View Full Version : It is mine, all mine!
paigeoliver
Sep 22nd, '04, 03:46 AM
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=2548&item=5917596442
Ok, I know you are all jealous! (I always really wanted this back in the pre internet days when I played both car wars and champions but had no way to get an out of print book).
Samaritan
Sep 22nd, '04, 03:49 AM
Man, that just spiked my 'Too Cool for Words' meter!
paigeoliver
Sep 22nd, '04, 03:53 AM
I HOPE it has better car rules than basic Hero does, when I did my recently handled 5 cars in a chase/combat I was longing for car wars rules.
Samaritan
Sep 22nd, '04, 05:25 AM
I HOPE it has better car rules than basic Hero does, when I did my recently handled 5 cars in a chase/combat I was longing for car wars rules.
I just wish SJG would bring back the smaller counters and construction rules! Too bad it's 'off the radar' for now... :tonguewav
Blue
Sep 22nd, '04, 08:38 AM
I had a copy of this for many years. Only played it once; My players preferred their Superheroes and Carwars seperate it turns out. It was decent enough, as I recall.
BNakagawa
Sep 22nd, '04, 11:00 AM
I have fond memories of this product. IIRC, it was the first appearance of my beloved Vulcan Machine Gun. (the poor man's laser)
paigeoliver
Sep 22nd, '04, 11:02 AM
I am so lucky, I got into Car Wars at exactly the right time, right about the time when the Rules Compendium came out. So much easier than trying to sift through Car Wars, Boat Wars, Dueltrack and 7 Uncle Al catalogs.
Blue
Sep 22nd, '04, 11:46 AM
I was right in the middle of the morass. Which means that when someone called for a game of Corporate Carwars and I brought my team (Creative Anarchy Toys, Inc.) they were typically underpowered because of something someone had put on their car from one of the many other sources I didn't own.
Kinda why I wanted to go the AD-C route. Cut out all the additional supplements.
Storm Shadow
Sep 22nd, '04, 02:19 PM
:( It's a "buy it now" auction, I can't bid!
I'm not jealous! I'm not jealous! I'm not jealous! :D
Netzilla
Sep 23rd, '04, 05:26 AM
I originally picked up a copy of Autoduel Champions a little over 10 years ago (ahh, College) at a used bookstore. One of the really cool things were the Champs-scale car & helicopter counters.
The rules, as I recall, were okay. Not as in-depth as Car-Wars itself but more-so than the current Vehicle rules (as I recall). Converting them to 5th Ed shouldn't be too hard, I don't think.
BTW, once you do the upgrade to 5th from your 4th books, I'd recommend putting The Ultimate Vehicle on your to-buy list.
paigeoliver
Sep 27th, '04, 10:31 PM
Ok, I got my book, excellent condition, but no counters.
It rocks, it has all the vehicle rules that Hero seems to be missing. It somehow manages to shoehorn the basic Car Wars ruleset inside the Hero System framework and make it work.
The rules are not quite as complicated as car wars though, but it is sort of close.
Now, this next thing doesn't bother me, but it might bother some other people. The product does not use point costs for ANYTHING on the cars other than a single mention of something being equivalent to 20 points of life support. Also it adds some random tables, which is something Hero is not big on.
The vehicle constuction rules are mostly identical to the OLD version of car wars, from back when there were no gas engines. They are based around money and not around points.
There are a couple of rules changes that I sort of disagree with, and I believe they were made to improve compatibility with car wars (which is surprisingly high).
Specifically it is the ability for a skilled driver to manuever on segments other than the ones he would traditionally get actions on, and secondly it is the ability to fire on every segment, (at a penalty on segments that aren't your usual segments).
The more I think about the manuever on off-segments rule, the more I think that it might be a good compromise, as the more realistic rules I can think of in my head would be way more complicated and not be that much more effective.
As for the fire every segment rule. I say no way, not even at OCV zero. I always found the idea that car wars drivers could aim at a target once per second WHILE DRIVING to be rediculous.
More stuff.
You can now shoot at tires.
By hero rules you basically can't lose control of a hero vehicle, and they don't skid, and Hero vehicles (by the book) appear to be able to go from zero to their maximum speed in a single phase. Autoduel champions vehicles fix all of that.
Overall these rules are almost completely different than the vehicle rules in the hero rulebook, but they are much more playable. Heck, now you can actually crash one car into another without making up the rules for it, (or using rules that don't make sense, such as it being a STR strike against both vehicles).
Hero purists might hate these vehicles though, as they have neither dex, speed, nor traditional "running".
Lord Liaden
Sep 28th, '04, 07:25 AM
Glad you're enjoying AC, Paige. I've looked at it but the departures from the standard HERO vehicle rules are farther than I personally feel necessary. But if they work for you, tres cool. :thumbup:
You did raise a few points about the standard rules that sound like misperceptions, though. In case that's true, allow me to clarify:
HERO vehicles can go from zero to their maximum combat speed in a single Phase - the speed at which they can maneuver without penalty during combat. Their full speed would be Noncombat Movement which is at least x2 their Combat Move, and many published vehicle writeups have Noncombat Multipliers of x4 or more. A vehicle has to use that number of Phases to accelerate to its maximum speed.
The core rules do require a Control Roll to maintain control of a vehicle when performing tricky maneuvers or on treacherous surfaces. The roll is based on the driver's Combat Driving/Piloting/etc. Skill, or a flat 8- if they have Transport Familiarity, as mentioned in the appropriate Skill Descriptions. The Ultimate Vehicle goes into much more detail on modifiers to Control Rolls and the results of losing control, including detailed "skid" results.
TUV also has hit location tables for all types of vehicles, with results for each location, so you can use them to shoot out an opponent's tires. You even get slightly different results if you take out the front or the back wheels.
I'm afraid I don't see what rules you would have to make up to ram one car with another. That's just a Move-Through: vehicle STR plus Movement inches/3 for Xd6 damage, with the standard CV modifiers. If I'm missing a point please clarify for me. :)
paigeoliver
Sep 29th, '04, 02:36 PM
I noticed a few of you expressed interest in this item. I just found another one tucked away on ebay.
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=2548&item=5924275702&rd=1
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