Steps in developing Vehicles, Robots and Tech should be basically the same regardless of whether the tech in question is a car, aircraft, robot, or other type of technology. The devices described here are all things that begin with some sort of chasis or framework. Smaller devices, like weapons, computers and other things that will be housed within the framework developed here, will be considered later. steps * Develop a basic design * determine frame type: this will set certain limits to attributes * determine locomotion type: this will set certain limits to speed and determine power consumption for that speed. * determine actuator type: each actuator will set cost and limits to its str and dex. * From above determine basic/max power need. * Acquire power system. * Acquire power system backup if needed. * Acquire sub systems and weapon systems * Acquire armor * Tweak Creating a Design Developing Vehicles, Robots and power armor can be daunting at first glance, however, following the steps as laid out in this guide will keep things fairly straigtforward. The most basic step is to come up with a design. Determine now what you are going to build. While the basic steps are the same regardless of whether you are building a super plane or robotic ferrett, there will be some (hopefully) obvious differences between the two. In general a larger structure, while initially more expensive, allows the designer to house a lot more items, like weapons, computers and coffee makers. Also as a general rule it is less expensive to add speed, strength, armor, and power plants to a larger structure. While smaller robots and structures are inexpensive they can hold a lot less gear, forcing the designer to either do without or pay for the cost of miniaturization. So, while it is possible in the HU genre to have a small robotic ferret with all the firepower of an F-15, it would, and should be, prohibitively expensive. Determine Frame Type System frames have a number of important attributes. The frame is the base SDC for the device, frames are the limiting factor on any overall PS attribute, and most importantly they determine the main allotment of "Space" that a robot or vehicle can house. Space, in terms of desiging a system, is how much "stuff" can be jammed inside, as well as the total area that the item takes up. If you were developing a jet, for example, you would need to know how much internal space is available to house weapons and bombs and such, but you might also need to know how much space the overall unit takes up. Another, perhaps better example, is a humanoid robot. The designer would need to know how many weapons and gadgets can fit inside the body of the bot, but the overall robot will still be larger than all its internal parts. This translates actuators, wires, the framework of the housing itself and other functional, but none too interesting, components. As an example, a clenched human fist would take up about 4 spaces. Internally, the same fist would have available, 2 spaces. As mentioned earlier, a jet fighter has a lot more room to house things than a small robot. I left the figure in the generic value "space", instead of applying a specific value like cubic feet so designs could remain more flexible. The PS attribute assumes a superhuman strength scale. Even a comparitively weak robot is pretty strong! As with the definition of internal space, the shapes of the frames are left somewhat generic. This allows for greater flexibility in the design process. A final note, this only describes the frame or chasis of the machine. Extra area for storage or passenger compartments can be added in addition to the frame. List of Frame Types * Flexible The following frames are extremely jointed and flexible. They are suitable for being shaped like a human or animal's body. Whether designing a humanoid, a snake, another animal or simply your own creation, each uses roughly the same stats. Each set of stats refers only to a frame that is shaped and designed to be flexible. Think of this as the torso of a body. This included are components that are fitted to move in generally the same manner as a living thing as well as a shaped and moulded outer "skin". + Micro This is the size of a toy figure's torso. Assuming micro sized limbs and a head, this would be a <= 1 ft unit. - SDC: 8 - Spaces(avail/tot): 8/18 - Size: 3-6 in - Weight: 10 Lb - PS(base/max): 1/20 - PP(base/max): 1/20 - Cost: $250,000 + Mini This is the size of a large toy torso. Assuming average sized limbs and a head, this would be a 1-2 ft unit. - SDC: 10 - Spaces(avail/tot): 30/45 - Size: 7-8 in. - Weight: 18 Lb - PS(base/max): 2/40 - PP(base/max): 2/20 - Cost: $200,000 + Small This is the size of a child's torso. Assuming small sized limbs and a head, this would be a 2-4 ft unit. - SDC: 15 - Spaces(avail/tot): 50/70 - Size: 1.25 ft (15 in.) - Weight: 30 Lb - PS(base/max): 3/60 - PP(base/max): 2/25 - Cost: $180,000 + Medium small This is the size of an small human's torso. Assuming medium sized limbs and a head, this would be a 4-6 ft unit. - SDC: 18 - Spaces(avail/tot): 75/95 - Size: 2. ft - Weight: 35 Lb - PS(base/max): 4/80 - PP(base/max): 2/30 - Cost: $180,000 + Average This is the size of an average human's torso. Assuming average sized limbs and a head, this would be a 5-7 ft unit. - SDC: 20 - Spaces(avail/tot): 100/120 - Size: 2.5 ft - Weight: 40 Lb - PS(base/max): 5/100 - PP(base/max): 3/30 - Cost: $200,000 + Above Average This is the size of an above average human's torso. Assuming above average sized limbs and a head, this would be a 6-8 ft unit. - SDC: 30 - Spaces(avail/tot): 125/150 - Size: 3 ft - Weight: 55 Lb - PS(base/max): 6/110 - PP(base/max): 4/30 - Cost: $225,000 + Large This is a humanoid torso above the range of normal humans. Assuming large sized limbs and a head, this would be a 8-12 ft unit. - SDC: 50 - Spaces(avail/tot): 175/225 - Size: 4 ft - Weight: 75 Lb - PS(base/max): 7/125 - PP(base/max): 5/30 - Cost: $275,000 + Very Large This is a humanoid torso well above the range of normal humans. Assuming very large sized limbs and a head, this would be a 12-16 ft unit. - SDC: 75 - Spaces(avail/tot): 250/300 - Size: 5.5 ft - Weight: 135 Lb - PS(base/max): 8/140 - PP(base/max): 6/30 - Cost: $325,000 + Giant This is a giant size humanoid torso. An average human, though cramped, could fit inside. Assuming giant sized limbs and a head, this would be a 16-22 ft unit. - SDC: 100 - Spaces(avail/tot): 325/400 - Size: 7 ft - Weight: 210 Lb - PS(base/max): 9/160 - PP(base/max): 7/30 - Cost: $360,000 * Semi Rigid The following frames are all generally created from groupings of simple shapes. Thease allow for greater strength in the frame, but suffer from somewhat limited mobility. An excellent example of this type of machine is a Transformer. While it has generally humanoid mobility, it's size and shape limit mobility somewhat. + Micro - SDC: 10 - Spaces(avail/tot): 8/10 - Size: 4-5 in - Weight: 7 Lb - PS(base/max): 1/30 - PP(base/max): 1/18 - Cost: $80,000 + Mini - SDC: 15 - Spaces(avail/tot): 30/40 - Size: 5-7 in. - Weight: 15 Lb - PS(base/max): 2/50 - PP(base/max): 2/18 - Cost: $60,000 + Small - SDC: 20 - Spaces(avail/tot): 70/80 - Size: 1 ft (15 in.) - Weight: 40 Lb - PS(base/max): 3/80 - PP(base/max): 2/20 - Cost: $40,000 + Medium small - SDC: 25 - Spaces(avail/tot): 90/100 - Size: 1.5 ft - Weight: 50 Lb - PS(base/max): 4/100 - PP(base/max): 3/20 - Cost: $50,000 + Average - SDC: 30 - Spaces(avail/tot): 110/120 - Size: 2 ft - Weight: 60 Lb - PS(base/max): 5/120 - PP(base/max): 4/20 - Cost: $70,000 + Above Average - SDC: 40 - Spaces(avail/tot): 200/250 - Size: 3 ft - Weight: 75 Lb - PS(base/max): 6/135 - PP(base/max): 5/20 - Cost: $90,000 + Large - SDC: 60 - Spaces(avail/tot): 500/650 - Size: 4 ft - Weight: 100 Lb - PS(base/max): 7/155 - PP(base/max): 6/20 - Cost: $115,000 + Very Large - SDC: 90 - Spaces(avail/tot): 800/950 - Size: 5 ft - Weight: 135 Lb - PS(base/max): 8/200 - PP(base/max): 7/20 - Cost: $150,000 + Giant - SDC: 120 - Spaces(avail/tot): 1000/1300 - Size: 6 ft - Weight: 185 Lb - PS(base/max): 9/210 - PP(base/max): 8/20 - Cost: $200,000 * Rigid Frame The following frames are all generated from relatively simple inflexible shapes, like a normal vehicle. Whether the base shape is a ball, a box a cylinder or something else, each of these chasis design assumes that the base system is some simple, solid configuration. Each component is assumed to have minimum mobility. The simplicity of the design allows for greater strength and a minimum cost. The sizes given are for a square box. Other shapes would have to be approximated or calculated. The cost assumes design costs and machining costs, as well as the basic materials. + Micro - SDC: 10 - Spaces(avail/tot): 8/10 - Size: 4-5 in - Weight: 4 Lb - PS(base/max): 1/30 - PP(base/max): 1/8 - Cost: $8,000 + Mini - SDC: 15 - Spaces(avail/tot): 30/40 - Size: 5-7 in. - Weight: 10 Lb - PS(base/max): 2/60 - PP(base/max): 1/10 - Cost: $6,000 + Small - SDC: 20 - Spaces(avail/tot): 70/80 - Size: 1 ft (15 in.) - Weight: 20 Lb - PS(base/max): 3/90 - PP(base/max): 1/10 - Cost: $3,000 + Medium small - SDC: 30 - Spaces(avail/tot): 90/100 - Size: 1.5 ft - Weight: 30 Lb - PS(base/max): 4/110 - PP(base/max): 1/12 - Cost: $2,000 + Average - SDC: 40 - Spaces(avail/tot): 110/120 - Size: 2 ft - Weight: 35 Lb - PS(base/max): 5/130 - PP(base/max): 1/12 - Cost: $2,000 + Above Average - SDC: 60 - Spaces(avail/tot): 200/250 - Size: 3 ft - Weight: 55 Lb - PS(base/max): 6/150 - PP(base/max): 1/12 - Cost: $3,000 + Large - SDC: 80 - Spaces(avail/tot): 500/650 - Size: 4 ft - Weight: 75 Lb - PS(base/max): 7/175 - PP(base/max): 1/12 - Cost: $4,000 + Very Large - SDC: 100 - Spaces(avail/tot): 800/950 - Size: 5 ft - Weight: 100 Lb - PS(base/max): 8/200 - PP(base/max): 1/12 - Cost: $5,000 + Giant - SDC: 140 - Spaces(avail/tot): 1000/1300 - Size: 6 ft - Weight: 135 Lb - PS(base/max): 9/210 - PP(base/max): 1/12 - Cost: $6,000 Locomotion Systems Systems of movement consist of three basic types: Wheels, legs, and flight. More complex, or otherworldly systems of movement, like teleportation are covered under "Adding Super Abilities to Your Creation". Wheeled Locomotion Wheels are an excellent option for locomotion. They are inexpensive, and can be used for high speed and/or torque for a minimum cost. However, wheels are very limited in where they can go, and to get the best power usage, fairly large wheels need to be used. This will limit mobility in confined spaces like buildings. Wheels have a variety of characteristics. These include SDC, Space usage, Weight, PS, SPD and Cost. PS in relation to a locomotion system is the max pull that a unit can move. It is possible, if a bit silly to create a device with more pull than its frame can handle.