Carmaker's Cribsheet
for GURPS Autoduel
By S. John Ross; Copyright © 1999
Whenever I design something with GURPS Vehicles, I scratch my head over the drivetrain power. I like
to get it exactly right on the first go, but that isn't possible without
knowing ahead of time what the final vehicle (including the drivetrain!)
will weigh. This plagued me as I began work on some GURPS Autoduel campaign material a while back, and that's where this
article began.
While I was at it, I also wanted to lock down a working "arena definition"
of "car" for game purposes. Since I like letting my players design
their own vehicles, I wanted solid parameters defining what kind of vehicle
the AADA (or any other duelling authority) would let into an arena to compete.
Chapter Six of GURPS Autoduel gave me a good start, defining
typical frame strength, material quality, and volume (p.AD103), and I took
it from there, adding a few more limits to keep the "Car
Wars feel" in GURPS.
What's a Car?
For "legal" cars (from subcompacts to
vans), I suggest the following limits be adopted:
A car may weigh in at no more than 8,000 lbs (4 tons), and no more than
1,800 lbs per wheel, may have a weight/volume ratio no greater than 50:1,
and have no more than six wheels. All cars must have HT 12. All cars except
vans are typically built on light frames.
Vans: Vans are the exception to the normal Car limits. Vans
are normally built on extra-light frames instead of light, and have a maximum
per-wheel weight of 1,650 lbs, a maximum weight:volume ratio of 23:1. However,
Vans may have HT as low as 10 and still be acceptable.
Note that these limits are meant to represent those imposed by duelling
arenas and local governments for "civilian" vehicles. Police
and military vehicles would not be constrained by them.
Determining Expected Vehicle Weight
For a car with HT 12, the maximum loaded weight
of a car (in pounds) is [Hit Points x 30.769], rounded down. Typical body
hit points (and maximum weights) are listed here, followed by the minimum
drivetrain power (in kW) to get acceleration 5, 10, and 15 (mph/s).
Body Size | Hits | Max Weight | Drivetrain |
Subcompact | 75 | 2,307 lbs. | 45/102/281 |
Compact | 94 | 2,892 lbs. | 57/128/355 |
Mid-Size | 113 | 3,476 lbs. | 68/153/425 |
Sedan | 131 | 4,030 lbs. | 79/178/494 |
Luxury | 150 | 4,615 lbs. | 91/204/564 |
Pick-Up | 188 | 5,784 lbs. | 113/255/706 |
Van* | 113 | 5,022 lbs. | 99/221/614 |
These figures (except those for the van*) assume light frames and a target HT of 12; a medium frame doubles these numbers across the board. The figures take all GURPS Vehicles rounding conventions into account (they're munchkinized up to the razor's edge).
*The Van figures assume a very light frame and a target
HT of 10.
"Advanced" Drivetrain Power
The drivetrain numbers above make the simplifying
assumption that any car will be designed to carry armor and/or cargo that
will take it as close as possible to the limit of what the frame can handle
while maintaining HT 12. If you don't want that much weight on your car
(for a fuel-efficient model, perhaps), or if you need a more precise value
because you're using the exact-surface-area option, use the following:
Round up to the nearest whole kilowatt; these are absolute minimums.