Car Wars: Chassis & Crossbow

House Rules

Players:

Each player begins with $12,000 to buy vehicles and equipment. Players can have as many characters as they can fit into their vehicles, up to four characters each. Each character begins with 80 skill points. No character can begin with a skill above level two. Your characters may purchase any weapons and supplies they can afford, except for firearms, explosives, and Kevlar armor.

Skills:

10/level

5/level

New Body Building rules: The base level of bodybuilding adds +1 GE to the character's encumbrance limit. Level one gives the character +1 DP and adds 25 lbs. to the character's weight. The cycle repeats up to level four, so that the maximum limits for any character is GE 9, DP 5, and weight 200 lbs.

New Hit Location rules:

Hit Location Table
Location 2d6 To Hit
Leg 2-5 -2
Body 6-8 0
Arm 9-10 -2
Head 11-12 -4

Head: Double damage. Any hit to the head, even if it does zero damage, causes the victim to roll on the concussion grenade table.

Leg: One DP to the leg reduces movement by ". Damage equaling or exceeding half the character's DP (round up) cripples the leg; the character loses 1" from his movement. With both legs gone, the character can only crawl " every other turn.

Arm: One DP forces the character to roll 1d6; on a 5 or 6 he drops whatever he was carrying in that arm. Damage equaling or exceeding half the character's DP cripples the arm. A character with a crippled arm fires all hand weapons at 1.

New Mortality rules:

Characters begin with 3 DP, modified by bodybuilding skill. When a character is reduced to zero DP he must roll every turn to retain consciousness. Roll 1d6 against the character's original DP score. If the character rolls less than or equal to his original base DP, he remains conscious that turn. If he rolls higher than his base DP, he falls unconscious for 1d6 hours unless revived. When a character reaches his negative DP (for example, when a character starting with 3 DP reaches 3 DP), he will die unless he receives medical attention within 10 turns. If a character is reduced to twice his negative DP (a character starting with 3 DP reaches 6 DP), he dies automatically.

New Encumbrance Rules:

Characters begin with a GE limit of six, modified by bodybuilding skill. For each GE the character is carrying above his limit, he loses " from his movement. While sitting in a vehicle, no character may carry more than his GE limit.

Fast-Drawing Weapons:

To fast-draw a weapon make a basic Handgunner or Martial Arts skill roll (target number 7), minus the weapon's GE.

Critical Hit Rules:

Any natural 12 rolled on a to hit roll is an automatic hit. A critical hit ignores the armor of the target and automatically scores the weapon's maximum damage. Any natural 2 is an automatic miss, with potentially nasty consequences if the character fails a luck check with a target number of 6 or better.

Rapid Fire:

Any automatic, semi-automatic, or double-action weapon may fire twice per second with a 2 penalty applied to each shot. Rapid fire shots do not earn bonuses for braced weapons or sustained fire. In addition, the range modifier is halved. Both shots must be taken at targets within a one inch zone like area effect weapons.

Damage Rolls:

For hand weapons that always do a minimum one DP damage, such as bows, firearms, and edged melee weapons, I suggest using an alternate method of rolling damage. For weapons doing 1d-4, divide 1d6 by 3 and round up. For 1d-3, divide 1d6 by 2 and round up. For 1d-2, simply re-roll any 5 or 6. For 1d-1, re-roll sixes. This method increases the average damage done by these weapons, which fits well with the new mortality rules.

Firearms & Missile Weapons:

Firearms & Missile Weapons Table
Item GE Damage Hit# Range Cost Ammo CPS Notes
Assault Rifle 3 1d+1 6 8" 800 10 15 Area Fire
Boomerang, Metal 1 1d-3 8 3" 10 -- -- 6" max range
Compound Bow 2 1d-3 8 6" 50 1 2 One turn to reload
Crossbow 3 1d-2 7 8" 75 1 2 Two turns to reload
Crossbow, Pistol 1 1d-4 8 4" 40 1 2 Two turns to reload
Derringer 1d-3 8 2" 100 2 1 No extended mags
Flare Pistol 1 1d-2 10 4" 300 5 10 BM1/BD0
Knife, Thrown 1 1d-3 8 2" 50 -- -- 4" max range
Machine Pistol 1 1d-1 7 4" 500 6 12 Area Fire
Molotov 1 1d 9 2" 10 -- -- 5" max range
Pepper Spray -- 5 -- 25 5 1 1" max range
Pistol, Heavy 1 1d-3 8 4" 100 8 1
Pistol, Light 1d-4 8 4" 75 8 1
Revolver, Heavy 1 1d-3 8 4" 80 6 1 No extended mags
Revolver, Light 1d-4 8 4" 60 6 1 No extended mags
Revolver, Single-Action 1 1d-3 8 4" 60 6 1 No rapid fire or extended mags
Rifle, Bolt-Action 2 1d-2 7 10" 120 5 1 No rapid fire
Rifle, Semi-Auto 2 1d-2 7 10" 240 10 1
Rifle, Single-Shot 2 1d-2 7 10 90 1 1 No rapid fire or extended mags
Rock, Thrown 1 1d-4 8 2" -- -- -- 4" max range
Shotgun 2 1d-4x3 6 4" 120 5 1
Shotgun, double-barrel 2 1d-4x3 6 4" 90 2 1 No extended mags
Shuriken, 5 1d-4 8 2" 10 -- -- 4" max range
Submachinegun 2 1d 6 6" 500 10 12 Area Fire

Hand Weapon Accessories:

Hollow Point Ammo for LP, HP, MP, R, SG, AR: Double CPS, +1 damage versus pedestrians only. Treat hollow points as bow/melee damage against vehicles (vehicle armor value is tripled.)

Folding stock: $10. For pistols: +1 GE, -1 to hit, +2" range. For long arms: -1 GE, +1 to hit, -2" range.

Laser Sight: $1000. +1 to Hit.

Telescopic Scope: $200. Doubles range modifier and extends point blank range to 2 inches when braced and stationary.

Bulk Ammo Boxes: $50, one space, 10 lbs. Holds 12 GE worth of hand weapon magazines. Protects contents with one DP of vehicular armor.

Melee Combat:

The base To Hit number for fists is 6 (not including the plus four point-blank and minus three for pedestrian, with these modifiers factored in the final To Hit number = 5). The base damage for human fists is 1d-5, modified by Martial Arts skill. The minimum damage possible is zero, so normal humans only score one hit of damage on a natural six. Melee weapons add to the base damage roll. Edged weapons (axe, hatchet, knife, sword, spear, chainsaw) always do at least one point of damage when they hit.

Melee Weapons:

Melee Weapons Table
Item GE Damage Hit# Cost Notes
Axe 3 +3 9 50 Full damage to vehicles
Brass Knuckles +1 6 10
Chain/Whip 1 +1 8 10 " HTH range
Chainsaw 4 +5 9 150
Club, Heavy 2 +3 8 30
Club, Light 1 +2 7 20
Hatchet 2 +2 9 25 Full damage to vehicles
Knife, Small +1 8 25
Knife, Large 1 +2 8 50
Spear 3 +3 8 80 " HTH range
Stun gun 1 -- 7 75 See below
Sword 2 +3 7 100

Body Armor:

Body Armor Table
Item DP GE Cost Coverage Notes
Fireproof Suit 1* 0 500 All
Flak Vest 1 0 150 Body
Gas Mask 0 1 60 --
Helmet, Cycle 1* 0 50 Head
Helmet, Kevlar 2 0 150 Head
Helmet, Steel 1 0 75 Head
Kevlar Vest, Battle 3 3 1000 Body See Battle Vest
Kevlar Vest, Heavy 3 1 750 Body
Kevlar Vest, Light 2 0 500 Body
Leather Jacket 1* 0 50 Body, Arms
Leather Jacket, Spiked 1* 0 75 Body, Arms +1 HTH damage
Leather Pants 1* 0 75 Legs
Riot Shield 2 3 750 All Activate 1-4 (d6)

Equipment:

Equipment Table
Item GE Cost Notes
Arrows, 5 2 For any bow
Backpack +5 40
Battle Vest 3 75 Holds knife, two grenades, two magazines, and a pistol.
Binoculars 1 100
Crowbar 2 25 Treat as hatchet in HTH
Fire Extinguisher 3 150
Flashlight 10
Flashlight, Heavy 1 25 Treat as light club in HTH
Hand Cuffs 25
LI Goggles 1 300 Reduces darkness penalty by two.
LIG/Gas Mask 1 400 Reduces darkness penalty by two.
Liquor Bottle 1 $10
Magazine, Ammo 10 For LP, HP, R, SG
Magazine, Ammo 1 25 For MP, SMG, AR
Magazine, Extended 1 20 Double ammo. For LP, HP, R, SG
Magazine, Extended 2 50 Double ammo. For MP, SMG, AR
Medi-Kit, First Aid 1 30 +0 Paramedic (-1 Paramedic without one)
Medi-Kit, Paramedic 6 1000 +2 Paramedic. 2 Spaces. 50lbs. 3 DP
Medi-Kit, Portable 3 750 +1 Paramedic
Mini-Mechanic 1 50 -1 Mechanic (-2 w/ no tools)
Rations (3 days) 25
Shovel 3 30 Treat as heavy club in HTH
Tool Kit 6 600 +0 Mechanic. 1 Space. 40 lbs. 2 DP
Walkie-Talkie 1 250 Three mile range.

Car Designs:

Vehicle types available to players: Cars, motorcycles, sidecars.

Engines larger than 350ci are rare (x2 cost).

Turbos and superchargers are rare (x2 cost).

Turbo-superchargers and NO2 bottles are very rare (x4 cost).

Gasoline costs $3/gallon when available. May be rare, very rare, or worse in some areas.

Chassis: Every vehicle has chassis DP equal to its total spaces (including cargo spaces).

Drivers take two spaces; Gunners occupy one space only.

Rare items (x2 cost)

Tripod MG, MG, PFT, SS, OJ, SD, SMG, AR, MP, Laser Scope, PR Tires, HD Fuel Tanks.

Very Rare items(x4 cost)

VMG, ATG, Tripod RR, RR, FT, RL, MD, LAW, VLAW, Bazooka, GL, URGL, Stinger, Plastique, Pintle Mount, Solid Tires, Racing Fuel Tanks, External Weapon Pods.

Normal Price Weapons & Accessories:

Debris Dropper, Body Blades, Roll Cage, Metal Wheelguards, Portable Fire Extinguisher, Radial and Steel-belted tires, HD Tires, Brushcutter, Articulated mount, Ring Mount, Bumper Spikes, Safety Seats, Sunroofs, Car Top Carrier, Fake Passengers, Long Distance Radio, Portable Shop, Sound System, Spoilers & Airdams, Tow Bar, Trailer Hitch, Winch.

Articulated Mount: Mounted facing the front, back or to one side, the articulated mount allows vehicle or hand weapons to fire into these arcs. It requires a gunner to sit behind the weapon and physically move and fire it. Only the designated gunner may fire this weapon. The gunner still suffers a 1 to hit penalty. Costs $500, weighs 50 lbs., and takes one space in addition to the gunner and the weapon (hand weapons in articulated mounts require no additional space).

Ring Mount: Mounted on the top of a vehicle that has either a sun roof or no top armor. It requires a gunner standing behind the weapon to move and fire it. Only the designated gunner may fire the ring-mounted weapon. The weapon can be fired in a 360 degree arc, but can only swing 90 degrees in one turn. A ring mount for a one space weapon costs $1000, weighs 100 lbs., and requires no space (besides the space taken up by the gunner). A ring mount for a two space weapon costs $1500, weighs 200 lbs., and requires no space.

Pintle Mount: Mounted on the top of a vehicle that has either a sun roof or no top armor. It requires a gunner standing behind the weapon to move and fire it. Only the assigned gunner may fire the pintle-mounted weapon. The weapon can be fired into a 180 degree arc designated upon installation. A pintle mount for a one space weapon costs $600, weighs 20 lbs., and requires no space. A pintle mount for a two space weapon costs $1200, weighs 40 lbs., and requires no space.

Vehicle Armor: The skin of unarmored vehicles provides 1 DP protection versus hand weapons only. Other weapons cut right through unimpeded.

Metal armor is available at x10 weight, x5 price of plastic armor. This primitive metal armor has x2 DP value versus hand-held firearms, and x3 DP value versus bows, melee weapons, and collisions.

Targeting a person in a car through a window imposes a -5 hit penalty. If you miss by two or less, then you hit the car instead.

Burst Effect:

When a burst effect weapon penetrates the crew compartment of a car, all passengers and crew suffer burst damage. Cyclists suffer burst damage if any part of their cycle is hit by a burst effect weapon. Other vehicles within the burst radius also suffer damage. Roll hit location and treat burst damage as hand weapon fire (vehicular armor values are doubled).

Collisions:

Apply one-quarter of the collision damage that penetrates armor (rounded down) directly to internal components (engines, gas tanks, weapons, crew, cargo). The remaining damage is halved (round down) and applied to the chassis. For every 10 mph a vehicle loses in a collision, apply 1d-5 damage to each crew member. Armor does not protect against this damage.

Vehicle Hit Location:

Vehicle Hit Location Table
Car hit from front
2d6 Location
2 Left or right front tire
3-6 Engine
7-8 Crew
9-10 No effect
11-12 Chassis
Car hit from side
2d6 Location
2-3 Front or back side tire
4-5 Engine
6 Chassis
7-8 Crew
9-10 No effect
11 Cargo
12 Gas tank
Car hit from rear
2d6 Location
2 Left or right back tire
3-4 Gas tank
5-6 Cargo
7-8 Crew
9-10 No effect
11-12 Chassis
Cycle hit from front
2d6 Location
2-3 Front tire
4-5 Engine
6-7 Crew
8 Sidecar or chassis
9 Chassis
10-11 No effect
12 Gas tank
Cycle hit from side
2d6 Location
2 Front tire
3-5 Engine
6 Gas tank
7 Crew
8 Sidecar or chassis
9 Chassis
10-11 No effect
12 Rear tire
Cycle hit from rear
2d6 Location
2-3 Rear tire
4-6 Chassis
7-8 Crew
9 Sidecar or chassis
10-12 No effect




Posted by Lord Bosco, November 15, 2011.
Reprinted by the Seattle Washington Autoduel Team, March 08, 2013.

Original URL
http://members.cox.net/bosco.bina1/carwars/carwars.htm