Friday, November 16, 2012

Unnamed Lux197 (2037) - Div 20 Luxury

Luxury, Extra Heavy chassis, Heavy suspension, Super PP, 4 PR tires, driver & gunner RL (10/reg) in turret, 2 MG (20/reg) linked front, MD (10/reg) back, HR left, HR right, FE, TC (driver), SWC (gunner to RL), 203 pts Plastic Armor: F40, L40, R40, B35, T23, U25, Acc 5, HC 3, 6830 lbs., $19760

Legal design: remove 23 pts armor - F38 R40 L40 B35 T13 U15, 6600 lbs, $19,300

Design Notes - I have no idea why I made this; it's Div20 and completely underpowered. It's got the weapons-system of Div10!

Thursday, November 15, 2012

Major Mover (2037) - Div30 (Obsolete)

Luxury, Extra Heavy chassis, Heavy suspension, Super power plant, 4 Solid tires, Driver, 2-space Turret Top w/Laser, ATG (10/reg) Back, FT (10/reg) Left, 2 linked MG (20/reg) Front, SD (10/reg) Back, 117 pts Plastic Armor: F30, L20, R20, B25, T10, U12, Acc 5, HC 3, 6895 lbs., $27240

Design Notes - This, I believe, is the very first car I designed! Even though I wrote "This is Leagal" (sic) in the top corner, it most definitely is not. Even a quick glance will tell you that a car with a Laser, FT, and ATG can't have 117 pts of armor. Naturally, this car evinces the design ability of a young teen with the original boxset. All weapons are original 2030s equipment (almost every possible weapon too, heh), and it's been influenced by the dreaded deathtrap, Hotshot (see my comments about that car here, and my improvement here). This car is beautiful in its naivete and sheer unwieldy ugliness. I'm not even going to try to update it, that'd be like giving a newborn cosmetic surgery.

Batterstorm - Div100 Camper

Camper (sloped/streamlined), Xhvy Ch., Hvy.-Active Sus., 6 SD-FP-radial Tires, Sport PP (PC/SC), Driver; ITL & VFRP (60/AP) in 3-space turret, LGL to 60 rockets, cyberlink to ITL, 10 oil/smoke dischargers, 4 bumper triggers, 4 laser-reactive webs, HTM, Overdrive, ABS-HD brakes, HD shocks, no paint windshield, 9 pts WG back, 5 pt WH front, 9 pts LR-FP CA around PP & driver, 145 pts LR-FP Armor: F30 B30 R30 L30 T15 U15; HC 4, Acc. 5(10/2.5 - HTM/Overdrive), Top 120 (90/140), 7799.6 lbs., $94,012.50

Straight Cyberlink Option remove ITL & LGL, cyberlink directly to VFRP, add 3 pts armor, 7795.8 lbs, $79,710 (Div80)

Economy Option - Camper (sloped), Xhvy Ch., Hvy. Sus., 6 SD-radial Tires, Super PP, Driver; VFRP (60/AP) in 3-space turret, HRSCW to VFRP, ID (15/reg) back, 10 oil/smoke dischargers, 4 bumper triggers, 4 laser-reactive webs, 40 pts WG/WH, 9 pts LR-FP CA around PP & driver, 164 pts plastic Armor: F30 B30 R38 L38 T16 U12; HC 3, Acc. 5, Top 90, 7799.4 lbs., $34687 (Div35)

Laser Economy Option - same as economy but add ITL in turret, LGL to 60 rockets, remove 2 pts from front WH, 3 pts reg armor, $48,993 (Div50)

Design Notes - I've been thinking more and more about how much I should like the VFRP. The expensive option uses the full complement of aiming, and depending on your desired division there are options. Even the cheapest, Div35, has a 7 to hit for a potential of 6d+6 damage - and 10 shots of that! It also adds the ID for defense (I usually go with a FOJ for 2-space defense, but not when I rely on a laser). Armor is still a bit light, but them's the breaks with campers. I think I'll try this with a pickup to see if I can make it work.

Wednesday, November 14, 2012

Bowip - Div10 Compact (Updated)

Compact, Xhvy Ch., Hvy. Sus., 4 PR Tires, Large PP, Driver; VMG (15/reg) front, SD (10/reg) back, 10 oil/smoke dischargers; 40 pts plastic WG/WH; 15 pts Metal, 121 pts plastic Armor: F5/20 B4/25 R3/25 L3/25 T11 U15, HC 3, Top 110, Acc. 5, 4436 lbs. $9985.50

Design Notes - An update of this 2037 design. Even though I wanted to jettison the SD, I felt that to be a true 'update' I needed to retain the original weapon-systems and body type. Arbitrary, maybe, but the decision was colored by the realization that there must be thousands of Div10 compacts with a single VMG. Throw in a SD and it's not derivative (or plagiarism, heh) I was able to employ the principle that when you have more weight than cost available, go with metal armor.

Tuesday, November 13, 2012

Help (2037) - Div200 Transport Copter

Transport Helicopter, Super Copter PP, pilot, gunner; linked Lasers in 4 space UM turret (under, facing back), linked HL front, linked VMG (20/reg) back, AC (10/reg) left, AC (10/reg) right, 3 linked Cluster Bombs under, 2 HRTC, 455 pts plastic armor: F100 B80 R70 L70 T55 U80; HC 1, Acc 5, 19985 lbs., $194125

Design Notes - There are some Car Wars vehicles which are underpowered and are nearly impossible to design well, the subcompact and the van come to mind. Then there are the models which the game-makers just let us ignore the rules, e.g. trucks, buses and transport helicopters. Look at this firepower and armor! In real life, there's no real equivalent. Other issues: why did I have the ACs on the sides and VMGs in the rear? I guess I was concerned with the side weaponry given the turret issues. Still, it feels off. Also, the cluster bombs (which, even at 15 I didn't understand but liked the sound of the name) are part of this "anti-personnel" RPG nonesense that the gamemakers kept pushing. If I understand the context of the CW world, I don't see the need to have special Anti-Pers weapons. As a friend explained to me, again when I was a teenager, about Agent Orange in Vietnam. He said that it was a defoliant that we used on our own people. I asked what was the defoliant used on the enemy and he replied "Napalm."

Name Notes - I think I called this "Help" after the policy of USAF to give H-letter code-names to enemy helicopters, like the "Hind." Yes, it was only for enemies, but as I've said in previous entries, I was terrible with names back then.

Bowip (2037) - Div10 Compact

Compact, Xhvy Ch., Imp. Sus., 4 PR Tires, Large PP, Driver; VMG (20/reg) front, SD (10/reg) back, 227 pts Armor: F60 B50 R40 L40 T22 U15, HC 2, Acc. 5, 4437 lbs. $9951

Design Notes - Why would I 'save money' - especially in Div10 (this ain't 5!) - with an improved suspension?! That's $200, to get the highest possible HC. HC is more valuable than armor.

Name Notes - This was named because I randomly determined three consonants, B W P, and then I added vowels. Back as a teenager, this was my creativity. Sorry.

Monday, November 12, 2012

Aviatrix (2062) - RPG Luxury Grasshopper (Updated)

Luxury (C/A frame), Xhvy Ch., Hvy. Sus., 4 FP PR Tires, Small Copter PP, Mini-Copter PP, Grasshopper Equip., Driver; Laser in UM pop-up turret, HRSWC, Radar Detector & Jammer, 10 gas/chaff dischargers, 6 laser reactive webs (hooked to SmD), 10 pts FP CA around driver & PP, 10 pts WG/WH; 4 bumper triggers, 155 pts FP sloped plastic Armor: F25 B25 R30 L30 T15 U30; HC 3, Acc. 5, 6600 lbs., $65,385

Design Notes - Update of this, following the same basics as this update.

Aviatrix (2037) - Luxury Grasshopper

Luxury, Xhvy Ch., Hvy. Sus., 4 PR Tires, Mini-Copter PP, Grasshopper Equip., Driver; Laser in UM pop-up turret, HRTC, 110 pts plastic armor F25 B20 R20 L20 T5 U20; HC 3, Acc. 5, 6600 lbs., $46300

Design Notes - I guess I was fascinated by grasshoppers back then. And I guess I found out soon that they really suck.

Doonbuggi (2037) - Div20 OR Compact

Compact, Xhvy Ch., OR-Active Sus., 4 OR Solid Tires, Large PP, Driver; VMG (20/reg) in UM turret, Roll Cage, SWC, 120 pts. plastic Armor: F20 B20 R20 L20 T20 U20; HC 3/2, Acc. 5, 4400 lbs., $19,460

Design Notes - I may actually have used this in combat somewhere along the way. Next time I'd probably take out the active suspension so to get more armor.

Name Notes - I hate this name, but that was the extent of my creativity back in the day. Yugh.

Triton (2037) - Div35 Pickup (obsolete)

Pickup, Xhvy Ch., Hvy. Sus., 4 SD Tires back + 2 PR-Radials front, Super PP, Driver; Heavy Laser front, VMG (20/reg) in turret, Hi-Res Comp., 20 pts WG/WH, 209 pts Plastic Armor: F50 B40 R40 L40 T20 U19; HC 3, Acc. 5. 7799 lbs. $34148

Ram Option- add Ramplate, FP armor, replace HR with TC, Armor: F40(ram), B40 L35 R35 U19 T20 $37706

Combat Record: Both versions! Original: 1 shot from HL, 3 hits to front left wheel. Ram Option: 18 hits to front, 13 to right, hard to see the rest of hits/shots. Design Notes - This is obsolete because of the old rule that allowed different tires for front and back with no loss of HC, in fact it was the chosen way to use the *only* radial that was allowed, PR-R. I suspect it should be improved... the attraction to make this a camper and use a 3 space turret is high, but it should probably be avoided.

Name Notes - Triton is a moon of Neptune.

Orthoclase (2062) - RPG Luxury Grasshopper (Updated)

Luxury (C/A frame), Xhvy Ch., Hvy. Sus., 4 FP PR-Radial Tires, Small Copter PP, Driver; Grasshopper Equip, Laser front, HRSWC, Radar Detector & Jammer, 10 gas/chaff dischargers, 6 laser reactive webs (hooked to SmD), 10 pts FP CA around driver & PP, 10 pts WG/WH; 4 bumper triggers, 136 pts FP plastic Armor: F23 B23 R25 L25 T15 U25; HC 4, Acc. 5, 6600 lbs., $68,435.80

Design Notes - This is an update of this 2037 car. The biggest changes are to use a C/A frame, which significantly added armor. It was possible to augment the weapons - missiles are always nice - but I felt I couldn't spare the weight. I used the space by sloping the armor.

Orthoclase (2037) - RPG Luxury Grasshopper

Luxury, Xhvy Ch., Hvy. Sus., 4 HD Tires, Small Copter PP, Driver; Grasshopper Equip, Laser front, OJ (25/reg) back, SS (10/back), Hi-Res Computer, Long Distance Radio, Radar, 84 pts plastic Armor: F20 B15 R15 L15 T0 U19; HC 3, Acc. 5, 6600 lbs., $50,880

Design Notes - Wow, what the heck was I thinking?? An OJ & SS in a helicopter?! I guess my teenage cheekiness, thinking I was so clever, that I'd fool people into thinking that it wasn't a grasshopper with those weapons. This was before decent fake weapons rules, maybe. Also when weapons needed to have full ammo loads?

Name Notes - This is the original name. It shows that I was deep into my Earth Science studies then.

Thallium - Div20 Midsized

Midsized, Hvy Ch., Hvy. Sus., 4 PR Tires, Large PP, Driver; Laser front, HRSWC, 10 oil/smoke dischargers, 4 bumper triggers, 38 pts WG/WH, 10 pts CA around PP & driver, 197 pts sloped Armor: F35 B35 R45 L45 T20 U17; HC 3, Acc. 5, Top 97.5, 5268 lbs., $19997.20

Turret Option - Midsized, Std. Ch., Hvy Sus., Large PP, 4 PR tires, driver; Laser in Turret, HRSWC, 4 bumper triggers, 4 oil/smoke dischargers, 20 pts WG rear, 10 pts WH front, 10 pts CA around PP & driver, 121 pts sloped armor: F24 B20 R25 L25 T15 U12; HC 3, Acc. 5, Top 105, 4798 lbs., $19479.60

Div25 Option - Midsized, Xhvy. Ch., Hvy Sus., Large PP (PC&SC), 4 Solid-Radial tires, driver; Laser in Turret, SWC, 4 bumper triggers, 8 oil/smoke dischargers, 38 pts LR-WG/WH, 9 pts FPLR-CA around PP & driver, 216 pts sloped LR plastic armor: F40 B40 R45 L45 T26 U20; HC 4, Acc. 5, Top 100, 5756.6 lbs., $24987.26

Design Notes - This started as flash of wonder: what about a div20 laser car with a HRSWC? That could be nearly unstoppable! Or whatever. Turns out, you need to tone down a lot to get the price under 20 - including losing a turret! As you can see, a Div20 turret option is ugly. The Div25 version removed the HRSWC for improvements everywhere else, but then it may be underpowered for that division. All told, the Div20 non-turret version has very solid armor, decent HC, and a thoroughly lethal weapon. Because even after all the passed years when so much has been done to reduce the laser's effectiveness, but I still get a cold chill when facing an enemy with even a stock laser.

Name Notes - According to the Wiki: "Thallium is a chemical element with symbol Tl and atomic number 81. This soft gray poor metal is not found free in nature. When isolated, it resembles tin, but discolors when exposed to air." I just like the name (based on this, maybe?)

Cataract - Div15 Compact (updated)

Compact, Xhvy Ch., Hvy. Sus., Large PP (PC & SC), 4 PR-radial tires, driver; RL (10/incen.) front, ramplate, 70 lbs rocket boosters (16 acc), SWC, spoiler/airdam, HD-brakes, HDHTM, 7 oil/smoke dischargers, 4 bumper triggers, 38 pts WH/WG; 178 pts. plastic armor: F50(ram), B35 RL32 T12 U17; HC 4 (5 over 60), Acc. 10 (20 with HDHTM), Top 120 (80 with HDHTM), 4435 lbs, $14994

Design Notes - This is the update of this 2037 design. The original was div10, but in updating I just found myself adding "necessary" after necessary component, and the price just wouldn't get below 10. Here's an example of a simple update, made with the "Car Wars Designer" (which looks new to me, but it's very nice! Still not as totally versatile as the MADHAT Excel file, but it did help me with the rocket boosters):

Compact, Extra Heavy chassis, Heavy suspension, Large power plant w/PC & SC, 4 Puncture-Resistant tires, Driver w/SWC, Rocket Launcher Front w/10 Incendiary Rockets, 15.0mph of Rocket Boosters, Plastic Armor: F50 (Ramplate), L40, R40, B40, T12, U18, 2 10-pt Wheelguards Back, 2 10-pt Wheelhubs Front, Max tow 2460 lbs., Acceleration 10, Top Speed 122.5, HC 3, 4440 lbs., $12025 So once I couldn't get below 12K or so, I felt I should add some good ramcar necessities, like HD brakes, spoilers, and HTM. The main weapon is underpowered for div15, but I guess the speed help should make it a good rammer (but, as I've said many times, that's not the way I play even though I love concept, and did so especially in 1987).

Sunday, November 11, 2012

Cataract - Div10 Compact

Compact, Xhvy Ch., Hvy Sus., Large PP, 4 PR Tires, driver; RL (20/incen) front, ramplate; 210 pts Plastic armor: F50(ram) RLB40 T15 U25; HC 3, Acc. 5, 4439 lbs., $9660

Design Notes - Surely this could be improved; it's not crazy to make this a better ram vehicle, maybe take out the useless extra magazine and install rocket engines.

Friday, November 9, 2012

Machismo - Div15 Midsized (Updated)

Midsized, Xhvy Ch., Hvy Sus., Large PP, driver, 4 PR-Radial tires; ATG (10/APFSDS) front with BTC, SS (10/reg) back, fake turret (rocket launcher) top, 9 oil/smoke dischargers, SWC, 4 bumper triggers; 40 pts WG/WH, 10 pts CA around PP & driver; 200 pts plastic armor: F40 B40 R45 L45 T12 U18; HC 4, Acc 5, Top 92.5, 5740 lbs (20 to spare), $15000 even

Design Notes - Update of this. Is this survivable in Div15? I think it needs more to it, but I'm kinda at a ceiling in price. PR to Solids? Fake ramplate? HTM?

Machismo - Div15 Midsized

Midsized, Xhy Ch., Hvy Sus., Large PP, 4 PR tires, driver; ATG (10/reg) front, RL (10/reg) in turret, SS (10/reg) back, ramplate, bumper trigger front; 191 pts plastic armor: F50(ram), BRL 40, T11, U10; HC 3, Acc 5, 5753 lbs., $14856

Design Notes - Overkill, as usual (note the name!) And, as you've probably noticed, I was on a ramplate kick. Yet given the inaccuracy of the weaponry, that may not be a bad thing. I've updated it (see next entry).

Comeback - Div10 Compact (Obs.)

Compact, Xhvy Ch., Hvy Sus., Large PP, 4 PR tires, Driver; 2 space Rocket Platform with MFR, RL (10/incen.) front, SD (10/reg) back, ramplate; 182 pts plastic armor: F50 (ram) B30 RL 40 T9 U15; HC 3, Acc 5, 4439 lbs, $9991

Design Notes - This is obsolete because we can no longer put 2 space turrets (and the like) on compacts. I guess that was a game balance issue because compacts can carry a lot of weight per space and this design, for example, makes a *sick* div 10 car. BTW: here's the date on the loose-leaf paper, for you doubters:

Parvenu - Div15 Station Wagon (RPG, Update)

Station Wagon (Sloped/Streamlined), Xhy Ch., Hvy Sus., Large PP (PC & SC), 4 PR Tires, driver; MG (20/reg) front, SS (10/hot) back, 40 pts WG/WH, SWC, 4 bumper triggers, 10 Oil/Smoke Dischargers, 10 pts FP CA around PP & driver; 150 pts plastic armor: F,R,L,B 30, T12, U18; 11 cargo spaces - 1425 lbs, HC 3, Acc 5, 5175 lbs, Top 120 unloaded, 100 loaded, $14900
Option 1 - remove streamlining, 1 discharger, replace MG with RR (10/HEAT or HESH), 5320 lbs., 1280 lbs cargo capacity; unloaded top speed 107.5, loaded 92.5, $14975

Design Notes - An update of this. I guess it's OK, the option version is better due to the heavier firepower.

Parvenu - Div10 Luxury (RPG)

Luxury, Xhvy Ch., Imp. Sus., Super PP, Driver, 4 PR tires; MML (10/reg) front, SS (10/reg) back; 9 spaces cargo capacity; 100 pts plastic armor: F,R,L,B: 20, T,U:10; HC: 2, Acc: 10, 2150 lbs cargo capacity; 4450 lbs unloaded, $9420

Design Notes - Why didn't I make this a station wagon? Why did I make this at all? In the past years, I've learned to have as high a HC as possible, so I should have cut back on the engine and gotten better suspension and a SWC. I'm slapping together a modified version now.

Thursday, November 8, 2012

Hellion - Div18 Midsize

Midsize, Xhvy Ch., Hvy Sus, Large PP, 4 Solid tires, Driver, RL (10/incen.) in turret, SD (10/expl) back, FCE (10/reg) back, IFE, HD-brakes, 60 pt Ramplate; SWC, back weapons linked; 253 pts plastic armor: F60, B+R+L 50, T23, U21; HC 3, Acc. 5, 5757 lbs, $17804

Design Notes - As a fun extra, in lieu or in addition to the counter picture, I've scanned in the original drawing I made for combat (note the loose-leaf paper, ah memories). Naturally this needs improvements; I've become convinced that I'm not a ram-plate-player. But if I want one, I need to get the speed and handling up etc., maybe move the weapons to bumper trigger.

More Old Designs Coming

Recently I moved to a new state and it's been a slow process to get my footing. One good aspect of the move is that my house is now much bigger and so I've been moving in things from storage. As such, I found a whole new batch of my 2037 (1987) designs. There may be some repeats, and it will take me time to determine if they're arena-legal (to quote Fletch: "there've been a lot of changes in the law!") but I thought it would be best, and most fun, to just upload them first and ask questions later.

Sunday, October 16, 2011

State of the Art, 2011 Edition - Part 1, introduction

As seen in the obsessions about weapon analysis, I am committed to finding out what the Car Wars weapons are in our real world terms. Why?
  1. Because even more than playing the game, I like designing cars (as this website attests) and the best cars to design are replicas of fictional entities (like James Bond vehicles) or of fearsome real-world vehicles (like the Apache helicopter).
  2. Because in general, my imagination is engaged when I can picture the car's behavior using real-world analogues. I like the VMG not just because of game dynamics but because the real-world Vulcan, especially in the F-15 Eagle, is so awesome and practical. And, in contrast, since I can't imagine just what SJG means by an "autocannon" I have trouble with that weapon and the game world.
  3. Because whenever new weapons are introduced by the game-makers or the fans, having real world cognates will help keep the game balanced. Even though I suggested that a MG and an RR aren't weapons but just the average guns for their sizes, at the same time the (idiotic) "blast cannon" was introduced as a large RR, and even the AC is supposed to be some large machine gun. What gives?
Just by going with game names alone, I was going to attempt to recreate the real-world cognates, starting with the "MG" as the 50 caliber M2A1 "Ma Deuce." This is based on the very first page of the very first booklet (c) 1981 which stated:
Eight years ago: "Crazy Joe" Harshman wins Fresno destruction derby by mounting a surplus .50-caliber machine gun in his Chevy.
That's as good as I can get to think that the MG in the original game is 50 caliber (and, probabilities being what they are, is the M2A1). This also meant that the M2 does 1d damage - and considering that M2s are used in an anti-aircraft role, even in 2011, 1d is a heckuva lot of damage!

Next easily identified weapon is the Vulcan Machine Gun. There actually is something called a Vulcan (see above) and it's 20mm with 3-6 barrels. One Vulcan is good enough for an F-15 to take down another fighter jet. Those babies do 2d damage, no problem compared to 50 cal's 1d. And the Gatling gun action explains the higher accuracy. These 2 weapons can give me a basic system, the Box Set System, to extrapolate. Or so I thought.

I was also told there's an "Anti-Tank Gun" (whose picture, in the first Uncle Al's, made it look like an actual tank gun), but there's not something like that term in common use. Recoilless Rifles are rarely used as well. And rocket launchers? That's either the Hydra 70mm system, or the simple Bazooka and its descendants. These did not adapt well to a real-life system. And that would have been OK, had the whole Car Wars Military scene not expanded in impossible directions. In real life, an Autocannon, for example, is just a big machine-gun. MFRP all come with ripple-fire and can be 19 shots - even at once.

All this confusion would be bad enough if the ADQ didn't introduce the first official comprehensive attempt to actually explain the whole system. According to "The State of the Art, 2039,Part I", By Craig Sheeley and Charles Oines (and HTMLized by Gustav Dahlström) make these claims about the weaponry of the Car Wars world (this is cut and pasted from the HTML site with sci-fi weaponry deleted and typos fixed):
Weapons Definitions

Machine Gun - A 5-6mm machine gun firing rifle charge rounds at a cyclic rate of about 1,200 rounds per minute. In use this figure is smaller, since the gun is not continually discharged. Most MGs use caseless-propellant rounds, although some use brass or plastic cased rounds. Cased-round MGs typically have a slower rate of fire, around 800 rpm.

Vulcan Machine Gun - A 5-6mm multi-barrel machine gun firing rounds identical to the MG but firing more of them. Typically VMGs have two to three barrels and fire at 2,000 rounds per minute, cyclic. VMGs always use caseless ammunition.

Autocannon - A 10-20mm cannon firing cased high-explosive rounds at a cyclic rate of 400-600 rounds per minute.

Recoilless Rifle - A 3Omm recoilless rifle, firing a 2-lb. high-explosive anti-tank fin-stabilized round in classic recoilless fashion. The muzzle velocity is low due to the lack of enough propellant to shoot the shell; the recoilless principle of 20% propellant to 80% backblast leaves the 21/2 lbs. of propellant too small for high-velocity. RR-armed cars can occasionally be identified by the "exhaust pipes" necessary for venting the backblast.

Anti-Tank Gun - A classic 37-40mm projectile gun; the base design is over 120 years old. The ATG fires a 4-5 lb. cased high-explosive or fin-stabilized, discarding-sabot round at fair muzzle velocity.

Blast Cannon - A 6Omm recoilless rifle, twice the size of the standard RR. It has the same drawbacks and strengths as the RR.

Tank Gun - A short-barreled 75mm/3" cannon firing high-explosive or fin-stabilized discarding-sabot rounds. (Unscrupulous advertisers have billed it as a 105mm gun in the past. This is a falsehood.) The base design of this cannon dates back 150 years.

Grenade Launcher - An automated grenade launcher, firing 1-lb. cased grenades with an auto-loading mechanism.

Mini Rocket - A 20mm rocket.

Light Rocket
- A 25mm rocket. This is also the size used by VLAWs.

Micro-missile Launcher
- A ten-shot launcher for 25mm rockets.

Six-Shooter - A six-shot ripple-fire launcher using 25mm rockets.

Variable-Fire Rocket Pod - A 30-shot advanced ripple-fire launcher for 25mm rockets.

Medium Rocket - A 40mm rocket. This is also the size used by LAWs.

Rocket Launcher - A ten-shot launcher for 4Omm rockets.

Heavy Rocket
- A 67mm rocket. This is also the size used by bazookas.

Wire-Guided Missile - A 67mm warhead...
Radar-Guided Missile - A 67mm warhead...
Surface-to-Air Missile - An 80mm warhead...
Problems with this list.
Where to begin? Well, a 5mm MG is just laughable. That's called a "light machine gun" today and is definitely not used in an anti-armor role - which is what *all* weapons in Car Wars need to be continued (hence every gun is technically an anti-tank gun). An M249 cannot be expected to tear apart an armored car. And a 5mm Gatling Gun is called a micro-gun and is similarly not meant for vehicles.

Most of the State of the Art details are implausible and make my task much harder. Moreover, I believe many other weapons were developed by SJG based on the ADQ scale - and that frankly makes it worse and worse. The "Heavy Machine Gun" is hard to understand according to my Box Set System - because above 50 cal, a MG is called a cannon (or even an autocannon). But in the ADQ system, the HMG is probably the 50 cal MG.

So what I plan to do is analyze the whole system based on current real-life, doing the best I can with what is frankly a broken, or at least bifurcated, base.

Sources:

When doing research on weapons, I have needed to go to outside resources than my own military experience (health reasons kept me out of the main military but I have done my share of voluntary paramilitary defense work in the middle-east; nothing to brag about and I've never been under small arms fire, but my knowledge of things that go bang still needs to come from research).


1. Weapons: An International Encyclopedia from 5000 BC to 2000 AD, by The Diagram Group.
I fell in love with this book as a teenager, right when I started playing Car Wars. When I became an adult, with my own income, I had that realization one day that I could actually buy stuff I liked (a middle class child vs. middle class adult makes all the difference).


2. Encyclopedia of Modern U.S. Military Weapons by Timothy M. Laur.
This is a very comprehensive book that isn't for the guy looking for pretty pictures. It's detail rich and covers almost every aspect of what a weapons researcher would need.

3. The Intertubes. God Bless This Web.

Started 10-17-2010

Osmium - Div 70 (Div 30) Camper

Camper, Xhvy Ch., Hvy Sus., 6 Solid FP Radial Tires, Sport PP (PS/SC), Driver: VFRP (30/AP) in 3 sp. turret, IRTL in turret, LGL to 30 rockets; SD (10/incendiary) rear; FOJ (25/reg) rear; 10 dischargers (5 oil, 5 smoke); FE, HRSWC, 4 bumper triggers linked to Oil Dischargers, 4 laser reactive webs linked to Smoke Dischargers; 30 pts Wheel Guards/Hubs (usu. 8 WG rear, 7 WH front); 9 pts CA (LR/FP) each around driver, PP, and FOJ; Driver has BA; HTM + Overdrive, No-Paint Windshield, HD-ABS; 168 pt. FP Plastic Armor (FB 30, RL 40, Top 18, Under 10); Acc 5 (10), HC 3, Top 110 (82.5), 7800 lbs, $66,355

Option 1 - Add Active Suspension; remove 6 pts armor + 4 WH/WG: HC 4, $69,915

Option 2 - Remove all pricey accessories: Camper, Xhvy Ch., Hvy Sus., 6 Solid Radial Tires, Super PP, Driver: VFRP (30/AP) in 3 sp. turret; SD (10/incendiary) rear; FOJ (20/reg) rear; 10 dischargers (5 oil, 5 smoke); FE, HRSWC, 4 bumper triggers linked to Oil Dischargers, 4 laser reactive webs linked to Smoke Dischargers; 40 pts Wheel Guards/Hubs (usu. 10 WG rear, 10 WH front); 9 pts CA (reg) each around driver, PP, and FOJ; Driver has BA; 170 pt. FP Plastic Armor (FB 30, RL 40, Top 18, Under 12); Acc 5, HC 2, Top 90, 7800 lbs, $28,775

Design Notes - This design idea - putting a VFRP in a turret - went from being a Van (which naturally had no armor) - to a Camper. Whenever you have rockets LGL are a must so the price just ballooned. The second option is to see how low I could get the price without compromising lethality (hence, I retained the HRSWC)

Name Notes - To quote the Wiki on Osmium: "Osmium is a hard, brittle, blue-gray or blue-black transition metal in the platinum family, and is the densest natural element. Osmium is twice as dense as lead."

Tuesday, November 2, 2010

Blueprints - Cars

In an incredible stroke of googling luck, I came across this mind blowing website, The Blueprints Dot Com, that has picture schematics of cars (see the side pic of a 1940 Lincoln Continental) - in the index of pictures look for a checkmark in the "T" column for "top view". This is the link for only vector drawings. There's also weapons, planes, tanks, and much more. Thank you intertubes!

Monday, November 1, 2010

Iridium - Div20 (Div25) Camper

Camper, Hvy Ch., Hvy Sus., Super PP, 4 PR-Radials, Driver, ATG (10/HEAT) in turret, HDOJ (10/reg) back, 7 Oil/Smoke Dischargers, all dischargers in panic link, 4 bumper triggers to dischargers (back to HDOJ as well), 13 pts WG/WH armor, SWC, 8 pts FP-LR CA each around driver & PP, 26/13 pts Sloped Metal/Plastic armor (F 5/0, B 3/3, R-L 7/0, T-U 2/5), Acc 5, Top 95, HC 3, 7149.8 lbs, $19,954.00

Option 1 "Non Metal" - same as above, except armor is 143 pts Sloped Plastic, $22,099.00

Option 2 "Xhvy" - Chassis is Xhvy, ATG has 10/APFSDS, SWC is HR, add 2 pts WG/WH, Ext. armor is now 29/32 Sloped Metal/Plastic (+3/+19), 7799.8 lbs, $24,888.50

Design Notes - This started as a design experiment - that I realized you could have a Camper with a 3 space turret and 4 wheels, as long as you didn't have an Xhvy Chassics. Once I started fooling around with the numbers, I realized that the weight difference of the two chasses is 750 lbs!, while 2 tires are 120-160 lbs. So the only reason to do this is to reduce cost. However, a camper is automatically going to cost a lot (3 space turrets are costly too). Then I ran into the problem of what to put in a three space turret (which may get its own blog entry). The best stuff is very expensive (XL, HL, AC) and it seems a crazy waste to just have 3 MG or 3 MML - so that left me with the erstwhile ATG. I also needed to go with metal armor to save money. And as the Xhvy version shows, a Div20 is necessary with this design because to bump it into Div25 is suicide.

Name Notes - From the element Iridium: "atomic number 77.... A very hard, brittle, silvery-white transition metal of the platinum family, [it] is the second densest element (after osmium) and is the most corrosion-resistant metal..." Which means Osmium is next!

Sunday, October 3, 2010

Palladium - Div100 Van (Elemental)

Van (C/A), Xhvy Ch., Hvy-Active Sus., driver & gunner, 150 cu ICE (blue/tube/VP/Spr) + 5 gal duel tank (8DP); 6 Solid (FP/Radial) tires; 3 space pop-up cupola with gunner + ITL + HR (AP) and 3 space rocket mag (all AP); VFRP (30/AP) in 3-space sponson turret front, LGL to ITL front, smartlink between 2 ITL, ID back (25/reg), 10 dischargers: 8 hot smoke (2 R,L,T, 1 each F & B) with F-B-R-L-T linked to laser-reactive nets, 2 Oil (Under); Fake Ramplate; Spoiler & Airdam; HD-ABS; 2 HRSWC (driver to front IRL); no-paint windshield, ID-VFRP link, all dischargers panic linked; 4 bumper triggers, driver has blended BA + FP suit; 9 Pts LR-FP WH/WG on each (36 total); 152 pts Sloped LR-FP Plastic Armor: F30 B30 L33 R33 T16 U10; Acc. 15, Top 82.5, HC 4 (5), 7197 lbs., $99,445.00

Option 1: cupola is regular, remove fake ramplate, add 2 HR (AP) front - linked to front ITG, 9 pts LR-FP CA for VFRP; 1 pt vehicle armor, blended BA for gunner, 7199.8 lbs., $100,340

Option 2: Non C/A option - original design but change Solids to PR Tires (same mods), remove: fake ramplate, spoiler & airdam, 1 pt WH, and 38 pts armor (114 total), 7196.4 lbs, $73,035.

Option 3: Non C/A with just FP armor: Solids to PR, remove ramplate, spoiler, airdam, have full 10 pt WH/WG only remove 27 pts armor (125 total), add FP suit for gunner, 7199.8 lbs, $72,305

Design Notes - This design was in my head all weekend; it's based on the concept of how to best use the idiotic restrictions of vans (see full rant here): too much space, too little carrying capacity. One way to go with vans is to go with large space, low weight weapons - often defensive, but Rockets fit in this as well. Many of my van designs are like that (see whole list here.) And, as usual, I'm drawn/stuck with a C/A frame. One of these days I'll make a decent non-C/A van. I did include a non-C/A option but 109 pts of armor is just suicide.

In any case, one thing I felt was totally missing in any design I've read is the cupola, and especially the pop-up cupola. Are Q-devices/disguised weapons useful at all? Most arena battles seem to take place over a few game seconds and first-choice targets are often chosen by proximity and luck - i.e. where your car started in the arena and who's next to you. In that (common) situation, does the walk-around info matter? Possibly a fake ramplate is good with a C/A frame (I've designed that a few times before), hoping that a ICE's acceleration will dupe a few people. But does this cupola - limited on a van to a 1 space weapon - give any strategic advantage?

With the 1 space limit of a cupola, I'm limited to pissant weapons; the mighty guided missiles are totally impractical for the arena; MMLs/LL/HMGs are all that's left, and are not worth the elaborate pop-up ruse; so I felt that the laser guided HR trick should work. I don't know if it's legal to smartlink anything in a cupola - it's possible that the cupola rules have lain fallow for a long time because nobody really cares. The only real advantage that I can see to a cupola is the (hopefully legal) +1 accuracy added onto any targeting computer.

Note, this design could be moot if I need a laser battery for the targeting laser. Logically, I shouldn't - because even the normal internal combustion engines of today have a, what do they call those things, oh yeah, BATTERIES! There's a mess of electronics on a 21st Century gas burning car... that's what the battery is used for. Gas powered Main Battle Tanks have batteries for that reason too.

I also wanted to use some stuff I generally eschew (e.g. VFRP, sponson mounts) and some things I need to use all the time (laser reactive nets).

Name Notes - From the element, which, according to the Wiki, is "a rare and lustrous silvery-white metal that was discovered in 1803 by William Hyde Wollaston, who named it after the asteroid Pallas, which was named after the epithet of the Greek goddess Athena, acquired by her when she slew Pallas."

Sunday, September 26, 2010

Cleaned Out Links

I cleaned out the deadwood from the links today (sorry to see some favorites go, like TSAR). If you want me to add something, just pop a line.

CWC 2.5 at e23!

Or, for the acronymically challenged, the Car Wars Compendium 2nd Edition 5th Printing is now available for purchase as a PDF at e23, the Steve Jackson Games website! We (the aging CW community) have been waiting for this for years - it's the most definitive set of the CW rules, trapped in a time capsule (ironically, like the basic narrative of the game) and had been only available on ebay for the high two digits of greenbacks. I bought mine today, and I recommend you get yours as well - if anything to convince the Illuminati that we still want the (original) game.

Thanks Steve (Jackson)!

Sunday, September 12, 2010

Overkill - Div10 Trike (AADA Update)

The Original: Hvy Trike (C/A frame), Std. Ch, Lt. Sus., 100 CID engine, carburetor, 4 gallon econ. tank, 3 Std. Tires; driver; 2 un-linked ATG (R & L)(7/reg each), 1 3pt. cycle WG front, fake WG rear; 87 pts. armor: F20 R19 L19 B17 T6 U6; 5 acc, HC 0, Top 67.5, 2715 lbs., $9995

Update 1 (Div 10): Hvy Trike (reg. frame), Xhvy Ch., Hvy Sus., 100 CID engine, multi-barrel carburetor, 5 Gal. HD tank (4 DP), 3 HD tires, driver; 2 linked ATG (R & L)(5/reg each); 3 pt WG front, 1 pt WG rear, 10 pts CA around driver, 10 pts FP-CA around gas tank & engine; 75 pts. armor: F14 R14 L14 B14 T13 U6; 5 Acc., HC 3, Top 65, 3134 lbs (226 to max), $10000 even.

Update 2 (Div 15):Hvy Trike, Xhvy Ch., Hvy Ch., 100 CID engine, Tubes, 5 gal. HD tank, 3 PR tires, driver; 2 linked ATG (R&L)(7/reg each); 6 oil/smoke dischargers, HRSWC to ATG link; 8 pt WG on all 3, 10 pts FP-CA each around driver & engine/tank; BA for driver; 84 pts armor: F15 B14 R17 L17 T14 U6); Acc 5, HC 3, Top 67.5, 3358 lbs, $14841

Design Notes - The AADA Vehicle Guide vol. 3 is riddled with cars which were over-weaponed and under-handling. Seriously, who designed these turkeys? Who needs two Anti-Tank Guns in Div10 if it means having a HC of zero?! The 79 points of armor plus a C/A frame is just a prank, no? And I know trike tops are -2 to hit, but they can still be targeted! Standard tires?! And these 2 powerful ATGs, the whole point of this juvenile design, aren't even linked! Moreover, at least according to MADHAT, the gas tank is too small.

So my main task in updating these cars is to crank up the HC (which IMHO is the single greatest key to life or death in the arena - what's the point of 6D6 damage if you blow a slight drift?!)

With 'overkill' I decided that I'd keep the essential definition: linked ATG in a Hvy Trike, with a gas engine. After that, I wanted it to be survivable.

Revising the AADA vol. 3

As avid readers may have noticed, most of my work on this page occurs around this time of year; it's no coincidence - my tricky brian gets re-obsessed with Car Wars when the school year begins. Maybe it's the commuting. No bother. Anyway, this year I managed to purchase the latter two AADA Vehicle Guides, vol. 2 & 3. Volume two meets the same density and interest of Vol. 1 but Vol. 3 is pathetic! There are typos, clear math errors, and blatant mismatches between the cars and the accompanying counters. And, to quote 'Guy' (where I got the cover pics): "the designs themselves were often flawed or illegal."

Flawed, illegal, and clearly wrong. The AVG3 is an early sign that SJGames wasn't caring too much about Car Wars. In any case, I'm taking it upon myself to revise these monstrosities. These revised cars will be under this special tag.

Astatine - Div70 Luxury

Luxury, Xhvy Ch., Active-Hvy Sus., 150 cu in engine, Tubes-Blueprinting-VP-Spr, 5 Gal. Duelling tank (8 DP); driver & gunner, 4 Solid FP-Radial tires, Pulse Laser in turret, OG (10/Flaming Oil) right, DSP under, 10 dischargers (8 oil/smoke, 2 ice); spoiler & airdam, 1 Hi-Res Computer (gunner) 1 HRSWC (driver-Laser), Laser Battery, 4 bumper triggers (4 to dischargers - 1 double with OG), weapon links (OG & Laser each to DSP, 1 panic link to all weapons); ABS-HD Brakes, HD Shocks; 9 pts LRFP CA each around engine/gastank & driver; 40 pts LRFP Wheelhubs/guards (usu. 9 pt Guards rear, 9 pt Hubs front, + 2 pt Hubs rear); 167 pts. LRFP armor (F33 B32 R36 L36 T15 U15); driver has blended BA & 3 Paint grenades, both crew have PFE; Acc 20, HC 5 (6), Top 80, 44 MPG, 220 Range, 6599.8 lbs, $69,880.00.

IFE Option - Remove DSP & PFEs, add IFE, remove 10 pts armor; $69,180.

Design Notes - This wasn't supposed to be a Div70, but after adding on things that I thought every decent car needed, the numbers just started adding up. It's still not a perfect design (the IFE option is safer but less armored), but seems well-rounded and mean.

Name Notes - The names for the newest cars will come from the Periodic Table, and will be called the Elemental Series; this element according to the Wiki: "is a radioactive chemical element with the symbol At and atomic number 85. It is the second-heaviest of the discovered halogens. Although astatine is produced by radioactive decay in nature, due to its short half life it is found only in minute amounts."

Sunday, February 21, 2010

Pyramid: Uncle Al's 2050 Catalog Supplement

Finally finally finally, Steve Jackson Games allowed their Car Wars articles up on the intertubes, including a long lost article on the [insert retching sound] Stickyfoam: Pyramid: Uncle Al's 2050 Catalog Supplement. Thanks to Michael Owens of SWAT for letting me know, here.

Here's the crucial data, just in case something happens:

Stickyfoam Sprayer (SfS) - $750, 25 lbs, 2 spaces, 3 DP; 25 shots ($30 and 2 lbs each). Loaded cost $1,500, loaded weight 75 lbs.; loaded magazine costs $800 and weighs 65 lbs. The sprayer mixes two binary chemicals to produce an instant 1" x 1/2" patch of stickyfoam. Any hazard suffered or maneuver performed on stickyfoam adds D4 to the difficulty; stickyfoam also does 1 point of damage to each tire and slows the vehicle down by 5 mph per 1/2" of stickyfoam crossed. Stickyfoam does not burn or melt, but its effects can be negated by Sand Ammo, Stickyfoam Neutraliser, or Superacid. Pedestrians entering a square with stickyfoam will be stuck fast until the foam biodegrades or is neutralised.

Catalytic Spikes -- $60 and 5 lbs each. Look just like regular spikes and are loaded in a regular spikedropper. A loaded magazine costs $650 and weighs 65 lbs. Does 1d damage to tires, no damage to solids, like regular spikes - but injects a chemical that continues to dissolve the rubber, doing 1 point of damage every second turn, even to solid tires, until the tire disintegrates completely. Plasticore tires will take 4 points of damage before being reduced to bare plastic; damage will then stop.

Crystal Spikes -- $30 and 4 lbs each. Do damage just like regular spikes and are loaded in a regular spikedropper. A loaded magazine costs $350 and weighs 45 lbs. Made of transparent plastic, Crystal Spikes can be seen on a roll of 1 at 6" distance, on a 1-2 at 5", on a 1-3 at 4", and so on; Visibility Targeting Modifiers apply. Not available in Catalytic, Explosive or Incendiary versions.

Pyrophoric Oil -- Any standard oil jet or discharger can drop Pyrophoric Oil. CPS 5x normal, WPS normal. Pyrophoric oil won't burst into flame until the pressure-sensitive microbeads inside are crushed, causing a chemical reaction (50 lbs to trigger anti-personnel version, 300 lbs to trigger anti-vehicle version) that ignites the slick. Damage and other effects as a Flaming Oil Jet. Volatile weapon.

Pic from the SJGames site.

Thursday, October 15, 2009

Styx Special 2059 - RPG Pickup

Pickup (1 sp.ext.), Xhvy Ch., Hvy.-Active Sus., Sport PP (PC/SC), 6 SD-Steel-FP-Radial Tires, Driver; VMG (20/expl.) in UM turret, 7 oil/smoke dischargers, 4 bumper triggers, ABS-HD brakes, HD shocks, panic-button link for all dischargers, safety seat, cyberlink, IFE, 2 10 pt. WG rear, 2 10 pt. WH front, 2 5 pt. WH rear, spoilers & airdams, active sus., 10 pts. RPFP CA each around driver & PP, surge protector, tinted-no paint windshield, Long Range Radio, LR Radar, Radar Detector, Radar Jammer, HTM & Overdrive (linked), driver has blended BA; 175 pts. RPFP Plastic armor: F35 B35 R36 L36 T18 U15; Acc. 5 (10), Top 110 (82.5/130), HC 4 (5), 7800 lbs., $109,800.

  • Remove non Combat Accouterments - remove Surge, Tinted Windshield, LR Radio, all Radar goo, and UM from turret: -$15650
  • Pulse Option - Replace VMG with Pulse Laser, add 4 pts armor & 1 discharger: 7799 lbs, $118,802
  • Super Pulse Option - Replace VMG with Pulsed Twin Laser, remove 15 pts. armor & rear WH, add 1 discharger; 7800 lbs, $119,730
  • Straight Pickup Version - No extended cab, replace cyberlink with HRSWC, add 1 discharger, 10 WH on all wheels, 189 pts armor (+14); 7799 lbs., $94,482

    Design Notes - Still trying to create the perfect vehicle. This is still an RPG design, made mainly for road combat. I pretty much got everything I wanted except a roll-cage (and maybe some metal armor). Armor is still a bit light; don't know what to do about that. But I wanted to have the highest possible HC, best tires, and best protection for the driver. I originally went with gas, for the acceleration, but decided on electric (because the 250 cu engine, fully modified, was just 10 lbs less than a Sport with PC/SC, and 1 space bigger - so the weight saved went into a bigger componant armor array). The VMG is for accuracy, ammo, and explosive rounds for metal opponents.

    I'm trying a luxury version - which is necessary for a higher HC. Note, when I switched body styles from reg. Pickup to Midsized (same # spaces), even when reducing the tires, I was left with a 662 lbs deficit. Just food for thought.
  • Tuesday, October 6, 2009

    Benedict - Div100 Luxury (Amber)


    Luxury (C/A frame), XHvy Chassis, Hvy-Active Suspension, Sport PP (PC/SC), 4 Solid (FP-Radial-StB) tires, driver, 2 linked HMG (20/HD ammo) in turret, FOJ (25/reg) back, 8 dischargers (2 R,L,T,U & 1 F,B - 4 oil, 4 ice, 2 hot-smoke), cyberlink to HMG, IFE, HDHTM & overdrive (each linked to HMG & as well as HMG-FOJ link), Anti-Lock Heavy Duty Brakes, Heavy Duty Shocks, spoiler & airdam, Fake Ramplate, no paint tinted windshield; 4 bumper triggers linked to side's dischargers, 9 pts LRFP CA each around driver, PP and FOJ; driver has blended BA, 2 8 pt WH front & 2 7 pt WH front(all LRFP), 170 pts sloped plastic FPLR armor (F32 B32 R35 L35 U16 T20); Acc 10 (20), Top 122.5 (142.5 overdrive, 80 HDHTM), HC 5 (6), 6600 lbs, $86,705

  • Option 1 -
    Design Notes - Benedict is the strongest character in the Amber series so I wanted to make the best car possible, cost be damned. Now, mind you, I haven't playtested this - from the standpoint of design theory, a C/A frame is a gamble I'm willing to suggest but I have no idea how it would survive in the arena. But this has much of the stuff I like to see all-together.

    Original draft from Sept 9-2008, dunno why it waited till now. Pic from here
  • Friday, August 8, 2008

    New Weapons - From Other People 5 (Fluffy @ SJGames Thread)

    From the SJGames Forum Thread on New Weapons: Author - Fluffy
    1. Anti Missile System- (AMS) to hit 4, 2d+2 damage, 3DP, 3 sp, 650lbs, $6500, 5 shots, $140, 20 lbs per shot. Loaded cost $7200, loaded weight 750 lbs. Loaded mag $750/115 pounds. Area effect. Must be linked to a ATAD or Computer Gunner and set for a certain speed, firing at anything at that speed or faster. May be fired manually, but to hit is 6. May use no special ammo.

    2. Gauss Needler (GN)- To hit 6, 2d damage, 2DP, 1sp, 250lbs, $4000, 10 shots, $15/5lbs per shot, loaded cost $4150, loaded weight 300lbs. Does half damage to vehicles. Area effect. Drains 1 PU per shot.

    3. Heavy Anti-Power Plant Rocket (HAPPR)- To hit 9, damage 1d-2, $1700, 2DP, 1sp, 100lbs, 1 shot. Functions identically to the APPR, but has 3 anti-power plant warheads that scatter after the explosive is detonated. Roll three times for damage, and roll 3 times for location if hitting a random area.

    4. Heavy Double Barreled Vehicular Shotgun- To hit 6, Damage 3 hits, $2200, 2DP, 1Sp, 185lbs, 10 shots, $3/2lbs per shot, loaded cost $2230, loaded weight 205 lbs. May fire one or two shots at a time, to hit determined separately.

    5. Heavy Vehicular Shotgun-(HVS) To hit 6, Damage 3 hits, $1600, 2DP, 1Sp, 155lbs, 10 shots, $3/2lbs per shot, loaded cost $1630, loaded weight 175lbs. May load any shotgun round.

    6. Laser Point Defense System (LPDS)- To hit 6, damage 1d-2, $6000, 2DP, 1 sp, 225lbs., area effect, drains 2 power units per shot. May fire up to three times aimed, or may be set on rapid fire, firing in a 1” long cone, similar to a beehive tank gun round, hitting on a each target on a 4 or better, doing only 1 point of damage to each target hit. This use drains 3 power units. The LPDS may not be made pulse.

    7. Light Vulcan Machine Gun (LVMG)- To hit 6, damage 1d+2, 2DP, 1½ sp, $1700, 240 lbs, 20 shots, $30/3lbs per shot. Loaded cost $2300, loaded weight 300lbs, loaded mag $650, 75lbs., area effect. May use anti-personel and tracer ammo.

    8. Mini-Grenade launcher (MGL)- To hit 7, damage as per grenade, 1DP, 1sp, $700, 125lbs, 5 shots, Cost as per grenade, 4lbs, 145lbs loaded, max range 25". Loaded Magazines weigh 35lbs.

    9. Micro-Laser (McL)-To hit 6, 2hits damage, 0DP (Destroyed on first hit), $1500, 65lbs, 1/3sp, area effect. Drains ½ power unit per shot. If made pulse, does 3 hits of damage.

    10. Mini-Laser (MiL)- To hit 6, 1d-2 damage (always at least one point), 1DP, $2500, 90lbs, ½ sp, area effect. Drains ½ power unit per shot.

    11. Point Defense System (PDS) To hit NA, Damage as per Discharger type, 1 DP, $800, 120 lbs, 1 sp, 10 shots, 5lbs/ CPS as per discharger type. The PDS essentially is a plate that folds back in the vehicle and may be loaded with packs similar to dischargers. It may be mounted like any other weapon and while loaded is dealt with as far as targeting like a discharger. May use any discharger type except PDG’s.

    12. Railgun (RG)- To hit 7, 7d +3 damage, 5DP, 6sp, $55000, 800lbs, 10shots, 10 lbs/$200 per shot, loaded cost $57, 000. Loaded mag 115lbs/$2050. Drains 4 power units per shot.

    13. Road Bombs (RBmb) To Hit NA, 3d damage (see below), 2DP, 1 sp, $450, 100lbs, 1 shot, Burst effect. Road bombs are very large mines. They use the same counter as mines, and are encountered and detonated in the same fashion, but when they are hit do 3d damage in a 1/2 inch radius, to exposed armor and tires in that area. They have a 1d standard burst radius to everything one inch beyond that. May use proximity fuses. Road Bombs when first dropped can be set with a delay up from 1 phase up to 5 turns. Hitting a road bomb before it is armed is the same as hitting a debris counter.

    14. Ultra Rocket (UR)-To hit 9, 6d damage, 2DP, 1 sp, $7500, 125lbs, 1 shot weapon, burst effect. May use all standard rocket modifications. Burst effect. Military Item.

    15. Vehicular Automatic Weapon (VAW)- To hit 7, 1d+1 damage, 1DP, ½ sp, $850, 65 lbs, 1.5lb/$7.5 per shot, 10 shots, loaded cost $925, loaded weight 80lbs. Loaded mag, $125/30lbs. ½ damage to vehicles, may use anti-personnel ammo. Area effect.

    16. Vehicular Autoshotgun (VASG)- To hit 6, damage special, 2DP, 2sp, $1600, 140lbs, 6lbs/$30 per shot, 10 shots, loaded cost 200lbs, $2300. Loaded mag, $350, 75lbs. The VASG rolls to hit normally, but hits with d6 shots, each doing 2 hits. At ranges of greater than 10”, subtract 1 from the roll (but never less than one). Treat each shot separately for purposes of damage to armor, but as one big group for purposes of hazard. May use slugs, and slug rounds are not lost due to range. Firing the VASG for cycles, as well as side mounted VASG on trikes and Sub-compacts is a D1 hazard. Area effect.

    17. Vehicular Double Barreled Shotgun (VDBSG)- To hit 6, 2 hits damage, 2DP, 1sp, $$1450, 140lbs, 1lb/5 per shot, 10 shots, loaded cost $1460, loaded weight 150lbs. Loaded mag, $100, 20lbs. May use Slug ammo. May fire one or two shots at a time, to hit determined separately.

    18. Vehicular GyroSlugger (VeGS)- to hit 9, 2d damage, 2DP, 1sp, $3000, 125lbs, 1lb/$100 per shot, 5 shots, loaded cost $3500, loaded weight 130lbs. Loaded mag $550/30lbs. Max range 15”, 20” if using a long barrel, in addition to other benefits. May use any other standard gyroslugger round, CPS as per round, WPS 1.

    19. Vehicular Sub Machine Gun (VSMG)- To hit 6, 1d damage, 1DP, 1/3 sp, $950, 45lbs, 1 lb/$5 per shot, 5 shots, loaded cost $975, loaded weight 50lbs. Loaded mag $100/25lbs, (special: Extra magazines hold 10shots, not 5.) Area effect, may use anti-personnel ammo. Suffers double normal range penalties, ½ damage to vehicular components.

    20. Velocity Gun (VG)- To hit 8, damage 1d+3, 2DP, 1sp, 290lbs, $2900, 10 shots, CPS 10, WPS 1, loaded cost $3000, loaded cost 300, Loaded mag, $150, 25lbs. ½ damage to DP items and pedestrians. May use DPU ammo.

    21. Single Shot Grenade Launcher (SSGL)- To hit7, Damage as per grenade, 1DP, $250, 45lbs, ½ sp, 1 shot, Cost as per grenade, 4lbs, loaded weight 49lbs, max range 25", may not use extra magazines.

    22. Single Shot Gyroslugger (SSGS)- To hit 8, Damage as per gyroslugger round, 1DP, $1750, 30lbs, ½ sp, 1 shot, CPS as per gyroslugger round, WPS 1, Loaded weight 31lbs, max range 15”, may not use extra magazines.
    Ammunition
    1. Armor Piercing Explosive - CPSx3, WPSx2. Maybe used in any weapon that may use HD ammo. APEX ammo does one extra point of damage per 2d (round up) to plastic armor. While it does not do extra damage to metal armor, it does remove one point of metal on any 5 or 6 on the damage die. It doesn’t have an appreciable burst radius, but doesn’t cancel any area effect.

    2. Antipersonnel Grenade Shells- For pedestrian GL’s, GL’s only (no AGLs). Both are giant shotgun shells, and each only has a maximum range of 10”.

    3. Dual Purpose- Lowers to hit roll by 1, does 1d damage, ½ to vehicles and tires.

    4. Flechette- Lowers to hit roll by 1, 1d+1 damage to pedestrians and tires only.

    5. Hardball (tm) ammo- CPS x2For Shotguns, Dbbl Shotguns, and Vehicular shotguns. Fires three hard plastic balls. No damage to vehicular components or tires, and only does 1 point to pedestrians. Any pedestrian hit is affected as if by a concussion grenade.

    6. Laserproof missiles- Adds 10% to cost and weight of any missile. Missiles so modified are not harmed by laser fire.

    7. Lizard Spit (tm) ammo- For Shotguns, Dbbl Shotguns and Vehicular shotguns. Turns your shotgun into a mini-flamethrower. +1point damage, burn modifier 2/1, Cost x10. On a to hit roll of 2, roll 1 die: 1 no extra effect, 2-5 weapon is taken to 0DP or otherwise rendered unfunctional [sic], 6- ammo explosion. When used in hand weapons, does 1 point to vehicular components and tires. Volatile. Max range 7"

    8. Military Grade Explosive Rockets - Weight x1.5, cost x125. Single shot rockets only. Military Grade Explosive Rockets do 3x the listed damage, and may be made laser guided or armor piercing as per normal. MGE Mini-Rockets do 2d+2 dice of damage. May not be used to modify SR’s or UR’s as they both already use MGE.

    9. Slug Ammo - For shotguns, Dbbl Shotguns, and Vehicular Shotguns. Adds one to the ‘to hit’ number, +1 damage. Cost x5.

    New Weapons - From Other People 4 (Uncle Edgar)

    Uncle Edgar (note, link now seems to be down)

    Heavy Gauss Gun (HGG) – To-hit 6, $15,000, 500 lbs., 3 spaces, 3 DP, 5d6 damage, 10 shots, CPS 75, WPS 15. Loaded cost $15,750, Loaded weight 650 lbs., Magazine cost $800, Magazine weight 165 lbs. Area effect. Drains 3 power units per shot.

    Gauss Cannon (GCn) – To-hit 7, $30,000, 800 lbs., 4 spaces, 4 DP, 6d6+12 damage, 10 shots, CPS 25, WPS 5. Loaded cost $30,250, Loaded weight 850 lbs., Magazine cost $300, Magazine weight 65 lbs. Drains 5 power units per shot. The GCn can only be mounted on oversized vehicles.

    Light X-Ray Laser (LtXL) – To-hit 7, $10,000, 500 lbs., 2 spaces, 3 DP, 3d6 damage. Area effect. Drains 3 power units per shot. The LtXL can be pulse-modified but cannot use IR or BG optics. Like its larger cousins, LtXL is not compatible with the LGL.

    Automatic-Fire Grenade Launcher -- To-hit 7, $5,000, 250 lbs., 2 spaces, 3 DP, damage by grenade type, 30 AF grenades, CPS 20 plus grenade cost, WPS 5.
    The AFGL may have different grenade types may be mixed in the magazine but the order of the rounds must be recorded. Rotary magazines can be installed for half cost ($250) and normal weight (10 lbs.) to the AFGL and its magazines. This revision of the AFGL description is meant to correct the errata and implicit rules regarding magazines in the AFGL descriptions given in ADQ 9/2, p.5 and UACFH, p.18.

    New Weapons - From Other People 3b (MIB 1473)

    From MIB 1473 (SJGames Forum)

    LMG: 1d-1, to-hit 7, 20 shots, $?, 150lbs, 1 space
    LVMG (proposed): 1d+1, to-hit 6, 20 shots, $X, 325lbs, 1 space
    MG: 1d, to-hit 7, 20 shots, $1500, 200lbs, 1 space
    VMG: 2d, to-hit 6, 20 shots, $2700, 450lbs, 2 spaces
    HMG: 2d-2, to-hit 7, 20 shots, $?, 350lbs, 1 space
    HVMG (proposed): 3d, to-hit 6, $X, 750lbs, 3 spaces
    AC (proposed): 3d, to-hit 7, $X, 600lbs, 2 spaces
    GC (proposed): 6d, to-hit 6, $X, 1100 lbs, 4 spaces
    HAC (proposed): 4d, to-hit 7, $X, 800lbs, 3 spaces
    HGC (proposed): 8d, to-hit 6, $X, 1400lbs, 5 spaces

    New Weapons - From Other People 3a (DSumner)

    From DSumner (SJGames Forum) - The [brackets] has the link to the original forum post:

    Improved Vehicular Shotgun [DSumner]: Area Effect, To Hit 6, 2 hits damage, 2 DP, $750, 100lbs., 1 space, 25 shots, CPS 10, WPS 2, Loaded Cost $1,000, Loaded Weight 150 lbs, loaded extra magazine costs $300 and weighs 65.

    Improved Tracer Ammo [DSumner]: CPS 2x normal cost, WPS normal. +2 to hit for second consecutive shot, +3 for third consecutive shot. Fire modifier 1; Burn modifier 1. (real life tracer ammo starts fires as it burns, I also don't see why it would do less damage than regular ammo).

    Improved Light Machine Gun [DSumner]: $850, 100 lbs., 1 space, 2 DP. To Hit 7, 1d3 damage, 20 shots ($20 and 2.5 lbs. each). Loaded cost $1,250, loaded weight 150 lbs.; loaded magazine cost $450 and weighs 65 lbs. Area effect. Can use HD, tracer, anti-personnel and explosive ammo.

    Improved Autocannon [DSumner]: $3,500, 500 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 10 shots ($75 and 10 lbs. each). Loaded cost $4,250, loaded weight 600 lbs.; loaded magazine cost $800 and weighs 115 lbs. Area effect. Can use HD, Proximity, Incendiary, Tracer, Explosive (modern day AC use Tracer and Explosive rounds, so why not the CW version?), and Depleted Uranium ammo.

    Improved Grenade Launcher [DSumner]: $1,000, 175 lbs., 2 spaces, 2 DP. To Hit 7, damage by grenade type, 20 shots CPS by grenade type, WPS 2.5; loaded weight 225 lbs.; loaded magazine weighs 65 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.

    Light Grenade Launcher [DSumner]: $750, 150 lbs., 1 spaces, 2 DP. To Hit 7, damage by grenade type, 10 shots CPS by grenade type, WPS 2.5; loaded weight 175 lbs.; loaded magazine weighs 40 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.

    Improved Autocannon 2.2 [DSumner]: $6,000, 550 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 20 shots ($50 and 7.5 lbs. each). Loaded cost $7,000, loaded weight 700 lbs.; loaded magazine costs $1,050 and weighs 165 lbs. Burst effect. Can use HD, Proximity, Incendiary, Anti-Personnel, and Depleted Uranium ammo.

    Update:

    Caseless Ammo: 3x cost, ½ weight of normal ammo. Available for MG, VMG, and AC.

    Magnetic Pulse Mines: Only available for Spear 1000 Mine Droppers. 1d-1 damage, CPS 150, WPS 10. If an electric power plant is damaged by this weapon (even a single point), the vehicle’s electrical system short-circuits and the power plant immediately looses all power and shuts down. It does not affect internal combustion (IC) engines or independently-powered devices, such as lasers with laser batteries. A short-circuited power plant can be recharged normally.

    Smart Mines: 1.5 x the normal CPS, normal weight. Smart Mines are equipped with an IFF system that prevents them from being detonated by the vehicle that dropped them. They are also equipped with safety feature that prevents them from detonating, while the vehicle that dropped them is within the weapon's blast radius. For 2 x the normal cost they can be set to ignore multiple vehicles (i.e. ignore all "Team Foxfire" vehicles, ignore all motorcyles), or set to only detonate for certain types of vehicles.

    Update:
    GRENADES

    Mini-Grenades: $20, ½ grenade equivalent, 2 hits damage, ¼ blast radius. No damage to vehicles.

    Monofilament Grenade - $35. Does 1d+2 damage to all pedestrians and exposed cyclists in a 2” burst radius. No damage to tires or vehicle components.

    Flame Cloud Grenade - $75. Creates a 1” X 1/2” counter that acts like a standard Flame Cloud.

    Sleep Gas Grenade - $100, Creates a colorless, odorless 1” X 1/2” cloud that lasts for 30 seconds. Unprotected pedestrians and cyclists must roll once per turn every turn they are in the cloud. Multiple rolls don’t produce cumulative results – Just apply the worst results rolled so far.

    1-2 Character is unconscious for 10 minutes.
    3-5 Character is unconscious for 5 minutes, and can do nothing for the next 3 minutes.
    6 Character is -6 to hit with any weapon and can only crawl 3 spaces per turn.

    PERSONAL WEAPONS

    Pepper Spray - $35, 1/2 Grenade Equivalent, 5 to hit, $35, shots 5. Pepper Spray is only usable at point blank range.

    1-3 Character is -2 to hit with any weapon for 1 minute.
    4-5 Character is -6 to hit with any weapon and can make no HTH attacks for 1 minute.
    6 Character -6 to hit with any weapon and can only crawl 3 spaces per turn for 30 seconds.

    Auto Shotgun - 2 Grenade Equivalent, 3 hits damage, 6 to hit, $175, shots 10, CPS 5, Loaded Cost $225.

    Squad Automatic Weapon (SAW) - 4 GE (15 lbs.), 1d3 damage, 7 to hit, $500, shots 20, CPS 15, Loaded Cost $800. Extra magazines are 1 GE (3 lbs.) each. Full damage to vehicles.

    Rocket Propelled Grenade (RPG): 3 GE, 1d damage, 8 to hit, $750, shots 1, CPS 35, Loaded Cost $785. Extra RPG rounds are 1 GE each, and take 2 seconds to reload. A character reloading can take no other action.

    MINES

    Anti-Personnel Mines (APM): $35. 2d damage to all pedestrians and exposed cyclists in a 2” radius and 1d damage in a 1" radius. 1/2 damage to tires, 1 grenade equivalent.

    Bounding Anti-Personnel Mines: $60. 1D6+3 to all pedestrians and exposed cyclists in a 2” burst radius. No damage to vehicles. 1 grenade equivalent. When triggered, Bounding AP Mines fire a small canister of steel ball-bearings into the air. The canister detonates spraying the surrounding area with its contents.

    “Toe Popper” Anti-Personnel Mines: $20. 2 hits damage to pedestrians. 1/4" blast radius. ½ grenade equivalent. “Toe Popper” AP mines are small explosive charges designed to wound or maim their targets.

    ACCESSORIES

    Weapon Light: $50. Adds one grenade equivalent to any weapon it's attached to. Weapons Lights may be used at night, or in any un-lit area, to illuminate targets up to 4” away. When used, they eliminate all nighttime targeting modifiers. Weapon Lights may also be used to blind a target, following the same guidelines as vehicle searchlights. Weapon Lights may be attached to any pistol, rifle, shotgun, sub-machinegun, gyroslugger, or SAW.

    Update:

    MUNITIONS

    Micro Rockets: To hit 9, ¼ space, 2 hits damage, CPS 35, WPS 10.

    High Velocity Grenade Launcher Ammo: 1d+2 damage, CPS 35, WPS 5, 1" Burst Radius. Available for GL and AGL.

    “Mag Shot” Hi-Density Gauss Ammo: CPS 2x normal, WPS1.5 x normal, +1 point damage per die damage.

    SPECIALTY MUNITIONS

    Laser Guided Bombs: $500 for electronics and laser tuning, plus $250 per guided bomb; no weight or space. LGL may be used with regular Bombs, Cluster Bombs, and Napalm. Laser Guided Bombs follow the same basic targeting rules as laser guided missiles.

    DROPPED SOLIDS

    Acid Mines (AM): CPS 75, WPS 5. Any vehicle detonating an Acid Mine will have its tires and underbody coated with a caustic brew of highly corrosive chemicals, which inflicts 2 hits damage to both the tires and underbody for 1d6 turns.

    DROPPED GASES

    Acid Cloud Ejector (ACE): 1 hit damage, $750, 50lbs, 1 DP, 2 spaces, 10 Shots, CPS 50, WPS 5, Loaded Cost $1,250 weight 100lbs. Magazine costs $550, weighs 65lbs. When fired an Acid Cloud Ejector creates what appears to be a normal 1" x ½" cloud of paint, that lasts for 3 turns. Any vehicle, or pedestrian, passing through the cloud is coated with a highly corrosive solvent, that will inflict 1 hit to every exposed vehicle component, and armor location, every turn they're in the cloud, and then for an additional 1d6 turns after passing through the cloud.

    Special thanks to kjamma4, for letting me use the "ACE" name

    DROPPED LIQUIDS

    Corrosive Oil: CPS 5x normal, WPS normal. Any standard Oil Jet, Fluid Gun, or Oil Discharger can drop Corrosive Oil. Corrosive Oil can not be mixed with other oil ammunition in the same magazine. A loaded magazine costs $675, weighs 65lbs. Creates what appears to be a standard ½”x1” oil counter. Any vehicle tire coming in contact with any part of the counter suffers 1d-1 damage each turn it’s in contact with the counter.

    DEFENSIVE

    Laser Inhibiting Aerosol - CPS 2.5x normal, WPS 2x normal weight. Looks and works like a normal smoke screen, but blocks all laser fire. Available for SS, HDSS, and GS.

    Laser Safe Windshield - $250. Protects the vehicle's occupants from the effects of Blinding Lasers.

    Misc...

    Thunderkit Power Plant: $4,000, Weight 275lbs, 3 Spaces, 7 DP, 1,500 Power Factors.

    More:

    Exothermic Foam: Fire modifier 2, burn duration 2. CPS 3 x normal. WPS normal. ExoFoam looks and acts just like regular Sticky Foam and can be loaded into any standard Sticky Foam Sprayer or Discharger. Any vehicle coming into contact with the counter will have its tires coated with a chemical gel that causes its tires to heat up, and spontaneously combust. Each full turn a vehicle spends in contact with a Exothermic Foam counter, or each additional 1” of Exothermic Foam crossed, adds an additional burn modifier of 1 to the vehicle’s tires. The chemical's effects begin to dissipate after 10 seconds, with the gel’s burn modifier dropping by “1” for every 3 seconds of time elapsed, after the initial 10 second "burn" until it becomes inert. Pedestrians coming into contact with the foam suffer 1 hit per turn they are in contact with a counter.

    More:
    Crystal Explosive Spikes: x5 normal cost, normal weight. Sighting rules as per Crystal Spikes. All other stats as per Explosive Spikes.

    New Weapons - From Other People 2 (Oliver Bollmann)

    From Oliver Bollmann. I marked entries with "@" if they are original game concepts. Oliver performed the logical progression for these existing weapons. As I've said before, some of these I'd like, others are gratuitous, but the best thing about Oliver's work is its consistency and thoroughness.

    Machine Gun Family

    @Light Machine Gun, LMG (7.62mm), Hit 7, Dam 1d-1, DP 2, U.Cost $850, U.Wt. 100, Sp. 1, Shots 25, CPS 20, WPS 2.5, Area

    @Machine Gun, MG (12.7mm), Hit 7, Dam 1d, DP 3, UCost $1000, UWt. 150, Sp. 1, Shots 20, CPS 25, WPS 2.5, Area

    @Heavy Machine Gun, HMG (15mm), Hit 7, Dam 1.5d, DP 3, UCost $1500, UWt. 225, Sp. 1, Shots 20, CPS 30, WPS 5, Area

    @Vulcan Machine Gun, VMG (20mm), Hit 6, Dam 2d, DP 4, UCost $2000, UWt. 350, Sp. 2, Shots 20, CPS 35, WPS 5, Area

    Bushmaster MG, BMG (25mm), Hit 6, Dam 2.5d, DP 4, UCost $2750, UWt. 425, Sp. 2, Shots 15, CPS 45, WPS 7.5, Area

    Gatling Machine Gun, GMG, Hit 6, Dam 3d, DP 5, UCost $3750, UWt 500, Sp. 3, Shots 15, CPS 55, WPS 10, Area, No Turret Mount on non OS

    Heavy Gatling MG, HGMG, Hit 6, Dam 3.5d, DP 5, UCost $5000, UWt 575, Sp. 3, Shots 15, CPS 65, WPS 12.5, Area, No Turret Mount on non OS

    Heavy Vulcan Machine Gun, HVMG, Hit 6, Dam 4d, DP 5, UCost $7000, UWt 650, Sp. 3, Shots 10, CPS 75, WPS 15, Area, F/B Only on Non Oversized, w/ D1

    Avenger Machine Gun, AMG (30mm), Hit 6, Dam 5d, DP 5, UCost $10000, UWt 750, Sp 5, Shots 10, CPS 100, WPS 20, Area, F/B Oversized Only w/ D2

    @Autocannon, AC (30mm), Hit 6, Dam 3d, DP 4, UCost $6500, UWt 500, Sp 3, Shots 10, CPS 75, WPS 10, 2" Burst Effect

    Heavy Autocannon, HAC (35mm), Hit 6, Dam 4d, DP 5, UCost $6750, UWt. 625, Sp. 4, Shots 10, CPS 125 WPS 12.5, Burst, F/B only on Non OS w/ D2, D1 Side OS

    Very Heavy Autocannon, VHAC (40mm), Hit 6, Dam 5d, DP 5, UCost $7000, UWt. 750, Sp. 5, Shots 10 CPS 175, WPS 15, Burst, F/B Oversized only w/ D2
    *½ D is a D3 – Roll 1d6 and divide by 2, rounding up.
    Gauss Guns

    Very Light Gauss Gun, VLGG, Hit 6, Dam 1d, DP 3, UCost $3000, UWt 75, Sp. 1, Shots 20, CPS 10 WPS 2.5, 1/8 PU per shot

    Light Gauss Gun, LGG, Hit 6, Dam 2d, DP 3, UCost $6000, UWt 175, Sp. 1, Shots 15, CPS 15 WPS 5, ¼ PU per shot

    @Gauss Gun, GG, Hit 6, Dam 3d, DP 3, UCost $10000, UWt 300, Sp. 2, Shots 10, CPS 25 WPS 10, ½ PU per shot

    Heavy Gauss Gun, HGG, Hit 6, Dam 4d, DP 4, UCost $15000, UWt 450, Sp. 3, Shots 10, CPS 35 WPS 12.5, 1 PU per shot

    Very Heavy Gauss Gun, VHGG, Hit 6, Dam 5d, DP 4, UCost $20000, UWt 625, Sp. 4, Shots 10, CPS 45 WPS 15, 2 PU per shot

    Ultra Heavy Gauss Gun, UHGG, Hit 6, Dam 6d, DP 4, UCost $30000, UWt 825, Sp. 5, Shots 10, CPS 55 WPS 17.5, 3 PU per shot

    Recoilless Rifles

    Light Recoilless Rifle, LRR, Hit 7, Dam 1d, DP 3, Ucost $750, UWt 200, Sp. 1, Shots 10, CPS 35, WPS 5, Burst

    @Recoilless Rifle, RR, Hit 7, Dam 2d, DP 4, Ucost $1500, UWt 300, Sp. 2, Shots 10, CPS 35, WPS 5, Burst

    Light Blast Cannon, LBC, Hit 7, Dam 3d, DP 4, Ucost $3000, UWt 400, Sp. 3, Shots 10, CPS 65, WPS 10, Burst

    @Blast Cannon, BC, Hit 7, Dam 4d, DP 5, Ucost $4500, UWt 500, Sp. 4, Shots 10, CPS $100, WPS 10, Burst

    Heavy Blast Cannon, HBC, Hit 7, Dam 5d, DP 6, Ucost $6000, UWt 650, Sp. 5, Shots 10, CPS $125, WPS 12.5, Burst

    Very Heavy Blast Cannon, VHBC, Hit 7, Dam 6d, DP 8, Ucost $7500, UWt 825, Sp. 7, Shots 10, CPS $125, WPS 12.5, Burst

    Heavy Recoilless Rifle, HRR, Hit 7, Dam 7d, DP 9, Ucost $9000, UWt 1000, Sp. 8, Shots 10, CPS $150, WPS 15, Burst

    Very Heavy Recoilless Rifle, VHRR, Hit 7, Dam 8d, DP 10, Ucost $11000, UWt 1200, Sp. 9, Shots 10, CPS $250, WPS 15, Burst

    Thursday, August 7, 2008

    New Weapons - From Other People 1 (Nova)

    Before I get down to messing around with the rules and creating new weapons - even after I've paid excessive due diligence with the whole series (1-2-3-4-5) - I should present the ideas that I've seen in other places. If they've done it, likely they did it better, and why reinvent the wheel (almost literally)?

    Selected Items from NOVA:

    Grenade Dropper: $750, 100 lbs., 2 DP, 1 space, 15 shots, cost by grenade type, 4 lbs. per grenade. Loaded cost is $750 plus cost of grenades, loaded weight 160 lbs. This weapons drops a grenade out the side or rear of the carrying vehicle. This weapon may use a rotary magazine, but the grenade timers must be preset.

    Mini-Cannon: To-hit 7, 1D6 damage, 3 DP, $1,000, 170 lbs., 1 space, 10 shots ($20 and 3 lbs. each), loaded cost $1,200, loaded weight 200 lbs; loaded magazine costs $250 and loaded magazine weight 45 lbs. HEAT and HESH ammo available at the appropriate costs. 1" Burst Effect.

    Heavy Rocket Launcher: To hit 8, $1,250, 300 lbs., 3 spaces, 3 DP, 3d6 damage, 10 shots ($50 and 7.5 lbs. each). Loaded weapon costs $1,750 and weighs 375 lbs. Burst effect.

    Ultra Rocket Launcher: To hit 8, $1,500, 400 lbs., 4 spaces, 3 DP, 4d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $2,250 and weighs 500 lbs. Burst effect.

    Rocket Cannon: To hit 8, $3,000, 600 lbs., 6 spaces, 4 DP, 6d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $4,000 and weighs 800 lbs. Burst effect. The rocket cannon is a tank-sized rocket launcher and may only be mounted on oversized vehicles. Ammo may be modified at normal costs.

    Heavy Anti-Tank Gun (HATG): To-hit 8, $3,500, 700 lbs., 4 spaces, 6 DP. 4d6 damage, 10 shots, CPS $100, WPS 15 lbs., loaded cost $4,500, loaded weight 850 lbs., burst effect. May use HEAT, HESH, APFSDS, DPU and Beehive ammo. This weapon is a larger, more powerful version of the standard AT gun. It is sometimes referred to as the "Hate Gun".

    Heavy-Duty Gas Streamer: $300, 100 lbs., 2 spaces. 2 shots, 2 DP. This device produces a 10" x 2" counter of smoke (CPS $100, WPS $50), paint (CPS $100, WPS 20 lbs.), tear gas (CPS $200, WPS 50 lbs.) or toxin gas (CPS $20,000, WPS 50 lbs.).

    Heavy-Duty Flame Cloud Gas Streamer: $500, 200 lbs, 3 spaces, 2 shots, 2 DP. CPS $600, WPS 50 lbs., loaded cost: $1,700, loaded weight: 300 lbs. This item produces a 10" long by 2" wide counter of gas.

    Pyramid Spikes: CPS $50, WPS 10 lbs (Loaded magazine $550, 115 lbs). 1d6 to all tires. Cannot be made explosive, incendiary or expanded. Cannot be mixed with other rounds or be used in a spike gun. Pyramid spikes will damage plasticore and solids and are not destroyed when rolled over.

    Light X-Ray Laser: $5,000, 300 lbs., 2 spaces, 3 DP, to-hit 7, 2 dice damage.
    Medium X-Ray Laser: $10,000, 525 lbs., 3 spaces, 3 DP, to-hit 7, 3 dice damage.
    Twin X-Ray Laser: $18,000, 1,125 lbs., 3 spaces, 3 DP, to-hit 7, 4d+3 damage.

    Light RR: $1,000; 150 lbs.; 1 sp.; 10 shots; CPS 20, WPS 2.5; Loaded cost: $1,200; loaded weight: 175 lbs.; To-Hit 7; Damage: ld6 (burst effect). May use HEAT and HESH ammo.

    Light GG: $5,000; 150 lbs.: 1 sp.; 10 shots; CPS 25, WPS 5: loaded cost: $5,250; loaded weight: 200 lbs.; To-Hit 6; Damage: 1d6 (area effect).

    Medium GG: $7,500; 225 lbs.; 2 sp.; 10 shots; CPS 35, WPS 7.5; Loaded cost: $7,850; loaded weight: 300 lbs.; To-Hit 6; Damage: 2d6 (area effect).

    Medium Autocannon: To-hit: 6, $11,500, 600 lbs, 4 spaces, 5 DP, 10 shots, 4d6 damage, burst effect. CPS $150, WPS 15, loaded cost $13,000, loaded weight 750 lbs.
    This weapon is a single-barrel autocannon of intermediate caliber (25-mm to 30-mm). 20th-century examples include the 25-mm Bushmaster gun on the Bradley IFV and the 30-mm chaingun on the AH-64 Apache. All types of ammunition are available. Non-oversized vehicles that fire this weapon take a D1 hazard from the recoil.
    Super-Heavy Autocannon: To-hit: 6, $50,000, 2,000 lbs, 12 spaces, 20 DP, 20 shots, 15d6 damage, burst effect. CPS $300, WPS 40, loaded cost: $56,000, loaded weight: 2,800 lbs. May use HEAT, HESH, APFSDS & DPU ammunition.
    The super-heavy autocannon is a modern example of the GAU-8 Avenger cannon which armed the A-10 Thunderbolt. The GAU-8 was a seven-barrel 30-mm gun. Alternately, the SHAC could be a single-barrel weapon of large caliber (50-mm or above).
    Heavy Duty Junk Dropper: $100, 50 lbs, 2 spaces, 6 DP, 5 shots, CPS: 0, WPS: 40 lbs, loaded cost: $100, loaded weight: 250 lbs.
    This item drops a 1/2" x 1/2" obstacle each time it is fired. Hitting the obstacle is a D3 hazard for all wheeled ground vehicles (including trucks). Additionally, 1d-3 points of damage are inflicted on each tire
    Vehicular Shotgun (variant): To-hit: 7, $950, 90 lbs, 1 space, 2 DP, 1d damage, area effect, 10 shots, CPS: $5, WPS: 1 lb, Loaded Cost: $1,000, Loaded Weight: 100 lbs, maximum range: 24".
    The VSG is a short-barreled, smoothbore weapon of either 4-gauge or 8-gauge. For every full 4" of range, there is a +1 to-hit bonus and a -1 to the damage rolled. Its low cost and light weight make the VSG a favorite weapon in the lower divisions.