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!
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.
Jumps. Set in 10 mph increments, usually between 50 and 80
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
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.
|Destroying mobility on a car
|Destroying firepower on a car
|Dueling as a pedestrian (kills
earned as a pedestrian are worth double prestige)
|Accolade of other duelists and crowd
for exceptional dueling (very rare)
||+1 to +3
|Vehicle killed, firepower or
|Vehicle killed, driver injured
|Vehicle killed, any crew killed
|Shoot a vehicle when firer or target
|Score a kill through a pristine side
|Hitting shoot 'em
|Driving 100 mph + for three turns
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
Crystal Spikes (Uncle
Auto Stop and Gunnery Shop 2050 Catalog Update
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
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
5. SWCs will work on smart-linked weapons.
6. Gas engines do not require laser batteries for laser
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
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
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
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
19. Vehicular fire doesn't effect internal components until
armor is breached. Vehicular fire does 1/2d6 damage per turn to
20. Acceleration and deceleration may only be done at the
beginning of the turn unless done with items like Nitrous Oxide or
21. In the case of multiple hazards in a round, all hazards
of a given type will be applied together then control will be
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
lincolnis AT juno.com