Anda di halaman 1dari 2

Car Wars

Reference Sheet
Ram 0 1d-4 1d-2 1d-1 1d 1d 1d 2d 3d 4d 5d 6d 7d 8d 9d 10d 11d 12d 13d 14d 15d 16d 17d 18d 19d Speed 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3
Weapon Flamethrower Heavy-Duty Flamethrower Light Flamethrower

Range Modifiers Point blank (1 or less): +4 Long Range: -1 for every full 4 Movement Modifiers Target or firer not moving: +1 Firing pedestrian braced on solid object: +1 Target moving between 30 and 37.5 mph: -1 For every +10 mph: -1 (max -6) Firer is in targets front arc and target is in firers: Front arc: target speed Back arc: (T speed F speed) Side arc: target speed Firer is in targets back arc and target is in firers: Front arc: (T speed F speed) Back arc: target speed Side arc: target speed Firer is in targets side arc and target is in firers: Front arc: target speed Back arc: target speed Side arc: T speed F speed* * If cars are moving towards each other modifier is simply the targets speed (if in more than one arc rule in favor of defender) Vehicle Target Modifiers Compact or Subcompact: -1 Car, front or rear: -1 Motorcycle or sidecar, side: -2, front or rear: -3 Light trike, side: -2, front or back: -3 Medium trike, side: -1, front or back: -2 Heavy trike: -1 X-Heavy trike, front or back: -1 Ten-Wheeler Carrier, front: -2 Ten-Wheeler Cab, Mini-bus, tractor, or Carrier, from side: +1 Trailer or bus, from side: +2 Specific Target Pedestrian: -3 Turret: -2 Building: +10 Vehicle tire: -3 Motorcycle rider from side: -3 Ground: +4

1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2

1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3
4 5 2 +1 3 2 1 2 3 4

1 1 1 1 1 1 1 1 1 1 2 2 2 2 2
Fire Modifier

1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2
3 3 3 1 (only) 2 1 0 l 2 3 l 0 0 3 l

Burn Duration

FIRE & BURN!

High-Temp FT Ammo Flaming Oil Jet, HDFOJ MG or MML Incendiary Ammo Incendiary Mini-Rocket Incendiary Light Rocket Incendiary RL or Medium Rocket Incendiary HR/WGM/RGM Incendiary MFR Laser, Medium Laser, TwL Heavy Laser Napalm Mine Flame Cloud Ejector, HDFCL, FCGS

(x6) 1 2 4 3

Miscellaneous Modifiers Through smoke or paint, per : -1 Firing on gravel, bad road, ice, oil: -1 Targeting computer: +1 Hi-res computer: +2 Cyberlink: +3 Laser scope on hand weapon: +1 Firing while on oil, gravel or bad road: -1 Sustained fire, the second shot at same location: +1 Sustained fire, the third or subsequent: +2 Attacking vehicle maneuvering, for the turn in trivial skid or minor fishtail: -3 in minor/moderate skid or major fishtail: -6 Attacker not in arc of fire of target side: -2 Hazard or maneuver in same phase: -D

Control table
7 5-10 15-20 25-30 35-40 45-50 55-60 65-70 75-80 85-90 95-100 105-110 115-120 125-130 safe safe safe safe safe safe safe safe safe safe safe safe safe 6 safe safe safe safe safe safe safe safe safe safe safe safe safe 5 safe safe safe safe safe safe safe safe safe safe safe safe safe 4 safe safe safe safe safe safe safe safe safe safe safe safe safe 3 safe safe safe safe safe safe safe safe safe safe safe safe safe 2 safe safe safe safe safe safe safe safe safe safe safe safe safe 1 safe safe safe safe safe safe safe safe safe safe safe safe safe 0 safe safe safe safe safe safe safe safe safe safe safe 2 2 -1 safe safe safe safe safe safe safe safe 2 2 3 3 4 -2 safe safe safe safe safe 2 2 3 3 4 4 5 5 -3 safe safe safe safe 2 3 3 4 5 5 6 6 6 -4 safe safe safe 2 3 4 4 5 5 6 6 XX XX -5 safe 2 2 3 4 4 5 5 6 6 XX XX XX -6 2 3 4 4 5 5 6 6 XX XX XX XX XX Mod. -3 -2 -1 +0 +1 +1 +2 +2 +2 +3 +3 +3 +4

CRASH TABle 1
Modify crash tables by speed modifier, plus the difficulty of the maneuver -3, minus the drivers skill. 2 or less Trivial skid. The vehicle keeps the same orientation, but moves 1/4 in the direction it was going before the maneuver in which it lost control. Therefore, it may skid in a direction other than the one it is pointing. * 3, 4 Minor skid. As above, but the vehicle skids 1/2. Speed is reduced by -5 mph. ** 5, 6 Moderate skid. As above, but the vehicle skids 3/4, and each tire takes l point of damage. Speed is reduced by 10 mph. It then performs a trivial skid on its next move. ** 7, 8 Severe skid. As above, but car skids l and each tire takes 2 points damage. Speed is reduced by 20 mph. On its next move, it performs a minor skid. *** 9, 10 Spinout. Vehicle spins, rotating 90 and moving l in the direction it was previously traveling (before the maneuver that caused the spinout) per phase of movement required. All rotations must be in the same direction. If the vehicle fishtailed into the spinout, the rotations are in the same direction the fishtail took; otherwise, roll randomly. Each tire takes ld of damage at the start of the spinout. The vehicle decelerates 20 mph/turn, and the spin stops when the vehicle comes to a halt. A driver may try to recover from a spinout. To do so, roll for control at HC -6. If the roll is successful the spinout stops. If the roll is missed the spinout continues normally. lf control is regained, and the vehicle is facing the direction it is moving, movement continues on as usual. If the car is facing sideways it must perform an immediate T-stop. It may discontinue a Tstop by turning into the direction of the skid and then continue the turn. If the vehicle is facing backwards and is traveling faster than its reverse top speed, it must slow down by at least 5 mph per turn until it is under its normal top speed in reverse. 11, 12 Car tums sideways (as in a T-stop) and rolls. The driver is no longer in control. The car decelerates 20 mph per tum. Each phase it moves, it goes l in the direction it was traveling and rolls of a complete roll; i.e., in the first phase it moves l, turns sideways, and rolls onto its side; the next phase it moves, it goes 1 and rolls onto its top, etc. It takes ld damage to the side (top, etc.) rolled onto each phase. When the bottom hits, each tire takes ld damage. After all tires are gone, the bottom takes damage when it hits. Occupants may jump out at any time, or stay inside and hope that no damage reaches the interior. The car may be driven after it stops rolling if it is right side up and has tires on at least three comers. A cycle wont be drivable after a roll! *** 13, 14 As above, but vehicle is burning on a roll of 4, 5 or 6 on l die. (For more on burning vehicles, see Fire and Explosion, p.31.) 15 or more The vehicle vaults into the air by the side (or front) tires; the tires doing the vaulting taking 3d of damage. The vehicle will then fly through the air for ld6 inches in the direction the vehicle was traveling before the crash result, revolving two sides for every inch traveled. When it lands, the side that hits takes collision damage at the vehicles initial speed. If the attempted maneuver was a tight bend or a hard swerve, the vehicle will flip end over end. Upon landing, the vehicle will continue to roll as per result 11 on this table. All occupants take 1 point of damage automatically. Body armor does not protect against this damage.

CRASH TABle 2
Use this table for loss of control on hazards. 1-4 Minor fishtail. Roll randomly to see if fishtail will be left or right. If, for instance, it is left, keep vehicles right front corner in the same square, and move the left rear corner 1 square left.* 5-8 Major fishtail. As above, but rear corner moves 2 squares. ** 9-10 Execute a minor fishtail and roll again on Crash Table 1. *** 11-14 Execute a major fishtail and roll again on Crash Table 1. *** 15 or more Uh oh. Execute a major and a minor fishtail (for a total of 3 squares movement in one direction) and roll again on Crash Table 1. *** * Any further weapon fire is at -3 ** -6 *** no fire possible!

Hazards
Hitting a curb, obstacle, pedestrian: D3 Hitting debris: D1 Enemy fire 1-5 hits of damage: D1 Enemy fire 6-9 hits of damage: D2 Enemy fire 10+ hits of damage: D3 Driver injured or killed: D2 Oil: +D2 to hazards or maneuvers Ice: +D4 to hazards or maneuvers Deceleration 15 mph: D1 20 mph: D2 Deceleration 25 mph: D3 30 mph: D5 Deceleration 35 mph: D7 + 2 tire dmg Deceleration 40 mph: D9 + 1d tire dmg Deceleration 45 mph: D11 + 1d+3 tire dmg Losing first wheel or tire of a pair: D2 Losing second wheel/tire of a pair: D3 Losing last wheel/tire in a corner: HC to -6, permanent -3 HC (-2 if tire). Losing wheels on two corners: Crash Table 1, no steering, acceleration, braking (see p.9)