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