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Robot Design

Modern-Day Cars
an excerpt from GURPS Vehicles, by David Pulver

The Basics   |   A Few More Options   |   Armor   |   Maneuvers   |   Motorcycles   |   TL8 Cars



This is a quick design system for TL7 cars. Everything in this article is derived from David Pulver's second edition of GURPS Vehicles.

The Basics


Start with the size of the car, measured in cubic feet [1]. Then add an engine [2], seats for the driver and passengers [3], and a fuel tank [4]. Calculate the volume and hit points for the wheels [5]. Then calculate the weight and hit points of the body [6]. Finally, find the car's top speed [7].


1. Size
Choose a size from the list below.

Subcompact 100 cubic feet
Jeep 110 cubic feet
Sports car 120 to 180 cubic feet
Family car 180 to 220 cubic feet
Pickup truck 200 cubic feet
Station wagon 200 to 250 cubic feet
Van 250 to 300 cubic feet




2. The Engine
      To make things easy, every engine is a standard internal combustion (p. V83). Each engine comes with a wheeled drivetrain of the same KiloWatt value (p. V31). A 40-pound lead-acid battery is added, as well (p. V88). These three components are collectively called the engine.
      The requirement for access space (p. V14) has been incorporated in the chart below. The gph is the number of gallons of gas consumed per hour of driving.

KW lbs. cubic feet gph
50 420 15.2 2
75 582.5 21.7 3
100 745 28.2 4
150 1,070 41.2 6
200 1,395 54.2 8
250 1,720 67.2 10
300 2,045 80.2 12
400 2,695 106.2 16




3. Seats and People
      Decide how many seats you want in the car. You need at least one (for the driver). Each seat weighs 30 lbs and takes up 30 cf.
      Add 200 lbs for every seat. This is the weight of the driver and passengers.




4. Fuel Tank
      The car has a gasoline-filled tank. Choose a size from the chart below. When a tank is damaged, it can catch fire. See the sidebar on p. V184.

Gallons lbs. cubic feet
10 70 1.5
15 105 2.3
20 140 3.0
30 210 4.5
50 350 7.5
100 700 15.0




5. Wheels
      This includes the suspension and tires.
      We'll assume the car has exactly four wheels. The weight is part of the body weight (see below). Wheels have their own volume and hit points, however.
      The wheels take up 10% of the body volume. Multiply the volume by 7.5 to determine the total number of hit points.




6. Body
      The car's body weighs 6 lbs for every cf of size. For example, a 200 cf car has a 1,200-pound body. The body's hit points are equal to (body cf x 1.65). If the body is 130 cf or less, use (body cf x 1.9) instead.




7. Top Speed
      In the second edition of Vehicles there is no maximum load value. Instead, the weight decreases the car's top speed. Once the top speed reaches zero, the car is overloaded.
      Add up the weight for the engine, seats, driver and passengers, fuel tank, and the body. Compare the total on the chart below to the engine KW.
      If you don't want to use the chart, follow these steps: First divide the total weight by 2,000. Then divide the KW by this number. Find the square root. Multiply that by 16. For example, a car weighing 7,400 lbs with a 75KW engine has a top speed of 72 mph.

Weight 50kw 75kw 100kw 150kw 200kw 250kw 300kw 400kw
1,000 160 196 226 277 320 358 392 452
2,000 113 139 160 196 226 253 277 320
3,000 92 113 131 160 185 207 226 261
4,000 80 98 113 139 160 179 196 226
5,000 72 88 101 124 143 160 175 202
10,000 50 62 72 88 101 113 124 143
20,000 35 44 51 62 72 80 88 101
30,000 30 36 41 51 58 65 72 83




Sample Vehicle — The Groovy Van
      The van has a volume of 260 cf. It has a 50KW engine. The engine weighs 420 lbs and takes up 15.2 cf. There are four seats, adding 120 lbs and 120 cf. We'll add 800 for three passengers and a driver. The wheels have a volume of 26 cf. Each wheel has 49 hit points.
      The van consumes 2 gallons per hour. We want it to be useful for long trips, so we'll give it a 20-gallon tank. This weighs 140 lbs and takes up 3 cf.
      The body weighs 1,560 lbs. It has 429 hit points.
      The total weight is (420 + 120 + 800 + 140 + 1,560) 3,040 lbs. This gives it a top speed of 92 mph.
      There is 95.8 cf left for cargo, accessories, and other stuff.



Sample Vehicle — Sports Car
      This 150-cf car is going to be a two-seater with the largest possible engine. The two seats weigh a total of 60 lbs and take up 60 cf. Add 400 lbs for a driver and one passenger. The wheels take up 15 cf. That leaves 75 cf. We'll give it a 30-gallon tank and a 250KW engine.
      The engine weighs 1,720 lbs and takes up 67.2 cf. The tank weighs 210 lbs and takes up 4.5 cf. There is just 3.3 cf left.
      The car's body weighs 900 lbs. It has 247 hit points. The total weight is (1,720 + 60 + 400 + 210 + 900) 3,290. Using the formula instead of the chart, the top speed is 197 mph.






A Few More Options


Body Frame
      You can give the body a light frame or a heavy frame (p. V19). A light frame cuts the body weight in half, but it also cuts the hit points in half (for both the body and the wheels). A heavy body increases the body weight by 50% and doubles the hit points.

Charged Engines
      If the engine is turbocharged or supercharged, reduce its weight and volume by 15% each. For example, a turbocharged 200KW engine weighs 1,185 lbs and takes up 46 cf. Chargers precompress the air entering the engine, increasing the power output. In game terms, this reduces the weight per KW. See p. V83.

Seats
      Roomy seats weigh 40 lbs and take up 40 cf. Cramped seats weigh 20 lbs and take up 20 cf. See p. V76. If you're not expecting to fill every seat in the normal use of the vehicle, you don't have to count a 200-pound passenger for every seat.

More Accurate Hit Points
      The body's weight and hit points are supposed to be based its surface area, not its volume. But the difference is small. If you want accurate numbers, use the surface area values on page V18 and the rules for hit points on page V20.

Driving Skill
      All of these cars are controlled using the Driving (automobile) skill — unless the car weighs over 10,000 lbs. Then you need Driving (heavy wheeled). Both are physical/average. See pp. B68 and V143 for details.

Acceleration
      Divide the top speed by 16. Then multiply by 0.8. This is the car's acceleration, measured in mph per second. For example, the acceleration for the sports car is 10 mph/second.

Improved Suspension
      If you add an improved suspension, change the 16 in the top speed formula to an 18. It costs $100 x the surface area of the wheels (see chart below) but adds no extra weight or space. See p. V20.

Deceleration
      For TL7 ground vehicles between 100 and 300 cf, the maximum deceleration is 10 mph per second. If you add improved brakes, increase the maximum deceleration to 15 mph.
      (Actually, this is the maximum safe deceleration. If you slow down faster, you have to make a skill roll to control the vehicle.)

Size Modifier
      Every car between 101 and 300 cf has a size modifier of +3 (p. V26). At 100 cf, the modifier is +2.




Armor


      Want to put armor on your car? At TL7, laminate is the best kind. It comes in three grades: standard, expensive, and advanced. (For more types, see p. V22.)
      Armor is measured as DR. You can put it on the body and the wheels. To figure out the weight per point, use the chart below to find the surface area of the body and wheels.

Volume Area   Volume Area
10 to 11 30   69 to 96 125
12 to 17 40   96 to 125 150
18 to 24 50   126 to 157 175
25 to 31 60   158 to 188 200
32 to 44 75   189 to 268 250
45 to 68 100   269 to 353 300

      Multiply the surface area by 0.4 for standard laminate, 0.25 for expensive, and 0.15 for advanced.
      Example. We'll put expensive laminate on the sports car from last issue. The body has a surface area of 175. The wheels have a surface area of 40. The armor weighs (175 x 0.25) 43.75 lbs per point for the body and (40 x 0.25) 10 per point for the wheels. If we give the body DR 50 and the wheels DR 20, the total weight is (2,187.5 + 200) 2,387.5 lbs.
      Each armored part gets a free Passive Defense score. This is equal to the square root of the DR, rounded down. Maximum PD is 4.






Maneuvers and Control Rolls


      If the driver changes the direction of the car, he might have to make a Driving roll to maintain control. Tight turns at high speeds can result in skids, spinouts, and crashes.
      First you need to give the car a Maneuver Rating (MR) and a Stability Rating (SR). All four-wheeled vehicles between 100 and 300 cf have an MR of 0.75 and an SR of 4 (p. V129). Improved suspension adds 0.25 and 1, respectively.
      Estimate the angle of the turn in degrees and compare it to the car's speed. This gives you the g-force of the maneuver. The complete chart is on p. V147. Or use the condensed version below.

Speed 15 degrees 45 degrees 90 degrees
20 mph 0.25 0.75 1.5
50 mph 0.5 1.75 3.5
100 mph 1.25 3.75 7.5
160 mph 2 6 12

      If the Gs exceed the MR, you have to make a control roll. Penalize the roll by -1 for every 0.25 over the MR. Double this penalty if the MR is less than 1. If the Driving roll fails, take the amount by which you failed the roll and subtract the SR. Use that result to determine the severity of the loss of control:

      Skid. On a 0 or less, the car skids a few yards and loses 10 mph of speed.
      Spinout. On 1 or 2, the car loses 20 mph per second. This deceleration continues until the car stops or the driver makes a control roll at -4. The wheels take 1d damage for every 20 mph at the start of the spin.
      Roll or Vault. On a 3 or 4, the car rolls. It decelerates at 20 mph per second until it stops. During each second of the roll, the car takes 10d damage for every ton of weight. On a 5 or more, the car vaults into the air and slams into the ground. It is totalled. (If you want the actual damage dice, use the equation at the top of p. V158.)
      Whiplash and concussion rules are on p. V160.


Maneuver Example
      A sports car with an improved suspension (MR 1, SR 5) makes a 45-degree turn at 50 mph. The driver's skill level is 14. The maneuver has a g-force of 1.75. This is greater than the MR, so the driver has to roll. The penalty is -3, giving him an effective skill of 11. He rolls a 13, so he failed by 2. But when he subtracts the SR, he gets a failure of less than zero. The car skids.
      Whew! That was close.






TL7 Motorcycles


      Choose a size between 10 and 30 cf. Add an engine with a KW value of 5 or more. Use the chart below for engines up to 25KW.

KW lbs. cubic feet gph
5 87.5 1.75 0.2
10 120 2.4 0.4
25 217.5 4.35 1

At 50+, use the chart for cars, with the following adjustments:
      (1) Subtract 40 lbs. The motorcycle's battery has a negligible weight.
      (2) Cut the cf in half. The motorcycle does not need access space.

Seats
      A cycle seat weighs 10 lbs. Add 200 lbs for a driver.

Fuel Tanks
      Use the same fuel tank chart for cars. If you want something smaller, try one of these:
2-gallon tank: 2 lbs empty, 14 lbs full, 0.3 cf
5-gallon tank: 5 lbs empty, 35 lbs full, 0.75 cf

Wheels
      The wheels take up 10% of the body. If the cf is 1, each wheel has 9 hit points. If the cf is 2, each wheel has 15 hits. If the cf is 3, each wheel has 19 hits.

Body Weight
      A 10 cf cycle has a body weight of 216 lbs and 45 hit points. A 20 cf cycle has weight of 360 lbs and 75 hits. A 30 cf cycle has weight of 438 lbs and 90 hits.

Other Statistics
      Top speed is calculated using the same formula for cars.
      Motorcycles with a body of 30 cf or less have an MR of 1.5 and an SR of 2.
      Drivers use the Motorcycle skill [p/e].
      Use the same rules for maneuvers, except that spinouts become rolls.

Sample Motorcycle
      It has a 25 cf body and a 25KW engine. The engine weighs 217.5 lbs and takes up 4.35 cf. It has one seat, weighing 10 lbs. We'll add 200 lbs for a driver.
      It has a five-gallon fuel tank that weighs 35 lbs (full). It takes up 0.75 cf.
      To find the body weight and hit points, we'll average the statistics for 20 cf and 30 cf. This comes out to 400 lbs and 82 hits.
      The wheel volume is 2.5 cf. Each wheel has 17 hits.
      The total weight is (217.5 + 10 + 200 + 35 + 400) 862.5 lbs. The top speed is 122 mph. The engine, fuel tank, and wheels take up 7.6 cf, leaving 17.4. Maybe I should have used a bigger engine . . .





Tech Level 8 Cars


      Wheeled ground vehicles for cyberpunk and autoduel campaigns aren't much different from their TL7 counterparts. The major differences are in the components and armor, not the basic structure.
      At TL8, the engine is a standard ceramic internal combustion model, using gasoline (p. V83). The wheeled drivetrain is upgraded to TL8. There is no lead-acid battery. To find the weight of the combined engine/drivetrain, use the weight listed on
the chart above and multiply it by 0.59. The volume is multiplied by 0.62. Multiply the gph by 0.75.
      The fuel tank is a little lighter — multiply the weight on the chart by 0.93. It takes up the same amount of space.
      At TL8, the body weighs (body volume x 4) lbs instead of 6. Hit points are the same as TL7 cars.


Sample Vehicle — Cyberpunk Limousine
      The limo is 300 cf. It has a 100KW engine. Adjusting for TL8, the engine weighs 440 lbs, takes up 17.5 cf, and has a gph of 3.
      It has accommodations for a driver and seven passengers. The seats weigh 240 lbs and take up 240 cf. We'll add 1,600 lbs for the passengers and driver.
      It has a 50-gallon fuel tank, weighing 325 lbs and taking up 7.5 cf. The wheels take up 30 cf. They have 56 hit points each. There is only 5 cf left over.
      The body weighs 1,200 lbs and has 495 hit points. The total weight is (440 + 240 + 1,600 + 325 + 1,200) 3,805 lbs. On the top speed chart, a 4,000-lb car with a 100KW engine has a maximum of 113 mph. That's close enough.






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