by Philip and Paul Schwartzberg
While there is a great variety of vehicles and vehicle sizes in Car Wars, we feel that the list is not as extensive as it could be. We feel semis would definitely not be the only trucks on the road, nor should they be. And why not a smaller form of bus for a large family, or the touring rock band? With these ideas in mind we wrote these rules for some new vehicles in the Car Wars world.
For that intercity move or a cross-country haul with a small load, or any time you don't need a big rig, a new ten-wheeled truck will be perfect for the job.
A ten-wheel truck has two main parts: the cab and the carrier. The cab is built in the same fashion as a truck tractor. The carrier differs from a trailer in that it has no wheels, but rides on the frame of the cab. There is also no kingpin arrangement between the cab and the carrier - the two parts are rigidly fixed.
Cabs, while basically the same as tractors, have fewer spaces and a lighter chassis than their larger counterparts. Because the carrier rides on the cab frame, cabs have a larger maximum load rating than tractors. A complete cab includes a body, armor, power plant, and ten tires. It may also have a reinforced chassis, wheelguards, and other truck accessories - including weapons (of course).
|Cab Type||Cost||Weight||Max. Load||Spaces||Armor Cost/Wt.|
Maximum Load is the total amount of weight (cab and carrier combined) that the cab can support. The body price includes lights, standard CB, horns, and other basics. Improved chassis strength can be bought for cabs using the Truck Stop rules - a Heavy chassis adds 10% to the cab's maximum load and costs 50% of the cab's body cost, and an Extra-Heavy chassis adds 20% to maximum load for an additional 100% of the body cost.
The two new plants may only be used in the new medium-sized vehicles. Larger plants from Truck Stop may be put in these trucks, but the maximum weight would still be restricted by the chassis strength, so there's little point. Top speed for these plants is 100 mph and the acceleration is the same as regular truck plants, i.e., 2.5 mph per turn up to 25 mph, and 5 mph thereafter.
|Power Plant||Cost||Weight||Spaces||DP||Max. Rig Weight|
Improved suspension is not available for medium-sized trucks - they all have a HC of 1. Tires are the same as for larger trucks.
Weapons for cabs can be mounted on three sides - front, left, and right. Because the carrier is usually taller than the cab. rear-firing weapons are not permitted, and turreted weapons may not fire to the rear. The only exception to this rule is when a cab has a flatbed carrier or no carrier at all. Armor is bought for the standard six positions, but if the truck has a carrier other than a flatbed, rear armor is not necessary. Cab underbody armor protects the cab only, not the carrier. Separate underbody armor is necessary to protect the carrier.
Carriers are the cargo area for ten-wheelers. They are mounted and attached to the cab of the ten-wheeler. Weapons. armor, and other truck accessories may be added to them, of course.
|Carrier Type||Cost||Weight||Spaces||Armor Cost/Wt.|
The spaces listed for a flatbed is the amount that can be carried safely. Greater loads can be attempted, but at a risk.
Maximum load is based on the cab used, so it is not listed here. Carriers do not use tires, as they are mounted on the cab.
Weapons may be mounted on a carrier to the left, right, or back. Carriers may, also use the same turrets and special weaponry that trailers use. Carriers may only mount one turret, and they can mount a rocket platform, just like trailers. A flatbed may not mount a turret.
Armor is placed on a carrier in six locations - front, back, left, right, top, and under. The front armor of a carrier is not protected by the cab, as the carrier is taller than the cab. A flatbed carrier, of course, need only buy, armor for the bottom. A flatbed carrier can use a small armored box carrying defensive weapons. It can hold up to six spaces of weaponry, and can be armored on the top, sides, front, and back. The armor costs $11 per point, and weighs 5 lbs. per point.
Mini-buses are basically the same as their larger counterparts from Truck Stop with a few exceptions. A complete mini-bus will have a body, power plant, armor, and ten wheels. It may also have a strengthened chassis, weapons, wheelguards, and other accessories. As with larger buses. mini-buses are built primarily for passenger transport, not for duelling.
|Body Size||Cost||Weight||Max. Load||Spaces||Armor Cost/Wt.|
Chassis Strength and Power Plant are chosen the same way they are for ten-wheeler cabs. The poxer plant may be put in front or back. Mini-buses use regular bus tires, and have a HC of 1. Armor on mini-buses is placed in six positions - front, back, left, right. top, and under. Weapons can he mounted in any position, including turrets. A mini-bus can have only one turret, and it can also use the rocket platform.
When targeting ten-wheeled trucks and mini-buses, use the following modifiers:
|Front of a cab||none|
|Rear of a carrier||none|
|Front of a carrier||-2|
|Side of a cab or carrier||+1|
|Front or rear of a mini-bus||none|
|Side of a mini-bus||+1|
|Tire of a ten-wheeler or mini-bus||-3|
Turrets on a carrier or mini-bus follow the same restrictions as trailer turrets in Truck Stop. The arcs of fire for a mini-bus are determined in the same way as regular Car Wars vehicles: Draw two diagonal lines through the opposite corners of the counter, and the four arcs of fire are marked. Ten-wheelers have more complicated arcs of fire, and they are as follows:
Ten-wheeled trucks and mini-buses are represented by counters measuring 1/2" x 1 1/2". Some samples, which you can photocopy and mount on cardboard, are at the end of this article. Both types of vehicles move and maneuver the same way cars do. The handling class of ten-wheelers and mini-buses is 1; this may only be increased by good reflexes aided by the Trucker skill. A character must be at least a Trucker-0 to operate one of these vehicles.
Ten-wheelers and mini-buses use the regular Car Wars crash tables if they lose control. Debris and obstacles affect ten-wheeled trucks and mini-buses in the same way as they do other over-sized vehicles. Hazard rules are also the same as for the bigger rigs. Collisions with ten-wheelers and mini-buses may be resolved using the Advanced Collision System or by the "drop the counter" method in the original rules. Ten-wheelers and mini-buses may only steamroller motorcycles.
Side doors may be put on the side of a carrier or trailer, allowing easier access to the cargo. If put on a trailer, you must designate whether it's on the front or back end of a side. No space, no weight, $200.
Cab doors may be installed on the back of a cab, allowing passage into a carrier from the cab. Obviously, this isn't such a good idea if the carrier is a tanker. No space, no weight, $200.
Great Northern Motors Corp. Viking ten-wheeled truck - Std. long-nose cab, x-hvy. chassis, medium truck power plant, 10 solid tires, Armor: F35, R35, L35, B0, T25, U20, driver and gunner, 3 RLs, one each front, right, and left, one cargo space. 15' van carrier, Armor: F20, R30, L30, B30, T30, U20, 2 RLs linked in a four-space turret, hvy. oil jet rear, 26 cargo spaces. Cargo capacity: 4,580 lbs. HC 1, 15,220 lbs., $73,100.
Great Northern Motors Corp. Voyageur mini-bus - 20' bus, x-hvy. chassis, small truck power plant, 10 solid tires, Armor: F55, R55, L55, B55, T35, U35, six 10-point wheelguards, driver and gunner. 4 MGs linked in a four-space turret, heavy flaming oil jet rear. Room for 5 passengers, 10 cargo spaces, 170 lbs. cargo. HC 1, 13,230 lbs., $52,380.