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Old 03-17-2019, 06:06 PM   #291
Racer
 
Join Date: Jan 2006
Location: London, UK
Default Re: The Unoffial 2056 Vehicle Guide

Remembered that Mirco Props should only weigh 100lbs .

ADQ 7/1 had them at 100lbs and 4DP ; Aeroduel had them at 200lbs and DP , where as the Airplane Propeller is 250lbs for 10DP inexplicably . Considering who wrote/edited Aeroduel and their 'frequent' mathematical errors , I'd use your own logical sense to draw your own conclusion on correct stats ...
Unfortunately UACFH seems to have propagated the error .

Gives you an extra 100lbs of Cargo or equipment to play with . On a 3,000lb Autogyro that could make one heck of a difference !
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Old 03-17-2019, 09:04 PM   #292
Jeremy Willis
 
Join Date: Nov 2016
Default Re: The Unoffial 2056 Vehicle Guide

I haven’t posted on these boards for a couple years, but I shared this strange vehicle I made on the current MadHat duel chat...

“The Egg Carton”: van, standard chassis, large plant front, heavy suspension, 4 PR tires, driver with a 10-pt Component Armor, 11 passengers each with a 10-pt Component Armor, ram plate, armor: F20, L5, R5, B5, T5, U10, accel. 5, top speed 90, 6,000lbs., $8,350

“Hard Boiled” option: replace all passengers with fake passengers, upgrade tires to PR radials, upgrade ram plate and front armor to 55 points, downgrade chassis to light, accel. 5, top speed 95, 5,400lbs., $12,525
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Old 03-17-2019, 10:16 PM   #293
Jeremy Willis
 
Join Date: Nov 2016
Default Re: The Unoffial 2056 Vehicle Guide

Here is another vehicle I designed a few years ago. I was attempting to make a common, everyday, work truck. Useful without being too expensive...

“Workhorse”: pickup, heavy chassis, super plant with PC’s, 4 solid tires, driver, 2 passengers, MG front, FOJ back, HD-shocks, armor: F30 L15, R15, B30, T5, U15.
Without cargo: HC 3, accel. 10, top speed 120, 5,460lbs., $14,775

Total cargo capacity: 11 spaces, 1,690lbs.
One pound of cargo reduces acceleration to 5
41 pounds reduces HC to 2
1,638 pounds still allows top speed of 100mph

Fast and agile when empty to quickly get to the next job, or home when the work is done!
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Old 03-17-2019, 10:35 PM   #294
Magesmiley
 
Join Date: Aug 2011
Location: Snohomish, WA
Default Re: The Unoffial 2056 Vehicle Guide

Here's a moderate passenger vehicle I quickly cobbled together:

Traveler DF -- Station Wagon, Extra-Heavy chassis, Heavy suspension, Large power plant w/SC, Fire Extinguisher, 4 Puncture-Resistant tires, Driver, Gunner, 4 Passengers, Vulcan Machine Gun in Turret, Flaming Oil Jet Back, Plastic Armor: F30, L25, R25, B25, T25, U10, 2 5-pt Wheelguards Back, 2 5-pt Wheelhubs Front, Cargo: [3 spaces, 440 lbs. @ Top Speed 90], Acceleration 5, Top Speed 92.5, HC 3, 6160 lbs., $15275
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Old 03-19-2019, 04:41 PM   #295
swordtart
 
Join Date: Jun 2008
Default Re: The Unoffial 2056 Vehicle Guide

Let's go stingy cheap :)

Shrimp Dreg by Swordtart:
Subcompact; Heavy chassis; Heavy suspension;
100 cid Engine (damaged with only 1 DP); 4 gal. Economy tank;
4 Solid tires (damaged with 5 DP down).
Driver.
6 x linked AP Mini Rocket, F.
11 pts. LR Metal and 34 pts. Plastic (F: 11/7 R: 0/7 L: 0/7 B: 0/7 T: 0/1 U: 0/5);
1x10 pt., 2 spc. Plastic CA (Driver).
Cost: $2,825, Wgt: 2,348, HC: 4, Top Speed: 85, Accel: 10.



Sometimes even dregs get their act together using salvaged components and produce something with high 1st and 3rd party lethality.

The example above is a typical Dreg model, in this case re-built from a Shrimp donor vehicle. Subcompacts and Compacts often feature in Amateur Nights and salvaged kills are often sold off at Arena auctions at knock down prices. Dreg workshops strip out and sell components that have any residual value and put together basic vehicles with parts that are beyond economic repair.

Midsize and even the occasional Luxury vehicles with light chassis or poor suspensions can also encountered, often heavily plated with polished metal and with weapon systems swapped out for cheap rockets. Encounters with the following modified vehicles have been reported: Platypus, Shiruken, Sizzler and Thresher. All were sporting some variant of rocket.

Metal armour is cheaper than plastic and more easily fabricated and installed with even basic tools. Armour is generally polished as this is a very cheap way to protect against Lasers. The 100 cid plant is very common and damaged versions can be picked up from wrecker gangs for a fraction of the list price. The mini rocket is also cheap and some dregs can even fabricate their own with school level chemistry. Often component armour is used as a cheaper alternative to external armour, surprisingly often protecting the driver.

A Dreg vehicle will often be under populated with components compared to a combat vehicle and have more space for component armour than they have components to armour. They may also have a dedicated gunner and possibly armed passengers (though these tend to dismount before combat and set up ambush).

Dregs are the exception to the rule that "all the crazies have died out". They are often fearless and even suicidal. This may be their last chance to secure some salvage to posthumously support their families.


Some will wince at the use of damaged components to bring the price down, but hey, they are dregs, what do you expect ;)

Vehicles of this type may seem a low threat to "proper" vehicles, and in small numbers they are, but dregs often use wave attacks to wear you down (and to deplete your DW stores) without giving you the chance to repair and replenish between waves.

In my road Trucking campaign the terminal encounter was with three waves of dregs (each encounter was less than a mile from the others so there was no opportunity to make repairs).

Wave 1: A "Tinman" pulled out of a an access road directly across the highway dropping a spike plate and oil to force a ram, tyre damage, control loss or to funnel the convoy closer to the access road where a "Penny Dreadful" was hidden, waiting to discharge a bank of 6 mini rockets at point blank range. The "Tinman" breached one of the escorts in a side swipe preventing it taking any effective part in the rest of the journey. The other escort took a broadside from the "Penny Dreadful but it's metal armour largely protected it other than for a severe control loss that almost had it ram the Rig. The "Tinman" was totalled by a ram from the Rig, but the "Penny Dreadful" escaped undamaged and with its two light rockets unfired.

Dreg Shiruken "Tinman" by Swordtart:
Luxury; Light chassis; Light suspension;
Large PP (Damaged -5 DP);
4 PR tires (Damaged Tires -5 DP);
Driver.
2xOil Discharger; Drop-Spike Plate; Link (all DW);
30 pts. LR Metal and 30 pts. Plastic (F: 7/5 R: 13/5 L: 5/5 B: 4/5 T: 1/5 U: 0/5);
1x10 pt., 2 spc. Plastic CA (Driver);
Cost: $2,540, Wgt: 4,950, HC: 1, Top Speed: 102.5, Accel: 5.

Dreg Platypus "Penny Dreadful" by Swordtart:
Compact; Standard chassis; Light suspension;
Medium PP (Damaged -5DP);
4 PR tires (Damaged -5DP);
Driver;
2 x linked AP Light Rocket on mini rocket platform T; 6 x linked AP Mini Rocket F,
22 pts. LR Metal and 43 pts. Plastic (F: 9/12 R: 2/8 L: 2/8 B: 6/9 T: 2/3 U: 1/3);
1x10 pt., 2 spc. Plastic CA (Driver).
Cost: $2,876, Wgt: 3,700, HC: 1, Top Speed: 97.5, Accel: 5.


Wave 2 - Three "Two Up"s emerged from behind a building and quickly accelerated before fire could be brought to bear on them. Without a vehicle weapon they were assumed to be a non-threat so only a single escort broke off to engage them, but in a head to head face off the dregs managed to destroy a wheel with point blank AR fire from the pillions and shotgun fire from the rider (yes even with the -3 for the driver firing a handgun from a moving vehicle, he was still able to hit the by now unprotected tire) effectively taking it out of a running fight. One bike's plant was destroyed and and the immediate deceleration prevented it taking planned evasive action and it instead rammed the escort and further degraded it (and was itself confettied in the process). The remaining bikes bore down on the rig depleting all but 2 shots of FOJs, before they drew alongside in time for 2 pillions riders to succeed in boarding the flatbed trailer of the rig and hide among the cargo (frankly at a loss as to what to do at that point as they hadn't really expected to make it). The bikes and riders attempted to evade, but were either shot or sideswiped to destruction. In the aftermath the pillions successfully frustrated attempts to rearrange the convoy as they could fire onto the top of passing vehicles from cover with their ARs. No one was prepared to leave a vehicle to dig them out of the cargo and instead the convoy wisely decided to turn back to repair and let the truck stop security forces deal with the dregs on the trailer..

Dreg Two Up by Swordtart:
Medium Cycle; Improved suspension;
100 cid Engine (Damaged -5DP); 4 gal. Racing tank;
2 PR Radial tires (Damaged -5DP); 1x1 pt. Plastic Guards F; 1x1 pt. Plastic Guards B; 1x6 pt.
Cyclist. Pillion Passenger;.
7 pts. Plastic (F: 4 R: 0 L: 0 B: 3 T: 0 U: 0);
3 spc; Plastic CA (Engine and tank); 1x6 pt., 2 spc. Plastic CA (Rider).
Cost: $1,947, Wgt: 1,080, HC: 2, Top Speed: 130, Accel: 15.



The final wave was 5 "Six Shooters". These had to pursue, and the convoy might have escaped. However with one escort with a wheel down the debris strewn roads meant that the convoy was forced to travel at 50 in order to maintain Handling Status. With a much higher base HC the dregs were not so constrained and they steadily gained on the convoy at 3.5" per second until they were able to overtake the convoy.

Thresher Dreg "Six Shooter " by Swordtart:
Subcompact; Standard chassis; Heavy suspension;
100 cid Engine (Damaged -5DP); 4 gal. Economy tank;
4 Solid Radial tires (Damaged -5DP);
Driver;
6 linked AP Mini Rocket F.
10 pts. Sloped LR Metal and 25 pts. Sloped Plastic (F: 5/17 R: 1/2 L: 1/2 B: 1/2 T: 1/1 U: 1/1).
Cost: $2,754, Wgt: 2,298, HC: 5, Top Speed: 85, Accel: 10.


With the convoy now largely unable to defend it's rear the "Six Shooters" approached at full speed in close formation (weaving in and out to prevent sustained fire) making them a very difficult target. Having missed several times with its twin pulse laser turret, the Rig elected to turn slightly and stop, to clear it's firing arc and to create a stable firing platform. This proved unwise.

As well as allowing the now stationary and braced pillions in the trailer to target the side of the cab with increasingly accurate AR fire, the closing speed increased to 8.5" per second reducing the number of shots the rig could fire before the dregs closed to effective rocket range. The one shot that hit was largely defeated by the LR armour (with only one of the pair of lasers hitting, halving it made a fairly pathetic strike).

When it closed to point blank, the lead dreg fired its volley of Mini Rockets into the side of the tractor halving its armour. With its amazing HC (boosted by an additional +1 for reflexes) the dreg was then able to do a 90 degree bend round the front of the rig, ramming an escort trike in the side and disabling it (destroying the plant of the dreg and wounding the driver forcing it to coast to a stop on the verge).

The second dreg adopted the same point blank attack reducing the tractor side armour to a few points. In the next turn, just before contact, the rig was able to fire at this dreg, finally managing to hit with both lasers, blasting through the top armour and killing the driver. The base HC of the vehicle prevented a control loss and, with the dead driver unable to steer round the rig as planned, the dreg instead rammed the badly damaged side of the tractor. Even with DMs the dozen or so points that penetrated were enough to kill the sole remaining crewman in the rig.

At this point the only remaining mobile escort decided to get the heck out of dodge, leaving three undamaged and fully armed dregs (plus the two in the trailer and the wounded dreg from the vehicle that rammed the trike) to mop up.

Last edited by swordtart; 03-21-2019 at 08:14 AM.
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Old 03-21-2019, 12:40 AM   #296
Racer
 
Join Date: Jan 2006
Location: London, UK
Default Re: The Unoffial 2056 Vehicle Guide

Was always a bit disappointed at Cargo capacity vs cost of Ten Wheeled Trucks . And the lest said about Vans the better ... Then remembered the Loadmaster Bus from VG1 ... hmmm ...

Bedford Cargobus Mk II - Minibus , X-Hvy Chassis , Small Truck PP , Improved Fire Extinguisher , 10 Solid Tires , Driver w/SWC & 10pts Component Armour , Gunner w/SWC & 10pts CA , 2 Linked VMGs in 4-Space Turret , 3 Linked Spike Droppers - L , R & B - each w/10 Shots Explosive Spikes & 10pts CA , Link VMGs-SDs , Plastic Armour : F40 , L30 , R30 , B40 , T30 , U16 , 2-10pts Wheelguards F , 2-5pt Wheeelhubs F , 4-6pt Wheel guards Back , 4 Fake Wheelhubs B , Cargo : 12 Spaces & 2,411lbs @ Top Speed 100mph , Acceleration 2.5/5mph , Top Speed 110mph , HC 1 , 11,989lbs , $50,200 .

Well protected Cargo Minibus . The Mk 2 upgrades from a FE to a IFE . An excellent delivery vehicle for areas where Vans are too vulnerable & Trucks too large & costly . More than triple the Cargo weight & double the Space of an average Van - with more than DOUBLE the average points of Armour & much tougher Solid Tires . At just over $50K , it is less than twice cost of average Electric Powered Van ( $27,100 in VG2 ) . Q versions which swap cargo capacity for extra VMG pairs & some SDs for MDs & stripped out pure cargo versions all enhance perception of defensiveness & improve upon the utility of the basic models .

[ With 6 Armour facings vs 10 on the Trucks , smaller PP & internal protection , make this a much better budget hauler than a $70K-$90K Ten Wheel Truck . Those Component Armours can soak up a hell of a lot of damage in rear & side attacks . It's heavy enough to avoid the front end & to those wary enough to snipe F or B at a distance , the Q versions extra pair of VMGs ( or TWO ) can easily chew light vehicles apart in a few combined hits ... Was extremely well received on Combat Garage - it's big brother the Sunderland 40'Cargo Bus got a 5★ rating across the board ! ;-) ]
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Last edited by Racer; 03-25-2019 at 02:25 AM.
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Old 03-21-2019, 07:59 AM   #297
swordtart
 
Join Date: Jun 2008
Default Re: The Unoffial 2056 Vehicle Guide

Trailers, we need trailers too ;)

I had a multi section Minibus design that used a non-canon extra high capacity hitch. The first section was powered and just had the driver and several gunners. This towed an unpowered minibus that had space for a dozen passengers plus cargo. There was also a gunner station, and an auxiliary computer gunner and a laser battery allowing for independent firing if separated from the other sections. This unit had another hitch to tow another identical unpowered unit.

Each unit had side sponsons and turret and the rear section had a rear sponson as well. On a good day you could get 12 VMGs to bear on a target, or split fire between 10 separate opponents (good for HS nibbling). The passengers could also supplement fire with hand weapons out of ports and regular Q runs substituted passengers with two dozen well armed guards that could wipe out run of the mill biker gangs single handed.

If I can find it, I'll post it. It may even be possible to construct it without the extra hitch now the tow bar exists.
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Old 03-21-2019, 08:16 AM   #298
swordtart
 
Join Date: Jun 2008
Default Re: The Unoffial 2056 Vehicle Guide

Quote:
Originally Posted by Racer View Post
Was always a bit disappointed at Cargo capacity vs cost of Ten Wheeled Trucks.]
A simple non-canon fix is to treat the max load as the max load for the cab only. Allow twice that for the carrier and you get numbers that are far more credible without changing a load of rules.
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Old 03-21-2019, 01:18 PM   #299
juris
 
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Join Date: Jun 2012
Location: CA
Default Re: The Unoffial 2056 Vehicle Guide

Minibuses/ten wheelers are about the only chassis that can pull a 30' car trailer - no need for a 'super duper' hitch is 30' not enough? ;)

There's a number of designs in AMs stock vehicle list that take advantage of this.

Of course a 10 wheeler pulling a trailer is still inferior to a similarly priced 18 wheeler.

Agree with Racer 10 wheelers are a broken chassis. I think the solution would be to make half the space of the trailer cargo (same should apply to big rig trailers IMO). How come Vans have 7 spaces of cargo but a van trailer can use all 80 spaces for weapons? Doesn't make any sense.
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Old 03-21-2019, 02:11 PM   #300
43Supporter
 
Join Date: Dec 2007
Default Re: The Unoffial 2056 Vehicle Guide

Quote:
Originally Posted by juris View Post
Agree with Racer 10 wheelers are a broken chassis. I think the solution would be to make half the space of the trailer cargo (same should apply to big rig trailers IMO). How come Vans have 7 spaces of cargo but a van trailer can use all 80 spaces for weapons? Doesn't make any sense.
I have "fixes" for both of these problems in my personal files.

For 10-wheelers: Instead of having to buy the "carrier" separately, the Van Carrier is assumed to be the "baseline" carrier, with the others increasing or decreasing cost and mass depending on type (for ex.: The Refrigerated Carrier is "+$1,500; +200 lbs.; -5 sp."). Also: 10-wheelers only have 10 armor locations [Cab F, L, R, T, U; Carrier B, L, R, T, U] (Flatbeds, obviously, do not have Carrier B, L, R, and T; Dumpers do not have Carrier T).

So here's what a "revised" GNMC _Viking_ looks like:

10-W Longnose; XH ch.; Md. PP; 10x Solid tire; Dr., Gn. 3x RL [1 ea. F, L, R]; 1 cargo sp. Carrier: Van. 4-sp. Tu.; 2x RL (L) [Tu.]; HDOJ [B]; Cargo: 26 sp./4,590 lbs. Armor: Cab: F, L, R, T: 40; U: 33. Carrier: B, L, R, T: 40; U: 33. $75,532; 19,800 lbs. (l).

For Vans, one obvious fix is to increase max. load to 6,500 lbs. for Std. chassis (same as Pickups).
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