Here’s my winning team from game 5 of our team amateur night series of games. (Only nine more to play!)

Alonzo Swartz
Prestige: 3
Kills: 1
Gunner Skill Points: 2
Notes: 3/21/08 Armadillo Autoduel Arena: Took out an enemy Killer Kart by blowing throw the front Machine Gun and setting the power plant on fire, but was “killed” a couple seconds later by a ram from behind.

Wayne Hertz
Prestige: 5
Kills: 1
Gunner Skill Points: 2
Vehicle: Killer Kart with 15 shots left, no side armor on either side, and one point of damage to the power plant.
Notes: 3/21/08 Armadillo Autoduel Arena: After having his side armor blown off with a lucky shot from a badly damaged opponent, he narrowly survived a 2-on-2 hairball. When he drove to the other side of the arena to make a high speed pass against the remaining vehicle, his opponent missed– but he made his winning shot with a natural twelve!

Anita Valdez
Prestige: 3
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Salvage: Killer Kart with no armor except the 3 points on the back.
Notes: 3/21/08 Armadillo Autoduel Arena: Anita focused fire on a single enemy for the first seven seconds of the game. On the 7th second, she took power plant damage from his prey just as she killed him. Another opponent closed in for a T-bone and Anita had no choice but to turn it into a head-on at the last moment. The damage rolled was exactly enough to give both drivers two hits of damage. Anita nearly died in the flames, but narrowly made her survival roll. (Technically, she should have been toast. My opponent generously declared that medical teams could quickly reach her because the battle had moved to the opposite side of the arena at that moment.)

Rodney Fischer
Prestige: 1
Gunner Skill Points: 1
Notes: 3/21/08 Armadillo Autoduel Arena: Rodney was shot up early on in the game, but instead of leaving himself open to SMG attacks while focusing on an opposing vehicle, he decided to take down a pedestrian. On two separate damage rolls he rolled ones… while the pedestrian was able to set his car on fire. The fire was just enough to knock Rodney unconscious and the pedestrian pulled him from the flames.

We had such a good experience with Armadillo Autoduel Arena that we decided to try another event there with random starting positions for the 8 vehicles. In the previous game, I’d had doubts that we were being completely consistent tracking damage, so I decided to track all damage scored in the game on a single page without any vehicle record sheets on it. I asked my opponent to pay attention to any duelists that had handling statuses drop below zero so we could keep track of their recovery correctly as well.

Rules wise, we decided to keep everything the same. The previous duel was so good that we didn’t feel the need to change anything. I think we might have been a little lax in keeping track of to-hit penalties due to maneuvers and hazards this time around, though. We kept our house ruled speed/range penalty chart, lenient survival rules, and our stingy skill award system. (We did end up dropping our gentleman’s agreement to do all movement for the phase first, then give everyone an option to fire after that. We also had some hinky fire at the very beginning of the turn before any movement at all. It’s probably time to reread the sequence of play rules again….)

Before we began, I suggested to my opponent that we be really fastidious for the first second of the game and pay extreme attention to the movement order due to the reflex rolls. He did not heed my request and moved most of his vehicles before me. This gave me the opportunity to react to his moves, and each of my pairs of vehicles on opposite sides of the arena ganged up on one of his cars.

On both sides of the arena we successfully took out our initial targets, though one took an especially long time to kill. By the grandstands, one of my cars lost its back and left armor and could not foil the following vehicle even when he dodged behind a TV bunker.

The other fight on the opposite side looked like a cakewalk until the nearly dead enemy lashed out with 6 points of MG damage to the side of one of my cars. That damaged car could no longer get in position without risking exposing a bare side, so the driver panicked and made a U-turn. He just couldn’t get his guns in position anymore after that even against the other closing enemy vehicle. That car’s “wingman” (my other car on that side of the board) got off a killing shot about that moment, but the other opposing vehicle was closing in for a T-bone. At just the last moment I turned in—converting it into a head-on collision. The damage rolled was exactly enough to do two hits of damage to each of the drivers. Body armor doesn’t protect from ram damage, so they were both knocked unconscious.

Meanwhile, over by the grandstands the hairball had shaken out so that we each were down to a single vehicle over there. Being very irate about the pedestrians from the last game, I said, “throw down your SMG, or I’ll kill you!” The pedestrian refused and responded with hand weapon fire. (The other opposing car was going too fast to bring his guns to bear for the next couple of seconds, so I thought I had time to take care of this. In any case, my lack of side armor on the car sort of forced me to target the ped anyway.)

I think I missed the pedestrian once, hit him for one or two points of damage on the next shot, and then did a single point of damage as I rammed him against his abandoned car. On the other hand, he managed to hit my power plant through the exposed facing. My car caught fire and the flame damage was exactly enough to cause my driver to go unconscious. To add insult to injury, the pedestrian pulled my driver from the flaming wreck—scoring a rare 3 point prestige bonus in the process for the sheer audacity of the act. The television crews at the event ate it up.

That left both sides with exactly one car each. My car’s left side was gone, but his car’s front armor was gone and he had only one DP left on his MG because he had taken down one of my cars already with a deadly rear-end ram. We took several seconds to accelerate and get into position. As we closed for the final pass, we traded shots. He missed, but I had rolled a natural twelve to take out his MG and set his power plant on fire. Even a parting sideswipe couldn’t even things up at that point, so he conceded.

The Armadillo arena has turned out to be an excellent location for our team events. It’s large enough that going any particular direction generally commits you to being in a particular sector for ten seconds—an eternity by Car Wars standards. Also, the randomized start positions in an already asymmetrical environment ensure that each pitched battle is subtly different as well.

Tactically, things were a wash. The Killer Karts are egg shells, but they can still take six seconds or more to kill even under heavy fire. Because we don’t reset handling status each turn, I drive much more conservatively. With our stingy skill point awards, that means I don’t pick up driver’s skill points in the games now. (We only give the usual driver skill point award for an event if the duelist makes a successful control roll.) My five mph pivot maneuvers leave me open to be rammed by my opponent, but the rams are risky and can cripple the attacker even if they are successful.

We were very pleased with the combination of solid Compendium 2e rules, the Armadillo map, and the minimal number of house rules. Sure, I have won three matches in a row now (and my opponent was nearly irate about that), but I’m not sure that Car Wars is a particularly good game to attempt to play competitively with only two players. There’s too many opportunities for serious mistakes to be made, and a lot of trust is required without a referee. We knew that going in, so the main purpose of the campaign was to generate interesting background for an ongoing alternating-refereeing type troupe style rpg. As far as that goes, my opponent is killing me. The flame damaged insane female from the last game is clearly a Daredevil with a High Pain Threshold. The minister that rescued my driver from the flaming wreck this game clearly has Enhanced Dodge, Luck and some sort of Code of Honor.

There’s a lot less salvage being generated in our games now because so many of the cars catch fire ever since we remembered to apply the 2 in 6 chance of fire for MG damage on power plants. Our slower speeds and larger arenas seem to cause a lot more vehicle losses as well. Winning a Killer Kart duel is worth some prestige, but the real money is going to be in the later Joseph Special and Hot Shot rounds. We’ve now played 5 of the 8 Killer Kart rounds—those high end events just aren’t that far off anymore. I wonder how much the dynamic will change when we switch Stingers… but we won’t have much time to adapt because the vehicle types will change pretty quickly at that point.

Anyways, this is great Car Wars…. Definitely some of the most fun I’ve ever had with the game….

Here’s the stats on my winning team from the event. Note that only one of them got to keep his car. Of the three kills scored by the team, only one was salvageable for anything beyond a few spare tires.  (It’s those flaming power plants, as usual….)

Coyotito Alvarez
Prestige: 3
Kills: 1
Gunner Skill Points: 2
Salvage: Killer Kart with 1 point of damage to the right and 5 points of damage to the back. 8 rounds of ammo left in MG.
Notes: 3/20/08 Armadillo Autoduel Arena: Killed an opposing Killer Kart in a close range pass. (Took a D1 maneuver after the opponent’s D2 and traded shots.) Turned around to battle the remaining Killer Kart with a teammate, but took was killed by relentless fire from two pedestrians with SMG’s.

Amadeus
Prestige: 1
Gunner Skill Points: 2
Handgunner Skill Points: 1
Notes: 3/20/08 Armadillo Autoduel Arena: Began event randomly placed in the middle of three opposing cars. Weathered 6 seconds of combined fire power; barely survived event with emergency medical attention.

John Turing
Prestige: 3  [This was marked as 5, but I think it should be a 3.  -- jeffro 3/28/08]
Kills: 1
Gunner Skill Points: 2
Notes: 3/20/08 Armadillo Autoduel Arena: Passed a little too close to a “killed” burning vehicle which fired a surprise shot through his armor and set John’s power plant on fire.

Odysseus Deloatch
Prestige: 5
Kills: 1
Gunner Skill Points: 2
Vehicle: Killer Kart with 1 pt damage on the right armor and 16 shots left in its MG.
Salvage: A ruined hulk of a Killer Kart with intact tires, 3 points of back armor, and one remaining point of armor on the right side.
Notes: 3/20/08 Armadillo Autoduel Arena: Started far away from the action. Made a pass against one car that got killed by his “wingman,” then turned and took down the last car while his buddy succumbed to SMG fire.

Note the complete lack of driver skill point awards. It’s much more risky now to push that handling status down below zero, so I avoided putting myself in situations where I needed a control roll. Unless we lower the number of skill points required to get Driver-1, these guys won’t be improving their driving ability any time soon. Of course, with driver skill being added to what you get back on your handling track each turn, those skill levels will be worth all the more.

A duelist can pretty well expect to get to Gunner-1 by the time that he’s been in 5 duels and scored 5 kills or so. That’s not so with Driver-1! Perhaps under our house rules we should award Driver-1 at 6 skill points, Driver-2 at 14, and Driver-3 at 24.

I had thought before this that the Armadillo Autoduel Arena looked fairly lame at first. It’s just a large open map sheet with a gigantic mall in the middle. I didn’t take time to make up a new arena like I had meant to, so I figured we could give it a try. If anything, Armadillo is asymmetrical like I had wanted….

With only a few exceptions, we tried to play by fairly strict Compendium 2e rules for the game. For simplicity’s sake, we did play that each phase everyone conducted their movement… and then everyone had a chance to fire weapons. We tried to be conscientious about using reflex rolls to determine who moves first when two vehicles were going the same speed, and over all we were quite pleased with the effect of this on game play. There was just a lot less to argue about.

We also tried to remember to apply penalties to fire if you had maneuvered during that phase. Also, we marked vehicles that had been hit so that we could apply a to-hit penalty to vehicles that had taken hazards from enemy fire. (Cars making passes at each other tend to fire in the same phase, so this doesn’t tend to be as fiddly as you might think.) We also moved the useless top and underbody armor to the much more critical left and right locations.

(Our homebrew speed/range chart seems to be holding up, though neither of us are entirely happy with how we’re accounting for relative movement. For now the main use of high speed under the chart is to maybe gain an extra -1 to be hit and to deny enemy’s their point blank bonuses.)

We chose to randomly determine starting gates for variety’s sake. There’s a long tunnel in the middle of the map that we used as an impromptu eighth gate. One of my cars started the game surrounded by all of my opponent’s cars. My poor driver only lasted 6 seconds of their combined fire, but dealt enough damage to his target that it wasn’t a complete loss. Another of my cars tailed an opponent that was speeding in to join his buddies in ganging up on my lone duelist. My opponent ignored the tail, and that driver got a kill even though I’d forgotten to roll to-hit one turn. That left two of my cars on the opposite end of the action– they kicked it up to seventy in order get in on the fun.

Things were looking pretty good for my team in spite of the rough beginning. In our previous session, pedestrians generally left their vehicles as soon as they caught fire. One car that had caught fire was sitting harmlessly by the grandstands. My car that had gotten a kill sped by it in order to turn back into the fray. (This was difficult to do quickly because we were playing that our handling status only recovered 3 points per second.  You just can’t execute consective D6 maneuvers with that rule in effect!) The supposedly “dead” flaming vehicle then lashed out and set my driver’s power plant on fire with a lucky shot! This was very hard to bear. The insane woman driver in her flaming wreck had stayed in the flames so long she was taking serious physical damage!

This left us with my two pristine cars facing two damaged opponents, but my opponent also had two pedestrians right in the middle of the hairball. My two cars each made a pass against a single opponent. The second one was interesting because we both chose to take a maneuver just as we’d closed for a point blank shot. My opponent moved first because of his high reflex roll and did a D2, while I only needed a D1. He missed his shot while I nailed his driver.

The glory wouldn’t last. In the final confrontation, my car that had just scored a solid kill lost his car when he turned and fought too near to the enemy pedestrians. I’d focused all my fire on the last remaining car but I just couldn’t take him down. Finally my last car (practically untouched) pivoted and dealt the killing blow. That last remaining driver got to keep his near-perfect Killer Kart, but got little salvage from his kill because he’d destroyed the power plant with his last shot.

The only person in the duel in danger of dieing was the driver of my first car that had gotten surrounded. He’d gone to -3 DP, but fortunately made his “health check” on 3d6 by rolling a ten exactly.

We were pleasantly surprised at how well the Armadillo arena worked out. Also, we were both pleased at how fair the rules worked out whenever we applied the Compendium 2e rules to the game. While we do play a little loose with the sequence of play sometimes, use house rules for hospitalization and speed/range modifiers, and also are extremely stingy with our extra restrictions on skill points, we admit that even the most fiddly looking rules in 2e make for a much more realistic and flavorful combat.

We played the third of our series of 14 planned Amateur Night games this weekend. Last session, in the first round of the 4 on 4 Killer Kart events, we’d disliked the way that the teams drove in formation for the first several seconds. In the second game we’d disliked the way that ramming became the key tactic.  By taking note of several easily missed rules and moving to the Amex Proving Grounds arena, we hoped to get a more interesting and cinematic event. It turned out that the rules changes would overcompensate somewhat, resulting in surprisingly large impacts on the tempo and tactics of the game. But even with power plants getting set on fire almost every turn, the game would still take almost 3 full hours to play out.

The Amex Proving Grounds is a single map sheet sized arena with four corner sections and a central cross shaped area with a TV bunker in the middle. We agreed to enter in pairs in the four gates with each vehicle heading into a corner. I thought this would result in four separate dog fights in each corner, but what happened was that all four pairs kept driving right past each other to meet up with a second head on pass against a second vehicle. (I actually made a silly error on the first turn– I ended the round with two of my cars unable to target their opponents. This essentially gave the enemy drivers a free shot; this didn’t turn out to me significant, though.) Because of this style of opening, we essentially had a dry “die rolling competition” during the first few turns.

One of my opponent’s cars took a tremendous amount of damage in these first few seconds and caught fire due to power plant damage. Lucky shot! On the other side of the arena, two cars met at 30 mph. (Under these rules, the sweet spot for any weapons fire is the sides of the cars. With only three points of armor there on the Killer Karts, you have a chance of taking out the car with a single hit!) The two cars traded shots to the sides at point blank range. I turned to the right sharply to head towards the TV bunker and the other cars. My opponent immediately turned the same direction and pulled right next to me. I think the very next turn he went ten miles per hour or so and ended up half an inch ahead of me. I went 5 mph and pivoted toward him, getting a chintzy free shot in with some slightly heated discussion about how exactly this should have played out. The next second, I stopped while he pivoted. The second after that, I went in reverse and got in another free shot in.

Meanwhile, on the other side of the arena, two high speed passes were going down. All four vehicles took power plant damage and we all had to check for vehicular fire. Each of us lost a car because of fire! I angled two of my surviving cars against one of the survivors and did minimal damage while taking a lot stray hits. Our SMG armed pedestrians left their flaming wrecks after taking a point or two of fire damage to their body armor. They braced themselves against the arena walls and fired at enemy vehicles. These were essentially free shots doing a point or two of damage– the peds weren’t worth targeting if an actual car was in arc. (My opponent said several times that he actually felt safer out of his car!)

My pink Killer Kart (the one that scored the first lucky kill) hurtled across the arena and took a point blank shot at the enemy vehicle that had been pinned early on in the game. A point blank hit through the side resulted in another vehicular fire. The single point of fire damage at the end of the turn was enough to knock the driver unconscious. We agreed that the driver had somehow managed to throw himself out of the car even though it didn’t make much sense. Other than him, the event was fairly safe. (Playing some of those overlooked rules makes for amateur night events with much higher survival rates.)

This left three vehicles on my team to take down the remaining car. A lucky shot by even the pedestrians could kill one my cars, though, so we still had to carefully play out each phase for a few more seconds. I regrouped and repositioned for the final shots. The yellow Killer Kart that had gotten tangled up in the low speed dog fight got the lucky shot that knocked the last driver unconscious. This would be the only kill that was not caused by vehicular fire.

The rules changes had a tremendous effect on the game. We’d agreed not to reset handling tracks each turn. This eliminated the annoying D6-right-angle-maneuver-every-single-second approach that we’d seen in our second Amateur Night event last session. We also drove slower– and as a result, no one died due to a wipe out on the crash table. Any time we did an extreme maneuver, we had to go straight for a full second afterwards in order to get back in full control. This leads to combats that are less like a WWI dog fight and more like a series of high stakes “jousting” engagements.

The other big rules change was to play the 1 in 3 chance of vehicular fire each time the power plants took machine gun or submachine gun damage. This ruling would obscure all other tactics in the game. At the same time, it actually increased the chances of the duelists to survive the event. If your car caught fire, you simply got out of your car. This led to many a pedestrian picking up a prestige bonus even after effectively being taken out of the game.

There were a few minor rules that we still managed to mess up this time. We were probably adding back the reflex bonus to handling status each turn when we should only have been adding back the HC of the cars. Also, it’s -2 to hit the side of a vehicle when you’re not in that side’s arc. (We’d been playing just a minus one penalty.) Finally, to prevent the argumentative simultaneous action type arguments like the one we had this game, we should move vehicles going the same speed in the order of their reflex roll results– with ties being broken before the beginning of the event. (Oh yeah, and we need to fix that infamous missing column five on our speed/range chart.)

The only tweaks I’d suggest for the next game would be to possibly a) Move the useless top and under Killer Kart armor to the vulnerable sides, b) Give the drivers the use of a portable fire extinguisher (along with their BA and SMG) for the duration of the event, c) Use a larger and asymmetrical two map-sheet sized custom arena, and/or d) Possibly switch the ammo to just ten shots of high density rounds. We should also comb back through the Compendium 2e for any other obscure rules that we should try to remember. We should test out the entire set of rules one more time… and then we should lock it all down for the next four duels. These radical changes from one game to the next have to stop!

We are steadily moving our game to a more-or-less “by the book” Compendium 2e approach. The only real difference is that we’re using a GURPS style combined speed/range modifier. (We feel that the official 2e rules for this give way too much of a bonus for high speeds. Our rules give more of a flavor like the original pocket box rules: -1 per full four inches (more or less) but with an extra -1 or -2 due to higher speeds. The biggest difference in the new rules is that you don’t always get a sure hit anymore on those point blank shots– unless your target is a “turtle”….) The only house-rule that came up for discussion during this game was to change the d6 roll to check for fires to a 2d6 roll with different targets for each weapon in the game: MG’s should be less effective than 33% and should certainly be less effective in starting power plant fires than, say, an RR. Also, Lasers should be less effective than flame throwers.

Here’s the results for my four winning characters which all have base level skills in Driver, Gunner, and Handgunner:

“Green”– Elroy McKnightridge
Prestige: 3
Gunner Skill Points: 1
Handgunner Skill Points: 1
Notes: 3/7/08 Amex Proving Grounds (KK)– Vehicle caught fire after two high speed passes against enemy Killer Karts.

“Yellow”– Arnold Schlamer
Prestige: 5
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Handgunner Skill Points: 1
Vehicle: Killer Kart with 1 hit to power plant, 1 hit to front armor, 1 hit to right armor, and 2 hits to left armor.
Salvage: Killer Kart with 2 DP left on MG, 1 DP left on power plant, and no front, left, or right armor left.
Notes: 3/7/08 Amex Proving Grounds (KK)– Through devious rules lawyering and general sliminess, Arnold managed to “pin” an enemy Killer Kart. He effectively got two free shots at his opponent, even though it was a teammate the put in the killing blow. Arnold did however get the final lucky shot in that ended the event.

“Blue”– Buck Lescynski
Prestige: 5
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Vehicle: Killer Kart with 3 hits to power plant, 14 shots left in MG, 2 hits to right armor, and 3 hits to left armor.
Notes: 3/7/08 Amex Proving Grounds (KK)– Buck set an opponent on fire during his second pass in the event. He failed to get any decisive hits in for the rest of the event.

“Pink”– Marla Zuckerton
Prestige: 7
Kills: 2
Gunner Skill Points: 3
Vehicle: Killer Kart with 12 shots left in MG, 3 hits to front armor, 1 hit to right armor, and 2 hits to left armor.
Notes: 3/7/08 Amex Proving Grounds (KK)– Scored first blood in the event by setting an opposing car on fire with a lucky shot. Crossed the arena at high speeds to nab a kill out from under her teammate, Arnold Schlamer.

Here’s my lineup after the first two rounds. Prestige ratings will determine who gets promoted to the more expensive cars in the Team Amateur Night Campaign.

Fernando Rodrigez
Prestige: 5
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Vehicle: One Stock Killer Kart ($3,848 value)
Salvage: One Killer Kart with 2 hits to the power plant, no right or back armor, and only 6 shots left for the MG.
Notes: 12/1/07 Southtown Amateur Night (KK)– shot and killer opponent through rear armor after three seconds of continuous fire.

“The Gimp”
Prestige: 3
Driver Skill Points: 1
Gunner Skill Points: 1
Vehicle: One Stock Killer Kart with 9 shots left. ($3,273 value)
Notes: 12/1/07 Southtown Amateur Night (KK)– Survived event with car intact, but made no kills.

“Dutch” Wenger
Prestige: 1
Kills: 1
Driver Skill Points: 2
Gunner Skill Points: 1
Salvage: One Killer Kart with 7 hits to the power plant, 14 shots left for the MG, and no Right armor.
Notes: 12/1/07 Southtown Amateur Night (KK)– T-boned an opponent for a kill but rolled enough damage to knock himself out. Hospitalized.

Bobby Drake
Prestige: -1
Driver Skill Points: 1
Gunner Skill Points: 1
Notes: 12/1/07 Southtown Amateur Night #2 (KK)– Didn’t take a D2 maneuver in order to protect his damaged left side and ended up being killed after a few brief seconds of gun fire and maneuver.

“Dominoe” jones
Prestige: -1
Notes: 12/1/07 Southtown Amateur Night #2 (KK)– Came out of the gates side by side with an opponent who braked slightly while moving to the center. Killed by gun fire and repeated sideswipes with no chance to return fire.

Calculating Winnings and stats:

We awarded prestige more or less normally. To gain driver skill you had to successfully make a control roll or execute a ram. To score a gunner skill point, you had to successfully hit an opposing vehicle. If you make a kill, you get a single skill point: one in gunner skill if you used weapon fire to make the kill, or one in driver skill if you used a ram. (This is extremely stingy… none of the characters can really expect to gain a skill level even after playing in 4 duels.) If you survived the event, you could keep your vehicle. If you made any kills and survived, you could salvage them. Also, we’re playing that the duellists don’t have to take the salvage values of their kills right away– they can hold onto them until they graduate Amateur Night at which point they’ll consolidate everything into repairing a car or two and converting everything else to cash.

We played a couple of “Team Amateur Night” events this past weekend. We used 4 stock Killer Karts on each team at Southtown Arena in Indiana. These were pretty complicated games running about three hours long each (but only hitting at about 15 seconds of game time.) We played mostly by Compendium 2e rules, though we agreed to simply reset handling tracks at the end of each turn and also to use a modified speed/range chart. The chart was basically pulled from GURPS 4e, but I converted mph to yards per second and CAR WARS “inches” to yards. Taking the GURPS modifier and adding 6 to it results in something pretty close to the classic CAR WARS modifiers but with (at medium-short range) maybe a -1 or -2 penalty for high speeds added onto it.  The cool thing about it is that speed mods have no effect at long range… and a lot of effect at close range.

On our first event, we entered the arena on opposite sides. My opponent entered the central area immediately, but I pulled my vehicles toward each other so that they could enter the central area from a middle opening instead of one of the diagonals. As we entered the central area in two groups of two, my opponents 4 vehicles were converging on them. My opponent had much better targeting mods due to the set-up. I was suddenly very afraid– I was sure that he could get his group to tailgate mine and pick us apart one by one with little chance of return fire. I accelerated and split up, hoping that one group could somehow cover the other.

Things got ugly for my first group. All four opposing vehicles converged on them and they took heavy fire as they continued to accelerate attempting to leave the central section of the arena. My other vehicles circled back to come to their defense. One of the opposing vehicles made an extreme maneuver in order to get a shot in. He failed his control roll and he turned sideways and began to roll. The mob of vehicles continued to converge and one slipped around the rolling vehicle and then made a sharp turn to get another shot off. He failed his control roll as well and began a spin out. My cars turned to exit the central area and one of them failed a control roll, skidded, and then rammed a barrier.

My other two cars slowed down and concentrated fire on the spun out vehicle while the other vehicles attempted to pull around back into the action. The now stationary target could do nothing to prevent us from shooting up the driver. This left us with 3 cars on my team versus two on the other. In the final face off, I used one of my damaged cars to ram one of my opponent’s fresh cars. I had a pair of other vehicles slow down and combine fire against the other, taking out its driver from the rear.

On our second game, we agreed that the 4-on-4 “in formation” game was maybe not optimal. Off the cuff, we agreed to have vehicles from each side enter in pairs in each of the four gates. We rolled 1d6 to determine how fast each group was going and agreed to abide by the “tag team” rule of no fire unless we had no more than 2 vehicles in each section. The idea was the break things up a bit and make things a little less predictable. We also worked up some rules to make the speed modifiers come out a little more sensibly. (See the rules for “Head-on”, “Crossing the T”, and “Tailgating” below.)

The faster pairs entered the central region directly. In one pair, my opponent slowed down faster than me by just 5 or 10 mph or so. He was able to shoot up my car and sideswipe me multiple times and killed my vehicle in two seconds. In a similar situation on the opposite side, I had a similar advantage, but was not able to capitalize on it due to missed to-hit rolls, low damage rolls, and also to my not realizing that the sideswipe was a viable tactic.

In another corner, I slowed down to 5 mph while my opponent accelerated away. As soon as I could fire, I began shooting at his rear and quickly killed his driver. On the other side, our two vehicles fanned out, heading toward opposite corners. My opponent turned on a dime and got a lucky shot through my side before I could react. I turned back to face him down, taking more fire to that side. I turned into the central area, but miscalculated my turn. Another speeding opponent on the inside was able to take me out with a shot that just barely could hit that weakened side…. That was a mistake that easily cost me the game– especially when combined with the bad luck in another of the pairings.

One of my surviving vehicles ended up chasing one of the opposing team. I’d occasionally get a shot off, but the penalties were generally pretty bad and the walls in the arena were effective in eliminating the continuous fire bonus. In the chaos, I was reduced to a single vehicle. I ran it out of the central section just as two opposing vehicles were rounding the corner. As I’d lost my MG to an opponent the aggressively targeted fronts in spite of the extra penalty, I was hoping for a T-bone at 35 mph in order to save face. Things didn’t work out– the t-bone turned out to be a head-on, and the extra damage was enough to kill my driver permanently.

So we ended up each with a single victory and some continuing characters. We drove a lot more conservatively in the second game after all of the wipe outs in the first round. With to-hit targets running in the 9 to 11 range, we quickly discovered the importance of rams in the second game. I’m considering shifting the to-hit bonus for translating the GURPS targeting mods from +6 to +7– that would encourage a little more shooting and a little less ramming, hopefully– but I wouldn’t want that change to negatively impact other events beyond the amateur night scene.  Here’s my current proposed chart:

Speed Range Modifiers

We had discussed using these house rules to eliminate handling status tracking, but I was concerned about its effects on a series of small D1 maneuvers and hazards that got more dangerous. After seeing these two games run with almost excessive use of d6 maneuvers being used in the dog fights, I’d almost consider using both systems. Any Bootlegger, T-stop, d4, d5, or d6 maneuver should require a driver skill roll as described in those house rules– on top of any control rolls required by the handling status. Of course, that adds complexity to an already complex system… which kinda defeats the purpose of the house rules…. It’s just a thought, though.

One thing was sure, we didn’t want to do all of our amateur night duels in the same arena. The next time we duel, it will be at the Amex Proving Grounds. We’ll have pairs of vehicles enter each of the four gates and then swerve off into their respective corner pockets– forcing hopefully a fairer initial duel than what we got with our last game. I’d almost recommend not giving the contestants complementary body armor like we did just to make sure things end quicker. Making to-hit rolls slightly easier and punishing hard core maneuvers a bit should create some more interesting games, I think….

We played the infamous Badlands Run adventure from ADQ 2/2 last night.  It was 5 hours of nonstop autodueling action.  We played more in line with the original 3rd edition pocket box rules, so there were lots of cars crashing and burning.  It didn’t take a lot of space as we only needed a few road sections to run the game.  Phased movement was unnecessary and we didn’t even need to use our turning keys, so things went quickly.

My player played his characters from last year’s 2033 campaign.  In those sessions, we played Convoy from ADQ 1/1, Road Duel and Pack Attack scenarios from the original pocket box, a weird role-playing session that culminated into a freaky Truck Stop variation of Pack Attack (with “magic” rules thrown in), and a slightly modified version of the classic Sunday Drivers game.  That would make this the seventh session for the campaign– with no shortage of Car Wars material in sight!!

My player took his Moose that he’d won from the Road Duel and also the two luxury sized vehicles that he’d designed for the Convoy scenario. He made no modifications to them in spite of all the new equipment that had come out in Uncle Albert’s in “recent” months.

One question that came up in the game was how long it would take to get armor repairs if you were in a hurry.  I played that the PC’s could generally get 5 mechanics to work on a car even if it was Sunday morning– but the players would have to pay double the standard rate for patching armor whether a mechanic was successful or not.  I played they were skill level 2 and could each successfully repair armor on  roll of 5 or better.  Hiring 5 mechanics for an hour by PC’s in a hurry costs $1500– but this trick only works in fortress towns.

Don’t read any further if you intend to play this scenario!!!

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The insane tire wear rules from Convoy were dropped by the designers of Badlands Run. The scenario retains a similar rumors set-up. The final stretch of road forks just as in Convoy– with really bad things occurring if you try to take the short way. My player could see that coming from a mile away even without the hints in the rumors….

The “Gang of Thieves” were complete wimps. Like stock Vigilantes could do anything to $80,000 worth of PC firepower?! Rusty Pinkerton was a much tougher opponent. His tactics were very sound relative to the salvage gang… but by the time (2 seconds!) he realized things were going against him, his powerplant was on fire due to a shot from a laser! Still, the car he’d targeted had lost just about all of its side armor– both left and right! In the encounter that required the special counters from the mailing cover, it was all worth it just to see the look on my player’s face. The scenario was fairly harmless, though, except for to the guy in the station wagon!!

The rock throwing encounter was devastating. The Moose was completely demolished in that encounter and there was nothing the players could do. Also, the final ambush from the Hussar and the Iron Horse was unstoppable. Point blank shots from a pair of MG’s, a pair of HR’s, and an RR will send even the toughest car into a flaming roll. Fortunately the van carrying the VIP was equipped with a fire extinguisher– the players could still get him to San Francisco with only moments to spare. (Point blank tire shots were not very good for the ambushers….)

This was a very tough adventure with little room for miscalculation on the player’s part. I’d hate to see this game played with the helicopter coming out at the end!