by Edgar T. "Guru" Lincoln
AAIE President
Spokane, Washington State
Web Posted August 30, 2001
Updated March 24, 2007
Greetings Duel Fans,
This is my attempt to clarify the house rules of the Associated Autoduelists of the Inland Empire (AAIE) as ran by myself, Edgar Lincoln. If you happen to catch Tom Lentz, Carol Daugherty, Howard Lalicker, Dave Alton, or anyone else running it, there will probably be slight variations, but there are the rules we use for our Saturday games and everyone has had their say and generally agrees with them.
Try to be here by 6:00 p.m. so we can get started
by 6:30 or 7:00. People have to work early the next day and appreciate
it if we can get started early. Thanks!
Games will usually be played in Matchbox (3X) scale on a 6' x 5' area with mobile board elements including ramps, walls, risers, jumps, trees, rocks and shoot 'ems. Each arena will be different but there is no preset layout. Duelists will place elements at the beginning of each duel.
Jumps. Set in 10 mph increments, usually between 50 and 80 mph.Walls. Jersey barriers that have 15 DP, leave an obstacle if driven through, and may be fired over by any turreted vehicle.
Risers. 1" (in scale) and are 2 1/2" x 5 1/2". These will allow shots on top armor by the vehicle on the riser, in some situations.
Shoot 'Ems. -4 to hit total. To hit these targets, the firer must be outside point-blank range. Shoot 'ems will trigger random dropped weapon counters to appear on jumps.
Prestige
| Entering combat | +1 |
| Destroying Mobility on a car | +1 |
| Destroying Firepower on a car | +1 |
| Dueling as a pedestrian (kills earned as a pedestrian are worth double prestige) | +1 |
| Accolade of other duelists and crowd for exceptional dueling (very rare) | +1 to +3 |
| Vehicle killed, firepower or mobility | -1 |
| Vehicle killed, driver injured | -2 |
| Vehicle killed, any crew killed | -3 |
Victory Points
| Shoot a vehicle when firer or target airborne | +1 max.. | a |
| Score a kill through a pristine side of armor | +1 | b |
| Hitting shoot 'em | +1 max. | |
| Crossing checkpoint | +1/2 | c |
| Driving 100 mph + for three turns | +1 | d |
a. The points for hitting airborne attacks are 1/2 point for the target being airborne, and 1/2 point for the firer being airborne. A maximum of 1 point can be earned if you achieve both conditions, easiest to accomplish if both firer and target are airborne.
b. This condition excludes collisions.
c. Each checkpoint can be counted only once for victory points.
d. This reward can be earned only when low budgets
are in effect or when small arenas are used.
We mostly agree with the AADA-Sanctioned Tournament Guidelines, with the following differences/conditions:
1. Gas engines are allowed. Car must have at least 5 gallons of gas ($40, 6 lbs./gal) in 1 tank.
2. Racing bodies are allowed.
3. Each crewmember will be provided regular BA, a FP Suit, and a Heavy Pistol that do not count against cost or weight of the vehicle. All other pedestrian items must be bought according to the alternate encumbrance rules.
4. Actual reflex rolls will be used.
5. Loss of the engine is a full kill, as there is no longer power for the vehicle. The only exception is if the vehicle has a laser battery to provide power to weapons.
6. All variant rules printed by official Steve Jackson Games sources are allowed except the following:
1. We recently started allowing tire shots again. They seem to be working fine.
2. The gas tank may be component armored with the engine.
3. VFRP rules are the ones found on p.3 of Uncle Albert's 2038 Catalog Update:
Variable-Rocket Fire Pod -- To-hit 9, 2 dice damage, 5 DP (each point of damage destroys 3 active rockets), CPS 70, WPS 15. Loaded cost $3,050, loaded weight 425 lbs. Loaded magazine costs $1,100 and weighs 240 lbs. The VFRP can fire one, two or three rockets in one firing action. Roll separately to hit with each rocket, declaring the number fired before rolling for any.4. Overdrive may be used on gas vehicles.
5. SWC will work on smart-linked weapons.
6. Gas engines do not require laser batteries for laser weapons.
7. SWC will work with both side weapons on a trike firing into the front arc with a regular link.
8. Starting characters will be 30 points,
with no more than 20 points spent in one skill. They may also spend 20
points on 2 different skills other
than Driving of any sort, Gunner, or Handgunner.
9. Reflex rolls will be used.
10. See above for rules on personal equipment.
11. Confetti rule will be used, ram concussion will not.
12. If a shot is measured, it will be figured
and ammo is spent, even if it is an impossible shot. I will gladly give
an opinion on what a shot is
likely to be, but if it is calculated, it is
done.
13. All players are considered to have radios in their helmets and may talk, but it is an open channel. Any obvious collusion or deal making is strongly frowned upon and may result in the offending parties being removed from the duel, at the GM's discretion.
14. Extended D hazard for damage will be in use, i.e. D1/5 pts. inflicted. 10-14 is a D3, 15 to 19 is a D4, etc. HD Shocks reduce this to D1/10 pts., with 2-5 pts. being a D0.
15. Rolls for mines and spikes will be made openly, checking for both 1/4" and when in contact with counter if it occurs in different phases.
16. Maneuvers don't count against firing or Crash Tables.
17. Range is measured from center of counter to center of counter.
18. Obstacles and explosive spikes destroy wheels, not just tires.
19. Vehicular fire doesn't effect internal components until armor is breached. Vehicular fire does 1/2d damage/turn to exposed components.
20. Acceleration and deceleration may only be done at the beginning of the turn unless done with items like Nitrous Oxide or Rocket Boosters.
21. In the case of multiple hazards in a round, all hazards of a given type will be applied together then control will be checked once.
22. Any Crash Table result less than a roll may be recovered from at the end of a turn by making a control roll at -6 at the car's current speed.
23. See Victory Points above.
24. Surrender is only an option if offered by a firing vehicle (for example, when a BC pointed point-blank at an open side, the firer declares "Surrender or die!"). Target may accept at their discretion. The only option to leave a duel is to drive out. A vehicle that leaves when it can both move and fire loses 1 prestige and may not take first in the duel.
25. Starting speed is 5x acceleration or
less. Speed boosting items may be used during this time, limited only by
the firing actions of the crew.
That should be all. These reflect the need for the game to progress quickly and my desire to run a fairly consistent game. These are the variations I am used to and so are most of the players that should be attending. Any questions or comments can be sent to me.
See you there,
Edgar T. "Guru" Lincoln
AAIE President
Spokane, WA
lincolnis AT juno.com
Bibliography
AADA-Sanctioned Tournament Rules and Regulations
http://www.serv.net/~owenmp/aada/swatregs.html
Car Wars Referee Questionnaire
http://www.geocities.com/tsarnj/TSAR_Page_1.htm
Car Wars Other Dueling Questions
http://www.geocities.com/tsarnj/TSAR_Page_1.htm
Dueling Debate Car Wars Forum
http://forums.delphiforums.com/carwars
Road In Your Sights AADA Car Wars Forum
http://forums.delphiforums.com/aada
Seattle Washington Autoduel Team
http://www.serv.net/~owenmp/swathome.html
World Autoduel Association
http://www.serv.net/~owenmp/wada