The Daemon Mechanic
        
        Cornell Car Wars
        
        by John Hwang 
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.