TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written By:  Mark Chase (mchase@meta-earth.com) 
   
  Original Artwork By: Buddy Gray (budgrayjr@blazenet.net) 
  Additional Artwork By: Mark Chase 
   
  All material within, Copyright 2000-2001, all rights reserved 
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
   
  A Plug-in for the Fuziontm Roleplaying Game 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  2 
  Table of Contents 
   
   
  TABLE OF CONTENTS.............................................................................................................................................................2 
  INTRODUCTION........................................................................................................................................................................4 
  ABOUT ATOMIK FUZION .............................................................................................................................................................4 
  PLAYING FUZION .......................................................................................................................................................................4 
  ATOMIK MOTORWARZ...............................................................................................................................................................4 
  DISCLAIMER..............................................................................................................................................................................4 
  INTRODUCTION........................................................................................................................................................................5 
  MOTOR VEHICLE COMBAT..........................................................................................................................................................5 
  OTHER VEHICLES AND PLUG-INS................................................................................................................................................5 
  REAL WORLD OBJECTIVE...........................................................................................................................................................5 
  NEAR-FUTURE ADJUSTMENTS....................................................................................................................................................5 
  PRICING AND POINTS.................................................................................................................................................................6 
  VEHICLE CATALOG .................................................................................................................................................................7 
  INTRODUCTION..........................................................................................................................................................................7 
  AUTOMOTIVE CATALOG .............................................................................................................................................................7 
  Sports Cars..........................................................................................................................................................................7 
  Coups................................................................................................................................................................................12 
  Sedans..............................................................................................................................................................................14 
  Trucks and Vans ...............................................................................................................................................................17 
  SUVs.................................................................................................................................................................................19 
  Limos and Ultimate Luxury................................................................................................................................................21 
  Motorcycles .......................................................................................................................................................................23 
  Big Rig Trucks...................................................................................................................................................................24 
  UPGRADES AND MODS ........................................................................................................................................................27 
  BASIC MECHANICS ..................................................................................................................................................................27 
  MANUFACTURER UPGRADES....................................................................................................................................................29 
  ENGINES.................................................................................................................................................................................31 
  ENGINE MODS.........................................................................................................................................................................32 
  FUELS ....................................................................................................................................................................................33 
  SUSPENSION MODS.................................................................................................................................................................34 
  BODY MODS ...........................................................................................................................................................................35 
  CUSTOM MODS.......................................................................................................................................................................36 
  ILLEGAL MODS ........................................................................................................................................................................38 
  RELATED EQUIPMENT..............................................................................................................................................................40 
  HIGHWAY ARSENAL..............................................................................................................................................................42 
  CATALOG OF CHAOS ...............................................................................................................................................................42 
  BULLETPROOF ARMOR ............................................................................................................................................................42 
  EQUIPMENT.............................................................................................................................................................................43 
  SPECIAL SYSTEMS ..................................................................................................................................................................44 
  MELEE WEAPONS ...................................................................................................................................................................46 
  AUTOMATIC WEAPONS ............................................................................................................................................................47 
  CANNONS & BIG GUNS............................................................................................................................................................49 
  MISSILES & ROCKETS..............................................................................................................................................................50 
  ORDINANCE & AMMUNITION.....................................................................................................................................................51 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  3 
  RULES OF THE ROAD............................................................................................................................................................53 
  VEHICLE COMBAT SYSTEM.......................................................................................................................................................53 
  FUZION TERMS AND DEFINITIONS .............................................................................................................................................53 
  NEW SKILLS............................................................................................................................................................................53 
  HANDLING DAMAGE.................................................................................................................................................................54 
  COMBAT SUMMARY.................................................................................................................................................................55 
  VEHICLE INITIATIVE..................................................................................................................................................................55 
  ACTIONS PER ROUND..............................................................................................................................................................55 
  VEHICLE ACTIONS ...................................................................................................................................................................56 
  MOVEMENT.............................................................................................................................................................................56 
  MANEUVERING........................................................................................................................................................................58 
  STUNT MANEUVERS ................................................................................................................................................................60 
  VEHICLE COMBAT....................................................................................................................................................................61 
  HIT LOCATION.........................................................................................................................................................................62 
  TAKING DAMAGE.....................................................................................................................................................................64 
  CRITICAL HIT DETERMINATION..................................................................................................................................................66 
  WHEEL DAMAGE .....................................................................................................................................................................67 
  PENETRATING DAMAGE ...........................................................................................................................................................67 
  DOORS, WINDOWS, AND TRUNKS.............................................................................................................................................68 
  ENGINE HIT.............................................................................................................................................................................69 
  CHASSIS HIT...........................................................................................................................................................................70 
  DAMAGE TRANSFER ................................................................................................................................................................71 
  LOSS OF CONTROL..................................................................................................................................................................71 
  I'M ON FIRE!  OW! ...................................................................................................................................................................72 
  OVER HEATING .......................................................................................................................................................................72 
  AREA OF EFFECT DAMAGE.......................................................................................................................................................73 
  ELECTRONIC WARFARE...........................................................................................................................................................73 
   
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  4 
   
  Introduction 
  About Atomik Fuzion 
  Atomik Fuzion is collection of "Fuzionable Materials" developed by Mark Chase, for use 
  with any Fuzion RPG gameworld from modern-day, to sci-fi, to high fantasy.  These plug-
  ins include Atomik Magick, Atomik WAR, Atomik Deathmatch (made for Atomik WAR), 
  the mecha gameworlds of Vigilantian, Metal Storm: 2380, and world of Lodoss War RPG 
  (base on the anime), as well as generic plug-ins for LifePath, psionics, and alien creatures. 
   
  Playing Fuzion 
  So, you have this Atomik Fuzion plug-in, but how do you play Fuzion?  First, you must get 
  a set of Total Fuzion rules.  As mentioned (see side bar), the rules to create characters and 
  play the game can be found in any Fuzion RPG book, or at the Fuzion web site.  If you are 
  having trouble finding a Fuzion game book, visit your local gaming store and ask about the 
  R.Talsorian Games, Heroes Games, or Obsidian Studios product line.  I recommend 
  Shards of the Stone (a fantasy world), or Champions: The New Millennium.  For Sci-Fi, 
  you might look into getting Bubblegum Crisis or Votoms.  Eventually, a Fuzion version of 
  Cyberpunk and Mekton, will be released, which should be excellent as well. 
   
  Atomik MotorWarz 
  The Fuzion System provides enough flexibility and customization to support any genre, 
  plug-ins, "sub-systems", or rules expansions.  Indeed, most Fuzion games come with 
  rudimentary rules for vehicles and vehicular combat, and games such as Bubblegum 
  Crisis, Votoms, and Mekton, take this one step further (though centered upon Mecha 
  rather than vehicles).  There are other vehicle construction systems available for Fuzion, 
  used to build everything from tanks, to jets, to hydrofoils.  But Atomik MotorWarz is not a 
  generic vehicle construction system. 
   
  What is this Plug-In? Atomik MotorWarz is a "Real World" vehicle modification and 
  combat system.  All vehicles are real vehicles.  All modifications are real modifications (well, 
  most are, anyway).  All prices and weights are real.  Performance and vehicle specs are 
  real.  Vehicles are not built from the ground up, rather, an existing model is purchased and 
  then modified.  Atomik MotorWarz is only designed for motor vehicles (as the name 
  implies) -- there is no support for helicopters, fighters, or mecha, though it should be 
  compatible with existing vehicle and mecha plug-ins. 
   
  Disclaimer 
  Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 
  1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used 
  without expressed permission. 
   
  What is Fuzion? 
       Fuzion is a unified set of 
  role-playing rules combining 
  the 
  best 
  of 
  the 
  Hero 
  System 
  (Champions) 
  and Interlock (Cyberpunk, 
  Mekton Z).  Not only can 
  Fuzion be adapted to cover 
  nearly every time, place, or 
  setting, but it also has the 
  ability to utilize existing 
  Hero 
  and 
  Interlock 
  rules and materials; if it is 
  marketed 
  as 
  Fuzion 
  Capable, it can be used as 
  part of the Fuzion system. 
        Hero 
  Games 
  and 
  R. 
  Talsorian Games, Inc., jointly 
  developed Fuzion.  Many 
  existing games systems use 
  Fuzion,including Champions: 
  The 
  New 
  Millennium, 
  Sengoku, Usagi Yojimbo, 
  Bubblegum Crisis the RPG, 
  Shards 
  of 
  the 
  Stone, 
  Dragonball Z, and many 
  more.  Fuzion uses a unique 
  Plug-In system that allows for 
  easy addition and removal of 
  rules.  For instance, to add 
  Martial Arts to your campaign, 
  you need only turn to a 
  Martial Arts plug-in. To add 
  Magic, 
  Psionics, 
  or 
  Superpowers, these too may 
  be easily plugged-in to the 
  core rules (Total Fuzion). 
   
  Where Can I Get Fuzion? 
        The basic Fuzion rules 
  (for character generation, 
  combat, game mechanics, 
  and basic plug-ins) can be 
  found in any Fuzion product 
  produced by R.Talsorian, 
  Hero 
  Games, 
  or 
  Gold 
  Rush Games. However, as 
  it is, these companies were 
  kind enough to provide an 
  on-line version of their core 
  rules system.  To obtain this 
  file, please visit the following 
  URL 
  on 
  the 
  Internet 
  (provided the site does not 
  move, of course): 
             
  www.herogames.com/Fuzion/ 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  5 
   
  Introduction 
  "I'm on the Highway to Hell!" - AC/DC, Highway to Hell 
  Atomik MotorWarz presents a new system for handling 
  vehicles in Fuzion, more "Real World", customizable, 
  hands-on, and "nitty-gritty" so to speak.  The vehicle 
  catalog, in the following chapter, contains all real world 
  vehicles, with their actually specs and prices (researched to 
  the best of my ability).  It is intended for use in modern day 
  to near-future campaigns, where it is more likely for a 
  character to buy a car and modify it, than build a car from 
  scratch (as most other vehicle plug-ins assume).  Other 
  vehicles can be imported (for example, new cars, or 
  vehicles not listed) as long as you know its specs.  This 
  includes machines made in other vehicle plug-ins, again, 
  assuming the required specs are known. 
   
  Motor Vehicle Combat 
  The Vehicle Combat System is an extrapolation of the 
  sparse vehicle combat rules in basic Fuzion, combined with 
  a few rules from Mekton, and a collection of house-rules 
  designed to better and more realistically portray vehicular 
  combat.  The system allows for special maneuvers, driving 
  rolls, stunts, and various types of vehicular attacks.  
  Vehicles made in Atomik MotorWarz do not have to use 
  this combat system, and the Vehicle Combat System can 
  be used as a stand-alone plug-in, which can likewise be 
  used with vehicle made in other systems. 
   
  Other Vehicles and Plug-Ins 
  Atomik MotorWarz does not go beyond motor vehicles in 
  its catalog or modification system, though any vehicle can 
  be used in the Combat System.  Such vehicles as tanks, 
  mecha, fighters, boats, and spacecraft must be created in 
  other systems, such as with Mekton or another vehicle 
  plug-in.  Because vehicle specs are translated to RPG stats 
  (SDP, KD, MV, MP, etc.), cars and trucks made in Atomik 
  MotorWarz should be able to clash head to head with a 
  mecha or tank made in Mekton (though that is not to say 
  such a fight would go well for the car). 
   
  Real World Objective 
  The basic objective of Atomik MotorWarz is to present a 
  vehicle plug-in for Fuzion which complies with the Real 
  World, as close as possible, while keeping complexity to a 
  minimum.  Because these two goals are often mutually 
  exclusive, Atomik MotorWarz is somewhat complex and 
  not absolutely Real World accurate.  If realism is not your 
  primary concern, or if this system seems overly complex, 
  then it is not for you.  Mekton and other vehicle plug-ins 
  currently available, offer simplified construction and combat 
  rules for vehicles and machines of all sorts.  If Atomik 
  MotorWarz does not suit your needs, there are several 
  other Fuzion plug-in for vehicles and machines can be 
  found on the web. 
   
  Near-Future Adjustments 
  Many Fuzion campaigns take place not in the present day, 
  but in the near future (meaning, 2005 to 2030).  It is of 
  course impossible to foresee what sort of vehicles we will 
  have in 2020 or 2030 -- we may still be using petroleum (or 
  some artificial petrol), or all electric, hydrogen fuel cells, or 
  something we haven't even invented yet. 
   
  To use Atomik MotorWarz in a campaign taking place in 
  the "foreseeable" near-future (within the next five to seven 
  years), simply "up" the models of the cars in the Catalog 
  from 2000 or 2001 to 2007, or, alternatively, you can buy 
  2000 year models at a reduced price (see Chapter 2).  A 
  few may be hybrid electric, but we will assume the only 
  models you are concerned with are petrol fuel vehicles (for 
  performance reasons).  Vehicles of 2007-10 will probably 
  have integrated computers and GPS systems, but these 
  can still be purchased as Manufacturer add-ons.   
   
  In the near future (2010 to 2030), things may change too 
  much for the basic concept of year 2000 cars to be 
  applicable.  For example, all cars may run on batteries or 
  hydrogen 
  cells, 
  radically 
  changing 
  their 
  weight, 
  performance, top speed, mileage, and other specs.  
  Furthermore, some cars may be completely automated, 
  highways may be "smart", and satellites may be able to 
  Chapter 
  1 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  6 
  track every vehicle on the road.  For this the GM should 
  create a new "2030 Vehicle Catalog", which a dozen or so 
  sample cars from that time, create by him based on the 
  vehicles shown in the following Vehicle Catalog, but 
  adjusted to fit the "world of tomorrow" as he foresees it.  For 
  example, an all battery-electric car will have a lower top 
  speed (probably about -30%), lower acceleration (-30%), 
  and only 100 to 200 mile range.  Furthermore, battery 
  powered cars cannot have nitro-injectors or other ICE 
  (Internal Combustion Engine) mods.  It could be assumed 
  that artificial petrol or hydrogen fuel cell cars will be 
  "basically the same" as ICE vehicles, just with different 
  "greener" technology.  Hydrogen fuel cell charges are a 
  great deal more expensive than gasoline (or artificial petrol), 
  but nearly 10x the "mile per gallon" efficiency.  These are 
  just a few things you should consider. 
   
  Pricing and Points 
  The choice between used Points (OP / CP) or real world 
  prices (US$) was a difficult one.  All other Atomik plug-ins, 
  and many other plug-ins, use Points (OP) which can then 
  be translated to $ amounts.  However, it was decided to use 
  US$ for all prices in Atomik MotorWarz because not all 
  plug-ins treat vehicle points the same.  US$ were chosen 
  because it will be familiar to most players of Fuzion.  Euros 
  (∈), the other major world currency, have essentially the 
  same value (it may fluctuate slightly), and Yen has a rough 
  conversion rate of 100 to 120 to the Dollar.  For other world 
  currencies, consult the current exchange rates. 
   
  Most other vehicle and machine plug-ins, such as Mekton, 
  use CP, Construction Points, which are equivalent to 
  Character Points.  However, 1 CP technically equals $500, 
  since 1 OP equals $100 and there are 5 OP in 1 CP.  But 
  most mecha cost between 50 to 100 CP ($25,000 to 
  $50,000), and vehicles end up costing 2 or 3 CP (just a few 
  thousand dollars).  Rightly, this should be adjusted by x10 
  for vehicles, and x1000 for mecha and fighter planes. 
   
  The advice presented in Mekton that CP does not exactly 
  equal a dollar mount, or the GM should set it for his 
  campaign, 
  leaves 
  to 
  much 
  open 
  for 
  inconsistent 
  interpretation, and thus, arguments between players and 
  GMs, and difficulty in porting vehicles between campaigns 
  and different GMs. 
   
  The table presented below shows my recommended CP to 
  $US conversion rate for various types of vehicles and 
  machines. 
   
  Vehicle 
  CP 
  $US / Euros 
  Motor Vehicles 
  1 to 5 
  CP x $5,000 
  Tanks/APCs 
  10 to 50 
  CP x $10,000 
  Aircraft 
  10 to 50+ 
  CP x $100,000 
  Mecha 
  50+ 
  CP x $1,000,000 
  Spacecraft 
  200+ 
  CP x $2,000,000 
  Starships 
  1000+ 
  CP x $5,000,000 
   
  So a 20 CP jet would cost 2 million dollars, a 100CP mecha 
  would cost about 100 million, and a 500 CP interplanetary 
  spaceship would cost 1 billion dollars.  Likewise, a $35,000 
  sports car should have a value of 7 CP.  
   
  Remember, these are present day prices.  If interplanetary 
  travel becomes cheaper, the cost multiplier of Spacecraft 
  and Starships should of course go down. 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  7 
   
  Vehicle Catalog 
  "I Can't Drive, Fifty-Five!" - Sammy Hagar 
  Introduction 
  This is a catalog of vehicles from sports cars to pickups, to 
  big rig trucks.  Each vehicle lists a set of base stats and 
  price tag for its class, but these are just the stock production 
  stats.  In the following chapters you will learn how to modify 
  your vehicle, and in the final chapter, how to handle "the 
  rules of the road" (that is, combat). 
   
  Though I would like to detail every vehicle that is of course, 
  impossible.  Instead, I have hand picked a few should be of 
  high interest to the majority.  Granted, everyone has their 
  favorite car or motorcycle, and if I have not listed it here, I do 
  apologize.  The simple fact is, you can simply grab the basic 
  stats of any vehicle on the market today and adapt to 
  Fuzion using the same methodology that I used. 
   
  Stats and Spec 
  The first thing you need to do is get the performance specs 
  of the car you wish to convert to Fuzion.  For this, you may 
  visit the manufacturer's website, or such places as 
  www.kbb.com (Kelly Blue Book), and www.edmunds.com.  
  Once you have the specs, you can calculate the Fuzion 
  specs of the vehicle.  These are not hard and fast rules - 
  there is some variation in performance specs between 
  models, so allocated for a +/-10% difference. 
   
  I should also note that most write-ups for these vehicles 
  were quoted from Edmunds or from the manufacture's 
  websites (or a combination there of). 
   
  Price: In US Dollars, as listed as of 2000 
  Weight: Convert to kilograms (pounds / 2) 
  Acceleration (0-60mph or 100kph): [Wt.(kg) / HP] 
  Redline Speed: As listed 
  Breaks: Stock (usually), Wheels: Stock (usually) 
  Transmission: As Listed 
  Engine: As Listed 
   
  Class: A for Autos, D for Diesel Trucks, M for Motorcycles 
  Base Engine Size: as listed (in Liters) 
  Horsepower: listed HP @ Redline RPM 
  Weight: As Listed (kilograms) 
  Value: As Listed (US $) 
  Fuel Tank Capacity: as listed 
  Mileage Estimates: City/Highway 
  Range in Miles: City/Highway 
  Maneuvering Value: Educated Guess 
  SDP and KD:  Educated Guess 
   
   
  Automotive Catalog 
  Sports Cars 
  Fast, sleek, and sexy - Sports Cars are the legends of the 
  highway and warriors of the road.  Nothing else is faster.  
  nothing else is cooler.  Nothing else carries this price tag... 
   
  BMW M series (Sports Coupe) 
  Price: $42,000 
  One 
  thing 
  BMW 
  knows how to do is a 
  build sporty car. The 
  company released its 
  M roadster, a heavily 
  breathed-upon 
  version of the Z3 roadster that was designed to compete 
  head-to-head with the Porsche 911, as an early-1999 model 
  - BMW made headlines with the introduction of its "funky-
  looking" M series coupe. By now, both M cars have 
  established reputations as the cool, good-looking, fast and 
  fun sports cars that everyone wants to have parked in their 
  driveways. 
  Weight: 1300kgs 
  Acceleration (0-60mph or 100kph): 5.4 sec 
  Redline Speed: 240kph (150mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual 
  Engine:  Inline 236 kW, 3.2 Liter  
   
  Class: A 
        Base Engine Size: 3.2 Liters 
   
  Weight: 200kgs 
        Horsepower: 240 @ 6000 rpm  
  Value: $5200 
  Fuel Tank Capacity: 13.5 gallons 
  Mileage Estimates: (City / Highway) 19 / 26 
  Range in Miles: (City / Highway) 257 / 351 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  4 
  N/A 
  Engine 
  60 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
  Chapter 
  2 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  8 
  BMW Z8 (Roadster Convertible) 
  Price: $128,000 
  The stuff that dreams are made 
  of: an engine that is nothing 
  less than a work of art, encased 
  in 
  a 
  brilliantly-designed 
  aluminum frame and open to 
  the heavens. A two-seater 
  sports car in the tradition of the 
  legendary BMW cars of the twentieth century. A classic based on 
  the essential principles of car design, made with the best 
  engineering on earth and the finest technology available. The BMW 
  Z8. Experience a car that is the embodiment of mobility. 
  Comes with: Luxury Package, All Weather, & Deluxe ? 
  Weight: 1750kgs 
  Acceleration (0-60mph or 100kph): 4.6 sec 
  Redline Speed: 256kph (160mph) 
  Breaks: Stock, Wheels: Roadster RF-5 
  Transmission: 6-Speed Manual w/ Auto Override 
  Engine:  294 kW, V8 5.0 Liter  
  Class: A 
        Base Engine Size: 5.0 Liters 
  Weight: 225kgs 
        Horsepower: 380 @ 6000 rpm 
  Value: $16,500 
  Fuel Tank Capacity: 13.5 gallons 
  Mileage Estimates: (City / Highway) 17 / 23 
  Range in Miles: (City / Highway) 230 / 310 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  6 
  N/A 
  Engine 
  70 
  6 
  N/A 
  Doors 
  30 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  6 
  7 
  Top 
  0 
  0 
  0 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Chevrolet Camero Z28 (Sports Coupe) 
  Price: $22,200 
  These Camaros are blazingly 
  quick, 
  hold 
  the 
  road 
  tenaciously, cost less than the 
  average price of a new car in 
  this country and get decent 
  gas mileage when they're not 
  being hammered along a 
  twisty, two-lane road. The Z28 is the go-faster Camaro. Equipped 
  with a detuned Corvette 5.7-liter V8, the Z28 makes 310 
  horsepower, 50 more horses than the Mustang GT, thanks to 
  forced air induction through an aggressive-looking hood scoop. 
  Weight: 1720kgs 
  Acceleration (0-60mph or 100kph): 5.5 sec 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual 
  Engine:  LS1 310HP V8 Corvette  
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 240kgs 
        Horsepower: 310 @ 5200 rpm 
  Value: $9700 
  Fuel Tank Capacity: 16.8 gallons 
  Mileage Estimates: (City/Highway) 20 / 28 
  Range in Miles: (City/Highway) 336 / 470 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  4 
  6 
  Top 
  25 
  4 
  5 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
  Chevrolet Corvette Z06 (Sports Coupe) 
  Price: $48,500 
  Nearly 45 years after the 
  1953 
  Corvette 
  debuted, 
  Chevrolet introduced the 
  fifth-generation Corvette for 
  1997. With the addition of a 
  hardtop model to the lineup 
  in 1999, Chevrolet brings 
  forth an ace in 2001 with the race-ready Z06.  Backed by a new 
  5.7-liter LS6 V8 producing a pavement-melting 350 horsepower at 
  6,000 rpm and a standard issue M12 six-speed manual 
  transmission, the Z06 rips from 0 to 60 in 4.3 seconds flat, and 
  corners at one full G! 
  Weight: 1550kgs 
  Acceleration (0-60mph or 100kph): 4.3 sec 
  Redline Speed: 227kph (142mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual w/ Auto Override 
  Engine:  LS6 350HP V8 Corvette F-1 
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 240kgs 
        Horsepower: 350 @ 5600 rpm 
  Value: $9,800 
  Fuel Tank Capacity: 18.5 gallons 
  Mileage Estimates: (City/Highway) 16 / 20 
  Range in Miles: (City/Highway) 300 / 370 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  5 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  4 
  6 
  Top 
  35 
  4 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Chrysler Prowler (Roadster Convertible) 
  Price: $45,000 
  The Prowler is a concept car 
  that has magically seen the 
  light of day, and though it's 
  not the most impressive car 
  performance-wise, it is an 
  impressive display of Chrysler's commitment to fun.  Modeled after 
  traditional hot rods of the 1950s, this car will turn heads, even in 
  exotic car-jaded towns like Los Angeles or Palm Beach. If you're 
  not a celebrity but you want to feel like one, here's the recipe: buy a 
  Prowler. Drop the top. Cruise up and down your local strip. Wave at 
  the girls. Just don't try to drag race any real muscle cars. 
  Weight: 1300kgs 
  Acceleration (0-60mph or 100kph): 8.5 sec 
  Redline Speed: 192kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  V6 3.5 Liter 24V SOHC alum. Class: A 
        Base Engine Size: 3.5 Liters 
  Weight: 180kgs 
        Horsepower: 253 @ 6400 rpm 
  Value: $5400 
  Fuel Tank Capacity: 12.2 gallons 
  Mileage Estimates: (City/Highway) 20 / 29 
  Range in Miles: (City/Highway) 244 / 354 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  4 
  N/A 
  Engine 
  50 
  3 
  N/A 
  Doors 
  40 
  3 
  8 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  0 
  0 
  0 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  9 
  DMC-12 DeLorean (Sports Coupe) 
  Price: $50,000 
  It’s a blast from the past, the car 
  made famous by the "Back to 
  the Future" trilogy. The 1982 (or 
  83) DMC-12 DeLorean is a one 
  of kind sports car, unique in 
  design 
  and 
  sure 
  to 
  draw 
  attention anywhere it goes.  The 
  DeLorean featured here is a totally refurbished DMC-12 with a new 
  engine and new transmission, and polished up body.  This DMC-12 
  does not mount the stock PRV V6 engine (and no, it does not have 
  a nuclear powered flux-capacitor either).  Instead, a new 255HP 
  Vortec 5700 V8 was selected to power this machine, being more 
  powerful than the original 200HP PRV engine, and lighter (it’s a 
  computer controlled fuel-injection system, rather than the old 
  carburetor engine).  The engine is, of course, mounted in the back.  
  The entire vehicle is made of machine-pressed stainless steel 
  (unpainted), which offers a higher level of protection than most 
  modern automobiles (which use plastic and aluminum). 
  Weight: 1880kgs 
  Acceleration (0-60mph or 100kph): 7.3 sec 
  Redline Speed: 237 kph (148 mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual 
  Engine:  Vortec 5700 V8 5.7 Liter 
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 230kgs 
        Horsepower: 255 @ 4600 rpm 
  Value: $5200 
  Fuel Tank Capacity: 16 gallons 
  Mileage Estimates: (City/Highway) 14 / 22 
  Range in Miles: (City/Highway) 224 / 352 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  100 
  8 
  N/A 
  Engine(back) 
  90 
  8 
  N/A 
  Doors 
  50 
  5 
  7 
  Windows 
  10 
  0 
  2 
  Trunk(front) 
  50 
  5 
  6 
  Top 
  50 
  5 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Dodge Viper GTS (Sports Coupe) 
  Price: $70,500 
  Designed to be the modern 
  incarnation of the Cobra, 
  Viper debuted at the 1989 
  North American International 
  Auto Show in Detroit as a 
  show car. Enough people wrote to Chrysler requesting street 
  versions that plans for production of the stylish roadster were set 
  into motion soon thereafter. Viper was introduced for public sale in 
  1992, and became the darling of the automotive press, not to 
  mention high-profile stars like Jay Leno and Kelsey Grammer. The 
  8.0-liter V10 was substantially reworked, featuring a new block, 
  new heads, shorter cooling jackets and a revised sump. These 
  changes resulted in a 35-horsepower jump to 450. 
  Weight: 1780kgs 
  Acceleration (0-60mph or 100kph): 4.5 sec 
  Redline Speed: 296 kph (185 mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  V10 10-Cylinder, 8.0 Liter 
  Class: A 
        Base Engine Size: 8.0 Liters 
  Weight: 300kgs 
        Horsepower: 400 @ 5000 rpm 
  Value: $17,000 
  Fuel Tank Capacity: 19 gallons 
  Mileage Estimates: (City/Highway) 11 / 20 
  Range in Miles: (City/Highway) 209 / 380 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  4 
  N/A 
  Engine 
  70 
  4 
  N/A 
  Doors 
  35 
  3 
  7 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  35 
  3 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
  Ferrari 550 Maranello (Racing Coupe) 
  Price: $203,800 
  The 550 Maranello is Ferrari's 
  interpretation of the 12-cylinder 
  berlinetta, with a front engine 
  and 
  a 
  pronounced 
  sports 
  personality, for the 21st century. 
  The Ferrari 550 is one of the 
  hottest cards on the road, and 
  one of the most expensive.  If 
  you have to ask about price, you can't afford it. 
  Weight: 1790kgs 
  Acceleration (0-60mph or 100kph): 4.3 sec 
  Redline Speed: 320kph (200 mph) 
  Breaks: Advanced, Wheels: Roadster RF-5 
  Transmission: 6-Speed Manual w/ Auto Override 
  Engine:  Ferrari Maranello V12 8.0 
  Class: A 
        Base Engine Size: 8.0 Liters 
  Weight: 220kgs 
        Horsepower: 420 @ 6000 rpm 
  Value: $18,200 
  Fuel Tank Capacity: 18 gallons 
  Mileage Estimates: (City/Highway) 8 / 13 
  Range in Miles: (City/Highway) 144 / 234 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  90 
  8 
  N/A 
  Engine 
  80 
  6 
  N/A 
  Doors 
  45 
  4 
  9 
  Windows 
  10 
  0 
  2 
  Trunk 
  45 
  4 
  9 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
  Ford Mustang GT (Sports Coupe) 
  Price: $25,000 
  In 1964, a sports car that 
  anyone could buy and enjoy 
  was 
  born. 
  It 
  was 
  a 
  breakthrough in design and 
  lived to become a legendary 
  sports cars. Today, the Mustang continues to spark the imagination 
  with its powerful blend of beauty and brawn.  
  Weight: 1550kgs 
  Acceleration (0-60mph or 100kph): 5.8 sec 
  Redline Speed: 214kph (134mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual 
  Engine:  4.6-L 2V SOHC V8 engine 
  Class: A 
        Base Engine Size: 4.6 Liters 
  Weight: 240kgs 
        Horsepower: 260 @ 5200 rpm 
  Value: $5600 
  Fuel Tank Capacity: 15.7 gallons 
  Mileage Estimates: (City/Highway) 18 / 25 
  Range in Miles: (City/Highway) 282 / 392 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  65 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  40 
  4 
  8 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  35 
  4 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  10 
  Jaguar XK8 (Sports Coupe) 
  Price: $68,000 
  The Jag has a powerful 
  32-valve, 290-horsepower 
  AJ-V8 
  engine; 
  elegant 
  Connolly 
  leather 
  and 
  walnut-trimmed 
  interior; 
  taut suspension and precise road-feel... The muscular good looks 
  of the XK8 coupe make it an irresistible choice for assertive drivers.  
  Stylistically, the XK8 is one of the best-looking luxury coupes 
  available. Headlights slope off with a feline's squint and lead to 
  lines that hark back to earlier Jags. The hood's subtle contours 
  form two long, graceful indentations that, from inside, conform 
  nicely to the driver and passenger positions. 
  Comes with: Luxury Package 
  Weight: 1690kgs 
  Acceleration (0-60mph or 100kph): 5.6 sec 
  Redline Speed: 275kph (172mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual 
  Engine:  V8 Alum. Twin DOHC, 32-valve Class: A 
        Base Engine Size: 4.0 Liters 
  Weight: 220kgs 
        Horsepower: 300 @ 6100 rpm 
  Value: $12,000 
  Fuel Tank Capacity: 19.9 gallons 
  Mileage Estimates: (City/Highway) 17 / 22 
  Range in Miles: (City/Highway) 340 / 440 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  5 
  N/A 
  Engine 
  65 
  4 
  N/A 
  Doors 
  35 
  4 
  7 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  4 
  6 
  Top 
  30 
  4 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Lamborghini Diablo SE 30 "Special Emotion" 
  Price: $255,000 
  The 
  SE 
  30 
  was 
  introduced in 1994 to 
  celebrate 
  the 
  30th 
  anniversary 
  of 
  Lamborghini, the engine 
  is 
  tuned, 
  and 
  more 
  carbon-fiber 
  is 
  used 
  reducing the weight by 
  150 kg. less then a standard Diablo.  It's interior is clothed with 
  alcantara, it has 4 point instead of 3 point safety-belts. Standard is 
  a traction control system, active suspension, and a fire- 
  extinguisher system.  The SE 30 has a variable in and outlet 
  system and a straight-through exhaust. To get enough air to the 
  engine-compartment it has two air-intakes on the roof.  Engine is 
  rear mounted, as on all Lambos. This version delivers 500 hp and 
  has a maximum torque of 600 Nm. at 5200rpm!  Price?  Try a 
  quarter of a million dollars... 
  Weight: 1850kgs 
  Acceleration (0-60mph or 100kph): 3.7 sec 
  Redline Speed: 330 kph (206 mph) 
  Breaks: Advanced, Wheels: Advanced 
  Transmission: 5-Speed Manual 
  Engine:  Air Cooled V12 Turbo (rear) 
  Class: A 
        Base Engine Size: 6.0 Liters 
  Weight: 300kgs 
        Horsepower: 500 @ 5200 rpm 
  Value: $50,000 
  Fuel Tank Capacity: 24 gallons 
  Mileage Estimates: (City/Highway) 8 / 12 
  Range in Miles: (City/Highway) 192 / 288 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  8 
  N/A 
  Engine(back) 
  80 
  6 
  N/A 
  Doors 
  50 
  4 
  10 
  Windows 
  10 
  0 
  2 
  Trunk (front) 
  45 
  6 
  9 
  Top 
  30 
  4 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Pontiac Firebird Trans Am (Sports Coupe) 
  Price: $27,800 
  Hardcore driving enthusiasts, 
  step right up - the Trans Am is 
  for you. The ultimate muscle car 
  is equipped with a standard 310-
  horsepower 
  LS1 
  Corvette 
  engine that features an available 
  traction 
  control 
  system 
  to 
  maximize 
  traction 
  during 
  acceleration on slippery surfaces. The Coupe's removable hatch 
  roof is the perfect accessory on a sunny day. And the two-sided 
  galvanized steel doors resist dents, dings, and rust. In fact, there 
  are many great rewards to being behind the wheel of this legend. 
  Weight: 1700kgs 
  Acceleration (0-60mph or 100kph): 5.4 sec 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  5-Speed Manual w/ Override 
  Engine:  LS1 310HP V8 Corvette 
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 240kgs 
        Horsepower: 310 @ 5200 rpm 
  Value: $7,700 
  Fuel Tank Capacity: 16.8 gallons 
  Mileage Estimates: (City/Highway) 20 / 28 
  Range in Miles: (City/Highway) 336 / 470 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  40 
  4 
  8 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Porsche 911 Carrara (Sports Coupe) 
  Price: $111,800 
  The Porsche 911 is the stuff of 
  legends and continues to be one 
  of the world's top sports cars. 
  Porsche has the uncanny ability 
  to build a car that has stunning 
  performance, legendary mystique, 
  and 
  real-world 
  functionality.  
  Longer, wider and sleeker than 
  any previous 911, the new 
  Carrara maintains the unmistakable 911 profile and classic styling 
  cues. Like all previous 911s, the current models feature a rear-
  mounted, horizontally-opposed six-cylinder engine. The all-
  aluminum 3.4-liter engine generates 400 horsepower.  
  Weight: 1700kgs 
  Acceleration (0-60mph or 100kph): 4.2 sec 
  Redline Speed: 280kph (175mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  V6 3.4 Liter all-aluminum (rear) 
  Class: A 
        Base Engine Size: 3.4 Liters 
  Weight: 220kgs 
        Horsepower: 400 @ 6000 rpm 
  Value: $18,200 
  Fuel Tank Capacity: 16.9 gallons 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  11 
  Mileage Estimates: (City/Highway) 16 / 20 
  Range in Miles: (City/Highway) 270 / 338 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  75 
  6 
  N/A 
  Engine (rear) 
  65 
  6 
  N/A 
  Doors 
  40 
  4 
  8 
  Windows 
  10 
  0 
  2 
  Trunk (front) 
  40 
  4 
  8 
  Top 
  35 
  3 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Porsche Boxter S (Roadster Convertible) 
  Price: $52,200 
  The Boxster's strengths lie in 
  its 
  handling 
  and 
  driver 
  comfort, but its horsepower 
  has always been considered 
  rather average. Good thing 
  for Porsche the new Boxster 
  S has arrived. The Boxster S offers a higher level of performance 
  and standard features. With power-boosting technologies like a 
  dual-resonance air intake and variable valve timing, the Boxster S 
  produces 250 horsepower at 6,250 rpm and 225 foot-pounds of 
  torque at 4,500 rpm. The Boxter is equipped with a five-speed 
  Tiptronic automatic transmission which allows the drivers to 
  manually select gears via steering wheel thumb switches. 
  Weight: 1400kgs 
  Acceleration (0-60mph or 100kph): 5.6 sec 
  Redline Speed: 248kph (155mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual with Triptronic S automatic 
  Engine:  3.2 Liter 6-Cylinder engine 
  Class: A 
        Base Engine Size: 3.2 Liters 
  Weight: 210kgs 
        Horsepower: 250 @ 6250 rpm 
  Value: $5200 
  Fuel Tank Capacity: 17 gallons 
  Mileage Estimates: (City/Highway) 20 / 28 
  Range in Miles: (City/Highway) 340 / 476 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  5 
  N/A 
  Engine (rear) 
  55 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk (front) 
  30 
  3 
  6 
  Top 
  0 
  0 
  0 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Toyota Celica GT-S (Sports Coupe) 
  Price: $22,800 
  An 
  all-new 
  1.8-liter, 
  four-
  cylinder, 
  DOHC 
  aluminum 
  engine powers the Celica GT-
  S. The engine generates 180 
  HP at 7,600 rpm and 133 foot-
  pounds of torque at 6,800 
  rpm. The GT-S powerplant, 
  co-developed with Yamaha, utilizes Toyota's new VVTL-i engine 
  technology. Celica's interior is stylish, functional and comfortable for 
  two adults and a healthy amount of their gear. A simple, 
  downswept dash layout, big analog gauges, sporty bucket seats, 
  drilled metal pedals and fashionable metallic silver accents add to 
  Celica's cockpit ambience. The GT-S offers a center console big 
  enough to hold eight CD cases. The rear seatbacks also can be 
  folded forward, providing additional cargo space. Driver and front-
  passenger airbags are standard. And they are very affordable.  
  Weight: 1200kgs 
  Acceleration (0-60mph or 100kph): 6.7 sec 
  Redline Speed: 227kph (142mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  Yamaha 1.8 Liter (DOHC) 
  Class: A 
        Base Engine Size: 1.8 Liters 
  Weight: 150kgs 
        Horsepower: 180 @ 7600 rpm 
  Value: $4500 
  Fuel Tank Capacity: 14.5 gallons 
  Mileage Estimates: (City/Highway) 23 / 32 
  Range in Miles: (City/Highway) 333 / 464 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  55 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  25 
  3 
  5 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Toyota Spyder MR2 (Roadster) 
  Price: $24,000 
  The Spyder rides on a low-
  slung, long-wheelbase platform 
  with 
  MacPherson 
  struts 
  supporting each corner. The 
  rear-drive wheels are attached 
  to 
  a 
  five-speed 
  manual 
  transmission, and an amazingly 
  sharp and responsive electric hydraulic power steering system 
  makes this little guy a blast when ripping along canyon roads. The 
  Spyder's 1.8-liter, twin-cam, 16-valve, four-cylinder engine 
  produces 140 horses at 6,400 rpm and 127 foot-pounds of torque 
  at 4,400 rpm, thanks in part to VVTL-i variable valve timing 
  technology. Weighing in at a diminutive 1000kgs, it provides plenty 
  of vroom from the get-go, reaching 60 mph in about 7 seconds. Not 
  to worry, because a wide track and sticky tires will keep you firmly 
  planted to the asphalt. With the rear-engine design and its speedy 
  recovery ability, acrobatics on curvy roads equal good times.  
  Weight: 1000kgs 
  Acceleration (0-60mph or 100kph): 7.1 sec 
  Redline Speed: 216kph (135mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  Yamaha 1.8 Liter DOHC (rear)Class: A 
        Base Engine Size: 1.8 Liters 
  Weight: 150kgs 
        Horsepower: 140 @ 6,400 rpm 
  Value: $4000 
  Fuel Tank Capacity: 12.7 gallons 
  Mileage Estimates: (City/Highway) 25 / 30 
  Range in Miles: (City/Highway) 317 / 381 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine (rear) 
  50 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk (front) 
  35 
  3 
  7 
  Top 
  0 
  0 
  0 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  12 
  Coups 
  Coups are a class of cars with two doors, instead of four.  
  Many coups are sports cars (see the previous section), so 
  this section features non-sports coups (some are indeed 
  sporty, but not true sports cars). 
   
  Chevrolet Monte Carlo SS (Coupe) 
  Price: $23,100 
  Heritage design is popular these 
  days, and Chevrolet has employed 
  this styling trend on the Monte Carlo. 
  From the traditional "Knight's Crest" 
  badge, script lettering and distinctive 
  headlight treatment to the sculpted fenders and vertical taillights.  A 
  tower-to-tower structural brace under the hood, combined with a 
  magnesium dashboard support beam, contributes to a rigid 
  platform. Large four-wheel-disc ABS brakes with front cooling ducts 
  provide confidence-inspiring stopping ability. A four-wheel 
  independent MacPherson strut suspension is matched to front and 
  rear stabilizer bars and Goodyear Eagle RS-A performance tires to 
  help make Monte Carlo fun in the curves. But you're going to have 
  to settle for an automatic transmission in this Chevy. 
  Weight: 1700kgs 
  Acceleration (0-60mph or 100kph): 8.5 sec 
  Redline Speed: 208kph (130mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  V6 Air 3.8 Liter SEFI  
  Class: A 
        Base Engine Size: 3.8 Liters 
  Weight: 200kgs 
        Horsepower: 200 @ 5200 rpm 
  Value: $4550 
  Fuel Tank Capacity: 17 gallons 
  Mileage Estimates: (City/Highway) 20 / 29 
  Range in Miles: (City/Highway) 340 / 493 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  75 
  6 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
  Ford Escort ZX2 (Coupe) 
  Price: $12,400 
  You want a hot car? You want a 
  cool car? You want a car that 
  will turn heads without turning 
  your pockets inside-out? Then 
  the Ford Escort ZX2 is the car 
  for you.  The sleek and stylish 
  ZX2 is a sweet ride yet still offers the durability and dependability 
  people expect from Ford at an affordable price. 
  Weight: 1240kgs 
  Acceleration (0-60mph or 100kph): 9.5 sec 
  Redline Speed: 176kph (110mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  ZeTec Inline 2.0 Liter  
  Class: A 
        Base Engine Size: 2.0 Liters 
  Weight: 140kgs 
        Horsepower: 130 @ 5700 rpm 
  Value: $4000 
  Fuel Tank Capacity: 12.8 gallons 
  Mileage Estimates: (City/Highway) 26 / 33 
  Range in Miles: (City/Highway) 333 / 422 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  3 
  N/A 
  Engine 
  45 
  3 
  N/A 
  Doors 
  30 
  2 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  2 
  6 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Honda Prelude SH (Coupe) 
  Price: $23,100 
  The aptly named Prelude has 
  always been a symbol for 
  great things to come. Honda 
  has long used the Prelude to 
  showcase 
  its 
  latest 
  technological developments.  The Prelude was also one of the first 
  Hondas to receive a Vtec engine.  Honda continued this tradition by 
  equipping the Prelude SH with the Active Torque Transfer System.  
  It is powered by the VTEC 2.2-liter four-cylinder engine that, when 
  coupled with the manual transmission, cranks out 200 horsepower 
  at 7,000 rpm and 156 foot-pounds of torque at 5,250 rpm. 
  Weight: 1520kgs 
  Acceleration (0-60mph or 100kph): 7.6 sec 
  Redline Speed: 179kph (112mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual or Automatic 
  Engine:  VTec Inline 2.2 Liter  
  Class: A 
        Base Engine Size: 2.2 Liters 
  Weight: 160kgs 
        Horsepower: 200 @ 7000 rpm 
  Value: $4800 
  Fuel Tank Capacity: 15.9 gallons 
  Mileage Estimates: (City/Highway) 22 / 27 
  Range in Miles: (City/Highway) 350 / 430 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  3 
  N/A 
  Engine 
  55 
  3 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  2 
  7 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Honda Insight (Hybrid-Electric Coupe) 
  Price: $12,400 
  Honda starts the new millennium 
  by bringing the public the first 
  production 
  gasoline-electric 
  hybrid. With its aluminum body 
  structure the Insight can travel as 
  far as 70 miles on one gallon of 
  gas.  The heart of the system is a 
  new 1.0-liter, three-cylinder engine coupled with an ultra-thin 
  electric motor that assists the gasoline engine under acceleration. 
  The Insight requires no external power supply to recharge the 144-
  volt nickel-metal hydride batteries. Electricity for the system is 
  generated primarily by regenerative braking and ABS-assisted 
  disc/drum brakes. With a full charge, and the electric motor 
  providing full assist, the Insight accelerates swiftly (0 to 100kph in 
  11 seconds).  
  Weight: 925kgs 
  Acceleration (0-60mph or 100kph): 11 sec 
  Redline Speed: 128kph (80mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  Special 3-Cylinder Hybrid Electric (cannot modify) 
        Base Engine Size: 1.0 Liter 
  Weight: n/a 
        Horsepower: Unknown 
   
  Value: n/a 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  13 
  Fuel Tank Capacity: 10.6 gallons 
  Mileage Estimates: (City/Highway) 61 / 70 
  Range in Miles: (City/Highway) 646 / 742 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  45 
  2 
  N/A 
  Engine 
  40 
  2 
  N/A 
  Doors 
  25 
  2 
  5 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  2 
  6 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Mercedes-Benz CL600 (Luxury Coupe) 
  Price: $117,800 
  The CL series from Mercedes-
  Benz has a curvaceous shell 
  inspired by the 220/280 SE 
  Coupes of the early 1960s. The 
  stylish grille and long, flat hood 
  give the CL a racy look and a 
  .28 
  drag 
  coefficient. 
  This, 
  combined with a 600-pound drop in curb weight and an advanced 
  suspension system, means that the CL's racy image extends 
  beyond its appearance. Powering the CL600 is a 5.8-liter, SOHC 
  V12 engine that delivers 362 horsepower to a five-speed automatic 
  transmission. For those wishing to make their own up and 
  downshift decisions, a "Touch Shift" manual mode can be engaged 
  for maximum gear control. Perhaps the CL's most impressive 
  feature is its Active Body Control (ABC), which uses a hydraulic 
  servo mounted atop each coil spring to control body roll, dive and 
  squat. Toss it into a tight corner and the CL will remain flat and 
  composed. 
  Comes with: Luxury Package 
  Weight: 2160kgs 
  Acceleration (0-60mph or 100kph): 6.0 sec 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic w/ 5-Speed Manual Override 
  Engine:  5.8 Liter SOHC V12 Engine 
  Class: A 
        Base Engine Size: 5.8 Liters 
  Weight: 250kgs 
        Horsepower: 362 @ 5500 rpm 
  Value: $14,300 
  Fuel Tank Capacity: 23.2 gallons 
  Mileage Estimates: (City/Highway) 15 / 23 
  Range in Miles: (City/Highway) 348 / 533.6 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  8 
  N/A 
  Engine 
  75 
  8 
  N/A 
  Doors 
  40 
  5 
  8 
  Windows 
  10 
  0 
  2 
  Trunk 
  50 
  4 
  19 
  Top 
  50 
  4 
  10 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Pontiac Grand Prix GT (Coupe) 
  Price: $21,100 
  Wider is better.  Loaded with 
  standard features, Pontiac's 
  Grand 
  Prix 
  successfully 
  blends form, function and 
  performance 
  into 
  one 
  appealing 
  and 
  affordable 
  package. GT comes as either 
  a coupe or sedan. The GT is powered by a 200-horsepower 3800 
  Series II V6. The award-winning 3800 offers more power yet still 
  delivers about 19 mpg in the city and 30 mpg on the highway, 
  figures that nearly match the base motor. This Pontiac packs 
  plenty of power and a wide array of safety and convenience 
  features in a package that's as easy to drive as it is on the 
  pocketbook. 
  Weight: 1720kgs 
  Acceleration (0-60mph or 100kph): 8.6 sec 
  Redline Speed: 192kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  5-Speed Manual w/ Override 
  Engine:  3800 Series II V6 3.8 Liter  
  Class: A 
        Base Engine Size: 3.8 Liters 
  Weight: 190kgs 
        Horsepower: 200 @ 5200 rpm 
  Value: $7000 
  Fuel Tank Capacity: 17.5 gallons 
  Mileage Estimates: (City/Highway) 20 / 30 
  Range in Miles: (City/Highway) 350 / 525 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  4 
  7 
  Top 
  30 
  4 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Volvo Model C70 (Coupe) 
  Price: $39,000 
  "Safe and sturdy" describes 
  the Volvo image. To be sure, 
  Volvos are both safe and 
  sturdy, boasting many safety 
  features 
  and 
  feeling 
  as 
  though they've been cast 
  from a single block of iron.  
  But, there are other reasons to buy a Volvo.  A Volvo will rocket 
  forward quickly enough to force your body back into the seat. 
  Brakes are outstanding and steering is firm and linear.  Comfort is 
  another big Volvo advantage. The seats in these Swedish cars are 
  the best the world has to offer. You can drive a Volvo non-stop all 
  day long, and not feel one bit of fatigue.  Volvos have the best 
  crash survival statistics of any car in the world. 
  Weight: 1650kgs 
  Acceleration (0-60mph or 100kph): 7.0 sec 
  Redline Speed: 196kph (123mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  5-Speed Manual or Automatic 
  Engine:  T-5  176kW 2.3-Liter 5-Cylinder  Class: A 
        Base Engine Size: 2.3 Liters 
  Weight: 210kgs 
        Horsepower: 236 @ 5400 rpm 
  Value: $5100 
  Fuel Tank Capacity: 18.5 gallons 
  Mileage Estimates: (City/Highway) 20 / 27 
  Range in Miles: (City/Highway) 370 / 500 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  90 
  8 
  N/A 
  Engine 
  60 
  8 
  N/A 
  Doors 
  45 
  6 
  9 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  6 
  8 
  Top 
  35 
  6 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  14 
  VW New Beetle GLS (Cute Coupe) 
  Price: $16,850 
  The New Beetle is a bundle of 
  contradictions. It's a blast from the past 
  and a gateway to the 21st century. It's 
  small but it's safe. It's cute but it can 
  also be powerful. The trademark Beetle 
  body 
  shape 
  is 
  immediately 
  recognizable, though it shares no parts 
  with the old Beetle. It's both larger, with 
  96.3 cubic feet inside, and more powerful than its predecessor and 
  the motor is no longer in the back. The engine on the GLS is a 115-
  horsepower, 2.0-liter V4.  Fun comes both from watching people 
  stare and wave at you and from blasting down the highways at 
  120mph. The safety system features energy-absorbing crush 
  zones, pre-tensioning safety belts, daytime running lights, dual 
  airbags, and excellent crash-test scores. 
  Weight: 1260kgs 
  Acceleration (0-60mph or 100kph): 10.9 sec 
  Redline Speed: 192kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  115 HP V4 2.0 Liter   
  Class: A 
        Base Engine Size: 2.0 Liters 
  Weight: 135kgs 
        Horsepower: 115 @ 5200 rpm 
  Value: $3500 
  Fuel Tank Capacity: 14.5 gallons 
  Mileage Estimates: (City/Highway) 22 / 28 
  Range in Miles: (City/Highway) 319 / 406 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  3 
  N/A 
  Engine 
  45 
  3 
  N/A 
  Doors 
  30 
  2 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  2 
  6 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Sedans 
  Sedans are a large class of 4-door cars, and there are more 
  models in existence than coupes and convertibles combined.  Only 
  a few are listed here, but you should be able to find what your are 
  looking for. 
   
  Audi A6 4.2 (Sedan) 
  Price: $49,950 
  The Audi A6 4.2 Sedan 
  features 
  a 
  powerful 
  V8 
  engine. Obviously this is 
  Audi's challenge to the V8-
  powered BMW 540i and Mercedes-Benz E430. The 4.2-liter 
  engine produces 300 horsepower and 295 foot-pounds of torque, 
  channeled through a five-speed Tiptronic-controlled automatic 
  transmission.  Beyond the engine, the 4.2 also comes with more 
  aggressive styling, bigger wheels and tires, and more standard 
  equipment.  A6 buyers can choose from three different types of 
  interiors. The atmospheres -- Ambition, Ambiente and Advance -- 
  differ in their use of texture and appearance of the seat upholstery, 
  and the color and type of genuine wood and aluminum trim. 
  Weight: 1830kgs 
  Acceleration (0-60mph or 100kph): 6.1 sec 
  Redline Speed: 224kph (140mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic w/ Triptronic 
  Engine:  V8 255  40V SFI 4.2 Liter 
  Class: A 
        Base Engine Size: 4.2 Liters 
  Weight: 230kgs 
        Horsepower: 300 @ 6200 rpm 
  Value: $7200 
  Fuel Tank Capacity: 21.7 gallons 
  Mileage Estimates: (City/Highway) 17 / 24 
  Range in Miles: (City/Highway) 369 / 521 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  75 
  6 
  N/A 
  Engine 
  55 
  6 
  N/A 
  Doors 
  35 
  5 
  7 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  30 
  4 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  BMW 750iL Protection (Armored Sedan) 
  Price: $93,200 
  The most remarkable of 
  the BMW 7-class is the 
  750iL Protection - one of 
  the 
  only 
  production 
  vehicles which comes 
  armored right off the 
  assembly line! This car features Class III-A armor all around (all 
  locations), bulletproof glass on all windows, and run-flat tires. 
  Powered by incredibly smooth V12 engine, this super-luxury sedan 
  is quite possibly the finest of its kind, providing exceptional comfort, 
  rewarding performance, and protection. Want a stereo that sounds 
  better than a symphony hall? Want an anti-theft security system 
  that can put Fort Knox to shame? Want a heated steering wheel? 
  Shelling out nearly 100 grand for the supreme BMW will get you 
  one of the best cars in world.  If you can afford it. 
  Weight: 2200kgs 
  Acceleration (0-60mph or 100kph): 6.7 sec 
  Redline Speed: 227kph (142mph) 
  Breaks: Stock, Wheels: Run-Flat 
  Transmission:  Automatic w/ Triptronic 
  Engine:  V12  5.4 Liter "Whisper" Engine Class: A 
        Base Engine Size: 5.4 Liters 
  Weight: 244kgs 
        Horsepower: 326 @ 5000 rpm 
  Value: $8800 
  Fuel Tank Capacity: 25.1 gallons 
  Mileage Estimates: (City/Highway) 16 / 21 
  Range in Miles: (City/Highway) 401 / 527 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  120 
  26 
  N/A 
  Engine 
  90 
  26 
  N/A 
  Doors 
  60 
  25 
  12 
  Windows 
  20 
  20 
  5 
  Trunk 
  50 
  24 
  10 
  Top 
  50 
  24 
  10 
  Wheels (4) 
  40Hub/20Tire 
  5 
  8 
   
  Chrysler 300M (Sports Sedan) 
  Price: $25,200 
  The 300M's styling and 
  letter-series designation 
  pick up where the original 
  '55-'65 muscle cars left 
  off - take one look at its 
  big center grille and fin-like taillights, and you'll be just a notch 
  ahead of your flashback. But the sleek, fluid lines and the 
  streamlined dash remind you that this vehicle does indeed 
  represent the 21st century. This year the 300M gets clear lens 
  taillamps and chrome dual exhaust outlets to further its 
  performance car image. For this driver-oriented modernized 
  muscle car, there's a 3.5-liter, aluminum high-output V6 (same as 
  on the Prowler) that offers respectable power for its size: 253 
  horsepower at 6,400 rpm and 255 foot-pounds of torque at 3,950 
  rpm. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  15 
  Weight: 1800kgs 
  Acceleration (0-60mph or 100kph): 7.1 sec 
  Redline Speed: 211kph (132mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic w/ Triptronic 
  Engine:  V6 3.5 Liter 24V SOHC alum. Class: A 
        Base Engine Size: 3.5 Liters 
  Weight: 180kgs 
        Horsepower: 253 @ 6400 rpm 
  Value: $5400 
  Fuel Tank Capacity: 17.2 gallons 
  Mileage Estimates: (City/Highway) 18 / 26 
  Range in Miles: (City/Highway) 310 / 447 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  65 
  5 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  35 
  4 
  7 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  3 
  7 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Chrysler Cruiser PT (Heritage Sedan) 
  Price: $16,500 
  If imitation is the sincerest 
  form of flattery, then PT 
  Cruiser clearly celebrates an 
  age of substance, prosperity 
  and timeless beauty. From 
  its powerful grille and smooth 
  expressive hood to its bullet-
  shaped 
  taillamps 
  and 
  elegantly sloping liftgate, Chrysler designers' latest triumph proudly 
  pays homage to a classic era while embracing advanced 
  technology.  This is an affordable car for a stylish appearance. 
  Weight: 1560kgs 
  Acceleration (0-60mph or 100kph): 10.4 sec 
  Redline Speed: 176kph (110mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  5-Speed Manual 
  Engine:  4-Cylinder 148 V16 SFI 2.4-Liter Class: A 
        Base Engine Size: 2.4 Liters 
  Weight: 160kgs 
        Horsepower: 150 @ 5000 rpm 
  Value: $4000 
  Fuel Tank Capacity: 15 gallons 
  Mileage Estimates: (City/Highway) 20 / 26 
  Range in Miles: (City/Highway) 300 / 390 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  3 
  N/A 
  Engine 
  40 
  3 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  35 
  3 
  7 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Dodge Intrepid (Sedan) 
  Price: $25,500 
  Dodge deliver room, style, 
  safety, and reliability in the 
  modern-looking 
  Intrepid.  
  Equipped with a huge interior 
  and gigantic trunk, cutting-
  edge cab-forward design, and 
  proving itself dependable over 
  the long haul, the Dodge 
  Intrepid represents an excellent car with personality. The R/T has a 
  higher performance engine, sport-tuned suspension, freer-flowing 
  exhaust, and upgraded brakes, plus a 120-watt AM/FM stereo with 
  cassette/CD player, leather-wrapped shift knob and 17-inch alloy 
  wheels.  R/Ts get the same engine as the Chrysler 300 and 
  Prowler's 3.5-liter V6. It is available only with an automatic 
  transmission, though it does have an "AutoStick", which allows 
  gears to be rowed manually for sporting driving. Plus, it doesn't 
  improve shift response or acceleration. 
  Weight: 1750kgs 
  Acceleration (0-60mph or 100kph): 6.9 sec 
  Redline Speed: 204kph (128mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic w/ "AutoStick" 
  Engine:  V6 3.5 Liter 24V SOHC alum. Class: A 
        Base Engine Size: 3.5 Liters 
  Weight: 180kgs 
        Horsepower: 253 @ 6400 rpm 
  Weight: $5400 
  Fuel Tank Capacity: 17 gallons 
  Mileage Estimates: (City/Highway) 18 / 26 
  Range in Miles: (City/Highway) 306 / 442 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  3 
  7 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Dodge Neon (Sedan) 
  Price: $12,700 
  Smile - it’s a Neon.  Fun seems 
  to be the catchword for the 
  Neon (it's used repeatedly by 
  the manufacturer to describe 
  the car).  While the Neon has grown up, it hasn't grown old. While a 
  fun factor still, the standard 132-horsepower 2.0-liter make a great 
  deal of noise at high rpms, but is more powerful than the engine on 
  older models. This model features 16-inch aluminum wheels, four-
  wheel disc brakes, a sport suspension and special body cladding, 
  plus a unique steering wheel and shift knob. With a refined 
  suspension that offers plenty of wheel travel, the Neon's ride is 
  smooth, and it's further enhanced with premium shock absorbers 
  and rear sway bars. The power rack-and-pinion steering and 
  precisely tuned suspension also contribute to the Neon's cruising 
  quality. Stopping power comes from a front disc/rear drum combo, 
  but you may wish to add an ABS system and better wheels.  
  Weight: 1280kgs 
  Acceleration (0-60mph or 100kph): 6.9 sec 
  Redline Speed: 192kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic  
  Engine:  V4 2.0 Liter SOHC  
  Class: A 
  Base Engine Size: 2.0 Liters  
  Weight: 165kgs 
        Horsepower: 132 @ 5600 rpm 
  Weight: $4000 
  Fuel Tank Capacity: 12.5 gallons 
  Mileage Estimates: (City/Highway) 24 / 31 
  Range in Miles: (City/Highway) 300 / 388 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  3 
  N/A 
  Engine 
  45 
  3 
  N/A 
  Doors 
  30 
  2 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  2 
  6 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  16 
  Ford Crown Victoria (Large Sedan) 
  Price: $23,800 
  The Crown Victoria is one of 
  the few remaining "large size" 
  low-price vehicles.  Decades-
  old technology allows Ford to 
  keep the prices low, and the car is a favorite among fleet buyers for 
  taxi companies, police departments, or just those who need space 
  and don't want a minivan.  These days the Ford Crown Victoria 
  offers much more value than most compact and midsize cars. The 
  Crown Victoria was never a slouch in terms of acceleration (as you 
  would hope, seeing as how so many police departments use it), 
  and this year Ford bumped the output of the 4.6-liter V8 engine to 
  240 horsepower with a special "Performance Package" which to 
  tune up the engine (no further tuning allowed). Only a 4-speed 
  automatic transmission is offered.  This is the most common of 
  newly-commissioned police cars (some departments still have 
  older cars).  It has good acceleration and makes an excellent 
  highway cruiser.  80% of the time, this is the police vehicle 
  encountered. 
  Weight: 1800kgs 
  Acceleration (0-60mph or 100kph): 7.5 sec 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual or Automatic 
  Engine:  4.6 Liter V8 Fully Tuned  
  Class: A 
        Base Engine Size: 2.3 Liters 
  Weight: 215kgs 
        Horsepower: 240 @ 4750 rpm 
  Value: $5300 
  Fuel Tank Capacity: 19 gallons 
  Mileage Estimates: (City/Highway) 18 / 25 
  Range in Miles: (City/Highway) 342 / 475 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  6 
  N/A 
  Engine 
  55 
  5 
  N/A 
  Doors 
  35 
  4 
  7 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Honda Accord LX (Sedan) 
  Price: $18,700 
  The 
  benchmark. 
  The 
  best-
  selling car in America. The 
  highest resale value in its class. 
  These are all statements that 
  have been made with regularity 
  concerning the Honda Accord, a 
  vehicle that is always on the short list of the most popular cars in 
  this country. The Accord won a loyal base of customers by offering 
  notable performance, room for four, frugal fuel economy and a 
  virtual guarantee that, if cared for properly, it would not break.  
  While not exactly spicy, the Honda Accord is a quality, fine-tuned 
  car exhibiting remarkable design because it is so functional and 
  user-friendly. The bottom line is that Honda builds the ultimate 
  midsize car. A reasonable price, a high level of refinement, a 
  cavernous interior and a well-deserved reputation for reliability put 
  the Accord at the top of the heap.  I sound like a commercial. 
  Weight: 1400kgs 
  Acceleration (0-60mph or 100kph): 9.3 sec 
  Redline Speed: 188kph (118mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed Manual or Automatic 
  Engine:  VTec Inline 4-Cylinder 2.3 Liter Class: A 
        Base Engine Size: 2.3 Liters 
  Weight: 160kgs 
        Horsepower: 150 @ 5700 rpm 
  Value: $4000 
  Fuel Tank Capacity: 17.1 gallons 
  Mileage Estimates: (City/Highway) 23 / 30 
  Range in Miles: (City/Highway) 393 / 513 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  4 
  N/A 
  Engine 
  40 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Mazda 626 LX (Sedan) 
  Price: $17,500 
  Mazda prides itself on 
  building cars that are fun 
  to drive. Aiding the 626's 
  cause 
  is 
  a 
  sporty 
  suspension. Equipped with 
  MacPherson struts up front and Mazda's Twin-Trapezoidal Link 
  (TTL) suspension at the rear, the 626 grips confidently on twisty 
  roads, while out on the highway, the suspension manages to soak 
  up nearly every pothole without jolting passengers into instant 
  kidney failure. The 626's steering and braking are also up to the 
  task of providing a more rewarding experience than your average 
  family sedan.  For power, the LX feature a 2.0-liter four-cylinder 
  engine producing 130 horsepower and 130 foot-pounds of torque. 
  Mazda does offer a manual transmission, making the 626 one of 
  few family sedans available with a manual transmission. Overall, 
  the 626 is a solid alternative in the family sedan market. It's 
  strengths lie in its sporty nature and cult appeal (well, for a family 
  sedan, anyway). If you are in the market to buy a new family 
  sedan, the 626 deserves some of your attention. 
  Weight: 1300kgs 
  Acceleration (0-60mph or 100kph): 10.4 sec 
  Redline Speed: 185kph (116mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  4-Cylinder Inline 16V  2.0 Liter Class: A 
        Base Engine Size: 2.0 Liters 
  Weight: 130kgs 
        Horsepower: 125 @ 5500 rpm 
  Value: $4000 
  Fuel Tank Capacity: 16.9 gallons 
  Mileage Estimates: (City/Highway) 23 / 30 
  Range in Miles: (City/Highway) 393 / 513 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  4 
  N/A 
  Engine 
  40 
  3 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  30 
  2 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Mercedes-Benz E55 (Luxury Sedan) 
  Price: $69,800 
  What makes the E55 special? 
  How does 349 horsepower 
  from a 5.5-liter V8 grab you? 
  From a standstill, 60 mph 
  comes up in just 5.4 seconds, 
  and the E55 keeps pulling 
  strong well into triple-digit territory, topping out at  155 mph. But the 
  E55 isn't just fast. It handles too. The double-wishbone front and 
  five-link rear suspensions are beefed up with thicker solid stabilizer 
  bars for a flatter cornering stance. Like other E-Class models, the 
  E55 is equipped with standard ABS and Brake Assist working 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  17 
  through massive vented discs front and rear. Deceptively fast, with 
  exceptional handling and astounding braking, this E55 is the Benz 
  for those who love to drive. But the competition has enticing, 
  though not as exclusive, sedans at this price too. 
  Comes with: Luxury Package 
  Weight: 1870kgs 
  Acceleration (0-60mph or 100kph): 5.4 sec 
  Redline Speed: 250kph (155mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  V8 24V  5.5 Liter 
   
  Class: A 
        Base Engine Size: 5.5 Liters 
  Weight: 240kgs 
        Horsepower: 349 @ 5500 rpm 
  Value: $9800 
  Fuel Tank Capacity: 21.1 gallons 
  Mileage Estimates: (City/Highway) 16 / 23 
  Range in Miles: (City/Highway) 338 / 485 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  8 
  N/A 
  Engine 
  60 
  6 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Nissan Maxima GXE (Sedan) 
  Price: $21,500 
  The Nissan Maxima is 
  one of the top selling 
  cars in the US.  This 
  car is sheer joy to 
  drive. The V6 makes 
  222 
  horsepower 
  at 
  6,400 rpm. Helping to produce that level of motivational force is a 
  specially designed exhaust system that reduces backpressure 
  when the engine is revved hard. And rev it hard you will, regardless 
  of whether you select the standard five-speed manual transmission 
  or the available four-speed automatic. Handling is also a Maxima 
  strong point, despite the lack of a true rear independent 
  suspension. Four-wheel disc antilock brakes are standard, and 
  traction control is available with the automatic gearbox. Inside, a 
  sport-oriented theme greets occupants, with the usual luxury 
  enhancements to make the cabin more appealing. A long 
  wheelbase creates a large interior; rear seat riders get plenty of 
  legroom, and trunk space measures 15.1 cubic feet.  
  Weight: 1600kgs 
  Acceleration (0-60mph or 100kph): 7.2 sec 
  Redline Speed: 217kph (136mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic or 5-Speed Manual 
  Engine:  222-HP 3.0 Liter 24-v DOHC Class: A 
        Base Engine Size: 3.0 Liters 
  Weight: 205kgs 
        Horsepower: 222 @ 6400 rpm 
  Value: $5300 
  Fuel Tank Capacity: 18.5 gallons 
  Mileage Estimates: (City/Highway) 21 / 27 
  Range in Miles: (City/Highway) 389 / 500 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  55 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  3 
  7 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Volvo Model S80 T6 Executive (Luxury Sedan) 
  Price: $46,800 
  Are you looking to buy a well-
  appointed luxury sedan with 
  enough 
  horsepower 
  to 
  humble most of today's sporty 
  coupes? 
  Volvo's 
  flagship 
  sedan, the S80, might just be 
  your car. For the T6 models, 
  Volvo takes the a 2.9 engine and bolts on two turbochargers. The 
  T6 engine belts out 268 horsepower at 5,400 rpm.  A MacPherson 
  strut suspension handles duties up front, while a fully independent 
  multi-link setup keeps the rear planted. Front and rear antiroll bars 
  help the S80 maintain a flat attitude in corners. Comfort is a Volvo 
  hallmark, and the S80 is no exception.  If that still isn't good 
  enough, T6 Executive features wider rear door openings, heated 
  rear seats, extra padding in the rear seat and bottom cushion, a 
  multi-functional rear center armrest/console, an electric rear 
  window sun shade, a small refrigerator, and a DVD player 
  connected to a video screen mounted in the rear console. As with 
  all Volvo cars, safety is paramount. There is little wrong with the 
  S80. As a luxury car with cutting-edge safety and technology, the 
  S80 is unmatched.  
  Weight: 1800kgs 
  Acceleration (0-60mph or 100kph): 6.7 sec 
  Redline Speed: 224kph (140mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  5-Speed Manual or Automatic 
  Engine:  T-6  2.8-Liter 6-Cylinder DOHC  Class: A 
        Base Engine Size: 2.8 Liters 
  Weight: 190kgs 
        Horsepower: 268 @ 5400 rpm 
  Value: $6800 
  Fuel Tank Capacity: 21.1 gallons 
  Mileage Estimates: (City/Highway) 17 / 25 
  Range in Miles: (City/Highway) 358 / 527 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  85 
  8 
  N/A 
  Engine 
  70 
  7 
  N/A 
  Doors 
  40 
  5 
  8 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  5 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
  Trucks and Vans 
  Trucks and vans are among the most common utility 
  vehicles around.  Though both vans and pickup trucks they 
  are now being displaced by SUVs, but they are still as 
  popular as ever. 
   
  Chevrolet S-10 2WD (Compact Pickup) 
  Price: $16,200 
  "Like a Rock".  The 
  Chevy S-10 compact 
  pickup 
  (two 
  wheel 
  drive) is the basic 
  pickup truck.  Like 
  most 
  of 
  today's 
  compact trucks, Chevrolet's S-Series has been growing more 
  carlike. That's the trend, and Chevy has continued transforming its 
  small-scale pickups into everyday vehicles without blurring their 
  identity as practical machines. The S-10 is a durable, rugged 
  pickup, yet has the comfort of a car. The 180-horsepower Vortec 
  2200 V6 cranks out 245 foot-pounds of twist.  
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  18 
  Weight: 1560kgs, or 1920kg fully loaded 
  Acceleration (0-60mph or 100kph): 8.6 sec, or 10.6 loaded 
  Redline Speed: 200kph (125mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed 
  Engine:  Vortec 2200 V6  2.2 Liter 
  Class: A 
        Base Engine Size: 2.2 Liters 
  Weight: 150kgs 
        Horsepower: 180 @ 5000 rpm 
  Value: $4500 
  Fuel Tank Capacity: 19 gallons 
  Mileage Estimates: (City/Highway) 17 / 23 
  Range in Miles: (City/Highway) 323 / 427 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  6 
  N/A 
  Engine 
  65 
  6 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  60 
  4 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Chrysler Voyager LX (Minivan) 
  Price: $24,150 
  Carlike handling, great value, 
  attractive styling.  The Voyager 
  has 
  long 
  been 
  the 
  stable 
  minivan of Chrysler-Plymouth, 
  and today its not exception.  
  Though the Chrysler Town and 
  Country is a far more luxurious 
  minivan, the Voyager is still one of the  most popular with just the 
  right balance of performance, features, and value.   Acceleration 
  with the 3.3-liter, 180-horsepower engine is strong from startup, 
  with 201 foot-pounds of torque at 4,000 rpm providing a good 
  amount of low-end grunt. Automatic transmission shifts are neat 
  and smooth, and engine and tire sounds are virtually absent.  The 
  Voyager can seat up to six passengers plus the driver. 
  Weight: 1800kgs 
  Acceleration (0-60mph or 100kph): 10 sec 
  Redline Speed: 198kph (124mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission:  Automatic  
  Engine:  V6 3.3 Liter 24-v SOHC alum. Class: A 
        Base Engine Size: 3.3 Liters 
  Weight: 180kgs 
        Horsepower: 180 @ 5200 rpm 
  Value: $4200 
  Fuel Tank Capacity: 20 gallons 
  Mileage Estimates: (City/Highway) 18 / 24 
  Range in Miles: (City/Highway) 360 / 480 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  30 
  3 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Dodge Grand Caravan (Minivan) 
  Price: $32,800 
  It began as a head-turner 
  that transformed to the 
  icon-status as one of the 
  best selling minivans ever. 
  The one with the most 
  innovations, 
  the 
  most 
  minivan firsts, and millions 
  of satisfied owners over the years. Over the course of its history, 
  Dodge Caravan has lead the way by changing the landscape of 
  what you expect in a vehicle.  The Grand Caravan ES four-wheel 
  ABS with front disc/rear drum setup, power windows and power 
  door locks, three-zone climate control, power eight-way driver's 
  seat, power sliding doors and HomeLink universal transmitter (to 
  open the door remotely). Leather trim and 17-inch tires are 
  optional.  Powering the Grand Caravan is a 3.8-liter six-cylinder 
  that squeezes out 215 horses of sheer power.  
  Weight: 1890kgs 
  Acceleration (0-60mph or 100kph): 8.8 sec 
  Redline Speed: 208kph (130mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  3.8-Liter V6 6-Cylinder 
  Class: A 
        Base Engine Size: 3.8 Liters 
  Weight: 200kgs 
        Horsepower: 215 @ 5000 rpm 
  Value: $4600 
  Fuel Tank Capacity: 20 gallons 
  Mileage Estimates: (City/Highway) 16 / 22 
  Range in Miles: (City/Highway) 320 / 440 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  55 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  35 
  4 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Dodge Ram 2500 4WD (Full-Sized Pickup) 
  Price: $21,800 
  Not only can Ram boast being 
  one of the biggest, strongest, 
  hardest-working trucks around, 
  but it was one of the first to 
  combine these traits with that of 
  an everyday vehicle for work and 
  play. To prove its all-around 
  prowess, Ram, with its fierce Magnum engines, took on the 
  NASCAR Craftsman Truck Series and won four races against 
  some pretty stiff competition.  The 2500 Ram comes with a 
  mammoth 5.9 Liter Magnum engine, with enough oomph to haul a 
  load of concrete cinder blocks with ease.   
  Weight: 2620kgs, or 4000kg fully loaded 
  Acceleration (0-60mph or 100kph): 10.7 sec, or 16.3 fully loaded 
  Redline Speed: 202kph (126mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed 
  Engine:  5.9-Liter Magnum V8  
  Class: A 
        Base Engine Size: 5.9 Liters 
  Weight: 225kgs 
        Horsepower: 245 @ 4000 rpm 
  Value: $5150 
  Fuel Tank Capacity: 35 gallons 
  Mileage Estimates: (City/Highway) 13 / 17 
  Range in Miles: (City/Highway) 455 / 595 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  85 
  7 
  N/A 
  Engine 
  70 
  7 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  65 
  4 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  19 
  GMC Savana 3500 SL Extended (Full Van) 
  Price: $28,000 
  The Savana full-sized van is 
  available as either a passenger 
  van for retail customers or as a 
  cargo van for commercial use.  
  Cargo vans come with stripped-
  down 
  interiors, 
  ready 
  for 
  upfitting with tool racks or parts bins.  Passenger vans are available 
  with seating 10 plus driver. There's even a choice of side-entry 
  doors: a slider or a set of 60/40 hinged doors. GM's full-size vans 
  feature flush glass and door handles, hidden door hinges, standard 
  four-wheel antilock brakes and dual airbags. The center console 
  contains two cupholders, an auxiliary power outlet and storage for 
  items like CDs and cassettes. Inside the SL Extended Savana 
  you'll find 317 cubic feet of volume with the rear seats removed. 
  Rear hinged doors open a full 180 degrees for easy loading.  The 
  SL comes with the venerable 255-horse Vortec 5700 V8 (though 
  other, more powerful Vortecs can be mounted). 
  Weight: 2730kgs, or 4500kg fully loaded 
  Acceleration (0-60mph or 100kph): 10.7 sec, or 17.6 fully loaded 
  Redline Speed: 186kph (116mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  Vortec 5700 V8 5.7 Liter 
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 230kgs 
        Horsepower: 255 @ 4600 rpm 
  Value: $5200 
  Fuel Tank Capacity: 31 gallons 
  Mileage Estimates: (City/Highway) 14 / 19 
  Range in Miles: (City/Highway) 434 / 589 
  Maneuvering Value: -6 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  6 
  N/A 
  Engine 
  60 
  6 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  GMC Savana 3500 SL Conversion (Full Van) 
  Price: $36,000 
  The Savana Conversion is the 
  ultimate in spacious luxury 
  vehicular mobility.  This van is 
  basically the Savana SE with 
  all the fixings. There are many 
  different types of converse 
  available from a variety of companies, but here is list the most 
  common additions.  Raised roof area (+8"), insulated foam wall 
  covering, carpeting, fabric window treatments, drink holders, cooler 
  box, 12V outlet, 13" TV and VCR, central table, light fixtures and 
  reading lights. The Savana SE conversion can hold up to six 
  passengers in the back, one in the front, and the driver (total of 
  eight). 
  Weight: 2850kgs, or 4500kg fully loaded 
  Acceleration (0-60mph or 100kph): 11.2 sec, or 17.6 fully loaded 
  Redline Speed: 186kph (116mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  Vortec 5700 V8 5.7 Liter 
  Class: A 
        Base Engine Size: 5.7 Liters 
  Weight: 230kgs 
        Horsepower: 255 @ 4600 rpm 
  Value: $5200 
  Fuel Tank Capacity: 31 gallons 
  Mileage Estimates: (City/Highway) 14 / 19 
  Range in Miles: (City/Highway) 434 / 589 
  Maneuvering Value: -6 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  6 
  N/A 
  Engine 
  60 
  6 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  6 
  Top 
  50 
  5 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  GMC Sierra 4500HD 4WD (Heavy Pickup) 
  Price: $21,800 
  Power.  Economy.  Reliability.  
  The classic GMC workhorse is 
  the Sierra 4500 Heavy Duty 
  Pickup.  Mounting a monster 
  340-hp 8.1 Liter Vortec 8100 V8 
  engine, no other pickup is more 
  powerful, 
  no 
  other 
  more 
  versatile. The Sierra gets some styling and feature enhancements 
  to position GMC as the "professional grade" truck. To that end, the 
  Sierra rides on a chassis that sits 2 inches taller than the Chevy S-
  10 for added road stature. But looks and special content aside, the 
  biggest draw for GMC's big pickup is its exceptional powertrains, 
  outstanding payload capacity, and unparalleled towing and hauling 
  ability. And at the heart of all this newfound capability is its colossal 
  Vortec 8100 engine. 
  Weight: 2870kgs, or 5170kg fully loaded 
  Acceleration (0-60mph or 100kph): 8.4 sec, or 15.2 fully loaded 
  Redline Speed: 204kph (128mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed 
  Engine:  Vortec 8100 V8 8.1 Liter 
  Class: A 
        Base Engine Size: 8.1 Liters 
  Weight: 330kgs 
        Horsepower: 340 @ 5000 rpm 
  Value: $6880 
  Fuel Tank Capacity: 34 gallons 
  Mileage Estimates: (City/Highway) 12 / 16 
  Range in Miles: (City/Highway) 408 / 544 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  80 
  7 
  N/A 
  Engine 
  70 
  7 
  N/A 
  Doors 
  30 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  60 
  4 
  6 
  Top 
  30 
  3 
  6 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  SUVs 
  Sports Utility Vehicles are more popular than ever before, 
  and their popularity is growing.  They serve as vans, 
  pickups, and luxury sedans, all wrapped up into one, and 
  have good performance at a reasonable price. 
   
  Chevrolet Blazer LS 4WD (SUV) 
  Price: $27,200 
  Powered by a Vortec 4300 V6, 
  the Blazer can be tailored to any 
  specific 
  need. 
  There 
  are 
  accommodations for as many as 
  six passengers, if they don't mind 
  squeezing., and there's lots of 
  cargo space too. Off road is not 
  where the Blazer shines, despite 
  its super-duty suspension.  On the other hand, as a road-going 
  hauler the Blazer is quite capable.  This 4x4 models is equipped 
  with the AutoTrac push-button electronic transfer system which 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  20 
  automatically senses wheel slippage occurs and sends power to 
  the axle with the most traction. This setup takes the guesswork out 
  of sure-footed travel over wet or snowy pavement.  
  Weight: 1860kgs, or 2480kg fully loaded 
  Acceleration (0-60mph or 100kph): 9.3 sec, or 12.4 loaded 
  Redline Speed: 211kph (132mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic  
  Engine:  Vortec 4300 V6 4.3 Liter 
  Class: A 
        Base Engine Size: 4.3 Liters 
  Weight: 195kgs 
        Horsepower: 200 @ 4400 rpm 
  Value: $4700 
  Fuel Tank Capacity: 18 gallons 
  Mileage Estimates: (City/Highway) 16 / 20 
  Range in Miles: (City/Highway) 288 / 360 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  90 
  7 
  N/A 
  Engine 
  70 
  8 
  N/A 
  Doors 
  40 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  3 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  GMC Hummer 4Door Hardtop 4WD 
  Price: $90,000 
  In 1985 a legend was 
  born.  The Hummer is 
  the 
  ultimate 
  off-road 
  warrior. Designed as an 
  all-purpose vehicle for 
  the U.S. Armed Forces 
  (as the Humvee), the 
  military version has been 
  in production since 1985. 
  The civilian Hummer became available to the public in 1992, and it 
  has seen some success, thanks to people who've found that there 
  are some things a Jeep Wrangler just can't do. But the Hummer is 
  not known for sporty performance (but its brute force can't be beat).  
  The 6.5-liter turbo diesel can only pump 195-hp. It can make zero 
  to 60mph in a 16 seconds, and its top speed is just 83 mph. I would 
  recommend changing this out for a GMC Duramax Diesel 6600 or 
  larger (petrol engines do not have enough torque). Optional 
  accessories include a Central Tire Inflation System, allowing the 
  driver to inflate or deflate the tires from inside the vehicle (for those 
  times when you really need the traction provided by depressurized 
  rubber) reducing Friction caused by adverse road conditions by 2, 
  for +$3500.  With Run-Flat tires it will cost you +$2000.  There is 
  also a Snorkel available for the Hummer, which allows the engine 
  to breath while submerged, costing only +$500.  The civilian model 
  Hummer is not armored (beyond what its metal exterior provides), 
  nor does it come with the gun turret on the military model (for 
  obvious reasons).  These would have to be added separately.  If 
  you opt for the "open top" version (convertible with attachable 
  waterproof cover), subtract 155kgs from the weight and increase 
  the acceleration to 15.9. 
  Weight: 3250kgs 
  Acceleration (0-60mph or 100kph): 16 
  Redline Speed: 132kph (83mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  6.5-L V8 Turbo Diesel L65 
  Class: D 
        Base Engine Size: 6.5 Liters 
  Weight: 275kgs 
        Horsepower: 195 @ 3400 rpm 
  Value: $3200 
  Fuel Tank Capacity: 25 gallons 
  Mileage Estimates: (City/Highway) 10 / 13 
  Range in Miles: (City/Highway) 250 / 325 
  Maneuvering Value: -4 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  200 
  10 
  N/A 
  Engine 
  120 
  10 
  N/A 
  Doors 
  80 
  8 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  80 
  8 
  8 
  Top 
  80 
  8 
  8 
  Wheels (4) 
  40Hub/20Tire 
  4 
  5 
   
  GMC Yukon XL 2500 4WD (SUV) 
  Price: $40,600 
  The 2000 Yukon XL is one of 
  the best luxury SUV market.  
  Just a few inches longer than 
  other 
  Yukons, 
  this 
  former 
  Suburban 
  has 
  the 
  power, 
  handling and indulgences to 
  appeal to upscale SUV buyers. This is a complete overhaul, with 
  the Yukon leaving its Chevy roots behind and stepping forward as 
  a full GMC nameplate. The standard engine on 2500s is the Vortec 
  6000 V8, offering 300 horsepower at 4800 rpm. The overall driving 
  experience has been heightened with the aid of a wider track and 
  shorter turning diameters on the four-wheel-drive version and 
  standard variable-effort power steering system. Interior space has 
  been increased, with more room all around. With three rows of 
  seats, the XL can carry nine passengers.  
  Weight: 2630kgs, or 4030kg fully loaded 
  Acceleration (0-60mph or 100kph): 8.7 sec, or 13.4 loaded 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic  
  Engine:  Vortec 6000 V8 6.0 Liter 
  Class: A 
        Base Engine Size: 6.0 Liters 
  Weight: 270kgs 
        Horsepower: 300 @ 4800 rpm 
  Value: $6200 
  Fuel Tank Capacity: 18 gallons 
  Mileage Estimates: (City/Highway) 16 / 20 
  Range in Miles: (City/Highway) 288 / 360 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  100 
  8 
  N/A 
  Engine 
  80 
  8 
  N/A 
  Doors 
  40 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  3 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Jeep Wrangler Sahara 4WD ("Jeep" SUV) 
  Price: $23,100 
  The Wrangler continues to 
  be the quintessential off-road 
  icon. This Jeep began as a 
  vehicle for military use and 
  has retained its Spartan utility 
  while slowly evolving into a 
  practical and popular means 
  of 
  transportation. 
  The 
  Wrangler has never lost its origins, despite improvements for 
  enjoyable daily commuting. It can be hooked to either the standard 
  five-speed manual or a three-speed automatic transmission and 
  comes equipped with an AM/FM/cassette stereo and a carpeted 
  cargo area.  The Sahara is the priciest Wrangler, and gets a 4.0-
  liter engine, air conditioning, leather-wrapped steering wheel, front 
  and rear tow hooks, fog lamps, AM/FM/CD stereo, and Heavy-Duty 
  Electronics. Nobody, however, will mistake the Wrangler for a 
  smooth-running family sedan; it's very much a truck. And the 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  21 
  abundance of aftermarket parts to modify the Wrangler makes it 
  enormously popular with the rock-crawling crowd. 
  Weight: 1474kgs 
  Acceleration (0-60mph or 100kph): 7.8 sec 
  Redline Speed: 195kph (122mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  4.0-Liter Inline V-6 
   
  Class: A 
        Base Engine Size: 6.0 Liters 
  Weight: 150kgs 
        Horsepower: 190 @ 4600 rpm 
  Value: $4650 
  Fuel Tank Capacity: 19 gallons 
  Mileage Estimates: (City/Highway) 16 / 19 
  Range in Miles: (City/Highway) 304 / 361 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  70 
  7 
  N/A 
  Engine 
  60 
  8 
  N/A 
  Doors 
  40 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  0 
  0 
  0 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Jeep Grand Cherokee Laredo 4WD (SUV) 
  Price: $30,600 
  Jeep's 
  rough-and-ready 
  Grand Cherokee is one of 
  the best-selling SUVs on 
  the market, and it's easy to 
  see why. With ruggedly 
  handsome styling, roomy 
  comfort for four adults, 
  plenty of cargo space, and unsurpassed abilities both on and off 
  the highway, Grand Cherokee delivers what most people want in 
  family transport. The Grand's standard engine is a 4.0-liter inline six 
  that produces 190 horsepower and 230 foot-pounds of torque, the 
  same as the Wrangler Sahara. You'll find standard cloth upholstery 
  inside the Laredo.  This version has a four-wheel-drive system 
  which keeps things moving even if only one tire has traction.  While 
  going off-road may not be something you've considered doing with 
  a luxury vehicle, remember that this is a Jeep, the original 4x4, and 
  it hasn't lost any of its legendary warrior heritage. 
  Weight: 1880kgs, or 2560kg fully loaded 
  Acceleration (0-60mph or 100kph): 9.9 sec, or 13.5 loaded 
  Redline Speed: 220kph (138mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  4.0-Liter Inline V-6 
   
  Class: A 
        Base Engine Size: 6.0 Liters 
  Weight: 150kgs 
        Horsepower: 190 @ 4600 rpm 
  Value: $4650 
  Fuel Tank Capacity: 20.5 gallons 
  Mileage Estimates: (City/Highway) 16 / 19 
  Range in Miles: (City/Highway) 304 / 361 
  Maneuvering Value: -3 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  90 
  7 
  N/A 
  Engine 
  80 
  8 
  N/A 
  Doors 
  40 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  3 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
  Limos and Ultimate Luxury 
  Ultimate Luxury. Ultimate Style. Ultimate Perfection.  
  Limousines, Rolls-Royces, and Bentleys. Needless to say, if 
  you can afford one of these vehicles, you will not be the one 
  driving.  You will be hiring someone to drive it for you. 
   
  Bentley Arnage (Luxury Sports Sedan) 
  Price: $212,000 
  Five endurance racing victories at 
  Le Mans has endowed the Bentley 
  heritage. The red-badge 4-door 
  Arnage is a worthy successor to that 
  illustrious lineage, offering a greater 
  combination of power and torque 
  than any other production luxury in 
  the world.  Its hand-assembled 6.75-liter turbocharged, intercooled 
  V8 engine produces 400 hp and 619 lb-ft of torque, enabling 0-60 
  mph acceleration in 5.9 seconds and a 155-mph (248 kph) top 
  speed. Arnage interiors are equally the result of the most 
  painstaking craftsmanship.  Each Arnage is essentially tailored to 
  the preferences of the owner in its choice of interior and exterior 
  finishes.  In the best Bentley tradition, the Arnage offers spacious 
  and supremely comfortable accommodation. 
  Comes with: Luxury Package 
  Weight: 2360kgs 
  Acceleration (0-60mph or 100kph): 5.9 sec 
  Redline Speed: 248kph (155mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed 
  Engine:  Custom V8 24V  6.75 Liter 
  Class: A 
        Base Engine Size: 6.75 Liters 
  Weight: 330kgs 
        Horsepower: 500 @ 4000 rpm 
  Value: $48,000 
  Fuel Tank Capacity: 26 gallons 
  Mileage Estimates: (City/Highway) 12 / 20 
  Range in Miles: (City/Highway) 312 / 520 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  85 
  8 
  N/A 
  Engine 
  70 
  8 
  N/A 
  Doors 
  40 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  50 
  6 
  8 
  Top 
  40 
  6 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
  Lincoln LS Town Car Limousine (+85") 
  Price: $94,000 
  The 
  most 
  popular 
  luxury car in America 
  is also Americas most 
  popular 
  Limousine.  
  Available as a stretch conversion from most coachmakers, most 
  notably from Kyrstal Koaches, the Lincoln Town Card makes the 
  best choice for a sedan limo. The Lincoln is powered by a 32-valve, 
  3.9-liter V8 generating 252 horsepower at 6,100 rpm and 267 foot-
  pounds of torque at 4,300 - that is well sufficient to compensate for 
  the added weight of the +85" stretch.  This limo is 25 feet long 
  (about 8.3 meters), and offers a spacious, luxurious interior.  
  Enmities include all leather seats, carpeting, interior lighting, fiber 
  optic lighting displays, tented windows, full mini-bar, drink table, 
  side sofa and rear sofa, 24" TV with VCR and DVD player, deluxe 
  sound system and 100-CD changer, sunroof, and cellular phone.  
  This is not an armored version, but it may be armored and outfitted 
  with a verity of "special features". 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  22 
  Comes with: Ultra Luxury Package 
  Weight: 1880kgs 
  Acceleration (0-60mph or 100kph): 7.5 
  Redline Speed: 204kph (128mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  3.9-L 32-valve V8 Engine 
  Class: A 
        Base Engine Size: 3.9 Liters 
  Weight: 180kgs 
        Horsepower: 252 @ 6100 rpm 
  Value: $5400 
  Fuel Tank Capacity: 18 gallons 
  Mileage Estimates: (City/Highway) 22 / 26 
  Range in Miles: (City/Highway) 400 / 468 
  Maneuvering Value: -7 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  120 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Doors 
  30 
  3 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Rolls-Royce Silver Seraph (Luxury Sedan) 
  Price: $220,000 
  The naming of a Rolls-Royce 
  motor car is no small matter. 
  A celestial being, highest-
  ranked of all the angels, the 
  Seraph is associated with 
  light, ardour and purity. The 
  Silver Seraph, its form created to catch and hold the light, has been 
  created to be the new expression of the marque. Its 5.4-liter V12 
  engine works in close harmony with 5-speed automatic 
  transmission and adaptive suspension systems to deliver 
  effortlessly refined performance and safe handling. The sculptured, 
  rounded shape of the new Seraph is a modern interpretation of the 
  classic presence and grace that are the hallmarks of a Rolls-Royce 
  motor car.  The elegant interior, now with increased space and 
  improved comfort, also features smoothly rounded lines and 
  demonstrates extraordinary craftsmanship in its fine, sculpted 
  veneers, hand-finished furnishings and upholstery made from the 
  finest hides. 
  Comes with: Ultra Luxury Package 
  Weight: 2350kgs 
  Acceleration (0-60mph or 100kph): 7.3 sec 
  Redline Speed: 232kph (145mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic 
  Engine:  Alumn V12 24V  5.4 Liter 
  Class: A 
        Base Engine Size: 5.4 Liters 
  Weight: 290kgs 
        Horsepower: 322 @ 5000 rpm 
  Value: $9,300 
  Fuel Tank Capacity: 22 gallons 
  Mileage Estimates: (City/Highway) 12 / 20 
  Range in Miles: (City/Highway) 264 / 440 
  Maneuvering Value: -2 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  90 
  8 
  N/A 
  Engine 
  65 
  8 
  N/A 
  Doors 
  45 
  5 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  4 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
   
   
   
  Stretched "Hummerzine" 4WD (+150") 
  Price: $146,000 
  Nuff said.  Are you 
  someone 
  looking 
  to 
  make a statement about 
  yourself? 
  A 
  BIG 
  statement?  If so then 
  this is the limo for you.  Nothing short of a main battletank hauling 
  down the highway can top the wide-eyed, slack-jawed doubletakes 
  you'll get this traveling in a twenty-eight foot long (nine meter) 
  stretch 4WD Hummer Limousine (Hummerzine), and seven feet-
  wide (almost wider than some cars are long).  If a limo is a palace 
  on wheels, and the hummer is a fortress, then the Hummerzine is 
  both in one - with an opulent interior complete with two television 
  (with VCR, DVD, and your choice of video game station), a 
  wet bar, 100-disc CD player, cell phone, couches, and 
  plenty of space to move about.  Furthermore, it can run 
  through a brick wall with hardly a scratch and is equally 
  suited to cross-country travel as it is cruising Miami.  The 
  Hummerzine is not armored in this package, but armor may 
  be added (upping the engine to a Duramax Diesel 6600 would 
  be good too). 
  Comes with: Ultra Luxury Package 
  Weight: 3650kgs 
  Acceleration (0-60mph or 100kph): 18.7 
  Redline Speed: 112kph (70mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic or 5-Speed Manual 
  Engine:  6.5-L V8 Turbo Diesel L65 
  Class: D 
        Base Engine Size: 6.5 Liters 
  Weight: 275kgs 
        Horsepower: 195 @ 3400 rpm 
  Value: $3200 
  Fuel Tank Capacity: 25 gallons 
  Mileage Estimates: (City/Highway) 10 / 13 
  Range in Miles: (City/Highway) 250 / 325 
  Maneuvering Value: -8 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  300 
  10 
  N/A 
  Engine 
  120 
  10 
  N/A 
  Doors 
  80 
  8 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  80 
  8 
  8 
  Top 
  80 
  8 
  8 
  Wheels (4) 
  40Hub/20Tire 
  4 
  5 
   
   
  Yukon Stretched Limo 4WD (+120") 
  Price: $110,000 
  If a stretched Hummer is 
  a bit too eccentric for you 
  (or just not fast enough 
  for you), then a stretched 
  Yukon Limo may be 
  more your style.  This 
  luxury SUV lengthened by +120" to a total length just over 26 feet 
  (nearly 9 meters).  The SUV limo is decked out with leather seats, 
  carpeting, interior lighting, fiber optic lighting displays, tented 
  windows, full wet bar and refrigerators, drink table, side sofa and 
  rear sofa, 28" flat-panel TV with VCR and DVD player, deluxe 
  sound system and 100-CD changer, sunroof, and cellular phone.  
  This is not an armored version, but it may be armored optionally. 
  Comes with: Ultra Luxury Package 
  Weight: 2950kgs 
  Acceleration (0-60mph or 100kph): 9.8 sec 
  Redline Speed: 192kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: Automatic  
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  23 
  Engine:  Vortec 6000 V8 6.0 Liter 
  Class: A 
        Base Engine Size: 6.0 Liters 
  Weight: 270kgs 
        Horsepower: 300 @ 4800 rpm 
  Value: $6200 
  Fuel Tank Capacity: 18 gallons 
  Mileage Estimates: (City/Highway) 16 / 20 
  Range in Miles: (City/Highway) 288 / 360 
  Maneuvering Value: -5 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  150 
  8 
  N/A 
  Engine 
  80 
  8 
  N/A 
  Doors 
  40 
  4 
  6 
  Windows 
  10 
  0 
  2 
  Trunk 
  40 
  4 
  8 
  Top 
  40 
  3 
  8 
  Wheels (4) 
  20Hub/10Tire 
  2 
  3 
   
  Motorcycles 
  Fun, popular, and the epitome of rebellion, freedom, and the 
  "American way" - motorcycles have come to dominate the 
  highway of speed and exhilaration.   Vroom-Vroom. 
   
  American Eagle STM-C "Chopper" (Classic Bike) 
  Price: $28,000 
  It's all about image, and the 
  American Eagle "Chopper" 
  is an all American Icon.  
  The Classic AE Chopper is 
  a "Big Bike" with a massive 
  110-HP 4-cycle 2-cylinder, 
  1.0 Liter engine, capable of 
  pumping out some serious muscle power.  On the open highway, 
  this bike can reach upwards of 112mph (180kph), and though that 
  would not exactly be legal, the Choppers 7500rpm engine seems 
  almost to be begging for every liter of fuel-injected premium petrol.   
  Weight: 270kgs + 80kg driver = 350kg 
  Acceleration (0-60mph or 100kph): 3.1 sec 
  Redline Speed: 192 kph (120mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed 
  Engine:  110-HP 4-cylce 2-cylinder 
  Class: M 
        Base Engine Size: 1.0 Liters 
  Weight: 97kgs 
        Horsepower: 110 @ 7500 rpm 
  Value: $3050 
  Fuel Tank Capacity: 5.0 gallons 
  Mileage Estimates: (City/Highway) 40 / 45 
  Range in Miles: (City/Highway) 200 / 225 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  50 
  4 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
   
  BMW F 650 Dakar (Off-Roader) 
  Price: $8,200 
  The BMW F 650 GS Dakar is 
  special model of off-road bikes 
  with high performance.  It has a 
  superb suspension system with 
  increased "spring travel", a 
  larger front wheel and special 
  Enduro tires which make it 
  100% suitable for off-road 
  riding.  The engine, as smooth 
  as silk yet with enormous pulling power, provides the right bite 
  when the going gets tough. The BMW F 650 GS Dakar has a 
  Comes with: Deluxe Suspension 
  Weight: 180kgs + 80kg driver = 260kg 
  Acceleration (0-60mph or 100kph): 5.2 sec 
  Redline Speed: 145 kph (90mph) 
  Breaks: Stock, Wheels: High Traction Tires 
  Transmission: 5-Speed 
  Engine:  BMW 37kw 50HP 4-stroke 
  Class: M 
        Base Engine Size: 0.65 Liters 
  Weight: 60kgs 
        Horsepower: 50 @ 6500 rpm 
  Value: $1900 
  Fuel Tank Capacity: 4.3 gallons 
  Mileage Estimates: (City/Highway) 44 / 51 
  Range in Miles: (City/Highway) 189 / 219 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  40 
  4 
  N/A 
  Engine 
  30 
  3 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
   
  BMW K 1200 RS (Super Bike) 
  Price: $18,000 
  The 
  biggest 
  secret 
  of 
  the 
  unbelievable dynamic performance 
  of the K 1200 RS is its brawny, 
  water-cooled, four cylinder BMW 
  engine.  Where torque prevails you 
  get to feel the might of the most 
  powerful BMW (96 kW /130 hp). 
  Sporty, yet suitable for long hauls at 
  the same time. A high degree of 
  agility, easy handling and reassuring 
  safety reserves always guarantees 
  maximum riding pleasure, regardless whether you're riding through 
  the Nürburgring racetrack or touring on the Côte d‘ Azur. 
  Comes with:  ABS 
  Weight: 270kgs + 80kg driver = 350kg 
  Acceleration (0-60mph or 100kph): 2.7 sec 
  Redline Speed: 237 kph (148mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed 
  Engine:  BMW 96kw 130HP 4-cylinder Class: M 
        Base Engine Size: 1.17 Liters 
  Weight: 93kgs 
        Horsepower: 130 @ 8750 rpm 
  Value: $4500 
  Fuel Tank Capacity: 5.1 gallons 
  Mileage Estimates: (City/Highway) 13 / 16 
  Range in Miles: (City/Highway) 66 / 81.6 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  4 
  N/A 
  Engine 
  40 
  4 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
   
  Harley-Davidson 1200C XL (Sportster Bike) 
  Price: $9,000 
  When someone speaks the 
  word "Motorcycle" often the 
  image of the Harley-Davidson 
  "Hog" comes to mind.  Like 
  American 
  Eagle, 
  Harley-
  Davidson 
  has 
  become 
  an 
  American icon, and the 1200C 
  XL Sportster is no exception.  
  The 1200C is economical, reliable, and powerful.  Capable of 
  nearly 120mph on the open road and accelerating from 0 to 60mph 
  in under 4 seconds, this is truly a Harley worthy of its namesake. 
  Weight: 230kgs + 80kg driver = 310kg 
  Acceleration (0-60mph or 100kph): 3.8 sec 
  Redline Speed: 198 kph (124mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed 
  Engine:  OHV V2 Evolution 
   
  Class: M 
        Base Engine Size: 0.88 Liters 
  Weight: 72kgs 
        Horsepower: 80 @ 5000 rpm 
  Value: $2700 
  Fuel Tank Capacity: 3.3 gallons 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  24 
  Mileage Estimates: (City/Highway) 45 / 52 
  Range in Miles: (City/Highway) 66 / 81.6 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  50 
  4 
  N/A 
  Engine 
  40 
  4 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
   
  Harley-Davidson Deuce (Sport Bike) 
  Price: $16,000 
  Mounting 
  the 
  all 
  new 
  TwinCam 88 4-Stroke engine, 
  the Harley Deuce is one of the 
  fastest and most powerful 
  Hogs available today.  This is 
  one of the most common and 
  popular styles of Harley's, and 
  follows in the long line of their classic look and feel.  It is also one of 
  the more common police bikes, used by law enforcement across 
  the United States.  With the TwinCam 88 the Deuce can go from 0 
  to 60 in 3.5 seconds, and reach speeds of 130mph on a straight 
  run.  Few other bikes even come close. 
  Weight: 290kgs + 80kg driver = 370kg 
  Acceleration (0-60mph or 100kph): 3.5 sec 
  Redline Speed: 218 kph (136mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 5-Speed 
  Engine:  TwinCam 88 4-Stroke 
  Class: M 
        Base Engine Size: 1.45 Liters 
  Weight: 85kgs 
        Horsepower: 105 @ 5000 rpm 
  Value: $3300 
  Fuel Tank Capacity: 4.9 gallons 
  Mileage Estimates: (City/Highway) 42 / 50 
  Range in Miles: (City/Highway) 205 / 245 
  Maneuvering Value: -1 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  60 
  4 
  N/A 
  Engine 
  45 
  4 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
   
  Kawasaki Ninja ZX-12R (Super Bike) 
  Price: $13,000 
  The machine of the next century is 
  the all-new Kawasaki ZX-12R Ninja, 
  the most radical embodiment of 
  race-proven 
  technology 
  that 
  Kawasaki has ever built.  And 
  Kawasaki knows how to build 
  motorcycles that perform.  Built to 
  deliver highest power-to-weight ratio of any machine in its class, 
  the ZX-12R combines a compact engine in an all-new aluminum 
  chassis, wrapped in slippery aerodynamic bodywork. Able to 
  exceed 130mph, and accelerate from 0 to 60 in under 3.5 seconds, 
  the Ninja assassinates the competition. 
  Weight: 210kgs + 80kg driver = 290kg 
  Acceleration (0-60mph or 100kph): 3.4 sec 
  Redline Speed: 224 kph (140mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed 
  Engine:  Kawasaki 4-Stroke 1200 
  Class: M 
        Base Engine Size: 1.2 Liters 
  Weight: 80kgs 
        Horsepower: 85 @ 6000 rpm 
  Value: $2900 
  Fuel Tank Capacity: 5.3 gallons 
  Mileage Estimates: (City/Highway) 48 / 56 
  Range in Miles: (City/Highway) 254 / 297 
  Maneuvering Value: -0 MV 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  45 
  4 
  N/A 
  Engine 
  35 
  4 
  N/A 
  Wheels (2) 
  20Hub/10Tire 
  2 
  3 
  Motorcycle Side Car 
  Price: $6,500 
  The Motorcycle Side Car is a common addition to motorcycles, 
  useful for holding an additional passenger comfortably (though 
  most cycles can support a second passenger behind the driver), or 
  for extra storage (they may also serve as a weapon pod, or to hold 
  electronic systems, such as ECM, and so forth).  A side car can 
  support at most 200kgs of weight, in addition to their own weight. 
  Weight: 120kgs + 80kg passenger = 200kg 
  Maneuvering Value: -2 MV (in addition to cycle's MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  45 
  4 
  N/A 
  Wheel (1) 
  20Hub/10Tire 
  2 
  3 
   
   
  Big Rig Trucks 
  "Big Rigs" include all-large size trucks, from delivery trucks 
  to massive 18-wheelers.  Cabs and Trailers are generally 
  some separately, however, some trucks (such as delivery 
  trucks) are all in one units.  Performance for Cabs are 
  without their Trailer.  Because of the Torque generated by 
  the massive engines on these trucks, their Max Speed will 
  not change depending on their weight, only their 
  Acceleration performance will change (if the engine is 
  changed out, use the method for adjusting Acceleration and 
  Max Speed as from Chapter 3). 
   
  GMC C-Series Dump Truck 
  Price: $65,000 
  The GMC C-series truck chassis 
  has a wide range of usage, from 
  delivery trucks, to fuel trucks, to 
  utility trucks, and dump trucks.  
  The version feature here is the 
  C-series dump truck, one of the 
  most common dump trucks today.  This version features a 
  hydraulic dump trailer, capable of holding up to 8 tons of earth and 
  rock and delivering it with speed and efficiency.   The raised cab 
  gives the driver and passenger good road visibility, granting a +1 to 
  Perception checks.  The C-series garbage truck is essentially the 
  same. 
  Weight: 9500kgs (max cargo 8500kg) 
  Acceleration (0-60mph or 100kph): 41.3 
  Redline Speed: 120kph (75mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  Duramax Turbo Diesel 7800 
  Class: D 
        Base Engine Size: 7.8 Liters 
  Weight: 320kgs 
        Horsepower: 230 @ 2400 rpm 
  Value: $3600 
  Fuel Tank Capacity: 42 gallon 
  Mileage Estimates: (City/Highway) 7 / 10 
  Range in Miles: (City/Highway) 294 / 420 
  Maneuvering Value: -9 MV  
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  240 
  8 
  N/A 
  Engine 
  120 
  8 
  N/A 
  Doors 
  70 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trailer 
  280 
  10 
  10 
  Top 
  80 
  6 
  8 
  Wheels (10) 
  40Hub/20Tire 
  4 
  5 
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  25 
  GMC W-Series Delivery Truck 
  Price: $62,000 
  More companies are turning to tilt cabs 
  (called such because the cap tilts 
  forward to access the engine) instead 
  of pickups or vans. The cab offers 
  room for three, with plenty of room. 
  The windshield and side windows are 
  tinted to help reduce glare, and high-output air conditioning is 
  available.  Driver and passenger gain a +1 to Perception checks, 
  due to high road visibility. 
  Weight: 8170kgs (max cargo +8500kg) 
  Acceleration (0-60mph or 100kph): 35.5 
  Redline Speed: 120kph (75mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 6-Speed Manual 
  Engine:  Duramax Turbo Diesel 7800 
  Class: D 
        Base Engine Size: 7.8 Liters 
  Weight: 320kgs 
        Horsepower: 230 @ 2400 rpm 
  Value: $3600 
  Fuel Tank Capacity: 42 gallon 
  Mileage Estimates: (City/Highway) 7 / 10 
  Range in Miles: (City/Highway) 294 / 420 
  Maneuvering Value: -9 MV  
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  240 
  8 
  N/A 
  Engine 
  120 
  8 
  N/A 
  Doors 
  60 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trailer 
  120 
  6 
  8 
  Top 
  80 
  6 
  8 
  Wheels (6) 
  40Hub/20Tire 
  4 
  5 
   
  Mack CH Full Cab 
  Price: $92,000 
  If you’re looking for a truck to handle 
  any applications there’s no better 
  choice than the Mack CH.  Road-
  tested 
  and 
  time-proven, 
  this 
  amazing 
  example 
  of 
  trucking 
  versatility handles both highway and 
  on-off highway jobs with ease.  
  Mack engineers designed the new 
  CH cab interior to have a perfect blend of modern, ergonomic 
  styling and traditional heavy-duty truck features. It has ten wheels, 
  two sets of doubles in the back, and two in the front.  Driver and 
  passenger gain a +1 to Perception checks, due to high road 
  visibility. 
  Weight: 7800kgs + Trailer (max 40,000kg) 
  Acceleration (0-60mph or 100kph): 26.6 
  Redline Speed: 126kph (79mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 9-Speed Manual 
  Engine:  Mack 330  12-L 
   
  Class: D 
        Base Engine Size: 12 Liters 
  Weight: 850kgs 
        Horsepower: 330 @ 1500 rpm 
  Value: $7000 
  Fuel Tank Capacity: Two 80 gallon (160 G total) 
  Mileage Estimates: (City/Highway) 4 / 7 
  Range in Miles: (City/Highway) 640 / 1120 
  Maneuvering Value: -6 MV (plus Trailer MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  350 
  8 
  N/A 
  Engine 
  180 
  8 
  N/A 
  Doors 
  80 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk(back) 
  80 
  6 
  8 
  Top 
  90 
  6 
  8 
  Wheels (10) 
  40Hub/20Tire 
  4 
  5 
   
  Volvo 7450 Bus 
  Price: $58,000 
  The Volvo 7450 coach is 
  designed and built by Volvo. It 
  is powered by an economical 
  345 hp diesel engine linked to 
  the Volvo G8 EGS gearbox. 
  The all-stainless steel body carries 53 passengers, each provided 
  with a reel-type seat belt, and safety is further enhanced with the 
  optional VEB, Volvo's powerful engine brake. The single front and 
  rear doors open to reveal a gently sloping theatre-type floor to 
  ensure good visibility. The interior is comfortably appointed and 
  there are convenient aircraft-style overhead lockers for personal 
  effects to complement the spacious luggage compartments.  
  Weight: 7200kgs  
  Acceleration (0-60mph or 100kph): 20.8 
  Redline Speed: 112kph (70mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 8-Speed Manual 
  Engine:  Volvo 345 12-L  
   
  Class: D 
        Base Engine Size: 12 Liters 
  Weight: 1000kgs 
        Horsepower: 345 @ 1700 rpm 
  Value: $7500 
  Fuel Tank Capacity: 60 gallon 
  Mileage Estimates: (City/Highway) 6 / 9 
  Range in Miles: (City/Highway) 360 / 540 
  Maneuvering Value: -10 MV  
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  210 
  8 
  N/A 
  Engine(back) 
  100 
  8 
  N/A 
  Doors/Side 
  60 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Truck(back) 
  80 
  6 
  8 
  Top 
  80 
  6 
  8 
  Wheels (8) 
  40Hub/20Tire 
  4 
  5 
   
  Volvo VNM "Day Cab" 
  Price: $75,000 
  If you value versatility and long service 
  life in a truck, the Volvo VNM Day Cab is 
  your vehicle. Ideal for short daily runs, 
  the 
  VNM 
  delivers 
  fuel-efficient 
  performance for both city and highway 
  driving. The VNM is the largest non-
  sleeper cab in the industry, with more 
  headroom, more width, and more depth. That means more room 
  inside for better driver comfort. It has ten wheels, two sets of 
  doubles in the back, and two in the front.  Driver and passenger 
  gain a +1 to Perception checks, due to high road visibility. 
  Weight: 6800kgs + Trailer (max 20,000kg) 
  Acceleration (0-60mph or 100kph): 17.6 
  Redline Speed: 128kph (80mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 10-Speed Manual 
  Engine:  Volvo 385 12-L  
   
  Class: D 
        Base Engine Size: 12 Liters 
  Weight: 1050kgs 
        Horsepower: 385 @ 1700 rpm 
  Value: $7900 
  Fuel Tank Capacity: Two 75 gallon (150 G total) 
  Mileage Estimates: (City/Highway) 4 / 7 
  Range in Miles: (City/Highway) 600 / 1050 
  Maneuvering Value: -6 MV (plus Trailer MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  280 
  8 
  N/A 
  Engine 
  150 
  8 
  N/A 
  Doors 
  70 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk(back) 
  80 
  6 
  8 
  Top 
  80 
  6 
  8 
  Wheels (10) 
  40Hub/20Tire 
  4 
  5 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  26 
  Volvo VN 610 
  Price: $97,000 
  The long hours you spend on 
  the road are no hardship if you 
  drive the VN 610 Integral 
  Sleeper. It glides down the 
  highway on its wide-stance cab 
  air suspension, and its optimized 
  steering geometry provides a whole new level of responsiveness 
  and handling. People will envy your life on the road if they catch a 
  glimpse of the interior. The VN 610 is quite accommodating with its 
  optional double bunk, ample storage space, pull-out work table and 
  cable TV hookup.  It has ten wheels, two sets of doubles in the 
  back, and two in the front.  Driver and passenger gain a +1 to 
  Perception checks, due to high road visibility. 
  Weight: 7400kgs + Trailer (max 34,000kg) 
  Acceleration (0-60mph or 100kph): 17.4 
  Redline Speed: 124kph (78mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 10-Speed Manual 
  Engine:  Volvo 425 12-L  
   
  Class: D 
        Base Engine Size: 12 Liters 
  Weight: 1100kgs 
        Horsepower: 425 @ 1700 rpm 
  Value: $8300 
  Fuel Tank Capacity: Two 75 gallon (150 G total) 
  Mileage Estimates: (City/Highway) 4 / 7 
  Range in Miles: (City/Highway) 600 / 1050 
  Maneuvering Value: -6 MV (plus Trailer MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  320 
  8 
  N/A 
  Engine 
  160 
  8 
  N/A 
  Doors 
  70 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk(back) 
  80 
  6 
  8 
  Top 
  80 
  6 
  8 
  Wheels (10) 
  40Hub/20Tire 
  4 
  5 
   
  Volvo VN 770 
  Price: $110,000 
  The Volvo 770 is one of the 
  premiere full-size sleeper cabs 
  available today.  With a roaring 
  465 diesel engine, this monster 
  can pull up to 40 tons of cargo.  
  The integrated cab and sleeper 
  compartment 
  features 
  more 
  than 50 square feet of living area 
  beneath an eight-foot ceiling. That makes it taller, wider and deeper 
  than any other cab on the market. Stretch out on an oversized 
  bunk. Prepare dinner in a kitchen equipped with refrigerator/freezer 
  and built-in microwave. Finish paperwork at a dining table that 
  doubles as a work-station. The cab has a spacious interior, with a 
  comfortable bed, closet and secure storage space, mini-
  refrigerator, microwave, four 110w power outlets, auxiliary power 
  generator, CB radio, and much more. It has ten wheels, two sets of 
  doubles in the back, and two in the front.  Driver and passenger 
  gain a +1 to Perception checks, due to high road visibility. 
  Weight: 8040kgs + Trailer (max 40,000kg) 
  Acceleration (0-60mph or 100kph): 17.3 
  Redline Speed: 118kph (74mph) 
  Breaks: Stock, Wheels: Stock 
  Transmission: 13-Speed Manual 
  Engine:  Volvo 465 12-L  
   
  Class: D 
        Base Engine Size: 12 Liters 
  Weight: 1250kgs 
        Horsepower: 465 @ 1800 rpm 
  Value: $8600 
  Fuel Tank Capacity: Two 100 gallon (200 G total) 
  Mileage Estimates: (City/Highway) 3 / 6 
  Range in Miles: (City/Highway) 600 / 1200 
  Maneuvering Value: -6 MV (plus Trailer MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Chassis 
  350 
  8 
  N/A 
  Engine 
  180 
  8 
  N/A 
  Doors 
  80 
  6 
  6 
  Windows 
  10 
  0 
  2 
  Trunk(back) 
  80 
  6 
  8 
  Top 
  90 
  6 
  8 
  Wheels (10) 
  40Hub/20Tire 
  4 
  5 
   
  Half-Trailer 
  Price: $14,000 
  This is a half-sized trailer, commonly uses with smaller cabs, 
  though it can of course be pulled by any cab.  It can hold up to 18 
  tons of cargo.  It has one set of double wheels in the back. 
  Weight: 4000kgs (Capacity 18,000kg) 
  Maneuvering Value: -3 MV (added to vehicle's MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  TrailerSides 
  80 
  6 
  8 
  Back Doors 
  80 
  6 
  6 
  Trailer Top 
  60 
  6 
  8 
  Wheels (4) 
  40Hub/20Tire 
  4 
  5 
   
  Full Trailer 
  Price: $20,000 
  This is a full-size trailer, the 18-wheeler (18 wheels total, including  
  cab), which is so famous.  It can only be pulled by full, 10 wheel 
  cabs.  It can hold up to 34 tons of cargo.  It has two sets of double 
  wheels in the back. 
  Weight: 6000kgs (Capacity 34,000kg) 
  Maneuvering Value: -4 MV (added to vehicle's MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  TrailerSides 
  90 
  6 
  8 
  Back Doors 
  80 
  6 
  6 
  Trailer Top 
  80 
  6 
  8 
  Wheels (8) 
  40Hub/20Tire 
  4 
  5 
   
  Liquid Tank Trailer 
  Price: $12,000 
  This is a full-size liquid tank trailer, for 18-wheelers.  This can be 
  any sort of liquid tanker, carrying petroleum, chemicals, liquid 
  nitrogen, or whatever.  It must, of course, be configured for its 
  particular task.  It can only be pulled by full, 10 wheel cabs.  It can 
  hold up to 34 tons of capacity, or 100,000 gallons. 
  Weight: 5000kgs (Capacity 34,000kg) 
  Maneuvering Value: -4 MV (added to vehicle's MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  TrailerSides 
  90 
  6 
  8 
  Back Doors 
  80 
  6 
  6 
  Trailer Top 
  80 
  6 
  8 
  Wheels (4) 
  40Hub/20Tire 
  4 
  5 
   
  Flatbed 
  Price: $6,000 
  This is a full-size flat bed trailer, for an 18-wheeler.  All cargo must 
  be secured with cables, and may be covered with a tarp.  Some 
  have large tent like structures to cover the contents.  Mounting a 
  series of turret weapons can make this trailer a fierce road-warrior, 
  and it can be used to support a single massive cannon  or missile 
  launch system.   It can hold up to 36 tons of cargo.  It has two sets 
  of double wheels in the back. 
  Weight: 2000kgs (Capacity 36,000kg) 
  Maneuvering Value: -4 MV (added to vehicle's MV) 
  Location 
  SDP Value 
  KD 
  Pen. Point 
  Trailer Base 
  90 
  6 
  8 
  Back Doors 
  80 
  6 
  6 
  Wheels (8) 
  40Hub/20Tire 
  4 
  5 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  27 
   
  Upgrades and Mods 
  "Ride into Highway; the Danger Zone!" - Kenny Loggins, Danger Zone 
  Basic Mechanics 
  There are two ways to upgrade, modify, and repair vehicles 
  - hire someone or do it yourself.  Getting the job done by a 
  mechanic or auto shop is of course the easiest route, but it 
  is also the most expensive.  And if the modification is illegal, 
  no reputable shop will do the work.  Of course, if you are 
  part of a large organization or corporation, and the vehicle 
  belongs to them, such modifications can be taken care of for 
  you (at the GM's discretion).  However, this section will 
  assume you are either doing it yourself or hiring someone to 
  do the job for you. 
   
  General Modifications 
  Adding components and upgrades are all considered 
  "General Modifications", including engine mods, body mods, 
  and replacing broken parts and tires.  Most of these take 
  just an hour (for a skilled mechanic), and a Everyday 
  Mechanics skill roll (verses a DV of 14 or 16).  If you do it 
  yourself, the cost is only the cost of the component, and 
  takes 1D6 hours.  If you hire a mechanic to do the work, it 
  costs an 1D6 x $50 (labor cost per hour).  Any upgrades 
  bought with the vehicle do not cost this extra amount - just 
  use the listed cost.  
   
  Spaces and Volume 
  For simplicity, Internal Spaces, Hard-Points, Volume, and 
  the like were "ignored" in this system.  If you need to add a 
  radar or ECM unit, you put it into the vehicle's trunk or 
  convert the back seat area to hold it, or whatever, but there 
  are no hard and fast rules.  But you must stay within reason.  
  No putting a 2 ton ECM unit and Radar system into the 
  trunk of a small car.   The best thing to do is sketch out the 
  car, and draw on the additions (weapons, equipment, etc.). 
   
  Junkyards 
  Junkyards are fully of surprise.  True, they are mostly picked 
  clean and full of worthless junk (hence the name), but 
  sometimes you can find good parts.  Looking for a particular 
  part, type of engine, vehicle chassis, an so forth, make a 
  simple Perception check verses 14 to 18, depending on 
  how small, old, or "picked-clean" the junk yards is, modified 
  by how common the part is (finding a spark plug is very 
  easy).  You must spend about an hour looking.  If you 
  succeed you found the part, but it needs to be fixed up (an 
  other few hours of work and at least 30% the items value for 
  replacement parts).  If it is an engine or transmission, it must 
  be rebuilt.    If you succeeded by +10, you found the part in 
  working condition, though you should still clean it up.  The 
  junkyard owner will charge you a nominal fee, about 10% of 
  the value of the parts. 
   
  Tuning the Engine 
  Giving your engine a tune-up can make it perform at its 
  best.  Under normal operation, an engine needs to be tuned 
  every 30,000 miles or lose 1D6% of its RPM and 
  Horsepower (and thus, performance and top speed).  This 
  maintenance should be done every 30,000 miles and offers 
  no additional benefit (other than keeping the engine in 
  shape).  Some repairs (such as fixing an engine's timing 
  system) also requiring a tuning job.  You may hire a 
  mechanic to do this work, and it will cost $150. 
   
  Performance tuning is when you attempt to crank up the 
  RPM to boost the Horsepower, change out the spark plugs, 
  work on the pistons and other components, and finding the 
  optimal setting for maximum performance.  A performance 
  tune-up can only be performed once on an one engine.  
  You must make a Competent Mechanics skill roll (verses a 
  DV of 18), and spend about 5 to 6 hours of working and 
  tinkering around, and testing the new settings.  Your 
  performance increase will equal your margin of success, as 
  a percent, up to a max of +6% (increasing your 
  Horsepower, RPM, and thus, your Acceleration and max 
  speed).  If you fail, there is no increase, and the engine 
  cannot be performance tuned at all (it was already at 
  optimal).  If you critically fail, the engine's performance drops 
  by -1D6%, but may be re-tuned to fix it (and cannot be 
  tuned further).  You may hire a mechanic to do this work, 
  but it will cost $250 and the increase will be +1D6%.   
   
  You must then recalculate your acceleration and Max 
  Speed.  Acceleration is found by dividing the vehicle's 
  weight (in kgs) by the Horsepower.  That is, if the engine's 
  new HP is 318 (was 300HP with a 6% increase), and the 
  vehicle weighed 1800kgs, then 1800/318 is 5.7 (so your 
  vehicle can now go from 0 to 100kph in 5.7 seconds).  Your 
  Max Speed, however, only increase by half the percentage 
  gain.  That is if your current Max Speed is 160kph, then a 
  6% engine boost will just give you +3% speed, which brings 
  you up to 164kph in this case. 
   
  Once performance tuned, you may not performance tune 
  the engine again, unless the engine is replace (obviously), 
  or you rebuild the engine. 
  Chapter 
  3 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  28 
  Rebuilding the Engine 
  This is a major piece of work - a total overhaul of an engine.  
  This is usually done to old salvaged engines found in junk 
  yards, rebuilding them with scrounged up parts, or to 
  engines which have been severely damaged (with a 
  cracked engine block or having lost more than 50% SDP).  
  When an engine is rebuilt, you basically disassemble it, 
  clean, polish, and lubricate every part, and replace any parts 
  which are damaged.  The engine is then reassembled and 
  is virtually "brand new".  You must pay for any replaced 
  components as listed (see Repairs), plus an additional 
  1D6x$50 for other warn-out parts you happened to find.   It 
  takes about 24 man-hours to rebuild an engine, 12 hours if 
  your skill is greater than level 5.  If you hired a mechanic (or 
  a shop) to do this work, you must pay $1000, in addition to 
  the other fore mentioned costs.  Sometimes it may be better 
  to just buy a new engine all together. 
   
  A rebuild is done in three stages - disassemble, clean and 
  repair, and reassemble.  On each of these you must make a 
  Competent Mechanic Roll (verse 18).  Any failure will 
  double the time and reduce the engine's final Horsepower 
  and RPM by -1D6% (three failures would triple these 
  effects).  A critical failure will utterly destroy the engine. 
   
  When it is done, the engine is back to spec and all damage 
  has been repaired.  Any turbochargers, nitro injectors, and 
  so forth, must be reattached (as per General Modifications).  
  Any bonuses for Performance Tuning (if any) are lost, but 
  once rebuilt you may do a Performance Tuning on the 
  engine, if desired. 
   
  Rebuilding the Transmission 
  Broken, jammed, or damaged transmissions must either be 
  replaced or rebuilt (the same is true for broken ones 
  salvaged from a junk yard).  Rebuilding a transmission gets 
  it back to spec, which means putting it back to operational 
  condition.  It involves taking it apart, cleaning and lubricating 
  it, and replacing any damaged parts or gears.  It costs 
  1D6x$50 for needed replacement parts.  This work 
  generally takes about 12 man-hours to rebuild an engine, 6 
  hours if your skill is greater than level 5. You must make a 
  Competent Mechanic Roll (verse 18) to rebuild the 
  transmission, if you fail the time was wasted and the 
  transmission was not successfully repaired. If you hired a 
  mechanic (or a shop) to do this work, you must pay $600, in 
  addition to the other fore mentioned costs.  Sometimes it 
  may be better to just buy a new engine all together. 
   
  Repair Work 
  When a vehicle receives damage, it should be repaired 
  (though it does not have to be, so long as it is still able to 
  run).  It will often be cheaper to just scrap a vehicle that has 
  been too badly damaged, and simply buy a new one 
  (making sure to salvage what you can, such as any 
  functional weapons and electronics).  Below are the repair 
  guidelines for various parts of the vehicle: 
   
  SDP in general: To repair damaged SDP inflicted upon the 
  vehicle (Chassis, Door, Trunk, etc.) costs about $10 per 
  points SDP in a bodyshop.   If you want to do it yourself, the 
  cost is $2 per point of SDP, but you must make an 
  Everyday Mechanic skill roll (normally vs. 14 for 3D6 
  system), and it may take a day or two of labor, depending 
  on the extent of damage.  Repairs on Engine and Windows 
  are different. 
  Armor: To repair depleted armor costs about $50 per point 
  of KD in a bodyshop.   If you want to do it yourself, the cost 
  is $20 per point of SDP, but you must make an Everyday 
  Mechanic skill roll (normally vs. 14), and it may take a day or 
  two of labor, depending on the extent of damage.   
  Window: A damaged window must be replaced.  A side 
  window costs about $100.  A windshield costs $200.  
  Bulletproof glass is listed under the armor section. 
  Engine: The Engine has many sub-components.  The cost 
  to replace these (if damaged or destroyed) is listed under 
  the Engine Critical Hits.  If you want to do it yourself, the 
  cost is half (to buy the part), but you must make an 
  Everyday Mechanic skill (normally vs. 14 for 3D6 system).  
  To repair damaged SDP inflicted upon the engine costs 2% 
  the overall value of the Engine, per SDP.    If you want to do 
  it yourself, the cost is half (to buy the parts), but you must 
  make a Competent Mechanic skill roll (normally vs. 16).  
  You cannot repair an engine which has been reduced to 0 
  SDP.  It is slagged and must be replaced.  If the engine has 
  taken more than 50% damage, it must be Rebuilt (or 
  replace), as per rules in Chapter 3.  Always make sure to 
  estimate the repair cost of the engine before hand.  It may 
  be cheaper to just replace it any way. 
  Sub-components: Sub-components on the Engine or 
  Chassis must be replaced or repaired.  This costs is listed 
  under the Engine or Chassis Critical Hit.  If you want to do it 
  yourself, the cost is half (to buy the part), but you must 
  make an Everyday Mechanic skill roll (normally vs. 14).   
  Wheels: Damaged tires should be replaced at cost.  
  Damage to the hub (or wheel) costs the same as fixing SDP 
  in general. 
  Bodywork and Paint Job:  A car always needs bodywork 
  and a paint job after taking damage (even after that damage 
  is repaired).   This can be done with a day of work and an 
  Everyday Mechanic skill roll (normally vs. 14), at negligible 
  cost.  At a bodyshop you may be charged between $200 to 
  $1000 depending on the extent of damage.  This is optional, 
  but necessary if you want a good-looking car. 
  Weapons: Damaged or destroyed weapons must be 
  replaced at cost. 
   
  Bodywork 
  Repairing dents and dings, painting the vehicle, and other 
  cosmetic work, is all considered bodywork.  It is always 
  necessary after completing repairs (see Repair Work, 
  above), but may also be done if you simply want to change 
  the cosmetic exterior (usually, just painting it).  This can be 
  done with a day of work and an Everyday Mechanic skill roll 
  (normally vs. 14), at negligible cost.  Usually, most of this 
  time is spent waiting for the paint to dry. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  29 
  Manufacturer Upgrades 
  These 
  are 
  standard 
  upgrades 
  available 
  from 
  the 
  manufacturer of the vehicle.  Normally, you would purchase 
  these upgrades at the same time as the vehicle, but they 
  can be added later, as per General Modifications. 
   
  Accessories 
   
  Power Package ($300) 
  This upgrade package includes power seats, power 
  windows, and power locks.  It is standard on all vehicles 
  with a price of $28,000+. 
   
  Leather Interior ($1200) 
  Leather interior is not standard even to luxury vehicles (you 
  must specify it), as listed in the Catalog, with the exception 
  of Super Luxuries in excess of 100 grand.  Tan is the usual 
  color, though black is possible. 
   
  Deluxe Sound System ($1200) 
  All cars come with speakers - but that's not to say that are 
  up to your standards.  The deluxe sounds system features 
  four way true Sound emersion with Base and Center 
  channel, Pro Logic and Dolby Digital 5.1 decoding, and a 
  heavy pre-amp. 
   
  Radio Packages 
  These 
  are 
  the 
  Radio 
  packages 
  available 
  to 
  most vehicles. 
  Basic Radio + Tap Deck - Featured on all cars 
  Radio + CD ($140)  
  Radio + 5-CD changer ($300) 
  Radio + 50-CD changer ($1200), changer goes in the trunk. 
  Radio + Tape + CD ($200) 
  Radio + Tape + 5-CD changer ($450) 
  Radio + Tape + 50-CD changer ($1400), changer goes in 
  the trunk. 
   
  Aiwa CDC-MP3 ($300) 
  From Aiwa comes the 
  ultimate "radio" package 
  for your vehicle.  The 
  CDC-MP3 
  has 
  an 
  AM/FM tuner and single-
  disk CD-player.  But not only can it read normal CDs, but it 
  can read MP3 files organized onto a burned CD.  This 
  allows you to store over a hundred songs (about ten 
  albums) on one CD, pop it in, and have at it. 
   
  Anti-Lock Breaks ($1000) 
  ABS is common to most luxury and high-performance 
  vehicles.  ABS adds +10 to Breaking, and reduces the DV 
  penalty of Water and Ice by 2. 
   
  Remote Entry Key ($200) 
  This is a small device that you attach to a key-chain.  
  Pushing the button will unlock the vehicle, and you can toot 
  the horn or turn on (or off) the lights.  Some vans allow you 
  to remotely open the side door. 
   
  Remote Starter/Entry Key ($500) 
  Same as the Remote Entry Key, however, this allows you to 
  remotely start the vehicle (the wheel remains locked until 
  you enter the key).  Good for "detecting" bombs at range. 
   
  Alarm System ($600) 
  This is a simple alarm that can be set to sound if someone 
  touches the car several times, without opening the door, or if 
  a window is broken. 
   
  Cold Weather Package ($50) 
  Includes a heater for the battery and engine block. 
   
  Customer Incentive Cash Back (-$850) 
  Act now!  $850 Cash Back on all new and used vehicles!   
  Offer may not be applicable at all locations.  Incentive void in some states.  
  Expect 6 to 12 months for cash back delivery.  Not responsible for loss of 
  application. Proof of purchase, driver's licenses, SSN, two IDs, birth 
  certificate, high school diploma, insurance policy, last will and testament, 
  deed to house, and marital status required.  Must sign satanic pact in blood 
  and sacrifice first born child to Mephistopheles.  Will be notified that offer has 
  already expired upon imminent failure of processing your forms. 
   
  Driver Airbag (Standard) 
  Airbag which pops out of the steering wheel.  Standard to all 
  new vehicles.  It reduces by -6DC any damage from 
  collisions and impacts to the driver. 
   
  Duel Airbags ($300) 
  Driver and front passenger airbags.  It reduces by -6DC any 
  damage from collisions and impacts to the driver and front 
  passenger. 
   
  Deluxe Airbags ($1000) 
  Driver and front passenger airbags, as wells as side airbags 
  and airbags for the rear passengers.  It reduces by -6DC 
  any damage from collisions and impacts to all occupants of 
  the vehicle. 
   
  Sunroof ($1000) 
  A sunroof always makes a car more sporty, even if it’s a 
  Ford. Is powered to slide back at the push of a button. 
   
  Moonroof ($1000) 
  Simply a glass window (usually tinted) where the sunroof 
  would normally be.  The window has only 10SDP and a 
  Penetration Value of 2, unless replaced with bulletproof 
  glass (normal price for a side window). 
   
  Head-Up Instrument Display ($300) 
  Shows your speed, RPM, engine temp, fuel, and any 
  warning conditions (oil, doors, seatbelts) projected on a 
  small area of the driver-side windshield. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  30 
  Infrared Head-Up Display ($2000) 
  Includes a small IR camera placed behind the grill.  At night 
  (when turned on) this system will project a black and white 
  IR image onto a 6" x 4" area of the windshield giving a 
  thermal-IR image of the road ahead, up to 200 meters. 
   
  Cellular Phone System ($300 / $20 a month + charges) 
  Integrated cellular phone for your vehicle. 
   
  OnStar Communication Service ($300 / $30 a month) 
  This is a special cellular system (integrated into the vehicle 
  and separate from your cell phone) which puts you in touch 
  with the OnStar Service.  They can give you direction, road 
  condition advice, and call for assistance if you are in an 
  accident or break down. 
   
  GPS Navigation System ($2000 / $10 a month) 
  This is a DVD based, full 
  color 
  GPS 
  navigation 
  consol.  It requires either the 
  removal of the radio system 
  (where this unit will be 
  placed) or a re-work of the 
  front dash to facilitate the 
  additional unit (some luxury 
  vehicles already include this GPS) vehicle.  The DVD, which 
  stores all road maps for the US or Europe may be updated 
  yearly as part of the service (sent to you by mail). 
   
  Tires 
   
  Economy Tires ($40 each) 
  Duration 40,000 miles.  8SDP, 
  Penetration Value 2.  Wt. 10kgs 
  each. 
   
  Standard (Stock) Tires ($65 each) 
  Standard to all vehicles (unless 
  noted).  Duration 55,000 miles.  
  10SDP, Penetration Value 2.  Wt. 12kgs each. 
   
  Dual Layer Tires ($80 each) 
  Duration 70,000 miles.  12SDP, Penetration Value 3.  Wt. 
  15kgs each. 
   
  High Traction Tires ($80 each) 
  Duration 70,000 miles.  12SDP, Penetration Value 3.  
  Increases by 1 the Friction on Ice and Water, and reduces 
  the DV penalty for Ice and Water by 1 per pair (double for 
  both front and rear).  Wt. 13kgs each. 
   
  AquaTread Tires ($100 each) 
  Duration 80,000 miles.  12SDP, Penetration Value 3.  
  Increases by 2 the Friction on Ice and Water, and reduces 
  the DV penalty for Ice and Water by 2 per pair (double for 
  both front and rear).  Wt. 12kgs each. 
   
   
  Double Wide Tires ($100 each) 
  These tires have a greater width 
  than standard tires.  Duration 
  80,000 
  miles. 
  15SDP, 
  Penetration Value 3.  Increases 
  by 1 all road Friction, and reduces 
  the DV penalty for Ice and Water 
  by 1 per pair (double for both 
  front and rear).  Wt. 15kgs each. 
   
  Run-Flat Tires ($100 each) 
  Duration 80,000 miles.  15SDP, Penetration Value 3.  A 
  system will notify the driver of the punctured tire (by a 
  warning beep in the cab), but can run for an additional 50 
  miles without damage.  Will not save from total blowouts.   
  Wt. 10kgs each. 
   
  Large Truck Tires (x3 price) 
  Tires for large trucks (big rigs). 20SDP, Penetration Value 4.  
  Wt. 30kgs each.  Truck tires reduce the DV penalty of being 
  Off-Road by 1 (assuming all tires are truck tires). 
   
  Hummer Tires ($300 each) 
  Hummers have special military grade ATV tires.  They can 
  be fitted on jacked up pickups and cars, if desired.  20SDP, 
  Penetration Value 5.  $500 each for Run-Flat Hummer 
  Tires.  +$100 each for integration with Hummer's Central 
  Tire Inflation System.  Wt. 30kgs each. 
   
  Monster Truck Tire ($2000 each) 
  This is a monster size 60 to 70" tire 
  (five to six feet!) for vehicles with 
  Monster Truck Suspension systems.  
  40SDP, 
  Penetration 
  Value 
  8.  
  Increases by 2 the Friction on Ice and 
  Water, and reduces the DV penalty for 
  Ice, Water, and Off-Road by 2 
  (bonuses assume all four tires).  Wt. 
  100kgs each. 
   
  Wheel Hubs 
   
  Standard Hub and Cap ($50 each) 
  This is the standard wheel hub and hub cap ($20 just for 
  hub cap) which comes with most vehicles.  It offers 20SPD 
  and 2KD of protection.  Hub caps come in a variety of 
  styles. 
   
  Heavy Duty Hub and Cap ($80 each) 
  This is a more rugged and durable hub and cap.  It offers 
  30SDP and 3KD of protection. 
   
  ATV/Truck Hub and Cap ($100 each) 
  A hub designed for the wear and tear of off-road travel.  This 
  is basically the Hummer's hub and cap, but versions are 
  offered for other vehicles, such as SUVs and trucks. It offers 
  40SDP and 4KD of protection. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  31 
  Engines 
  No matter how good of a car you buy, the engine just never 
  seems good enough (that is, unless you bought a 
  Lamborghini).  The first thing any die-hard auto enthusiast 
  will do is take out that stock engine and drop in a new one. 
   
  Replacing An Engine 
  Replacing an engine involves taking 
  out the old engine, inserting and 
  bolting down the new engine, and 
  hooking up all cables and gears.  It 
  takes about 3 or 4 hours to 
  completely change out an engine, 
  and you need a well equipped garage 
  with engine lifting and suspension chains.  This requires a 
  Competent Mechanic roll (verses 18).  Failure means you 
  were unable to complete the task and must start over. A 
  critical failure means you dropped or somehow damaged 
  the engine, reduce the engine's final Horsepower and RPM 
  by -1D6% (tuning or rebuilding may be able to fix this). 
   
  After you replace the engine you can modify it and tune it 
  up (as normal).  The vehicle's weight will change 
  accordingly (if you removed a 200kg engine and put in a 
  300kg engine, its weight went up 100kgs).  You must then 
  calculate the vehicle's performance based on the new  
  weight and new horsepower of the engine.   
   
  Acceleration is found by dividing the vehicle's weight (in kgs) 
  by the Horsepower.  That is, if the new engine's HP is 320, 
  and the vehicle's new weighed 1800kgs, then 1800/320 is 
  5.6 (so your vehicle can now go from 0 to 100kph in 5.6 
  seconds).  Your Max Speed, however, only increase by half 
  the percentage gain.  That is if your Acceleration 
  performance changed by 8%, and the Max Speed was 
  originally 160kph, then you only get a +4% speed increase, 
  which brings you up to 172kph in this case. 
   
  The SDP of the Engine area will always remain the same.    
  This is done for simplicity.  Though it is true that larger 
  engines should have more SDP, there are many other 
  factors, such as the SDP of the body around the engine, the 
  engine's layout and location, and so forth.  If you wish to 
  increase the SDP of the Engine area, you need to get 
  Structural Strengthening for that location. 
   
  Selling your old engine, you can't hope to get more than half 
  its value.  When you buy an engine, you must buy it at full 
  value.  You may, of course, get one from a junkyard and 
  rebuild it, as per Rebuilding the Engine. 
   
  Types of Engines 
  There are several different types of engines.  Most are Type 
  "A", that is a petrol automobile engine.  Any A type engine 
  can replace another A type engine.  
   
  "D" type usually designates Diesel Truck 
  engines.  "D" type engines can only 
  replace "D" type engines.  If an engine is 
  marked "D,A", however, then it is an 
  automobile diesel engine, and can be 
  used in both cars and trucks. 
   
  "M" type designates motorcycle engine. "M" type engines 
  can only replace "M" type engines. 
   
  Auto Engines 
  Class 
  Size 
  Horsepower 
  @ RPM 
  Weight (kg) 
  Value (US$) 
  Duramax Diesel 6500 
  A 
  6.5-L 
  160 
  @ 3400rpm 
  275kg 
  $2200 
  Duramax Turbo Diesel 6500 
  A 
  6.5-L 
  195 
  @ 3400rpm 
  275kg 
  $3000 
  Duramax Turbo Diesel 6600 
  A 
  6.6-L 
  300 
  @ 3100rpm 
  290kg 
  $6000 
  Northstar L37 V8 
  A 
  4.6-L 
  275 
  @ 6000rpm 
  242kg 
  $6200 
  Northstar LD8 V8 
  A 
  4.6-L 
  300 
  @ 6000rpm 
  242kg 
  $6900 
  Generic 3.5 V6 
  A 
  3.5-L 
  215 
  @ 5600rpm 
  200kg 
  $4600 
  Generic 3.8 V6 
  A 
  3.8-L 
  240 
  @ 5200rpm 
  220kg 
  $5000 
  Dodge Viper V10 
  A 
  8.0-L 
  400 
  @ 5000rpm 
  300kg 
  $17,000 
  BMW V8 5.0-Liter 
  A 
  5.0-L 
  380 
  @ 6000rpm 
  225kg 
  $16,500 
  Chrysler 3.5 V6 
  A 
  3.5-L 
  253 
  @ 6400rpm 
  180kg 
  $5400 
  Corvette LS1 V8 
  A 
  5.7-L 
  310 
  @ 5200rpm 
  240kg 
  $7,700 
  Corvette LS6 V8 
  A 
  5.7-L 
  350 
  @ 5600rpm 
  240kg 
  $9,800 
  Ferrari Maranello V12  
  A 
  8.0-L 
  420 
  @ 6000rpm 
  260kg 
  $32,400 
  Porsche V6 3.4-Liter 
  A 
  3.4-L 
  400 
  @ 6000rpm 
  220kg 
  $18,200 
  Vortec 2200 V4 
  A 
  2.2-L 
  120 
  @ 5000rpm 
  150kg 
  $3800 
  Vortec 2200 V6 
  A 
  2.2-L 
  180 
  @ 5000rpm 
  150kg 
  $4500 
  Vortec 4300 V6 
  A 
  4.3-L 
  200 
  @ 4400rpm 
  195kg 
  $4700 
  Vortec 4800 V8 
  A 
  4.8-L 
  270 
  @ 5200rpm 
  220kg 
  $5600 
  Vortec 5000 V8 
  A 
  5.0-L 
  220 
  @ 4600rpm 
  215kg 
  $4900 
  Vortec 5700 V8 
  A 
  5.7-L 
  255 
  @ 4600rpm 
  230kg 
  $5200 
  Vortec 6000 V8 
  A 
  6.0-L 
  300 
  @ 4800rpm 
  270kg 
  $6200 
  Vortec 7400 V8 
  A 
  7.4-L 
  290 
  @ 4000rpm 
  300kg 
  $5800 
  Vortec 8100 V8 
  A 
  8.1-L 
  340 
  @ 5000rpm 
  330kg 
  $6880 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  32 
  Truck Engines (all Diesel) 
  Class 
  Size 
  Horsepower 
  @ RPM 
  Weight (kg) 
  Value (US$) 
  Cummins ISB 225 24-V 
  A,D 
  8-L 
  225 
  @ 2500rpm 
  500kg 
  $3500 
  Cummins ISC 285 24-V 
  D 
  8-L 
  285 
  @ 2200rpm 
  750kg 
  $5200 
  Cummins ISC 300 24-V 
  D 
  8-L 
  300 
  @ 2200rpm 
  900kg 
  $7000 
  Cummins ISL 370 24-V 
  D 
  10-L 
  370 
  @ 2200rpm 
  1000kg 
  $7700 
  Cummins ISM 400 24-V 
  D 
  10-L 
  400 
  @ 2100rpm 
  1100kg 
  $8000 
  Cummins N14 460E 24-V 
  D 
  12-L 
  460 
  @ 2100rpm 
  1200kg 
  $8500 
  Cummins N14 500E 24-V 
  D 
  12-L 
  500 
  @ 2100rpm 
  1280kg 
  $8800 
  Cummins N14 525E 24-V 
  D 
  12-L 
  525 
  @ 2100rpm 
  1300kg 
  $9000 
  Cummins ISX 565 24-V 
  D 
  12-L 
  565 
  @ 2000rpm 
  1350kg 
  $9400 
  Cummins Signature 600 
  D 
  12-L 
  600 
  @ 2000rpm 
  1400kg 
  $10400 
  Duramax Turbo Diesel 7800 
  A,D 
  7.8-L 
  230 
  @ 2400rpm 
  480kg 
  $3600 
  Duramax Turbo Diesel 1000 
  D 
  10-L 
  350 
  @ 2400rpm 
  520kg 
  $7200 
  Mack E7-330 12-L 
  D 
  12-L 
  330 
  @ 1500rpm 
  800kg 
  $7000 
  Mack E7-380 12-L 
  D 
  12-L 
  380 
  @ 1500rpm 
  950kg 
  $7800 
  Mack E7-460 12-L 
  D 
  12-L 
  460 
  @ 1500rpm 
  1200kg 
  $8500 
  Volvo VE 345 4-cycle  
  D 
  12-L 
  345 
  @ 1700rpm 
  1000kg 
  $7500 
  Volvo VE 385 4-cycle  
  D 
  12-L 
  385 
  @ 1700rpm 
  1050kg 
  $7900 
  Volvo VE 425 4-cycle  
  D 
  12-L 
  425 
  @ 1700rpm 
  1100kg 
  $8300 
  Volvo VE 465 4-cycle  
  D 
  12-L 
  465 
  @ 1700rpm 
  1250kg 
  $8600 
  Motorcycle Engines 
  Class 
  Size 
  Horsepower 
  @ RPM 
  Weight (kg) 
  Value (US$) 
  110-HP 4-cylce 2-cylinder 
  M 
  1.0-L 
  110 
  @ 7500rpm 
  97kg 
  $3050 
  BMW 37kw 50HP 4-stroke 
  M 
  0.65-L 
  50 
  @ 6500rpm 
  60kg 
  $1900 
  BMW 96kw 130HP 4-cylinder 
  M 
  1.17-L 
  130 
  @ 8750rpm 
  93kg 
  $4500 
  Harley OHV V2 Evolution 
  M 
  0.88-L 
  80 
  @ 5000rpm 
  72kg 
  $2700 
  Harley TwinCam 88 4-Stroke 
  M 
  1.45-L 
  105 
  @ 5000rpm 
  85kg 
  $3300 
  Kawasaki 4-Stroke 1200 
  M 
  1.2-L 
  85 
  @ 6000rpm 
  80kg 
  $2900 
   
  Engine Mods 
  Engine purring like a kitten?  We can fix that!  Whether it's 
  the original stock engine, or a special one you picked out 
  and dropped in yourself, it could always use a few additions.  
  A turbocharager here, a nitrous booster there...  Let's make 
  that purring kitten roar like a lion! 
   
  Performance Gain: When performance is boosted (by say, +5%) 
  this indicated that both Horsepower and red-line RPM increase by 
  this amount.  This effects your Acceleration (also increasing by his 
  percentage) and Top Speed (though Top Speed only increased by 
  half the Performance Percentage gain). 
   
  Turbocharger ($3500) 
  A Turbocharger is an air intake 
  device designed to accelerate the 
  flow of air to the oxygen hungry 
  engine, allowing higher RPM, fuel-
  burn 
  efficiency, 
  and 
  better 
  performance. 
  Most 
  high 
  performance engines today have 
  some sort of turbocharger, but even 
  the stock turbo on these super motors are rarely the best 
  you can get.  This Turbo is assumed to add to your engine 
  (or replace the existing turbo), boosting performance by 
  +8%. 
   
  Intercooler ($1500) 
  The Intercooler is a device 
  which 
  must 
  be 
  used 
  in 
  conjunction with a turbocharger 
  (a turbo does no need an 
  intercooler, but an intercooler 
  can only work with a turbo).  
  Intercoolers cool the air feed 
  through a turbo, which, because cool air has lower volume 
  than hot air, allows a greater density of air to follow through.  
  The intake air is forced through a series of thin rectangular 
  cross-section tubes, designed to create turbulence so as to 
  improve heat exchange.  Between these tubes are a zigzag 
  of aluminum heat-exchange fins (heatsinks).  This exposes 
  the air to a very large surface area of heat-conductive 
  aluminum that absorbs and transfers the heat through the 
  metal. Outside air, driven through the core by the forward 
  motion of the car, takes this heat away.  The Intercooler 
  boosts performance by +4%. 
   
  Nitrous Oxide Booster ($400 / $30 a bottle) 
  Throttle in a Bottle; Suicide Espresso; 
  Engine 
  Roaster; 
  Rocket 
  Ripper; 
  Russian Roulette - it’s the most 
  infamous engine mod around, and 
  undoubtedly the most powerful and 
  most dangerous of all.  It's also cheep 
  (but your engine is NOT).  When a 
  nitrous system is in operation, nitrous 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  33 
  oxide is forced into the engine along with the normal flow of 
  air.  The temperate causes the nitrous oxide to break down 
  into nitrogen and oxygen, basically causing the combustion 
  chamber to gorge itself on oxygen.  By feeding more fuel, 
  the engine can burn with alarming (sometimes devastating) 
  performance. This kit includes all the fittings for the nitro 
  booster, including a pressure gauge, a dash button (or 
  switch) to activate the system, and three tanks.  Each tank 
  can supply up to 1 minute of nitro before running dry.  This 
  system will increase performance by +15% when in use.  
  Boost is an additional +5% (+20%) if used with a 
  turbocharger.  However, every time it is used (activated) the 
  engine takes 1D6 damage (no criticals) just from the wear 
  and shock.  Every additional consecutive Round of use, the 
  engine takes 1D6 more hits (roll to see if there is a Critical 
  and resolve it).  Just be careful you don't turn your internal 
  combustion engine into an external combustion one as this 
  poor gent did... 
  "Clifford boiled the tires big-time into second gear. The Neon's 
  nitrous-boosted motor wound tight - right to the rev limiter. Did he 
  back off? Not a chance!  Ka-boom!  A glowing three-foot fireball 
  barked out of each side of the hood, and rolled back over the 
  windshield. Wow. Say goodbye to the Neon..." - A real driver's 
  account of Nitrous in "action". 
   
  Dual Air Intake ($800) 
  This is a simple, but 
  effective 
  engine 
  modification.  The Duel Air 
  Intake valve allows more 
  air to enter into the engine, 
  thus improving air flow and efficiency.  This kit includes the 
  dual valve, plus two heavy duty intake pipes.  It also filters 
  the air and shields it somewhat from the heat of the engine 
  (keeping the air cool), drawing air from ducts near the 
  radiator (for additional cooling).  It can work in conjunction 
  with 
  turbochargers, 
  intercoolers, 
  nitrous, 
  and 
  other 
  modifications. The Duel Air Intake boosts performance by 
  +3%.   
   
  Enhanced Exhaust System ($100 or $1000) 
  There are two ways to enhance your exhaust system - 
  cheap and illegal, or expensive and legal.  The cheap (and 
  illegal) way is to remove the vehicle's catalytic converter and 
  muffler, resulting in a much-improved airflow, but a great 
  deal more pollution (both CO2 and nose).  It costs about 
  $100 for straight-through exhaust pipes and miscellaneous 
  other equipment to do the work.  The legal way is to buy 
  top-of-the-line performance tuned converter, muffler, and 
  high-volume pipes (which could be duel pipes or one large 
  pipe).  This costs $1000, but you won't get arrested or fined 
  (at least, not for the exhaust).  In either case, you gain a 
  +3% increase to performance, or +6% if you have either a 
  Turbocharger or Dual Air Intake mods (this maximizes all air 
  flow through your system). 
   
   
   
  Fuel Injector Upgrade ($50 per) 
  Engines need fuel, and lots of it.  Fuel injectors 
  control how much fuel is pumped into each 
  piston of the engine.  This upgrade replaces 
  your stock injectors with enhanced injectors, 
  able to spray more fuel and at a higher rate.  
  You must buy one for every valve (that is, if 
  you have a V8 engine, you have 8 injectors).  
  You must buy all for the performance gain.  This upgrade 
  will increase your performance by +3%, or by +6% if you 
  have a turbocharger or duel intakes. 
   
  Enhanced Fuel Injection System ($1500) 
  The Enhanced Fuel Injection 
  System replaces the stock 
  injection system and all fuel 
  injectors.  This fuel pump 
  "smartly" regulates the flow 
  and pressure of fuel, and will 
  increase the flow to the engine 
  with virtually no lag and much 
  greater efficiency.  This system 
  cannot be used with the Fuel 
  Injector Upgrade (it actually includes that upgrade).  This 
  upgrade will increase your performance by +5%, or by +8% 
  if you have a turbocharger or duel intakes. 
   
  Steel Belt Replacement ($80 per belt) 
  This replaces the rubber belts of your engine with much 
  stronger steel "chain" belts.  Most cars have two belts, but a 
  few have three or one (if you don't know, just assume two).  
  Any "belt hit" critical damage roll is ignored the first time (in 
  other words, the hit did not break the belt), but any 
  subsequent hit will break the belt.  This simply lessens the 
  likelihood of a belt breaking. 
   
  Fuels 
  Fill 'er Up!  The price of fuel, of course, varies wildly day to 
  day, so these are just guestimates. 
   
  Diesel Fuel ($1.30 / Gallon) 
  Diesel fuel is for use only in diesel-based engines.  If you 
  have a diesel engine, you must use diesel fuel, and can only 
  use diesel fuel (you may also use Biodiesel). 
   
  Biodiesel Fuel ($1.80 / Gallon) 
  Biodiesel (mono alkyl esters) is a cleaner-burning diesel fuel 
  made from natural, renewable sources such as vegetable 
  oils, instead of petrol. Essentially no engine modifications 
  are required, and biodiesel maintains the payload capacity 
  and range of diesel with no significant chance in 
  performance.  However, it is much cleaner burning and 
  environmentally friendly.  It is a contender as an alternative 
  fuels of the 21st century, and is not currently available to the 
  public, but it may be within the coming years. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  34 
  Regular and "Silver" ($1.30 to $1.50 / Gallon) 
  All HP and performance ratings assume you are using 
  Premium (Gold) fuel.  If you pump Regular fuel in your 
  vehicle, reduce the HP by -4%.  If you put in mid-range 
  (Silver) fuel, reduce the HP by -2%. 
   
  Premium (Gold) Petrol ($1.70 / Gallon) 
  All HP and performance ratings assume you are using 
  Premium (Gold) fuel.  It does not change performance. 
   
  F1 Ultra Octane ($2.30 / Gallon) 
  This is basically racing fuel, used by Formula-1 cars and 
  other high performance vehicles.  It is much a higher grade 
  of octane that you can get at standard stations, and 
  contains blends of alcohol and ethanol.  It improves 
  performance by +3%. 
   
  E10 Ethanol Fuel (+$0.30 / Gallon) 
  Ethanol (10%, or E10) can be mixed with any gasoline fuel 
  (Premium, Regular, whatever), which create less pollution.  
  Studies have shown that there is no significant change in 
  performance above that blend of gasoline (so if you have 
  E10 Regular, you still have a -4%, and if you have E10 Gold 
  there is no chance, and so forth).  There is a slight chance 
  in price (+$0.50 per gallon).  All this does is make your 
  vehicle more environmentally friendly. 
   
  Suspension Mods 
  These are modifications and upgrades to your vehicles 
  suspension system (primarily to improve your MV rating).  
  All prices are half for Motorcycles and double the price for 
  large vehicles such as trucks (big rig trucks, that is).  Your 
  total MV may not be greater than 0. 
   
  Please do not try to replace your vehicles springs, shocks 
  (struts), or suspension without the proper tools (a spring 
  compression).  Remember, these things rest with thousands 
  of pounds of pressure, and if not de-compressed properly, 
  they could tear your arm off or turn your hand into a pulp.  
  Critical failure on modifying this and similar components will 
  result in 3D6 of damage being dealt to you. 
   
  MacPherson Gas Struts ($2000) 
  Nearly all cars (or vehicles in 
  general) come with standard 
  MacPherson 
  Struts 
  (basically, 
  the 
  shock 
  absorber placed within the 
  coil spring of the suspension 
  system).  The MacPherson 
  Gas Struts follow the same 
  design, except using gas-
  based shocks.  These shocks use pressurized gas in the 
  struts, which keeps bubbles of air from forming in the fluid in 
  the absorber.  This offers a much more comfortable ride in 
  general.  These are not compatible with Air Struts.  They 
  offer no advantages other than a smoother ride.   
   
  MacPherson Air Struts ($4000) 
  Similar to MacPherson Gas Struts, except that they have a 
  separate, sealed air chamber inside the shock absorber. 
  Because this chamber is sealed, it prevents the shock's fluid 
  from getting gas bubbles.  Not only does this improve the 
  comfort of the ride, but an on-board air compressor 
  continually adjusts the amount of air in the springs. As you 
  can imagine, this can make for a very smooth ride, almost 
  like you're floating on air!  Air Struts are not compatible with 
  MacPherson Gas Struts.  They give a +1 to MV.  
   
  Enhanced Independent Suspension ($6500) 
  The term suspension refers to 
  the ability of this bridge to 
  "suspend" a vehicle's frame, 
  body and powertrain above 
  the wheels.  As the name 
  suggests, 
  independent 
  suspension assemblies offer a 
  separate "bridge" for each wheel. They deliver the best ride 
  by far, is the most popular kind of suspension system in use 
  today.  Enhanced Independent Suspension is one step 
  above the stock suspension system of your vehicle.  It 
  comes with gas-based MacPherson Struts, so you do not 
  need to buy them separately (+$2000 more if you would 
  rather have Air Struts).  Enhanced Independent Suspension 
  gives +1 to MV (or +2 MV total if you got Air Struts).  
   
  Twin I-Beam Suspension ($1500) 
  Twin I-Beam Semi-Ridged Suspension is a more primitive 
  form of suspension than standard independent suspension 
  (which most vehicles use today), but it is a great deal more 
  rugged and resistant to damage.  However, it does not offer 
  an incredibly smooth ride (though it is "OK").  Twin I-Beam 
  Suspension gives you +10 SDP to the Chassis and 
  increases weight by +5%.  It is not compatible with any 
  other form of suspension or Enhanced MacPherson Struts.  
  See above for rules on removing and changing struts.  This 
  is not a motorcycle mod. 
   
  Computerized Active Suspension ($12,000) 
  An active suspension system 
  (also known as computerized 
  ride control or active body 
  control) 
  can 
  adjust 
  itself 
  continuously to changing road 
  conditions. 
  It 
  artificially 
  extends 
  the 
  design 
  parameters of the system by 
  constantly monitoring and adjusting, mechanically changing 
  its characteristics of the shocks and springs on an ongoing 
  basis. With advanced sensors and microprocessors 
  feeding it information all the time this suspension system 
  remains fluid, contextual, amorphous. By changing its 
  characteristics to respond and adapt to varying road 
  conditions, active suspension offers superior handling, road 
  feel, responsiveness and safety.  It offers a smoother ride 
  than 
  enhanced 
  independent 
  suspension 
  with 
  air 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  35 
  MacPherson 
  struts 
  combined, 
  and 
  performs 
  maneuverability wonders.  Active Suspension gives +3 to 
  MV and +1 MA (Max Actions).  It is not compatible with any 
  other sort of suspension nor is it for use on motorcycles.  
   
  Front & Rear Stabilizer Bar ($900) 
  Also known as anti-roll or sway bars, these the stabilizer bar 
  work by distributing the weight of a cornering vehicle to the 
  opposite side of the car.  A stabilizer bar runs from one side 
  of the vehicle to the other, attaching to the frame and control 
  arms.  Adding a stabilizer bar to a vehicle can greatly 
  reduce yawing and swaying. When the car goes through a 
  turn, the bar begins to twist, but resists side-to-side motion. 
  This resistance distributes vehicle's weight more evenly, 
  lending the vehicle more stability on turning.  This gives a +1 
  MV to all turns and maneuvers involving turns, but only to 
  turns.  It is not compatible with Active Suspension (you can 
  put it in, but it will not give an additional bonus over Active 
  Suspension).  They are not available for cycles, either. 
   
  All Jacked Up ($1200 or $2400) 
  The Body Lift (sometimes called "jacked up") basically 
  raises the vehicle's suspension system to allow greater 
  ground clearance, enhanced off-road performance, and the 
  usage of truck tires, instead of standard-size tires.  This 
  enhancement is compatible with any for of suspension 
  (since it is not technically a suspension system itself).  
  Rising is done by lengthen the shaft connecting the springs 
  to the chassis, placing spaces between the lower frame and 
  the vehicle's body.  Overall, this can raise the vehicle 
  upwards of a foot.  You may then mount truck tires (actually, 
  you must mount them).  All in all, this gives you a  +10 SDC 
  to the Chassis, and this reduces the DV penalty of being 
  Off-Road by 2 (+1 for being jacked and +1 from the truck 
  tires), but gives a -1 MV since your center of gravity is 
  shifted unusually high.  It also increases your weight by 
  +200kgs (including truck tires).  You can pay +$1200 for a 
  re-alignment of the suspension and addition of vertical 
  stabilizer bars, which, though doubles the price, eliminates 
  the -1 MV imposed by this mod.  Cycles may not be jacked. 
   
  Monster Truck Mod ($20,000+) 
  The ultimate jacked-up 
  vehicle, 
  taken 
  to 
  the 
  extreme. 
   
  Everything 
  about a monster truck is 
  tricked out.  The listed 
  cost 
  here 
  includes 
  everything to the body 
  and suspension of the 
  vehicle - but not does not 
  include the cost of engine or engine mods, or the cost of the 
  monster truck tires (which generally cost $2000 each).  This 
  mod will turn any vehicle (usually a pickup or SUV, but any 
  car can be jacked) into a real monster.  In this $20,000 
  package the doors are welded shut (as a preventative to 
  falling out), and a crash cage adds +6 SDP to chassis, both 
  driver and passenger seat are given 5-point safety harness, 
  and a tank-like "man-hole" and hatch are bored into the 
  bottom (with a fold out ladder) or on to the top (and 
  sometimes both).  The engine is almost always upgraded to 
  a heavy truck diesel (tricked out to the max), and structural 
  strengthen work may be done as well, but the cost of this is 
  extra.  When done, most monsters tower twelve feet high 
  and twelve feet wide (most of that from the massive 66 inch 
  wheels).  Total weight goes up by at least +2000kgs for this 
  mod alone (including the weight of the tires), but will be 
  more once one drop in that new engine.  Obviously, this is 
  not allowed for motorcycles. 
   
  Body Mods 
  These are non-engine related modification to the vehicle, 
  mostly involving the body and chassis.  All prices are half for 
  Motorcycles (though cycles cannot have most of these, 
  such a Roll Bars or Crash Cages, obviously), and double 
  the price for large vehicles such as big rig trucks. 
   
  Roll Bar ($300) 
  Roll bars can save your life in some 
  types of crashes (obviously those 
  involving flipping over or getting 
  crushed by a monster truck, for 
  example).  The roll bar is a simply 
  modification where a thick pipe of 
  steel is added to the chassis, 
  strengthening it.  This increases both your chassis SDP and 
  Top SDP by +3. 
   
  Crash Cage ($800) 
  The crash cage (or roll cage) is 
  an enhancement of the roll bar.  
  It consists of a standard roll 
  bar, but also roll bars in the 
  back, down the sides, and up 
  all corners of the body chassis.  
  You cannot get both a crash cage and a roll bar.  The crash 
  cage gives +6 SDP to both the Chassis and Top. 
   
  Engine Cross Bar ($250) 
  This is similar to a roll bar, for 
  the engine.  It is basically a 
  large steel bar leveled across 
  the 
  top 
  of 
  the 
  engine, 
  supporting 
  it 
  both 
  from 
  above, and from crushing 
  impacts on the sides.  The engine cross bar gives +3 SDP 
  to the Engine. 
   
  Structural Strengthening ($800 + $50/SDP) 
  Any hit location of a vehicle (except for the wheels and 
  windows) can undergo "structural strengthening".  However, 
  this is a very complex process involving the complete 
  rebuilding of the structure of that location (structural 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  36 
  strengthening on the Engine area does not require 
  rebuilding the engine, only a rebuilding of the frame and 
  metal coverings around the region of the engine).  This adds 
  steel support braces, metal plates (not armor, just structure), 
  and so forth.  There is overhead involved - $800 plus $50 
  per added SDP.  To strengthening the diver side door by 
  +10 SDP would cost $1300, and remember, there are four 
  doors!  You may also strengthen the chassis this way. 
   
  Enhanced Breaks ($400) 
  Enhanced Breaks improve the quality and reliability of your 
  breaking system.  Whereas standard breaks have a rating 
  of 40 Breaking (equivalent to 40 Friction) at max, Enhanced 
  Breaks increase this to 60.  Enhanced Breaks may be used 
  with Anti-Lock Breaks (which are listed under Manufacturer 
  upgrades). 
   
  5-Point Safety Harness ($90 per) 
  Beyond what even the best safely 
  belt can offer, the safety harness can 
  keep you secure in you seat even in 
  the worst accident, reducing the 
  chance of serious injury.  Having a 
  safety harness reduces by -4DC any 
  Stun damage taken from crashes or 
  impacts to those wearing such a 
  harness. 
   
  Custom Mods 
  These are modifications that are not typically provided by 
  the motor vehicle manufacturer, nor even your typical 
  garage.  Some auto shops do specialize in these custom 
  mods, but they are very expensive.  Hobbyists and car 
  enthusiasts usually buy the parts and make the 
  modifications themselves, but you can hire experts to do the 
  work for you (as per General Modifications). 
   
  Replacement Windows ($100 or $200) 
  This is listed here for the purposes of replacing broken and 
  damaged windows.  These replacement windows are 
  standard car or truck windows (nothing fancy), though they 
  are, of course, made of Safety Glass, as are all vehicular 
  windows.  Cost $100 for side/door windows, and $200 for 
  front or rear windshield. 
   
  Tinted Windows ($150 or $300) 
  Tinted Windows are the same as typical Safety Glass 
  windows, excepted they are tinted dark.  Legally, this tint is 
  slight (not over 10%), but many manufactures push his limit 
  (since it is hard to distinguish 10% from 15%), and some 
  garages can add more tint by applying an additional layer of 
  adhesive tinting material.  Solid black windows look very 
  cool, but the police may pull you over.  Cost $150 for 
  side/door windows, and $300 for front or rear windshield.  
  You can see fine out of them, and they pose no Perception 
  penalty. 
  CB Radio ($100) 
  Ten-Four!  Whatever that means.  CB radios were all the 
  rage before the breakout of the cell phone epidemic, but 
  they are still common on big rig trucks, and with hobbyist 
  who still find them amusing.  CB radios (Citizen's Band 
  Radio) operate on 40 unique channels, and have a range of 
  about 25km (15 miles). 
   
  HAM Radio ($300 or $100) 
  HAM Radio (or short-wave radio, or armature radio) has a 
  much greater range and number of channels than CB radio.  
  Short-wave radio is by no means short range - short-wave 
  radio can broadcast thousands of miles, and there are even 
  short-wave satellites in orbit today, giving many stations a 
  global range.  You can find everything from news and 
  entertainment channels, to "pirate radio", to emergency 
  assistant channels.  Best of all, you can broadcast on short-
  wave as well (though legally you need a licenses - they are 
  not too difficult to acquire).   You can buy a complete HAM 
  radio for $300, or, alternatively, buy a kit to build one 
  yourself, along with all the spar parts ($100), and put it 
  together yourself.  To do it yourself you must succeed in a 
  Competent Electronics skill roll, and spend a couple of days 
  tinkering around.  A HAM radio can listen to police 
  frequencies (just like a police scanner) but you must know 
  the frequency and tune it yourself. 
   
  Radar/Laser Detector ($400) 
  Probably the single most common law 
  enforcement evasion device in the world.  
  This particular $400 detector is so priced 
  because it is the best.  It is able to detect 
  Radar at 2.5kms (1.5 miles) and Laser (though when 
  pinned by a Laser its already too late, but at least you 
  know).  Furthermore, it has a low noise masking system 
  making it immune to Radar Detector Detectors.  This 
  version may also be hidden under or within the dash, 
  removable through concealed access panel. 
   
  Police Scanner ($150) 
  A "police scanner" is simply a very low powered short-wave 
  and CB radio receiver, tuned specifically to "scan", seek, 
  and listen to police radio frequencies.  This scanner comes 
  with nearly a thousand pre-programmed frequencies, 
  including all fifty states and the Canadian provinces. Setting 
  the device for the state of your current location is as simple 
  as pressing a button while watching the display scroll 
  through the choices. You can choose to listen to either 
  highway patrol frequencies, local police (or both), or public 
  weather and traffic report channels (which could also be 
  useful).  Since many frequencies broadcast garbage in 
  various forms, the system also gives you the ability to lock 
  out unwanted frequencies.  This can be an extremely 
  invaluable tool, and though it is not illegal (after all, it's just a 
  short-wave radio receiver) don't expect the police to be at all 
  happy to catch you with one. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  37 
  Encryption/Scrambler Device ($500 per) 
  The encryption device is an electronic 
  signal scrambler and decoder used in 
  secure transmissions.  The analog 
  version (radio, telephone, etc.) is a 
  scrambler, which splits and modulates 
  the signal rendering them to little more 
  than whistling noise to anything but the 
  receiver unit (or any unit set to the 
  correct code sequence).  The digital 
  version is an encryption device, which encodes digital 
  streams of data to a particular cipher pattern, unlockable 
  only by a receiving unit with the proper key.  In either case, 
  two units are needed at minimum for communication, and 
  all parties involved my have their encryption/scrambler 
  device set to the same code or key.  It can be connected to 
  any transmitter device (you must buy a device particular to 
  your transmitter - a cell phone scrambler cannot be later 
  used with a CB radio). 
   
  Active Radar Jammer/Detector ($800) 
  Because 
  "Passive" 
  Radar 
  Jammers work only under 
  1000ft (thus, long after being 
  detected) the only way to jam 
  is with an active interference 
  signal (passive jammers will 
  not be listed as an option here, since they are useless).  The 
  active jammer works at up to 3.2kms (2miles), and 
  constantly searches for police Radar. Once a signal is 
  detected, the jammer locks onto the signal and sends back 
  active noise which blanks out the radar gun or random 
  readings.  Because it sometimes takes a few moments for a 
  radar gun to "lock on" to a target, this often seems to be a 
  perfectly normal reading.  The officer may be suspicious 
  when he doesn't get any reading at all from your vehicle, but 
  he would have no proof unless he pulls you over and 
  searches your car, which he could if RD are illegal in that 
  state and he "suspects" you have a jammer.  This jammer is 
  also heavily shielded and invisible to Radar Detector 
  Detectors.  It also acts as a normal radar detector, alerting 
  you as any radar detector would.  In the next few years, the 
  FCC could pass laws to make this device illegal, so be 
  careful. 
   
  Laser Plate Shield ($20) 
  For a police LIDAR to work, the laser 
  must strike a reflective surface.  At 
  long range, the only real reflective 
  surface is your front license plate (if 
  you have one, which in most states 
  your won't).  If you do have a front 
  plate, adding this laser reflective plastic cover to the plate.  
  Having a front plate extends the effective range of LIDAR 
  (see LIDARs).  Not having a front plate, or having a shielded 
  front plate, reduces the range to "normal", which, by then, 
  your Laser/Radar detector should have picked up the 
  LIDAR, giving you can chance to take action (slow down). 
  Active Laser "Jammer" ($800) 
  It would be correct to say that you 
  cannot jam a laser.  But you can 
  nullify the response to the LIDAR unit.  
  The Active Laser "Jammer" (or 
  Blinder) is a device fitting under your 
  vehicle (or in the grill) which detects 
  the IR beam of a LIDAR unit.  When 
  detected, it sends out an extremely powerful false return 
  LIDAR pulse, overriding the legitimate pulse, with readings 
  resulting effectively in a 0 speed return (usually interpreted 
  to be a failed acquisition, which is fairly normal).  This device 
  renders LIDAR ineffective.  This device is only illegal in 
  places where Radar and Laser Detectors are illegal.  In the 
  next few years, the FCC could pass laws to make this 
  device illegal, so be careful. 
   
  Backup Computer Power Supply ($200) 
  All modern vehicles have an engine control computer.  This 
  computer controls all electronics in the vehicles, from the 
  windshield wipers, to cruise control, to the timing of the 
  spark plugs and fuel injection.  This is an independent 
  power supply for the control computer.  This unit is a 10 
  minute backup power supply which will keep the car's 
  control computer running even if the alternate and battery is 
  destroyed, or on electronics shutdown.  It will recharge itself 
  while the engine is running, like a battery. 
   
  EMP/Shock Shielding ($5000) 
  This modification encases for your vehicle's control 
  computer (and power supply, if you have one), battery, 
  alternator, ignition, and other vital electronics in a thick case 
  of lead and aluminum with an isolated grounding-loop, 
  which shields it from electromagnetic pulses and electric 
  shock. This defeats the CarZapper system and any other 
  EMP burst weapons.  The shielding is not strong enough to 
  protect from lightning, nor the EMP of a nuclear bomb.  Its 
  purpose is primarily to counter CarZapper.  This mod is not 
  technically illegal, since it is consider a "safety system". 
   
  Wash-Away Paint ($5000 x Unit Type Value) 
  Wash-Away Paint is a second coating of paint for your 
  vehicle, but it is a very special coating.  The paint is a 
  durable, seemingly typical coating with a metallic shine not 
  unlike that for ordinary vehicle paint.  The paint is applied is 
  the typical fashion - sprayed on and left to dry for about a 
  day, though it must be applied over the car's original paint-
  job.  When the paint dries it becomes rubberized, and can 
  be pealed away like a thin sheet of latex.  It can be more 
  easily removed by a high-powered water hose.  Water does 
  not dissolve the paint, so it is fine in the rain (though a 
  torrential down-pour will tear off the paint).  A drive-through 
  car wash will also remove the paint.  When the outer coating 
  has been removed, only the vehicle's original paint job 
  remains.  This is advantageous when you need to quickly 
  change the color of your car.  You may only have one layer 
  of wash-away paint.  Cost is $5000 x Unit Type Value 
  (which is shown under Ramming in Chapter 4). 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  38 
  Illegal Mods 
  All of these modifications are 100% illegal.  If you are caught 
  with one, you could be in a whole world of trouble.  But they 
  are nice, aren't they? 
   
  Stolen License Plate ($20 - $100) 
  Of course, stolen license plates are illegal.  You might have 
  one if you can't get one, if you have no license or a stolen or 
  totally illegal vehicle, or if you want some barrier to protect 
  your identity.  But this plate is hot.  If there is an APB out for 
  that plate, or if the police run a check on your plate, you will 
  be caught red handed.  But if you're willing to take the risk, 
  go for it (the risk is much less to have one from another 
  state, the further away, the better).  Price reflects the 
  chances of "getting caught" (up to GM). 
   
  Forged License Plate ($400 / $3000) 
  You have paid a skilled plate forger to create a fake license 
  plate for you.  The $400 version is visually deceptive and 
  very good.  Even on a close inspection it looks like a real 
  plate. But if the police run the plate through their system it 
  will either turn up to not exist, or by chance, might match a 
  real plate, but on a totally different make of car (which will 
  raise their suspicious, of course).  The $3000 version is far 
  more difficult and well researched forged plate - basically, a 
  duplicate plate.  A hacker (or with the help of inside 
  information) has come up with a plate number for an actual 
  vehicle in your state which matches the make of your 
  vehicle (and verified that the particular vehicle is not wanted 
  or on charges).  When the police run a check, it will show a 
  legitimate vehicle with the same exact make. 
   
  License Plate Rotator ($1000) 
  This is a four-sided rectangular device which is placed 
  where your license plate would normally go (on or just under 
  the trunk door).  On each side is a license plate (stolen, 
  forged, duplicate, whatever).   A wire connects it to a switch 
  or button on your dash.  At the push of the button it will 
  rotate one side.  This can be very useful in a pursuit, 
  especially in consort with Wash-Away Paint.  A device like 
  this is not technically illegal - it's the four illegal plates that 
  will land you in jail. 
   
  Stealth Paint  ($150,000 x Unit Type Value) 
  Stealth paint is similar to the paint used on the F-117A and 
  B-2 Stealth Bomber, believed to have first been fabricated 
  by Russia or one of former Soviet states.  It has now found 
  its way on to the global black-market by way of the Russian 
  Mafia, though is extremely expensive.  Others have found 
  similar ways to replicate the fabrication process of this paint, 
  and its application has proliferated to 3rd World countries 
  and terrorists as the "poor man's stealth tech".  Though 
  decades behind the latest stealth technology of the United 
  States, Stealth Paint does offer substantial advantages.  
  The paint is a radar and infrared absorbent and distributive 
  dissipation material - meaning it can absorb radar and IR 
  radiation, distributing it across the whole body and 
  dissipating it slowly in an even pattern.  Even the vehicle's 
  own heat is affected, dissipating evenly across the body and 
  slightly lowering its infrared signature.  Overall, Stealth Paint 
  renders the vehicle totally invisible to police Radar and 
  LIDAR guns.  Furthermore, it acts as Defensive Missile and 
  Radar ECM with an effective Power 2, but is "always on" 
  and has no area effect or range (obviously, it only effects 
  you).  Stealth Paint cannot be countered by ECCM either 
  since it is a passive system.  This will add to any other ECM 
  (Missile or Radar ECM) you may be using.  Cost is 
  $150,000 x Unit Type Value (which is shown under 
  Ramming in Chapter 4).  Stealth Paint cannot be used with 
  Wash-Away Paint (well, it can, but will have no effect until 
  the Wash-Away Paint is removed).  It is only in jet-black. 
   
  Radar System ($5,000 to $775,000+) 
  Radar Systems are illegal for civilians to own by 
  international and FCC regulation, and licenses are only 
  granted to governments and corporations.  A radar system 
  consists of a radar dish, receiving antenna, electronic 
  computer system, and a typical circle-shaped radarscope 
  (which can be anywhere from twelve inches to six inches in 
  size).  The Radar System comes in two flavors - the typical 
  Surface to Air Radar, and the much more complex Terrain 
  Following Radar (or Surface to Surface Radar). 
   
  Surface to Air Radar 
  The SAR (Surface to Air Radar) system works by sending 
  out radar radio waves in a circular pattern, and the return 
  "ping" is recorded and measured by the antenna.  The 
  system then generates an image on the radarscope display 
  of all objects detected in the air, out to its max range.  It also 
  shows the objects' size, speed, and calculated direction, 
  and updates this about once every 3 seconds (Phase) for 
  high accuracy.  If the target is stealthy or using Radar ECM, 
  the operator must make a Perception check to spot or find 
  the target vs. the ECM Power x 2 +10, and/or counter it with 
  ECCM (the objects may flicker for a moment, or appear as a 
  tiny speck).  The Radar's primary advantage is that it maps 
  the location of all objects, their size, speed, and direction.  A 
  second advantage is that it allows you to "lock on" to one 
  ore more targets.  This grants you a +3 To-Hit modifier to 
  attack them, but only with integrated missile and weapon 
  systems.  It takes no Actions to consult the Radar (to gain 
  the advantages it grants), but an Action must be spent to 
  Lock On to a target (which is why it is good to have a 
  dedicated radar operator).  You may also use the Radar to 
  make tactical decisions.  In this way, you may consult the 
  Radar and make a Tactics roll with a +3 bonus, but must 
  spend a full Round studying it.  If you succeed, you gain a 
  +1 Initiative (applicable against air targets only) for the next 
  5 Rounds.  A SAR system costs $5,000 and weigh 50kgs 
  for a range of 2km.  Cost +$5000 and +30kgs each 
  additional +1km of range, out to 50kms.  By default it can 
  only Target one unit at a time.  Cost +$2000 for each 
  additional unit it can target simultaneously. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  39 
  Terrain Following Radar 
  The TF-PhAR (Terrain Following Phased-Array Radar) 
  system is an advanced radar system, specifically design to 
  map terrain and topographical information.  As a side effect, 
  it can detect mobile units and "anomalous" objects 
  (buildings, immobile tanks, bunkers, etc.) as well.  Thus, the 
  Topographical Radar was developed into a military expert 
  system, for tracking units on the ground.  TF-PhAR uses a 
  phase-array system, which differs from a mechanical radar 
  in that the antenna (round, spherical shaped unit) is a fixed 
  position.  The phased array unit can locate and target 
  objects (and map the terrain) by electronically controlling the 
  timing, or phase, of the incoming and outgoing signals.  
  Controlling the phase through the many segments of the 
  system allows the radar to quickly sweep 360o, but must do 
  so many times a second to gain a fully detailed picture of 
  the landscape ("anomalous" objects show up immediately).  
  The system then generates an image on the radarscope, 
  generating a topographical map of the area (with you in the 
  center) and marking all "anomalous" and mobile object, out 
  to its max range.  It also shows the objects' size, speed, and 
  calculated direction, and updates this about once every 3 
  seconds (Phase) for high accuracy.  If the target is stealthy 
  or using Radar ECM, the operator must make a Perception 
  check to spot or find the target vs. the ECM Power x 2 +10, 
  and/or counter it with ECCM (the objects may flicker for a 
  moment, or appear as a tiny speck).  The Radar's primary 
  advantage is that it maps the location of all objects, their 
  size, speed, and direction.  A second advantage is that it 
  allows you to "lock on" to one ore more targets.  This grants 
  you a +3 To-Hit modifier to attack them, but only with 
  integrated missile and weapon systems.  It takes no Actions 
  to consult the Radar (to gain the advantages it grants), but 
  an Action must be spent to Lock On to a target (which is 
  why it is good to have a dedicated radar operator).  You 
  may also use the Radar to make tactical decisions.  In this 
  way, you may consult the Radar and make a Tactics roll 
  with a +3 bonus, but must spend a full Round studying it.  If 
  you succeed, you gain a +1 Initiative (applicable against 
  ground targets only) for the next 5 Rounds.  A TF-PhAR 
  system costs $20,000 and weighs 80kgs for a range of 
  2km.  Cost +$10,000 and +50kgs each additional +1km of 
  range, out to 30kms.  By default it can only Target one unit 
  at a time.  Cost +$2000 for each additional unit it can target 
  simultaneously. 
   
  Advanced Phased-Array Radar 
  The APhAR (Advanced Phased-Array Radar), combines 
  both SAR and TF-PhAR, as a total Ground and Air Radar 
  System (using Phased-Array technology).  It has the listed 
  advantages of TF-PhAR, but for both ground and air 
  targets.   An APhAR system costs $24,000 and weighs 
  120kgs for a range of 2km.  Cost +$12,000 and +60kgs 
  each addition +1km of range, out to 50kms.  By default it 
  can only Target one unit at a time.  Cost +$2000 for each 
  additional unit it can target simultaneously. 
   
   
   
  GPS Signal Shifter ($10,000 to $320,000) 
  The GPS Signal Shifter (illegal by international and FCC 
  regulations and considered a military-grade ECM system) is 
  a phony GPS transmitter unit, which appears to be a GPS 
  satellite to any GPS receiver that it targets.  The device is a 
  dish-shaped antenna (on an automatic swivel-mount), 
  which must be pointed at the target GPS receiver.  The 
  Signal Shifter will fool the GPS receiver into thinking it is one 
  of the three necessary satellites used to calculate latitude, 
  longitude, or altitude.  This allows the user of the Single 
  Shifter to select and change one (and only one) of those 
  three coordinal units (latitude, longitude, or altitude) to 
  anything he wishes.  Keep in mind, however, that a grossly 
  obvious change will be picked up, so keeping within 5% to 
  10% of the real value is strongly recommended.  Shifting the 
  altitude reading of an aircraft is an extremely nasty thing to 
  do.  Its default range is 5kms. Weight is fairly light, at just 
  20kgs.  Each additional 5km of range doubles the price and 
  weight, up to a range of 30kms ($320,000 and 640kgs). You 
  can only target one unit at a time, but must be able to see it 
  either visually or on some sort of radar. 
   
  Electronic Counter-Measure Systems 
  Electronic Counter-Measure systems are basically jammers 
  which transmit a strong signal on the same frequency (or 
  frequencies) as that used for communications and radar. 
  Arguably, civilian radar detectors, "radar jammers", and the 
  like are, a form of EW, but it is nothing compared to the real 
  thing.  All ECM units are rated by their Power (from 1 to 10), 
  and Range (in kilometers).  There are three different types 
  of ECM units - Missile Jammers, Radio Jammers, and 
  Radar Jammers.  See Electronic Warfare in Chapter 4 of 
  this sourcebook for details on how to use ECM. 
   
  Missile Jammers  
  Missile Jammers work by interfering with the signal of a 
  missile to the control unit (firing unit) which establishes the 
  initial lock on or subsequent attempts at reacquisition.  Its 
  cost is equal to 2P x $1000 (where P is the Power from 1 to 
  10), and weighs P2 x 4kgs.  So a Power 6 unit costs 
  $64,000 and weighs 144 kgs.  Base Range is 1km.  Double 
  price and weight each doubling of Base Range up to 16km.  
  Systems of Power 6 or greater have their own battery, 
  generator, or power source. 
   
  Radar Jammer 
  Radar Jammers work by interfering with the signals of radar 
  systems, masking units and preventing radars from 
  successfully locating and tracking objects.  Its cost is equal 
  to 2P x $500 (where P is the Power from 1 to 10), and 
  weighs 2P kgs.  So a Power 6 unit costs $32,000 and 
  weighs 64kgs.  Base Range is 1km.  Double price and 
  weight each doubling of Base Range up to 32km.  All Radar 
  Jammers will totally negate police Radar Guns.  Systems of 
  Power 6 or greater have their own battery, generator, or 
  power source. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  40 
   
  Radio Jammer 
  Radio Jammers cover a much broader spectrum than either 
  Missile or Radar jammers.  They work by interfering from 
  one to thousands of radio frequencies used by radio 
  remission systems, interfering with communications.  Its 
  cost is equal to 2P x $2000 (where P is the Power from 1 to 
  10), and weighs 2P x 2kgs.  So a Power 6 unit costs 
  $128,000 and weighs 128kgs.  Base Range is 1km.  Double 
  price and weight each doubling of Base Range up to 32km.  
  Systems of Power 5 or greater have their own battery, 
  generator, or power source. 
   
  Multi-Mode ECM Suite 
  A Multi-Mode ECM suite is two or more ECM jamming 
  systems built into the same unit.  Because all jammers work 
  in similar ways, they have many common parts.  By building 
  jammers together in one unit, this saves cost, weight, and 
  space, and is more economical than purchasing them 
  separately.  To create a Multi-Mode ECM suite, purchase 
  the Primary System (Missile, Radar, or Radio) which must 
  have a Power greater than or equal to the Secondary 
  Systems.  All Secondary Systems are bought at 50% cost 
  and 50% weight.  Secondary System ranges cannot exceed 
  the range of the Primary System.  MM-ECM suites can only 
  operate on one mode at a time, but you can chance 
  between these modes with one Action.  ECCM may not be 
  in an MM-ECM suite. 
   
  Universal ECM Suite 
  The ultimate ECM unit is the Universal ECM Suite.  This 
  device is like a Multi-Mode ECM suite with Missile Jamming, 
  Radio Jamming, and Radar Jamming - however, all three 
  modes can operate simultaneously!   Its cost is equal to 2P x 
  $3000 (where P is the Power from 1 to 10).  Weight is P2 x 
  6kgs up to Power 4.  For units of Power 5+, weight is P3.  
  So a Power 5 unit costs $96,000 and weighs 125 kgs.  
  Base Range is 1km.  Double price and weight each 
  doubling of Base Range up to 32km.  Systems of Power 5 
  or greater have their own battery, generator, or power 
  source. 
   
  Electronic Counter-Counter-Measures 
  An 
  Electronic 
  Counter-Counter-Measure 
  uses 
  such 
  techniques as Frequency Hopping, Spread Spectrum 
  technology, and brute force (sending a more powerful 
  signal) to circumvent the effects of ECM jamming.   There is 
  only one type of ECCM unit, and it can single out any one 
  ECM unit (be it a single unit, an MM-ECM, or a Universal 
  ECM) and cancel out its effects.  Each Power of the ECCM 
  reduces the effective Power of that ECM unit (so a Power 6 
  ECCM will reduce a Power 8 ECM effectively to Power 2).  
  Its cost is equal to 2P x $1500 (where P is the Power from 1 
  to 10), and weighs 2P kgs.  So a Power 6 unit costs $96,000 
  and weighs 64kgs.  Base Range is 1km.  Double price and 
  weight each doubling of Base Range up to 32km.  Systems 
  of Power 6 or greater have their own battery, generator, or 
  power source. 
  Related Equipment 
  This section lists vehicle related equipment, which isn't 
  actually mounted on a vehicle.  They are often either used 
  against a vehicle, or by the vehicle's driver. 
   
  Radar Gun ($500) 
  A radar gun is a common police device used to detect the 
  speed vehicles, using the Doppler effect (this is basically a 
  Doppler radar - yes, like what the weather-people use, only 
  theirs are on satellites).  It has a range of 0.7kms (under half 
  a mile), but most radar detectors have double that range 
  (since they can accurately pick up the weak signal), at is 
  very accurate at 0.5km. Radar guns are rendered 
  inoperable by Radar Jammers. 
   
  Radar Detector Detector ($300) 
  Radar Detector Detectors (RDD) are a weapon in the police 
  arsenal used to catch drivers using Radar Detectors in 
  states where it is illegal to buy, sell, use, or own.  RDDs take 
  advantage of the presence of the local oscillator found in 
  most radar detector (except for the highest priced, most 
  sophisticated ones). RDD are modified RD’s which are 
  tuned to pickup the 11.5GHz frequency produced by nearly 
  all RD’s.  An RDD cannot pickup a Radar Detector when it 
  is not on, and it cannot pick up the latest, most advanced 
  units (such as the RD list earlier).  It is a passive system, so 
  no skill roll is need (it will either beep or it won't).  
   
  LIDAR ($800) 
  LIDAR (basically, infrared laser radar) sends out a weak IR 
  laser beam, which bounces back a single to the LIDAR unit, 
  working much like a Radar but with a tighter area (to 
  prevent early detection) and higher accuracy.  LIDAR is 
  hardly a laser at all, it is actually just a very low powered 
  infrared beam spreading out to about six or seven feet at 
  one thousand feet.  It must bounce off a reflective surface to 
  be effective - most usually the front plate of the vehicle, or 
  headlights at a closer range, and the paint or metal parts at 
  extremely close range. Range is 0.7kms (half a mile) if the 
  vehicle has front plates (unshielded).  If the vehicle has no 
  front plate (or it is shielded), range is 0.4kms.  If, for some 
  reason, the lights are covered (or retracted) range is just 
  0.2kms.  If the vehicle has complete LIDAR shielding, 
  LIDAR is ineffective. 
   
  Road Spikes ($800) 
  "Road spikes" (also called "The Stinger") is a strip of metal 
  and plastic which can be quickly thrown across the road, in 
  front of another vehicle's path.  When an operator activates 
  it, dozens of penetrating spikes spring up and lock into 
  place.  These spikes are hollow, like large hypodermic 
  needles.  When a car runs over them, its tires (usually all) 
  will be punctured by one or two of these needle-spikes.  
  Because they are hollow, the spike will slowly let air out of 
  the tire, deflating it and causing the vehicle to eventually 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  41 
  come to a stop.  When a car hits the spikes, roll 1D6.  1 or 2 
  means no spikes when through that tire.  A 2 or 3 means 1 
  spike, a 4 or 5 means 2 spikes, and a 6 means 3 spikes in 
  that tire.  Each spike does 2D6 penetrating damage, 
  however, this damage is only to see if the spike penetrated.  
  It will not actually reduce the tire's SDP.  If one or more 
  spikes penetrated, the tire will deflate, as per Tire Damage 
  rules. 
   
  CarZapper ($1500) 
  CarZapper is a one-shot Electrical/EM Pulse that works 
  similar to road spikes in that you must through the metal 
  strip in front of a vehicle.  When the vehicle runs over it, the 
  device is triggered, and in a second it drains the entire 
  capacitor, blasting an intense pulse of EMP.  This has the 
  effect of shorting (and shutting down) all unshielded 
  electronics, and thus, shutting down the target vehicle.  It 
  burns out all active electronics, including the alternator and 
  started, so the vehicle cannot be restarted. Once used the 
  batteries must be replaced.  If the vehicle has EMP 
  shielding, CarZapper has no effect.   
   
  Nomex Fireproof Racing Suite ($1000) 
  DuPont Nomex is a heat and flame resistant 
  material, and is a superior choice for a 
  fireproof racing suit.  These suits are used by 
  racecar drivers across the world, and have 
  saved more lives than can be counted.  These 
  racing suits are pricey, but no price can be 
  placed on safety.  It may be worn over Level 
  II-A body armor, but offers no protection by 
  itself, except from fire.  Against fires, it offers 
  30KD of protection over the entire body, which 
  depletes 1 point per Phase of exposure to fire 
  (on all locations exposed to fire).  However, 
  the person wearing the suit will still suffer half-
  damage as Stun Only, primarily from the heat 
  which manages to get through (he will take 1 
  Hit per 5 Stun, as normal).  Any number of colors is 
  available.  Includes cloves and protective shoes, but helmet 
  must be purchases separately (below). 
   
  Racing Helmet ($200) 
  This is a typical racing helmet, worn 
  primarily to prevent head injuries and 
  trauma in case of a high speed crash.  
  This type of helmet has good padding 
  inside, and excellent visibility through the 
  visor. 
   
  It 
  is 
  made 
  of 
  a 
  tough 
  Kevlar/fiberglass material, giving 8KD of 
  protection to the head (Threat Level I armor category), and 
  the Plexiglas visor gives 2KD to the face. 
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  42 
   
  Highway Arsenal 
  "Burning Highway... Yozora ni hoeru Klaxon!" - Bubblegum Crisis, "Crisis Ikari o Komete Hashire" 
  Catalog of Chaos 
  This chapter is a collection of (nearly) everything you could 
  possible use to wreak havoc and chaos on the highway.  
  Here you will find armor, weapons, and weapon related 
  equipment - everything from bulletproof glass to smoke 
  screens, from buzz saws to Vulcan miniguns and Stinger 
  missiles.  It should of course be noted that not all of this 
  equipment is appropriate to every campaign.  In a realistic 
  setting, most vehicular combat is done using the vehicle 
  itself (ramming and sideswiping), or by shooting out of the 
  windows with handguns or sub-machineguns. 
   
  Many of the weapons were taken from the Atomik AXE 
  sourcebook (available at www.meta-earth.com/fuzion ), and 
  you may mount any sort of weapon from Atomik AXE on a 
  vehicle.  Of course, the most appropriate weapons grain 
  from automatic rifles and up.  You could mount sub-
  machineguns, but semi-auto weapons are not normally 
  mounted on vehicles. 
   
  Adding Weapons and Equipment 
  Adding a weapon (or weapon related piece of equipment) is 
  done in the same fashion as modifying the vehicle with any 
  other sort of upgrade.  The difference is that legitimate auto 
  shops will not do this sort of work.  Specialty shops will 
  mount armor and some special weapons, such as smoke 
  screens and phosphorous lights, which are not illegal, but 
  such shops are only found in major cities and charge a 
  great deal for their services.  This usually leaves the owner 
  of the vehicle to perform the modification himself.   Such 
  works usually only takes a few hours (bodywork for armor 
  puts this time at about 40 man-hours), and a Mechanics skill 
  roll verses a DV of 16.   
   
  Spaces and Volume 
  For simplicity, Internal Spaces, Hard-Points, Volume, and 
  the like were "ignored" in this system.  If you need to add a 
  machinegun or smoke screen, you simply put it under the 
  hood or in the trunk, or whatever - there are no hard and 
  fast rules.  But you must stay within reason.  You cannot put 
  a 6-pounder naval cannon on a car.  Putting more than a 
  few machineguns or missiles under the hood is also 
  unreasonable, but it does depend on the size of the car.  
  The GM always has the final say. 
  Bulletproof Armor 
  Putting armor on your car is a perfectly legal modification, 
  and it is not at all uncommon for executive limos and luxury 
  cars, especially for VIPs in areas of the world were terrorism 
  is rampant.  There are many vendors of vehicular body 
  armor, but they all offer the same basic things.  All prices 
  shown are for work done by a professional company.  If you 
  do it yourself, take 33% of the shown price (divide by 3) - 
  that gives you the cost for purchasing the necessary 
  materials (such as the bulletproof glass, Kevlar plates, and 
  so forth), but you must still spend the shown time to install 
  the armor.  For wheels and tires, see Chapter 3. 
   
  Bulletproof Windows (price varies) 
  Bulletproof windows are made of composites of glass and 
  laminated polycarbonate substrates, created to absorb 
  energy from various ballistic threats.  It is designed to look 
  just like ordinary glass.  However, though it may protect you 
  from bullets, when hit the glass will take noticeable damage 
  and will have to be replaced.  Bulletproof glass will not 
  shatter, but it may crack eventually, bullets will penetrate if 
  shot enough times (BP glass will deplete at 1KD every time 
  it gets hit).  There are three levels of BP glass.  First price 
  show is for Side Window, second price is for Front or Rear.  
  Price is only for one window (most sedans need 4 Side, and 
  2 Front/Rear windows).  Moonroof/Sunroof count as a Side 
  Window (but on top). 
  Level III-A: 20KD, 20SDP, Pen Point 5.  $900 / $1600 
  Level III: 25KD, 25SDP, Pen Point 6.  $1500 / $2000 
  Level IV: 30KD, 30SDP, Pen Point 8.  $2000 / $3000 
  Tinting: May be tinted for +$100 
   
  Self-Sealing Anti-Ballistic Tank ($4000) 
  Self-sealing, anti-ballistic fuel tanks are built to absorb bullet 
  impacts and suppress explosions which may occur in the 
  fuel tank.  They do not leak fuel when punctured (at least, 
  not for long).  When a Critical Hit is made which indicates a 
  Fuel Leak (on the fuel tanks) ignore the result.  If an 
  Explosion is indicated, roll a 1D6.  Only on a result of 1 or 6, 
  will the fuel actually explode.  Otherwise, ignore the critical.  
  Adds +30kgs of weight. 
   
   
  Chapter 
  4 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  43 
  Anti-Ballistic Dry-Cell Battery ($500) 
  The original battery is replaced with a steel-encased dry-cell 
  battery.  this eliminates the ever-present threat of a ruptured 
  acid based battery causing further damage to your engine.  
  When a Battery Destroyed is indicated on a Critical Hit, roll 
  a 1D6.  Only on a result of 1 or 6 will the battery actually be 
  destroyed by the impact.  Even if it is destroyed, ignore the 
  extra damage inflicted by the acid, since this dry-cell battery 
  has no acid in it.   
   
  Vehicle Body Plating (price varies) 
  Plates of steel, Kevlar, and ballistic Nylon are placed 
  throughout the chassis and body of the vehicle, in the door 
  panels, side panels, hood, roof, floorboard, and trunk.  All 
  areas (except for windows and wheels) receive the same 
  level of protection, including Chassis.  The prices shown 
  reflect a total vehicle make over, and assumes a standard 
  sized car.  For pickups, vans, and SUVs, price and weight 
  are x1.3.  For Hummers and large vans price and weight 
  are x1.5.  For Big Rig Cabs, price and weight is x2.  For 
  truck trailer, price and weight is x4.  For motorcycles, price 
  x0.3 and weight x0.1.  These armor values are added to the 
  list KD of the production model stats for those locations.  
  You may only take one "Armoring" (that is, you cannot take 
  two levels of armor).   
  Level III-A: 20KD,  $22,000, weight +300kgs 
  Level III: 25KD,  $35,000, weight +500kgs 
  Level IV: 30KD,  $48,000, weight +800kgs 
  Level V: 40KD, $65,000, weight +1200kgs 
  Equipment 
  This section includes all equipment necessary for mounting 
  weapons and other offensive systems.  You must have a 
  mount or torrent for every weapon on your vehicle (including 
  Melee Weapons).  Control systems and weapon links are 
  optional.  It is not technically illegal to have any of this 
  equipment (except perhaps the weapon control system), but 
  having the weapons certainly is. 
   
  Hardpoint Mount ($100, +5% wt., -1 WA) 
  This is simply a mounting system that allows you to attach a 
  weapon on the outside of the vehicle, in plain sight.  This 
  traditionally takes the form of a swivel mount located above 
  the side mirror, which the driver (or passenger) can use to 
  aim and fire a small weapon.  Hardpoint mounts may be 
  place anywhere, but all (except for the swivel mount) are 
  locked into possition, incurring a -1 WA.  The outside of the 
  vehicle offers a considerable amount of space, but 
  remember, such weapons can be seen.  Ammunition must 
  still be stored internally (see Ammo Bay).  Common usages 
  include side mounted machineguns, or missiles on the roof. 
  It adds 5% of the weight of the weapon.  An Internal Control 
  System is necessary to fire the weapon. 
   
  Internal Mount ($300, +5% wt., -1 WA) 
  This is a hardpoint mount that allows you to conceal a 
  weapon on the inside of the vehicle.  There is not much 
  space on the inside of the vehicle, so it is necessary for you 
  to consider placement logically.  The engine does offer a 
  good bit of space, enough to place a few machine guns, but 
  not much more than that.  Internal weapons always have a 
  concealed firing hole, usually covered with thin aluminum 
  painted the same color as the vehicle, though that the first 
  bullet punches when the weapon is fired.  All internal 
  mounts are locked into possition, incurring a -1 WA.  
  Ammunition must also be stored internally (see Ammo Bay).  
  It adds 5% of the weight of the weapon.  An Internal Control 
  System is necessary to fire the weapon. 
   
  Pop-Out Mount ($600, +8% wt., -1 WA) 
  This is a cross between an internal and externally mounted 
  weapon.  It is basically an internal weapon that "pop-out" to 
  become an external one.  The best usage for this is with 
  missiles, RPGs, and recoilless cannons, where having it 
  internal would blow up the vehicle when fired (due to the 
  rear blast of the weapon).  Machineguns and other 
  weapons (especially the larger ones) are also commonly 
  made "pop-out" to allow a greater versatility of placement.  
  For example, though it's not practical to put a machinegun 
  internally mounted in the trunk (to fire forward) it could be 
  made to "pop-out" of the side.  With pop-out mounts, you 
  gain the ability to place a weapon anywhere inside the 
  vehicle.  All pop-out mounts are locked into possition, 
  incurring a -1 WA.  Ammunition must also be stored 
  internally (see Ammo Bay).  It adds 8% of the weight of the 
  weapon.  An Internal Control System is necessary to fire the 
  weapon. 
   
  Ammo Bay ($200, 10kgs) 
  All ammunition for machineguns (and other automatic 
  weapons) must be stored as a chain, internally.  If the 
  weapon is not a chain-firing machinegun (being feed by a 
  magazine, for example), then the ammo bay is not required 
  (though your ammo will be limited to that one magazine).  
  Ammo bays may also be used to store shells for manually 
  loaded cannons.  Each ammo bay can hold up to 10kgs of 
  ammunition which is equivalent to 500 rifle (machinegun) 
  rounds, 100 20mm rounds, or 50 30mm rounds (other 
  rounds may be listed in the description of that weapon).  
  Placing an ammo bay can sometimes be tricky.  It must be 
  very close to the weapon, and chains cannot run through 
  doors or across windows.  If a gun is mounted on a door, 
  the ammo bay must be mounted on the other side of the 
  door (and the window can't roll down).  Pop-out weapons in 
  the truck or engine area have the most space available for 
  ammo bays. 
   
  Open Turret  ($400, 80kgs +10% wt.) 
  This is the simplest type of turret available.  It is basically a 
  swivel turret not unlike those used in WWI biplanes, or 
  placed on the top of tanks and APCs for their machinegun.  
  It is capable of swiveling 360o and aiming the gun up and 
  down.  The turret is turned manually by the gunner (fairly 
  easily), and he stands vertical in the turret with his head, 
  arms, and upper body exposed.  The open turret also 
  serves as a 50kg ammo bay (which is 5 10kg bays), and 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  44 
  addition ammo bays may be taken to expand ammo needs.  
  Open turrets are usually placed in the back of a vehicle, in 
  the passenger area of vans or trucks.  They can be placed 
  in the back of a sedan, but this is extremely rare.  A vehicle 
  may only have one turret (open or covered), except for truck 
  trailers, which may have many.  A single turret may hold 
  more than one weapon, but rarely exceeds four.  Weight is 
  80kgs, plus 10% of the weight of the weapon.  Add +$2000 
  and +5% weight (+15% total) if the turret is a concealed 
  pop-up turret.  It cannot be automated and no control 
  system is required.  It is unarmored, but you can add a plate 
  of bulletproof glass for front protection, which is counted as 
  a side window (see Armor). 
   
  Covered Automatic Turret ($3000, 200kgs +20% wt.) 
  This is a much larger and more complex turret, basically a 
  modified belly gun from WWII bomber.  It is capable of 
  swiveling 360o and aiming the gun up and down.  The turret 
  is turned automatically by a small motor, and the gunner is 
  covered by whatever protection the turret offers (if he is 
  even in the turret).  The turret also serves as a 100kg ammo 
  bay (which is 10 10kg bays), and addition ammo bays may 
  be taken to expand ammo needs.  Such turrets are usually 
  placed in the back of a vehicle, in the passenger area of 
  vans or trucks.  They are too large to be placed on a sedan.  
  A vehicle may only have one turret (open or covered), 
  except for truck trailers, which may have many.  A single 
  turret may hold more than one weapon, but rarely exceeds 
  four.  Weight is 200kgs, plus 20% of the weight of the 
  weapon. A turret has 40SDP of structure, with e Penetration 
  Point of 6, but also has a front window which only as 10SPD 
  with a PenPoint of 2 (may be replaced by a bulletproof 
  window).  It will be armored if the rest of the vehicle is 
  armored.  Because the turret is automatic, it does not 
  actually need a gunner in it.  It can be linked to the vehicle's 
  weapon control system with a Weapon Interlink. 
   
  Weapon Control System ($100 / weapon) 
  An internal control for a weapon is little more than a box with 
  a button or trigger, switches to change between guns, and 
  to activate pop-out weapons.  Such units are usually placed 
  on the dash or on the armrest for easy access, and for the 
  driver, on the steering wheel.  The cost is $100 per weapon 
  interlink.  It is not uncommon for there to be redundant 
  controls for weapons - one for the driver and one for the 
  passenger.  This simply doubles the cost (or more, if you 
  need more redundant controls).  A control unit has a switch 
  for each weapon link tied in, and one or more firing buttons.  
  The user can program the control to fire anyway he likes - 
  he can tie four weapons into button A, two to button B, and 
  put the 1st missile launcher on button C.  When he presses 
  button A all four weapons assigned to button A fire.  When 
  he presses button C, the 1st missile fires.  He then spends 
  an action to link missile 2 to button C.  It always takes one 
  Action to change a link on a control system.  A control 
  system costs $100 per weapon interlink, and comes with 1 
  firing button.  +$50 for each additional firing button.  It is best 
  to sketch out a diagram of your weapon control system for 
  easy reference.  Weapon Control systems can also be 
  made concealable (that is, they pop-out of the dash or open 
  up from the armrest).  This costs $200 more. 
   
  Interlink Weapon System ($100) 
  An interlink includes wiring a weapon to a Weapon Control 
  System, or to another weapon (a Cross-Link), and 
  modifying the trigger of the gun to fire from the link, rather 
  than the trigger.  Every weapon (which is not manually 
  controlled) must be interlinked to either the Weapon Control 
  System, or Cross-Link to another weapon, to be able to fire.  
  This includes Special Systems and Melee Weapons.  
  Cross-Linking allows you to "slave" one or more weapon to 
  another.  The primary weapon must be Interlinked to the 
  Weapon Control System, but when that gun is fired, all 
  Cross-Linked guns fire as well.  For example, you could 
  Cross-Link three machineguns to a 4th machinegun, and 
  Interlink that machinegun to the Control System.  All 4 guns 
  will fire when that gun is fired.  Cost is $100 per weapon. 
   
  Special Systems 
  Special systems are offensive and defensive, but not 
  technically weapons, and most are legal (except where 
  noted).  They do not require a weapon mount, and all are 
  concealed internally, usually in the trunk or under the rear of 
  the vehicle.  Please note that some of these, such as turbo 
  boosters, rocket boosters, and ejection seats, are "James 
  Bond"-ish gadgets.  Others, like oil slick, smoke screen, and 
  so forth, are real - you can get them for your car today. 
   
  Oil Slick ($600 per unit, 8kgs) 
  One of the most famous of all special defensive systems for 
  vehicles is the Oil Slick.  The Oil Slick unit must be placed in 
  the back of the vehicle (in the trunk, or if the engine is in the 
  rear, under the engine).  When used, it lays down a thick 
  dispersal of highly lubricating motor oil (about half gallon's 
  worth).  This creates a serious road hazard for any vehicle 
  in that same lane (or which happens to follow later).  The 
  slick goes for about 20 to 30 meters and effects whatever 
  lane the vehicle is in (this gets complicate if it is swerving 
  between lanes).  When another vehicle runs over the oil 
  slick, treat it the same as hitting Black Ice.  He must make a 
  Defensive Driving Roll vs. 13 + other Road Conditions, or 
  will Lose Control.  A driver must first perceive the Oil Slick to 
  know to avoid them, and because oil is difficult to see on the 
  road, must make a Perception check verses 18 to see it.  
  The Oil Slick unit holds three gallons, for a total of six uses.  
  Additional Oil Slick units can be purchased to expand this, 
  but you cannot practically have more than two or three.  The 
  unit must be interlinked to a Weapon Control system. 
   
  Smoke Screen ($800 per unit, 5kgs) 
  Another one of the most famous vehicle defense systems is 
  the Smoke Screen.  The Smoke Screen unit must be placed 
  in the back of the vehicle (in the trunk, or if the engine is in 
  the rear, under the engine).  When used, it expels a dense 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  45 
  cloud of thick smoke, which obscures view.  The screen will 
  spray out for two Phases (the Phase activated, and 
  continue into the next Phase), and will trail for about 30 
  meters in a cone-shaped pattern (reaching a width of 30 
  meters, or 3 lanes, across at 30 meters).  Any vehicles in 
  this area are considered visually "Blind", as per rules for 
  total darkness.  A single smoke screen unit holds four 
  smoke cartridges (each can be used only once) and these 
  cartridges must be replaced after use (for $150).  Additional 
  Smoke Screen units can be purchased to expand this, but 
  you cannot practically have more than two or three.  The 
  unit must be interlinked to a Weapon Control system. 
   
  Tear Gas System ($800, 8kgs) 
  This is very similar to Smoke Screen, except it is designed 
  to be used while the vehicle is stationary (it could still be 
  used while the vehicle is moving, though).  When the Tear 
  Gas system is installed, a series of interlinked tear gas 
  canisters are placed under the vehicle.  When activated, it 
  will spray out a cloud of tear gas, surrounding the vehicle in 
  the noxious fumes.  The cloud will spread out from all sides 
  to about five meters.  Anyone in this area, who is not 
  protected by goggles and face mask (or other protection), is 
  Partially Blind from stinging eyes, and suffers a temporary -2 
  to all skill rolls from the distraction of the stinging fumes.  
  The cloud will disperse from the area in 1D6 Rounds.  The 
  system can only be used once, and costs $400 to refill.  You 
  can have up to four installed (effects are not cumulative if 
  you use them all at once, except for duration). 
   
  60,000 Volt Shock System ($5000, 8kgs) 
  The 60,000 Volt Shock System is a legal car defense 
  mechanism because it is non-lethal and, basically nothing 
  more than a Taser.  However, the Shock System charges 
  the entire chassis of the vehicle, affecting anyone in direct 
  contact (not including those inside, of course).  Anyone 
  touching the vehicle when the system is activated takes 
  10DCs of Stun damage (with 5 Stun to 1 Hit damage roll-
  over), and armor does not protect (Stun Defense will).  
  Rubber and other insulative material will protect, so if the 
  subject is wearing rubber gloves (for example) he is 
  immune.  Because it runs off the battery (or alternator when 
  the car is running) the system has virtually limitless uses.  
  The Shock System must either be Interlinked to a Weapon 
  Control System, a standard Alarm system, or both. 
   
  Caltrops ($500 per unit) 
  Caltrops are small steel devices, with four spikes arranged 
  such that one spike will always point upward (the other 
  three acting as "support feet").  These can be dumped out 
  of a container in the back of a car, scattering across the 
  ground to act as a serious road hazard (about forty are 
  dropped).  They are also painted black to make them very 
  hard to see on the road.  When dumped, the Caltrops 
  bounce around a lot, and end up affecting the lane your 
  vehicle was in, plus the lanes on either side, covering a total 
  area about 10 meters wide and 30 meters long.  Any car 
  which travels through this area is affected exactly as though 
  running over Road Spikes (see Road Spikes at the end of 
  Chapter 3).  A driver must first perceive the Caltrops to 
  know to avoid them, and so must make a Perception check 
  verses 16 to see them.  A Caltrop unit can only be used 
  once, and must be refilled (costs $300). 
   
  Blinding Headlights ($2000) 
  These standard halogen bulb headlights, with an added 
  super-bright blinding tube. When activated, the headlights 
  will quadruple in power output, with light intense enough to 
  temporarily blind anyone who was not closing their eyes (or 
  otherwise protected).  In effect, blinding lights will blind 
  anyone (whose eyes are open and unprotected) standing 
  within 20 meters, and in LOS, and partial blindness to 
  anyone within 50 meters.  This effect lasts for 1D6 Phases.  
  Blinding headlights must be interlinked to a weapon system, 
  or to a dedicated button on the driver's consol. 
   
  Solid Rocket Boosters ($1000, 20kg per Phase) 
  Also called SRBs, these units must be placed on the 
  outside of the vehicle (facing rear on the side or under the 
  bumper) on an external hardpoint, or internally in the trunk 
  (with ports for the jetted gas).  SRBs are made up of 
  explosive solid rocket fuel, just like what is used on 
  conventional space rockets, only on a much smaller scale.  
  Pairs of boosters must be balanced, that is, on either side of 
  the vehicle, or both in the center.  To find the speed boost, 
  divide 100 by the vehicle's weight in tons (or divide 100,000 
  by its weight in kilograms).  Thus, one SRB will boost the 
  speed of a 1700kg vehicle by +60 KPH for a certain number 
  of Phases.  If four boosters were linked to fire at once, the 
  gain would be +240KPH.  A booster costs $1000 and 20kgs 
  for each Phase of burn time, so for 10 Phases of burn an 
  SRB costs $10,000 and weighs 200kgs.  Once started, an 
  SRB cannot be shut-off, so having several smaller booster 
  (not interlinked) is often better than once long burning 
  booster.  Sets of boosters can be interlinked together 
  (interlinking two, four, six, or whatever), but these sets must 
  eventually be linked to a Control System (or a button on the 
  dash) to be used.  After use, an SRB must be totally 
  replaced. 
   
  There is a quarter-scale rocket available for motorcycles 
  which costs $300 and 5 kgs per Phase, which, to find the 
  speed boost, divide 25,000 by the cycle's weight (plus driver 
  weight) in kilograms. 
   
  If you have SRBs mounted, these replace "Power Break" 
  hits on the Chassis Critical Hit Table.  If SRBs are hit, then 
  one SRB unit ignites, launching the vehicle at its calculated 
  rate, but automatically causing the driver to Lose Control as 
  well (and he must roll on the Loss of Control table). 
   
  Liquid Rocket Boosters ($5000, 10kg per Phase) 
  Liquid Rocket Boosters (called LRBs) are very similar to 
  SRBs, except that they may be switched on or off at any 
  time. These units must be placed on the outside of the 
  vehicle (facing rear on the side or under the bumper) on an 
  external hardpoint, or internally in the trunk (with ports for 
  the jetted gas).  LRBs are feed by standard kerosene (which 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  46 
  is actually used as rocket fuel) and is burned at very high 
  temperatures in a rocket combustion system.  Pairs of 
  boosters must be balanced, that is, on either side of the 
  vehicle, or both in the center.  To find the speed boost, 
  divide 100 by the vehicle's weight in tons (or divide 100,000 
  by its weight in kilograms).  Thus, one LRB will boost the 
  speed of a 1700kg vehicle by +60 KPH for a certain number 
  of Phases.  If four boosters were linked to fire at once, the 
  gain would be +240KPH.  An LRB costs $5000 and 10kgs 
  for each Phase of burn time, so for 10 Phases of burn an 
  LRB costs $50,000 and weighs 100kgs.  Sets of boosters 
  can be interlinked together (interlinking two, four, six, or 
  whatever), but these sets must eventually be linked to a 
  Control System (or a button on the dash) to be used.  After 
  use, the LRB must be refueled, which costs $1000 per 
  Phase of fuel. 
   
  There is a quarter-scale rocket available for motorcycles 
  which costs $1300 and 3 kgs per Phase, which, to find the 
  speed boost, divide 25,000 by the cycle's weight (plus driver 
  weight) in kilograms. 
   
  If you have LRBs mounted, these replace "Power Break" 
  hits on the Chassis Critical Hit Table.  If LRBs are hit, then 
  one of the LRB units will explode, doing 10DCs of damage 
  to the Chassis per Phase of Fuel remaining (and with a 
  blast radius of 10).  However, the fuel will not explode all at 
  once, instead, every Phase it will explode for 10DCs of 
  damage (this is a continuous long burn explosion).  If the 
  vehicle survives the first explosion, it is out of control (roll on 
  the Loss of Control table).  Other LRBs will probably ignite 
  after a phase or two as well, and the vehicle is considered to 
  be On Fire (see the second ion Fires). 
   
  Turbo Boosters ($1000, 2kgs per pair) 
  Turbo Boosters are small SRBs (solid rocket boosters) 
  located in the front section of the chassis (under the front 
  hood) and securely welded in.  They are usually placed 
  inside the vehicle, with their exhaust port aiming down, but 
  they could be placed on the outside.  They must be placed 
  in pairs (and are sold that way) - one on either side of the 
  vehicle's front (one Interlink will link both of them to the 
  Control System).  When activated, the pair will fire, and kick 
  up the front of the vehicle as though it had hit a ramp.  The 
  driver must then perform an Assisted Jump maneuver (note 
  that he must have the special Stunt Maneuver) to gain the 
  effects of jumping his vehicle.  If he fails, or if he does not 
  have the Assisted Jump stunt ability, he Loses Control of 
  the vehicle.  One pair of Turbo Boosters will jump a 1000kg 
  vehicle, so you must have two pairs to jump a vehicle 
  between 1000 and 2000kgs, and so forth.  If you have a 
  1700kg vehicle, and wish it to be able to use TB four times, 
  you would need eight pairs of TBs in the front.  A typical 
  vehicle can mount no more than 10 pairs of TBs.  A turbo 
  booster pair can only be used once, and must be replaced 
  after use.  All boosters for one shot must be interlinked to a 
  Control System, or to a dedicated button on the dash. 
   
  Ejection Seat ($10,000, 10kgs) 
  A seat in the vehicle can be rigged to eject (including even 
  the back seat passenger couch).  This modification includes 
  changing the roof above the seat to be a blow away panel 
  (unless the vehicle is a convertible).  The seat belt system is 
  also modified to insure that the straps are only connected to 
  the seat and not the chassis.  For the driver side seat, the 
  steering wheel will also blow off (harmlessly).  When 
  activated, the roof panel blows off, and the seat launches a 
  second later on four miniature SRBs (on in each corner).  
  This lifts the seat and passenger some hundred meters in 
  the air.  The seat will then deploy a parachute with guide 
  wires, and safely return him to the ground.  When used, 
  there is a chance of something going wrong (such as being 
  hit by the steering wheel or blast panel).  Roll 1D6, and if the 
  result is 1, the ejected person takes 2DCs of Lethal damage 
  (to a random location).  If the result is 6 he takes 6DCs of 
  Stun damage.  The each Ejection System can be interlinked 
  to a different dedicated button on the dash or armrest, or to 
  an explosion sensor (to eject when the vehicle explodes), or 
  to both. 
   
  Melee Weapons 
  Putting Melee Weapons on a vehicle is a fairly out-of-the-
  ordinary (and some might say utterly fictitious) thing to do.  
  Vehicles with such weapons should probably be reserved 
  for "Mad Max" settings, or worlds where vehicle arena 
  combat is common place.  Of course, you could put such a 
  weapon on your car and tear down the highway (literally), 
  but rest assured, the cops will be after you full-force.  And 
  maybe that will give you a few more targets to play with. 
   
  Melee Weapon Construction 
  Because there can be many different sorts of melee 
  weapons (anything your sick little mind can dream up), all 
  melee weapons are built on a system (based on Mekton's 
  system) for melee weapon construction.  Here it goes: 
   
  WP: Weapon Points will be used to calculate final cost and 
  weight of weapon. 
  Damage: Every DC of damage costs 1 WP, up to 15DC. 
  Penetrating: For Penetrating effect, multiply WP x 1.5.  The 
  attack is Penetrating (that is, can penetrate doors and 
  windows).  Otherwise, melee attacks are simply crushing.  
  This is not the same as Armor Piercing. 
  Armor Piercing: For AP effect, multiply WP x 3.  All AP 
  attacks are automatically Penetrating. 
  Augment Ram: For Augment Ram effect, multiply WP x 
  1.3.  Such a weapon will add its damage directly to a ram 
  attack, rather than being counted as a separate attack.  If 
  the melee weapon is Penetrating or Armor Piercing, the 
  damage should still be separated out, for only the melee 
  weapon's damage is armor piercing, not the ram attack.  But 
  it is considered to be on attack.  The penetrating (or armor 
  piercing) damage is always resolved first. 
  Duration: For Duration weapons, multiply WP x 1.5.  A 
  duration weapon will inflict its damage after you have hit, for 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  47 
  as long as you remain in melee range (target must swerve 
  or escape from melee range for the damage to stop).  
  Damage is usually done to the same location as well.  Such 
  weapons might be a buzz saw, drill, or jackhammer device. 
  Specific Target: Multiply WP x 2. This melee weapon will 
  always strike at one particular (specified) body location of 
  the vehicle at no penalty (a reasonably described 
  mechanism must be suggested for this feature), but 
  likewise, it cannot hit any other part of the vehicle.  You may 
  only specify one location.   If you specify 2 Locations, cost is 
  WP x 3. 
  Shield: The weapon also serves as a shield.  It will provide 
  KD armor protection equal to its DC damage (thus, a 
  weapon which does 5DC can provide 5KD of armor), to the 
  same area it is mounted on.  This costs +1 WP per +1 KD of 
  armor protection (added before all multipliers are 
  considered).  You cannot exceed 2x the weapon's DC. 
  Final Cost:  The final cost is $50 per WP.  The final weight 
  is 5kgs per WP.  You can shave off 10% weight for +20% 
  cost (up to 50% weight).  You can lower the price by 10% 
  by adding +20% weight (up to 50% off) 
   
  Battle Ram 
  Battle Ram is almost always placed in front of the vehicle.  It 
  may take the form of a single ram block, or a bulldozer like 
  front, or a plow such as that found on the front of old trains.  
  Not only does do extra damage to a target in a ram, but it 
  also offers good armor protection to the front as well 
  (engine, unusually).  Battle Ram will do add +5DC damage 
  to any Ram attack.  It also gives +10KD of armor.  Price 
  was lower by 30% for +60% weight.  $680, 156kgs. 
   
  Battle Spike 
  Battle Spike is a large penetrating spike, usually placed in 
  front of the vehicle. It may take the form of one large spike, 
  or several smaller spikes (even a grill of long spears).  A 
  battle Spike does +3DCs of extra damage on a ram, and 
  furthermore, makes the ram attack Armor Piercing.  Weight 
  dropped by 20% for +40% cost.  $840, 48kgs. 
   
  Hydraulic Spike 
  A hydraulic spike is a device which acts like a battle spike 
  on impact, but can be activated to punch though (with a 
  hydraulic ram) with even greater force on a second attack, 
  as long as the vehicle remains in Melee range, long enough 
  for the section attack to be made.  Such a Spike does 
  +3DCs of extra damage on a ram, and makes the ram 
  attack Armor Piercing.  If the Hydraulics are activated (a 
  second, follow up attack), it strikes doing 5DCs Armor 
  Piercing (usually to the same area).   Weight dropped by 
  50% for double cost.  $2700, 68kgs.  
   
  Hydraulic Hammer Spike 
  The Hydraulic Hammer Spike is a different sort of 
  mechanism than the standard hydraulic spike.  Instead of 
  punching out, the Hammer Spike is more of a "mouse-trap" 
  for vehicles.  The device is either placed on the hood (for 
  front attacks) or rear (for hitting anyone who attacks from 
  behind).  It consists of a large, deadly spike mounted on a 
  long arm held in place by hydraulics.  When activated, the 
  hydraulics expand with over a hundred tons of force, flipping 
  the arm forward like the catch of a mouse-trap, and impaling 
  the target with its gruesome spike.  In effect, the Hammer 
  Spike does a 5DCs Armor Piercing attack on the Top of the 
  vehicle.  It can only strike the Top or Engine (roll Odd/Even).  
  Weight dropped by 50% for double cost.  $4500, 113kgs. 
   
  Buzz Saw 
  Buzz Saws can take many forms - anything from a single 
  large, horizontal circular saw, to a pair of vertical spinning 
  blades, to a long extended chainsaw.  In whatever form, the 
  Buzz Saw will slice through steel like a bone-saw through, 
  well... bone (and it does quite well against that, too!).  The 
  Buzz Saw will inflict 8DC damage to the target, and is 
  Penetrating (though not AP), and has Duration - that is, will 
  inflict 8DC damage for as long as it remains in melee range.  
  Weight dropped by 30% for +60% cost.  $1440, 63kgs. 
   
  Slicer Hubs 
  This is a melee weapon mounted on the hubcaps of a 
  vehicle.  It consists of a number of pop-out, jagged toothed 
  cutting blades, designed to slice apart the tires of other 
  vehicles.  They do 4DC of damage, Penetrating (though not 
  AP) and can only strike the Wheels or Legs of targets on 
  foot.  This weapon is considered to be mounted on four 
  wheel hubs, but only one will hit in any given attack.  Weight 
  dropped by 50% for double cost.  $1800, 45kgs. 
   
  Automatic Weapons 
  This is the most common sort of vehicle mounted weapon.  
  Handguns and even SMGs are somewhat impractical for 
  vehicles, though of course, you can shoot such guns out of 
  the windows.  These weapons are designed to be 
  integrated into the vehicle (via a weapon mount).  Any other 
  sort of weapon from Atomik A.X.E. could be added as well.  
  These are just suggestions. 
   
  Browning BAR M1918A1 .30-06 
  John 
  Browning 
  designed 
  the 
  BAR 
  (Browning Automatic 
  Rifle) for use during 
  the First World War.  
  The M1918A1, adopted by the Army in 1940, saw extensive 
  service during World War II and in Korea. It has selective 
  fire to either semi-auto or fully-auto modes, but for mounting 
  in vehicles, Full-Auto is usually left always on. The BAR 
  uses devastating .30-06 cartridges in 20-round magazines, 
  with an effective rate of fire of 550 shots per minute.  It is still 
  available in army surplus, though unavailable to civilians.  It 
  is very rare on the Black Market, but may be acquired from 
  collectors or rebuilt by gunsmiths.  It can be converted to 
  talk belt feed .30-06 rounds. 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  48 
  Browning MG .50 M2 
  The 
  Browning 
  M2 
  heavy machinegun is 
  the classic anti-vehicle 
  (and 
  anti-personnel) 
  weapon of WWII.  It 
  fires 
  .50 
  Browning 
  rounds, the most powerful machinegun caliber, at an 
  alarming 500 rounds per minute.  This weapon is no longer 
  in service, though has been replaced by the FN M2HB, but 
  these guns can still be found in military surplus (not 
  available to civilians), or in the hands of collectors with a 
  Class III license.   It is belt feed, and will overheat unless it is 
  allowed to cool down every hundred or so rounds fired.  It is 
  a superior choice as a vehicle mounted weapon. 
   
  CIS Ultimax 100 Mk3 
  Though technically a light machinegun, the Ultimax 100, 
  5.56mm automatic rifle is a rather unremarkable weapon 
  (the SAW is probably superior), but it is less expensive.  
  Normally it is feed by a drum, but it can also accept a chain 
  feed of 5.56mm rounds, making it a good choice for 
  mounting in a vehicle. 
   
  FN M249 SAW 
  The Squad Automatic Weapon is a 5.56mm light machine 
  gun, using NATO standard 5.56mm ammo, so it is 
  interchangeable with M16 ammo. Most often, the SAW is 
  used as a light gun implement, either of bunkers or on 
  vehicles, and can be fed from an ammunition belt.  It is often 
  found on an open turret, but may also be integrated in a 
  concealed (or exterior) weapon mount. 
   
  FN M240G  
  The 
  M240G 
  medium 
  machine 
  gun 
  is 
  a 
  7.62mm gun designed to 
  be mounted on tanks 
  and light armored vehicles, and of course accepts belt feed 
  ammunition.  The weapon has three different fire control 
  regulator mechanisms to alter its rate of fire.   It takes one 
  Action to change this.  The gunner may chose from 1, 3, 5, 
  9, 10, or 15 shots per one second burst.  It takes only 1 
  Action to change to any setting.  However, if the weapon is 
  mounted in or on the chassis (an inaccessible) it is normally 
  left to just one of these settings (either 10 or 15 ROF). 
   
  FN M2HB 0.50 
  For taking out big things (such as APCs, helicopters, legions 
  of aliens) the M2HB is the right weapon for the job.  This 
  fully automatic air-cooled chain gun is just the sort of thing 
  for anti-vehicle, anti-aircraft operations (and is quite effective 
  at anti-personnel).  It may be mounted on emplacements or 
  vehicles, usually as an turret weapon.  It could be placed on 
  the chassis, but this, of course, limits its firing arc. 
   
  SACO M60E3 
  The M60E3 7.62mm machine gun (which is being phased 
  out by the heavier, M240G medium machine gun) is a link-
  belt fed machine gun. It is smaller and lighter than the 
  M240, and has a higher ROF, but it is less accurate. 
  GEC M134, 7.62mm Minigun 
  Lead.  Lots of lead.  That's the best way to describe this 
  infamous weapon of awesome destruction.  The General 
  Electric 7.62mm, electric motor, six barreled, air-cool, 
  spinning fury of death is one of the most feared and 
  ridiculously overkilling weapons on the battle field today. 
   
  The minigun is only practical when mounted on and 
  installations, tanks, gunships, aircraft, or ships, and should 
  ONLY be fired from a vehicle mount or tripod.  Because the 
  minigun is also electrically powered, it must either have a 
  gas-powered generator, battery, or some other source of 
  continuous energy to keep it firing.  It may be powered off a 
  vehicle's electrical system (if powerful enough, such as a 
  diesel truck), or a portable generator. The generator runs on 
  a standard gas/oil mix, and can run for 1 hour of constant 
  use (and sounds like a lawnmower).  The generator masses 
  30kgs and costs $350 (actual output is 110 volts at 4 amps, 
  or 440 watts per second).  Numerous batteries are also 
  available, but the must supply 110 volts (or 440 watts per 
  second).  A heavy electric battery can also be used weights 
  about 10 kgs, but only lasts 10 minutes and costs about 
  $200.  It can be recharged in six hours.  
   
  Lots of ammo must also be available  Normally, this is in a 
  big metal box (50kgs, 5000 rounds) and is chain feed into 
  the gun.  Often, two people are required to handle this 
  weapon when it is used as a man-portable gun (that is, with 
  a heavy tripod).  This gun is so big and mechanical that 
  regular mechanic maintenance must be performed or else 
  the weapon will break down on the next mission. 
   
  The weapon's RoF is listed as 0/0/10/30.  However, every 
  "shot" is actually a group of 10 rounds.  The minigun fires so 
  fast, 10 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 3 Kills (or 
  16DCs) of damage, total.  Therefore, if you have a 500 
  round ammo chain, consider this to be 50 "shots". 
   
  If you fire the M134 in any vehicle lighter than 4 tons, you 
  must make a Defensive Driving Roll vs. a 14 DV, or you will 
  Loss Control.  This is caused by the incredible recoil of this 
  weapon. 
   
  GEC M214, 5.56mm Minigun 
  The GEC M214 is a smaller, more manageable minigun.  
  There is a version adapted for man-portable use, illustrated 
  in Atomik A.XE.,  however, we are only concerned with the 
  vehicle mounted application of this weapon.  The M214 is 
  basically the same as the M134, except that it fires 5.56mm 
  rounds and at a much slower Rate of Fire (about one third).    
  The M214 is usually mounted on a turret, but can be 
  integrated into the vehicle as a weapon mount.  It can be 
  placed internally, but it is very doubtful it will be concealable.  
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  49 
  It may be on a Pop-Out Mount, if there is sufficient space 
  long the side (or top) areas of the vehicle. 
   
  The weapon's RoF is listed as 0/0/6/18.  However, every 
  "shot" is actually a group of 5 rounds.  This minigun fires so 
  fast, 5 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 1 Kills (or 
  14DCs) of damage, total.  Therefore, if you have a 2500 
  round ammo chain, consider this to be 500 "shots". 
   
  If you fire the M214 in any vehicle lighter than a 2 tons, you 
  must make a Defensive Driving Roll vs. a 14 DV, or you will 
  Lose Control.  This is caused by the incredible recoil of this 
  weapon. 
   
  Cannons & Big Guns 
  6-Pounder (57mm) Naval Cannon 
  This is one of the smallest (modern day) navel cannons 
  made, and yet, it is still probably too big to put on a ground 
  vehicle.  They were deployed on British navel ships of WWI 
  era, but were later added to the first main battle tank, the 
  early British Mark 1, as the side turret cannons, which could 
  alternatively be machineguns (the reason for navel cannons 
  was because there were no dedicated tank cannons at that 
  time).  These are old, manual breach loaded guns, but can 
  be reloaded in 2 Actions.  They went out of service in 1936, 
  but can possible be acquired today through certain 
  channels.  "Museum" piece units could be converted back 
  to operable status by a weaponsmith, and shells can be 
  hand-made or acquired in a similar fashion.  This gun is 
  best suited as a turret weapon, since it must be manually 
  reloaded.  Each shell weighs 5kgs, so 2 will fit in a single 
  10kg Ammo Bay.  Two types are available - high explosive 
  and armor piercing.  HE costs $200 per round, and does 
  4Kills of damage on impact (or 18DCs) with a blast radius of 
  18 meters.  AP rounds cost $600 each, and do 3Kills 
  (17DC) of damage (Armor Piercing to all armor), with a blast 
  radius of 6 meters (no AP). 
   
  If you fire the 6-Pounder in any vehicle lighter than a 4 tons, 
  you must make a Defensive Driving Roll vs. a 14 DV, or you 
  will Lose Control.  This is caused by the incredible recoil of 
  this weapon. 
   
  ACL-APX 80mm 
  The ACL-APX is a two stage recoilless cannon.  The ACL 
  projectile is launched by an explosive charge which vents 
  through the back port while sending its 80mm warhead 
  toward the target.  Once launched, the projectile's second 
  stage kicks in, firing a solid-fuel rocket blasting the warhead 
  to nearly 500 meters per second (or 700mph).  The 
  warhead is armor piercing and primarily design for use 
  against tanks and APCs.  It is a single shot dumb-fire 
  missile, and must be reloaded manually (takes about 10 
  Phases or 30 seconds).  Anything standing directly behind 
  the launcher takes 8DC damage from the blast (-2 DC per 
  meter back).  Each 80mm round cost $2000.  It weighs 4.2 
  kgs.  It can not be mounted internally on a vehicle (since the 
  blast would cause extreme damage to the vehicle). 
   
  Aden 30mm Auto-Cannon 
  The Aden 30mm is an aircraft machinegun cannon, still in 
  use today.  It is a gas-recoil operated machinegun, capable 
  of ripping through to 20 rounds per second.  The 30mm 
  bullet (1.20 Caliber), which is more of a shell, is Armor 
  Piercing to all armor, and cost $800 for a chain of 10 shots 
  (of 100 actual rounds).  Armor Piercing Explosive costs 
  $2000 for a chain of 10 shots (and does 4K, or 18DCs).  
  The Aden overheats extremely fast, as it was designed to 
  have been cooled by airflow of the fighter flying through the 
  sky (and even on fighters it overheated quickly).  It can 
  sustain fire for no more than 1 Round straight  at time, after 
  which it must cool down for another 12 seconds (1 Round).  
  It can safely sustain quick bursts every few seconds, with 
  only marginal difficulties, though even at this rate it will 
  overheat after a minute of continuous usage.   
   
  The weapon's RoF is listed as 0/0/4/12.  However, every 
  "shot" is actually a group of 10 rounds.  The Aden fires so 
  fast, 10 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 2 Kills (or 
  16DCs) of damage, total.  Therefore, if you have a 2500 
  round ammo chain, consider this to be 250 "shots". 
   
  Bofor 40mm Auto-Cannon 
  This is one of the most common and famous navel guns of 
  WWII and is still in service today on some ships.  This gun is 
  very large, and probably ludicrous for any ground vehicle 
  (they were only deployed on navel ships).  Acquiring one is 
  probably also impossible, unless you have top secret or 
  extremely powerful government contacts.  Nevertheless, it 
  could theoretically be placed on flatbed, or in a truck trailer.  
  Rate of fire is very slow, 3 shots per second, which is why 
  they are normally set as double or quad guns, which double 
  or quadruple the ROF.    These guns fire 40mm AP rounds 
  (each mass 2kgs), which do 15DCs of damage (2Kills) to 
  the target.  5 rounds will fit into a 10kg Ammo Bay. Ammo 
  cost $4000 for a chain of 100 rounds. 
   
  These guns are commonly mounted in pairs (or even 
  quads) and interlinked to fire all at once, as though as single 
  weapon.  If this is done, simply feed it two (or four) separate 
  ammo chains, and double (or x4) the listed Rate of Fire.  If 
  you fire the Bofor in any vehicle lighter than a 6 tons, you 
  must make a Defensive Driving Roll vs. a 14 DV, or you will 
  Lose Control.  This is caused by the incredible recoil of this 
  weapon. 
   
  GEC GAU-4 Vulcan 20mm Gatling Gun 
  Have you ever wondered why miniguns were called 
  "miniguns"?  Because they are miniature versions of the 
  GAU-4 Vulcan.  The Vulcan 20mm Gatling gun (also, called 
  the M61A1) is one of the most powerful "cannons" MGs 
  ever made.  It has been mounted on everything from fighter 
  jets, to warships, to attack helicopters, to tanks.   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  50 
   
  The Vulcan has a max rate of fire of 7,200 rounds per 
  minute.  That’s 120 bullets per second.  The GAU-4 is a 
  self-powered version of the M61A1 which sustains its rate of 
  fire from the exhaust gases, and only requires an 240watt 
  power source to get the barrel's spinning up (after which the 
  gun takes over).  As mentioned, this gun can be placed on a 
  wide variety of platforms, but there has yet to be a ground 
  deployment of this weapon for use on installations or tripod 
  mounts.   
   
  The GAU-4 (M61A1) requires special 20mm rounds, which 
  are by default only Armor Piercing.  This cost $300 for a 
  chain of 10 shots (of 100 actual rounds).  Armor Piercing 
  Explosive costs $600 for a chain of 10 shots (and does 6K, 
  or 20DCs). 
   
  The weapon's RoF is listed as 0/0/12/36.  However, every 
  "shot" is actually a group of 10 rounds.  The Vulcan fires so 
  fast, 10 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 5 Kills (or 
  18DCs) of damage, total.  Therefore, if you have a 2500 
  round ammo chain, consider this to be 250 "shots". 
   
  If you fire the Vulcan in any vehicle lighter than a 5 tons, you 
  must make a Defensive Driving Roll vs. a 14 DV, or you will 
  Lose Control.  This is caused by the incredible recoil of this 
  weapon. 
   
  Note: The Vulcan's ROF was listed incorrectly in Atomik 
  A.X.E.  Correct ROF should be 0/0/12/36. 
   
  Oerlikon-F 20mm Vehicle Auto-Cannon 
  In WWII, Oerlikon company made some of the finest aircraft 
  and anti-aircraft machinegun cannons of the war.  Though 
  old, these weapons are still among the most powerful 
  machineguns every made.  Originally designed for use on 
  aircraft or on naval ships as AA guns, this package 
  converted for use as a vehicle mounted weapon.  Using the 
  surplus guns and rebuilding them for usage on ground 
  vehicles has made a devastating ground attack weapon. 
   
  The 20mm Vehicle Conversion machinegun (which itself 
  weighs 30kgs) can be mounted on any vehicle weapon 
  mount and is feed from an ammo chain.  Firing 20mm (.80 
  caliber!) armor piercing rounds, this weapon is more 
  devastating than even the best Browning machinegun.  
  Nevertheless, this weapon has serious problems.  However, 
  it does have its share of problems, as it is a converted 
  weapon.  Any critical failure made while firing this weapon 
  results it a serious mechanical failure which can only be 
  repaired after several hours of work. 
   
  These guns are commonly mounted in pairs and interlinked 
  to fire both at once, as though as single weapon.  If this is 
  done, simply feed it two separate ammo chains, and double 
  the listed Rate of Fire.  Ammo cost $300 for a chain of 100 
  rounds. 
   
  Note: This gun's Damage was listed incorrectly in Atomik 
  A.X.E.  Damage should be 12DC per shot, not 1K.  This is 
  also a slightly different weapon anyway, being the naval AA 
  version, rather than the aircraft version. 
   
  SSG-36 20mm 
  The SSG-36 is an 
  older gun, but still 
  very powerful.  It 
  fires 20mm steel-
  core armor-piecing 
  rounds at over 750 m/s (nearly a 1000mph).  The gun was 
  designed to be fired with the gunman lying down, his 
  shoulder against the padded stock, and looking down the 
  scooping site. However, it can be modified to fit a vehicle 
  mount (though usually placed on a turret).  It cannot be 
  chain feed, and thus, only holds the 5 rounds in its 
  magazine.  Because 20mm anti-tank weapons are no 
  longer effective against modern tanks there have been no 
  such guns built since the 1930s.  However, there are 
  occasions when such a gun might be useful.  Each 20mm 
  bullet must be special ordered from surplus warehouses in 
  Switzerland ($100 per 10 rounds). 
   
  Missiles & Rockets 
  Anti-Radar Missile 
  The Anti-Radar Missile, or ARM, is a self-guided, radar-
  homing missile.  This is a man-portable or light vehicle-
  mounted version of the HARM, a larger weapon is mounted 
  on fighter aircraft.  Though packing noticeably less power 
  than a HARM, this missile can deliver substantial damage to 
  its target.  This takes one Action to set the missile, and a 
  second Action to actually fire it.  Before being fired, the ARM 
  must be set to lock on to a target radio or radar source.  The 
  ARM cannot be fired until the system is locked on to a 
  radio/radar source (unless all safeties are disabled, allowing 
  it to be fired as a direct fire dumb-missile).  When launched, 
  the missile will guide itself toward the target radio/radar 
  source and home in.  The missile has a static Attack Value 
  of 20 verses the defender's DV.  It will only stay active for 3 
  Phases.  If the initial attack failed, it will try again for the next 
  two Phase (using the same 20 AV), and its initiative will be 
  on the same Phase as that of the unit which fired it.  It will 
  self-detonate on the 4th Phase, when its fuel runs out, 
  regardless.  If the target shuts off its radio/radar while the 
  missile is homing in it AV for that round is reduced to 16, 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  51 
  and it may not continue its attack in any subsequent Phase 
  since it has lost its lock.  ARM missiles are fired from a 
  single, reusable tube.  The missile itself flies at Mach 2, and 
  inflicts 3K (16DC) of damage on impact (with a focused 
  blast radius of 8 meters).  Each reload costs $8000.  It is 
  effective against both ground and air units. 
   
  Javelin Heat-Seeker 
  Javelin is a fire-and-forget missile with lock-on before launch 
  and automatic self-guidance.  The man-portable version is a 
  replacement for the M47 Dragon, but the version highlighted 
  here is for mounting on vehicles.  The Javelin's tandem 
  warhead is fitted with two shaped charges: a precursor 
  warhead to penetrate armor and a main warhead to deliver 
  damage to the interior of the target. The propulsion system 
  is a two-stage solid propellant design, which provides 
  minimum smoke when launched.  When fired, the Javelin 
  will lock on to the heat-source which it was being aimed at.  
  It cannot be fired until the system is locked on to a target 
  (unless all safeties are disabled, allowing it to be fired as a 
  direct fire dumb-missile).  The missile has a static Attack 
  Value of 18 verses the defender's DV.  It will only stay active 
  for 3 Phases.  If the initial attack failed, it will try again for the 
  next two Phase (using the same 18 AV), and its initiative will 
  be on the same Phase as that of the unit which fired it.  It 
  will self-detonate on the 4th Phase, when its fuel runs out, 
  regardless.  Javelins are fired from a single, reusable tube, 
  or from a four-pack "Box" unit, commonly mounted on 
  armored vehicles.  The missile itself flies at Mach 2, and 
  inflicts 4K (17DC) of damage on impact (with a focused 
  blast radius of 8 meters).  Each reload costs $6000.  It is 
  only effective against ground units. 
   
  RPG-7 Direct Fire 
  The RPG-7 is a recoilless, 
  muzzle-loaded, reloadable, 
  rocket propelled grenade 
  launcher. It fires an 85mm 
  rocket-assisted 
  HEAT 
  grenade from a smoothbore 
  launcher tube. The RPG-7 is light enough to be carried and 
  fired by one person. The internal rocket motor of the 
  grenade ignites after traveling approximately 11 meters; this 
  gives the projectile higher velocity (sustained out to 500 
  meters), flatter trajectory, and better accuracy. The PG-7 
  grenade, with a shaped-charge warhead, has armor 
  penetration of 330 millimeters (3K, AP all).  Each PG-7 
  round cost $1200.  Though it is designed to be fired from 
  the shoulder, it can be modified and mounted on a vehicle, 
  on an exterior weapon mount (it could be placed on a Pop-
  Up mount, so long as the back blast clears the vehicle).  It is 
  a direct-fire (dumb-fire) rocket. 
   
  RPG-18 Direct Fire 
  The RPG-18 is a short-
  range, 
  tube-launched, 
  disposable 
  infantry 
  antitank rocket launcher, 
  somewhat similar to the 
  US LAW (M72A2). It fires a 64-mm rocket (PG-18) with an 
  effective range of 200 to 250 meters and a HEAT warhead 
  capable of penetrating up to 375 millimeters of armor (2K 
  AP all). The fuse of the HEAT grenade activates 2 to 15 
  meters after leaving the tube and self-destructs after a flight 
  time of 4 to 6 seconds.  It must be discarded after use.  It 
  can be modified and mounted on a vehicle, on an exterior 
  weapon mount (it could be placed on a Pop-Up mount, so 
  long as the back blast clears the vehicle), and it must be 
  replaced after every use.  It is a direct-fire (dumb-fire) rocket. 
   
  Stinger Missile 
  The Stinger is a fire-and-forget light Surface-to-Air, heat-
  seeking missile.  The Rosette Scan Pattern imaging 
  computer allows it to discriminate among targets, flares, and 
  background clutter.  As a Self-Guided missile, the firer only 
  needs to aim the missile toward the target and fire (no 
  attack roll is necessary). When fired, the Stinger will lock on 
  to the heat-source which it was being aimed at, or (if it was 
  not being aimed) the nearest air-borne heat source (not 
  including the firer).  The missile has a static Attack Value of 
  18 verses the defender's DV.  It will only stay active for 2 
  Phases.  If the initial attack failed, it will try again the next 
  Phase (using the same 18 AV), and its initiative will be on 
  the same Phase as that of the unit which fired it.  It will self-
  detonate on the 3rd Phase, when its fuel runs out, 
  regardless.  Stinger Missiles are fired from a single, 
  reusable tube, or from a four-pack "Box" unit, commonly 
  mounted on armored vehicles.  The missile itself flies at 
  Mach 2, and inflicts 3K (16DC) of damage on impact (with a 
  focused blast radius of 8 meters).  Each reload costs $6000.  
  It is only effective against air units. 
   
  TOW Optical Guided Missile 
  The TOW Optical Guided Missile is fired from a single 
  launch tube, but must be guided by an operator.  The 
  operator must guild the missile using a special tracking 
  scope that comes with the weapon package (and may be 
  mounted in a vehicle). When the missile is launched, the 
  gunman can continue to guild the rocket using a small 
  control lever on the optics scope, when remains in contact 
  with the rocket via an infrared single.  As the range is 3600 
  meters, and the missile files at 360m/s, during which time 
  the gunman can steer the missile toward its target (3 
  Phases at max).  Because of the optical guidance system, 
  this, in effect, eliminates all range penalties.  When the 
  missile is in range of the target (about to impact) and the 
  gunman uses his own skill for the attack roll (the missile has 
  no intelligence).  Each TOW missile reload costs $15,000.  
  It may be fired at any target (ground or air), though it is 
  usually restricted to ground targets. 
   
  Ordinance & Ammunition 
  For a full description of Ammunition (Armor Piercing, Tracer, 
  and all sorts of ammo types), see Atomik A.X.E. 
  sourcebook (available at www.meta-earth.com/fuzion ). 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  52 
   
  Weapons Table 
  A Caliber shown for DC means use the damage for that type of ammo. 
   
  Automatic Weapons 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost US$ 
  Leg. 
  Notes 
  Browning BAR M1918A1 
  +1 
  30-06 
  2/0/8/20 
  20 
  600 
  5.4 
  $760 
  P 
   
  Browning MG .50 M2 
  +0 
  0.50B 
  0/0/8/24 
  belt 
  800 
  33.0 
  $4000 
  M 
   
  CIS Ultimax 100 5.56 
  +0 
  5.56 
  2/0/9/27 
  100 
  340 
  4.9 
  $650 
  P 
   
  FN M249 SAW 5.56 
  +1 
  5.56 
  0/0/15/45 
  30/belt 
  450 
  6.8 
  $2400 
  P 
  200 round drum 
  FN M240G 7.62mm 
  +1 
  7.62 
  Variable 
  belt 
  600 
  10.9 
  $2800 
  M 
  w/ accessories 
  FN M2HB 0.50 
  +1 
  0.50B 
  0/0/8/24 
  belt 
  1100 
  38.2 
  $6000 
  M 
   
  Saco M60E3 7.62mm 
  +0 
  7.62 
  0/0/9/27 
  belt 
  650 
  10.5 
  $2000 
  P 
  200 round drum 
  M134 Minigun 7.62mm 
  +0 
  3K 
  0/0/10/30* 
  belt 
  600 
  38 
  $10000 
  M 
  whole package 
  M214 Minigun 5.56mm 
  -1 
  1K 
  0/0/6/18** 
  belt 
  400 
  26 
  $5000 
  M 
  whole package 
  Cannons & Big Guns 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost US$ 
  Leg. 
  Notes 
  6-Pounder Cannon 
  +0 
  4K 
  1/0/0/0 
  1 
  4000 
  380 
  $15,000 
  P 
  HE or AP 
  ACL-APX 80mm 
  +2 
  2K 
  1/0/0/0 
  1 
  600 
  10 
  $3,000 
  M 
  AP (all) 
  Aden 30mm Auto-Cannon 
  +1 
  2K 
  0/0/4/12** 
  belt 
  3500 
  90 
  $10,000 
  M 
  AP (all), RoF* 
  Bofor 40mm Auto-Cannon 
  +0 
  2K 
  0/0/3/9 
  belt 
  4500 
  800 
  $100,000 
  M 
  AP (all) 
  GEC GAU-4 Vulcan 
  +0 
  4K 
  0/0/12/36* 
  belt 
  3000 
  250 
  $30,000 
  M 
  AP (all), RoF* 
  Oerlikon 20mm Auto-Cannon 
  +0 
  12DC 
  0/0/8/24 
  belt 
  2300 
  26 
  $3,000 
  M 
  AP (all) 
  SSG-36 20mm 
  +2 
  1K 
  1/0/0/0 
  5 
  2000 
  36 
  $2,000 
  M 
  AP(all), Scope 
  Missiles & Rockets 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost US$ 
  Leg. 
  Notes 
  Anti-Radar Missile 
  +0 
  3K 
  1/0/0/0 
  1 
  3000 
  13 
  $20,000 
  M 
  AP (all), 20AV 
  Javelin Missile (single) 
  +0 
  4K 
  1/0/0/0 
  1 
  2000 
  12 
  $16,000 
  M 
  AP (all), 18AV 
  Javelin Missile 4-Pack 
  +0 
  4K 
  1/4/0/0 
  4 
  2000 
  45 
  $50,000 
  M 
  AP (all), 18AV 
  RPG-7 Reusable 
  +1 
  3K 
  1/0/0/0 
  1 
  500 
  6.0 
  $5,000 
  M 
  AP (all) 
  RPG-18 Disposable 
  +1 
  2K 
  1/0/0/0 
  1 
  250 
  4.2 
  $3,000 
  M 
  AP (all)  
  Stinger Missile (single) 
  +0 
  3K 
  1/0/0/0 
  1 
  4000 
  13 
  $12,000 
  M 
  AP (all), 18AV 
  Stinger Missile 4-Pack 
  +0 
  3K 
  1/4/0/0 
  4 
  4000 
  50 
  $45,000 
  M 
  AP (all), 18AV 
  TOW Optical Guided 
  +2 
  4K 
  1/0/0/0 
  1 
  3600 
  20 
  $20,000 
  M 
  AP (all) 
   
  * indicates that the RoF is Special.  Each "shot" is in fact a group of 10 rounds counted as one (doing listed damage). 
  ** same as above, but its only a group of 5 rounds counted as one  (doing listed damage). 
   
  Machinegun Ammo 
  Ammo Type 
  DC 
  Threat Level 
  FPS 
  Leg. 
  Cost per 100 
  5.56mm(.223) 55 grain 
  6DC 
  III 
  3075 
  C 
  $30 
  7.62mm(.308)150grain 
  7DC 
  III 
  2750 
  C 
  $35 
  .30-06 180 grain 
  8DC 
  III 
  2850 
  C 
  $50 
  .50 Browning 710grain 
  10DC 
  IV+ 
  2800 
  L 
  $100 
   
  Ammo Type Modifier 
  Ammo Type 
  WA+ 
  DC+ 
  AP 
  Cost 
  Threat Level+ 
  Leg. 
  Notes 
  Full Metal Jacketed 
  +0 
  +0 
  Y 
  x1 
  +0 
  C 
  AP (S) 
  Jacketed Soft Point 
  +0 
  x1.1* 
  N 
  x1 
  +0 
  C 
  Standard 
  Jacketed Hollow Point 
  +0 
  x1.3* 
  N 
  x2 
  +0 
  C 
  Standard 
  Armor Piercing 
  +0 
  x1/2* 
  Y 
  x3 
  +1 
  P 
  AP (all) 
  Tracer Round 
  spcl 
  -2 
  N 
  x2 
  -1 
  P 
  special 
  Incendiary 
  +0 
  +0 
  N 
  x5 
  +1 
  P 
  ¥ 
  * Modifier only effects damage that actually penetrated the armor 
  ¥ Incendiary fire will do 4DC on the next Phase, then 2DC on the next, then finally 1DC 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  53 
   
  Rules of the Road 
  "Let's Get Ready to Ruuuuumble!" 
  Vehicle Combat System 
  This is the new Vehicle Combat System, presented to 
  replace the mini-system presented in the basic Fuzion 
  rules.  It is based off all standard Fuzion rules for distance, 
  time, actions, and conflict resolutions.  The Vehicle Combat 
  System should be compatible with the Atomik WAR 
  Advanced Combat System, as well as the standard Fuzion 
  combat system, and adaptable to the Mekton combat 
  system.  The Vehicle Combat System was designed for use 
  with ground vehicles, though much of it could be applied to 
  sea, air, or space vehicles with some adaptations. 
   
  Fuzion Terms and Definitions 
  Some basic Fuzion terms and definitions. 
  Actions: "Doing something". 
  AV: Action or Attack Value. Skill roll made to accomplish a 
  task (Task Roll) verses a DV. 
  Characteristic: The physical ability of the character. Also 
  called Stats in some games. 
  DC: Damage Class. Basically, 1DC equals 1D6 of damage 
  (Stunning or Lethal).  14 DC = 1 Kill. 
  Die Roll: Usually 3D6 or 1D10 added to your Task Roll 
  (your AV), but alternative dice could be used. 
  DV: Difficulty or Defense Value. The target number (or 
  defense roll of a character) for the AV role. 
  KD: Killing Defense. This is the armor rating of body armor 
  or an armored unit (like a tank). 1 KD protects from 1 point 
  of damage (Lethal and Stun). 
  Kills: Refers to Kill-level Damage, used by large vehicles, 
  tanks, and mecha.  1 Kill = 50 Hits or 14 DC. 
  KA: Kill Armor.  Used to defend against Kill-level damage.  
  1 KA = 50 KD armor points. 
  KSDP: Kill Structure Damage Points.  1 KSDP = 50 SDP.  
  Lethal Damage: Damage that physically wounds, maims, 
  and can kill. Also called Killing Damage. Takes away from 
  both Hit and SDP. 
  SDP: Structural Damage Points. How many damage points 
  a non-living structure can take. 1 point of Lethal Damage 
  inflicts 1 SDP (Stun does nothing). 
  Task Roll: The Characteristic + Skill + Die Roll to 
  accomplish a task. Basically, AV verses DV. 
   
  New Skills 
  This system requires the use of several new driving skills, 
  apart from the default, generic "Driving" skill.  If the GM does 
  not want to have multiple driving skills, he may simply ignore 
  the expanded list and interpret all references to "Aggressive 
  Driving" and "Defensive Driving" to simply mean the generic 
  Driving skill. 
   
  There are now two Driving Skills -- Defensive Driving, and 
  Aggressive Driving.  Also, there are sub-categorized for 
  each different type of vehicles (listed shortly).  Existing 
  characters, built with just the generic Driving skill, can 
  declare it to be either Aggressive or Defensive, and by 
  default the generic driving skill is Defensive Driving. 
   
  ELECTRONIC WARFARE - This skill is used to operate ECM and 
  ECCM equipment.  When using ECM you must roll your TECH + 
  EW skill + Roll vs. ECM's Power x 2 + 10, to successfully Jam. If 
  successful, the jamming takes effect.  ECCM is used in the same 
  way - you must target the jamming unit and roll TECH + EW skill + 
  Roll vs. ECM's Power x 2 + 10.  See Electronic Warfare. 
  GUNNERY (unchanged from basic Fuzion) is used to aim and fire 
  vehicle mounted weapons.  Task Roll is based on REF +(-)MA + 
  Gunnery Skill. 
  DEFENSIVE DRIVING (type) - The basic driving skill.  Defensive 
  Driving is used to keep control in dangerous situations, avoid road 
  hazards, and evade attacks.  Task Roll is based on DEX +(-)MA + 
  Defensive Driving. 
  AGGRESSIVE DRIVING (type) - A more advanced driving skill, 
  Aggressive Driving is used to attack other drivers, ram objects, 
  knock cars off the road, "play chicken", whip in and out of traffic, 
  tail-gate, and race. The Task Roll is based on REF +(-)MA + 
  Aggressive Driving. 
   
  Driving Specializations 
  All three skills must be specialized in one particular type of vehicle - 
  Auto, Motorcycle, Large Truck, Dozer, or APC/Tank. 
  Auto - Includes cars, pickup trucks, vans, SUVs, and even 
  Hummers and RVs. 
  Motorcycle - Motorcycles and motor-scooters. 
  Large Trucks - Big rigs, flat beds, busses, fire trucks, dump trucks, 
  garbage trucks, and large RVs. 
  Dozer - any massive construction equipment not classifiable as a 
  truck, like bulldozers, rollers, and cranes. 
  APC/Tank - for driving large military vehicles, like tanks and APCs.  
  Hummers are classified under Auto. 
   
   
  Chapter 
  5 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  54 
  Handling Damage 
  Before getting into the combat section, it is necessary to 
  review the types of damage which can be done to vehicles 
  (and to people, for that matter).  All vehicles in Atomik 
  MotorWarz use DC, SDC, and KD armor.  However, some 
  machines (such as tanks or mecha) which could be 
  encountered, may be Kill-level units.  Below we will describe 
  how to translate between these systems. 
   
  The Damage Class (DC) 
  In Fuzion, there are four types of damage:  Stunning (which 
  measures shock, pain, bruising, and other light, non-life-
  threatening damage), Lethal (which is killing damage), 
  Structural Damage (which measures hits to damage to 
  objects or vehicles), and the last is "Kill-level damage", used 
  for large vehicle or ship-to-ship combat. 
   
  In Fuzion, most damage is measured in six sided dice, with 
  each "D6" representing a unit called a Damage Class (or 
  DC). Example: Damage Class 3 (or 3DC) is equal to 3D6. 
  Each point of DC represents one six sided die when rolling 
  for damage. You roll the specified number of dice, add the 
  results together, and the total is the amount of damage 
  done to your target.  Example: I have a 3DC handgun. I roll 
  three dice and get a 5, a 6 and a 3. I do 14 points of Lethal 
  Damage with that attack.   
   
  Soft Targets (HP) 
  In Fuzion, all living things are considered to be Soft targets 
  and have Hits. Hits are points that represent how much 
  damage a living organism can take. A character generally 
  has as many Hits as his BOD characteristic x5. One Lethal 
  point of damage from a weapon or attack will remove one 
  Hit. At zero you are dead or dying, and are considered 
  incapacitated.  
   
  Hard Targets (SDP) 
  "Soft targets" like living things take damage differently than 
  "hard targets" (structures and vehicles). So in Fuzion, 
  inanimate structures, vehicles and other non-organic objects 
  (commonly called "hard targets") have Structural Damage 
  Points instead of Hits or Stun. SDP is different from Hits, but 
  works the same way -- one point of Lethal Damage will 
  remove one SDP (5 points of Stun will also remove 1 SDP). 
   
  Killer Targets (Kill-level) 
  Really big things, such as tanks, battleships, mecha, and 
  starships do such staggering amounts of damage that they 
  are measured in a larger scale called "Kills", to represent 
  the massive forces associated with military level hardware, 
  very large objects or extremely powerful attacks. 
  Conversely, very large or tough things (tanks, mecha, etc.) 
  are also defined as having Kills of structure or armor to 
  represent the huge amounts of punishment they can take 
  (KSDP or KD). Unlike DCs, Kills represent whole values 
  rather than numbers of dice; a way of simplifying the bucket-
  o-dice that such attacks would normally require. So when 
  attacking objects with Kills with weapons that do Kills, you 
  will simply subtract the damage done from the Kills 
  remaining, instead of rolling dice for damage. 
   
  Kills and DC 
  Because a Kill represents a whole value, rather than a 
  number of dice, applying damage is greatly simplified. 
  When attacking an object with Kills with a weapon that does 
  Kills, you will simply subtract the damage done from the Kills 
  remaining, instead of rolling a bucket of dice. For example, 
  Mecharanger-1 attacks the giant evil robot Zeirkrank with a 
  6 Kill laser. Therefore, any Kills that penetrated Zeirkrank's 
  armor would subtract for his total Kill Hits. 
   
  Damage Scaling 
  Really big guns are designed to hit and damage really big 
  targets. It's nearly impossible to apply the full force of a huge 
  attack to a small target (like a man) because the majority of 
  the damage just doesn't have a big enough surface area to 
  expend itself on. Really big damage is also more likely to 
  expend its force by hurling a small target out of the way 
  rather than directly applying all of its force to the target. By 
  contrast, it takes a lot more force to move a large object and 
  it has a lot more surface area to absorb that force, so it 
  stands there and takes it all.  
   
  Therefore, in Fuzion, small targets (things with damages 
  measured in Hits and SDP) are damaged differently by 
  large-scale attacks. Small Targets (people, animals, 
  motorbikes) do not take the full force of Kill rated attacks. 
  Instead, they scale down the huge damages done by Kills 
  into smaller, dice based Hits or SDP, representing the 
  results of this effect. 
   
  As a rule, the first Kill of a Kill-rated attack will always be 
  equal to 14DC. Each additional Kill of damage adds only 
  1D6 to the base 14D6, because the remaining damage 
  effects just don't have a big enough surface to expend 
  themselves on. But all that force didn't just vanish! It's just 
  been converted into Knockback. And since knockback 
  subtracts the BOD (or Kills) of the target from the TOTAL 
  DC done, chances are you still got blown several meters 
  away. Ouch. 
   
  DC attack vs. Targets with SDP or Hits 
  No Change 
  Kill Attacks vs. large vehicles with Kills 
  No Change 
  Kill Attacks vs. a big vehicle with SDP 
  Multiply the number of kills by 50 to produce the required 
  SDP or Hits. For example, a tank attacks a car doing 4 Kills. 
  4x50 = 200, so the car takes 200 hits. 
  Kill Attacks vs. a small vehicle with SDP 
  Add 13 to the number of Kills done. This equals the DC 
  value of the attack. For example, a mecha shoots a 
  motorcycle doing 4 Kills of damage, which equals 17DC. 
  DC Attacks vs. really large vehicle with Kills 
  Divide the DC of the weapon by 14, and round down, to get 
  the Kills. For example, a 36DC weapon would translate to 
  36/14 = 2.5, rounded down, resulting in a 2 Kill attack. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  55 
  Combat Summary 
  Combat takes place in Action Rounds (of 12 seconds) 
  which are comprised for four Action Phases of 3 seconds 
  each.  Each Unit (character or vehicle) will have a number 
  of Actions during the Round.  For their Action the character 
  should do the following: 
  1. Choose Your Action - You have 1 Action lasting 1 
  Phase. These Actions can be attacks or involve other 
  types of activities.  If other, skip to 4. 
  2. Check Line of Sight - You can attack anything 
  positioned in front of you or to your sides. 
  3. Check Range - There are 6 ranges - Point-Blank, 
  Close, Near, Medium, Long, and Extreme. If you are in 
  range you can attack, applying modifiers. 
  4. Resolve Attack - In general, roll Stat + Skill + Die Roll 
  vs. your opponents Stat + Skill + 10 or Die Roll. 
  5. Resolve Damage - If you hit, roll the number of 6-sided 
  dice equal to the DC of the attack or weapon. 
   
  Vehicle Initiative 
  Initiative for characters is determined as normal. Characters 
  in vehicles must roll their REF +(-)MV + Die Roll to 
  determine their initiative order (unless the GM has chosen 
  an alternative method), where MV is the vehicle's 
  Maneuvering Value (usually negative). The highest roll goes 
  first (for Units in or out of a vehicle), though he may chose to 
  Wait, using his Action at some later point in that Phase.  If 
  there is a tie, another die roll can be made to break it.  
   
  Initiative must be determined at the beginning of each 
  Action Phase for each Unit which has an Action.  Some 
  Units may not get an Action during a Phase, depending on 
  their SPD, or if they are performing a Long Action.  
  Actions Per Round 
  All vehicles have a MV (Maneuvering Value) and a MA 
  (Max Actions), both of which effect the number of Actions 
  which can be performed by that Vehicle.  All vehicles have 
  an MA (Max Actions) of 2, by default.  That is to say, in a 
  given Round, you can perform at most 2 Vehicle Actions.  
  This number may be increased with certain modifications, or 
  by the addition of extra controllers. 
   
  This has nothing to do with how many Actions you can 
  perform (you may still be able to do 3 or 4 Actions, such as 
  reload a gun or fire out of a window).  MA measures Vehicle 
  Actions - the number of Actions you are capable of 
  performing with the vehicle (such as maneuvers, stunts, 
  firing mounted weapons, using electronics, and so forth).   
  The MA caps the max number of Actions you can do with 
  that vehicle - it simply can't handle performing more than 
  that number of Actions due to its engineering and control 
  systems.   
   
  The MV (Maneuvering Value) is always  "added" to your 
  Aggressive or Defensive Driving Roll.  Usually, MV is 
  negative, so it penalizes these rolls, but sometimes it is 0 
  (which is good), or even positive (very rarely).  Gunnery rolls 
  are also effective by MV in the same fashion. 
   
  Co-Drivers 
  If someone is in the passenger's seat, or any seat with 
  additional controls (such as ECM gear or a gun turret), they 
  can help to perform additional Actions. For each person in a 
  vehicle, increase the vehicle's MA by +1.  That person will 
  be restricted to performing only Actions which are available 
  to him with his controls.  Only the Driver can control the 
  vehicle, but co-divers could use electronics or fire weapons. 
   
  For example, an armored van has, by default, an MA of 2.  
  But there are two co-divers - one in the front seat and a 
  fellow in the back manning a rear gun.  Thus the vehicle has 
  a total MA of 4.  These can be spent in any way the players 
  choose, though the co-divers are restricted to what they can 
  do.  For example, the Driver can now perform 3 or 4 Vehicle 
  Actions, if he wishes too. The players agree to have the 
  Driver take 2, the co-Driver take 1 (fiddling with the ECM 
  gear), and the rear-gunner take 1 (to shoot).  It is critical to 
  have your vehicle's interior well designed and laid out - if all 
  your controls are on you driver's side, then only the driver 
  can use the control. 
   
  All players in the vehicle take their actions according to 
  initiative.  If the players are disagreeing on who gets to take 
  actions, then they proceed by initiative until the vehicle is out 
  of Actions for that Round. 
   
  In the above example, if the Driver took 3 Actions and the 
  co-Driver took 1 (to use the ECM), then there would be no 
  Vehicle Actions for the rear-gunner to take.  This may seem 
  odd, but consider the fact that the vehicle is probably 
  maneuvering around a lot more (hence the driver's 3 
  actions), preventing the gunner from being able to use the 
  gun effectively. 
   
  As always, the Vehicle Action is simply a special Action 
  which they character takes.  It has nothing to do with other 
  non-vehicle actions which he may perform.  If the co-Driver 
  himself had 3 Actions, but only used 1 of his Action to use 
  the vehicle's ECM, then he can still spend his remaining 
  Actions firing out the window. 
   
  Passengers 
  Passengers are people in the vehicle who are not 
  controlling it (that is, not performing Vehicle Actions).  They 
  may of course take non-vehicle actions as normal (or simple 
  or free vehicle actions, if possible), such as shooting out a 
  window, rolling down a window, locking a door, switching 
  seats, ducking down to the floor, and so forth. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  56 
  Vehicle Actions 
  There are actually three different types of vehicle actions - 
  Standard Vehicle Actions, Simple Vehicle Actions, and Free 
  Vehicle Actions. 
   
  Standard Vehicle Actions 
  Most combat and maneuvering related actions fall under 
  this category, or any vehicle related action requiring a skill-
  roll.  These are major actions which require a vehicle,  
  gunnery, electronics, or similar skill roll.  It requires you to 
  use one Vehicle Actions.  The total number of these Vehicle 
  Actions can never exceed the vehicle's MA for the Round. 
   
  The sort of Actions which these fall under are: 
  • 
  Making any Driving Skill Roll for Maneuvers or Stunts 
  • 
  Aiming with a mounted weapon. 
  • 
  Firing with a mounted weapon. 
  • 
  Using an integrated electronics system, such as EMC, 
  Jammers, radio, or scrambler. 
   
  Simple Vehicle Actions 
  If it does not require a skill roll, it is a simple vehicle actions, 
  and does not count toward your Vehicle Actions or against 
  the total MA.  However, unless it is a Free Action, you must 
  still use one of your own Actions to perform the task. 
   
  The sort of Actions which these fall under are vehicle tasks 
  simple enough not to require a skill roll: 
  • 
  Rolling up or down the window 
  • 
  Locking the doors 
  • 
  Opening a door 
  • 
  Turning on the CD player or FM radio 
  • 
  Switching seats (NOT if you are the Driver!) 
  • 
  Reloading a mounted weapon (if accessible) 
  • 
  Buckling a safety belt or harness 
   
  Free Vehicle Actions 
  These are Simple Vehicle Actions which are also free to 
  perform, and do not cost you any Actions at all.  Such 
  activities include: 
  • 
  Unbuckling a safety belt or harness, unless they are 
  jammed. 
  • 
  Looking at your gauges 
  • 
  Talking on a radio or cellphone (as long as it is already 
  on or connected) 
  • 
  Accelerating or breaking (as your feet are on the 
  peddles), unless a skill roll is required. 
  • 
  Turning or changing directions (as your hands should 
  be on the wheel), unless a skill roll is required (such as 
  turning or maneuvering on a difficult surface). 
   
   
  Movement 
  In Fuzion, everything is measured in either meters or yards.  
  The difference between a meter and a yard is only about 2 
  inches, so this is not a big deal.  In Atomik MotorWarz 
  meters are used.  Roughly speaking, a meter (or yard) is 
  about 3 feet.  Hexes are, by default, 1 meter in size, thus a 
  distance of 5 hexes is 5 meters (or 15 feet) away.  Thus, all 
  speeds should be in kph, though both kph and mph are 
  used by convention. 
   
  Movement Scale 
  All vehicles have a listed speed in kph or mph.  The 
  conversion between the two is simple:  1 mph = 1.6 kph.  So 
  60mph is the same as 100kph.   
   
  However, in Fuzion, Movement Points, or MP, are also 
  used.  MP measures how many Meters a unit can move in a 
  3 second Phase.  Thus, 9 MP means the unit can move 9 
  meters in 3 seconds (which is 3 m/s).  See formulae below: 
  1 mph = 1.6kph,   1 kph = 0.625mph 
  1 MP = 3 m/s,   1 m/s = 0.333MP 
  1 MP = 0.75mph = 1.2kph 
   
  Adverse Road Conditions 
  The sort of road (or lack there of) you are driving on can 
  effect your speed  as well as cause difficulty in driving.  
  Depending on the type of Terrain your acceleration may be 
  reduced, and a DV penalty must be added to any and all 
  driving Difficulty Values (including Evades, Special 
  Maneuvers, and attempts to regain control).  Alternatively, 
  you may instead subtract the DV penalty from your Driving 
  Skill, if this is easier (the effect is the same).  Friction rates 
  the road Friction used in Acceleration, Breaking, and 
  Turning, as we will see shortly. 
    
  Terrain 
  Friction 
  DV Penalty 
  Good Road 
  3 
  +0 
  Rough Road 
  4 
  +1 
  Bad Road 
  5 
  +2 
  Dirt Road 
  5 
  +3 
  Bad Dirt Road 
  6 
  +4 
  Off-Road, Flat 
  5 
  +3 
  Off-Road, Rough 
  6 
  +4 
  Off-Road, Bad 
  7 
  +5 
  Muddy Terrain 
  8 
  +3 
  Additionally. . . 
  Friction 
  DV Penalty 
  Water on Road 
  +2 
  +2 
  Deep water 
  +4 
  +5 
  Snow on Road 
  +0 
  +3 
  Ice on Road 
  -2 
  +5 
  Black Ice on Road 
  -3 
  +8 
  Deep Snow 
  +6 
  +5 
  Going Uphill (20o) 
  +2 
  +0 
  Going Uphill (50o) 
  +5 
  +0 
  Going Downhill (20o) 
  -2 
  +1 
  Going Downhill (50o) 
  -5 
  +1 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  57 
  Some of these penalties are accumulative (the Additional 
  effects).  For example, being on a Rough Road covered 
  with Ice gives a +6 to any driving DV and a Friction of 2.  
  Deep Snow, Off-Road, on Bad terrain gives a +10 DV and a 
  Friction of 13 (basically, impossible to drive through). 
   
  Note that certain tires will reduce these penalties.   For 
  example, All Weather Tires give a +1 bonus in "Adverse 
  Road Conditions", so a Very Bad Road will only have a +1 
  DV difficulty, rather than +2, and Friction is effected by other 
  types of tires.   See the description of your tires for exact 
  details on their effects. 
   
  A Four Wheel Drive vehicle have better control over rough 
  terrain.  Reduce by -1 the Friction and DV penalties for dirt 
  road or off-road, or muddy conditions. 
   
  Accelerating 
  Technically, acceleration is a change in velocity or direction, 
  however, we will simply consider acceleration to be a 
  change in velocity (see Turning for changes in direction).  
  Accelerating your vehicle will increase your speed, but this 
  does not require an Action unless a skill roll is required for 
  some reason. 
   
  All vehicles have a rated acceleration, usually "0 to 100kph" 
  in some number of seconds (or 0 to 60mph, which is the 
  same thing).  To find acceleration per Phase, divide 300 by 
  the "seconds".  That is, if your car goes from 0 to 100kph in 
  8 seconds, then it can accelerate 37kph every Phase (300 
  divided by 8 is 37.5).  To convert that to MP (Movement 
  Points), just divide by 1.2 (so 37kph equals 31MP per 
  Phase). 
   
  After 100kph, the acceleration is assumed to be half  
  (though this may not be technically correct).  So if your 
  vehicle accelerates at 31MP per Phase up to 100kph (or 83 
  MP), then after 100kph, acceleration is just 15MP per 
  Phase. 
   
  Acceleration 
  0 to 100kph 
  100kph + 
  kph per Phase 
  300 / "seconds" 
  Half rated value 
  MP per Phase 
  250 / "seconds" 
  Half rated value 
   
  Friction will slow your acceleration.  You must subtract the 
  Friction value of the road or terrain you are on from your MP 
  Acceleration per Phase.  For example, if your car 
  accelerates at 31MP per Phase, but if you are on a Bad 
  Road, then your actual acceleration is 26 MP per Phase. 
   
  If that seems confusing, then another way of looking at it is 
  that you must overcome the Friction of the road before you 
  can actually accelerate.  If the Friction is 3 (for a Good 
  Road), and you have 31MP of acceleration power per 
  Phase, then you must first "buy off" the 3 points of Friction, 
  leaving you with a possible 28 MP which can be spent each 
  Phase. 
   
  This is all assuming full acceleration, of course.  In reality, 
  few people actually push their vehicles to full acceleration, 
  except in emergencies, especially if there are other cars in 
  front of them.  The normal acceleration of a vehicle is about 
  12 kph per second, or 10 MP per Phase. 
   
  Cruising  
  Cruising is nothing more than maintaining your current 
  speed (at least, within a +/-10% margin of error).  Your 
  acceleration, adjusted by the Friction of the road (see 
  above), must be greater than or equal to 0.  If this number is 
  negative then you are decelerating (see Decelerating).  If 
  your possible acceleration is positive, then you can 
  accelerate at that rate, if you so desire (see Acceleration).  
  But to "cruise" is simply the act of applying just enough of 
  the vehicle's power to match the Friction of the road. It does 
  not take an Action to Cruise, unless a skill roll is needed. 
   
  For example, you are moving along at 120kph. The road is 
  a typically good road (Friction 3) and it is determined that  
  your possible acceleration is 12 MP per Phase.  Thus, you 
  can maintain your speed or increase your speed at 12MP 
  per Phase (after accounting for Friction).  If, on the other 
  hand, you were driving Off-Road on Rough Terrain, going 
  up a hill (Friction 8) at 50kph, and your possible acceleration 
  was 0, then you are just barely holding steady with the 
  engine at full power. 
   
  Decelerating 
  If you have a negative acceleration, you are decelerating at 
  that negative rate.  Most of the time, this is caused by taking 
  your foot off the accelerator peddle.  If you are applying no 
  acceleration, then your speed is reduced by the Friction of 
  the road or terrain, in MPs per Phase. 
   
  For example, on a Good Road the Friction is 3.  If you are 
  not Accelerating or Cruising, then your speed will drop by 3 
  MP every Phase. 
   
  If you are accelerating, but the Friction is still higher and 
  your overall Acceleration rating is negative, you will slow 
  down by that amount.  
   
  Breaking 
  Breaking is the same as Deceleration, but assisted by the 
  powered breaks of your vehicle.  Breaking Rate works the 
  same as Friction and, in fact, breaks are the same as 
  Friction, resisting your speed to slow you down.  With a 
  Breaking Rate of 40 MP, for example, will slow you down by 
  40 MP per Phase, in addition to the Friction of the road (if 
  you happen to be accelerating for some reason, the Breaks 
  + Friction act as Friction against you). 
   
  For all practical purposes, a vehicle going 100kph (60mph) 
  can stop in 4 to 5 seconds and will travel 50 to 60 (150 ft) 
  meters more.  This means the car will stop in Two Phase. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  58 
  However, in a really tight situation (or for those who insist 
  upon realism), you may calculate the exact stopping time.  
  For example, you are on a Good Road (3 Friction), cruising 
  at 120kph (100MP).  You slam on your breaks to avoid 
  hitting something.  You have average breaks, which have 
  an 40 Breaking Rate.  The 40 + 3 (road Friction), is 43MP.  
  Thus, your speed will drop by 43MP every Phase, meaning 
  you will be fully stopped in 3 Phases (7 seconds exactly), 
  having traveled about 70 more meters (150 feet). 
   
  Your Emergency Break will always add +10 to your 
  Breaking Rate if you put it on.  If you are one of those 
  people who accidentally leaves it on, it will add +10 Friction. 
   
  Slamming your transmission into reverse will add +5 to your 
  Breaking Rate, but it will also destroy your transmission and 
  render your vehicle inoperable.  But if you really have to 
  stop fast, this might be an option. 
   
  Using Hex Maps 
  You may play vehicle combat in head, or on simply maps 
  drawn to approximate the location of vehicles and other 
  units.  In fact, that may be the best way from a role-playing 
  point of view, as it keeps things simply, and even the worst 
  rules-lawyer is fairly lenient when combat is played "in-
  head".   
   
  However, using hex maps can add a new dimension to 
  vehicle combat.  Hex maps are widely available from many 
  game companies, and a few even have roads, streets, and 
  highways, though you may have to end up drawing your 
  own.  In Fuzion the default size of 1 hex is 1 meter.  This 
  can work for vehicles, but a better idea would be to change 
  to the Mekton Scale, which is 1 hex = 50 meters.  If using 
  this scale, you must convert all references to MP to be 
  "Mekton MP" - that is, 50MP equals 1MMP in the 50meter 
  Hex scale.  It should be noted that an entire highway is only 
  1 50 meter hex wide! 
   
  Maneuvering 
  Turning 
  By making a Turn we mean a facing change of the vehicle 
  (not a maneuver, such as swerving or changing lanes).  A 
  vehicle can make facing changes in units of 45o or 60o, 
  depending on if you are playing "in-head" or on hex-maps 
  (use 60o  turns for hex-maps, which is one facing side).  You 
  do not have to slow down, accelerate, or apply MP to make 
  a facing change.  Instead, it is simply a matter of making a 
  Defensive Driving Roll (Defensive Driving because that is 
  the default Driving skill for all things non-aggressive).  It 
  takes a Vehicle Action (by the Driver) to Turn. 
   
  Below is the Difficulty Value for making that turn.  Add in the 
  DV from Terrain or Road Conditions.  Speed is show in MP.  
  Multiply speed by 1.2 if you want kph. 
   
  Speed (MP) 
  DV 
  <10MP 
  0 
  11 - 20MP 
  1 
  21 - 40MP  
  2 
  41 - 60MP 
  4 
  61 - 80MP 
  6 
  81 - 100MP 
  8 
  101 - 120MP 
  10 
  per +20MP over 
  +2 
  Turn Radius 
  DV 
  1 Facing 
  +0 
  2 Facings 
  +2 
  3 Facings 
  +4 
  4 Facings 
  +5 
  5 Facings 
  +6 
  6 Facings 
  +8 
   
  To resolve the Turn maneuver, make your Defensive 
  Driving Roll verse the Computed DV + Road Conditions  + 
  10 (or other number, if you are using a dice system other 
  than 3D6). 
   
  For example, to make a 1 Facing change turn at 55 MP 
  (66kph) would have a DV of 14 (under a 3D6 system).  On 
  the other hand, spinning your car 3 Facings around at 80MP 
  (nearly 100kph), would have a 20 DV.  This assumes good 
  road conditions.  The same turn on Black Ice would make 
  the DV 28! 
   
  The effects of failure depend on the situation.  Most of the 
  time you Lose Control (roll on the Loss of Control table).  
  But sometimes you just stop, or fail to make the turn fully 
  (usually in the case of being bogged down in snow or mud).  
  Not being able to turn fully may mean crashing into an 
  obstruction.  Again, in most cases, you should use the Loss 
  of Control Table, unless the effect seems otherwise 
  obvious. 
   
  Turning a sharp curve in the road (such as those on a windy 
  mountain road) is considered a 1 Facing change.  A gradual 
  curve has negligible effect. 
   
  Defensive Maneuvering 
  A Defensive Maneuver is any non-aggressive maneuver, or 
  any maneuver used to avoid something.  This is done by 
  making a Defensive Driving Roll, based on the type of 
  maneuver you’re making (see below), plus any appropriate 
  modifiers for weather or road conditions.  If the maneuver 
  isn’t described below, pick the closest appropriate one to 
  work from.  If the Task Roll is successful, you will be able to 
  pull the maneuver off.  If not, you will lose control (roll on the 
  Loss of Control Table).  It takes a Vehicle Action (by the 
  Driver) to perform a Maneuver. 
   
  Below is the Difficulty Value for making a Maneuver.  
  Remember: Add the DV from Terrain or Road Conditions 
  mentioned earlier.  
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  59 
  Maneuver 
  DV 
  Change Lanes 
  0 
  Driving in Reverse 
  1 
  Swerve Away 
  1+ 
  Dodge/Evade 
  2* 
  Maneuver Throu or Under 
  4 
  Regain Control 
  6 
   
  To resolve the maneuver, roll your Defensive Driving Roll 
  verse the DV + Road Conditions + 10 (or other number, if 
  you are using a dice system other than 3D6). 
   
  Change Lanes: This is a simple maneuver (usually just 10 
  DV) where you change from one lane to an adjacent lane, 
  making sure no one is in the way. 
  Driving in Reverse: Driving in reverse is a very common 
  maneuver, however, it is dangerous and you can make a 
  mistake.  Under normal circumstances it may not be 
  necessary to roll for this.  But under adverse conditions, or 
  in combat, you should make this roll. 
  Swerve Away: This is a more sudden and evasive version 
  of Change Lanes, where you turn 20o to 30o in an attempt to 
  avoid a collision or attack.  Every 2 meters moved off course 
  incurs a +1 to the DV.  It is effectively the same as "Dive for 
  Cover" in hand-to-hand combat, but for vehicles.  It is used 
  to avoid obstacles, explosions, indirect fire.  It is not for use 
  against direct attacks (see Dodge/Evade). 
  Dodge/Evade: This is a shorter, though more skilled sort of 
  swerve, used to evade a direct attack (a ranged or ramming 
  attack, for example).  It is basically the same as the Dodge 
  maneuver for personal combat (and grants a +3 bonus to 
  defend).  Performing this Maneuver to evade any attack you 
  must roll DEX +(-)MV + Defensive Driving + Die Roll.  You 
  must roll above the DV of the maneuver itself (DV 12 + 
  Road Conditions), otherwise you Lose Control.  If you 
  succeeded, you gain a +3 bonus to your Total, which is then 
  compared to the attacker's AV.  If your Total is higher than 
  his, the then he missed.  Not taking an action to 
  Dodge/Evade means your Defense Value against an attack 
  is just DEX + Defensive Driving +10 (in a 3D6 system). 
  Maneuver Throu or Under: This is a maneuver where you 
  attempt to guide your vehicle through a very tight spot, such 
  as down an alley, between two trucks, or sliding under a 
  truck (for motorcycles).  DV 14 + Road Conditions. 
  Regain Control: When you have lost control (and 
  assuming you have not yet crashed) you can attempt this 
  roll to Regain Control.  DV 16 + Road Conditions. 
   
  Aggressive Maneuvering 
  An Aggressive Maneuver is a direct assault maneuver 
  against other vehicles or pedestrians.  This is done by 
  making an Aggressive Driving Roll, based on the type of 
  maneuver you’re making (see below), plus any appropriate 
  modifiers for weather or road conditions.  If the maneuver 
  isn’t described below, pick the closest appropriate one to 
  work from.  If the roll is successful, you will be able to pull 
  the maneuver off.  If not, you will lose control (roll on the 
  Loss of Control Table). It takes a Vehicle Action (by the 
  Driver) to perform a Maneuver. 
   
  Below is the Difficulty Value for making a Maneuver.  
  Remember: Always add the DV from Terrain or Road 
  Conditions mentioned earlier.  
  Maneuver 
  DV 
  Strike or Ram 
  0 
  Side Swipe  
  2 
  Block or Pin 
  3 
  Run Off Road 
  5 
  Bumper Spinner 
  6 
   
  To resolve the maneuver, roll your Aggressive Driving Roll 
  verse the DV + Road Conditions + 10 (or other number, if 
  you are using a dice system other than 3D6). 
   
  Strike or Ram: If you are in close range, or have enough 
  MP to accelerate to the target, you can Strike (or Ram) him, 
  doing damage.  A Strike (or Ram) does damage to both 
  units, so be careful.  See Ramming Damage.  The attacker 
  must roll verses the target's DEX +(-)MV - Defensive Driving 
  +10, (or a Melee Evade if he is a pedestrian), and his roll 
  must also be above this maneuver's DV of 10 (or other 
  number, for a system other than 3D6).  If the target chooses 
  to take an Evade action, he may do so (see Dodge/Evade). 
  If the attacker fails he will Lose Control.  
  Side Swipe: This is a type of Strike where you slam the 
  side of your car into the side of another car in the adjacent 
  lane. A Side Swipe does damage to both units, just like a 
  Ram, only the damage is 1/2.  See Ramming Damage.   If 
  the target is hit, he must make a Defensive Driving Roll (at 
  no Action cost) verse 10 (for 3D6 system), or he will Lose 
  Control.  If you roll under the target value of this maneuver 
  (2+10 for 3D6), you Lose Control. 
  Block or Pin: In this maneuver you attempt to position your 
  vehicle in such as way as to block or pin another vehicle in a 
  certain lane or keep him behind you.  If you succeed, he 
  must make a Change Lane or Swerve maneuver (or attack 
  you) to get away.  If you fail, you simply did not block him, 
  and you will only lose control on a Critical Failure. 
  Run Off Road: This is a cross between a Block and a Side 
  Swipe where you attempt to pressure an another vehicle to 
  swerving off the road to avoid you without actually hitting 
  him.  Roll your Aggressive Driving Roll vs. his Defensive 
  Driving Roll - if you succeed he Loses Control.  If you fail he 
  did not fall for it.  However, if the result is a Tie, then you 
  collided!  If you collide this has the same effect as Side 
  Swipe.  If you roll under the target value of this maneuver 
  (5+10 for 3D6), you Lose Control.  
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  60 
  Bumper Spinner: This is a Strike which must be performed 
  from behind, where you attempt to hit the left or right side of 
  the bumper at an angle, so as to spin the target out of 
  control.  This strike will do damage to both units, as normal, 
  (see Ramming Damage).  If the target is hit, he must make 
  a Defensive Driving Roll (at no Action cost) verse 6 + 10 (for  
  3D6 system), or he will Lose Control. If you roll under the 
  target value of this maneuver (6+10 for 3D6), you Lose 
  Control. 
   
  Additional Penalties 
  There are a number of additional penalties which can effect 
  Driving Maneuvers (other than Road Conditions).  These 
  are mostly environmental related. 
  Environment 
  DV Penalty 
  Light Fog 
  +1 
  Heavy Fog 
  +2 
  Light Rain 
  +2 
  Heavy Rain 
  +3 
  Torrential Rain 
  +4 
  Dusk or Early Night 
  +1 
  Very Dark 
  +3 
  Shattered Windshield 
  +2 
  Driving into the Sun 
  +3 
   
  Stunt Maneuvers 
  Skilled drivers can perform death-defying stunts and 
  cinematic maneuvers with their vehicle, under certain 
  driving conditions.  These Stunts are generic enough to be 
  used with most vehicles, but use your common sense.  You 
  will not be able to Side Wheelie a bulldozer, don't care how 
  good you are.   
   
  Stunt Maneuvers are the vehicle equivalent of Martial Arts 
  Maneuvers, but for vehicles.  It costs 16 OP for the entire 
  Stunt Maneuver package (or 3PP + 1OP).  These 
  maneuvers can also be purchased ala cart, at a cost of 2 
  OP apiece, allowing you to pick and choose what you like. 
  To perform a Stunt you would use either roll your 
  Aggressive or Defensive Driving skill, depending on the sort 
  of Stunt performed, modified by the AV or DV penalty listed, 
  and accounting for the DV imposed by Terrain and Road 
  Conditions as well.  
   
  Maneuver 
  Maneuver Effect 
  Wheelie 
  -2 Road Friction, -1 AV, +1 DV 
  Assisted Jump 
  Jump through the air 
  Death From Above 
  Jump, and ram from above 
  Spin Breaking 
  Gives you +40 Breaking Friction 
  Tailwhip Ram 
  Ram while turning away 
  Daredevil Defense 
  +5 to Dodge/Evade or Swerve 
  Kenevil's Mojo 
  Special, Cinematic Effect 
   
  To resolve the maneuver, roll your Defensive Driving Roll 
  verse the DV + Road Conditions + 10 (or other number, if 
  you are using a dice system other than 3D6). 
   
  Wheelie: The wheelie is probably the most common and 
  useless stunts which may be performed.  There are two 
  forms - "Popping a Wheelie" and Side Wheelie.  "Popping a 
  Wheelie" can only be done with motorcycles or bikes, and it 
  allows you to lift and hold up the front wheel of your cycle for 
  a Phase or more. Side Wheelie (which can only be 
  performed on a vehicle with four or more wheels) is the 
  ability to turn the vehicle on to its side, assisted by a ramp or 
  object (as per Aside Jump), and maintain that position.  
  Each Phase that you hold (a Free Action) you must make a 
  Defensive Driving roll, which is the same roll as for making a 
  Turn (see Turning).  It reduces the effect of Road Friction 
  by -2 (but not below 1), and also gives you a +1 to any 
  Defense roll you must make, while also penalizing you by -1 
  to any Attack you make.  And it can also impress people 
  (+1D6 on a Presence Attack).  If you fail you Lose Control. 
  Assisted Jump: With a successful Defensive Driving roll 
  verse 2+10DV (for 3D6 system), and plus any other 
  penalties, you will be able to successfully jump your vehicle, 
  assisted by a ramp, jump, hill, or immobile object no larger 
  than half your wheel diameter.  If no such item or ramp is 
  available, you cannot perform this action (unless you have a 
  Turbo Booster).  Your "time in the air" is equal to 1 Phase 
  for every 5 points by which you succeeded by.  While in the 
  air, you cannot perform any other maneuvers, break, turn, 
  or accelerate.  If you fail you Lose Control. 
  Death From Above: This is the same as an Assisted Jump, 
  only used for attack purposes. It is the same as a 
  Strike/Ram maneuver, which is the target value of this 
  Aggressive Driving roll.  If you succeed, you will ram the 
  target vehicle on its top, which is generally very vulnerable.  
  It is assumed that, by your momentum, your vehicle will 
  slide off the other vehicle.  If you wish to remain on top, you 
  must also use the Kenevil's Mojo maneuver.  If you did not 
  wish to Ram (and only wanted to land on top), declare so 
  ahead of time, and then perform both maneuvers. If you fail 
  you Lose Control. 
  Spin Breaking: This is an advanced breaking maneuver 
  where you spin your wheel sharply while hitting the break, 
  and turning to a 90o angle.  This imposes +40 to Breaking 
  (or Friction).  It also gives you two facing changes in one 
  direction.  Make a Defensive Driving skill roll as though 
  breaking as normal.  If you fail you Lose Control. 
  Tailwhip Ram: This is a special ram maneuver, sort of like 
  a spin-kick, but for a vehicle.  The point is to avoid 
  destroying your engine when you ram a target by spinning 
  the vehicle at the last second so as to impact with your side 
  or tail, rather than with your front.  Doing this does reduce 
  your speed and effectiveness, but it may prevent serious 
  damage to your own vehicle.  Perform a standard 
  Strike/Ram attack, but declare it is a Tailwhip.  If successful, 
  both you and the target take half-damage from the ram (if 
  you are in the larger vehicle, your damage is reduced even 
  further).  If you fail you Lose Control, as normal. 
  Daredevil 
  Defense: 
  You 
  have 
  practiced 
  avoiding 
  obstacles, getting out of the way, and evading attacks to the 
  point of becoming exceptionally good. This ability essentially 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  61 
  modifies the Dodge/Evade maneuver to give a +5 bonus, 
  and also gives a +2 to Swerve.  Sort of like Martial Defense. 
  Kenevil's Mojo: This is a catch-all maneuver. Kenevil's 
  Mojo gives you the ability to perform some remarkable, 
  amazing or seemingly impossible maneuver.  To use the 
  Kenevil's Mojo, simply describe to the GM what sort of 
  maneuver you wish to perform and how you will try and pull 
  it off.  He should then determine the DV, which you will roll 
  against with your Aggressive or Defensive Driving skill, 
  depending on the sort of Stunt. If you fail you Lose Control. 
   
  Vehicle Combat 
  This section details how to engage in vehicle to vehicle and 
  vehicle to man combat.  Most of these rules are simply 
  adapted from Atomik WAR and are fully compatible.  Other 
  rules from Atomik WAR or the basic Fuzion rules can be 
  used as well.  If a rule is not here, it is simply because there 
  was no change from the existing rule. 
   
  Making Attacks 
  In vehicle to vehicle combat, the Attacker combines his Skill 
  (Gunnery or Aggressive Driving) with his REF and a die roll 
  to create and Attack Value (AV).  MV effects this roll, and he 
  may also have to add or subtract modifiers from the AV to 
  determine the final outcome (as above).  For example, an 
  attacker with a REF of 5, and MV of -2, a Gunnery skill of 4, 
  a die roll of 10 has an AV of 17.  If there was a -2 mod for 
  Range, this comes down to 15. 
   
  The Defender combines his DEX +(-)MV, plus an Evade 
  skill (Defensive Driving, or just Melee or Ranged Evade if he 
  is a pedestrian) +10 as his Defense Value.  A character with 
  a DEX of 4, an MV of -2, and Defensive Driving of 3 has a 
  DV of 15.  AV and DV are compared to determine who won.   
   
  The Defender may instead take an Action to make a 
  Dodge/Evade maneuver (or perform a Daredevil Defense), 
  which gives him DEX +(-)MV + Defensive Driving + Die Roll 
  + 3 (or +5 for Daredevil Defense) as his DV against an 
  attack.  He may use an upcoming Action to perform a 
  Dodge/Evade immediately, when attacked. 
   
  Weapon Accuracy 
  Weapon Accuracy [WA] reflects the difference in quality 
  between weapons, and their effect on their user's abilities; 
  the better and easier to use the weapon, the better you use 
  it (and the worse the weapon...). WA's are not always used 
  in Fuzion games, as their use varies from campaign to 
  campaign. When they are brought into play, you will always 
  find them listed in the description of the weapon. To use 
  them, just apply the WA to your Attack roll as with any other 
  Modifier. 
   
  Additional Modifiers (Vehicle) 
  There are a great many other modifiers which can effect the 
  attack roll.  These are for Vehicles.  Human may have 
  different sets of bonuses or penalties.  
   
  Completely Blind (i.e., by total darkness) 
  -6 
  Sight obscured(partial darkness, smoke) 
  -4 
  Moving target 
  -1 per 10 MP 
  Target silhouetted (easier to see) 
  +2 
  Aiming 
  +1 per Phase 
  Tiny Target (bullseye, eye, vital area) 
  -8 
  Small Target (less than 1m, head, limb) 
  -6 
  Undersized Target (dog or cat sized) 
  -4 
  Human-size Target (man, motorcycle) 
  -2 
  Large Target (trees, cars, large animals) 
  +0 
  Very Large Target (truck, plane, walls) 
  +2 
  Broad Side of a Barn 
  +6 
  Surprise Attack 
  +5 
  Firing at Full Auto (F-mode) 
  +0 
  Emptying the magazine! (E-mode) 
  +2 
   
  Shooting a man-size target from a vehicle mounted weapon 
  incurs a -2 to-hit.  Shooting a vehicle gives no penalty.  
  Shooting a man-size target with your handgun from a 
  vehicle is the same as fighting man-to-man (that is, no 
  additional penalty), and shooting a vehicle (a large target) 
  gives a +2 bonus.  This is due to the difference in Scaling.  It 
  is difficult to shoot a smaller target in a larger vehicle, but 
  easy to shoot a large vehicle if you are a smaller unit. 
   
  Aiming 
  Aiming is not needed, but it can help in hitting a target.  For 
  every consecutive Action you spend aiming, +1 is added to 
  your skill.  However, your Aiming bonus cannot be greater 
  than the driver's DEX - MV (this rates how stable the vehicle 
  is).  That is to say, if the Driver has a DEX of 6, and the 
  vehicle has a -2 MV, he a gunner can (at most) accumulate 
  a +4 from aiming.  If you are interrupted or distracted at 
  anytime (anything from being hit to sneezing to moving) 
  then all aiming bonuses are lost.  This rule applies for both 
  vehicle mounted weapons and guns fired by characters out 
  of windows.  If you have a scope which adds a bonus, that 
  bonus is added in addition to your aiming bonus, but you 
  must aim for at least one Action to gain this bonus.   
   
  Vehicle Weapon Range 
  Every gun has a max range.  This is the Extreme Range of 
  the weapon. Atomik WAR introduced a new range, Near, 
  between Close and Medium, which is also used in Atomik 
  MotorWarz.  Ranges have been adjusted for Vehicles - 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  62 
  they are double what they are for man-sized targets except 
  for Point-Blank and Melee range. This chart is only for 
  vehicles. Guns fired by hand out of windows should use the 
  standard range penalty chart. 
  Point-Blank 
  [special] 2m or less of the target. 
  Melee (<4m) 
  [+0] Melee range. 4m or less of the target. 
  Close (20m) 
  [-1] Within 20m of the target 
  Near (40m) 
  [-2] Within 40m of the target 
  Medium (100m) 
  [-3] Within 100m of the target  
  Long (to listed) 
  [-4] 101m to Max Range of the Weapon 
  Extreme 
  [-5, plus -1 for every 100m past listed range. 
   
  Point-Blank Range 
  The only bonus for firing vehicle mounted weapons at point-
  blank range is the added +1 DC of damage, caused by the 
  extra force of the weapon's blast and extreme muzzle 
  velocity.  This effect is only valid for ranged firearms, not 
  attacks like ram or side swipe. 
   
  Targeting Against Range 
  Sometimes you need to hit an apple, tree, target area, or 
  something else at range.  In these cases, the GM will set a 
  DV based on the range. Ranges have been adjusted for 
  Vehicles - they are double what they are for man-sized 
  targets (from what is listed in Atomik WAR), except for 
  Point-Blank and Melee range. This chart is only for vehicles. 
   
  Vehicle Range 
  DV 
  Point-Blank (< 2m) 
  1 
  Melee (4m or less) 
  4 
  Close (20m or less) 
  8 
  Near (40m or less) 
  10 
  Medium (100m or less) 
  12 
  Long (to the listed range) 
  16 
  Extreme (beyond listed range) 
  16, +1 per +100m 
      Modify appropriately for the Resolution option you are using. 
  Static Variable 
  +0 
  Low Variable 
  +3 or +1D6 
  Med. Variable 
  +5 or +2D6 or +1D10 
  High Variable 
  +10 or +3D6, +1D20, or +2D10 
   
  Autofire 
  All rules for Autofire remain the same (for Autofire Ratio and 
  various firing modes, such as S, B, F, and E).  See Atomik 
  WAR for details on Autofire. 
   
   
  Hit Location 
  All vehicles consists of several individual sections.  What 
  these sections are largely depends on the type of vehicle.  
  For example, a big rig truck will have a large trailer, whereas 
  a car will not.  Find the proper vehicle and consult the table 
  below. A description will follow. 
   
  Auto (car, pickup, SUV, or Big Rig w/o Trailer) 
  Roll 3D6 
  Location 
  To-Hit 
  3-5 
  Wheel 
  -4 
  6-7 
  Side Door 
  -3 
  8-9 
  Side Window 
  -2 
  10-11 
  Chassis 
  -2 
  12-13 
  Front/Back Window 
  -1 
  14-15 
  Chassis / Trunk 
  -2 
  16-18 
  Engine 
  -3 
   
  Motorcycle  
  Roll 3D6 
  Location 
  To-Hit 
  3-5 
  Front Wheel 
  -4 
  6-8 
  Engine 
  -2 
  9-11 
  Driver or Passenger 
  -1 
  12-15 
  Chassis 
  -2 
  16-18 
  Rear Wheel 
  -4 
  Motorcycle w/ Side Car  
  Roll 3D6 
  Location 
  To-Hit 
  3-5 
  Front Wheel 
  -4 
  6-7 
  Cycle Chassis 
  -2 
  8-9 
  Side Car Chassis 
  -2 
  10-11 
  Cycle Driver 
  -1 
  12-13 
  Side Car Passenger 
  -1 
  14-15 
  Engine 
  -2 
  16-18 
  Rear or Side Car Wheel 
  -4 
   
  Big Rig w/o Trailer 
  Roll 3D6 
  Location 
  To-Hit 
  3-5 
  Wheel 
  -4 
  6-7 
  Side Door 
  -2 
  8-9 
  Side Window / Fuel Tank 
  -3 
  10-11 
  Chassis 
  -2 
  12-13 
  Front/Back Window 
  -1 
  14-15 
  Chassis 
  -2 
  16-18 
  Engine 
  -3 
   
  Big Rig w/ Trailer 
  Roll 3D6 
  Location 
  To-Hit 
  3-5 
  Wheel 
  -4 
  6-7 
  Chassis / Side Door 
  -2 
  8-9 
  Window /  Fuel Tank 
  -3 
  10-13 
  Trailer Side 
  -0 
  14-15 
  Front Window/Chassis 
  -1 
  16 
  Back Trailer Doors 
  -1 
  17-18 
  Engine / Trailer Chassis 
  -2 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  63 
  Some hit locations have a slash ( / ) indicating either one 
  location or another was hit on this roll, depending on what 
  side of the vehicle the attacker was on.  For example, a roll 
  of 12 on the Auto Hit Location Table would indicate that 
  either the Front or Back Window was hit, depending on if 
  the attacker was shooting at the front or back.  If it is not 
  clear (such as an attack from the side or from above), 
  simply make an odd/even die roll. 
   
  Wheel 
  Most autos have 4 wheels, but only two will be exposed to 
  any one attacker.  To determine which wheel was hit, roll 
  odd/even (for motorcycles, the exact tire is specified).  
  Trucks may have many wheels, especially if it has a trailer.  
  For trucks determine if the wheel on the cab or trailer was 
  hit (roll odd/even or use common sense), then have the GM 
  determine by a roll (or just declare) which wheel was hit.  
  Some vehicles have two wheels on one hub (double 
  wheels) and for this roll odd/even again to see if the inner or 
  outer wheel was hit (or use common sense to judge). 
   
  All wheels have three SDP ratings.  One is the SDP of the 
  metal hub, the other is SDP of the tire.  The third is the 
  Penetration Point to puncture the tire.  See the rules for 
  Wheel Damage later in this chapter. 
   
  Doors 
  Doors are, for the most part, machine-pressed aluminum 
  with an outer finish of paint and plastic, and are independent 
  of the overall structural integrity of the vehicle.  On a Door 
  Hit, if it is unclear which door was hit, roll odd/even (an 
  attacker can never see more than two doors on a car at any 
  given time).   
   
  Doors have two SDP rating.  One is the Penetration Point, 
  the other is the Blown Off point.  Doors may also have 
  armor.  Any damage which penetrates armor will then effect 
  the door's SDP.  See Taking Damage for more details. 
   
  Note that if the windows are rolled down, any damage will 
  effect both the door and the window on a door hit. 
   
  Window 
  Windows (unless bulletproof) are the most vulnerable spot 
  of a vehicle. On a Window Hit roll, if it is unclear which 
  window was hit, make a random die roll (usually odd/even).   
   
  Windows have two SDP rating.  One is the Penetration 
  Point, the other is the Shattered point.  Bulletproof glass has 
  an armor value as well as a higher SDP.  Any damage 
  which penetrates armor will then effect the windows SDP.  
  See Taking Damage for more details. 
   
  Note that if the window is rolled down, then any attack to the 
  Window will pass on through the opening into the interior. 
   
  Chassis 
  The Chassis is the very structure of the vehicle, and 
  generally the toughest part.  The more damage the vehicle's 
  chassis takes, the more unstable its structural integrity 
  becomes.  At 0 SDP, the vehicle will "collapse" and you 
  most roll on the Loss of Control table to determine how 
  you crash.  The Chassis does not have a Penetration point, 
  since all damage which hits the Chassis is applied to the 
  Chassis alone. 
   
  Engine (area) 
  The engine is one of the most vital pieces of the vehicle.  
  What is meant by this location is not just the Engine Block 
  itself, but the Engine Area, that is, the big front section of 
  your car.  The Engine Area is, of course contained, within 
  the front part of the chassis (except for a few rare vehicles 
  with a rear engine), and surrounded by a machine-pressed 
  aluminum or steel hood (which may be armored as well).  
  Any damage which penetrates armor hits the Engine 
  (tearing right through the machine-pressed aluminum hood) 
  and reducing its SDP by the amount which penetrated the 
  armor.  When an engine has taken damage, you must roll 
  on the Engine Critical Hit table to determine if there was an 
  ill-effect. 
   
  Trunk  
  The Trunk acts effectively the same as a Door for the 
  purposes of game-play.  Like Doors they are just machine-
  pressed aluminum with an outer finish of paint and plastic, 
  independent of the overall structural integrity of the vehicle. 
   
  The Trunk has two SDP rating.  One is the Penetration 
  Point, the other is the Collapse point (at which point the 
  trunk gives in and spills all its contents).  The trunk may also 
  have armor.  Any damage which penetrates armor will then 
  effect the trunk's SDP.  Any damage which pierces the trunk 
  can effect items inside.  See Taking Damage for more 
  details. 
   
  Trailer 
  Basically, a trailer is just a big trunk (though a detachable 
  one). Like Doors they are just machine-pressed aluminum 
  with an outer finish of paint and plastic, independent of the 
  overall structural integrity of the vehicle. 
   
  The Trailer has two SDP rating.  One is the Penetration 
  Point, the other is the Collapse point (at which point the 
  trailer gives in and spills all its contents).  The trailer may 
  also have armor.  Any damage which penetrates armor will 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  64 
  effect the trailer's SDP.  Damage which pierces the trailer 
  can effect items inside.  See Taking Damage for details. 
   
  Taking Damage 
  This section details rules on what happens when a vehicle 
  is hit, either by a ranged attack, or another vehicle.  These 
  rules do not apply to human targets except where noted 
  (such as for ramming damage). 
   
  Armor Damage 
  As armor absorbs more and more damage it will begin to 
  lose some of its protective qualities.  This is called armor 
  depletion.  When a piece of armor is hit by Lethal Damage it 
  will lose 1 KD.  Generally, this is just to simplify matters.  
  That is to say, if your vehicle is hit, no matter by how much 
  damage, the armor in that location will lose 1 KD.  If, 
  however, you wish to add further realism, you could 
  optionally say that the damage done must equal half the 
  armor's current KD, but this just adds math and slows down 
  combat. 
   
  Armor Piercing Attacks 
  Many weapons, missiles, or ammunition types are armor 
  piercing, meaning they are designed to maximize armor 
  penetration.  Most armor piercing projectiles are made of a 
  dense material (such as tungsten or depleted uranium), 
  have a sharp point, or a shape-charged warhead, or any 
  combination there of.  Only half of the Value of the armor 
  can protect against an AP attack.  AP attacks also half the 
  Penetration Point of structures with a Penetration value. 
   
  Most armor piercing bullets also list the types of armor they 
  are effective against.  These will be Soft (Kevlar type 
  armor), Medium (ballistic type armor), or Hard (solid metal 
  or steel).  Some fléchette rounds, for example, are armor 
  piercing, but only against Soft armor.  AP(all) means it is 
  armor piercing against all types of armor.  All vehicle armor 
  is Hard Armor.  Soft or Medium AP bullets will not have AP 
  advantage against vehicle armor (only Hard or All will). 
   
  Ram Damage 
  We will consider any sort of vehicle impact to be a ram.  
  That is, a head on collision is a Ram, hitting a pedestrian is 
  a Ram, crashing into a tree is a Ram, driving through a 
  department store window is a Ram, and so forth.  A ram will 
  do damage the same DCs of damage to both Units involved 
  in the impact.  To calculate the damage, take the difference 
  or sum of the two Unit's velocities (in MP), then multiply by 
  the sum of their "Unit Type" values, all divided by 10.  Use 
  the following formula: 
   
  DC damage = [ (V1 +/- V2) x (C1 + C2) ] Div by 10 
   
  V1 the Velocity of Unit (or Vehicle) 1 in MP 
  V2 the Velocity of Unit (or Vehicle) 2 in MP 
  C1 is the "Type" of Unit 1 (vehicle) 
  C2 is the "Type" of Unit 2 (vehicle) 
   
  The Unit Type is chosen from this table, and is roughly 
  equal to the vehicle's mass and size. 
   
  Unit Type 
  Value 
  Smaller than man  
  0.1 to 0.2 
  Man-size, Cycle  
  0.3 
  Large Animal / Phone Booth 
  0.4 
  Road Sign / Sheetrock wall 
  0.5 
  Small Car / Telephone Pole 
  0.6 
  Typical Car / Tree 
  0.7 
  Heavy Car/ Pickup  
  0.8 
  SUV / Brick Wall 
  0.9 
  Light Truck (UPS truck) 
  1.0 
  Hummer / Buss 
  1.2 
  Rig w/o Trailer 
  1.3 
  Rig w/ Empty Trailer 
  1.5 
  Rig w/ Full Trailer 
  1.8 
  APC/ Lt. Tank 
  2.0 
  Md. Tank  
  2.5 
  Hvy. Tank / Train / the Ground 
  3.0 
   
  The Larger of the two Units will always take Half Damage, 
  and the smaller one takes full damage regardless of who 
  attacked (use the table above for this comparison).  If the 
  Units are the same size, both take full damage. 
   
  By this example, two typical cars (same size) hitting head 
  on at 80 MP each (about 60 miles per hour), will do 22DCs 
  of damage to each other (in the Engine location, since they 
  hit head on).  This was found by the formula, [ (80 + 80) x 
  (0.7 + 0.7)] / 10, equals 22 DCs. Always round to the 
  nearest whole number. 
   
  When calculating you must find either the difference or sum 
  of the vehicles' current speeds.  As in the example above, a 
  head on collision will add the speeds.  But a rear-end 
  collision subtracts the speeds (the attacker will always have 
  the higher speed, since it was he who rammed).  On a side 
  impact, the target's speed is considered to be 0.  
   
  For example, a Hummer (moving at 80MP) rams a Small 
  Car (moving at 60MP) in the tail.  By the equation  [ (80 - 60) 
  x (1.2 + 0.6)] / 10, the damage done to the back of the small 
  car (either the Trunk or Chassis) is 4DCs.  The Hummer just 
  takes 2DC of damage.  This damage is not significant, but 
  keep in mind, they were both going the same direction with 
  a difference in speed of just 15mph.  Had the Hummer and 
  Small Car collided head on, the Small Car would have taken 
  25DCs and the Hummer 13DC. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  65 
  If hit in the side, the speed of Unit 2 is considered to be 0.  
  For example, if the Hummer, moving at 80 MP, hits the 
  Small Car (moving at 60 MP), the equation  [ (80 - 0) x (1.2 
  + 0.6)] / 10 tells us that the Small Car takes 14DCs to its 
  side (Door or Chassis) and the Hummer takes 7DC to its 
  front (Engine or Chassis). 
   
  Most of the time, small objects, such as pedestrians, have 
  an MP of 0, even though they may be walking (you can use 
  their current MP if you wish).  For example, if a Big Rig (with 
  no trailer) rams a pedestrian at 60MP (45 mph), the 
  equation  [ (60 - 0) x (1.3 + 0.3)] / 10 tells us that the man 
  would take 10DCs and the truck would take 5DCs.  
   
  You may also have 3 (or more) objects involved in a Ram or 
  collision.  For example, a Hummer may ram a Small Car 
  into a Brick Wall.  When this happens, simply add the 
  Velocity and Unit Value of the 3rd unit into the formula and 
  proceed (most of the time, this 3rd unit will be something 
  like a wall or tree, and have no velocity).  Thus, if as in our 
  example, the Hummer, moving at 80 MP, hits the Small Car 
  (moving at 60 MP), smashing it into a Wall (Unit Value 0.9) 
  the equation  [ (80 - 0) x (1.2 + 0.6 + 0.9)] / 10 tells us that 
  the Small Car takes 22DCs to its side (Door or Chassis) and 
  the Hummer takes 11DC to its front (Engine or Chassis).  
  The "sandwiched" unit (the Small Car) should probably 
  have its damage divided into two units of damage, each 
  applied to opposite sides of the vehicle. 
   
  To ram another car (on purpose) the driver must make a 
  successful Strike/Ram attack (see Maneuvers), vs. the 
  defender's defense roll (or just his DEX + Defensive Driving 
  +10 if he did not defend). When a vehicle is rammed, the 
  struck driver must make a Defensive Driving roll vs. 10 (for 
  3D6 system) plus any other modifiers or he will Lose 
  Control.  If the collision was accidental, both drivers must 
  make this roll. 
   
  After a ram occurs, the GM should make a judgment on 
  how much they have slowed down (if at all), or if the 
  vehicle(s) have simply stopped dead.  Generally, if a vehicle 
  hits an immobile target (like a wall) or was involved in a 
  head on crash, it is stopped. 
   
  Passenger Damage will also occur in a ram or collision.  
  From the force of the impact itself, all occupants will take 
  STUN damage equal to the same DCs inflicted upon the 
  car.  That is to say, if your vehicle took 16DCs in the 
  collision, all occupants will take 16DCs of STUN damage.  
  Remember, for every 5 STUN taken, 1 Lethal Hit is inflicted.  
  All damage should be applied as though to the Chest, and 
  armor does not protect from this sort of impact.  A seat belt 
  will reduce this damage by -2DC, a harness will reduce it by 
  -4DC, and an Airbag will reduce this by an additional -6DC. 
   
  Side Swipe Damage 
  Side Swiping is a sort of ram where one vehicle rams into 
  the vehicle next to it, by slamming into its side.  This is also 
  usually done in conjunction with an attempt to knock the 
  other car off the road.  The formula is similar to that with 
  Ramming, though modified and simplified: 
  DC damage = [ (C1 + C2) ] x 3 
  Where C1 and C2 are the Unit Values shown in the chart for 
  Ram Damage. 
   
  For example, if an SUV side swipes a Typical Car, the 
  damage done would be  [ (0.9 + 0.7)] x 3, or 5DC of 
  damage.  As always, the large unit takes half damage, so 
  the SUV suffers 3DCs while the Car takes 5DCs.   
   
  As you can see, Side Swipe damage is not very great, and 
  mostly superficial.  Most of the damage comes from the fact 
  that, once side swiped, he may go out of control and crash. 
   
  To side swipe another car (on purpose) the driver must 
  make a successful Side Swipe attack (see Maneuvers). 
  When a vehicle is side swiped, the struck driver must make 
  a Defensive Driving roll vs. 10 (for 3D6 system) plus any 
  other modifiers, or he will Lose Control.  If the collision was 
  accidental, both drivers must make this roll. 
   
  Run-Over Damage 
  This is done to an object which is "run over" by a vehicle.  In 
  90% of all cases, this is a vehicle running over an animal, 
  person, or small machine.  The only case where a vehicle 
  can run over another vehicle is if its Unit Value is greater 
  than 1.5 of the Unit Value of the smaller vehicle (so a 
  Medium Tank could run-over a car), or if the vehicle has a 
  Monster Truck mod, giving it Monster Truck wheels and 
  suspension. 
   
  To Run-Over something (on purpose), the attacker must 
  make a successful Strike/Ram attack.  If the object was too 
  small to be rammed, it will be run-over (i.e., a dog, or a 
  person laying down in the street).  If it was larger, it will 
  simply be Rammed.  It should be noted that many things 
  (such as people) who are rammed are also then Run-Over.  
  There is a 50/50 chance that an object such as this will 
  either be knocked aside, or knocked down and run-over.  
  You may accidentally run-over something, and must make a 
  Swerve maneuver to avoid doing so. 
   
  When a vehicle does Run-Over something, the damage 
  done is calculated by this formula: 
  DC damage = [ (C1 + C2) ] x 3 
  Where C1 and C2 are the Unit Values shown in the chart for 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  66 
  Ram Damage. 
   
  For example, if an SUV runs over a dog standing in the 
  road, the damage done would be  [ (0.9 + 0.2)] x 3, or 3DC 
  of damage per tire.  The attacking unit never suffers 
  damage from running something over - tires are designed to 
  absorb such impacts. 
   
  Remember, this damage is per tire.  In 90% of all cases, 
  both tires will hit.  Both are separate hits, each striking a 
  random location.  The struck unit will be able to try and 
  Evade both, assuming he is capable of doing so. 
   
  For example, an SUV, moving at 70MP (55mph) rams a 
  person in the road, knocking him down and then running 
  over him.  The total damage done is 8DC from the Ram (the 
  SUV takes 4DC), and 4DC for each tire, a total of 16DCs 
  inflicted if both tires run him over!  Ouch! 
   
  Falling / Collision Damage 
  Falling and Collision damage is calculated exactly the same 
  as if it were a Ram.  For Collisions with immobile objects (or 
  the ground, in the case of falling), simply treat object's 
  speed as 0, and use an appropriate Unit Type from the 
  table provided under Ramming. 
   
  Falling is a bit different.  The formula is the same, but you 
  must calculate your Velocity based on the acceleration of 
  gravity.  Each Phase that you fall, your MP increases by 30.  
  If you fall for 3 Phases, your overall MP is at least 90.  You 
  will rarely fall for more than a Phase or two, unless you were 
  very high up.  If you had momentum before falling, ignore it, 
  unless it was downward momentum (in which case, add it). 
  However, forward moment will allow you to "fly" in that 
  direction as you fall.  Remember, when you fall you are 
  accelerating - the 1st Phase you fall 30meters, the 2nd 
  Phase you fall with an MP of 60 (for a total of 180 meters), 
  the 3rd you fall with an 90MP (for a total of 406 meters 
  fallen), and so forth.  The formula for calculating the 
  Distance fallen over time is 5xT2 = D, where T is Seconds 
  fallen (Squared), and D is the Distance, in meters (the 5 is 
  had from 1/2 Acceleration, which is 10m/s for gravity).  Your 
  velocity, however, will never exceed 180MP - that is, after 
  falling for 6 Phases your velocity levels off at 180MP (this is 
  Terminal Velocity). 
   
     Speed, in MP, after falling X Phases 
  Phases 
  MP 
  Distance Fallen 
  1 
  30 
  45 meters 
  2 
  60 
  180 meters 
  3 
  90 
  405 meters 
  4 
  120 
  720 meters 
  5 
  150 
  1125 meters 
  6 
  180 
  1620 meters 
  +1 
  +0 
  +540 meters 
   
  When you hit the ground, use the same formula for 
  calculating damage as per rams, but using your MP from 
  falling, and treat the Ground as a Unit with a "C" value of 3.0 
  and a velocity of 0.  Thus, if a Typical Car flies of a cliff and 
  crashes 200 meters down, it would have fallen for two 
  Phases, and gained a speed of about 60MP (45mph), 
  hitting the ground by the formula, [(60 + 0) x (0.7 + 3.0)] / 10, 
  equals 22DCs of damage.  If it actually landed on 
  something (like another car) use its Unit Type value, rather 
  than 3.0, and apply damage to both (as per Ramming 
  rules).  If you land on water, treat the unit type as 1.0. 
   
  Roll the Hit Location randomly - this is the part of the vehicle 
  which hit the ground first.  All occupants take damage as 
  per Ram, except the damage is Lethal, rather than 
  Stunning.  Armor does not protect humans from falling 
  damage either. 
   
  Critical Hit Determination 
  Many times when a vehicle location is hit, you will be asked 
  to determine if there was a critical hit, then roll on a critical 
  hit table (given for that location).  Any Critical Success Hit 
  will automatically grant a Critical Hit Roll if any damage 
  penetrated armor.  Otherwise, you must make a random roll 
  to see if there was a critical hit.  This must be rolled for each 
  bullet which penetrates. 
   
   
  Campaign Level 
  Roll 1D6 
   
  Realistic 
  1 (rarely) 
   
  Semi-Realistic 
  2 
   
  Heroic 
  3 
   
  Cinematic 
  4 
   
  Legendary 
  5 
   
  Superheroic 
  6 (always) 
   
  For example, in a Heroic Level campaign, if a Critical Hit is 
  called for, we would roll 1D6 and compare to this chart.  If 
  the roll was 3 or less, then there was a Critical Hit, and we 
  must roll on the appropriate Critical Hit Chart for that 
  location.  Remember, a Critical Success Hit is always a 
  Critical Damage Hit. 
   
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  67 
  Wheel Damage 
  Wheels are one of the most vital locations of a vehicle, and 
  the most complicated.  This is because a wheel can be 
  damaged, punctured, blow out, knocked off, or any number 
  of other problems, all of which can have an effect on your 
  vehicles drivability and "friction" with the road. 
   
  The first thing to note are the stats of the wheel.  A typical 
  wheel (which we are using for our example) has three 
  damage states: Wheel SDP 20, Tire SDP 10, KD 4, and a 
  Puncture Point of 5.  First, let us describe what these are: 
   
  Wheel SDP/KD rates how much damage the metal part of 
  the wheel can take (it is basically the wheel chassis), and 
  the KD shows its armor value.  Any hit to the Hub applies all 
  damage to the Wheel SDP (after accounting for KD armor).  
  If the wheel SDP is reduced to below 0, the tire is effectively 
  destroyed (use Blow Out effect). 
   
  Tire SDP This is the SDP of the rubber tread and tire tube 
  itself.  Any hit to the Tube is applied to this SDP.  The Armor 
  of the wheel (KD) only counts for the Wheel's Hub, not the 
  tire.  If the tire is reduced to below 0, the tire is destroyed 
  (use Blow Out effect).  However, it could be penetrated by 
  bullets and nails.  All Tires are immune to Blunt damage 
  such as impacts and rams, but not to penetrating, piercing, 
  or slashing attacks.  See Puncture Point. 
   
  Puncture Point  Any bullet or penetrating damage applied 
  to the Tube (such as bullets, nails, or spikes in the road) 
  could open a hole to let air escape.  Any piercing attack (or 
  explosion) which does more than the Puncture Point opens 
  one hole.  This hole will rapidly leak air until the tire is empty.  
  See Running Flat. 
   
  When a wheel is hit, you must roll to see what part of the 
  wheel was struck.  It is always a -4 to shoot the wheel 
  directly, but this could be more difficult to hit part of the tire. 
   
      Wheel Hit Table 
  Roll 1D6 
  Location 
  To-Hit 
  1-2 
  Tire (tube) Hit 
  -6 
  3-6 
  Hub Hit 
  -5 
   
  For example, if our wheel (described above) was hit by a 
  3D6 bullet, we would roll 1D6 to find what part was hit.  
  Rolling 2, we see the Tire was hit.  We apply 3D6 damage 
  to the tire (rolling 12 DCs), and not only was the tire pierced, 
  but it was destroyed (blown out) since it could only take 5 
  SDP in the first place. 
   
  Running Flat 
  A tire is punctured when a piercing (or sharp) projectile or 
  object does more damage to the tire than the Penetration 
  Point.  Tires cannot be punctured by blunt damage, such as 
  impacts or crushing damage (though they can still be blown 
  out if all the SDP is destroyed).  Each time a tire is 
  punctured,  a hole is formed which leaks pressure (more 
  holes mean faster leakage).  For each hole, the tire will gain 
  +1 Friction and + ½ DV driving difficulty per Round (this 
  works the same as an Adverse Road Condition).  It will be 
  Flat when it reaches +10 Friction, and stop leaking (since 
  there is no more air).  If the tire has been punctured twice, it 
  will gain +2 Friction and +1 DV driving difficulty per Round.  
  If the tire has been punctured four times, it will gain +1 
  Friction and + ½ DV driving difficulty per Phase. 
   
  When the tire is totally flat it will impose an over all +10 
  Friction and +5 driving DV.  Having two flat tires gives +20 
  Friction, +10 DV!  Driving on a flat tire (or tires) will inflict 1 
  point of damage (through armor) directly to the SDP of the 
  Hub (or wheel), every Round.  When the wheel is destroyed 
  you will effectively "Blow-Out". 
   
  Blow-Out Effect 
  A blow-out will occur when the SDP of the Wheel or a 
  pressurized Tire is destroyed by damage.  A blow-out will 
  not occur if a tire is simply punctured.  When a tire Blows-
  Out, the wheel is considered to be effectively destroyed.  
  This impose an over all +10 Friction and +5 driving DV.  
  However, because the blow-out occurred so suddenly, the 
  driver must make a Defensive Driving roll vs. 10 (for 3D6 
  system) plus any other modifiers (including the +5 for the 
  blown-out tire).  If he fails, he will Lose Control.  Roll on the 
  Loss of Control table. 
   
  Penetrating Damage 
  All parts of a car, except for the Chassis and Engine, can be 
  physically penetrated through by certain times of damage 
  (such as bullets, nails, and other piercing attacks).  Wheels 
  are effected by penetrating damage as well, but in a special 
  way (see Wheel Damage).  The rest of the car (such as 
  windows, doors, truck, trailers, etc.) can be breached by a 
  fast moving projectile, like a bullet, doing minimal damage to 
  the structure, but hitting whatever is inside the vehicle (such 
  as passengers or equipment). 
   
  Doors, Windows, Trunks, and Trailers list the SDP (how 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  68 
  much damage they take before "collapsing") as well as their 
  Penetration Point, which is the Hits the structure "takes" 
  before it is penetrated.  The structure will take, at max, 
  Damage up to its Penetration Point; the rest passes on 
  through.  For example, if a door has an SDP of 20, and a 
  Penetration Point of 5, then if it is hit for 18 damage, the 
  door takes 5 hits (reducing the SDP to 15) and the 
  remaining damage passes through.  When the SDP of such 
  as structure is depleted to below 0, it effectively "collapses" 
  and offers no further protection. 
   
  It should be noted that AP attacks (of Hard or All) half the 
  Penetration Point.  Armor will always protect as normal (and 
  will be halved against AP attacks).  For example, an 
  armored door might have 20KD, 40 SPD, and a Penetration 
  Point of 8.  If it is struck by 24 AP Hits, then the armor 
  counts as 10KD and the Penetration Point counts as 4.  10 
  points are absorb by the armor, and the door's SDP takes 4 
  Hit (reducing it to 34), and the rest penetrates into the 
  vehicle. 
   
  If the bullet did penetrate into the vehicle, determine if there 
  was a Critical Hit (see Critical Hit Determination).  If a 
  Critical Hit was made, roll on the Critical Penetration Table 
  below: 
   
  Critical Penetration Table 
  Roll 3D6 
  Critical Hit 
  3-5 
  Adjacent Passenger/Driver (cannot Evade) 
  6-7 
  Nearest Passenger/Driver (cannot Evade) 
  8-10 
  Equipment/Cargo (pick randomly) 
  11-12 
  Control System 
  13-15 
  Nearest Passenger/Driver (may Evade) 
  15-18 
  Adjacent Passenger/Driver (may Evade) 
   
  For Trunks and Trailers, however, Equipment/Cargo is 
  always hit on a Critical Hit (if there is a person in there, then 
  you can roll to see).  If the hit indicates something not 
  present (for instance, a Passenger Hit through a door where 
  there is no passenger) consider it a missed critical.   
   
  When a person is hit, you should make a random roll on the 
  human Hit Locations Table to see where it struck (use the 
  Default Hit Table, or, if using Atomik WAR, roll on the 
  Upper Hit Table or Lower Hit table depending on if the 
  Window or Door was penetrated).  It is possible to target a 
  person through a window (for example, shooting at their 
  head) and this imposes the usual penalty for that body 
  location, but the window will still over some protection, and 
  must still be penetrated. 
   
  When the Control System is hit, the GM should declare 
  some component broken.  This could be anything, from the 
  electric windows, to the locks, to the radio/CD player, to a 
  gauge on the dashboard.  It is always the GM's call, though 
  he could draw up a random chart if it suits him. 
   
  When something inside the vehicle (person, cargo, 
  equipment, etc.) is struck by an attack, it takes the damage 
  as normal, but the final damage value is reduced by the 
  same amount which the structure and any armor absorbed.  
  For example, if an 8DC round rips into the passenger side 
  door (10KD, 20SDP, 5 PenPoint).  The round does 32 
  damage to the door - 10 are absorbed by armor and the 
  door takes 5 hits (at total of 15 points were taken).  If the 
  round then hit the passenger, he also takes 8DC of 
  damage, less the 15 points already absorbed, to a random 
  location.  If the final damage is ever 0 or less (for instance, 
  we roll 12 damage but 15 were absorbed by the door), it is 
  assumed the bullet was moving to slow to have any further 
  effect.  
   
  Blunt damage (rams, crashes, being kicked by a kung-fu 
  master, etc.) ignore Penetration Point and simply do all 
  damage to the SDP (or armor). Explosions and Explosives 
  projectiles (like missiles) are not considered Penetrating 
  unless they are AP - otherwise, all their damage is treated 
  as Blunt. When all SDP is destroyed, the structure 
  "collapses" and offers no further protection to the subjects 
  inside.  All further attacks may be critical, as normal. 
   
  Optionally, If the round strikes nothing it will continue on 
  and through the other side of the vehicle, using these same 
  rules (that is, if it went in through the back left side door, it 
  will come out the back right side door, also doing damage to 
  that door). 
   
  Doors, Windows, and Trunks 
  Doors and Windows and Trunks are all special Penetrative 
  structures on a vehicle which require a little bit of extra 
  description.  See Penetrating Damage (above) on how to 
  handle damage to these locations. 
   
  Doors and Roof 
  Not only can a door be used to protect the occupants of a 
  vehicle, but in a fire-fight, you can get out of your vehicle 
  and crouch behind the door, using it as a shield.  If the door 
  is hit while the window is rolled down, and damage 
  penetrating the door (or left over after all the door's SDP is 
  destroyed), is then applied to the Window (which may then 
  also be penetrated or destroyed).  If the door's SDP is 
  reduced to below 0, it is blown off, and falls away from the 
  vehicle, offering no more protection. All further attacks may 
  be critical, as normal. 
   
  The Roof is considered a "door" type location.  Attacks from 
  above will strike the Roof on a Door hit.  Convertibles have 
  no Roof, unless their top is up, but even then the flimsy 
  material offers effectively no protection. 
   
  Window 
  Windows are very vulnerable to damage, unless they are 
  made of bulletproof glass.  All windows, however, are made 
  of safety-glass and will not explode into a rain of glass.  The 
  glass will shatter and break up, but will be held together by 
  laminated plastic.  Each time a window is Penetrated by 
  damage, all visually perception checks through that window 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  69 
  suffer a -1 penalty.  If the window is ever destroyed, it is 
  assumed to be so broken up it "falls out" of its frame and no 
  longer offers protection (and any visual perception penalties 
  go away as well). All further attacks may be critical, as 
  normal. 
   
  If the window is rolled down, it is in the door, and offers no 
  protection.  Any hits to the window must roll Critical Hit 
  Determination, as normal. 
   
  Trunk or Trailer 
  These work pretty much the same as doors.  In fact, they 
  are door (every opened up your trunk? It's a door!).  Attacks 
  when penetrate the trunk may hit anything in the trunk on a 
  critical hit, or pass on through into the passenger area on a 
  Passenger hit (if there is a person in the trunk, then he will 
  count as the "Nearest Passenger" on the Critical Hit table).  
  Hits on a Trailer can never hit a passengers, unless there 
  really are passengers in the trailer.  If the trunk (or trailer's) 
  SDP is reduced to below 0, it collapses, and spills all 
  contents.  Few people actually store cans of gasoline in their 
  trunk, but if they do, count a Critical Hit on Equipment as a 
  Fuel Tank hit (cans of oil do not count, since oil does not 
  explode). 
   
  Engine Hit 
  On most vehicles, the engine constitutes the bulk of the 
  entire foreword section (with the exception of a very few, 
  such as Lamborghini, where it is in the back).   Engine hits 
  are not Penetrating hits - instead, all damage which strikes 
  the Engine location (and which penetrates armor) is inflicted 
  upon the engine's SDP.  If the engine's SDP is reduced to 
  below 0, it is totally slagged and must be replaced.  All 
  further damage is transferred to the Chassis. 
   
  Being hit, it is possible for Critical Damage to occur to the 
  engine.  Whenever the Engine takes damage (loses SPD) 
  determine if Critical Damage was done by rolling on the 
  Critical Hit Determination Table, give several pages 
  earlier.  If critical damage did occur, roll on the Critical 
  Engine Hit table below. 
   
   Critical Engine Hit 
  Roll 3D6 
  Critical Hit 
  3 - 5 
  Fuel System Hit 
  6 
  Oil Leakage 
  7 
  Coolant Leakage 
  8 
  Cracked Engine Block 
  9 
  Transmission Jammed 
  10 
  Fanbelt Destroyed 
  11 
  Radiator Damaged  
  12 
  Power Steering Knocked Out 
  13 
  Alternator Destroyed 
  14 
  Compressor Destroyed 
  15 
  Battery Destroyed 
  16 
  Timing System Disrupted 
  17 - 18 
  Electrical Shutdown 
   
  Fuel System Hit: If the fuel system is hit, you must make 
  another roll to determine the effect.  Roll 1D6.  If the roll was 
  a 1 or 2, the engine will leak fuel rapidly, spilling about a 1 
  Pint per Round (or 1 gallon every 8 Rounds) while the 
  engine is running.  A roll of 3 or 4 will catch the engine on 
  fire (see I'm On Fire!), which will explode if fuel is already 
  leaking.  A roll of 5 or 6 will explode the fuel in the engine 
  (but not the fuel tanks themselves) doing 2D6 damage per 
  Liter of the engine (fractional Liters count as 1D6), so if a 2.5 
  or 2.3 Liter engine explodes, it inflicts 7D6 explosion 
  damage to the rest of the engine, and then to the Chassis if 
  the engine gets destroyed (armor does not protect from an 
  internal explosion).  After the engine explodes, the vehicle is 
  considered to be On Fire. 
  Oil Leakage: An oil leakage is not immediately bad (since 
  the engine parts are still lubricated), but such a hit might 
  start a fire.  Roll 1D6 on this hit.  If you roll a 1 your engine 
  will catch on fire (see I'm On Fire!).   You must oil leaks 
  fixed (about a $100 repair job) or your engine will eventually 
  overheat and shutdown when the lubrication on the engine 
  parts wears off (which could take several days). 
  Cooling System Destroyed: Without a cooling system, the 
  engine will overheat fast.  This could be caused by a 
  damaged water pump, broken fanbelt, or water leakage.  
  The effect is the same.  When the cooling system is 
  destroyed, your engine temperature will rise +30o F every 
  Round (or 7o  to 8o per Phase) until reaching the shutdown 
  point (300o F), which takes about 6 Rounds (from an 
  operating temperature of 200o).  It costs about $200 to 
  replace or fix this system. 
  Cracked Engine Block: A cracked engine block is not 
  terminal, but it's not good either, and is expensive to repair.  
  Each time a "crack" occurs, your Horsepower drops by 
  10%, adjusting your acceleration and max speed 
  accordingly.  If you take more than four cracks, your engine 
  shuts down.  It costs 30% of the engine's cost to repair one 
  crack (so if you have more than four cracks, you should just 
  replace the engine) and the engine must be rebuilt. 
  Transmission Jammed: The engine's transmission gears 
  have seized up due to damage.  Your vehicle can no longer 
  shift gears (manually or automatic).  In a high gear you can 
  still slow down, though your engine will shut down once you 
  stop (it chokes out for lack of airflow).  If you were at a low 
  gear (1st or 2nd) you cannot exceed 40MP (30mph or 
  50kph).  You must rebuild or replace the transmission. 
  Fanbelt Destroyed: Most vehicles have two, sometimes 
  three, fanbelts.  These belts are driving by the engine and 
  power the Alternator, Compressor, Water Pump (cooling 
  system), and Power Steering.  If a belt is destroyed that 
  component it powers will shutdown and become inoperable 
  until the belt is replaced (just $10).  Pick the component 
  randomly, or have the GM decide.  Treat the effect as 
  though that component was destroyed. 
  Radiator Damaged: A damaged radiator is very bad.  Not 
  only can it not cool effectively, but it will be leaking water, 
  which will eventually cause the engine to overheat and 
  shutdown.  Each time the radiator takes a hit, your engine 
  temperature will rise +5o F every Round.  It will shut down at 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  70 
  300o F.  See Over Heating.  It costs $900 to replace a 
  damaged radiator. 
  Power Steering Knocked Out: If the Power Steering is 
  Knocked Out, the vehicle's MV falls by -2.  Number of 
  Vehicle Actions and skill rolls should be adjusted 
  accordingly.  It will cost $150 to replace this system. 
  Alternator Destroyed: The Alternator is the component of 
  the engine which converts the alternating current of the 
  engine to direct current used to recharge the battery and 
  power the motor.  Without a functional alternator, the battery 
  cannot recharge, but worst of all, all electrical systems drain 
  the battery directly for power (such as the A/C, computer, 
  lights, radio, etc.) However, this normally lasts long enough 
  for you to get where ever it is you are going (perhaps an 
  hour if you turn off power-hungry systems), though you 
  might not know your alternator is out.  The vehicle cannot 
  be restarted until the battery is recharged or jumped.  The 
  alternator costs $800 to replace ($400 to rebuild). 
  Compressor Destroyed: This is not a major problem.  The 
  only thing the compressor controls is the air-conditioning 
  system.  It is vulnerable, and can easily be knocked out, but 
  it certainly will not cripple the vehicle.  It does make things 
  rather uncomfortable on a hot day.  It costs $300 to replace. 
  Battery Destroyed: When the battery is hit the vehicle can 
  no longer be started until it is replaced.  Furthermore, it will 
  leak corrosive sulfuric acid, doing an additional 1D6 damage 
  to the engine (armor does not protect), and you must roll to 
  see if this causes another critical. It costs $50 to replace the 
  battery.  If both the battery and alternator are destroyed, 
  treat it as an Electrical Shutdown. 
  Timing System Disrupted: A hit to the engine could throw 
  off the timing of the spark-plugs, fuel injection, and ignition.  
  Each time the Timing System is Disrupted, the vehicle loses 
  1D6% Horsepower.  It must be Tuned once to set it back to 
  normal (see rules for engine modifications in Chapter 3). 
  Electrical Shutdown: A vehicle's Electrical System may 
  get shut down for any number of reasons - damage to 
  wiring, a hit on the main circuit breaker, a hit to the 
  computer, and so forth.  But for whatever reason, if the 
  electrical system shuts down, the vehicle loses all power 
  and shuts down (so many components require electrical 
  power, such as the engine firing control and sparkplugs).  
  Power steering and power breaks are also lost (-2 MV and -
  4 Breaking), but you can still try to steer and come to a stop.  
  The vehicle cannot be restarted until the system is fixed 
  (1D6 x $100). 
   
  Chassis Hit 
  The Chassis is the main frame and structure of the vehicle.  
  It is the toughest part, as it supports the entire vehicle.    
  Chassis hits are not Penetrating hits - instead, all damage 
  which strikes the Chassis location (and which penetrates 
  armor) is inflicted upon the its SDP.  If the chassis is 
  reduced to below 0, the vehicle is too damaged to function 
  and shuts down.  All further damage is transferred into the 
  cab (where the passengers and driver are) as they are 
  considered  "exposed". 
   
  Being hit, it is possible for Critical Damage to occur to the 
  Chassis.  Whenever the Chassis takes damage (loses 
  SPD) determine if Critical Damage was done by rolling on 
  the Critical Hit Determination Table, give several pages 
  earlier.  If critical damage did occur, roll on the Critical 
  Chassis Hit table below. 
   
   Critical Chassis Hit 
  Roll 3D6 
  Critical Hit 
  3 - 4 
  Fuel Tank Hit 
  5 - 6 
  Fuel Leakage 
  7 
  Trans-Axle Broken 
  8 
  Other Sub-System / Steering Damaged 
  9 
  Drive Shaft Damaged 
  10 - 11 
  Weapon Hit / Other Sub-System 
  12 
  Door Jammed 
  13 
  Bumper Knocked Off 
  14 
  Power Breaks Knocked Out 
  15 
  Suspension Damaged 
  16 
  Break Control Destroyed 
  17 - 18 
  Fuel Tank Hit 
   
  Fuel Tank Hit: If the fuel tank is hit, you must make another 
  roll to determine the effect.  Roll 1D6.  If the roll was a 1, 2, 
  or 3 the fuel tank will catch on fire (see I'm On Fire!), which 
  will explode if fuel is already leaking.  A roll of 4, 5, or 6 will 
  explode the fuel and fuel vapor in the tank doing, 1D6 
  damage per gallon in the engine, up to 14DCs of damage 
  (that is, the explosion can do no more than 14DC), so if a 
  fuel tank with 8 gallons explodes, it inflicts 8D6 explosion 
  damage to the Chassis (armor does not protect from an 
  internal explosion), and if the Chassis is destroyed, the 
  occupants of the vehicle are also effected by the explosion 
  (as per Area Effect). If the fuel tank is more than half-full, 
  only half its capacity counts to damage - this is because the 
  explosion comes mostly from the fuel vapor in the tank than 
  anything else.  After the fuel tank explodes, the vehicle is 
  considered to be On Fire. 
  Fuel Leakage: This is a hit to the fuel tank which does not 
  cause an explosion, but nevertheless punctured the tank.  
  Once punctured, the tank will leak fuel rapidly, spilling about 
  a half a gallon every Round (1 gallon every 2 Rounds), per 
  puncture hole.  If the vehicle is on fire (or ever catches fire) 
  treat this as a fuel tank explosion. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  71 
  Trans-Axle Broken: The destruction of the transaxle will 
  freeze up the transmission, having the same effect as 
  though the transmission were knocked out. Your vehicle 
  can no longer shift gears (manually or automatic).  In a high 
  gear you can still slow down, though your engine will shut 
  down once you stop (it chokes out for lack of airflow).  If you 
  were at a low gear (1st or 2nd) you cannot exceed 40MP 
  (30mph or 50kph).  The Trans-Axle must be replaced (costs 
  $1500). 
  Other Sub-System: This hit indicates that some "other sub-
  system" not listed was hit.  This would be some component 
  which was later added, such as ECM gear, Radar System, 
  GPS navigation system, or some such.  The GM must 
  determine what was hit randomly.  If there are no other sub-
  systems, treat it as Steering Damage, listed below. 
  Steering Damaged: If you did not have some other sub-
  system (see above) then this roll counts as "Steering 
  Damaged".  This is damage to either the steering column, 
  steering gears, or power steering system.  Each time the 
  Steering system takes a hit, your vehicle suffers a -1 MV 
  penalty.  It costs about $200 to fix each hit. 
  Drive Shaft Damaged: The drive shaft connects the front 
  or rear wheel axles, or both (in the case of 4WD), to the 
  main drivetrain.  Each time the drive shaft is hit, reduce your 
  top speed by 33% (2/3rds top speed), and increase 
  acceleration time by 33% (or reduce accelerate rate by 
  33%).  If hit more than 3 times, the drive shaft is broken, and 
  you can no longer accelerate, and will slow to a stop.  To 
  costs $400 to fix per hit. 
  Weapon Hit: This indicated that a vehicle mounted weapon 
  has been struck.  Some weapons are large enough to have 
  hit points of their own, but for simplicity, it will be assumed 
  that the weapon has taken enough damage to be effectively 
  destroyed or disabled.  The general location of the hit 
  should already be known (front, back, side, etc.), and from 
  that, the GM should determine by some random method 
  which weapon on that side was hit.  If there are no weapons 
  in that area, treat this as an "Other Sub-System" hit.  The 
  weapon must be replaced. 
  Door Jammed: Roll at random for the door (or pick a 
  logical one, based on where the attack came from - this 
  could be the trunk door as well).  That door is jammed shut 
  by the crushing effect of the chassis as it is distorted by 
  damage.  It cannot be opened without a welding torch, but 
  the window is unaffected. 
  Bumper Knocked Off: The front or rear bumper is simply 
  knocked off (depending on from where the attack came).  
  This has no immediate effect, but on all subsequent impacts 
  (crash or ram) to that location (Engine or Trunk) increase 
  the damage you take by 1DC.  If the bumper was instead a 
  battering ram, then the battering ram was knocked off.  
  Costs about $200 to fix. 
  Power Breaks Knocked Out: The electrical system 
  controlling the power breaks is severed, rendering power 
  breaking inoperable.  Your breaks Friction is reduced by -4.  
  Costs about $200 to fix. 
   
   
  Suspension Damaged: If the vehicle's suspension system 
  is damaged, it automatically suffers a -1MV, but additionally 
  loses any MV bonuses had from an advanced suspension.  
  Costs $300 to fix per hit. 
  Break Control Destroyed: The hydraulic fuel which control 
  your breaks is cut or destroyed.  Normal breaks are 
  rendered inoperable.  The emergency break will still work, 
  as will alternative breaking methods (spin breaking with 
  emergency break, for example).  Costs $150 to fix. 
   
   
  Damage Transfer 
  When locations of a vehicle are destroyed, their damage 
  may either penetrate on through (as per Penetrating 
  Damage), or may transfer to the next most logical location.  
  This is usually the Chassis. After the Chassis is destroyed, 
  all remaining damage is "lost".  If the damage was caused 
  by an explosion, however, the occupants (and all internal 
  equipment) will be consumed in the blast, and this should 
  be treated as per Area of Effect damage. 
   
  As always, penetrating damage (bullets, etc.) do not transfer 
  over to the Chassis.  It simply penetrates through. 
   
  Loss of Control 
  Loss of Control occurs when the driver of a vehicle fails to 
  perform a complex maneuver.  The description of the 
  Maneuver (see Maneuvering) will specify if Loss of Control 
  occurs on a failure or not, and some attacks (such as Ram) 
  require the driver of the target vehicle to make a Defensive 
  Driving Roll, or Lose Control.  Even after you have lost 
  control, however, you may spend an action in a Regain 
  Control Maneuver, assuming you have not already crashed 
  (that is, if you are still spinning out of control, you can still try 
  to regain control). 
   
  If you Lose Control, roll on the Loss of Control table.  If the 
  result is not logical for the situation or environment, re-roll. 
   
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  72 
   Loss of Control Table 
  Roll 3D6 
  Result Effect 
  3 - 5 
  Vehicle fishtails and flips on its side. 
  6 - 7 
  Vehicle fishtails and skids side-ways, as though 
  in the Spin Break maneuver, slowing down 
  rapidly. 
  8 - 9 
  Vehicle crashes into some object on the road, 
  such as another nearby vehicle or a person 
  crossing the street.  Will crash into the nearest 
  such logical object.  The other Vehicle may, of 
  course, attempt to Evade. 
  10 - 12 
  Spinning or fishtailing out of control.  The driver 
  may attempt to regain control next Phase.  If he 
  fails (or does not make the attempt), roll on this 
  table again. 
  13 - 14 
  Vehicle crashes into some object off the road, 
  such as a tree, sign, or pedestrian. Will crash 
  into the nearest logical object.  The other unit 
  may, of course, attempt to Evade. 
  15 - 16 
  You run off the road (or veer off course if already 
  off-road), but do not crash into anything. 
  17 - 18 
  Vehicle fishtails and flips upside down. 
   
  I'm On Fire!  Ow! 
  Your vehicle can catch fire for a number of reasons - critical 
  hits to the engine or fuel tanks can cause these to explode 
  or catch fire, and of course various bombs, such as Molotov 
  cocktails, can as well. 
   
  When on fire, the entire vehicle is considered "On Fire" for 
  purposes of simplicity.  Fire will inflict 1D6 of damage 
  (through Armor) to the Chassis or Engine (depending on 
  where it erupted) from the intense heat and melting of 
  metal. While on fire, a vehicle's engine temperature will 
  increase by +20o F per Phase, unless it is already shutdown 
  or destroyed. 
   
  Inside the vehicle, passengers and driver will take 1D6 Stun 
  every Phase from heat and smoke.  Only once the Chassis 
  is destroyed will they be directly explodes to the flames, 
  then taking 3DCs of damage from the fire every Phase 
  (distributed to a random part of the body each Phase).  
  Body armor old provides half protection from fire, but a 
  Neoprene suit will protect as described. 
   
  The Fire will burn itself out in 4D6 Phases for an immobile 
  vehicle.  It will burn itself out in 3D6 Phases for a fast 
  moving (50kph+) vehicle.  If it becomes submerged in 
  water, it will instantly go out.   Actively fighting against the 
  flames with extinguisher and/or high-pressure water will 
  extinguish the fire in 1D6 Phases. 
   
  Every Phase that a vehicle burns, it is at risk of exploding 
  either the fuel in the engine, or the fuel in the fuel tank, 
  assuming it has not already exploded.  Each Phase roll on 
  the table below: 
   Fuel Explosion Check 
  Roll 3D6 
  Effect 
  3 - 6 
  Engine Fuel Explodes 
  7 - 16 
  Does not explode this Phase 
  15 - 18 
  Fuel Tank Explodes 
   
  Engine Fuel Explodes: Fuel in the engine explodes doing 
  2D6 damage per Liter of the engine (fractional Liters count 
  as 1D6), so if a 2.5 or 2.3 Liter engine explodes, it inflicts 
  7D6 explosion damage to the rest of the engine, and then to 
  the Chassis if the engine gets destroyed (armor does not 
  protect from an internal explosion). 
  Fuel Tank Explodes: Fuel and vapors in the tank explode 
  doing, 1D6 damage per gallon in the engine, up to 14DCs 
  (damage max is 14DC), so if a fuel tank with 8 gallons 
  explodes, it inflicts 8D6 explosion damage to the Chassis 
  (armor does not protect from an internal explosion), and if 
  the Chassis is destroyed, the occupants of the vehicle are 
  also effected by the explosion (as per Area Effect). If the fuel 
  tank is more than half-full, only half its capacity counts to 
  damage - this is because the explosion comes mostly from 
  the fuel vapor in the tank than anything else.  An armored 
  fuel tank will help protect from this. 
   
   
  Over Heating 
  Under normal operation, a vehicle engine will not overheat.  
  Stable running temperature is about 180o F to 200o F on 
  average.  However, when a vehicle loses coolant or oil, is 
  revved beyond spec, is damaged, or even on fire, it can 
  quickly overheat and eventually shut itself down. 
   
  Previously mentioned, under Critical Hits and rules for Fire, 
  is some information about the speed at which the engine will 
  overheat as it takes damage or loses coolant.  An engine 
  will shutdown at 300o F, and cannot be restarted until it 
  cools (assuming it is operational), which takes about an 
  hour. 
   
  Revving the engine beyond spec will also cause it to 
  overheat.  It is not possible to push a normal engine beyond 
  its Redline (the list RPM for its spec Horsepower).  A 
  modified engine, or one injected with Nitro, may go beyond 
  this value.  Going into Redline, and/or using Nitro, will 
  increase the Temperature by +3D6o F every Phase of use.  
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  73 
  Remember, even though your engine may be modified to 
  go into Redline RPMs, it will only do so if you "push it to the 
  max" on acceleration.  If your just cruising down the 
  highway, your engine is well below Redline (usually around 
  2000 to 3000 RPM). 
   
  Assuming nothing else is overheating the engine, it will cool 
  back down to 200o F at a rate of 1o F per Phase (coolant 
  and oil circulation), or 2o F per Phase if moving rapidly (over 
  60kph), or 1o F per Round if shutdown (with no coolant 
  circulation).  If something else is overheating the engine, it 
  will not cool down by any amount.  Intercooler systems are 
  available which can greatly assist in cooling, and can 
  compensate for Nitro overheating and over revving. 
   
  Area of Effect Damage 
  Area Effect attacks (explosions, shotgun blast, atom bombs, 
  and so forth) strike an area rather than a specific Unit 
  (though the shell could be directly fire upon a vehicle).  The 
  area of effect depends on the kind of attack made or type of 
  weapon involved (i.e., a grenade with a Blast Radius of 3 
  meters).  These types of attacks use the Targeting Against 
  Range rule to see if they hit their area (alternatively, a 
  vehicle could be targeted and hit directly, ouch!).  Any Units 
  within the effected area must roll for damage (see Area 
  Effect Damage).  To evade vehicles may Swerve Away, and 
  people may Dive for Cover. 
   
   
   
  Area Effect: Explosions 
  If the area of effect attack was an explosion, then the effect 
  may spread beyond the point of impact (consisting of 
  shrapnel, overpressure, and fire).  Outward from the center 
  of the explosion damage is reduced by 1DC every meter 
  away.  In other words, a 5DC explosion does 5D6 damage 
  to everything within a 1 meter area.  At 1 meter further out 
  the damage is 4DC.  At 4 meters out the damage is 2DC.  
  At 5 meters out the damage is just 1DC and beyond that it's 
  negligible. 
   
  Typical Area Effects 
  Effect Radius 
  40mm Grenade 
  1m per DC 
  Hand Grenade 
  1m per DC 
  High Explosives 
   
  1m per DC 
  Heavy Weapon 
  4m per Kill 
   
  If the attacker fails the roll, the center of the attack shifts 1m 
  for every 1 point by which his missed.  Roll 1D6 to see 
  which direction the center of the attack scatters.  Then roll 
  1D6 to determine how many meters away the round fell in 
  that direction. 
   
  Roll 
  Area Effect Result 
  1-2 
  landed short of target 
  2-4 
  landed behind target 
  5 
  landed to right of target 
  6 
  landed to left of target 
   
  Area Effect  Damage 
  Any Unit in an area effect explosion takes damage as listed 
  for that weapon.  If caught in a 12 DC explosion, all Units in 
  the area effect must roll 12D6 damage (reduced by their 
  distance from the center, as normal).  For Vehicles, damage 
  should be applied one location, rolled randomly and/or 
  selected logically depending on the vehicle's position to the 
  explosion's center.  For example, if a missile exploded to the 
  left of a vehicle, we would roll on the Hit Location chart (for 
  Autos), and if we rolled Door or Window, we would assume 
  the explosions damaged one of the two doors or windows 
  on the left hand side (selected at random). 
   
  If directly hit by an area effect weapon (like a missile or 
  grenade) fully damage should rolled and applied directly to 
  the location struck.  For people, the application of area effect 
  damage is a little bit different.  See Atomik WAR. 
   
  Indirect explosions do not inflict penetrating damage upon a 
  vehicle - they are treated as crushing impacts.  They will 
  only penetrate doors and windows if that component is 
  destroyed, then effecting the crew inside as though they 
  were fully exposed to the explosion (rolling for Area Effect 
  damage as normal).  If the vehicle chassis is destroyed by 
  an explosion, the crew is also consumed by the blast, and 
  must roll for the damage inflicted by the blast.  The crew 
  normally cannot Dive for Cover since they are strapped into 
  the vehicle and behind closed doors.  In unbuckled and with 
  a door or window open, they can try, but the GM is judge. 
   
  If directly hit by an exploding projectile, such as an RPG or 
  missile, the explosion is considered to be a penetrating 
  attack. 
   
  Electronic Warfare 
  Electronic warfare is the new frontier of the battlefield, be it 
  on land, sea, air, or racing down the highway at 208mph 
  and never being seen.  Arguably, civilian radar detectors, 
  "radar jammers", and the like are, a form of EW, but it is 
  nothing compared to the real thing.  That is why the words 
  civilian "radar jammer" are in quotes - since it is so low-
  powered and keyed to one particular purpose (jam police 
  radar guns) it is nowhere near a full-blown jammer. 
   
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  74 
  Basically, there are two forms of EW - Electronic Counter-
  Measure (ECM) and Electronic Counter-Counter-Measure 
  ECCM.  First, we will discuss ECM, what it can do, an how 
  to use it.  All ECM systems have a Power Rating from 1 to 
  10 and a certain range.  This will be shown for that system, 
  all of which are listed in Chapter 2 of this sourcebook.  To 
  use ECM defensively, you surround yourself (and the area 
  around, up to your ECM system's max range) with a 
  jamming blanket.  Any unit trying to effect you (targeting, 
  locate, whatever) must cut through your ECM cloak (if 
  possible).  To use ECM offensively, you can focus the effect 
  of the ECM onto a specific target (such as jamming their 
  radio), but only that target is affected.  In all cases, the roll to 
  use your ECM system is thus: 
   
  Your TECH + EW skill + Roll vs. ECM Power x2+ 10 
   
  Therefore, if your ECM system and a Power of 4, you must 
  make an EW skill roll verses a DV of 18.  This would then 
  grant your unit the ECM Power at +4 (since our example 
  uses a Power 4 ECM unit).  But you can use ECM in a 
  number of ways. 
   
  There are three basic types (or modes) of ECM - Missile 
  Jamming, Radio Jamming, and Radar Jamming.  Some 
  ECM units are designed to jam only one type of unit, others 
  are "multi-function jammer", capably of being set to one of 
  the three modes, and still others are "universal jammer" 
  which can jam all three simultaneously (this is the most 
  advanced type).  When you use the ECM system, you must 
  declare how you are using the ECM (to jam missiles, radio, 
  or radar), tell if its Defensive (on yourself) or offensive 
  (directed against another target), and spend an Action to set 
  the ECM unit to those parameters.  Then make the 
  aforementioned skill roll, and if successful, apply the ECM 
  Power as appropriate. 
   
  Missile Jamming: Used Defensively, you surround yourself 
  (and everything within a radius up to the ECM's max range) 
  in a spherical jamming field which makes it harder for 
  missiles to target.  Used Offensively, you must jam a 
  particular missile (if self-homing), or the firing unit if the 
  missile is guided (because you may not know what kind of 
  missile is fired at you, Defensive ECM mode is probably 
  best).  Your Defense gains a bonus equal to the ECM 
  Power (alternatively, the Power could subtract from the AV 
  of the missile's attack). 
   
  Radio Jamming: Used Defensively, you create spherical 
  radio blanking field, jamming all radio transmissions within.  
  However, this effects all radios, even your own and your 
  allies.  Used Offensively, you must target one unit (within 
  the ECM's range) and jam his particular radio, but this 
  effects no one else (aside from units trying to transmit to 
  him).  To "cut through" the radio garbage, anyone wishing to 
  transmit or receive must make a TECH + EW skill +Roll vs. 
  ECM Power x2 +14, and/or counter it with ECCM. 
   
  Radar Jamming: Used Defensively, you create spherical 
  radar cloaking field, scrambling and interfering with all radar 
  singles within.  However, this effects all radar systems, even 
  your own and your allies.  Used offensively, you must target 
  one unit (within the ECM's range) and jam his radar, but this 
  affects no one else.  In either case, when the radar is 
  jammed, the radar system has extreme difficult finding or 
  locking on to targets.  The radar operator must make a 
  Perception check to spot or find the target vs. the ECM 
  Power x 2 +10, and/or counter it with ECCM.  Simple 
  automatic systems (such as police radar guns) are rendered 
  completely useless.  The civilian "radar jammer", used to 
  counter police radar guns, is in fact a dedicated Power 1 
  radar jammer, with a range of 3.2km (2 miles), and should 
  be treated as such. 
   
  Using ECCM: An ECCM unit acts to counter the effects of 
  ECM.  Just like ECM, ECCM is rated in power levels.  The 
  user must make the same roll to use ECCM as for ECM, 
  and must take an Action, declaring what "mode" of ECCM 
  to use (missile, radio, or radar).  The ECCM must be 
  focused on the unit broadcasting the ECM.  If successful, 
  the ECCM will reduce the ECM unit's Power by the level of 
  its Power.  That is, a Power 4 ECCM unit will reduce an 
  ECM's Power by -4.  If reduced to or below 0, the ECM 
  losses all effectiveness.  ECCM units are all universal.  They 
  affect any target ECM unit, no matter what type it is or mode 
  it is in. 
  
   
  ATOMIK MOTORWARZ, p.  
   
   
  75 
   
   
   
   
   
   
   
  Vehicle Type:__________________________________ 
  Given Name:___________________________________ 
  Driver:__________________ AV: _______   DV:_______ 
   
  VVeehhiiccllee  DDeessiiggnn  SShheeeett 
  Technical Specifications 
   
  Value($):____________ 
  Weight:_____________ 
  Acceleration (0-100kph): _______ 
  Redline Speed:____________ 
  Breaks:__________________ 
  Wheels:__________________ 
  Transmission:_____________ 
  Suspension:_______________ 
  Engine:___________________ 
       Class:______ 
       Base Engine Size:__________ 
       Horsepower:_______________ 
   
       Weight:_________ 
       Value($):________ 
  Fuel Tank Capacity:__________ 
  Mileage Estimates: (City/Highway) ___ /____ 
  Range in Miles: (City/Highway) ___ /____ 
  Maneuvering Value: _____ MV 
   
  Hit Location SDP and Armor Values 
   
   
  Location 
  SDP Value 
  KD 
  Pen. Point 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon System 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt(kg) 
  Cost 
  Location 
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Modifications, Options, and Upgrades 
  Modification / Upgrade 
  Wt.(kg) 
  Cost 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Special Systems / Equipment 
  Special Systems 
  Wt.(kg) 
  Cost 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik MotorWarz).pdf