Gamers of Winter Car Wars event details:
February 14-16 2009
245 Division St
Harrisburg, PA 17110
Nonstop retro-gaming goodness with the classic Car Wars Compendium 2nd Edition.
Schedule for Saturday and Sunday:
8AM to 10AM Road Duelling Sessions. Challenge the guy who doesn’t know how to use a turn signal to a duel to the death on the freeways of the future. Winners may salvage their kills– and will gain valuable prestige if the match is televised by a local news copter. [Note: this is the perfect scenario to learn the game with. Experienced duellists will be on hand to teach you the rules of the road, but do stick around and pit your character against other duellists in the 10AM arena duel!]
10AM to 12PM “Amateur Night” Session! Launch your new character on a gritty post-apocalyptic track to fame and fortune. Gates will reopen after 30 seconds. You may keep your car if you can drive it out. The last duellist in a car that can both move and fire will have his car completely repaired by the arena mechanics. Duellists win $500 [in game money] per kill they score.
1PM to 2PM More Road Duelling! [New players can learn the rules and get a full game in before the 2PM event. Experienced duellists can settle grudges without those pesky AADA restrictions getting in the way….]
2PM to 4PM Divisionals! Pro duellists compete for the big money in the world famous Double Drum arena in Waco, Texas. Saturday will feature a Division 5 event and Sunday will be Division 10. It’s every man for himself as every driver strives to be in the last drivable vehicle in the arena! Duellists win a cash prize [in game money] based on the total value of the vehicles competing.
4PM to 6PM Role Playing Adventure! Autoduellists try to make ends meet by taking odd jobs as couriers, escorting convoys, and hiring on as mercenaries. Do you have what it takes to become an ace? Or will you crash and burn…?
Schedule for Monday:
8AM to 10AM Road Duelling Sessions. Fire your heavy rockets at the idiot that doesn’t know how to merge onto an interstate! Winners may salvage their kills– and will gain valuable prestige if the match is televised by a local news copter. [Note: this is the perfect scenario to learn the game with. Experienced duellists will be on hand to teach you the rules of the road, but do stick around and pit your character against other duellists in the big 10AM arena duel!]
10PM to 12PM Division 15 Action! Pro duellists compete for the big money in a Division 15 duel at the world famous Double Drum arena in Waco, Texas. It’s every man for himself as every driver strives to be in the last drivable vehicle in the arena! Duellists win a cash prize [in game money] based on the total value of the vehicles competing.
Pre-registration is appreciated, but not required.
A second concurrent table MAY be run for events each for those who don’t get onto the first table.
Contact Jeff Johnson at firstname.lastname@example.org for additional information.
Weapons List: MG FT RL RR ATG MD SD PS OJ HR
Accessories: Targeting Computer, Hi-Res Computer, Turrets, Links, Body Armor, Fire Extinguisher
Hand Weapons: SMG, Rifle, Shotgun, Hvy Pistol, Lt Pistol, Grenade
We will run with the rules exactly as listed in Compendium Second Edition unless otherwise noted.
We will use a combined Speed/Range to-hit penalty chart (derived from GURPS 4th edition) and 5th Edition Car Wars Fire rules unless any player specifically objects. In the case of player objections, we will fall back on standard 2e speed and range modifiers and the 2e “variant” fire rules instead.
All players will have a reflex roll of 4 automatically.
All characters will have 30 skill points to spend on Driver, Gunner, Hand-gunner, and Cyclist skills. No more than Twenty points may be placed into any skill.
Arena Ground Rules:
Original “Pocket Box” Equipment Only– but no lasers allowed
All Pedestrian Equipment and Hand-weapons count against the budget
Stock Cars will be provided with a variety of options
If only two or three players show for an arena session, then each person will get two cars to play. We will run simultaneous duels in each drum until there is a clear winner on each side, then open the central gate for a final showdown. If four or more players show, we will play with the central gate open and random starting positions.