Friday, August 8, 2008

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.

Wednesday, August 6, 2008

New Weapon: Mini-MFRP



Of all the new weapons I've proposed see the whole series (1-2-3-4-5) the only one that I'm sure is good, necessary, and won't upset game balance, is the Mini Multiple Fire Rocket Pod (MMFRP). I'll use this as the first design challenge to work out game dynamics.

The real life model for this weapon is rather common system used on helicopters and attack planes. One example is here (where the first image is from). Many people assumed that the Micro-Missile Launcher is supposed to be this weapon, based on the picture (see to the right, taken from Uncle Al's 2035 guide) and it's misname.

The model for the new weapon is the "Six Shooter" - the Multiple Fire Rocket Pod. The original rules set for a Heavy Rocket and the MFRP was like 2 HR's, but different. And, when the MFRP was introduced, so too were mini-rockets, and the MFRP was kinda like 6 of those.
  • HR = dam 3d, 2 DP, $200, 100 lbs, Sp. 1, 2" burst
  • 2 HR = dam 3dx2, 4 DP, $450, 200, Sp. 2, 2" burst
  • MFR = dam 1dx6, 3 DP (1/2 DP each), $450, 150 lbs, 2 Sp., 2" burst
  • 1 MnR = dam 1d-1, 1 DP, $50, 20 lbs, Sp. 1/3, 1/2" burst
  • 6 MnR = dam 6d-6, 6 DP, $350, 120 lbs, Sp. 2, 1/2" burst (price includes link)
For some reason, the MFR allows a greater blast radius, but it can't accept special munitions. The MnR is lighter than the MFR, but less damage. 2 (linked) HR is the same price as the MFR, but heavier, yet can be fitted with special munitions/warhead.

It's possible that just halving the MFR will get what we need: MMFR = to hit 9, dam 1dx3, 2 DP*, $225, 75 lbs, 1 space, 1" burst. (DP = 1st shot destroys 2 rockets, second shot the final rocket and the weapon housing). Compare to 3 Mini-Rockets: 3 MnR = dam 3d-3, 3 DP, $200, 60 lbs, Sp. 1, 1/2" burst (price includes link)

It's possible, and more in line with the real world munition, that the MMFR should be 6 mini-mini-rockets, 0.5 dam per rocket.

Also, I guess for game balance the special warheads were forbidden for the MFR, but there may be a way of re-introducing them. For now, this is the prototype:
Mini Multiple Fire Rocket Pod, MMFR, to hit 9, dam 1dx3, 2 DP*, $225, 75 lbs, 1 space, 1" burst. (DP = 1st shot destroys 2 rockets, second shot the final rocket and the weapon housing)

ADQ Online


Autoduel Quarterly was, for 10 years and 40 issues, the official magazine for Car Wars. Then Steve Jackson games folded it into Pyramid (which is still published), and Car Wars articles became quite scarce.

Somehow, depsite that they are sold in PDF form, Steve Jackson Games allowed the ADQs to be HTMLized and placed online. I mean, you can't buy the major rulebooks except for major dinero on ebay, yet the ADQs are free? I won't argue, I'm glad, and I want the good thing to last.

Available: 1(1); 2(2,3,4); 3(1,2,3); 4(1,3,4); 5(1,2,3,4); 6(1,4); 7(1,2,3,4); 8(1,2,3); 9(1,2,4); 10(2,3)

Missing: 1(2,3,4*); 2(1); 3(4); 4(2); 6(2,3); 8(4)*; 9(3); 10(1,4)

Other people have HTMLized 1(4) & 8(4). When I find more online, I'll post 'em in the links.

Image hotlinked from the ADQ page, cover chosen is of the first ADQ I purchased back in the day.

Tuesday, August 5, 2008

Weapon Balance Article

I should add that one of the best essays on Car Wars weapon balance is from Guy Fullerton, and found here. I hope he finishes it one of these days, it's good food for thought.

Standard Car - RPG Midsized (Non-Styx)

From MIB 1473 in the SJgames forum:
Most real-world cars would vary little from each other in the coarse resolution of Car Wars. For example, how many modern cars would look approximately like this:

Mid-Sized; Light chassis; Improved suspension; 150 cid Engine w/Overdrive; 12 gallon standard gas tank; 4 Standard tires. Driver; Gunner; 3xPassenger. HD Brakes. 6 pts. Metal (F: 1 R: 1 L: 1 B: 1 T: 1 U: 1). Cargo: 2 spaces, 300 lbs. Cost: $6,824, Wgt: 3,469, HC: 2, Top Speed: 82.5 (102.5), Accel: 10 (5).

Death Race 2008/3000 Trailer

Holy macaroni, how did I miss this? This movie looks like car-wars. If Steve Jackson games were in any way intelligent, they'd do a product tie-in and make a bundle.


UPDATE:
  1. The movie webpage.
  2. See this article for more details about the cars in the movie.
  3. An attempt, by MIB 1473 on the SJGames Forum, to depict the main character (the car) in CW terms:
    Luxury; Extra Heavy chassis; Heavy suspension; 200 cid Engine w/Tubes, BP, VP Turbo, Super, Overdrive; 4 PR Steel Radial tires. Driver, Passenger. 2xAutoCannon w/10xStandard each linked F; Oil Jet w/25xOil B; Smokescreen w/10xSmoke B; Light Flamethrower w/10xStandard B. Tinted Windows; 3xLink (SS-OJ, SS-OJ-ACs, OJ-LFT); HD Shocks; HD Brakes; ABS; Spoiler; Airdam. 32 pts. Metal (F: 8 R: 8 L: 8 B: 8 T: 0 U: 0). Cost: $44,685, Wgt: 6,550, HC: 4 (5), Top Speed: 97.5 (117.5), Accel: 20 (15).
h/t owenmp at the forum.

Weapon Analysis - Part 5 (The New Weapons)


Part 3 of this series (see 1 & 2), came up with these new weapon possibilities:
  1. Railgun (3 space Gauss Gun)
  2. Light & Heavy Mortars (in new category that combines Grenade Launchers & Shotguns)
  3. Light & Medium Howitzers (new category to re-house the ol' ATG)
  4. AC moved to MG family, modify the HVMG
  5. or AC in own family, move VMG into that, add new weapon: minigun, then change HMG into a 2 space weapon
  6. Light and Heavy Recoilless Rifles
  7. Heavy Rocket Launcher (3 space in guided-rocket category)
  8. Mini Multiple Fire Rocket Pod (1 space unguided rocket)
Part 4 of this analysis described the different needs of game balance in general, without specific categories. Based on the earlier posts, and irrespective of the system analysis in part 3, here are the gaps in the offensive weapons:
  1. No 6-accuracy burst weapons outside of Autocannon
  2. related to that: only rockets are one space burst weapons
  3. no 3 space, 7-accuracy weapon
  4. no 3 space, 6-accuracy area effect weapon
  5. very few options with 8-accuracy weapons
Based on comparing the two lists, do the new weapons help or hurt game balance?
  1. Railgun - I admit that I've wanted this weapon in Car Wars ever since I played Quake3, and it would be the 3-space 6-accuracy area-effect weapon (if we keep the Autocannon as burst effect)
  2. Mortars - Part of me wants mortars because doggonit, they exist! And they're useful as small "artillery" weapons. At least they should be available for pedestrians, no? But for cars, they would be a way of adding the small space, low accuracy weapons (with a number of special modifiers given the high-lobbing trajectory of mortar rounds balanced with the purposeful shrapnel damage, which I guess is in every 'burst effect' weapon. This is less than necessary, except as a non-rocket based 9-accuracy weapon.
  3. Howitzers - This would expand the 8-accuracy field away from exclusively rockets. I think it's necessary.
  4. Heavy Vulcan (Modified) - not really necessary, but I like to be thorough.
  5. Minigun - Only necessary if we keep Autocannon in it's own category (i.e. gatling guns). I like it also as a 6-accuracy 1 -space weapon, but that will probably skew the game.
  6. Heavy Machine Gun - I think that the Heavy MG is a rule flaw; 1 space 2 dice weapon?! And a Light Laser is only 1d? Anyway, I think it should be moved up to 2 spaces and rules modified accordingly.
  7. Light & Heavy Recoilless Rifles - I think this is a more necessary fill, for 7-accuracy burst effects (the Blast Cannon should have made this inevitable)
  8. Heavy Rocket Launcher - seems natural but may be unnecessary
  9. Mini Multiple Fire Rocket Pod - I'm really surprised this hasn't been done yet.
Other Ideas I've toyed with some other ideas that just seem to be natural (as I see from others): heavier shotguns, grenade droppers, etc. but I will try to post the above ideas first.

Weapon Analysis - Part 4 (Game Balance Issues)


Part 3 of this series (see 1 & 2), came up with new weapon possibilities. But as I described in part 1, and part 4, all these nifty ideas are secondary to the necessities of game balance.

We should elaborate the game balance issue for things beyond straightforward cost/weight/space/damage (because it's not set out clearly in the rulebooks and lists). Here are the special issues:
  1. Area vs. Burst effect
  2. Volatility
  3. Shot Number
  4. Hazards
  5. Benefits
  6. DP (Damage Points)
Area vs. Burst

In the original game, area vs. burst was a nonsense/RPG issue. Unless you were aiming at pedestrians, who cares if the gun is area or burst? In the age of metal armor, it's a big difference (especially with HESH ammo): area weapons strip off metal armor on a 6 on a damage die, burst effect on a 5 or 6. So the fact that there's no 1 space, 7 accuracy, burst effect weapon has ramifications.
  • Area
    • all Machine guns & ammo except explosive
    • FG, VS, GG, all Lasers, all Flamethrowers
  • Burst
    • all the following (excepting the special ammo in "neither" below): RR, AC, bombs, BC, GL*, ATG, TG, all rockets, all missiles, all torpedos, depth charges, and mines (MD etc).
    • Possibly the Cloud Bomb (CBSS) - who knows
  • Neither
    • Armor Piercing ammo for all rockets,
    • HEAT, HESH, APFSDS ammo
Incendiary and/or Volatile Weaponry

Which weapons are "volatile"? There's no list in UACFH, no index entry in the CWC2. The CWC2 (p31) states that your car will catch fire if hit by incendiary weapons - natch - but also if a some weapons are hit by enemy fire (2 in 6 chance), and 4 in 6 chance if those weapons are hit by other volatile weapon. And if a car is on fire, then certain weapons can explode the car. A keyword in making sense of this mess is that some weapons are "incendiary" and some are "volatile" and it's bad to mix the two. All incendiary seem to be also volatile, but not vice-versa.

Incendiary is easy to figure out (either the ammo is called 'incendiary' or there's the word "flame/fire" in the title), but which are the volatiles? Here's the list according to what I can piece together from the CWC2 & UACFH:
  1. Incendiary (and thus Volatile)
    1. Any weapon with incendiary ammo
    2. any flamethrower
    3. Flaming Oil Jets (FOJ, HDFOJ
    4. Flame Cloud Ejectors (FCE, HDFCE, FCGS)
  2. Volatile Without Being Incendiary
    1. Depth Charges (UACFH p.15)
    2. All missiles (SAM, AAM, RGM, WGM etc)
    3. All rockets (MML, RL, HR, MFR, VFRP etc)
    4. All torpedos (whatever)
    5. Anti-Tank Guns & Tank Guns
    6. Rocket boosters & jump jets
  3. Not Volatile But Should Be - Prob. Because of a mistake
    1. Bombs (UACFH doesn't say anything, see p.10-11)
    2. Minedropper ammo (UACFH doesn't say anything, see p.15)
    3. Dischargers of incendiary material (Flaming Oil, Flaming Cloud)
  4. Not Volatile But Should Be - For Game Balance
    1. Any burst effect weapon (e.g. AC, GL, RR, BC) - the reason why not could be the quantity of explosive in a RR round is less than in the ATG. But then the Blast Cannon should definitely be volatile!
    2. Hot Smoke (this is my pet-peeve, see my rant here)
Volatility is an issue for three things 1. Setting on fire, 2. getting on fire, and explosion.

Incendiary weapons can set a vehicle ablaze according to certain modifiers (see a chart somewhere), but non-incen. volatile weapons (e.g. ATG) won't do this. Volatile & incendiary weapons (and your power plant), if hit by enemy fire, can set your own car on fire on a 1 or 2 on a d6. If the volatile weapon is hit by an incendiary weapon OR a laser (which is itself not volatile) then your car will catch fire on a 1,2,3,or 4 on a d6.

If a car on fire has a volatile weapon then the car will explode on a 1 on a d6.

Shot Number

This mainly comes into contrast between the Machine Gun family and the rest. Also the Mine Flinger and other defensive weapons, e.g. the Oil Jet vs. Smokescreen (25 or 10). No real need for a chart here (even for my OCD).

Hazards

In this category are detriments from firing the weapon (this could include the danger of housing a volatile weapon, but that's in its own list):
  1. the handling class hazard when firing the ATG,
  2. the power-draining from Lasers and GGs,
  3. Radar guided missiles need a certain distance to be active (and other mishugass)
  4. Wire guided missiles can't be fired while moving
  5. It used to be that Flamethrowers couldn't be fired forward, no longer.
Benefits

This category includes all the extra effects of the weapon beyond causing damage:
  1. Flamethrowers and Lasers are automatically incendiary (no need for special ammunition).
  2. Gauss Guns are silent (whoop-de-doo)
  3. Flamethrowers & FOJ create a smokescreen
  4. FCE & FOJ create a hot-smoke SS
DP

Sometimes it matters that your weapon is sturdy (RR, HMG) or not (RL, Laser). The drop spike plate is a classic example of as close to a possible DP-sink there is.

Conclusion

When seeking to add new weapons, game balance must be preserved in all categories - not only in spaces/weight/cost/damage but in the other factors like DP, volatility, area vs. burst effect, and miscellaneous benefits and hazards.

Weapon Analysis - Part 3 (Weapon Ideas)


In part 1 we looked at the basic game setup, part 2 analyzed the game's basic weapon systems, this post will see what can possibly be added and/or changed.

Two websites that have done a similar analysis, and given game proposals, are the friendly killers of NOVA and this article (PDF) by PDF Oliver Bollmann (main site here).

The three problems we came up with from the previous analysis were:
  1. Consolidation of weapon categories (e.g. AC into MG)
  2. Categories without full distribution (e.g. RR, ATG)
  3. Possible missing weapon systems (e.g. mortars).
Problem #1 & 2 can be combined. The simple recommendations are these:
  1. Autocannons be part of the Machine Gun family with the same stats. The 6-accuracy is like the vulcan and the fewer shots (10 from 20) is indicative of the higher rate of fire for the same caliber ammunition. The only change is that the AC should be area effect (like all weapons which depend on making holes in the target as opposed to applying concussive/blast force). This means modifying the HVMG into a legal item, like the "blast cannon".
  2. "Anti-Tank Gun" is a misnomer; everything that can pierce tank armor is anti-tank (grenades, rockets, recoilless rifles). This is just a small artillery piece (as the classic "State of the Art" articles by Sheely & Olnes established). As such, I'd like name this category "howitzers" to distinguish it from the mortars (see below), recoilless rifles, and the bona-fide artillery pieces which aren't allowed in the AADA arena (and are called tank-guns). This category is ripe for scaling-expansion.
  3. "Blast Cannon," like "anti-tank gun," a misnomer for a large-caliber recoilless rifle; this category also needs to be expanded
  4. "Rocket launcher" - as I analyzed here, the Car Wars RL is in fact a rocket-propelled grenade. And, like the ATG & RR, should be scaled to allow greater "caliber"s (in this case, sizes of explosive). Thus "micro-missile launcher" is another misnomer. The basic difference between a missile and a rocket is guidance. As such, the current Car Wars systems of (guided) rocket (MML, RL), (unguided) rocket (HR, MFR), and missile (WGM, RGM, SAM etc), needs to be clarified. My best guess is that an 8-accuracy is a guided small explosive (real world RPG): the warhead is small and the weapon's space in the car is used for aiming and for velocity, 9-accuracy is for a generally unaimed large warhead rocket, and 6 or 7 (the Car Wars "missiles") are for a large warhead with a sophisticated aiming system.
  5. Grenade Launcher - As I griped about here, this has a bad fit within the Car Wars system. I believe it should be collapsed into a large-bore, low velocity, category that includes the shotgun, flachette gun, and mortars.
With all that A new weapons chart could thus like this:
  1. Flamethrowers (Unchanged)
  2. Gauss Guns
    1. 1 Space = [not possible; the energy delivery system takes 2 spaces]
    2. 2 Space = Gauss Gun (6acc, 3d)
    3. 3 Space = Rail Gun (new)
  3. Grenade Launchers
    1. 1 Space
      1. Vehicular Shotgun (6acc, 2 hits) - moved,
      2. Flachette Gun (6acc, 1d+1 to tires) - moved,
      3. Light Mortar (new)
    2. 2 Space
      1. Grenade Launcher (7acc, 1d*),
      2. Heavy Mortar (new)
    3. 3 Space = none [unnecessary because the next tech up is artillery/howitzers]
  4. Howitzers (formerly 'Tank Guns')
    1. 1 Space = Light Howitzer (new)
    2. 2 Space = Howitzer (new)
    3. 3 Space = "Anti-Tank Gun" (Heavy Howitzer) (8acc, 3d)
  5. Lasers (Unchanged)
  6. Machine Guns
    1. 1 Space
      1. Light MG (7acc, 1d-1),
      2. MG (7acc, 1d),
      3. Heavy MG (7acc, 2d-2)
    2. 2 Space = Vulcan MG (6acc, 2d)
    3. 3 Space = Autocannon (6acc, 3d)
    4. 4 space = Heavy Vulcan (modified)
  7. Missiles (Unchanged)
  8. Recoilless Rifles
    1. 1 Space = Light RR (new)
    2. 2 Space = Recoilless Rifle (7acc, 2d)
    3. 3 Space = Heavy RR (new)
    4. 4 Space = Blast Cannon(7acc, 4d)
  9. Rockets, Guided
    1. 1 Space = Micro Missile Launcher (8acc, 1d)
    2. 2 Space = Rocket Launcher (8acc, 2d)
    3. 3 Space = Heavy Rocket Launcher (new)
  10. Rockets, Unguided [all 9acc]
    1. 1 Space
      1. Mini (1d-1),
      2. Light (1d),
      3. Medium (2d),
      4. Heavy (3d)
      5. Mini Rocket Pod (new)
    2. 2 Space = MFR (9acc, 6x1d)
    3. 3 Space = VFRP (9acc, 1-6d)
Another option is keep the Autocannon in it's own category, split off the Vulcan from the MG, and make a new 3 space scale: 1 space = Minigun, 2 space = Vulcan, 3 space = Autocannon. The machine gun scale would be Light & regular in one space, Heavy in 2, and larger than that impossible for regular cars (recoil etc).

Summary - Possible New Weapons:
  1. Railgun (3 space Gauss Gun)
  2. Light & Heavy Mortars (in new category that combines Grenade Launchers & Shotguns)
  3. Light & Medium Howitzers (new category to re-house the ol' ATG)
  4. AC moved to MG family, modify the HVMG
  5. or AC in own family, move VMG into that, add new weapon: minigun, then change HMG into a 2 space weapon
  6. Light and Heavy Recoilless Rifles
  7. Heavy Rocket Launcher (3 space in guided-rocket category)
  8. Mini Multiple Fire Rocket Pod (1 space unguided rocket)

Weapon Analysis - Part 2 (System Specifics)


As described in part 1, there are gaps in game-balance for weaponry, specifically in the lower accuracy weapons. As a way of correcting this, we can use the weapon systems as described in UACFH to flesh out the chart. What follows is a weapon system chart to see which components are missing. The chart will list illegal weapons only when necessary, and will be limited to 1-3 spaces as much as possible:
  1. Autocannons
    1. 1 Space = none
    2. 2 Space = none
    3. 3 Space = Autocannon (6acc, 3d)
  2. Flamethrowers
    1. 1 Space = Light Flamethrower (6acc, 1d-2)
    2. 2 Space = Flamethrower (6acc, 1d)
    3. 3 Space = Heavy Duty FT (6acc, 2d)
  3. Gauss Guns
    1. 1 Space = none
    2. 2 Space = Gauss Gun (6acc, 3d)
    3. 3 Space = none
  4. Grenade Launchers
    1. 1 Space = none
    2. 2 Space = Grenade Launcher (7acc, 1d*)
    3. 3 Space = none
  5. Lasers
    1. 1 Space = Light Laser (6acc, 1d)
    2. 2 Space = Medium Laser (6acc, 2d), Laser (6acc, 3d)
    3. 3 Space = Heavy Laser (6acc, 4d) XRay Laser (7acc, 4d)
    4. 4 Space = none
    5. 5 Space = Heavy XRay Laser (7acc, 5d)
  6. Machine Guns
    1. 1 Space = Light MG (7acc, 1d-1), MG (7acc, 1d), Heavy MG (7acc, 2d-2)
    2. 2 Space = Vulcan MG (6acc, 2d)
    3. 3 Space = Heavy VMG(6acc, 4d) (Illegal)
  7. Missiles
    1. 1 Space = RGM (7acc, 3d), WGM (6acc, 3d)
    2. 2 Space = none
    3. 3 Space = none
  8. Recoilless Rifles
    1. 1 Space = none
    2. 2 Space = Recoilless Rifle (7acc, 2d)
    3. 3 Space = none
    4. 4 Space = Blast Cannon(7acc, 4d)
  9. Rockets, Guided
    1. 1 Space = Micro Missile Launcher (8acc, 1d)
    2. 2 Space = Rocket Launcher (8acc, 2d)
    3. 3 Space = none
  10. Rockets, Unguided [all 9acc]
    1. 1 Space = Mini (1d-1), Light (1d), Medium (2d), Heavy (3d)
    2. 2 Space = MFR (9acc, 6x1d)
    3. 3 Space = VFRP (9acc, 1-6d)
  11. Shotguns
    1. 1 Space = Vehicular Shotgun (6acc, 2 hits), Flachette Gun (6acc, 1d+1 to tires)
    2. 2 Space = none
    3. 3 Space = none
  12. Tank Guns
    1. 1 Space = none
    2. 2 Space = none
    3. 3 Space = Anti-Tank Gun (8acc, 3d)
Many other game-wizards, like me, have tried filling in the gaps: here from NOVA (light Gauss Gun and light Recoilless Rifle), here's a very comprehensive list from Oliver Bollmann (PDF, main site here).

Combining my two lists together (i.e. here and this post), we can come to some conclusions:
  1. Consolidation of weapon categories - for example, and Bollman recognizes this as well, the Autocannon is basically part of the Machine Gun family and should be placed there; the Flachette Gun could really just be a Vehicular Shotgun with Flachette loads, and to be honest both of them could be under Grenade Launchers (the same way that the M203 can fire grenades or shot); and the Missile-Rocket category is a huge mess.
  2. Certain categories are populated/distributed well (MG, FT, Laser) and others not (RR, ATG) - despite the true availability of variation within present day weaponry. There's major differences between calibers in Recoilless and regular artillery and that makes a simple scaling system. The best example of how logical this is comes from GURPS Autoduel (see here for the Light RR).
  3. There may be entire possible weapon systems missing (e.g. mortars).
We'll deal with the new possible weapons in the next post.

Weapon Analysis - Part 1 (Preliminaries)


My favorite weapon, and I'm sure almost everyone's, is the Vulcan. And it's not only in Car Wars; I love the real-life electric gatling gun family of weapons. When it was first introduced, it straddled a strange midrange in the weapon chart. The 7 weapons (to hit) were 1 space (MG) and 2 (RR), the 8 weapons were 2 space (RL) and 3 (ATG) and 6 were both 2 space (FT, Laser). Now a machine gun upgrade was introduced and it was 2 spaces but to hit 6. This made sense in terms of gun physics because, hey, many many barrels! But I would have preferred to have filled out the chart first.

Since then the chart has basically been finished, but there are still lacunae. The following is a list of weaponry based on to-hit. Only AADA allowed (and/or non-military) ground-vehicle offensive weaponry is listed. That is, only direct damage dealers (so mine-flingers, while as offensive a defense you can get, are still not part of the analysis)

TO HIT 6
1 space
..........Light Laser (1d area incendiary but not volatile)
..........Light Flamethrower (1d-1 area incen. & volatile)
..........Vehicular Shotgun (2 hits area)
..........Flachette Gun (whatever)
..........Wire Guided Missile (3d burst volatile)
2 space
..........Vulcan (2d area)
..........Flamethrower (1d area incen & volatile)
..........Laser (3d area incen not vol.)
..........Medium Laser (2d area incen not vol.)
..........Twin Laser (2d+6 area incen not vol.)
..........Gauss Gun (3d area)
3 space
..........Autocannon (3d burst)
..........Heavy Duty Flamethrower (2d area incen. & vol.)
..........Heavy Laser (4d area incen not vol.)
4 space = n/a

TO HIT 7
1 Space
..........Machine Gun (1d area)
..........Light MG (1d-2 area)
..........Heavy MG (2d-2 area)
..........Radar Guided Missile (3d burst volatile)
2 Space
..........Recoilless Rifle (2d burst)
..........Grenade Launcher (1d at best, blast)
3 Space
..........Xray Laser (4d area)
4 Space
..........Blast Cannon (4d burst)
5 space
..........Heavy X-Ray Laser (5d area)

TO HIT 8
1 Space
..........Micro Missile Launcher (1d burst volatile)
2 Space
..........Rocket Launcher (2d burst volatile)
3 Space
..........Anti-Tank Gun (3d burst volatile)

TO HIT 9
1 Space
..........Medium Rocket (2d burst volatile)
..........Heavy Rocket (3d burst volatile)
2 Space
..........Multiple Fire Rocket Pod (1d x 6 burst volatile)
3 Space
..........Variable Fire Rocket Pod (1d-6d burst volatile)

What's clear from the list is that most new weapons, with variety, comes from the 6-Accuracy list. As a game-balance purist, I am unhappy with the missing slots. 6-Accuracy is overstocked, 7 is missing a 3-space, 8 could use more options, 9 is fine (there are a lot of rocket options). Also there should be a balance given to shots available (10 or 20) and area vs. burst, volatility and other hazards (handling modifiers), and even weapon DP (see Drop Spike Plate). See this post for an elaboration of these issues.

Another possible imbalance is in weapon systems. According to UACFH, there are these systems (within the analysis parameters above):
  1. Autocannons
  2. Flamethrowers
  3. Gauss Guns
  4. Grenade Launchers
  5. Lasers
  6. Machine Guns
  7. Miscellaneous (VSG, FG)
  8. Missiles
  9. Recoilless Rifles
  10. Rockets (Guided, Unguided)
  11. Tank Guns
Weapon systems may be seen as only an afterthought of game-balance, i.e. when putting the necessary space/weight/damage/cost chart together, the game designers decided to give the weapons some recognizable names - which helps gameplay and fires up player imagination. It may not be necessary to give space ranks to each of the weapon systems.

On the other hand, the official rules already have done the full complement for some of the systems (MG, FT, Laser, Rocket), so there's a logic to finishing the chart. If so, and while resistant, I'm not totally against it, but I'd do so at first only to fill out the first chart.

With the weapon-system analysis - which relies more on real-world technological connection than the Accuracy system (see more on that analysis here) - we can arbitrarily say that certain weapons start at more than 1 space: Tank Gun, Autocannons, etc. However, if the gun is designed right, then why not?

Monday, August 4, 2008

Hardhead - Div20 (15) Subcompact


Subcompact (C/A frame), Xhvy Ch., Hvy Sus., Small PP (PC/SC), 4 HD tires, driver, 2 linked LL (pulse) in EWPs pointing front, 10 pts EWP armor, 10 pts FP CA each around driver & PP, HRSWC, 114 pts plastic armor (F25 B25 R20 L20 T12 U12), Acc 5, Top 90, HC 4, 2760 lbs., $19,954

  • Option 1 - Replace LL with MML (10/AP), add 30 pts armor, $13,434
  • Option 2 - Replace LL with MML (10/AP ) and add replace internal CA with 2 more MML (10/AP) front, all 4 weapons linked; $14,704
  • Option 3 - Like #2 but add TL linked to all 40 rocket rounds, remove 10 pts armor from EWP and 2 pts vehicular armor; $24,282

    Design Notes - An update of this 2037 design. The original design had a huge engine, a EWP on the roof (facing front) and was armed with a light laser. Since then the rules disallowed even EWPs on roof for subs. I decided to incorporate the EWP + LL - using the space inside for componant armor.

    I also found the best aspect of the weapon that I have hitherto eulogized as rule-jockeyed out of relevance: pulsing a LL adds no weight.

    The MML options are just to see how much damage a subcompact can veritably dish out.
  • Admin: Substitute Counters

    The obsessive compulsive in me felt that every car in this virtual showroom should have an accompanying photo, but the realist in me recognized that (a) it would take way too long to draw a counter for all the 2037 and/or obsolete cars, and (b) most of the old cars suck and would never be used. Hence I came up with the logo use see to your left.

    Sunday, August 3, 2008

    Rant: Uncle Al's Hell

    As I mentioned here, the pictures in Uncle Al's Catalog O'Hell are amateurish to the point of folly. Whatever happened to the awesome graphics of the original (2035) catalog? Instead of nifty realistic munitions, we get this:

    I challenge anybody who hasn't seen the picture recently to tell me what the heck that is supposed to be. A watergun? An elephant's trunk?

    Friday, August 1, 2008

    Corwin - Div20 Luxury


    Luxury, Xhvy Ch., Hvy Sus., Super PP, 4 PR-Steel Tires, driver & gunner, VMG (20/incen) in turret, VMG (20/incen) front, SD (10/incen) back, smartlink for VMGs; FE, 10 pts CA each around driver, PP & front VMG, 8 dischargers (2 Hot Smoke top, 2 Smoke bottom, 6 oil/smoke around sides); 153 pts plastic armor (F30 B30 R30 L30 T18 U15). Acc 5, Top 100, HC 3, 6595 lbs, $19,990

    Solid Option - 4 regular Solid tires, regular ammo in the VMGs, only 6 dischargers (1 hot smoke the rest oil/smoke), add 1 pt armor; $19,995

    Div30 Option - Like original but Sport PP, 4 Solid-Radial tires, add 2 links (SD to each VMG separately), 4 bumper triggers (to dischargers), HTM, HD-ABS, add 10 pts CA around gunner and all CA is now FP, add 2 pts armor (155 total), and crew now each have BA; Acc 5 (10), Top 110 (82.5), HC 4, 6595 lbs, $29,930

    Whole Hog Option - like Div30 but engine has PC/SC, FP armor & tires, add 2 HR computers, HTM is now HDHTM, add overdrive; body armor is now blended IBA, Acc. 10 (20/5), Top 122.5 (90/142.5), HC 4, $56,530

    Design Notes - I had an image of this weapon system in my head this morning, with the subconscious note that it should be div20, and I whipped it together. I'm not so happy with the way it's turned out (to save money I didn't make the CA fireproof and I did steel-belted radials instead of solids), but I wanted to see how it would turn out.

    I've decided to design the cars with 8 total dischargers: 2 each Right, Left, and Top & Bottom, then 1 front & back. The top & bottom are going to be hot smoke (when I can afford it) or just smoke; this is laser insurance (hot for IRs).

    Name is from the hero of the first series of Roger Zelazny's Amber series. And not after this person whose parents had better be in on the joke.

    Thursday, July 31, 2008

    Replica: Police Interceptor 2057 (Compact)


    Compact, Xhy Ch., Hvy-Active Sus., Sport PP (PC/SC), 4 Solid-FP-Radial Tires, Driver; Ramplate, FPRP Spoiler & Airdam, safety seat, HD & Anti-Lock Brakes, HD Shocks, No Paint/Tinted Windshield, HDHTM & Overdrive, Surge protector, vehicular computer, voice-control software, radar, radar detector, radar jammer, LDR, 10 pts. RFPF Component Armor around Driver. 175 pts. FPRP Plastic armor: F50(ram) R30 L30 B30 T15 U20. Acc. 10 (20 HTM/5 Overdrive), Top speed: 155 (102.5 HDHTM, 175 overdrive), HC 5 (6 over 60). Driver equipped with Blended Body Armor (Police Uniform). 4440 lbs., $58,400

    Design Notes - After reading my design for the Police Interceptor after all these months, I realized that it may work as a compact more than a Mid-sized. Specifcally, I wanted more armor. Turns out that the compact isn't better (I had to remove a lot from the original design). But I felt the advantage a compact had was in possible speed - a suped-up sport engine gives massive acceleration and top speed, mainly to allow HDHTM = 20 acceleration with top speed of 102.5, a.k.a. 5 seconds from ignition to top speed. Heh.

    Wednesday, July 30, 2008

    Embiggen - Div10 Compact


    Compact, Hvy Ch., Hvy Sus., Medium PP, 4 PR Tires, Driver, VMG (20/Incen.) front, mini-Rocket platform with 3 linked incendiary Mini-Rockets, FE, Targ. Comp., 10 pts FP-CA around driver, 155 pts Plastic Armor (F30 B30 R30 L30 T20 U15), Acc 5, Top 90, HC 3, 4060 lbs, $9990

    Option 1 - Xhvy Ch., add PC/SC to engine, no FE, SWC instead of Targ., add 10 pts CA around PP (but all CA no longer FP), armor now 36 pts Metal & 50 inner plastic (F 10/9 B 10/9 R 10/0 L 7/8 R 7/8 T 1/8 U 1/8). Acc 5, Top 95, HC 3, 4440 lbs, $9995

    Design Notes - The original design was made obsolete by a rules change (at one point compacts could have 2 space turrets/rocket platforms). It had a forward VMG and an MFR with a targeting laser. To remake it with a 1 space platform made very little sense (1 HR with laser sight when you already have a VMG?). So to remake it, instead of Div15, I went lower, and did whatever would be effective with a 1 space platform = 3 incendiary rockets (where the key is to put burn mods over damage).

    Div10 Discussion

    The gladiator series is going well, but when looking to see what to make the official Div10 version, I saw that I have a number of very strong Div10 designs already on the books. I'm wondering whether I should make a new one or just choose one of the existing:
    1. Venus - compact with turreted HMG & 186 pts armor
    2. Nasty - Compact with front ATG (APFSDS) & 207 pts armor
    3. Chewer - front VMG with ramplate & 147 pts armor.
    Or make a new one. If anyone has an opinion, comment away.

    Zardoz - Div10 Midsized


    Mid-sized, Xhy Ch., Hvy Sus., Large PP, 4 HD tires, driver; RR (10/reg) front, OJ (25/reg) back; 10 pts. CA each around driver & PP; 53 pts Metal & 33 pts plastic inner armor (F 15/2 B 12/2 R 13/2 L 13/2 T 10/0 U 15/0); Acc. 5, Top 90, HC 3, 5759 lbs $9848

    Design Notes - This came as a design experiment after messing around on Gladiator15. It's not good enough IMO to be the Gladiator 10 (for that I'll go to a compact).

    Name comes from this freaky, freaky movie; pic originally from www.TheToyRoom-Redux.com, which I have mildly modified.

    Gladiator15 - Div15 Midsized


    Mid-sized, Xhvy Ch., Hvy Sus., Large PP, 4 Solid Tires, Driver; VMG (20/reg) in turret, SS (10/reg) & SD (10/reg) back corners, linked; 10 pts. CA each around driver & PP, 228 pts Plastic Armor (F45 B45 R48 L48 T25 U17) Acc 5, Top 92.5, HC 3, 5714 lbs, $14,998

    Metal Option - add incendiary ammo in VMG, explosive spikes in SD, hot smoke for SS, FP the CA, add 6 oil dischargers linked to 4 bumper triggers; Armor is now 40 pieces metal & 30 inner plastic (F,B,R,L: 10/0, T,U: 0/15), Top 90, 5760 lbs, $14,980.

    Design Notes - It's 46 lbs light than maximum weight in order to get it under 15K. I hate wasting weight, but there's very little that costs little and weighs a lot with no space (except metal armor but you need more than a few pieces to be useful, but that led to the Option experiment.)

    Tuesday, July 29, 2008

    Gladiator25 - Div25 Luxury


    Luxury, X-Hvy Ch., Hvy Sus., Large PP (PC/SC), 4 Solid-Radial Tires, Driver & Gunner; ATG (10/APFSDS) front, OG (10/reg) back, SD (10/explosive) back, 6 oil/smoke dischargers linked to 4 bumper triggers; HRSWC (gunner to ATG), SWC (driver ATG); 2 9 pts WG on rear wheels; 10 pts FP-CA each around driver, PP and ATG; crew each have BA; 177 pts plastic armor (F35 B34 R40 L40 T13 U15); Acc 5, Top 92.5; HC 4, 6597 lbs, $24,870

    Design Notes - The Division 25 version of these two.

    Gladiator20 - Div20 Luxury


    Luxury, X-Hvy Ch., Hvy Sus., Super PP, 4 PR-Radial Tires, Driver & Gunner; ATG (10/APFSDS) front, OG (10/reg) back, SD (10/explosive) back, 6 oil/smoke dischargers linked to 4 bumper triggers; Targ. Comp. (gunner), SWC (driver ATG); 10 pts FP-CA each around driver & PP; crew each have BA; 182 pts plastic armor (F40 B34 R40 L40 T13 U15); Acc 5, Top 100; HC 4, 6595 lbs, $19,950

    Design Notes - Like the others of this name (see the first here) the Gladiator class is designed to be a test opponent of a designed car in the cost class. Gladiators aren't the perfect design, they're just meant to be very tough.

    Gladiator30 - Div30 Luxury


    Luxury, X-Hvy Ch., Hvy-Active Sus., Super PP (PC), 4 Solid-Radial Tires, Driver & Gunner; ATG (10/APFSDS) front, OG (10/reg) back, 6 oil/smoke dischargers linked to 4 bumper triggers; HTM; HD-ABS, HRSWC (gunner ATG), SWC (driver ATG); 10 pts FP-CA each around driver, PP, ATG; crew each have BA; 162 pts plastic armor (F30 B30 R38 L38 T11 U15); Acc 5 (10), Top 105 (77.5); HC 5, 6600 lbs, $29,790

    Option 1 - Replace ATG with BC (10/reg); remove: CA for front weapon, HRSWC and HTM; 183 pts armor (F40 B36 R40 L40 T12 U15); 6600 lbs, $29510

    Option 2 - Like #1 but HESH ammo for BC, remove Platinum Catalysts from engine; Top speed 100, $29410

    Design Notes - I put this together swiftly as a 'test car' - i.e. to test other designs in the price range. If another Div30 design can hold its own against the gladiator, then it may have a chance in the ring.

    Janus - Div30 Van


    Van, Xhvy Ch., Hvy. Sus., Sport PP, driver & gunner, 6 PR-Radial tires, 3 MML (10/AP) in turret, OG (10/reg) front, 2 PGS and 2 Hot Smoke GSS (1 BL 1 BR 2 Back), DSP under, 7 oil/smoke dischargers (linked to 4 bumper triggers); HD brakes, 2 targeting computers,; 10 pts FP-CA each around driver, PP, and OG; Driver has BA & FP suit, both crew have PFE. 133 pts. plastic Armor: F21 B21 R30 L30 T20 U11; Acc. 5, Top 105, HC 3, 7195, $29,890

    Design Notes - This came about from the updating of Tethys (the name is another moon of Saturn). This has a much better balance of weaponry than the original; still - as a van - the armor is light (not counting the 30 pts Comp Armor + DSP).

    Tethys - Div40 Van (Updated)


    Van, Xhvy Ch., Hvy. Sus., Sport PP, driver & gunner, 6 PR-FP-Radial tires, 3 MML (10/AP) in turret, BC (10/reg) front, MD (10/reg) back, DSP under, 7 oil/smoke dischargers (linked to 4 bumper triggers); HD-ABS, HRSWC (gunner to MML), 2 SWC (gunner to BC, driver to MML); 10 pts FP-CA each around driver, PP, BC, and MD. Driver has BA & FP suit, both crew have PFE. 117 pts. plastic Armor: F20 B20 R23 L23 T20 U10; Acc. 5, Top 105, HC 3, 7191, $39,560

    Design Notes - This is an update of this 2037 design, and, as such, it suffers from the van messiness of 20 years before. I updated as much as possible while retaining the original weaponry (3 turreted MML, 2 linked RR front, 5 PS all around, MD back) with the Absolute Van Necessities: every van must have a gunner, component armor around the driver & PP (and maybe the rest of the equipment) and if possible a spike-drop plate. All those are cheap armor and until the van armor is priced lower, I'll use the loophole. I think these designs show that vans really should go with the One Big Gun structure and use the space for large & light weapons (e.g. defenses)

    Isohedron - Div50 Subcompact


    Subcompact, C/A frame, Xhvy Ch., Hvy-Active Sus., Small PP (PC/SC), 4 Solid (FP-Radial) tires, driver, RL (10/Incen) front, IR-TL front, LGL to all rockets, 5 oil/smoke dischargers, HRSWC, HD-ABS, HD shocks, 4 bumper triggers, HTM-Overdrive, Spoiler & Airdam; No Paint Tinted Windshield; driver has Blended BA & PFE; 133 pts RRFP Plastic armor (F30 B20 L25 R25 T20 U13); Acc. 5 (10), Top 90 (67.5/110), HC 6 (7), 2760 lbs, $45552

    Design Notes - I had this on the drawing board, and it looked finished. I didn't see that it had been posted, so here goes. It's the contrast, I guess, with these Div5s. A waste of money, life and limb... ladies and gentlemen, I present the $45000 subcompact. For the mother in law.

    Superfly - Div5 Compact


    Compact, Std. Chassis, Hvy Sus., 4 HD Tires, Medium PP, Driver; 4 LR front, FT (10/reg) back or right, 119 pts plastic armor (F29 B30 R25 L25 T5 U5); Acc 5, Top 100, HC 3, 3624 lbs, $4997

    Note - As usual, move the weaponry and armor around based on the needs of the track

    Option 1 - Switch LR to 2 HR, remove 8 pts armor; Top 97.5, 3676 lbs. $4993
    Option 2 - Switch LR to 2 linked MR, only remove 3 pts armor, 3606 lbs, $4998

    Design Notes - Not a bad design. In general, when dealing with the ends of the price spectrum (Div5/Unlimited) you need to exploit the rule asymmetries. Some weapons are heavier than they are expensive (rockets, flamethrowers) which fit the lower divisions. The FT is especially good at the lower level because of its sick accuracy and it's flammable fun. Get close and fry 'em.

    Monday, July 28, 2008

    Bantam - Div5 Compact


    Compact, Lt. Chassis, Hvy. Sus., 4 HD tires, Medium PP, driver, RL front, 2 linked JD back; 86 pts plastic armor (F20 B20 R18 L18 T5 U5), Acc. 5, Top 105, HC3, 3326lbs, $4938.

    Option 1 - Replace RL with 1 MG (10/incendiary), add another JD (linked R,L,B), remove 8 pts armor, 3328 lbs, $4909

    Option 2 - Like #1, but no extra JD, 13 shots in MG, only remove 6 pts armor, 3222.5 lbs, $4997.50

    Option 3 - Like #2, MG with 10 shots HD ammo, 79 pts armor, 3234 lbs, $4997

    Design Notes - Compacts are the best for Div5, no? Get more armor and space than the execrable subcompacts. Then again, this design is so simple that I'm sure it's the most common compact div5 matrix. Eh, whatever. Maybe not; I prefer higher HC, so others may lower suspension and use the money for Yosemite Sam mudflaps, or something.

    I recommend having a Driver-1, Gunner-2 in this (it's a rule loophole, Driver 2 adds 1 HC, Gunner 2 adds 1 to hit; Improved Suspension is $200 cheaper than Heavy but a SWC is $500).

    Welter - Div5 Midsized


    Midsized, Light Chassis, Imp. Sus., 4 HD tires, Medium PP, driver & gunner, MML front, 2 linked HR right, 2 linked JD rear; 60 pts plastic armor (F12 B12 R15 L15 T3 U3), Acc. 5, Top 95, HC 2, 3815 lbs, $4990.

    Design Notes - Now we're talking. As opposed to the previous 2 div5s (Boxer and Slapjack, Luxury & Sedan respectively), Midsized and under start making sense. Get a decent gunner in and the MML hits like an MG and can tear off metal armor from sneaky duelists. Those other designs were novelties, this sucker can win. Armor is heavier on the Welter than on any subcompact, and the linked HRs will eliminate any remaining opposition.

    Slapjack - Div5 Sedan


    Sedan, Light Chassis, Light Suspension, 4 HD tires, Medium PP+SC, driver & gunner, 4 HR front, 2 HR right, 2 HR left, 52 pts armor (F10 B10 R14 L14, T2, U2); Acc. 5, Top 90, HC 1, 4128 lbs, $4996

    Option 1 - Remove 1 HR front, add JD rear and 8 pts armor, 4225 lbs, $4990

    Design Notes - This is not only part of the new endeavor to create a fleet of div5 cars (see Boxer here), but this is now my first Sedan. I don't know when Sedans were introduced, but I didn't have 'em 20 years ago, and that's when I first wet my design whistle. But if I'm going to make sucky cars, why not go whole hog?

    The Slapjack is basically a toned down Boxer with better tires and no Junk defense (improved with the first option).

    Boxer - Div 5 Luxury


    Luxury, Light Chassis, Light Sus., 4 Std. tires, Medium PP+SC, driver & gunner, 4 HR front, 2 HR right, 2 HR left, 2 JD back, 48 pts armor (F10 B9 R13 L13, T1, U2); Acc. 5, Top 90, HC 1, 4450 lbs, $5000 [Max weight for engine 4620]

    Design Notes - It's been a while since I added a new design (my game-playing goes in weird waves), and looking through my blog I noticed that I didn't have a single Division 5 design! So I'm endeavoring to post at least 1 design for each possible body style. Not that all these cars will be the best choice for a Div5 duel - the Boxer as case in point. If I've learned one thing from battle, it's that HC is worth more than any single component/attribute. More than tires, weaponry, or armor. A tire shot, for example, is just another way of testing Handling Class (same with oil slicks, etc). So in general I want to stay away from Light Suspension.

    Also, this car is exactly 5000 smackers. If your referee allows only $4999.99 then you're out of luck. I used the cheapest tires, armor, weapons, and still only made it under the wire.

    Counter Followup

    Rick Havok, in the comments on this post, says there's a (new) tool to help make car counters. To quote the man hisself:
    I found the answer to better counters! Go to http://sketchup.google.com/ and download it. It's a free 3-D rendering program from google. What's great about it is that you can borrow car models that other people have made and posted online - for free - and position the camera above it for a top down view.
    I haven't tried it yet, but when I do I'll name a car after Mr. Havok (whose name works well for cars, no?)

    Monday, November 12, 2007

    Armageddon - Div100 Van (Updated)


    Van, C/A frame, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), driver, 6 SD (FP+Radial) tires, 3 space turret with ITL, LGL to 3 AP-HR & each with 3 space Rocket Magazines (12 HR total), DSP below, 8 smoke/oil dischargers, cyberlink, fake ramplate, spoiler & airdam, HD-ABS, HD shocks, HTM & Overdrive, No-Paint Tinted Windshield, 4 bumper triggers, driver has Blended BA & FP Suit; 10 pts FP CA around driver & around PP, 2 10 pt. FP WG back, 146 pts. FP plastic Armor: F30 B30 R30 L30 T15 U11; Acc 5, Top 115 (85/135); HC 4(5); 7197 lbs., $91,410

  • Option - remove fake ramplate, add SD (10/explosive) back linked with back & under dischargers, remove 1 pt of WG, 7198 lbs. $91,790

    Design Notes: This is an update of this (which is itself a pretty common design). 12 Shots and no defensive weapons (outside of the dischargers), the C/A frame, and light-ish armor, make this a risky car. But with a to-hit of 3 (and the great thing about the TL is that if you can keep firing it even without a rocket to get the sustained hit bonus, which would make those 9d+9 rockets a sweet smackdown.
  • Sunday, November 4, 2007

    Grenade Launcher, part 3 - Another idea



    I had asked a bunch of questions about the Grenade Launcher here and the answers are here. The impetus for my questions is a combination of: (1) not understanding the grenade scatter rules and (2) wondering why the grenade launcher in car wars is so wimpy compared to the real-world munition of Rocket Propelled Grenades (RPGs).

    Car Wars has impact-fuses for the GL and I thought that would make the weapon like the impact-happy RPG. RPGs are a major, hand-held, tank-killer. They were used to devestating effect in the fiasco we know as "Black Hawk Down."

    What I've come to accept - to the point where I'd establish that this should be an official "game fact" - is that the real-world RPG is not the Car Wars GL but the Car Wars Rocket Launcher. This makes sense - a 'medium rocket' is 1 space, 1 shot, 50 lb, 2 die damage weapon while a 'rocket launcher' is a 2 die damage but 10 shots in 2 spaces. The unguided nature of the single shot rockets means they're large and cheap (it's just a rocket engine plus a bunch of explosives). The Rocket launcher is a smaller explosive but the aiming mechanism, plus the fuel of the launcher, makes up the full 2 spaces.

    Grenade Launcher, Part 2 (Followup)


    This is part 2 of the Grenade Launcher discussion, with the answers provided by the jolly-good-dudes from the Steve Jackson Games forum.

    Here are the questions in bold with the answers (provided by SJGames member "Norcross"). Note, I realized after I asked the questions, that I didn't fully understand the Grenade Scatter Rules. Woops.

    1. What is the range of a hand-held GL? Is it 5"? (which I've been told is the range of a hand-thrown grenade)
  • A hand-thrown grenade has a range of 5". Any other hand-held projectile weapon (including a grenade launcher) has a range of 20" unless otherwise specified.

    2. If a (car) GL has impact-fused ammo, then does the fuse go off when the shot hits the designated target or do the grenade scatter rules apply first?
  • Both :-) The grenade doesn't hit until after you roll for scatter (to find out where it will hit).

    3. If there are scatter rules, then what happens if the 'to hit' roll is under 7 - does that mean the shot went off into the stratosphere? And if so, this suggests firing the GL engenders two risks - whether you hit on the 7 and even then, you don't really 'hit' (Ed. this is where my ignorance shows)
  • That's what the scatter rules cover. The distance it scatters depends on how badly you miss your to-hit roll.

    4. Does the 'to hit' of the GL, especially with impact fuses, allow using the GL like an Oil Gun? That is, by using the +4 to hit a patch of ground, the impact grenade with a Flaming Oil load is a smaller Oilgun and with a smoke-grenade load it's a 'smoke gun' (for point-shot smoke screens).
  • I hadn't thought of that before, but I guess you could. It wouldn't be as good as an Oil Gun, but it would be smaller. Also, the +4 only applies at point-blank range - if your target is even 1" away, you don't get the bonus.
  • (From Josephey) As far as the +4 for aiming at the ground, I'm not sure if it would apply with the GL because you have to pick a specific point on the ground to target (and to base scatter from). A specific point isn't as big as 'the ground,' and in my opinion wouldn't warrant a +4. Also, if you're trying to put a grenade on the ground in front of a moving vehicle you'll have to add speed mods.

    5. According to this AADA News (Pyramid #30) article, NOVA has banned impact fuses because they can be used as a tire-eater. Is that a house-rule specific for NOVA or is that part of the AADA banned list?
  • It's a house rule. From reading the article, it sounds like they over-reacted to a unique circumstance. If the cars had been moving at real duel speeds, or had the kind of tire protection duellists normally use, the effect would have been greatly reduced.
  • Friday, October 26, 2007

    Augustus Caeser (Imperial) - Unlimited Camper

    Camper, C/A frame, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), 6 Solid (FP-Steel-Radial) tires, driver, 3 HMG (10/HD) in turret, HDSS (10/hot) back, DSP under, 7 oil/smoke dischargers, FE, cyberlink, HD-ABS, HD shocks, 4 bumper triggers, fake ramplate, fake WG/WH, HTM-Overdrive, No Paint Tinted Windshield, 10 pts FP CA each around driver & PP; driver has Blended BA & FP suit; 154 pts LRFP Plastic armor (F30 B30 L30 R30 T20 U14); Acc. 5 (10), Top 110 (82.5/130), HC 4, 7795.6 lbs, $105,330

  • Std. Armor Option - Switch armor to 170 pts RPFP; add 1.4 lbs (7797 lbs), add $9078 ($114,408 total)

  • Augustus Gas - 250 cu in (Tubes/Blue/VP/Spr), 8 gal Duel tank, 10 pts CA around gas tank (+ CA of engine & driver), upgrade FE to IFE, remove HDSS; Acc. 20, Top 100, HC 3, 7796.6 lbs, $113,833

    Design Notes - I see that this is a version of Psycho Chicken. but that's because I'm putting up the designs I made when I was experimenting with HMGs. And then the gas experiments. A camper going from 0 to 6 in 3 seconds? Why not.
  • Thursday, October 25, 2007

    Rorschach - Div60 (30) Luxury

    Luxury, Xhvy Ch., Hvy-Active Sus., 4 FP SD tires, 200 cu in IC engine (VP Turbo & Supercharger), 6 gal. Duelling tank, driver, 2 linked ATG (10/APFSDS) front, 8 smoke/oil dischargers, cyberlink, HD-ABS, HD shocks, 4 bumper triggers, IFE, safety seat, no-paint windshield, 10 pts FP CA each around: driver, engine, gas tank; driver has Blended BA; 155 pts FP Plastic armor (F35 B30 R30 L30 T15 U15); Acc. 20, Top 90, HC 4, 6597 lbs., $58,565

  • Ram Option - add Tubes & Blueprinting to engine, 8 gal. tank, 4 FP-Radial PR tires, only 9 shots in ATGs, remove: 2 dischargers & IFE, replace cyberlink with HRSWC, add 2 cans of NOX, add ramplate, spoiler & airdam, add 2 pts armor: F40 (ram), B30 R30 L30 T12 U15; Acc. 20 [30 NOX], Top 95 [142.5 on NOX], HC 5(6), 6599 lbs., $52,825

  • Raw Shark 30 - Luxury, Xhvy Ch., Hvy Sus., 4 PR tires, 250 cu in IC engine (Tubes/VP Turbo), driver, 8 gallon duelling tank, 2 linked ATG (9/APFSDS) front, 6 smoke/oil dischargers, ramplate, SWC, spoiler & airdam, IFE, HD brakes, 4 bumper triggers, safety seat, 10 pts FP CA each around: driver, engine, gas tank; driver has BA; 141 pts FP Plastic armor (F40[ram] B20 R28 L28 T10 U15); Acc. 15, Top 90, HC 3(4), 6598 lbs., $28,540

  • Raw Shark 30 B - remove spoiler & airdam, convert tires to PR-Radials, add 6 pts armor; HC: 4, $29,360

  • Electric Rorschach - Luxury, Xhvy Ch., Hvy-Active Sus., 4 PR-Radial tires, Sport PP (PC/SC), driver, 2 linked ATG (9/APFSDS) front, 6 smoke/oil dischargers, cyberlink, HD-ABS, HD shocks, HTM-Overdrive, 4 bumper triggers, IFE, safety seat, no-paint windshield, 10 pts FP CA each around: driver, PP; driver has Blended BA; 140 pts FP Plastic armor (F30 B25 R30 L30 T10 U15); Acc. 5, Top 92.5, HC 5, 6600 lbs., $44,700

    Designer Notes - Part of both my new 'gas' phase and everyone's "lets put linked ATG(APFSDS) into every car" phase. And I felt, if I'm going to have that weaponry, I should get the best targeting possible, hence the cyberlink. I'm not sure if these are any good - the armor is a bit light - but I think it's nasty enough for the name (and my likeness).

    The name is from my favorite Watchman.
  • Thursday, October 18, 2007

    Copperhead Road - RPG Luxury


    Luxury, Xhvy Ch., OR-Active Sus., 450 cid IC engine (Tubular headers, Blueprinting, VP Turbo), 17 Gallon Duelling tank (272 lbs. 2 sp., 8 DP), 4 OR Solid tires, driver, HMG (20/HD) in 1 sp. UM turret, 7 smoke/oil dischargers, 4 bumper triggers, HRSWC, ABS-HD brakes, HD shocks, safety seat, brushcutter, spoiler & airdam, Autopilot software, Voice-control software, tinted no paint windshield, radar & detector & jammer, 2 armored min-safes, 10 pts of FP CA each around: driver, engine, gas tank; driver has BA, FP suit, PFE; 170 pts plastic armor (F35 B30 R35 L35 T20 U15); Acc. 20, Top 147.5, HC 3 (OR 3) +1 over 60 mph, 6600 lbs. $65,495

  • Lower Power Option - 300 cid IC engine (Tub/Blue/VP), replace HMG with a VMG (20/reg) in 2 space UM turret, add rollcage, 2 cans NOX, & 7 pts armor; Acc. 15, Top 110, $58,930

  • Lower Power Cargo Hauler - Like low-power but remove mini-safes & 1 Nox & 7 pts armor to make 3 cargo spaces of 130 lbs; 6470 lbs unloaded, $57,990


    Design Notes - I want to start applying the "new" technology of gas engines to my designs. If you recall, I was heavy into Car Wars in 2035-7 and I didn't own many books. So gas engines were exotic and isolated to "Chassis & Crossbow." As such I thought gas motors and metal armor were cheats and/or against the spirit of the game. Only recently, when I acquired the CWC2, did I accept that gas and metal became official and OK. It still feels wrong to the whole back story of the Car Wars world. I'll try to design these cars, but understand that I've never played with gas and I don't have a natural feel for their advantages and dis.

    Anyway, I felt that once I'm designing with gas, I'll combine the two best gas cars I know about. The car name comes from the song Copperhead Road by Steve Earle, which is about a Vietnam vet who becomes a modern era (1970s) moonshine smuggler (like his father & grandfather before him). The modern touches are: 1. an application of Viet Cong guerrilla warfare to backwoods driving, 2. instead of moonshine, he's smuggling marijuana.

    The second stanza of the song describes his daddy's car:
      Now Daddy ran the whiskey in a big block Dodge
      Bought it at an auction at the Mason's Lodge
      Johnson County Sheriff painted on the side
      Just shot a coat of primer then he looked inside
      Well him and my uncle tore that engine down
      I still remember that rumblin' sound
      Well the sheriff came around in the middle of the night
      Heard mama cryin', knew something wasn't right
      He was headed down to Knoxville with the weekly load
      You could smell the whiskey burnin' down Copperhead Road
    But why such a huge engine? Because when Earle describes the Dodge disguised as a cop-car, I thought of the first true Superhero of cars: The Bluesmobile.


    The Bluesmobile (according to Wiki) is "a 1974 Dodge Monaco sedan ... a used Mount Prospect, Illinois police car ... equipped with the Magnum 440 squad car package that was offered by Dodge for the Monaco." And to quote Elwood: "It's got a cop motor, a 440-cubic-inch plant. It's got cop tires, cop suspensions, cop shocks. It's a model made before catalytic converters so it'll run good on regular gas."

    The better design is the one with the smaller engine, roll cage, larger gun, and 2 cans of Nitrous. The cargo space in the first two cars is consigned to high-value stuff to be put in the armored safes.
  • Wednesday, October 17, 2007

    Dr. Manhattan - Div60 (70) Pickup


    Pickup, Xhvy Ch, Hvy-Active Suspension, Sport PP (PC), 6 Solid (FP/Radial) tires, driver, 2 linked HMG (20/HD) in turret, 2 linked HMG (20/HD) front, smartlink, 4 Oil/Smoke Dischargers, 3 Ice Dischargers, 4 bumper triggers, Hi-Res Comp., HD-ABS brakes, HD shocks, safety seat, 2 10 pt. FP WG & 2 5 pt WH back & 2 6 pt FP WH front; 10 pts FP CA around driver, driver has BA & PFE; 180 pts FP Plastic Armor (F35 B35 R40 L40 T15 U15); Acc. 5, Top 102.5, HC 4, 7798 lbs., $59,985

  • Dr. Manhattan Gas - replace Sport PP with 150 cid IC (Tube/Blue/VP), 4 gal. Duelling tank (next to IC), add 2 HMG (10/HD) front (all 4 HMG linked), remove 1 SkD, all WG & WH, add CA to the engine & gas tank, remove 4 pts armor, add FP suit to driver gear; Acc. 10, Top 60, 7799 lbs, $67,119

  • Standard option for all - every HMG with 10/HD can be replaced with 20/reg

    Design Notes - Another variation on the HMG/HD cheat theme. The gas option, with 6 HMGs total, is more of a concept vehicle but I'd like to playtest it out.

    The name Dr. Manhattan is continuing the Watchmen theme started with Rorschach.
  • Sunday, October 14, 2007

    Venus (Without Furs) - Div 10 Compact


    Compact, Xhvy. Ch., Hvy. Sus., Medium PP, 4 PR tires, driver, HMG (15/reg) in turret, SS (10/reg) back, SWC, 10 pts. CA each around driver & PP, 184 pts. Plastic armor (F40 B33 R38 L38 T20 U15); Acc. 5, Top 90, HC 3, 4124 lbs., $9992.00 [note: top weight can be 4200 with this power plant]

  • Option 1 - remove SWC, add BA for driver, 3 oil dischargers, 8 pts armor; 4197 lbs, $9996.00

  • Option 2 - remove SWC, add 5 oil dischargers, 3 bumper triggers, 8 pts armor; 4197, $9996.00

  • Superlight Venus - body is now only Hvy chassis, add PC to PP, upgrade HMG ammo to 15/HD, remove SS, only 9 pts CA around PP, 176 pts sloped plastic armor (F40 B35 R30 L30 T22 U19; sides are -2 to hit); Top 95, 4068 lbs, $9996.80

    Design Notes - After fiddling around with the design (part of the makeshift "HMG in a Turret" series), I realized I already made a version of this car with the Division 20 Venus. I discussed before about when two designs can be considered two different cars or just one car with a set of options. In general, I'd say the same car is one where the body size and basic weapon system is the same. Hence, I was going to add this design as an option to Venus. However, when typing it up, I realized there were so many changes (engine, tires, no ram etc), that needed to be made that I felt it was enough to define it as a whole 'nother car. Let the philosophers work this one out.
  • Psycho Chicken - Unlimted (75) Camper


    Camper, C/A frame, Xhvy Ch., Hvy-Active Sus., Super PP (PC/SC), 6 Solid (FP-Radial) tires, driver & gunner, 3 linked HMG (10/HD) in turret, OG (10/reg) back, 8 Smoke/Oil Dischargers, 4 bumper triggers, 2 Hi-res Comp., ABS-HD brakes, HD Shocks, spoiler & airdam, 2 safety seats, fake ramplate, fake rear WG, surge protector, no paint-tinted windshield, HTM & Overdrive, 10 pts FP CA each around driver (only) & PP, driver has blended IBA, FP suit, PFE; 181 pts RPFP Armor (F35 B31 R40 L40 T20 U15), Acc. 5(10), Top 110 (82.5/130), HC 4(5), 7799 lbs, $108,574

  • Psycho Turkey - replace OG with SS (10/hot) back & add 10 pts FP CA around gunner & SS, remove fake WG, add 12 pts armor; 7800 lbs, $109,460

  • Solid Psycho - No C/A frame, remove gunner, back 4 tires are PR (FP-Radial), OG is replaced with linked: 2 SD (10/expl) & 1 SS (10/hot), add DSP (under), HMG & back weapons linked, only 5 dischargers, remove: active sus., spoiler & airdam, fake ramplate & WG, HD shocks, safety seats, PFE, & add 10 pts FP CA around back weapons, 146 pts RPFP armor (F30 B20 R35 L35 T16 U10), 7797 lbs, $73,270

    Design Notes - Like the Led Zeppelin (below), the moment the HMG cheat arrived everyone rushed to the VR garage to abuse it - and what better way to use a 1 space 2 d-damage gun than in a three space turret. Whenever possible, I will use a turret - because of the versitility (especially in a free-for-all multi-car arena) and it avoids the

    Anyway, the C/A frame (which is necessary in these high-ticket matches with vans and campers) has the obvious drawbacks for rams and rolls. The Solid Psycho takes out the vulnerability but even with tossing as much goo out as possible, the armor is still too light. Component armor and drop-spike-plates can only go so far.

    The name comes from this song (thank you, Mad Music Archives).
  • Saturday, October 13, 2007

    Led Zeppelin - Div20 Midsized


    Midsized, Xhvy Ch., Hvy Sus., Large PP, 4 PR tires, driver, 2 linked HMG (10/HD) in turret, linked SD (10/expl.) & SS (10/Hot) back, 7 Oil/Smoke Dischargers, SWC, 4 bumper triggers, HD-ABS, 10 pts FP CA each around driver & PP, 2 10 pt WG back, 10 pt. WH on all wheels, driver has BA, FP suit & PFE, 176 pts Plastic Armor: F35 B30 R38 L38 T20 U15; Acc. 5, Top 90, HC 3, 5756 lbs., $19,966

  • Led Zeppelin II - replace PR tires for Solids, remove all WG & WH, remove ABS (keep HD brakes), add 18 pts armor; 5760 lbs, $19,854

  • Led Zeppelin III - 20 shots in each HMG, only 6 dischargers & 3 bumper triggers, remove HD-ABS, 182 pts armor, 5759 lbs., $19,962

  • Led Zeppelin IV - like III but with Solid tires, remove: SWC, FP suit, only 170 pts armor, 5760 lbs, $19,970

    Design Notes - Who hasn't tried this design either... the HMG with HD ammo is the greatest cheat since the ATG-APFSDS. Zeppelin rules, and this car will too. And because I'm partial to Led Zeppelin II, I wanted to make it the best option.

    Zep image nicked from here.
  • Admin: The New Counters




    You may have recognized that I have added nifty counters to the 2057 cars; and you may be wondering "Hey! How did you get/make those?" Well, I'll tell you. I scanned in the AADA Vehicle Guide, vol. 1. I cut out the car counters, and then take a whole mess o' time cutting and pasting different parts of their cars onto other cars using Microsoft Paint 5.1.

    For example, the pictures below are the originals of the ones above.


    Wednesday, October 10, 2007

    Styx Special 2057 - Div20 (25) Luxury

    Luxury, Xhvy Ch., Hvy Sus., Large PP (PC/SC), driver & gunner, 4 PR tires, ATG (10/APFSDS) front, VMG (20/reg) in turret, OG (10/reg) back, 6 Smoke/Oil Dischargers, 4 bumper triggers, SWC (gunner to ATG), 10 pts CA each around crew & PP, 147 pts Plastic armor: F30 B30 R30 L30 T12 U15; Acc. 5, Top 92.5, HC 3, 6600, $19,890

  • AC Special - Replace ATG with AC (10/HD), add 5 pts armor, $24,990

    Design Notes - An update of this car. I really like this combination of weapons, but the armor is weak for Div20.
  • Hyperion Cold (Galaxy) - Div25 Midsized


    Midsized, Xhvy Ch., Hvy-Active Sus., Large PP (PC), 4 Solid Tires, driver, VMG (20/reg or 10/HD) in turret, ID (20/reg) back, 6 Oil/Smoke dischargers, SWC, FE, spoiler & airdam, active suspension, HD-ABS, HD shocks, HTM & Overdrive, 2 10 pt WG rear, 2 5 pt WH front, 10 pts FP CA around driver, driver has BA; 190 pts Plastic Armor: F40 B30 R40 L40 T22 U18; Acc. 5 (10), Top 95 (75/115), HC 4(5); 5760 lbs., $24,940

    Design Notes - This is based on the award-winning* Hyperion design. Like the analysis for the original, I'm not sure if this the most efficient design for Div25.

    *Note, there is no award.

    Tuesday, October 9, 2007

    Hyperion 2057 (Galaxy) - Div15+ Midsized


    Midsize, Xhvy Ch., Hvy. Sus., Large PP, 4 PR tires, driver, 2 linked MG (20/incd) in turret, FOJ (15/reg) back, 6 Smoke/Oil Dischargers, IFE, SWC, Bumper Triggers R&L, 10 pts. FP CA around driver, 86 pts Composite MET/Plastic armor: F(10/5) B(8/3) R(11/3) L(11/3) T(0/17) U(0/15); Acc. 5, Top 90, HC 3, 5754 lbs., $14,304

  • Non Metal Option - replace metal with a (total) of 246 pts. plastic armor; $16,561

  • Non Metal Div15 - replace MGs with VMG (20/reg), FOJ is (10/reg), remove SWC, 240 pts plastic armor; 5750 lbs, $14,990

  • Hyperion 20 - 4 Solid tires, VMG in turret (20/incd) in turret, FOJ (15/reg) back, 6 Smoke/Oil Dischargers, IFE, 4 Bumper Triggers, HD-ABS, HD shocks, spoiler & airdam, 10 pts. FP CA around driver, 2 10pt WG back, 2 5 pt WH front, BA for driver,
    200 pts plastic armor (F40 B35 R45 L45 T20 U15); Acc. 5, Top 90, HC 3(4), 5760 lbs., $19,875

  • Hyperion 25 - 4 Solid-Radial tires, VMG in turret (18/incd) in turret, SS(10/Hot) back, 7 Smoke/Oil Dischargers, HRSWC, FE, 4 Bumper Triggers, HD-ABS, HD shocks, spoiler & airdam, 10 pts. FP CA each around driver & PP, BA for driver,
    200 pts plastic armor (F40 B35 R45 L45 T20 U15); Acc. 5, Top 90, HC 4(5), 5760 lbs., $24,895

    Design Notes - This is an update of the original - and personal favorite - Hyperion. I haven't playtested recently (if I ever learn how to program, I'd create a playtest program for this purpose). Anyway, as a Div15 it's pretty good; I'm not sure if it'll hold up to the nasty stuff in 20 and/or 25.
  • Hadrian (Imperial) - Div75 (70) Pickup


    Pickup, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), 6 Solid (FP/Radial) tires, driver, 2 linked HMG (20/HD) in turret, 7 Smoke/Oil Dischargers, Ramplate, 4 bumper triggers, cyberlink, HD-ABS, HD Shocks, HTM & Overdrive, no paint windshield, 2 10 pt. WG rear & WH front, 10 pts FP CA each around driver & PP, driver has blended IBA & FP suit, 203 pts Plastic armor: F50(ram) B35 R40 L40 T20 U18; Acc. 5(10), Top 110 (82.5/130), HC 4, 7796 lbs., $74,566

  • Option - 4 FP/SD tires rear, 2 plasticore front, fake weapons over HMGs, fake wheelhubs over plasticores, no CA for PP, remove dischargers, add IFE, driver has BA/ABV, FP suit, 3 HT-Flaming Oil grenades; 191 pts armor (F50[ram] B31 L35 R35 T25 U15); 7799 lbs; $68,433

    Design Notes - Yes, this is a form of Vespasian; but it's different enough that I felt it could be a separate entry. The option is the 'original' Hadrian (if I can figure which was what).
  • Hotcha - Div25 (30) Pickup


    Pickup, Xhvy Ch., Hvy.-Active Sus., Super PP, 6 SD tires, driver, RR (10/reg) in turret, FOJ back, HR front, bumper trigger front, 2 10 pt. WG back & WH front, driver has BA, FP suit, PFE; 272 pts Armor: F70 B50 L50 R50 T28 U24; Acc. 5, Top 90, HC 3, 7797 lbs., $24,994

  • Option 1 - add spoiler & airdam, switch FOJ to OJ (20 shots), 7800 lbs., $24,914

  • Option 2 - RR to VMG, FOJ with 22 shots, add HRSWC & HTM & ABS, remove 10 pts armor, Acc. 5(10), Top 90(70), 7799 lbs., $29,934

    Design Notes - This was the middle design, what began 20 years ago and emerged between Valarian and Diadumenian. Not very fancy; I'm not sure it's worth 25k.
  • Diadumenian (Imperial) - Div30 Pickup


    Pickup, Xhvy Ch., Hvy.-Active Sus., Super PP, 6 SD tires, driver, RR (10/HEAT) in turret, SD (10/expl) back, 5 Smoke/Oil Dischargers, Ramplate, 4 bumper triggers, HRSWC, 2 10 pt. WG back, 2 5 pt WH front, 10 pts FP CA each around driver & PP, driver has BA & FP suit, 234 pt. Plastic Armor: F60 (ram) B44 R45 L45 T20 U20; Acc. 5, Top 90, HC 3, 7797 lbs., $29,853

  • Ramless option - remove Ramplate, steelbelt the tires, add 1 discharger, add 9 pts armor: 7796 lbs, $29,621

    Design Notes - This started as the car which became Valerian, and it went into a Luxury and a Pickup version. A new aspect of my recent designs is that I used to consider as standard equipment a Fire Extinguisher and Wheelguards, now I take those out in favor of fireproof component armor. I actually don't know which is better in the long run.

    Note: Diadumenian was Elagabalus's predecessor. He ruled for 11 months.
  • Elagabalus (Imperial) - Div70 Compact


    Compact, C/A frame, Xhvy Ch., Hvy-Active Sus., Medium PP (PC/SC), 4 Solid (FP/Radial/Steel) Tires, driver, GG front, 7 Oil/Smoke Dischargers, HRSWC, fake ramplate, 4 bumper triggers, HD-ABS, HD Shocks, Safety seat, HTM & Overdrive, no-paint windshield, surge protector, 10 pts. RPFP CA each around driver & PP, driver has Blended IBA & FP Suit; 2 10 pt RPFP WG rear, 10 pt. RPFP WH on all tires; 226 pts. RPFP Armor: F55 B45 R43 L43 T20 U20; Acc. 5(10), Top 95 (70/115), HC 5(6), 4439 lbs., $67,812

    Design Notes - Not sure what I was thinking. Who needs this? That's why I chose the name: Elagabalus was emperor for 4 years, 218-222, from ages 14-18 and was pretty freaky even by Roman standards.

    Venus (Galaxy) - Div20 Compact


    Compact, Xhvy. Ch., Hvy.-Active Sus., Large PP (PC/SC), 4 PR-Radials tires, driver, HMG (10/incend) in turret, 5 Smoke/Oil Dischargers, Ramplate, 5 bumper triggers, spoiler & airdam, HDHTM, HD brakes, 10 pts. FP CA around driver, BA for driver; 174 pts. Sloped Plastic armor (F40[ram] B30 R33 L33 T20 U18); Acc. 10(20), Top 120(80), HC 5(6), 4439 lbs., $19871.20

  • Ammo Options - Either exchange ammo from 10/Incendiary to 10/HD or 20/reg, remove 9 pts of armor, 4435 lbs., $19992.50

    Design Notes - This has been tweaked a lot, but I am impressed with the versatility and the balance.
  • Valerian (Imperial) - Div20 Luxury


    Luxury, Xhvy. Ch., Hvy. Sus., Super PP, 4 PR tires, driver & gunner, RR (10/HEAT) in turret, OJ (25/std) back, 2 linked HR front, 5 Smoke/Oil dischargers, Ramplate, 2 SWC (RR), rollcage, 5 bumper triggers, HTM & Overdrive, 10 pts. FP CA each around driver and PP, driver has BA; 2 10 pt. WG rear, 2 5 pt. WH front, 156 Pts. plastic armor (F40[ram] B26 R30 L30 T15 U15); Acc. 5 (10), Top 100 (75/120), HC 3, 6600 lbs., $19,945

    Design Notes - This is an old design that I attempted to update. It's a bit muddled; if it's to be a ram-car, get better acceleration and handling, if it's to be a BFG car, make the G more F-ing big.

    Monday, October 8, 2007

    Terra (Galaxy) - RPG Station Wagon


    Station Wagon, Xhvy Ch., Hvy Sus., Large PP (PC/SC), 4 Solid (FP-Radial) tires, driver & gunner, 2 passengers in cargo, VMG (20/reg) in UM turret, SD (10/explosive) back, 6 smoke dischargers, 2 SWC, HD-ABS, HD shocks, HD transmission, Anti-theft system, 4 bumper triggers, surge protector, compact TV, Radar, Radar Detector, Radar Jammer, LDR; X-hvy quick-release trailer hitch with 10 pts armor; all 4 people have blended BA & FP suit; 20 5 pt. FP WG back & WH front; 167 Pts. FP Plastic Armor (F35 B35 R30 L30 T20 U17); 5 cargo spaces; Acc. 2.5/5, Top 92.5, 6597 lbs. $49,030

  • Non-Heavy Duty Option - remove HD transmission, add 10 pts. FP CA around driver & gunner and around 2 passengers; add full 10 pt WG & WH; 103 lbs. cargo in 5 spaces (not counting passengers); 6497 lbs., $49,730

  • Non-Trailer Option - remove HD transmission & hitch; add 10 pts. FP CA around driver & gunner and around 2 passengers; add 3 pts armor, and have full 10 pt WG & WH; 153 lbs. cargo in 5 spaces (not counting passengers); 6447 lbs; $48,050

    Design Notes - The missing "Earth" entry for the Galaxy line. As I've said before, all Station Wagons are RPG (or scenario) devices, so I tried to do that here. To be honest, I've never used trailers, so I have no idea if I designed this right.
  • Claudius (Imperial) - Unlimited Van


    Van, C/A frame, Xhvy Ch., Hvy-Active Suspension, Sport PP (PC/SC), 6 Radial-FP Soild Tires, driver & gunner, RL (10/Inc./LGL) in turret with ITL, 2 linked RL (10/Inc./LGL) front, ITL front, RLs smartlinked, OG (10/reg) back, DSP under, 7 Smoke Dischargers, 2 Hi-res comp., HD-ABS, HD shocks, HTM & Overdrive, 6 bumper triggers (4 for dischargers, 2 for F & B weapons), no-paint tinted windshield, safety seat (driver), 2 3pt FPRP WG back, 10 pts FPRP CA each around: crew, PP, front RL, back OG; driver has blended IBA & FP suit; 158 pts FP Armor (F30 B30 R34 L34 T15 U15); Acc. 5 (10), Top 115 (85/135), HC 4, 7199 lbs., $102,200

  • Claudius, I - FP Solids, take out ITL & RL in turret & replace with GG, give extra mags to RLs in front (regular ammo), remove DSP & 5 Dischargers, add IFE, no safety seat, WG, or CA, or crew equip.; 170 pts armor; 7200 lbs, $95050

    Design Notes - Ho hum, another unlimited C/A framed van. Laser-guided Rocket Launchers are a van's good friend, and one good smart linked shot should put a +9 fire mod. Thems good odds. The "I Claudius" option was the original design from last year that I tweaked up.
  • Admin: Suggestions for MADHAT

    The MADHAT designer is my preferred tool. I use it all the time. I sent this message today to the current update-proprietor, to ask for this modification:
    Common combinations in one entry: This is already done for the BA/ABV combo under the personal equipment. These are good space savers for the limited number of entries under Accessories. I would like to see these standard combo actions combined, if possible:

    1. No Paint & Tinted Windshield
    2. Heavy Duty & Anti-Lock Brakes
    3. HTM & Overdrive
    4. Laser Guidance Link packages (e.g. LGL for one TL to one RL)
    If you know of other combos, send me (or the MADHATs) a comment.

    Nasty - Div10 (20) Compact


    Compact, Xhvy Ch., Hvy Sus., Medium PP (PC/SC), 2 PR tires front, 2 HD rear, driver, ATG (10/APFSDS) front, SWC, 10 pts CA around driver, 207 pts Plastic Armor (F50 B45 R41 L41 T15 U15); Acc. 5, Top 95, HC 3, 4362 lbs., $9991

  • Nasty Feet - All tires HD, add 16 pts. armor, 4438 lbs., $9990

  • Nasty Feet 2 - All tires HD, remove 4 pts armor, add 5 Smoke Dischargers, 4343 lbs., $9989

  • Nasty Heat - Downgrade ammo to HEAT, add 5 Smoke Dischagers, 4337 lbs.

  • Nasty 20 - modify with C/A frame, 4 Plasticore tires, 8 Smoke Dischargers, 4 bumper triggers, safety seat, CA is FP, driver has BA, FP suit, PFE, 230 pts armor; 4368 lbs, $19,990

    230 pts armor

    Design Notes - Whoever hasn't done this design in some form - the compact with the ATG - hasn't been playing long enough. I put in the nasty APFSDS ammo in and had to cut this sucker down to anything that could fit into the price range. 207 pts armor with a SWC directed ATG ain't too shabby.

    Speaking of Everybody Does This. I saw a nice version here at AADA 27.
    James Beecher's "Metal Dung Beetle":
    Compact, extra-heavy chassis, heavy suspension, 100 cid turbocharged gas engine, 4 gallon racing tank (full), 4 PR radial tires, driver (w/body armor), ATG front w/HESH ammo and SWC. Sloped metal/ plastic armor: F 18/35, L 2/35, R 2/35, B2/25, T 1/0, U 2/12, 10 points CA around each of driver, engine, and ATG, 8 points CA around gas tank. Acceleration 5, Top Speed 62.5, HC 4. 4,435 lbs, $14,922.
    I just don't think well in Metal and Gas yet. But, Bravo: eighteen points of metal is truly nasty.

    Update: I added the Div20 version because I had it lying around the drawing board. Yeah, it's not worth the cash. Does anyone really use Plasticores?
  • Sunday, October 7, 2007

    Titus (Imperial) - Div70 Camper (Update)

    Not really an update of this, but it is re-using the name.

    Camper, C/A frame, Xhvy Ch., Hvy Sus., Sport PP (PC/SC), 6 SD-Radial tires, driver, ATG (10/APFSDS) in turret, 2 linked ATG (10/APFSDS) front, ATGs smartlinked, 3 Flaming Oil Dischargers, 4 Hot Smoke Disch., Active Sus., HD-ABS, HD Shocks, Hi-Res comp., safety seat, 5 bumper triggers, 10 pts. FP CA around driver, driver has BA & FP Suit; 155 pts. Plastic Armor (F35 B30 R30 L30 T15 U15); Acc. 5, Top 110, HC 4, 7798 lbs., $68,860

  • Div 75 (Low-Power) Option - No PC/SC in engine, add HTM & Overdrive, no paint windshield, FP tires; Acc. 5 (10), Top 100 (75/120), $74,360

    Design Notes - Well, this is a design concept more than anything. If one smartlinked blast connects, then it's 27-72 pts of damage. A minimum of 27? A maximum of 72?!? An average of 48?!?! I learned the benefit of an automatic plus to the die from my D&D days. To guarantee 9 pts of damage for each hit is better than a 4 die weapon. Anyway, this baby better hit first and not get rammed. Otherwise, this may be workable.

    Whoa. I just had a nagging notion that maybe ATGs can't be put in camper turrets. For some reason the most recent CWRQ (4.6?) isn't showing up easily. Man, that would suck. OK, let me just switch the ATGs to AC with HD ammo (not the same but rules are rules, even when they suck):

  • Titus AC - replace ATG with AC (10/HD ammo), FP armor, FP tires, add 2 10 pt. FP WG rear, 2 9 pt FP WH front, $97,970.00
  • Thrax (Imperial) - Div25 (20) Pickup


    Pickup, Xhvy Ch., Hvy Sus., Super PP, 6 PR-Radials, driver, VMG (16/Incend) in turret, MD (10/Napalm) back, 5 Oil Dischargers, 1 Sand Disch., 4 Bumper triggers, HRSWC, 2 10 pt. rear WG, 4 10 pt. WH all around, 10 pts. CA around driver, driver has BA, 267 pts. Plastic Armor (F60 B50 R55 L55 T29 U18), Acc. 5, Top 90, HC 3, 7800 lbs, $24,989

  • FP Option - FP all armor, CA, tires: $34,563

  • Div 20 Option- 6 reg PR tires, VMG is now 20/reg, MD is 10/reg, Dischargers: 4 oil, 3 sand, no HRSWC or WG/WH, CA is FP, no FP suit, 292 pts armor (F62 B60 R60 L60 T30 U20) HC 2, 7797 lbs, $19,999

    Design Notes This started as a Div20 attempt, but I saw how much I was slashing it down so I went whole-hog into 25. The 20 is still a mean bastard.

    "Thrax" is Latin for anyone from Thrace.
  • Top Hat - Div20 Luxury


    Luxury, Xhvy Ch., Hvy. Sus., Super PP, 4 PR-Radials, driver & gunner, ATG front (10/APFSDS), RR (10/HEAT) in turret, FOJ (17 shots) rear, SD (10/reg) rear, 5 Oil Dischargers, IFE, SWC (gunner to ATG), BA for driver, 148 pts. Plastic Armor (F30 B30 R30 L30 T14 U14); Acc. 5, Top 100, HC 4, 6594 lbs., $19,980

    Design Notes - Run of the mill div20 luxury. Maybe something good, maybe something bad. I think it's pretty balanced.

    Big Trouble - Div100 Van


    Van, C/A Frame, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), 6 SD (Radial/FP) tires, driver & gunner, GG (20 shots) in turret, OG front (10/oil), 2 linked SD (10/expl) Back Left & Back Right, SS (10/Hot Smoke) rear, all dropped linked, DSP (under & linked to SS), 7 Oil Dischargers (all on Bump Tr), fake ramplate, spoiler & airdam, 2 safety-seats, HD-ABS, HD shocks, HTM & Overdrive, 2 hi-res comp., no-paint tinted windshield, 4 fake WG/WH, 6 bumper triggers (4 to dischargers, 2 to F&B weapons), 10 pts. FP CA each around: crew, PP, OG, rear weaponry; driver has blended IBA & FP suit (nothing for gunner); 150 pts. LRFP armor (F30 B20 R25 L35 T15 B15), Acc. 5 (10), Top 115 (85/135), HC 4(5), 7198 lbs, $95,508

    Design Notes - To be honest, C/A was made for Vans because they have such a short lifespan, what's a little 'massive ram damage' between buddies? Yet, for $100,000 this is all you get? I'm using the Drop-Spike Plate cheat - kinda. I see a value to the weapon and I could even see using it (I happen to like Fake DSP because you get the chance to freak out your enemy into a hard-swerve-botched-control-roll-crash with not much bother). But, yeah, it's there because its 4 points of armor for 50 lbs. It should be *standard equipment* for vans. The real cheat is to put component armor around it and that's just a naked damage sink to me.

    Evil Dead - Unlimited Pickup


    Pickup, C/A frame, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), 6 Solid (FP/Radial) tires, driver, Pulsed-Twin Laser in UM turret, SD (10/explosive) back, 2 EWP with linked GG (front), 7 Oil Dischargers, Fake ramplate, Fake wheelguards, 6 bumper triggers (4 for dischargers, 2 for F & R weapons), spoiler & airdam, hi-res comp., HD-Antilock brakes, HD shocks, HTM & overdrive, 9 pts LRFP armor around each EWP, 9 pts LRFP CA around driver & 9 around PP, no-paint windshield, driver has Impact armor & FP suit, 165 pts. LRFP plastic armor: F32 B32 R35 L35 T16 U15; Acc. 5 (10), Top 110 (82.5/130), HC 4 (5), 7798.6 lbs, $109,858

    Straight Gauss Option - Replace TwL with GG, smartlinked to EWPs, remove 2 fake WG, add 27 pts. armor, 7798.3 lbs, $107,789.00


    Design Notes - Is this design worthy of its name? Unsure. It's an overwrought design and it distinctly lacks a chainsaw (and while I toyed with vehicular shotguns - to be faithful - I thought "what would Ash do" and he'd load up on pulse-lasers, which is why the better design is the Option and not the Main). It probably won't live through a ram but 192 pts of Laserproof armor is pretty groovy.

    Saturday, October 6, 2007

    Justinian (Imperial) - Div30 (25) Midsized


    Midsized, Xhvy Ch., Hvy-Active Sus., Large PP, 4 SD-Radial tires, driver, VMG in turret (20/Incen.), OG (rear), 7 SkD (2R,L,U, 1F,B), Ramplate, 4 bumper triggers, HD-Antilock brakes, overdrive, hi-res computer, 2 10 pt WG rear, 10 pts CA around driver, BA/FP suit for driver, 171 pts Plastic Armor: F40(Ram) B30 R33 L33 T20 U15; Acc. 5, Top 90 (110), HC 5, 5756 lbs., $29,996

    Div25 Option - Large PP (PC/SC), 4 PR-Radial tires, VMG (20/reg.), no Ramplate, add HTM, SWC instead of hi-res, add IFE, no CA around driver, add to WG 23 pts of Wheelhubs, 175 pts Plastic Armor: F35 B30 R35 L35 T25 U15; Acc. 5 (10), Top 100 (75/120), HC 5, 5760 lbs., $24,680

    Design Notes - This is a modified design of the original Connery (now the Connery II). The pattern is an Autocannon front, Vulcan in the turret, and an Oilgun back. To fit inside a Midsized I threw away the AC. Another new design policy is to include as standard equipment 7 Smoke Dischargers. That's just for weight purposes... if there's money left, the purchaser can modify them to more specific desires.

    Wednesday, October 3, 2007

    Rant: Hot Smoke


    So it's taking me a while to pour through Uncle Al's Hell, and I see that some of the most gnarled of recent game-skewing annoyances (I'm looking right at you, Stickyfoam) are *not* in this book. Shazbot. But there is a particular offender: Hot Smoke.

    In general, I don't like any rule change that only affects price. Besides not being even remotely faithful to whatever vague rules of physics Car Wars attempts to emulate (in the words of kjamma4 "Most weapons in Car Wars contain a liberal helping of 'handwavium'"), it's just BAD for game balance.

    I know I've said this before. That's why it's labelled a 'rant.'

    And it's even worse when the easy item MASSIVELY TILTS THE GAME DYNAMIC. I mean, back in the day, there was the all-powerful Laser. It was heavy, it was expensive, but it took 2 spaces and gave out 3 dice damage. And it started fires! It was the scariest thing around. The only protection from the laser came from the smoke-screen.

    Then some joker came up with "infrared" lasers which allowed you to fire lasers through smoke/paint. Infrared didn't reduce damage, didn't add weight or space, just cost. And now the balance went the other way. So I guess 'hot smoke' was the inevitable (un)balance to already extant imbalance. Well, bully for us.

    My proposals to balance back these bad rules:

    Infrared Laser
    Old Rules: (UACFH p. 19) "Two times the cost of a normal laser, IR laser can fire through smoke and paint, but suffer a -1 per die for every 1/2" of smoke or paint between the firer and the target....An IR targeting laser cannot penetrate more than 1" of smoke [which means a 1/2" cloud will block an IR-TL]"
    New Rule Suggestions: I think the damage reduction should be standard and permanent. Half-damage should do it. The TL rule is a nice, but arbitrary, tweak. I'll keep it.

    Hot (ugh) Smoke
    Old Rules: (UACFH p. 38) "Any standard smoke munition or ammo can be made into Hot Smoke for 1.5x the cost with no effect on the ammo weight. Hot smoke behaves like regular smoke, but it completely blocks IR..."
    New Rule Suggestions: The precedent model should be the Flaming Cloud Ejector. The Hot-Smoke counter should last one second and then it disappears. The Hot Smoke ejector should also be considered volatile (like FCE/FOJ).

    Thursday, September 20, 2007

    Admin: This Guy Beat Me To It


    Even though this is a blog about Car Wars, as the last post indicates, I am branching out occasionally to discuss cars and wars (well, guns). Most people who play CW like both component parts. And in my online research for car and gun pictures I come across wicked cool websites.

    So, the great picture of the Mustang comes from this dude who not only restored an awesome 1969 convertible but added the necessary modern features (e.g. better seat belts, A/C, GPS). I've wanted to do this for years and probably would have if I had more: money or talent with cars. Or time.

    Admin: Fun Links

    Here's some fun links about cars and weapons (I'll put on the link roll soon):

    Cars

  • Diseno-Art - nice info and pictures of sports cars (see inset of one of my favorites, the Lamborghini Diablo)

    Weapons

  • Defense-Review.com - Very nice collection of articles about current and future weaponry, body armor, military goo, etc. (The picture for 'future military systems' looks straight out of Car Wars).

    In fact check out this article of a military-vehicle mounted automatic shotgun - the AA12.

  • Gun (web)sites - Huge, tight fonted list of everything to do with guns, gun ownership, body armor, you name it.

  • Great discussion about the guns used in specific movies, e.g. The Matrix from the blog MadOgre.

  • Wednesday, September 19, 2007

    Admin: Better Counter Resources


    I'm doing my best to make counters for each of these cars but my tools are poor. And I'm a poor artist. All told, even in 2007 and a real job, I still lack the materials to make decent computer art.

    What I've been doing is using free art programs to manipulate scanned in images of car wars counters. Every once in a while, I'll find an online picture of a car and manipulate that (see the Gremlin and the Police Interceptors).

    Tonight a flash of duh hit me - why don't I search on google images. I did. And there seems to be a bunch of stuff. See here (search for 'car' and 'top view').

    Connery II - Div70 Luxury


    This is the original of the Connery, below, that I felt was a poor design, but I ultimately decided to post it because I hate seeing all my work go to naught.
    Luxury, C/A Frame, Xhvy Ch., Hvy.-Active Sus, Large PP (PC/SC), driver & gunner, 4 SD-FP-Steel-Radial tires, AC front (10/incen), VMG in turret (20/incen), OG back, IFE, 2 Hires. Comp., HD-Antilock brakes; no-paint windshield, 10 pts. FP-CA around crew, 2 10 pt. FP WG/WH front/back, blended BA & FP suit for crew; 185 pts. Plastic armor: F35 B30 R40 L40 T20 U20; Acc. 5, Top 92.5, HC 5, 6596 lbs., $69,025

    Design Notes - I'm just not happy with C/A frames anymore; but I was committed to this combination of weaponry, which a year ago was my quintessential favorite triad. Throw a Gauss-gun in and I'm in Car-Hog-Heaven.

    Chewer - Div10 Compact


    Compact, Hvy. Ch., Hvy Sus., 4 HD tires, Large PP (PC), driver, VMG front (20/reg), SD rear (10/reg), 2 SkD, 4 Sand Disch, ramplate, bumper trigger front & back (to all front & back weapons/dischargers), 147 pts. plastic armor: F40 (ram) B30 R30 L30 T5 U12; Acc. 10, Top 120, HC 3, 4067 lbs., $9991.00

  • Div 15 Option - Compact, Xhvy Ch., Hvy. Sus, Large PP (PC/SC), 4 PR-Radial tires, driver, VMG front (19/incend), SD rear (10/explosive), same dischargers & bumper triggers, ramplate, HTM, spoiler & airdam, BA for driver, 180 pts. Armor: F50 (ram) B40 R32 L32 T10 U16; Acc. 10 (15), Top 120 (90), HC 4 (5), 4440 lbs, $14987.50

    Design Notes - Ah... a nice modernized set of compacts. I'd drive these.
  • Yes! Yes! Yes!

    Hotlinked from SJGames.com

    In a stroke of purest luck, I finally acquired a precious copy of the (arguably) most definitive, comprehensive, Car Wars book out there: Uncle Al's Catalog from Hell.

    I've been pining for this book for years and it arrived today in the mail. My first impressions: (1) the print is so big it gives me a headache; (2) MAN, the art is bad; (3) Surely this could be reprinted, at least the straight info, online.

    Now I can feel as up to date as I possibly can. Except, I don't see the hated stickyfoam anywhere in the book. Nor crystal spikes. Hmmm. What a letdown. But at least I can ask the forum dudes without feeling like a thief (i.e. trying to get free info from an available, albeit expensive, book).

    Monday, September 17, 2007

    Vespasian (Imperial) - Unlimited Pickup


    Pickup, Xhvy Ch., Hvy-Active Sus., Sport PP (PC/SC), driver, 6 SD (Steel-Radial-FP) tires, GG in turret, FOJ Discharger Front & Back, 3 SkD 1R 1L 1U, 2 IcD R&L (all bumper triggered), cyberlink, HD-Antilock brakes, HD shocks, spoiler & airdam, HTM & overdrive, no-paint windshield, 2 5pt FP WG rear, ramplate, bumper spikes, 10 pts FP CA around driver & 10 around PP, driver has blended IBA, FP suit, PFE; 200 pts. FP armor: F50 (ram) R40 L40 B30 T22, U18; Acc. 5 (10), Top: 110 (82.5/130), HC 4(5); 7798 lbs., $94,970

    Weapon-Switch Options, Instead of GG:
  • IR-Laser: remove 9 pts armor, 7799 lbs., $100,074
  • Pulse-Laser: remove 9 pts armor, 7799 lbs., $96,074
  • IR-Twin-Laser: remove 32 pts armor, 7796 lbs, $103,062
  • Pulse-TwL: remove 32 pts armor, 7796 lbs, $98,062
  • 2 linked HMG (20/HD): remove 46 pts armor, 7791 lbs, $89,496
  • VMG (20/Incend): remove 5 pts armor, 7793 lbs, $87,300
  • RR (10/HESH): add 4 pts armor, 7792 lbs., $86,671
  • RL (10/Incend) + IR-TL + LGL, add 3 pts armor, 7791 lbs., $90,952

    Design Notes - This is one of my favorite designs. The might of a pickup's chassis with one super accurate weapon and a cyberlink, and if that runs out of ammo, it becomes a nimble ram-car.
  • Master Rammer - Div80 Luxury


    Luxury, C/A frame, Xhvy Ch., Hvy-Active Sus., Large PP (PC/SC), driver & gunner, 4 FP-SD tires, GG in turret, HDFT-HT front, FOJ back (10 shots), 8 IcD (1F 1B 2R 2L 2 U, 4 sides linked to bumper triggers), fake ramplate & fake ram-blades, HD-Antilock brakes, HD shocks, roll cage, 2 safety seats, 2 hi-res comp., spoiler & airdam, no-paint windshield, HTM & overdrive, 9 pts. LRFP CA around crew and 9 around PP, crew each have blended-IBA, FP suit, PFE, 2 explosive grenades; 166 pts. LRFP armor: F30 B30 R35 L35 T19 U17; Acc. 5 (10), Top: 92.5 (67.5/112.5); HC 4(5); 6659.2 lbs, $76232.50

  • FP Option - convert armor to only FP, make tires FP-Radial, CA also only FP and make full 10 pts, add 11 pts armor, HC 5(6), 6600 lbs., $80,850

    Design Notes - This is from last year and I was fascinated by the new concept of the C/A frame. With the changed ramming rules the C/A doesn't seem as suicidal as it probably once was. But for design-freaks like me, it allows so much variation. And armor! I thought the best way to avoid the suicide of C/A was to advertise the car as a rammer. The original design had a lot of fake-weapons and blow-through concealments, but I dropped those in favor of a bit more armor.
  • Pluto (Galaxy) - Div18 (15) Compact


    Compact, Xhvy Ch., Hvy. Sus., driver, 4 SD tires, Medium PP (PC/SC), MML with mag(20/Incen) in turret with TL & LGL to all 20; SD rear; IFE, SWC, spoiler & airdam, 2 10pt WG rear, 2 10 pt WH front, BA for driver; 175 pts. Plastic armor: F35 B35 R34 L34 T20 U18; Acc. 5, Top 95, HC 3(4), 4436 lbs., $17,700

  • Pluto 15 - Remove IFE, SWC, mag from MML; add 10 pts. CA around driver and around PP, add Oil Discharger back, add 25 points armor (200 total); 4440 lbs, $14,975

  • Ram Pluto - 4 PR-radial tires, upgrade PP to Large (PC/SC), remove mag from MML, remove: SD, IFE, WG & WH; add: ramplate, safety seat, 10 pts. CA around driver and around PP, active suspension, HTM & Overdrive, IcD back; 170 pts armor: F50 (ram) B30 R30 L30 T15 U15; Acc. 10 (20), Top: 120 (80/140), HC: 5 (6), 4440 lbs., $22,785

    Design Notes - The 18 version is from last year and I made the 15 version now - which is a nice little car, well protected and nimble. The ram version is actually another car design I had in the coffers that shared that one characteristic (compact with turreted MML). This leads, naturally, to the philosophical question about what makes a car an option of an original or a whole 'nother car. In this case, I consider the size of car plus similar weapon system to be the same car. But it could go either way.

    In any case, the Ram car is more versitile than the original Pluto, and I guess if I took out the active suspension, it'd be a credible Div20. But I just love high HC.
  • Tuesday, September 11, 2007

    Empyrion - Div15 (Div20) Midsized


    Midsized, Xhvy Ch., Hvy Sus., Large PP (SC), driver, 4 PR-Radials, VMG in turret (10/incen.), OG front, SkD back, 10 pts. CA around driver, BA for driver, 79 pts Composite Armor (40 metal/39 plastic); F:8/3 B:8/3 L:12/4 R:12/4 T:0/14 U:0/15; Acc. 5, Top. 97.5, HC 4, 5757 lbs., $14,999

  • Plastic Only - 239 pts. plastic (F50 B50 R50 L50 T20 U19 $16,599)

  • Div20 Option - Add HTM, Overdrive, HD-ABS, Targ. Comp, FP inner armor, FP CA, Platinum Catalysts for PP, FP Suit for driver; Acc. 5 (10) Top. 100 (75/120), HC 4, 5760 lbs, $19,823

    Design Notes- Since I'm a player from 20 years ago, the metal revolution passed me by. Here's an attempt to use a metal design. Is 40 pts of metal worth 200 plastic? In Div15, it may be.
  • Connery - Div25 Luxury




    Luxury, Xhvy Ch., Hvy. Sus, Large PP (PC/SC), driver & gunner, 4 PR-Radial tires, 2 linked VMG front (10/reg), VMG in turret (10/reg), smart-link for VMG, OG back, FE, 2 Targ. Comp., HD brakes; BA for crew; 149 pts. Plastic armor: F30 B25 R32 L32 T15 U15; Acc. 5, Top 92.5, HC 4, 6600 lbs., $24,730

    Design Notes - My first born son's middle name is "Sean Connery." Actually, not really, but I wanted to do it before my wife got hold of the birth certificate. Anyway, this was an attempt (last year) to make a car that would live up to the Connery name. Too bad it's not the greatest. Where does the money go in this car, 25 thousand for this??

    Oilguns are fun, and 3 smart-linked Vulcans are nothing to laugh at. Before I get too disappointed, I should playtest (but 25 is a tough division)

    Image hotlinked from http://www.bondmovies.com/

    Hotshot II 2057 - Div15 Luxury

    Luxury, Xhvy Ch., Hvy Sus., Large PP (SC), 4 PR tires, driver, 2 linked MG front (10/reg), 2 linked FT back, 1 FT right, 1 FT left, all FT linked; BA for driver; 43 pts. Sloped Composite Armor (19 Met/24 FP Plastic): F5/4 B4/4 R5/3 L5/3 T0/3 U0/3; Acc. 5, Top. 90, HC 3, 6600 lbs., $14,601

    Options
  • Laser Hotshot - Replace all FT with Lasers, $43601
  • All Plastic - No Comp. armor, now 119 pt. FP plastic: F25 B24 R25 L25 T10 U10, $17,736

    Design Notes - As I've written before, Hotshot is a symbol for the obsolescence for the way Car Wars was originally conceived. The car is a deathtrap and no matter how one tinkers (and the above is a thoughtful version) the car is a death-trap. And a worthless one at that. Who needs this combination of weaponry? And one decent shot with a rocket will blow this car to 15 thousand dollars worth of charcoal briquettes.

    Below is the true update - what the designers would have done with the Hotshot (I think), putting the FT in a turret and, with such a volatile


    Hotshot III - Div20 Luxury


    Luxury, Xhvy Ch., Hvy Sus., Large PP (SC), 4 PR tires, driver, 2 linked MG front (20/incend.), FT with mag in Turret, PGS back, FOJ-Disch back; FE, 2 SWC (to MGs), 10 pts FP CA each around crew & FT & PP; BA for crew; 173 pts. plastic armor: F33 B30 R40 L40 T15 U15; Acc. 5, Top. 90, HC 3, 6600 lbs., $19,560

    Options
  • Laser Hotshot - Replace FT with Laser, PGS with FCE, FOJD with FC-D (L & R), $27,670

    Design Notes - Now, isn't that nicer? The 4 FT in every direction replaced with 1 in a turret (which is why turrets were invented, to allow 4 way shootin'). Component armor for everything, if anything to prevent the volatility shots. A fire extinguisher. I'd actually use this car (with Gold Cross, of course).
  • Monday, September 10, 2007

    Killer Sub - Div20 Subcompact


    Subcompact, C/A frame, Xhvy Ch., Hvy Sus., Medium PP, driver, 4 PR-Radial tires, HMG (10/HD shots) front, 3 linked FOJ Dischargers (B, L, R), HR-SWC, active suspension, HDHTM, Overdrive, spoiler & airdam, BA for driver, 129 pts. armor, F30 B25 R26 L26 T9 U13; Acc. 10 (20 htm/5 ov.), Top 120 (80 htm/140 ov.), HC 6(7), 2760 lbs., $19,694

    Design Notes - This would be good for a rally race where you can't use racing body cars. Speed and handling is outa-sight and decent armor for a sub, but its too 'niche' to be a useful stock car staple.

    Sanjero - Div40 Luxury


    Luxury, Xhvy Ch., Hvy Sus, Sport PP, driver & gunner, 4 PR-Steel-Radials, Pulse Laser in turret, VMG front (10/incendiary), OJ rear, SkD rear, active suspension, HD-ABS, IFE, HTM, Overdrive, SWC (gunner to laser), 10 pts. FP CA around driver & gunner and 10 pts. around PP, crew in BA, 144 pts. Plastic armor: F28 B26 R30 L30 T15 U15; Acc. 5 (10/2.5), Top 110 (72.5/130), HC 5, 6600 lbs., $39,955

    Design Notes - This is from last year and I reworked it a bit to make it into Div40 and away from C/A frame (which is a tempting design tool but I've heard it's the kiss of death in the ring).

    Little Lucifer - Div10 Subcompact


    Subcompact, Xhvy Ch., Hvy Sus., Small PP (PC/SC), 4 HD tires, driver, 2 linked MG front (20/Incend.), 3 linked Paint Dischargers (R, L, B), SWC, BA for driver, 105 pts. Plastic Armor: F25 B25 L20 R20 T5 U10; Acc. 5, Top 90, HC 4, 2760 lbs, $7925

    Design Notes - This is from last year. I tried making it a Div5 version (at least as an option) but it sucked too hard to move. It was called 'Lucifer' because I had the great idea that it would sport a searchlight and then use that light to blind my opponents. But then I was told it was illegal.

    Reprisal 2057 - Div18 Midsized


    Midsized, Xhvy. Ch., Hvy Sus., Large PP, 4 SD tires, driver, VMG (10/incen.) front, Rct Plt. with TL & MFR (LGL), LGL to 2 linked HR front & 2 linked HR back, front and back rockets linked with MFR, 2 10pt WG rear & WH front, BA for driver, 192 pts Plastic Armor: F40 B40 L40 R40 T17 U15, Acc. 5, HC 3, Top 90, 5756 lbs., $17,597

  • Flaming Reprisal - Switch MFR with 6 linked Mini-rockets, all rockets incendiary, add Flaming Oil Disch. back, remove 29 pts. armor; 5759 lbs, $18,733

  • Reprisal HESH - Replace VMG with RR (HESH), add SWC (TL), Flaming Oil Disch. back and 6 pts armor, 5759 lbs., $17,693

  • Incendiary HESH - Flaming Reprisal plus HESH option, 169 pts armor total, 5757 lbs., $18,329

    Design Notes - Updated from here. A number of decent options; low on accessories (as is normal for the low dollar stock-cars). Since FP armor is rare at these low levels, a good heavy dose of incendiary-ness can be a deal-maker.
  • Quooze 2057 - Div20 (25) Luxury


    Luxury, Xhvy Ch., Hvy. Sus., Super PP, 4 SD tires, driver & gunner, 2 linked RL front, VMG (10 shots) in turret, MD rear, FE, SWC (gunner to RL), 2 pairs BA for crew, 163 pts. Plastic armor: F30 B30 R35 L35 T18 U15; Acc. 5, HC 3, Top 100, 6600 lbs, $19,960

  • Guided Quooze - add TL front and LGL for RL rockets, remove SWC and 5 pts armor, $24,960

  • Fire Quooze - Incendiary in VMG & RL, Napalm in MD, remove SWC and 12 points armor (F30 B30 R30 L30 T16 U15), $19,950

  • Fire Guided Quooze - combine the two: 146 pts armor, $25,505

  • Super Fire Guided Quooze - Replace VMG with RL, incendiary ammo for all, napalm in MD, TL in turret as well as TL front, LGL to all rockets, smart link for RLs; 150 pts. armor: $30,700

    Design Notes - This is updated from here. The Super option can be attractive except for low armor; and I'll leave it to duellers to shave the $701 to get it into Div30 (or the 506 for the fire-guided).
  • Lympite 2057 - Div30 Luxury


    Luxury, Xhvy Ch., Hvy. Sus., Sport PP, driver & gunner, 4 SD tires, Laser in turret, MF (napalm) with mag front, SkD back, bump. trigger front and back, IFE, 2 10 pt rear WG, 2 6 pt. front WH, 10 pts. Comp. armor around driver & gunner, 10 pts. FP comp. armor for PP, includes BA & FP suit for crew; 160 pts. Plastic armor: F30 R31 L31 B30 T20 U18; Acc. 5, HC 3, Top Speed 110, 6599 lbs., $29,670

  • Laser Proof Option - 148 pts LR armor (F30 B28 R30 L30 T15 U15), 2 3pt WH front, 2 8 pt WG back, 6595.8 lbs, $30,398

    Spot Options
  • Pulse the laser - add $4000
  • IR the laser - add $8000
  • Fireproof tires - add $2000
  • Fireproof armor - add $3520
  • HTM-Overdrive combo - add $800
  • Modify the discharger (do the math yourself, SkD is $50)

    Design Notes - There was an original Lympite, I think, but I don't recall uploading it. Oh well. This is a nice 2057 design - a bit low on armor for Div30, and it may be dangerous to rely on a regular Laser in high purse bouts. I've never playtested mine-flingin' to see if it works, but it's how I like my dropped weapons: flung.
  • Thursday, September 6, 2007

    Rant: How You Know Things Went Wrong

    I mentioned earlier a discussion on the SJGames Board about what is the most 'useless' weapon/accessory in Car Wars. Useless is the key, because many of the suggestions were for things that were rendered obsolete by later finagling. The following are quotes from that discussion (and then my commentary):
    Oil Jet - it's a classic, but the Flaming Oil Jet weighs about the same, doesn't cost that much more, does some tire damage, forces a control roll at +D2, increases the chance of catching fire, creates a smoke screen, and goes away before too long.
    He has a good point. The designers to make the FOJ more expensive, a twinge heavier, and more volatile. But it may need to be increased more to make the vanilla OJ more worthwhile.
    [Twin lasers are useless]. You'll be better off with a high intensity Laser.
    High-Intensity got renamed Pulse Laser; and he's really right. The Twin-Laser (also a late addition) was a balanced weapon - for a guaranteed +6 on damage you needed to sacrifice 250 more lbs. And as I've argued before, weight is *way* more important of a game balancer than cost. Cost means nothing in Car Wars design except at the very low levels. Weight is everything. And every change should have a weight component to it, or else it's begging for game-warp. And so instead of the TwL ($10000/750/2d+6) there's the pulse-Laser (12000/500, 3d+3 damage). Whoever introduced Pulsed lasers should have just gotten rid of the TwL, lowered it's weight, or raised the weight of pulsing.
    Ice vs. Stickyfoam: Stickyfoam gives all of the penalties of ice but also causes a point of damage to all tires, slows the opponent by 5 MPH, can't be removed by fire weapons, weighs less, and only costs $250 more? Poor ice dropper, you look so lonely.
    As I've mentioned before, a quick way to get me angry is to mention 'stickyfoam' (but that's because I'm old school). However, this discussion is my WHOLE POINT in a nutshell. Leaving aside the fact that ice-droppers are new equipment to my extreme Old School eyes, how can a new weapon like icky-foam be such an easy replacement for an old-school weapon? Just get rid of one or the other.

    These are just three examples of what happens when Feature Creep afflicts a role-playing game. Any new device needs to establish why it fits an unfilled niche - that can't destroy a previous device/weapon. And if it will make the other weapon obsolete, either the original weapon just wasn't useful - and so the new device is just an updating - or the new device hasn't been designed with enough disadvantages.

    There needs to be a real reason for new stuff that also preserves a real reason why someone would choose the old stuff.

    Rant: What Game Mags Should be Doing

    In my previous post, I ranted that game magazines have ruined many a game by Revision Creep: introducing new and niftier rules and items that are not fully playtested - quickly warping the original game.

    I think there are two reasons for Revision Creep:
    1. Laziness or Desperation in keeping the pages filled
    2. Irreconcilable debate over Game Source

    I. Laziness or Desperation in keeping the pages filled

    I understand the tyranny of deadlines. And even in a monthly magazine, there's probably very little time available to fill those many blank pages. So introduce a new character class or new magic item or new weapon and viola! So what if it makes an old play-system obsolete... the article was just a thought experiment, or whatever. Except that in Car Wars, these experiments were often introduced as street legal.

    My solution? There are three things that game magazines could and should do that would both fill up space and be invaluable for the player:
    1. Modules and Scenarios
    2. Split-level description of how a game scenario is played out
    3. NPCs (or for Car Wars - car designs)
    Modules & Scenarios

    Why do game companies create and sell these? Because newbies need them. So don't be cheapskates, we're buying the game magazines, fill up half or a third of the space for each magazine with scenarios. They require the time and skill and knowledge of the game that the game company employees are supposed to have in a greater amount that we players have. Making a new device takes seconds (e.g. here's a new weapon for car wars: Vehicular Staple Gun, $300, 50 lbs, 1 space, 1 DP, 2 dice damage, to hit 5... that took 10 seconds, including typing time). Scenarios take work and that's what the mags can do best.

    Split-level descriptions

    I *love* it whenever a game rulebook or magazine does one of these step-by-step background descriptions of how the die-rolls and the character descriptions translate into how you and your friends will play - and how the action would look were it in a movie. An example I can recall is from the d20 D&D Dungeon Masters Guide, p. 130-132.

    This is really easy to do. Just play a game and write down what you are doing - die rolls, rules consulted. A few of these in every magazine will both be good reading and will teach people how to play (and/or play better). It's especially good when illustrating difficult rules. And Car Wars has many difficult rules.

    NPCs/Car Designs

    Who doesn't like reading car designs? And I can design a car/NPC rather quickly. It doesn't have to be with new equipment. To make it more relevant, have the design be scenario based (like a 2057 police-cruiser). This category can also include new arenas, new adventure locations (sorta like modules-lite).

    With these three idea categories, game magazines would have pages filled with easy-to-write and useful pieces. Instead of the unplaytested 'nifty' garbage that mucks up game history.

    II. Irreconcilable debate over Game Source

    This is more fundamental to things that try to re-create the extant world. In a pure fantasy setting (e.g. superhero, magic) this is less of a problem. But as I've seen with D&D and Car Wars, there are two main sources for the design - reality or fiction.

    The D&D debate was over whether the source for the rules and the 'world' was (a) Thomas Mallorey's King Arthur or (b) Robert Howard's Conan. If it's the former, then there should be rules for how arrows were truly made in 13th Century France, how Bards were trained in Celtic colleges, and how there's no such thing as a martial arts Monk.

    If (b) then Barbarian warriors can defeat twelve men with one swing of a Tulwar, where devils take the shape of men and where a full life can be led adventurin' and wenchin.'

    The realistic school demands incontrovertible detail. There are 12 types of pole-arms in 1st edition AD&D because, hey, there were 12 types in Medieval Europe. Who cares if nobody used polearms; that remembering the names was ludicrous and that the damage difference was negligible. The details were there so all is right in the world. Note, this makes sense because D&D was a development of an actual realism school Medieval wargame (Chainmail).

    The d20 rejuvenation tries for the second school - that the heroes of D&D are mini-Conans with feats, critical hits, and superhuman capabilities. And the weapon list reflects this: there are different swords but only insofar as there are different uses. No more idiotic longsword/broadsword nonsense. A d20 longsword is just another name for "a one-hand d8 damage device with 19-20/x2 critical hit zone."

    The D&D Lesson for Car Wars

    D&D started as a realistic system and eventually evolved into a fantasy system. Car Wars appears to be the opposite. It started as purely fantasy and over the years became over-burdened with realism.

    For example, is the "MG" a:
    (a) .50 caliber, belt-fed, air-cooled, machine gun (like Ma Deuce)
    or
    (b) the basic model for an arbitrary system of gameplay - the MG is 1 unit of space, 1 unit of cost, 1 unit of weight, and 1 unit of damage with 1 unit of ammo that hits on the average unit of accuracy? It's not a fifty-caliber machine-gun, it's a 1-space-1-die gun. A Recoiless Rifle is a 2-space-2-die gun; an Anti-Tank-Gun is a 3-space-3-die gun.

    Naturally, given my ranting, you can tell I prefer the latter description. It's just how play-balance works. The playetesters found that a 3 die weapon needed to have a high to-hit to make it equal, so too how the 1 die weapon needed 20 shots.

    But we gave these units names (MG, RR) and the game itself is designed to fire up our imagination. So it was natural for there to be crossover into what a 'real' MG would be, what ammo it would take, what variations there would be.

    This realism direction is fine - because it's the seat of imagination - but it needed to be balanced with the internal game dynamics. And it wasn't.

    Next up, some examples of the broken system and what maybe can be done.

    Rant: Game Balance

    Those who play RPGs (which includes Car Wars, even though is more like an evolving board game) have witnessed Revision Creep - where every new issue of a game magazine needs to introduce new ideas, new devices, new rules. It is rare for these new things to have been playtested enough to preserve game-balance. They just look and sound nifty! And pretty soon, all games/characters/cars sport the new 'street-legal' devices and doodads that render the old rules obsolete.

    Revision Creep: D&D's Cautionary Tale

    Rampant Revision Creep can ruin a game. This is arguably what happened to Advanced Dungeons & Dragons. Things got very complicated and the attempt to coalesce the new ideas (the 2nd Edition fiasco) just made things worse. The 3rd edition, the D20 rules, were IMHO a great improvement. When it started. But hoo-baby, the Revision Creep from Wizards of the Coast has increased at a bizarre cancerous velocity. It could just be me, but EVERY SINGLE BOOK they publish (and they seem to have a new book every few weeks) has 20 new feats, 20 new prestige classes and at this point the game is almost unrecognizable.

    This may be a bad test procedure, but in one of the D20 D&D books I have there is no listing for playtesters in the masthead (and no mention of them in the acknowledgements). It's almost as if the Wizards are trying to wring out as much money from their audience before nausea sets in. It's the Summer Blockbuster methodology - open with 3000 screens, make 50% of the gross on opening weekend before word of mouth renders your high-budget stinkeroo into celluloid oblivion, and then move on to the next blockbuster. No content, just flash.

    Grrrr.

    Revision Creep in Car Wars

    Anyway, this unchecked Revision Creep is possibly what happened to Car Wars. I'm not talking about 5th Edition... I have 100% no interest in a new play system. The old system would be fine with a little tweaking. But I think so many of the new devices that have been introduced have upset game balance in entirely preventable ways:

    1. All new devices must be *extensively* playtested (a few months, at least, just to see how they affect game dynamics)

    2. Until they're tested, they must be declared as optional and will not be arena/tournament legal

    3. One playtest test is to see if an older device becomes obsolete. If it does, fine, then REDEFINE the old device. A good example is RR HESH ammo. It doesn't weigh more, is crazy cheap (175$), and rips off metal armor half the time. And if it's not obviously unbalanced by a simple smell-test, look at car designs since the device was introduced... who DOESN'T use HEAT or HESH in their RRs?

    Same holds for HTM (which I've ranted about before). As I said:
    back in '37 you needed to have a big engine to get consistently high acceleration. In years hence they invented High Torque Motors and instead of balancing weight-space-cost in engine size you just pay $400 and viola! Grrrr. Yup, I think HTM is a bad idea. Massive changes in game dynamics require more than just a few hundred bucks! Space and weight are much more difficult to manipulate and have much more of a design "cost" (ironically). Once HTM was introduced was it any surprise that almost every duelling car had them installed. Heck, they didn't even make you enter a new price range!
    My Self-Applied Rules

    If I introduce new rules, rule-tweaks, new weapons etc (which I've done already on this blog), assume that they are optional and untested until stated otherwise.

    I enjoy Car Wars; it fires up my imagination like no other game and indulges two great loves (design creativity and violence). I want to help fix this game, the original game, that I played 20 years ago. I'm mainly introducing tweaks. But like any fanboy, I would like to see new equipment if it fits in.

    Next: what game mags should be doing (and why they get it wrong).

    Wednesday, September 5, 2007

    Rant: Grenade Launchers



    The GL is a tough fit in Car Wars. Grenades existed from the very beginning as a pedestrian equalizer - they did full, 1d6, damage to vehicles. They also defined pedestrians (your driver had skills as a driver and gunner and was equal to 6 grenades).

    It seemed natural to include the Grenade Launcher as both a weapon for pedestrians and for Vehicles as well.

    In a recent (May 2007) discussion at the SJGames Car Wars forum, there was a discussion about what is the worst weapon/accessory in the game. Grenade Launchers were mentioned, and I can see why. They seem oversized and underpowered - and overshadowed by the handheld version which seems to do the same thing!

    Yet this rule-warp is on purpose. See how this major (anonymous) question was fobbed off by SJ Dude Charles A. Oines in ADQ-Q&A 6/1:
    Q: 2. Why is it that the hand-held grenade launcher can only hold five grenades, but the vehicular model can only hold ten, and takes up 2 spaces? If the vehicular model was one space and held 15 grenades things would compare a little better.

    A: 2. Compare in what way? Personally, I'm happy with the numbers as they are.
    Great answer, Oines.

    I will restate the ADQ Question: a 5 shot pedestrian weapon (worth 2 GE in the hand) has the same to hit & same damage as a vehicular version - which is 10 shots and 2 spaces. No other pedestrian weapon is equally matched (which is why I always arm my drivers with Grenade Launchers when money is available).

    One difference could be range. I don't know if pedestrian weaponry is limited, but that could be a factor. [Update, pedestrians can throw 5", but does that hold for the handheld GL?]

    The reason for the rule warp could be the God of Game Balance. If so, it'd be the first time.

    I asked the SJGames thread a set of questions about the grenades, as follows, let's see what they can come up with:
    A few questions about a much maligned weapon, the Grenade Launcher.

    1. What is the range of a hand-held GL? Is it 5"? (which I've been told is the range of a hand-thrown grenade)

    2. If a (car) GL has impact-fused ammo, then does the fuse go off when the shot hits the designated target or do the grenade scatter rules apply first?

    3. If there are scatter rules, then what happens if the 'to hit' roll is under 7 - does that mean the shot went off into the stratosphere? And if so, this suggests firing the GL engenders two risks - whether you hit on the 7 and even then, you don't really 'hit'

    4. Does the 'to hit' of the GL, especially with impact fuses, allow using the GL like an Oil Gun? That is, by using the +4 to hit a patch of ground, the impact grenade with a Flaming Oil load is a smaller Oilgun and with a smoke-grenade load it's a 'smoke gun' (for point-shot smoke screens).

    5. According to this AADA News (Pyramid #30) article, NOVA has banned impact fuses because they can be used as a tire-eater. Is that a house-rule specific for NOVA or is that part of the AADA banned list?
    Ironically, the ADQ (9/1) introduced the military weapon, an "Auto Grenade Launcher" which has these stats:
    Auto-GL – To hit 7, damage by grenade type, 3 DP, $5,000. 250 Ibs., 2 spaces, holds 20 grenades (cost by grenade type +$20, 5 Ibs. each); loaded weight 350 1bs. ; loaded magazine costs $50 plus the cost of grenades and weighs 105 1bs. Different grenade types may be mixed in the magazine and fired in any order desired; rotary magazine effects are included in the price. The auto-GL can fire one, two or three grenades in one firing action. All grenades must be fired at the same target, and all grenades in a salvo use the same to-hit roll to determine the amount of scatter, but each grenade scatters separately. For instance, if a three-shot salvo misses its to-hit roll by 3, then each grenade scatters 2d-2 squares in a random direction.
    These seem like perfectly reasonable stats for a standard Grenade Launcher - yet the same logic that downgraded the standard version (play-balance? spite?) is the same logic that bans the AGL.

    Gremlin 2057 - Subcompact Hatchback

    See below for design details and hatchback rules.

    Subcompact Hatchback, Std. Chassis, Improved Suspension, driver, Small PP, 4 HD tires, LMG (10 shots) in 1 sp. turret, SWC, 1 space cargo (25 lbs), 38 pts armor. F8 R6 L6 B5 T8 U5, Acc. 5, HC 3, Top Speed 92.5, 2275 lbs (unloaded), $4468

  • Rocket Option - replace LMG with MML-AP (same cost, weight, whole shebang)
  • Duellers Option - 20 shots in LMG, 2300 lbs, $4668
  • Rocket Dueller - rocket option with 5 pts more armor, 2300 lbs, $4523

    Designer Notes: Why make a subcompact hatchback without using the turret? The non-duellers are for the RPG use of hatchback space (not much weighs 25 lbs but any heavier chassis and this won't be able to use a small engine (which would take up all the room).

    Here's what I would do if I wanted to make this a non-economy/Duelling car.



    Gremlins 2 - Subcompact Hatchback, Xhvy Ch., Hvy Sus., Small PP (PC & SC), 4 PR tires, driver, MG in turret, SWC, 112 pts. Plastic armor: F20 R20 L20 B20 T18 U14, Acc. 5, HC 4, Top Speed 90, 2760 lbs., $6932
  • Replica: Police Interceptor 2057

    See the Description of design contest and the Pursuit Cruiser.


    Midsized (Streamlined), Xhvy Ch., Hvy Sus., Driver, Sport PP with PC/SC, 4 SD FP Radial tires, Ramplate, Active Suspension, FPRP Spoiler & Airdam, Roll-cage, safety seat, IFE, HD & Anti-Lock Brakes, HD Shocks, No Paint/Tinted Windshield, HDHTM & Overdrive, Surge protector, vehicular computer, voice-control software, radar, radar detector, radar jammer, LDR, 10 pts. RFPF Component Armor around Driver.
    2 10 pt. RFPF WG back, 4 10 pt. WH all wheels.
    174 pts. Sloped FPRP Plastic armor: F50(ram) R30 L30 B30 T14 U20.
    Acc. 10 (20 HTM/5 Overdrive), Top speed: 135 (90 HDHTM, 155 overdrive), HC 5 (6 over 60). Driver equipped with Blended, Improved Body Armor (Police Uniform).
    5757 lbs., $64,786

    Design Notes: As I described earlier, the technique of Officer Max Rockatansky - Interceptor Expert - was ramming, no firearms. Interceptors in 2057 are made for speed, handling, and ramming.

    Tuesday, September 4, 2007

    Replica: Police Pursuit Crusier 2057

    See first, Part 1 - the design intro, and part 2 - the design discussion.

    Styx Motors Pursuit Crusier 2057

    Luxury, Xhvy Ch., Hvy Sus., Driver, Large PP with PC/SC, 4 SD FP Radial tires, VMG with explosive ammo in UM turret, GL with 2 extra mags front (3 rotary magazines, 2 magazine switches; loads: 5 each of Explosive, Concussion, Thermite, Flaming Oil, White Phos., Tear Gas; all prox. fused). Hi-Res Comp., Active Suspension, FPRP Spoiler & Airdam, Improved Supercharger Capacitors, IFE, HD & Anti-Lock Brakes, HD Shocks, No Paint/Tinted Windshield, HTM & Overdrive, Surge protector, vehicular computer, voice-control software, radar, radar detector, radar jammer, LDR
    10 pts. RFPF Component Armor around Driver & around Power plant
    2 5 pt. RFPF WG back & WH front. 151 pts. Sloped FPRP Plastic armor: F30 R30 L30 B30 T15 U16. Acc. 5 (10 HTM), Top speed: 92.5 (67.5 HTM, 112.5 overdrive), HC 5 (6 over 60). Driver equipped with Blended, Improved Body Armor (Police Uniform).
    6595 lbs., $76,763

    Options
  • "Pursuit A" - Remove ISC, upgrade PP to Sport (PC/SC), remove 12 points of armor, Acc. same, Top Speed: 110/82.5/130, 6600 lbs, $76,907

  • "Pursuit B" - "A" with streamlining, no sloping; same acc., Top Speed: 122.5/90/142.5, same weight, $76,195

  • "Pusuit C" - remove ISC, upgrade PP to Sport (PC/SC), replace VMG with RR (HESH), Streamlined not Sloped, 159 Pts armor; Same Acc, Top Speed: 122.5/90/142.5, 6600 lbs., $76,420

  • "Pursuit Special" - "C" + remove 1 mag from GL, ammo now 10 Tear Gas & 10 Flaming Oil, 165 pt. Sloped armor; 6595 lbs., same Acc., Speed, Weight; $76,245

    Design Notes:
  • I decided on only drivers for pursuit and interceptors. Also, I think the 4-wheel police vehicles will have no room for passengers (if it wants to survive on the roads, it needs speed, handling and armor). Passengers will be picked up and transported by small buses (tba) or choppers.
  • Large plant - to save room; power can be picked up with PC/SC, HTM/Overdrive, and ISCC (which I think cops needs to catch rocket propelled bogeys)
  • Solids for help with spikes and debris, and radials because pursuit needs higher HC
  • VMG for 2d6 and good accuracy & long lasting firepower; explosive loads to take out metal armor.
  • Grenade Launcher - a much-maligned multipurpose tool. Here I give the officer a lot of variety - tear gas is just an extra, the smoke has a good defensive purpose, concussion grenades are the crowd pleaser, the rest are good offensive tire shredders
  • I didn't care about total cost because cop-cars are expensive (given their tasks); and RPG-wise I assume communities that can't afford a real cop-car will just deputize Autoduellers.
  • I went for non-Laserproof armor so I could get more of it; Radarproof because (a) money was no object and (b) cops now and in the future would try to exploit radar detection, no?

    Postscript:
    Note that this design concept has been discussed at the SJForum, which yielded this design from ShotGun_Jolly:

    Police Interceptor MK I by ShotGun Jolly: Luxury; Extra Heavy chassis; Heavy Active suspension; Sport PP w/PCs, SCs, Overdrive; 4 PR FP Radial tires. Driver. 2s Turret T. Vulcan MG w/20xHD, 1 Mag in turret Linked to SS; Smokescreen w/10xTear Gas Rear; 2xSpear 1000 MD w/10xTDX left and right rear corner linked to SS. Hi-Res Computer; Tow Bar; Safety Seat; Surge Protector; No-Paint Windshield; Vehicular Computer; Long-Distance Radio; Vehicular Camera; Winch; HD Shocks, HD Brakes, ABS. 135 pts. LRFP (F: 25 R: 24 L: 24 B: 20 T: 30 U: 12); 2x6 pt. LRFP Hubs, 2x6 pt. LRFP RWG F; 2x6 pt. LRFP Hubs, 2x6 pt. LRFP Guards F. Cost: $53,450, Wgt: 6,472, HC: 4 +1R, Top Speed: 125 (145), Accel: 10 (5).
  • Replica: Police Car 2057 - Background

    This is part 2 of my Police Replica attempt (see part 1 here).

    As we all know, from Historical Films of Australian law enforcement, there are two types of police vehicles authorized to patrol the Car Wars type landscape: the pursuit car and the interceptor. Each have special versions. For historical footage (from Youtube) see the American dubbed version here and the original Australian here.


    Pursuit*

    Interceptor*

    Pursuit Special*

    V8 Interceptor**

    What is the Difference Between Pursuit and Intercept?

    Durn fine question. Not sure if the film makes a distinction. Both have a crew of 2 (except Max in his interceptor; and possibly the Pursuit Specials have a crew of one because the Night Rider stole his when he "blew away a rookie [singular]"). Max's interception tactic is to play chicken/ram so I'll take that as a tactic.

    I'll posit that pursuit is for speed and intercept for destruction.

    In game terms, Pursuit standard vehicles are for catching lawbreakers who will be expected to surrender and interceptors are for catching those who won't surrender. I'm arbitrarily deciding that the 2:1 ratio of Interceptor:Pursuit seen in the cruicial footage from Mad Max's opening scene applies to Car Wars America.

    For what it's worth, Wiki describes the Interceptor (Aircraft) thus: "An interceptor aircraft (or simply interceptor) is a type of fighter aircraft designed specifically to intercept and destroy enemy aircraft, particularly bombers, usually relying on great speed. [snip] [Interceptors] sacrifice performance in the air superiority fighter role (ie fighting enemy fighter aircraft) by tuning their performance for either fast climbs or high speeds, respectively. The result is that interceptors often look very impressive on paper, typically outrunning, outclimbing and outgunning less dedicated fighter designs. Yet they tend to fare poorly in combat against those same "less capable" designs due to limited maneuverability."

    * Pictures courtesy of http://www.madmaxmovies.com/
    ** Picture courtesy of Wikipedia

    Sunday, September 2, 2007

    Suggested Rules: Hatchbacks

    Earlier, in my discussion about cargo spaces I suggested that new rules could be added for making a car a hatchback. Here are my suggestions (which are experimental as of yet; I will try to playtest it out).

    Experimental Parameters: Hatchbacks

    I am not applying some of my fanciful ideas to make cargo spaces actually important (I'll try to emphasize my case on the established message boards); these parameters are to apply the same rules that convert a luxury into a station wagon.

    A luxury has 19 spaces and is structurally equivalent to a station wagon which is 21 total, 17 usable and 4 strictly for cargo.

    1. The rule I will start with is that making a standard body style into its 'hatchback' version will add roughly 10% to size (10% of 19 spaces is 2 for this purpose) and the cargo space will need to be, exclusively, 20% of total body (e.g. 4 spaces of the 21 space station wagon).

    Body // Original Size // New Configuration
  • Subcompact // 7 // 6(+2)
  • Compact // 10 // 9 (+2)
  • Midsized // 13 // 12 (+3)
  • Sedan // 16 // 15 (+3)
  • Luxury // 19 // 17 (+4) - i.e. a station wagon
  • Pickup, Camper, Van, Trikes - does not apply

    2. Advantages of Hatchbacking
  • Even without my variant rules for cargo, hatchbacking adds space. Simple.
  • The duelling advantage is that with the elongated space, these bodies advance into the next higher body category for body accessories. So a hatchback subcompact would be the size of a compact for the purpose of 1 space turrets and a hatchback compact would now allow a 2 space turret.

    3. Other rules - hatchback cargo cannot be converted into passenger space.

    My test case will be The 2057 version of The AMC Gremlin.
  • Friday, August 31, 2007

    Jeffro Moved?

    Last year, when I was going through my first-off Car Wars rejuvination (2056 for all you forward leaners), I think I found all of the possible online resources that my computer could access (including the link to the data from UACFH in French).

    One resource, which I realize must have been the impetus for my decision to launch this blog, was Jeffro's gaming blog. It has since moved to a shiny new, and well apportioned, new location.

    Check it out!

    Information I Lack

    About Car Wars, that is. What I said in the previous entry (New Models and Many Rants) was that I don't have CWC25 or AUCFH. I only have CWC2 and online resources. In my attempt to reverse engineer information from the MADHAT design tool, and other stuff, I've put together this list of new/missing information:

    New and Unknown

    1. Military Targeting Laser - what purpose does this have? While I'm not including on this list all the rest of the banned military equipement, this one just confuses me. The rest of the banned stuff just seems to be simple cut-and-paste upgrades (a *heavy* vulcan, a *heavy* autocannon... it reminds me of the D20 Epic rules which reads just like the Players Handbook just with 'epic' added to every phrase. Jeesh.)

    2. This whole list from here:

      1. Anti-Personnel Net Grenade
      2. Airbag Restraints
      3. Biodegradable Munitions
      4. Chemical Laser Grenades
      5. Catalytic Spikes
      6. Explosive Net Grenade
      7. High-Explosive Squash-Head Grenades
      8. Radio-Controlled DSP/LDSP
      9. Portable Stickyfoam Sprayer
      10. Programmable Mines
      11. Pyrophoric Oil
      12. Stickyfoam Discharger
      13. Stickyfoam Neutraliser
      14. Stickyfoam Sprayer
      15. Voice Controls


    3. Stickyfoam - A special mentioned for this. I see this, and its neutralizer, in MADHAT and the name alone gives me the creeps. I am scared to know what rule-massacring this substance does.

    4. Spinal Mounts (I understand it's in ADQ 10/4, which hasn't been HTMLed)


    There may be more, but that will do for now.

    New Models and Many Rants

    At this point, I've uploaded the notes of my old model cars. Now that I have cleansed my mental palette, I can now put up new designs and upgrades.

    The resources I am using for this endeavor are my old books:
    1. Car Wars Pocket Box (1983 Edition)
    2. Truck Stop Pocket Box
    3. Uncle Al 2035
    4. ADQ 3/1, 3/3
    4. Notes from my friends books (I had little disposable income as a teenager, cry me a river)

    And the recent resources:
    1. Car Wars Compendium vol. 2 (1990, ISBN 1556341458) - the only core rulebook still available (see below)
    2. GURPS Autoduel America (1997, ISBN 1556342403) - just to get into the RPG mood
    3. The MADHAT excel car designer
    4. A lot of great online stuff (which I've tried to put in my link-list)

    The problem is that I do not own the most up-to-date rulebooks:
    1. The Car Wars Compendium, vol. 2, 5th Edition. (1996, ISBN 1556343167)
    2. Uncle Albert's Catalog from Hell (ISBN 1556342209)

    The CWC2.5 - as it's known - costs $100-300. UACFH has been seen in the mid-$30 range. After a few months of trying to buy both, I succumbed and purchased CWC2 for $6.99. $300 vs. 7? You do the math.

    I felt the purchase was justified because - as far as I could glean online - there doesn't seem to be major differences. Note, for the life of me, while I can find some errata for the 1990 book (here), it's not on the official page and I don't see a list of changes from 2.0 to 2.5.

    Core Rulebook Rant

    Why are the CORE RULEBOOKS not being printed by Steve Jackson games? Or even being offered as PDF files on their website? Possible answers:

    1. SJGames has introduced an updated "5th Edition" version of the game - which is not well liked, as far as I can tell - and SJ doesn't want to promulgate any books from it's old regime.

    2. and/or SJGames can claim they *do* sell the old books... by providing a page of stores around the world that sell old games. And considering SJGames created "Illuminati" they may also be anonymously selling their stockpile of old rulebooks to make the 500% markup on the cover-price.

    Considering how easy and cheap it would be to make a PDF copy of these books, the fact that SJGames doesn't is infuriating.

    As it is, there are a few new weapons and rules that I don't have in my rulebooks - or have found online. I've spent some time reverse engineering the MADHAT information, but that only goes so far.

    As such, the new designs and rules-rants I will soon post are hampered by my rulebook ignorance. Apologies ahead of time.

    Ox - RPG Tractor/Tow-Truck (Obs.)


    Sleeper Long Nose (tow-truck), Xhvy. Ch. OR suspension, 10 SD tires, driver 6 10pt. wheel-guards, 3-axle drive, derrick, 4 righting porta-shops, super-winch, reg. winch cable, 3 differential locks, auto-battery; 4 space UM turret, 2 linked lasers in turret, (+ 10 pts. Component armor); 2 3 sp. EWP with 3 linked MGs each (linked in 2s & 3s) (+10 pts. component armor), EWP have 10 pts armor, Hi-Res comp., 135 pts plastic armor: F50, R35, L35, B10, U20, T25; HC 1, Acc. 2.5/5; 16190 lbs., $161,100

    Design Notes: In the same issue cited below with the Security Stalker and Warhorse, there was an article about creating tow-trucks. And so this is my option. Overarmed and under-armored as usual.

    It's obsolete because, way back when, I don't think componant armor took up space (or at least my friends and I didn't know about it).

    Schoolbus 2037 - RPG/Replica 30' Bus


    30' bus, Xhvy Ch., Reg. truck PP, 10 SD tires, 6 10 pt WG, driver, 26 passengers, 4 linked RR in 2 turrets (rear higher); ID rear, IFE, 230 FP Armor: F30 30 on all sides B30, 15 all top 10 all underbody; Acc. reg, HC 1, 19200 lbs loaded; $72,950

    Design Notes: A little underarmored for a schoolbus. I estimated each passenger was same size/weight as an adult but that's probably inaccurate in game terms (and while kids in 2007 are massive, how fat can you get on 2050 algae?). This should probably only be used in cities.

    Mary-Jane - 128K Reefer Trailer


    40' reefer trailer, 8 SD tires, 4 10 pt. WG, std. kingpin, 2 4-space turrets (front higher), 2 linked VMG each, 2 linked HL back, SD back, 2 MD (BR, BL), all defenses linked, 2 laser batteries, 1500 pts. Armor plastic armor: F70, B350, sides all 200, all top and bottom 70, weight: 37,135 lbs empty, 58 cargo spaces, $127,750

    Design Notes: Get it, "Mary Jane" for a reefer trailer? I crack me up (20 years ago). Ah well. I guess this is workable. In general, based on personality, I was much more about using offensive than defensive weaponry. I like throwing slugs over forcing control rolls.

    This can be especially applied with trucks: so much weight and space can be given to massive guns. Yum. But convention states 'defensive weapons' so I add them out of tradition.

    It seems odd, though, that trucks in 2037/57 would use dropped solids or oil. While most have solid tires, making spikes negligible, who wants to hit a patch of old mines or oil on I-40 when you've got the hammer down and a curfew to meet? Smoke, ice, paint, flame-clouds, and flaming oil all disappear in a few minutes; but mines and oil should be discouraged by the Brotherhood as a fraternal gesture of goodwill.

    Thursday, August 30, 2007

    Stamino - 118K Tractor


    Sleeper Long Nose, Xhvy Ch., Hvy Sus., 2 reg. truck plants, 10 SD tires, 6 10 pt. WG, HL in turret, AC front, Hi-Res comp. Hi-Res computer; 144 pts. Armor: F40 R30 L30 T25 B9 U10; Acc. reg, HC 0, 16194 lbs, $117,246

    Design Notes: Standard story, low armor, heavy weaponry. And it's a nice idea - two truck plants - and can be useful in long scenario games. Then, if so, the weaponry should be VMGs or even MGs (which are more common and more salvageable). Naturally I need a gunner (for the trailer weaponry and to share the driving) and MORE ARMOR.

    Zeno (Imperial) - 81K Q-Tanker Trailer


    40' Tanker trailer, 12 SD tires, 2 disguised turrets (as tanker portholes) each with AC (front higher), 3 linked HDID (B, BL, BR), explosive kingpin, 22 AP grenades, 400 pts. Armor, F20, all R & L 45, all U & T 35, B 60; 6 10 pt. WG; 44 cargo spaces; unloaded weight 16985; $80,900

    Design Notes: Another concept car; this was based on the idea that tankers normally carried only defensive weaponry. So I felt, gee, why not disguise those tanker covers as turrets! They're both round! Brilliant!

    Clydesdale - RPG Tractor

    Std. Cabover, Std. Chassis, Super Truck PP, 10 SD tires, driver, 60 lbs armor, F20 L15 R15 B0 U10 T10; HC 0, 9990 lbs, $53,800 - can haul 70,010 lbs.

    Design Notes: A thought experiment (putting the strongest engine in the lightest cab). Put some armor on this puppy. And, ya know, a weapon.

    Praetorian (Imperial) - 252K Van Trailer

    40' van trailer, 12 SD tires, 6 gunners, 2 UM turrets (F higher) with 2 linked Lasers each, 5 linked HL back; HDID with mag back, SD with mag & MD linked back (how?), Back Left: HDSS with mag, HDID with mag, SD with mag, MD all linked; Back Right: HDSS with mag, MD, SD with mag, all linked; Front Left & Right: PS each. All defense weapons 'panic link' 6 laser batteries; all gunners have IBA & hi-res computer. Cargo space: 1 self destruct cargo safe. Quick-release kingpin; FPLR armor: F70, B210, all R&L 130, all U & T 50. Unloaded weight: 48630 lbs; $251,850

    Design Notes: The overkill in this vehicle is cartoonish; I almost expect the Coyote to be driving this with a big "Acme" sign on the side of the truck. Yeesh.

    Deathnaught - 225K 40' Bus

    40' bus, driver, 3 gunners, 12 SD tires, 6 10 pt. wheelguards, Reg truck PP, 2 4sp. UM with 2 linked VMG each, 2 linked HL front, AC R & L, 2 linked VMG back, MD with napalm back, Roll Cage, IFE, Cyberlink to HL, 4 Hi-Res computer, No-Paint/Tinted windshield, anti-theft system with 22 AP grenades, 11 smoke dischargers, IR sighting system, 2 laser batteries, 4 ejector seats, LDR, FP armor: F50 (ram), B44. sides all 35, top all 17, under all 18, HC 1, Acc. reg., 26596 lbs., $225,620

    Design Notes: I was like a kid in a candy story. Look at all these idiotic weapons all in one machine. And ejector seats?

    Baalzebub - Flatbed Trailer

    40' flatbed trailer, 8 SD tires, 4 10 pt. WG, Reg. kingpin; 6 space armored box with 2 linked HL rear; 140 pts. Armor: FU 70 BU 70; Box (150) F20 B40 R35 L35 T20; HC 1; 8630 lbs., $46,800

    Design Notes: As I mentioned with choppers, there's just so much weight and weaponry available for trucks that unless there's a severe price limit (and usually there are for scenarios/RPGs) the trucks become rolling death machines. And rightly so, don't get me wrong.

    Battleaxe - 120K Std. Copter


    Std. Copter, Super Copter PP, pilot; 2 linked HL front, 2 linked HL rear; 760 pts. Armor: F170 B130 L125 R125 U150 T60; Acc. 5, HC 2; $119,990

    Design Notes: I love the image of the name and the weaponry together. The image of the double-headed blade and the double-ended chopper. This needs an update.

    Wizard - Div80 Copter

    Small Copter, Small PP, Dual Blade, 1 space bomb rack, 1 bomb, 2 linked Twin-Laser front, cyberlink; Armor: F40 R35 L35 B35 U40 T5; $79,050<

    Design Notes: This is a pretty nasty chopper (I could probably do without the bomb and put in some kind of missile system). I should upgrade/update. I happen to be partial to Twin Lasers (I'll save the discussion for a rant).

    Tigerhawk - Div50 Small Copter

    Small copter, Small PP, pilot, UM turret with RR & mag (fires back), 2 linked RR front, computer; 273 pts. Armor: F60 R45 L45 B50 U60 T13; Acc. 5, HC 2; 7995 lbs., $49,960

    Design Notes: Hey, why not. I think I threw in magazines when I could think of nothing else to use in a space (instead of something more useful in a duel, like a fire extinguisher).

    Stratofortress 2037 - Unlimited/RPG Transport Copter

    Transport Copter, Super PP, Pilot & 4 gunners, 2 linked VMG front, 2 linked MGs B, R, L; 2 linked MGs in 4 sp. Cupola; incendiary ammo for all. IFE, 5 hi-res comp.. FP armor: F110 R90 L90 B100 T55 U110; Acc 5, HC 1; 20000 lbs, $190,850; 4 cargo spaces - 700 lbs.

  • Targeting Fortress - remove 4 hi-res, upgrade VMG to HD-Incen., add Infrared and 4 cyberlinks, no cargo: $244,950

  • Bomb Fortress - remove gunners, replace with computer gunners, ammo regular, remove IFE, add 9 bombs, 2 cluster bombs; no cargo; $204,150

  • Fortress Deluxe - add CACR, RL back with computer gunner, $233,500

  • Laser Fortress - upgrade MG to LL, VMGs to Lasers, 3 laser batteries, 1 cargo sp., 300 lbs., $212,200

    Design Notes: As you'll see with my tractor-trailers, I just went crazy with weaponry without much strategic thought. There's so much room, enormous weight capacity, and no price limit: so why not 8 machine guns?! Yeah, why not.
  • War Pig - RPG Std. Copter

    Std. Chopper, Super PP, driver & 1 passenger, HL in 3 sp. UM turret (facing rear), 2 linked AC front, 3 cluster bombs, 889 pts. Armor: F200, R140, L140, B140, T89, U180, Acc. 5, HC 2, 19996 lbs., $122,270

    Combat record: 41 hits front, 45 to L, 15 to top, 10 to R, and 1 pt. each to all internals (fire?) Did I even fire my guns?

    Design Notes: This was in some scenario, either a dogfight or fighting more than one ground vehicle (maybe an agreed upon limit of $125K?). Choppers, like trucks, were designed late enough in Car Wars history that they were more logical in allowing enormous weaponry and armor. Fun fights but air-war can last a long time.

    Seismic - Div30 One-man Chopper

    One-man chopper, mini-PP, pilot, VMG with mag front, 160 pts. Armor: F35 B30 R30 L30 U30 T5, rotors 3, Acc. 5, HC 3, 4995 lbs, $26,010

    Design Notes: Is there any simpler chopper? I had notes for a "Sizzler" Option - incendiary ammo in VMG, remove mag. put in FE, FP armor, but I don't have the final cost or weight (and MADHAT - which I've come to rely entirely too much upon - don't do choppers).

    Havoc - Div75 Small Copter


    Small Copter, Small PP, Pilot, 2 linked Lasers front, 3 CB, Hi-Res computer; 260 pts. Armor: F60, R45, L45, B40, U50, T20; Acc. 5, HC 2, 8000 lbs., $60,800

    Combat record: 30 hits to rear, not much else.

    Design notes: Like with bikes, copters started off very simple without many doodads. And unless you like 3D-Tic-Tac-Toe, multiple bogey chopper duels can get prohibitively complicated. Still, I liked the ability to pile on armor with heavy weaponry.

    Zephyr - Medium Cycle


    Medium Cycle, Hvy Sus., Med. PP, 2 PRR, RL front, Targ. Comp., 38 pts Armor: F19 B19; Acc. 10, HC 3; $5668

    Combat record: 8 shots to rear tire, 2 to front tire, destroyed RL.

    Design Notes: In the old days there wasn't much to do with motorcycles. They're meant to travel in packs and are basically mobile gun platforms. In recent years there have been more accessories that make them a bit less vanilla.

    Asteroid (Galaxy) - Div10 Heavy Cycle & Sidecar


    Heavy Cycle, Hvy. Sus., Super Cycle PP, Driver, 2 PR tires, RR front, SD back, Armor F10 B10; Acc. 10, HC 2 (and with sidecar); 1295 lbs, $5990

    Sidecar ("Asteroid Field) - Heavy CTS, Std. sus., RL in turret, PR tire; Armor: F2 RS B2 U1 T4; HC 1, 797 lbs., $3100 (total: $9600)

    Design Notes: What's not to like? Well maybe that the sidecar can be blown away with 1 shot from an MG, but, hey, that's the biker life.

    Wednesday, August 29, 2007