I wrongly put my demon homebrew in general discussion, so I'm moving it here. But just so it isn't a waste of space, I've also added cave racer stats.(circa 2008)
CAVE RACER (6 CP)
Skill: N/A
Move: 5"
Armor: 25 hp
Special:
(3 CP) Crash landing: if it is destroyed in mid air, a backup engine can be hastily implemented, and it gives the vehicle 1 HP. It gets 2 turns of invincibility, but they must be used to get ready to crash in the most explosive area possible.
(Included, costs no CP) Speed up: the cave racer can speed up to 30 inches a turn. However, consequences come into play. at 10", the cave racer cannot attack while moving (unless it is a charge attack). At 15", the vehicle cannot make any sharp turns. At 20", it cannot turn (but it gets +15 to all charge attacks). At 25", the pilot gets motion sickness and runs the risk of vomiting his brains out. (roll 2d6+3 damage against pilot) at 30", your whole racer catches fire. use fire rules to determine outcome. If you choose to go any faster, your cave race explodes as soon as it reaches its destination, good for kamikaze attacks.
now, the demon stats.
DEMON CP: 45
ARMOR: 12d4 and 2 lives (2d4 can be turned into 1d6 if he wishes to make a crit success)
SKILL: 4d4
MOVE: 10" (can glide downward 15")
MAGIC DICE: 4d6 (Cliche: EVIL)(summoning, eternal pain, fire, evil mind control, etc)
SPECIAL:
INFERNO: A demon without using magical dice can shoot a flame cone with a distance of 12 inches that causes 3d6-3 damage, regardless of what he is holding
DEMON ARMOR: A demon's armor cannot be stolen by mere mortals,but if it is, they are turned into an NPC demon.
MAY THE POWER OF CHRIST COMPEL YOU!: All holy artifacts, holy water, and holy units get a +15 attack bonus against a demon. However, if a heavy metal band, or just metal stuff in general (not including fighting) is within 15", he gets +3d6 armor
