Car Wars Internet Newsletter
Vol. 6, No. 4

The Daemon Mechanic
Cornell Car Wars
by John Hwang


Web Posted April 02, 2003
Updated April 02, 2003


From: zlky@vax5.cit.cornell.edu (zlky@vax5.cit.cornell.edu)
Subject: Cornell Car Wars (1 of 4)
Newsgroups: rec.games.board
Date: 1991-04-18 03:40:40 PST

Okay, here it is:  a total of 4 posts covering all of the Cornell Car Wars rule
changes, etc.  It's something like 16 pages if you delete the duplicate header
pages.  It should print just fine on any printer;  it has form feeds and that's
all - no tabs or stuff like that to mess it up.

    - John Hwang.
Standard Disclaimer.
---- cut here ----
                               CORNELL CAR WARS

                                 Part 1 of 4
 

    Cornell Car Wars is based on Steve Jackson Game's Car Wars, but contains
many major changes in both game mechanics and game rules.  These changes are
based on empirical curve fits to data gathered on real cars.  These rules are
the culmination of 3 years of extensive playtesting at Cornell University.

    Neither Cornell University nor Steve Jackson Games had anything to do with
the creation or development of these rules, so don't blame them if you don't
like it.
 

Design credits:
    John Hwang:  Concrete armor and derivatives;  Mini Cannon, Heavy Rocket
Launcher, Chain Gun;  modified weapon stats;  modified aerodynamics rules;
modified gas rules;  modified handling rules;  modified acceleration and top
speed rules.
    Bruce Moyer:  Kevlar and Alloy armor;  Reinforced plastic and Tempered
metal armor;
    Rob Vines:  modified handling rules;  modified aerodynamics rules.

Playtesters:
    David Conroy, John Hwang, Bruce Moyer, Jason Roberts, and Rob Vines.
 

Copyright 1989 Hwang and Moyer;  1991 Hwang;  All rights reserved.
Some of the names of things may have been registered and/or trademarked by
Steve Jackson Games, such as "Car Wars" and "Blast Cannon."
 

Permission is granted to publish these rules a la 'shareware' rules:
    This copyright notice has to be on it and you can't make a profit from
selling it.  These rules are to be distributed complete and unmodified so that
others can see the whole thing.  If they must be distributed in sections, the
section number and total number of sections must be noted on each section.
You can only charge what it cost to print and distribute the rules.  Any
extensions or modifications to these rules must be released under a separate
cover.
 

Please address any comments to:
    Internet:  ks5y @ vax5.cit.cornell.edu
    Bitnet:    ks5y @ crnlvax5

                               CORNELL CAR WARS

INTRODUCTION
    Cornell Car Wars is based on Steve Jackson Game's Car Wars, but contains
many major changes in both game mechanics and game rules.  These changes are
based on empirical curve fits to data gathered on real cars.  These rules are
the culmination of 3 years of extensive playtesting at Cornell University.

    Top speed and acceleration formulae have been changed to fit 'real world'
values.  These formulae are based on an equivalence between Car Wars power
factors and watts (horsepower).  In the real world, the horsepower required to
travel at a certain speed increases according to the velocity cubed;  it also
increases linearly with weight.  At top speed, the weight component is
relatively small and can be neglected.  Top speed also decreases in proportion
to frontal area and vehicle drag.  We have chosen to let frontal area be
equivalent to the total spaces of a vehicle, including trailers, turrets,
EWPs, etc.  This basically gives small vehicles (i.e. motorcycles) a large
speed advantage;  this is consistent with Car Wars traditions of helping the
cycles, since they need all the help they can get.  Acceleration has also been
changed to reflect real vehicular performance.  Overall, vehicular
acceleration is half what it used to be, but top speed is increased by 50%.

    The handling rules have been changed to reflect reality.  It's simply not
possible to pivot a car more than 90 degrees in a second, even at 10mph.
Similarly, a car cannot turn as much at higher speeds, even with improved
aerodynamics.  These changes allow tacticians to better predict how their
opponents can react, and makes for a more intuitive feel, since cars aren't
allowed to do strange things.

    A couple of modifiers were made to the combat rules.  These rules reduce
the bias toward tire shooting, without altogether eliminating it.  More and
better armors were added to increase the survivability of vehicles.  Weapon
allocation was also adjusted so things would 'fit' in the vehicles.

    The gas engines have been cleaned up model real gas engines.  For example,
power, weight, and space are all proportional to displacement.  Gas engines
now use the same acceleration and top speed formulae that electric engines
use.  In general, a gas engine is much smaller, lighter, expensive, and more
fragile than its equivalent electric plant;  this is how it should be.

    The weapon stats have also been adjusted to improve weapon balance.  There
are no 'super' weapons, so a designer has much more freedom to choose the type
of weapon based on the style of combat, rather than having the weapon choice
dictated by weaknesses in the rules.

                               CORNELL CAR WARS

TOP SPEED
    There are three formulae for top speed, based on the types of vehicles
that we have encountered and tested so far.  These top speed formulas are
based on an equivalence between power and power factors.

For ordinary cars, racers, trikes, and cycles:
        top speed = 24 * [(power / space )^(1/3)]

For airplanes, microplanes, and jet fighters:
        top speed = 48 * [(power / space )^(1/3)]

For trucks and vehicles with HD transmissions:
        top speed = 18 * [(max weight / space )^(1/3)]

    Power is the number of power factors that the engine produces.  It makes
no difference whether the engine is electric or gas or turbocharged.

    Space is the total number of spaces of the vehicle.  Include external
things like turrets, EWPs, RWPs, bomb racks, car top carriers, sidecars, and
trailers in the sum of spaces.  Note that a vehicle's top speed will increase
if the external object is blown off.

This top speed is modified by shape factors:
    -2.5% for each EWP on the vehicle;  don't count EWPs drafting behind EWPs
          on a trailer or other large vehicle.
    -2.5% for a pickup or motorcycle w/o windshell
    -2.5% for each wing
    -5%   for rear spoiler
    -2.5% for underbody tunnels

    +2.5% for streamlining
    +2.5% for racer body
    +2.5% for motorcycle w/ windshell

    For example, a compact powered by a large power plant (2000 PF) has a 1-
space turret and 2 1-space EWPs (for a total of 13 spaces);  its top speed is:
    = 24 * [(2000 / 13) ^ (1/3)]
    = 24 * [ 154 ^ (1/3) ]
    = 24 * 3.7
    = 129 mph
    The car is streamlined, but has 2 EWPs, so there is a net decrease of 2.5%
to the top speed:
    = 129 mph * 0.975
    = 126 mph (125 mph after rounding to the nearest 2.5 mph)

                               CORNELL CAR WARS

ACCELERATION
    There are two formulae for acceleration, based on the type of transmission
in the vehicle.  As before, acceleration is based on the vehicle's power and
weight ratio.  Turbocharged vehicles may have different acceleration rates
depending on whether it had accelerated during the previous second.

For ordinary cars, racers, trikes, and cycles:
    Power/Weight     Acceleration
      > 0.333         2.5 mph/sec
      > 0.667         5.0 mph/sec
      > 1.000         7.5 mph/sec
      > 1.500        10.0 mph/sec
      > 2.000        12.5 mph/sec
      > 2.500        15.0 mph/sec
      > 3.000        17.5 mph/sec        Only with radials or slicks
      > 4.000        20.0 mph/sec
      > 5.000        22.5 mph/sec        Only with slicks
      > 6.000        25.0 mph/sec

    Higher accelerations are not possible without the extremely low pressure,
extremely large tires used on dragsters;  such tires would have no more than 3
DP, and are unsuitable for any combat situation.  Try a double cost RS, with
an extra 50% weight and 1/3 as much DP (round down);  only available as rear
tires, and the targeting modifier goes back up to -3 since the tire is much
larger.  If such tires are used on a dragster or drag cycle:
    Power/Weight     Acceleration
      > 7.000        27.5 mph/sec
      > 9.000        30.0 mph/sec
      >11.000        32.5 mph/sec
      >13.000        35.0 mph/sec

For trucks, and vehicles with HD transmissions:
    Wt/Max Weight     Acceleration
      < 0.333         5.0 mph/sec
      < 0.667         2.5 mph/sec
      < 1.000         2.5 mph/sec        -5% top speed

    When a vehicle reaches 1/2 top speed, acceleration drops by 2.5 mph if its
acceleration is greater than 5 mph.  Acceleration also drops at 3/4, 7/8,
15/16, 31/32, etc.  For example, a car has a top speed of 120 mph and a base
acceleration of 10 mph;  it accelerates at 7.5 mph/sec at 60 mph, 5.0 mph/sec
at 90, and 2.5 at 105mph.  It's not perfect, but it does model the increasing
aerodynamic drag's effect of acceleration in a simple manner.

                               CORNELL CAR WARS

BRAKING
    Hard braking is a hazard, but so is hard acceleration.  Apply the hazard
in either case.  Note that it is physically impossible to do extreme braking
or acceleration when the road is slippery.

On dry, clean roads:
    Hazard      Max Accel/Braking
       D0        10   mph/sec
       D1        15   mph/sec
       D2        20   mph/sec
       D3        22.5 mph/sec
       D5        25   mph/sec
       D7        27.5 mph/sec      Only with HD brakes
       D9        30   mph/sec

    Better deceleration isn't usually possible.  HD brakes do not reduce the
hazard, but make shorter stops possible.  Constant D3 braking is about equal
to 1.0g braking in real life.

On water, gravel, dirt, snow, or sand:
    Hazard      Max Accel/Braking
       D0         5   mph/sec
       D1         7.5 mph/sec
       D2        10   mph/sec
       D3        12.5 mph/sec
       D5        15   mph/sec      Max for slicks
       D7        17.5 mph/sec      Only with HD brakes
       D9        20   mph/sec

    Add D1 for using slick tires.  Packed snow is actually a pretty decent
surface.  Subtract D1 for spiked/studded tires if on snow.

On ice, melting snow, or oil:
    Hazard      Max Accel/Braking
       D1         2.5 mph/sec
       D2         5   mph/sec
       D3         7.5 mph/sec      Max for slicks
       D5        10   mph/sec
       D7        12.5 mph/sec      Only with snow tires
       D9        15   mph/sec      Only with spikes/studs

    Add D2 for using slick tires.  Subtract D1 for snow tires/OR tires, and
subtract D2 for spiked/studded tires if on ice or snow.

                               CORNELL CAR WARS

HANDLING
    A vehicle's handling limits are affected by it's current speed.  These
limits keep vehicles in line with reality.
    Maneuver    Max Speed
       D6       7.5 mph
       D4        15 mph
       D3        55 mph
       D2       115 mph

    The ordinary penalties for maneuvering on oil, ice, water, or gravel seem
to be okay.  Add D1 for using slick tires on water, packed snow, gravel, or
sand;  subtract D1 for spiked/studded tires if on snow, gravel, or sand.  Add
D2 for using slick tires on ice, or oil;  subtract D1 for snow tires/OR tires
if on snow or ice, and subtract D2 if using spiked/studded tires on snow or
ice.  Just going straight through (and we mean perfectly straight through) oil
or ice should not present any hazard to the vehicle;  only if someone turns or
accelerates on a slippery surface will there be a problem.  Oil dropppers and
ice droppers are rather useless on the straightaways, but very effective in
the corners.

    We handle aerodynamics differently from any previous system.  The original
and the current systems were just too powerful, transforming a vehicle with
both spoiler and airdam from a HC 4 vehicle to a HC 10 (HC 3 to HC 15 under
original rules) due to the "free" maneuvers at 60 mph, or subtraction from
maneuver difficulty.  The intermediate rules didn't add anything.  A racer can
pull 1.5g's without aerodynamic effects, and about 3.0g's at 250 mph.  If 1.0g
is about equal to 5 HC points, then a racer's HC should go from 7 up to 15.

    For example, a Can-Am (HC 5) is fully kitted out with airdam (+1 at 100),
spoiler (+1 at 60), side skirts (+1 at 130), underbody tunnels (+1 at 160,
180, 200, ...), and racing slicks (+2).  Its HC varies with speed:
      Speed   HC
      >   0   HC 7        Racer base + Slicks
      >  60   HC 8        Spoiler
      > 100   HC 9        Airdam
      > 130   HC 10       Skirts
      > 160   HC 11       Tunnel
      > 180   HC 12       Tunnel + skirt bonus
      > 200   HC 13       Tunnel + skirt bonus
      > 220   HC 14       Tunnel + skirt bonus
      > 240   HC 15       Tunnel + skirt bonus
        ...
Note that there is no limit to the bonus available from good aerodynamics.

                               CORNELL CAR WARS

MOVEMENT
    We recommend using a 10 phase movement system for vehicles moving at or
above 200 mph.  The 5 phase system is good because it speeds up arena combats.
A 10 phase system is better for high speed racing and maneuvering because it
gives better driver control.  The chart below can be used just like the
regular movement chart, and allows vehicles to change speed in mid turn.  This
is especially handy for dogfighting aircraft, since aircraft usually cruise at
250 mph.

      Speed     1    2    3    4    5    6    7    8    9   10
       ...
       200      2"   2"   2"   2"   2"   2"   2"   2"   2"   2"
       205      2+"  2"   2"   2"   2"   2"   2"   2"   2"   2"
       210      3"   2"   2"   2"   2"   2"   2"   2"   2"   2"
       215      3"   2"   2+"  2"   2"   2"   2"   2"   2"   2"
       220      3"   2"   3"   2"   2"   2"   2"   2"   2"   2"
       225      3"   2"   3"   2"   2+"  2"   2"   2"   2"   2"
       230      3"   2"   3"   2"   3"   2"   2"   2"   2"   2"
       235      3"   2"   3"   2"   3"   2"   2+"  2"   2"   2"
       240      3"   2"   3"   2"   3"   2"   3"   2"   2"   2"
       245      3"   2"   3"   2"   3"   2"   3"   2"   2+"  2"
       250      3"   2"   3"   2"   3"   2"   3"   2"   3"   2"
       255      3"   2+"  3"   2"   3"   2"   3"   2"   3"   2"
       260      3"   3"   3"   2"   3"   2"   3"   2"   3"   2"
       265      3"   3"   3"   2+"  3"   2"   3"   2"   3"   2"
       270      3"   3"   3"   3"   3"   2"   3"   2"   3"   2"
       275      3"   3"   3"   3"   3"   2+"  3"   2"   3"   2"
       280      3"   3"   3"   3"   3"   3"   3"   2"   3"   2"
       280      3"   3"   3"   3"   3"   3"   3"   2+"  3"   2"
       290      3"   3"   3"   3"   3"   3"   3"   3"   3"   2"
       290      3"   3"   3"   3"   3"   3"   3"   3"   3"   2+"
       300      3"   3"   3"   3"   3"   3"   3"   3"   3"   3"


From: zlky@vax5.cit.cornell.edu (zlky@vax5.cit.cornell.edu)
 Subject: Cornell Car Wars (2 of 4)
 Newsgroups: rec.games.board
 Date: 1991-04-19 05:25:21 PST
 

                              CORNELL CAR WARS

                                 Part 2 of 4
 

    Cornell Car Wars is based on Steve Jackson Game's Car Wars, but contains
many major changes in both game mechanics and game rules.  These changes are
based on empirical curve fits to data gathered on real cars.  These rules are
the culmination of 3 years of extensive playtesting at Cornell University.

    Neither Cornell University nor Steve Jackson Games had anything to do with
the creation or development of these rules, so don't blame them if you don't
like it.
 

Design credits:
    John Hwang:  Concrete armor and derivatives;  Mini Cannon, Heavy Rocket
Launcher, Chain Gun;  modified weapon stats;  modified aerodynamics rules;
modified gas rules;  modified handling rules;  modified acceleration and top
speed rules.
    Bruce Moyer:  Kevlar and Alloy armor;  Reinforced plastic and Tempered
metal armor;
    Rob Vines:  modified handling rules;  modified aerodynamics rules.

Playtesters:
    David Conroy, John Hwang, Bruce Moyer, Jason Roberts, and Rob Vines.
 

Copyright 1989 Hwang and Moyer;  1991 Hwang;  All rights reserved.
Some of the names of things may have been registered and/or trademarked by
Steve Jackson Games, such as "Car Wars" and "Blast Cannon."
 

Permission is granted to publish these rules a la 'shareware' rules:
    This copyright notice has to be on it and you can't make a profit from
selling it.  These rules are to be distributed complete and unmodified so that
others can see the whole thing.  If they must be distributed in sections, the
section number and total number of sections must be noted on each section.
You can only charge what it cost to print and distribute the rules.  Any
extensions or modifications to these rules must be released under a separate
cover.
 

Please address any comments to:
    Internet:  ks5y @ vax5.cit.cornell.edu
    Bitnet:    ks5y @ crnlvax5

                               CORNELL CAR WARS

COMBAT
    The biggest change is that it is a -5 modifier to fire at a tire.  This
modifier is in addition to vehicle size or shape modifiers. For example, for
firing at the tire of a sloped compact, the modifier is -7 from the side and
-8 from the front;  but if you are at point blank range and you have sustained
fire bonus of +2, then the modifiers are 0/-1.  Thus you can fire at tires,
but you won't want to do it unless the opportunity presents itself.

    We made a changed the costs and weights for car wheelguards and wheelhubs.
A car tire is about half the size as a truck tire, so wheelguards should cost
and weigh half as much;  $5 and 2 lbs. per point for guards, and $6 and 2 lbs.
for hubs.  Wheelguards and hubs have a 10 point plastic armor equivalent
weight limit, and a 1 layer construction limit;  they may be no more than 10
points thick.  A motorcycle tire is about the same size as a car tire, so
there is no reduction in cost or weight.

    There is a modification to the 1/3 space rule.  The new rule is that no
more than 2/(#armor facings) spaces of stuff can be placed in a given armor
facing.  For example, a Can-Am has 6 armor facings, so only 1/3 of its weapons
can face forward;  but a 40' trailer has 10 armor facings, so only 1/5 of its
weapons can face backward.  In addition, there cannot be more stuff in a
section than there are spaces in a section;  only cargo-type things in other
non-faced components can span sections.  For example, a 40' trailer is treated
as two 20' sections with 40 spaces in each;  if the rear half contained 39
spaces of weaponry, then a gunner (2 spaces) could be in both the front and
the rear sections (1 space each).    These rules do not apply to cycles (as
usual).

    We changed the speed mods for aircraft.  This makes it possible for
airplanes to actually hit each other with ordinary weapons from Car Wars;
these only apply to aircraft at least 8" above the ground.
      Speed          Penalty
      > 200 mph        -1
      > 300 mph        -2
      > 400 mph        -3
      > 500 mph        -4
      > 600 mph        -5
      > 700 mph        -6

                               CORNELL CAR WARS

ARMOR

PLASTIC      cost     wt.     expl.    burst    area    point     ram
Rplastic     2.0x    1.0x       -        -        -       -        1
Rkevlar      4.0x    0.5x       -        -        -       -        1
plastic      1.0x    1.0x       -        -        -       -        1
kevlar       2.0x    0.5x       -        -        -       -        1
   Reinforced plastic reduces damage by one point per die rolled.  Kevlar
armor works just like plastic armor.

METAL        cost     wt.     expl.    burst    area    point     ram
Rmetal       5.0x    5.0x      5-6       6       6+       6*       4
Ralloy        10x    2.5x      4-6      5-6       6       6+       4
metal        2.5x    5.0x      4-6      5-6       6       6+       3
alloy        5.0x    2.5x      3-6      4-6      5-6      6        3
+  Requires a 6 and then a 4-6 to remove a point (1/12 chance).
*  Requires a 6 and another 6 to remove a point (1/36 chance).
   Reinforced or "tempered" metal-based armor is harder to remove.  Alloy
armor works just like metal armor, except that it comes off faster.

CONCRETE     cost     wt.     expl.    burst    area    point     ram
Rconcrete    4.0x    3.0x      1        1-2      1-3     1-4       3
Rceramic     8.0x    1.5x      1-        1       1-2     1-3       3
concrete     2.0x    3.0x      1-        1       1-2     1-3      2.5
ceramic      4.0x    1.5x      1=        1-       1      1-2      2.5
-  Requires a 1 and then a 1-3 to keep a point (1/12 chance).
=  Requires a 1 and another 1 to keep a point (1/36 chance).
   Concrete armor is similar to metal armor, but it comes off much faster at
about one point per die of damage.  Concrete based armor is fireproof, and can
be made laser reflective for an additional 25% cost adjustment.  Reinforced
concrete-based armor is easier to keep.  If a 3 die weapon hits a 4 point
layer of metal over concrete, then the concrete could not be damaged;  if
there were only 2 points of metal armor, then the third die could damage the
concrete armor.

    A side may be composed of no more than one layer of each general type of
armor (i.e. plastic, metal, or concrete); component armor, hubguards, and
wheelguards may be made of only one type of armor.  Wheel/hubguards have a 10
point maximum thickness.  Component armor may be composed of up to the weight
equivalent of 10 points of plastic, and takes up as much space as its plastic
equivalent.  The costs of airdams, spoilers, etc. are based on the cost and
weight of plastic armor.  Ram plates adjust the cost and weight of all armor
on the front of the vehicle.

                               CORNELL CAR WARS

AERODYNAMICS
    Rear spoilers are available for cars, trikes, and racers.  Spoilers are
mounted on the back of the vehicle and are destroyed if the vehicle flips or
the rear armor is destroyed.  Reduces top speed by 5%.  Cost 20 points of
plastic, weight 5 points of plastic, no space.

    Front airdams are available for cars, reversed trikes, and closed-wheel
racers.  Airdams are mounted on the front of the vehicle and are destroyed if
the vehicle flips or the front armor is destroyed.  Does not affect top speed.
Cost 25 points of plastic, weight 5 points of plastic, no space.

    Rear wings are available for cars, trikes, and racers.  Racing wings are
mounted on the back of the vehicle, replacing a spoiler. A wing is destroyed
if the vehicle rolls or the rear armor is destroyed.  Reduces top speed by
2.5%.  Cost 20 points of plastic, weight 10 points of plastic, no space.

    Front wings are available for Indy cars, dragsters, and other open-wheeled
vehicles.  Front wings are mounted on the front of the vehicle, replacing an
airdam.  A wing is destroyed if the vehicle rolls, rams, or has its front
armor destroyed.  Reduces top speed by 2.5%.  Cost 25 points of plastic,
weight 10 points of plastic, no space.

    Side skirts are available for cars, trikes, and racers.  Side skirts are
mounted on each side of the vehicle and are destroyed when the vehicle rolls
or the side of armor is destroyed.  Does not affect top speed.  Cost 25 points
of plastic, weight 10 points of plastic, no space.

    Underbody tunnels are available for racers only.  Underbody tunnels are
made by reshaping the underside of the vehicle and are destroyed with the
underbody.  Tunnels only work if the vehicle already has an airdam or front
wing.  Reduces top speed by 2.5%.  Cost 50% of body cost, no weight, 10% of
interior space (round up);  cannot be retrofitted.

    If a vehicle has a wing, spoiler, or airdam, its HC is increased by 1 at
60, and every 60 mph afterwards.  If a vehicle has either a spoiler and airdam
or airdam and skirts, then its HC increases by 1 at 60, 100, and every 40 mph
afterwards.  If a vehicle has either spoiler airdam and skirts or airdam
skirts and tunnels, then its HC increases by 1 at 60, 100, 130, and every 30
mph afterwards. If a vehicle has spoiler airdam skirts and tunnel, then its HC
increases by 1 at 60, 100, 130, 160, 180, and every 120 mph afterwards.

    Streamlining increases top speed by 2.5% and increases range or mpg by
10%.  Doubles vehicle's body cost;  no weight or space change.

                               CORNELL CAR WARS

ACCESSORIES
    Rocket magazines are available for all "one-shot" rockets and missiles.
Rocket magazines hold twice the capacity that would normally be available
(e.g. a rocket magazine holds 6 MNRs, 2 HRs, or 1 MFR pod).  Up to 2 rocket
magazines may feed to any given port.  Magazine switches may not be used with
this item.  $50, 15 lbs., 1 space.

    Halon fire supressant can be used in all vehicular fire extinguishers.
Halon improves the chances for putting out a fire by one.   The regular fire
extinguisher would put out an electric fire on a 1-4, an improved FE on a 1-5,
and a deluxe FE on 1-6;  the regular fire extinguisher would put out a gas
fire on a 1-3, the improved FE on a 1-4, and the deluxe FE on a 1-5.  Halon
cannot be used for portable fire extinguishers or foam grenades.  Doubles the
cost of the fire extinguisher, no weight, 1 space.

    Deluxe fire extinguishers can be installed in all vehicles, and are
compatible with Halon fire supressant.  A deluxe fire extinguisher will put
out an electric fire on 1-5 on one die;  a gas fire will be put out on a 1-4
on one die.  A deluxe fire extinguisher is otherwise identical to a regular or
improved fire extinguisher.
DFE:  $800, 300 lbs., 2 spaces.

    Supercharger capacitors and improved supercharger capacitors have been
tremendously upgraded.  Each capacitor will cause 2 DP of damage to the
engine.  Triggering a SC or a set of SCs is a firing action that is performed
during the acceleration/deceleration phase.  If a vehicle is above its regular
top speed when the capacitor is done, the vehicle will decelerate by 5 mph
until it is at its normal top speed; this deceleration does not count toward
hazards.  The effects of SCs and ISCs may be combined.
SC:  $300, 50 lbs., 1 space, 1DP.  Increases power by 50% for 3 seconds.
ISC: $500, 75 lbs., 1 space, 1DP.  Increases power by 50% and top speed by 20%
mph for 5 seconds.


From: zlky@vax5.cit.cornell.edu (zlky@vax5.cit.cornell.edu)
 Subject: Cornell Car Wars (3 of 4)
 Newsgroups: rec.games.board
 Date: 1991-04-18 03:41:37 PST

                               CORNELL CAR WARS

                                 Part 3 of 4
 

    Cornell Car Wars is based on Steve Jackson Game's Car Wars, but contains
many major changes in both game mechanics and game rules.  These changes are
based on empirical curve fits to data gathered on real cars.  These rules are
the culmination of 3 years of extensive playtesting at Cornell University.

    Neither Cornell University nor Steve Jackson Games had anything to do with
the creation or development of these rules, so don't blame them if you don't
like it.
 

Design credits:
    John Hwang:  Concrete armor and derivatives;  Mini Cannon, Heavy Rocket
Launcher, Chain Gun;  modified weapon stats;  modified aerodynamics rules;
modified gas rules;  modified handling rules;  modified acceleration and top
speed rules.
    Bruce Moyer:  Kevlar and Alloy armor;  Reinforced plastic and Tempered
metal armor;
    Rob Vines:  modified handling rules;  modified aerodynamics rules.

Playtesters:
    David Conroy, John Hwang, Bruce Moyer, Jason Roberts, and Rob Vines.
 

Copyright 1989 Hwang and Moyer;  1991 Hwang;  All rights reserved.
Some of the names of things may have been registered and/or trademarked by
Steve Jackson Games, such as "Car Wars" and "Blast Cannon."
 

Permission is granted to publish these rules a la 'shareware' rules:
    This copyright notice has to be on it and you can't make a profit from
selling it.  These rules are to be distributed complete and unmodified so that
others can see the whole thing.  If they must be distributed in sections, the
section number and total number of sections must be noted on each section.
You can only charge what it cost to print and distribute the rules.  Any
extensions or modifications to these rules must be released under a separate
cover.
 

Please address any comments to:
    Internet:  ks5y @ vax5.cit.cornell.edu
    Bitnet:    ks5y @ crnlvax5

                               CORNELL CAR WARS

INTERNAL COMBUSTION

Engine Size       Weight    Space    DP      MPG      Cost      PF
    15 cid          40        1       1      80        500      300
    30 cid          60        1       1      70       1000      500
    50 cid          80        1       2      60       1600      700
    75 cid         110        2       2      50       2000     1000
   100 cid         150        2       3      40       2500     1300
   150 cid         225        3       3      35       3800     2000
   200 cid         300        4       4      30       5000     2600
   250 cid         375        5       5      25       6200     3200
   300 cid         450        6       6      20       7500     3900
   350 cid         525        7       7      17       8700     4500
   400 cid         600        8       8      15      10000     5200
   450 cid         675        9       9      13      11200     5800
   500 cid         750       10      10      12      13500     6300
   600 cid         875       11      12      11      15000     7600
   700 cid        1000       12      14      10      16500     8700

    These engines can be used in motorcycles, trikes, reversed trikes, cars,
and racers;  they directly replace the gas engines from Car Wars.  The table
has been linearized.  As in reality, a very large engine produces a little
less specific power than a small engine.

Fuel System       Weight    Space    DP      MPG      Cost      PF
carburetor         n/c       n/c    n/c       -2      -20%     -10%
multi-carb         n/c       n/c    n/c       -1      -10%      -5%
fuel injection     n/c       n/c    n/c      n/c       n/c      n/c

    Any fuel delivery system can be used on an engine.  The base engine prices
include a fuel injection system.

Engine Modifier   Weight    Space    DP      MPG      Cost      PF
tubular headers    n/c       n/c    n/c      n/c      +10%      +5%
blueprinting       n/c       n/c    n/c      n/c      +30%     +15%
multi-valve        n/c       n/c    n/c      n/c      +90%     +45%

    The power benefits are additive, so blueprinting and adding tubular
headers would increase cost by 40% and increase power by 20% over the standard
engine.  Note that the cheapest way to increase power is to buy a bigger
engine;  engine modifiers are quite expensive by comparison.

                               CORNELL CAR WARS

INTERNAL COMBUSTION

Superchargers        Weight    Space      DP        Cost            PF
mini compression       +5%      n/c      n/c       750 + 2/PF      +15%
low compression       +10%      n/c      n/c      1500 + 2/PF      +25%
med. compression      +15%      n/c      n/c      3000 + 2/PF      +40%
high compression      +20%      n/c      n/c      5000 + 2/PF      +65%
super compression     +25%      n/c      n/c      9000 + 2/PF     +105%

    An engine may only mount one supercharger;  there is no minimum engine
displacement, as Roots type superchargers have been used on engines with less
than 60 cid displacement.  The power adjustment is applied after engine
modifications.  This power is always available for top speed;  there is no
delay during acceleration.  The effect is to produce the power of a large
engine in a smaller engine's space.

Turbochargers        Weight    Space      DP        Cost            PF
mini displacement     +2.5%     n/c      n/c       500 + 1/PF      +15%
low displacement       +5%      n/c      n/c      1000 + 1/PF      +25%
med. displacement     +10%      n/c      n/c      2000 + 1/PF      +40%
high displacement     +15%       1       n/c      4000 + 1/PF      +65%
super displacement    +20%       1       n/c      8000 + 1/PF     +105%

    Turbochargers can be combined with a supercharger.  Weight and power
adjustments are applied after engine modifications, supercharging, or other
turbochargers.  This power is always available for top speed;  however,
acceleration bonuses due to added power are only available if the vehicle had
accelerated in the previous second.  An engine may mount any number of
turbochargers;  the cost for added power factors doubles each time a
turbocharger is added (1/PF for the first, 2/PF for the second, 4/PF for the
third, etc.).  If a second turbo were installed, the acceleration bonus would
only be available after the first turbo kicked in; the vehicle would need to
have accelerate for 3 seconds to gain an acceleration boost due to the second
turbo.  Thus multiple turbos are rarely used, except for very specialized
applications.

                               CORNELL CAR WARS

INTERNAL COMBUSTION

Example:
    Revvin Fred decides he wants to go fast.  His engine bay is 6 spaces in
volume, so he stuffs it with a blueprinted 300 cid engine with tubular
headers. This produces 20% more power (4680 PF total) for 40% more cost
($10500 total) compared to the standard engine.  Fred wants more 'kick' coming
off the line, so he bolts on a medium supercharger;  power increases to 6552
PF (140% of 4680 PF), and the cost is and additional $6740 ($3000 + $2/PF).
Wanting a bit more acceleration, so he adds a low displacement turbo; power is
now 8190 PF (125% of 6552 PF) for a total cost of $2638 ($1000 + $1638  @
$1/PF).  His top speed still isn't high enough, so Fred adds a second turbo;
power is up to 10237 PF (125% of 8190 PF) and the added cost would be $5094
($1000 + 4094 @ $2/PF).  Fred is now broke, having spent almost $25000 on his
engine;  but he goes fast...
 
 

PUSHING ENGINES

    We have changed the rules regarding 'pushing' power plants and engines.  A
gas engine cannot be 'pushed' at all;  once the pedal's to the metal, that's
it.  In real life, electric motors don't last very long when driven by 'extra
juice' because they simply melt;  the battery that supplies the 'extra'
electricity also gets rather hot, and can be permanently damaged.  If a driver
chooses to 'push' his electric plant, roll a die;  on a "1" the engine has
started to melt and takes 1 die of damage.  On the second "1" something broke
and top speed is reduced by 25%

                               CORNELL CAR WARS

TIRES
    We changed how tires work so that the tires made sense.  The basic tire
table was unchanged, but some of the modifiers were changed.  All ordinary,
unmodified tires have a maximum rated speed of 100mph.  For every second that
a vehicle maneuvers or sustains a hazard above its maximum rated tire speed,
roll a die;  on a "1" the tire takes 1 DP of damage.  For every full minute
that a vehicle travels above its maximum rated tire speed, roll a die;  on a
"1" the tire takes 1 die of damage.  Treat a tire blowout just like a tire
destroyed by debris;  the hub is still there, but the tire isn't.

Car, Cycle Tires      Cost      Weight        DP        HC      Max Speed
Steel Belting         x1.5      +5 lbs.      +33%      n/c         n/c
Fireproofing          x2.0        n/c        n/c       n/c         n/c
SB FP                 x3.0      +5 lbs.      +33%      n/c         n/c

Oversized Tires       Cost      Weight        DP        HC      Max Speed
Steel Belting         x1.5     +10 lbs.      +33%      n/c         n/c
Fireproofing          x2.0        n/c        n/c       n/c         n/c
SB FP                 x3.0     +10 lbs.      +33%      n/c         n/c

    The cost, weight, and DP modifiers are applied to the basic tire.  Metal
tires may not be steel belted.

Radial Modifier       Cost      Weight        DP        HC      Max Speed
Radial (R)            x1.5      +5 lbs.      n/c        +1         100
Radial (HR)           x2.0      +5 lbs.      n/c        +1         150
Radial (VR)           x2.5      +5 lbs.      n/c        +1         200
Radial (ZR)           x3.0      +5 lbs.      n/c        +1        n/app
Racing Slick (RS)     x4.0     +10 lbs.      n/c        +2        n/app
Drag Slick (DS)       x8.0        +50%.      1/3        +2        n/app

    The cost and weight modifiers are applied to any previous modifiers.  Only
standard, HD, and PR tires can be made into radials or slicks.  A vehicle's
handling class increases by 1 if all its wheels had radial tires;  a vehicle's
handling class is reduced by 1 if radial tires are mixed with non-radial
tires.  A racing slick or drag slick is a ZR radial with a special tread
compound and construction, so slicks can be mixed with radials without
penalty.  If a vehicle has slicks on all of its wheels, its handling class is
increased by 2;  if slicks are mixed with non-radial, non-slick tires, the
vehicle's handling class is reduced by 1.

    For example, a SB PR tire would cost $300 (1.5x $200), weigh 55 lbs. (50
lbs. + 5lbs.), and have 12 DP (1.33x 9DP).  If it were made Radial, then it
would cost $450 (1.5x $300) and weigh 60 lbs. (55 lbs. + 5 lbs.).


From: zlky@vax5.cit.cornell.edu (zlky@vax5.cit.cornell.edu)
 Subject: Cornell Car Wars (4 of 4)
 Newsgroups: rec.games.board
 Date: 1991-04-18 03:39:50 PST
 

                               CORNELL CAR WARS

                                 Part 4 of 4
 

    Cornell Car Wars is based on Steve Jackson Game's Car Wars, but contains
many major changes in both game mechanics and game rules.  These changes are
based on empirical curve fits to data gathered on real cars.  These rules are
the culmination of 3 years of extensive playtesting at Cornell University.

    Neither Cornell University nor Steve Jackson Games had anything to do with
the creation or development of these rules, so don't blame them if you don't
like it.
 

Design credits:
    John Hwang:  Concrete armor and derivatives;  Mini Cannon, Heavy Rocket
Launcher, Chain Gun;  modified weapon stats;  modified aerodynamics rules;
modified gas rules;  modified handling rules;  modified acceleration and top
speed rules.
    Bruce Moyer:  Kevlar and Alloy armor;  Reinforced plastic and Tempered
metal armor;
    Rob Vines:  modified handling rules;  modified aerodynamics rules.

Playtesters:
    David Conroy, John Hwang, Bruce Moyer, Jason Roberts, and Rob Vines.
 

Copyright 1989 Hwang and Moyer;  1991 Hwang;  All rights reserved.
Some of the names of things may have been registered and/or trademarked by
Steve Jackson Games, such as "Car Wars" and "Blast Cannon."
 

Permission is granted to publish these rules a la 'shareware' rules:
    This copyright notice has to be on it and you can't make a profit from
selling it.  These rules are to be distributed complete and unmodified so that
others can see the whole thing.  If they must be distributed in sections, the
section number and total number of sections must be noted on each section.
You can only charge what it cost to print and distribute the rules.  Any
extensions or modifications to these rules must be released under a separate
cover.
 

Please address any comments to:
    Internet:  ks5y @ vax5.cit.cornell.edu
    Bitnet:    ks5y @ crnlvax5

                               CORNELL CAR WARS

MUNITIONS
    HDDSS (High Density, Discarding Sabot Shell) "Hideous" warheads are
available for weapons with rifled barrels (MC, RR, AT, BC, TG).  The cost is
increased by 4, weight is doubled, and damage increases by two points per die;
HDDSS warheads are point effect (much less effective against metal).  Weenies
call HDDSS "APFSDS".

    HEAT (High Explosive, Anti-Tank) warheads are available for weapons with
rifled barrels (MC, RR, AT, BC, TG).  The cost is increased by 50% and damage
increases by one point per die;  HEAT warheads are area effect (less effective
against metal).

    HESH (High Explosive, Squash Head) warheads are available for all rockets
(MML, RL, HRL, VFRP, MNR, LR, MR, HR, MFR, WGM, and RGM) and weapons with
rifled barrels (MC, RR, AT, BC, TG). The cost is increased by 50%, and damage
is reduced by one point per die of damage;  HESH warheads are explosive effect
(very effective against metal).

    AP (Armor Piercing) warheads are available for all rockets (MML, RL, HRL,
VFRP, MNR, LR, MR, HR, MFR, WGM, and RGM).  The cost is increased by 50% and
damage increases by one point per die;  AP warheads are area effect (less
effective against metal).

    INC (Incendiary) warheads are available for all rockets (MML, RL, HRL,
VFRP, MNR, LR, MR, HR, MFR, WGM, and RGM).  The cost is doubled, weight is
increased by 50% and damage increases by one point per die when striking non-
fireproof armor;  INC warheads are area effect (less effective against metal).

    HD (High Density) rounds are available for all machine guns (MG, VMG, CG).
The cost is doubled, weight is increased by 50%, and damage increases by one
point per die;  HD rounds are still area effect (less effective against
metal).

    PG (Popgun) "Explosive" rounds are available for all machine guns (MG,
VMG, CG).  The cost is doubled, weight is increased by 50%, and damage is
unaffected;  PG rounds are burst effect (effective against metal).

                               CORNELL CAR WARS

WEAPONS

MACHINE GUNS
Machine Gun:  A single barreled 15mm heavy machine gun.
    MG:  to-hit 6, 1 die damage, 3DP, $1000, 150 lbs., 1 space.
    20 shots: ($25, 2.5 lbs). $1500, 200 lbs.  loaded.  area effect.
Vulcan Machine Gun: a triple-barreled 15mm heavy machine gun.
    VMG:  to-hit 6, 2 dice damage, 3DP, $2000, 350 lbs., 2 spaces.
    20 shots: ($35, 5 lbs). $2700, 450 lbs.  loaded.  area effect.
Chain Gun:  a high velocity six-barreled 20mm heavy machine gun.
    CG:  to-hit 6, 3 dice damage, 4DP, $4000, 600 lbs., 3 spaces.
    10 shots: ($50, 10 lbs). $4500, 700 lbs.  loaded.  area effect.

The Autocannon's stats are unchanged, except if it misses its "to hit" roll by
1 or 2, then the target still takes half damage from the burst effect of the
proximity fuzed warhead;  this affects vehicular armor.

ARTILLERY
Mini Cannon:  a small 25mm recoilless rifle.
    MC:  to-hit 7, 1 die damage, 3DP, $750, 125 lbs., 1 space.
    10 shots: ($25, 2.5 lbs). $1000, 150 lbs.  loaded.  burst effect.

Recoilless Rifle:  a standard 37.5mm recoilless rifle.
    RR: to-hit 7, 2 dice damage, 4DP, $1500, 300 lbs., 2 spaces.
    10 shots: ($35, 5 lbs). $1850, 350 lbs.  loaded.  burst effect.

Anti-Tank Gun:  a 50mm light anti-tank gun.
    AT:  to-hit 7, 3 dice damage, 5DP, $3000, 500 lbs., 3 spaces.
    5 shots: ($50, 10 lbs). $3250, 550 lbs.  loaded.  burst effect.
WARNING:  Due to its powerful recoil, an Anti-Tank gun cannot be side mounted
on vehicles with less than 10 wheels.

Blast Cannon:  a 75mm heavy anti-tank gun.
    BC:  to-hit 7, 4 dice damage, 6DP, $6000, 900 lbs., 4 spaces.
    5 shots: ($100, 20 lbs). $6500, 1000 lbs.  loaded.  burst effect.
WARNING:  Due to its powerful recoil, a Blast Cannon cannot be side mounted on
vehicles with less than 10 wheels.

Tank Gun (TG): a 100mm light tank gun.
    TG:  to-hit 7, 6 dice damage, 10DP, $10000, 1200 lbs., 8 spaces.
    2 shots: ($200, 50 lbs). $10400, 1300 lbs.  loaded.  burst effect.
WARNING:  Due to its powerful recoil,a Tank Gun may only be front or rear
mounted on oversized vehicles.

                               CORNELL CAR WARS

WEAPONS

LASERS:
Light Laser (LL):
    1 space, 2DP, $2500, 125 lbs.  To-hit 6, 1 die damage, area effect.
Medium Laser (ML):
    2 spaces, 2DP, $4500, 300 lbs.  To-hit 6, 2 dice damage, area effect.
Laser (L):
    2 spaces, 2DP, $8000, 500 lbs.  To-hit 6, 3 dice damage, area effect.
Twin Laser (TwL):
    2 spaces, 3DP, $10000, 600 lbs.  To-hit 6, 2d6+6 damage, area effect.
Heavy Laser (HL):
    3 spaces, 3DP, $12000, 800 lbs.  To-hit 6, 4 dice damage, area effect.

X-RAY LASERS:
X-Ray Laser (XL):
    4 spaces, 3DP, $15000, 750 lbs.  To-hit 6, 5 dice damage, area effect.
Heavy X-Ray Laser (HXL):
    5 spaces, 4DP, $20000, 1000 lbs.  To-hit 6, 6 dice damage, area effect.

ROCKET LAUNCHERS:
Micro Missile Launcher (MML):
    To-hit 8, 1 die damage, 2DP, $500, 100 lbs., 1 space.
    10 shots: ($25, 2.5 lbs). $750, 125 lbs.  loaded.  burst effect.
Rocket Launcher (RL):
    To-hit 8, 2 dice damage, 2DP, $1000, 200 lbs., 2 spaces.
    10 shots: ($35, 5 lbs). $1350, 250 lbs.  loaded.  burst effect.
Heavy Rocket Launcher (HRL):
    To-hit 8, 3 dice damage, 3DP, $2000, 400 lbs., 3 spaces.
    5 shots: ($50, 10 lbs). $2250, 450 lbs.  loaded.  burst effect.
Variable Fire Rocket Pod (VFRP):
    To-hit 9, 1d damage, 3DP, $2000, 400 lbs., 3 spaces.
    15 shots: ($25, 5 lbs). $2375, 437.5 lbs.  loaded.  burst effect.
    May launch up to 3 rockets at once.  Each hit destroys 5 rockets.

MISSILE SYSTEMS:
Wire Guided Missile System (WGM):
    To-hit 6, 3 dice damage, 2DP, $2000, 200 lbs., 2 spaces.
    2 shots: ($1000, 50 lbs). $4000, 300 lbs.  loaded.  burst effect.
Radar Guided Missile System (RGM):
    To-hit 7, 3 dice damage, 2DP, $3500, 350 lbs., 2 space.
    2 shots: ($2000, 50 lbs). $7500, 450 lbs.  loaded.  burst effect.
Both systems launch missiles that move at 300mph toward their targets.  The
systems otherwise conform to the rules given in the Yellow book (catalog 1).

                               CORNELL CAR WARS

WEAPONS

ANTI-PERSONNEL:
Vehicular Shotgun (VSG):
    To-hit 6, 1/2 die damage, 2DP, $500, 75 lbs., 1 space.
    25 shots: ($5, 1 lbs). $625, 100 lbs.  loaded.  area effect.
Flechette Gun (FG):
    To-hit 6, 1d6+1 damage, 2DP, $700, 100 lbs., 1 space.
    20 shots: ($10, 2.5 lbs). $900, 150 lbs.  loaded.  area effect.

FLAMETHROWERS:
Light Flamethrower (LFT):
    To-hit 6, 1d6-2 damage, 1DP, $350, 250 lbs., 1 space.  5" range.
    10 shots: ($15, 3 lbs). $500, 280 lbs.  loaded.  area effect.
Flamethrower (FT):
    To-hit 6, 1 die damage, 2DP, $500, 450 lbs., 2 spaces.  10" range.
    10 shots: ($25, 5 lbs). $750, 500 lbs.  loaded.  area effect.
Heavy Flamethrower (HFT):
    To-hit 6, 2 dice damage, 3DP, $1250, 650 lbs., 3 spaces.  15" range.
    5 shots: ($50, 10 lbs). $1500, 700 lbs.  loaded.  area effect.

MINEDROPPERS:
Minedropper (MD):
    2DP, $500, 150 lbs., 2 spaces, 10 shots.
    Standard mines:  2 dice to underbody, 1 die to tires.  $50, 5 lbs. each.
    Napalm mines:  1 die to underbody, 1 die to tires.  $60, 5 lbs. each.
    Shaped charge (SC) mines:  2d+2 under, 1d-2 to tires.  $75, 5 lbs. each.
Spear Minedropper (SMD):
    2DP, $750, 150 lbs., 2 spaces, 5 shots.
    Standard mines:  3 dice to underbody, 1die to tires.  $100, 10 lbs. each.
    Napalm mines:  2 dice under, 1 die to tires.  $150, 10 lbs. each.
    Shaped charge (SC) mines:  3d+3 under, 1d-4 to tires.  $150, 10 lbs. each.
    TDX mines:  2d-3 to underbody, 1d+3 to tires.  $100, 10 lbs. each.
    Spider mines:  2 dice to underbody, 1 die to tires.  $150, 10 lbs. each.

All other weapons, such as single-shot rockets, oil jets, etc. were left
unchanged.