Ireland Autoduel Association
IADA Car Wars Errata Sheet
1998 Update
The following is an errata sheet/rules clarification for Car Wars
arena dueling.
Because of the competitive nature of arena dueling, it requires a
more precise set of rules than role playing or adventures with a
referee. The advantages of more precise rules include that it is
fairer for the players to know in advance what the rulings on
certain common ambiguities in the rules will be, they result in
fewer rules arguments, and unscrupulous players will find it less
easy to exploit ambiguous rules especially in car design.
This sheet relates only to those rules and items available in AADA
sanctioned events. Boats, helicopters and even passengers will not
be considered, since they are illegal under the AADA rules in ADQ
9/1. Actually, it was originally intended that instead of an errata
sheet, that this would be a full rewrite of those Car Wars rules
used in arena dueling. However, the probability of the AADA
accepting and publishing a rewrite is minimal, and I could hardly
distribute the rewrite myself, since this would be tantamount to
giving the Car Wars rules away free.
Unfortunately, Steve Jackson Games appears to be giving up on
producing Car Wars products. Some role playing and GURPS material is
being produced but arena combat material seems to have been dropped.
This is a terrible pity, since the Car Wars rules have become
exceptionally complicated and inconsistent and the game is crying
out for a more precise and consistent (but not necessarily much less
complicated) set of rules for tournament style arena combat between
cars. The current rules are too ambiguous, have been written by too
many people, are incomplete and are full of useless information all
about varieties of baroque and esoteric vehicles that are totally
irrelevant to the arena duelist.
These rules correct, clarify and add to the rules in CWC2, UACFH and
ADQ 9/1, to bring these texts into line with the Car Wars rules as I
understand them. Where possible, I try to quote the source of the
ruling, although there are so many contradictory rulings that
knowing which is correct is difficult. In addition, a number of
unofficial clarifications and changes are included in this sheet.
These are clearly marked as such, and do not form part of the
official Car Wars rules. They may be useful as they make some
clarifications on ambiguous rules on which I am not aware of any
AADA ruling. They also suggest some changes to the official Car Wars
rules which I think would be good.
These rules are not appropriate for role playing or adventures, the
rules for which should always take second place to player
interaction and speed of play. It should also be noted that these
rules are appallingly ambiguous. To write a properly precise set of
rules, they would need to be written in a formal language. If there
are any computer scientists or linguists out there who are
interested in such a project, feel free, but I doubt that the AADA
would be willing to use them.
David Gregg
IADA President
July 1996
Note from SWAT HQ: The page numbers on the July 1996 edition of
this document referred to Car Wars Compendium Second Edition First
Printing (CWC 2.1). This page numbers in this edition of the IADA
Car Wars Errata Sheet have been changed to reference Car Wars
Compendium Second Edition Fifth Printing (CWC 2.5) and Uncle
Albert's Catalog From Hell (UACFH).
Michael P. Owen
SWAT HQ Webmaster
March 1998, April 2015, and December 2019
CAR DESIGN
CWC 2.5, p. 67 and UACFH, p. 155 -- Fireproof Armour
If a vehicle catches fire, fireproof armour takes 1 point of damage
per turn, like normal armour.
CWC 2.5, p. 68 and UACFH, p. 156 -- Metal Armour
If a vehicle catches fire, metal armour takes no damage from the
fire. ADQ X/X. (There are a number of contradictory rulings on this,
but this is the latest I am aware of.)
Clarification: The only way to use metal and plastic armour together
is with metal outside and the plastic inside. It is no longer
possible to layer it arbitrarily as was allowed by Dueltrack.
CWC 2.5, p. 67 and UACFH, p. 155 -- Rubber Armour
Rubber armour (from "Hoverball" in ADQ 7/2) is omitted from the CWC
2.5 altogether.
A point of rubber armour costs and weighs the same as a point of
normal plastic armour. Rubber armour takes half damage from
collisions, but takes five times the normal damage from weapons
fire.
-- Unofficial Clarification
Rubber armour may be fireproof, laser reflective or radarproof at
the same cost and weight as plastic armour.
It takes a full five points of rubber armour to stop a single point
of weapons fire. If there is less than five points remaining, then
all of those points of rubber armor are destroyed AND the point of
damage goes through.
Laser reflective rubber armour takes 2.5 times (rather than 5 times)
normal damage from lasers. It takes a full 2.5 points to stop a
single point of laser fire. Rubber armor cannot be bought in half
point increments.
Weapons fire is defined to be any damage from any direct fire
weapons, as well as damage causing dropped weapons, such as mines,
flame clouds, etc. Rubber armor takes no damage from hand weapons
that do not damage vehicular components.
Rubber armour may be used as a layer in composite armour, with metal
and plastic. The outermost later be metal, but the designer may
choose which order to place the rubber armour and plastic armour in.
There may be only one layer of rubber and one layer of plastic.
If a vehicle with rubber/plastic composite armour catches fire, the
one point of fire damage each turn is taken from the innermost layer
of armour.
Rubber armour takes normal (one point per turn) from vehicular
fires.
CWC 2.5, p. 68 and UACFH, p. 156 -- Carbon-Aluminium Frames
Just in case anyone is still in doubt, CA frames are legal in AADA
events.
CWC 2.5, p. 68 and UACFH, p. 156 -- Streamlining, Sloping
Clarification: You must round up the number of spaces lost
to streaming or sloping. You cannot keep fractions of spaces.
CWC 2.5, p. 68 and UACFH, p. 156 -- Six Wheeled Chassis
"You can either place the tires side by side or one in front of the
other. In the first case, one wheelguard and one wheelhub protect
both, but any excess damage on the outer tire (when shot at from the
side) goes to the inner tire. In the second case, two separate
wheelguards and wheelhubs are required, and excess damage only goes
on to the next tire if fired at from the rear (front)." ADQ X/X.
-- Unofficial Clarification
It is suggested that the extra $100 for a six wheeled chassis should
be added to the base cost of the chassis, that is before adding CA
frames, chassis modifications, etc.
CWC 2.5, p. 69 and UACFH, pp. 59-60 -- Extra Power Cells
-- Unofficial Clarification
It is suggested that the cost and DP of extra power cells be
calculated on the base cost and DP of the power plant as it appears
in the table on p. 69 in CWC 2.5 and p. 157 in UACFH rather than the
cost and DP after PCs, SCs and ISCs.
CWC 2.5, p. 69 and UACFH, p. 60 -- Improved Supercharger
Capacitors
-- Unofficial Clarification
It is suggested that the number of DPs lost by triggering an ISC
should be based on the DPs of the plant as listed in the table on p.
69 in CWC 2.5 and p. 157 in UACFH.
CWC 2.5, p. 69 and UACFH, p. 157 -- Loss of Engine
-- Unofficial Rules Change
There is an enormous number of different decelerations for a car
that loses power, depending on whether it loses its plant, driver
dies, runs out of ISC or N2O or whatever.
It is suggested that any time a car loses power, it decelerates at 5
mph/turn. This can be the result of the power plant/engine being
destroyed, or the driver removing his/her foot from the accelerator.
If at any time, a vehicle finds itself above its top speed then the
driver must, on that phase, either push the plant or remove his/her
foot from the accelerator. If the driver pushes the plant then it
takes damage as normal on p. 53 in CWC 2.5. If the driver removes
his/her foot from the accelerator, the car decelerates 5 mph/turn.
The 5 mph/turn deceleration from plant loss or letting up on
the gas is considered part of normal deceleration. It is not in
addition to braking.
** Consider rocket boosters/jump jets. **
CWC 2.5, pp. 69-70 and UACFH, pp. 157-158 -- Gas Engines
Note that according to official AADA rules, gas engines are, by
default, illegal in the arena -- "If the arena is to be open to
gasoline powered vehicles, this must be specified." This rule is
rarely enforced, but it might be wise to seek further clarification,
or design two cars, if no statement is made on gas engines.
Furthermore, all vehicles must have a range of 150 miles at cruising
speed.
-- Unofficial Rules Change
Gas engines take far too little space. The new gas engine rules
actually reduce the amount of space that gas engines take.
All gas engines bigger than 30 cid take one extra space. Note that
this is not in any way official. It also represents a serious change
in the balance of the game. Consider it carefully before you use it.
CWC 2.5, pp. 69-70 and UACFH, pp. 157-158 -- Gas Tanks
According to "Damage Location," CWC 2.5, p. 41, cargo is any
internal component other than weapons, crew and engine. Thus, gas
tanks are cargo for damage allocation.
-- Unofficial Rules Change
For damage allocation purposes, gas tanks are part of the engine
compartment. Allowing zero space gas tanks to be part of the cargo
gives an unfair advantage to gas engines.
Gas tanks may be placed in cargo space. ADQ X/X.
CWC 2.5, pp. 70-71 -- Engine Critical Damage Table
-- Unofficial Rules Change
If the suggested unofficial rules on power loss are used, then in
item 8, the car loses 10 mph top speed per turn, but not necessarily
decelerate to meet the lower top speed. Similarly, under 12, all
power is lost and the car decelerates 5 mph/turn.
CWC 2.5, pp. 71-72 and UACFH, p. 158 -- Plasticore Tires
-- Unofficial Clarification
When a plasticore tire has taken 4 DP the rubber exterior strips off
revealing plastic. At this point it is visible to other cars that
the tire is a plasticore which has lost its rubber layer.
CWC 2.5, p. 72 and UACFH, p. 158 -- Steelbelting
CWC 2.5 and UACFH both say that steelbelting increases a tire's DP
by 25%. However, it has been repeatedly asserted in ADQ that the
proper amount should be 33 and 1/3%. It seems likely that the CWC
2.5 and UACFH value is incorrect since the change from 33 and 1/3%
to 25% was not on any of the SJG errata sheets.
Therefore, the "official" ruling is that steelbelting adds one-third
to tire DP.
CWC 2.5, pp. 71-72 and UACFH, pp. 158-159 -- Tires
The order of tire modifications:
A. Take a tire (std, HD, PR or solid)
B. Steelbelted it, if desired (+50% cost, +50% weight, +33 and 1/3%
DP)
C. Add radial (+150% cost, +20% weight, -1 DP)
OR offroad (+20% cost, + 5 lbs. weight, no DP
change)
OR -- Unofficial Clarification: Add slick (+300%
cost, +100% weight, +1 DP)
D. Fireproof it (+100% cost)
E. Put it on a cycle (-50% weight)
CWC 2.5, p. 73 and UACFH, p. 160 -- Placing Weapons and Armour
"Up to two spaces worth of dropped weapons (four spaces on an
oversized vehicle) may be corner mounted." In this case, dropped
weapons include dropped weapons, gas weapons, gas streamers and
flame cloud gas streamers.
CWC 2.5, p. 72 and UACFH, p. 159 -- Cargo
Gas tanks may be placed in cargo space. ADQ X/X.
CWC 2.5, p. 73 and UACFH, p. 160 -- Weapon Location Restrictions
No more than 1/3 of total spaces in a vehicle can be devoted to
weapons that fire from any one side.
How do you calculate the number of spaces allowed per side?
A. Slope and/or streamline the chassis.
B. The total number of spaces is the sum of the remaining regular
and cargo spaces.
C. Divide the total number of spaces by three and round down. The
result is the maximum number of spaces per side.
How do you calculate the number of spaces of weapons on a side?
For each of the six sides of the vehicle, add up the spaces taken by
all the weapons on that side.
The space taken by magazines is added to the space taken by the
weapon to which it is attached. The space taken by component armour
is also added to the weapon(s) it protects. The space taken by
weapon concealment also counts. The space taken by rocket boosters
and jump jets mounted on each side is added to the number of spaces
mounted on each side.
Weapons and magazines mounted in the corner count against the 1/3
space rule for BOTH sides that make up the corner it is mounted on.
It is not clear whether turret mounted weapons count against the
number of spaces that can be mounted in the top arc. The 2038 Wombat
III took advantage of this ambiguity to attach 8 spaces of weaponry
to its turret.
Although the 1/3 rule is part of the official rules, and is enforced
in most chapter and regional events, it is virtually never enforced
in the World Championships. If you are competing in the Worlds,
ignore the 1/3 space rule. Countless published illegal world
championship designs demonstrate that the number of spaces per side
is never checked. It may seem unfair to use an illegal car, but your
opponents will probably be driving illegal designs, so if you follow
the rules you will be at a disadvantage.
ACCESSORIES
CWC 2.5, p. 106 and UACFH, p. 44 -- Laser Battery
Clarification: "A laser battery is required if a gas powered vehicle
is going to fire lasers or run power draining electronics (radar,
IR, etc.)
CWC 2.5, p. 106 and UACFH, pp. 44-45 -- Laser Guidance Link
-- Type out the MANY rulings on LGLs. --
CWC 2.5, p. 106 and UACFH, p. 45 -- Magazine Switch
-- Unofficial Rules Change
It is suggested that the arena must specify before the arena starts
the order in which the shots in different magazines will come from
if the arena is put on automatic. If the player does not specify,
then it is decided randomly.
CWC 2.5, p. 106 and UACFH, p. 46 -- Ramplate
Clarification: The entire front armor is taken into account when
deciding how much a ramplate costs and weighs. You cannot make only
part of the front armor a ramplate.
CWC 2.5, p. 106 and UACFH, p. 46 -- Rocket EWP
-- Unofficial Clarification
A rocket EWP is treated like a normal EWP for the purposes of wind
resistance, being hit, ejection, etc.
CWC 2.5, p. 107 and UACFH, p. 47 -- Rocket Platform
If a rocket platform is carrying a targeting laser, the targeting
laser is destroyed if the rocket platform is destroyed.
CWC 2.5, p. 107 and UACFH, p. 47 -- Rotary Magazine
-- Unofficial Clarification
If a weapon with a rotary magazine is put on automatic, the shots
are fired in the order that they were loaded. If a shot is due to be
fired on automatic but has already been fired in regular combat,
then the shot in the next chamber is fired instead.
CWC 2.5, p. 107 and UACFH, pp. 47-48 -- Smart Link
There is a rather bizarre ruling on smart links in ADQ X/X which
says that two smart linked, identical weapons, one in the turret,
one on the front, can be fired together with a cyberlink and both
get the full +3 bonus. Considering that CWC 2.5, p. 105 says that a
cyberlink works like a SWC and an SWC "must be set on installation
to aid a single weapon type in a single position" (CWC 2.5, p. 107),
this ruling seems to almost certainly be in error. If it is correct,
one wonders whether it applies to SWCs and HRSWCs.
In my opinion, this ruling is incorrect.
-- Unofficial Clarification
SWCs and smart links may not be combined. Although one (or both) of
the smart linked weapons may have an SWC attached, the bonus from
the SWC only counts when that weapon is fired alone. If both smart
linked weapons are fired, neither gets the SWC bonus. To get a
computer bonus for smart linked weapons, you need a full targeting
computer.
CWC 2.5, p. 108 and UACFH, p. 53 -- Component Armour
Component armour is one of the most useful and abused accessories in
Car Wars. There are countless rulings on specific cases of using
component armour, but there has never, to my knowledge, been any
clean up type ruling on component armor, to iron out all the
ambiguities and abuses.
In a gas powered vehicle, the gas tank and engine may be component
armoured together or separately.
A component may have a maximum of 20 lbs of component component
armour per space. This corresponds to 2 points of metal armour or 9
points of laser reflective armour or 10 points of normal armour.
A volatile weapon that is protected by component armour will not
explode from fire unless the weapon actually takes damage from the
fire (i.e., after the component armour is destroyed).
Component armour need not match the armour on the outside of the
vehicle.
Fire extinguishers, ISCs and nitrous oxide must be component
armoured with the engine.
Dischargers may not be component armoured.
Items in rocket platforms or rocket EWPs may not be component
armoured.
-- Unofficial Rules Change
The rules change that has been most badly needed on component armour
is to delete the line "It effectively increases the DP of the
component in question." This may have been a useful analogy when
people just used plain old plastic, but not anymore.
For damage allocation purposes, components are divided into crew,
cargo, engine and weapons. Within the crew, cargo and engine
compartments, components may be armoured in groups or together.
Thus, if a compartment holds three components -- A, B and C -- then
each may be component armoured separately, or all three can be
armoured together, and so forth. Under no circumstances can any
component be protected by two or more layers of component armour.
Components from different compartments may not be component armoured
together. Thus, unless the IADA rule stating that gas tanks belong
in the engine compartment for damage allocation purposes is used,
gas tanks may not be component armoured with the engine.
Items with 0 DP may not be component armoured.
Weapons on the same facing may be component armoured together, or a
single weapon may be component armoured on one side or some weapons
on a side can be component armoured and others not. The important
thing is there is no more than one piece of component armor per
side.
A volatile component armoured weapon will not cause a vehicle to
explode as long as it is component armoured, however component
armour provides no such protection against gas engines exploding.
CWC 2.5, p. 109 and UACFH, p. 55 -- Fake Wheelguards and Armoured
Hubs
When fake wheelguards or fake armoured hubs are hit by weapons fire
and destroyed, it is visible to everyone that they were fake.
CWC 2.5, p. 109 and UACFH, p. 56 -- Fire Extinguisher
-- Unofficial Clarification
Any turn that a vehicle has a positive fire modifier total, the fire
extinguisher will attempt to extinguish (reduce to zero) the fire
modifier.
If a vehicle is on fire, check to see if the extinguisher puts out
the fire before applying fire damage.
CWC 2.5, p. 109 and UACFH, pp. 56-57 -- Heavy-Duty Shock
Absorbers
HD shocks cost $400 per wheel, not $400 total.
-- Continue from here.
CWC 2.5, p. 109 and UACFH, pp. 57-58 -- Roll Cage
Midville enthusiasts will remember that the MONDOs were allowed to
build a single vehicle with a few points of armour per side. One
option for this vehicle was that it could have an open roof,
allowing a 360 degree arc of fire to passengers and crew, at no
extra cost, as long as it didn't have any top armour. Of course,
this was long before there was any argument over official and
unofficial rules. If such vehicles are still legal, do they have
five or six armour facings? Rules lawyers?
CWC 2.5, p. 111 and UACFH, p. 63 -- Antilock Braking System
-- What about oil on ice? --
CWC 2.5, pp. 111-112 and UACFH, p. 66 -- Car-Top Carrier
-- Unofficial Clarification
Car-top carriers and fake car-top carriers are illegal in AADA
events.
CWC 2.5, p. 113 and UACFH, pp. 82-83 -- Jump Jets
from ADQ 9/1
"Jump Jets: $150 per 20 lbs, 1 DP and 1 space per 100 lbs. or
fraction thereof. Volatile. 20 lbs. of jump jet will lift 1,000 lbs.
of vehicle 1/4" (3.5 feet) off the ground. 50-lb. jump jets are
available, costing $375, taking up one space, having 1 DP. A 100-lb.
jump jet would cost $750, take up 1 space, have 1 DP and lift the
car to 1/2" altitude. A 200-lb. jump jet would cost $1500, take 2
spaces, have 2 DP and lift the vehicle a full inch (15') of
altitude.
When a jump jet is ignited, the car lifts from the surface at 1/4"
per phase until the maximum altitude is reached, and then descend at
1/4" per phase until it reaches the ground. The vehicle is not
considered to reach the altitude it is heading for until the end of
the movement phase. Thus a vehicle at 1/4" altitude at the beginning
of a phase.
REFERENCES AND ADDITIONAL INFORMATION
Hoverball. Karen Bingham and David N. Searle. Autoduel
Quarterly: The Journal of the American Autoduel Association.
Vol. 7, No. 2. Summer 2039 (1989). Steve Jackson Games. pp. 4-5.
Rules and Regulations for AADA-Sanctioned Tournament Combat. Ken
Scott. Autoduel Quarterly: The Journal of the American Autoduel
Association. Vol. 9, No. 1. Spring 2041 (1991). Steve Jackson
Games. pp. 8-10.
Warehouse 23 - Autoduel Quarterly Vol. 7, No. 2
http://www.warehouse23.com/products/adq-number-7-slash-2
Warehouse 23 - Autoduel Quarterly Vol. 9, No. 1
http://www.warehouse23.com/products/adq-number-9-slash-1
Steve Jackson Games - Car Wars Compendium Second Edition
Fifth Printing (CWC 2.5)
http://www.sjgames.com/car-wars/games/compendium
Warehouse 23 - Car Wars Compendium Second Edition Fifth
Printing (CWC 2.5)
http://www.warehouse23.com/products/SJG30-7142
Steve Jackson Games - Uncle Albert's Catalog From Hell
(UACFH)
http://www.sjgames.com/car-wars/games/unclealbertfromhell
Warehouse 23 - Uncle Albert's Catalog From Hell
(UACFH)
http://www.warehouse23.com/products/SJG30-7150
Warehouse 23 - Crash City: A Pocket Box Car Wars Supplement
http://www.warehouse23.com/products/crash-city
Published by David Gregg, July 22, 1996.
Reprinted by the Seattle
Washington Autoduel Team, March 08, 1998.
Updated March 31, 2015; May 03, 2015; December 17, 2019
Original URL: http://arrakis.ucd.ie/~greggd/IADA.html
Original URL: http://arrakis.ucd.ie/~greggd/IADAerrata.html