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Car Wars 2e - Sunday Drivers

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100% found this document useful (4 votes)
429 views

Car Wars 2e - Sunday Drivers

Uploaded by

Joshua Gibson
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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mUlMimMlf

A Car Wars Supplement


by Aaron Atislon and Stefan Jones
Art by Denis Lonher
Map graphics by f -.'Usah eth and Chris /.tikes
'

Second Edition

AH rights is served. Copyright © L 982 by Steve Jack son Games


Earlier versions of this material appeared in Space Gamers 49 SL 50.
.
Primary thanks go to Steve Jackson, who did a truckioad of the de-
velopment work for this thing, and our play testers Norman BandU eh,
David Lady man, Chris Smith,. Scott Marine, Jim Norman, Rob Kirk ,
David Heiligmann, and Ken Cocker, Acknowledgements also go to Fritz
Leiher, aiiihor of " X Marks the PcdwaJk /' the main inspiration for this
. .
supplement Gentle men Mart your engines , , .
.
1 Introduction , , . . . , ..
2 .
9. Variants . .. 17
2. Components . . . . . 2, 10. To the Referee 17
.
3 Terrain Effects , , , . ... 3 .
11 CaT Wars Rule Changes . . IB
Terrain Chart , .. . . . , 3 .
13 “To Elit Modifiers
11
. . . . 19
4. Town Features ... 5 13. Vehicles
5. Movement 7 Police Cruiser 20
.
6 Scenarios . ft Ambunauglu .., . . .21
7. Special Equipment .. . . ..1 0 Killer RV 22
8. Special Rules 11 14. Midville Map 34

" Car Wats " is a trademark of Sieve Jackson Games.


2
.
I INTRODUCTION
Cycle gangs tearing into MLdvLUe usually got shot to pieces . It it
'

wasn't die cops doing the shooting , it was the armed civilians' protec
tion group, the Midville Organization for Neighborhood Defensive Ord -
-
nance (MON DO ). Arid if it was neither cops nor MON DO s. i 1 was the
- .
town 's few die hard pro autoduellists Sometimes it was all three .
Once it was none of the three, and that 's when the trouble started .
On July 23, Black Jesse’s Crusaders ripped through the city and out
.
gain before any guns could be brought to bear on them In passing,
they shot down an overhead crosswalk and the six pedestrians on it .
The citizens blamed the duellists and cops tor the tack of protection.
On July 25 th , a casual remark by an autoduellist ignited tempers,
resulting in the bloody beer Brawl. Joe ’s Oil Dump , a tavern which
catered to duellists and their fans, was burned to the ground.
On the morning of the 29 th, a pitched battle in the Midville Duel
Arena parking lot resulted in several deaths and the destruction of one
vehicle . There were now three camps: wheels vs. walkers, with the police
trying to ignore the whole thing and concentrate on " real problems.”
The next day was Sunday . The churches stayed mostly empty . The
sporting goods stores did pretty good business that morning . ..
9 $
*

Sunday Drivers is a Car Wars supplement for several players and a


referee. Scenario One (Wheels vs. Walkers) and Scenario Two (Crusad -
ers) require a minimum of two players plus referee* though sometimes
more players are preferred.
In Wheels vs. Walkers, one side operates the autodudUsts, and the
other side plays the MONDOs. The referee governs the whole thing and
plays the town ' s other important forces - armed police, weapons em-
placements, etc. The Crusaders scenario postulates a second attack by
the cycle gang., In both scenarios, the main scene of action is downtown
Midville.
2 . COMPONENTS
Sunday Drivers comes with the following components:
1 ) The map of the main scene of action , downtown Midville. The
map is in two parts , which overlap on the edges which arc not bounded
by a heavy border .
2) The rulebook , also known as the thing you’re looking at ,
3) A counter sheet with 160 counters. The counters are: 16 chain
sections, explained under Terrain Effects and under the "Crusaders"
scenario; 24 counters representing MONDOs ; 24 counters representing
-
vehicle- mounted Crusaders* numbered 1 24 ; 24 Crusader miniature
counters for the speed chart ; 20 "breach” counters (explained under
Special Rules: Building Damage) ; 14 policemen ( PI -P14 ) ; 18 civilians
-
( A - R ) ; 2 tripod mounted weapons; 3 police curs ; 3 wrecked police cars ;
1 Ambunaughl (described under Town Features: Building 2); 1 wreck -
ed Arnbunaught : miniature counters of the police cars and Ambunaught
for the speed track ; and six “on fire’ ' counters ( explained under Special
Rules: Building Damage ) .
3
3, TERRAIN EFFECTS
The various terrain features of the map (streets, sidewalks, buildings,
.
parks, trees, lamp posts, crosswalks, debris interior partitions, and
.
chains) aic shown on the Terrain Chart, below Following arc the
terra in effects peculiar to urban autodialling:
Sidewalks arc considered debris-littered road ; debris markers ( repre-
senting random urban trash , vehicular leftovers, wine bottles, etc) are
.
shown in place Also shown are mailboxes and news racks. Hitting one
of these docs no damage to a vehicle but is a D2 hazard . For game pur
poses, assume the dented mailbox or news rack remains in place.
-
Any maneuver involving crossing from road to sidewalk or vice versa

sidewalks with no problems . -


is at a + DI : driving half-on arid half off is also + Di . Pedestrians navigate

Chains si retell across the city’s mall entrances and may be placed
elsewhere , Hilling a chain is a I ) 3 hazard and does 1 point of damage to
.
both chain and car for every 5 mph the car is moving Seven points of
damage in a single crash or 34 points of cumulative damage will shatter
.
the chain If a vehicle hits the chain and does not break it , the vehicle
slops where it is. Chains can only be broken by ramming. Pedestrians
can cross the chains without slowing .
.
Chain is put up between metal posts If drain is stretched from Post
A to Post 13 , and from 11 to C, and front C to J 3, and a car rams it be -
tween U and C , only the chain between B and C is out of play It is .
possible lo ram a posL ; if a car rammed Post D , then the chain from A
to C is out of play. Ramming a chain post is as hazardous us ramming
chain and a lamp post at ihc same time and would require the normal 7
points of instantaneous damage or 14 points cumulative to destroy the

T&rrain Chart
Street
Sidewalk & I0-.
Wall
M ::Wi
Stairway
Do or/ Window
Partition 1
n o
Park F >.
i
MG Bunker
Lamp Post *
Debris rsjv

Chain
Fence >>www^ RL Bunker

Crosswalk
4
.
chain A hit doing more than 2 points of damage , bul less than 7 , would
break the post ulf bill leave llie chain intact. However, chain tying on
the ground { because an end post is pone} has no effed ,
A vehicle I hat breaks a chain ( or knocks down a post or lamp posL )
will lose 10 nip] i of speed immediately and continue on its course .
.
Lamp posts are located at each sidewalk corner Hitting one is a IJ 3
lu 2 j.nl and does I point of dam ace lo both posl and vehicle lor every 5
mph ihc vehicle is moving. However, a post will yield to 3 points of
damage in one crash ( not cumulative}. Thus, a ear going 15 mph or
more will knock down a lamp posl; one going at 5 or 1 (1 mph will hit it
anti stop. A post may be destroyed by any weapon except a hand weap-
on, hut iL is a hard target: -6 to hiL. ( This -6 docs not include the + J
bonus for shooting a stationary object ).
Park areas present no danger except for trees; hitting a tree does
.
normal collision damage, and is a l > 4 hazard A tree can withstand 20
points of damage, instantaneous or aggregate. Though the trees arc
shown with branches, a LIST must move into ils trunk ( central part. ) lo
.
collide with it The leafy part of a tree does not affect movement (even
where iL overhangs sidewalk o r road ) . A tree does not block line of sight
or fire from one vehicle ( or pedestrian ) on the ground So another one
.
on the ground However, if you arc on the ground looking up into a
building , or in a building looking down towards the- ground , the tree
interferes. A tree is the same ns smoke for purposes ofinterfering with
sight and fire.
Going lor a drive in the park : Any vehicle can drive on grass in the
.
park Any maneuver performed partially or entirely on the grass is at
+ DL ( If a single maneuver takes you from the road over the sidewalk
and onto the grass, these penalties do add the maneuver becomes
+ D2.)
.
Crosswalks arc overhead pedestrian walkways Crosswalks provide no
cover but anyone in the center 1 ” is considered to be on the ''second
(

floor ' * ( see Special Rules) , Despite the way they ' re shown on the map,
overhead crosswalks do not impede movement on the road . A crosswalk
.
can sustain 11} points of damage before collapsing Anyone in the center
inch of the crosswalk when it collapses will take l die of damage ; any-
-
one anywhere else on the walk will lake 1 die 4 , Anyone under a falling
crosswalk takes 1 die of damage . ( Body armor does not protect against
this.) A fallen crosswalk creates nibble ( see Special Rules).
Buildings have the following characteristics;
1 ) Number of MOOTS. It should surprise no one that a building listed as
“ 2 floors’" will have two stories and a roof.
— .
2) DP damage points This is the “tumor value*" for the building the
amount of damage the walls can take before opening a "breach ”
—.
Most buildings have from 5 to 10 DP. See Building Damage in the
Special Rules section .
3) Interna] defense. Most of these buildings are empty because it’s Sun
.
day and there’s trouble brewing Some are occupied and have
-
defenders who are not willing for combatants to enter.
.
4 ) Interior partitions Interior partitions arc significantly different
from "walls”; par lit ions divide a building into individual rooms. Par
titions do not absorb damage as walls do, and destroying them will
-
5
not cause s budding to fall. They do block line of sight , though * and
pedestrians in a building wil] have to either go around them or blow
holes in 3 hemr A grenade automatically opsns- J breach in a partition .
Holes in partitions do not eon tribute to building dest rue Lion ; build
.
inns wili not fall down due to damage to interior partitions A breach
-
can also be opened by doing 3 pLs of damage to tile partition I’oi .
simplicity , assume that partitions are in the same place on each floor ,
.
5 ) Doors and windows Poors and windows are shown by r.4 ' !A" long -
.
gaps in walls No distinction is given because none is necessary ; it’s
at! the same so someone running for cover. Where there ' s a door or
window on the ground floor there 's a window on an tapper floor .
Pedestrians may tire through doors or windows and remain protect -
ed by surrounding walls - see Special Rules; Buiktuig Damagi' .
Doors and windows not rioted in Lire text as locked are to be consid -
ered open gaps.
6) Stairwells and access hatches. Within each budding is a laddcrlikc
row of squares representing the staircases. To ascend or descend
from one floor to the next , a pedestrian must fust move to the
square marked for his floor fin other words, if he's on she first floor,
.
lie moves to the square marked " H He may enter that square
(only ) as though there wore no wall in the way . He slops there. In
Phase L of the next turn , he may move to the next square In Phase.
1 of the following turn ,, he may move another square, and so on .
Example: joe Me Pad den reaches the stairwell { numbered box ) of
the third floor on Turn 10. On Phase 1 of turn 11 , he moves to tlie
.
unnumbered box between floors 3 and 2 On Phase 1 of turn 1 2 „ lie
.
moves to the floor level ( numbered box ) of the 2 nd floor On Phase
1 of turn 13* he will be able to start normal movement on the sec
ond f l o o r o r move one square farther down the stabwell, as he
-
.
wishes The uppermost box of each staircase is marked “ R ," and is a
.
hatch to the roof of the budding It takes one second Lo move from
.
the hatch square to any roof square A stairway square only “exists"
.
on the floor lor which it is appropriate ; Lc , a box labelled does
not exist on floors 1 or 3, and the unnumbered squares do not block
movement on any floor.
r
4. TOWN FEATURES
Each block on the map is marked with a number, as follows:
.
f l ) i s the town mail Two floors , 5!>P , no internal defenses Lip to .
-
van sized vehicles can drive the length of Lite interior concourse and
will?in slares from door to door with no mobility rest riel ion , This is on
the first floor only ; the second floor is warehouse, accessible only by
pedestrians .
( 2} is Lhc hospital. Three floors, 6 UP. Although the staff bates to
drum up business for itself , il is also charged to protect those in sis cure.
Three guards wiLli armor and rifles are on duty at each door this Sunday,
and the Ambunaught , the hospital 's armored ambulance , is manned and
active at tile spot marked " \X . > Any breach opened in the hospital will
V

be manned by one of the guards ( leaving no less than one guard at each
dooj , JS long as the supply lasts ) . Anyone firing on the hospital (Scenar
io J ) or any Crusader within 1" of it (Scenario 2 ) will be fired on by the
-
6
guards. The doors arc locked ; combatants must create a breach to enter .
If a breach is opened in a wall , the Anibunaught will cruise to that
point and attempt to guard the wall ( by remaining stationary and anni-
hilating anything within range firing at the building). If more than one
breach is opened „ the Ambunaught will begin to circle the hospital,
engaging only those wlu> fire upon ( tie building or its defenders. The
forces of the hospital and police ( below) will cooperate, though the
Amb unaught will never leave the hospital area. The hospital doors are
wide enough to admit vehicles, though the ceiling is too low for vans.
There arc six unarmed staffers in the hospital , plus three bed -ridden
patients.
.
( 3) is an office block Two stories, 5 DE, no internal defenses.
,

.
( 4 ) is a block of stores Two stories, 5 DP. The three buildings on the
.
west side of the block have no internal defenses Bill’s Garage is a vio-
-
lently pro duellist establishment ; within are three mechanics ( controlled
by the autoduellists) who will not venture forth but who will snipe with

-
-
unscoped rifles on any MON DO they see. The Wrecked E dsel Bar is a
pro duellist place, too, containing 3d 6 people getting merrily smashed .
A MON DO entering or firing upon the Wrecked Edsel will gel the same
treatment a duellist would in the IIar None ( below), for one in. three
.
drinkers here has a heavy pistol (This applies to the Whechvs, Welkers
,

.
scenario only ; in Crusaders, all the town ' s bars are closed )
( 5 ) is mostly city park ; the little building at the south is the museum.
One story , 4 DP, no internal defense .
(6) is the main block of the city government. Three stories, 7 DP ( ex -
cept where no led ), no internal defenses ( except where noted ). The City
Hall is special: It has 8 DP and an internal force of 12 guardsmen with
.
body armor and heavy pistols In addition, the bunkers in front ate two
rocket launcher turrets, controlled from within the budding , 20 shots
.
each They can fuc on any spot on Elm Street from First toTliiid , or
from Second Street east of City Hall, or any building within the semi -
.
circular area thus suggested The turrets have 15 points of armor each .
The large domes on top of the Hall are machine-gun buniters. They have
15 poults of armor and 20 idiots each. Each is manned by one police -
man with body armor and a heavy pistol as sidcarm, The MG bunkers
cannot quite hit the sidewalk in front of the hall ; they can hit Elm
directly in front of the hall and East Second to the edge of the map .
Their main purpose is to keep unauthorized persons off the roofs of
City Hall and the police station ; they will fire without warning on any
.
one on either roof They may fire on pedestrians on other Block 6 roofs
-
- b u t will warn anyone but a Crusader before opening fire.
The police station, on the same block , is !> Pl (J and has 10 regular
staffers with light pistols ( who stay inside ), two petmanent guards with
body armor and rifles ( who stay Inside), six patrolmen with body armor ,
shotguns, and heavy pistols ( who don' t stay inside all the timc) p and
three patrol cruisers parked in the little lot (at the Xs), The cruisers
cannot be unlocked by anyone but a police officer, hut can be driven
-
by a non policeman if the armor is blown off one side to permit entry .
In Scenario l , the police cruisers and City Hall guns begin as a

.
.
neutral force They act only if City Hall or the police station is en
dangered They will attack immediately if cither building is breach
-
-
7
ed. In addition, each time any weapon strikes either building and does
.
damage, the referee roils two dice If he rolls a number less than or
equal to the damage done by that shot * the mayor will order action .
( The referee may play Ihe city forces himself or give them to another
player.) The patrolmen will immediately leave the police station for the
cruisers, and the City Hall weapons will open fircontfrty aimed men or
vehicles within range, starting (if possible ) with those that did the dam -
.
age, The officers in the cruisers will circle Block 6 Any aimed, men or
vehicles they find in any street adjacent to Block 6 will he warned once .
.
If they do not surrender , they will be attacked next turn If fixed on by
foes outside this '‘beat ,' the cruisers may pursue, hut probably will not
1
.
If the hospital is attacked , it is also possible that one or more cruisers
will he sent to aid the Ambunaught .
Note that any player loses points for his characters killed hy the po
lice, but only the Crusaders get points for killing police !
-
( 7 ) is an office block . Three stories, 6 DP , no internal defenses.
( 8 ) is an office block like block ( 7), The building in the NW corner
is the Bar None, a bar which eaters to MONDOs. Within are 3 d 6 party-
goers anticipating a victory bash , 1 / 3 of these people have heavy pistols
and will use them upon an autoduellLst entering or filing upon the bar.
They will only leave the bar if it is likely to collapse. If they leave, they
disperse, running at top speed for the edge of the map hy whatever
routes seem safest. They will not return fire while fleeing unless they
ore cornered ,
( 9) is a varied block . Two Stories, 5 DP, no internal defenses ( with
exceptions listed below) . There is a neutral bar on the block ; it contains
4 d 6 hard-drinking bozos. One in four drinkers has a light pistol ; the
barkeep has a shotgun. These folk want nothing to do with the conflict ,
feel pretty safe this near to City tlali's defenses and will all Tun from
the bar if it is fired upon by anything heavier than a heavy pistol
(except the barkeep , who will defend his establishment ).
-
( 10-12) arc ail Ihrce stoxy office and retail store blocks, 5 DP, no
internal defenses.

5. MOVEMENT
Vehicles move normally on roads. Sidewalks count as mads , as do
parking lots .
Pedestrians move normally tlirough most terrain . They can only
enter or leave buildings at doors/ vvindows and breaches, it is possible to
jump from windows. First story and roof - 1 die damage, minus 4,
Second story and roof - 1 die damage. 3 rd story and roof - I die
damage , plus 1. Body armor docs not protect from thus sorL of damage .
Movement on rooftops is unimpeded , and pedestrians on a rooftop
have no defense ( but sec Line of Sight , below ). Only pedestrians can get
to a roof. The roof hatches of City Hail and the police station /p LI arc
locked from the inside, and have 7 DP if someone tries to break in ;
other roof hatches aie unlocked .
Movement on rooftops is also unimpeded by the walls between
buildings in a block ; someone on the roof of Bill ' s Garage could run
westward the length of the block. The only things that impede building-
to-building rooftop movement are gaps between buildings, and a
s
running man can leap a h. all -inch ( 7!A-foot ) gap - move hb counter
across the yap at norma] speed,
h is possible to use :i weapon to blow a hole in a wall between
.
buildings Treat this like any other breach sec below .
Vehicles and pedestrians may move off the map, but may not
.
return , No combat occurs off the map (The ref may extend the map as
much as he likes, though. Refer to city map sketch . ) West of the Dray
( Karcingo ) is a chain -link fence ( ttcat as ii it were a chain ). Past the
'

-
fence is an open field ( considered debris littered terrain).

.
6 SCENARIOS
-
ll'/ j c c f a ] i Walker
^
This is the seenarid of the introductory narrative. The duellists and
the MON 13 Os have spent all night working up their coinage, and have
congregated for Lite purpose of destroying one another The MONDOs .
sLarl in Ihe parking lot at 3rd and Film ; the duellists begin in the lot
behind Bill’s Oarayc. The duellist player yets two to five characters, and
$35,000 with which Jo hudd e it her two or three ears. The MON DO
player gets twenty characters and S 15. QQ0 . lie may buy any hand
weapon on the hand weapons, chart , minus , .spikes, body armor , and
.
some special equipment which will be explained below Each side wants
to wipe out the oilier. However , both .sides are natives of the town ; the
victory conditions reflect a slight reluctance to destroy their home.
Victory points arc awarded to each side, added up * and compared as
follows:
POINTS AWARDED:
Tor eacFi auto duellist killed : + 20 to the MONDOs if there were 5
duellists* + 25 if there were only lour, and so on (always equal-
ling 100 points for the combined duellists) .
Tor each MON DO killed : +5 Jo the duellists.
For each breach opened in a building : - 1 to Ihe opener.
I- or each building destroyed or on fire: -5 to the the player who set
it on fire or opened the breach that knocked it down.
For each baigoer of an opposite orientation killed : + 1 to the kilter.
For each mechanic killed : + 3 to the MONDOs,
-
For each vehicle or cornbaLant that leaves the map: 3 to cku one leav
ing, ( Note that this means a car with two occupants is worth -9! )
-
For each neutral bargocr, civd servant, or hospital worker killed : 2
to the killer.
-
-
For each cop killed : 5 to the killer,
RESULTS:
One side has 50 points more than the other' Total victory .
One side has 25 points more: Decisive victory ,.
One side has 10 points more: Pyrrhic victory .
If cither side has a negative point total , all survivors from that group
will be lynched ,
Crmsders
When Black Jesse heard about [ FLU big light in town, he thought it
.
was the perfect time for another raid But lie talked too much about his
plans , . .
9
All damaged buildings, chains, vehicles, and weapons arc fully re-
paired ; all vehicles and weapons are fully supplied with ammunition .
The townspeople have 16" ( 240 feet ) of heavy chain - the sort at
.
the mall Chains attach to posts which may be set anywhere. There arc
no separate post counters ; each chain counter shows location of the
posts, All chains must he in place before play begins, Thu Crusaders
will be able to sec any chain in Eine of sight
The town gets the equivalent of the auloducllist and MQNDO forces
.
from Scenario 1, plus the three police cruisers ( The Ambunaught pur *

forms as before, firing only jf the hospital is breached.) City Hall's


internal forces arc doubled ; Lite police station ' s internal forces 3TC
.
tripled. These men wilt not leave their buildings ( Exception ; Sec
Building Damage. ) The six patrolmen begin play in their cruisers The
bars are empty , and the mechanics at Bill’s have (for today ) become
part of the 20 ground fighters .
One player can play each of the four forces ( this is simplest), or one
player can take the three town forces and the other can play the Cru -
saders ( this can be pretty slow). The Crusader forces may also be split
between two or three different players .
Black Jesse's Crusaders, the meanest gang in the state , get 30 char-
acters for the raid. They have S 100 , 01)0 worth of gear ; cycles, hand
weapons, body armor, and ( if they like ) one van. No Crusader may
leave the board until he has fired at least one potcntiaUy-effegtive shot
( that is, one which has a chance to hit and to do damage when it hits )
at a townsman or building.
The townspeople want to trap and obliterate the Crusaders. The
Crusaders want to wipe out the town’s fighting force and escape , so
.
they can return late- to pillage In this scenario, the Crusaders will re
ceive victory points for the capture of townspeople . To capture a
-
townsman ( or woman) , a Crusader first must render him unconscious
(either via weapons or hand-to-hand combat
.
— see Special Rules for
HTH rules) Loading an unconscious person onto a cycle takes one full
second if the two are adjacent .
The townspeople can set up wherever they please ( in I he likely event
.
of dissension among players, each player sets up his own forces) How-
ever, nobody can set up on Kazango or fourth , since the Crusaders will
enter from that direction , and no one can set up in or on the hospital .
The Crusaders ride in from North Kazango at any speed , and will im -
mediately spread out to accomplish their objective of destruction.
Prom there on it ' s a frce-fcrall If the Crusaders stay too lung, they 're
probably going to be wiped out ; they want to use their superior mobili
ty lo destroy and kill as much as possible and then turn tail.
-
POINTS AWARDED ;
For each autoducllist killed: + 20 to the Crusaders ( + 25 if there are
only four duellists to start with, and so on).
For each MOXDO, hospital worker , municipal guard, or non
patrolling police officer killed: +5 to the Crusaders.
-
For each of the 6 patrolling policemen killed: + 10 to the Crusaders.
For each Crusader killed : +10 to the townspeople,
For each breach opened: + 1 lo the Crusaders.
10
[ "oreach building demolished : 3 Limes Lhc building's I 3 P to the Cru-
saders ( i.e„ a building with 5 DP is worth 15 victory points) The .
referee may choose to award extra points Lo the cyclists for
especially risky or destructive behavior.
L or each buLtdingon lire but not demolished : +5 to the Crusaders.
For each townsperson captured : + 10 Lo the Crusaders.
RESULTS:
Consider the townspeopies’ scores one combined score for the
purpose of victory conditions .
One side has 50 points more: Total victory.
One side has 20 points more ; Marginal victory .

If it turns ouL that the townspeople have won , compare their three
scores to see which group came out the best in the eyes of the town .
7, SPECIAL EQUIPMENT
Several types of special equipment are permitted tor this lunacy ,

Dice
G Item Dam, DP To MU Cost Shots CPS
2 LAW 2 S S 500 1
1 VLAW 1 8 200 1 *
5 Recoilless * 2 7 [ 500 3 535
2 Recoil, Clip 50 3 S 35
5 MG 1 2 7 1000 20 $ 25
2 MG Clip 50 20 525
The “G column indicates the number of grenades this item replaces
11

-
in the 6 grenade load allowed a pedestrian .
The VLAW { “ very light antitank weapon” ) is a one-use device , a
disposable rocket-launcher, so the cost of the weapon is also the CPS.
Tills weapon resembles its contemporary counterpart , but does less
damage, being essentially a “Saturday Night Special" LAW. The 'Teg-
.
ular '" LAW is similar to the contemporary version Each VLAW or LAW1
weighs 10 lbs.. Note that no sustained-fire bonus is possible when u sins'
a LAW or VLAW.
-
The tripod mouritcd recoilless is a high- tech rapid fire anti- tank
weapon. It weighs 65 pounds ; one fully loaded clip weighs 10 pounds.
-
Three shots may be lured consecutively with this weapon ; if another
clip is on hand , it takes two seconds standinp still to load it in. Note
that this weapon , ammo, and spare dips must each be bought separately.
The machine gun is a fairly standard M60 tripod-mounted affair As .
with the re soilless, it takes 2 seconds to reload .
[ f a character using the tripod RR or MG is hit by smalt arms fire,
his weapon is unaffected ( it is as heavy as a vehicle weapon). If he is hit
by a grenade burst, SMG, or vehicle weapon, Lliere is a 50% chance that
the weapon will be hit first , with any leftover damage going to the user.
Otherwise, the user takes damage first , and any excess goes to the
-
tripod mu unted weapon .
1 he MONDQs may have no more than one tripod rccoilless L > T one
'

.
M60, but rnay have both One person must cany the tripod and weap
- -
n
on, Lind up to three clips of ammunition may he carried by another pet -
,

son, ( When moving a tripod weapon, put She carrier's counter atop the
weapon and move them together,) It takes one second to pick up a tri-
pod weapon, and one second to put it down .
-
Also available are laser targeting rifle scopes, which add + 1 to hit
with all hand- held and tripod - mounted ballistic weapons. A scope costs
$500 ; weight is negligible.
Mines and spikes may he purchased by the MONDOs at regular Car
Wars prices. A box of mines or spikes weighs only 5 lbs. and may be
carried instead of 2 grenades; it may be carried one-handed , Dumping
such a box is a regular aelion ( like firing a weapon ) and creates an
ordinary mine or spike counter on the map; this counter may he seen
.
hy any duellist within 6 unless hidden by smoke , etc Mines or spikes
H

may be dropped two other ways:


( a ) By a running character who docs not stop running ; but if you
roll u I on cS6 „ they will scatter badly and he useless.
( b) By throwing them out a window! There is a 50-50 chance ( regard -
.
less of the height ) that they will scalteT If they don't scatter, they will
land at any spot ( within l of the window) that the thrower chooses
11
.
8* SPECIAL RULES
// erg/rr modifications to hit: Shooting at a pedestrian on I he same
level is at no exlra minus. At the second floor * one-story roof , or cross-
-
walk tops, 1. At the third floor and two-story roofs* -2. Third story
roofs arc a - 3 and can only be targeted with a hand weapon ora Iripod -
or turret- mounted weapon .
If you desire some sort of standardization rule for modifications to
hit at varying altitudes, try this: If the target is 10 feet higher than the
ftrei ( or on a second story or fust story roof ) , - I . If 20 feet higher ( as
on a third story or second -story roof ) , -2 . And so on . l- iring downward
does not incur this penalty, though throwing things ( like grenades,
-
boulders, and livestock ) docs; 2 per 20 feet the thrower is higher than
the target. Each level of a building is assumed to be 10 feet high .

-
Out of -aimbal movement: If everyone SLarts a turn with no one to
shoot at which will occur primariily in the first lew turns of the game
- an alternate movement system may he used . The autoduellist player
moves the ear which he sees will first encounter an enemy the full
length of its move for the turn * or up to the point when it can fire upon
the enemy , if it can engage the enemy that turn. All his other vehicles
.
are moved up to that phase Then * all the pedestrians me moved up to
the same phase, ( If the pedestrians' move eliminates the possibil
ity of combat , play out the Test of the turn normally . ) Example: Martin
-
"Gonzo” Cutter is driving north on Elm at 35 inph with no enemy in
sight ; none of the other duellist vehicles on the board is in combat ,
and Cutter is closest to an enemy. Harold Milsap is quivering just
around the corner, at the SE corner of Elm and 3rd , loo far from a
door to make it to safety this turn. At phase 6 , Cutter ' s vehicle begins
Lo turn the corner and establishes a line of sight on Milsap , creating a
combat-possible situalion. All of the auto duellists are moved up 1o
phase 6 , and then all of the pedestrians arc moved to phase 6 . Cutter is
12
firing on Milsap and Milsa|i is targeting one of Clatter's tires. Since Mil
-op was wailing, for the car In turn Hie comer, I lie. CM wilt probably
-
( logically ) allow him to shoot 11T.NL . ‘Jive , Milsjp, In the Crusader sccnai -
HJ> Hie .sequence ( should it ever come up) is cops, dudlisLs, Crusaders,
MON DOs .
Surrender: Any MON DO or duellist may SUT render to the police by
dropping his weapons ( or leaving liis vehicle}, raising his hands, and
walking to City I fall ox the police station. He will be let inside , dragged
.
to a cell , and released the ne.vl week No points are lost if a character
surrenders. The police will react with gr &at hostility to anyone tiring on
a surrendered character, but they will also do iheii best to kill anyone
.
who lakes a surrender and then attacks Crusaders may not surrender ;
they'd he shot .
Limited knowledge.' No one knows what arms an opponent bears
until lie tires them , except for LAWs, submachine guns, and the pedes -
trians" recod less and MG,
There arc two ways to handle movement. The easiest is to assume
that both tile duellists and the MONDGs have many interested friends
around town who will not actively participate in the combat hut who
-
will keep them apprised of their enemies" aeLions by short wave radio .
.
Thus, all counters are visible ai all times However, no one in. a buUdine
- -
may be fired on unless lie is in line of sidit of the allacker.
The more realistic and complex way is to assume dial some move -
.
ment can be hidden The MONDQs know where the duellists" vehicles
ETC at ail times. The duellists know where any MQNDOs in the streets,
.
on rooftops, on crosswalks, or on sidewalks arc A person on foul inside
,

a building or in the park is not visible until he tires. A person firing


from a building remains visible until he moves, A person firing from the
park remains visible until lie moves 3‘ " away from the place where he
fired , and. he cannot escape detection if there is an enemy within 611.
When a pedestrian is undetected , the player mu si keep the GM apprised
of his movements by passing notes.
In our play tests , we have found it works best to have movement
visible most of the time , but to allow hidden movement (via note
pj.ssing) whenever a player thinks it is important enough to go to the
-
trouble of writing i? down .
.
Building damage: A building is at +10 So hit It ’s big and doesn 't
move (so the +10 lakes she “stationary bonus into account ) Each
11
.
building has a DP value indicating She strength of its walls. Any weapon
doing at least this much damage will produce a "breach, " Lesser dam
1

age has no effect, Example: The police station has DT 10. A weapon
-
result of 3 0 points damage or more will produce a breach at the affect
ed spot. However , any ntimber of smaller effects may accumulate with-
-
out causing harm
— there is no need to keep track of building damage
.
that does not create a breach A breach , once created , ES identical to a
door or window for game purposes.
When a building accumulates breaches equal to its DP value, ii will
collapse, ( A DIM building falls with 4 breaches ; the poEice station requires
13
1(1 ED collapse!) Ji does nut matter where breaches a re. When a building
lalls, it creates rubble ( sec below ). The full of LI building does not afreet

other buildings in the block even those with which iL shares a wall.
However, a breach in a common wall affects bo Eli buildings!
Anyone in or oil a 1alible building is automatically killed when it
collapses. Therefore * when a building is two breaches away from col-
lapse* half the "fixed" characters in llut building may be moved out by
the eon trolling player, When a building is one breach away from col *

lapse, all remaining characters may be moved out . This gives hospital
staff baigoers, etc., a chance to escape. Any armed character may fight
)

after [leeing a building. Unarmed characters may hide OT flee to the


,
edge of the map .
i

Rzthhte: When a building or crosswalk collapses it becomes rubble .


( You may wish to make up a few rubble markers.) No vehicles may en -
ter rubble. Pedestrians may move through rubble al one square per sec -
ond - .
they move only on Phase I of a turn Rubble takes up the same
squares that the building or crosswalk did.
Rubble continues to block tine of sight between roads - ( hat is, you.
cannot fire over rubble unless you are in ( or attacking ) an elevated posi *

lion. However, a pedestrian in rubble can Hire as though She rubble were
not there: be is considered "braced ” and gets the + 1 bonus to hit. A
pedestrian in rubble may he Sired on , and line-of-sight may be traced
. .
through that rubble to bit him . bul the attack is at -4 .
Collapse of a building or crosswalk will also scatter debris. When
something collapses, take a dozen debits counters (only 4 for a cross-
walk ) and drop them over the disaster site from a height of one foot * re-
dropping any that fail to land on street or sidewalk.

Hurtling buildings: Logically , a budding could be set on Sire with


.
GAMELJIROWERS, lasers, or other weapons Since Car Wars is played in
one-second tut ns , this may be disregarded fur most purposes. However,
when any budding is breached with a laser oi flamethrower, there is a
50% chance that it catches fire and will eventually be destroyed -
which can help Crusaders and hurt other players. Place an "on fire"
counter on the building .
Victory points for "building on fire" and “building destroyed " arc
J
f no! cumulative
— if a building is set on fire and then destroyed (or
vice versa ), just count ( he "destruction" victory points toward 1 be vic-
tory point iota],

Firing through doors and windows. A line of sight may be Lraced


'

through any door, window , or breach . Therefore, a pedestrian may


stand inside a budding and fire outside. He must , however, be adjacent
Lo She door or window for SIsis line of sight to he traced.
A pedestrian leaning around an edge cu a door presents a very small
target. Therefore, although he may be fired at , he has the protection of
the wail. He is not hit unless the wail is breached . Example: ALfic Smith
.
is leaning out a window when Mr , Cutter fires his laser Cutter needs an
.
5 to hit , and get 5 it The wall is DE6. Cutter rolls 10 points of damage.
6 go to the wall ( breaching it) ; the oilier 4 go to Smith , If the wall had
14
.
not been breached Smith would have been unhurt .
However, a very good shot can go right through a door or window .
If the roll to hit in such a case is at [cast 2 better than needed (ircr, an &
or better is needed , and a 10 is rolled ) „ then the pedestrian and the wall
both take the foil amount of damage. Since the shot passed through the
opening in the front wall , the breach appears in the &atA: wall.

Firing at multiple targets: There are two ways in which a large


weapon may be used on more than one pedestrian : area effect and
burst effect.
Weapons which may be used for area effect ate the mnehinegun ,
submachine gun , flamethrower , and laser. These are the weapons that
can "sweep" an area. When using such a weapon against several pedes-
trians within 1 ” of one another* a he firer may a L tempt to hit several at
.
once , He must roll to hit each intended victim Those he hits take half
the damage roll for the weapon { round up). Exception: a flamethrower
does full damage against all targets in a groupl When some people
in a group arc hit and some are missed , jhc " miss” occurs to one side or
both of the group, a t the choice of the player being attacked. Example:
hour MOXDOs arc standing in n line l " long; as people this dim should
be removed from the genetic pool ,, the aforementioned Mr Cutter .
decides to deep-fry thumr He fires with his laser, and rolls two hits and
two misses. The MGNDQ player decides that the two characters in the
middle receive the damage, and the two on the sides arc spared . Cutter
rolls a live , so each victim receives three points of damage ( 2Yi rounded
up).
Weapons which may he used for burst effect are the rocket launch-
er, AT gun , mine , rccoilless rifle* heavy rocket * LAW * and Vl . AW. Thc.se
rules are based on clio.se for the grenade , which is the archetypal burst-
effect weapon. Whenever any burst-effect weapon goes off , anyone
within 211 of the detonation lakes one die of damage. For mutes, LAWs
and VLAWs, this radius is only J ” ( mines measure from the edge of lire
counter). A pedestrian behind an intact wall or vehicle is not affected .
Thus, if a rocket hits a wall and breaches it, the hurst covers a 2 ” circle
- but if the wall is not breached (see below) the burst is only a half
circle* and those in the building are not harmed. Any one explosion or
-
sweep-fire will create only one building breach, no matter how large an
area it covers.
In Car Wars, a grenade: docs full damage to any pedestrian within its
2 ** burst , and half -damage to vehicle components within the burst rad -
ius. No other burst-effect weapon will affect walls or vehicles with its
.
blast effect Reason : The other burst-effect weapons arc shaped charges,
exploding upwards ( in the case of a mine ) or into the target ( in the case
of other weapons) , and their burst damage is merely a side-effect , not
enough to penetrate ear armor.

Line of sight: In order to destroy something, you must sec it.


Obviously , a vehicle cannot point its machine guns at a victim on the
other side of a building and expect to hit him . If art at lacker can
trace a straight line to a target without crossing an obstacle - .
i,c , :i

building or tree he can fire on it . Crosswalks do not count as obstruc -
IS
.
dons to sight A person atop a root" may move l ” back from ( he edge
and be out of sight of someone shooting from a lower elevation. A
building that has been demolished does count as an obstruction. A
wrecked car docs not count as an obstruction unless the target is a
pedestrian ; of course , llie vehicle may be destroyed to leave the pedes*
trian uncovered .

Missing: In die basic Car Wars rules ., if you miss, the machine gun
.
burst or heavy rocket or grenade magically ceases to exist , Obviously ,
.
this is inappropriate here For simplicity’s sake „ assume that any missis
-
a near miss

the shot lias gone over the victim's head * or the exact
center of his vehicle,
A missed shot fired horizontally goes in a straight line until it leaves
the map or encounters an obstacle; in the latter case it docs standard
damage to whatever it hits. ( If j>otcntia] victim is standing or driving
in the exact line of fire, roll to hit hint with any additional range modi-
fiers and an addiliemal -2 because you weren ' t aiming at liim.) Except
tion: A missed shot tired at someone in a building may bit an upper
. .
stoTy * if any Roll one die On a 1 or 2 it hits the second floor. On a 3
or 4 it hits the third floor (if any). On a 5 or 6 it misses and Leaves play
entirely .
A grenade, or any weapon fired at a down ward angle, will overshoot
.
by t to 6 inches if it misses Roll one die to find the amount by which
it overshoots. If there is a wall or other target in the way; of course,
that object takes full damage .
Any weapon fired at an upward angle and missing Its target has no
effect ; the projectile will eventually blow a hole in the countryside.
Exceptions: (a ) Grenades tlirovvn upwards ( obviously, at a window) and
missing will explode at the base of that building, ( b ) If a weapon is
fired from the ground to the second floor of a building and misses*
there is a 1 / 3 chance it will hit the third floor .
-
fracing: Pedestrians who lire hand held weapons while standing next
to a stable surface -
doorframe, wall, wrecked car, but not another

pedestrian! receive a + 1 to hit , This modi tier comes from the pedestrian
bracing bis weapon against that stable surface, and is cumulative- with
the +1 lie'll get from being stationary , A pedestrian can lie down to re -
ceive the same bonus* but lying down and standing up each take a full
second for the MONDOs (figuring into that time the amount of concen -
.
tration they need to deal with their equipment ) Rooftops have low (6"
or so) balustrades which can be used for bracing ; these provide no cover .
-
Any tripod mounted weapon is automatically braced and the " to hit "
bonus has already been factored into its “ to hit” number.

Cyde Blades: Cyclists can weld jagged blades to their vehicles. These
will do no significant damage to other vehicles, or even tires (they
might be able to put a hit or two on a lire If they could reach it, but it
would probably be a suicide run for the cycle). However * they can in-
.
jure a pedestrian If a cycle with blades hit a pedestrian, the blades add
an extra 2 hits of damage to whatever else the pedestrian suffers, A.
blade-equipped, cycle that passes adjacent to a pedestrian also has a 50%
16
chance of JiitlaTiy. him with the blades, dome; 1 hit of damage if the
cycle is going under 20 mph , 2 hiLs at 25 or 30, 3 iiiis at 35 or 40, and
so OIL. Side swiping ft pedestrian in 1 ]i i.s way is a D 2 hazard for the cycle.
Hlades for a cycle tor for a cyclc/sirtecai combination ) cost S50 and
add 20 pounds of weighs , Fake blades ( made of any old plastic junk
that may he around ) cost S 20 and add no significant weight , bm can
scare pedes* rians. I ? is also possible to put blades on a car or truck , with
similar effect ; they add the same cost and weight as three points ot
armor for that vehicle, i ake vehicle blades also co.st S20
'

.
Blades on one side are lost if and when all armor on ihat side is gone , It
the vehicle has no armor , the blades are mounted directly to the irame
and are not LOKL until the vehicle turns over and breaks them off .
-
Hami io-hund combat : This is fairly simple. For one pedestrian so
strike another , lie must be in a square adjacent or immediately diagonal
. .
to bis intended victim He must roll a 2 or better to hit but still has his
die roll reduced by 3 because bis opponent is a pedestrian , so the net
effect is that lie needs to roll a 5 or belter on two dice, A human list
.
does ld-5 damage If the attacker has something heavy in his hand a
pistol , an unused grenade, or a rock ( any debris mark on the sidewalk

will yield something to slug people with ) , the damage Toll is ld’4.
A pedestrian may also make a "hand-to-hand * at Lack aeaiiisl ft vehi-
1

cle, lie must have something to hit it with — a bare-handed attack


against vehicle armor is poin ? less. A pedestrian with a rock or other ob-
ject in hand may strike at a vehicle once per turn ( no " to hit " roll need *
-
ed ) , lie rolls ld. 6 5 for damage - that is* he rolls one die, and docs one
point of damage if and only if a 6 is rolled. For game purposes* we may
assume thai the object he is hitting the CUT with will not break. How-
ever , ;i weapon used to hammer against armor will no longer be usetul
as anything but a club.
Logically , a weapon that can hammer through a windshield as a club
ought to be able to do some damage in its in tended role. Therefore* any
hand weapon ( rifle , pistol , etc.) fired at a stationary vehicle trompomf ’
hfank range may be treated as an automatic hit , doing an automatic one
point of damage. Fveri though a hand weapon is really too light Lo have
significant effect , it can be aimed for a door hinge , window port * etc.,
under these circumstances.
if a pedes* LTAN has moved more ihan half of his running movement
.
this Lurn, he cannot strike this turn If a pedestrian can strike during the
turn , lie may * as usual, sLate during which segment lie wishes to strike.

.
Spikes Oil, and Mines: It’s possible for 1 he MON ft Os to run afoul of
the garbage dropped on the city streets by duellists (and by allies).
When a MON DO or other pedestrian moves onto a square containing
spikes be rolls two dice. On a roll of 2 or 3 , the pedestrian Jakes Id -4
damage .
A pedestrian on oil is likely lo resemble a Keystone Kup more than
Clint Fastwood , When a pedestrian moves onto a square wi* h oil on iL ,
lie rolls two dice, lie must roll is 5 to stay on his feet . If he moves onto
another square with oil, he must roll li 7; then a 9, then an SI , and each
subsequent oily square requires an 11. If a pedestrian tails, lie can either
17
- —
spend. an entire Second to stand up on a roll of 1 or mure Or Crawl,,
.
moving during segments 3, 6 , and 9 IS a ehmacter chooses to stand up
in an oily square, lie slid suffers the progressive difficulty in keeping on
his feet { filed is, if a pedestrian needed to roll a 9 to stay on his feet and
botched it , once lie regained his footing he would need an 11 to keep
his balance if lie moved into another square wifii oil ) .
The. weight of a pedestrian will not set off a mine ,

.
9 VARIANTS
.
Here arc some variations which can be thrown in just for grins;
( 1 ) hi Scenario Two, instead of having the Crusaders take on lhe
town forces , have them com bat thirty National Guardsmen with
530,000 and one Killer R V (see page 22 of this rule hook ),
( 2 ) Work out more details of Nlidvllle in full scale - a rough map of
the Test of the town appears on page 24 ( OT check out Car Wars l - xpau
sion Set 3 ) . This eould lurn any of the listed scenarios into a marathon .
-
( 3 ) Give tile MONDOs one vehicle in cither scenario: for instance, a
station wagon with normal suspension, no weapons, no more than three
points of ‘‘armor" on any side of the body , and normal tires . „ . a reg-
.
ular family car They can have it for free if they don’ t take a tripod
mounted weapon ; otherwise , they have to buy it at regular Car Wars
-
.
prices This wifi provide quick transportation for characters who might
.
otherwise have trouble getting to the scene of the action If file MON-
IES wish , they can also buy one heavy rocket and mourn it in front for
a suicide run. Another possibility: If the Moitdomobile has no roof

armor, it may be considered a convertible and all the passengers may
use their weapons at once at no subtraction front regular hand- weapon
“to hit ” numbers. The cover shows the MON DOs charging to the attack
in their tinfoil lank ,

10. TO TIIE REFEREE


-
These scenarios invite much more role playing than a standard
highway or arena hatHe ; your players will soon be asking you whether
they can do arty number of si range things, and you 'll need to cope .
Some things that showed up sn playtesting:
Character goats. Some players will just refer to their characters by
letter or number . ..
but the good role- players will name each one .
from there it's only a step to giving each one a personality ( cowardly ,
brave, or totally nuts) and possibly a specific objective ( like wiping out
a certain character on the other side, making sure RIll's Garage gets it ,
etc.}. If the referee Is apprised of such a specific goal beforehand , he
can allow extra prestige (or victory points) for success.
Arew huanesscsL There are several unmarked buildings on the map.
[ • eel free to change them from "office space" to some thing interesting!
.
Caches Any “local" group ( but not the Crusaders) ought to be able
to hide some of its gear around town ( with sympathizers?) to pick up
,

during play .
“ Loos r / ji bodies' *' bach player should keep good records of which
1

of his men has what because when somebody gets shot up, both he
and his foes may want to recover the gear . .
Other things to hnym Your players will ini mediately think of filings
is
they'd lather have than plain old guns. If it could be bought before -
hand, let them buy it with their initial allotment ; if it could be crabbed
during the fight, they can try ! Some of the things that have come up
have been heavy chain ($ 11) a foot ) ; paint ( $8 per gallon ): oil ( regular
auloducLlist prices); plastic garbage cans ( $ 10 apiece ) ; rape (free -
everybody has sonic around the bouse) ; electric train transformers ( two
for free, the rest cost $ 20 cadi ) ; auLo batteries ( $5 0 each for good
ones) ; mannequins ( not for sale * but can he taken from a clothing store
during play); grain alcohol ( $ 10 a fifth before play ; free at the liquor
stoic during play if you have a gun ) and newspapers ( available every
,

where ) One tiling they can't get is gasoline ' there’s no more, which is
r
-
why all the cars are electric! So , , , no cheap Molotovs,
Flats emd inventions* Having bought two or three weird things, your
players will want to assemble them into something strange Let them .
.
(every town has a good share of jack leg mechanics) Just remember that
it 's expensive to build gadgets, and they don' t always work . It can be a
nuisance to calculate the combat effect of something strange but it's
worth it when the duellists round ( lie corner and are confronted with

. -
, , a plastic garbage can with a string leading to the third story window?
Setitins strange actions. Inevitably, ( he players will want to do
something unusual

jump into the open lop of a roofless car, throw a
rifle from the roof to be caught by someone on ( he ground , throw one
grenade from each hand. A good technique is to hand them two dice ,

.
and say “' Roll high " A result of 2 brings disastrous failure and ( if pos -
sible ) death , He fell under the car/ caught the rifle in his teelh /fumhled
a grenade and blew himself up. An 11 or 12 is total success In bctwecn . -
-
rolls are in between results, graded ( wholly subjectively ) on Lhc referee's
.
opinion of the difficulty of the action In a game system where there
are almost no special “talents," Ibis works out fine.
Tell them what they see, nor what' s there. This is especially import -
.
ant when they encounter something new They can see it’s a compact
with a turret , hut maybe not how many people are in it They can see .
.
it's a chain , but they may not see the fishhooks And so on The two . -
dice system is good here , too. Roll two dice and don't let them sec the
.
result Then describe what they see. A low roll means you tell a convincing
. .
lie A high roll means lots of accurate detail A medium roll men ns a

brief report with few details maybe not all accurate. As the situation
progresses, fill them in on their new observations. " You 've just noticed
that ( he gunner ui the car is a dummy and there arc no guns in the tur -
ret
As referee, you 're
half moderator , , halt’ story teller, Re creative and
you 'll have as much fun as the players.

.
II CAR WARS RULE CHANCES
The Cor Wars rules have developed quite a bit since their first priming .
Below arc the changes from the first to the second editions. A few more
changes were made between second and third editions ( sec Autoduet
Quarterly No. 2 if you’re interested ) but these will get you on the road .
Section 8: A “bootlegger" can now be made in reverse, like any
.
other maneuver A reverse bootlegger is a DS maneuver .
-
Section JO: In a “T bone” collision , do not add the two speeds to
,
19
.
determine collision damage Instead , use the higher of tire two speeds.
Section 13: In the LLJland Weapons" subsection, pistols now count
as only one grenade for encumbrance. Rifles, shotguns, and SMGs
count as two grenades.
Also , grenades now do vehicular damage like SMGs. 1 hey do lull
damage ( 1 die ) to humans and tires, and half damage, rounded down ,
to all other vehicle components within their 2'" burst radius.
.
Grenades are often misused in play Referees should note that gren-
ades do nat go off as soon as they hit ; the player must set a 1 to 5 sec

ond delay. Furthermore, each second is a full turn tioi a single phase
-.
-
A 3 second delay means IOUGLILY 30 phases ( plus or minus a hit, because
all grenades go off at the end of a turn). Note also that a driver does not
have to make a “ to hit toll when dropping a grenade out the window
11

of his car into an adjacent square . , , but anyone f f i r o w f n g a grenade


.
( call a " throw " any tiling over V t l must roll to hit If a grenade misses,
use the overshoot rules in this booklet .
Scciiurr 14: A pedestrian is always considered to occupy only the
front half of his counter - thus eliminating, arguments about which half
his head is in .
12, “TO HIT ' MODIFIERS
-
Target is within I ” ( point blank range) of gunner: +4 to hit.
Target is further than 4 ” away: - I per every 4" the target is away
( not counting the first 4 ".) ,
-
Unusual targe Is: + 10 if target is a building, -h if target i .s a post , 3 if
it is a pedestrian or tire , -2 if it is a cycle or turret, - 1 if it is a compact
-
or sub com pact, 1 if it is a vehicle’s front or rear ,
.
Target is stationary : + 1 to hit Gunner firing, is stationary : + 1. to hit .
-
Gunner hampered by poor visibility : 2 if gunner is firing through
rain, smoke , paint { or if paint is on windshield ) , or - 2 if firing through
heavy rain or foe .
Gunner is sustaining fire: + J on second consecutive shot at a target ,
+ 2 on third and subsequent shots, so long as alt are consecutive.
Gunner k experienced : See Continuing Characters.^ Section 16 , in
Car Wars.
Gunner’s vehicle loses control : See Crash Tables, Car Wars .
Gunner has targeting computer or targeting .scope: + 1. Gunner has
hi-res targeting computer : + 2.
Gunner ( pedestrian) is braced : +1 .
1
.
Target is ID higher than gunner: -1 Target is 20’ higher than gun
ner: -2 And so on. Target is 20’ lower than gunner: -2 when throwing
r
,
-
. .
objects Target is 40’ lower than gunner: -4 And so on .
Target is surrounded by rubble: -4.
AVie: In llus chart , the term "gunner ' applies to anyone firing a
1

weapon. All modifiers are cumulative.

These rules use a shorthand system to describe randomly-generated


. -
numbers “ 3(16 baigocrs,” for instance, means " roll 3 six sided dice and
put that many people in the bur," “ 2d 6-1 " means “ roll 2 six -siders and
subtract 1 from the total’’ ...
and so on .
20

Th(B P^ofce (GhruU^ oir


Each police cruiser is designed to accommodate two passengers or
-
prisoners in addition to the patrolmen The MGssirc forward , the liK is
turreted , and the spikedropper ocs in back , Armor is 30 points per side.
^
Vehicle WL Capacity Acceleration HC Total 5

mph , 3^ \ CSO
Item Cost WL Spaces Total Spaces Notes
Wt . Left
Body Si ^ e Boo iB & o Igtfo 19 Luxury
Chassis Str. Y Hyy
9soo
rower Plnnt 5OQP W && ( Z9oO 13
*
Suspension

TLJL' S
U,oe
%00 £t
IIC: 3 ti
- jy

Driver 150 2
^33200
st
;
? n
Gunner
I5p . ^ 3Sog 9
Weapon jigp
^ 3&o o 1 1A & * 2.
Ammo i LOOP loo S oo z.
Weapon
' ^
\9op 3On Z AZno
Amnio A Z$o l loab
iSo .-
Weapon ±e> fec
'

i JL 5 4
Ammo
IOj3.
2 >o^
2S
?o
^ ^Z 5
A3 < \ lp
^
f~

Weapon
Ammo T
Armor Mz<S ; J i & £> p ^ .
Accessory
Gsl A
Accessory
ipoD
l & £o O l»
^S
« 4 *4*
Torre.
( )

Accessory A
Vo fe£*£ Kt £» UnV.
Accessory

Totals lfl. Xeoi


21

Yho Mmibusn^ ug/h ^


The Ambu naught bus one driver and one pa mined ic, and can carry
two patients (one on cacti stretcher). It's not really a combat vehicle -
lienee its low HC - but it is heavily armed and armored , The MG is
forward , and Ihe RR Ls tuneled, Armor is top , front , ami rear 30 ;
bottom and both sides 20,
Vehicle Wt, Capacity Acceleralirtii I 1C To tal S

7 tb - ^ rnpW D J. 50
*1 lfl Kotos
Za o j Z.
Item Cost Wt . Spaces Total Spaces
Wt . Left
i
Body Size iooo Za & o 4? &o 2A. 1rtg V
Chassis Str . UoO % y
^y_
iPowerPlant '5DOO l l o o to
^ loo ‘Jape . f

Suspension HCiO Li .
Tires l Ze? Q 3c? i> 4 3
Driver 150
.

2 ^
& SS a lb
00

Gunner 3 b o l l i b F r.^‘. -. v _
Weapon SOP
~ j J

Z- tieoo . L + b [
^ L

L
So 4 ,95*9 [
Ammo
Weapon l Ooo l [ * to
AZ& Q \ M Cb
ipa
^
Ammo
S_PO 9 O * . . i2So l iodcV .

Wea p on
Ammo
Weapon
Ammo
Armor Zloc? ;b35o
A cee.sKory
ISQP Lo >
'
'
H +J o 1*Ljf CU V -
Accessory "5oo loD a ^ 4 *Z ffr tc* >\ Ngfo
TIGO * tAl
-
(
Accessory
loo Z U rZ c|
Accessory

Totals tit-J
,
22

Tile Killer RV is cm armored, personnel carrier disguised as ;i reeroa "


tional vehicle - -
jia ^ c the ticket for small scale sneak attacks This .
vehicle uses several components from Truck Slop , the second Car Wars
supplement : a couple of components, maTkerl with asterisks, are
unique to this design hut may be adapted to any vehicle ,
tody : This is 30 feet long, holds 45 spaces , and can carry ! &,(!. DO
. . -
lbs , with a standard chassis ( 19 , 200 using the extra heavy chassis
option } Armor cos t / w eight is £ 35/ 17 lbs per point ; armor mu si go in
10 locations, us per Truck Stop , because the RV is so long , A sample
couuLer is shown on the opposite page ; it is 2 ” long by VT ' wide .
Phut : This is a regular truck power plant ; it costs Si 5 , 000,
weighs 3 , 000 lbs., and takes ten spaces.
*Comnmmeatiam Center: This allows the driver or gunner So
1 Lille , at up to 25 miles, on a variety of frequencies; it au to mu l Lully
.
scrambles outgoing communications No weight /space ; S 2 ,000 .
-
Pop- Up Turret: Hi is is a two space turret LhaL stays hidden when
not in use. it can pop up in Phase I the second before it is 10 fire, and
may return to hiding after Phase 10 of any second . It is pro tec ted by
. .
the front top armor It costs 52.501k weighs 350 lbs , and takes two
-
ex Ira spaces for the pop up mechanism , or four interior spaces in all.
Wheefcuttrds: These are armored Haps to protect ihc wheels . Norma!
wheelguards for any vehicle eosl M 0, arid weigh 4 lbs ., for each point
of armor they provide ( up to 10 points per guard ) , Retractable wheel -
guards add au extra $ 250 and 50 pounds per wheel, and take up one
space for each pair of wheels, Retractable wheelguards are invisible
( and useless} while retracted . They may be activated before Phase 1 of
any turn , and fall in place before Phase I of the next turn. They can
be retracted after Phase l Oof any turn .
Any shot directed at a wheel will be taken by 1 lie guard instead on a
.
roll of 14 on ld 6 , until the guard is blown away Wheelguards subtract
l from the HC of any vehicle shorter than 20' while they are m place.
( If illcy are rclracted oi destroyed , they arc not in place ,)
* Assault Ramp : This is ;m extra door, 71 wide, m the back of the
RV. !i may be lowered and raised in the same way as a whccJguard
.
(see above ) Since the ramp is the vehiclels rear armor, when the ramp
.
is down the vehicle has no protection to the real Extra cost : S 300 .
The Killer RV. like a IS bus-type vehicle sfh as an acceleration of only
5 rripli per second . [; is also fairly easy to hit : + 2 from the sides, no
modification from the front or Tear . Naturally , i * moves in l ' incre
ments, not in units of its own length , It cannot perform a “ bootlegger , ”
1

-
The model presented here is the stock variety, fairly well armed and
armored , nnd equipped to carry twelve fully -armed 1 TO ops for quick
deployment. It can be re con figured to carry more men , more or differ-
ent weapons, el cetera . . . all in all, a dangerous surprise package .
23

o l£
_XfiL
H
Hi ai Mh HU TWLM illd S I' 5
U I. I V » Li L> Hu)
• V
h i'i
m* FT 10 EX .
F di

m- L To’
n F? L i*k

m * FT AO
1C VRk
^ Mu 'i

r *i h '

. - ..
r »
*>
w lnli( kluni ‘"r 1
Ul
M H Iht i«»
- v JC
!'] If

Vehicle Wt. Capacity Acceleration HC Total £

H.I l oo Ifa, r
Eteris Cost Wt, Spaces To Lai
' Spaces Notes
Wt, Left
Uody Size

Chassis Sir .
5, 0a? | w>
^ m '
i
'
I 30* tots
x -fivy
Power Flint 3lDO£> ro PrM» fitc, . ifrtK
Suspension
Tiles
Driver
tjOW 1 0M,
ISO 33
HC: J
PI? JO -
- Sf oo
Gnnner
Weapon
tSo
3«>
2
^ 31
*1 * * 2,
A m run rrtX? ir 7»
,
/ £»0 f ^5 FT * 2.
Weapon
A iII mu £ <?0
<100

I OO
'
^ frC ?
*
1
Weapon C- H7 3
.
[ C( jpp

Ammo £*? roe JS IG*


Weapon /, 000 7 P0 - iPjWW in
m«wr
i

Ammo 3io £o inLSo


Uj AiiW
Accessory 3&0 / tofcSC ft**lP
11, 0» /t F -en3
^iinaae
Accessory 3£0 H
Accessory .
fi OCPO *
1
H , P« j It,
Accessory
Accessory
^ iw?
/

. -
ll , Dt*>
fF O&O f«
mtt UHH;

t
-
e TR .
1hW»
Accessory
*, * 1 0 £ >+ o 3 LljJW
n ,J »
13 Ug*rM 4
3S0 PT &. ^
Armor IM*3 £7 JP
CAftl
Totals 64 r o^ iliW 1 tlT »«l» r .
f ¥ Hdwlle 24
.
Below is an expanded map of MrdvDlc The town is actually quite
small , but is supported by farmers and homesteaders all around . The
section of the city which appears an the game map is shaded dark gray ;
the section that appears in Car Wars Expansion 3 { East Midvdlo } is shaded
.
light gray , Only major streets are shown here The scale is T’ = 20"
game scale .

It
*.
c

w •f
*
+ * «

*-
<

C- l C-2 C-3 C-4 C-5 C-6 C-7 C-8


C-9 C-10 C- ll C- 12 C-13 C- 14 C-15 C-16
C-17 C-18 C-19 C-20 C-21 C-22 C-23 C-24
POLICE POLICE POLICE AMBU - BREACH BREACH BREACH BREACH
UNIT ONE UNIT TWO UNIT THREE ' NAUGHT 3 3 3 3
BREACH BREACH BREACH BREACH BREACH BREACH BREACH BREACH
I I 1 I 1 2 2 2
BREACH BREACH BREACH BREACH BREACH BREACH BREACH BREACH
1 I I I I 2 2 2
RR MG

- -
£
*Jm - p» -
^
P1 P2 P6
6
-
P4 P-5 -
P7
P-9 -
P 13 P-14
A B P-10 -
P 11 -
P 12
E F G H I J
° #
C

«
K

M- l
M9
/

-
L
M2 -
M -10
M
W3

Mil
-
N

M -4
°
M5 -
M - 13
A
- P

M -6
1/
Q
M7

M 1S
-
-
R

M8 -

Mb* ft* M 12 i M- l 4 M l6 -
M- 19 A M 20 - M 21 - M 23-
M l7 - M- l M - 22 M -24

#4 ^ c- i C4 - C5 - C7 -

111 *#’ c-in c- n -


C 13
CO
-
C 14
ft ft -
C 15 -
C 16

• ft &ft -
C 20 -
C 21 -
C 22 -
C 23 -
C 24
IF YOU DON’T LIKE
THE WAY WE DRIVE,
GET OFF TH E STREETS.
AND THE SIDEWALK .. .
AND THE LAWNS * * .
53 -
m
l
/}

i
. i
T II

>
m nnv
MORE ( I ft ft'HJfJS M

- -
tliere'i Bfnr dull ir.oitMini la MJJYLUC. Uetwfftn tire local ID"
JUILIKV Ik* iikm HAPFT prakriafeMi §:' lip ul I LLc MQNMI,
-.
nil thm Tin vi ly fcp-ratrf fm\id ¥ Ite dil fitT p« HT
^
fb 'E enapgk the ItMiJ cycla giiif
-
Jilact J rise 's Crand
vauUL Ik o aomiiq bfll & r Ektf 14 bum EM t « >* fl ! * Ib« SHifcHd-,
SLDCPAY DWYERS b i C* tok* uppi]*nresf dm !
Al If ttlMf

fhfl wkiftiJ .
W®T rnkl to P r) Tfce ppe p« % Eft with Eh
*
^
tq IL\ plircTL TTO ncrarjan am iuppbcd , HAd pl nn tail e sUy
*
|Ju 41" i IS" JWJJI- UJD m-rti map.
*
Jwrml Ui*u «»B HfeMt-hri Uaki
--
1

Cij nw jRiffipfmitnli. Ircfeud : ifio ftU aifaf cxMUVlBfH iwlaltd hf


*
Denk Loubrt ( petke
L ? ftlil, fttkGIt HOMWf Hd HK l- P|
Uie Amburu r.Jiir erdirio prdntrUn . .
1
* ' ^ i W* JA 11" Harp HGtiW ; 14
* =
#*» >* , big twf £ JSJHKSi ; .fcful Lha pdikCliC! f 'JMA-PC iOJL

ffr ijgntnl Apr .


l ara?fi .•iNit& nand Ve/tf /i /man

FOJT «W7 jtairti. Trxa* 7S76&


P I1M

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