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Old 01-19-2009, 01:50 AM   #1
chaoticsyst3m
 
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Default Car Wars Variant VDS

I spent a good portion of Nov/Dec '08 creating an alternative vds for my gaming group (in preparation for the great Car Wars resurrection of '09). My goal was to balance the game better and greatly simplify vehicle design. There are no chassis mods, no special munitions, and engine power matches the max loads for cars. We are playtesting it now. I condensed the vds to fit in this forum post. I do have stats for cycles and trikes, but I'm only presenting the cars. We play 5e rules, but the vds can be used with 2.5 or 5e rules with only minor differences (which I point out).

STEP 1: BODY SIZE
Compact - $800, 800 lbs., max load 3,200 lbs., 8 spaces, HC 1.
Mid-size - $1,200, 1,200 lbs., max load 4,800 lbs., 12 spaces, HC 1.
Luxury - $1,600, 1,600 lbs., max load 6,400 lbs., 16 spaces, HC 1.
Pickup - $2,000, 2,000 lbs., max load 8,000 lbs., 20 spaces, HC 1.
Van - $2,400, 2,400 lbs., max load 9,600 lbs., 24 spaces, HC 1.

STEP 2: POWER PLANT
A car with power equal to its weight will accelerate 5 mph and have a top speed of 90 mph. A car with power double its weight will accelerate 10 mph and have a top speed of 100 mph. A car with power triple its weight will accelerate 15 mph and have a top speed of 110 mph. [5e: Ignore the last sentence and double acceleration.]

40kW Fuel Cell - $500, 200 lbs., 1 space, 2 DP, 1,600 power.
80kW Fuel Cell - $1,000, 400 lbs., 2 spaces, 4 DP, 3,200 power.
120kW Fuel Cell - $1,500, 600 lbs., 3 spaces, 6 DP, 4,800 power.
160kW Fuel Cell - $2,000, 800 lbs., 4 spaces, 8 DP, 6,400 power.
200kW Fuel Cell - $2,500, 1,000 lbs., 5 spaces, 10 DP, 8,000 power.
240kW Fuel Cell - $3,000, 1,200 lbs., 6 spaces, 12 DP, 9,600 power.
280kW Fuel Cell - $3,500, 1,400 lbs., 7 spaces, 14 DP, 11,200 power.
320kW Fuel Cell - $4,000, 1,600 lbs., 8 spaces, 16 DP, 12,800 power.
360kW Fuel Cell - $4,500, 1,800 lbs., 9 spaces, 18 DP, 14,400 power.
400kW Fuel Cell - $5,000, 2,000 lbs., 10 spaces, 20 DP, 16,000 power.
440kW Fuel Cell - $5,500, 2,200 lbs., 11 spaces, 22 DP, 17,600 power.
480kW Fuel Cell - $6,000, 2,400 lbs., 12 spaces, 24 DP, 19,200 power.

Platinum Catalysts - $250. Adds 400 to power.
Superconductors - $500. Adds 800 to power.

STEP 3: TIRES
Standard - $50, 30 lbs., 4 DP.
Heavy-Duty - $125, 45 lbs., 8 DP.
Solid - $250, 60 lbs., 12 DP.

High Performance Tires - $125 per wheel. Adds 1 to HC.

STEP 4: CREW
[unchanged]

STEP 5: WEAPONS
The total spaces of weapons mounted on any one side cannot exceed half your car's maximum spaces. [5e: 'Reverse' the to-hit numbers and triple ranges.]

Anti-Tank Rocket (ATR) - To-hit 9, 3d damage, $150, 50 lbs., 1 space, 1 DP, 1 shot.
Auto Shotgun (AS) - To-hit 6, 1d damage, $900, 125 lbs., 1 space, 2 DP, 10 shots, CPS $30, WPS 2.5 lbs. Does -1 damage for every full 4" of range.
Autocannon - To-hit 6, 4d damage, $3,600, 700 lbs., 4 spaces, 5 DP, 10 shots, CPS $90, WPS 10 lbs.
Chaingun (CG) - To-hit 6, 3d damage, $2,800, 525 lbs., 3 spaces, 4 DP, 10 shots, CPS $70, WPS 7.5 lbs.
Flamethrower - To-hit 6, 1d damage, $450, 300 lbs., 2 spaces, 3 DP, 10 shots, CPS $30, WPS 5 lbs. Maximum range 8".
Flaming Oil Jet - $350, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS $20, WPS 2 lbs. Does 1d-3 damage to each wheel.
Grenade Launcher - To-hit 8, 1d damage, $900, 125 lbs., 1 space, 2 DP, 10 shots, CPS $30, WPS 2.5 lbs. [abilities unchanged]
Heavy Flamethrower (HFT) - To-hit 6, 2d damage, $750, 600 lbs., 3 spaces, 4 DP, 10 shots, CPS $50, WPS 10 lbs. Maximum range 8".
Heavy Laser - To-hit 5, 3d damage, $7,500, 525 lbs., 2 spaces, 3 DP, unlimited shots.
Heavy Machine Gun - To-hit 7, 2d damage, $1,500, 300 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. Does 2 hits of damage if it misses by 1.
Incendiary Rocket (IR) - To-hit 9, 3d damage, $300, 50 lbs., 1 space, 1 DP, 1 shot.
Junk Dropper - [unchanged]
Light Laser - To-hit 5, 1d damage, $3,000, 175 lbs., 1 space, 1 DP, unlimited shots.
Machine Gun - To-hit 7, 1d damage, $900, 150 lbs., 1 space, 2 DP, 20 shots, CPS $30, WPS 2.5 lbs. Does 1 hit of damage if it misses by 1.
Medium Laser - To-hit 5, 2d damage, $5,000, 350 lbs., 2 spaces, 2 DP, unlimited shots.
Micro-Missile Launcher - To-hit 8, 1d damage, $600, 100 lbs., 1 space, 1 DP, 10 shots, CPS $30, WPS 2.5 lbs.
Minedropper - $500, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS $50, WPS 5 lbs. Does 2d damage to the underbody.
Minigun (MNG) - To-hit 6, 2d damage, $2,250, 350 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. Does 2 hits of damage if it misses by 1.
Oil Jet - [unchanged]
Paint Sprayer - [unchanged]
Recoilless Rifle - To-hit 7, 3d damage, $2,050, 375 lbs., 3 spaces, 4 DP, 10 shots, CPS $75, WPS 7.5 lbs.
Rocket Launcher - To-hit 8, 2d damage, $1,000, 200 lbs., 2 spaces, 2 DP, 10 shots, CPS $50, WPS 5 lbs.
Smokescreen - [2 DP but otherwise unchanged]
Sonic Cannon - To-hit 6, 3d damage, $6,000, 750 lbs., 3 spaces, 4 DP, unlimited shots. [abilities unchanged from 5e]
Spike Dropper - [2 DP but otherwise unchanged]

STEP 6: EXTRAS
Active Suspension - $4,000, 100 lbs. Adds 2 to HC. If a car with active suspension blows a tire, it's HC is only reduced by 2. [5e: only reduced by 1]
All-Wheel Steering (AWS) - $1,000, 50 lbs. Adds 1 to HC. A car with all-wheel steering can perform a 105 degree bend as a D7 maneuver. [5e: as a D6 maneuver]
Antilock Braking System - $500. [abilities unchanged]
Big Brakes - $200 per wheel. Increases safe deceleration by 10 mph.
Coilover Shocks - $200 per wheel. Adds 1 to HC.
Electronic Stability Control (ESC) - $500. Subtracts 1 from the Crash Modifier if you fail a Control Roll for a maneuver. Requires an antilock braking system.
Extra Magazine - [unchanged]
Fire Extinguisher - [unchanged]
Impact Trigger - [same as bumper trigger]
Link - [unchanged]
Low Profile - $500, 2 spaces. A low profile car is -1 to target and its top speed increases by 10 mph.
Pupil Scanner - $2,000. Adds 1 to the to-hit numbers of all aimed weapons for one crew member. Requires a targeting computer for that crew member.
Ramplate - $500, 300 lbs. A car with a ramplate does an extra 1d ram damage and takes only half damage to its front in a collision.
Smart Link - [unchanged]
Spoiler - $600, 20 lbs. Adds 1 to HC.
Targeting Computer - [unchanged]
Turret - One-space ($1,000, 100 lbs., 1 space), two-space ($1,500, 200 lbs., 2 spaces), three-space ($2,500, 300 lbs., 2 spaces)
Wheel Armor - $200, 80 lbs., adds 5 DP to each wheel. Wheel armor can be fire-resistant for $100 more or fireproof for $200 more.

STEP 7: ARMOR
Compact - Normal ($12, 6 lbs.), Fire-Resistant ($18), Fireproof ($24)
Mid-size - Normal ($16, 8 lbs.), Fire-Resistant ($24), Fireproof ($32)
Luxury - Normal ($20, 10 lbs.), Fire-Resistant ($30), Fireproof ($40)
Pickup - Normal ($24, 12 lbs.), Fire-Resistant ($36), Fireproof ($48)
Van - Normal ($28, 14 lbs.), Fire-Resistant ($42), Fireproof ($56)
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Old 01-19-2009, 02:50 AM   #2
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Default Re: Car Wars Variant VDS

This does look rather interesting - please let me (us!) know how the playtesting goes.

I'm getting closer to finish on my CarDesign program, and as soon as that's done, I'd start creating a complete program for playing CarWars alone or over the net. Would it be okay if I used your design system?
It's probably a *lot* easier to code a more simple design ;)

Ciao,
Klaus
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Old 01-19-2009, 07:37 AM   #3
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Default Re: Car Wars Variant VDS

Quote:
Originally Posted by klausbreuer
Would it be okay if I used your design system?
It's probably a *lot* easier to code a more simple design ;)
You can do whatever you want with it. I mean...I did post it in a public forum.

If you're lookin' for something simple, you could trying coding the unofficial vds for 5e (which was my starting point).
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Old 01-19-2009, 08:17 AM   #4
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Default Re: Car Wars Variant VDS

Quote:
Originally Posted by klausbreuer
I'm getting closer to finish on my CarDesign program, and as soon as that's done, I'd start creating a complete program for playing CarWars alone or over the net. Would it be okay if I used your design system? It's probably a *lot* easier to code a more simple design ;)
Wouldn't it be better to have the playing program load vehicle designs from the designing program, thus reusing the code you've already written?
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Old 01-19-2009, 09:03 AM   #5
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Default Re: Car Wars Variant VDS

Quote:
Wouldn't it be better to have the playing program load vehicle designs from the designing program, thus reusing the code you've already written?
Of course :-)

But it would not be terribly difficult (the code is neatly subdivided, all I'd have to do is take some parts out and change some data files). Of course I'd prefere The One And Only True 2e Version, but if I do get some major difficulties from SJG...
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Old 04-05-2009, 01:36 AM   #6
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Default Re: Car Wars Variant VDS

My friends and I have been playing Car Wars using my variant vds every other weekend for the last three months now. First off, let me tell you that my friends looove playing Car Wars. One weekend I suggested we play something else, and I was met with an emphatic "NOOOO!" I think SJG might have a hot property on their hands here!

I let everyone know the division and rules for each match, and they email me their designs. I check them over for legality and print up a schematic for each car. Then, on Gaming Night, we have 7-9 player autoduels with me refereeing. Here are some pics.

I've made three minor changes to my rules thus far:

1) A ramplate now does an extra +1 ram damage per die instead of an extra 1d. I found that rolling the extra die (a la bumper spikes) is awkward, and I'd prefer to just have one roll determine the total damage to both cars.
2) Wheel armor is now $800, 200 lbs., and adds 10 DP to all wheels. FR is +$400 and FP is +$800. I initially made wheel armor too cheap and realized its price should be comparable to upgrading tires. Also, wheel armor was too thin (5 DP) to offer serious tire protection.
3) The Sonic Cannon was a bit strong in playtesting, so I added the following line to its text: A Sonic Cannon does half damage to a side if the firer is not in that side's arc. So, now a Sonic Cannon typically does 3d damage to one side and half damage to an adjacent side. A skilled driver can maneuver into two of the target's firing arcs and still do the full 3d + 3d damage, though.

I gave my friends some additional toys to play with recently:

Subcompact - $600, 600 lbs., max load 2,400 lbs., 6 spaces, HC 1, normal armor ($10, 5 lbs.), FR ($15), FP ($20).

60kW Fuel Cell - $750, 300 lbs., 2 spaces, 3 DP, 2,400 power.

Flame Cloud Ejector - $1,000, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS 50, WPS 5. [Does 1d-2 damage but abilities otherwise unchanged; 5e: 20 shots, CPS 25, WPS 2.5]
Gauss Gun - To-hit 5, 3d damage, $6,000, 400 lbs., 2 spaces, 3 DP, 10 shots, CPS 50, WPS 5.
Gauss Needler (GN) - To-hit 5, 1d damage, $2,000, 125 lbs., 1 space, 2 DP, 10 shots, CPS 20, WPS 2.5. Damage is halved against any part of a vehicle except the tires.
Ice Dropper - $500, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS 20, WPS 2.
Microgun (MCG) - To-hit 6, 1d damage, $1,350, 175 lbs, 1 space, 2 DP, 20 shots, CPS 30, WPS 2.5. Does 1 hit of damage if it misses by 1.
Mine-Flinger - To-hit 8, $1,500, 250 lbs., 3 spaces, 4 DP, 10 shots, CPS 50, WPS 5. Maximum range 2".
Spike Gun - To-hit 8, $700, 125 lbs., 2 spaces, 3 DP, 10 shots, CPS 20, WPS 5. Maximum range 2".
Surge Rocket - To-hit 9, $600, 50 lbs., 1 space, 1 DP, 1 shot. [abilities unchanged from 5e]

Direct Voice Input (DVI) - $1,000. Allows one crew member to take one extra firing action per turn. This extra firing action can only be used to activate vehicular components. A weapon activated in this way fires as if it were on automatic.
Structural Reinforcement - $500, 250 lbs. A car with structural reinforcement takes -1 damage per die in a collision.
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Old 06-22-2009, 06:34 AM   #7
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Default Re: Car Wars Variant VDS

Well, it's been six months since I started this odyssey, and I just wrapped up the 2059 autoduelling season with my gaming group. I'll most likely do it again next year, though. My variant VDS has changed a lot, and I'm ready to unleash the current version upon the forum world. This can be used with the existing CWC2 rules, but since my pickup and van can both be over 8000 lbs., the Collision Damage Table (CWC2, pg.13) should be changed to this:

Vehicle Weight:
0 - 2,000 lbs. (-2 damage per die)
2,001 - 4,000 lbs. (-1 damage per die)
4,001 - 8,000 lbs. (normal damage)
8,001 - 12,000 lbs. (+1 damage per die)

Also, I recommend using the 5e wheel hub rules (5e rulebook, pg. 10) and the 5e fire rules (5e rulebook, pg. 11).

STEP 1: BODY SIZE
Subcompact - $600, 600 lbs., max load 2,400 lbs., 6 spaces, HC 2.
Compact - $900, 900 lbs., max load 3,600 lbs., 9 spaces, HC 2.
Mid-size - $1,200, 1,200 lbs., max load 4,800 lbs., 12 spaces, HC 1.
Luxury - $1,500, 1,500 lbs., max load 6,000 lbs., 15 spaces, HC 1.
Minivan - $1,800, 1,800 lbs., max load 7,200 lbs., 18 spaces, HC 1.
SUV - $2,100, 2,100 lbs., max load 8,400 lbs., 21 spaces, HC 0.
Pickup - $2,100, 2,100 lbs., max load 9,600 lbs., 15(+9) spaces, HC 0.
Van - $2,400, 2,400 lbs., max load 9,600 lbs., 24 spaces, HC 0.

STEP 2: POWER PLANT
40kW Fuel Cell - $1,000, 200 lbs., 1 space, 2 DP, 800 PF
60kW Fuel Cell - $1,500, 300 lbs., 2 spaces, 3 DP, 1,200 PF
80kW Fuel Cell - $2,000, 400 lbs., 2 spaces, 4 DP, 1,600 PF
100kW Fuel Cell - $2,500, 500 lbs., 3 spaces, 5 DP, 2,000 PF
120kW Fuel Cell - $3,000, 600 lbs., 3 spaces, 6 DP, 2,400 PF
140kW Fuel Cell - $3,500, 700 lbs., 4 spaces, 7 DP, 2,800 PF
160kW Fuel Cell - $4,000, 800 lbs., 4 spaces, 8 DP, 3,200 PF
180kW Fuel Cell - $4,500, 900 lbs., 5 spaces, 9 DP, 3,600 PF
200kW Fuel Cell - $5,000, 1,000 lbs., 5 spaces, 10 DP, 4,000 PF
220kW Fuel Cell - $5,500, 1,100 lbs., 6 spaces, 11 DP, 4,400 PF
240kW Fuel Cell - $6,000, 1,200 lbs., 6 spaces, 12 DP, 4,800 PF
260kW Fuel Cell - $6,500, 1,300 lbs., 7 spaces, 13 DP, 5,200 PF
280kW Fuel Cell - $7,000, 1,400 lbs., 7 spaces, 14 DP, 5,600 PF
300kW Fuel Cell - $7,500, 1,500 lbs., 8 spaces, 15 DP, 6,000 PF
320kW Fuel Cell - $8,000, 1,600 lbs., 8 spaces, 16 DP, 6,400 PF

STEP 3: TIRES
Mid-size and larger cars can have six tires. Cars weighing 7,500 lbs. or more must have six tires. A car with six tires requires two extra wheels which together cost $100 and weigh 30 lbs.

Standard - $50, 30 lbs., 6 DP.
Performance - $150, 30 lbs., 6 DP.
Run-Flat - $125, 45 lbs., 9 DP.
Off-Road - $150, 45 lbs., 9 DP.
Solid - $300, 60 lbs., 12 DP.

Cars with performance tires on all wheels get +1 HC, and cars with off-road tires on all wheels get +1 HC when off-road. Cars with any solid tires get -1 HC. Off-road tires and solid tires are immune to damage from normal off-road terrain. Solid tires are immune to damage from spikes. Run-flat tires have a solid core, and, once a run-flat tire has taken 6 points of damage, it gains the same damage immunities and handling penalty of a solid tire.

STEP 4: CREW (CWC2, pg. 72)

Last edited by chaoticsyst3m; 12-06-2009 at 01:53 AM.
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Old 06-22-2009, 06:36 AM   #8
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STEP 5: WEAPONS
Acid Cloud Ejector (ACE) - $500, 50 lbs., 2 spaces, 3 DP, 10 shots, CPS $40, WPS 5 lbs. Creates a 1" x 1/2" acid cloud that lasts one turn. A weapon tracing a line of fire through an acid cloud has a -2 penalty to hit. If a car touches an acid cloud, it takes 1 hit of damage to all sides and all wheels immediately and again one turn later. Wheel armor protects against this damage.
Anti-Tank Rocket (ATR) - To-hit 9, 4d damage, $300, 75 lbs., 1 space, 1 DP, 1 shot.
Auto Shotgun (AS) - To-hit 6, 1d damage, $950, 125 lbs., 1 space, 2 DP, 10 shots, CPS $25, WPS 2.5 lbs. Does -1 damage for every full 4" of range. Instead of its usual ammo, it can be loaded with flechette ammo which does +1 damage to pedestrians and tires but no damage to other vehicle parts.
Autocannon - To-hit 6, 4d damage, $4,000, 600 lbs., 4 spaces, 5 DP, 10 shots, CPS $100, WPS 10 lbs.
Blast Cannon - To-hit 7, 5d damage, $3,750, 625 lbs., 5 spaces, 6 DP, 10 shots, CPS $125, WPS 12.5 lbs.
Chaingun (CG) - To-hit 6, 3d damage, $3,000, 450 lbs., 3 spaces, 4 DP, 10 shots, CPS $75, WPS 7.5 lbs.
Flame Cloud Ejector - $1,000, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS $50, WPS 5 lbs. Incendiary. The flame cloud ignites at the start of the next phase, burns for 2 turns, and leaves behind smoke. If a car touches a flame cloud while it's burning, it takes 1d-2 damage to all sides and to all wheels. Wheel armor protects against this damage.
Flamethrower - To-hit 6, 1d damage, $500, 300 lbs., 2 spaces, 3 DP, 10 shots, CPS $25, WPS 5 lbs. Incendiary. Maximum range 8".
Flaming Oil Jet - $350, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS $20, WPS 2. Flaming oil ignites at the start of the next phase, burns for 5 turns, and leaves behind smoke. If a car touches flaming oil while its burning, it takes 1d-2 damage to each wheel.
Gauss Gun - To-hit 5, 3d damage, $5,500, 400 lbs., 2 spaces, 3 DP, 10 shots, CPS $50, WPS 5 lbs.
Grenade Launcher - To-hit 8, $950, 125 lbs., 1 space, 2 DP, 10 shots, CPS $25, WPS 2.5 lbs. The grenade goes off at the end of the next turn. It can be loaded with explosive or smoke grenades. If it misses, the grenade deviates in a random direction as determined by a roll of 1d8 (1-right, 2-left, 3-short, 4-long, 5-right and short, 6-left and short, 7-right and long, 8-left and long). The distance it deviates is equal to the amount the to-hit roll missed by times 1/4".
Heavy Flamethrower (HFT) - To-hit 6, 2d damage, $750, 600 lbs., 3 spaces, 4 DP, 10 shots, CPS $50, WPS 10. Incendiary. Maximum range 8".
Heavy Laser - To-hit 5, 3d damage, $8,000, 525 lbs., 2 spaces, 3 DP. Incendiary.
Heavy Machine Gun - To-hit 7, 2d damage, $1,500, 300 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. If it misses by only 1, it still does 2 hits of damage.
Ice Dropper - $500, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS $20, WPS 2 lbs.
Incendiary Rocket (IR) - To-hit 9, 3d damage, $300, 75 lbs., 1 space, 1 DP, 1 shot. Incendiary.
Infrared Homing Missile (IRHM) - To-hit 6, 4d damage, $1,000, 75 lbs., 1 space, 1 DP, 1 shot. Gains no benefit from gunner or computer bonuses to hit. If fired at a target with a significant heat signature (like a vehicle), it gets +3 to hit and suffers no targeting penalties for range or visibility. If it traces a line of sight through flaming oil or an ignited flame cloud, it suffers a -2 penalty to hit.
Junk Dropper - $50, 25 lbs., 1 space, 2 DP, 10 shots, CPS $0, WPS 10 lbs.
Light Laser - To-hit 5, 1d damage, $3,000, 175 lbs., 1 space, 1 DP. Incendiary.
Machine Gun - To-hit 7, 1d damage, $1,000, 150 lbs., 1 space, 2 DP, 20 shots, CPS $25, WPS 2.5 lbs. If it misses by only 1, it still does 1 hit of damage.
Medium Laser - To-hit 5, 2d damage, $5,000, 350 lbs., 2 spaces, 2 DP. Incendiary.
Metal Storm Gun (MSG) - To-hit 7, 1d damage, $4,000, 500 lbs., 3 spaces, 4 DP, 20 shots, CPS $25, WPS 2.5 lbs. It can fire up to four shots in one firing action. If any shot misses by only 1, it still does 1 hit of damage. Stops working if the PP is destroyed.
Microgun (MCG) - To-hit 6, 1d damage, $1,550, 175 lbs., 1 space, 2 DP, 20 shots, CPS $25, WPS 2.5 lbs. If it misses by only 1, it still does 1 hit of damage.
Micro-Missile Launcher - To-hit 8, 1d damage, $650, 100 lbs., 1 space, 1 DP, 10 shots, CPS $25, WPS 2.5 lbs.
Minedropper - $500, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS $50, WPS 5 lbs. It can be loaded with shaped-charge or fragmentation mines. If a car touches a shaped-charge mine, it takes 2d damage to its underbody. If a car touches a fragmentation mine, it takes 1d damage to each tire.
Minigun (MNG) - To-hit 6, 2d damage, $2,000, 350 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. If it misses by only 1, it still does 2 hits of damage.
Oil Jet - $250, 75 lbs., 2 spaces, 3 DP, 25 shots, CPS $10, WPS 2.
Paint Gun - To-hit 8, $900, 125 lbs., 1 space, 2 DP, 10 shots, CPS $10, WPS 2.5 lbs. A car hit in the front by a paint gun suffers a -3 penalty to hit for the next three turns.
Paint Sprayer - $400, 25 lbs., 1 space, 2 DP, 20 shots, CPS $10, WPS 2.5 lbs. If a car touches paint, that car suffers a -3 penalty to hit for the next three turns.
Recoilless Rifle - To-hit 7, 3d damage, $2,250, 375 lbs., 3 spaces, 4 DP, 10 shots, CPS $75, WPS 7.5 lbs.
Rocket Launcher - To-hit 8, 2d damage, $1,000, 250 lbs., 2 spaces, 2 DP, 10 shots, CPS $50, WPS 5 lbs.
Smokescreen - $250, 25 lbs., 1 space, 2 DP, 10 shots, CPS $10, WPS 5 lbs.
Sonic Cannon (SC) - To-hit 6, 3d damage, $6,000, 750 lbs., 3 spaces, 4 DP. (5e Division 10 Set 2, pg. 16) A sonic cannon only does half damage to a side if the firer is not in that side's arc of fire.
Spikedropper - $100, 25 lbs., 1 space, 2 DP, 10 shots, CPS $20, WPS 5 lbs. If a car touches spikes, it takes 1d-1 damage to each tire.
Surge Rocket (SR) - To-hit 9, $600, 75 lbs., 1 space, 1 DP, 1 shot. (5e Arena Book 1, pg. 16)
Targeting Laser - To-hit 5, $1,000, 50 lbs., 1 space, 1 DP.
Thermobaric Rocket (TR) - To-hit 9, $300, 75 lbs., 1 space, 1 DP, 1 shot. Creates a 1" x 1" flame cloud.

Last edited by chaoticsyst3m; 12-06-2009 at 02:26 AM.
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Old 06-22-2009, 06:37 AM   #9
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STEP 6: EXTRAS
Active Suspension - $500 per wheel. +1 to HC. Reduces the difficulty of hitting debris, obstacles, and other road hazards by D1.
Air Dam - $600, 20 lbs. +1 to HC at 60+ mph.
Antilock Braking System - $500. (CWC2, pg. 111)
Anti-Missile System (AMS) - $3,000. Weapons linked to an AMS don't fire normally when set on automatic - they fire on incoming rockets and missiles instead. The first time each turn a rocket or missile is fired at a car with AMS, roll 1d6 for each weapon linked to it. If any rolls are 3 or more, the rocket or missile is destroyed before it does damage. Only make rolls for weapons that have a clear line of fire, do damage, haven't been fired previously in the turn, and are set on automatic. Dropped weapons cannot be linked to an AMS.
Armor Jettison System (AJS) - $250 per armor facing. Activating an AJS to jettison the armor from one facing is a firing action, with the exception of the right and left facings which always jettison simultaneously. Links can be added to allow the jettisoning of armor from multiple facings at once. Discarded armor becomes an obstacle and is placed like a normal dropped weapon counter. Armor weighing less than 30 lbs. becomes debris instead. Armor that is completely destroyed cannot be jettisoned.
Big Brakes - $200 per wheel. Increases safe deceleration by 10 mph.
Chromoly Chassis - $1,200 + body cost. A car with a chromoly chassis takes -1 damage per die from head-on, rear-end, and T-bone collisions and half damage from sideswipes.
Crew Cab - Adds $300 and 300 lbs. to the cost/weight of a pickup and changes its total space to 18(+6).
Electronic Stability Control (ESC) - $500. -1 Crash Modifier and decelerates car 5 mph if you fail a Control Roll for a maneuver. Can be switched on or off as a firing action. Requires an antilock braking system.
Extra Magazine - (CWC2, pg. 106)
Fire Extinguisher - (CWC2, pg. 109)
Gun Shield - $200, 40 lbs., +10 DP to a pintle mounted weapon. A gun shield intercepts weapon fire aimed at a pintle mounted weapon if the weapon fire originates from the pintle mounted weapon's arc of fire. A gun shield can be made fire-resistant for $100 more or fireproof for $200 more. Requires a pintle mount.
Impact Trigger - (aka Bumper Trigger, CWC2, pg. 111)
Laser Guidance System - (aka Laser-Guidance Link, CWC2, pg. 106)
Laser-Absorbing Paint - $600. Rockets guided by a targeting laser miss a car coated with laser-absorbing paint on a roll of 6 or less (instead of 3 or less). Doesn't protect breached armor locations.
Link - (CWC2, pg. 106)
Lotus Effect Windshield - $750. Reduces targeting penalty for visibility in rain by 1 and negates the effects of paint on the windows.
Low Profile - $500. Low profile car is -1 to target and gets +5 mph top speed. Takes up 1 space on a subcompact or compact, 2 spaces on a mid-size, luxury, or minivan, and 3 spaces on an SUV, pickup or van.
Magazine Switch - (CWC2, pg. 106)
Off-Road Suspension - $300 per wheel. +1 to HC (CWC2, pg. 68). Cannot be combined with a sport suspension.
Pintle Mount - Requires a sunroof. (CWC2, pg. 106)
One-space pintle mount - $150, 25 lbs. Any size car.
Two-space pintle mount - $300, 50 lbs. Mid-size and larger only.
Three-space pintle mount - $450, 75 lbs. SUV and van only.
Pupil Scanner - $2,000. +1 to to-hit rolls of one crew member's aimed weapons. Requires a targeting computer for that crew member.
Ramplate - $1,000, 250 lbs. In a collision involving its front, a car with a ramplate does +1 damage per die and takes half damage.
Silicon Carbide (SiC) Circuitry - $2,500. Negates surge effects.
Smart Link - (CWC2, pg. 107)
Sniper System - $750. Changes the long range targeting modifiers of one crew member's aimed weapons to -1 for every full 6" of range. Flamethrowers, grenade launchers, guided missiles, and paint guns gain no benefit from a sniper system. Requires a targeting computer for that crew member.
Spoiler - $600, 20 lbs. +1 to HC at 60+ mph.
Sport Suspension - $300 per wheel. +2 to HC.
Sunroof - $250, no weight. (CWC2, pg. 116)
Targeting Computer - (CWC2, pg. 107)
Tilting Wheels - Reduces the difficulty of non-braking maneuvers by D1. Cannot be combined with wheel armor.
Turret - (CWC2, pg. 107)
One-space turret - $1,000, 100 lbs., 1 space. Any size car.
Two-space turret - $1,500, 200 lbs., 2 spaces. Mid-size and larger only.
Three-space turret - $2,000, 300 lbs., 2 spaces. SUV and van only.
Ultra Low Profile - $1,000, space varies. Ultra low profile car is -2 to target and gets +10 mph top speed. Takes up 2 spaces on subcompact, 3 spaces on a compact or mid-size, and 4 spaces on a luxury or minivan. SUVs, pickups, and vans cannot be made ultra low profile.
Ultracapacitor - $750, 100 lbs., 2 spaces, 1 DP. +5 mph acceleration and +25 mph top speed for five turns before it needs to be recharged. Activating or deactivating an ultracapacitor is a firing action. Limit one per car and must be installed in the back motor location.
Voice Activation - $1,000. Allows one crew member to take one extra firing action per turn. This extra firing action can only be used to activate or deactivate vehicular components. A weapon activated in this way fires as if it were on automatic.
Wheel Armor - $800, 160 lbs., +10 DP to four wheels. Wheel armor intercepts weapon fire aimed at a wheel. Wheel armor can be made fire-resistant for $400 more or fireproof for $800 more.

STEP 7: ARMOR
Subcompact - Normal ($8, 4 lbs.), Fire-Resistant ($12), Fireproof ($16).
Compact - Normal ($12, 6 lbs.), Fire-Resistant ($18), Fireproof ($24).
Mid-size - Normal ($16, 8 lbs.), Fire-Resistant ($24), Fireproof ($32).
Luxury - Normal ($20, 10 lbs.), Fire-Resistant ($30), Fireproof ($40).
Minivan - Normal ($24, 12 lbs.), Fire-Resistant ($36), Fireproof ($48).
Pickup or SUV - Normal ($28, 14 lbs.), Fire-Resistant ($42), Fireproof ($56).
Van - Normal ($32, 16 lbs.), Fire-Resistant ($48), Fireproof (64).

Fire-Resistant Armor (FR) - Reduces damage from incendiary weapons by 1 point per die. (If you're not using the 5e fire rules, ignore this item.)
Fireproof Armor - Reduces damage from incendiary weapons by 2 points per die. (If you're not using the 5e fire rules, it functions as written in the CWC2, pg. 67.)

Last edited by chaoticsyst3m; 12-06-2009 at 05:48 AM.
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Old 06-22-2009, 10:35 AM   #10
Toltrin
 
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Join Date: Mar 2008
Location: Oregon
Default Re: Car Wars Variant VDS

How about a flipping system to 'right' your vehicle if it ever land on it's side or top? I have always wondered about that. In a roll, you have a good chance to have the duel end with your vehicle on it's side or top. Then you get out with a hand weapon and you are hit by a 40 mph opposing vehicle and fly 20 feet.
Another thing - forget the vehicle building... we need realistic and simplistic rules for maneuvering and hazard results from losing control! I mean - when it says skid, which way ... and does the car gain control after it? Does the vehicle continue traveling the new direction from the skid or does it 'even out' and go straight again? I am going to do an 'odessy' of my own and look into crashes. Results like rolls, skids, fishtails, what happens when you hit a pedestrian, hitting walls and what happens after, ect.
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