SWAT HQ Salvage Yard
Associated Autoduelists of the Inland Empire

Car Wars House Rules and General Guidelines, V 1.0
by Edgar T. "Guru" Lincoln


 



Posted August 30, 2001
Updated April 13, 2015




Greetings Duel Fans,
 
This is my attempt to clarify the house rules of the Associated Autoduelists of the Inland Empire (AAIE) as ran by myself, Edgar Lincoln. If you happen to catch Tom Lentz, Carol Daugherty, Howard Lalicker, Dave Alton, or anyone else running it, there will probably be slight variations, but there are the rules we use for our Saturday games and everyone has had their say and generally agrees with them.
Try to be here by 6:00 p.m. so we can get started by 6:30 or 7:00. People have to work early the next day and appreciate it if we can get started early. Thanks!


Arena Layout

Games will usually be played in Matchbox (3X) scale on a 6' x 5' area with mobile board elements including ramps, walls, risers, jumps, trees, rocks and shoot 'ems. Each arena will be different but there is no preset layout. Duelists will place elements at the beginning of each duel.


Arena Features

Jumps. Set in 10 mph increments, usually between 50 and 80 mph.

Walls. Jersey barriers that have 15 DP, leave an obstacle if driven through, and may be fired over by any turreted vehicle.

Risers. 1" (in scale) and are 2 1/2" x 5 1/2".  These will allow shots on top armor by the vehicle on the riser, in some situations.

Shoot 'Ems. -4 to hit total. To hit these targets, the firer must be outside point-blank range. Shoot 'ems will trigger random dropped weapon counters to appear on jumps.


Prestige
 
Entering combat +1
Destroying mobility on a car +1
Destroying firepower on a car +1
Dueling as a pedestrian (kills earned as a pedestrian are worth double prestige) +1
Accolade of other duelists and crowd for exceptional dueling (very rare) +1 to +3
Vehicle killed, firepower or mobility -1
Vehicle killed, driver injured -2
Vehicle killed, any crew killed -3

 
Victory Points
 
Shoot a vehicle when firer or target airborne +1 maximum a
Score a kill through a pristine side of armor +1 b
Hitting shoot 'em
+1 maximum
Crossing checkpoint +1/2 c
Driving 100 mph + for three turns +1 d

a. The points for hitting airborne attacks are 1/2 point for the target being airborne, and 1/2 point for the firer being airborne. A maximum of 1 point can be earned if you achieve both conditions, easiest to accomplish if both firer and target are airborne.

b. This condition excludes collisions.

c. Each checkpoint can be counted only once for victory points.

d. This reward can be earned only when low budgets are in effect or when small arenas are used.
 
 
We mostly agree with the Rules and Regulations for AADA-Sanctioned Tournament Combat July 2001 Update with the following differences/conditions:

1. Gas engines are allowed. Car must have at least 5 gallons of gas ($40 and 6 lbs. per gallon) in 1 tank.

2. Racing Bodies are allowed.

3. Each crew member will be provided regular Body Armor, a Fireproof Suit, and a Heavy Pistol that do not count against cost or weight of the vehicle. All other pedestrian items must be bought according to the Alternate Encumbrance Rules.

4. Actual Reflex rolls will be used.

5. Loss of the engine is a full kill, as there is no longer power for the vehicle. The only exception is if the vehicle has a laser battery to provide power to weapons.

6. All variant rules printed by official Steve Jackson Games sources are allowed except the following:
Stretched-Chassis Pickups (ADQ 5/1)
Crystal Spikes (Uncle Albert's Auto Stop and Gunnery Shop 2050 Catalog Update from Pyramid Magazine)


Also available is the Car Wars Referee Questionnaire and Other Dueling Questions, documents I agree with except for the following:

1.  We recently started allowing tire shots again. They seem to be working fine.

2.  The gas tank may be component-armored with the engine.

3.  VFRP rules are the ones found on p. 33 in Combat Showcase and on p. 3 of Uncle Albert's Auto Stop and Gunnery Shop 2038 Catalog Update.
Variable-Rocket Fire Pod -- To-hit 9, 2d6 damage per rocket, 5 DP (each point of damage destroys 3 active rockets), CPS 70, WPS 15. Loaded cost $3,050, loaded weight 425 lbs. Loaded magazine costs $1,100 and weighs 240 lbs. The VFRP can fire one, two or three rockets in one firing action. Roll separately to hit with each rocket, declaring the number fired before rolling for any.
4.  Overdrive may be used on gas vehicles.

5.  SWCs will work on smart-linked weapons.

6.  Gas engines do not require laser batteries for laser weapons.

7.  SWC will work with both side weapons on a trike firing into the front arc with a regular link.

8.  Starting characters will be 30 points, with no more than 20 points spent in one skill. They may also spend 20 points on 2 different skills other than Driving of any sort, Gunner, or Handgunner.

9.  Reflex rolls will be used.
 
10.  See above for rules on personal equipment.

11.  Confetti rule will be used, ram concussion will not.

12.  If a shot is measured, it will be figured and ammo is spent, even if it is an impossible shot. I will gladly give an opinion on what a shot is likely to be, but if it is calculated, it is done.

13.  All players are considered to have radios in their helmets and may talk, but it is an open channel. Any obvious collusion or deal making is strongly frowned upon and may result in the offending parties being removed from the duel, at the GM's discretion.
 
14.  Extended D hazard for damage will be in use. A D1 hazard is assessed for 1 to 5 points inflicted, D2 for 6 to 9 points, D3 for 10 to 14 points, D4 for 15 to 19 points, etc. Heavy-Duty Shock Absorbers reduce these hazards to D1 for every 10 points of damage taken, with 1 to 5 points of damage being a D0 hazard.

15.  Rolls for mines and spikes will be made openly, checking for both 1/4" and when in contact with counter if it occurs in different phases.

16.  Maneuvers don't count against firing or Crash Tables.

17.  Range is measured from the center of counter of attacker to center of counter of defender.
 
18.  Obstacles and Explosive Spikes destroy wheels, not just tires.
 
19.  Vehicular fire doesn't effect internal components until armor is breached. Vehicular fire does 1/2d6 damage per turn to exposed components.

20.  Acceleration and deceleration may only be done at the beginning of the turn unless done with items like Nitrous Oxide or Rocket Boosters.
 
21.  In the case of multiple hazards in a round, all hazards of a given type will be applied together then control will be checked once.

22.  Any Crash Table result less than a Roll may be recovered from at the end of a turn by making a Control Roll at -6 at the car's current speed.

23.  See Victory Points above.

24.  Surrender is only an option if offered by a firing vehicle (for example, when a Blast Cannon pointed point-blank at an open side, the firer declares "Surrender or die!"). Target may accept at their discretion. The only option to leave a duel is to drive out. A vehicle that leaves when it can both move and fire loses 1 prestige and may not take first in the duel.

25.  Starting speed is five times acceleration or less. Speed-boosting items may be used during this time, limited only by the firing actions of the crew.
 

That should be all. These reflect the need for the game to progress quickly and my desire to run a fairly consistent game. These are the variations I am used to and so are most of the players that should be attending. Any questions or comments can be sent to me.
 
See you there,
 
Edgar T. "Guru" Lincoln
AAIE President
Spokane, WA
lincolnis AT juno.com