SWAT HQ Salvage Yard
Death Racing Association of Washington (DRAW)
This is a draft of the DRAW variants. The following rules have been
adapted by DRAW mainly for three reasons: playability, speed of the
game and balance. The variants were adopted with the idea of running
events for 12 people at a time in a tournament at a convention.
Each mutation of the original rules has been heavily discussed and
argued with the priority being on game logic and balance. The
following rules have stood the test of time, endless arguments and
numerous tournaments. The original rules are Car Wars
published by Steve Jackson Games and written by Chad Irby and Steve
These variants are for reference only and not to replace the
original game rules.
"We put them up, so you know what to expect from us." -- Bill and
News for 4-22-98: Official 1999 Northwest Regional
With exception to Skill and Prestige for characters, the variants
listed in the sections below are official variants for the 2049 AADA
U.S. Northwest Regional Dueling Championships Tournament to be held
at RadCon 2C.
As for the rules . . . I don't see why you guys can't do whatever
you want. Your rules are time-tested, work for your group, and you
inform everyone in advance what they're going to be. Go with them.
Scott D. Haring
Steve Jackson Games
DRAW Codes of Honor
Over the years, DRAW has changed it Codes of Honor as drivers have
come and gone. All of the codes are voted on by the group, with both
sides of the argument getting time to speak about their beliefs.
Most of the codes are pretty obvious, some are to encourage dueling,
rather than promote "racing to surrender" matches.
Fight on foot
Every driver and gunner is expected to exit the vehicle and fight on
foot only after the car can no longer be driven. If the tires or
engine are gone, or maybe just the guns are dead, that is when
participants are expected to get out of the vehicle and fight on
foot. A smart pedestrian can do wonders with the right
selection of hand weapons.
No tire shots
A tire shot is probably the cheesiest way to take out a vehicle.
Shooting your Vulcan MG or Recoilless Rifle at a tire tells the
crowd you are a coward and afraid of a real fight. At DRAW, we say,
"If you need to have tire shots, try a different chapter." What is
the point of putting armor on a vehicle, if people don't shoot at
it? Dropped weapons are the only honorable way to destroy a
competitor's tires. Breaking this code in an arena means the
culprit's car is worth triple points and everybody will be gunning
for the coward.
Never fire on a vehicle that surrendered
Despite the true cowardice it takes to surrender, at DRAW we
understand the utter fear a driver from another league (like SWARM)
might have facing DRAW competitors. If a vehicle surrenders, it is
completely unacceptable for another duelist to cause injury to the
occupants or the vehicle itself. Granted, there is no penalty for
disobeying the code, and drivers tend to ignore someone breaking the
code when it takes place, but it is agreed that no one will harm a
driver, gunner or vehicle that has surrendered. (Note: It is
believed this will be voted out at the next convention by several
DRAW Encumbrance Rules
These rules are optional, and a bit more complicated than the
original grenade equivalents (GE) system or the alternate system of
weight. DRAW uses a combination of the GE method of representing the
space of the items to be used in conjunction with the weight system.
A pedestrian can carry up to 200 lbs. of hand weaponry and other
equipment. Several pedestrians can work together to carry heavier
items (like tripod weapons) by dividing the weight among them. If
you can get enough helpers, you can pull your car out of a ditch . .
The amount of weight you carry counts against your vehicle's chassis
limit (if you're in one), and affects your character's running
speed: For the weight carried, the running speed penalty is 0-20
Ibs. = None, 21-40 lbs. = -1/5th move per turn (1 phase), 41-60 Ibs.
= -2/5th move per turn (2 phases), 61-120 Ibs. = -3/5th move per
turn (3 phases) and 121-200 lbs. = Must stop to rest every other
In addition to weight, personal equipment is also classified as to
how it's carried: no-handed (on a belt, clip, or otherwise attached
to the wearer), one-handed (most weapons fall into this category)
and two-handed large weapons and other bulky items). Each of these
designations also denotes the space taken up of each item,
representing the bulk of the equipment. The space is referred to as
grenade equivalents (GE), as in a one-space item takes roughly the
room of a grenade. A driver or gunner can carry up to eight grenade
equivalents of weaponry and items while in the dueling arena.
Any pedestrian can carry one two-handed weapon or two-handed
accessory in his hands at any time, or two one-handed weapons. Any
number of no-handed weapons may be carried at the same time. A
weapon in a holster (any one GE weapon) is instantly ready, while a
slung weapon (any two handed weapon) takes 2 turns to ready.
This is a character's status among other autoduelists and the
millions of TV autoduel fans. For game mechanics, DRAW uses prestige
as a way of determining placement of vehicles in duels and to help
decide on tie breakers.
The player who has the character with the highest prestige is
allowed to place their vehicle last during the seating at any
regular season event. The player with the lowest places first, then
the second lowest goes next and so on until the prestige leader is
reached. The prestige leader is able to choose the best position
from which to start from due to his popularity. Any player's vehicle
can be moved by the next person's choice. In event of a tie, the
player with the most season points will go first.
In case of a tie after calculating two player's points and kills,
the next area to help make the determination is prestige. The
officials will choose who they like and the popular duelist has the
Prestige also increases a character's possible arena winnings and
decreases his expenditures for new cars, parts, repairs, etc. Each
character starts with 0 prestige. Arena combat counts for prestige
as does winning and kills. An ace is a character who has
participated in five confirmed kills.
|Attacking with hand weapons while outside a
|Becoming an ace without use of a clone
|Becoming a double ace without use of a clone
|Die a "heroic" death
|Die an "ordinary combat" death
|Die a "cowardly death"
|Die by suicide
|Getting the kill on a character with prestige
of 15 - 20
|Getting the kill on a character with prestige
|Kill, each one you score
|Leaving your vehicle while it can both move
|Leaving the arena in a movable vehicle that
|+1 to +3
|Vehicle "killed" but you survive unhurt on
|Vehicle "killed" but you survive on foot with
|Winning an event
|Winning an event in second place
|Winning an event in third place
* A character may earn extra prestige points per game for excellent
play, lucky shots, or survival against bad odds, but this must be
suggested by another player or a spectator. These points are awarded
by majority vote of the players and onlookers during that game. The
referee breaks ties.
Many different skills are available for characters. Some of these
skills (Driver, Gunner, Cyclist, and so on) are useful in any Car
Wars game. Others skills such as Espionage, Fast-Talk, Streetwise
and so on were important only in a campaign with a heavy roleplaying
element and have been eliminated from use by DRAW. The only skills
needed by DRAW members are the ones pertaining to an arena dueling
Earning Skill Points
Every time a character drives a vehicle into combat and survives,
one skill point is earned toward increasing the ability for that
vehicle -- Driver, Pilot, Cyclist, etc. (Combat is defined as an
incident in which a vehicle exchanges fire with enemies.) The driver
of a vehicle that scores a "kill" in combat gets an additional point
toward that vehicle ability.
A "kill" is scored when a player destroys two out of three primary
areas of an enemy vehicle. They are mobility, firepower and crew.
The occupants of the vehicle do not have to die for a player to get
Killing a pedestrian does not count as a kill, but instead gains a
player victory points during an event. Use of other skills, as per
the skill descriptions. can earn points toward improving those
skills. If no specific rules are given for a skill, the referee
should simply award a point whenever it is used successfully in a
combat or stress situation.
Skill Points Scoring
|Destroying a vehicle's Firepower
|Destroying a vehicle's Mobility
|Receiving a "kill"
|Surviving an arena event
|Using an unusual tactic*
|Winning an arena event
|Winning an arena event in second place
|Winning an arena event in third place
* Players and even spectators are welcome to offer suggestions on if
bonus points should be awarded for a spectacular maneuver. The
players will vote to see if the point is awarded. The referee's
decision is final.
Acrobatics -- Gives the character the ability to jump farther (an
extra 1/4 of a car length per two levels of skill) and perform
spectacular physical feats such as swinging from chandeliers,
swinging from tree to tree or somersaulting over an oncoming car. A
failed Acrobatics roll means the character simply failed to perform
the stunt, and stays in the same place he was when he attempted the
stunt. If he missed by 5 or more, he hurt himself and takes 1d-4
damage. Acrobatics makes a character harder to hit. When a character
with Acrobatics is fired on, subtract half of his Acrobatics skill
(round down) from the to-hit roll. When a character attempts to
board a moving vehicle, his Acrobatics skill bonus is added to the
Blade -- This is the ability to use edged weapons in combat. Each
plus gives a +1 to hit with the weapon. This skill covers everything
from pocket knives to machetes and axes. Blade skill (and an
appropriate blade) can be used to parry other blade attacks; the
defender attempts his own skill roll, but subtracts the amount by
which the attacker made his to hit roll. (A sword costs $75, weighs
3 Ibs. or 2 GEs, has a to hit of 7, and does 1d6-3 damage to
pedestrians and tires.)
Body -- With this skill a character can increase his damage points
and his lifting ability. At base level, the character gains the
ability to carry an additional 25 pounds of equipment (for the
alternate encumbrance system). At level +1 the character gets an
extra 1 DP, and at +2 he gains 25 Ibs. of weight. This sequence is
repeated for levels +3 to +5, and so on. A Bodybuilder +4 will weigh
175 Ibs., be able to lift up to 70 Ibs. without penalty and have 5
DP; a Bodybuilder +7 will weigh 200 Ibs., be able to lug 95 Ibs.
without a penalty and have 6 DP.
Cyclist -- This is the ability to drive any size motorcycle or
trike. Anyone without this skill is at -3 on the handling class of
any cycle he tries to ride. The skill is otherwise like Driver
Driver -- This is the ability to drive a standard car, pickup, van,
etc. -- anything with four or six wheels -- or a reversed trike.
Someone without this skill may attempt to drive such a vehicle, but
always subtracts 2 from his handling class. At the base level, the
character is an average driver. Each additional plus adds to his
reflex roll. At the beginning of each combat, every driver makes a
reflex roll: On a 5, the HC of the vehicle is raised by one for the
duration of the combat; on a 6, the HC goes up by 2. A Driver +2,
for example, would get to add 2 to the die roll. Each additional
plus is also added to the base HC of a vehicle to determine how many
points are recovered on the Vehicle Record Sheet at the beginning of
each turn. A good driver is better at keeping his vehicle under
control. Whenever a vehicle is forced to roll on a Crash Table,
subtract the driver's Driver skill bonus from the roll.
Gunner -- This is the ability to use the targeting system common to
all vehicles, and to fire any vehicular or tripod weapon. A
character without this skill has a -3 to hit with any vehicular
weapon, -2 with a tripod weapon. Each plus adds 1 to the gunner's to
hit roll: a character with Gunner +3 adds 3 to any to hit rolls he
Handgunner -- The ability to use hand weapons and grenades. Anyone
without this ability has -2 to hit with all aimed hand weapons, but
may throw grenades without penalty. Each plus gives a +1 to hit with
all hand weapons and grenades.
Luck -- Each level of Luck adds 1 in favor of the catch-all "roll
2d6 and pray'' method for handling odd situations. Luck will not
help if there is another skill that can do the job.
Martial Arts -- This is the ability to fight more effectively in
hand to hand combat. Characters with the base skill may attack twice
per turn hand-to-hand. At +1, they get +1 to their to hit roll; at
+2, they also get an additional point of damage. The cycle repeats
beyond that: at +3, the character gets an additional attack per
turn; at +4, he gets an additional +1 on the to hit roll; at +5, he
gets an additional damage point; and so on.
Running -- Everyone starts with this as a base skill. Each plus adds
one pedestrian miniature base length of movement to the over all
total. The base skill allows a driver to run a base length in all
five phases (unless he is going to fire), but the driver with a
Running Skill +2, he would run seven lengths in a turn. The first
extra movement for a +1 is added to phase 1, the +2 is added to
phase 3 and the +3 movement is added for phase 5. For a further
levels the movement then begins on the even phases such as +4 is
added to phase 2 and +5 is added to phase 4. After that is cycles
back to odd phases.
Stealth -- The ability to avoid detection on foot by hiding in a
parked car's blind spot, hiding amongst dead vehicle, etc. This
skill is only usable on foot and cannot be attempted in direct line
of vision. The base chance to escape detection in an arena is 7
modified by skill bonuses. Smoke and paint clouds block vision for a
pedestrian. Flame clouds give a character using Stealth a +2.
Swimming -- This skill is exactly like Running, except it is done in
water such as rivers, lakes, pools, creeks, etc. Only 30 pounds
maximum of hand equipment and armor can be carried. Improved Body
Armor can be worn in water, but no further items other than a heavy
pistol may be carried. It takes a full turn to drop items in
preparation to swim.
A vehicle can only take so much damage at one time, regardless of
its construction. DRAW uses the "confetti" option at all times. If a
vehicle takes 1/50 of its weight in damage from either a collision,
weapons fire or both in a single phase, then the vehicle has
shattered and is replaced with debris and obstacles. A vehicle that
has been turned to confetti will produce an obstacle counter for
every 500 pounds of vehicle weight and a debris counter for every
To avoid potential arguments at games, DRAW referees will always
make the conforming movements of vehicles in collisions. The general
rule used to determine conforming is the lighter vehicle will
conform with the heavier vehicle. Should both be of equal (or very
close) vehicle weights, then the slower vehicle conforms to the
faster vehicle. If both vehicles are of nearly the same weight and
going the same speed, then both have equal conforming movement. Once
a vehicle counter touches another vehicle counter or immobile
object, the player is to stop and alert a referee. The actual
movement in conforming takes place on the left over movement and
does not add any further movement of the vehicle involved or the
vehicle being impacted.
Scoring by DRAW standards is based on the three major components of
a dueling vehicle. No car could compete without mobility, firepower
or a driver. To score a point in the arena of a DRAW event, a player
must destroy a vehicle's mobility, all of its firepower or kill the
driver. (This is only a game. For those of you that do not know
about Car Wars by Steve Jackson Games, the player is not really
injured as we do not promote real-life violence.)
For a player to receive the honor of a "kill", similar to that of an
air combat pilot shooting down another aircraft, the player must
score two out of the three points available for a single car.
Example: If Dave "Fuzz" Adams fires upon Dave "Launchpad" Hill's car
and destroys the mobility and the only weapon on the vehicle, then
Fuzz is credited with the KILL.
There a few other ways to earn points, such as a point is given to
every duelist brave enough to set foot in the arena and a point is
also given to all the drivers that survive. The purpose of obtaining
KILLS is for bragging rights, DRAW KILL stickers and because they
are used to determine the results in case of a tie. If two cars have
both scored three points, then the car with the KILL would be placed
before the other. If there are no KILLS during an event, then the
surviving drivers will place higher than the dead drivers with equal
Scoring on Foot
When a vehicle loses its mobility or firepower, then the driver (and
gunner if there is one) are able to exit the vehicle and continue
the fight on foot. An extra point is given to a vehicle crew that
fights as pedestrians for their bravery and to encourage the duel to
continue. DRAW doubles the points gained for destroying other
vehicles' mobility, firepower or crew members (provided they are not
on foot as well). This adds more excitement for the crowds and
another level of competition for the players. It is against AADA
tournament rules, but some of the best events have ended with a
driver on foot firing a rifle or pistol at the other cars. It pays
to fight on foot and to do it well.
|Destroying vehicle firepower
|Destroying vehicle mobility
|Entering an event
|Hitting vehicle in air
|Hitting vehicle while in air
||1/2 point (first time only per
|Killing driver or gunner
||1 point for each
|Loss of firepower
|Loss of mobility
|Roll over target
|Surviving the event
||1/2 point (first time only per
Points Available to Pedestrians
|Crew dueling as pedestrians
|Destroying vehicle firepower
|Destroying vehicle mobility
|Killing driver or gunner
||2 points (per crew member)
Scoring Clarification from the DRAW April 2000 Event
When a vehicle does not have any person (driver, gunner or
passenger) in it, the vehicle is considered an obstacle and is no
longer worth points despite any remaining firepower or mobility
points, such as surviving weapons, tires, engine or gas tank. The
vehicle becomes worth points again only if another person (driver,
gunner, passenger) gets into the vehicle to begin using it.
Crew dueling as pedestrians = Only when a vehicle loses either its
firepower or mobility, is the crew (driver and/or gunner) able to
leave the vehicle and duel as pedestrians in an event. They have the
choice to surrender if they wish and will be left alone by the other
players. Leaving the vehicle to fight on foot earns the driver (or
crew) the point as well as changes the values of destroying
firepower, mobility or the crew of other vehicles. The point for
dueling as pedestrians is a one time bonus, regardless of how many
times a driver (or gunner) enters and exits a vehicle. Even if it is
a different vehicle.
Firepower = If all vehicular weapons are destroyed, then the
firepower of a vehicle is destroyed and the point awarded. For ram
cars that only have a ram plate, it is considered to be the weapon
for determining firepower.
Mobility = The mobility is destroyed when the vehicle is unable to
accelerate under its own power. Rocket boosters do not count. The
point for destroying mobility is awarded to the person that directly
causes the loss of the vehicle's mobility by weapons fire, dropped
weapons or ramming.
Surviving = If the driver (or one person of a vehicle with a gunner)
survives the event, then the point is awarded.
Seeking To-Hit Modifiers
To help speed up play during a tournament, DRAW adopted a policy
created by Edgar "Guru" Lincoln. If a player asks what the modifiers
are for him or her to shoot another vehicle, then the ammunition is
marked off regardless if the shot is impossible to make (in effect,
a -8 to-hit with an MG making it a 13 or better on 2d6). This is
rationalized as the driver (or gunner) firing a round without much
thought and simply finding it to be too hard of a shot to hit.
Available Body Styles
DRAW allows three types of vehicle bodies in the arena. Car, trike
and motorcycle body styles are all accepted. Pickups, campers and
vans are listed under "Cars". Racing Bodies are allowed only during
special events and the option will be listed under the event
When designing a vehicle that uses a gas powered engine, a gas tank
must be installed. DRAW requires a five-gallon gas tank with the
cost of gas being $30 per gallon and weight being 6 pounds per
gallon. A five-gallon tank takes no space, but five gallons of gas
will cost $150 and weigh 30 pounds.
All hand weaponry will add weight to a vehicle. Even the cost-free
regular body armor and heavy pistol provided by DRAW to all drivers
and gunners. Passengers must equip themselves. Each person in the
vehicle can carry eight GEs of equipment without infringing on a
vehicle design space. (See Characters under House Rules).
Pre-duel descriptions are always used before DRAW events and
tournaments. When designing a vehicle it is asked to note whether a
weapon is a small-bore or large-bore, as well as noting any weapon
DRAW uses a variation of the standard Car Wars scale. The scale is
one-and-a-half inches being equal to 15 feet, instead of the normal
one inch equaling 15 feet. This means each half-inch of terrain is
the equivalent to 5 feet. Galoob manufactures Micro Machines, which
are the proper size and scale to use for the DRAW variation of Car
The scale of time for DRAW remains the same with each turn
represents one second is divided into five "phases" of 1/5 a second
6th Phase: Acceleration, Deceleration and Recover Handling
At the beginning of every turn, all players whose vehicles remain in
control may choose to accelerate or decelerate. The referee will
announce when the changes may occur.
DRAW does not allow acceleration or deceleration during any of the
phases unless it is prompted by a device (such as nitrous oxide,
rocket booster, drag chute, etc.) which requires a firing action.
This is to speed up game playability and make it easier to cope with
speed changes at tournaments with numerous players. This is a step
back in time and is the old system of acceleration and deceleration.
Web posted by the Death Racing Association of Washington, February
Reprinted by the Seattle
Washington Autoduel Team, March 30, 2015
Updated April 05, 2015
Original URL: http://geocities.com/TimesSquare/Battlefield/6056