a vehicle can pick any number from +1
  Difficulty to +4 Difficulty to represent the size of a vehicle's
  vision ports, if it has any at all. A submarine might have sen-
  sors, but no windows for instance. This Difficulty minus 1 is
  the penalty to any AWR checks made through that vision
  port. A normal civilian vehicle has +1 Difficulty windows, for
  a +0 AWR penalty, while a tank with periscopes that are +4
  Difficulty to be targeted are +3 Difficulty to see out of. Both
  sets of “vision ports” have reduced AV compared to the rest
  of the vehicle, but they are much harder to hit on the tank.
  Advanced technology can negate some or all of these vision
  penalties. For vehicles with any form of optical sensor
  equipment, one point of vision penalty is negated at TL10
  and each 2 TL's past TL10 (round down). So, a TL14+ vehi-
  cle with minimal ports for optical sensors would give no
  vision penalties for the occupants.
  Range(m)
  100m
  200m
  400m
  600m
  800m
  1.0km
  1.2km
  1.5km
  2.0km
  3.0km
  4.0km
  5.0km
  7.0km
  10.0km
  Difficulty
  12
  17
  22
  27
  31
  34
  37
  41
  47
  57
  66
  73
  86
  102
  COMBAT
   
  99
  
  A vehicle which does have penalties may selectively negate
  them for some crew members by allowing them to stick their
  heads out through hatches. This allows a crew member to
  be targeted directly by weapons and to have their head
  exposed to area effect attacks, but reduces their vision
  penalty to +0 or +1 (if they have overhead cover).
  Bombing
  Bombs are considered indirect fire weapons with a Range
  Mod of zero, and an “infinite” maximum range (you can drop
  them from any height). Bombing rules can also be used to
  simulate extremely long range artillery fire. What you end up
  with is a guaranteed miss 99% of the time, with a lot of hits
  somewhere in the vicinity of the target. Since the maximum
  distance of a miss is the (Difficulty/5)2, the chart below lists
  the maximum dispersion distances and distribution of hits.
  Hit distribution for an area is based on results for aiming at a
  larger area, as for a vehicle target, rather than amount
  missed by. That is, if you miss by 144m, all the misses don't
  cluster as if they were exactly that far off. Rather, all the
  shots land randomly in a circle with a radius of 144m.
  Difficulty of shot
  40
  60
  80
  100
  120
  max dispersion
  64m
  144m
  256m
  400m
  576m
  out of 1000 shots
  Difficulty vs. skill
  10
  15
  20
  in target hex (+0)
  10
  1
  0
  in 1 hex radius (-1)
  30
  3
  0
  in 2 hex radius (-2)
  50
  5
  0
  in 5 hex radius (-3)
  70
  7
  1
  in 9 hex radius (-4)
  90
  9
  1
  in 18 hex radius (-5)
  100
  10
  1
  in 36 hex radius (-6)
  300
  30
  3
  in 72 hex radius (-7)
  500
  50
  5
  Example - If the final Difficulty of an indirect fire shot was 60
  (after taking any Range Mod of the weapon into account),
  then no matter how badly the “to hit” roll was flubbed, the
  maximum miss distance would be by 144m. If this were part
  of an artillery barrage of 1,000 shells, and on average, the
  Difficulty of the task exceeded skill by 10, then 10 would hit
  the target hex, and a total of 70 would have landed within 5
  hexes of the target location.
  As you can see, if the Difficulty is more than 20 points over
  your adjusted skill, you have a negligible chance of directly
  targeting anything without a huge barrage of shells.
  Proximity fuses
  If a weapon has a proximity fuze in CORPS, it basically
  goes off on a near miss. Since miss distance is the amount
  the roll was failed by, squared, most proximity fuzes are set
  for a miss by 1, 2 or 3, corresponding to a range of 1m, 4m,
  or 9m. Presumably the proximity fuze is set for a distance
  where the weapon payload can have an effect on the target.
  Spotting
  With large and cumbersome weapons, they can often hold
  their aim well, or be adjusted minutely between shots to get
  closer to the target. If a given stationary (vehicle not moving)
  indirect fire weapon has someone who can spot where each
  shell lands with regards to an equally stationary target, the
  spotter can make a Difficulty 6 skill roll vs. the applicable
  heavy weapon skill to call in corrections to aim. If success-
  ful, the result is to drop the Difficulty by the TL of the
  weapon, but not by more than half of its original value. This
  can be repeated multiple times, but each time after the first
  the effective TL is halved (round down).
  Example - A forward observer at TL11 calls in reports from
  3 spotting rounds. The first report allows the “missed by”
  amount to be dropped by 11, if it was greater than 22. If it
  were 20, for instance, it would only be dropped to half its
  original value, or 10. The second report can drop the value
  by half the Tech Level (round down), or 5, and the third can
  drop it by a maximum of half of that (round down), or 2.
  Once a weapon is sighted in, the exact target settings can
  be noted, and as long as the weapon is not moved and fires
  the same ammunition in roughly the same conditions (tem-
  perature, wind, humidity, etc.), then it automatically hits
  somewhere within the radius appropriate to the Difficulty
  and skill. Strategic emplacements often have key locations
  targeted in this fashion, allowing for accurate fire at long
  ranges. Also indirect fire weapons with known, predictable
  characteristics (like bombs) can sometimes use this rule to
  represent a skilled bombardier.
  VDS
  VDS
  93
  93
  Range Mod= 3
  Size Mod= 0
  Range Mod= 4
  Size Mod=-1
  Range Mod= 5
  Size Mod=-2
  Range Mod= 6
  Size Mod=-3
  
  Strafing
  Strafing is a vehicle variation of Spray Fire from the CORPS
  basic rules. Normally, spray fire takes the recoil into account
  for figuring the to hit chance, but for a weapon so solidly
  mounted that recoil is irrelevant, you can use the Range
  Mod of the weapon to reduce the Difficulty of the task. The
  pattern of fire is along a path in front of the firing vehicle,
  and the length of the path is based on the spread for spray
  fire (the pilot can adjust the flight path to put the spread in a
  smaller distance than the plane is actually flying). If more
  than one weapon is fired, add the total number of shots
  together for figuring the chances. If the strafing vehicle is
  moving at a high rate of speed, use the average of the dis-
  tance between where it starts and stops strafing each sec-
  ond for purposes of determining hits. The final chance to hit
  represents how well the strafing run targeted the area aimed
  at. Note that against dense concentrations of targets, you
  will get hits, but they might not be in the area you thought
  you were aiming at. For instance, if you put an average of 5
  bullets per hex, and strafe a multi-hex vehicle like a tank,
  your chance to hit it reflects whether the stream of fire actu-
  ally went across the tank, or missed its location altogether.
  Example - An aircraft with a several machineguns (total
  number of shots per second of 40 and Range Mod of 7) is
  strafing a roadway 200m in front of it, and the aircraft is
  going at a speed of 100m/sec. The aircraft starts strafing at
  200m and stops at 100m, so the average distance is 150m.
  The minimum number of hexes the spread can be across is
  the Difficulty for range (15), minus the Range Mod of the
  guns (7), for an 8 hex spread which we assume is a line
  down the road. With 40 bullets fired, this is 5 per hex, for a
  “skill” of 5, minus the adjusted Difficulty for range (8, after
  you apply the weapon's Range Mod), for an effective skill of
  -3. Compared to a Difficulty of 0 for a person, this isn't very
  good, but remember that this chance applies to every target
  in every hex of the pattern (roll a 5 or less on 1d10 for the
  skill vs. Difficulty in this case). If a vehicle fills multiple
  hexes, it is targeted multiple times. Also note that this has
  not included any targeting aids available. Spray fire is
  unaimed fire. If the pilot wanted to target a particular vehicle,
  or do a number of controlled bursts vs. several vehicles,
  then they would have a better chance if they picked them
  out as deliberate targets.
  Blowing things up
  Non-vehicle structures like buildings will have an AV based
  on their construction material, as per the normal CORPS
  rules. To blow one up or structurally weaken it to the point of
  collapse takes some work. Each time a building takes a
  number of “hits” equal to its volume/250, it checks for col-
  lapse. A “hit” is damage that completely demolishes at least
  one hex of supporting structure, like a load bearing wall.
  This could either be an explosive attack, a vehicle impact,
  several hits from a cannon-sized weapon or at least a hun-
  dred bullets or beam hits from lighter weapons. Attacks that
  destroy more than one hex of wall count the number of
  hexes destroyed. Deliberate and successful demolition
  attempts count the height of the structure as a maximum of
  1 meter. Normally, to collapse a building from damage is a
  task with a skill of 0 vs. a Difficulty of 5, rolled when the first
  number of hits is taken. Each time this hit threshold is
  reached, increase the “skill” used by 1.
  Example - A small office building that is 20m x 20m x 10m
  has a total volume of 4,000m3, so it requires at least
  4,000/250 = 16 hits before it checks for collapse. After three
  hits by HE shells that demolish 7 hexes each (impact and
  surrounding hexes), it has taken 21 hits, and checks for col-
  lapse with a skill of 0 vs a Difficulty of 5. After two more HE
  hits, it has taken 35 hits, and checks for collapse with a skill
  of 1 vs. a Difficulty of 5.
  If a structure collapses, the level of destruction is based on
  the roll. A marginal success means that part (at least 10%)
  of the building has failed and caved in on itself. Making the
  roll by 1 means about half the building has collapsed, and
  making the roll by 2 or more means total or near total col-
  lapse of the building. Characters in part of a building that
  collapses have to spend 1ASP to avoid being crushed in the
  rubble (whole body lethal DV of 1d10), or 2ASP to avoid
  being trapped but otherwise unhurt (requires a lifting capaci-
  ty of 1d10 x 100kg to eventually get free). Characters on
  upper levels of a tall structure need to spend +1ASP, and
  may end up trapped on teetering, unsupported walls with no
  easy way down and a limited time available before their pre-
  carious situation deteriorates and makes their descent deci-
  sion for them.
  VDS
  VDS
  94
  94
  
  Advanced Hit Locations
  You can use the following tables to determine hit location on
  vehicles. These are expansions on the tables in the CORPS
  rules.
  Hit locations (land vehicle)
  Roll
  Front
  Rear
  Side
  Top
  1
  Body
  Body
  Body
  Body
  2
  Controls
  Body
  Controls
  Controls
  3
  Controls*
  Fuel*
  Engine*
  Engine*
  4
  Engine
  Cargo*
  Window
  Body
  5
  Engine*
  Controls
  Body
  Window
  6
  Engine*
  Window
  Accessory
  Accessory
  7
  Window
  Body
  Fuel*
  Cargo*
  8
  Body
  Window
  Cargo*
  Fuel*
  9
  Window
  Accessory
  Controls
  Controls
  10
  Accessory
  Body
  Body
  Body
  Hit locations (water vehicle)
  Roll
  Front
  Rear
  Side
  Top
  1
  Body
  Controls
  Body
  Body
  2
  Body
  Engine*
  Body
  Body
  3
  Cargo*
  Body
  Cargo*
  Cargo*
  4
  Accessory
  Fuel
  Body
  Window
  5
  Window
  Bodyw
  Window
  Bodyw
  6
  Bodyw
  Window
  Accessory
  Accessory
  7
  Fuel
  Accessory
  Bodyw
  Fuel*
  8
  Body
  Cargo*
  Engine*
  Engine*
  9
  Engine*
  Body
  Body
  Controls
  10
  Controls
  Body
  Controls
  Body
  Hit locations (air vehicle)
  Roll
  Front
  Rear
  Side
  Top
  1
  Engine*
  Controls
  Accessory
  Body
  2
  Accessory
  Body
  Body
  Accessory
  3
  Controls
  Cargo*
  Window
  Window
  4
  Body
  Fuel
  Engine*
  Engine*
  5
  Window
  Window
  Controls
  Controls
  6
  Body
  Controls
  Cargo*
  Fuel*
  7
  Fuel*
  Body
  Body
  Cargo*
  8
  Cargo*
  Controls
  Fuel*
  Body
  9
  Body
  Accessory
  Controls
  Controls
  10
  Controls
  Engine*
  Body
  Body
  Remember that locations marked with an “*” are only hit
  after the damage penetrates the armor of the vehicle. On a
  water vehicle, “w” is a waterline hit (underwater attacks are
  automatically below the waterline). Also, any balloon, blimp
  or lighter than air vehicle is hit in the gondola or other
  mechanical bits only on a roll of “1”, in which case you roll
  for location normally. Otherwise the hit is in the gas bag. On
  armored vehicles, “window” hits include any vehicle part
  with reduced armor, like sensor ports. Aiming at a particular
  hit location on a vehicle ranges from +1 Difficulty for things
  like “Body”, to +4 Difficulty to hit a small sensor port, and
  limits on the level of called shot possible apply as for hand-
  held weapons.
  Example - A hit to the top of an airplane results in a roll of 6.
  This shot will enter a fuel tank, after it goes through the
  armor provided by the surface of the vehicle.
  Remember that these hit locations are generic. A hit to a
  wing is not necessarily a control hit, nor is a fuselage hit
  necessarily a body hit. If a hit has a particular game effect
  (such as Controls), it means that the vehicle has been hit
  somewhere that relates to that system. On an aircraft, a
  control hit could range from a snipped control cable to a
  hydraulic pump hit to a piece of shrapnel taking out an auxil-
  iary computer. Likewise, a Body hit could have effects rang-
  ing from taking out the pilot in the front to blasting apart the
  toilet in the back. 
  If necessary, you can roll on one of the tables below for a
  more specific effect damage will have on a vehicle system.
  If a specific effect isn't applicable, roll again.
  Controls
  Roll
  Category
  Example
  1
  Acc
  Throttle or accelerator
  2
  Max
  Transmission
  3
  Turn
  Steering
  4
  Dec
  Brakes, air brakes
  5
  Acc, Max
  Throttle or accelerator
  6
  Max, Turn
  Tires, tracks
  7
  Turn, Dec
  Rudder, variable pitch prop.
  8
  Max, Turn, Dec
  Control surfaces plus brakes
  9
  Acc, Max, Dec
  Streamlining plus brakes
  10
  Acc, Max, Turn, Dec
  Central control console
  Engine
  Roll
  Category
  Example
  1
  Acc
  Fuel delivery problems
  2
  Acc
  Intermittent power delivery
  3
  Acc
  Throttle sticky
  4
  Max
  Excess engine vibration
  5
  Max
  Engine parts grinding on body
  6
  Max
  Cooling system damage
  7
  Acc, Max
  Exhaust system blockage
  8
  Acc, Max
  Damaged ignition system
  9
  Acc, Max
  Drive train damage
  10
  Acc, Max
  Damaged power coupling
  Fuel
  Roll
  Category
  Example
  1
  Max range
  Fuel pump leak
  2
  Max range
  Fuel line break
  3
  Max range
  Fuel line break
  4
  Max range
  Fuel tank puncture
  5
  Max range
  Fuel tank puncture
  6
  Max range
  Fuel tank puncture
  7
  Max range
  Fuel tank puncture
  8
  Max range
  Fuel tank puncture
  9
  Max range
  Fuel tank puncture
  10
  Max range
  Fuel tank puncture
  VDS
  VDS
  95
  95
  
  Body (passenger)
  Roll
  Category
  Example
  1
  Crew
  Control station
  2
  Crew
  Engine crew station
  3
  Crew
  Crew quarters
  4
  Crew
  Weapon station
  5
  Passenger
  Public area, corridors
  6
  Passenger
  Specialty lab area
  7
  Passenger
  Toilets, showers
  8
  Passenger
  Kitchen, food storage
  9
  Passenger
  Staterooms
  10
  Passenger
  Other passenger quarters
  Accessory
  Roll
  Category
  Example
  1
  Communication
  Radio, phone, signal lantern
  2
  Environmental
  Air conditioning, life support
  3
  Comfort
  Pool table, galley, autopilot
  4
  Targeting
  Radar, headlights, weapon
  5
  Information
  Maps, computer
  6
  Overall safety
  Flares, liferafts
  7
  Individual safety
  Escape bubble, life vests
  8
  Spares & tools
  Spare tire, jack
  9
  External fittings
  Cargo rack, mirrors, sensors
  10
  Personal
  Fuzzy dice, good luck charm
  Location effects
  When a particular vehicle system is hit for damage, it will
  have specific game effects on the vehicle, depending on the
  type of system.
  As a system takes damage, it incrementally loses perfor-
  mance. When its appropriate stat goes to zero, or it suffers
  a catastrophic failure, it stops working entirely. If you want to
  add the extra detail, you can count this as a failed mainte-
  nance interval, using the amount the system failed by (mini-
  mum of 1) for special effects on that system. That is, in addi-
  tion to ceasing to work correctly, there may be additional
  effects. These could be immediate effects, or they could just
  serve as a guide to what parts need to be replaced to get
  the vehicle back into working order. See Other vehicle
  maintenance, p.114.
   
  ﬁ« Some vehicles will have unique damage effects, which you
  can improvise or figure out as needed. For instance, a vehi-
  cle propelled by oarsmen could lose a great deal of power
  just by losing a few oarsmen and having their slack oars foul
  up everyone elses, and might be counted as one or two
  large power plants for damage purposes. A turn-crank pow-
  ered vessel would not have this problem, and might be con-
  sidered several independent units, and the complete loss of
  one would only reduce performance proportionally, rather
  than all at once.
  Vehicle Toughness
  The basic CORPS rules assume human scale combat. To
  reflect the difficulty of harming vehicles and other very large
  targets, they will have Toughness, a multiplier on vehicle
  subsystem damage (does not apply to people in the vehi-
  cle). A Size -1 vehicle has a Toughness of 1, and each time
  vehicle size increases, the Toughness is halved. Toughness
  is applied after vehicle and subsystem armor is taken into
  account, and you round damage effects down. This can
  mean that hits can penetrate armor and still have no chance
  of causing measureable damage. In addition, when a sys-
  tem takes damage, the effect is ignored if the current penal-
  ty to use that system is the same or smaller. You do, howev-
  er, continue to check for instant or eventually fatal results
  from these hits.
  Size
  Example
  Toughness
  -1
  Motorcycle
  x1.00
  -2
  Automobile
  x.50
  -3
  Large truck, jet fighter
  x.25
  -4
  Patrol boat
  x.13
  -5
  Airliner, frigate
  x.06
  -6
  Destroyer
  x.03
  -7
  Cruiser
  x.02
  -8
  Battleship
  x.01
  Example - A car has a Size modifier of -2, so damage to it
  is multiplied by x.5. An airliner has a Size modifier of -5, so
  damage to it multiplied by x.06.
  Example - If the previous airliner had an AV of 6, and was
  hit for 25 points in the controls, 19 points would get through,
  and would be multiplied by x.06 to get 19 x .06 = 1.14, or a
  +1 Difficulty to use the controls. Subsequent hits of this
  amount or less would not make the controls any harder to
  use, but would still have a chance of causing an eventual or
  catastrophic control breakdown.
  Damage progression
  Normally, when a vehicle takes damage, you subtract the
  AV of the system hit, apply effects, and then apply remain-
  ing DV to a system that is adjacent on the appropriate hit
  location table. This continues until 4 locations have been hit,
  or no damage remains. In the case of a vehicle with bulk-
  heads, the designer can specify that certain hit locations are
  separated from others by bulkheads, one per 10% of the
  vehicle that is so equipped. If a vehicle with multiple sys-
  tems or homogeneous systems (like fuel) has bulkheads,
  maximum damage (normally a 10 point impairment) can be
  divided by the number of bulkheads.
  Example - A vehicle is bought with 5 bulkheads (50%). Hits
  to the fuel system can cause no more than a +2 impairment
  per fuel system hit. A vehicle with up to 5 power plants could
  have only 1 destroyed on a power plant hit.
  ﬁ« Obviously, a vehicle with 90-100% compartmentalization
  with bulkheads would be able to apply this effect to any hit.
  VDS
  VDS
  96
  96
  
  Details and special cases
  Use the following notes to cover any questions that might
  arise on particular vehicle types or combat effects.
  Body
  The outer surface of the vehicle. This would be the armor of
  an armored vehicle, or the body panels of a non-armored
  vehicle. Damage to the body also applies to any surface
  treatments, like streamlining. Normally the body of the vehi-
  cle is not affected by damage (i.e. you can't “break” the
  structural framework of the vehicle), so secondary hits to
  “Body” simply pass through the structure AV (and bulkheads)
  and go on to hit the next location. In cases where the body
  involves an important surface treatment (streamlining, pres-
  sure hull, etc.), body hits will have secondary effects. On a
  water vehicle hit by above-water weapons, assign one of the
  Body hit locations to be “waterline”. If that location is hit, the
  vehicle will take on water as well as any other damage
  effects. Underwater weapons always hit below the waterline,
  and top attacks always hit above the waterline.
  Effects - If the DV of the attack is greater than the AV of the
  vehicle, the shot penetrates the outer surface of the vehicle.
  Against most vehicles, it just leaves a hole. However, this
  hole can in and of itself be a problem. For instance, on a high
  speed vehicle, you can say that in addition to the hit, the
  vehicle also automatically takes the effects of a second hit
  from flying debris (see p.53). On very high speed vehicles, a
  small break in the surface can result in a portion of the vehi-
  cle skin peeling off due to the drag created by the puncture.
  If there is a hostile atmosphere outside the vehicle, then the
  vehicle is no longer air- or watertight. If the vehicle has a
  positive pressure system (air pressure inside is higher than
  outside), this isn't a problem as long as you can maintain the
  pressure difference.
  If the surface treatment of a vehicle is punctured by a
  weapon or other damage, the vehicle will begin to take on
  water if the hit is below the waterline, or lose air if it is a high-
  altitude or space vehicle. The normal hole is the size of the
  weapon, or the blast radius that penetrates the armor of the
  vehicle. The amount of vehicle volume that is affected by a 1
  atmosphere differential in a given amount of time is below.
  Hole
  per second
  per minute
  per hour
  1cm
  .0008m3
  .046m3
  2.8m3
  2cm
  .003m3
  .18m3
  11m3
  5cm
  .02m3
  1.2m3
  69m3
  10cm
  .08m3
  4.6m3
  280m3
  20cm
  .3m3
  18m3
  1,110m3
  50cm
  1.9m3
  115m3
  6,930m3
  1m
  7.7m3
  460m3
  27,700m3
  2m
  31m3
  1,850m3
  111,000m3
  5m
  190m3
  11,500m3
  693,000m3
  10m
  770m3
  46,200m3
  2,770,000m3
  20m
  3,100m3
  185,000m3
  11,100,000m3
  One atmosphere of difference is about 10m of depth in
  water, so these numbers would be about right for hits on the
  bottom of a ship. Hits closer to the waterline would be pro-
  portionately less, with a hit near the waterline multiplying
  these numbers by x.1.
  Each atmosphere of pressure difference between the out-
  side and inside of the vehicle will multiply the rate of loss by
  the (pressure difference+1). 
  Example - A submarine at a depth of 100m (about 10
  atmospheres) would multiply these numbers by 10 (9 atmo-
  spheres of difference between inside and outside, plus 1).
  The basic game effects are fairly simple for dealing with
  hostile environments. When an area of a spaceship has
  been “filled” with vacuum, there is no air to breathe. When a
  portion of a water vehicle has filled with water, add the vol-
  ume of that area in tons to the ship's mass. If this total mass
  is more than the volume of the ship...it sinks.
  Controls
  The maneuvering surfaces of the vehicle and the machinery
  and communications links to operate them. In vehicle sys-
  tem terms, this is usually the power train. On an airplane
  this includes the wings, tail and landing gear. On a ship it is
  the rudder, propeller or paddlewheels. On a land vehicle it is
  the tires, tracks, steering or brakes. On a spaceship it is
  either the power train part of reaction engines or the jump
  drive. The controls may sometimes have the same armor as
  the body (like on aircraft), or be significantly different (tires
  and tracks), but they almost never have more armor than
  the body.
  Effects - A hit to the controls of the vehicle means any sys-
  tem responsible for the steering and speed control of the
  vehicle. So, for instance, on an air vehicle a hit might dam-
  age both a control surface to affect Turn, and the damage
  could affect the streamlining of the vehicle, and therefore its
  Max. Each point of damage that gets through the AV of the
  controls subtracts from one or more of the affected vehicle
  stats or is an increase in Difficulty to use the control system.
  A hit to the controls does not usually require any special skill
  roll by the operator of the vehicle unless there is a cata-
  strophic failure of a control system. Hits to special power
  trains like jump drive will either affect speed in hyperspace,
  or a penalty to the mass that can be shifted into hyperspace,
  each point of penalty being a 10% drop in total “jumpable
  mass”.
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  Engine
  The motive power source, whether an ox, sail or fusion
  plant. In vehicle system terms, this is usually the power
  plant. If a vehicle has multiple engines, or is by nature sepa-
  rated into discrete units (solar panels, sails, masts, etc.) roll
  randomly to see which one is hit. Only on vehicles with com-
  pletely exposed engines can this be an initial hit location.
  Note that on human-powered vehicles, an “engine hit” is a
  person or persons.
  Effects - Since most power plants don't have a lot of unnec-
  essary parts, anything that gets through the AV of the
  engine is likely to affect performance. If Acc drops to zero, it
  means the vehicle can no longer accelerate. If there is a cat-
  astrophic failure, the power plant shuts down, regardless of
  what performance it has left. On power plants supplying
  electrical power, each point of penalty is a 10% drop in out-
  put if the power plant is still working after the hit.
  Sails are a special case of vehicle armor, and are never pro-
  tected by the armor of the vehicle itself. For purposes of
  impairing a ship's acceleration and top speed, sails are
  assumed to have an AV equal to that of any other engine,
  so that small hits and punctures will have little or no effect.
  Attacks which would be considered to be “armor-piercing”
  vs. this type of “armor” will have greater effect (like explo-
  sions, cutting attacks, etc.). In addition, all sails are
  assumed to have one “bulkhead” for each 100m2 of sail
  (maximum of 10 “bulkheads”), and performance losses due
  to damage from a single hit will be limited to whatever frac-
  tion of the sails are damaged.
  Example - A man o'war completely loses a sail to a volley of
  chain shot. If this ship had 10 “bulkheads” worth of sails, the
  maximum effect on performance would be a 10% loss
  (round up).
  For purposes of targeting, just roll a die appropriate to the
  number of “bulkheads” to see which one was hit. This can
  make a difference, as adjacent “bulkheads” will be affected
  by fire in addition to the systems that are normally adjacent.
  Window
  On civilian vehicles, especially cars, this would be the wind-
  shield or other window glass. On military vehicles this is
  counted as a normal Body hit.
  Effects - Any damage getting through the window armor
  enters a passenger area and may hit an occupant. On a mil-
  itary vehicle or vehicles with a very small window area (like
  portholes) this would be counted as a Body hit, and any
  damage that gets through armor would go into a passenger
  or crew area. The chance of a passenger or crew member
  being hit is a skill of 0 vs. a Difficulty of 8, -1 Difficulty for
  each 20% of crew/passenger capacity used.
  Accessory
  This is any equipment which is not really vital to the contin-
  ued operation of the vehicle, but which may have a long-
  term effect on the vehicle. Examples might include a spare
  tire, ejection seat, radio, sensor, etc. Most of the time,
  accessories will only get a quarter the AV of the vehicle.
  Effects - Accessory equipment seldom survives weapon
  hits of any kind. Pick a random piece of equipment inside
  the vehicle and mark it as damaged and inoperable.
  Cargo
  This is a hit to the cargo compartment of the vehicle. On
  dedicated cargo vehicles, treat Window hits as Body hits
  adjacent to a Cargo area instead of a Passenger area. The
  Body location closest to the Controls is assumed to be a
  passenger area in this case, and hits there will check for
  crew or passenger damage.
  Effects - Cargo hits may hit a random item stored in the
  cargo compartment. The chance of a cargo item being hit is
  a skill of 0 vs. a Difficulty of 8, -1 Difficulty for each 20% of
  cargo capacity used. Note that spare parts and tools are
  almost always stored in the cargo area.
  Fuel
  This hit is to the fuel supply of the vehicle. If there are multi-
  ple fuel tanks, roll randomly to see which one is hit. Some
  fuel types are flammable (petroleum, wood, coal), some are
  less so (animal feed), some are dangerous (radioactives)
  and others are just plain weird (magic).
  Effects - Fuel hits either result in loss of fuel, a fuel leak or a
  fuel explosion. Impairments reduce fuel by 10% of a full load
  per point of impairment, while “eventually fatal” and “instant-
  ly fatal” results are fuel leaks or catastrophic system failure.
  VDS
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  Fires
  If a vehicle system takes damage from fire, flame or explo-
  sion and is made of or contains a flammable material (power
  plants and fuel), it may ignite and do even more damage. If
  the system took an eventually fatal result from the attack, it
  may be considered “on fire”. Each 10 turns after this, it
  makes an attack against itself and each adjacent vehicle
  system on the appropriate hit location chart, with a cumula-
  tive DV of 1 (adjusted for vehicle size). The system on fire
  does not apply its own AV vs. this attack, but adjacent sys-
  tems do and also apply any bulkheads to this amount. If
  these adjacent systems catch fire, they can in turn spread it
  to other adjacent systems until the entire vehicle is involved.
  If a vehicle system ceases to work as a result of self-inflicted
  fire damage, the DV of the flames on it drops by 1 each 10
  turns, until it goes out. Adjacent systems can continue to
  take damage until the fire goes out.
  If a vehicle has as “disaster system” like fire extinguishers
  (see p.76), they can be used to combat the effects of fire
  damage. When installed, fire extinguishers are defined as
  either manual or automatic. Manual ones must be activat-
  ed...manually, by a crew member or someone else who has
  access to the extinguisher controls. If it is crew access only,
  then this has its advantages and disadvantages. The same
  can be said if anyone can activate it.
  Automatic systems activate when a certain pre-set damage
  threshold is reached, and this is made on the assumption
  that the extinguisher is adjacent to the fire. So, you could set
  the system at “3”, and when the adjusted DV from fire to
  adjacent systems reached 3, the extinguishers would acti-
  vate. A setting of “0” would work on any sudden increase in
  temperature, and would activate more or less the instant the
  fire was set. The minimum threshold for an automatic sys-
  tem is its (9-TL), but not less than 1.
  Fire extinguishers work by using their TL as a skill vs. a
  Difficulty for the fire. Automatic systems are assumed to act
  at +1 Difficulty, since they are not as intelligently directed to
  put out the fire.
  Fire type
  Difficulty
  Wood
  4
  Low-tech oil
  7
  Greek fire
  10
  Refined petroleum
  13
  High-energy propellants
  16
  Fire extinguishers on automatic get one attempt each 10
  seconds, and each attempt after the first is at +1 Difficulty as
  either the fire spreads despite the extinguishers and/or the
  extinguishers begin to run out of their working fluid.
  Extinguishers with a more or less unlimited supply of work-
  ing fluid (like seawater or vacuum) do not suffer this cumula-
  tive penalty.
  Example - A TL10 ship has automatic fire extinguishers in
  the engine room. As soon as a fire starts (DV of 1) the extin-
  guishers get to try to put it out. They have a skill of 10 (their
  TL) vs. a Difficulty of 14 (13 for refined petroleum and +1 for
  it being an automatic system), for a 3 or less on 1d10. If this
  fails, they get another try 10 seconds later vs. a Difficulty of
  15, for a 1 in 10 chance of success.
  Explosions
  If an area of the vehicle in flames is capable of exploding,
  then this will eventually happen. Any system which uses fuel
  of an exotic type or better is capable of explosion, or a cata-
  strophic meltdown at least. Lesser fuels will simply burn vig-
  orously. If when the fire affects that system, the roll is a “1”,
  then the system explodes. If there is not some clearly
  defined amount for the explosion (like ammo storage), then
  the square root of the system mass in question is treated as
  the DV of the explosion. If a low energy fuel (enhanced or
  lower) is capable of exploding, DV is x.5. Dangerous, fission
  or fusion fuel is DV x 4 and any antimatter or suicidal fuel
  type is DV x 10 (use all that apply). Assume the entire area
  filled with the exploding material takes full damage, and the
  explosion drops in effect past its edges. Remember that the
  Toughness of the vehicle will apply to this damage.
  Example - If the fuel bunker of a ship is Size 5,000 (about
  5,000 kilograms of fuel), then if it explodes it will do so with
  a DV of 5000.5 = 71. If this were low-grade fuel oil, the heat-
  ed fumes in an enclosed space might still go off, but with a
  DV of 35 instead of 71.
  Rammingl
  Serious ramming is orders of magnitude beyond the simple
  manuevering “bumps” in the basic CORPS rules. While the
  DV of a ram might not technically be that high, the sheer
  momentum of the ramming vehicle can be immense. It is not
  armor that is the main factor, but the strength of the struc-
  ture supporting it. Think of the difference between a car
  being hit by a motorcycle and being hit by a train...
  A ram is handled as an attack based on the velocity of the
  ramming ship, as for falling or other impact damage. To fig-
  ure the DV the ramming vehicle inflicts on the target, take
  the normal DV of the attack (p.93 of CORPS rules) and
  divide it by the ramming vehicle's Toughness. This DV is
  applied to the AV used to calculate the rammed vehicle's
  structure mass. The rammed vehicle applies its Toughness
  to whatever penetrates this. If the DV is greater than the
  actual armor at that location, there is a major puncture, oth-
  erwise there is just crumpling and denting (if a puncture
  results, it is x.1 the size). The ramming vehicle takes the
  impact DV and divides by the rammed vehicle's Toughness,
  and applies it against its own structure AV, or its actual front
  AV if it used a built-in ram to do the damage.
  i Capital ships were designed with rams into the late 1800's
  (late TL7).
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  General targeting
  While there is a useful list of weapons in the Weapons
  chapter, some quick and dirty guidelines follow for targeting
  weapons at long range.
  The most important stat for the weapon is its Range Mod. If
  the Range Mod + user skill - target size is not within 10
  points of the Difficulty for range, getting a hit is going to be
  extremely difficult and/or time consuming. Outside direct fire
  range, remember that indirect fire can be used.
  Typical Range Mods:
  Example
  Typical DV RMod
  Small arms (TL6)
  Flintlock
  10
  2
  Small arms (TL10)
  Assault rifle
  20
  4
  Light mounted weapon (TL6)
  Swivel gun
  20
  2
  Light mounted weapon (TL10)
  Machinegun
  40
  10
  Small cannon (TL6)
  6-pdr
  60
  7
  Small cannon (TL10)
  30mm
  75
  25
  Medium cannon (TL6)
  12-pdr
  90
  7
  Medium cannon (TL10)
  90mm
  400
  40
  Large cannon (TL6)
  32-pdr
  120
  7
  Large cannon (TL10)
  120mm
  900
  50
  Superheavy cannon (TL10)
  16“ cannon
  800/50E
  70
  Small siege engine (TL3)
  Ballista
  16
  10
  Large siege engine (TL3)
  Trebuchet
  36
  0
  Remember that CORPS was designed around a human-
  level scale (it is a role-playing game, not a vehicle combat
  system). As a result, combat rules have been optimized for
  the lower end of the scale and you will get skewed results
  out at the far ends of the weapon spectrum.
  In CORPS terms, vehicles will have a fairly flat hit distribu-
  tion curve out to a distance corresponding to their Range
  Mod. Closer than this and hit probability goes down for mov-
  ing targets due to tracking delays. Maximum practical range
  is about 20% past this, plus about 4% for each point of tar-
  get size, adjusted for aiming, sensors and such.
  VDS
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  Vehicle stability
  How stable a vehicle platform is for shooting depends on
  what it is moving over and its velocity. Regular velocity mod-
  ifiers for the firer assume fire is coming from handheld
  weapons fired by vehicle occupants, not mounted vehicle
  weapons. To adjust for larger weapons and different terrain,
  first apply an increased Difficulty to hit based on the terrain
  the vehicle is moving through. The adjustment to Difficulty is
  never going to make it easier to hit a target. The best it can
  do is make things the same as firing from perfect conditions.
  Terrain
  Difficulty
  Perfect (paved road, still seas, calm air)
  +0
  Near-perfect (good road, light seas, average air)
  +2
  Passable (poor road, moderate seas, light turbulence)
  +4
  Poor (off-road, storms, moderate turbulence)
  +6
  Very poor (off-road, hurricane, heavy turbulence)
  +8
  Ext. poor (barely passable, severe hurricane or turbulence) +10
  The Size of the vehicle decreases the Difficulty for all
  weapons fire from the vehicle, including hand-held
  weapons. Half the length to width ratio of the vehicle
  increases the Difficulty for water vehicles, since long, narrow
  vehicles will roll more from side to side. This increase can
  never be more than the penalty for the terrain itself.
  Remember that for weapons fired from a vehicle it is usually
  the movement of the person that is usually important, not
  the movement of the vehicle they are on. The exception is if
  the vehicle is maneuvering unpredictably to avoid being hit.
  Example - A destroyer with a length to width ratio of 8:1 is
  using weapons while travelling through light seas. The
  ocean conditions are a +2 Difficulty to all fire, the ship size is
  -6 Difficulty, and the length/width ratio is +2 more (since it
  can't exceed the +2 for sea conditions). The final total is -2
  Difficulty, which goes to +0 Difficulty since you can't get a
  bonus to hit because of size. Normal movement penalties
  would not apply unless they were greater than +2.
  Example - A tank is travelling over moderately rough terrain
  and firing its main gun. The terrain is a +6 Difficulty to hit,
  but the size of the tank is a -3, for a total of +3 Difficulty to
  hit, or movement penalties if they were more than +6. If the
  tank were engaged in evasive maneuvering at the same
  time, then you would count the CORPS firer evasive move-
  ment penalties instead of normal movement. For purposes
  of being hit, you always take the tank's speed into account.
  A modern tank would probably have stabilizers (p.71) and
  targeting sensors (p.82) to offset some of this penalty.
  ﬁ« For starship combat, extremely long ranges and near-light-
  speed weapons, do not use firer and target velocity mod-
  ifers. Instead use the Acceleration/10. For instance, a ship
  with an acceleration of 30 would be counted as having a
  movement of 3m/sec for calculating firer and movement
  penalties.
  
  Question #3:
  What is the Difficulty of hitting a speeding tank (15m/sec) at
  a range of 2km if your vehicle is stationary, your weapon
  has a Range Mod of 40 and you have a Rating 2 targeting
  sensor? What if you were moving 15m/sec over off-road
  conditions? What if the range were 1km instead?
  Calculations:
  A range of 2km is a Difficulty of 47 (see p.92), reduced to 7
  by the Range Mod of the weapon, and to 4 because a tank
  is probably a -3 size modifier. Checking p.61 of the basic
  CORPS rules, a target speed of 15m/sec is +2 Difficulty,
  raising the total Difficulty to 6. The Rating 2 sensor adds to
  user skill rather than changing the Difficulty, but in most
  cases the effect is the same, and we'll use it to drop the
  Difficulty to 4. If moving 15m/sec, the firer would normally
  take +4 Difficulty on the shot, but since off-road by itself is a
  +6 Difficulty, we use that instead and increase the total
  Difficulty to 10. If the range were 1km, the Difficulty for
  range would be 0. The movement penalty for the target
  would be a point higher (+3), countered by the size of the
  tank (-3), with another -2 Difficulty for the sensor, making
  the total Difficulty a -2, an automatic hit. If off-road and mov-
  ing, the only difference is that the firer movement penalty is
  +5 instead of +4, which is still less than the +6 for being off-
  road. So, we just add +6 Difficulty to the -2 previously fig-
  ured, for a total Difficulty of 4.
  Answer:
  Range of 2km, moving target, stationary firer = Difficulty 4.
  Range of 2km, moving target, moving firer = Difficulty 10.
  Range of 1km, moving target, stationary firer = Difficulty -2.
  Range of 1km, moving target, moving firer = Difficulty 4.
  Question #1:
  A giant cylindrical space habitat 5km long and 1km in diam-
  eter is hit by a meteor that leaves a 10m hole. How long will
  it take before the atmospheric pressure is 80% of normal?
  Calculations:
  A cylinder has a volume of πr2h, where in this case r is 500m
  (.5km) and h is 5,000m (5km). This gives us a volume of
  about 4 billion cubic meters (3,930,000,000m3). Dividing this
  by the 2,770,000m3 per hour figure for a 10m hole (p.97),
  this means the atmosphere will be completely drained in
  1,418 hours (59 days). Since a 20% loss is one-fifth of this,
  the time to lose 20% of the atmosphere is (59 days/5)=11.8
  days.
  Answer:
  Time = 11.8 days, plenty of time to patch things up.
  Question #2:
  How many demolition charges will it take to guarantee the
  destruction of a skyscraper that is 50m x 50m x 100m?
  Calculations:
  The threshold for checking for collapse is volume/250. To
  guarantee demolition, this threshold has to be reached 6
  times (raises skill to 5 vs. Difficulty of 5, automatic success).
  The threshold is the building volume, but count the height as
  1m since this is a deliberate demolition attempt (blow up the
  supports on one floor and the rest of the building crumbles).
  The threshold is then (50m x 50m x 1m) = 2,500/250 = 10.
  We need to reach this threshold 6 times, so the minimum
  number of placed charges is 6 x 10 = 60.
  Answer:
  Number of charges = 60. The size of these charges and skill
  required to place them will be based on the construction
  material and accessibility of the major supports.
  VDS
  VDS
  101
  101
  AMSISdOING
  tHIS rIGHT?
  ??
  
  VDS
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  102
  Basics
  This section covers everything you need to know to inte-
  grate a vehicle into your role-playing campaign.
  How your vehicle will be used in a CORPS campaign is an
  important aspect of vehicle design and determines how
  much obnoxious detail you are going to need in putting it
  together.
  While it is a lot of fun putting together detailed designs for
  exotic vehicles, you need to remember that they are just a
  prop in a game. Having a good time is the most important
  thing. If designing the vehicles is fun for you, then by all
  means do so with whatever level of detail you want. But not
  all players or GM's care about using the maximum level of
  detail, or figuring out space utilization down to the last frac-
  tion of a cubic meter. So, think about what you want the
  vehicle to be in the campaign and work from there...
  Vehicle as setting
  The vehicle is a stage for the adventure, large enough that it
  is a place for things to happen. A spaceship, man o'war,
  passenger liner or other large vehicle would be an example.
  In this case, the level of detail you need is only superficial.
  As long as the coarse numbers are correct, you don't need
  to work it out in minute detail.
  Things you need
  Why
  Top speed
  How long it will take you to get where you are
  going is usually a concern of passengers.
  Structure AV
  Because interior bulkheads will have this value
  and characters may be hiding behind them as
  cover.
  Accommodations
  These take up a lot of volume, and their
  quantity and quality will give a feel for the
  interior of the vessel (seedy, cramped, open
  luxurious, etc.). From this you can add 
  stewards, medical staff, etc.and get an idea 
  the total passenger and crew complement.
  Power plant size
  It may have a required crew to operate it (per
  shift), and this will let you know how many
  technical staff the vehicle has. 
  Dimensions
  For some vessels, this will make a difference
  in how stable it is in rough conditions, which
  is especially important if you get seasick, for
  instance.
  Bugs
  Checking for random vehicle design flaws is
  especially appropriate for a new design, and
  can add some life to an adventure.
  Other things to do
  Using the rules for corridors and quarters, you can draw up
  simple deck plans for key areas of the vehicle, like the
  engine room, a sample deck of accommodations or even a
  ballroom or promenade. Having designed certain aspects of
  the vehicle, you can incorporate things into the setting that
  you might not have thought of otherwise, like the chill of
  areas without environmental controls, the level of pitch and
  sway on an ocean liner in rough seas, how hard it might be
  to hide things, or where a certain number of people might
  meet in secret without drawing attention to their coming and
  going.
  CAMPAIGNING
   
  10
  10
  
  Vehicle as antagonist
  This requires a vehicle that is high tech or magically based.
  The vehicle is an entity capable of independent action, and
  the characters have to deal with it. A cybertank, intelligent
  spaceship or magical construct gone amok would be exam-
  ples of a vehicle antagonist. It may operate with apparent
  intelligence, or act in an unpredictable or irrational manner.
  Unless the vehicle contains something that needs to be
  recovered intact, this is often just an exercise in finding a
  way to immobilize/destroy it.
  Things you need
  Why
  Performance stats
  All aspects of vehicle performance are going
  to be important, as characters may be pursuing
  in vehicles of their own.
  Armor value
  Character decisions will be based on whether
  or not they can blow it up from a safe distance.
  Size
  This will affect how easy the vehicle is to hit,
  and possibly it stability and maneuverability.
  Power plant size
  The vehicle may have “captive” crew, or robots
  or simulacrums that can also be used to stop 
  intruders. 
  Offensive ability
  Anything that can be used against characters
  should be designed in enough detail that
  you are sure of being correct if a character
  gets killed as a result of vehicle actions.
  Fuel consumption
  If this is a concern, characters can predict
  vehicle actions based on how and when
  it has to seek new fuel sources.
  Bugs
  Sometimes a vehicle flaw is the only
  way characters can exploit an otherwise
  impregnable design (ala Death Star).
  Other things to do
  Often such a “plot device” is used as motivation for the char-
  acters to do something completely different than hounding
  the vehicle. Perhaps to kill the Atomic Zombie Tank they
  have to go on a quest for the “One True Bazooka”, a journey
  fraught with perils. However, once they have the blessed
  weapon, zonking the tank is trivial. Since the GM knows the
  abilities of the characters, making a vehicle too tough for
  them to take on is pretty easy. However, players are a
  clever and devious lot, and just may surprise you.
  Another thing to do is use the antagonist vehicle as a two-
  part challenge. The first part is finding a way to get on
  board, and the second part is using the vehicle as a setting,
  where the characters then try to immobilize or destroy it.
  Vehicle as object of adventure
  The vehicle is the goal or object of an adventure, something
  that must be captured, hijacked or stolen, and then gotten
  away with. This could be a treasure galleon, experimental
  jet fighter or disguised urban assault vehicle. If the charac-
  ters don't get to keep the vehicle at the end of the adven-
  ture, the detail needed is obviously less. Even if characters
  do get to keep the vehicle, don't fill out all the details until
  they succeed (why waste the effort if it might be blown up
  halfway through the adventure?).
  Things you need
  Why
  Performance stats
  All aspects of vehicle performance are going
  to be important, as characters may be pursued
  by antagonists.
  Armor value
  Mainly important if foes see destruction of
  vehicle as preferable to its theft.
  Size
  This will affect how easy the vehicle is to hit,
  and possibly it stability and maneuverability.
  Power plant size
  Do the characters have the required numbers
  and knowledge to maintain the vehicle long
  enough to reach safety?
  Offensive ability
  Characters may want to use vehicle weapons
  against any pursuit.
  Fuel consumption
  Once they have their greedy little mitts on it,
  they have to keep it powered long enough to
  get where they are going. Pursuers may know
  this and be able to ambush the characters.
  Bugs
  This can always be a complication in getting 
  vehicle to where it is going. The designers of
  the vehicle may know about and be able to
  exploit these, but characters probably won't.
  Other things to do
  It might not be the vehicle itself that is that important, just
  some facet that is uniquely valuable. If it is a treasure
  galleon they are after, all they have to do is get the treasure.
  If on the other hand they need to get the experimental radar
  off the stolen jet fighter, they probably need to get the whole
  plane back home. One nice thing about this vehicle use is
  that characters can't just go in and blow it up. They have to
  keep the vehicle intact enough to recover what they came to
  get, and keep it intact after they gain possession, so they
  can get it back home in one piece. It can also be a hook to
  use so characters will go in a particular direction at some
  later date...“Star Command let you keep the ship, so long as
  it is at their disposal should they need its unique capabilities
  someday...and that day has arrived.” 
  VDS
  VDS
  103
  103
  
  Vehicle as transport
  The vehicle is just a means to get from point A to point B,
  something that is common in the frame of the campaign. An
  average car or jetliner is an example. Everyone has access
  to one if they want it. If an adventure involves the vehicle in
  a critical sense, it is usually by accident.
  Things you need
  Why
  Performance stats
  In case you need to outrun, outmaneuver or
  otherwise get away from something.
  Armor value
  It probably won't be much, but it is protection
  against attacks.
  Size
  This will affect how easy the vehicle is to hit,
  and possibly it stability and maneuverability.
  Power plant size
  The output of the power plant determines its
  AV, and is the single component that most
  determines if the vehicle is functional.
  Bugs
  Most transport vehicles will be a fairly standard
  design, and not have serious design flaws. Old
  or poorly maintained vehicles might get a few
  to represent aging and wear. In addition, you
  might apply “damage” to represent things like
  bald tires, oil leaks, overheating problems, etc.
  Other things to do
  Generic, everyday vehicles are also the starting point for
  heavily retrofitted vehicles. An armored limousine starts with
  the stats of a normal limousine. An aerial command post
  starts off as a business jet, or the armored car the partisans
  have used to be a regular truck.
  Vehicle as money sink
  The vehicle is a custom project that one or more characters
  are building or having built. At low tech, this will be a one-of-
  a-kind item hand made by craftsmen, and at high-tech, it will
  be a one-of-a-kind item built by computer and tested in sim-
  ulators and require lots of custom expensive hardware.
  Things you need
  Why
  Everything
  Because everything has a cost, and characters
  are paying for it. If they don't buy it explicitly,
  the vehicle doesn't have it. Anal-retentive detail
  is encouraged. Hand the rules to the players,
  and tell them to give you back the design when
  they are done, complete with step-by-step
  intermediate calculations for each component.
  Bugs
  The only thing players don't get to figure out is
  the quirks and success of the design team. 
  Characters may decide ahead of time how 
  much more or less than the projected cost they
  are willing to pay, but the GM gets the fun of
  figuring out any vehicle flaws.
  Other things to do
  Building this vehicle may have a number of subplots, like
  trying to find key components, thwarting sabotage attempts,
  or having to get it back from someone who has stolen it!
  Vehicles and roleplaying
  Vehicle combat and roleplaying are not mutually exclusive,
  but you can make them that way if you are not careful.
  Remember that the characters are the stars of an adven-
  ture, and vehicles are just props.
  While CORPS is a fairly realistic system, characters may
  want to do larger than life things with vehicles on occasion.
  What to do?
  Clambering around
  Climbing around on the outside of a moving vehicle is gen-
  erally regarded as hazardous to your health. First, anyone
  trying to do delicate work or work requiring balance or agility
  will be at a penalty equal to the roughness of the terrain,
  minus an applicable size modifier and any enhanced stabili-
  ty of the vehicle. If the vehicle is moving fast enough, there
  will be an additional penalty of the vehicle's target modifier
  for movement. Movement will normally require an AGL task
  each phase against this total Difficulty to avoid falling down
  (or falling off).
  Example - A character is chasing a villain across the top of
  a speeding train. The terrain of “train tracks” is pretty
  smooth, and we say it is +0 modifier at the moment. The
  train is moving at 26m/sec (94kph/58mph), which is a target
  modifier of +3 Difficulty, for a total increased Difficulty of +3.
  This is less than the character's AGL, so they have no prob-
  lem maintaining balance, but trying to tackle someone or
  leap from car to car will be at +3 Difficulty due to the slip-
  stream they have to fight.
  Climbing or any other activity that requires traction or hand-
  holds will be affected by the surface treatment of the vehi-
  cle. Vehicles with no streamlining are at -2 Difficulty to clam-
  ber around on, since there are numerous, easily accessible
  structural members. Each level of streamlining more than
  this increases Difficulty by 1, so a vehicle with Basic stream-
  lining is at +0, and a vehicle with Optimum streamlining is at
  +2 Difficulty, since it is smooth and has few projections to
  hold onto.
  VDS
  VDS
  104
  104
  
  Stunts
  Are basically any skill-related task you can get away with.
  How likely you can pull a given stunt off depends on your
  skill, and the vehicle you are operating. Assuming the aver-
  age driver has a skill of 1-2 (Familiarity), you can use the
  general task difficulty table in the basic rules to figure out
  how hard a specific task is. In general:
  Stunt
  Difficulty
  Parallel parking
  (-Size Mod)+1
  Bootleg reverse
  (-Size Mod)+2
  Tip vehicle onto two wheels
  (-Size Mod)+5
  Properly judge a jump
  (-Size Mod)+5
  Failing to pull off a stunt can have consequences ranging
  from inconvenient to fatal (did you overshoot that jump
  across the chasm, or undershoot it?). The GM will have to
  come up with logical consequences of a failed stunt. For
  instance, if you try to pop a car onto two wheels to go
  through a narrow alley, and fail, one of two things is likely.
  One, you don't get the car onto two wheels and slam into
  the wall you were trying to avoid, or two, you get the car
  onto two wheels and then it falls over onto its side halfway
  down the alley.
  In general, the bigger the vehicle, the smaller the variety of
  stunts available, and the harder they will be to pull off.
  Jumps
  The maximum distance a vehicle can cover in Earth-normal
  gravity is its speed in m/sec squared, divided by 10. This
  presumes a 45° angle ramp, and makes no assumptions
  about what position the vehicle will be in when it lands. Even
  for a vehicle that is perfectly balanced, the usual result is
  nose-down, since the nose of the vehicle starts “falling”
  while the tail of the vehicle is still on the ramp. It is safest to
  assume that the vertical distance of any jump (usually half
  the horizontal distance) is counted as a fall for the vehicle.
  To this DV is added the absolute value of the vehicle's Size
  Mod (so a car with a -2 Size Mod would add 2 to the DV).
  This DV is applied vs. the AV of any component or system
  that has an AV. Tires can burst, engines can have parts
  knocked loose, windows can pop out and body panels can
  buckle. In addition, a vehicle usually does not get more than
  its basic AV from structure vs. a fall (a tank with an AV of
  200 is not going to be unscathed after falling off a cliff).
  Commercial travel
  This is handled by the basic CORPS rules, but if you have
  designed a commercial vessel, you can figure out the daily
  operating expenses in terms of vehicle cost over useful life,
  cost per day to operate in terms of fuel and crew salaries,
  and then use this and a reasonable profit margin to figure
  out exactly how much the vehicle needs to charge per pas-
  senger or ton of cargo to be a viable proposition.
  Renting a vehicle will usually cost about x.002 of its replace-
  ment value per day, plus fuel usage. Normally, the value is
  the cost to replace it with something of equal quality, so a
  good condition used car will still rent for new car prices, but
  a heap will have a rental cost based on the cost of another
  heap. Vehicles that require a specialized operator will
  charge the operator's salary x1.5, plus the rental cost of the
  vehicle. A short-term insurance policy to protect the renter
  from having to pay the replacement cost of the vehicle is
  another x.001 of replacement cost per day.
  Example - Chartering a twin-engine jet with a cost of
  2,000,000Cr will cost 2,000,000Cr x .002 = 4,000Cr per day,
  plus fuel usage. If you need a pilot, and the pilot is paid
  25Cr per hour (50KCr/year), then you will be charged 25Cr x
  1.5 x 24 hours per day = 900Cr per day for the pilot (even if
  the pilot isn't flying 24 hours a day, he is exclusively in your
  employ for the duration of the charter). With the optional
  insurance rider for 2,000Cr per day, your total cost per day
  is 6,900Cr, or about 290Cr per hour, whether you are flying
  or not, plus fuel and airstrip fees when you are travelling.
  Legal considerations
  Governments are quick to see vehicles as a revenue
  source, and often regulate vehicle design and laws for
  usage as well. You can reasonably assume that anywhere
  there are government supported transportation services
  (paved roads, navigation beacons, etc.) that there will be a
  yearly tax or usage fee of around x.02 the current value of
  the vehicle. You can assume that vehicles depreciate about
  x.8 of their current value per year for tax purposes. This total
  covers licenses, registration and so forth. Vehicles will be
  intertwined with laws in ways that are designed to keep
  them under control and generate the maximum possible
  amount of revenue. We won't go into this in great detail, but
  we will cover a number of basic categories:
  Taxes
  When you buy or sell a commodity like a vehicle, the cost is
  probably taxed. How much depends on the enlightenment
  and greed of the local political system. In addition, simple
  ownership of the vehicle may be taxed on a yearly basis.
  Taxes may be based on vehicle size and use. The wording
  of tax laws may affect vehicle design. For instance, a major
  tax increase for boats over length ‘x’ will result in a lot of
  boats slightly shorter than that. Cargo capacity would be
  increased by making the boats fatter instead of longer (don't
  laugh, this is a real world example).
  VDS
  VDS
  105
  105
  
  Usage feesa
  Vehicle taxes under a different name. Localities may require
  permits for vehicles possessed by residents, in the form of
  city, county, state or regional fees, permits or required safe-
  ty inspections, including ID numbers prominently displayed
  for use by law enforcement. Usage fees also include those
  fees collected by ports for allowing ships to come in and do
  business, and may indirectly occur if there are monopolies
  on a given vehicle service, like tugboats, dock workers, etc.
  Licensing
  In addition, most TL9+ cultures will have a competency-
  based licensing system of varying effectiveness, requiring a
  Difficulty 3 test for simple vehicles like cars, 4 for freight-car-
  rying vehicles and 5 for passenger carrying vehicles. At
  TL11+ these records are computerized and accessible by
  phone or radio link, and at TL13+ the license check process
  is probably automated and virtually instantaneous.
  Tolls
  A more legitimate type of usage fee, based on the mainte-
  nance cost of any area the vehicle moves through, like toll
  roads. Tolls are also used as extortion money by areas that
  have the force to make them stick. Tolls are usually based
  on the size or some dimension of the vehicle.
  Crimes
  Crimes may be distinguished by being committed with a
  vehicle, on a vehicle or to a vehicle, and these may be sep-
  arate under the law, or extensions of existing laws. For
  instance, stealing a vehicle may just be a major theft, or
  classified as auto theft. Driving under the influence of alco-
  hol may be public drunkenness, or driving under the influ-
  ence. Hijacking is an example of a purely vehicle-related
  crime, as is hit-and-run. The penalties for vehicle crimes are
  likely to be related to the level of calamity if the vehicle were
  misused. Driving a car while drunk and hitting someone else
  may be considered a lot less severe than driving an oil
  tanker onto a reef after having one too many, or driving
  while drunk in a country where alcohol is a religious taboo.
  Vehicle-related crimes are handled as any other infraction in
  the appropriate subcase of the CORPS legal rules. Multiple
  misdemeanor or a single felony conviction will also usually
  result in revoking the appropriate vehicle license for several
  months to a year, or even for life in exceptional cases.
  These same laws also cover what equipment and capabili-
  ties are legal in certain types of vehicle. Sure, you can put a
  rocket assist pack in a car and make it work, but you'll prob-
  ably get arrested for some type of public safety violation if a
  policeman ever looks in your trunk. And if your car has to
  have routine safety inspections once a year, the mechanic
  may get suspicious about those empty machinegun brack-
  ets and ammo feed slots inside your fender wells. Long-term
  use of an illegal vehicle in commercial traffic lanes requires
  a lot of planning and support, or government approval of the
  vehicle with appropriate documentation to back it up.
  Space travel
  For slower-than-light space travel, how long it takes to get
  somewhere is mostly a function of how much and how long
  you can accelerate. Provided you have enough fuel to
  accelerate to the half-way point, turn around and decelerate
  the rest of the way, the table below shows how long a round
  trip takes at a given acceleration. The number below the
  time is the maximum velocity you reach in kilometers per
  second (kps), and the astronomical body comparison is a
  rough figure since distance changes with orbital configura-
  tion. If you run into it, a 2 millimeter sand grain has a
  Damage Value of about 175 per 100kps of velocity you have
  (make sure you have front armor or shields to match!).
  Acceleration
  1(.1g)
  5(.5g)
  10(1g)
  15(1.5g) 20(2.0g)
  400,000km
  11.1hr
  5.0hr
  3.5hr
  2.9hr
  2.5hr
  (Earth-Moon)
  20kps
  45kps
  63kps
  78kps
  90kps
  5,000,000km
  39.3hr
  17.6hr
  12.4hr
  10.1hr
  8.8hr
  71kps
  158kps
  223kps
  273kps
  317kps
  25,000,000km
  3.7 days
  39.3hr
  27.8hr
  22.7hr
  19.6hr
  160kps
  354kps
  500kps
  613kps
  706kps
  100,000,000km
  7.3 days 3.3 days 2.3 days
  45.4hr
  39.3hr
  (Earth-Mars)
  316kps
  713kps
  994kps
  1230kps 1420kps
  150,000,000km
  9.0 days 4.0 days 2.8 days 2.3 days 2.0 days
  (Earth-Sun)
  389kps
  864kps
  1210kps 1490kps 1730kps
  750,000,000km
  20 days
  9.0 days 6.3 days 5.2 days 4.5 days
  (Earth-Jupiter)
  864kps
  1950kps 2720kps 3370kps 3890kps
  1,250,000,000km 26 days 11.6 days 8.2 days 6.7 days 5.8 days
  (Earth-Saturn)
  1120kps 2510kps 3540kps 4340kps 5010kps
  2,750,000,000km 38 days
  17 days
  12 days
  9.9 days 8.6 days
  (Earth-Uranus)
  1640kps 3670kps 5180kps 6420kps 7430kps
  4,500,000,000km 49 days
  22 days
  16 days
  13 days
  11 days
  (Earth-Neptune)
  2120kps 4750kps 6910kps 8430kps 9500kps
  6,000,000,000km 57 days
  25 days
  18 days
  15 days
  13 days
  (Earth-Pluto)
  2460kps 5400kps 7780kps 9720kps 11.2kkps
  Example - If your ship has an unlimited .5g acceleration and
  you are making a run equal to the Earth-Mars distance, the
  trip will take 3.3 days and you will reach a top speed of 713
  kilometers per second at the midpoint of the trip.
  If you don't have the luxury of unlimited acceleration
  because of a limited fuel source, you can figure out the trip
  time by dividing the total distance by the maximum speed
  you can reach on half your fuel, where speed in kilometers
  per second equals acceleration times number of seconds,
  divided by 1000.
  Example - After blasting into orbit, your Apollo capsule has
  a velocity of 2.5kps towards the Moon. The trip will therefore
  take 400,000km/2.5kps = 160,000 seconds, or about 44.4
  hours.
  VDS
  VDS
  106
  106
  
  Temperature regimes
  Just because a vehicle has life support and environment
  control doesn't mean it can operate anywhere. Realistically,
  power plants and to some extent power trains have a limited
  temperature range they can function over. For instance, a
  regular car engine that relies on a radiator to keep the
  engine temperature below 100°C will not work for long if the
  outside temperature is above 100°C.
  When you design a vehicle, pick a 100°C temperature
  range. The vehicle will work passably well over that range,
  but the GM can make the vehicle cantankerous within 10°C
  of either end. For instance, a car with a range of -30°C to
  70°C will tend to not start in very cold conditions, or be very
  prone to overheating in very hot conditions. Vehicles that
  have missed a maintenance interval lose 10°C off both ends
  of the reliability range, up to 30°C off each end.
  Space vehicles tend to get very warm on whichever side
  faces the sun, and very cold on the side in the dark. Any
  dedicated space vehicle will be designed to handle these
  extremes, and in a habitable zone orbit, can be expected to
  have an average surface temperature of at least 60°C.
  Extra temperature tolerance can be handled by using envi-
  ronmental controls (p.71) to cover a volume of the entire
  vehicle, not just the crewed areas. 
  Example - If you want an all-environment rover capable of
  handling -60°C to 100°C, then you need to get an as much
  environment control for the crew compartment as is appro-
  priate for their comfort (probably +/-80°C worth), and proba-
  bly +/-40°C worth for the rest of the vehicle to keep the
  engine and moving parts happy and well within a 100°C
  total range of operation. Note that if you turn the “engine
  block heater” off to conserve power, you will need to warm
  things back up again to restart the engine. This warm-up (or
  cool-down) time would be the same as for an external com-
  bustion engine (see p.25).
  Building a vehicle
  Some notes on the design and manufacture of vehicles and
  vehicle subsystems.
  Design
  Most vehicles will require some sort of plans or blueprints to
  guide their construction. A skilled person can build some
  types of vehicle from memory, making minor adjustments as
  they go along, but this is the exception rather than the rule.
  The time and difficulty of designing a vehicle depends on
  how much original work needs to be done. If you wanted to
  design a custom car, but were using off-the-shelf compo-
  nents for the power plant, power train and accessories, the
  time would be a lot less than if you also had to design the
  engine, suspension, steering and so on.
  Generally, vehicle design is broken into separate skill rolls
  for the following systems as required:
  Power plant
  Surface treatments
  Power train
  Accessories
  Structure
  Weapons
  Each new system will have a complexity associated with its
  construction, and an associated time to build or design.
  Assuming a complete workshop for the building of a particu-
  lar component, the following size items will have the listed
  design and construction times.
  Size
  m3
  Sample dimensions
  Difficulty
  Time
  10
  .1
  1.1m x .3m x .3m
  4
  1 day
  20
  .2
  1.2m x .4m x .4m
  5
  2 days
  30
  .3
  1.5m x .5m x .4m
  6
  5 days
  40
  .4
  1.6m x .5m x .5m
  7
  10 days
  50
  .5
  1.7m x .6m x .5m
  8
  20 days
  70
  .7
  2.0m x .6m x .6m
  9
  50 days
  100
  1.0
  2.4m x .7m x .6m
  10
  100 days
  Larger items use a different progression of scale, each x4
  Size (round down) adding +1 Difficulty and +100 days to the
  time. The sample dimensions below would only apply to an
  unarmored vehicle, and assume a mass of 1,000kg per m3.
  Size
  m3
  Sample dimensions
  Difficulty
  Time
  400
  4.0
  3.1m x 1.2m x1.1m
  11
  200 days
  1,600
  16.0
  5.0m x 1.8m x 1.8m
  12
  300 days
  6,400
  64.0
  8.0m x 3.0m x 2.7m
  13
  400 days
  25,000
  256
  14m x 4.5m x 4.0m
  14
  500 days
  100,000
  1,000
  30m x 5.8m x 5.7m
  15
  600 days
  400,000
  4,000
  50m x 9.0m x 8.9m
  16
  700 days
  1,600,000 16,000 80m x 14.2m x 14.1m
  17
  800 days
  VDS
  VDS
  107
  107
  
  Note that Size here refers to the useful Size of the object,
  which may be significantly different than its physical dimen-
  sions. Using the general guide that vehicle components and
  the space associated with them take up 1m3 per 1,000kg,
  you can get an equivalent Size for items such as surface
  treatments (except armor), structure, power plants and
  power trains. For instance, a vehicle that is 10m3 with a
  structure mass of 1,000kg has a structure Size of 100, not
  1,000, because the structure itself is roughly only a tenth the
  volume. We're counting the volume of the structural ele-
  ments, not the volume they enclose. Furthermore, the effec-
  tive Size of a component for design and manufacture pur-
  poses is based on its complexity and the number of people
  working on it.
  Modifiers
  Size multiplier
  Creating plans and blueprints
  x.5
  Item is largely non-mechanical (structure)
  x.5
  Item is of normal complexity (power plant)
  x1.0
  Item is complex (electronics)
  x2.0
  Item is cutting edge tech
  x2.0
  Materials partially prepared/assembled
  x.3
  1 person working on project
  x1.0
  2 people working on project
  x.7
  3-4 people working on project
  x.5
  5-8 people working on project
  x.4
  9-16 people working on project
  x.3
  17-32 people working on project
  x.2
  33-64 people working on project
  x.1
  65-125 people working on project
  x.08
  126-250 people working on project
  x.06
  251-500 people working on project
  x.04
  501-1000 people working on project
  x.03
  1000-2000 people working on project
  x.02
  The “cutting edge” category is seldom used, and would be
  best applied to research at the cutting edge of technology,
  or trying to implement advanced and not yet fully under-
  stood principles (aka the Mad Scientist's vehicle).
  The maximum number of people that can be effectively
  involved in the design or manufacture of a system is the
  square root of the (actual Size/10)(round up). There may be
  more people actually involved, but this limit represents the
  number of people at the highest skill level working on the
  project. Typically there would be double this number of
  assistants at 1-2 points of skill less, and double this number
  of flunkies, gophers and support staff with other skills.
  VDS
  VDS
  108
  108
  Example - A team of 7 people is working on designing a
  new jet engine (power plant) with a mass of 4,000kg (Size
  400). The base Difficulty is 11 (one quadrupling past Size
  100), with a base time of 200 days. However, just designing
  it is a modifier of x.5, and the fact that 7 people are working
  on it is another x.4, for an adjusted Size of 80, for a design
  time of around 50 days, with a Difficulty of 9. These 7 engi-
  neers might have a dozen assistants, and a few dozen
  draftsmen, programmers or consultants. If this engine was
  on the leading edge of technology, using new materials or
  aerospace theory, then the Size would take the x2.0 multipli-
  er, raising it to 160, for a time of around 100 days and a
  Difficulty of 10. If it was using both new theories and materi-
  als, you would apply the modifier twice.
  Example - Building a 20,000 ton ship hull (structure) would
  be the same as an object with a Size of 2,000,000. This is a
  lot of quadruplings past a Size of 100 (about 7). The maxi-
  mum number of people you could have directly working on
  the task is the (Size of 2,000,000/10).5 = 448, for a Size mul-
  tiple of x.04, with another x.5 for it being largely non-
  mechanical. This gives an adjusted Size of 40,000, which is
  still 4 doublings over Size 100, for +4 Difficulty and +400
  days, or a total Difficulty of 14, and a construction time of
  500 days.
  Remember that these numbers assume you have every-
  thing you need close at hand. Building a Size 10 electronic
  ignition unit might only take a day, provided you have the
  electronic components already at hand and have already
  designed component layout. If you don't have these transis-
  tors and microchips, then you have to make each of the indi-
  vidual components first (which requires making a number of
  large and complex machines first).
  Once you have the numbers required, you need to make the
  appropriate skill rolls. This is usually done by the person
  overseeing the design or construction work, and is based on
  their appropriate skills. For some of these really difficult
  tasks, you want a dedicated professional.
  Modifier
  Adjust final Difficulty
  Complementary skills
  -1
  Highly competent staff
  -1
  Average staff
  +0
  Marginally competent staff
  +1
  Incompetent staff
  +2
  Spend x.25 budgeted amount
  +2
  Spend x.5 budgeted amount
  +1
  Spend x1.0 budgeted amount
  +0
  Spend 2-4x budgeted amount
  -1
  Spend 5-9x budgeted amount
  -2
  
  Example - The project manager for our previously estimat-
  ed ship hull has a skill of 8, vs. a Difficulty of 14. But, this
  person also has complementary skills and a highly compe-
  tent staff. This was also a military contract and went 2x
  overbudget, reducing the final Difficulty to 11.
  If success is automatic, the system works and is made on
  time. If not, then you have to roll. On a failure, you may
  claim the project is still complete, but you have to roll on the
  appropriate “bug” table once for each point the roll was
  failed by. On any “graze” result, the system works but is
  flawed in some way that isn't immediately apparent, result-
  ing in 1 bug of some type, with a -1 on the table roll. ASP
  may not be used on these skill checks unless all the work is
  being done by a single person (and that person has ASP to
  use).
  Example - Our hard-pressed project manager has a skill of
  8 vs. a Difficulty of 11, for a success chance of 5 or less on
  1d10. He rolls the dice of fate, and gets a 7, failing by 2. Not
  wanting to risk losing future contracts, the hull is delivered to
  the next phase of the shipyard's construction crew, but with
  2 unknown bugs, since the roll was failed by 2.
  Bugs
  Each particular subsystem of a vehicle can have its own
  idiosyncrasies. On prototype or one-of-a-kind vehicles, you
  are pretty much stuck with them. If they were a simple com-
  ponent replacement problem, it would have been found in
  the design process and fixed. The die result that indicates
  the presence of a flaw also means it has no easy solution.
  To fix it, you have to rebuild that subsystem from scratch, a
  costly and time-consuming process. This is what would be
  done between the prototype of a vehicle and the production
  models.
  Power plant
  Bugs in the power plant can affect power output, mainte-
  nance or performance under less than ideal conditions. Roll
  1d10. If a result does not apply to a particular power plant
  type, you get by without any defects.
  Roll
  Effect
  1
  Power plant needs maintenance twice as often
  2
  Power plant has x1.2 fuel consumption
  3
  Power plant has minimum output of 20% of maximum, 
  otherwise it shuts down
  4
  Power plant is temperature sensitive, has 20°C smaller
  total operating range than normal
  5
  Power plant leaks internal fluids, maintenance cost is 2x 
  normal
  6
  Power plant is bulkier than normal, takes x1.2 normal 
  volume inside vehicle
  7
  Power plant is overly complex, maintenance takes twice as 
  long
  8
  Power plant is louder/brighter/hotter/etc. than normal, -1 
  Difficulty to be spotted
  9
  Power plant is fragile, x.8 normal AV (round up)
  10
  Roll twice more
  Example - A new automobile engine design rolls a 4 on the
  bug table. Rather than having an operating range of -30°C
  to 70°C, it only works from -20°C to 60°C (-4°F to 140°F),
  and of course is less reliable within 10°C of either end of this
  range. If it rolled this bug twice, the range would be dropped
  by 40°C instead of 20°C, and the designer can choose how
  heat or cold-tolerant the engine is.
  VDS
  VDS
  109
  109
  
  Power train
  Bugs in the power plant can affect top speed, acceleration,
  deceleration, turn mode and other factors. Roll 1d10. If a
  result does not apply to a particular power train type, you
  get by without any defects.
  Roll
  Effect
  1
  Power train needs maintenance twice as often
  2
  Power train is flawed, turn mode is x.9 (round nearest)
  3
  Power train is flawed, acceleration is x.9 (round nearest)
  4
  Power train is flawed, deceleration is x.9 (round nearest)
  5
  Power train is flawed, top speed is x.9 (round nearest) 
  6
  Power train is subtly flawed, add +1 Difficulty to any handling
  action which has an adjusted Difficulty of 5 or more.
  7
  Power train is overstressed, the simultaneous full use of any
  two of turn mode, acceleration or deceleration counts as a
  maintenance interval.
  8
  Power train is bulky, takes up x1.2 normal volume.
  9
  Power train is balky, +1 Difficulty to any delicate maneuvering 
  tasks.
  10
  Roll twice more
  Example - The drive system of a new tank rolls a 9. The
  tank can be driven normally without any problem, but trying
  to drive it through tight spaces, or up narrow loading ramps
  is at +1 Difficulty.
  Structure
  Bugs in the structure of the vehicle affect interior volume,
  noise and comfort. Roll 1d10. If a result does not apply to a
  particular structure type, you get by without any defects.
  Roll
  Effect
  1
  Structure is inefficient, multiply effective internal volume by 
  x.9 (since this is done after the vehicle is built, roll to see
  what area gets shorted (passenger compartment, cargo, etc.)
  2
  Structure is noisy, -1 Difficulty to spot vehicle when moving
  (this can also apply to electrical emissions, etc.).
  3
  Structure is obtrusive, +1 Difficulty to any action involving
  moving inside the vehicle (including maintenance).
  4
  Structure is obtrusive, +1 Difficulty to spot things outside the
  vehicle (also applies to sensors).
  5
  Structure is poorly built, requires maintenance twice as often 
  (this includes things like preventing corrosion).
  6
  Structure is ugly, +1 Difficulty to sell or promote vehicle on
  esthetic grounds.
  7
  Structure is vulnerable, x.5AV vs. a particular type of attack,
  or to any attack vs. a specific other subsystem.
  8
  Structure is non-standard, all collision damage or armor
  repairs cost x2 normal.
  9
  Structure is fragile, x.9 to base AV for that Tech Level 
  (round nearest).
  10
  Roll twice more
  Example - The structure of an aircraft rolls a 4 on the bug
  table. The placement of wings, struts and/or engines creates
  blind spots for the pilot, for +1 AWR spotting difficulty.
  Surface treatment
  Bugs in the surface treatment may vary from annoying to
  deadly, depending on the type of vehicle. Roll 1d10. If a
  result does not apply to a particular surface treatment, you
  get by without any defects. If there are multiple surface
  treatments, bugs are assigned randomly.
  Roll
  Effect
  1
  Surface treatment is not 100% effective, or has 1% chance 
  of complete failure each time it is exposed to adverse
  conditions (pressure hull fails, tail falls off, etc.).
  2
  Surface treatment is inefficient, has x1.2 normal mass. 
  Since this is found out after the vehicle is constructed, 
  adjust performance figures accordingly.
  3
  Surface treatment is flawed, requires maintenance twice
  as often.
  4
  Surface treatment is expensive, costs x2.0 normal.
  5
  Surface treatment interacts with some other vehicle system
  in a detrimental fashion (streamlining causes missile launch
  gases to choke your jet engine, top acceleration breaks the
  pressure seal on airlock #2, etc.)
  6
  Surface treatment has a hidden vulnerability. It either
  invisibly weakens or automatically fails in certain 
  uncommon conditions (like a hull made from a wood that 
  is tasty to certain uncommon and geographically restricted 
  sea worms, or a door lock that can be easily bypassed)
  7
  Surface treatment places certain visual limitations on the 
  vehicle (the special heat resistant tiles are only available in 
  hot pink).
  8
  Surface treatment breaks in inconvenient ways. Any 
  damage that penetrates the surface treatment will 
  automatically reduce a random performance stat by 1 until 
  repaired (minor collisions interfere with steering, 
  streamlining damage increases turbulence, etc.). This is in 
  addition to any other damage done.
  9
  Surface treatment or part of surface treatment is flammable 
  under certain conditions, or more so than normal. Double
  the rate at which fire damage against this system increases.
  10
  Roll twice more
  Example - A new car rolls a 3 on the bug table. It turns out
  the steel used for the body panels corrodes rapidly in salty
  conditions, and the body requires regular washing and cor-
  rosion checks to prevent damage.
  VDS
  VDS
  110
  110
  
  Weaponry
  Bugs in the weapon systems are usually just annoying, but
  can result in a vehicle being scrapped if it fails military fit-
  ness tests as a result. Roll 1d10. If a result does not apply to
  any vehicle weapons (or it has none), you get by without
  any defects.
  Roll
  Effect
  1
  Partially blocked weapon arc. All attacks with a particular 
  weapon system are at +1 Difficulty if the weapon suffers a 
  random disaster (in addition to the normal +2 penalty).
  2
  Weapon system is touchy and fails to work in certain 
  environmental conditions (electrical system shorts out in 
  high humidity, moving parts clog in extreme cold, etc.). 
  Repairs that fix this flaw simply alter the conditions under 
  which it fails (waterproofing causes weapon to overheat in 
  hot conditions, etc.)
  3
  Weapon design and vehicle space don't work well together. 
  Any time the weapon needs to be repaired, unjammed or 
  maintained, the Difficulty of the task is increased by 2.
  4
  The weapon system has a hidden flaw. There is a 1% 
  chance that any weapon malfunction is catastrophic, doing 
  the weapon's normal damage to surrounding vehicle 
  components.
  5
  Weapon system is inconveniently mounted and requires 
  double the time to perform normal maintenance.
  6
  Weapon system as integrated into the vehicle is difficult to 
  learn how to use. If the operator of the weapon has not 
  spent 2SP learning how to use the weapon in this particular 
  vehicle, they take +1 Difficulty on all weapon-related tasks.
  7
  Special vehicle-related requirements make using the 
  weapon twice as expensive as normal. Practice to improve 
  weapon skills on this vehicle costs twice as much.
  8
  Special weapon mounts and installation headaches make 
  the weapon system cost x2.0 the normal amount.
  9
  Weapon is unwieldy and requires 1 more crew member to 
  operate than originally planned, or requires crew member 
  with special talents.
  10
  Roll twice more
  Example - A new battle tank weapon system rolls a 9 on the
  bug table. It turns out the cramped quarters mean the
  weapon loader has to be short and left-handed in order to
  manage the weapon effectively.
  Accessoriesa
  Bugs in the accessories are seldom more than annoying.
  Roll 1d10. If a result does not apply to any vehicle acces-
  sories (or it has none), you get by without any defects.
  Roll
  Effect
  1
  An accessory has twice the expected power consumption.
  2
  An accessory requires twice the maintenance expected.
  3
  An accessory system has a subtle flaw that occasionally 
  causes headaches (the CD player is easy to steal).
  4
  Two accessories interfere with each other, and one must be
  deactivated for the other to work properly.
  5
  Vehicle-based sensors require special training to use. 
  Operator must spend 2SP to learn how to use it on this 
  particular vehicle type or take +1 Difficulty on its use.
  6
  An accessory is unreliable, and will automatically fail
  maintenance checks.
  7
  An accessory has a 10% chance of not working any time
  it is used. No cause can be found, repairs not possible.
  8
  An accessory is obtrusive and will either break or cause 
  repeated bruises from people bumping into it.
  9
  An accessory has a 10% chance of self-activating anytime
  a performance limit of the vehicle is reached (Acc, Dec, 
  Max, Turn)
  10
  Roll twice more
  Example - A new sub design rolls a 4 on the bug table. It
  turns out that pressure from the reserve air tanks causes the
  toilets to work in reverse (violently) if both are used at the
  same time. Warning lights linked to the system are placed in
  all toilets to reduce the number of mishaps.
  VDS
  VDS
  111
  111
  
  Standardization
  Mass produced vehicles have the advantage of standardiza-
  tion, parts from one vehicle interchanging with other vehi-
  cles of the same type. The more mass production there is,
  the more likely that manufacturers will cut costs by using the
  same components on as many vehicles as possible, like
  spark plugs, air filters, windshield wipers, tires, etc. This
  does not make repairs any easier, but it does make it easier
  to find parts, either by buying them, or scrounging them from
  other vehicles.
  If a vehicle is a prototype or unique, getting parts for repairs
  and maintenance is another matter. That x100 cost multipli-
  er for prototype vehicle cost? It applies to maintenance and
  repairs as well, since every single part has to be custom
  made just for your vehicle.
  Once a standardized vehicle ceases to be manufactured,
  whether or not spare parts remain available depends on
  how popular and durable the vehicle was. As long as society
  is still functioning, there will be a subset of the population
  that likes the vehicle enough to keep a small but steady
  parts supply flowing, although it may be at several times the
  price of the parts when the vehicle was still made. If the
  vehicle was very popular, there may be entire businesses
  devoted just to the spare parts for that vehicle, with competi-
  tion keeping the price down to normal levels (people are still
  selling parts for Russian T-34 tanks, even though it has
  been 50 years since any were made). Once a vehicle is 2
  Tech Levels out of manufacture, most of the normal parts
  sources will have dried up, and collectors or aficiandos will
  have to scrounge used parts from wrecked vehicles, or
  make new parts. The former is time consuming, and the lat-
  ter is expensive. If the parts have to be custom made, main-
  tenance is x100 cost. If there is still enough of a user base
  to warrant mass production of parts, cost is probably only
  slightly more than normal.
  Modular components
  Some vehicles are designed to be retrofitted, by being built
  from modular components which can be switched out very
  quickly. For instance, a tank might have all the power plant
  components bolted together so that they can be lifted out as
  a unit, allowing for easy replacement. It also means the
  engine bay can have the minimum possible volume, since
  maintenance is supposed to be outside the vehicle, not
  while it is installed. To a lesser extent, an outboard motor on
  a powerboat is a modular component. It can be unbolted
  and carried off, repaired or replaced.
  Any vehicle component eligible for modularization (usually
  power plants and some power trains) can be made so for
  x1.5 the normal cost. The benefit is that with proper facili-
  ties, maintenance or repair is at -1 Difficulty, and complete
  repair or replacement of the system is at -2 Difficulty, which
  can save a lot of time and effort.
  VDS
  VDS
  112
  112
  Warranties
  A warranty on a vehicle is a goodwill gesture by the seller
  that the vehicle is of acceptable quality, backed by free
  repairs for a certain time period based on market pressure
  and how likely the vehicle is to last until the warranty
  expires. Usually, this is halfway through the first mainte-
  nance interval for the least reliable parts. This is a pretty
  safe bet for the seller. If market pressure is such that a
  longer warranty is needed, it may be tied to a regular main-
  tenance schedule, or have limits on what is covered (normal
  wear is never covered). For instance, the power plant,
  power train and surface treatment (rust warranty) may each
  have a different warranty period. An extended warranty may
  be available for the vehicle. The cost of this is double the
  maintenance cost for the total period of the warranty.
  Example - A car with a 1,000 hour maintenance interval is
  assumed (by the manufacturer) to be used at an average
  speed of 60kph. A thousand hours at this speed is
  60,000km, so the manufacturer gives a generous 30,000km
  full warranty. If the maintenance cost for the vehicle was
  100Cr, then a warranty extending to 60,000km would cost
  an extra 200Cr (double the cost of that maintenance inter-
  val). This doesn't pay for maintenance, but is the manufac-
  turer hedging their bets on potential repair costs if the vehi-
  cle breaks down. This 200Cr cost could be added to the
  vehicle price automatically, and the manufacturer might
  claim the longer warranty as a “standard” feature, making
  the vehicle sound more attractive.
  Markup
  The VDS cost of a vehicle is usable however you want in
  your game world. Within the VDS framework, it represents
  the assembly line cost of the vehicle, with no added profit.
  How many hands the vehicle sees before it gets to you
  determines the final cost. In general, assume the base cost
  is x1.0, and add +.3 to this for each time it is sold.
  Example - A manufacturer sells a 10,000Cr car to a dealer,
  who sells it to you. It was sold twice, so the end purchaser
  has to spend 10,000Cr x 1.6 = 16,000Cr.
  If parts of the vehicle have to be imported or bought through
  channels, this same multiple will apply to the cost of that
  component.
  Example - If a TL13 manufacturer imports TL15 fusion reac-
  tors for its vehicles, and buys them from a merchant who
  bought them from a distributor who bought them from the
  factory, these fusion reactors will have x1.9 cost. When the
  finished vehicle is sold, it is treated as a unit, and the
  increased power plant cost is simply part of the purchase
  price that is bumped up each step down the distribution
  chain.
  
  Retrofitting
  Retrofitting is the art of ripping out old vehicle components
  and cramming in new ones. For extremely expensive vehi-
  cles it is often significantly cheaper than building a new vehi-
  cle from scratch, and allows the user to take advantage of
  incremental technology improvements.
  For vehicle subsystems which do not directly affect move-
  ment or performance, it is simply a matter of replacing old
  technology with new, counting it as a vehicle repair for the
  appropriate size component.
  For power plant or power train upgrades, it is a little trickier.
  The original vehicle frame, power plant and power train
  were designed with the performance and limits of each other
  in mind. If you take a land vehicle with a designed top speed
  of 20m/sec, and then you cram in a power plant that will let
  it do 40m/sec, something is likely to give, whether the power
  train, structure, or both.
  What happens is that each time you double power plant out-
  put, you quarter the maintenance interval for the structure
  and power train. Maybe you can cram a car engine into an
  ox cart, but the resulting unholy hybrid isn't going to last very
  long.
  Upgrading the power train is possible, as is the structure.
  This could be new components or reinforced old ones, and
  these are major repairs with significant time and cost associ-
  ated with them.
  Getting power plants, power trains and structures from dif-
  ferent Tech Levels to work well together is more difficult
  than normal. Add 1 to the Difficulty of any repair task that
  involves components of mismatched Tech Levels, for each
  2 Tech Levels of difference (round up).
  Example - You have a TL10 compact car that you want to
  make into a tiny terror. At first, you rip out the easily main-
  tained 40kw power plant and replace it with a turbocharged
  80kw model that barely fits the engine compartment. It really
  tears up the road...but...
  Since you no longer have the spare room the original engine
  gave, routine maintenance is now a real chore, and takes
  twice as long. Also, a tank of fuel doesn't last nearly as long
  as it used to.
  After about a month, the grinding noises from the transmis-
  sion tell you that that should have been improved as well,
  and the torque from the engine is tearing loose the engine
  mounts, calling for some structural improvement too.
  Next time, have the engine replacement done by a profes-
  sional...
  Breakdowns
  If a power plant fails due to wear or lack of maintenance (or
  optionally, combat damage), the effects are based on the
  type of engine and fuel. Roll 1d10 with applicable modifiers.
  Power plant
  Die mod.
  Fuel type
  Die mod.
  Durable
  -2
  Crude
  -2
  Normal
  -1
  Normal
  -1
  Enhanced
  +0
  Enhanced
  +0
  Exotic
  +1
  Exotic
  +1
  Dangerous
  +2
  Dangerous
  +2
  Extremely dangerous
  +3
  Extremely dangerous
  +3
  Suicidal
  +4
  Suicidal
  +4
  Roll
  Result
  1-
  Minor engine failure, repairable by catching up on lost 
  maintenance
  2
  Minor engine failure, repairable by catching up on lost
  maintenance
  3
  Moderate engine failure, requires 2x normal maintenance 
  time and cost to repair
  4
  Moderate engine failure, requires 2x normal maintenance
  time and cost to repair
  5
  Moderate engine failure, requires 3x normal maintenance 
  time and cost to repair
  6
  Moderate engine failure, requires 3x normal maintenance
  time and cost to repair
  7
  Major engine failure, requires 4x normal maintenance time
  and cost to repair
  8
  Engine catastrophically fails, is not repairable without full
  facilities and replacement parts
  9
  Engine catastrophically fails,damaged beyond repair.
  Containment for fuel and engine parts is marginal, and
  leaks of internal engine fluids, components and fuel 
  will fill the area surrounding the power plant.
  10+
  Engine catastrophically fails, sending engine parts flying
  and releasing vital engine parts and fuel into the immedi-
  ate environment. Any containment devices fail. In addition
  to immediate and long term effects of engine and fuel
  being spread around the countryside, the engine
  explodes with a force of its output in kw.5. Living power
  sources just keel over and die.
  If you assume a potentially dangerous power plant has safe-
  ty features to prevent explosions, either assume that 10+
  results don't happen or apply -(TL/2) (round down) to the die
  roll. If used as a combat result, remember that engine per-
  formance can be based on a lot of little things. Your engine
  might have stopped working simply because a few key wires
  were cut, and this could be easily fixed once you figure out
  what is wrong. It might also have stopped because some
  key ball bearings were shot out and the power plant ground
  itself to bits as a result. You never know.
  VDS
  VDS
  113
  113
  
  Other vehicle maintenance
  All vehicle systems need maintenance on occasion, and
  anyone who has ever had a car rust out from under them
  can tell you. Power plants generally are more obvious about
  it, though. All non-power plant parts of a vehicle (each type
  of system) can use maintenance each 1,000 hours of use to
  keep up a good appearance and efficiency. This can be
  waxing the finish, emptying the ash trays and replacing the
  shock absorbers every 50,000km, or whatever seems
  appropriate for the vehicle in question (scraping off space
  barnacles).
  This maintenance will have a total cost of 1% of normal
  vehicle cost, and is optional. Failure to do so only has game
  effects if the GM desires it (and they probably will, so be
  warned). The tables below cover failed maintenance on
  other vehicle systems besides the power plant. Subtract 2
  for the first missed interval, 1 for the next interval, and all
  other rolls are only modified as indicated.
  Structure & surface
  Roll
  Result
  1-
  Cosmetic damage only
  2
  Cosmetic damage only
  3
  Cosmetic damage only
  4
  Intermittent surface treatment failure, may result in minor
  internal damage in extreme cases
  5
  Structure is showing its age, -1 to its effective AV . If AV of 
  surface goes to zero, outer surface is riddled with corrosion
  or rust. If structure AV goes to zero, vehicle falls apart.
  6
  Structure is showing its age, -1 to its effective AV . If AV of  
  surface goes to zero, outer surface is riddled with corrosion
  or rust. If structure AV goes to zero, vehicle falls apart.
  7
  General wear and tear, add 1 to all future rolls on this table
  unless structure is given complete overhaul, at 4x normal
  maintenance time and cost
  8
  Some structure or surface treatment related function takes
  a permanent +1 Difficulty to use
  9
  Structure degrades visibly, with partial failure of some 
  function of a surface treatment, if any.
  10+
  Structure fails next time it is placed under any stress
  greater than it is under when this roll is made
  Controls
  Roll
  Result
  1-
  Cosmetic damage only
  2
  Cosmetic damage only
  3
  Cosmetic damage only
  4
  Controls make annoying noises at maximum limits
  5
  Random worrisome noise somewhere in the control 
  system. Does not go away after maintenance.
  6
  Controls are worn, all but frequent users operate vehicle
  at +1 Difficulty.
  7
  General wear and tear, add 1 to all future rolls on this table
  unless controls are given complete overhaul, at 4x normal
  maintenance time and cost
  8
  Some control related function takes a permanent +1
  Difficulty to use, like taking extra Difficulty on a specialized
  maneuver. This can be fixed at 4x normal maintenance
  time and cost.
  9
  The Turn of the vehicle is reduced by 1 until a system 
  overhaul is done, with 4x normal maintenance time
  and cost.
  10+
  Controls fail the next time maximum Turn is used. The
  vehicle becomes uncontrollable and controls lock in the
  position used when they broke. In addition to other
  damage caused, controls need major parts replacement.
  Accessories
  Roll
  Result
  1-
  Cosmetic damage only
  2
  Cosmetic damage only
  3
  Cosmetic damage only
  4
  Very minor parts failure with little real effect, like a broken
  knob on the radio or burnt out ashtray light.
  5
  Very minor parts failure with little real effect, like a broken
  knob on the radio or burnt out ashtray light.
  6
  One accessory develops a minor problem that somewhat
  alters vehicle operation, like the ignition makes rude noises
  through the radio, or high beams don't work anymore.
  7
  Random malfunctioning accessory decides to start
  working again. Effect lasts until next maintenance interval.
  8
  One accessory item develops an annoying flaw that is
  a permanent +1 Difficulty to use. Can only be fixed by
  replacement of flawed unit.
  9
  One accessory has a 1 in 10 chance of failing to work
  for unknown reasons each time it is turned on.
  10+
  One accessory inexplicably fails next time it is used.
  Requires complete replacement with new unit.
  VDS
  VDS
  114
  114
  
  Real world power plants
  While you can design up virtually any technology using the
  abstract nature of VDS, there are a number of historically
  known and conceptually likely systems we can give you
  guidelines for.
  Reciprocating external combustion
  Also known as a steam engine. Historically dates to TL6.
  This type of power plant uses steam power to drive pistons,
  which in turn usually provide rotary motion for driving
  wheels. Usually they are durable power plants designed to
  burn a particular type of fuel, and require modification to
  effectively burn any other type. The normal fuels would be
  wood, coal or oil, very crude to normal fuels. They can be
  boosted and tweaked if necessary. With GM permission,
  boosting may be possible at no extra charge, since you just
  overstress the boilers by using more or hotter fuel than nor-
  mal. This type of power plant can be started from a cold
  stop in:
  time in seconds = (mass in kilograms.5/2) x 100/TL
  Fractional power is usually available for all power plants on
  a proportional basis during this time (i.e. if 10% of the time
  has passed, you have 10% of power plant output).
  Example - A 10,000kg TL8 steam locomotive will take
  (10,000kg.5/2) x 100/TL8 = 625 seconds (≈11 minutes) to
  start from a cold stop.
  Turbine external combustion
  Also known as a steam turbine. Historically dates to TL8,
  although the principle was known to the Greeks at TL3. This
  is a more advanced form of steam engine, and uses high
  pressure steam to drive a turbine, which is usually geared
  down to provide the desired revolutions for the end use, like
  the propeller of a ship. It is bought as a normal type of
  power plant, and will use either coal or oil as the fuel. Low
  tech versions may also use wood, peat or any other com-
  bustible material, either crude or normal fuels. It may be
  boosted or tweaked like a reciprocating external combustion
  engine. This type of power plant can be started from a cold
  stop in:
  time in seconds = (mass in kilograms.5/4) x 100/TL
  Example - A 10,000kg TL8 steam turbine will take
  (10,000kg.5/4) x 100/TL8 = 313 seconds (≈5.2 minutes) to
  start from a cold stop.
   
  ﬁ« Available historical figures for the largest external combus-
  tion (i.e. steam) engines show that they are both a lot heav-
  ier than they needed to be and heavier than VDS would
  have them (≈1,000kg/hp vs. a VDS figure of ≈10kg/hp), and
  for the same output they consume about 2-3 times the fuel
  as a VDS power plant. Caveat emptor.
  Electric motor
  Historically dates to TL8. This uses electrical power to gen-
  erate motive power, and thus requires batteries or some
  type of generator in order to run. An electric motor is always
  bought as a normal power plant. It may be boosted or
  tweaked. This type of power plant can be started from a cold
  stop almost instantly, with only inertia lag to get the parts
  moving. It can be started in:
  time in seconds = (mass in kilograms.5/4) x 10/TL
  Example - A 10,000kg TL9 electric locomotive will take
  (10,000kg.5/4) x 10/TL9 = 27.8 seconds to wind up to full
  power from a cold stop.
  Fission reactor
  Historically dates to TL9. This usually uses the heat gener-
  ated by fission of radioactive isotopes to heat water, and
  provide steam for turbines, either to generate electricity or
  provide motive power. Usually a fission reactor is bought as
  up to an extremely dangerous power plant type, with a self
  contained source of fuel, also extremely dangerous, with the
  fission-based modifier. Due to the normal mass and hazards
  of dealing with the reactor and fuel, durability is usually
  bought up as much as possible. This multiplies reactor cost,
  but if you figure what an accident costs, it may be worth it.
  This type of power plant can be started from a cold stop in:
  time in seconds = (mass in kilograms.5/16) x 1000/TL
  Example - A 100,000kg TL10 nuclear reactor will take
  (100,000kg.5/16) x 1000/TL10 = 1,976 seconds (≈33 min-
  utes) to warm up from a shutdown condition.
  Fission reactors are usually heavily overengineered, usually
  enough to contain a worst possible failure event, at least for
  a little while. Fission plants will not usually blow up on a cat-
  astrophic failure, but will cause a lot of damage and release
  an equivalent amount of energy in the form of radioactive
  byproducts.
  Fission reactors may also be used in reaction engines, and
  may use virtually any type of liquefiable fuel as reaction mass.
  This is handled as listed in the reaction engine rules (p.19).
  Fission, fusion and anitmatter reactors come in a variety of
  styles, which is why they may be bought as up to a type.
  You could build a “durable” reactor, and in fact it would be
  more efficient in terms of total power generated per unit fuel,
  but the watts output per kilogram would be significantly less.
  A conventional nuclear power plant would be bought a nor-
  mal or durable reactor, plus a year's supply of fuel, shielding
  for that fuel (see p.118), an electrical generator (p.18), plus
  heat sinks (p.23), plus crew stations for its size (p.17), plus
  any safety features added (p.76). Reactors do not have a
  mandatory minimum size in VDS, but you should look very
  skeptically at any with a mass of less than ((20-TL)5/TL)kg.
  VDS
  VDS
  115
  115
  
  Fusion reactor
  Will hopefully date to TL12. The byproducts of the fusion
  reaction can be used to generate heat, plasma and radia-
  tion, which can be harnessed for various purposes. Fusion
  reactors are considered extremely dangerous power plants
  for output purposes. Deuterium is an exotic fuel, but not
  radioactive. Tritium is a dangerous fuel, and is radioactive,
  which makes a difference for fuel storage purposes. Both
  are fusion fuels for fuel consumption purposes. This type of
  power plant can be started from a cold stop in:
  time in seconds = (mass in kilograms.5/16) x 100/TL
  Example - A 100,000kg TL12 fusion reactor will take
  (100,000kg.5/16) x 100/TL12 = 165 seconds (≈2.7 minutes)
  to start from a cold stop.
  Fusion reactors also need a significant power source to start
  the fusion reaction. This is generally going to be a source
  equal to the output of the fusion plant, for half the duration of
  the startup time. This represents your lasers or electron
  beams starting the fusion reaction and maintaining magnetic
  confinement until the reactor itself generates enough power
  to take over these functions. The raw plasma output of a
  fusion reactor can be used as a reaction engine, and the
  fuel consumption increased to increase thrust, either by
  using much more deuterium or tritium, or in combination
  with another reaction mass like liquid hydrogen. This is han-
  dled as listed in the reaction engine rules (p.19).
  Antimatter reactor
  Will hopefully date to TL14. Operates like a fission or fusion
  reactor, generating great quantities of heat through the mat-
  ter-antimatter annihiliation process. Exactly how this power
  is harnessed is variable, given the technological advances
  likely by TL14. Normally, the heat generated by the
  matter/antimatter reaction would drive some sort of interme-
  diate stage to provide electricity for antigrav plates or some
  other high-tech system. However, it could also be used
  directly as a reaction engine by heating up a working fluid to
  incredible temperatures and venting it through a rocket noz-
  zle. This would be by the same process as a fusion or fis-
  sion reaction engine. For output purposes antimatter is a
  suicidal power plant using suicidal fuel with the antimatter
  modifier on fuel consumption. In real-world terms, this VDS
  is about .0058% efficient. A 100% efficient plant would be a
  total fuel type multiple of about x.000000002. This type of
  power plant can be started from a cold stop in:
  time in seconds = (mass in kilograms.5/25) x 100/TL
  Like fusion reactors, they will require an outside power
  source during this time.
  Example - A 100,000kg TL15 antimatter reactor will take
  (100,000kg.5/25) x 100/TL15 = 84 seconds (≈1.4 minutes) to
  start from a cold stop.
  Reciprocating internal combustion
  A conventional piston engine or variants, such as the
  Wankel rotary engine. A fuel mix is burned inside the
  engine, and the expanding gases push pistons whose
  motion is, or is converted to rotational motion to drive a pro-
  peller, wheels, etc.
  Diesel engines are considered durable power plants burning
  normal fuel. The average automobile engine is a normal
  power plant burning normal fuel. A high performance sports
  car uses an enhanced power plant burning normal or
  enhanced fuel. Race cars are usually exotic power plants
  burning enhanced fuel, and drag racers usually have dan-
  gerous power plants burning exotic fuels. This type of power
  plant can be started from a cold stop in:
  time in seconds = (mass in kilograms.5/final output modifier) x 10/TL
  Example - A 200kg TL10 automobile engine will take
  (200kg.5/4) x 10/TL10 = 3.5 seconds to start from a cold stop.
  Turbine internal combustion
  A jet engine is the typical example, and the technology
  dates back to TL9. The expanding gases caused by com-
  bustion of the fuel drive a sequence of turbine blades, which
  generates rotary motion. This can be used to drive wheels,
  propellers or other power trains. It has the advantage of
  being able to generate extremely high revolutions per
  minute, and if designed to produce thrust through its
  exhaust, is capable of powering a vehicle past the speed of
  sound, something not possible for a propeller-driven craft.
  They are normally considered exotic power plants burning
  enhanced fuel of some type. This type of power plant can be
  started from a cold stop in:
  time in seconds = (mass in kilograms.5/9) x 100/TL
  Example - A 1,000kg TL10 jet turbine will take (1,000kg.5/9)
  x 100/TL10 = 35 seconds to start from a cold stop.
  Solar power
  Direct solar generation of electricity is a TL9 development.
  The use of solar power to generate heat for other purposes
  is possible at any TL where polished metal can be acquired
  in quantity, normally TL2+. Other details are as described in
  the Power Plants section (p.21). Solar electric power is
  available instantaneously upon exposure to a light source,
  but use as a heat source will have a startup time appropriate
  to the secondary technology used, i.e. if a solar steam
  engine, use steam engine startup time, etc.
  VDS
  VDS
  116
  116
  
  Solid fuel rocket
  As a power plant/power train combination, these date back
  to TL3, and Chinese black powder rockets. Knowledge of
  black powder arrived in the West at TL4, and rockets as a
  weapon at least didn't catch on until TL7. A solid fuel rocket
  is a combination power plant, power train and fuel supply,
  which cannot be turned off once ignited. It burns until the
  fuel is expended. They are typically a dangerous type of
  power plant using an exotic fuel, with however much
  increased thrust you can get with extra fuel consumption.
  Typically, the duration of the fuel supply is matched to the
  first maintenance interval, so the rocket burns out right
  before it would become unreliable. Since rockets have a dis-
  tressing tendency to blow up, not everyone designs their
  rockets in this way. Solid fuel rockets usually have full thrust
  available from the instant of ignition.
  Liquid fuel rocket
  These date to TL8, or experiments at TL8 leading to practi-
  cal application at TL9. Liquid fuel rockets are dangerous
  power plants burning exotic or dangerous fuels at an
  appalling rate. Their advantage over solid rockets is that
  they can be throttled, started and stopped with far less trou-
  ble. Most liquid fuel rockets use a mix of two dangerous
  fuels (liquid hydrogen and liquid oxygen), although they can
  use a two part mixture of a dangerous fuel and an enhanced
  fuel (liquid oxygen and aviation kerosene), or other noxious
  substances like nitric acid, hydrazine, concentrated hydro-
  gen peroxide, and so on. This type of power plant can be
  started from a cold stop in:
  time in seconds = (mass in kilograms.5/12) x 10/TL
  Example - A 2,000kg TL12 liquid fuel rocket booster will
  take (2,000kg.5/12) x 10/TL12 = 3.1 seconds to start from a
  cold stop.
  Typical fuels
  The following guidelines should be used if you want to get
  real-world fuel volumes for your power plants. Otherwise,
  just use the generic fuel figures.
  Wood
  Wood, neatly stacked, takes up approximately 1m3 per
  500kg. Counts as a very crude fuel, with a cost of 500Cr per
  1,000kg. Available at TL1+.
  Coal
  Coal takes up approximately 1m3 per 2,000kg. Counts as a
  crude fuel, with a cost of 700Cr per 1,000kg. Historically
  available at TL6+ in Western cultures, TL4+ in China.
  Oil
  Oil or other petroleum derivatives take up approximately
  1m3 per 800kg. Counts as a normal fuel, with a cost of
  1,000Cr per 1,000kg. Historically common at TL8+.
  Gas
  Compressed gases take up approximately 1m3 per 50kg.
  Liquefied hydrogen takes up about 1m3 per 70kg, oxygen
  about 1m3 per 1,200kg and natural gas about 1m3 per 525kg.
  Liquefied or compressed gases count as dangerous or exotic
  fuels respectively, with a cost of 9KCr or 4KCr per 1,000kg.
  Compressed gases are available with some work at TL7+,
  and reliable storage of liquefied gases is available at TL8+.
  Batteries
  Batteries are usually made from heavy elements at lower
  TLs, and get less dense at higher TLs. Assume batteries
  take up (TL)m3 per 1,000kg. Count as a any of several types
  of fuel from very crude to dangerous. Very crude batteries
  are available at TL5+, and theoretical potential goes up one
  fuel type per TL after 5.
  Flywheels
  Flywheels require mass to store energy, but at higher TLs,
  they can be spun to higher velocity and need less mass for
  the same amount of energy. Flywheels take up (TL/2)m3 per
  1,000kg. The type of fuel a flywheel counts as depends on
  how fast you are willing to spin it, with associated dangers of
  catastrophic flywheel failure (count as having the ability to
  explode). Flywheels are available at TL1+.
  Isotopes
  Radioactive isotopes of heavy elements are extremely
  dense. As a fuel, assume they take up .05m3 per 1,000kg,
  plus whatever shielding is used. Fission fuels are an
  extremely dangerous fuel type.
  Deuterium/tritium
  Fusible hydrogen isotopes (as “heavy water”) have a vol-
  ume of 1m3 per 1,000kg, and require minimum shielding, if
  any. Tritium is radioactive and should have an increased
  mass for its fuel storage. Fusion isotopes are exotic fuels.
  VDS
  VDS
  117
  117
  
  Antimattera
  Antimatter will typically be stored as supercooled anti-sub-
  atomic particles, with the low density of 1m3 per 1,000kg
  (not that anyone would want 1,000kg of antimatter lying
  around). Antimatter is a suicidal fuel type.
  Magic
  Any type of magic fuel would follow guidelines for a similar
  conventional fuel. For instance, magic cards would burn
  about as well as wood, and be treated as such for storage
  purposes.
  Specialized fuel handling
  This does not increase the volume of the fuel storage if
  using the real-world guidelines just listed, but does increase
  the cost and/or mass of the storage facility. Stable, normal
  temperature fuels that are not inherently dangerous have
  zero cost and mass for their fuel tanks, as it is just a special-
  ize cargo area. Other fuels will have to allot extra mass for
  their fuel tanks, but the volume is the same unless previous-
  ly noted for that fuel type.
  Fuel is
  Storage is
  Stored at radically different temperatures 
  Fuel mass x .5
  (requires insulation)
  Fuel cost x 1
  Not stable under normal conditions 
  Fuel mass x 2
  (compressed gases)
  Fuel cost x 1
  Dangerous to be in close proximity of 
  Fuel mass x 2
  (radioactive isotopes)
  Fuel cost x 2
  temp
  unstable
  prox
  Wood
  No
  No
  No
  Coal
  No
  No
  No
  Petrochemicals
  No
  No
  No
  Compressed gas
  No
  Yes
  No
  Liquefied gas
  Yes
  No
  No
  Deuterium
  No
  No
  No
  Uranium, plutonium, tritium
  No
  No
  Yes
  Antimatter
  Yes
  Yes
  Yes
  Example - Liquefied natural gas takes up 1.9m3 per 1,000kg
  and costs 2KCr per 1,000kg. This is a cryogenic liquid and
  requires insulation, so the fuel tank has x.5 the mass of the
  fuel and x1 cost of the fuel. So, the storage tank for 1,000kg
  of LNG would mass an extra 500kg and costs 2KCr.
  Example - Fissionable uranium isotopes are an extremely
  dangerous fuel that take up .1m3 per 1,000kg, with a cost of
  1.6MCr per 1,000kg. A storage bunker for 1,000kg of fission
  fuel would mass 2,000kg and cost 3.2MCr. Note that this is
  not just a big lead-lined box, but also includes any machin-
  ery needed to safely power up and power down the reactor.
  While for a car, refueling simply requires taking off the gas
  cap and pouring more in, refueling a reactor is a little more
  complicated than just opening the lid...
  Vehicle layout
  Laying out the floor plan of your vehicle is done on the large
  hex sheets in the back of the rules. For most human-occu-
  pied vehicles (standing room), a floor plan will be about 1
  hex per 2 cubic meters. Multiple decks would be handled
  based on this amount and the dimensions of the vehicle,
  plus or minus amounts based on special considerations like
  ballroom ceilings and so forth.
  Example - Take a cubical ship 30 meters on a side. It has a
  volume of 30m x 30m x 30m = 27,000m3, so it has a floor
  plan of about 27,000/2 = 13,500 hexes. Since each deck is
  30m x 30m = 900m2 in size, the ship has 13,500m2/900m2
  =15 decks. Each deck would be a separate floor plan. Taller
  decks (say the engine room) would mean less decks, while
  a race of beings 1m tall would require less headroom and
  have more decks...
  For vehicles that would have multiple decks of different
  areas, like in a sphere or cylinder, just divide the decks into
  areas appropriate to your needs. There's no need to get
  extra-detailed about it.
  Individual components take up 1 hex per 2m3 of volume,
  and when you draw it out, the component fills the entire
  space if it has no maintenance room, and about half the
  space if it does.
  Quarters, galleys, hallways and so on are simply drawn out
  as for the guidelines for those systems. If multiple things
  occupy the same volume, like a crawlway and machinery,
  put one in with dotted lines.
  The reference section has a number of blank vehicle sheets,
  and one of them should be suitable for the scale of your
  vehicle if you want to lay out a floor plan or put in an illustra-
  tion of some type.
  VDS
  VDS
  118
  118
  
  Question #1:
  How much would it cost to charter a 20MCr airliner for a
  week, including 250KCr of total salaries (pilot, co-pilot,
  attendants), assuming you also have to pay an insurance
  fee to cover possible damage to the plane?
  Calculations:
  Renting a vehicle is normall x.002 of its replacement value
  per day, with another x.001 for the insurance, or 20MCr x
  .003 x 7 days = 420,000Cr. Salaries are 1/52 of a year (1
  week), but x1.5 to cover profits or benefits, for 250KCr x
  1/52 x 1.5 = 7,212Cr, for a total rental cost of 427,212Cr.
  Plus fuel and airport charges...
  Answers:
  Charter cost for a week = 427KCr
  Note - If this seems steep, remember that in commerical
  service this plane would probably seat 200 people paying
  perhaps 200Cr each, and make at least two flights a day.
  Over a week that adds up to 560KCr in fares.
  Question #2:
  You want an extremely custom shuttlecraft built (Size
  25,000 of components, perhaps 100-300 tons). Assuming
  you use off-the-shelf components for half the size (power
  plant, power train and weapons), and the rest of the compo-
  nents are evenly split between the remaining mass, how dif-
  ficult are the custom components to design plans for and
  how long will it take to build, assuming cost is no object?
  Calculations:
  Half the size of the shuttle is 12,500, and is evenly split
  between structure, surface treatments and accessories, for
  a size of 4,167 each. The structure and surface treatments
  are largely non-mechanical, for a x.5 adjustment to size for
  design purposes, so they drop to 2,083. The accessories
  are treated as a group of normal complexity and have no
  modifier, staying at 4,167. The most people that can work
  on any one of these subsystems is the square root of their
  (actual size/10). This is (4,167/10).5 = 20, for a size multiplier
  of x.2. This reduces the effective size of the structure and
  surface to 416, and the accessories to 833.
  The last modifier is a x.5 for developing plans, dropping the
  structure and surface to size 208, and the accessories to
  size 416.
  Now that we have these numbers, we can check the chart
  on p.107 and see that design of the structure and surface is
  in the Size 100 to 400 bracket, for a Difficulty of 10 and 100
  days of design time. The accessories are in the next bracket
  down, for a Difficulty 11 task and 200 days. The project
  supervisor for each subsystem would have to make a
  Difficulty 10 or 11 task on the appropriate scientific or tech-
  nical skill to avoid mishaps. These would be “bugs” in the
  final design. Since cost is no object, we throw x5 money at
  the problem and decrease the Difficulty by 2, making the
  total Difficulty for each subsystem an 8 or 9.
  For construction time, all of the subsystems fall into the Size
  400 to 1600 bracket, for a Difficulty 11 task and 200 days.
  The project supervisor for each subsystem would have to
  make a Difficulty 11 task on the appropriate scientific or
  technical skill to avoid mishaps. Since cost is no object, we
  throw x5 money at the problem and decrease the Difficulty
  by 2, making the total Difficulty for each subsystem a 9.
  Answers:
  Time/Difficulty in structure design = 100 days, Difficulty 8
  Time/Difficulty in surface design = 100 days, Difficulty 8
  Time/Difficulty in accessory design = 200 days, Difficulty 9
  Time/Difficulty in construction(ea.) = 200 days, Difficulty 9
  Note - In game terms you would plop down the salaries of
  everyone involved for the duration of design and construc-
  tion (55 man-years worth!), then take the VDS cost of the
  vehicle, multiply by x5, wait 400 days and then take delivery.
  FYI - If you designed a house with a 100m2 floor plan (Size
  25,000, 25 tons) and give it a 2g organic structure and AV3
  organic surface (wood), it would have a construction time
  (once plans were made) of less than a week if a dozen peo-
  ple were in the construction crew, assuming partially pre-
  pared material like cut lumber, prepared shingles, etc.
  Question #3:
  With a perfect takeoff ramp, how far could a perfectly
  streamlined (no drag) motorcycle jump with a final velocity
  of 45m/sec (162kph/101mph)? What DV would be applied to
  the suspension components when it landed?
  Calculations:
  Jump distance is (45m/sec)2/10 = 203m. Vertical distance is
  half the horizontal distance, or 101m. The DV would be as
  for falling that far, or a DV of 10 or 11. Real-world streamlin-
  ing and drag would probably halve the jump distance.
  Answers:
  Distance jumped = 203m
  Damage on impact = DV10
  VDS
  VDS
  119
  119
  AMSISdOING
  tHIS rIGHT?
  ??
  
   
  VDS
  VDS
  120
  120
   
  TL3: Trireme 
   
  The trireme is a sail and human-powered vessel used as a
  warship in the Mediterranean during the TL3 period. Usually
  had one or two masts and capable of sailing only with the
  wind, it also had three levels of rowers on each side (hence
  the name 
   
  trireme). They were not designed for extended
  voyages and hence could do without many of the amenities
  a vessel this size would require. Since it would normally
  beach each night, it needs no quarters or galley, only food
  and water storage for the longest duration it could expect to
  go between ports. As part of a military force, it would also
  have enough space to store the weapons and gear of the
  rowers. In ship-to-ship actions it would attempt to ram
  opposing vessels, either to sink, board, ram or disable the
  rowers. In this case, it would carry a complement of soldiers
  on the upper deck, since the rowers would be otherwise
  engaged. The deck could but did not always mount cata-
  pults or other TL3 heavy weapons, hurling stones, bolts or
  incendiary projectiles.
  Special effects - This trireme is modeled after the 
   
  Olympias,
  a full-scale replica built to historic specifications (which were
  no more than 37m long by 5.6m wide). Power train AV is
  based on the power train mass per oar (170 oars), and while
  difficult, the trireme can turn in place. The power plant
  “crew” is the drummer used to synchronize the oarsmen,
  without whom 85 oars per side would quickly degenerate
  into chaos. Oars that are damaged are quickly jettisoned to
  avoid tangling the rest. The weak structure (stressed to a
  Turn of only 1) reflects the highly stressed nature of the
  lightweight hull. They also had lots of oar openings near the
  waterline, and would disintigrate quickly if mishandled in bad
  weather. The fairly abysmal sail performance figures could
  be doubled by adding another mast and using better sails,
  but the rowers will still provide faster and more consistent
  performance. The ram is mounted just below the waterline,
  so any hit that punctures the body of another ship is auto-
  matically a waterline hit. Assume the area of a ram puncture
  is 10% of the front area of the rammer (.8m2 in this case).
  Ram damage would be calculated using the maneuvering
  total of each vehicle, as for chase combat in the normal
  rules, the difference being the DV of the attack. Remember
  that DV is +2 or -2 for each doubling or halving of mass
  between attacker and defender.
  Campaign notes - This vessel would be the fast cruiser of
  its day. Even larger vessels were built in the late TL3 period,
  such as quadremes and quinqueremes, which had four and
  five banks of oars, respectively. Any vessel which can dis-
  gorge a few hundred armed men on short notice would
  rightly be feared by coastal villages, and its ability to run
  against the wind for extended periods gave it a mobility
  other vessels lacked. It was the fastest water vessel of the
  period. On the other hand, it was terribly expensive to oper-
  ate, and getting the “engine” started quickly when its compo-
  nents are out pillaging could be a problem. 
  Specifications:
  Configuration:
  Prism2, partial optimum streamlining
  Length:
  40.0m
  Size modifier:
  -4
  Width:
  4.0m
  Toughness:
  x.13
  Depth:
  2.0m
  Area
  Volume
  Mass
  Design figures:
  400.0m2
  320.0m3
  40,000kg
  Power plant:
  AV0, TL1 biologic (170 rowers@80kg ea.)
  Stats:
  122.4kw
  -
  272.0m3
  13,600kg
  Crew(1):
  -
  1.0m3
  80kg
  Power train:
  AV3, TL3 Indir. to dense medium, muscle pow.
  Stats:
  1.2m2
  2.4m3
  1,224kg
  Power plant:
  AV4, TL3 normal sails (19m mast, 250m2 sail)
  Stats:
  18.0kw
  -
  .5m3
  500kg
  Crew(3):
  -
  3.0m3
  240kg
  Power train:
  AV6, TL3 Indirect to thin medium (sail)
  Stats:
  7.2m2
  1.4m3
  720kg
  Structure:
  AV2, 40 tons, Turn of 1, TL3 organic armor (wood)
  Stats:
  -
  18.7m3
  9,336kg
  Watertight:
  -
  .9m3
  467kg
  Surface:
  AV2, 7mm, TL3 organic (wood)
  Stats:
  -
  -
  9,336kg
  Ram:
  -
  -
  94kg
  Other:
  Officers(2), soldiers(14)
  -
  16.0m3
  160kg
  Stores
  -
  1.0m3
  1000kg
  Subtotals:
  8.4m2
  316.9m3
  36,757kg
  Spare capacity:
  391.6m2
  3.1m3
  3,243kg
  Performance:
  Base top speed:
  20.4m/sec (rowers)
  6.3m/sec (sail)
  Adjusted:
  4.1m/sec (rowers)
  2.8m/sec (sail)
  (sail w/6m/sec wind)
  (15kph/9mph)
  (10kph/6mph)
  Base acceleration:
  1.1 (rowers)
  .4 (sail)
  Adjusted:
  .1 (rowers)
  .1 (sail)
  Base deceleration:
  2
  Adjusted:
  1
  Base Turn Mode:
  1
  Adjusted:
  1
  Draft (mass/vol):
  13% (.25m)
  Bugs:
  Balky power train, +1 Difficulty to delicate maneuvering
  Surface treatment breaks in inconvenient ways (any hull breach
  interferes with rower performance)
  
  TL5: DiVinci War Wagon
  This is based on a DiVinci sketch of a turtle-like wheeled
  vehicle with multiple cannon ports. We are going to make it
  practical by adding a magical power plant which is fed off of
  condemned prisoners, whose screams and wails add to the
  crushing wheels and smoking cannons. If the full spread of
  cannons were not enough of a threat, the war wagon can
  slowly tow an armored sledge full of soldiers, allowing them
  to approach an enemy and still be protected. In addition, it
  can also carry up to 8 extra men inside, who can drop
  through a hatch in the bottom and come up fighting after the
  war wagon passes over them.
  The war wagon's insatiable appetite for human flesh
  restricts its use to active wartime, or in more oppressive
  regimes, as a combination execution tool and terror weapon
  to keep enemies of the state in their place. Warring city-
  states may have several, since the short range does not
  keep them from being an excellent defensive weapon.
  Special effects - Using the allowed variation, the dimen-
  sions of the war wagon are actually a little narrower and a
  little taller than listed. The fuel consumption of prisoners
  assumes they have no magical potential. The armor can be
  sloped if desired, but is not designed as such. The power
  train is capable of turning the vehicle in place, but has crude
  quality controls. The suspension rating of 3 allows the war
  wagon to operate on hard soil, poor roads or city streets. It
  has a soft terrain rating a point lower and tends to get
  bogged down in difficult terrain. The bulkheads isolate the
  power plant, driver and commander, and the weapons and
  ammunition from each other, and are accessed through
  iron-bound wooden doors (AV4) that are kept closed in com-
  bat. In addition to the cannon firing ports, smaller ports allow
  spears to be jabbed, or muskets fired through them, and all
  ports can be closed to prevent return fire into the wagon.
  Campaign notes - Due to its slow speed and relatively
  short range, moving this vehicle a long distance would be a
  problem, much the same problem as with WWI tanks. Like a
  WWI tank, it is designed to be proof against infantry
  weapons, but is not capable of resisting the attacks of
  artillery. Fortunately, TL5 artillery is not very accurate. As a
  war wagon is an expensive item, deployment and tactics will
  take its advantages and vulnerabilities into account. If char-
  acters ever have the opportunity to be in one, it will not be a
  pleasant experience. There is plenty of room to move
  around, but the ceiling is low and sloped, with heavy wood-
  en beams to scramble through. A set of powered bellows
  does little to clear the stifling air of choking gunpowder
  fumes. The suspension is non-existent, and the iron-shod
  wheels transmit every nuance of the ground directly into the
  unpadded benches that pass for seats. The dark interior is
  lit only by small lanterns well away from the powder kegs,
  and you can barely hear yourself think over the din of clank-
  ing wooden cogs and the screams of the damned.
  Specifications:
  Configuration:
  Disk, minimum streamlining
  Length:
  7.0m
  Size modifier:
  -4
  Width:
  7.0m
  Toughness:
  x.06
  Depth:
  1.8m
  Area
  Volume
  Mass
  Design figures:
  117.6m2
  68.6m3
  20,000kg
  Power plant:
  AV4, TL5 normal magical (w/radiators)
  Stats:
  51.0kw
  2.0m2
  .51m3
  510kg
  Crew(2, w/seats):
  -
  2m3
  180kg
  Power train:
  AV3, TL5 wheeled, +2 terrain rating (to 3)
  Stats:
  1.3m2
  2.6m3
  1,275kg
  Wheel skirts (AV12):
  -
  .5m3
  255kg
  Fuel:
  10 captives@40kg fuel each (7.8 hours fuel)
  Stats:
  -
  10m3
  800kg
  Structure:
  AV4, 20 tons, TL5 organic structure (wood)
  Stats:
  -
  5.9m3
  4,116kg
  Bulkheads(3):
  -
  .18m3
  123kg
  Surface:
  TL5 composite (iron-faced wood)
  Bottom (AV5):
  -
  -
  1,486kg
  Other facings (AV12)
  -
  -
  6,753kg
  Minimum streamlining:
  -
  -
  -
  Weapons:
  6 cannon@176kg ea., DV=50, RMod=7
  Stats:
  -
  1.06m3
  1,056kg
  Crew (12):
  -
  12.0m3
  960kg
  Firing ports:
  -
  -
  -
  Ammunition:
  180 shots @5.1kg ea.
  Stats:
  -
  .92m3
  918kg
  Crew (w/seats):
  Driver:
  -
  1.0m3
  90kg
  Commander:
  -
  1.0m3
  90kg
  Other:
  Towing hitch:
  -
  -
  15kg
  Vestigial fire extinguishers:
  -
  -
  31kg
  Eight “marines” (w/seats)
  -
  8.0m3
  720kg
  Storage lockers:
  -
  4.0m3
  -
  Subtotals:
  3.3m2
  49.7m3
  19,378kg
  Spare capacity:
  114.3m2
  18.9m3
  622kg
  Performance:
  Base top speed:
  15.6m/sec (56kph/35mph)
  Adjusted:
  7.8m/sec (28kph/17mph)
  Base acceleration:
  1.0
  Adjusted:
  1.0
  Base deceleration:
  2.8
  Adjusted:
  4.1
  Base Turn Mode:
  7
  Adjusted:
  4
  Bugs:
  Power plant leaks internal fluids (bleah!), x2 maintenance cost
  Structure is obtrusive, +1 Difficulty moving inside the vehicle
  VDS
  VDS
  121
  121
  
  TL7: Armored Frigate (Gloire)
  The Gloire was a French iron-clad wooden frigate launched
  in 1859, and makes a nice design piece because it was in
  the transition between wood and metal hulls and sail and
  steam power. We also have reasonable historical and con-
  struction data for the vessel. Of course, an exact example
  like this can also point out some inaccuracies in your vehicle
  design system. We make no apologies in this case
  (nobody's perfekt), so just let the numbers give you an idea
  of how much you trust the system.
  Special effects - Not every last nook and cranny of the ship
  has been allotted. For instance, you have to add an infir-
  mary, brig, officer's lounge, spare parts, ventilators, fire
  fighting system, pumps, etc. The redundancy of its eight
  boilers is represented by mass and cost of four levels of
  redundant systems on the steam engine (total of x1.4 nor-
  mal mass and x1.8 cost). Remember that extra mass for
  power plant redundancy does not increase normal fuel con-
  sumption or power train mass.
  Campaign notes - The Gloire was the first iron-armored
  vessel to make an Atlantic crossing, and so was apparently
  seaworthy. In a Victorian-era campaign, she could be used
  as an exploration vessel, with plenty of room for storage of
  scientific specimens and extra supplies. She has a steaming
  range at cruising speed (14kph) of over 12,000km, enough
  to go nearly anywhere, as long as there is coal available to
  get back home (though see note on p.115 about accuracy of
  this figure). With a total crew of over 500, there is plenty of
  room for expendable crew to be grabbed by giant squid, a
  foreign spy or two and plenty of rank and status conflicts.
  Specifications:
  Configuration:
  Box2, partial optimum streamlining
  Length:
  75.0m
  Size modifier:
  -6
  Width:
  15.0m
  Toughness:
  x.03
  Depth:
  11.3m
  Area
  Volume
  Mass
  Design figures:
  4,275.0m2
  12,656.3m3
  5,630.0t
  Power plant:
  AV15, TL7 durable ext. combustion (w/radiators)
  Stats:
  2,625kw
  38.3m2
  37.5m3
  37.5t
  Crew (6):
  -
  6.0m3
  .5t
  Power train:
  AV16, TL7 indirect to dense medium (propellor)
  Stats:
  3.8m2
  7.5m3
  3.8t
  Fuel:
  Coal (crude fuel), 25 days
  Stats:
  -
  332.5m3
  665t
  Power plant:
  AV10, TL7 normal sails (33m mast x 3, 1600m2)
  Stats:
  627kw
  -
  3.2m3
  3.2t
  Crew (12):
  -
  12.0m3
  1.0t
  Ballast:
  -
  3.7m3
  7.4t
  Power train:
  AV28, TL7 Indirect to thin medium (sail)
  Stats:
  215.0m2
  43.0m3
  21.5t
  Structure:
  AV24, 5630 tons, TL5 organic structure (wood)
  Stats:
  -
  1,282.5m3
  897.8t
  Bulkheads (10):
  -
  128.3m3
  89.8t
  Watertight:
  -
  64.1m3
  44.9t
  Surface:
  TL5&7 composite (wood with iron facings)
  Top (10mm steel, 150mm wood, AV37)
  -
  200.1t
  Bottom (10mm steel, 150mm wood, AV37)
  -
  200.1t
  Other (115mm steel, 650mm wood, AV278)
  -
  2,703.5t
  Weapons:
  36 cannon@3.3t ea., DV=350, RMod=12
  Stats:
  -
  11.9m3
  118.8t
  Crew (216):
  -
  216.0m3
  17.3t
  Ammunition:
  1440 shots @56.1kg ea.
  Stats:
  -
  8.1m3
  80.8t
  Accomodations:
  Captain & officers (10):
  -
  220.0m3
  2.2t
  Crew (500):
  -
  1,000.0m3
  10.0t
  Galley:
  -
  50.0m3
  1.0t
  Common:
  -
  600.0m3
  -
  Supplies (100 days):
  -
  204.0m3
  204.0t
  Accessways:
  -
  680.0m3
  -
  Other:
  Additional crew (276)
  -
  276.0m3
  24.8t
  Ship's boats (4):
  80m2
  80.0m3
  4.0t
  Subtotals:
  122.1m2
  5,266.3m3
  5,338.8t
  Spare capacity:
  4,152.9m2
  7,390.0m3
  291.2t
  Performance:
  Base top speed:
  19.2m/sec (steam)
  8.0m/sec (sail)
  Adjusted:
  5.7m/sec (steam)
  4.4m/sec (sail)
  (sail w/14m/sec wind)
  (20kph/13mph)
  (16kph/10mph)
  Base acceleration:
  .9 (steam)
  .2 (sail)
  Adjusted:
  .1 (steam)
  .1 (sail)
  Base deceleration:
  2
  Adjusted:
  1
  Base Turn Mode:
  0
  Adjusted:
  1
  Draft (mass/vol):
  44.5% (5.0m)
  VDS
  VDS
  122
  122
  
  TL9: Messerschmitt Me 262
  The Me 262 was the world's first operational turbojet fighter,
  first deployed in July 1944. Performance exceeded any pro-
  pellor-driven craft of the day, and was formidably armed for
  a fighter, with four nose-mounted 30mm cannon. The fact
  that the tide of war had long turned against Germany, com-
  bined with the short operational range of its gas-guzzling
  turbines, meant the Me 262's superiority made little or no
  difference in the timing or outcome of the war.
  Fitting the design into VDS requires some tweaking. We
  were unable to find the actual figures on the Junkers 109-
  004B turbojets, or the ammunition load. The power plants
  have been tweaked to TL10 performance to get a weight
  savings, and the structure of the plane is made form armor
  quality materials to further reduce weight. The biggest single
  weight item is the power train, which in this case is the addi-
  tions to the structure dedicated to maneuvering surfaces,
  hydraulic pistons, retractable landing gear and so forth.
  Special effects - The wings (5.5m x 1.8m each) add to the
  total area of the Me 262 for Size modifier purposes. The
  structure of the vehicle is stressed to a Turn of 35, and wing
  structure mass is based on this as well. The top speed cal-
  culated is based on sea level air pressure. At high altitude
  the adjusted top speed is 223m/sec (802kph/499mph) if you
  take into account decreased drag, and 217m/sec (781kph/
  486mph) if you take into account the extra power required for
  lift.
  Campaign notes -  There aren't too many WWII roleplaying
  campaigns going on, and the Me 262 was a single-seat
  machine anyway, so a group of characters encountering
  one are likely to be on the receiving end. Science-fiction
  campaigns might use it if high-tech characters encounter a
  pre- or barely atomic-level culture, and it doesn't matter
  where or when you come from, a quad-mount 30mm can-
  non will definitely get your attention if the shells are pock-
  marking or poking holes in your high-tech hull.
  Specifications:
  Configuration:
  Box2, optimum streamlining
  Length:
  10.0m
  Size modifier:
  -3
  Width: 1.5m(12.5m wingsp.)
  Toughness:
  x.25
  Depth:
  2.0m
  Area
  Volume
  Mass
  Design figures:
  76.0m2
  30.0m3
  7,100kg
  Power plant:
  AV7, TL9 tweaked exotic x 2 (w/radiators)
  Stats(#1):
  425.0kw
  2.4m2
  .62m3
  472kg  
  Stats(#2):
  425.0kw
  2.4m2
  .62m3
  472kg
  Power train:
  AV14, TL9 indirect to thin medium
  Stats:
  2.8m2
  5.66m3
  2,834kg
  Fuel:
  Aviation gas (enhanced fuel), 2 hours
  Stats:
  -
  .49m3
  378kg
  Structure:
  AV5, lightweight armor (Turn=35)
  Stats:
  -
  .27m3
  607kg
  Wing structure
  -
  .07m3
  160kg
  Surface:
  AV3, TL9 lightweight (+20m2 wings)
  All (AV):
  -
  -
  460kg
  Optimum streamlining:
  -
  -
  -
  Weapons:
  4 cannon@162kg ea., DV=65, RMod=18, RoF=7
  Stats:
  -
  .74m3
  648kg
  Ammunition:
  800 shots @1.2kg ea.
  Stats:
  -
  .72m3
  960kg
  Crew (w/seat):
  Pilot:
  -
  1.0m3
  90kg
  Other:
  Rating 1 communicator
  1.0m2
  .02m3
  16kg
  Basic escape device (parachute) -
  .10m3
  10kg
  Life support (air bottle)
  -
  .01m3
  3kg
  Subtotals:
  8.6m2
  9.83m3
  7,110kg
  Spare capacity:
  67.4m2
  20.17m3
  -10kg
  Performance:
  Base top speed:
  130m/sec (469kph/292mph)
  Adjusted:
  219m/sec (787kph/490mph)
  Stall speed (loaded): 103m/sec (369kph/230mph)
  Base acceleration:
  6.9
  Adjusted:
  3.5 (max. climb angle=15°, 2.6m
   
  ↑ per 10m→)
  Runway length:
  1,500 m
  Base deceleration:
  3.3
  Adjusted:
  0.7
  Base Turn Mode:
  35
  Adjusted:
  35
  Bugs:
  Power plant needs maintenance twice as often as normal
  VDS
  VDS
  123
  123
  
  TL11: Abrams M1A2 
  Everybody loves the M1 tank. Except maybe the Iraqis. It's
  big, it's angular, it's fast and it's got a sexy turbine engine
  instead of a clunky diesel. And aside from the exact details
  on the armor, we also have a lot of solid info on it.
  The VDS figures for the M1A2 are based on multiple Slab
  configurations, a 7.0m long slab for the body and a pair of
  3.0m slabs for the turret, ignoring the bottom and touching
  sides of the turret pieces. Armor is sloped 50° on the front
  (x1.56 effective thickness), increasing total vehicle length to
  8.1m. Because of the overall thickness of the armor we
  include it as part of the volume calculations. To keep things
  manageable, the armor on the turret facings is the same as
  the vehicle facings, though technically the turret is sloped.
  The 120mm cannon and secondary armament we have real
  world figures for, and they have been used instead of the
  formula-based ones.
  Special effects - The armor is “heavy armor” but is bought
  as “composite armor” because it includes lightweight tech-
  nologies to defeat shaped charges. You can reduce the AV
  on a facing by 9 to give it +30AV vs. shaped charges, for
  instance, making an AV of 100 into an AV of 91(121), where
  the AV of 121 applies vs. shaped charges and the 91 vs.
  everything else. Since we don't know the exact amount, use
  this proportion as many or as few times as you wish (within
  reason) to personal taste. The power train has been given 1
  level of redundant systems and should be bought as being
  able to turn in place. There is not room in the next column to
  list all the accessories the tank has, such as cargo racks,
  spare parts, food & water stores, smoke dischargers (ECM),
  etc. The bulkheads (4) of the vehicle separate the crew,
  engine, fuel and ammunition with AV30 partitions, and the
  ammunition storage is designed to rupture panels on the
  outside of the vehicle rather than blowing through the inter-
  nal bulkhead. The remaining internal volume on the VDS
  version is largely illusionary and based on inexact represen-
  tation of the hull and turrent configuration.
  Campaign notes - Can it really go 73mph? Probably not,
  but it is said to go a lot faster than the 45mph figure quoted
  as the “official” top speed. The truth? Somewhere in
  between, we suspect. 
  The damage of the weapons and toughness of the armor
  are an example of why VDS is not all that great from a pure-
  ly role-playing standpoint. If you've got weapons that can
  penetrate the armor, the vehicle is probably cooked. Even if
  the toughness and bulkheads protect it somewhat, a 700
  point hit to a 600 point side armor could still send 100 points
  into the crew compartment, which is a lot more painful than
  a 7 point bullet hitting 6 points of body armor. It also brings
  up the question of gamemaster escalation. If you're riding
  around in a tank, expect to be shot at with anti-tank
  weapons...
  Specifications:
  Configuration:
  Slab, basic streamlining
  Length:
  8.1m
  Size modifier:
  -3
  Width:
  3.5m
  Toughness:
  x.25
  Depth:
  2.6m
  Area
  Volume
  Mass
  Design figures:
  103.7m2
  51.6m3
  66,000kg
  Power plant:
  AV8, TL11 enhanced (w/radiators)
  Stats:
  1,125.0kw
  4.5m2
  1.6m3
  1,550kg  
  Power train:
  AV66, TL11 tracksw/skirts (terrain rating 4)
  Stats:
  12.3m2
  24.5m3
  12,272kg
  Redundant sys.x 1
  1.2m2
  2.5m3
  1,227kg
  Stabilizers (1 pt)
  -
  2.5m3
  1,227kg
  Fuel:
  Most liquid hydrocarbons (normal fuel), 4.7 hours
  Stats:
  -
  1.9m3
  1,460kg
  Structure:
  None needed due to level of armor
  Environ. sealing, bulkheads(4)
  -
  .01m3
  165kg
  Surface:
  TL11 heavy armor
  Front (250mm sloped, AV1210)
  -
  2.05m3
  10,258kg
  Rear (71mm, AV200)
  -
  .58m3
  2,913kg
  R.side (129mm, AV400)
  -
  1.96m3
  9,819kg
  L.side (129mm, AV400)
  -
  1.96m3
  9,819kg
  Top (25mm, AV78)
  -
  .82m3
  4,130kg
  Bottom (40mm, AV124)
  -
  .96m3
  4,802kg
  Basic streamlining:
  -
  -
  -
  Weapon:
  120mm cannon (DV=946, RMod=38 (HEAT rounds))
  Stats:
  -
  3.0m3
  3,020kg
  Ammunition: 40 shots
  -
  .92m3
  920kg
  Weapon:
  12.7mm machinegun  (DV=36, RMod=10)
  Stats:
  -
  .06m3
  60kg
  Ammunition:
  900 shots
  -
  .09m3
  90kg
  Weapon:
  7.62mm machinegun x 2 (DV=19, RMod=4)
  Stats:
  -
  .04m3
  40kg
  Ammunition:12,000 shots
  -
  .35m3
  350kg
  Crew (w/seats):
  Commander, loader, gunner, driver:
  4.0m3
  400kg
  Other:
  Climate control, +/-20°C
  -
  .04m3
  40kg
  Maintenance tools
  -
  .16m3
  326kg
  Rating 1 computer
  -
  .08m3
  80kg
  Disaster system(fire suppres.)
  -
  .06m3
  56kg
  Rating 2 thermal sensor
  .2m2
  .10m3
  100kg
  Rating 2 laser detector
  .2m2
  .04m3
  40kg
  Rating 2 communicator
  2.0m2
  .05m3
  50kg
  Subtotals:
  20.4m2
  50.3m3
  65,214kg
  Spare capacity:
  83.3m2
  1.3m3
  786kg
  Performance:
  Base top speed:
  58m/sec (208kph/129mph)
  Adjusted:
  32m/sec (117kph/73mph)
  Base acceleration:
  2.6
  Adjusted:
  2.6
  Base deceleration:
  2.2
  Adjusted:
  6.4
  Base Turn Mode:
  5
  Adjusted:
  4
   
  VDS
  VDS
  124
  124
  
  TL13: Interstellar freighter 
  Someone has to haul the cargo. The “long haul” is expen-
  sive, but if you have the right goods, profitable. But that prof-
  it margin isn't large, and salaries are sometimes cheaper
  than reaction mass, so big and slow is the way to go.
  This freighter is one that would not be as profitable on the
  main lines, but would make runs to smaller systems with
  less advanced berthing facilities. Streamlining and heat
  shielding the entire ship would be prohitively expensive, so it
  never actually lands on worlds with significant atmopsphere.
  It is capable of controlled landing on worlds with no atmos-
  phere and less than .4g gravity. Anyone this vessel trades
  with usually has at least ground-to-orbit cabability to pick up
  cargo, but the ship does have a small hangar for an atmos-
  pheric shuttlecraft and room to mount a purification plant to
  extract deuterium from liquid methane or ammonia.
  Special effects - On a ship like this, minimum streamlining
  simply means the hull is capable of being sealed against
  vacuum. It is still a mess of external girders and conduits.
  There are eight fusion power plants, each with an adjusted
  reliability of 100 hours at base purchase price. Adjust to
  taste. Unless fully loaded, the ship usually runs the jump
  drive on seven of them, keeping the eighth as a spare in
  case of failure. Each of the four fusion engines runs on pure
  deuterium and produces a hair over .1g of thrust with an
  adjusted reliability of 6.25 hours. Aside from the command
  crew(3), the ship requires two shifts of power plant crew
  (10), and cooks/stewards(2) for any paying passengers. Full
  quarters are for the captain and paying passengers(3).
  Basic quarters are for the other officers and passengers(6),
  and bunks for the remainder of the crew(12).
  Campaign notes - This freighter is designed for a “hard sci-
  ence” campaign, or is a relic leftover from pre-antigrav and
  force field days. Everything it does, it does the hard way,
  with matter for shielding and good old Newtonian reaction
  mass. If you want to give or sell characters a ship and don't
  want to worry about them getting too far out of hand, this is
  a good start. It isn't fast, or tough, but it is big and chunky
  enough to have some durability, with some extra volume
  deliberately left for later improvements. You can figure out
  the cost based on the reliability of components, how out of
  date they are and other improvements, but fuel cost at full
  thrust (.4g) is about 5.7MCr per hour, but running the power
  plants during jump transit costs only about 240Cr per hour.
  Using low thrust to get to the jump point is obviously a major
  economic concern. Of course, for an Earth-sized planet, a
  .1g thrust for an hour (1.43MCr) will get you to the .01g jump
  point in 5 hours, the .001g jump point in 15 hours and the
  .0001g jump point in just over 2 days. Assuming you have to
  slow down at the other end, a jump can be made for less
  than 4MCr. If carrying 4,000 tons of cargo, this comes out to
  a shipping cost of about 1Cr/kg. Figure 2Cr/kg by the time
  profit and maintenance is taken care of and you'll get an
  idea of what goods are profitable to ship this way.
  Specifications:
  Configuration:
  Cylinder1, minimum streamlining
  Length:
  60.0m
  Size modifier:
  -5
  Width:
  12.0m
  Toughness:
  x.06
  Depth:
  12.0m
  Area
  Volume
  Mass
  Design figures:
  2,484.0m2
  6480.0m3
  7,000.0t
  Power plant:
  AV82, TL13 ext. dang. x 8(w/radiators for 20%)
  Stats(total):
  32.0Mw 728.3m2
  11.8m3
  11.8t
  Generators:
  25.0Mw
  -
  61.5m3
  61.5t
  Power plant:
  AV23, TL13 ext. dang. x 4
  Stats(total):
  3.1Mw
  77.6m2
  1.1m3
  1.1t
  Power train:
  AV19, TL13 reaction engine x 4
  Stats(total):
  -
  7.2m3
  7.2t
  Power train:
  AV81, TL13 jump drive(23.3Mw, .17pc per hour)
  Stats:
  -
  538.5m3
  538.5t
  Energy pulse pack:
  -
  19.3m3
  19.3t
  Fuel (power pl.):Deuterium(exotic fuel), 1000 hours
  Stats:
  -
  6.0m3
  6.0t
  Fuel (fus.drive.):Deuterium(exotic fuel), 6 hours
  Stats:
  -
  860.0m3
  860.0t
  Structure:
  AV60, TL13 composite (stressed to acc. of 5)
  Environ. sealing, bulkheads(10)
  -
  80.5m3
  406.6t
  Surface:
  TL13 composite armor
  Front (70mm, AV300)
  -
  -
  43.3t
  Rear (7mm, AV30)
  -
  -
  4.3t
  R.side (7mm, AV30)
  -
  -
  19.9t
  L.side (7mm, AV30)
  -
  -
  19.9t
  Top (7mm, AV30)
  -
  -
  19.1t
  Bottom (7mm, AV30)
  -
  -
  19.1t
  Basic streamlining:
  -
  -
  -
  Weapon:
  Pulse laser x 1 (DV=500, RMod=1000), 2.5Mw/shot
  Stats:
  -
  8.4m3
  3.0t
  Crew :
  Quarters, galley, etc.
  -
  450.0m3
  4.5t
  Other:
  Climate control,regen. life supp.
  -
  4.2m3
  4.2t
  Airlock (2 person) x 2
  4.0m2
  8.0m3
  4.0t
  Cargo holds(loaded mass) 50.0m2
  4,000.0m3
  4,500.0t
  Hangar(loaded mass)
  20.0m2
  100.0m3
  50.0t
  Maintenance tools
  -
  6.4m3
  12.8t
  Rating 4 computer
  -
  .4m3
  .4t
  Disaster system
  -
  64.8m3
  64.8t
  Rating 5 lidar(15°)
  .9m2
  80.0m3
  80.0t
  Rating 4 radar(360°)
  22.5m2
  20.0m3
  20.0t
  Rating 6(3) radio(15°)
  35.2m2
  32.0m3
  32.0t
  Subtotals:
  938.5m2
  6,360.1m3
  6,813.3t
  Spare capacity:
  1,545.5m2
  119.9m3
  186.7t
  Performance:
  Top speed:
  170 km/sec vs. minor space debris
  Base acceleration:
  4.0
  Adjusted:
  4.0
  Deceleration:
  4.0
  Base Turn Mode:
  0
  Adjusted:
  1
  VDS
  VDS
  125
  125
  
  TL15:Hypersonic interceptor
  Not every planet can afford an expensive space fleet or
  heavy orbital platforms, but most can use a fast-response
  fighter capable of reaching anywhere on the planet in an
  hour or less, and able to engage low orbit or near-space tar-
  gets. This interceptor uses a fusion plant to run a thermal
  scramjet, with a limited supply of reaction mass to use to
  use outside the atmosphere. Like interceptors circa
  2000CE, it consists almost entirely of power plant and
  power train, with pilot, weapons and everything else
  crammed into the space that remains.
  Special effects - The reaction engine power train is
  attached to the fusion reactors, and is bought as using only
  100kg of power plant output, with pure deuterium fuel and
  somewhat radioactive exhaust. The stubby little wings pro-
  vide marginal amounts of lift and are mostly for biting atmos-
  phere to make high-g turns. The vehicle has an appallingly
  high stall speed. This normally isn't a problem for takeoff, as
  it is vertically deployed and takes off straight up (the back-
  wash is not something you want to be close to). Landings
  are handled on normal runways and aided with drogue
  chutes. The front and bottom armor are as much for re-entry
  protection as from weapons fire. The gravity compensators
  protect the cockpit volume only, but allow the vehicle to pull
  13g accelerations and 20g turns without turning the pilots
  into mush. They soak up 28.8kw from the battery bank,
  which also powers all the other electronics except for the
  pulse laser, which has a dedicated discharge bank (200
  shots). Last, this design has not been optimized. You should
  be able to do much better on your own...
  Campaign notes - This is a fairly scary piece of hardware,
  but also fragile. In any realistic campaign the gravity com-
  pensators would be ripped out and replaced with a remote
  control interface, as no pilot would really want to fly that fast
  and that hard. Well, maybe some would...
  A 10 second use of the reaction engine would take you from
  sitting on the ground to 6 kilometers up at Mach 4. Cutting in
  the main engines would let you cruise at Mach 2.9, getting
  you anywhere on an Earth-sized planet in 6 hours or less, or
  you could hold the “rocket” button down for 20 more sec-
  onds and be 54 kilometers up at Mach 11. Not anywhere
  near orbital velocity, but you could coast quite a way before
  the atmosphere starts dragging you down again.
  Specifications:
  Configuration:
  Prism1, optimum streamlining
  Length:
  15.0m
  Size modifier:
  -4
  Width:
  4.5m
  Toughness:
  x.13
  Depth:
  2.3m
  Area
  Volume
  Mass
  Design figures:
  135.0m2
  151.9m3
  100,000kg
  Power plant:
  AV7, TL15 ext. dang. x 2(w/radiators)
  Stats(total):
  28.8Mw
  28.8m2
  4.0m3
  8,000kg
  Energy bank
  2000Mw/sec
  -
  5.3m3
  5,340kg
  Battery
  200kw/hr
  -
  .1m3
  99kg
  Power train:
  AV35, TL15 indirect to thin medium
  Stats:
  64.8m2
  115.2m3
  57,600kg
  Power train:
  AV9, TL15 reaction engine(1,300,000kg thrust)
  Stats:
  .7m2
  1.4m3
  720kg
  Fuel (power pl.):Deuterium(exotic fuel), 100 hours
  Stats:
  -
  .3m3
  300kg
  Fuel (fus.drive.):Deuterium(exotic fuel), 100 seconds
  Stats:
  -
  1.4m3
  1,400kg
  Structure:
  AV45, TL15 compos. armor(stressed to turn of 200)
  Stats:
  -
  1.1m3
  5,329kg
  Environ. sealing
  -
  .1m3
  533kg
  Wing structure for 20m2
  -
  .2m3
  789kg
  Surface:
  TL15 composite armor
  Front (35mm, AV200)
  -
  -
  1,895kg
  Rear (3.5mm, AV20)
  -
  -
  190kg
  Sides (7mm, AV40)
  -
  -
  1,046kg
  Top (3.5mm, AV20)
  -
  -
  1,184kg
  Bottom (7mm, AV200)
  -
  -
  2,842kg
  Wings(3.5mm, AV20)
  -
  -
  351kg
  Optimum streamlining:
  -
  -
  -
  Weapon:
  Pulse laser(DV=500,RMod=300,RoF=5),10Mw/shot
  Stats:
  -
  9.3m3
  10,281kg
  Crew :
  Pilot, weapons officer.
  -
  2.0m3
  200kg
  Other:
  Climate control, life supp.
  -
  .01m3
  10kg
  Gravity compensators (12g)
  -
  .03m3
  58kg
  Hardpoint x 2 (500kg)
  -
  -
  141kg
  Rating 6 tactical computer
  -
  .03m3
  33kg
  Rating 4 target radar(15°)
  1.6m2
  .5m3
  500kg
  Rating 3 radar(360°)
  7.2m2
  .5m3
  480kg
  Rating 4 radio(360°)
  .3m2
  .2m3
  200kg
  Subtotals:
  103.4m2
  141.7m3
  99,521kg
  Spare capacity:
  31.6m2
  10.2m3
  479kg
  Performance:
  Base top speed:
  398.0m/sec(1,433kph/891mph)
  Adjusted:
  955.2m/sec(3,439kph/2,140mph)
  Stall speed:
  198.8m/sec(716kph/445mph)
  Base acceleration:
  10.7 (140.7)
  Adjusted:
  5.4 (135.7)
  Runway
  3.6km (.15km)
  Base deceleration:
  2
  Adjusted
  .4
  Base Turn Mode:
  200
  Adjusted:
  200
  VDS
  VDS
  126
  126
  
  TL17:Assassin android
  This is something you do not want chasing you around,
  because it is almost impossible to kill, and it does not give
  up. Ever. If someone wealthy and powerful in a very high
  tech society wants you dead, this is what they will send. It is
  programmed with everything known about the target and the
  target area, and is genuinely intelligent enough to act cre-
  atively on this information (within the limits of its pro-
  grammed skills). These can include impersonations, dis-
  guise and other ruses, but normally it relies on nearly infinite
  patience and waits for you to make a mistake. The first (and
  usually last) mistake is letting it get line of sight anywhere
  within about 4 kilometers of you...
  Special effects - While VDS only officially goes up to TL15,
  the equations are good out to about TL20. Our lovable ter-
  minator is bought as you would handle a suit of light pow-
  ered armor, a .10m3 shell around a .10m3 “body” (total vol-
  ume of .20m3), with 2m2 of surface area for armor purposes.
  For all practical purposes, it looks like a very hefty (≈200kg)
  human, say a 6-foot-7 linebacker muscled like Mr. Universe.
  Irregularities could conceivably be concealed under heavy
  clothing or as a special effect on the surface treatments.
  Everything in the android is bought to take the minimum
  amount of volume, since that is at a premium in this small
  chassis. Because of the constraints on appearance, armor
  is bought as taking internal volume.
  Campaign notes - This is another scary creation, if only
  because it is something characters could encounter on the
  street. The armor value is high enough that any civilian
  weapon is virtually useless. Most hand-held military
  weapons, too. 
  In any sort of urban area this android has a more or less
  unlimited operating range, as it can recharge its internal bat-
  tery from any convenient source. And while it will run this
  battery down in about an hour at full operating power, nor-
  mal “walking around” power is low enough that it can run for
  days. And if it runs low, it can always kick in the tiny antimat-
  ter plant in its chest, which also makes a nifty self-meltdown
  device should it be needed.
  Its major attributes are STR38, AGL6, AWR5, with optical
  (low light) sensors for eyes, audio(sonar) sensors for ears
  and a targeting radar array built into its chest. While it's
  legged power train only has a rating of 3, practically it can
  go anywhere a person can walk. And of course, it can fly
  too. If it is configured to pass as person on normal observa-
  tion, a weakness will be its thermal signature, which is -3
  Difficulty to spot if the reactor is running or the built-in laser
  is being used, and -2 Difficulty if it is using more than a
  human level of output for movement. If trying to take it out,
  the only weak spots are the sensor ports, which would be
  counted as half AV, but are also +4 Difficulty to hit.
  Specifications:
  Configuration:
  Special, basic streamlining
  Height:
  2.0m
  Size modifier:
  +0
  Width:
  1.0m
  Toughness:
  x1.0
  Depth:
  .5m
  Area
  Volume
  Mass
  Design figures:
  2.000m2
  .2000m3
  400.00kg
  Power plant:
  AV2, TL17 suicidal (antimatter)
  Stats(total):
  57.8kw
  .173m2
  .0050m3
  10.00kg
  Energy bank
  1.00Mw/sec
  -
  .0016m3
  1.60kg
  Battery
  33.2kw/hr
  -
  .0050m3
  10.00kg
  Power train:
  AV4, TL17 legged, small feet (10.0kw)
  Stats:
  .047m2
  .0941m3
  47.06kg
  Power train:
  AV9, TL17 antigrav (10.0kw)(1000m ceiling)
  Stats:
  .018m2
  .0088m3
  17.65kg
  Fuel (power pl.):antimatter(suicidal fuel), 1 month, plus storage
  Stats:
  -
  .0012m3
  1.20kg
  Structure:
  AV6, TL17 ex.heavy armor (stressed to turn of 20)
  Stats:
  -
  .0115m3
  107.01kg
  Environ. sealing
  -
  .0012m3
  10.70kg
  Surface:
  TL17 ex.heavy armor
  Head (5mm, AV52)
  -
  .0010m3
  9.30kg
  Torso (7mm, AV73)
  -
  .0042m3
  39.06kg
  Arms (4mm, AV42)
  -
  .0016m3
  14.88kg
  Legs (4mm, AV42)
  -
  .0032m3
  29.76kg
  Basic streamlining:
  -
  -
  -
  Weapon:
  Pulse laser(DV=100,RMod=50,RoF=5),100kw/shot
  Stats:
  -
  .0202m3
  40.54kg
  Other:
  Rating 7 special purpose AI (AWR 5)
  .0026m3
  2.60kg
  Manipulator arms(.7m,AGL6,STR38)
  .0313m3
  31.29kg
  Rating 1 opt. sensor(60°)
  .012m2
  .0002m3
  .44kg
  Rating 1 sonar sens.(360°).048m2
  .0004m3
  .88kg
  Rating 2 target radar(15°) .479m2
  .0018m3
  3.51kg
  Subtotals:
  .777m2
  .1949m3
  377.04kg
  Spare capacity:
  1.223m2
  .0055m3
  23.40kg
  Performance:
  Base top speed:
  26.6m/sec
  (96kph/60mph)
  Adjusted:
  16.0m/sec
  (57kph/36mph)
  Flying speed:
  29.9m/sec (108kph/67mph)
  Base acceleration:
  3.2
  Adjusted:
  3.2
  Base deceleration:
  6.0
  Adjusted
  6.0
  Base Turn Mode:
  6
  Adjusted:
  6
  VDS
  VDS
  127
  127
  
   
  Top speed
  (power in watts x mass in kg).61/mass in kg
  Mass
  Power
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
   
  1000w
  11.2m/s
  8.6m/s
  6.0m/s
  4.6m/s
  3.5m/s
  2.4m/s
  1.9m/s
  1.4m/s
  1.0m/s
  .76m/s
  .58m/s
  .40m/s
  .31m/s
  2000w
  17.1m/s
  13.1m/s
  9.1m/s
  7.0m/s
  5.3m/s
  3.7m/s
  2.8m/s
  2.2m/s
  1.5m/s
  1.2m/s
  .88m/s
  .62m/s
  .47m/s
  5000w
  29.9m/s
  22.9m/s
  16.0m/s
  12.2m/s
  9.3m/s
  6.5m/s
  5.0m/s
  3.8m/s
  2.7m/s
  2.0m/s
  1.5m/s
  1.1m/s
  .82m/s
  10.0kw
  45.7m/s
  34.9m/s
  24.4m/s
  18.6m/s
  14.2m/s
  9.9m/s
  7.6m/s
  5.8m/s
  4.0m/s
  3.1m/s
  2.4m/s
  1.6m/s
  1.3m/s
  20.0kw
  69.8m/s
  53.2m/s
  37.2m/s
  28.4m/s
  21.7m/s
  15.2m/s
  11.6m/s
  8.8m/s
  6.2m/s
  4.7m/s
  3.6m/s
  2.5m/s
  1.9m/s
  50.0kw
  122.m/s
  93.1m/s
  65.1m/s
  49.7m/s
  37.9m/s
  26.5m/s
  20.2m/s
  15.5m/s
  10.8m/s
  8.2m/s
  6.3m/s
  4.4m/s
  3.4m/s
  100kw
  186.m/s
  142.m/s
  99.4m/s
  75.9m/s
  57.9m/s
  40.5m/s
  30.9m/s
  23.6m/s
  16.5m/s
  12.6m/s
  9.6m/s
  6.7m/s
  5.1m/s
  200kw
  284.m/s
  217.m/s
  152.m/s
  116.m/s
  88.4m/s
  61.8m/s
  47.2m/s
  36.0m/s
  25.2m/s
  19.2m/s
  14.7m/s
  10.3m/s
  7.8m/s
  500kw
  497.m/s
  379.m/s
  265.m/s
  203.m/s
  155.m/s
  108.m/s
  82.5m/s
  62.9m/s
  44.0m/s
  33.6m/s
  25.6m/s
  17.9m/s
  13.7m/s
  1.0Mw
  759.m/s
  579.m/s
  405.m/s
  309.m/s
  236.m/s
  165.m/s
  126.m/s
  96.1m/s
  67.2m/s
  51.3m/s
  39.1m/s
  27.4m/s
  20.9m/s
  2.0Mw
  1158m/s
  884.m/s
  618.m/s
  472.m/s
  360.m/s
  252.m/s
  192.m/s
  147.m/s
  102.m/s
  78.3m/s
  59.7m/s
  41.8m/s
  31.9m/s
  5.0Mw
  2025m/s 1545m/s 1081m/s
  825.m/s
  630.m/s
  440.m/s
  336.m/s
  256.m/s
  179.m/s
  137.m/s
  105.m/s
  73.1m/s
  55.8m/s
  10.0Mw
  3090m/s 2358m/s 1650m/s 1259m/s 961.m/s
  672.m/s
  513.m/s
  391.m/s
  273.m/s
  209.m/s
  159.m/s
  112.m/s
  85.1m/s
  20.0Mw
  4717m/s 3599m/s 2518m/s 1921m/s 1466m/s 1026m/s
  783.m/s
  597.m/s
  417.m/s
  319.m/s
  243.m/s
  170.m/s
  130.m/s
  50.0Mw
  8248m/s 6295m/s 4403m/s 3360m/s 2564m/s 1794m/s 1369m/s 1045m/s
  731.m/s
  558.m/s
  426.m/s
  298.m/s
  227m/s.
  Modifier
  Amount
  Modifier
  Amount
  Wheels
  x.80
  Muscle-powered
  x1.0
  Tracks
  x.60
  Tech Level 1-2
  x.50
  Legs, small feet
  x.50
  Tech Level 3-4
  x.60
  Legs, average feet
  x.40
  Tech Level 5-6
  x.70
  Legs, large feet
  x.30
  Tech Level 7-8
  x.80
  Indirect to dense medium (water)
  x.50
  Tech Level 9-10
  x.90
  Indirect to avg. medium (dense gas)
  x1.0
  Tech Level 11-12
  x1.0
  Indirect to thin medium (air)
  x2.0
  Tech Level 13-14
  x1.1
  Antigrav
  x1.0
  Tech Level 15
  x1.2
  How to use this table:
  Cross reference the closest figures for the power and mass of your vehicle to get the approximate base top speed in m/sec, then multiply by
  all appropriate modifiers to get the approximate final speed, less streamlining considerations.
  Example - A Tech Level 11 airplane with a loaded mass of 2,000kg and a 250kw power plant would have a speed slightly greater than the
  200kw entry, which is 88.4m/sec, times x2.0 for indirect to thin medium (air) for a final approximate top speed of 176.8m/sec.
  Acceleration
  (power in watts x mass in kg x .1).5/(mass in kg x .5)
  Mass
  Power
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  1000w
  2.0
  1.4
  0.9
  0.6
  0.4
  0.3
  0.2
  0.1
  0.1
  0.1
  0.0
  0.0
  0.0
  2000w
  2.8
  2.0
  1.3
  0.9
  0.6
  0.4
  0.3
  0.2
  0.1
  0.1
  0.1
  0.0
  0.0
  5000w
  4.5
  3.2
  2.0
  1.4
  1.0
  0.6
  0.4
  0.3
  0.2
  0.1
  0.1
  0.1
  0.0
  10kw
  6.3
  4.5
  2.8
  2.0
  1.4
  0.9
  0.6
  0.4
  0.3
  0.2
  0.1
  0.1
  0.1
  20kw
  8.9
  6.3
  4.0
  2.8
  2.0
  1.3
  0.9
  0.6
  0.4
  0.3
  0.2
  0.1
  0.1
  50kw
  14.1
  10.0
  6.3
  4.5
  3.2
  2.0
  1.4
  1.0
  0.6
  0.4
  0.3
  0.2
  0.1
  100kw
  20.0
  14.1
  8.9
  6.3
  4.5
  2.8
  2.0
  1.4
  0.9
  0.6
  0.4
  0.3
  0.2
  200kw
  28.3
  20.0
  12.6
  8.9
  6.3
  4.0
  2.8
  2.0
  1.3
  0.9
  0.6
  0.4
  0.3
  500kw
  44.7
  31.6
  20.0
  14.1
  10.0
  6.3
  4.5
  3.2
  2.0
  1.4
  1.0
  0.6
  0.4
  1.0Mw
  63.2
  44.7
  28.3
  20.0
  14.1
  8.9
  6.3
  4.5
  2.8
  2.0
  1.4
  0.9
  0.6
  2.0Mw
  89.4
  63.2
  40.0
  28.3
  20.0
  12.6
  8.9
  6.3
  4.0
  2.8
  2.0
  1.3
  0.9
  5.0Mw
  141.4
  100.0
  63.2
  44.7
  31.6
  20.0
  14.1
  10.0
  6.3
  4.5
  3.2
  2.0
  1.4
  10Mw
  200.0
  141.4
  89.4
  63.2
  44.7
  28.3
  20.0
  14.1
  8.9
  6.3
  4.5
  2.8
  2.0
  20Mw
  282.8
  200.0
  126.5
  89.4
  63.2
  40.0
  28.3
  20.0
  12.6
  8.9
  6.3
  4.0
  2.8
  50Mw
  447.2
  316.2
  200.0
  141.4
  100.0
  63.2
  44.7
  31.6
  20.0
  14.1
  10.0
  6.3
  4.5
  Modifier
  Amount
  Modifier
  Amount
  Transfer to liquid
  x.1
  Transfer to dense gas
  x.7
  Transfer to rarefied gas
  x.2
  Transfer to solid
  x1.0
  Transfer to gas
  x.5
  Transfer independent of medium
  x1.0
  How to use this table:
  Cross reference the closest figures for the power and mass of your vehicle to get the approximate base acceleration, then multiply by all
  appropriate modifiers to get the approximate final speed, less streamlining considerations.
  Example - A Tech Level 11 airplane with a loaded mass of 2,000kg and a 250kw power plant would have a speed slightly greater
  than the 200kw entry, which is 6.3, times x.5 for power transfer to a gas (propellor) for a final approximate acceleration of 3.1.
   
  PERFORMANCE
  128
  128
  
  Deceleration
  20/(mass in kg).2
  Mass
  Type
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000ton
  Default
  8.0
  6.9
  5.8
  5.0
  4.4
  3.6
  3.2
  2.8
  2.3
  2.0
  1.7
  1.4
  1.3
  Modifier
  Amount
  Ground contact (land vehicles only)
  Amount
  Very high contact with environment (tracks)
  x2.0
  Maximum (wide tracks)
  +3
  High contact with environment (wide wheels)
  x1.5
  Very good (tracks, race car)
  +2
  Average contact with environment (air brakes, wheels)
  x1.0
  Good (sports car, many wheels)
  +1
  Low contact with environment (narrow wheels)
  x.5
  Average (average land vehicle)
  +0
  Very low contact with environment (boat propellor)
  x.3
  Poor (wagon wheels, bicycles)
  -1
  Friction with solid surface (tires to pavement)
  x1.0
  Minimal (trains)
  -2
  Friction with liquid (boat hull)
  x2.0
  None (hovercraft)
  -3
  Friction with dense gas
  x.5
  Friction with gas (air brakes)
  x.2
  Friction with rarefied gas (upper atmosphere)
  x.1
  How to use this table:
  Cross reference the closest figures for the mass of your vehicle to get the approximate base deceleration, then add appropriate modifiers,
  then multiply appropriate modifiers to get the approximate final deceleration.
  Example - A loaded tractor-trailer with a mass of 40 tons would be close to the entry for 50 tons, or 2.8. It has many wheels, so it goes to 3.8,
  with a x1.0 multiplier for friction with a solid surface, for a final approximate deceleration of 3.8.
  Turn mode
  I Modifiers
  Length/
  Turn  
  Height/
  Ground
  Overall
  width
  Mode
  width
  Modifier
  contact
  Modifier
  Suspension
  Modifier
  length
  Modifier
  ≤1:1
  7
  ≤.5:1
  +0 I Maximum (wide tracks)
  +3
  Rating 0 (race car)
  +1
  1m
  +2
  ≤2:1
  6
  ≤1:1
  -1 I V.good (tracks, race car)
  +2
  Rating 1 (most cars)
  +0
  2-4m
  +1
  ≤3:1
  6
  ≤2:1
  -2
  Good (sports car)
  +1
  Rating 2 (trucks)
  -1
  5-9m
  +0
  ≤4:1
  5
  ≤3:1
  -3
  Average (avg. car)
  +0
  Rating 3 (hvy. duty 4WD) -2
  10-16m
  -1
  ≤5:1
  5
  ≤4:1
  -4 I Poor (wagon wheels)
  -1
  Rating 4(tank, dirt bike)
  -3
  17-25m
  -2
  ≤6:1
  5
  ≤5:1
  -5 I Minimal (trains)
  -2
  Rating 5 (legged vehicle)
  -4
  26-36m
  -3
  ≤7:1
  5
  ≤6:1
  -6
  None (hovercraft)
  -3
  37-49m
  -4
  ≤8:1
  5
  ≤7:1
  -7
  50-64m
  -5
  ≤9:1
  4
  ≤8:1
  -8 I Control quality
  Modifier
  Tech Level
  Modifier
  65-81m
  -6
  ≤10:1
  4
  ≤9:1
  -9 I Best
  x1.2
  1
  -.2
  82-100m
  -7
  ≤11:1
  4
  ≤10:1
  -10
  Advanced
  x1.1
  2-4
  -.1
  101-121m
  -8
  ≤12:1
  4
  ≤11:1
  -11
  Basic
  x1.0
  5-8
  +.0
  122-144m
  -9
  ≤13:1
  4
  ≤12:1
  -12 I Crude
  x.8
  9-12
  +.1
  145-169m
  -10
  ≤14:1
  4
  ≤13:1
  -13 I None
  x.6
  13-15
  +.2
  170-196m
  -11
  ≤15:1
  4
  ≤14:1
  -14
  197-225m
  -12
  How to use this table:
  Take the basic Turn Mode from the first two columns, based on your vehicle's length to width ratio. Apply all additive modifiers on the top row.
  Save the result. Then take the multiplier for control quality, adjust by the Tech Level modifier, and multiply times the saved result. This is the
  final result. Results of less than 1 are counted as 1.
  Example - A TL13 tractor trailer is 20m long by 2.9m wide by 3.0m high. Its base Turn Mode is based on the ≤7:1 number, which is 5. Its
  height is in the ≤2:1 row, for a -1 modifier. Ground contact is good, for +1, but the suspension rating is another -1, for an adjusted total of 4. It
  has basic controls, for a x1.0 multiplier, increased by +.2 for it being TL13, to x1.2. The final Turn Mode is 4 x 1.2 = 4.8, rounding to 5.
  Ground pressure
  Mass
  Rating
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  +1
  ≥1.67
  ≥3.33
  ≥8.33
  ≥16.7
  ≥33.3
  ≥83.3
  ≥167.
  ≥333.
  ≥833.
  ≥1,670
  ≥3,333
  ≥8,333
  ≥16,667
  +0
  ≥.500
  ≥1.00
  ≥2.50
  ≥5.00
  ≥10.0
  ≥25.0
  ≥50.0
  ≥100.
  ≥250.
  ≥500.
  ≥1,000
  ≥2,500
  ≥5,000
  -1
  ≥.167
  ≥.333
  ≥.833
  ≥1.67
  ≥3.33
  ≥8.33
  ≥16.7
  ≥33.3
  ≥83.3
  ≥167.
  ≥333.
  ≥833.
  ≥1,670
  -2
  ≥.050
  ≥.100
  ≥.250
  ≥.500
  ≥1.00
  ≥2.50
  ≥5.00
  ≥10.0
  ≥25.0
  ≥50.0
  ≥100.
  ≥250.
  ≥500.
  -3
  <.050
  <.100
  <.250
  <.500
  <1.00
  <2.50
  <5.00
  <10.0
  <25.0
  <50.0
  <100.
  <250.
  <500.
  Ground pressure
  Rating
  Ground pressure
  Rating
  Extremely low (wide tracks, large feet)
  +2
  Average (average tires)
  -1
  Very low (narrow to average tracks)
  +1
  High (wagon wheels, bicycles, small feet)
  -2
  Low (wide or many tires, average feet)
  +0
  Very high (skates)
  -3
  How to use this table:
  To adjust a land vehicle suspension rating for soft terrain, find the column entry  that corresponds to vehicle mass and (length x width).
  The leftmost column is the adjustment for purposes of bogging down, modified further by the type of power transfer to the ground.
  PERFORMANCE
  129
  129
  
  Output per kg
  Biologic
  Durable
  Normal
  Enhanced
  Exotic
  Dangerous Ext. dangerous
  Suicidal
  Tech Level
  (Draft animals)(Diesel, steam) (Normal car)
  (Sports car)
  (Race car, jet)
  (Rocket)
  (Nuclear)
  (Antimatter)
  1
  9w
  2w
  4w
  6w
  9w
  12w
  16w
  20w
  2
  9w
  8w
  16w
  24w
  36w
  48w
  64w
  80w
  3
  9w
  18w
  36w
  54w
  81w
  108w
  144w
  180w
  4
  9w
  32w
  64w
  96w
  144w
  192w
  256w
  320w
  5
  9w
  50w
  100w
  150w
  225w
  300w
  400w
  500w
  6
  9w
  72w
  144w
  216w
  324w
  432w
  576w
  720w
  7
  9w
  98w
  196w
  294w
  441w
  588w
  784w
  980w
  8
  9w
  128w
  256w
  384w
  576w
  768w
  1024w
  1280w
  9
  9w
  162w
  324w
  486w
  729w
  972w
  1296w
  1620w
  10
  9w
  200w
  400w
  600w
  900w
  1200w
  1600w
  2000w
  11
  9w
  242w
  484w
  726w
  1089w
  1452w
  1936w
  2420w
  12
  9w
  288w
  576w
  864w
  1296w
  1728w
  2304w
  2880w
  13
  9w
  338w
  676w
  1014w
  1521w
  2028w
  2704w
  3380w
  14
  9w
  396w
  792w
  1188w
  1764w
  2352w
  3136w
  3920w
  15
  9w
  450w
  900w
  1350w
  2025w
  2700w
  3600w
  4500w
  Cost per kg
  2Cr
  6Cr
  10Cr
  20Cr
  40Cr
  80Cr
  160Cr
  320Cr
  How to use this table:
  Cross reference the Tech Level and type of power plant desired. The result is the output in watts per kilogram of power plant. The base cost
  per kilogram is listed on the last line. This place on the table can be used as a reference point for effects that alter effective Tech Level like
  tweaking, or effective power plant type, like boosting.
  Example - A TL9 sports car engine (an enhanced power plant) has a base output of 486 watts per kilogram. A 100kg power plant would have
  an output of 48.6kw and have a cost of 2000Cr.
  Maintenance intervals
  Fuel type
  Power plant
  Very crude
  Crude
  Normal
  Enhanced
  Exotic
  Dangerous Ext. dangerous
  Suicidal
  Biologic
  -
  2000hr
  1000hr
  -
  -
  -
  -
  -
  Durable
  16000hr
  8000hr
  4000hr
  2000hr
  1000hr
  400hr
  240hr
  160hr
  Normal
  4000hr
  2000hr
  1000hr
  500hr
  250hr
  100hr
  60hr
  40hr
  Enhanced
  1000hr
  500hr
  250hr
  125hr
  62hr
  25hr
  15hr
  10hr
  Exotic
  240hr
  120hr
  60hr
  30hr
  15hr
  6.0hr
  3.6hr
  2.4hr
  Dangerous
  60hr
  30hr
  15hr
  7.5hr
  3.7hr
  1.5hr
  54min
  36min
  Ext. dangerous
  16hr
  8hr
  4hr
  2hr
  1hr
  24min
  14min
  9.6min
  Suicidal
  4hr
  2hr
  1hr
  30min
  15min
  6.0min
  3.6min
  2.4min
  How to use this table:
  Cross-reference the type of power plant and the type of fuel used to power it to get the base maintenance interval. This interval may be fur-
  ther modified by the money spent on the power plant (p.13).
  Example - A sports car with an enhanced power plant running on normal fuel will have a 500hr maintenance interval.
  Fuel consumption
  Fuel type
  Power plant
  Very crude
  Crude
  Normal
  Enhanced
  Exotic
  Dangerous Ext. dangerous
  Suicidal
  Biologic
  .004kg
  .003kg
  .002kg
  .001kg
  -
  -
  -
  -
  Durable
  .060kg
  .042kg
  .030kg
  .015kg
  .0075kg
  .003kg
  .0018kg
  .0012kg
  Normal
  .200kg
  .140kg
  .100kg
  .050kg
  .025kg
  .010kg
  .006kg
  .004kg
  Enhanced
  .400kg
  .280kg
  .200kg
  .100kg
  .050kg
  .020kg
  .012kg
  .008kg
  Exotic
  .800kg
  .560kg
  .400kg
  .200kg
  .100kg
  .040kg
  .024kg
  .016kg
  Dangerous
  1.30kg
  .910kg
  .650kg
  .325kg
  .163kg
  .065kg
  .039kg
  .026kg
  Ext. dangerous
  2.00kg
  1.40kg
  1.00kg
  .500kg
  .250kg
  .100kg
  .060kg
  .040kg
  Suicidal
  3.00kg
  2.10kg
  1.50kg
  .750kg
  .375kg
  .150kg
  .090kg
  .060kg
  Modifiers
  Fission
  x.0050
  x.0050
  x.0050
  x.0050
  x.0050
  x.0050
  x.0050
  x.0050
  Fusion
  x.0020
  x.0020
  x.0020
  x.0020
  x.0020
  x.0020
  x.0020
  x.0020
  Antimatter
  x.0005
  x.0005
  x.0005
  x.0005
  x.0005
  x.0005
  x.0005
  x.0005
  How to use this table:
  Cross-reference the power plant and fuel type to get the consumption per hour per kilogram of power plant at full power. For the special types
  listed, the fuel consumption is a multiple on whatever basic type is used.
  Example - An enhanced power plant running on normal fuel consumes .2kg of fuel per kilogram of power plant per hour.
  POWER PLANT
  130
  130
  
  Reaction engines 1
  Fuel type
  Power plant
  Very crude
  Crude
  Normal
  Enhanced
  Exotic
  Dangerous Ext. dangerous
  Suicidal
  Biologic
  3.25
  4.64
  6.50
  13.0
  26.0
  65.0
  108.
  163.
  Durable
  .217
  .310
  .433
  .867
  1.73
  4.33
  7.22
  10.8
  Normal
  .065
  .093
  .130
  .260
  .520
  1.30
  2.17
  3.25
  Enhanced
  .033
  .046
  .065
  .130
  .260
  0.65
  1.08
  1.63
  Exotic
  .016
  .023
  .033
  .065
  .130
  .325
  .542
  .813
  Dangerous
  .010
  .014
  .020
  .040
  .080
  .200
  .333
  .500
  Ext. dangerous
  .007
  .009
  .013
  .026
  .052
  .130
  .217
  .325
  Suicidal
  .004
  .006
  .009
  .017
  .035
  .087
  .144
  .217
  Modifiers
  Fission
  x200
  x200
  x200
  x200
  x200
  x200
  x200
  x200
  Fusion
  x500
  x500
  x500
  x500
  x500
  x500
  x500
  x500
  Antimatter
  x2000
  x2000
  x2000
  x2000
  x2000
  x2000
  x2000
  x2000
  Reaction engines 2
  I Fuels
  Tech Level
  K
  Reliability
  Fuel
  Tech Level
  Type
  Vol./1,000kg
  Mass/m3
  Cost/1000kg
  1
  .017
  x.5000 I Wood
  1
  V.crude
  2.0m3
  500kg
  500Cr
  2
  .035
  x.5000 I Coal
  4
  Crude
  .50m3
  2,000kg
  700Cr
  3
  .069
  x.5000
  Distilled alcohol
  5
  Crude
  1.4m3
  725kg
  700Cr
  4
  .139
  x.2500
  Black powder1
  5
  Exotic
  2.0m3
  500kg
  4,000Cr
  5
  .278
  x.2500 I Low-grade oil2
  7
  Crude
  1.2m3
  850kg
  700Cr
  6
  .556
  x.2500 I Gasoline
  8
  Normal
  1.3m3
  800kg
  1,000Cr
  7
  1.11
  x.2500
  Jet fuel
  9
  Enhanced
  1.3m3
  750kg
  2,000Cr
  8
  2.22
  x.1250
  Liquid oxygen3
  8
  Dangerous
  .83m3
  1,200kg
  2,000Cr
  9
  4.44
  x.1250 I Liquid hydrogen
  8
  Dangerous
  14.3m3
  70kg
  2,000Cr
  10
  8.89
  x.1250 I Liquid nat. gas
  8
  Dangerous
  1.9m3
  525kg
  2,000Cr
  11
  17.8
  x.0625
  Uranium235
  9
  Fiss., E.dangerous
  .05m3
  19,050kg
  16MCr
  12
  34.7
  x.0625
  Plutonium239
  9
  Fiss., E.dangerous
  .05m3
  19,840kg
  16MCr
  13
  69.4
  x.0625 I Deuterium
  9
  Fusion, Exotic
  1.0m3
  1,000kg
  40KCr
  14
  139.
  x.0312 I Tritium
  9
  Fusion, Exotic
  1.0m3
  1,000kg
  40KCr
  15
  278.
  x.0312
  Antiprotons4
  12
  Antim., Suicidal
  1.0m3
  1,000kg
  36MCr
  Modifiers
  1.Was actually experimented with as a “horseless carriage” fuel. Unsuccessfully.
  Fission
  x.0050
  x100
  2.Includes heavy petroleum oil, vegetable oils and animal-based oils.
  Fusion
  x.0020
  x100
  3.Technically not a fuel, but will support combustion in anything that can burn.
  Antimatter
  x.0005
  x100
  4.Hypothetical. No form of storage this dense exists at time of publication.
  How to use these tables:
  The first table is used to figure the Isp of your engine. Take the output for your power plant and multiply it by the number at the intersection
  between your power plant type and the type of fuel you are using. Save the result. Then take the number for this power plant from the Fuel
  Consumption table and multiply by the “K” result on the second table for the appropriate Tech Level. This is the fuel consumption of the
  reaction engine at full power, in terms of kilograms of fuel per kilogram of reaction engine, per second. This number, times the Isp you saved
  from the first table, is the thrust of the reaction engine in kilograms. The second number on the second table is the multiplier on power plant
  reliability.
  The modifiers for pure fission, fusion and antimatter engines below the first table multiply the figured Isp, and those below the second table
  multiply the fuel consumption and maintenance interval. For a hybrid nuclear reaction engine, figure the Isp for each part based on its contri-
  bution to fuel consumption. Add these Isp figures together and save the result. Then take the fuel consumption of each part (like an extremely
  dangerous fuel with a fission modifier times its percentage contribution, and a dangerous fuel times its percentage contribution), add them
  together, then multiply by K to get total fuel consumption per second and by the hybrid Isp to get the total thrust.
  Example - A TL9 Dangerous power plant has an output of TL92 x 12 = 972 watts per kilogram. If using Dangerous fuel, we would multiply
  972 watts by the number on the first table, at the intersection of Dangerous power plant and Dangerous fuel. This is .200, so the Isp of this
  reaction engine is 194.4. The fuel consumption of this combination is .065kg (from the Fuel consumption table), so .065kg times 4.44 (the K
  for TL9 on the second table) equals .289kg per second per kilogram of reaction engine. A figure of .289kg per second times the Isp of 194.4
  gives a thrust of 56.2kg per kilogram of reaction engine. Base maintenance interval for the power plant and fuel combination is 1.5 hours
  (from the Maintenance intervals table), and we see that a TL9 reaction engine has a multiplier of x.125, for a new maintenance interval of
  .1875 hours, or about 11 minutes.
  Example - A TL12 hybrid fission-hydrogen reaction engine is designed around a fuel consumption of 1% fission fuel (Extremely dangerous,
  Fission) and 99% hydrogen (Dangerous). Output for the fission part is 2,304 watts per kilogram, x.217 from the first table, x200 for fission, for
  an Isp of 99,994, times .01 for its fraction equals Isp of 999.9. Output for the hydrogen part is 2,304 watts per kilogram (it's still a nuclear
  engine), x.130 from the first table, for Isp of 299.5, times .99 for its fraction equals Isp of 296.5. Together, the Isp is 1296.4. Fuel consumption
  of the fission fuel is .06kg, x.005 for fission fuel is .0003kg, times .01 for its fraction is .000003kg. The hydrogen has a base fuel consumption
  of .1kg, times .99 for its fraction is .099kg. The combined fuel consumption is .099003kg, times the 34.7 on the second table equals a
  fuel consumption of 3.44kg of fuel per kilogram of reaction engine per second, times the Isp of 1296.4 is 4,460kg of thrust per kilogram.
  POWER PLANT
  131
  131
  
  Sails 1
  Maximum power output
  Tech Level
  Durable
  Normal
  Enhanced
  Max. safe wind
  x.5 durabil.
  x.25 durabil. x.125 durabil.
  1
  2w/kg(4w/m2)
  4w/kg(8w/m2)
  6w/kg(12w/m2)
  2m/sec
  3m/sec
  4m/sec
  6m/sec
  2
  8w/kg(16w/m2)
  16w/kg(32w/m2)
  24w/kg(48w/m2)
  4m/sec
  6m/sec
  8m/sec
  11m/sec
  3
  18w/kg(36w/m2)
  36w/kg(72w/m2)
  54w/kg(108w/m2)
  6m/sec
  8m/sec
  12m/sec
  17m/sec
  4
  32w/kg(64w/m2)
  64w/kg(128w/m2)
  96w/kg(192w/m2)
  8m/sec
  11m/sec
  16m/sec
  23m/sec
  5
  50w/kg(100w/m2)
  100w/kg(200w/m2)
  150w/kg(300w/m2)
  10m/sec
  14m/sec
  20m/sec
  28m/sec
  6
  72w/kg(144w/m2)
  144w/kg(288w/m2)
  216w/kg(432w/m2)
  12m/sec
  17m/sec
  24m/sec
  34m/sec
  7
  98w/kg(w196/m2)
  196w/kg(392w/m2)
  294w/kg(588w/m2)
  14m/sec
  20m/sec
  28m/sec
  40m/sec
  8
  128w/kg(256w/m2)
  256w/kg(512w/m2)
  384w/kg(768w/m2)
  16m/sec
  23m/sec
  32m/sec
  45m/sec
  9
  162w/kg(324w/m2)
  324w/kg(648w/m2)
  486w/kg(972w/m2)
  18m/sec
  25m/sec
  36m/sec
  51m/sec
  10
  200w/kg(400w/m2)
  400w/kg(800w/m2)
  600w/kg(1.20kw/m2)
  20m/sec
  28m/sec
  40m/sec
  57m/sec
  11
  242w/kg(484w/m2)
  484w/kg(968w/m2)
  726w/kg(1,45kw/m2)
  22m/sec
  31m/sec
  44m/sec
  62m/sec
  12
  288w/kg(576w/m2)
  576w/kg(1.15kw/m2) 864w/kg(1.73kw/m2)
  24m/sec
  34m/sec
  48m/sec
  68m/sec
  13
  338w/kg(676w/m2)
  676w/kg(1.35kw/m2) 1.01kw/kg(2.03w/m2)
  26m/sec
  37m/sec
  52m/sec
  74m/sec
  14
  392w/kg(784w/m2)
  784w/kg(1.57kw/m2) 1.18kw/kg(2.35w/m2)
  28m/sec
  40m/sec
  56m/sec
  79m/sec
  15
  450w/kg(900w/m2)
  900w/kg(1.80kw/m2) 1.35kw/kg(2.70w/m2)
  30m/sec
  42m/sec
  60m/sec
  85m/sec
  How to use this table:
  Cross reference the sail type and Tech Level to get the maximum output per 1 kilogram of sails, or maximum output per square meter
  (2kg), whichever is more convenient. Also listed is the maximum safe wind velocity for that Tech Level of sails, and the wind velocities
  that correspond to particular durability modifiers.
  Example - A TL5 ship with normal sails will have a maximum output of 100 watts per kilogram of sails, and this is at a wind velocity of
  10m/sec, so each 1m/sec of wind velocity generates 10 watts of power from 1kg of sails. Durability for normal sails is 1000 hours
  between maintenance. If the ship were constantly subjected to 20m/sec winds, the maintenance interval would be x.25, or 250 hours.
  Sails 2
  Vehicle
  Total sail area
  width
  10m2
  20m2
  50m2
  100m2
  200m2
  500m2
  1000m2
  2000m2
  5000m2
  10000m2
  1m
  3.3/1.7/1.1
  6.7/3.3/2.2
  .17/8.3/5.6
  33/17/11
  67/33/22
  -
  -
  -
  -
  -
  2m
  1.7/.83/ -  .
  3.3/1.7/1.1
  8.3/4.2/2.8
  17/8.3/5.6
  33/17/11
  83/42/28
  -
  -
  -
  -
  3m
  -
  -
  5.6/2.8/1.9
  11/5.6/3.7
  .22/11/7.4
  56/28/19
  - /56/37
  -
  -
  -
  4m
  -
  -
  4.2/2.1/1.4
  8.3/4.2/2.8
  .17/8.3/5.6
  42/21/14
  83/42/28
  -
  -
  -
  5m
  -
  -
  3.3/1.7/1.1
  6.7/3.3/2.2
  .13/6.7/4.4
  33/17/11
  67/33/22
  -
  -
  -
  6m
  -
  -
  -
  5.6/2.8/1.9
  .11/5.6/3.7
  .28/14/9.3
  56/28/19
  - /56/37
  -
  -
  7m
  -
  -
  -
  -
  9.5/4.7/3.2
  .24/12/7.9
  48/24/16
  95/48/32
  -
  -
  8m
  -
  -
  -
  -
  8.3/4.2/ -  .
  .21/10/6.9
  42/21/14
  83/42/28
  - / - /69
  -
  9m
  -
  -
  -
  -
  7.4/3.7/ - .
  .19/9.3/6.1
  37/19/12
  74/37/25
  - /93/62
  -
  10m
  -
  -
  -
  -
  6.7/3.3/ - ..
  .17/8.3/5.6
  33/22/11
  67/33/22
  - /83/56
  -
  12m
  -
  -
  -
  -
  5.6/ - / -  .
  .14/6.9/4.6
  .28/14/9.3
  56/28/19
  - /69/46
  - / - /93
  15m
  -
  -
  -
  -
  -
  11/5.6/ - .
  .22/11/7.4
  44/22/15
  - /56/37
  - / - /74
  20m
  -
  -
  -
  -
  -
  8.3/4.2/2.8
  17/8.3/5.6
  33/17/11
  83/42/28
  - /83/56
  How to use this table:
  Cross reference the sail area and vehicle width to get the minimum mast height in meters for either 1, 2 or 3 masts with a total sail area
  used. The mass of the masts will depend on the height and Tech Level, and the height allowed on a given boat depends on its length.
  Dashes represent combinations of sail area and vehicle width unlikely to be encountered.
  Example - You have a ship with a 6 meter width and 500m2 of sail area. You see that if using maximum allowed sail width, you would
  either have one 28m mast, two 14m masts or three 9.3m masts.
  POWER PLANT
  132
  132
  
  Batteries/stored power
  Battery type
  Tech Level
  V.crude
  Crude
  Normal
  Enhanced
  Exotic
  Dangerous Ext. dangerous
  Suicidal
  1
  .00w/hr
  .00w/hr
  .00w/hr
  .01w/hr
  .02w/hr
  .04w/hr
  .07w/hr
  .10w/hr
  2
  .03w/hr
  .05w/hr
  .06w/hr
  .13w/hr
  .26w/hr
  .64w/hr
  1.1w/hr
  1.6w/hr
  3
  .16w/hr
  .23w/hr
  .32w/hr
  .65w/hr
  1.3w/hr
  3.2w/hr
  5.4w/hr
  8.1w/hr
  4
  .51w/hr
  .73w/hr
  1.0w/hr
  2.0w/hr
  4.1w/hr
  10.2w/hr
  17.1w/hr
  25.6w/hr
  5
  1.3w/hr
  1.8w/hr
  2.5w/hr
  5.0w/hr
  10.0w/hr
  25.0w/hr
  41.7w/hr
  62.5w/hr
  6
  2.6w/hr
  3.7w/hr
  5.2w/hr
  10.4w/hr
  20.7w/hr
  51.8w/hr
  86.4w/hr
  130.w/hr
  7
  4.8w/hr
  6.9w/hr
  9.6w/hr
  19.2w/hr
  38.4w/hr
  96.0w/hr
  160.w/hr
  240.w/hr
  8
  8.2w/hr
  11.7w/hr
  16.4w/hr
  32.8w/hr
  65.5w/hr
  164.w/hr
  273.w/hr
  410.w/hr
  9
  13.1w/hr
  18.7w/hr
  26.2w/hr
  52.5w/hr
  105.w/hr
  262.w/hr
  437.w/hr
  656.w/hr
  10
  20.0w/hr
  28.6w/hr
  40.0w/hr
  80.0w/hr
  160.w/hr
  400.w/hr
  667.w/hr
  1000w/hr
  11
  29.3w/hr
  41.2w/hr
  58.6w/hr
  117.w/hr
  234.w/hr
  586.w/hr
  976.w/hr
  1464w/hr
  12
  41.5w/hr
  59.2w/hr
  82.9w/hr
  166.w/hr
  332.w/hr
  829.w/hr
  1382w/hr
  2074w/hr
  13
  57.1w/hr
  81.6w/hr
  114.w/hr
  228.w/hr
  457.w/hr
  1142w/hr
  1904w/hr
  2856w/hr
  14
  76.8w/hr
  110.w/hr
  154.w/hr
  307.w/hr
  615.w/hr
  1537w/hr
  2561w/hr
  3842w/hr
  15
  101.w/hr
  145.w/hr
  203.w/hr
  405.w/hr
  910.w/hr
  2025w/hr
  3375w/hr
  5062w/hr
  Cost per kg
  .20Cr
  .28Cr
  .40Cr
  .80Cr
  1.6Cr
  3.6Cr
  6.4Cr
  10Cr
  How to use this table:
  Base a battery or other energy storage device on a normal power plant type and a fuel type for the battery. The result is the amount of energy
  the battery can store in watt-hours per kilogram. This is compared to the output of whatever power plant is used to get the duration power can
  be supplied for. We aren't even going to begin to imagine what a suicidal TL1 battery is made from...
  Example - A TL11 electric vehicle has 500kg of normal batteries, which provide 500kg x 58.6w/hr = 29,300 watt-hours of power. If the vehicle
  has a 30hp electric motor (22,500w power), then the vehicle can run at full speed for (29,300w/hr)/(22,500w) = 1.3 hours.
  Solar power
  I Solar sails
  I Energy banks
  Output 
  Output
  Power
  Mass
  Low
  High
  Tech Level
  per kg
  per m2
  Tech Level
  per km2
  per km2
  Tech Level
  density
  density
  1
  .20w
  2.0w I
  1
  10w
  50,000kg I
  1
  -
  -
  2
  .80w
  8.0w I
  2
  10w
  12,500kg I
  2
  -
  -
  3
  1.8w
  18.0w
  3
  10w
  5,556kg
  3
  -
  -
  4
  3.2w
  32.0w
  4
  10w
  3,125kg
  4
  -
  -
  5
  5.0w
  50.0w I
  5
  10w
  2,000kg I
  5
  -
  -
  6
  7.2w
  72.0w I
  6
  10w
  1,389kg I
  6
  -
  -
  7
  9.8w
  98.0w
  7
  10w
  1,020kg
  7
  -
  -
  8
  12.8w
  128.w
  8
  10w
  781kg
  8
  400w/sec
  -
  9
  16.2w
  162.w I
  9
  10w
  617kg I
  9
  800w/sec
  -
  10
  20.0w
  200.w I
  10
  10w
  500kg I
  10
  1200w/sec
  -
  11
  24.2w
  242.w
  11
  10w
  413kg
  11
  1600w/sec
  -
  12
  28.8w
  288.w
  12
  10w
  347kg
  12
  2000w/sec
  -
  13
  33.8w
  338.w I
  13
  10w
  296kg I
  13
  2400w/sec
  125,000w/sec
  14
  39.2w
  392.w I
  14
  10w
  255kg I
  14
  2800w/sec
  250,000w/sec
  15
  45.0w
  450.w
  15
  10w
  222kg
  15
  3200w/sec
  375,000w/sec
  Cost per kg
  50Cr
  I
  I Cost per kg
  100Cr
  How to use these tables:
  The first table is for solar power sources, either solar-to-electricity or solar-to-heat applications. Cross-reference the Tech Level of the solar
  panels with either the output per kilogram or per square meter, as desired. Power output is based on Earth-normal light intensity.
  Example - A TL11 solar panel produces 24.2 watts per kilogram, or 242 watts per square meter.
  The second table lists the output and mass of solar sails used for motive power on a spacecraft. Power output is constant across Tech Levels
  and assumes Earth-orbit light intensity, but mass of sails will vary.
  Example - A TL14 solar sail will have an output of 10 watts per square kilometer, and mass 222kg per square kilometer.
  The last table is for energy storage banks, required for high-intensity, short-duration pulses, like those required for some energy weapons and
  jump drives. Cross-reference the Tech Level with either low- or high-density storage (whichever is available in your game universe) to get the
  output in watt-seconds per kilogram of storage bank.
  Example - A 100kg pack of TL13 low-desnity storage banks will hold 100kg x 2400w/sec = 240,000w/sec of power, or (240,000w/sec)/(3,600
  sec) = 66.7w/hr of power.
  POWER PLANT
  133
  133
  
  Conventional power trains
  Legs, 
  Legs,
  Legs,
  Indirect
  Indirect
  Indirect
  Tech Level
  Wheels(1)
  Tracks(4)
  sm. feet(3)
  med. feet(4)
  lg. feet(5)
  to dense
  to avg.
  to thin
  1
  50.0kg/x.40
  100kg/x.30
  80.0kg/x.25
  100kg/x.20
  120kg/x.15
  10.0kg/x.25
  20.0kg/x.50
  30.0kg/x1.0
  2
  25.0kg/x.40
  50.0kg/x.30
  40.0kg/x.25
  50.0kg/x.20
  60.0kg/x.15
  5.00kg/x.25
  10.0kg/x.50
  15.0kg/x1.0
  3
  16.7kg/x.48
  33.3kg/x.36
  26.7kg/x.30
  33.3kg/x.24
  40.0kg/x.18
  3.33kg/x.30
  6.67kg/x.60
  10.0kg/x1.2
  4
  12.5kg/x.48
  25.0kg/x.36
  20.0kg/x.30
  25.0kg/x.24
  30.0kg/x.188
  2.50kg/x.30
  5.00kg/x.60
  7.50kg/x1.2
  5
  10.0kg/x.56
  20.0kg/x.42
  16.0kg/x.35
  20.0kg/x.28
  24.0kg/x.21
  2.00kg/x.35
  4.00kg/x.70
  6.00kg/x1.4
  6
  8.33kg/x.56
  16.7kg/x.42
  13.3kg/x.35
  16.7kg/x.28
  20.0kg/x.21
  1.67kg/x.35
  3.33kg/x.70
  5.00kg/x1.4
  7
  7.14kg/x.64
  14.3kg/x.48
  11.4kg/x.40
  14.3kg/x.32
  17.1kg/x.24
  1.43kg/x.40
  2.86kg/x.80
  4.28kg/x1.6
  8
  6.25kg/x.64
  12.5kg/x.48
  10.0kg/x.40
  12.5kg/x.32
  15.0kg/x.24
  1.25kg/x.40
  2.50kg/x.80
  3.75kg/x1.6
  9
  5.56kg/x.72
  11.1kg/x.54
  8.89kg/x.45
  11.1kg/x.36
  13.3kg/x.27
  1.11kg/x.45
  2.22kg/x.90
  3.33kg/x1.8
  10
  5.00kg/x.72
  10.0kg/x,54
  8.00kg/x.45
  10.0kg/x.36
  12.0kg/x.27
  1.00kg/x.45
  2.00kg/x.90
  3.00kg/x1.8
  11
  4.55kg/x.80
  9.09kg/x.60
  7.27kg/x.50
  9.09kg/x.40
  10.9kg/x.30
  .909kg/x.50
  1.82kg/x.1.0
  2.73kg/x2.0
  12
  4.17kg/x.80
  8.33kg/x.60
  6.67kg/x.50
  8.33kg/x.40
  10.0kg/x.30
  .833kg/x.50
  1.67kg/x.1.0
  2.50kg/x2.0
  13
  3.85kg/x.88
  7.69kg/x.66
  6.15kg/x.55
  7.69kg/x.44
  9.23kg/x.33
  .769kg/x.55
  1.54kg/x.1.1
  2.31kg/x2.2
  14
  3.57kg/x.88
  7.14kg/x.66
  5.71kg/x.55
  7.14kg/x.44
  8.57kg/x.33
  .714kg/x.55
  1.43kg/x.1.2
  2.14kg/x2.2
  15
  3.33kg/x.96
  6.67kg/x.72
  5.33kg/x.60
  6.67kg/x.48
  8.00kg/x.36
  .667kg/x.60
  1.33kg/x.1.3
  2.00kg/x2.4
  Cost per kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  5Cr/kg
  Can pivot in place
  7Cr/kg
  7Cr/kg
  7Cr/kg
  7Cr/kg
  7Cr/kg
  7Cr/kg
  7Cr/kg
  7Cr/kg
  Modifiers
  Speed
  kg/kw
  Cost
  Muscle-powered
  x1.0
  x3.0
  x2.0
  Terrain rating-2 (min. of 0)
  x1.0
  x.25
  x1.0
  Terrain rating-1 (min. of 0)
  x1.0
  x.50
  x1.0
  Terrain rating+1 (max. of 5)
  x1.0
  x1.5
  x1.0
  Terrain rating+2 (max. of 5)
  x1.0
  x2.0
  x1.0
  Terrain rating+3 (max. of 5)
  x1.0
  x2.5
  x1.0
  How to use this table:
  Cross reference the Tech Level and type of power train desired. The first number is the kilograms of power train required per kilowatt of
  power plant output used. The second number is the multiplier on vehicle top speed based on the power train and Tech Level. If you have
  already figured top speed from the Performance tables, don't apply this multiplier again. You can, however, use it to double check against the
  base speed from that table to see if the figures match. The number after the land-based power trains is the default terrain rating of that type of
  power train. Use the modifiers table to adjust these figures for special cases. Remember that indirect to thin is used for reaction engines.
  Example - A TL7 tracked vehicle with a 250kw power plant will require 14.3kg of power train per kilowatt of power plant output, for a total
  power train mass of 3,575kg. The vehicle will also have a top speed of x.48 the base maximum speed, not counting any streamlining or other
  considerations. A power train of 3,575kg will have a cost of 3,575kg x 5Cr = 17,875Cr. If the tracked vehicle can pivot in place instead of
  doing normal turns, the power train cost is 3,575kg x 7Cr = 25,025Cr.
  Antigrav
  I Artificial gravity
  Artificial
  Power
  Mass
  Tech Level
  Grav plates
  Altitude
  Acceleration
  gravity
  per 100m3
  @TL13
  @TL14
  @TL15
  1
  30.0kg/x.50
  ≤1m
  x5.0
  I
  .1g
  .100kw
  .231kg
  .214kg
  .200kg
  2
  15.0kg/x.50
  ≤10m
  x4.5
  I
  .2g
  .400kw
  .924kg
  .856kg
  .800kg
  3
  10.0kg/x.60
  ≤100m
  x4.0
  .3g
  .900kw
  2.08kg
  1.93kg
  1.80kg
  4
  7.50kg/x.60
  ≤1km
  x3.5
  .4g
  1.60kw
  3.70kg
  3.42kg
  3.20kg
  5
  6.00kg/x.70
  ≤10km
  x3.0
  I
  .5g
  2.50kw
  5.78kg
  5.35kg
  5.00kg
  6
  5.00kg/x.70
  ≤100km
  x2.5
  I
  .6g
  3.60kw
  8.32kg
  7.70kg
  7.20kg
  7
  4.28kg/x.80
  ≤1,000km
  x2.0
  .7g
  4.90kw
  11.3kg
  10.5kg
  9.80kg
  8
  3.75kg/x.80
  ≤10,000km
  x1.5
  .8g
  6.40kw
  14.8kg
  13.7kg
  12.8kg
  9
  3.33kg/x.90
  ≤100,000km
  x1.0
  I
  .9g
  8.10kw
  18.7kg
  17.3kg
  16.2kg
  10
  3.00kg/x.90
  ≤1,000,000km
  x.50
  I
  1.0g
  10.0kw
  23.1kg
  21.4kg
  20.0kg
  11
  2.73kg/x1.0
  1.5g
  22.5kw
  52.0kg
  48.2kg
  45.0kg
  12
  2.50kg/x1.0
  2.0g
  40.0kw
  92.4kg
  85.6kg
  80.0kg
  13
  2.31kg/x1.1
  I
  2.5g
  62.5kw
  144.kg
  134.kg
  125.kg
  14
  2.14kg/x1.1
  I
  3.0g
  90.0kw
  208.kg
  193.kg
  180.kg
  15
  2.00kg/x1.2
  4.0g
  160.kw
  370.kg
  342.kg
  320.kg
  Cost per kg
  10Cr/kg
  Can pivot in place
  12Cr/kg
  How to use this table:
  Check the Tech Level to see the power train mass for converting electrical power into antigrav thrust. Actual acceleration potential is modified
  by the distance to nearest significant gravity source. For installing artifical gravity, each 100m3 of volume protected will consume the listed
  power for the gravity desired, and the grav compensators will have the listed mass per100m3 of volume protected.
  POWER TRAIN
  134
  134
  
  Jump drive
  I Gravity wells
  Jump core
  Power per
  “Hyperspeed”
  Starting
  Tech Level
  per ton of ship
  ton of ship
  per 100hr
  pulse
  Gravity source
  .01g
  .001g
  .0001g
  1
  1,000kg
  3.33kw
  .1pc
  -
  I Ceres
  .895kkm
  2.83kkm
  8.95kkm
  2
  500kg
  3.33kw
  .4pc
  -
  I Moon
  7.00kkm
  22.1kkm
  70.0kkm
  3
  333kg
  3.33kw
  .9pc
  -
  Mars
  20.7kkm
  65.5kkm
  207.kkm
  4
  250kg
  3.33kw
  1.6pc
  -
  Earth
  63.3kkm
  200.kkm
  633.kkm
  5
  200kg
  3.33kw
  2.5pc
  -
  I Neptune
  262.kkm
  829.kkm
  2.62Mkm
  6
  167kg
  3.33kw
  3.6pc
  -
  I Saturn
  616.kkm
  1.95Mkm
  6.16Mkm
  7
  143kg
  3.33kw
  4.9pc
  -
  Jupiter
  1.13Mkm
  3.56Mkm
  11.3Mkm
  8
  125kg
  3.33kw
  6.4pc
  83.3kg
  Sol
  36.4Mkm
  115.Mkm
  364.Mkm
  9
  111kg
  3.33kw
  8.1pc
  41.7kg I
  10
  100kg
  3.33kw
  10.0pc
  27.8kg I Distances
  Sol
  11
  90.9kg
  3.33kw
  12.1pc
  20.8kg
  Earth
  150.Mkm
  12
  83.3kg
  3.33kw
  14.4pc
  16.7kg
  Mars
  227.Mkm
  13
  76.9kg
  3.33kw
  16.9pc
  2.76kg I Jupiter
  778.Mkm
  14
  71.4kg
  3.33kw
  19.6pc
  1.33kg I Saturn
  1,428Mkm
  15
  66.7kg
  3.33kw
  22.5pc
  .889kg
  Neptune
  4,501Mkm
  Cost per kg
  10Cr/kg
  Can pivot in place
  n/a
  How to use this table:
  Check the Tech Level to see the mass of a jump core per ton of loaded ship mass. The TL also determines the rate at which you cross hyper-
  space, and if using the energy pulse optional rule, the mass of storage banks per ton of ship is also included. If you decide that a ship has to
  be in a certain gravity gradient before it can jump, use the right-hand table to figure the distance required in thousands of kilometers (kkm) or
  millions of kilometers (Mkm).
  Example - A TL13 ship of 100 tons loaded mass will have a 76.9kg jump core, a storage bank of 2.76kg, and consume 33.3kw of power for
  the duration of its trip, at a speed of 16.9 parsecs per 100 hours (4.06 parsecs per day).
  Hoverskirts
  Length x
  Mass
  width
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  5
  800w
  3.2kw
  20kw
  80kw
  320kw
  2.0Mw
  8.0Mw
  32Mw
  200Mw
  800Mw
  -
  -
  -
  10
  400w
  1.6kw
  10kw
  40kw
  160kw
  1.0Mw
  4.0Mw
  16Mw
  100Mw
  400Mw
  1600Mw
  -
  -
  15
  267w
  1.1kw
  6.7kw
  27kw
  107kw
  667kw
  2.7Mw
  11Mw
  67Mw
  267Mw
  1067Mw
  -
  -
  20
  200w
  800w
  5.0kw
  20kw
  80kw
  500kw
  2.0Mw
  8.0Mw
  50Mw
  200Mw
  800Mw
  -
  -
  25
  160w
  640w
  4.0kw
  16kw
  64kw
  400kw
  1.6Mw
  6.4Mw
  40Mw
  160Mw
  640Mw
  4000Mw
  -
  30
  133w
  533w
  3.3kw
  13kw
  53kw
  333kw
  1.3Mw
  5.3Mw
  33Mw
  133Mw
  533Mw3 3333Mw
  -
  40
  100w
  400w
  2.5kw
  10kw
  40kw
  250kw
  1.0Mw
  4.0Mw
  25Mw
  100Mw
  400Mw
  2500Mw
  -
  50
  80w
  320w
  2.0kw
  8.0kw
  32kw
  200kw
  800kw
  3.2Mw
  20Mw
  80Mw
  320Mw
  2000Mw
  -
  70
  57w
  229w
  1.4kw
  5.7kw
  23kw
  143kw
  571kw
  2.3Mw
  14Mw
  71Mw
  281Mw
  1429Mw
  -
  100
  40w
  160w
  1.0kw
  4.0kw
  16kw
  100kw
  400kw
  1.6Mw
  10Mw
  40Mw
  160Mw
  1000Mw 4000Mw
  150
  27w
  107w
  667w
  2.7kw
  11kw
  67kw
  267kw
  1.1Mw
  6.7Mw
  27Mw
  107Mw
  667Mw
  2667Mw
  200
  20w
  80w
  500w
  2.0kw
  8.0kw
  50kw
  200kw
  800kw
  5.0Mw
  20Mw
  80Mw
  500Mw
  2000Mw
  300
  13w
  53w
  333w
  1.3kw
  5.3kw
  33kw
  133kw
  533kw
  3.3Mw
  13Mw
  53Mw
  333Mw
  1333Mw
  400
  10w
  40w
  250w
  1.0kw
  4.0kw
  25kw
  100kw
  400kw
  2.5Mw
  10Mw
  40Mw
  250Mw
  1000Mw
  500
  8w
  32w
  200w
  800w
  3.2kw
  20kw
  80kw
  320kw
  2.0Mw
  8.0Mw
  32Mw
  200Mw
  800Mw
  How to use this table:
  Compare the loaded mass of a hovercraft to the bottom area of the vehicle (usually length x width). The intersection of these two items will be
  the power required to maintain an intact hoverskirt.
  Example - A hovercraft with a loaded mass of 5 tons and a length x width of 20 (bottom area = 20m2) will require 500kw of power to keep the
  hoverskirt inflated, or about 667 horsepower.
  POWER TRAIN
  135
  135
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .065m3
  .775m2
  .50m
  .50m
  .50m
  .132m2
  .132m2
  .124m2
  .132m2
  .132m2
  1.0m
  .520m3
  3.10m2
  1.0m
  1.0m
  1.0m
  .527m2
  .527m2
  .496m2
  .527m2
  .527m2
  1.5m
  1.76m3
  6.98m2
  1.5m
  1.5m
  1.5m
  1.19m2
  1.19m2
  1.12m2
  1.19m2
  1.19m2
  2.0m
  4.16m3
  12.40m2
  2.0m
  2.0m
  2.0m
  2.11m2
  2.11m2
  1.98m2
  2.11m2
  2.11m2
  3.0m
  14.04m3
  27.90m2
  3.0m
  3.0m
  3.0m
  4.74m2
  4.74m2
  4.46m2
  4.74m2
  4.74m2
  4.0m
  33.28m3
  49.60m2
  4.0m
  4.0m
  4.0m
  8.43m2
  8.43m2
  7.94m2
  8.43m2
  8.43m2
  5.0m
  65.00m3
  77.50m2
  5.0m
  5.0m
  5.0m
  13.2m2
  13.2m2
  12.4m2
  13.2m2
  13.2m2
  6.0m
  112.3m3
  111.6m2
  6.0m
  6.0m
  6.0m
  19.0m2
  19.0m2
  17.9m2
  19.0m2
  19.0m2
  7.0m
  178.4m3
  151.9m2
  7.0m
  7.0m
  7.0m
  25.8m2
  25.8m2
  24.3m2
  25.8m2
  25.8m2
  8.0m
  266.2m3
  198.4m2
  8.0m
  8.0m
  8.0m
  33.7m2
  33.7m2
  31.7m2
  33.7m2
  33.7m2
  10m
  520.0m3
  310.0m2
  10.0m
  10.0m
  10.0m
  52.7m2
  52.7m2
  49.6m2
  52.7m2
  52.7m2
  12m
  898.6m3
  446.4m2
  12.0m
  12.0m
  12.0m
  75.9m2
  75.9m2
  71.4m2
  75.9m2
  75.9m2
  15m
  1755.m3
  697.5m2
  15.0m
  15.0m
  15.0m
  118.6m2
  118.6m2
  111.6m2
  118.6m2
  118.6m2
  20m
  4160.m3
  1240.m2
  20.0m
  20.0m
  20.0m
  210.8m2
  210.8m2
  198.4m2
  210.8m2
  210.8m2
  25m
  8125.m3
  1938.m2
  25.0m
  25.0m
  25.0m
  329.4m2
  329.4m2
  310.0m2
  329.4m2
  329.4m2
  30m
  14040m3
  2790.m2
  30.0m
  30.0m
  30.0m
  474.3m2
  474.3m2
  446.4m2
  474.3m2
  474.3m2
  35m
  22295m3
  3798.m2
  35.0m
  35.0m
  35.0m
  645.6m2
  645.6m2
  607.6m2
  645.6m2
  645.6m2
  40m
  33280m3
  4960.m2
  40.0m
  40.0m
  40.0m
  843.2m2
  843.2m2
  793.6m2
  843.2m2
  843.2m2
  45m
  47385m3
  6278.m2
  45.0m
  45.0m
  45.0m
  1067.m2
  1067.m2
  1004.m2
  1067.m2
  1067.m2
  50m
  65000m3
  7750.m2
  50.0m
  50.0m
  50.0m
  1318.m2
  1318.m2
  1240.m2
  1318.m2
  1318.m2
  60m
  112320m3
  11160m2
  60.0m
  60.0m
  60.0m
  1897.m2
  1897.m2
  1786.m2
  1897.m2
  1897.m2
  70m
  178360m3
  15190m2
  70.0m
  70.0m
  70.0m
  2582.m2
  2582.m2
  2430.m2
  2582.m2
  2582.m2
  80m
  266240m3
  19840m2
  80.0m
  80.0m
  80.0m
  3373.m2
  3373.m2
  3174.m2
  3373.m2
  3373.m2
  90m
  379080m3
  25110m2
  90.0m
  90.0m
  90.0m
  4269.m2
  4269.m2
  4018.m2
  4269.m2
  4269.m2
  100m
  520000m3
  31000m2
  100.0m
  100.0m
  100.0m
  5270.m2
  5270.m2
  4960.m2
  5270.m2
  5270.m2
  120m
  898560m3
  44640m2
  120.0m
  120.0m
  120.0m
  7589.m2
  7589.m2
  7142.m2
  7589.m2
  7589.m2
  150m
  1.76 x 106m3
  69750m2
  150.0m
  150.0m
  150.0m
  11858m2
  11858m2
  11160m2
  11858m2
  11858m2
  200m
  4.16 x 106m3 124000m2
  200.0m
  200.0m
  200.0m
  21080m2
  21080m2
  19840m2
  21080m2
  21080m2
  250m
  8.13 x 106m3 193750m2
  250.0m
  250.0m
  250.0m
  32938m2
  32938m2
  31000m2
  32938m2
  32938m2
  300m
  14.0 x 106m3 279000m2
  300.0m
  300.0m
  300.0m
  47430m2
  47430m2
  44640m2
  47430m2
  47430m2
  400m
  33.3 x 106m3 496000m2
  400.0m
  400.0m
  400.0m
  84320m2
  84320m2
  79360m2
  84320m2
  84320m2
  500m
  65.0 x 106m3 775000m2
  500.0m
  500.0m
  500.0m
  131750m2
  131750m2
  124000m2
  131750m2
  131750m2
  600m
  112 x 106m3 1.12 x 106m2
  600.0m
  600.0m
  600.0m
  189720m2
  189720m2
  178560m2
  189720m2
  189720m2
  700m
  178 x 106m3 1.52 x 106m2
  700.0m
  700.0m
  700.0m
  258230m2
  258230m2
  243040m2
  258230m2
  258230m2
  800m
  266 x 106m3 1.98 x 106m2
  800.0m
  800.0m
  800.0m
  337280m2
  337280m2
  317440m2
  337280m2
  337280m2
  900m
  379 x 106m3 2.51 x 106m2
  900.0m
  900.0m
  900.0m
  426870m2
  426870m2
  401760m2
  426870m2
  426870m2
  1000m
  520 x 106m3 3.10 x 106m2
  1000.0m 1000.0m 1000.0m
  527000m2
  527000m2
  496000m2
  527000m2
  527000m2
  STRUCTURE
  136
  136
  SPHERE
  Area = Length2 x 3.1
  Volume = Length3 x .52
  F:17% R:17% S:16% T:17% B:17%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .125m3
  1.50m
  .50m
  .50m
  .50m
  .255m2
  .255m2
  .240m2
  .255m2
  .255m2
  1.0m
  1.00m3
  6.00m
  1.0m
  1.0m
  1.0m
  1.02m2
  1.02m2
  0.96m2
  1.02m2
  1.02m2
  1.5m
  3.38m3
  13.50m
  1.5m
  1.5m
  1.5m
  2.30m2
  2.30m2
  2.16m2
  2.30m2
  2.30m2
  2.0m
  8.00m3
  24.00m
  2.0m
  2.0m
  2.0m
  4.08m2
  4.08m2
  3.84m2
  4.08m2
  4.08m2
  3.0m
  27.00m3
  54.00m
  3.0m
  3.0m
  3.0m
  9.18m2
  9.18m2
  8.64m2
  9.18m2
  9.18m2
  4.0m
  64.00m3
  96.00m
  4.0m
  4.0m
  4.0m
  16.3m2
  16.3m2
  15.4m2
  16.3m2
  16.3m2
  5.0m
  125.0m3
  150.0m
  5.0m
  5.0m
  5.0m
  25.5m2
  25.5m2
  24.0m2
  25.5m2
  25.5m2
  6.0m
  216.0m3
  216.0m
  6.0m
  6.0m
  6.0m
  36.7m2
  36.7m2
  34.6m2
  36.7m2
  36.7m2
  7.0m
  343.0m3
  294.0m
  7.0m
  7.0m
  7.0m
  50.0m2
  50.0m2
  47.0m2
  50.0m2
  50.0m2
  8.0m
  512.0m3
  384.0m
  8.0m
  8.0m
  8.0m
  65.3m2
  65.3m2
  61.4m2
  65.3m2
  65.3m2
  10m
  1000.m3
  600.0m
  10.0m
  10.0m
  10.0m
  102.0m2
  102.0m2
  96.0m2
  102.0m2
  102.0m2
  12m
  1728.m3
  864.0m
  12.0m
  12.0m
  12.0m
  146.9m2
  146.9m2
  138.2m2
  146.9m2
  146.9m2
  15m
  3375.m3
  1350.m
  15.0m
  15.0m
  15.0m
  229.5m2
  229.5m2
  216.0m2
  229.5m2
  229.5m2
  20m
  8000.m3
  2400.m
  20.0m
  20.0m
  20.0m
  408.0m2
  408.0m2
  384.0m2
  408.0m2
  408.0m2
  25m
  15625m3
  3750.m
  25.0m
  25.0m
  25.0m
  637.5m2
  637.5m2
  600.0m2
  637.5m2
  637.5m2
  30m
  27000m3
  5400.m
  30.0m
  30.0m
  30.0m
  918.0m2
  918.0m2
  864.0m2
  918.0m2
  918.0m2
  35m
  42875m3
  7350.m
  35.0m
  35.0m
  35.0m
  1250.m2
  1250.m2
  1176.m2
  1250.m2
  1250.m2
  40m
  64000m3
  9600.m
  40.0m
  40.0m
  40.0m
  1632.m2
  1632.m2
  1536.m2
  1632.m2
  1632.m2
  45m
  91125m3
  12150m
  45.0m
  45.0m
  45.0m
  2066.m2
  2066.m2
  1944.m2
  2066.m2
  2066.m2
  50m
  125000m3
  15000m
  50.0m
  50.0m
  50.0m
  2550.m2
  2550.m2
  2400.m2
  2550.m2
  2550.m2
  60m
  216000m3
  21600m
  60.0m
  60.0m
  60.0m
  3672.m2
  3672.m2
  3456.m2
  3672.m2
  3672.m2
  70m
  343000m3
  29400m
  70.0m
  70.0m
  70.0m
  4998.m2
  4998.m2
  4704.m2
  4998.m2
  4998.m2
  80m
  512000m3
  38400m
  80.0m
  80.0m
  80.0m
  6528.m2
  6528.m2
  6144.m2
  6528.m2
  6528.m2
  90m
  729000m3
  48600m
  90.0m
  90.0m
  90.0m
  8262.m2
  8262.m2
  7776.m2
  8262.m2
  8262.m2
  100m
  1.00 x 106m3
  60000m
  100.0m
  100.0m
  100.0m
  10200m2
  10200m2
  9600.m2
  10200m2
  10200m2
  120m
  1.73 x 106m3
  86400m
  120.0m
  120.0m
  120.0m
  14688m2
  14688m2
  13824m2
  14688m2
  14688m2
  150m
  3.38 x 106m3
  135000m
  150.0m
  150.0m
  150.0m
  22950m2
  22950m2
  21600m2
  22950m2
  22950m2
  200m
  8.00 x 106m3
  240000m
  200.0m
  200.0m
  200.0m
  40800m2
  40800m2
  38400m2
  40800m2
  40800m2
  250m
  15.6 x 106m3
  375000m
  250.0m
  250.0m
  250.0m
  63750m2
  63750m2
  60000m2
  63750m2
  63750m2
  300m
  27.0 x 106m3
  540000m
  300.0m
  300.0m
  300.0m
  91800m2
  91800m2
  86400m2
  91800m2
  91800m2
  400m
  64.0 x 106m3
  960000m
  400.0m
  400.0m
  400.0m
  163200m2
  163200m2
  153600m2
  163200m2
  163200m2
  500m
  125 x 106m3 1.50 x 106m2
  500.0m
  500.0m
  500.0m
  255000m2
  255000m2
  240000m2
  255000m2
  255000m2
  600m
  216 x 106m3 2.16 x 106m2
  600.0m
  600.0m
  600.0m
  367200m2
  367200m2
  345600m2
  367200m2
  367200m2
  700m
  343 x 106m3 2.94 x 106m2
  700.0m
  700.0m
  700.0m
  499800m2
  499800m2
  470400m2
  499800m2
  499800m2
  800m
  512 x 106m3 3.84 x 106m2
  800.0m
  800.0m
  800.0m
  652800m2
  652800m2
  614400m2
  652800m2
  652800m2
  900m
  729 x 106m3 4.86 x 106m2
  900.0m
  900.0m
  900.0m
  826200m2
  826200m2
  777600m2
  826200m2
  826200m2
  1000m
  1000 x 106m3 6.00 x 106m2
  1000.0m 1000.0m 1000.0m
  1020000m2
  1020000m2
  960000m2
  1020000m2
  1020000m2
   
  STRUCTURE
  137
  137
  CUBE
  Area = Length2 x 6.0
  Volume = Length3 x 1.00
  F:17% R:17% S:16% T:17% B:17%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .016m3
  .438m2
  .50m
  .25m
  .13m
  .031m2
  .031m2
  .066m2
  .122m2
  .122m2
  1.0m
  .130m3
  1.75m2
  1.0m
  .50m
  .25m
  .122m2
  .122m2
  .263m2
  .490m2
  .490m2
  1.5m
  .439m3
  3.94m2
  1.5m
  .75m
  .38m
  .276m2
  .276m2
  .591m2
  1.10m2
  1.10m2
  2.0m
  1.04m3
  7.00m2
  2.0m
  1.0m
  .50m
  .490m2
  .490m2
  1.05m2
  1.96m2
  1.96m2
  3.0m
  3.51m3
  15.80m2
  3.0m
  1.5m
  .75m
  1.10m2
  1.10m2
  2.36m2
  4.41m2
  4.41m2
  4.0m
  8.32m3
  28.00m2
  4.0m
  2.0m
  1.0m
  1.96m2
  1.96m2
  4.20m2
  7.84m2
  7.84m2
  5.0m
  16.25m3
  43.75m2
  5.0m
  2.5m
  1.3m
  3.06m2
  3.06m2
  6.56m2
  12.3m2
  12.3m2
  6.0m
  28.08m3
  63.00m2
  6.0m
  3.0m
  1.5m
  4.41m2
  4.41m2
  9.45m2
  17.6m2
  17.6m2
  7.0m
  44.59m3
  85.75m2
  7.0m
  3.5m
  1.8m
  6.00m2
  6.00m2
  12.9m2
  24.0m2
  24.0m2
  8.0m
  66.56m3
  112.0m2
  8.0m
  4.0m
  2.0m
  7.84m2
  7.84m2
  16.8m2
  31.4m2
  31.4m2
  10m
  130.0m3
  175.0m2
  10.0m
  5.0m
  2.5m
  12.2m2
  12.2m2
  26.3m2
  49.0m2
  49.0m2
  12m
  224.6m3
  252.0m2
  12.0m
  6.0m
  3.0m
  17.6m2
  17.6m2
  37.8m2
  70.6m2
  70.6m2
  15m
  438.8m3
  393.8m2
  15.0m
  7.5m
  3.8m
  27.6m2
  27.6m2
  59.1m2
  110.2m2
  110.2m2
  20m
  1040.m3
  700.0m2
  20.0m
  10.0m
  5.0m
  49.0m2
  49.0m2
  105.0m2
  196.0m2
  196.0m2
  25m
  2031.m3
  1094.m2
  25.0m
  12.5m
  6.3m
  76.6m2
  76.6m2
  164.1m2
  306.3m2
  306.3m2
  30m
  3510.m3
  1575.m2
  30.0m
  15.0m
  7.5m
  110.3m2
  110.3m2
  236.3m2
  441.0m2
  441.0m2
  35m
  5574.m3
  2144.m2
  35.0m
  17.5m
  8.8m
  150.1m2
  150.1m2
  321.6m2
  600.3m2
  600.3m2
  40m
  8320.m3
  2800.m2
  40.0m
  20.0m
  10.0m
  196.0m2
  196.0m2
  420.0m2
  784.0m2
  784.0m2
  45m
  11846m3
  3544.m2
  45.0m
  22.5m
  11.3m
  248.1m2
  248.1m2
  531.6m2
  992.3m2
  992.3m2
  50m
  16250m3
  4375.m2
  50.0m
  25.0m
  12.5m
  306.3m2
  306.3m2
  656.2m2
  1225.m2
  1225.m2
  60m
  28080m3
  6300.m2
  60.0m
  30.0m
  15.0m
  441.0m2
  441.0m2
  945.0m2
  1764.m2
  1764.m2
  70m
  44590m3
  8575.m2
  70.0m
  35.0m
  17.5m
  600.3m2
  600.3m2
  1286.m2
  2401.m2
  2401.m2
  80m
  66560m3
  11200m2
  80.0m
  40.0m
  20.0m
  784.0m2
  784.0m2
  1680.m2
  3136.m2
  3136.m2
  90m
  94770m3
  14175m2
  90.0m
  45.0m
  22.5m
  992.3m2
  992.3m2
  2126.m2
  3969.m2
  3969.m2
  100m
  130000m3
  17500m2
  100.0m
  50.0m
  25.0m
  1225.m2
  1225.m2
  2625.m2
  4900.m2
  4900.m2
  120m
  224640m3
  25200m2
  120.0m
  60.0m
  30.0m
  1764.m2
  1764.m2
  3780.m2
  7056.m2
  7056.m2
  150m
  438750m3
  39375m2
  150.0m
  75.0m
  37.5m
  2756.m2
  2756.m2
  5906.m2
  11025m2
  11025m2
  200m
  1.04 x 106m3
  70000m2
  200.0m
  100.0m
  50.0m
  4900.m2
  4900.m2
  10500m2
  19600m2
  19600m2
  250m
  2.03 x 106m3 109400m2
  250.0m
  125.0m
  62.5m
  7656.m2
  7656.m2
  16406m2
  30625m2
  30625m2
  300m
  3.51 x 106m3 157500m2
  300.0m
  150.0m
  75.0m
  11025m2
  11025m2
  23625m2
  44100m2
  44100m2
  400m
  8.32 x 106m3 280000m2
  400.0m
  200.0m
  100.0m
  19600m2
  19600m2
  42000m2
  78400m2
  78400m2
  500m
  16.3 x 106m3 437500m2
  500.0m
  250.0m
  125.0m
  30625m2
  30625m2
  65625m2
  122500m2
  122500m2
  600m
  28.1 x 106m3 630000m2
  600.0m
  300.0m
  150.0m
  44100m2
  44100m2
  94500m2
  176400m2
  176400m2
  700m
  44.6 x 106m3 857500m2
  700.0m
  350.0m
  175.0m
  60025m2
  60025m2
  128625m2
  240100m2
  240100m2
  800m
  66.6 x 106m3 1.12 x 106m2
  800.0m
  400.0m
  200.0m
  78400m2
  778400m2
  168000m2
  313600m2
  313600m2
  900m
  94.8 x 106m3 1.42 x 106m2
  900.0m
  450.0m
  225.0m
  99225m2
  99225m2
  212625m2
  396900m2
  396900m2
  1000m
  130 x 106m3 1.75 x 106m2
  1000.0m
  500.0m
  250.0m
  122500m2
  122500m2
  262500m2
  490000m2
  490000m2
   
  STRUCTURE
  138
  138
  SLAB
  Area = Length2 x 1.75
  Volume = Length3 x .13
  F:07% R:07% S:15% T:28% B:28%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .025m3
  .550m2
  .50m
  .25m
  .20m
  .050m2
  .050m2
  .104m2
  .121m2
  .121m2
  1.0m
  .200m3
  2.20m2
  1.0m
  .50m
  .40m
  .198m2
  .198m2
  .418m2
  .484m2
  .484m2
  1.5m
  .675m3
  4.95m2
  1.5m
  .75m
  .60m
  .445m2
  .445m2
  .941m2
  1.09m2
  1.09m2
  2.0m
  1.60m3
  8.80m2
  2.0m
  1.0m
  .80m
  .792m2
  .792m2
  1.67m2
  1.94m2
  1.94m2
  3.0m
  5.40m3
  19.80m2
  3.0m
  1.5m
  1.2m
  1.78m2
  1.78m2
  3.76m2
  4.36m2
  4.36m2
  4.0m
  12.8m3
  35.20m2
  4.0m
  2.0m
  1.6m
  3.17m2
  3.17m2
  6.69m2
  7.74m2
  7.74m2
  5.0m
  25.0m3
  55.00m2
  5.0m
  2.5m
  2.0m
  4.95m2
  4.95m2
  10.5m2
  12.1m2
  12.1m2
  6.0m
  43.2m3
  79.20m2
  6.0m
  3.0m
  2.4m
  7.13m2
  7.13m2
  15.0m2
  17.4m2
  17.4m2
  7.0m
  68.6m3
  107.8m2
  7.0m
  3.5m
  2.8m
  9.70m2
  9.70m2
  20.5m2
  23.7m2
  23.7m2
  8.0m
  102.4m3
  140.8m2
  8.0m
  4.0m
  3.2m
  12.7m2
  12.7m2
  26.7m2
  31.0m2
  31.0m2
  10m
  200.0m3
  220.0m2
  10.0m
  5.0m
  4.0m
  19.8m2
  19.8m2
  41.8m2
  48.4m2
  48.4m2
  12m
  345.6m3
  316.8m2
  12.0m
  6.0m
  4.8m
  28.5m2
  28.5m2
  60.2m2
  69.7m2
  69.7m2
  15m
  675.0m3
  495.0m2
  15.0m
  7.5m
  6.0m
  44.6m2
  44.6m2
  94.0m2
  108.9m2
  108.9m2
  20m
  1600.m3
  880.0m2
  20.0m
  10.0m
  8.0m
  79.2m2
  79.2m2
  167.2m2
  193.6m2
  193.6m2
  25m
  3125.m3
  1375.m2
  25.0m
  12.5m
  10.0m
  123.8m2
  123.8m2
  261.2m2
  302.5m2
  302.5m2
  30m
  5400.m3
  1980.m2
  30.0m
  15.0m
  12.0m
  178.2m2
  178.2m2
  376.2m2
  435.6m2
  435.6m2
  35m
  8575.m3
  2695.m2
  35.0m
  17.5m
  14.0m
  242.6m2
  242.6m2
  512.0m2
  592.9m2
  592.9m2
  40m
  12800m3
  3520.m2
  40.0m
  20.0m
  16.0m
  316.8m2
  316.8m2
  668.8m2
  774.4m2
  774.4m2
  45m
  18225m3
  4455.m2
  45.0m
  22.5m
  18.0m
  401.0m2
  401.0m2
  846.4m2
  980.1m2
  980.1m2
  50m
  25000m3
  5500.m2
  50.0m
  25.0m
  20.0m
  495.0m2
  495.0m2
  1045.m2
  1210.m2
  1210.m2
  60m
  43200m3
  7920.m2
  60.0m
  30.0m
  24.0m
  712.8m2
  712.8m2
  1505.m2
  1742.m2
  1742.m2
  70m
  68600m3
  10780m2
  70.0m
  35.0m
  28.0m
  970.2m2
  970.2m2
  2048.m2
  2372.m2
  2372.m2
  80m
  102400m3
  14080m2
  80.0m
  40.0m
  32.0m
  1267.m2
  1267.m2
  2675.m2
  3098.m2
  3098.m2
  90m
  145800m3
  17820m2
  90.0m
  45.0m
  36.0m
  1604.m2
  1604.m2
  3386.m2
  3920.m2
  3920.m2
  100m
  200000m3
  22000m2
  100.0m
  50.0m
  40.0m
  1980.m2
  1980.m2
  4180.m2
  4840.m2
  4840.m2
  120m
  345600m3
  31680m2
  120.0m
  60.0m
  48.0m
  2851.m2
  2851.m2
  6019.m2
  6970.m2
  6970.m2
  150m
  675000m3
  49500m2
  150.0m
  75.0m
  60.0m
  4455.m2
  4455.m2
  9405.m2
  10890m2
  10890m2
  200m
  1.60 x 106m3
  88000m2
  200.0m
  100.0m
  80.0m
  7920.m2
  7920.m2
  16720m2
  19360m2
  19360m2
  250m
  3.13 x 106m3 137500m2
  250.0m
  125.0m
  100.0m
  12375m2
  12375m2
  26125m2
  30250m2
  30250m2
  300m
  5.40 x 106m3 198000m2
  300.0m
  150.0m
  120.0m
  17820m2
  17820m2
  37620m2
  43560m2
  43560m2
  400m
  12.8 x 106m3 352000m2
  400.0m
  200.0m
  160.0m
  31680m2
  31680m2
  66880m2
  77440m2
  77440m2
  500m
  25.0 x 106m3 550000m2
  500.0m
  250.0m
  200.0m
  49500m2
  49500m2
  104500m2
  121000m2
  121000m2
  600m
  43.2 x 106m3 792000m2
  600.0m
  300.0m
  240.0m
  71280m2
  71280m2
  150480m2
  174240m2
  174240m2
  700m
  68.6 x 106m3 1.08 x 106m2
  700.0m
  350.0m
  280.0m
  97020m2
  97020m2
  204820m2
  237160m2
  237160m2
  800m
  102 x 106m3 1.41 x 106m2
  800.0m
  400.0m
  320.0m
  126720m2
  126720m2
  267520m2
  309760m2
  309760m2
  900m
  146 x 106m3 1.78 x 106m2
  900.0m
  450.0m
  360.0m
  160380m2
  160380m2
  338580m2
  392040m2
  392040m2
  1000m
  200 x 106m3 2.20 x 106m2
  1000.0m
  500.0m
  400.0m
  198000m2
  198000m2
  418000m2
  484000m2
  484000m2
  STRUCTURE
  139
  139
  BOX1
  Area = Length2 x 2.2
  Volume = Length3 x .20
  F:09% R:09% S:19% T:22% B:22%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .004m3
  .190m2
  .50m
  .10m
  .08m
  .008m2
  .008m2
  .038m2
  .049m2
  .049m2
  1.0m
  .030m3
  .760m2
  1.0m
  .20m
  .15m
  .030m2
  .030m2
  .152m2
  .198m2
  .198m2
  1.5m
  .101m3
  1.71m2
  1.5m
  .30m
  .23m
  .068m2
  .068m2
  .342m2
  .445m2
  .445m2
  2.0m
  .240m3
  3.04m2
  2.0m
  .40m
  .30m
  .122m2
  .122m2
  .608m2
  .790m2
  .790m2
  3.0m
  .810m3
  6.84m2
  3.0m
  .60m
  .45m
  .274m2
  .274m2
  1.37m2
  1.78m2
  1.78m2
  4.0m
  1.92m3
  12.16m2
  4.0m
  .80m
  .60m
  .486m2
  .486m2
  2.43m2
  3.16m2
  3.16m2
  5.0m
  3.75m3
  19.00m2
  5.0m
  1.0m
  .75m
  .760m2
  .760m2
  3.80m2
  4.94m2
  4.94m2
  6.0m
  6.48m3
  27.36m2
  6.0m
  1.2m
  .90m
  1.09m2
  1.09m2
  5.47m2
  7.11m2
  7.11m2
  7.0m
  10.29m3
  37.24m2
  7.0m
  1.4m
  1.1m
  1.49m2
  1.49m2
  7.45m2
  9.68m2
  9.68m2
  8.0m
  15.36m3
  48.64m2
  8.0m
  1.6m
  1.2m
  1.95m2
  1.95m2
  9.73m2
  12.6m2
  12.6m2
  10m
  30.00m3
  76.00m2
  10.0m
  2.0m
  1.5m
  3.04m2
  3.04m2
  15.2m2
  19.8m2
  19.8m2
  12m
  51.84m3
  109.4m2
  12.0m
  2.4m
  1.8m
  4.38m2
  4.38m2
  21.9m2
  28.5m2
  28.5m2
  15m
  101.3m3
  171..0m2
  15.0m
  3.0m
  2.3m
  6.84m2
  6.84m2
  34.2m2
  44.5m2
  44.5m2
  20m
  240.0m3
  304.0m2
  20.0m
  4.0m
  3.0m
  12.2m2
  12.2m2
  60.8m2
  79.0m2
  79.0m2
  25m
  468.8m3
  475.0m2
  25.0m
  5.0m
  3.8m
  19.0m2
  19.0m2
  95.0m2
  123.5m2
  123.5m2
  30m
  810.0m3
  684.0m2
  30.0m
  6.0m
  4.5m
  27.4m2
  27.4m2
  136.8m2
  177.8m2
  177.8m2
  35m
  1286.m3
  931.0m2
  35.0m
  7.0m
  5.3m
  37.2m2
  37.2m2
  186.2m2
  242.1m2
  242.1m2
  40m
  1920.m3
  1216.m2
  40.0m
  8.0m
  6.0m
  48.6m2
  48.6m2
  243.2m2
  316.2m2
  316.2m2
  45m
  2733.m3
  1539.m2
  45.0m
  9.0m
  6.8m
  61.6m2
  61.6m2
  307.8m2
  400.1m2
  400.1m2
  50m
  3750.m3
  1900.m2
  50.0m
  10.0m
  7.5m
  76.0m2
  76.0m2
  380.0m2
  494.0m2
  494.0m2
  60m
  6480.m3
  2736.m2
  60.0m
  12.0m
  9.0m
  109.4m2
  109.4m2
  547.2m2
  711.4m2
  711.4m2
  70m
  10290m3
  3724.m2
  70.0m
  14.0m
  10.5m
  149.0m2
  149.0m2
  744.8m2
  968.2m2
  968.2m2
  80m
  15360m3
  4864.m2
  80.0m
  16.0m
  12.0m
  194.6m2
  194.6m2
  972.8m2
  1265.m2
  1265.m2
  90m
  21870m3
  6156.m2
  90.0m
  18.0m
  13.5m
  246.2m2
  246.2m2
  1231.m2
  1601.m2
  1601.m2
  100m
  30000m3
  7600.m2
  100.0m
  20.0m
  15.0m
  304.0m2
  304.0m2
  1520.m2
  1976.m2
  1976.m2
  120m
  51840m3
  10944m2
  120.0m
  24.0m
  18.0m
  437.8m2
  437.8m2
  2189.m2
  2845.m2
  2845.m2
  150m
  101250m3
  17100m2
  150.0m
  30.0m
  22.5m
  684.0m2
  684.0m2
  3420.m2
  4446.m2
  4446.m2
  200m
  240000m3
  30400m2
  200.0m
  40.0m
  30.0m
  1216.m2
  1216.m2
  6080.m2
  7904.m2
  7904.m2
  250m
  468750m3
  47500m2
  250.0m
  50.0m
  37.5m
  1900.m2
  1900.m2
  9500.m2
  12350m2
  12350m2
  300m
  810000m3
  68400m2
  300.0m
  60.0m
  45.0m
  2736.m2
  2736.m2
  13680m2
  17784m2
  17784m2
  400m
  1.92 x 106m3 121600m2
  400.0m
  80.0m
  60.0m
  4864.m2
  4864.m2
  24320m2
  31616m2
  31616m2
  500m
  3.75 x 106m3 190000m2
  500.0m
  100.0m
  75.0m
  7600.m2
  7600.m2
  38000m2
  49400m2
  49400m2
  600m
  6.48 x 106m3 273600m2
  600.0m
  120.0m
  90.0m
  10944m2
  10944m2
  54720m2
  71136m2
  71136m2
  700m
  10.3 x 106m3 372400m2
  700.0m
  140.0m
  105.0m
  14896m2
  14896m2
  74480m2
  96824m2
  96824m2
  800m
  15.4 x 106m3 486400m2
  800.0m
  160.0m
  120.0m
  19456m2
  19456m2
  97280m2
  126464m2
  126464m2
  900m
  21.9 x 106m3 615600m2
  900.0m
  180.0m
  135.0m
  24624m2
  24624m2
  123120m2
  160056m2
  160056m2
  1000m
  30.0 x 106m3 760000m2
  1000.0m
  200.0m
  150.0m
  30400m2
  30400m2
  152000m2
  197600m2
  197600m2
  STRUCTURE
  140
  140
  BOX2
  Area = Length2 x .76
  Volume = Length3 x .03
  F:04% R:04% S:20% T:26% B:26%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .004m3
  .173m2
  .50m
  .10m
  .10m
  .009m2
  .009m2
  .040m2
  .038m2
  .038m2
  1.0m
  .030m3
  .690m2
  1.0m
  .20m
  .20m
  .035m2
  .035m2
  .159m2
  .152m2
  .152m2
  1.5m
  .101m3
  1.55m2
  1.5m
  .30m
  .30m
  .078m2
  .078m2
  .357m2
  .342m2
  .342m2
  2.0m
  .240m3
  2.76m2
  2.0m
  .40m
  .40m
  .138m2
  .138m2
  .635m2
  .607m2
  .607m2
  3.0m
  .810m3
  6.21m2
  3.0m
  .60m
  .60m
  .311m2
  .311m2
  1.43m2
  1.37m2
  1.37m2
  4.0m
  1.92m3
  11.04m2
  4.0m
  .80m
  .80m
  .552m2
  .552m2
  2.54m2
  2.43m2
  2.43m2
  5.0m
  3.75m3
  17.25m2
  5.0m
  1.0m
  1.0m
  .863m2
  .863m2
  3.97m2
  3.80m2
  3.80m2
  6.0m
  6.48m3
  24.84m2
  6.0m
  1.2m
  1.2m
  1.24m2
  1.24m2
  5.71m2
  5.46m2
  5.46m2
  7.0m
  10.29m3
  33.81m2
  7.0m
  1.4m
  1.4m
  1.69m2
  1.69m2
  7.78m2
  7.44m2
  7.44m2
  8.0m
  15.36m3
  44.16m2
  8.0m
  1.6m
  1.6m
  2.21m2
  2.21m2
  1.16m2
  9.72m2
  9.72m2
  10m
  30.00m3
  69.00m2
  10.0m
  2.0m
  2.0m
  3.45m2
  3.45m2
  15.9m2
  15.2m2
  15.2m2
  12m
  51.84m3
  99.36m2
  12.0m
  2.4m
  2.4m
  4.97m2
  4.97m2
  22.9m2
  21.9m2
  21.9m2
  15m
  101.3m3
  155.3m2
  15.0m
  3.0m
  3.0m
  7.77m2
  7.77m2
  35.7m2
  34.2m2
  34.2m2
  20m
  24.0m3
  276.0m2
  20.0m
  4.0m
  4.0m
  13.8m2
  13.8m2
  63.5m2
  6.72m2
  6.72m2
  25m
  468.8m3
  431.3m2
  25.0m
  5.0m
  5.0m
  21.6m2
  21.6m2
  99.1m2
  94.9m2
  94.9m2
  30m
  810.0m3
  621.0m2
  30.0m
  6.0m
  6.0m
  31.1m2
  31.1m2
  142.8m2
  136.6m2
  136.6m2
  35m
  1286.m3
  845.3m2
  35.0m
  7.0m
  7.0m
  42.3m2
  42.3m2
  194.4m2
  186.0m2
  186.0m2
  40m
  1920.m3
  1104.m2
  40.0m
  8.0m
  8.0m
  55.2m2
  55.2m2
  253.9m2
  242.9m2
  242.9m2
  45m
  2734.m3
  1397.m2
  45.0m
  9.0m
  9.0m
  69.9m2
  69.9m2
  321.4m2
  307.4m2
  307.4m2
  50m
  3750.m3
  1725.m2
  50.0m
  10.0m
  10.0m
  86.3m2
  86.3m2
  396.8m2
  379.5m2
  379.5m2
  60m
  6480.m3
  2484.m2
  60.0m
  12.0m
  12.0m
  124.2m2
  124.2m2
  571.3m2
  546.5m2
  546.5m2
  70m
  10290m3
  3381.m2
  70.0m
  14.0m
  14.0m
  169.1m2
  169.1m2
  777.6m2
  743.8m2
  743.8m2
  80m
  15360m3
  4416.m2
  80.0m
  16.0m
  16.0m
  220.8m2
  202.8m2
  1016.m2
  971.5m2
  971.5m2
  90m
  21870m3
  5589.m2
  90.0m
  18.0m
  18.0m
  279.5m2
  279.5m2
  1285.m2
  1230.m2
  1230.m2
  100m
  30000m3
  6900.m2
  100.0m
  20.0m
  20.0m
  345.0m2
  345.0m2
  1587.m2
  1518.m2
  1518.m2
  120m
  51840m3
  9936.m2
  120.0m
  24.0m
  24.0m
  496.8m2
  496.8m2
  2285.m2
  2186.m2
  2186.m2
  150m
  101250m3
  15525m2
  150.0m
  30.0m
  30.0m
  776.3m2
  776.3m2
  3571.m2
  3416.m2
  3416.m2
  200m
  240000m3
  27600m2
  200.0m
  40.0m
  40.0m
  1380.m2
  1380.m2
  6348.m2
  6072.m2
  6072.m2
  250m
  468750m3
  43125m2
  250.0m
  50.0m
  50.0m
  2156.m2
  2156.m2
  9919.m2
  9488.m2
  9488.m2
  300m
  810000m3
  62100m2
  300.0m
  60.0m
  60.0m
  3105.m2
  3105.m2
  14283m2
  13662m2
  13662m2
  400m
  1.92 x 106m3 110400m2
  400.0m
  80.0m
  80.0m
  5520.m2
  5520.m2
  25392m2
  24288m2
  24288m2
  500m
  3.75 x 106m3 172500m2
  500.0m
  100.0m
  100.0m
  8625.m2
  8625.m2
  39675m2
  37950m2
  37950m2
  600m
  6.48 x 106m3 248400m2
  600.0m
  120.0m
  120.0m
  12420m2
  12420m2
  57132m2
  54648m2
  54648m2
  700m
  1.3 x 106m3
  338100m2
  700.0m
  140.0m
  140.0m
  16905m2
  16905m2
  77763m2
  74382m2
  74382m2
  800m
  15.4 x 106m3 441600m2
  800.0m
  160.0m
  160.0m
  22080m2
  22080m2
  101568m2
  97152m2
  97152m2
  900m
  21.9 x 106m3 558900m2
  900.0m
  180.0m
  180.0m
  27945m2
  27945m2
  128547m2
  122958m2
  122958m2
  1000m
  3.0 x 106m3
  690000m2
  1000.0m
  200.0m
  200.0m
  34500m2
  34500m2
  158700m2
  151800m2
  151800m2
  STRUCTURE
  141
  141
  CYLINDER1
  Area = Length2 x .69
  Volume = Length3 x .03
  F:05% R:05% S:23% T:22% B:22%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .001m3
  .083m2
  .50m
  .05m
  .05m
  .003m2
  .003m2
  .020m2
  .020m2
  .020m2
  1.0m
  .008m3
  .330m2
  1.0m
  .10m
  .10m
  .010m2
  .001m2
  .079m2
  .076m2
  .076m2
  1.5m
  .027m3
  .743m2
  1.5m
  .15m
  .15m
  .022m2
  .022m2
  .178m2
  .171m2
  .171m2
  2.0m
  .064m3
  1.32m2
  2.0m
  .20m
  .20m
  .040m2
  .040m2
  .317m2
  .304m2
  .304m2
  3.0m
  .216m3
  2.97m2
  3.0m
  .30m
  .30m
  .089m2
  .089m2
  .713m2
  .683m2
  .683m2
  4.0m
  .512m3
  5.28m2
  4.0m
  .40m
  .40m
  .158m2
  .158m2
  1.27m2
  1.21m2
  1.21m2
  5.0m
  1.00m3
  8.25m2
  5.0m
  .50m
  .50m
  .248m2
  .248m2
  1.98m2
  1.90m2
  1.90m2
  6.0m
  1.73m3
  11.88m2
  6.0m
  .60m
  .60m
  .356m2
  .356m2
  2.85m2
  2.73m2
  2.73m2
  7.0m
  2.74m3
  16.17m2
  7.0m
  .70m
  .70m
  .485m2
  .485m2
  3.88m2
  3.72m2
  3.72m2
  8.0m
  4.10m3
  21.12m2
  8.0m
  .80m
  .80m
  .634m2
  .634m2
  5.07m2
  4.86m2
  4.86m2
  10m
  8.00m3
  33.00m2
  10.0m
  1.0m
  1.0m
  .990m2
  .990m2
  7.92m2
  7.59m2
  7.59m2
  12m
  13.82m3
  47.52m2
  12.0m
  1.2m
  1.2m
  1.43m2
  1.43m2
  11.4m2
  10.9m2
  10.9m2
  15m
  27.00m3
  74.25m2
  15.0m
  1.5m
  1.5m
  2.23m2
  2.23m2
  17.8m2
  17.1m2
  17.1m2
  20m
  64.00m3
  132.0m2
  20.0m
  2.0m
  2.0m
  3.96m2
  3.96m2
  31.7m2
  30.4m2
  30.4m2
  25m
  125.0m3
  206.3m2
  25.0m
  2.5m
  2.5m
  6.19m2
  6.19m2
  49.5m2
  47.4m2
  47.4m2
  30m
  216.0m3
  297.0m2
  30.0m
  3.0m
  3.0m
  8.91m2
  8.91m2
  71.3m2
  68.3m2
  68.3m2
  35m
  343.0m3
  404.3m2
  35.0m
  3.5m
  3.5m
  12.1m2
  12.1m2
  97.0m2
  93.0m2
  93.0m2
  40m
  512.0m3
  528.0m2
  40.0m
  4.0m
  4.0m
  15.8m2
  15.8m2
  126.7m2
  121.4m2
  121.4m2
  45m
  729.0m3
  668.3m2
  45.0m
  4.5m
  4.5m
  20.0m2
  20.0m2
  160.4m2
  153.7m2
  153.7m2
  50m
  1000.m3
  825.0m2
  50.0m
  5.0m
  5.0m
  24.8m2
  24.8m2
  198.0m2
  189.8m2
  189.8m2
  60m
  1728.m3
  1188.m2
  60.0m
  6.0m
  6.0m
  35.6m2
  35.6m2
  285.1m2
  273.2m2
  273.2m2
  70m
  2744.m3
  1617.m2
  70.0m
  7.0m
  7.0m
  48.5m2
  48.5m2
  388.1m2
  371.9m2
  371.9m2
  80m
  4096.m3
  2112.m2
  80.0m
  8.0m
  8.0m
  63.4m2
  63.4m2
  506.9m2
  485.8m2
  485.8m2
  90m
  5832.m3
  2673.m2
  90.0m
  9.0m
  9.0m
  80.2m2
  80.2m2
  641.5m2
  614.8m2
  614.8m2
  100m
  8000.m3
  3300.m2
  100.0m
  10.0m
  10.0m
  99.0m2
  99.0m2
  792.0m2
  759.0m2
  759.0m2
  120m
  13824m3
  4752.m2
  120.0m
  12.0m
  12.0m
  142.6m2
  142.6m2
  1140.m2
  1093.m2
  1093.m2
  150m
  27000m3
  7425.m2
  150.0m
  15.0m
  15.0m
  222.8m2
  222.8m2
  1782.m2
  1708.m2
  1708.m2
  200m
  64000m3
  13200m2
  200.0m
  20.0m
  20.0m
  396.0m2
  396.0m2
  3168.m2
  3036.m2
  3036.m2
  250m
  125000m3
  20625m2
  250.0m
  25.0m
  25.0m
  618.8m2
  618.8m2
  4950.m2
  4744.m2
  4744.m2
  300m
  216000m3
  29700m2
  300.0m
  30.0m
  30.0m
  891.0m2
  891.0m2
  7128.m2
  6831.m2
  6831.m2
  400m
  512000m3
  52800m2
  400.0m
  40.0m
  40.0m
  1584.m2
  1584.m2
  12672m2
  12144m2
  12144m2
  500m
  1.00 x 106m3
  82500m2
  500.0m
  50.0m
  50.0m
  2475.m2
  2475.m2
  19800m2
  18975m2
  18975m2
  600m
  1.73 x 106m3 118800m2
  600.0m
  60.0m
  60.0m
  3564.m2
  3564.m2
  28512m2
  27324m2
  27324m2
  700m
  2.74 x 106m3 161700m2
  700.0m
  70.0m
  70.0m
  4851.m2
  4851.m2
  38808m2
  37191m2
  37191m2
  800m
  4.10 x 106m3 211200m2
  800.0m
  80.0m
  80.0m
  6336.m2
  6336.m2
  50688m2
  48576m2
  48576m2
  900m
  5.83 x 106m3 267300m2
  900.0m
  90.0m
  90.0m
  8019.m2
  8019.m2
  64152m2
  61479m2
  61479m2
  1000m
  8.00 x 106m3 330000m2
  1000.0m
  100.0m
  100.0m
  9900.m2
  9900.m2
  79200m2
  75900m2
  75900m2
  STRUCTURE
  142
  142
  CYLINDER2
  Area = Length2 x .33
  Volume = Length3 x .008
  F:03% R:03% S:24% T:23% B:23%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .002m3
  .138m2
  .50m
  .10m
  .05m
  .003m2
  .003m2
  .028m2
  .050m2
  .028m2
  1.0m
  .016m3
  .550m2
  1.0m
  .20m
  .10m
  .011m2
  .011m2
  .110m2
  .198m2
  .110m2
  1.5m
  .054m3
  1.24m2
  1.5m
  .30m
  .15m
  .025m2
  .025m2
  .248m2
  .446m2
  .248m2
  2.0m
  .128m3
  2.20m2
  2.0m
  .40m
  .20m
  .044m2
  .044m2
  .440m2
  .792m2
  .440m2
  3.0m
  .432m3
  4.95m2
  3.0m
  .60m
  .30m
  .099m2
  .099m2
  .990m2
  1.78m2
  .990m2
  4.0m
  1.02m3
  8.80m2
  4.0m
  .80m
  .40m
  .176m2
  .176m2
  1.76m2
  3.17m2
  1.76m2
  5.0m
  2.00m3
  13.8m2
  5.0m
  1.0m
  .50m
  .275m2
  .275m2
  2.75m2
  4.95m2
  2.75m2
  6.0m
  3.46m3
  19.8m2
  6.0m
  1.2m
  .60m
  .396m2
  .396m2
  3.96m2
  7.13m2
  3.96m2
  7.0m
  5.49m3
  27.0m2
  7.0m
  1.4m
  .70m
  .539m2
  .539m2
  5.39m2
  9.70m2
  5.39m2
  8.0m
  8.19m3
  35.2m2
  8.0m
  1.6m
  .80m
  .704m2
  .704m2
  7.04m2
  12.7m2
  7.04m2
  10m
  16.0m3
  55.0m2
  10.0m
  2.0m
  1.0m
  1.10m2
  1.10m2
  11.0m2
  19.8m2
  11.0m2
  12m
  27.6m3
  79.2m2
  12.0m
  2.4m
  1.2m
  1.58m2
  1.58m2
  15.8m2
  28.5m2
  15.8m2
  15m
  54.0m3
  123.8m2
  15.0m
  3.0m
  1.5m
  2.48m2
  2.48m2
  24.8m2
  44.6m2
  24.8m2
  20m
  128.0m3
  220.0m2
  20.0m
  4.0m
  2.0m
  4.40m2
  4.40m2
  44.0m2
  79.2m2
  44.0m2
  25m
  250.0m3
  343.8m2
  25.0m
  5.0m
  2.5m
  6.88m2
  6.88m2
  68.8m2
  123.8m2
  68.8m2
  30m
  432.0m3
  495.0m2
  30.0m
  6.0m
  3.0m
  9.90m2
  9.90m2
  99.0m2
  178.2m2
  99.0m2
  35m
  686.0m3
  673.8m2
  35.0m
  7.0m
  3.5m
  13.5m2
  13.5m2
  134.8m2
  242.6m2
  134.8m2
  40m
  1024.m3
  880.0m2
  40.0m
  8.0m
  4.0m
  17.6m2
  17.6m2
  176.0m2
  316.8m2
  176.0m2
  45m
  1458.m3
  1114.m2
  45.0m
  9.0m
  4.5m
  22.3m2
  22.3m2
  222.8m2
  401.0m2
  222.8m2
  50m
  2000.m3
  1375.m2
  50.0m
  10.0m
  5.0m
  27.5m2
  27.5m2
  275.0m2
  495.0m2
  275.0m2
  60m
  3456.m3
  1980.m2
  60.0m
  12.0m
  6.0m
  39.6m2
  39.6m2
  396.0m2
  712.8m2
  396.0m2
  70m
  5488.m3
  2695.m2
  70.0m
  14.0m
  7.0m
  53.9m2
  53.9m2
  539.0m2
  970.2m2
  539.0m2
  80m
  8192.m3
  3520.m2
  80.0m
  16.0m
  8.0m
  70.4m2
  70.4m2
  704.0m2
  1267.m2
  704.0m2
  90m
  11664m3
  4455.m2
  90.0m
  18.0m
  9.0m
  89.1m2
  89.1m2
  891.0m2
  1604.m2
  891.0m2
  100m
  16000m3
  5500.m2
  100.0m
  20.0m
  10.0m
  110.0m2
  110.0m2
  1100.m2
  1980.m2
  1100.m2
  120m
  27648m3
  7920.m2
  120.0m
  24.0m
  12.0m
  158.4m2
  158.4m2
  1584.m2
  2851.m2
  1584.m2
  150m
  54000m3
  12375m2
  150.0m
  30.0m
  15.0m
  247.5m2
  247.5m2
  2475.m2
  4455.m2
  2475.m2
  200m
  128000m3
  22000m2
  200.0m
  40.0m
  20.0m
  440.0m2
  440.0m2
  4400.m2
  7920.m2
  4400.m2
  250m
  250000m3
  34375m2
  250.0m
  50.0m
  25.0m
  687.5m2
  687.5m2
  6875.m2
  12375m2
  6875.m2
  300m
  432000m3
  49500m2
  300.0m
  60.0m
  30.0m
  990.0m2
  990.0m2
  9900.m2
  17820m2
  9900.m2
  400m
  1.02 x 106m3
  88000m2
  400.0m
  80.0m
  40.0m
  1760.m2
  1760.m2
  17600m2
  31680m2
  17600m2
  500m
  2.00 x 106m3 137500m2
  500.0m
  100.0m
  50.0m
  2750.m2
  2750.m2
  27500m2
  49500m2
  27500m2
  600m
  3.46 x 106m3 198000m2
  600.0m
  120.0m
  60.0m
  3960.m2
  3960.m2
  39600m2
  71280m2
  39600m2
  700m
  5.49 x 106m3 269500m2
  700.0m
  140.0m
  70.0m
  5390.m2
  5390.m2
  53900m2
  97020m2
  53900m2
  800m
  8.19 x 106m3 352000m2
  800.0m
  160.0m
  80.0m
  7040.m2
  7040.m2
  70400m2
  126720m2
  70400m2
  900m
  11.7 x 106m3 445500m2
  900.0m
  180.0m
  90.0m
  8910.m2
  8910.m2
  89100m2
  160380m2
  89100m2
  1000m
  16.0 x 106m3 550000m2
  1000.0m
  200.0m
  100.0m
  11000m2
  11000m2
  110000m2
  198000m2
  110000m2
  STRUCTURE
  143
  143
  HALF CYLINDER1
  Area = Length2 x .55
  Volume = Length3 x .016
  F:02% R:02% S:20% T:36% B:20%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .0005m3
  .068m2
  .50m
  .05m
  .03m
  .000m2
  .000m2
  .014m2
  .026m2
  .014m2
  1.0m
  .004m3
  .270m2
  1.0m
  .10m
  .05m
  .003m2
  .003m2
  .054m2
  .103m2
  .054m2
  1.5m
  .014m3
  .608m2
  1.5m
  .15m
  .08m
  .006m2
  .006m2
  .122m2
  .231m2
  .122m2
  2.0m
  .032m3
  1.08m2
  2.0m
  .20m
  .10m
  .011m2
  .011m2
  .216m2
  .4104m2
  .216m2
  3.0m
  .108m3
  2.43m2
  3.0m
  .30m
  .15m
  .024m2
  .024m2
  .486m2
  .9234m2
  .486m2
  4.0m
  .256m3
  4.32m2
  4.0m
  .40m
  .20m
  .043m2
  .043m2
  .864m2
  1.64m2
  .864m2
  5.0m
  .500m3
  6.75m2
  5.0m
  .50m
  .25m
  .068m2
  .068m2
  1.35m2
  2.57m2
  1.35m2
  6.0m
  .864m3
  9.72m2
  6.0m
  .60m
  .30m
  .097m2
  .097m2
  1.94m2
  3.69m2
  1.94m2
  7.0m
  1.37m3
  13.2m2
  7.0m
  .70m
  .35m
  .132m2
  .132m2
  2.65m2
  5.03m2
  2.65m2
  8.0m
  2.05m3
  17.3m2
  8.0m
  .80m
  .40m
  .173m2
  .173m2
  3.46m2
  6.57m2
  3.46m2
  10m
  4.00m3
  27.0m2
  10.0m
  1.0m
  .50m
  .270m2
  .270m2
  5.40m2
  10.3m2
  5.40m2
  12m
  6.91m3
  38.9m2
  12.0m
  1.2m
  .60m
  .389m2
  .389m2
  7.78m2
  14.8m2
  7.78m2
  15m
  13.5m3
  60.8m2
  15.0m
  1.5m
  .75m
  .608m2
  .608m2
  12.2m2
  23.1m2
  12.2m2
  20m
  32.0m3
  108.0m2
  20.0m
  2.0m
  1.0m
  1.08m2
  1.08m2
  21.6m2
  41.0m2
  21.6m2
  25m
  62.5m3
  168.8m2
  25.0m
  2.5m
  1.3m
  1.69m2
  1.69m2
  33.8m2
  64.1m2
  33.8m2
  30m
  108.0m3
  243.0m2
  30.0m
  3.0m
  1.5m
  2.43m2
  2.43m2
  48.6m2
  92.3m2
  48.6m2
  35m
  171.5m3
  330.8m2
  35.0m
  3.5m
  1.8m
  3.31m2
  3.31m2
  66.2m2
  125.7m2
  66.2m2
  40m
  256.0m3
  432.0m2
  40.0m
  4.0m
  2.0m
  4.32m2
  4.32m2
  86.4m2
  164.1m2
  86.4m2
  45m
  364.5m3
  546.8m2
  45.0m
  4.5m
  2.3m
  5.47m2
  5.47m2
  109.4m2
  207.8m2
  109.4m2
  50m
  500m3
  675.0m2
  50.0m
  5.0m
  2.5m
  6.75m2
  6.75m2
  135.0m2
  256.5m2
  135.0m2
  60m
  864m3
  972.0m2
  60.0m
  6.0m
  3.0m
  9.72m2
  9.72m2
  194.4m2
  369.4m2
  194.4m2
  70m
  1372m3
  1323.m2
  70.0m
  7.0m
  3.5m
  13.2m2
  13.2m2
  264.6m2
  502.7m2
  264.6m2
  80m
  2048m3
  1728.m2
  80.0m
  8.0m
  4.0m
  17.3m2
  17.3m2
  345.6m2
  656.6m2
  345.6m2
  90m
  2916m3
  2187.m2
  90.0m
  9.0m
  4.5m
  21.9m2
  21.9m2
  437.4m2
  831.1m2
  437.4m2
  100m
  4000m3
  2700.m2
  100.0m
  10.0m
  5.0m
  27.0m2
  27.0m2
  540.0m2
  1026.m2
  540.0m2
  120m
  6912m3
  3888.m2
  120.0m
  12.0m
  6.0m
  38.9m2
  38.9m2
  777.6m2
  1477.m2
  777.6m2
  150m
  13500m3
  6075.m2
  150.0m
  15.0m
  7.5m
  60.8m2
  60.8m2
  1215.m2
  2309.m2
  1215.m2
  200m
  32000m3
  10800m2
  200.0m
  20.0m
  10.0m
  108.0m2
  108.0m2
  2160.m2
  4104.m2
  2160.m2
  250m
  62500m3
  16875m2
  250.0m
  25.0m
  12.5m
  168.8m2
  168.8m2
  3375.m2
  6413.m2
  3375.m2
  300m
  108000m3
  24300m2
  300.0m
  30.0m
  15.0m
  243.0m2
  243.0m2
  4860.m2
  9234.m2
  4860.m2
  400m
  256000m3
  43200m2
  400.0m
  40.0m
  20.0m
  432.0m2
  432.0m2
  8640.m2
  16416m2
  8640.m2
  500m
  500000m3
  67500m2
  500.0m
  50.0m
  25.0m
  675.0m2
  675.0m2
  13500m2
  25650m2
  13500m2
  600m
  864000m3
  97200m2
  600.0m
  60.0m
  30.0m
  972.0m2
  972.0m2
  19440m2
  36936m2
  19440m2
  700m
  1.37 x 106m3 132300m2
  700.0m
  70.0m
  35.0m
  1323.m2
  1323.m2
  26460m2
  50274m2
  26460m2
  800m
  2.05 x 106m3 172800m2
  800.0m
  80.0m
  40.0m
  1728.m2
  1728.m2
  34560m2
  65664m2
  34560m2
  900m
  2.92 x 106m3 218700m2
  900.0m
  90.0m
  45.0m
  2187.m2
  2187.m2
  43740m2
  83106m2
  43740m2
  1000m
  4.00 x 106m3 270000m2
  1000.0m
  100.0m
  50.0m
  2700.m2
  2700.m2
  54000m2
  102600m2
  54000m2
  STRUCTURE
  144
  144
  HALF CYLINDER2
  Area = Length2 x .27
  Volume = Length3 x .004
  F:01% R:01% S:20% T:36% B:20%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .006m3
  .150m2
  .05m
  .15m
  .08m
  .012m2
  .012m2
  .017m2
  .075m2
  .018m2
  1.0m
  .045m3
  .600m2
  1.0m
  .30m
  .15m
  .048m2
  .048m2
  .066m2
  .300m2
  .072m2
  1.5m
  .151m3
  1.35m2
  1.5m
  .45m
  .23m
  .108m2
  .108m2
  .149m2
  .675m2
  .162m2
  2.0m
  .360m3
  2.40m2
  2.0m
  .60m
  .30m
  .192m2
  .192m2
  .264m2
  1.20m2
  .288m2
  3.0m
  1.22m3
  5.40m2
  3.0m
  .90m
  .45m
  .432m2
  .432m2
  .594m2
  2.70m2
  .648m2
  4.0m
  2.88m3
  9.60m2
  4.0m
  1.2m
  .60m
  .768m2
  .768m2
  1.06m2
  4.80m2
  1.15m2
  5.0m
  5.63m3
  15.0m2
  5.0m
  1.5m
  .75m
  1.20m2
  1.20m2
  1.65m2
  7.50m2
  1.80m2
  6.0m
  9.72m3
  21.6m2
  6.0m
  1.8m
  .90m
  1.73m2
  1.72m2
  2.38m2
  10.8m2
  2.59m2
  7.0m
  15.4m3
  29.4m2
  7.0m
  2.1m
  1.1m
  2.35m2
  2.35m2
  3.23m2
  14.7m2
  3.53m2
  8.0m
  23.0m3
  38.4m2
  8.0m
  2.4m
  1.2m
  3.07m2
  3.07m2
  4.22m2
  19.2m2
  4.61m2
  10m
  45.0m3
  60.0m2
  10.0m
  3.0m
  1.5m
  4.80m2
  4.80m2
  6.60m2
  30.0m2
  7.20m2
  12m
  77.8m3
  86.4m2
  12.0m
  3.6m
  1.8m
  6.91m2
  6.91m2
  9.50m2
  43.2m2
  10.4m2
  15m
  151.9m3
  135.0m2
  15.0m
  4.5m
  2.3m
  10.8m2
  10.8m2
  14.9m2
  67.5m2
  16.2m2
  20m
  360.0m3
  240.0m2
  20.0m
  6.0m
  3.0m
  19.2m2
  19.2m2
  26.4m2
  120.0m2
  28.8m2
  25m
  703.1m3
  375.0m2
  25.0m
  7.5m
  3.8m
  30.0m2
  30.0m2
  41.3m2
  187.5m2
  45.0m2
  30m
  1215.m3
  540.0m2
  30.0m
  9.0m
  4.5m
  43.2m2
  43.2m2
  59.4m2
  270.0m2
  64.8m2
  35m
  1929.m3
  735.0m2
  35.0m
  10.5m
  5.3m
  58.8m2
  58.8m2
  80.9m2
  367.5m2
  88.2m2
  40m
  2880.m3
  960.0m2
  40.0m
  12.0m
  6.0m
  76.8m2
  76.8m2
  105.6m2
  480.0m2
  115.2m2
  45m
  4101.m3
  1215.m2
  45.0m
  13.5m
  6.8m
  97.2m2
  97.2m2
  133.7m2
  607.5m2
  145.8m2
  50m
  5625.m3
  1500.m2
  50.0m
  15.0m
  7.5m
  120.0m2
  120.0m2
  165.0m2
  750.0m2
  180.0m2
  60m
  9720.m3
  2160.m2
  60.0m
  18.0m
  9.0m
  172.8m2
  172.8m2
  237.6m2
  1080.m2
  259.2m2
  70m
  15435m3
  2940.m2
  70.0m
  21.0m
  10.5m
  235.2m2
  235.2m2
  323.4m2
  1470.m2
  352.8m2
  80m
  23040m3
  3840.m2
  80.0m
  24.0m
  12.0m
  307.2m2
  307.2m2
  422.4m2
  1920.m2
  460.8m2
  90m
  32805m3
  4860.m2
  90.0m
  27.0m
  13.5m
  388.8m2
  388.8m2
  534.6m2
  2430.m2
  583.2m2
  100m
  45000m3
  6000.m2
  100.0m
  30.0m
  15.0m
  480.0m2
  480.0m2
  660.0m2
  3000.m2
  720.0m2
  120m
  77760m3
  8640.m2
  120.0m
  36.0m
  18.0m
  691.2m2
  691.2m2
  950.4m2
  4320.m2
  1037.m2
  150m
  151875m3
  13500m2
  150.0m
  45.0m
  22.5m
  1080.m2
  1080.m2
  1485.m2
  6750.m2
  1620.m2
  200m
  360000m3
  24000m2
  200.0m
  60.0m
  30.0m
  1920.m2
  1920.m2
  2640.m2
  12000m2
  2880.m2
  250m
  703125m3
  37500m2
  250.0m
  75.0m
  37.5m
  3000.m2
  3000.m2
  4125.m2
  18750m2
  4500.m2
  300m
  1.22 x 106m3
  54000m2
  300.0m
  90.0m
  45.0m
  4320.m2
  4320.m2
  5940.m2
  27000m2
  6480.m2
  400m
  2.88 x 106m3
  96000m2
  400.0m
  120.0m
  60.0m
  7680.m2
  7680.m2
  10560m2
  48000m2
  11520m2
  500m
  5.63 x 106m3 150000m2
  500.0m
  150.0m
  75.0m
  12000m2
  12000m2
  16500m2
  75000m2
  18000m2
  600m
  9.72 x 106m3 216000m2
  600.0m
  180.0m
  90.0m
  17280m2
  17280m2
  23760m2
  108000m2
  25920m2
  700m
  15.4 x 106m3 294000m2
  700.0m
  210.0m
  105.0m
  23520m2
  23520m2
  32340m2
  147000m2
  35280m2
  800m
  23.0 x 106m3 384000m2
  800.0m
  240.0m
  120.0m
  30720m2
  30720m2
  42240m2
  192000m2
  46080m2
  900m
  32.8 x 106m3 486000m2
  900.0m
  270.0m
  135.0m
  38880m2
  38880m2
  53460m2
  243000m2
  58320m2
  1000m
  45.0 x 106m3 600000m2
  1000.0m
  300.0m
  150.0m
  48000m2
  48000m2
  66000m2
  300000m2
  72000m2
  STRUCTURE
  145
  145
  PRISM1
  Area = Length2 x .60
  Volume = Length3 x .045
  F:08% R:08% S:11% T:50% B:12%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .0006m3
  .063m2
  .50m
  .05m
  .03m
  .001m2
  .001m2
  .011m2
  .025m2
  .013m2
  1.0m
  .005m3
  .250m2
  1.0m
  .10m
  .05m
  .005m2
  .005m2
  .045m2
  .100m2
  .050m2
  1.5m
  .017m3
  .563m2
  1.5m
  .15m
  .08m
  .011m2
  .011m2
  .101m2
  .225m2
  .113m2
  2.0m
  .040m3
  1.00m2
  2.0m
  .20m
  .10m
  .020m2
  .020m2
  .180m2
  .400m2
  .200m2
  3.0m
  .135m3
  2.25m2
  3.0m
  .30m
  .15m
  .045m2
  .045m2
  .405m2
  .900m2
  .450m2
  4.0m
  .320m3
  4.00m2
  4.0m
  .40m
  .20m
  .080m2
  .080m2
  .720m2
  1.60m2
  .800m2
  5.0m
  .625m3
  6.25m2
  5.0m
  .50m
  .25m
  .125m2
  .125m2
  1.13m2
  2.50m2
  1.25m2
  6.0m
  1.08m3
  9.00m2
  6.0m
  .60m
  .30m
  .180m2
  .180m2
  1.62m2
  3.60m2
  1.80m2
  7.0m
  1.72m3
  12.3m2
  7.0m
  .70m
  .35m
  .245m2
  .245m2
  2.21m2
  4.90m2
  2.45m2
  8.0m
  2.56m3
  16.0m2
  8.0m
  .80m
  .40m
  .320m2
  .320m2
  2.88m2
  6.40m2
  3.20m2
  10m
  5.00m3
  25.0m2
  10.0m
  1.0m
  .50m
  .500m2
  .500m2
  4.50m2
  10.0m2
  5.00m2
  12m
  8.64m3
  36.0m2
  12.0m
  1.2m
  .60m
  .720m2
  .720m2
  6.48m2
  14.4m2
  7.20m2
  15m
  16.88m3
  56.3m2
  15.0m
  1.5m
  .75m
  1.13m2
  1.13m2
  10.1m2
  22.5m2
  11.3m2
  20m
  40.00m3
  100.0m2
  20.0m
  2.0m
  1.0m
  2.00m2
  2.00m2
  18.00m2
  40.0m2
  20.0m2
  25m
  78.13m3
  156.3m2
  25.0m
  2.5m
  1.3m
  3.13m2
  3.13m2
  28.1m2
  62.5m2
  31.3m2
  30m
  135.0m3
  225.0m2
  30.0m
  3.0m
  1.5m
  4.50m2
  4.50m2
  40.5m2
  90.0m2
  45.0m2
  35m
  214.4m3
  306.3m2
  35.0m
  3.5m
  1.8m
  6.13m2
  6.13m2
  55.1m2
  122.5m2
  61.3m2
  40m
  320.0m3
  400.0m2
  40.0m
  4.0m
  2.0m
  8.00m2
  8.00m2
  72.00m2
  160.0m2
  80.0m2
  45m
  455.6m3
  506.3m2
  45.0m
  4.5m
  2.3m
  10.1m2
  10.1m2
  91.13m2
  202.5m2
  101.3m2
  50m
  625.0m3
  625.0m2
  50.0m
  5.0m
  2.5m
  12.5m2
  12.5m2
  112.5m2
  250.0m2
  125.0m2
  60m
  1080.m3
  900.0m2
  60.0m
  6.0m
  3.0m
  18.0m2
  18.0m2
  162.0m2
  360.0m2
  180.0m2
  70m
  1715.m3
  1225.m2
  70.0m
  7.0m
  3.5m
  24.5m2
  24.5m2
  220.5m2
  490.0m2
  245.0m2
  80m
  2560.m3
  1600.m2
  80.0m
  8.0m
  4.0m
  32.0m2
  32.0m2
  288.0m2
  640.0m2
  320.0m2
  90m
  3645.m3
  2025.m2
  90.0m
  9.0m
  4.5m
  40.5m2
  40.5m2
  364.5m2
  810.0m2
  405.0m2
  100m
  5000.m3
  2500.m2
  100.0m
  10.0m
  5.0m
  50.0m2
  50.0m2
  450.0m2
  1000.m2
  500.0m2
  120m
  8640.m3
  3600.m2
  120.0m
  12.0m
  6.0m
  72.0m2
  72.0m2
  648.0m2
  1440.m2
  720.0m2
  150m
  16875m3
  5625.m2
  150.0m
  15.0m
  7.5m
  112.5m2
  112.5m2
  1013.m2
  2250.m2
  1125.m2
  200m
  40000m3
  10000m2
  200.0m
  20.0m
  10.0m
  200.0m2
  200.0m2
  1800.m2
  4000.m2
  2000.m2
  250m
  78125m3
  15625m2
  250.0m
  25.0m
  12.5m
  312.5m2
  312.5m2
  2813.m2
  6250.m2
  3125.m2
  300m
  135000m3
  22500m2
  300.0m
  30.0m
  15.0m
  450.0m2
  450.0m2
  4050.m2
  9000.m2
  4500.m2
  400m
  320000m3
  40000m2
  400.0m
  40.0m
  20.0m
  800.0m2
  800.0m2
  7200.m2
  16000m2
  8000.m2
  500m
  625000m3
  62500m2
  500.0m
  50.0m
  25.0m
  1250.m2
  1250.m2
  11250m2
  25000m2
  12500m2
  600m
  1.08 x 106m3
  90000m2
  600.0m
  60.0m
  30.0m
  1800.m2
  1800.m2
  16200m2
  36000m2
  18000m2
  700m
  1.72 x 106m3 122500m2
  700.0m
  70.0m
  35.0m
  2450.m2
  2450.m2
  22050m2
  49000m2
  24500m2
  800m
  2.56 x 106m3 160000m2
  800.0m
  80.0m
  40.0m
  3200.m2
  3200.m2
  28800m2
  64000m2
  32000m2
  900m
  3.65 x 106m3 202500m2
  900.0m
  90.0m
  45.0m
  4050.m2
  4050.m2
  36450m2
  81000m2
  40500m2
  1000m
  5.00 x 106m3 250000m2
  1000.0m
  100.0m
  50.0m
  5000.m2
  5000.m2
  45000m2
  100000m2
  50000m2
  STRUCTURE
  146
  146
  PRISM2
  Area = Length2 x .25
  Volume = Length3 x .005
  F:02% R:02% S:18% T:40% B:20%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .025m3
  .600m2
  .50m
  .50m
  .13m
  .054m2
  .054m2
  .048m2
  .198m2
  .198m2
  1.0m
  .200m3
  2.40m2
  1.0m
  1.0m
  .25m
  .216m2
  .216m2
  .192m2
  .792m2
  .792m2
  1.5m
  .675m3
  5.40m2
  1.5m
  1.5m
  .38m
  .486m2
  .486m2
  .432m2
  1.78m2
  1.78m2
  2.0m
  1.60m3
  9.60m2
  2.0m
  2.0m
  .50m
  .864m2
  .864m2
  .768m2
  3.17m2
  3.17m2
  3.0m
  5.40m3
  21.6m2
  3.0m
  3.0m
  .75m
  1.94m2
  1.94m2
  1.73m2
  7.13m2
  7.13m2
  4.0m
  12.8m3
  38.4m2
  4.0m
  4.0m
  1.00m
  3.46m2
  3.46m2
  3.07m2
  12.7m2
  12.7m2
  5.0m
  25.0m3
  60.0m2
  5.0m
  5.0m
  1.25m
  5.40m2
  5.40m2
  4.80m2
  19.8m2
  19.8m2
  6.0m
  43.2m3
  86.4m2
  6.0m
  6.0m
  1.50m
  7.78m2
  7.78m2
  6.91m2
  28.5m2
  28.5m2
  7.0m
  68.6m3
  117.6m2
  7.0m
  7.0m
  1.75m
  10.6m2
  10.6m2
  9.41m2
  38.8m2
  38.8m2
  8.0m
  102.4m3
  153.6m2
  8.0m
  8.0m
  2.00m
  13.8m2
  13.8m2
  12.3m2
  50.7m2
  50.7m2
  10m
  200.0m3
  240.0m2
  10.0m
  10.0m
  2.50m
  21.6m2
  21.6m2
  19.2m2
  79.2m2
  79.2m2
  12m
  345.6m3
  345.6m2
  12.0m
  12.0m
  3.00m
  31.1m2
  31.1m2
  27.7m2
  114.0m2
  114.0m2
  15m
  675.0m3
  540.0m2
  15.0m
  15.0m
  3.75m
  48.6m2
  48.6m2
  43.2m2
  178.2m2
  178.2m2
  20m
  1600.m3
  960.0m2
  20.0m
  20.0m
  5.00m
  86.4m2
  86.4m2
  76.8m2
  316.8m2
  316.8m2
  25m
  3125.m3
  1500.m2
  25.0m
  25.0m
  6.25m
  135.0m2
  135.0m2
  120.0m2
  495.0m2
  495.0m2
  30m
  5400.m3
  2160.m2
  30.0m
  30.0m
  7.50m
  194.4m2
  194.4m2
  172.8m2
  712.8m2
  712.8m2
  35m
  8575.m3
  2940.m2
  35.0m
  35.0m
  8.75m
  264.6m2
  264.6m2
  235.2m2
  970.2m2
  970.2m2
  40m
  12800m3
  3840.m2
  40.0m
  40.0m
  10.0m
  345.6m2
  345.6m2
  307.2m2
  1267.m2
  1267.m2
  45m
  18225m3
  4860.m2
  45.0m
  45.0m
  11.3m
  437.4m2
  437.4m2
  388.8m2
  1604.m2
  1604.m2
  50m
  25000m3
  6000.m2
  50.0m
  50.0m
  12.5m
  540.0m2
  540.0m2
  480.0m2
  1980.m2
  1980.m2
  60m
  43200m3
  8640.m2
  60.0m
  60.0m
  15.0m
  777.6m2
  777.6m2
  691.2m2
  2851.m2
  2851.m2
  70m
  68600m3
  11760m2
  70.0m
  70.0m
  17.5m
  1058.m2
  1058.m2
  940.8m2
  3881.m2
  3881.m2
  80m
  102400m3
  15360m2
  80.0m
  80.0m
  20.0m
  1382.m2
  1382.m2
  1229.m2
  5069.m2
  5069.m2
  90m
  145800m3
  19440m2
  90.0m
  90.0m
  22.5m
  1750.m2
  1750.m2
  1555.m2
  6415.m2
  6415.m2
  100m
  200000m3
  24000m2
  100.0m
  100.0m
  25.0m
  2160.m2
  2160.m2
  1920.m2
  7920.m2
  7920.m2
  120m
  345600m3
  34560m2
  120.0m
  120.0m
  30.0m
  3110.m2
  3110.m2
  2765.m2
  11405m2
  11405m2
  150m
  675000m3
  54000m2
  150.0m
  150.0m
  37.5m
  4860.m2
  4860m2
  4320.m2
  17820m2
  17820m2
  200m
  1.60 x 106m3
  96000m2
  200.0m
  200.0m
  50.0m
  8640.m2
  8640m2
  7680m2
  31680m2
  31680m2
  250m
  3.13 x 106m3 150000m2
  250.0m
  250.0m
  62.5m
  13500m2
  13500m2
  12000m2
  49500m2
  49500m2
  300m
  5.40 x 106m3 216000m2
  300.0m
  300.0m
  75.0m
  19440m2
  19440m2
  17280m2
  71280m2
  71280m2
  400m
  12.8 x 106m3 384000m2
  400.0m
  400.0m
  100.0m
  34560m2
  34560m2
  30720m2
  126720m2
  126720m2
  500m
  25.0 x 106m3 600000m2
  500.0m
  500.0m
  125.0m
  54000m2
  54000m2
  48000m2
  198000m2
  198000m2
  600m
  43.2 x 106m3 864000m2
  600.0m
  600.0m
  150.0m
  77760m2
  77760m2
  69120m2
  285120m2
  285120m2
  700m
  68.6 x 106m3 1.12 x 106m2
  700.0m
  700.0m
  175.0m
  105840m2
  105840m2
  94080m2
  388080m2
  388080m2
  800m
  102 x 106m3 1.54 x 106m2
  800.0m
  800.0m
  200.0m
  138240m2
  138240m2
  122880m2
  506880m2
  506880m2
  900m
  146 x 106m3 1.94 x 106m2
  900.0m
  900.0m
  225.0m
  174960m2
  174960m2
  155520m2
  641520m2
  641520m2
  1000m
  200 x 106m3 2.40 x 106m2
  1000.0m 1000.0m
  250.0m
  216000m2
  216000m2
  192000m2
  792000m2
  792000m2
  STRUCTURE
  147
  147
  DISK
  Area = Length2 x 2.4
  Volume = Length3 x .20
  F:09% R:09% S:08% T:33% B:33%
  
  Configurations
  Length
  Volume
  Area
  Length
  Width
  Depth
  Front area
  Rear area
  Side area (ea.)
  Top area
  Bottom area
  .50m
  .004m3
  .188m2
  .50m
  .30m
  .15m
  .034m2
  .023m2
  .032m2
  .034m2
  .034m2
  1.0m
  .030m3
  .750m2
  1.0m
  .60m
  .30m
  .135m2
  .090m2
  .128m2
  .135m2
  .135m2
  1.5m
  .101m3
  1.69m2
  1.5m
  .90m
  .45m
  .304m2
  .203m2
  .287m2
  .304m2
  .34m2
  2.0m
  .240m3
  3.00m2
  2.0m
  1.2m
  .60m
  .540m2
  .360m2
  .510m2
  .540m2
  .540m2
  3.0m
  .810m3
  6.75m2
  3.0m
  1.8m
  .90m
  1.22m2
  .810m2
  1.15m2
  1.22m2
  1.22m2
  4.0m
  1.92m3
  12.0m2
  4.0m
  2.4m
  1.2m
  2.16m2
  1.44m2
  2.04m2
  2.16m2
  2.16m2
  5.0m
  3.75m3
  18.8m2
  5.0m
  3.0m
  1.5m
  3.38m2
  2.25m2
  3.19m2
  3.38m2
  3.38m2
  6.0m
  6.48m3
  27.0m2
  6.0m
  3.6m
  1.8m
  4.86m2
  3.24m2
  4.59m2
  4.86m2
  4.86m2
  7.0m
  10.3m3
  36.8m2
  7.0m
  4.2m
  2.1m
  6.62m2
  4.41m2
  6.25m2
  6.62m2
  6.62m2
  8.0m
  15.4m3
  48.0m2
  8.0m
  4.8m
  2.4m
  8.64m2
  5.76m2
  8.16m2
  8.64m2
  8.64m2
  10m
  30.0m3
  75.0m2
  10.0m
  6.0m
  3.0m
  13.5m2
  9.00m2
  12.8m2
  13.5m2
  13.5m2
  12m
  51.8m3
  108.0m2
  12.0m
  7.2m
  3.6m
  19.4m2
  13.0m2
  18.4m2
  19.4m2
  19.4m2
  15m
  101.3m3
  168.8m2
  15.0m
  9.0m
  4.5m
  30.4m2
  20.3m2
  28.7m2
  30.4m2
  30.4m2
  20m
  240.0m3
  300.0m2
  20.0m
  12.0m
  6.0m
  54.0m2
  36.0m2
  51.0m2
  54.0m2
  54.0m2
  25m
  468.8m3
  468.8m2
  25.0m
  15.0m
  7.5m
  84.4m2
  56.3m2
  79.7m2
  84.4m2
  84.4m2
  30m
  810.0m3
  675.0m2
  30.0m
  18.0m
  9.0m
  121.5m2
  81.0m2
  114.8m2
  121.5m2
  121.5m2
  35m
  1286.m3
  918.8m2
  35.0m
  21.0m
  10.5m
  165.4m2
  110.3m2
  156.2m2
  165.4m2
  165.4m2
  40m
  1920.m3
  1200.m2
  40.0m
  24.0m
  12.0m
  216.0m2
  144.0m2
  204.0m2
  216.0m2
  216.0m2
  45m
  2734.m3
  1519.m2
  45.0m
  27.0m
  13.5m
  273.4m2
  182.3m2
  258.2m2
  273.4m2
  273.4m2
  50m
  3750.m3
  1875.m2
  50.0m
  30.0m
  15.0m
  337.5m2
  225.0m2
  318.8m2
  337.5m2
  337.5m2
  60m
  6480.m3
  2700.m2
  60.0m
  36.0m
  18.0m
  486.0m2
  324.0m2
  459.0m2
  486.0m2
  486.0m2
  70m
  10290m3
  3675.m2
  70.0m
  42.0m
  21.0m
  661.5m2
  441.0m2
  624.8m2
  661.5m2
  661.5m2
  80m
  15360m3
  4800.m2
  80.0m
  48.0m
  24.0m
  864.0m2
  576.0m2
  816.0m2
  864.0m2
  864.0m2
  90m
  21870m3
  6075.m2
  90.0m
  54.0m
  27.0m
  1094.m2
  729.0m2
  1033.m2
  1094.m2
  1094.m2
  100m
  30000m3
  7500.m2
  100.0m
  60.0m
  30.0m
  1350.m2
  900.0m2
  1275.m2
  1350.m2
  1350.m2
  120m
  51840m3
  10800m2
  120.0m
  72.0m
  36.0m
  1944.m2
  1296.m2
  1836.m2
  1944.m2
  1944.m2
  150m
  101250m3
  16875m2
  150.0m
  90.0m
  45.0m
  3038.m2
  2025.m2
  2869.m2
  3038.m2
  3038.m2
  200m
  240000m3
  30000m2
  200.0m
  120.0m
  60.0m
  5400.m2
  3600.m2
  5100.m2
  5400.m2
  5400.m2
  250m
  468750m3
  46875m2
  250.0m
  150.0m
  75.0m
  8438.m2
  5625.m2
  7969.m2
  8438.m2
  8438.m2
  300m
  810000m3
  67500m2
  300.0m
  180.0m
  90.0m
  12150m2
  8100.m2
  11475m2
  12150m2
  12150m2
  400m
  1.92 x 106m3 120000m2
  400.0m
  240.0m
  120.0m
  21600m2
  14400m2
  20400m2
  21600m2
  21600m2
  500m
  3.75 x 106m3 187500m2
  500.0m
  300.0m
  150.0m
  33750m2
  22500m2
  31875m2
  33750m2
  33750m2
  600m
  6.48 x 106m3 270000m2
  600.0m
  360.0m
  180.0m
  48600m2
  32400m2
  45900m2
  48600m2
  48600m2
  700m
  10.3 x 106m3 367500m2
  700.0m
  420.0m
  210.0m
  66150m2
  44100m2
  62475m2
  66150m2
  66150m2
  800m
  15.4 x 106m3 480000m2
  800.0m
  480.0m
  240.0m
  86400m2
  57600m2
  81600m2
  86400m2
  86400m2
  900m
  21.9 x 106m3 607500m2
  900.0m
  540.0m
  270.0m
  109350m2
  72900m2
  103275m2
  109350m2
  109350m2
  1000m
  30.0 x 106m3 750000m2
  1000.0m
  600.0m
  300.0m
  135000m2
  90000m2
  127500m2
  135000m2
  135000m2
  STRUCTURE
  148
  148
  WEDGE
  Area = Length2 x .75
  Volume = Length3 x .03
  F:18% R:12% S:17% T:18% B:18%
  
  Structure AV
  Mass
  Stat
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  1
  .10
  .14
  .22
  .32
  .44
  .71
  1.0
  1.4
  2.2
  3.2
  4.5
  7.1
  10.0
  2
  .14
  .20
  .32
  .44
  .63
  1.0
  1.4
  2.0
  3.2
  4.5
  6.3
  10.0
  14.1
  3
  .17
  .24
  .39
  .55
  .78
  1.2
  1.7
  2.5
  3.9
  5.5
  7.7
  12.2
  17.3
  4
  .20
  .28
  .44
  .63
  .89
  1.4
  2.0
  2.8
  4.5
  6.3
  8.9
  14.1
  20.0
  5
  .22
  .32
  .50
  .71
  1.0
  1.6
  2.2
  3.2
  5.0
  7.1
  10.0
  15.8
  22.3
  6
  .24
  .35
  .55
  .78
  1.1
  1.7
  2.4
  3.5
  5.5
  7.7
  11.0
  17.3
  24.5
  7
  .26
  .37
  .59
  .84
  1.2
  1.9
  2.6
  3.7
  5.9
  8.4
  11.8
  18.7
  26.5
  8
  .28
  .40
  .63
  .89
  1.3
  2.0
  2.8
  4.0
  6.3
  8.9
  12.6
  20.0
  28.3
  9
  .30
  .42
  .67
  .95
  1.3
  2.1
  3.0
  4.2
  6.7
  9.5
  13.4
  21.2
  30.0
  10
  .32
  .45
  .71
  1.0
  1.4
  2.2
  3.2
  4.5
  7.1
  10.0
  14.1
  22.4
  31.7
  12
  .35
  .49
  .77
  1.1
  1.5
  2.5
  3.5
  4.9
  7.7
  11.0
  15.5
  24.5
  34.6
  15
  .39
  .55
  .87
  1.2
  1.7
  2.7
  3.9
  5.5
  8.7
  12.2
  17.3
  27.4
  38.7
  20
  .44
  .63
  1.0
  1.4
  2.0
  3.2
  4.5
  6.3
  10.0
  14.1
  20.0
  31.6
  44.7
  30
  .55
  .78
  1.2
  1.7
  2.5
  3.9
  5.5
  7.7
  12.2
  17.3
  24.5
  38.7
  54.7
  40
  .63
  .89
  1.4
  2.0
  2.8
  4.5
  6.3
  8.9
  14.1
  20.0
  28.3
  44.7
  63.2
  50
  .71
  1.0
  1.6
  2.2
  3.2
  5.0
  7.1
  10.0
  15.8
  22.4
  31.6
  50.0
  70.7
  How to use this table:
  Cross reference the closest figures for the mass and higher of either Turn, Acceleration or Deceleration of the vehicle. The result is the Armor
  Value used to calculate structure mass. Note that for all vehicles except balloons and blimps, the value rounds up, and for land vehicles, the
  minimum value would be the suspension rating+1.
  Example - A 20 ton cargo truck with an Acceleration of 3, Turn of 4 and Deceleration of 3 would have a structure based on an AV of 2.8,
  rounding up to 3.
  Structure materials
  Mass/volume per point of AV per 10m2
  Tech Level
  Organic*
  Light
  Composite
  Heavy
  Ex.heavy
  Transparent
  1
  350.0kg/.5000m3
  350.0kg/.1500m3
  500.0kg/.1000m3
  600.0kg/.0800m3
  650.0kg/.0700m3
  700.0kg/.3000m3
  2
  350.0kg/.5000m3
  350.0kg/.1500m3
  500.0kg/.1000m3
  600.0kg/.0800m3
  650.0kg/.0700m3
  700.0kg/.3000m3
  3
  175.0kg/.2500m3
  175.0kg/.0750m3
  250.0kg/.0500m3
  300.0kg/.0400m3
  325.0kg/.0350m3
  350.0kg/.1500m3
  4
  125.0kg/.1667m3
  125.0kg/.0500m3
  166.7kg/.0333m3
  200.0kg/.0267m3
  216.7kg/.0233m3
  233.3kg/.1000m3
  5
  87.50kg/.1250m3
  87.50kg/.0375m3
  125.0kg/.0250m3
  150.0kg/.0200m3
  162.5kg/.0175m3
  175.0kg/.0750m3
  6
  70.00kg/.1000m3
  70.00kg/.0300m3
  100.0kg/.0200m3
  120.0kg/.0160m3
  130.0kg/.0140m3
  140.0kg/.0600m3
  7
  50.00kg/.0715m3
  50.00kg/.0215m3
  71.43kg/.0143m3
  85.72kg/.0114m3
  92.86kg/.0100m3
  100.0kg/.0429m3
  8
  38.90kg/.0556m3
  38.90kg/.0167m3
  55.56kg/.0111m3
  66.67kg/.0089m3
  72.22kg/.0078m3
  77.78kg/.0333m3
  9
  31.82kg/.0455m3
  31.82kg/.0136m3
  45.45kg/.0091m3
  54.54kg/.0072m3
  59.09kg/.0064m3
  63.64kg/.0272m3
  10
  26.92kg/.0385m3
  26.92kg/.0116m3
  38.46kg/.0077m3
  46.15kg/.0062m3
  50.00kg/.0054m3
  53.84kg/.0233m3
  11
  21.88kg/.0315m3
  21.88kg/.0094m3
  31.25kg/.0063m3
  37.50kg/.0050m3
  40.63kg/.0043m3
  43.75kg/.0188m3
  12
  18.42kg/.0265m3
  18.42kg/.0079m3
  26.32kg/.0053m3
  31.58kg/.0042m3
  34.22kg/.0037m3
  36.84kg/.0159m3
  13
  15.91kg/.0225m3
  15.91kg/.0067m3
  22.73kg/.0045m3
  27.27kg/.0036m3
  29.55kg/.0032m3
  31.82kg/.0135m3
  14
  14.00kg/.0200m3
  14.00kg/.0060m3
  20.00kg/.0040m3
  24.00kg/.0032m3
  26.00kg/.0028m3
  28.00kg/.0120m3
  15
  12.07kg/.0170m3
  12.07kg/.0051m3
  17.24kg/.0034m3
  20.69kg/.0027m3
  22.41kg/.0024m3
  24.14kg/.0102m3
  Cost per m3
  5,000Cr
  66,670Cr
  50,000Cr
  125,000Cr
  178,570Cr
  66,670Cr
  How to use this table:
  Cross reference the Tech Level with the structure material used to get the mass and volume per point of AV, per 10m2 of vehicle surface
  area. Multiply this by the AV from the previous table and the area of the vehicle in multiples of 10m2 to get total structure mass and volume.
  Unless weird sceince is used, Organic structures top out at TL5. Note that the cost listed is per cubic meter (m3), not square meter (m2). This
  compares to the numbers on p.38 by figuring out how many composite equivalents there would be per m3. For instance, Organic structures
  are x5.0 thickness and x.5 cost of Composite for the same AV, but since they are x5.0 as thick and x.5 cost, for the same volume they are
  much cheaper. If you use armor materials for your structure, use the table in the Surface Treatments section and multiply the cost by x4.
  Example - The previous 20 ton cargo truck is 12m long in the Box2 configuration, for a total area of 109.4m2. This is 10.94 multiples of 10m3,
  and the truck required a structure AV of 3. So, if using TL10 composite materials, the structure has a mass of 10.94 x 38.46kg x AV3 =
  1,262kg, and a volume of 10.94 x .0077m3 x AV3 = .253m3. At 50,000Cr per 1m3, this is a cost of 50,000Cr x .253m3 =12,650Cr.
  Seating & accommodations
  Seating(ea)
  Mass
  Volume
  Cost
  Quarters(ea)
  Mass
  Volume
  Cost
  Other
  Mass
  Volume
  Cost
  None
  -
  -
  -
  Bunks
  20kg
  2m3
  100Cr
  Toilet or shower
  40kg
  2m3
  200Cr
  Substandard
  10kg
  -
  50Cr
  Minimum
  100kg
  10m3
  1,000Cr
  Galley (4 meal/hr)40kg
  2m3
  200Cr
  Basic
  20kg
  -
  200Cr
  Basic
  200kg
  20m3
  2,000Cr
  Sick bay
  100kg
  10m3
  5,000Cr
  Luxury
  40kg
  -
  800Cr
  Full
  400kg
  40m3
  4,000Cr
  STRUCTURE
  149
  149
  
  Armor materials
  Mass/volume per point of AV per 10m2
  Tech Level
  Organic*
  Light
  Composite
  Heavy
  Ex.heavy
  Transparent
  1
  350.0kg/.5000m3
  350.0kg/.1500m3
  500.0kg/.1000m3
  600.0kg/.0800m3
  650.0kg/.0700m3
  700.0kg/.3000m
  2
  175.0kg/.2500m3
  175.0kg/.0750m3
  250.0kg/.0500m3
  300.0kg/.0400m3
  325.0kg/.0350m3
  350.0kg/.1500m
  3
  116.7kg/.1667m3
  116.7kg/.0500m3
  166.7kg/.0333m3
  200.0kg/.0267m3
  216.7kg/.0233m3
  233.3kg/.1000m
  4
  70.00kg/.1000m3
  70.00kg/.0300m3
  100.0kg/.0200m3
  120.0kg/.0160m3
  130.0kg/.0140m3
  140.0kg/.0600m
  5
  50.00kg/.0715m3
  50.00kg/.0215m3
  71.42kg/.0143m3
  85.70kg/.0114m3
  216.7kg/.0100m3
  100.0kg/.0429m
  6
  35.00kg/.0500m3
  35.00kg/.0150m3
  50.00kg/.0100m3
  60.00kg/.0080m3
  65.00kg/.0070m3
  70.00kg/.0300m
  7
  26.92kg/.0389m3
  26.92kg/.0167m3
  38.46kg/.0077m3
  46.15kg/.0062m3
  50.00kg/.0054m3
  53.84kg/.0233m
  8
  20.59kg/.0294m3
  20.59kg/.0088m3
  29.41kg/.0059m3
  35.29kg/.0047m3
  38.23kg/.0041m3
  41.17kg/.0176m
  9
  15.97kg/.0238m3
  15.97kg/.0071m3
  23.81kg/.0048m3
  28.57kg/.0038m3
  30.95kg/.0033m3
  33.33kg/.0143m
  10
  13.46kg/.0192m3
  13.46kg/.0058m3
  19.23kg/.0038m3
  23.07kg/.0031m3
  25.00kg/.0027m3
  26.92kg/.0115m
  11
  11.29kg/.0161m3
  11.29kg/.0048m3
  16.13kg/.0032m3
  19.36kg/.0026m3
  20.96kg/.0023m3
  22.58kg/.0097m
  12
  9.457kg/.0135m3
  9.457kg/.0041m3
  13.51kg/.0027m3
  16.21kg/.0022m3
  17.56kg/.0019m3
  18.91kg/.0081m
  13
  8.141kg/.0116m3
  8.141kg/.0035m3
  11.63kg/.0023m3
  13.96kg/.0019m3
  15.12kg/.0016m3
  16.28kg/.0070m
  14
  7.000kg/.0100m3
  7.000kg/.0030m3
  10.00kg/.0020m3
  12.00kg/.0016m3
  13.00kg/.0014m3
  14.00kg/.0060m
  15
  6.140kg/.0088m3
  6.140kg/.0026m3
  8.772kg/.0018m3
  10.53kg/.0014m3
  11.40kg/.0012m3
  12.28kg/.0053m
  Cost per m3
  5,000Cr
  66,670Cr
  50,000Cr
  125,000Cr
  178,570Cr
  66,670Cr
  Special purpose
  x3.0
  x3.0
  x3.0
  x3.0
  x3.0
  x3.0
  Hardened x1
  x2.0
  x2.0
  x2.0
  x2.0
  x2.0
  x2.0
  Hardened x2
  x4.0
  x4.0
  x4.0
  x4.0
  x4.0
  x4.0
  How to use this table:
  Cross reference the Tech Level with the armor material used to get the mass and volume per point of AV, per 10m2 of vehicle surface area.
  Multiply this by the AV you want for a particular facing and the area of the vehicle in multiples of 10m2 to get total armor mass and volume.
  Unless weird sceince is used, Organic structures top out at TL5. Volume is also not normally applied to armor, but in the case that these
  materials are used as internal structure, their volume is provided. Note that the cost listed is per cubic meter (m3), not square meter (m2). This
  compares to the numbers on p.48 by figuring out how many composite equivalents there would be per m3. For instance, Organic structures
  are x5.0 thickness and x.5 cost  of Composite for the same AV, but since they are x5.0 as thick and x.5 cost, for the same volume they are
  much cheaper. If you use structure materials for your armor, use the table in the Surface Treatments section and multiply the cost by x.25.
  Example - A TL12 armored car is designed as a Box1 configuration with a length of 7.0m. This gives it a total area of 53.90m2, or 5.39 units
  of 10m2. If the entire armored car can stop DV18 assault rifle bullets and uses lightweight armor, the mass of the armor will be 5.39 x AV18 x
  9.457kg = 917.5kg. Since we have the volume figure, we can use that to figure the cost, or 5.39 x AV18 x .0135m3 x 66,670Cr = 87,322Cr.
  Body armor
  Head/Torso/Extremities(thickness)
  Tech Level
  Organic*
  Light
  Composite
  Heavy
  Ex.heavy
  Transparent
  1
  7.00/21.0/42.0(50mm)
  7.00/21.0/42.0(15mm)
  10.0/30.0/60.0(10mm)
  12.0/36.0/72.0(8.0mm) 13.0/39.0/78.0(7.0mm)
  14.0/42.0/84.0(30mm)
  2
  3.50/10.5/21.0(25mm)
  3.50/10.5/21.0(7.5mm) 5.00/15.0/30.0(5.0mm) 6.00/18.0/36.0(4.0mm) 6.50/19.5/39.0(3.5mm)
  7.00/21.0/42.0(15mm)
  3
  2.33/7.00/14.0(17mm)
  2.33/7.00/14.0(5.0mm) 3.33/10.0/20.0(3.3mm) 4.00/12.0/24.0(2.7mm) 4.33/13.0/26.0(2.3mm)
  4.66/14.0/28.0(10mm)
  4
  1.40/4.20/8.40(10mm)
  1.40/4.20/8.40(3.0mm) 2.00/6.00/12.0(2.0mm) 2.40/7.20/14.4(1.6mm) 2.60/7.80/15.6(1.4mm) 2.80/8.40/16.8(6.0mm)
  5
  1.00/3.00/6.00(7.2mm) 1.00/3.00/6.00(2.1mm) 1.43/4.29/8.57(1.4mm) 1.72/5.15/10.3(1.1mm) 1.86/5.58/11.5(1.0mm) 2.00/6.00/12.0(4.3mm)
  6
  .700/2.10/4.20(5.0mm) .700/2.10/4.20(1.5mm) 1.00/3.00/6.00(1.0mm) 1.20/3.60/7.20(.80mm) 1.30/3.90/7.80(.70mm) 1.40/4.20/8.40(3.0mm)
  7
  .538/1.62/3.23(3.8mm) .538/1.62/3.23(1.2mm) .769/2.31/4.62(.77mm) .923/1.77/5.54(.62mm) 1.00/3.00/6.00(.54mm) 1.08/3.23/6.46(2.3mm)
  8
  .412/1.24/2.47(2.9mm) .412/1.24/2.47(.88mm) .589/1.76/3.53(.59mm) .707/2.12/4.24(.47mm) .766/2.30/4.59(.41mm) .825/2.47/4.95(1.8mm)
  9
  .333/1.00/2.00(2.4mm) .333/1.00/2.00(.71mm) .476/1.43/2.86(.48mm) .571/1.71/3.43(.38mm) .619/1.86/3.71(.33mm) .666/2.00/4.00(1.4mm)
  10
  .269/.807/1.62(1.9mm) .269/.807/1.62(.58mm) .385/1.15/2.31(.39mm) .462/1.39/2.77(.31mm) .500/1.50/3.00(.27mm) .539/1.62/3.23(1.2mm)
  11
  .226/.677/1.35(1.6mm) .226/.677/1.35(.48mm) .323/.968/1.94(.32mm) .388/1.16/2.33(.26mm) .420/1.26/2.52(.23mm) .452/1.36/2.71(.97mm)
  12
  .189/.568/1.14(1.4mm) .189/.568/1.14(.41mm) .270/.811/1.62(.27mm) .324/.972/1.94(.22mm) .351/1.05/2.11(.19mm) .378/1.13/2.27(.81mm)
  13
  .163/.488/.977(1.2mm) .163/.488/.977(.35mm) .233/.698/1.40(.23mm) .280/.840/1.68(.19mm) .303/.910/1.82(.16mm) .327/.980/1.96(.70mm)
  14
  .140/.420/.840(1.0mm) .140/.420/.840(.30mm) .200/.600/1.20(.20mm) .240/.720/1.40(.16mm) .260/.780/1.56(.14mm) .280/.840/1.68(.60mm)
  15
  .123/.368/.737(.88mm) .123/.368/.737(.26mm) .175/.526/1.05(.18mm) .210/.630/1.26(.14mm) .227/.683/1.37(.12mm) .245/.735/1.47(.53mm)
  Cost, head
  1.2Cr x thickness
  16Cr x thickness
  12Cr x thickness
  30Cr x thickness
  43Cr x thickness
  16Cr x thickness
  Cost, torso
  3.3Cr x thickness
  44Cr x thickness
  33Cr x thickness
  83Cr x thickness
  118 x thickness
  44Cr x thickness
  Cost, extremities 9.2Cr x thickness
  123Cr x thickness
  92Cr x thickness
  230Cr x thickness
  329 x thickness
  123Cr x thickness
  How to use this table:
  Cross reference the Tech Level with the armor type to get the mass per point of AV per body area, followed by the thickness in mm for that
  AV. Head includes head and neck, and extremities includes arms, hands, legs and feet. Cost is the cost for a given thickness in mm of that
  type of armor. How the AV is split between soak and blunt trauma values depends on the armor type. Again, remember that most organic
  materials top out at TL5 and that maximum thickness should be 10mm for anything muscle-powered, and 40mm for any powered armor. The
  normal concealability threshold for flexible armor (under full clothing) is 5mm thickness for torso and 2mm for extremities.
  Example - A lightweight TL11 torso armor will have a mass of .677kg per point of AV, so 5 points of armor would mass .677kg x 5 =
  3.39kg, and if it were flexible, like a bulletproof vest, it would have a final AV of 5/5. Cost would be 44Cr x AV5 = 220Cr.
  SURFACE TREATMENTS
  150
  150
  
  Streamlining
  Thin
  Normal
  Liquid
  Gas-liquid
  Streamlining
  (upper atmosphere)
  (sea level air)
  Dense gas
  V.dense gas
  immersion
  interface
  None(x1.0)
  11m/sec
  6m/sec
  3m/sec
  2m/sec
  1.4m/sec
  1.2m/sec
  Minimum(x1.0)
  16m/sec
  8m/sec
  4m/sec
  3m/sec
  2m/sec
  1.4m/sec
  Basic(x1.2)
  23m/sec
  11m/sec
  6m/sec
  4m/sec
  3m/sec
  2m/sec
  Partial opt.(x1.5)
  32m/sec
  16m/sec
  8m/sec
  6m/sec
  4m/sec
  3m/sec
  Optimum(x2.0)
  45m/sec
  23m/sec
  11m/sec
  8m/sec
  6m/sec
  4m/sec
  How to use this table:
  Cross reference the most appropriate type of atmosphere or medium the vehicle travels through with the type of streamlining it has. The
  result is the multiple at which it loses 1m/sec from its designed top speed due to drag effects. Round drag effects down. The number in paren-
  theses after the streamlining type is the multiple on surface armor cost caused by the streamlining considerations.
  Example - A powerboat with a designed top speed of 23m/sec has partial optimum streamlining. Cross-referencing the gas-liquid interface
  column with partial optimum streamlining gives 3m/sec. Since the boat had a designed top speed of 23m/sec, drag effects are 23/3 = 7.66,
  rounding down to 7, for an adjusted top speed of 23-7=16m/sec.
  Wings 1
  Mass
  Power
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  1000w
  100m2
  200m2
  500m2
  1000m2
  2000m2
  5000m2 10000m2 20000m2 50000m2 1 x105m2
  2 x105m2
  5 x105m2
  1 x106m2
  2000w
  50m2
  100m2
  250m2
  500m2
  1000m2
  2500m2
  5000m2 10000m2 25000m2 50000m2 1 x105m2 2.5 x105m2 5 x105m2
  5000w
  20m2
  40m2
  100m2
  200m2
  400m2
  1000m2
  2000m2
  4000m2 10000m2 20000m2 40000m2 1 x105m2
  2 x105m2
  10.0kw
  10m2
  20m2
  50m2
  100m2
  200m2
  500m2
  1000m2
  2000m2
  5000m2 10000m2 20000m2 50000m2 1 x105m2
  20.0kw
  5.0m2
  10m2
  25m2
  50m2
  100m2
  250m2
  500m2
  1000m2
  2500m2
  5000m2 10000m2 25000m2 50000m2
  50.0kw
  2.0m2
  4.0m2
  10m2
  20m2
  40m2
  100m2
  200m2
  400m2
  1000m2
  2000m2
  4000m2 10000m2 20000m2
  100kw
  1.0m2
  2.0m2
  5.0m2
  10m2
  20m2
  50m2
  100m2
  200m2
  500m2
  1000m2
  2000m2
  5000m2 10000m2
  200kw
  .50m2
  1.0m2
  2.5m2
  5.0m2
  10m2
  25m2
  50m2
  100m2
  250m2
  500m2
  1000m2
  2500m2
  5000m2
  500kw
  .20m2
  .40m2
  1.0m2
  2.0m2
  4.0m2
  10m2
  20m2
  40m2
  100m2
  200m2
  400m2
  1000m2
  2000m2
  1.0Mw
  .10m2
  .20m2
  .50m2
  1.0m2
  2.0m2
  5.0m2
  10m2
  20m2
  50m2
  100m2
  200m2
  500m2
  1000m2
  2.0Mw
  .05m2
  .10m2
  .25m2
  .50m2
  1.0m2
  2.5m2
  5.0m2
  10m2
  25m2
  50m2
  100m2
  250m2
  500m2
  5.0Mw
  .02m2
  .04m2
  .10m2
  .20m2
  .40m2
  1.0m2
  2.0m2
  4.0m2
  10m2
  20m2
  40m2
  100m2
  200m2
  10Mw
  .01m2
  .02m2
  .05m2
  .10m2
  .20m2
  .50m2
  1.0m2
  2.0m2
  5.0m2
  10m2
  20m2
  50m2
  100m2
  20Mw
  -
  .01m2
  .03m2
  .05m2
  .10m2
  .25m2
  .50m2
  1.0m2
  2.5m2
  5.0m2
  10m2
  25m2
  50m2
  50Mw
  -
  -
  .01m2
  .02m2
  .04m2
  .10m2
  .20m2
  .40m2
  1.0m2
  2.0m2
  4.0m2
  10m2
  20m2
  100Mw
  -
  -
  -
  .01m2
  .02m2
  .05m2
  .10m2
  .20m2
  .50m2
  1.0m2
  2.0m2
  5.0m2
  10m2
  Modifier
  Power
  Modifier
  Power
  Vacuum
  x.∞
  Normal atmosphere
  x1.0
  Extremely thin atmosphere
  x5.0
  Thick atmosphere
  x.70
  Thin atmosphere
  x2.0
  Liquid atmosphere (water)
  x.10
  How to use this table:
  Cross-reference the power plant output and mass of an aircraft to get the wing area required for level flight. Adjust power according to the
  atmosphere type as needed.
  Wings 2
  Wing
  Mass
  area
  100kg
  200kg
  500kg
  1000kg
  2000kg
  5000kg
  10 ton
  20 ton
  50 ton
  100 ton
  200 ton
  500 ton
  1000 ton
  10m2
  50.0m/s
  59.5m/s
  74.8m/s
  88.9m/s
  105.m/s
  133.m/s
  158.m/s
  188.m/s
  236.m/s
  281.m/s
  334.m/s
  420.m/s
  500.m/s
  20m2
  35.4m/s
  42.0m/s
  52.9m/s
  62.9m/s
  74.8m/s
  94.0m/s
  112.m/s
  133.m/s
  167.m/s
  199.m/s
  236.m/s
  297.m/s
  354.m/s
  30m2
  28.9m/s
  34.3m/s
  43.2m/s
  51.3m/s
  61.0m/s
  76.8m/s
  91.3m/s
  109.m/s
  137.m/s
  162.m/s
  193.m/s
  243.m/s
  289.m/s
  40m2
  25.0m/s
  29.7m/s
  37.4m/s
  44.5m/s
  52.9m/s
  66.5m/s
  79.1m/s
  94.0m/s
  118.m/s
  141.m/s
  167.m/s
  210.m/s
  250.m/s
  50m2
  22.4m/s
  26.6m/s
  33.4m/s
  39.8m/s
  47.3m/s
  59.5m/s
  70.7m/s
  84.1m/s
  106.m/s
  126.m/s
  150.m/s 188.0m/s 224.m/s
  60m2
  20.4m/s
  24.3m/s
  30.5m/s
  36.3m/s
  43.2m/s
  54.3m/s
  64.5m/s
  76.8m/s
  96.5m/s
  115.m/s
  137.m/s
  172.m/s
  204.m/s
  80m2
  17.7m/s
  21.0m/s
  26.4m/s
  31.4m/s
  37.4m/s
  47.0m/s
  55.9m/s
  66.5m/s
  83.6m/s
  99.4m/s
  118.m/s
  149.m/s
  177.m/s
  100m2
  15.8m/s
  18.8m/s
  23.6m/s
  28.1m/s
  33.4m/s
  42.0m/s
  50.0m/s
  59.5m/s
  74.8m/s
  88.9m/s
  106.m/s
  133.m/s
  158.m/s
  120m2
  14.4m/s
  17.2m/s
  21.6m/s
  25.7m/s
  30.5m/s
  38.4m/s
  45.6m/s
  54.3m/s
  68.3m/s
  81.2m/s
  96.5m/s
  121.m/s
  144.m/s
  150m2
  12.9m/s
  15.4m/s
  19.3m/s
  23.0m/s
  27.3m/s
  34.3m/s
  40.8m/s
  48.5m/s
  61.0m/s
  72.6m/s
  86.3m/s
  109.m/s
  129.m/s
  200m2
  11.2m/s
  13.3m/s
  16.7m/s
  19.9m/s
  23.6m/s
  29.7m/s
  35.4m/s
  42.0m/s
  52.9m/s
  62.9m/s
  74.8m/s
  94.0m/s
  112.m/s
  300m2
  9.1m/s
  10.9m/s
  13.7m/s
  16.2m/s
  19.3m/s
  24.3m/s
  28.9m/s
  34.3m/s
  43.2m/s
  51.3m/s
  61.0m/s
  76.8m/s
  91.3m/s
  400m2
  7.9m/s
  9.4m/s
  11.8m/s
  14.1m/s
  16.7m/s
  21.0m/s
  25.0m/s
  29.7m/s
  37.4m/s
  44.5m/s
  52.9m/s
  66.5m/s
  79.1m/s
  How to use this table:
  Cross-reference the airplane mass and the wing area to get the stall or takeoff speed in normal atmosphere. Divide wing area by the
  power modifier for other atmosphere types.
  SURFACE TREATMENTS
  151
  151
  
  Access & structure
  Accessory
  Mass
  Volume
  Cost
  Notes
  Airlock(per person)
  1,000kg
  2m3
  10,000Cr
  Outside has surface AV, inside has structure AV
  Bulkheads(ea.)
  x.01 structure x.01 structure x.01 structure
  Has an AV equal to structure AV
  Cargo hold
  -
  -
  -
  Any available vehicle space
  Cargo rack
  (20/TL)kg/m2
  -
  (20/TL)Cr/m2
  Mass is x acceleration in g's. Load is 50kg/m2 per point of top AV
  Catapults
  -
  -
  -
  See p.64
  Docking port (per pers.)
  100kg/m
  .5m3/m
  1,000Cr/m
  Add 100Cr/m for umbilical support (500Cr/m for full support)
  Drop tanks
  x1.1 fuel(full)
  -
  10Cr/kg(empty)
  AV of half structure or surface AV, whichever is lower
  Firing ports(ea)
  -
  -
  50Cr
  Sealed vehicle ports are x2 cost, hostil atmosphere are x4 cost
  Hangars
  -
  x3 carried vehicle
  -
  Requires floor plan of x1.5 vehicle area
  Hardpoints
  (item x .05 x Acc.).5
  -
  10Cr/kg
  See p.66
  Ladders
  (20/TL)kg/m
  .01m3/kg
  20Cr/m
  Folding ladders are x5 cost, x.2 volume
  Torpedo tube(ea.)
  1,000kg
  2m3
  10,000Cr
  Handles most historical TL9-12 torpedos
  Towing hitch
  (Towed x .05 x Acc.).5
  -
  10Cr/kg
  See p.66
  Surface treatments
  Accessory
  Mass
  Volume
  Cost
  Notes
  Magnetic force field
  -
  -
  x3 armor cost
  See p.67
  T-babble force field
  100kg
  .1m3
  10,000Cr
  See p.67
  Retractable armor
  armor mass
  x2 armor vol.
  x2 armor cost
  See p.68
  Wheel/track skirts
  x1.2 power train
  -
  x1.2 power train
  Gives x3 power train AV. See p.68
  Engines & fuel
  Accessory
  Mass
  Volume
  Cost
  Notes
  Refinery
  100kg
  1m3
  1,000Cr
  Consumes 5kw per m3
  Refueling probe
  1kg/500Cr
  1m3/1,000kg 10Cr x spd x kg
  Vehicle supplying fuel has x10 cost, x10 mass and x100 volume
  Snorkel
  (25/TL x kw)kg 1m3/1,000kg
  5Cr/kg
  Operates at up to TL meters below surface
  Redundant sys.(ea)
  x.1 system
  x.1 system
  x.2 cost
  Will negate 1 point of system impairment
  Controls
  Accessory
  Mass
  Volume
  Cost
  Notes
  Extra controls
  x.1 power tr.
  x.1 power tr.
  x.1 power tr.
  Maximum mass of 50kg
  Remote controls
  x.1 power tr.
  x.1 power tr.
  x.1 power tr.
  Max. skill of (TL/3)-2(d), +1 skill per x4 mass, maximum of +4
  Special running gear
  x.05 structure
  -
  x.05 structure
  Substitutes for something, like floats instead of wheels
  Stabilizers(per pt.)
  x.1 power tr.
  x.1 power tr.
  x.1 power tr.
  Or x.001 vehicle mass, whichever is larger
  Environment control
  Accessory
  Mass
  Volume
  Cost
  Notes
  Climate control(per m3)
  (10/TL)kg
  1m3/1,000kg
  10Cr/kg
  Provides either a +20°C or -20°C shift. requires 100w/kg
  Normal life supp.(per m3) (20/TL)kg
  1m3/1,000kg
  100Cr/kg
  Consumes supplies as a normal power plant, requires 100w/kg
  Regen. life supp.(per m3) (40/TL)kg
  1m3/1,000kg
  1,000Cr/kg
  Requires 100w/kg, consumes no supplies
  Food/water(100kg crew)
  4kg
  1m3/1,000kg
  2Cr/kg
  Includes food & water for normal activity level of 100kg of crew
  Maintenance
  Accessory
  Mass
  Volume
  Cost
  Notes
  Maintenance tools
  (pow. pl.&tr.)/50kg 1m3/2,000kg
  10Cr/kg
  Good for all normal maintenance
  Maintenance parts
  x1 maint. tools 1m3/2,000kg
  10Cr/kg
  Consumed once per vehicle maintenance
  Repair tools
  x4 maint. tools 1m3/2,000kg
  10Cr/kg
  Good for any vehicle repair
  Repair parts
  x2 maint. tools 1m3/2,000kg
  10Cr/kg
  Gives 1 in 10 chance of right parts for random repair task
  Miscellaneous
  Accessory
  Mass
  Volume
  Cost
  Notes
  Computers
  -
  -
  -
  see p.74
  Manipulator arms
  -
  -
  -
  see p.74
  Retractable items
  -
  -
  -
  see p.75
  Safety
  Accessory
  Mass
  Volume
  Cost
  Notes
  Component armor
  -
  -
  -
  see p.75
  Disaster system
  1,000kg/m3
  x.001 vehicle
  10KCr/m3
  Effective skill of TL/2(u) vs. disaster type
  Basic escape sys.(ea)
  10kg
  .1m3
  1,000Cr
  Effective skill of TL/3(n) vs. accident damage
  Adv. escape sys.(ea)
  50kg
  .5m3
  100KCr
  Effective skill of TL/2(n) vs. accident damage
  Emergency lights
  -
  -
  -
  Standard equipment, duration of TL2 hours
  Medical kit(per 10 crew)
  5kg
  -
  50Cr
  Basic first aid supplies
  ACCESSORIES
  152
  152
  
  Sensors
  Rating(antenna area)(useful range)
  Tech Level
  1(1m2)(1km)
  2(4m2)(10km)
  3(9m2)(100km)
  4(16m2)(1,000km)
  5(25m2)(10,000km)
  6(36m2)(100,000km)
  9
  160kg/2.1kw
  2.5 ton/33.3kw
  40 ton/532kw
  650 ton/8.6Mw
  10 kton/133Mw
  160 kton/2,100Mw
  10
  20kg/200w
  300kg/3.0kw
  5.0 ton/50.0kw
  80 ton/800kw
  1.3 kton/13Mw
  20 kton/200Mw
  11
  6.0kg/44w
  100kg/730w
  1.5 ton/11.0kw
  25 ton/183kw
  400 ton/2.9Mw
  6.0 kton/44Mw
  12
  2.5kg/13w
  40kg/204w
  650kg/3.3kw
  10 ton/51.0kw
  150 ton/765kw
  2.5 kton/13Mw
  13
  1.2kg/4.1w
  20kg/68w
  300kg/1.0kw
  5.0 ton/17.0kw
  80 ton/272kw
  1.3 kton/4.4Mw
  14
  .70kg/1.5w
  10kg/22w
  160kg/352w
  2.5 ton/5.5kw
  40 ton/88.0kw
  650 ton/1.4Mw
  15
  .50kg/.65w
  7.0kg/9.1w
  120kg/156w
  2.0 ton/2.6kw
  30 ton/39.0kw
  500 ton650kw
  Modifiers
  Mass
  Cost
  Ant. area
  Sensor
  Fog
  L.cloud
  H.cloud
  Water
  Soil
  Smoke
  Foliage
  Narrow fixed arc(15°)
  x1.0
  x1.0
  x1.0
  I Radar
  0
  2
  4
  6
  6
  0
  1
  Sector scan(60°)
  x2.0
  x2.0
  x2.0
  I Longwave
  0
  0
  1
  2
  3
  0
  0
  Full directional(360°)
  x4.0
  x4.0
  x4.0
  I Lidar
  3
  -
  -
  3
  -
  3
  3
  Wpn. targeting only
  x.50
  x.50
  x.50
  I Sonar
  0
  1
  2
  0
  2
  0
  1
  Target illum. only
  x.20
  x.20
  x.20
  I Thermal
  1
  3
  -
  3
  -
  1
  1
  Navig. illum.(360°)
  x.10
  x.10
  x.10
  I Nucleonic
  0
  0
  0
  1
  2
  0
  0
  Communications(360°)x.10
  x.10
  x.10
  I Optical
  2
  -
  -
  2
  -
  3
  2
  Natural senses
  x.50
  x.10
  x.10
  I
  Scientific instruments
  x2.0
  x10.0
  x1.0
  I
  Comm 1
  Types
  Comm 2
  1
  2
  3
  4
  5
  6
  7
  Passive sensor(x.1 power)
  x2.0
  x1.0
  I
  1
  1km
  10km
  100km
  1,000km 10,000km100,000km 1.0Mkm
  Radar(active)
  -
  -
  x1.0
  I
  2
  -
  10km
  100km
  1,000km 10,000km100,000km 1.0Mkm
  Longwave(active)
  -
  -
  x10.0
  3
  -
  -
  1,000km 10,000km100,000km 1.0Mkm
  10Mkm
  Lidar(active)
  -
  -
  x.10
  4
  -
  -
  -
  10,000km100,000km 1.0Mkm
  10Mkm
  Thermal(passive)
  -
  -
  x.10
  I
  5
  -
  -
  -
  -
  1.0Mkm
  10Mkm
  100Mkm
  Sonar(active or passive) -
  -
  x.20
  I
  6
  -
  -
  -
  -
  -
  10Mkm
  100Mkm
  Nucleonic(passive)
  -
  -
  x5.0
  7
  -
  -
  -
  -
  -
  -
  1.0Bkm
  Optical(passive)
  -
  -
  x.10
  I
  Optional TL modifier
  -
  -
  x1/(TL/10)4
  I
  Cost
  10Cr/kg
  I
  Volume
  1m3/1000kg
  I
  How to use this table:
  Cross reference the Tech Level and the rating of the sensor you want, based on the desired useful range. The result is the base mass of that
  sensor and the power required to operate it. Modifiers on the mass will also apply to the power consumption. The subtable on the middle right
  gives the reduction in rating a sensor type takes if going through a given type of obscurement. If rating is reduced to zero or below, the sensor
  is blocked. If more than one modifier applies, use only the largest one, with the exception of scientific instrumentation, which is always count-
  ed if it applies. The table on the lower right gives the reliable communication range between communications gear of the given ratings.
  Passable communications are possible at x4 this range, and maximum range is about x9 this range.
  Example - A Rating 3 TL11 airborne radar set will have a base mass of 1.5 tons and consume 11.0kw of power. If it had a forward-looking
  60° arc, it would mass 3.0 tons and consume 22.0kw of power. If it were flying through light cloud cover, its rating would be dropped to 1, and
  if flying through heavy cloud cover, the radar would be useless. The size of the radar antenna (or area on the surface of the vehicle devoted
  to the antenna) is either 18m2(2.4m diameter) or 12.3m2(2.0m diameter) depending onwhether or not you use the optional antenna area rule.
  In either case, the radar cost is 30KCr and it takes up 3m3 of internal volume.
  ACCESSORIES
  153
  153
  
  Weapons 1
  Initiative Range
  Extra
  Rate
  Hand-held weapon Caliber
  DV
  mod
  mod*
  Size
  TL
  Mass
  clip
  of fire
  Clip
  AV
  Cost
  Hand cannon
  12mm
  4
  +1
  -1.
  7
  5
  2.1kg
  -
  1/30
  1i
  9
  70
  Musket
  19mm
  6
  -1
  1
  19
  6
  4.7kg
  -
  1/30
  1i
  7
  90
  Muzzle loading rifle
  12mm
  10
  +0
  3
  17
  7
  4.1kg
  -
  1/30
  1i
  10
  140
  Breech loading rifle
  8mm
  18
  +0
  4
  15
  8
  4.1kg
  -
  1/2
  5i
  10
  340
  Squad autorifle
  8mm
  19
  -1
  4
  16
  9
  9.5kg
  .7kg
  10
  20c
  8
  975
  Squad autorifle
  8mm
  19
  -1
  4
  18
  10
  16.3kg
  5.8kg
  10
  200e
  8
  975
  Squad autorifle
  6mm
  16
  -1
  4
  16
  11
  10.0kg
  3.1kg
  10
  200e
  6
  730
  Squad autorifle
  5mm/c
  16
  -1
  5
  12
  12
  7.0kg
  1.3kg
  10
  300c
  6
  1800
  Squad autorifle
  7mm/c
  21
  -1
  5
  10
  13
  7.6kg
  2.3kg
  10
  200c
  5
  2500
  Squad autorifle
  4mm railgun
  24
  +0
  5
  9
  14
  5.5kg
  2.1kg
  10
  50c
  4
  4400
  Squad autorifle
  4mm railgun
  27
  +0
  5
  10
  15
  6.1kg
  2.9kg
  10
  100c
  4
  5000
  The squad autorifles are capable of being solidly mounted to get +2 Range Mod.
  Initiative Range
  Extra
  Rate
  Siege engine
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass
  clip
  of fire*
  Clip
  AV
  Cost
  Siege crossbow
  32mm
  11
  -1
  4
  15
  5
  17.3kg/.35m3 .3kg
  1/35
  1i
  6
  330
  Onager, small
  90mm
  13
  -3
  3
  -
  4
  75kg/1.5m3
  .8kg
  1/130
  1i
  8
  210
  Onager, medium
  140mm
  18
  -4
  0
  -
  4
  115kg/2.3m3 4.3kg
  1/270
  1i
  9
  340
  Sprengal, small
  65mm
  15
  -3
  9
  -
  4
  75kg/1.5m3 2.1kg
  1/130
  1i
  8
  270
  Sprengal, medium
  55mm
  15x4
  -3
  9
  -
  4
  275kg/5.5m3 5.0kg
  4(1/400)
  4i
  9
  550
  Ballista, small
  45mm
  13
  -2
  9
  -
  4
  50kg/1.0m3 1.4kg
  1/70
  1i
  7
  210
  Ballista, medium
  75mm
  16
  -3
  10
  -
  4
  85kg/1.7m3 6.4kg
  1/170
  1i
  8
  580
  Trebuchet
  250mm
  36
  -7
  0
  -
  4
  2.7t/54m3
  16.4kg
  1/1100
  1i
  11
  1200
  *Assumes one person working at 150J per second. Divide by up to 2 people per 100kg (round up) of weapon if extra help is available.
  Initiative Range
  Extra
  Rate
  Archaic cannon
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass*
  clip
  of fire*
  Clip
  AV
  Cost
  Swivel gun
  25mm
  20
  -2
  2
  16
  5
  29.1kg/.03m3 .1kg
  1/20
  1i
  15
  205
  (cannister shot)
  10mm shot
  8(+0)
  0
  6pd muzzle loader
  93mm
  55
  -4
  7
  -
  6
  400kg/.4m3
  3kg
  1/30
  1i
  20
  1400
  (cannister shot)
  28mm shot 19(+2)
  12pd muzzle loader
  117mm
  97
  -5
  7
  -
  6
  800kg/.8m3
  6kg
  1/40
  1i
  24
  3700
  (cannister shot)
  38mm shot 30(+2)
  32pd muzzle loader
  163mm
  148
  -5
  7
  -
  6
  2000kg/2.0m3 15kg
  1/50
  1i
  26
  6000
  (cannister shot)
  51mm shot 40(+2)
  20pd breech load rfl
  85mm
  90
  -4
  9
  -
  7
  400kg/.4m3
  10kg
  1/12
  1i
  21
  7500
  (shell)
  9E
  70pd breech load rfl 150mm
  195
  -5
  9
  -
  7
  3.0t/3.0m3
  37kg
  1/20
  1i
  27
  34k
  (shell)
  20E
  110pd breech load rfl 180mm
  231
  -6
  16
  -
  7
  4.0t/4.0m3
  60kg
  1/20
  1i
  28
  48k
  (shell)
  26E
  Note that muzzle loading cannon require either loading from outside a vehicle, or double interior volume to allow retraction of the weapon for reloading.
  Rate of fire assumes crew of 2 per 1m3 of weapon (round up). This can be decreased by a variable amount depending on how much safety you want to sacrifice.
  Initiative Range
  Extra
  Rate
  Machineguns
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass/vol.
  clip
  of fire
  Clip
  AV
  Cost
  13mm machinegun
  13mm
  36
  -2
  11
  -
  9
  60kg/.06m3
  20kg
  10
  200e
  10
  2500
  15mm machinegun
  15mm
  42
  -3
  11
  -
  9
  90kg/.09m3
  35kg
  10
  200e
  12
  3300
  8mm rotary gun
  8mm
  18
  -1
  3
  -
  11
  120kg/.12m3 100kg
  100
  4000e
  8
  1400
  13mm machinegun
  13mm
  40
  -2
  11
  -
  12
  40kg/.04m3
  15kg
  20
  200e
  8
  3000
  15mm machinegun
  15mm
  44
  -3
  16
  -
  11
  75kg/.08m3
  28kg
  10
  150e
  10
  3500
  15mm machinegun
  15mm
  47
  -3
  16
  -
  12
  70kg/.07m3
  28kg
  10
  150e
  9
  4100
  15mm machinegun
  15mm
  50
  -3
  16
  -
  13
  70kg/.07m3
  28kg
  10
  150e
  8
  4500
  6mm railgun*
  6mm
  90
  -2
  11
  -
  14
  27kg/.03m3 9.0kg/7Mw
  20
  2000e
  7
  19k
  6mm railgun*
  6mm
  101
  -2
  11
  -
  15
  26kg/.03m3 9.0kg/6Mw
  20
  2000e
  6
  23k
  5mm particle beam*
  5mm
  90
  -2
  18
  -
  14
  30kg/.03m3 13Mw
  10
  ∞
  5
  38k
  5mm particle beam*
  5mm
  103
  -2
  18
  -
  15
  27kg/.03m3 10Mw
  10
  ∞
  4
  49k
  *Requires vehicle power source. Railgun clip mass is for projectiles only.
  WEAPONS
  154
  154
  
  Weapons 2
  Initiative Range
  Extra
  Rate
  Cannon
  Caliber
  DV
  mod
  mod
  Size
  TL
  Mass/vol.
  clip
  of fire
  Clip
  AV
  Cost
  20mm autocannon
  20mm
  57
  -3
  26
  -
  11
  100kg/.1m3
  20kg
  10
  50c
  11
  8000
  25mm autocannon
  25mm
  67
  -4
  26
  -
  11
  150kg/.15m3 40kg
  10
  50c
  12
  10.5k
  30mm autocannon
  30mm
  75
  -4
  26
  -
  11
  200kg/.2m3
  60kg
  10
  50c
  13
  13k
  30mm rotary cannon 30mm
  75
  -6
  26
  -
  11
  1.7t/1.7m3
  1.0t
  60
  1200e
  13
  25k
  40mm autocannon (HE)40mm
  5E
  -5
  26
  -
  11
  700kg/.7m3
  80kg
  5
  25i
  14
  23k
  (APFSDS)
  96
  38
  76mm cannon (HE)
  76mm
  9E
  -5
  26
  -
  9
  600kg/.6m3
  12kg
  1
  1i
  24
  36k
  (AP)
  200
  38
  12kg
  90mm lt. cannon (HE)90mm
  14E
  -4
  9
  -
  11
  300kg/.3m3 5.0kg
  1
  1i
  14
  2500
  (HEAT)
  480/7E
  16
  4.0kg
  105mm cannon (HE) 105mm
  18E
  -6
  26
  -
  11
  2.5t/2.5m3
  19kg
  1
  1i
  22
  28k
  (APFSDS)
  370
  52
  17kg
  (HEAT)
  686/11E
  26
  22kg
  120mm cannon (HE) 120mm
  22E
  -6
  38
  -
  11
  3.0t/3.0m3
  25kg
  1
  1i
  22
  35k
  (APFSDS)
  400
  52
  20kg
  (HEAT)
  950/14E
  38
  25kg
  Range mods assume handheld wpns use handhelp category, and vehicle ones use turreted.
  Initiative Range
  Extra
  Rate
  Fire & forget missiles Caliber
  DV
  mod
  mod
  Size
  TL
  Mass
  clip
  of fire
  Clip
  AV
  Cost
  AT msl. (skill 0/600m/sec)
  80mm
  400/6E
  -1
  -
  12
  11
  9.0kg
  5.0kg
  1
  1i
  11
  900
  AT msl. (skill 1/650m/sec)
  80mm
  440/7E
  -1
  -
  12
  13
  8.0kg
  5.0kg
  1
  1i
  8
  1200
  AT msl. (skill 2/600m/sec)
  90mm
  560/9E
  -1
  -
  12
  15
  9.5kg
  7.0kg
  1
  1i
  6
  5000
  AA msl. (skill 1/700m/sec)
  70mm
  330/13E
  -1
  -
  20
  11
  9.5kg
  6.5kg
  1
  1i
  10
  1000
  AA msl. (skill 1/850m/sec)
  70mm
  360/14E
  -1
  -
  20
  13
  9.5kg
  6.5kg
  1
  1i
  8
  1000
  AA msl. (skill 2/800m/sec)
  70mm
  390/15E
  -1
  -
  20
  15
  8.5kg
  6.5kg
  1
  1i
  6
  5000
  AT msl. (skill 2/550m/sec) 180mm 1350/22E
  -3
  -
  -
  11
  75kg/.08m3
  55kg
  1
  1i
  15
  15k
  AT msl. (skill 2/850m/sec) 180mm 1500/24E
  -3
  -
  -
  13
  70kg/.07m3
  55kg
  1
  1i
  12
  20k
  AT msl. (skill 3/850m/sec) 200mm 1800/30E
  -3
  -
  -
  15
  90kg/.09m3
  75kg
  1
  1i
  9
  150k
  AA msl. (skill 2/1.1km/sec) 150mm 1000/29E
  -3
  -
  -
  11
  80kg/.08m3
  65kg
  1
  1i
  15
  15k
  AA msl. (skill 2/1.3km/sec) 150mm 1100/31E
  -3
  -
  -
  13
  80kg/.08m3
  65kg
  1
  1i
  12
  15k
  AA msl. (skill 3/1.2km/sec) 150mm 1200/34E
  -3
  -
  -
  15
  75kg/.08m3
  65kg
  1
  1i
  8
  100k
  Torpedo (skill 2/25m/sec) 550mm
  200E
  -5
  -
  -
  11
  1.7t/1.7m3
  1.6t
  1
  1i
  25
  400k
  Torpedo (skill 3/25m/sec) 550mm
  220E
  -5
  -
  -
  13
  1.7t/1.7m3
  1.6t
  1
  1i
  20
  1.6m
  Torpedo (skill 3/30m/sec) 550mm
  240E
  -5
  -
  -
  15
  1.7t/1.7m3
  1.6t
  1
  1i
  15
  2.0m
  Active Sensors*
  TL
  Mass
  Volume
  Cost
  Power
  Antenna
  Resolution
  @1km
  @10km @100km@1000km
  Rating 1 (range/100)
  9
  640kg
  .64m3
  6.4KCr
  8.5kw
  1m2
  1cm per 10m
  1m
  -
  -
  -
  Rating 2 (range/1000)
  9
  10 ton
  10m3
  100KCr
  133kw
  4m2
  1m
  10m
  -
  -
  Rating 2 (range/1000)
  10
  1.2 ton
  1.2m3
  12KCr
  12kw
  4m2
  1cm per 50m
  20cm
  2m
  -
  -
  Rating 3 (range/10000)
  10
  20 ton
  20m3
  200KCr
  200kw
  9m2
  20cm
  2m
  20m
  -
  Rating 2 (range/1000)
  11
  400kg
  .40m3
  4.0KCr
  2.9kw
  4m2
  1cm per 250m
  4cm
  40cm
  -
  -
  Rating 3 (range/10000)
  11
  6.0 ton
  6.0m3
  60KCr
  44kw
  9m2
  4cm
  40cm
  4m
  -
  Rating 4 (range/100000)
  11
  100 ton
  100m3
  1.0MCr
  730kw
  16m2
  4cm
  40cm
  4m
  40m
  Rating 2 (range/1000)
  12
  160kg
  .16m3
  1.6KCr
  .82kw
  4m2
  1cm per 1km
  1cm
  10cm
  -
  -
  Rating 3 (range/10000)
  12
  2.6 ton
  2.6m3
  26KCr
  13kw
  9m2
  1cm
  10cm
  1m
  -
  Rating 4 (range/100000)
  12
  40 ton
  40m3
  400KCr
  204kw
  16m2
  1cm
  10cm
  1m
  10m
  Rating 3 (range/10000)
  13
  1.2 ton
  1.2m3
  12KCr
  4.1kw
  9m2
  1cm per 5km
  <1cm .
  2cm
  20cm
  -
  Rating 4 (range/100000)
  13
  20 ton
  20m3
  200KCr
  68kw
  16m2
  <1cm .
  2cm
  20cm
  2m
  Rating 5 (range/1000000)
  13
  320 ton
  320m3
  3.2MCr
  1.1Mw
  25m2
  <1cm .
  2cm
  20cm
  2m
  Rating 3 (range/10000)
  14
  640kg
  .64m3
  6.4KCr
  1.4kw
  9m2
  1cm per 25km
  <1cm .
  <1cm .
  4cm
  -
  Rating 4 (range/100000)
  14
  10 ton
  10m3
  100KCr
  22kw
  16m2
  <1cm .
  <1cm .
  4cm
  40cm
  Rating 5 (range/1000000)
  14
  160 ton
  160m3
  1.6MCr
  352kw
  25m2
  <1cm .
  <1cm .
  4cm
  40cm
  Rating 3 (range/10000)
  15
  480kg
  .48m3
  4.8KCr
  .62kw
  9m2
  1cm per 100km <1cm .
  <1cm .
  1cm
  -
  Rating 4 (range/100000)
  15
  8.0 ton
  8.0m3
  80KCr
  10kw
  16m2
  <1cm .
  <1cm .
  1cm
  10cm
  Rating 5 (range/1000000)
  15
  120 ton
  120m3
  1.2MCr
  156kw
  25m2
  <1cm .
  <1cm .
  1cm
  10cm
  *AWR 1. Assumes a manned sensor, a control console and a 360° field of view, like a ground-based radar installation.
  WEAPONS
  155
  155
  
  Velocity Conversions
  Velocity
  Metric
  Imperial
  Nautical
  per 5 sec
  per 10 sec
  per 30 sec
  per minute
  per 2 min
  per 5 min
  1m/sec
  3.6kph
  2.2mph
  1.9kt
  5m
  10m
  30m
  60m
  120m
  300m
  2m/sec
  7.2kph
  4.5mph
  3.9kt
  10m
  20m
  60m
  120m
  240m
  600m
  3m/sec
  10.8kph
  6.7mph
  5.8kt
  15m
  30m
  90m
  180m
  360m
  900m
  4m/sec
  14.4kph
  8.9mph
  7.8kt
  20m
  40m
  120m
  240m
  480m
  1,200m
  5m/sec
  18.0kph
  11.2mph
  9.7kt
  25m
  50m
  150m
  300m
  600m
  1,500m
  6m/sec
  21.6kph
  13.4mph
  11.7kt
  30m
  60m
  180m
  360m
  720m
  1,800m
  7m/sec
  25.2kph
  15.7mph
  13.6kt
  35m
  70m
  210m
  420m
  840m
  2,100m
  8m/sec
  28.8kph
  17.9mph
  15.6kt
  40m
  80m
  240m
  480m
  960m
  2,400m
  9m/sec
  32.4kph
  20.1mph
  17.5kt
  45m
  90m
  270m
  540m
  1,080m
  2,700m
  10m/sec
  36.0kph
  22.4mph
  19.4kt
  50m
  100m
  300m
  600m
  1,200m
  3,000m
  12m/sec
  43.2kph
  26.8mph
  23.3kt
  60m
  120m
  360m
  720m
  1,440m
  3,600m
  14m/sec
  50.4kph
  31.3mph
  27.2kt
  70m
  140m
  420m
  840m
  1,680m
  4,200m
  16m/sec
  57.6kph
  35.8mph
  31.1kt
  80m
  160m
  480m
  960m
  1,920m
  4,800m
  18m/sec
  64.8kph
  40.3mph
  35.0kt
  90m
  180m
  540m
  1080m
  2,160m
  5,400m
  20m/sec
  72.0kph
  44.7mph
  38.9kt
  100m
  200m
  600m
  1200m
  2,400m
  6,000m
  22m/sec
  79.2kph
  49.2mph
  42.8kt
  110m
  220m
  660m
  1320m
  2,640m
  6,600m
  24m/sec
  86.4kph
  53.7mph
  46.7kt
  120m
  240m
  720m
  1440m
  2,880m
  7,200m
  26m/sec
  93.6kph
  58.2mph
  50.5kt
  130m
  260m
  780m
  1560m
  3,120m
  7,800m
  28m/sec
  101kph
  62.6mph
  54.4kt
  140m
  280m
  840m
  1680m
  3,260m
  8,400m
  30m/sec
  108kph
  67.1mph
  58.3kt
  150m
  300m
  900m
  1800m
  3,600m
  9,000m
  32m/sec
  115kph
  71.6mph
  62.2kt
  160m
  320m
  960m
  1920m
  3,840m
  9,600m
  34m/sec
  122kph
  76.1mph
  66.1kt
  170m
  340m
  1020m
  2040m
  4,080m
  10.2km
  36m/sec
  130kph
  80.5mph
  70.0kt
  180m
  360m
  1080m
  2160m
  4,320m
  10.8km
  38m/sec
  137kph
  85.0mph
  73.9kt
  190m
  380m
  1140m
  2280m
  4,560m
  11.4km
  40m/sec
  144kph
  89.5mph
  77.8kt
  200m
  400m
  1200m
  2400m
  4,800m
  12.0km
  42m/sec
  151kph
  93.9mph
  81.6kt
  210m
  420m
  1260m
  2520m
  5,040m
  12.6km
  44m/sec
  158kph
  98.4mph
  85.5kt
  220m
  440m
  1320m
  2640m
  5,280m
  13.2km
  46m/sec
  166kph
  103mph
  89.4kt
  230m
  460m
  1380m
  2760m
  5,520m
  13.8km
  48m/sec
  173kph
  107mph
  93.3kt
  240m
  480m
  1440m
  2880m
  5,760m
  14.4km
  50m/sec
  180kph
  112mph
  97.2kt
  250m
  500m
  1500m
  3000m
  6,000m
  15.0km
  52m/sec
  187kph
  116mph
  101kt
  260m
  520m
  1560m
  3120m
  6,240m
  15.6km
  54m/sec
  194kph
  121mph
  105kt
  270m
  540m
  1620m
  3240m
  6,480m
  16.2km
  56m/sec
  202kph
  125mph
  109kt
  280m
  560m
  1680m
  3360m
  6,720m
  16.8km
  58m/sec
  209kph
  130mph
  113kt
  290m
  580m
  1740m
  3480m
  6,960m
  17.4km
  60m/sec
  216kph
  134mph
  117kt
  300m
  600m
  1800m
  3600m
  7,200m
  18.0km
  62m/sec
  223kph
  139mph
  121kt
  310m
  620m
  1860m
  3720m
  7,440m
  18.6km
  64m/sec
  230kph
  143mph
  124kt
  320m
  640m
  1920m
  3840m
  7,680m
  19.2km
  66m/sec
  238kph
  148mph
  128kt
  330m
  660m
  1980m
  3960m
  7,920m
  19.8km
  68m/sec
  245kph
  152mph
  132kt
  340m
  680m
  2040m
  4080m
  8,160m
  20.4km
  70m/sec
  252kph
  157mph
  136kt
  350m
  700m
  2100m
  4200m
  8,400m
  21.0km
  72m/sec
  259kph
  161mph
  140kt
  360m
  720m
  2160m
  4320m
  8,640m
  21.6km
  74m/sec
  266kph
  166mph
  144kt
  370m
  740m
  2220m
  4440m
  8,880m
  22.2km
  76m/sec
  274kph
  170mph
  148kt
  380m
  760m
  2280m
  4560m
  9,120m
  22.8km
  78m/sec
  281kph
  174mph
  152kt
  390m
  780m
  2340m
  4680m
  9,360m
  23.4km
  82m/sec
  295kph
  183mph
  159kt
  410m
  820m
  2460m
  4920m
  9,840m
  24.6km
  86m/sec
  310kph
  192mph
  167kt
  430m
  860m
  2580m
  5160m
  10.3km
  25.8km
  88m/sec
  317kph
  197mph
  171kt
  440m
  880m
  2640m
  5280m
  10.6km
  26.4km
  92m/sec
  331kph
  206mph
  179kt
  460m
  920m
  2760m
  5520m
  11.0km
  27.6km
  96m/sec
  346kph
  215mph
  187kt
  480m
  960m
  2880m
  5760m
  11.5km
  28.8km
  100m/sec
  360kph
  224mph
  194kt
  500m
  1000m
  3000m
  6000m
  12.0km
  30.0km
  110m/sec
  396kph
  246mph
  214kt
  550m
  1100m
  3300m
  6600m
  13.2km
  33.0km
  120m/sec
  432kph
  268mph
  233kt
  600m
  1200m
  3600m
  7200m
  14.4km
  36.0km
  130m/sec
  468kph
  291mph
  253kt
  650m
  1300m
  3900m
  7800m
  15.6km
  39.0km
  140m/sec
  504kph
  313mph
  272kt
  700m
  1400m
  4200m
  8400m
  16.8km
  42.0km
  150m/sec
  540kph
  336mph
  292kt
  750m
  1500m
  4500m
  9000m
  18.0km
  45.0km
  160m/sec
  576kph
  358mph
  311kt
  800m
  1600m
  4800m
  9600m
  19.2km
  48.0km
  170m/sec
  612kph
  380mph
  330kt
  850m
  1700m
  5100m
  10.2km
  20.4km
  51.0km
  180m/sec
  648kph
  403mph
  350kt
  900m
  1800m
  5400m
  10.8km
  21.6km
  54.0km
  190m/sec
  684kph
  425mph
  369kt
  950m
  1900m
  5700m
  11.4km
  22.8km
  57.0km
  200m/sec
  720kph
  447mph
  389kt
  1000m
  2000m
  6000m
  12.0km
  24.0km
  60.0km
  220m/sec
  792kph
  492mph
  428kt
  1100m
  2200m
  6600m
  13.2km
  26.4km
  66.0km
  240m/sec
  864kph
  537mph
  467kt
  1200m
  2400m
  7200m
  14.4km
  28.8km
  72.0km
  260m/sec
  936kph
  582mph
  505kt
  1300m
  2600m
  7800m
  15.6km
  31.2km
  78.0km
  280m/sec
  1008kph
  626mph
  544kt
  1400m
  2800m
  8400m
  16.8km
  33.6km
  84.0km
  300m/sec
  1080kph
  671mph
  583kt
  1500m
  3000m
  9000m
  18.0km
  36.0km
  90.0km
  350m/sec
  1260kph
  783mph
  680kt
  1750m
  3500m
  10.5km
  21.0km
  42.0km
  105.km
  400m/sec
  1440kph
  895mph
  778kt
  2000m
  4000m
  12.0km
  24.0km
  48.0km
  120.km
  450m/sec
  1620kph
  1007mph
  875kt
  2250m
  4500m
  13.5km
  27.0km
  54.0km
  135.km
  500m/sec
  1800kph
  1118mph
  972kt
  2500m
  5000m
  15.0km
  30.0km
  60.0km
  150.km
  How to use this table:
  Cross-reference the vehicle's velocity in m/sec with the distance or unit of measurement desired.
  VELOCITY CONVERSIONS
  156
  156
  
  VEHICLE NAME: IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
  CONFIGURATION(MATERIAL TYPE)
  TL
  AREA.
  L X W X D
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________M3 ________M IIII
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________M3 ________M IIII
  _______KG
  _______M3
  _______CR
  IIII
  POWER pLANT
  TL 
  TYPE. DURABILITY
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  _______HR
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  _______HR
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  _______HR
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  _______HR
  _______KW
  _______KG
  _______M3
  _______CR
  FUEL
  TYPE. DURABILITY
  .
  MASS
  VOLUME
  COST.
  __________________________IIII ________
  X_______ IIII
  _______KG
  _______M3
  _______CR
  __________________________IIII ________
  X_______ IIII
  _______KG
  _______M3
  _______CR
  __________________________IIII ________
  X_______ IIII
  _______KG
  _______M3
  _______CR
  __________________________IIII ________
  X_______ IIII
  _______KG
  _______M3
  _______CR
  __________________________IIII
  IIII
  POWER TRAIN
  TL
  TYPE. TOP SPEED
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  SEATING & ACCOMODATIONS
  TL
  TYPE.
  QUANTITY
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  ARMOR
  TL
  TYPE.
  FACING
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  FRONT(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  _____
  ________
  REAR(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  _____
  ________
  R.SIDE(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  _____
  ________
  L.SIDE(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  _____
  ________
  TOP(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  _____
  ________ BOTTOM(. ) IIII
  _______KG IIII
  _______CR
  __________________________
  IIII
  IIII
  OTHER SURFACE TREATMENTS
  TL
  TYPE.
  MODIFIER
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  ACCESSORIES
  TL
  TYPE.
  QUANTITY
  POWER
  MASS
  VOLUME
  COST.
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  __________________________
  _____
  ________
  X_______
  _______KW
  _______KG
  _______M3
  _______CR
  TOTALS:
  IIII KWIIII KGIIII M3IIII CR
  DESIGN
  157
  157
  
  VEHICLE
  : _______________________________________
  FRONT
  : ____
  REAR
  : ____
  R.SIDE
  : ____
  L.SIDE
  : ____
  TOP
  : ____
  BOTTOM
  : ____
  WINDOWS
  : ____
  SENSORS : ____
  CONTROLS: ____
  ENGINE
  : ____
  MAX
  : ____
  ACC/DEC : ____
  TURN
  : ____
  PASS.
  : ____
  CARGO
  : ____
  RANGE
  : ____
  FUEL
  : ____
  SIZE mODIFIER : ____ TOUGHNESS : ____
  SPECIAL fEATURES
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  ACCESSORIES AND eQUIPMENT
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  VEHICLE
  : _______________________________________
  FRONT
  : ____
  REAR
  : ____
  R.SIDE
  : ____
  L.SIDE
  : ____
  TOP
  : ____
  BOTTOM
  : ____
  WINDOWS
  : ____
  SENSORS : ____
  CONTROLS: ____
  ENGINE
  : ____
  MAX
  : ____
  ACC/DEC : ____
  TURN
  : ____
  PASS.
  : ____
  CARGO
  : ____
  RANGE
  : ____
  FUEL
  : ____
  SIZE mODIFIER : ____ TOUGHNESS : ____
  SPECIAL fEATURES
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  ACCESSORIES AND eQUIPMENT
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  DESIGN
  VEHICLE
  : _______________________________________
  FRONT
  : ____
  REAR
  : ____
  R.SIDE
  : ____
  L.SIDE
  : ____
  TOP
  : ____
  BOTTOM
  : ____
  WINDOWS
  : ____
  SENSORS : ____
  CONTROLS: ____
  ENGINE
  : ____
  MAX
  : ____
  ACC/DEC : ____
  TURN
  : ____
  PASS.
  : ____
  CARGO
  : ____
  RANGE
  : ____
  FUEL
  : ____
  SIZE mOD.: ____
  TOUGHN.
  : ____
  SPECIAL fEATURES
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  ACCESSORIES AND eQUIPMENT
  _________________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  158
  158
  
  VEHICLE
  : __________________________________________________________________________________________
  FRONT
  : ____
  REAR
  : ____
  R.SIDE
  : ____
  L.SIDE
  : ____
  TOP
  : ____
  BOTTOM
  : ____
  WINDOWS
  : ____
  SENSORS : ____
  CONTROLS: ____
  ENGINE 1
  : ____
  ENGINE 2 : ____
  ENGINE 3 : ____
  ENGINE 4 : ____
  PWR.TRN 1: ____
  PWR.TRN 2: ____
  STRUCT.
  : ____
  MAX
  : ____
  ACC/DEC : ____
  STALL
  : ____
  TURN
  : ____
  PASS.
  : ____
  CARGO 1
  : ____
  CARGO 2 : ____
  HANGAR 1 : ____
  HANGAR 2 : ____
  RANGE
  : ____
  FUEL 1
  : ____
  FUEL 2
  : ____
  FUEL 3
  : ____
  FUEL 4
  : ____
  SIZE MOD : ____
  TOUGHN.
  : ____
  SPECIAL fEATURES
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ________________
  ACCESSORIES AND eQUIPMENT
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  NOTES
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ___________________________________________________________________________________________________
  ______________________________________________________________________________________________
  DESIGN
  159
  159
  
  VEHICLE 
  VEHICLE 
  DESIGN 1.0
  DESIGN 1.0
  •• YOU CAN NEVER HA
  YOU CAN NEVER HAVE TOO BIG AN ENGINE
  VE TOO BIG AN ENGINE
  •• YOU CAN NEVER HA
  YOU CAN NEVER HAVE TOO MUCH ARMOR
  VE TOO MUCH ARMOR
  •• YOU CAN NEVER HA
  YOU CAN NEVER HAVE TOO MANY WEAPONS
  VE TOO MANY WEAPONS
  CORPS VDS 
  CORPS VDS D
  DOES FOR VEHICLES WHA
  OES FOR VEHICLES WHAT 3G
  T 3G33 DID
  DID
  FOR WE
  FOR WEAPONS: 
  APONS: P
  PROVIDE A COMPREHENSIVE DESIGN
  ROVIDE A COMPREHENSIVE DESIGN
  TOOL THA
  TOOL THAT CAN BE PLUGGED INTO ANY ROLEPLA
  T CAN BE PLUGGED INTO ANY ROLEPLAYING 
  YING 
  SYSTEM. 
  SYSTEM. CCOVERS EVER
  OVERS EVERYTHING FROM ROWBOA
  YTHING FROM ROWBOATS TO
  TS TO
  ST
  STARSHIPS, P
  ARSHIPS, PAST
  AST, PRESENT
  , PRESENT, FUTURE AND THEN
  , FUTURE AND THEN
  SOME. 
  SOME. IIF YOU CAN IMAGINE IT
  F YOU CAN IMAGINE IT, YOU CAN BUILD IT
  , YOU CAN BUILD IT..
  W
  WHETHER YOU CAN AFFORD IT IS ANOTHER MA
  HETHER YOU CAN AFFORD IT IS ANOTHER MATTER
  TTER
  ENTIREL
  ENTIRELY
  Y...
  ...
  G
  GEARHEADS REJOICE! 
  EARHEADS REJOICE! 
  TTHE W
  HE WAIT IS OVER...
  AIT IS OVER...
  ISBN 0-9438891-35-3
  BTRC 7103
  
SOURCE: textdata/thevault/Corps/CORPS 2e - BTRC7103 Vehicle Design System.pdf