2049 AADA World
Racing Championship Rules

Brief Description

The 2049 AADA World Racing Championship (WRC) is open to all Car Wars players. There will be three qualifying races to determine who will race in the WRC and the starting order. The top four finishing players from each of qualifying races move onto the WRC. Players are encouraged to enter all three qualifying races (their best finish will be used for determining WRC starting grid).

Qualifying Round

Friday Night - Qualifying Race #1

  • $60,000 budget using Stock-Cars (Standard Luxury Sized Cars)

  • Ferrari Testgrounds

Saturday Afternoon - Qualifying Race #2

  • $60,000 budget using OR Trucks

  • Louisiana Mudflats

Saturday Night - Qualifying Race #3

  • $75,000 budget using Formula Ones

  • Jormungandr Duelway

World Racing Championship Sunday Afternoon - WRC
  • $75,000 budget using Can-Ams
  • Texas Twister

The starting order in the WRC is determined by the finishing position in the Qualifying Races:

Starting Position in WRC Finishing Position in Qualifying Races
1st Race #1 - 1st
2nd Race #2 - 1st
3rd Race #3 - 1st
4th Race #1 - 2nd
5th Race #2 - 2nd
6th Race #3 - 2nd
7th Race #1 - 3rd
8th Race #2 - 3rd
9th Race #3 - 3rd
10th Race #1 - 4th
11th Race #2 - 4th
12th Race #3 - 4th

Below is an example of what could happen if a driver finishes fourth or better in more than one qualifying race:

Raw Results from Qualifying Races:

Place Qualifying Race #1 Qualifying Race #2 Qualifying Race #3
1 Driver A Driver B Driver C
2 Driver D Driver E Driver B
3 Driver B Driver F Driver G
4 Driver H Driver I Driver J
5 Driver E Driver K Driver L
6 Driver K Driver M Driver N

Adjusted to determine WRC Starting Grid

Place Qualifying Race #1 Qualifying Race #2 Qualifying Race #3
1 Driver A Driver B Driver C
2 Driver D Driver E Driver G
3 Driver H Driver F Driver J
4 Driver K Driver I Driver L
5   Driver K Driver N
6   Driver M  

WRC Starting Grid based on above example

Place Driver   Place Driver
1 Driver A   2 Driver B
3 Driver C   4 Driver D
5 Driver E   6 Driver G
7 Driver H   8 Driver F
9 Driver J   10 Driver K
11 Driver I   12 Driver L

Allowed Equipment & CADC Interpretations

The main rule sources are the second edition of the Compendium (printed in 1996) and Uncle Als Catalog from Hell. Items that are banned from any AADA event will also be banned from the WRC events. These items are highlighted with a or a in Uncle Als Catalog from Hell. A complete list of banned weapons and equipment can be found be clicking here.

Over the years, the CADC has developed its own "House Rules" for some of the gaps it has encountered over the years. Those CADC Interpretations can be found by clicking here and will apply to the WRC.

Body Style Rules & Specs.

The table below shows the Body Style Specs. that will be used and the rules that apply to each type event.

Body Style

Event Rules

Stock Car
(Friday Night's Qualifying Race)

  • Driver and gunner allowed, but no passengers

  • Gas engine only with 400 cu. in. the smallest allowed

  • Price limit is $60,000

  • Must use luxury body style

(Saturday Afternoon's Qualifying Race)

  • Driver, gunner and up to 4 passengers are allowed

  • Gas or electric with no minimum size

  • Price limit is $60,000

  • Must use pickup body style

  • Additional rules related to this event will be included in the track preview.

Formula One
(Saturday Night's Qualifying Race)

  • Only driver, no gunners or passengers

  • Gas engine only with 350 cu. in. the smallest allowed

  • Price limit is $75,000

(Sunday Afternoon's WRC)

  • Only driver, no gunners or passengers

  • Gas engine only with 450 cu. in. the smallest allowed

  • Price limit is $75,000

The normal chassis strengths listed above can all be modified at the normal cost, i.e. an extra heavy chassis on a Can-Am would cost 100% of the body cost or $6,500 and its max weight would be increased to 5,400 lbs.

Also, only one gas tank is allowed per gas engine vehicle and it must be at least 5 gallons. This will eliminate the need to track gas consumption and do MPG calculations.

Skill Levels

Each character starts out each race with a base skill points of 50, but can only use 30 points in any one skill they wish. For example, Driver 2.0, Gunner 1.0 or Driver 1.0, Gunner 1.0, Hand Gunner 0.0. Remember: 10 points equal 1 level.

Note: any skills can be used from the base 50 points, i.e. Hand Gunner, Body Building, etc.

Before the Race

Below are the steps that will be followed before each race:

  1. Reflex Rolls are assumed to be 4, i.e. no effect on HC (used in qualifying and the race)

  2. Qualifying Rolls (not required in WRC)

  3. Walk through the Pits

In the interest of time, the starting order for the qualifying races will be determined by two percentage dice rolls that represent two laps around the track. The highest percentage sits on the pole position and the lowest starts in last. The percentage rolls are adjusted by the track modifier and the below bonuses. The bonuses are used to give the faster cars and higher skilled drivers an advantage in qualifying:




for every 2.5 mph of top speed over 160 mph (note, this has a negative effect for top speeds under 160 mph)


per HC point over 5 (includes reflex)


for every full point of driver skill

Before the race, the racers are allowed to walk through the pits. At this time, racers can get close enough to the other vehicles to notice basic characteristics of the vehicles. These characteristics include, weapon classification (i.e., small-bore, dropped liquid, etc.,), weapon location, ram plates, number of gunners, tire type (slick vs. non-slick) etc.

Starting the Race

The distance between the cars on the starting grid will be 3/4 inch from front to back and between each row. All cars will be traveling at 80 mph (60 mph in OR Race) as the green flag is waved. Acceleration is allowed in the first turn, but it is assumed that all cars have been traveling at 80 mph for the last few turns for turbo-lag and tire slippage purposes (see Variants in Use block). The pole position always occupies the "inside" lane heading into the first turn.

Rules of Engagement
  • There is no gun fire of any kind (lethal or not) or any threatening acts, such as ramming or dropped weapons, until the first car has reached the dueling line. The line is usually the 1/3 or 1/2 mark of the first lap. This allows the drivers time to focus on racing for the first part of the race.

  • Tire shots are strictly prohibited.

  • Any dropped weapon may be used, but it must fit completely in the Dropped Weapon Lane. These special lanes are clearly marked on the track. Bumper-triggered dropped weapons will not work if the weapon will not fall completely in the Dropped Weapon Lane. For example, if a driver was going to drop a Spider-Mine, then the mine (including the weblines) must fit completely in the Dropped Weapon Lane. If the mine does not fit, and the driver declared it as his firing action, then the weapon will not work, and he wasted a firing action.

  • All firing actions are declared using Shot Cards or writing the action on the Player's Information Sheet. The firing actions are revealed simultaneously, and everyone must perform the action declared. Examples of actions that may be listed on a shot card would be firing at an opponent, firing a dropped weapon, or hitting overdrive. This procedure is followed to prevent gang firing.

  • Each action is resolved from the front of the pack to the rear, but remember that all gun fire in the same phase are simultaneous.

Maneuvering and Movement
  • When required, movement will be performed by phase movement. Phase movement is typically required in combat situations, tight turns, jockeying for position and ram situations.

  • To speed up the play of the game, a driver may move his whole movement for a turn if the referee does not see any conflicts. The driver must pay special attention to how many movements are allowed in each phase.

    • Reminder: only one maneuver may be performed in one phase. Therefore if a vehicle has 5 movements in one phase, then the vehicle may perform one maneuver for any one of those movements, but the other four must be straight.

  • While a driver is in control of his vehicle, he may not drive it the wrong way or even turn around on the track. A vehicle that is out of control and traveling in the wrong direction must turn around as soon as the vehicle is back under control.

Variants in Use

The table below shows what variant rules will be used. The page number listed is from the Compendium 2nd Edition (printed in 1996). If the page number is N/A, then it is a CADC change to the Car Wars gaming system.




Ram Concussion

Same as explained in the Compendium


Fire Rules

Same as explained in the Compendium


Ram Confetti

Same as explained in the Compendium


Critical Hit

When a critical hit occurs, all damage from that shot by-pass all the armor and hit the interior components. The table below is used to determine the roll needed

If base to hit (after all modifiers) is . . .

then roll needed for critical hit is . . .

10 or higher

not possible

between 3 and 9


2 or less

11 or 12


Tire Slippage

If a vehicle has been traveling at the same speed for one or more turns and tries to accelerate by 20 mph or higher, there is chance that the tires will slip and spin. The result is acceleration only being half the desired rate and each tire will take one point of damage. Chance of slippage is 1 in 6 for slicks and 2 in 6 for all others.



If vehicle 1 (the trailer) has been traveling directly behind vehicle 2 (the leader) for at least one turn (5 phases) and the distance between the two vehicles is 0.75 inches (game inches) or less, then the trailer may draft off of the leader. Both vehicles may exceed their top speeds by 10 mph, as long as the trailer stays within 0.75 inches and directly behind the leader. If the trailer then pulls out from behind the leader, it has a momentary edge in speed energy over the leader. The leader immediately loses 10 mph if it is over its original top speed.  Afterwards, both must decelerate 5 mph per round back to normal top speed.  If done properly, drafting can become a very useful tool for teamwork.


Debris/ Obstacle Safety Zone

A vehicle is in the debris/obstacle safety zone when:

  • it is traveling 100 mph or faster and

  • it is directly behind another vehicle and within 0.75 inches

If the front vehicle produces any debris or obstacles, then it is assumed that the debris or obstacles will fly over the rear vehicle with no damage roll or hazard. The counter will still be placed in the original position. It is possible for debris to fly over many vehicles if they meet the above circumstances.



Kill - is awarded when a driver may no longer drive his vehicle. Some examples include, a dead or unconscious driver, car with blown engine, car out of gas, car missing 2 or more tires, car that has no way of getting its wheel back on the ground, or a car that lands in the stands. If a kill is the result of two or more attacker in the same phase, then the kill goes to the driver who did the most damage in that phase.

Finishing the Race

Each race will last three laps. The first driver to cross the finish line (dead or alive) wins the event. The second driver to cross the finish line is in second, etc. If a driver is killed or his vehicle is immobile, his finishing spot on the track is used to determine his finishing position. For example, if the first three vehicles have crossed the finish line and the fourth vehicle lost a few tires and stops anywhere before the finish line, he will be awarded fourth place if all the vehicles behind him are also immobile.

Standard Track Rules (except for the OR Race)

The inner walls of all the tracks are only 18 inch high curbs. Normal gunfire is allowed over the inner walls. The outer walls are 3 feet high, and can only be fired over by turret mounted weapons. Any car rolling into a wall over 100 mph will roll over it into the stands. Debris, obstacles, wrecked vehicles, and dropped weapons will stay of the track for the duration of the race. The only time the track will be cleared of any such items is in the special sections of the track. The track crew will clear all special sections within 5 phases of it hitting the track.



Last Updated 04/13/2049

Posted by the Championship Autodueling Circuit, April 13, 1999.

Reprinted by the Seattle Washington Autoduel Team, March 29, 2015.
Original URL: http://cadc2036.com
Original URL: http://cadc2036.com/49wrc01.html