CARZ

He is alone. Billions of years of evolution, and the end result lies here in a crumpled heap on the asphalt. He hurts, he hurts all over. Every nerve is on edge, burning, cutting, sending convulsions throughout his body. Vague, gloomy thoughts race across his mind with each spasm. It was them who had hurt him. It was them who had put him here. Wickedly and cowardly, they had beaten him, in body and spirit.

He can feel his car lying on top of him, crushing the life out of him slowly, painfully, until the blessed sleep of death overtakes him.

The Game

In this age of digitized information and computer games, it is sometimes nice to sit down and play an old fashioned dice and paper game. Especially when you can blast the person across the board into a million pieces.

Carz is a board game in which two or more players play out a battle between armored and armed cars. It utilizes a 1:240 scale (about 1":20') for all model representations of vehicles, obstacles, and road maps. An average sized car is represented by a 3/8" x 3/4" counter.

Six-sided dice are used throughout the game. When it becomes necessary to determine whether or not a shot hits a car, and how much damage it does, dice are rolled. For example, the damage for a weapon might be 3d-1. This means that three dice are to be rolled, then 1 be subtracted from that total.

Any size of game map may be used depending on the particular scenario, and maps may be created from any source. Even typing paper taped together works adequately. Personally, I use the backs of desk-size calendar sheets that Marine Corps recruiters give out.

Any rules discrepancy that may come up that is not covered within this handbook is left up to the judgment of the players... call them "house ruling". I admit that I cannot cover every possible scenario, and would appreciate cooperation.

Game Scenario

The most basic combat scenario consists of two players, each with their own car. The cars are set facing one another from opposite ends of a large walled arena or a section of highway, and the battle begins. There are an infinite number of things that can be added or changed to make this scenario more interesting, challenging, or frustrating. More players, obviously, can be added, each with their own car. The last car standing wins. The players could be divided up into teams, or each player could have two or more cars. One team could be the attacking, aggressor team and the other the defender. Convoys of cargo vehicles can be attacked. The possibilities are limitless.

A good way to keep battles balanced is to set a maximum cost or size for each vehicle. This makes the battles decided more on well-thought-out designing and smart playing than on expense or size.

Usually players will not be allowed to see each other's car designs, unless they are on the same team and need to coordinate tactics. Players are, however, allowed a distanced look at their opponents' cars. Things that a player will see include: Size (total cf), number of wheels, body style (except XLT), color, number of aimed weapons and their location, number of dropped weapons, and number of people in the car.

Car Design

When designing a new car, be sure to consider the cost, weight and space limitations. Designs that do not follow the rules herein are considered illegal, and any other player should have the right to tear that design up (if they feel like it).

A car design is based upon a basic frame, filled out with an engine, then wheels, crew members, weapons, and equipment. Finally armor is applied to the six sides: Front, Left, Right, Back, Top, and Under. Every car frame is a basic body drawn up as a custom design; as a general rule, no two cars are the same. First a frame size is selected. Frames are designed for their internal space, measured in cubic feet (cf), and can be modified by their construction, material and basic shape. The modern passenger sedan has between 140-180 cf of internal space, on average. Of course, the fewer passengers, the more guns...

A standard car body consists of a basic uni-body construction of galvanized steel and steel alloys. For every cf of space a standard car body costs $7, weighs 6 lbs. and has a maximum load of 29 lbs. A cheap car body is made from rough steel with crude weld points but is cheaper than the standard body. For every cf of space a cheap car body costs $4, weighs 6 lbs. yet has a maximum load of 28 lbs. An expensive car body is an advanced design using high- tech alloys and reinforced fiberglass. For every cf of space an expensive car body costs $15, weighs 6 lbs. and has a maximum load of 30 lbs. A custom body may be any size from 50 cf to 500 cf.

The basic car body style is Sedan, but there are many different options. The Hatchback option (sometimes called Jeep or Fastback option) is 15% cheaper and 12% lighter, however they lose 2% from their max weight and no more than 10% of their internal space may be devoted to cargo. The Van/Wagon option (it is called either or both, and sometimes Minivan or Sport Utility) is 20% cheaper and gains 10% to total cf, but weighs 5% more.

The Pickup Truck option is 10% cheaper and 5% lighter, yet at least HALF of the internal space must be devoted to cargo. This cargo space has no top armor however, making the top armor for a Pickup cost and weigh half as much (when calculating armor, simply double the amount of armor that is placed on the top). Effective cargo space is 50% larger, recorded as cargo cf(extra cf), for example 75(38). This effective cargo space is not counted in other calculations, such as max turret size.

The Sport option may be used by itself or combined with the other options: it's the only option that can be used so. A Sport costs 100% more, weighs 15% lighter, adds 10% to final top speed, and subtracts 5% from maximum load.

The car body comes with axles, a basic transmission, and a white or gray coat of primer. A body may be made of extra light (XLT) construction, adding 100% to the current body cost, but halving the body weight. Cars with XLT bodies take 50% more damage in a collision.

Crew

Crew members take up space and weight. For each Driver or Gunner, add $200, 200 lbs., and 25 cf. Note this is not the actual weight and space of any given crew, simply the average crew member plus a seat, a door, harness, gauges, and controls. Passengers don't need gauges or controls, or fancy harnesses, so putting in a Passenger only adds $100, 175 lbs., and 20 cf.

Handling Class

All vehicles start out with the same Handling Class (see section on Movement): HC 1. For 100% of the body cost it may be upgraded to a Sport suspension, which raises it to HC 2. For 175% of the body cost it may be upgraded to a Tournament suspension, which raises it to HC 3. A suspension may also be made Active (see Equipment).

Engines

The engines for cars are gasoline powered. To build an engine, the desired horsepower must be known. For every horsepower a normal engine costs $15, weighs 5 lbs., and takes up .2 cf. For every horsepower a High Output (HO) engine costs $30, weighs 4 lbs., and takes up .18 cf. For every horsepower a Super High Output (SHO) engine costs $45, weighs 3 lbs., and takes up .15 cf. For every horsepower an Exotic (EXO) engine costs $75, weighs 2 lbs., and takes up .11 cf. An engine has 1 hit per 10 full original horsepower units. The smallest possible engine is 25 hp. A car may mount more than one engine, but may only run one at a time.

A Turbocharger Array costs 100% of the original engine cost, volume and weight are 10% of the original engine volume and weight. Adds 50% to final acceleration above 30 mph and adds 10% to final top speed. For recording purposes, a Turbocharger Array adds 40% to hp. For calculating mileage it adds 60% to hp. A Turbocharger Array subtracts one hit from the engine it is mounted on. Limit one.

A Supercharger costs 150% of the original engine cost, volume and weight are 10% of the original engine volume and weight. Adds 55% to total hp and one hit to the engine. Limit one.

A Cheater Pack of nitrous oxide may be purchased for $500, 15 lbs., and .5 cf. When fired (a firing action) it doubles effective acceleration for 3 seconds. Each Cheater Pack has 5 shots, reloads cost $350. More than one may be mounted but the effects of firing two or more are not cumulative.

Gasoline Tanks

A gasoline tank costs $10, weighs 7 lbs. (full), and takes up .15 cf per gallon. A gasoline tank has 4 hits no matter the size. For most cases consider the cost of fuel as negligible, however if someone gets picky, it costs $2 a gallon. If a car runs out of gasoline (or a car's gasoline tank or engine is destroyed) the car may not accelerate and automatically decelerates by 5 mph per turn. A car may only have one gasoline tank.

A self-sealing gasoline tank costs $30, weighs 13.5 lbs.(full), takes up .165 cf per gallon, and has 20 hits.

Wheels

Wheels in Carz are one-piece units designed to be changed quickly and to take a beating. They consist of an metal alloy core surrounded by a hard plastic, with anywhere from 1-4 inches of rubber epoxied to the outside edge.

Cheap, $35, 25 lbs., 4 cf, 4 hits.

Standard, $80, 30 lbs., 5 cf, 6 hits.

Heavy, $200, 45 lbs., 5 cf, 8 hits.

XH, $350, 75 lbs., 6 cf, 12 hits.

Armored XH, $600, 150 lbs., 6 cf, 18 hits.

Every car under 5000 lbs. must have four wheels. Cars 5000 lbs. and above must have six wheels (a set of two and a set of four, front or back). Cars 10,000 lbs. and above must have eight wheels in two sets of four, and receive a minus one to their base handling class (zero minimum). Each wheel in a set must be identical, but different sets do not have to match. Wheels do not count against maximum load or take up space in the car UNLESS they are carried as spares or cargo. Making wheels fireproof (FP) doubles their base cost.

Wheels must be bought in matching pairs unless they are to be put in as a spare, in which they count against the car's max weight and space. A spare may be mounted on any side externally. This option costs $100, but takes up no internal space. All external spares take damage BEFORE the armor they are mounted on, however if they take more than 3 hits of damage in a single turn they fall off, effectively removed from game play. Spare tires may NOT have wheel guards.

Aimed Weapons

The weapons that a car brings to bear on the battlefield are what determine whether or not that car will see the light of another day. All aimed weapons come standard with a heavy transversal mounting and an autoloader, allowing a 45 degree arc of fire and an uninterrupted ammunition supply. This in turn makes them very versatile and powerful yet bigger and heavier than normal.

Aimed weapons can be mounted on the front, back, right, or left side of the car. Aimed weapons may also be mounted in a turret on the top of the body. Here is a list of all the aimed weapons available to vehicles in Carz. Cost and weight for ammo is noted.

Machine Guns

The machine gun has been the mainstay of every army since the dawn of the 20th century. Light and cheap yet with a high rate of fire, they are very effective in high speed combat. The Gatling-style machine guns are a more recent design, and can devastate an opponent in seconds. Option: Super High Density (SHD) ammo - Cost x 10, +25% weight, +1/die damage.

Machine Gun .223 (MG22) - To hit 7, 1d-2 damage, 1 hit. Cost $600, weight 40 lbs., 5 cf. Ammo costs $100, 80 lbs., and has 100 seconds of ammo per cf.

Machine Gun .30 (MG30) - To hit 7, 1d damage, 2 hits. Cost $800, weight 70 lbs., 9 cf. Ammo costs $200, 50 lbs., and has 50 seconds of ammo per cf.

Machine Gun .50 (MG50) - To hit 7, 2d+1 damage, 4 hits. Cost $2100, weight 200 lbs., 14 cf. Ammo costs $500, 50 lbs., and has 20 seconds of ammo per cf.

Gatling Machine Gun .30 (GMG30) - To hit 6, 3d damage, 3 hits. Cost $3500, weight 250 lbs., 29 cf. Ammo costs $200, 50 lbs., and has 10 seconds of ammo per cf.

Gatling Machine Gun .50 (GMG50) - To hit 6, 6d+3 damage, 6 hits. Cost $8000, weight 550 lbs., 48 cf. Ammo costs $500, 50 lbs., and has 4 seconds of ammo per cf.

Anti-Tank Guns

First developed to battle tanks in the first World War, anti-tank guns fell into disuse because of the increasing effectiveness of tank armor. The light armor of armored cars is too tempting to resist. Option: Armor Piercing (AP) ammo - Cost x 10, +25% weight, +1/die damage.

Anti-Tank Gun 20 mm (ATG2) - To hit 7, 3d+5 damage, 4 hits. Cost $5500, weight 460 lbs., 38 cf. Ammo costs $250, 20 lbs., and has 10 shots per cf.

Anti-Tank Gun 40 mm (ATG4) - To hit 7, 7d+10 damage, 7 hits. Cost $10000, weight 700 lbs., 56 cf. Ammo costs $400, 20 lbs., and has 4 shots per cf.

Laser Weapons

Heavy and expensive yet extremely accurate and powerful, lasers offer a decisive advantage to their wielder. This advantage is balanced by the expensive laser-reflective armor available. Option: Infrared Modulation - Laser cost x 1.5, weight, no penalty for smoke.

Laser, Light (LL) - To hit 6, 1d damage, 2 hits. Cost $2500, weight 150 lbs., 10 cf. Has 30 shots from a rechargeable battery.

Laser (L) - To hit 6, 3d damage, 2 hits. Cost $5000, weight 400 lbs., 25 cf. Has 30 shots from a rechargeable battery.

Laser, Heavy (HL) - To hit 6, 6d damage, 3 hits. Cost $11000, weight 800 lbs., 40 cf. Has 30 shots from a rechargeable battery.

Flame-Throwers

Used as anti-tank weapons and bunker busters for decades, these fire breathers are more efficient and longer range than their predecessors.

Light Flame-Thrower (LFT) - To hit 6, 1d damage, 2 hits. Cost $1250, weight 85 lbs., 10 cf. Ammo costs $30, 40 lbs., and has 4 seconds of ammo per cf. Limited to a 60' (3" scale) range.

Flame-Thrower (FT) - To hit 6, 2d damage, 3 hits. Cost $2000, weight 150 lbs., 20 cf. Ammo costs $30, 40 lbs., and has 2 seconds of ammo per cf. Limited to a 100' (5" scale) range.

Heavy Flame-Thrower (HFT) - To hit 6, 3d damage, 4 hits. Cost $5000, weight 300 lbs., 35 cf. Ammo costs $30, 40 lbs., and has one second of ammo per cf. Limited to a 180' (9" scale) range.

Rockets

Powerful and cheap, rockets are some of the most effective weapons in the game. They also are rather inaccurate. After the first one, each additional rocket of the same size mounted on the same side takes up only 50% of its space and weighs 75% its weight. Options: Pop-Up (PUR) - To hit 9, -2 damage. Cost +$300. When a PUR hits the target car, the top side receives the damage. White Phosphorus (WP) - Cost x 2, -1 damage. Flame weapon. WP PURs cost x 2 +$300.

Rocket 45 mm (R45) - To hit 8, 4d-3 damage, 1 hit. Cost $470, weight 80 lbs., 8 cf. Only 1 shot.

Rocket 60 mm (R60) - To hit 8, 6d-2 damage, 1 hit. Cost $950, weight 160 lbs., 12 cf. Only 1 shot.

Rocket 89 mm (R89) - To hit 8, 9d-1 damage, 1 hit. Cost $2150, weight 240 lbs., 16 cf. Only 1 shot.

Rocket 120 mm (R120) - To hit 8, 12d damage, 1 hit. Cost $4500, weight 320 lbs., 20 cf. Only 1 shot.

Dropped Weapons

Dropped weapons can only be mounted on the back side of the car. If multiple dropped weapons are equipped, they may be placed so that their counters drop on top of one another, or beside one another. No more than 3 may be mounted side by side, but any number may overlap. One exception: Mines mixed with ACFO automatically go off, and regular oil that comes into contact with ACFO does NOT ignite.

Mine Dropper (MD) - 2 hits, $1000, 50 lbs., 15 cf. When a car goes over a mine (a 1/4" x 1/4" counter), each wheel takes 2d damage and the underbody takes 4d+2 damage. Each mine is $100, 30 lbs., and one cf.

Oil Jet (OJ) - 3 hits, $300, 20 lbs., 5 cf. Causes a 10" x 10" (1/2" x 1/2" scale) oil slick when fired. The first control roll taken after a car crosses the slick is at a minus 2 difficulty. Ammo costs $30, 40 lbs., and has 5 seconds of ammo per cf. Option: Air-Contact Flaming Oil (ACFO) - Costs $1000 per cf, same as regular oil, but for every second a car is on the flaming slick it must roll as per a flame-thrower. ACFO burns out in 20 seconds.

Paint Sprayer (PS) - 2 hits, $500, 75 lbs., 10 cf. Causes a 10 x 10 (1/2" x 1/2" scale) paint cloud when fired. Ammo costs $100, 30 lbs., and has 8 shots per cf. Paint dissipates in 3 seconds. Normal smoke penalty to shoot through and if a car touches it treat that car as if it was night for the rest of the game.

Smokescreen (SS) - 4 hits, $400, 60 lbs., 10 cf. Causes a 10' x 10' (1/2" x 1/2" scale) smoke cloud when fired. Ammo costs $50, 20 lbs., and has 9 shots per cf. Smoke dissipates in 5 seconds, whether or not a car drives close to it.

Spike Dropper (SD) - 3 hits, $750, 100 lbs., 5 cf. Causes a 10' x 10' (1/2" x 1/2" scale) cluster of spiked caltrops when fired. When a car goes over a cluster of these spikes, each wheel takes 1d damage. Ammo costs $100, 10 lbs., and has 2 seconds of ammo per cf.

Equipment

Listed here are several options that may be built into a car design.

Active Suspension - $4000, 100 lbs., 4 cf. Adds 1 to the HC of a car. Limit one.

Antilock Brakes - $1000, 10 lbs., 1 cf. Allows braking of 5 mph more than normally. For example, a car with antilock brakes treats a 25 mph deceleration as a 20 mph deceleration. Limit one.

Collision Spikes - $200, 30 lbs. One may be mounted each on front, back, left and right sides. Adds 1d damage to the amount given by the mounting car in a collision.

Fake Weapon - $200, 25 lbs. May be of any type.

Fire Extinguisher - $450, 150 lbs., 5 cf. Puts out a car fire on a roll of 1 or 2 on one die. May only be discharged four times before needing reloading. Limit one.

Link - $100. Links two weapons together, so that they are aimed and fired together. Roll separate to-hit and damage rolls for each weapon. The weapons may not fire individually; all of them must fire until the link is removed between battles.

Overdrive - Adds 15% to a vehicles final top speed when activated, however when activated acceleration is halved. Costs 50% of final body cost. Limit one.

Ramplate - Sometimes called a Ramprow, costs 500% of final body cost, weighs 2 lbs. for every cf of body size, takes up 5% of internal cf. May only be mounted on the front. Multiplies the amount given in a collision by 1.5 and halves the amount taken in a collision (both taken into account after spike damage has been added to the total damage). Limit one.

Spoiler - Adds +1 to HC above 50 mph. Destroyed when rear armor is breached. Costs 50% of final body cost and weighs 5% of final body weight. Limit one.

Targeting Computer - $2000, 10 lbs., 1 cf. Gives a particular crew member +1 to hit with any of the car's weapons. Limit one per crew member.

Turret - A turret is the only way to give a weapon a 360 degree arc of fire. A car may only mount one turret up to one-third the size of the car's body, and a Pickup may only mount one turret up to one-sixth the size of the car's body. A turret is protected by the car's top armor. Turrets are built just like custom car bodies. For every cf of internal space the turret has, it takes up .2 cf, costs $100, and weighs 4 lbs.

Weapon Concealment - Costs 25% of weapon cost, weights 5% of weapon weight, takes up 10% of weapon space. As far as your opponents can tell, you don't have a weapon! Takes one full turn to retract.

Wheel Guards - Bought in sets of two, one left and one right. For each wheel protected wheel guards cost $7.5 and weigh 2.5 lbs per point of armor. To protect it's left and right front wheels with 10 points of armor, a car would pay $150 and use 50 lbs. The wheel guards must match the car's armor; if the car's armor is CA, FP or LR, then all wheel guards must be CA, FP or LR. Protects only from aimed shots.

Cargo

Cargo space is (usually) your leftover space: space not taken up by people, guns, or equipment. Five lbs. must be allocated for every cf of unallocated (cargo) space for access, structural support and vehicle wall. For example, a car with 3.75 cf left would have to allocate 18.75 lbs. This space is designated as cargo space only, and anything may be put into it after the car is built. Multiply the cf of cargo by 15, and after the car is finished add any unused maximum load; this number is the Maximum Cargo Load the car may carry. This number is used after the car is built, and has no real affect on vehicle design.

A car may be put into cargo space, if the vehicle's Maximum Cargo Load is great enough. To find out how much cf a specific vehicle takes up, take it's internal cf +10%, add 3 cf for every wheel, and add the cf of the turret, if any. Any car placed in cargo of another car exits via the standard cargo access (usually the back), and suffers a D3 hazard in doing so.

Armor

Armor for vehicles in Carz is spaced in layers of sheets 1/4"-1" apart and consists of a standard ablative carbon-reinforced plastic. Normal armor costs cubic feet divided by 15 and weighs cubic feet divided by 18 per point. Sloped (SLO) armor angles the plates away strategically, making it more efficient. Sloped armor costs cubic feet divided by 10 and weighs cubic feet divided by 20 per point. Chambered armor (CA) consists of tactically placed spacing between layers of sloped armor. This design costs cubic feet divided by 4 and weighs cubic feet divided by 22 per point. Fireproof armor (FP) costs twice as much as normal armor but prevents the car from catching on fire, unless the armor becomes breached. Laser Reflective (LR) armor costs 3 times as much as normal armor but cuts all damage from lasers in half (unless the side hit is breached). The combination of LRFP armor costs 5 times as much as regular.

Finishing the Design

Niceties such as a paint job and luxury fittings are considered not important to game play, but may be added if the player wants a particular color or wants leather seats and chrome trim. A standard, one or two tone paint job costs 50% of the final body cost. A fancy paint job costs %100. Luxury fittings add anywhere from 10-100% of the cars final cost, depending on how extravagant the player wants to be. This is a judgment call, and should be left up to the players. Again, these rules have NO affect on game play.

Top speed is found by using the formula engine hp x 1350 / (car weight with wheels) + 60. Every car has a base acceleration of 5 mph. The designer may trade speed for acceleration by modifying the vehicle's transmission and engine layout before construction. New acceleration and top speed can be calculated by taking the desired acceleration, subtracting 5, then multiplying it by 4. This number is the percentage subtracted from the original top speed.

Once the final top speed is calculated, add the percentages for accessories and Sport body style, if equipped. Mileage at 65 mph is equal to (9000 / (hp + (weight with wheels / 20))) miles per gallon.

The minimum top speed for any car is 65 mph. Remember to round ALL final stats!

Recording Car Designs

Think of a name for your car, even if it's just a model number or something equally mundane, to distinguish it from other designs. Once finished with your car design, use the following setup. TS is top speed and AC is acceleration.

Name - Body, body modifications, suspension, engine (engine hits), engine equipment, gasoline tank, crew, wheels, weapons (ammo), equipment. Armor: F, L, R, B, T, U. HC, TS in mph, AC in mph per second, mileage in mpg @ 65 mph. Cargo space, maximum load. Cost, weight.

RX-Heaven - 125 cf fastback, sport XLT body, sport suspension, 210 hp turbocharged EXO engine (15 hits), 20 gallon self-sealing tank, driver, passenger, 4 standard FP wheels, cheap wheel (spare), MG50 front (20 shots), 5 R60s front, targeting computer. FP CA armor: F50 L40 R40 B35 T6 U5. HC 2, TS 129 mph, AC 8 (12 @ >30 mph), 22 mpg. 2.6 cf cargo, maximum load 280 lbs. $50,375, 3258 lbs.

Bikez

The Motorcycle option is different from all of the rest... bikes are simply built differently. They are created the same way cars are, with several changes. A bike must have between 15 and 35 cf of internal space. They are lighter, cheaper, and simpler to build, so their bodies are 35% lighter. Sport option may be used, as can XLT option. Drivers and passengers only take up 6 cf and 4 cf, respectively (no gunners allowed). Engines cost 20% less, are 40% lighter, and take up 30% less space. Only two wheels must be bought, and they are 30% lighter. Weapons may only be mounted on the front or back. No turrets are allowed, but all other accessories may be mounted. Bikes only have three armor facings: front, back, and under. The other sides are considered unarmored.

Anytime a bike takes damage from the back, a roll of 1 or 2 on one die means the damage bypasses the rear armor. A bike adds +1 to all it's Crash Table rolls.

Motorcycles are -2 to target. They are represented by 3/16" x 3/8" counters. Passengers may fire a hand weapon in any direction.

Game Rules

All cars are represented by a 3/8" x 3/4" counter, plus 1/4" to length for every 100 cf above 300. Cars under 100 cf are represented by a 3/8" x 3/8" counter. A turn represents approximately one second. A full turn consists of six game phases, as shown below.

The Game Turn

Set Handling: The car's original HC (but not less than two) is added to every car's current HC, up to but not exceeding the original. The Difficulty Level of any and all hazards encountered the previous turn is then subtracted from the current HC.

Set Speed: Each driver may stay at the current speed, may accelerate up to the vehicle's maximum acceleration, or may attempt to decelerate his car (see below). The difficulty of any deceleration is subtracted from HC immediately.

Maneuvering: ONE maneuver (see below) may be selected by each driver, in order of the fastest moving car to the slowest. Do not declare exactly where the maneuver will occur along the car's movement path. The difficulty of the maneuver is subtracted from the current HC immediately. Do NOT move the vehicle counters yet.

Control Check: The Control Table (below) is checked to see whether or not the driver has lost control of the car during this turn. If the check is failed the controlling player must roll on the Crash Table. Note: a dead driver does NOT mean the car is automatically out of control. Even if all of the crew are dead (the car is a "kill"), the controlling player still gets to make the Control Check and Crash Table rolls.

Movement: Every car must now move at the rate listed for their current speed. The vehicle moves forward as far as the driver chooses, then continues into the selected maneuver (if one was taken). Once that direction change is in affect, the driver either does what the Crash Table says (if he failed the Control Roll) and/or finishes movement in the new direction.

Firing Action: Each crew member may now take ONE firing action. This includes the aiming and firing of a vehicular weapon or set of linked vehicular weapons.

Movement

A car's speed determines how far it will move in a turn. The fastest car ALWAYS moves first. If two (or more) cars are in close proximity and a Collision (see below) is possible, they may be moved in one-inch increments (the faster car still moves first). If two cars are going the same speed roll randomly to see who goes first.

When a car's speed drops to 0 mph, it's HC automatically rises to its maximum. A car's HC may never drop below -10 for any reason. If a vehicle's HC for any reason drops below the values of the Control Table, calculate it as if the vehicle were going 10 mph faster for every one below the chart. If a vehicle's speed exceeds that of the chart, then subtract one from HC for every 20 mph.

A car may decelerate up to 10 mph safely. For every 4 mph more (or fraction) the deceleration adds a Difficulty Level (see below) of 1 to it (for example 19 mph is a D3, 30 mph is a D5, etc.). Attempting deceleration greater than D6 results in only a 20 mph deceleration and an automatic loss of control (roll on crash table). Remember that deceleration subtracts from HC immediately.

Any change of vehicle direction is called a maneuver. Every maneuver has a Difficulty Level. This is expressed in increments of D1, D2, D3, etc. The Difficulty Level is subtracted from the current HC of the car immediately after the maneuver is selected. The harder the maneuvering, the greater there is a chance of losing control of the car. A change in direction may be anywhere from 1 to 90 degrees in one turn.

When turning a vehicle counter, rotate it about it's central axis (to the desired angle). A car may not turn more than 5 DEGREES FOR EVERY ONE MPH it is going.

0 to 10 degrees of direction shift is a D0

11 to 20 degrees of direction shift is a D1

21 to 35 degrees of direction shift is a D2

36 to 45 degrees of direction shift is a D3

46 to 60 degrees of direction shift is a D4

61 to 75 degrees of direction shift is a D5

76 to 90 degrees of direction shift is a D6

If "safe" is the verdict from the Control Table then the car is safe and retains control. If a number is shown then the driver must roll that number or above to keep control. If the roll is not made or if XX is the verdict, the driver must then roll on the Crash Table.

A car may move up to 1/3 of it's top speed in reverse direction. All maneuvers are at +D1 and all targeting made by the driver is at -1. A vehicle may not reverse direction without coming to a complete stop first.

Collisions

When a car collides with another car or an obstacle (even a person), find the Collision Modifier for the car (or obstacle) weight. For every 1000 lbs. (or fraction) of vehicle weight increase the Collision Modifier by .25 (for example a 2765 lb. car would have a Collision Modifier of .75). A human or human-sized object has a Collision Modifier of .25 because they have hardly enough mass to crush a car. Take the relative speed of the collision and roll the number of dice of damage as specified on the Movement Table. Each car gives damage times Collision Modifier to the other vehicle. Add the two vehicles speeds together, then divide by two. This is the current speed for both vehicles. Inanimate objects (walls, railings, ramps, etc.) are damaged according to a "common sense" rule: a 4000 lb. car at 90 mph will go through (destroy) a car-wide section of aluminum railing, but will stop flat on a 20' thick concrete wall. Inanimate objects deal exactly as much damage as they take, and halve a vehicle's speed if they are driven through.

Sometimes a huge object hits a little one. If one vehicle outweighs another by 10:1, then roll one die. On a 1-3, the effects are normal. On a 4-6, the larger vehicle literally rolls OVER the smaller vehicle. Damage is applied normally, but the larger vehicle loses only 20% of it's current speed while the smaller is stopped cold.

Damage in a collision is first applied to the armor facing being struck, then to the front weapons, engine (if in the front), crew, side weapons, engine (if in the back), back weapons. If the back armor is reached, the car is considered completely destroyed; there is no "blow-through" affect, the car is simply considered confetti.

Hazards

Hazards are outside events that can affect vehicles. Each one has a Difficulty rating, similar to a maneuver.

Debris is created every time a car takes 10+ points of damage from a single weapon in a turn, and an obstacle is created every time a car loses a wheel or takes 20+ points of damage from a single weapon in a turn.

Hitting loose debris: D1

Hitting a curb, pedestrian, vehicle, or obstacle: D3

Enemy fire does 1 to 14 hits (total) in a turn: D1

Enemy fire does 15 to 29 hits (total) in a turn: D2

Enemy fire does 30+ (total) hits in a turn: D3

Driver unconscious or killed: D2

If a vehicle is missing a wheel (or set of wheels on a corner): D2

A roll on the Crash Table is done with two dice. That number is then modified by the modifier on the

Control Table for the appropriate speed. A car that is affected by the Crash Table is considered out of control until either the Crash Table no longer affects it or it comes to a complete stop. A car that is out of control cannot shoot aimed or dropped weapons.

CRASH TABLE

0, 1, 2 - Minor skid. The car keeps the same orientation, but moves 1/4" in the direction of the maneuver in which it lost control.

3, 4, 5 - Moderate skid and fishtail. As above, but the front of the car skids 1/4" while the rear of the car skids 1/2".

6, 7, 8 - Major skid and fishtail. As above, but the front of the car skids 1/2" while the rear of the car skids 3/4". Each wheel takes 1d-1 damage

9, 10 - Spin Out. The car spins, rotating 90 degrees and moving 1" forward for every 1" of movement (or fraction) in that turn. Each wheel takes 1d damage at the start of the spin out. The car slows by 20 mph every turn until it stops.

11, 12 - Roll. The car spins sideways and then rolls. The car slows by 20 mph every turn until it stops. For every 1" of movement (or fraction) thereafter, the car moves 3/4" and rolls onto the next side. Each side takes 1d damage when hit. When the bottom hits, each wheel takes 1d damage. Once the wheels are destroyed, the bottom takes damage like any other side.

13, 14 - Burning Roll. As above, but the car is burning on a roll of 4, 5, or 6 on one die.

15 or more - Burning Vault. As above, but the car does not turn sideways, rolling instead on the front and back of the car. Each side (and every wheel) that is hit takes 2d damage. The car is burning on a roll of 4, 5, or 6 on one die. If the vehicle stops on the front or back, continue onto the next appropriate side.

Combat

A given weapon may never fire more than once a turn. A crew member (driver or gunner) may not fire more than one weapon a turn unless they are linked. Linking weapons that are mounted on the same side (for $100) is the only way to fire more than one weapon. All damage is considered simultaneous, but as SEPARATE attacks.

Dropped weapons need not be aimed. Once fired, a dropped weapon leaves a counter behind the car according to it's weapon type. The dropped weapon becomes active after the acceleration phase of the next turn.

The aimed weapon must have line of sight to the target before it can hit. A weapon's firing arc is determined by 45 degree angles from the corners of the vehicle's counter. Depending on where the weapon is mounted, it may or may not be able to hit it's target. Once line of sight has been established, the firing car rolls two dice to see whether he hit his target. To hit any chosen target, the player must roll the needed to-hit roll or better on two dice. Some modifiers are listed below.

Less than 1" away: +4

Less than 2" away: +2

For every full 5" (100') away: -1 (5"-9.99" is -1, 10"-14.99" is -2, 15"-19.99" is -3, etc.)

Attacking vehicle not in Arc of Fire of target side (bad angle): -2

Neither firing car or target are moving: +1

Firing car is moving above 100 mph: -1

Target is moving above 30 mph and target side is Left, Right, or Top: -1

Target is moving above 60 mph and target side is Left, Right, or Top: -2

Target is moving above 90 mph and target side is Left, Right, or Top: -3

Target is moving above 120 mph and target side is Left, Right, or Top: -4

Targeting a human: -3

Targeting wheel: -3

Targeting turret: -2

Front or back of a car or bike: -1

A bike: -2

A car under 175 cf: -1

A car 250-350 cf: +1

A car over 350 cf: +2

Targeting building: +10

Firing through smoke: -2 per 1/2"

Raining: -2

Fog or night: -3

Targeting Computer used: +1

When a weapon hits, calculate the amount of damage by rolling the number of dice shown on the Weapon List. The result is the number of points of damage taken by the target.

Armor for vehicles in Carz is spaced in layers of sheets 1/4"-1" apart and consists of a standard ablative carbon-reinforced plastic, spreading the shock of a projectile or missile hit across the surface of the armor. These designs allow the armor to take one or two non-direct hits from a heavy weapon, but because of the armor's ablativeness, it weakens after every hit. After several hits, the armor facing becomes weak and brittle, giving hardly any protection at all. When an armor side reaches this point, it is considered Breached.

When a car is hit by a weapon, subtract damage from the side of armor that was hit. Once that armor reaches zero, it is considered Breached, and the weapons on that side (if any) take the next damage. After the side armor and weapons are destroyed, one of four things can be damaged. Roll one die every time damage enters the car. On a 1 or 2 the crew compartment is hit. On a 3 or 4 the engine is hit. On a 5 the gas tank is hit. On a 6 the cargo (if any) is hit. If the damage passes through a component, then the opposite side of armor takes damage. Internal spare tires are considered in cargo space, even though the space they occupy was not declared so.

Every time that a weapon is damaged, roll one die. On a 1-2 the ammunition was hit, and the weapon is destroyed. All linked weapons that fire the same ammo are destroyed as the ammo cooks off.

A human has four hits. The first two hits cause wounds. The third knocks the human unconscious. The fourth kills him. A wounded crew member is at -2 to everything he tries, including shooting, control rolls (if driver), etc. A car with an incapacitated driver decelerates at 5 mph per turn. It takes one turn for a person to do one action (i.e. get in a car, push driver out of seat, pick up pistol, etc.).

Every time a car is hit with a flame weapon, a fire starts on a roll of 1 on one die. When a car is on fire everything that can take damage takes 1 point every turn until the fire is put out. For every turn that a car is on fire (or on the turn when the gasoline tank is destroyed by anything) roll one die. If a 1 is rolled the car explodes, destroying everything. A fire extinguisher will put out a fire on a roll of 1 or 2 on one die. Fireproof armor protects from fire until it is breached. Fireproof wheels take no damage from flame weapons and cannot catch the rest of the car on fire if they are hit with a flame weapon

Dropped weapons have no to-hit, but affect any car that crosses their game counter with the listed effect.

Pedestrians

A pedestrian (or carless crew member / passenger) can move up to 1" a turn in any direction. Pedestrians (or crew or passengers) can carry one of two weapons. The pistol ($150, 1d-3, to-hit 7, 10 shots, 4 lbs., .02 cf) or the rifle ($250, 1d-2, to-hit 6, 20 shots, 8 lbs., .08 cf). It takes one full turn for a crew member or passenger to exit a car. Hand weapons may be stored in cargo.

Last Revised August 15, 1996

Nathan Stilwell

stilwell@wvhtf.org

Reprinted by the Seattle Washington Autoduel Team, December 25, 2014