Stats for 1920's early '30's cars

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mad monkey
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Stats for 1920's early '30's cars

#1 Postby mad monkey » Wed Jan 04, 2012 1:30 pm

Our GM is running a SW version of Larry Correia's Grimnoir Chronicles "Hard Magic". For some sample chapters:

http://larrycorreia.wordpress.com/online-fiction/

1930's with magic/superpowers. We work for the Spainish gang in Chicago. Been pretty damn fun so far, getting to meet Al Capone and Elliot Ness. Sootouts with Bugsy Malones mob and now going to war with a Chinese Tong.

My problem is now that we got some money the players are wanting to buy vechicles and up grade them. Weapons I can find stats on(what can I say, I like guns)cars not so much. Does anybody have a link to help me out , pleeeaaase?

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#2 Postby kreider204 » Wed Jan 04, 2012 3:11 pm

I'm not sure about any free sources, but Thrilling Tales has lots of 1930s vehicle stats.
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chillburn
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#3 Postby chillburn » Wed Jan 04, 2012 3:46 pm

You can try http://carspector.com/

They actually have cars back to the Ford Model A/K/T and you can do a side-by-side comparison with any other car. I tried comparing it to a 2000 taurus (about the most generic sedan there ever was) and looked at ratios of mass (to figure out toughness) and speed/power (to figure out speed).

1908 Model T vs. 2000 Taurus:
http://carspector.com/comparison/020271,032028[/b]

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#4 Postby operations » Wed Jan 04, 2012 11:35 pm

The Fast! Furious! Fun! method? Just use the modern cars in the core, and give them a lower top speed/acceleration but more toughness. They were slower, but took a beating and still worked.
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#5 Postby Pariah74 » Thu Jan 05, 2012 12:28 am

operations wrote:The Fast! Furious! Fun! method? Just use the modern cars in the core, and give them a lower top speed/acceleration but more toughness. They were slower, but took a beating and still worked.


Actually, I wouldn't even worry about Top Speed, and would just lower the Acceleration and raise Toughness. I don't think the top speed of the cars listed in the core is actually what they can do flat out.
The sports car's top speed is listed as 56" That's 336 feet in 6 seconds. 3360 in a minute, and 201,600 feet an hour, which comes to 39mph. Even a Ford Taurus could easily double that speed flat out. I'm pretty sure that speed is the "combat" speed of the car, which wouldn't really matter for older cars compared to new ones. There's only so fast you can drive in a chase scene. (And who is counting 56" off anyway?) It really only matters for a single modifier in the Chaise rules.

As far as the Toughness, I would keep it the same but add an Armor value to it, since the bodies of those old cars are essentially just steel.

I think for my games, unless it really focused on the car, I would just use the Mid-Sized Car, and the Sports Car numbers, and add some Armor to them and forget about it.
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#6 Postby tigerguy786 » Thu Jan 05, 2012 12:49 am

I noticed that the Savage Suzerain, a Licensed companion to Savage Worlds, book called Noir Knights has some stats for a couple of cars. I alas do not have the book with me so I can't relay the stats (not sure I'd be allowed to anyway) to you. If you can pick up that book, that basically is the setting you're looking for.
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#7 Postby mad monkey » Thu Jan 05, 2012 9:42 am

Thanks guys. :-D I got the weekend to come up with the stats. I think the Fast/Furiuos way is the one to go. This way I'll save the GM some headaches. :wink:

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#8 Postby Sadric » Thu Jan 05, 2012 10:24 am

Theres the pulp gear toolkit pdf, too. I think there were stats for such vehicles, but I guess they are made by the FF-way.

Looked at it- the most of the vehicles inside are military vehicles, so not really worth buying it for the Sports car and the Pikup truck that seems usefull vehicles for your setting.

But of course, the twu pulp toolkits could be usefull for every pulp game. :-)

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#9 Postby mad monkey » Thu Jan 05, 2012 11:24 am

Military vechiles..hmmm....I could really use a armored car for our "Hate Truck". :-D I think my character will be on the lookout for some army surplus armored cars, maybe cross the border and scarff a Canadian one. :wink:

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#10 Postby tonyngc » Sat Jan 07, 2012 6:52 pm

http://www.paper-dragon.com/1939/automobiles.html
The Dirty 30's site is a great resource.

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#11 Postby RockabillyRebel » Fri Feb 17, 2012 12:34 am

Well, I am going to be running a campaign soon where vehicles are pretty damn important. (Lots of Hot Rods) To keep things both simple yet fairly accurate; I keep the toughness presented in the Vehicles table.

Now wayyyy back before Deluxe and Explorer's edition, there used to be a conversion rule in the first hardback, where you would take the real world's vehicle top speed in miles per hour, divide by 2.5, and that got you the top speed in Savage Worlds.

However that didn't cover the acceleration. So I made my own rule for it, but it required a little research. I normally check this website http://www.automobile-catalog.com/ but that may not be that useful to you since this site only covers post 1945 Vehicles. Anyways... I take their 0-60 . Now I take 60 and divide that by their 0-60. Take that and multiply it by 2.4 (formula explained here). There's our acceleration.
Using this.. A 1954 Chevy Bel Air that has a top speed of 85 mph, and a 0 to 60 of 16.9 seconds has a top speed of 34, and an acceleration of 8.5, which we'll round up to 9.

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Re: Stats for 1920's early '30's cars

#12 Postby Wiggy » Fri Feb 17, 2012 5:25 am

mad monkey wrote:Our GM is running a SW version of Larry Correia's Grimnoir Chronicles "Hard Magic". For some sample chapters:

http://larrycorreia.wordpress.com/online-fiction/

1930's with magic/superpowers. We work for the Spainish gang in Chicago. Been pretty damn fun so far, getting to meet Al Capone and Elliot Ness. Sootouts with Bugsy Malones mob and now going to war with a Chinese Tong.

My problem is now that we got some money the players are wanting to buy vechicles and up grade them. Weapons I can find stats on(what can I say, I like guns)cars not so much. Does anybody have a link to help me out , pleeeaaase?


Our forthcoming Showdown setting G-Men & Gangsters (hopefully out in March) contains stats for armored vehicles, including weird science ones. Set in 1936 America that has been sundered into separate nations, and the gangsters are still going strong. Ness is dead, Capone is the virtual crimeboss of Chicago. Oh, and we have magic, superpowers, and weird science. :)
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Aint' that the 23 skidoo!

#13 Postby Lustvig » Mon Feb 27, 2012 8:24 pm

How odd!

I am just finishing up my conversion notes for TSR's old Gangbusters game. I am writing it up as a play aid so the GM can run a Gangbusters module with my one-sheet of stat conversion and play on-the-fly.

And pinnacle's doing a Roaring 20s game.

Ya gotta alotta moxie, see? An youse guys and dames anin't heard the last of me. Bring yer heaters to da gin mill and get ready to do the Lindy.
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Re: Aint' that the 23 skidoo!

#14 Postby Wiggy » Tue Feb 28, 2012 5:53 am

Lustvig wrote:And pinnacle's doing a Roaring 20s game.


If you're referring to G-Men & Gangsters, then TAG is doing a Roaring 20s game. Only set in the 30s. :)
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