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games:autowar [2013/11/03 05:42] – Added tournament play and rules for leaving your vehicle. Re-arranged some rules sections for great clarity. brentgames:autowar [2013/11/11 20:52] (current) – [Vehicle Options] Added Molotov cocktail brent
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 ====== AutoWar ====== ====== AutoWar ======
  
-This is an attempt to create a modern, open, relatively light game similar to //[[http://www.sjgames.com/carwars/|Car Wars]]// These rules are still very much under development; feel free to edit this page and improve it.+This is an attempt to create a modern, open, relatively light game similar to //[[http://www.sjgames.com/carwars/|Car Wars]]// These rules are still very much under development; feel free to [[brent@brentnewhall.com|email the author]] with improvements.
  
-Yes, that means **I want you to update these rules**.  You, the one reading this.  It'Creative Commons Attribution-ShareAlike licensed.+This game is licensed Creative Commons Attribution-ShareAlike.
  
-This system uses only six-sided dice and graph paper.+This system uses only **six-sided dice** and tokens to represent vehicles and hazards. Download printable tokens at [[http://zenseeker.net/PaperMiniatures/CarWars.htm|Zen Car Wars Paper Counters]].
  
 =====Introduction===== =====Introduction=====
  
-//It was when a tank of gas hit $200 that things really got bad.//+//It was when a tank of gas hit $250 that things really got bad.//
  
-//The Middle Easterners just clammed up; don't think they ever really liked us anyhow.  Air travel became a luxury only for the super-rich.  Then came the riots all over the place, and the Oil Recession, and the New Great Depression.  Then the war, of course; at least that's over now.//+//The Middle Easterners just clammed up; don't think they ever really liked us anyhow. Only the super-rich could afford an airplane ride. Then came the riots, and the Oil Recession, and the New Great Depression.  Then the war, of course; at least that's over now.//
  
-//Now oil's become a little more local and a little easier to find, but it's still precious.  Not that it stops the kids from racing around the wastelands, robbing and torturing any clutch of good folk they happen to find.  Not that there's much else to find; the riots drove away most of the city-folk to villages.//+//Now oil's become a little more local and a little easier to find, but it's still damn precious. Not that it stops the kids from racing around the wastelands, robbing and torturing any clutch of good folk they happen to find. 'Course, there's much else to find; the riots drove away most of the city-folk behind the concrete walls of their villages.//
  
 //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.// //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.//
-=====Basic System===== 
  
-In the game, you play the driver of a car, which you build based on the following stats:+=====The Basics===== 
 + 
 +In the game, you play the driver of a car, which you build by choosing a frame that can take a certain amount of weight, and adding equipment as long as you have the weight capacity to support it. 
 + 
 +You will then face off against other, heavily-armed cars, and attempt to survive. 
 + 
 +Your car conceptually is subdivided into a grid 2 squares wide by 4 squares long. The driver, engine, weapons, and any options that don't state that they modify another item must each be located on one of the eight squares of your car's grid. Up to three weapons can share a space, unless they say otherwise. On a motorcycle, the driver and engine both take up one square. 
 + 
 +All weapons except handguns are always mounted to point in one direction. You must choose a facing (draw a little arrow indicating your choice), unless the weapon is mounted on an auto-rotating mount. 
 + 
 +If playing a short game, drivers can take 20 damage points. If playing a long game, drivers can take 50 damage points. 
 + 
 +Whenever you're dealing with fractions, always round down. 
 + 
 +=====Vehicle Options=====
  
   * Frame   * Frame
     * **Light** //8 max speed, 170 pound capacity//     * **Light** //8 max speed, 170 pound capacity//
     * **Medium** //6 max speed, 200 pounds capacity//     * **Medium** //6 max speed, 200 pounds capacity//
-    * **Heavy** //4 max speed, 300 pound capacity//+    * **Heavy** //4 max speed, 275 pound capacity//
   * Engine   * Engine
     * **4-cylinder**     * **4-cylinder**
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   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//
   * Weapons   * Weapons
-    * **Light machine gun** //2 power, 10 pounds, 10 range// +    * **Light machine gun** //2 power, 20 pounds, range// 
-    * **Heavy machine gun** //4 power, 20 pounds, 12 range// +    * **Heavy machine gun** //4 power, 40 pounds, range// 
-    * **Flamethrower** //power, 40 pounds, range// +    * **Flamethrower** //power, 40 pounds, range; lights target on fire// 
-    * **Rocket launcher** //7 power, 50 pounds, 20 range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll// +    * **Rocket launcher** //7 power, 50 pounds, range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll; on a 5-6 lights target on fire// 
-    * **Grenade launcher** //5 power, 40 pounds, 25 range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// +    * **Grenade launcher** //5 power, 40 pounds, range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// 
-    * **Handgun** //1 power, 2 pounds, 12 range, 8 rounds//+    * **Handgun** //1 power, 2 pounds, range, 8 rounds// 
 +    * **Molotov cocktail** //3 power, 2 pounds, 2 range; lights target on fire//
   * Options   * Options
-    * **Gunner** //150 pounds// +    * **Gunner** //120 pounds// 
-    * **Kevlar vest** for driver //10 pounds, extra damage points//+    * **Kevlar vest** for driver //10 pounds, 10 extra damage points//
     * **Targeting computer** //5 pounds//     * **Targeting computer** //5 pounds//
     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//
-    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a 2 square by 2 square cloud of smoke directly behind the car.+    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a cloud of smoke directly behind the car as large as the size of the car. The smoke dissipates after 5 rounds. 
 +    * **Fire extinguisher** //5 pounds//
  
-If playing a short game, drivers have 20 damage points. If playing a long game, drivers have 50 damage points.+Range is measured in car lengths (using the length of your own car).
  
-Your car is placed on a grid (using standard graph paper); each square represents approximately 1 square yard. Your car is 2 squares wide by 4 squares long.+You only need one targeting computer for any number of auto-rotating mounts.
  
-The driver, engine, weapons, and any options that don't state that they modify another item must all be located on one of the eight squares of your car's grid. Up to three weapons can share a space, unless they say otherwise.  On a motorcycle, the driver and engine both take up one square. +----
- +
-Weapons placed on one side of the car or another are pointing in that direction. If it's ambiguous for some reason, you must choose a facing (draw a little arrow indicating your choice), unless the weapon is mounted on an auto-rotating mount. +
- +
-Always round down.+
  
 =====Sequence of Play===== =====Sequence of Play=====
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   - Everyone simultaneously moves their vehicles forward according to their speed.   - Everyone simultaneously moves their vehicles forward according to their speed.
-  - Everyone simultaneously makes Maneuver action+  - Each player in sequence takes turn. During the player's turn, he or she takes two actions
-  - In sequence, each player makes an Attack action.+  - Resolve fire.
  
-Each player may skip his or her Maneuver action or Attack action (or both).+Choose player sequence in whatever order is most sensible at the time. Clockwise around the table is usually easiest.
  
-If people seem to be cheating about their movements, feel free to require each player to write down their Maneuver action before performing it.+----
  
-=====Maneuver Action=====+=====Moving=====
  
-You can accelerate or decelerate 1 square per turn.  Based on your frame and engineyou max out at a certain number of squares per turn (6 for a medium frame and 4-cylinder engine).+Your speed is measured in //lengths//which correspond to the length of your vehicle.
  
-If you skip your Maneuver action, your vehicle maintains its current speed.+You can accelerate or decelerate by 1 length per turn (or just maintain your current speed). Based on your frame and engine, you max out at a certain number of lengths per turn (6 for a medium frame and 4-cylinder engine). 
 + 
 +You can go backwards, too. You can only accelerate to a maximum speed of 2 when reversing. 
 + 
 +----
  
 {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}} {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}}
 +=====Actions=====
 +
 +You may take any 2 actions (including the same action) during your turn. You may also forgo your actions.
 +
 ====Action: Turning==== ====Action: Turning====
  
-You can turn your car up to 45 degrees during your turn, but you must decelerate by 1 square before doing so.+You can turn your car up to 45 degrees during your turn, but you must decelerate by 1 length before doing so.
  
 ===Maintaining Speed During Turns=== ===Maintaining Speed During Turns===
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 ====Action: Bootlegger Reverse==== ====Action: Bootlegger Reverse====
  
-If you want to do a 180-degree turn, roll a six-sided die.  If you roll a 1, your car flips and explodes. If you roll a 2-4, you spin out. Rolling 5 or 6 has no other effect.+If you want to do a 180-degree turn, roll a six-sided die.  If you roll a 1, your car flips and explodes. If you roll a 2-4, you spin out. If you roll a 5 or 6, you make the maneuver successfully, and your speed drops to 1.
  
-Motorcycles can perform bootlegger reverses as a standard maneuver, without any die roll.+Motorcycles can perform bootlegger reverse as a standard maneuver, without any die roll.
  
 ====Action: Slamming on the Brakes==== ====Action: Slamming on the Brakes====
  
-If you want to slow down dramatically, decelerate by 2 squares and roll a six-sided die.  If you roll a 1, you slide 1 square to the left.  If you roll a 2, you slide 1 square to the right.  Rolling 3 through 6 has no other effect.+If you want to slow down dramatically, decelerate by 2 length and roll a six-sided die.  If you roll a 1, you slide half a length to the left.  If you roll a 2, you slide half a length to the right.  Rolling 3 through 6 has no other effect.
  
 When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine. When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine.
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 ===Spinning Out=== ===Spinning Out===
  
-If you spin out, you may take no more actions this turn.  Next turn, your entire maneuver action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.+If you spin out, you may take no more actions this turn.  Next turn, your first action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.
  
-====Collisions====+===Collisions===
  
 If you have the unfortunate misfortune to slam into another vehicle at high speed, calculate damage as follows. If you have the unfortunate misfortune to slam into another vehicle at high speed, calculate damage as follows.
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 If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0. If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0.
-====Hazards====+ 
 +//Optional "Jarring Damage" Rule:// If ramming or hitting head-on, if a vehicle has no armor on that side, roll an extra die of damage for that vehicle. 
 + 
 +====Action: Attacking==== 
 + 
 +During your attack action, you fire one weapon. 
 + 
 +Weapons can target any vehicle in a 45-degree arc in front of that weapon. 
 + 
 +If both actions in one turn are attacks, both attacks must target the same vehicle. 
 + 
 +If you have a gunner, the gunner gets a separate attack action. In other words, the driver can take 2 actions, and the gunner can take 1 attack action. The gunner must choose a different facing than the driver or can use a handgun. If the driver fires the auto-rotating weapons this turn, the gunner cannot. The gunner can target a different vehicle than the driver. 
 + 
 +===Attack Roll=== 
 + 
 +To attack, roll 4 dice for short range, 3 dice for medium range, and 2 dice for long range. 
 + 
 +If one vehicle is moving a speed at least 2 more or less than the other vehicle, remove 1 die. If you want to specifically target an attack at one item on a car side with no armor (such as the driver), remove 1 die. If firing through a smokescreen, remove 1 die. 
 + 
 +If any of the dice roll 5 or 6, the attack hits. 
 + 
 +If after removing dice you are left with no dice, roll 1 die. If it rolls a 6, the attack hits. 
 + 
 +===Damage Roll=== 
 + 
 +To calculate damage, roll a die, add the weapon's power, and subtract the total from points of armor on the side most facing you.  
 + 
 +Once all the armor is removed from one side of a car, future hits damage the driver or any weapons or options on that side of the vehicle. Roll a die to randomly determine where the damage goes. 
 + 
 +Weapons take as many points of damage as they have power. 
 + 
 +Note: if an attack removes all the armor from one side of a vehicle, any remaining damage from that attack is lost. It does not damage anything inside the vehicle. 
 + 
 +====Action: Use Fire Extinguisher==== 
 + 
 +If you have a fire extinguisher, you may use one action to use up the extinguisher completely and put out the fire. 
 + 
 +---- 
 + 
 +=====Resolving Fire===== 
 + 
 +If your vehicle is on fire, at the end of your turn, randomly choose an item in the vehicle. It takes 1 die of damage. 
 + 
 +If your driver or gunner is on fire, he or she takes 1 die of damage at the end of your turn. 
 + 
 +If the damage die rolls 1 or 2, you are no longer on fire (though you still take the 1 or 2 points of damage). Otherwise, you remain on fire. 
 + 
 +---- 
 + 
 +=====Zombie Cars===== 
 + 
 +If your driver drops to 0 or fewer damage points, the driver dies. However, your vehicle is still moving! On your turn, roll a die to determine what happens. 
 + 
 +On a 1-2, your car flips and explodes. On a 1, slide the car 2 squares to the left. On a 2, slide the car 2 squares the right. 
 + 
 +On a 3, turn 45 degrees to your left. Maintain speed. 
 + 
 +On a 4, turn 45 degrees to your right. Maintain speed. 
 + 
 +On a 5-6, accelerate by 1. 
 + 
 +If you are involved in a collision while you are a zombie, you immediately explode. 
 + 
 +If you have a gunner, treat the car as a zombie for 1 turn. On the following turn, the gunner becomes the driver. 
 + 
 +====Exploding==== 
 + 
 +If your car explodes, it deals damage as follows: 
 + 
 +  * 4 dice to every vehicle up to 1 length away 
 +  * 3 dice to every vehicle up to 2 lengths away 
 +  * 2 dice to every vehicle up to 3 lengths away 
 +  * 1 die to every vehicle up to 4 lengths away 
 + 
 +Roll damage for each target separately. 
 + 
 +The vehicle itself remains a smoking wreck, obstructing other vehicles. 
 + 
 +//Optional "Rolling Car of Fiery Doom" Rule:// After your vehicle explodes, it is on fire, and it decelerates by 1 per turn. This adds an extra hazard. 
 + 
 +//Optional "Self-Destruct" Rule:// You can take 1 action to activate a self-destruct. Your car explodes. Next turn, your vehicle moves 1 length forward, then stops. 
 + 
 +=====Leaving Your Vehicle===== 
 + 
 +At any time, the driver may leave his or her vehicle. If the car is moving, roll one die per point of speed the car was going, and deal one-quarter the rolled amount as damage to the driver. 
 + 
 +People move up to 1 length per turn, and they can move in any direction. They may take and wield handguns, and can fire them in any direction. 
 + 
 +//Optional "Passenger Pickup" Rule: Any vehicle going at a speed of 2 or fewer can pick up a passenger. The passenger becomes a gunner.// 
 + 
 +---- 
 + 
 +=====Hazards=====
  
   * Active ground hazards   * Active ground hazards
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     * **Fruit stands**     * **Fruit stands**
  
-If you enter a square containing a //passive// hazard on the ground (oil, water, //etc//.), roll a die.+If you drive over a //passive// hazard on the ground (oil, water, //etc//.), roll a die.
  
 If you have regular tires, then on a 1 you decelerate by 1 and shift to the left; on a 2 you decelerate by 1 and shift to the right.  On a roll of 3-6 there's no effect. If you have regular tires, then on a 1 you decelerate by 1 and shift to the left; on a 2 you decelerate by 1 and shift to the right.  On a roll of 3-6 there's no effect.
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 If you have reinforced tires, then on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect. If you have reinforced tires, then on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect.
  
-If you enter a square containing an //active// hazard (like a mine), roll a die + the hazard's power.  If you roll more than 3, the hazard hits, and deals the damage specified by the hazard.+If you drive over an //active// hazard (like a mine), roll a die + the hazard's power.  If you roll more than 3, the hazard hits, and deals the damage specified by the hazard. This damage is dealt to the bottom of your vehicle.
  
 Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines. Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines.
  
-You must make this roll every time you enter a square containing a hazard, even if you must do so multiple times in one turn. +You must make this roll for each car's length of the hazard you encounter, even if you must do so multiple times in one turn.
-=====Attack Action=====+
  
-During your attack action, you can fire all the weapons facing in one direction on your vehicle. So, if you have two weapons facing front and one weapon facing rear, you can either fire both of the front-facing weapons or you can fire the rear-facing weapon.+=====Other Vehicles=====
  
-If you have a gunnerthe gunner can also attack during the attack actionafter the driver's attack.+Of courseyou can also build a truckvan, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame.
  
-Weapons can target any vehicle in a 45-degree arc in front of that weapon. Weapons can only target one vehicle.+----
  
-====Attack Roll====+=====Sample Vehicles=====
  
-To attack, roll 3 dice, subtracting //distance// and //relative speed//.  //Distance// is the number of squares between the weapon you're firing and the side of the vehicle you're attacking, including partial squares //Relative speed// is the absolute difference between your vehicle's speed and the speed of the vehicle you're attacking.+Download a [[http://brentnewhall.com/rpg/Auto_Record_Sheet.pdf|blank record sheet for your car (PDF)]].
  
-If you want to specifically target an attack at one item on a car side with no armor (such as the driver), subtract another 1.+===="Kill Zone"====
  
-If firing through smokescreen, subtract 1 for each square of smoke you're firing through.+//This is weapon-heavy machine with minimal armor.//
  
-If you roll a 3 or aboveyou hit.+Medium Frame4-cylinder engine\\ 
 +Armor:  5 points on front, back, left, right, top, and bottom\\ 
 +Weapons:  2 heavy machine guns (both pointing forward), 1 light machine gun facing left, 1 light machine gun facing right, and 1 flamethrower facing rear\\ 
 +Options:  5 handguns\\ 
 +Max speed:  6
  
-**Examples**+===="The Black Panther"====
  
-  You are 3 and a half squares behind your enemyboth going the same speed. +//This is an excellent all-around machine that balances weaponsarmor, and maneuverability.//
-  Roll 3 dice.  You roll a 1, a 4, and a 5, totaling 10. +
-  Subtract the 4 squares of distance (including that half square), for a total attack of 6. +
-  This is above 3, so you hit.+
  
-  You are 3 and a half squares behind an enemy.  You're going 2; he's going 3. +Light Frame, 4-cylinder engine\\ 
-  Roll 3 dice.  You roll a 1a 2, and a 3, totaling 6. +Armor:  20 points of armor frontbackleft and right; 5 points of armor on bottom\\ 
-  Subtract the 4 squares of distance, and the difference of between your speedsfor a total attack of 1. +Weapons:  heavy machine gun forward, 1 light machine gun rear with auto-rotating mount\\ 
-  This is below 3, so you miss.+Options:  Targeting computer\\ 
 +Max speed:  6
  
-====Damage Roll====+===="The Rock"====
  
-To calculate damage, roll die, add the weapon's power, and subtract the total from points of armor on the side most facing you+//This heavily-armored car still gives you useful set of weapons.//
  
-Once all the armor is removed from one side of a carfuture hits damage the driver or any weapons or options on that side of the vehicle. Roll 1d6 to randomly determine where the damage goes. (In case of four choicesroll twice to choose twothen roll off between those twoin case of 5 choices... you'll figure something out.)+Medium Frame4-cylinder engine\\ 
 +Armor:  25 points of armor frontbackleft and right10 points of armor top and bottom\\ 
 +Weapons:  1 heavy machine gun forward, and 1 light machine gun forward\\ 
 +Options:  Reinforced tires\\ 
 +Max speed:  6
  
-Weapons take as many points of damage as they have power.+===="The Demon"====
  
-====Death==== +//This is a rocket on wheels.//
-If your driver drops to 0 or fewer damage points, the driver dies. However, your vehicle is still moving! On your turn, roll die to determine what happens.+
  
-On a 1-2your car flips and explodes. On a 1slide the car 2 squares to the left. On a 2, slide the car 2 squares the right.+Light Frame8 cylinder engine\\ 
 +Armor:  10 points of armor front, back, left and right; 5 points of armor on bottom\\ 
 +Weapons:  1 heavy machine gun facing forward\\ 
 +Options:  Smokescreen generator\\ 
 +Max speed:  10
  
-On a 3-4, decelerate by 1.+===="Big Brother"====
  
-On 5-6accelerate by 1.+//If you prefer to stay back and take 'em out from distancesay hello to Big Brother.//
  
-If you are involved in a collisionyou immediately explode.+Heavy Frame4-cylinder engine\\ 
 +Armor: 10 points of armor front, back, left and right\\ 
 +Weapons: 1 flamethrower on an auto-rotating mount, 1 rocket launcher on an auto-rotating mount, and 1 grenade launcher\\ 
 +Options: Smokescreen generator, 2 handguns, targeting computer 
 +Max speed:  4
  
-====Leaving Your Vehicle====+----
  
-At any time, the driver may leave his or her vehicle. If the car is moving, roll one die per point of speed the car was going, and deal one-quarter the rolled amount as damage to the driver.+=====Scenarios=====
  
-People move up to 4 squares per turn and take up 1 square. They can move any number of squares per turn in any direction, with no acceleration or deceleration. They may take and wield handguns, and can fire them in any direction.+====Road Rage====
  
-=====Other Vehicles=====+Rival gangs engage each other on a lonely highway road.
  
-Of course, you can also build a truck, van, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame.+====Convoy Attack====
  
-=====Sample Vehicles=====+A convoy is driving through the desert. A central tanker must be destroyed.
  
-Download a [[http://brentnewhall.com/rpg/Auto_Record_Sheet.pdf|blank record sheet for your car (PDF)]]. +The tanker has 2x10 squares and has 40 points of armor on each sideIt has 4 gunner turrets that can rotate in any direction (though a gunner cannot attack through the tanker), and each turret holds a gunner and a heavy machine gun. The tanker has a max speed of 4.
-===="Kill Zone"====+
  
-Medium frame, 4-cylinder engine\\ +====Arena Play====
-Armor:  10 points on front, back, and sides; 5 points on the top and underside\\ +
-Weapons:  2 heavy machine guns (pointed front and rear) and 1 flamethrower (pointed front)\\ +
-Options:  1 Kevlar vest for the driver\\ +
-Max speed:  6+
  
-===="The Black Panther"==== +In arena play, an arena has been created in which multiple cars simply fight to the death. Many cars enter; one car leaves.
- +
-Light frame6-cylinder engine\\ +
-Armor:  5 points all around, plus an extra 5 points on each side\\ +
-Weapons:  1 light machine gun (pointed front), 1 heavy machine gun (pointed right)\\ +
-Options:  Reinforced tires\\ +
-Max speed: +
- +
-===="Big Brother"==== +
- +
-Heavy frame, 4-cylinder engine\\ +
-Armor:  20 points on the left and right15 points on front, back, top, and underside\\ +
-Weapons:  1 rocket launcher mounted in rear, 1 flamethrower (pointed forward), and one heavy machine gun (pointed forward)\\ +
-Options:  Reinforced tires\\ +
-Max speed:  4+
  
-=====Tournament Play=====+====Tournament Play====
  
 Tournament play is an arena game in which each player builds 3 vehicles. Each driver can, at any time, leave his or her vehicle. Once a driver makes it off the arena, his or her player can re-enter the arena with his or her next vehicle. Tournament play is an arena game in which each player builds 3 vehicles. Each driver can, at any time, leave his or her vehicle. Once a driver makes it off the arena, his or her player can re-enter the arena with his or her next vehicle.
games/autowar.1383486146.txt.gz · Last modified: 2013/11/03 05:42 by brent