Quick Vehicle Converter
AKA: How to stick a classic car in your game
*EDIT: ARG! Freaking thing deleted my title, added above*
These are just a few things that I have been working and hobbling on that allow me to stick nearly any 'real' vehicle into SR4. Their still rough since I'm in the process of shifting them from SR3 rules, but with the simplification of vehicle rules it should be fairly easy. Mostly I use them for ether sticking in a really really old classic car (say a Ferrari F50) or building a modern version of a car (say a C13 Corvette Z06). I didn't include the complex math, but if anyone wants it then I'll post it up.
First off, we have to figure out an actual top speed for your vehicles, since they can accelerate paste their listed 'Speed' rating. I use Speed x 1.25 as the top speed, with Acceleration cut in half paste the Speed rating.
Now that we have that out of the way, we can move on to the numbers.
Handling: Pretty much a “Use Examples from the BBB�. Bikes for example, a small bike or off-road bike will have +1, while a crotch rocket or chopper will have +2. Cars, a sports car will be around +3, a “Sporty� car will be around +2, a “Normal� car will be +1, and a bigger or heavier +0 or less. This can be bumped up or down by one depending on if that vehicle is known to be a good or bad handling vehicle. Limit is +3/-3 for production vehicles, more than that requires after market work. If the vehicle is a classic (and thous without Drive by Wire), subtract 1 from its handling.
Accel: Walking rate is pretty straight forward. 5 = slow, 10 = average, 15 = sporty, 20 = sport car/bike. Bump it up or down by 5 if the vehicle is exceptionally quick or slow accelerating.
Running rate however, is where the math first starts. Divide 242 by the time it takes the vehicle to reach 60mph. The result is the vehicles running Accel + the test drivers average roll. I round down to the nearest number divisible by 5 and then knock 10 off of it.
(Option: Multiple the vehicles ¼ mile speed 4 and divide by the ¼ mile time. Average the result with the 0-60mph result before subtractions. I would use this for classic vehicles only.)
The website www.0-60times.com is a good place to go to find a vehicles 0-60mph time.
Speed: Quick and dirty, just take the vehicles top speed x 1.07 and round to the nearest number divisible by 5. For modern versions of classic vehicles, consider bumping it by 5 or 10.
Pilot: If a classic, then 0. If not a classic, the use 1 (price 10k or less), 2 (price over 10 k to 20k), or 3 (price over 20k) for ground vehicles.
Body: For bikes, 4 for scooter, 6 for rocket, 8 for chopper. For cars, 8 for subcompact, 9 for compact, 10 for midsize car, 11 for full size car/small SUV, 12 for boats of a car/midsize SUV, 13 for large SUVs. For trucks, 14 for truck, 16 for van, 18 for tractor, 20 for bus. Bump it up or down by 1 or 2 for slight variations in vehicle size.
Armor: Bikes are normally 4, cars are normally 6, heavier vehicles are normally 8. Bump it up or down from there as you see fit, remembering that armor often is more related to how tough a vehicle is rather then actual armor. A jeep wrangler for example would be Body 9, but most like have armor 8. Half armor for classics.
Sensor: If a classic, then 0. Otherwise, a 1. Military/security vehicles can go up to a 3.
Price: Roughly equal to ($ * 0.8 ) for the first 50k, ($ * 0.6 ) for the next 50k, and ($ * 0.5 ) for everything above 100k in Nuyen. For Classics, it is what ever the GM wants.