SUPER VEHICLES
--------------

Vehicle credits are worth $100 or 1 Power Point
One VehicleHP (VHP) is equal to 10 normal HPs unless enclosed in ().

Vehicles are divided into types which are then sub-divided into sub-types.
The type of vehicle determines what the main medium of transportation will be,
land, sea, or air.

Main Body
---------

Type    Sub-Type       Cost    VHP      Slots              Base-Speed
----    --------       ----    ---      -----              ---------- 

Ground:
        Skate-Board      1     (7)      1 ext                    *     
        Motor-Bike       3      50      3 gen                   70kph
        Small Car        5     100      2 int  2 ext  1 gen     90kph
        Car              8     200      4 int  3 ext  2 gen    120kph
        Sports Car       8     150      3 int  3 ext  1 gen    200kph 
        Limosine        10     275      6 int  4 ext  3 gen    110kph 
        DB-Limosine**   20     325     10 int  8 ext  5 gen    110kph 
        PickUp-Truck     8     250      2 int  6 ext  2 gen    115kph 
        Small MotorHome  9     275      8 int  3 ext  3 gen    100kph 
        Motor-Home      11     300      9 int  4 ext  5 gen     95kph
        Winnebago       15     350     11 int  5 ext  5 gen     95kph
        Tank            13     500      5 int  4 ext  2 gen     60kph 
        Mack Truck***    9     300      3 int  3 ext  2 gen    170kph

Mack Truck Trailers:
        Wooden Cart      1    (10)      1 ext                    0kph
        Small Trailer    3      50      3 int  1 ext  1 gen    -20kph
        Normal Trailer   5     100      5 int  2 ext  2 gen    -30kph
        Large Trailer    8     175      7 int  4 ext  3 gen    -50kph
        Double Trailer  10     200     10 int  5 ext  4 gen    -60kph 
        Tower****       12     350     15 int  7 ext  6 gen    -80kph
        Wide Load*****  15     400     17 int  8 ext  8 gen    -90kph
        Portal******    25     300     40 int  5 ext  10 gen   -10kph
        Millitary Base  30     500     20 int 10 ext  10 gen  -110kph
     |-{Hover Trailer   +5                                     +50kph
   &-|-{Armored Trailer +5    +400                             -40kph   
     |-{Spatial Distort +8            +10 int +2 gen

*       Base speed for skate-board is 1.5 times running speed

**      DB = Dirty-Big.  DB-Limosines bend in the middle to go around corners.
        The bendy bit has 75 VHP.

***     While trailers are not required for Mack Trucks, they are recommended.
        The speed of the trailers is a modifier for the speed of the truck.

****    Tower trailers are quite high and can't fit under normal bridges and
        tunnels.

*****   Wide load trailers take up two lanes on most roads.

******  Portal trailers are actually universal web travelling devices which
        can move material to one location only.  This location is a warehouse
        which is included in the price of the trailer.

&       These are not trailers but rather add-ons for trailers, all stats
        given are modifiers for trailers.
        

Water:
        Kayak            1    (10)      1 ext                    *
        Fishing Boat     3      50      2 ext 2 gen             10kts
        Motor Boat       5      80      3 int 3 ext 2 gen       15kts
        Large MotorBoat  7     100      4 int 5 ext 3 gen       15kts
        Speed Boat       7      90      2 int 2 ext 1 gen       40kts
        Hydrofoil       10     150      3 int 3 ext 3 gen       60kts
        Houseboat       10     200      6 int 5 ext 4 gen       15kts
        Ferryboat       15     300      6 int 4 ext 3 gen       25kts
        Cargo Ferry     20     500     10 int 8 ext 5 gen       20kts  
        Hovercraft**    20     300      3 int 3 ext 3 gen       30kts
        Destroyer       15     150      2 int 6 ext 1 gen       30kts
        Battleship      20     350      3 int 8 ext 2 gen       25kts
        AircraftCarrier 30     450      8 int 9 ext 6 gen       20kts 
     |-{V-Small Sub     10     100      2 int 2 ext 1 gen       15kts
     |-{Small Sub       13     150      2 int 2 ext 1 gen       20kts
 ***-|-{Sub             15     250      4 int 3 ext 2 gen       20kts
     |-{Large Sub       20     400      5 int 4 ext 4 gen       25kts
     |-{Red October     30     500      9 int 7 ext 5 gen       35kts 

*       Kayak speed is equal to running speed

**      Hovercrafts have the advantage of being able to travel over flat
        terrain.

***     Submarines can go 100m (300ft) underwater for a duration of five
        hours.  Extra depth can be purchased for 1 credit per +50m (150ft).
        Extra air can be purchased at 1 credit per +20min.  The Red October
        is a nuclear submarine and can stay underwater for up to 10 days.
        When a submarine recives more than 20% of it's total HP in damage, it
        begins to leak.  Leaking reduces air supply to 1/4.


Air:
        Pedal-Plane      2    (25)      1 ext 1 gen              *
        Bi-Plane         5    (50)      2 ext 2 gen             95kph
        Prop Plane       8      80      2 int 2 ext 1 gen      150kph
        Two-Engine Prop 10     100      3 int 2 ext 1 gen      300kph
        4-Engine Prop   13     150      4 int 3 ext 2 gen      400kph
        Single-Jet      10     100      2 int 2 ext 1 gen      600kph
        Double-Jet      15     150      3 int 2 ext 1 gen      800kph
        Quad-Jet        20     200      4 int 3 ext 2 gen     1000kph
        F-14/15/16/18   25     300      6 int 4 ext 3 gen      Mach 1.7**
        F-117A***       30     300      7 int 3 ext 3 gen      Mach 2
        Bomber          15     200      5 int 2 ext 1 gen      300kph
        Large Bomber    20     300      7 int 2 ext 1 gen      450kph
        DB-Bomber       25     400      8 int 3 ext 2 gen      500kph
        SR-71 Blackbird 25     300      4 int 2 ext 2 gen      Mach 4
        Blimp****        8     100      4 int 3 ext 2 gen       80kph
        Zepplin****     10     130      5 int 4 ext 3 gen       80kph

*       Base speed of a Pedal-Plane is 5 times running speed and requires an
        endurance check every 30mins.

**      Mach is 333m/s, or about 1200kph.

***     The F-117A is a stealth fighter/bomber and cannot be picked up on
        conventional radar, IR-scanners, and make no noise audible at more
        than 20m.

****    The stats given for blimps and zepplins (I know it's spelled wrong)
        are for the carrage.  The air sac on top is very
        vulnerable and a very easy target.  If the sac is hit, there is a
        leak that will cause a crash in [1/dmg x 3] hours (VHP damage).  For
        example, if 2 dmg is done to the sac, then in [1/2 x 3] 1.5 hours
        there will be a crash landing.  If 300 dmg is done, then there will
        be a crash in [1/300 x 3] 1/100th of an hour, or 40 seconds.


Engines
-------

        The speed of different craft can be modified as follows, for 1 credit,
land speed can be boosted 10kph, water 5kts, and air 20kph*.  For every 3
credits spent in this manner, 1 slot of any type is used, take note that
using generic or external slots for this purpose will leave part or all of
the engine exposed to direct attack.  Once 10 steps (10 credits) have been
taken, it will take 2 credits for the above affects, at 20 steps (30 credits),
it will take 3, etc.  There are also absolute limits which are applied to
vehicle speeds, they are as follows:  Land:  Mach 1.1
                                      Water: 50kts (80 for hydrofoil)
                                      Air:   Mach 8.5

Armor/Shielding
---------------

        Armor and shielding are used to protect your vehicle from damage
(never could've figured that out alone.)  Items inside {} are modifications
for other items.  A vehicle can have only one type of armor but shields are
limited only by slots.  All shields of the same type purcased after the first
are half cost (round up).

        Type                    VHP     Range   Special                 Cost
        ----                    ---     -----   -------                 ----
(Armor)
        Quarter Light Metal      10     40-65                             3
        Half Light Metal         15     25-75                             5
        Full Light Metal         20     05-95                             7
        Quarter Heavy Metal      20     40-65                             5
        Half Heavy Metal         30     25-75                             8
        Full Heavy Metal         40     05-95                            12
        Quarter Titanium         30     40-65                             7
        Half Titanium            50     25-75                            10
        Full Titanium            70     05-95                            15
        Quarter Space Alloy       5*    40-65                            50
        Half Space Alloy          8*    25-75                           100
        Full Space Alloy         12*    05-95                           150
        {Reflective}                            -Reduces all damage       3
                                                from energy weapons
                                                to 1/2
        {Super-Conductor}                       -Reduces all damage       6
                                                from energy weapons
                                                to 1/4

        Type                    VHP     Range   Special         Slots   Cost
        ----                    ---     -----   -------         -----   ----
(Energy Shields)
        Weak Pin-Point Barrier**  6      N/A    -Roll as parry   1/3      2         
        Medium P.P.Barrier**     10      N/A    - "   "    "     1/2      3
        Strong P.P.Barrier**     15      N/A    - "   "    "      1       5      
        Weak Shield              10     Full                      1       4
        Medium Shield            15     Full                      1       5
        Strong Shield            20     Full                      2       8
        AntiMecca Field          50     Full    -Destroys         3      70
                                                everything it
                                                comes into
                                                contact with
        Deflector                --     Full    -Pushes objects   1       2
                                                away***  
        {Reflective}                            -Energy weapons           6
                                                do 1/2 damage.

Custom Armor/Shields
--------------------

        Players may modify existing armor and shields at the following rate:
                +10 range: 1 credit (5 on top, 5 on bottom)
                    +2 VHP: 1 credit (for space alloy armor, this is 0.02kHP*)
        After for every three upgrades (1 step), the cost increases by 1.


*       The HPs for Space Alloy armor is kHP (see space ships [ADVSHIPS.TXT])

**      Multiple Pin-Point barriers may be purchased for increased HP,
        however, the driver may only operate one at a time.  For an
        additional 1 credit, a console may be placed on the passenger side
        allowing a second person to control up to 2 barriers, allowing for a
        total of 3 controlled barriers at a time.  Uncontrolled barriers
        remain stationary and may be left to cover one part of the ship
        (barriers can cover a 10 range section as high as 75.  EX: 40-50,
        65-75, 01-11.)  If one posses more than 7 barriers, and all space is
        taken up from 01-71, then characters may begin placing them at the
        lowest range possible in the avialable space (72-81).  Ten barriers
        will cover 01-95 with each additional barrier giving a +1 range.
        Fifteen barriers will cover the whole ship, however all barriers
        should be kept track of individually.  With fifteen weak barriers
        protecting a vehicle, 01-11, 12-21, 22-31, 32-41, 42-51, 52-61,
        62-71, 72-81, 82-91, 92-95, 96, 97, 98, 99, and 00, are all individual
        barriers and each have 6 VHP.  For example if 4 dmg is done on a
        strike roll of 57, then barrier 52-61 is hit.  Three damage then is
        done to 96.  If 2 dmg is done to 52-61, then it is distroyed, leaving
        an opening in the defences at that point unless a turn is spent
        re-aligning the barriers by the driver/pilot or via passenger-side
        control panel.

***     Deflectors push solid objects away thereby reducing the damage of all
        physical weapons by 50 standard HP or 5 VehicleHP.  If the damage is
        reduced to 0 then the object merely touches the vehicle causing no
        damage and is then abruptly pushed away.  If the damage is reduced
        below zero, the object does not even touch the vehicle but is
        deflected before is makes contact.

Damage
------

        You may have noticed that the VHP for some vehicles is ten times
greater than the VHP for the strongest shield, there is a reason for this.
The VHP for the vehicles aare the amount of damage it can take before it no
longer resembles a vehicle of that type any more.  Once the armor/shielding
is destroyed and a vehicle has taken more than 20% of it's base HP in damage,
every attack that does more than 2 VHP damage gets a roll on the Internal
Damage Table.  One 50% of it's HP have been lost, every attack that's 1 VHP
or higher gets a roll.

        Internal Damage Table
        ---------------------

        Roll    Result
        ----    ------
        01-15   No internal damage
        16-45   Weapon destroyed
        46-60   Engine damaged (1/2 speed and dodge)
        61-85   Equipment destroyed*
        86-90   Fuel Tank hit, 20% chance of explosion.
        91-95   Driver/Passenger hit
        96-00   Vehicle engine damaged, no movement possible.

*       To determine which item is destroyed divide 100 by the number of items 
        equiped on ship (excluding cockpit).  This number is the % chance that
        this item is destroyed.  Start with the first item and apply the
        percentages.
        Eg. 7 items. 100/7 = about 14
        Item 1= 1-14, Item 2= 16-28, Item 3= 29-42, and so on.


Weapons
-------

        I have not included ranges for weapons for three reasons:
                1) Common sense should tell you can't shoot the horizon
                   with a machine gun, and what's the point of giving
                   exact ranges when very few GMs ever know exactly how
                   far away things are anyway?
                2) There's no room
                3) I'm too lazy


Name          Cost   Slots     Dmg      Location*     Ammo      Special
----          ----   -----     ---      --------      ----      -------
Rifle           1       1       2       gen, ext        20
Heavy Rifle     2       2       4       gen, ext        20
Machine Gun     3       2      (2)      gen, ext      1000      Fires at 25
                                                                bullets/round
Heavy M.Gun     5       3       1       gen, ext       300      Fires 10
                                                                bullets/round
Tetsubishi      1       1      (1)      gen, ext       200      Drops on
                                                                ground behind
                                                                vehicle**
Flame Thrower   2       1      **       gen, ext        ** 
Lazer           2       1       3       gen, ext        25
Heavy Lazer     4       2       6       gen, ext        20
Particle Beam   3       1       4       gen, ext        15
Heavy P.Beam    5       3       7       gen, ext        15
Ion Beam        4       2       4       gen, ext        25
Heavy I.Beam    6       3       8       gen, ext        20
Plasma Cannon   5       4       8       gen, ext        15      
Heavy P.Cannon  7       6      12       gen, ext        10
Reflex Cannon  10       7      20       gen, ext        10

    Source: geocities.com/The_Anime_RPG