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
Merlyn's - 2001 Spokane Game Faire Car Wars Tournament Results
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
|Friday, April 27
|Saturday, April 28
|Saturday, April 28
|Saturday, April 28
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
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.
|Destroy a vehicle's mobility
|Destroy a vehicle's firepower
|Shoot at an airborne vehicle
|Shoot while your vehicle is airborne
|Score a kill through a pristine side of armor
|Hitting a shoot 'em
|Fighting as a pedestrian
||+1 to +3
|Own vehicle firepower-killed or
|Own vehicle killed and driver injured
|Own vehicle killed and any crew member killed
a. A maximum of two points in one duel can be earned from airborne
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.
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
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
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
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
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
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. SWC 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. 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
16. Maneuvers don't count against firing or Crash Tables.
17. Range is measured from center of counter to center of
18. Obstacles and explosive-tipped spikes destroy wheels, not
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 checked
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
See you there,
Edgar T. "Guru" Lincoln
lincolnis AT juno.com