*Edit: Damn quote and spoiler limits!*
Since they were asked for, here they are. They are really designed for cars and bikes, with all the play testing done with that type of vehicle. If you want to apply them to drones and aircraft, then I take no responsibility for any crazy results. They should actually work pretty well though.
First off there is no change to a vehicles stat line. We just add a few metrics and rules to cover max speed (as opposed to the Speed stat which covers the highest speed a vehicle can go without handling penalties), acceleration, braking, etc. Since my game is taking place in the CAS (and thous US instead of SI measurements), I settled on using 1 mile is 1600 meters. Yea I know, not quiet exact but it makes figuring speed in mph easier. Current speed times 0.75 for mph is far easier then times 0.74564543068480076354092102123598.
For anything with a multiple, round up to the nearest number divisible by 5.
[ Spoiler ]
QUOTE ('Max Speed')
Derived from the speed stat. The fastest a vehicle can travel, unless otherwise noted in its description, is Speed x1.25. Acceleration past the Speed stat is halved and Thresholds for maneuvers are doubled.
QUOTE ('Acceleration')
Unlike the way the rules are written in the BBB, the Acceleration stat actually covers the vehicles acceleration. The walking rate is easy to achive rate, while the running rate is going flat out. By spending a complex action on accelerating you may add your hits * 5 to the rating, with a cap is a 50% increase. You may do this during any maneuver, however, doing so increases your threshold by 2 and only counts successes over the Threshold.
'No Action' = Max increase by Walking Acceleration
'Free Action' = Max increase by Running Acceleration
'Complex Action' = Running Acceleration + 5 per success over threshold. Threshold raised on anything but straight line.
QUOTE ('Braking')
A vehicles braking rate is the combined total of its walking and running Acceleration stats. With a maneuver action specifically on braking, you may add your hits * 10 to the combined rating, with a cap of a 100% increase. You may do this during any maneuver, however, doing so increases your threshold by 2 and only counts successes over the Threshold.
If it comes down to it, the walking rate is engine braking (using just the engine and gearing) and the running is the mechanical rate (using the actual brakes). If you can only use one instead of both, use that single stat. The +10 a hit and 100% can apply only to the single part of the stat.
'No Action' = Max decrease by Walking or Running Acceleration
'Free Action' = Max decrease by Walking + Running Acceleration
'Complex Action' = Walking + Running Acceleration + 5 per success over threshold. Threshold raised on anything but straight line.
QUOTE ('Cornering')
A vehicles cornering ability is derived for its Handling stat. Any handling type maneuver with a threshold greater then 1 *and* the vehicles Handling stat has its threshold increased by how far short the Handling stat is.
If your vehicles Handling is +1 or less and you take a turn or quick maneuver with a threshold higher then 1, then your threshold will be higher because your vehicle doesn't handle that well. Vehicles with +2 or higher Handling can take more difficult turns without additional penalty.
IE: If your handling is +0 and you take a 2 threshold turn, your threshold in that car increases to 4. If the threshold of the turn were 4, your threshold in that car increases to 8. This is to prevent limos from handling like sports cars.