This little gem of a game supplement hails from the heyday of Car Wars, when the Deluxe Edition and Dueltrack were both out in all their upsized glory. This collection of designs marks the point where the game transitioned away from being a role-playing game about driving and shooting to being an arena combat game where the best vehicle designer one. Not everything in the book would hold up– the Variable Fire Rocket Pod which debuted here would later be nerfed into uselessness. But the concept of easily photocopied record sheets of dedicated fighting vehicles was still solid.
One of the neatest designs inside is the Challenger. It’s a metal armored vehicle with three linked rocket launchers, an explosive spike dropper, and loads of component armor. It’s fireproof– as long as you don’t penetrate the metal armor or target the tires. It can take a LOT of punishment– as long as you aren’t sporting big guns like the ATG or the blast canon. It can also dish out some serious firepower. The only downside is the heavy duty transmission. This thing has just plain horrible acceleration and top speed.
The main thing… it looked like something different from the other cars we’ve recently played. It also looked like the sort of vehicle that would be fun to put up against its doppelganger. So it got dropped into our Amateur Night campaign.
In the opening pass we got up to speeds in the 40 to 50 mph rang. We needed twelves to score a hit on the opening salvo and my opponent actually connected, even rolling a 6 on the damage dice. One point of metal armor gone and the first obstacle counter was laid down!
We cruised into point blank range and my opponent then failed a control roll while executing a D1 bend. Thanks to the opportune skid, I could position myself to tag him with a T-bone as he went by. Driving past, the hazard caused by the obstacle counters would put me into a fishtail that would result in a skid of my own. We both came to a stop simultaneously and then began the painstaking 2.5 mph acceleration to lurch back towards each other again.
Maneuver was no longer much a factor as we reached speeds between 5 and 10 mph. We burned through nearly all of our ammo. Obstacles littered the arena floor. Half my front armor was gone. I whittled away at my opponent’s right side and then his left. What little internal damage I scored mostly went to my opponents component armor surrounding his power plant. My opponent blew through the component armor on my rockets, damaged one with a single hit and took out another altogether.
I had maybe four or six rounds of ammo left at this point. My opponent was hoping to go past me and then maybe force me to waste those last couple shots on his back armor. Unfortunately, my pivot brought my two rocket launchers into position for a solid shot against his weakened side armor. I scored well on damage, penetrated both the metal armor and the power plant component armor and– incredibly– managed to set him on fire to boot.
This was a fairly lucky outcome for me as I could easily have missed, rolled a minuscule amount of damage that the armor could have ignored, hit the driver’s component armor instead, or even just rolled a 3-6 for the fire check. In a game where two’s and twelves had both been rolled, it was pretty exciting. And I have to say, we were both weirdly invested in the results of every single round of fire leading up to this.
My opponent bailed out of his car and began fleeing the scene. Continuing characters are rare enough in this game I opted to let him live for the rematch rather than run him down. He managed to escape before his car could explode, so autodueling fans were on the edge of their seats for the final finish. I think the networks got their money’s worth with these two cars!
Here are the stats for our two continuing duelists:
Borf: Three points in driver skill, eight points in gunner. Four prestige. One kill. Possesions: one S’most with two points of damage to each of the tires, one point of damage to each internal component, 7 points of damage front, 8 points of damage left, 7 points of damage right, one point of damage top, and 1 point of damage to the underbody. Five FT shots fired.
Poindexter: Two points in driver skill. six points in gunner. Five prestige. One kill. Possessions: one Challenger with 6 hits to front armor, 2 hits to left, five hits to front left tire, 2 hits to front right, 2 hits to back left, and 4 hits to back right. Front component armor destroyed, 2 hits to driver CA, and 3 hits to power plant CA. One RL destroyed. One RL at 1 DP. Four RL shots remaining.
Whoever wins the next match will go up to Gunner-1 and will also have enough salvage money to repair whatever vehicle we end up driving for the third round. Though I think the networks should give you a brand new version of one of your best winning car for free and then let you keep the salvage value of everything else– at least in a series of these one-on-one games.
For the final match, we wanted something to create a different feel from the ram car, flamethrower trike, and metal armor slugfest. We decided that linked APFSDS ATG’s, HDFOJ, FT, IFE, spoiler, airdam, and acceleration 10 would do the trick. See you next time for the finale!