SHIPS
=====
 Each player starts with 30 credits. Power points can be converted into
credits on a one to one basis. Credits have a base value of $100k.
                                                               
Ship Type*     Cost Slot Mul** Slot Mul***  Max armor  Dodge Bonus Min Crew
---------      ---- ---------- -----------  ---------  ----------- --------
Fighters
 V. Small        5         1         1            2          +15      1
Transport                                       
 Small          10         1         1            1           +5      1
 Medium         25         1         1            2           +2      5
 Large          50        1/2        2            3           -5     25
 V. Large      100        1/4        4            3          -10     50
Scout
 Small          10         1         1            1           +5      1
Escort
 Small          15        1.5        1            2          +10      2
Light Cruiser  
 Small          20        1.5       1.5           2           +5      3
 Medium         35         1         1            3           +2     10
Heavy Cruiser
 Medium         40        1.5       1.5           3            0     25
 Large          50         1         1            4           -5     50
Battle Ship
 Medium         60         2         2            4          -10     75
 Large          75        1.5       1.5           5          -12    100
Dreadnought
 Large          80         2         2            6          -15    250
 V. Large      100         1         1            6          -25    500
*-All ships include power supply.
**- Exterior slots only
***- Interior slots only

Slots
=====
Ship Size       Top   Bottom   Right   Left   Fore   Aft   Interior
---------       ---   ------   -----   ----   ----   ---   --------
V. Small                                        6     6       10
Small                                          10    10       18
Medium          12     10       10      10     20    20       30
Large           30     26       26      26     44    44       50
V. Large        70     60       60      60     96    96      120

Armor
=====
Armor type        HP      1/4        1/2        FULL      |Shield**|Cost|        
----------        --      ---        ---        ----      ---------------
1 Light           5k       1          2           4          10k     5
2 Medium         10k       2          4           8          20k    20
3 Heavy          20k       4          8          16          30k    40
4 Super          50k      10         15          25          40k   100
5 Space Alloy    75k      25         40          50             
6 Neutron***     500k    500         1k          2k
Organic****      ****    ****       ****        **** 
Reflective        *       10         20          40                 
*- Reflective armor reduces the damage taken from lasers by 1/2 and is 
bought in addition to normal armor.
**- Shields block one attack per round. Regenerate at a rate of 2k HP per
round. Roll as an extra parry in addition to a dodge roll.
***- Neutron armor is the strongest of armors and is made from the core of
Neutron stars. It is so dense that a ship with this armor receives a -50 to
all dodge and this armor can not be equipped on any ship with less then a
light drive.
****- Organic armor is a from of armor which utilizes a in-organic frame
covered by a layer of organic "skin." This skin can be made to equal the
strength of super armor (50k). The advantage of this armor is that it
regenerates at a rate of 1k per two rounds. Also the organic armor is used 
as a wast recycling system and can double the lifetime of air and water 
supplies. The price for this armor is twice that of its relative armor class.

Weapons
=======

Weapon Type             Damage          Range           Cost     Slots*****
-----------             ------          -----           ----     -----
Small Laser Canon         1k              S              1         2
Laser Cannon              2k              M              4         4
Small Particle Cannon     2k              M              4         4
Particle Cannon           4k              L              6        10
Small Plasma Cannon       4k              S              8         8
Plasma Cannon            10k              M             15        15
Reflex Cannon            30k             VL             50        40
Mini Missiles*            1k              S              2         2
Heavy Missiles**          5k              L             10         8
Fission Missiles***      15k             VL             25        20
Fusion Missiles***       20K             VL             50        20
Ion Cannon****          ****              S             10         8
NOTE: prices listed for missile launchers is for the launcher only. Missiles
 are purchased separately. See below for prices. Reloading missiles requires
 twelve turns of work.
*    Mini Missiles are shot in bursts of 4, each missile doing 1/4K dmg for a 
    total of 1K dmg per attack/burst. The launcher costs  2 and a pack of 20
    missiles costs 5. It holds up to 2 packs at a time. Extra packs may be
    kept in cargo units at 3 per unit.
**   Heavy Missile launcher uses 8 slots due to its sheer size and complexity
    and can hold up to 5 missiles at a time. Extra missiles may be stored in
    cargo units, but due to the size of the missiles, are limited to 5 per
    cargo unit. The launcher costs 10 and each missile costs 2.
***  Fission and Fusion missile launchers use 20 slots for similar reasons 
    with a maximum of 2 missiles per unit.  Cargo unit hold two missile 
    and cost 15 credits per missile. The launcher itself costs 50. The 
    fission missile blast radius is 1km. The fusion missile blast radius 
    is 5km. Missiles cost 50 credits each.
**** Ion cannons do not do damage to a ship. If a hit is made the player 
    rolls 50+luck%. If the roll is under this number the ship hit will become
    inoperable for the next round. However, shields will lower this percent  
    1/2.
***** The slot location is not the actual location for this weapon, it is 
    the direction that the weapon is aimed. A weapon mounted to the front
    could be located under the wing. Guns mounted to the front, rear, right,
    and left can only shoot in the respective direction and con not move. 
    For those equiped on the top and bottem of a ship it must be stated which 
    dicertion that the weaopon is facing. TURRETS - allow for different
    angles of fire (+/- 15ø up/down). 
    Forward - 270ø to 90ø       Rear - 90ø to 270ø      Top - 360ø        
    Right - 0ø to 180ø          Left - 360ø to 180ø     Bottom - 360ø

Engines
=======

Engine type           Speed      Slots Internal   Slots Aft  Cost  Dodge
-----------           -----      --------------   ---------  ----  -----
Light                 1,400 m/s        1              1        5     +2
Medium               10,000 m/s        4              2       10     +4
Heavy             1,000,000 m/s        8              8       25    +10
Super           150,000,000 m/s       10             10       50    +15
Light Drive     300,000,000 m/s*      20             20       75    +25
Improbability**                        4             --      100
Solar Sails***  299,999,999 m/s*       1            ***       15     -5
*-The speed of light is actually less then 300,000,000 m/s. However, for
simplicity this number has been rounded up. Any number equal to 300,000,000
should be treated as the speed of light, any number larger is faster then,
and any number less then it is slower then the speed of light.
**- The Improbability Drive operates by manipulating probability and causing
events of specific probability to occur. For example, to travel to a
different star system, first the computer calculates the exact probabilty
for the ship to suddenly appear in that system. The number (i.e. 1,000,000
to 1) is fed into the drive and then anything that is that probability will
happen. Improbability shields are avialable to prevent other unpleasent
things from happening in, around or to the ship for 5 credits. This can also
be used in other ways. For example having the computer calculate the chance
of an incoming missile turning into a tuna casserole and turning off the
improbability shields. This is difficult to do however due to the time
required to calculate the improbability factors. Also, characters may feed
random numbers into the drive and have different things happen. In these
cases, the GM would determine what happens. A ship with an improbability
drive does not require a hyperdrive to travel to different systems.
***- Solar sails are huge sails which are attached to the exterior of the
ship. These sails are made of a matterial which can not be penitrated by 
solar waves. These waves in return push the ship at speeds almost to that of
light. However, the accel of a ship with such a sail is slow. Full speed can
be achived after one week of sailing. Because of the size of the solar sails
and the limited manuverablity of a ship equiped with such sails it is almost 
impossible for such a ship to dodge. Such sails require 1/2 of all exterior 
slots.

Equipment       
=========

Item            Cost    Mount   Slots   Notes
----            ----    -----   -----   -----
Cockpit           1       I       1        Provides space for pilot, 
                                        controls, and minimal life-support 
                                        for one person for 24 hours.
Adv. Cockpit      2       I       1        Same as above plus adv. controls
                                        +2 to strike, parry, dodge. Life-
                                        support for 1 month. Max seating
                                        two people. Allows for ejection.
Life-support      2       I       1        Provides life-support for a 10
                                        person crew for one year.
Adv. Life-support 4       I       2        Provides life-support for a crew 
                                        of 100 for one year.
Cargo Unit        1       I       *        Allows 1 ton of cargo per slot
                                        allocated.
Targeting sys.    2       I       1        Provides +2 to strike roll
Computer          4       I       2        Allows for +1 to any roll made 
                                        while controlling ship. Required
                                        for Hyperspace jump.
A.I. Computer    10       I       4        Provides +3 to any roll made
                                        while controlling ship. Required
                                        for Hyperspace jump or use in
                                        probability jump calculations.
Afterburners      2       A       1         Increase speed of engines 2X
                                        to a maximin of 290,000,000 m/s.
Subspace Radio    2       E       1         Allows for communication to
                                        another location over long distances.
                                        Can not be used in hyperspace.
Hyperdrive        5       I       4         Allows for travel up to three
                                        times the speed of light.
Crew Quarters     1       I       1         Provides space for 10 crew
                                        members. Includes beds, washrooms,
                                        gally, and stores.
Planetary Entry   2       E       2         Allows for ships to enter,
                                        maneuver, and land on planets, moons,
                                        or asteroids.
Cloaking         10       *       *         Allows for ship to remain 
                                        hidden from ships sensors. Provides
                                        a -50 penalty to enemy strike roll.
                                        * requires 4 external slots and
                                        6 internal slots.
Additional 
Weapon Pods       2       E       1         For each weapon pod bought the 
                                        slot which contains that pod counts 
                                        as two pods which can be used for 
                                        additional weapons, and only weapons.
Turrets          1        E        *         Allow for weapons to change                       
                                        target angle. *extra slots are not 
                                        required because the turret is 
                                        attached to the bottom/top/side of
                                        a weapon. SEE NOTE UNDER WEAPONS 
Ejection Pods    4        I        1         Each pod holds 10 people and
                                        contains one months worth of
                                        food, water, and air. Has a 
                                        level 1 engine, no armor, or
                                        weapons along with a subspace radio.
Tractor Beam     4        E        1         Captures a ship in a 
                                        gravatational fiels which pulls 
                                        the ship towards it. Roll as a 
                                        weapon attack.
Gravaton Beam    8        E       10         Creats a huge gravatational 
                                        disturbance which stops ships 
                                        from entering into hyperspace.
Landing Bay     10        I        5         Allows for the docking of one   
                                        small size ship or 4 V. small size
                                        ships.
Sensor Jaming    6        I        2         Causes all ships in the 
                                        local area, excluding the ship it
                                        is equiped on, to recive a -10 to
                                        all strike rolls due to the lack of
                                        sensors. Also all communications are
                                        immpossible.
Secondary 
Sensors          4        I        1         Negates the effects of a Sensor
                                        jaming device.

I => Internal
E => External
A => Aft

    Source: geocities.com/The_Anime_RPG