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CWC Reference Booklet 1x

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0% found this document useful (0 votes)
52 views

CWC Reference Booklet 1x

.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Bends - D1-D6 (pp. 9-10) Drifts - D1 or D3 (p. 10) Pivot - D0 (p.

11)
D1 - 15° D2 - 30° D3 - 45° D1 D3
Place a turning key so your vehicle is on the
bottom inch of the Drift section. Then slide your
D4 - 60° D5 - 75° D6 - 90° vehicle up and to the left or right until it lines up
with the mark you want.
To Pivot, you must be going exactly 5 or -5 MPH.
Swerves - Bend+D1 (p. 10) First move forward ¼”, then hold down one rear
corner and rotate the vehicle any amount
around that corner.
A Pivot in reverse works the same way: back up
¼ then hold a front corner.
A D3 Swerve Reverse Maneuvers - +D1
(p. 10)
Add a D1 to any maneuver done in reverse.
Place a turning key at the angle you wish to bend. Slide your car forward halfway, rotate it to the new (Including pivots.)
angle, then slide it the rest of the way. (If there’s nothing you can run into, just pick your car up and
put it in the new spot.) First do a D1 drift. Then hold the opposite rear
corner and rotate your vehicle to match a bend.
Difficulty is D1 + the D of the bend.
Car Wars Reference Sheets 1.0.0
http://www.cwspark.org/downloads/ 2016-05-06
Bootlegger Reverse - D7 (p. 11) Controlled Skid - varies (p. 10)

A Controlled Skid combines a Bend or Swerve


with up to 1” of skid. Add the modifier for the
amount of skid to your Bend or Swerve to get
the total D for the maneuver.
You must decide how much skidding to add to
your Bend or Swerve before you perform the
Bend or Swerve. If you make the control roll,
skid the selected amount on your next inch of
movement (finishing your movement forward if
necessary), take the tire damage, and
You must be going between 20 and 35 MPH to perform a Bootlegger Reverse. Cycles and oversized decelerate (if necessary). The weapons fire
vehicles may not attempt this maneuver. modifiers are applicable after the skid until the
All tires take 1 point of damage when you start the bootlegger. end of the turn.
On the phase you start the Bootlegger, move forward ¾” and rotate yourself 90 degrees in the ¼” skid +D1 difficulty
direction you wish to turn. On your next full inch of movement, move ½” forward, ¾” in your original -1 to aimed weapons fire
movement direction, and rotate another 90 degrees. Set your speed to 0 after a bootlegger. No deceleration
If you lose control, move to the first position then apply crash table results. Your movement vector is No tire damage
sideways, like a T-Stop. (See below.)
Once a vehicle starts a Bootlegger, it cannot fire aimed weapons. ½” skid +D2 difficulty
-3 to aimed weapons fire
5 MPH deceleration
No tire damage
T-Stop - varies (p. 11) Deceleration (p. 7)
¾” skid +D3 difficulty
-6 to aimed weapons fire
5 MPH deceleration
Speed Standard HD
1 point of damage per tire Change Brakes Brakes
-5 - -
1” skid +D4 difficulty -10 - -
No aimed weapons fire
-15 D1 -
10 MPH deceleration
-20 D2 D1
2 points of damage per tire
-25 D3 D2
-30 D5 D3
-35 D7 * D5
-40 D9 ** D7 *
Cycles and oversized vehicles may not attempt this maneuver. -45 D11 *** D9 **
A T-Stop’s difficulty is a D1 for every 10 MPH of speed (rounded up) at the start of the maneuver. If -50 - D11 ***
you lose control at the start of the T-Stop, add half of the difficulty (rounded up) to your Crash Table roll
* Each tire takes 2 points of damage.
in addition to the normal modifiers.
** Each tire takes 1d damage.
To perform a T-Stop, move forward 1” then rotate yourself around the turning key. You will then skid *** Each tire takes 1d+3 damage.
sideways until your vehicle stops. After each inch of skidding your vehicle decelerates 20 MPH and all
ABS negates tire damage from braking.
of your tires take one point of damage.
Decelerating does not count as your one
Once a vehicle starts a T-Stop, it cannot fire aimed weapons.
maneuver for a phase but it is treated as a
maneuver for Crash Table purposes.
+1d 3 5 2 4 1 +5 Handling Status is permanently -6.
15d 2 2 2 2 2 100 No maneuvers or voluntary speed changes
Decelerate 30 every 5 phases
14d 2 1½ 2 2 2 95
(or one for vehicles with 1-3 locations) (D6 sends you)
13d 2 1 2 2 2 90 Loss of all wheels on two locations: Crash Table 1
12d 2 1 2 1½ 2 85 D6 hazard.
11d 2 1 2 1 2 80 (for vehicles with 4 or more locations) Reduce Handling Status to -6.
Loss of all wheels on one location: -3 Max HC
10d 1½ 1 2 1 2 75
D6 hazard
9d 1 1 2 1 2 70 Reduce Handling Status to -6
8d 1 1 1½ 1 2 65 -2 Max HC
Loss of last tire on location
7d 1 1 1 1 2 60 D3 hazard
Loss of more tires/wheels in group (not last)
6d 1 1 1 1 1½ 55 D2 hazard
Loss of first tire/wheel in group (not only)
5d 1 1 1 1 1 50 (in addition to tire/wheel loss)
-1 Max HC Loss of last Slick on location (front and back)
4d 1 ½ 1 1 1 45
(in addition to tire/wheel loss)
3d 1 1 1 1 40 -1 Max HC Loss of last Radial on location (only once)
2d 1 1 ½ 1 35 Drop Obstacle Loss of any tire
1d 1 1 1 30 -1 Max HC Loss of first Plasticore rubber
1d ½ 1 1 25 D2 hazard Driver injured or killed
1d 1 1 20 D3 hazard (and ram pedestrian) Hitting Pedestrian or Curb
1d-1 ½ 1 15 D3 hazard and D6-3 to all tires Hitting Obstacle
D1 hazard and D6-3 to all tires Hitting Debris
1d-2 1 10
D3 hazard and drop Obstacle 20+ damage
1d-4 ½ 5
D3 hazard and drop Debris 10-19 damage
0 0
D2 hazard 6-9 damage
Ram 5 4 3 2 1 Speed D1 hazard 1-5 damage
(p.7) Movement Table (various) Hazards and Tire Penalties
Control Table (p.8)
Speed 6+ 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 Mod
5-10 safe safe safe safe safe safe safe safe safe safe safe safe 2 -3
15-20 safe safe safe safe safe safe safe safe safe safe safe 2 3 -2
25-30 safe safe safe safe safe safe safe safe safe safe safe 2 4 -1
35-40 safe safe safe safe safe safe safe safe safe safe 2 3 4 0
45-50 safe safe safe safe safe safe safe safe safe 2 3 4 5 1
55-60 safe safe safe safe safe safe safe safe 2 3 4 4 5 1
65-70 safe safe safe safe safe safe safe safe 2 3 4 5 6 2
75-80 safe safe safe safe safe safe safe safe 3 4 5 5 6 2
85-90 safe safe safe safe safe safe safe 2 3 5 5 6 crash 2
95-100 safe safe safe safe safe safe safe 2 4 5 6 6 crash 3
105-110 safe safe safe safe safe safe safe 3 4 6 6 crash crash 3
115-120 safe safe safe safe safe safe 2 3 5 6 crash crash crash 3
125-130 safe safe safe safe safe safe 2 4 5 6 crash crash crash 4
135-140 safe safe safe safe safe safe 3 4 6 crash crash crash crash 4
145-150 safe safe safe safe safe 2 3 5 6 crash crash crash crash 4
155-160 safe safe safe safe safe 2 4 5 6 crash crash crash crash 5
165-170 safe safe safe safe safe 3 4 6 crash crash crash crash crash 5
175-180 safe safe safe safe 2 3 5 6 crash crash crash crash crash 5
185-190 safe safe safe safe 2 4 5 6 crash crash crash crash crash 6
195-200 safe safe safe safe 3 4 6 crash crash crash crash crash crash 6
205-210 safe safe safe 2 3 5 6 crash crash crash crash crash crash 6
215-220 safe safe safe 2 4 5 6 crash crash crash crash crash crash 7
225-230 safe safe safe 3 4 6 crash crash crash crash crash crash crash 7
235-240 safe safe 2 3 5 6 crash crash crash crash crash crash crash 7
245-250 safe safe 2 4 5 6 crash crash crash crash crash crash crash 8
(The progression continues: start a new 2 every 30 MPH down the table, and the Mod also goes up by 1 every 3 but on a different cycle.)
Crash Table Modifiers (p.13) Crash Table 1: Maneuvers (p.14)
Difficulty of Maneuver or Hazard - 3 <3: Trivial Skid. Skid ¼”. *
- Driving Skill 3-4: Minor Skid. Skid ½” and reduce speed by 5. **
± Speed Modifier from Control Table 5-6: Moderate Skid. Skid ¾”, all tires take 1 point, reduce speed by 10.
= Crash Table Modifier Trivial Skid on following inch. **
7-8: Severe Skid. Skid 1”, all tires take 2 points, reduce speed by 20.
Crash Table Results (p.13) Minor Skid on following inch. ***
Apply fishtails immediately, before rolling again. (Unless you are already in a 9-10: Spinout. Replaces maneuver. All tires take 1d damage. Rotate 90°
spinout, roll, or vault.) and move 1” per phase of movement along previous movement vector. Spin
in the fishtail direction (if any) otherwise determine randomly. After the first
Skids happen on your next phase of movement. You complete your maneuver
rotation and every 5 phases thereafter, decelerate 20 MPH. On the second
unless it was a T-stop or bootlegger.
and subsequent decelerations, make a new control roll at HS -6. If you regain
Anything more severe than a skid replaces your maneuver. If started by a control and the vehicle is facing forwards or backwards continue normally; if
hazard it begins on your next phase of movement. sideways either begin a T-stop or turn into the skid. ***
If you (somehow) spinout, roll, or vault while going ±5 or 10, or if a 11-12: Roll. Replaces maneuver. Vehicle turns sideways (like the T-stop).
combination of events reduces you to 0 and causes you to spinout, roll, or Each phase of movement it goes 1” along previous movement vector and rolls
vault, you spin/roll 90° before you stop. (From Eric Freeman’s rulings.) onto a new side. That side takes 1d of damage; when rolling onto underbody
A stopped vehicle (speed 0) does not roll on the crash tables. Any remaining each tire takes 1d of damage until all tires are gone, then underbody takes 1d.
crash table movement is canceled, though you still suffer the aimed weapons After the first rotation and every 5 phases thereafter reduce speed by 20 MPH.
penalties. Cycles are not drivable after a roll. ***
If you need to roll for multiple events or are out of control and must roll again, 13-14: Burning roll. As Roll, but the vehicle is on fire on a 4-6 on 1d6. ***
you only suffer the worst result. 15+: Vault. Replaces maneuver. The vehicle flies into the air by its tires.
All tires on the vaulting side (the leading edge of its movement vector) take 3d
* Aimed weapon fire at -3 until end of turn.
damage. The vehicle then flies through the air for 1d6”, rotating 2 sides per
** Aimed weapon fire at -6 until end of turn. inch. If an unmodified D3 or higher bend sent it, the vehicle will flip end over
*** No aimed weapon fire until end of turn. end. When it lands, all occupants take 1 point (ignoring armor) and the vehicle
takes collision damage at the vehicle’s speed. Continue as Roll. ***

Fishtails Crash Table 2: Hazards (p.14)


To perform a fishtail, hold down the opposite 1-4: Minor Fishtail. Fishtail ¼”. *
front corner from the rolled direction and 5-8: Major Fishtail. Fishtail ½”. **
rotate the rear end of the counter until the
9-10: Minor Fishtail and go to Crash Table 1. ***
same back corner has slid over the specified
distance. 11-14: Major Fishtail and go to Crash Table 1. ***
Fishtail direction is always determined 15+: Fishtail ¾” and go to Crash Table 1. ***
randomly.
If a fishtail causes a new collision, finish
applying Crash Table results then resolve the
new collision. Minor Fishtail Left

Car Wars Reference Sheets v1.0.0


Released on 2016-05-06
Skids Compiled by Michael Miller
To perform a skid, line up the turning key with
the vehicle’s previous movement vector. Visit http://www.cwspark.org/ for this and
Slide the counter along the turning key the other awesome Car Wars game aids!
skid distance. Reduce your speed and take
Page references refer to the Car Wars Compendium, Second Edition Fifth
tire damage (if any). If you have any
Printing. Fire stats also come from the Uncle Albert’s Catalog From Hell.
movement remaining, take it after the skid.
Car Wars is a trademark of Steve Jackson Games, and its rules and art
are copyrighted by Steve Jackson Games. All rights are reserved by
Steve Jackson Games. This game aid is the original creation of Michael
Minor Skid Miller and is released for free distribution, and not for resale, under the
permissions granted in the Steve Jackson Games Online Policy, found at:
http://www.sjgames.com/general/online_policy.html
-6 Result is ±80+ -4 Result is ±60-67.5 -2 Result is ±40-47.5 modifier.
use the worst
-5 Result is ±70-77.5 -3 Result is ±50-57.5 -1 Result is ±30-37.5 If on a line,

½ Target Speed Target Speed ½ (Target - Firer)

Back
“Facing Sides” are determined by movement direction, which may not

From Back To Back From Back To Side From Back To Front


Target Speed

Firer’s facing side is:


match the vehicle’s orientation.

½ Target Speed ½ Target Speed

From Side To Side - Opposite Dir

Side
½ (Target - Firer)

From Side To Back From Side To Front

From Side To Side - Same Dir


½ (Target - Firer) Target Speed ½ Target Speed

Front
From Front To Back From Front To Side From Front To Front
Back Side Front
Target’s facing side is: Speed Modifier
(p. 39)

Damage Fire and Explosion


Assigning Damage (p. 41) Specific Targets (Fire and Explosion, pp. 42-43)
Front: Front armor, random front weapon, front engine, crew compartment, Electric PP, FT, FOJ (and variants) takes damage 2 in 6
cargo, back engine, random back weapon, back armor. ...from incendiary or laser weapons 4 in 6
Back: Front, but in reverse order. Gas engine takes 5+ points (but not half) 1 in 6
Right: Right armor, random right weapon, random interior location, random Gas engine takes half or more of its DP 2 in 6
left weapon, left armor. Economy or HD tank is breached 3 in 6
Left: Right, but in reverse order. Racing or Duelling tank is breached 2 in 6
Top: Right, replacing Right with Top and Left with Underbody. ...from incendiary or laser weapons (gas & tanks) +1 in 6
Vehicle takes a Fuel System engine critical 2 in 6
Underbody: Top, but in reverse order.
Turret from side: Top armor, random turret weapon. Fire Modifiers (Optional Fire Rules, p. 43)
Turret from above: Top armor, random turret weapon, random top weapon, Weapon Mod Weapon Mod
random interior location, random underbody weapon, underbody armor.
LFT 2/3 LMG/MG/HMG, Incendiary 2/1
Tires: Guard check, hub check, outer wheel, inner wheel. FT 4/3
(Skip items you do not have.) TL, LL 0/0
HDFT 5/3
ML, L, TwL 1/0
PFT 3/2
HL 2/0
HT Ammo for above +1/=1
Putting Out Fires (p. 42-43) Mine, Napalm 4/3
MnR, Incendiary 1/0
Flame Cloud 3/1
FmD (per discharger fired in same phase) 1 in 6 LR, Incendiary 2/1
FOJ 3/2
MR, Incendiary 3/2
PFE (takes firing action from turn ending) 2 in 6 HDFOJ 3/2
RL, Incendiary 3/2
FE 3 in 6 Spikes, Incendiary 2/2
HR/WGM/RGM/Stinger, Incen. 4/3
IFE 4 in 6 MFR, Incendiary ½/1 Gas Engine hit +2/+0
Gas Engine -1 in 6 MML, Incendiary 2/1 Gas Tank breach (either time) +3/+0

Volatile Weapons (CWRQ 4.7)


Always: FTs, FOJs, FCEs, FCGS, OJs/OG w/Pyro, RB/JJ.
Explosion (Fire and Explosion, pp. 42-43)
Only With Ammo: (A)TGs, Incendiary MGs, Incendiary Spikes, Napalm Mines, Vehicle has a volatile weapon or a gas engine 1 in 6
Rockets, Missiles, Torpedoes. Vehicle has a volatile weapon and a gas engine 2 in 6
Targeting Modifiers (1x)
Add all that apply
Size Modifiers: Cars/Cycles/Trikes (p. 39) Range Modifiers (p. 39)
Subcompact or Compact -1 Point Blank (less than 1” away) +4
Car Front/Back -1 1” - 4” 0
Cycle or Sidecar Front/Back -3 Every full 4” -1
Cycle or Sidecar Side -2
Trike Top -2
Speed Modifier (p. 39)
Light Trike Front/Back -3 See over. -(0-6)
Light Trike Side -2
Handling Modifier (p. 39)
Medium Trike Front/Back -2
For each net D of maneuver or hazard this phase -1
Medium Trike Side -1
Heavy Trike Front/Back/Side -1 Specific Target Modifiers (p. 40)
X-Heavy Trike Front/Back -1
Vehicle Tire -3
Size Modifiers: Pedestrians (p. 40) Cycle Rider (side only, no windshell) -3
Turret -2 but no Size Modifier
Pedestrian -3
Searchlight -3
Pedestrian in Water (floating) -5
Car Trailer Tongue or Hitch, Attached -7
Pedestrian Swimming -4
Car Trailer Tongue or Hitch, Unattached -5
Size Modifiers: Oversized (pp. 39, 40) RGM or WGM in flight, if Target Vehicle -6
Ten-Wheeler Carrier Front -2 RGM or WGM in flight, if not -10
Ten-Wheeler Cab or Carrier Side +1 Ejection Seat, during launch -6
Mini-Bus or Tractor Side +1 Ejection Seat, landing with parachute -2
Trailer or Bus Side +2 Ground +4
Lamppost -6
Size Modifiers: Boats/Hovers (p. 40) Building +10
Rowboat Front -4 Helicopter Skid or Winch Cable -8
Rowboat Back -3 Helicopter Rotor -6
Rowboat Side -2 Helicopter Pontoon -3
Dinghy Front -2 Hover Fan or Skirt -2
Dinghy Back -1 Fifth Wheel -6
Speedboat Front -1 Semi-Trailer Legs -5
Cruiser Side +1
Yacht Back +1
Everything Else (p. 40)
Yacht Side +3 Not in the firing arc of the chosen target -2
(Out of Arc Penalty)
One-Man Hover Front/Back -2 Sustained Fire, Shot 2 +1
One-Man Hover Side -1 Sustained Fire, Shot 3+ +2
Small or Standard Hover Front/Back -1 Sustained Fire, Shot 4+ w/Tracer Ammo +3
Large Hover Side +1 Firer on Oil, Gravel, or Bad Road -1
Small Cargo Hover Front/Back +1 Firer is Remote-Controlled -3
Small Cargo Hover Side +2 Firer is a pedestrian braced against a solid object +1
Cargo Hover Front/Back +2 * result on Crash Table -3 until end of turn
Cargo Hover Side +3 ** result on Crash Table -6 until end of turn

Size Modifiers: Helicopters (p. 40) Permanent Modifiers (varies)


We recommend modifying your base to-hit numbers with these before starting play;
they won’t change much throughout the game.
One-Man or Small Front/Back -1
One Man or Small All Other Facings +1 Vehicular Weapons
Standard or Transport Top/Bottom/Side +2 Targeting Computer or SWC +1
Hi-Res Targeting Computer or HRSWC +2
Visibility Modifiers (p. 40) Cyberlink +3
Firing through Smoke and other dropped gases -1 per ½” Cupola +1
Rain -2 Gunner Skill +skill
Heavy Rain, Fog, Night -3 Hand Weapons
Target under Cover -4 Handgunner Skill +skill
Firer Blinded -10 Laser Scope +1
Car Wars Reference Sheets 1.0.0
http://www.cwspark.org/downloads/ 2016-05-06

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