MgT2 Vehicles Handbook
vehicle building spreadsheet
related stuff from other books includedvehicle building spreadsheet
related stuff from other books includedRelease 5.06a - gSheets link, copy to your Google Drive to edit
Q: Why is my vehicle end price/size/whatever does not match the example in Core Rulebook, VHB, <insert book name> A: Poor Mongoose editing and sometimes ignoring their own rules, also some vehicles imported from other editions with little afterthought.
Q: But wait, even their Honey Badger example ends up with 1 free space and Cr1000 more expensive?!!! A: Mongoose forgot to include ammo price for the autocannon - by default weapons don't include a free magazine/batter/whatever, as for that one space - the editors included the volume of the autocannon in the vehicle's spaces which, according to Matthew Sprange (Mongoose's chief editor) they should not (as follows from this interview), although you can configure the builder to count those spaces using internal switches now.
Q: My spreadsheet become unresponsive and some values wont recalculate! A: That is on Google - the way gDocs works with version history makes it bloaty after some major changes, like changing TL or Size. If that happens, just clone the spreadsheet and delete the original. This clears the history. It is a good practice once you are happy with a particular design to do this cleaning before using the inbuilt "vehicle character sheet" at the table.
Q: Why is the <thing name> from <book name> not present?! A: If you ping me (Discord Heartwarder#4651) about it and not be a jerk, I will add it in a next update or teach you to add it yourself. Its very simple. I should probably make a manual for how to do it, but since people never read manuals...
Q: Why 1 space Unpowered Vehicle with 1 Shoddy, 2 Speed Reductions and Primitive control system does not cost Cr0?! A: Cost modifiers are multiplicative (Cr100 * [1 - 0.25]^4 - Cr25) by default, although you can turn them to additive (Cr100 * [1 - 0.25 - 0.25 - 0.25] - Cr25) using internal switches. There is no indication for which interpretation of the rules is canon at this point, but additive rules produce cheaper vehicles most of the time.
Feel free to use these for your games. I try to keep them updated to the latest version of the spreadsheet, but as you might guess it takes lots of time.
If you want to add your vehicles to the repository contact me on discord Heartwarder#4651.
Field Catalogue Personal Weapon Design Preview - gSheets link, copy to use (Warning! Early development stage)
Mook/Red Shirt Generator Release 2.01 - gSheets link, copy to use
Animal Generator Release 1.01 - gSheets link, copy to use
Ammo Loader - Spreadsheet for applying ammo options from CSC to weapon statblocks Release 1 - gSheets link, copy to use
Book ownership tracking spreadsheet updated 2021-03-13 - gSheets link, copy to use
Release 5.06 - Changes: mounts that don't occupy nominal amount of spaces within a vehicle are marked as "External", which depending on the options, can apply to many mount types; excluded price of ammunition from the base price of a vehicle (option to include it back added too, so configure that to your liking); a few typos corrected; reference to Companion and vehicle "sturdiness" rule added - I recommend using that very much, a generic city car no longer explode from a fist attack when you use that rule.
Release 5.05 - Changes: moved all editing away from the Printout - description text, art URL and art credits are now done on Design page; did some work on vehicle "character" sheet - separated Sides Armor for tracking armor loss, speed for the current Speed Band can be shown in kilometers per hour, meters per second or meters per round of combat, added 2D thresholds for rolling critical hits, remaining fuel/range tracked in percentage to accommodate vehicles with Power Plants.
Release 5.04 - Changes: added Catch-A-Gun feature to add custom guns with ease since I can barely keep up with the official stuff, let alone homebrews - process is guided and tries to protect users from making problematic inputs, but parsing is parsing and an invisible symbol goes a long way in making a mess.
Release 5.03 - Changes: minor fixes, some more info to design flow, some internal rework to support non-destructive damage over 9D, optional switches for mount volume to configure the system to your preferred interpretation of the rules, some forgotten stuff from Behind the Claw.
Release 5.02 - Changes: fixes some significant buggery, adds more info to design flow, some internal renaming and commenting.
Release 5.01 - Changes: bug fixes, stat fixes, formula revisions, more comments added for those poking under the hood! Also, all major official books gear added with the exception of Corronades and Gravitic Shields (former are weird and latter will be added later). There may be still pieces of gear missing from some adventure modules I could have missed. As a fun experiment, added Internal Environment options from Solomani Front, so have fun making jeep for dolphins or tank for squids. Experimental feature added that calculates volume of operational vehicle, as opposed to shipping volume. Feature that estimates fuel tank volume improved.
Release 5.00 - Changes: changed how ammo works, now it is dynamically generated instead of relying on a huge database - this is much easier to maintain and allows for added flexibility; changed design interface a wee bit to show more data relevant to construction for selected weapon; streamlined some formulae. Also, added railguns. Lots of railguns! Note: with major changes come major bugs!
Release 4.11 - Changes: all applicable weapons now offer ammunition options - some, like missiles or JTAS entries, offer curated lists, most use generic ammo options from CSC and similar homebrewed variants; added weapons from Aliens volume 2.
Release 4.10 - Changes: changed how equipment is displayed to offer more useful info of better "Mongoose Compatibility", including a Mongoose Export page that is as close to Mongoose Writer Style Guide as possible; numerous backend changes to make that happen with some optimizations along the way; majority of equipment entries now have book references and short explanations to help with design choices.
Release 4.00 - Changes: backend and frontend changes, most mount take no space as per Matthew Sprange (mongoose) clarifications, stuff from Aliens Vol.1, some weapons got ammo options.
Release 3.05 - Changes: minor bug fixes, equipment from JTAS-1.
Release 3.04 - Changes: vehicle spaces estimator - when you are recreating preexisting vehicle with known dimensions; clone weapon group feature - for when you need multiple copies of the same thing for a large vehicle; also bug fixes.
Release 3.03 - Changes: extra options from High Guard, including shields and screens; reworked accurate tracking of Power Plant power output and longevity, should be consistent with ships, although its all just fluff with no practical implications; added fuel tank volume to the printout, so evil GMs can charge players for fuel; added alternative operation modes to the printout including space operation (lots of conjecture here), ground, aquatic and mole/tunneler; extra homebrew weapons, including, finally, some non-biotech vehicular melee.
Release 3.02 - Changes: extra options toward making military vehicle prices competitive compared to military ships; extra homebrew weapons; all ship weapons from High Guard added (except the multi-increment spinal mounts).
Release 3.01 - Changes: added option to install ship weapons from Turret to Small Bay size (the rest will be added later), ship weapon sizes for Turret and Barbette imported from T4; reworked "economy" to make vehicle prices more viable compared to ships (old calculation remains as an option) and a few extra optional fixes towards cost reduction like "Mass Produced" 10% discount (form High Guard) and turret price scaling to area instead of volume to bring turret costs more in line with ship turrets; option to show ranges and speeds in imperial units; a tab to facilitate quick copy-paste to the wiki.
Release 2.06 - Changes: basic statistical data about the design; psionic controls, locks and shielding options; few extra homebrew weapons; option to calculate maintenance using High Guard formula.
Release 2.05 - Changes: rearranged design dialogues, extra homebrew items including aux thrusters and facility options from the High Guard, like Workshop, Library etc.
Release 2.04 - Changes: bug fixes, a few fine tuning options, clean up to some of the dialogs, extra homebrew items.
Release 2.03 - Changes: bug fixes, computer options and preinstalled software, fuel affects power plants as a switch, lock options.
Release 2.02 - Changes: bug fixes, multiple manipulators, weapons from Mercenaries and Companies supplement.
Release 2.01 - Changes: used vehicles, bug fixes, internal changes, more homebrew weapons.
Release 1.09 - Changes: bug fixes, extra chassis options, a few extra homebrew weapons (yeah, 1.08 was skipped!)
Release 1.07 - Changes: bug fixes, printout improvements.
Release 1.06 - Changes: bug fixes, backend improvements, printout improvements, bio-tech, melee weapons.
Release 1.05 - Changes: bugfixes and backend improvements; most chassis special rules and customizations are now shown as traits in the printout; most ranged handheld weapons are integrated - if you want to arm your tank with a Duck Foot, who am I to say its wrong, still, bolas as a vehicle weapon would be weird so they are blocked; added some more homebrew chassis options based on recreating prebuilt vehicles - missing parts so to speak.
Release 1.04 - Changes: a few bugfixes, changed "Range" to update with installed power plants, separated AMS into its own weapon slot, added switchable support for homebrew items, integrated a few of my own homebrews.
Release 1.03 - Changes: integrated vehicle "character sheet" if you want to go paperless, but loath copy-pasting; man portable arms are now optional and can be added using Core Rulebook rules instead of Vehicle Handbook rules, see switches below
Release 1.02 - Changes: Drones, (some) man portable arms
Release 1.01 - Changes: mostly fixes, some features