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.