Scourge defeated, Mayor exultant.
Missing Jessica: Kidnap theory.
A new motorway menace.
Explosion destroys abandoned colliery.
Arrested members of Yellers Gang freed.
One dead as Marauders strike again.
Tycoon's son killed - daughter missing.
“Down and out!” The excitable voice of Rich Lackhart bursts from the radio speaker. “Let’s keep it moving, Lancers.”
Another morning’s commute for a mid 21st Century haulage gang.
“Everyone seems to think that we have high-adrenaline lives; that the excitement never stops. We have our moments, but actually, most of what we do is just remind people that we are here; that there is a law; and that someone cares if they break it. That is often enough.”
23/9/55: Babylon is a true inspiration in these times of darkness. Under the dynamic leadership of Sir Hector McDonaugh, the company has thrived while so many others failed. Read more
20/9/55: Mayor Rod is victorious. The battle against an insidious foe has been won, and Mayor Forrester-Smythe’s aggressive policies have been vindicated. While others dithered, Mayor Rod took action. The result? Londoners are safe from a creeping infection that has decimated nations, destroyed civilisations and ripped communities in half. Read more
18/8/55: The recent attacks on everyday citizens have shocked the nation. The brutal slaying, just yards from his own doorstep, of Dominic Bruehl, a student with a glittering academic career, has deprived a young man of a brilliant future. On the same day, the gang that style themselves the Motorway Marauders have killed a working driver just weeks away from his retirement. Read moreRead the Informer today
Tyre damage and speed
Creating tension and pressure in Car Wars adventures can often be very challenging. Each adventure tends to be a series of separate encounters, and even with a deadline looming, players can just say that they travel at 100 mph, or more, in order to cover the ground faster. There are few consequences of this tactic, except perhaps a police encounter, whereas in the real world, this can challenge the skill of the driver significantly.
These rules are intended to simulate the risks of travelling fast, and are therefore based on a minimum speed of 60 mph. Below these speeds, there is no danger to vehicles in the ordinary course of driving.
The following rules are designed to:
Start by calculating the tyre damage modifier according to the formula
in the table below.
Start with base
HC of the vehicle (including the HC benefit of a spoiler or airdam)
|+ driver skill||Add the skill of the driver|
|+accessory bonuses||For each of the
following that the vehicle is equipped with, add 1: Anti-lock brakes, heavy
duty brakes, heavy duty shock absorbers
Add 1 of the vehicle has both a spoiler and an airdam
Example: Trip Hazard is a driver +1, and is driving a standard Galleon sedan. His TD modifier is 3 (base HC) + 1 (driver skill) to give a total of 4. Trip wins the lottery and upgrades to a top of the range Evader luxury. The TD modifier for his long trips on the motorway is now 4 (base HC with spoiler) +1 (driver skill) + 1 (HD shocks) + 1 (HD brakes) + 1 (spoiler/airdam combination) to give a total of 8.
Then consult the table below to see the results:
|< 9||No problems. On an unmodified 2, the vehicle passes a wreck of the same body size which has 2 undamaged tyres, if the players which to salvage them.|
|10||Struck obstacle. Choose a tyre randomly and take 1 die of damage|
|11||A large pebble flies up from the road and hits the windscreen. Take 1 die of damage to front armour|
|12||Swerve hard to avoid pothole. All tyres take 2 points of damage|
|13||Sideswipe the central barrier in effort to dodge obstacle on the road. Take 1 point of damage to all tyres and 1d to side armour|
|14||Made a panic stop to avoid large pothole. Take 1 die damage to each tyre, lose 2 minutes|
|15||Struck a large obstacle. Take 1 die damage to each front tyre and to front armour|
|16||An unexploded mine detonates under your vehicle. Take 2d damage to underbody, and 1d to all tyres|
|17||Ran over a wrecked cycle. Take 2 dice damage to each front tyre and 2 dice damage to front armour. Lose 10 minutes|
|18||Vehicle skidded off road and struck a tree, taking full ram damage to front armour at speed the convoy was travelling. The group loses 15 minutes|
|19||Vehicle left road, rolled and burned. Occupants escaped but no contents were salvageable. The convoy loses 5 minutes if they stop to pick up the crew of the destroyed vehicle|
|20||Vehicle left road, rolled and burned. No survivors. The rest of the group loses no time – the destroyed vehicle is obviously a dead loss, so there is no need to stop|
|Example: Trip Hazard is hurrying home for dinner with his wife to celebrate their anniversary. He is driving his old Galleon sedan, with a TD of 4 and has 30 miles to travel. He decides to drive at 75 mph which will give him a speed modifier of 3. He rolls a 9, a 3 and a 12. His modified rolls are 8 (9-4+3), a 2 (3-4+3) and 11 (12-4+3). He suffers 1 die of damage to his front armour. If he had been travelling in his top-of-the-range Evader, his TD of 8 would have made him handle the speed with ease.|
The following tables are for the referee, to make gaming easier.