SWAT HQ Salvage Yard
Associated Autoduelists of the Inland Empire
2001 AADA U.S. Northwest Regional Dueling Championships







Web Posted March 18, 2001
Updated April 13, 2015




Merlyn's - 2001 Spokane Game Faire Car Wars Tournament Guidelines
http://www.merlyns.biz/2001car.html


Merlyn's - 2001 Spokane Game Faire Car Wars Tournament Results
http://www.merlyns.biz/GFCWresults.html




Greetings Duel Fans,

The following should be all you will need to know for the 2001 AADA U.S. Northwest Regional Dueling Championships, a tournament which I and my 15-years-old Car Wars gaming group, the Associated Autoduelists of the Inland Empire (AAIE), have the privilege of hosting at Game Faire in Spokane, WA. It will be the last weekend in April, Friday the 27th to Sunday the 29th.

Game Faire 2001
April 27-29, 2001
Spokane, WA
http://www.gorillabobs.com/GF2001.html




Qualifiers

Date
Time
Division
Friday, April 27
1900
Division 25
Saturday, April 28
0900
Division 15
Saturday, April 28
1300
Division 30
Saturday, April 28
1900
Division 10

All qualifiers will be played in Matchbox/Hot Wheels (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, in order of reaction roll, at the beginning of each duel.

Jumps. The speeds to successfully clear jumps will be set at 60 or 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. These elements will be 1" 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. These targets have a -4 to-hit penalty. You must be outside point-blank range to hit these targets. There is generally a shoot 'em in the center of four ramps. If you hit one of these targets, roll 1d6. On a 1, there is no effect. On a 2-5, the shoot 'em triggers a random dropped weapon (a roll of 1d30 on new duelmaster screens; there are that many dropped weapons and variations!) on that ramp. On a 6, the type of dropped weapon counter appears on all of the ramps adjacent to the shoot 'em.
 



Victory Points

Event
Points
Notes
Enter combat +1

Destroy a vehicle's mobility +1

Destroy a vehicle's firepower +1

Shoot at an airborne vehicle +1
a
Shoot while your vehicle is airborne +1
a
Score a kill through a pristine side of armor +1
b
Hitting a shoot 'em +1
c
Fighting as a pedestrian +1
d
Exceptional dueling +1 to +3
e
Own vehicle firepower-killed or mobility-killed -1

Own vehicle killed and driver injured -2

Own vehicle killed and any crew member killed -3



Notes

a. A maximum of two points in one duel can be earned from airborne attacks.

b. The pristine armor kill award excludes rams. Sorry!

c. Only one point per duel can be earned by striking a shoot 'em.

d. Points are doubled when earning kills while on foot.

e. Earning the accolades of the audience and other duelists for exceptional dueling is very rare.




Final Round

The final will, following the tradition set by the Death Racing Association of Washington (thanks guys!), be a destructive model (8X scale) event with the top two (or possibly three; I want about 12 people in the final) from each qualifier. Philip "Fool" White of SWAT, the current U.S. Northwest Regional Dueling Champion, and all club champions, will be seeded to the final round.

This duel will be held on Sunday starting around noon as space comes available. Layout of the arena will be determined by space available and will be announced on Saturday.

This will be a destructive event, which means that as your vehicle is damaged, we will be beating up your model to simulate that. I have models available, but players are welcome to use their own if they qualify.

NO METAL MODELS! These slow game play too much to damage them.

Trophies will be what is left of the top three cars, glued to a trophy base.
 



Tournament Guidelines

The tournament will be run according to the Rules and Regulations for AADA-Sanctioned Tournament Combat July 2001 Update with the following differences and conditions:

1.  Gas engines are allowed. Gas-powered vehicles must have at least five gallons of gas ($40 and 6 lbs. per gallon) in one fuel 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. Reflex rolls will not be set at four. Actual reflex rolls will be used.

5. Loss of a power plant or 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.
 

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

1.  No tire shots.

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.  SWC 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.  Crew will be created using 50 character points, with no more than 30 points spent in one skill.

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 will be spent, even if it is an impossible shot. I will gladly give an opinion on what a shot's to-hit 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 will result in the offending parties being removed from the duel, at the DM'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 center of counter to center of counter.

18.  Obstacles and explosive-tipped 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 vehicle'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 40 mph or less.
 

That should be all. These reflect the need for the game to progress quickly and my desire to run a quality tournament. 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 via e-mail.

See you there,

Edgar T. "Guru" Lincoln
AAIE President
Spokane, WA
lincolnis AT juno.com