Tuesday, January 2, 2018

Hot Wheels Super Treasure Hunt Score!

I've been collecting Hot Wheels since I was three and this is the first Super Treasure Hunt I have come across. It made my day.



Thursday, October 13, 2016

More Fixes for the Monster Island Game

Prior to the expansion, Invasion of Monster Island, the flight rules as listed were adequate. Helicopters, Flying Tanks, Jetpack Troopers, and Flying Monsters flew as much or as little as they wished and turned on a dime every time they moved.


With the arrival of Fighter Jets and Saucers the flight rules need to be fleshed out more to keep some units relevant. Saucers are cheaper and better than most Human ground units and can currently fly in any direction they wished. Why buy an Attack Helicopter for 7 points when you can buy a Fighter Jet for 4 points that is just as maneuverable and has a better Evade and Flying Speed but is 3pts cheaper?


To remedy this I recommend the following.


The cost for Flight power stays the same, but all Units and Monsters (hereafter both will be referred to as Entities) now have the following changes.


All Entities with Flight power must move at least ⅓ of their total Flight movement score each turn. If for some reason they cannot do this they are assumed to have rammed into whatever impeded them or have fallen out of the sky at their current altitude.


All Flying Entities now have a Maneuver Value (MV) of 1. An MV of 1 means while using the Flying Power the Entity may make only 1 turn of up to 90 degrees each game Turn. The Entity must move at least 2” forward in a straight line before executing this turn. All other forms of movement are not affected and do not use this Maneuver Value.

Flying Entities without the Hover ability must limit their attacks to targets within 180 degree of their front facing as per the diagram below.




New Powers for Flying Entities


Highly Maneuverable: (Cost 1 point) The Entities Flying Maneuver Value is raised to 2; This power allows a Flying Entity to make 1 additional turn up to 90 degrees each game Turn. The Entity must still move forward at least 2” in a straight line before executing this additional turn.


Hover: (Cost 2 points) This power allows an Entity to fly at any speed up to their maximum and turn in any direction as many times as they choose. The following units are considered to already have the Hover power and do not have to pay extra for it. Attack Helicopters, Transport Helicopters, Jetpack Troopers, Flying Tanks, and Mother Ships.


Some Examples


A Fighter that takes the power Highly Maneuverable would now cost 5pts and would be able to execute 2 90 degree turns each turn.

A Scout Saucer that adds Hover to its powers would now cost 6pts and can zip around in any and all directions each turn at any speed up to its maximum (just like the classic UFO saucers do).

Thursday, September 8, 2016

Fixes for Monster Isle Units

Monster Isle and its expansions is a fun game where giant monsters and eventually aliens terrorize Earth and its defense forces. The rules do a pretty good job of covering this, but I have noticed some issues. I will attempt to address those issues in this post.


Escape From Monster Isle Fixes


Patrol Boat


The Patrol Boat has the same Attack, Toughness, Moral, FirePower, and Transport of an IFV but has a weaker Evade, a move of only 4 and is restricted to water. Yet it costs 5 points as compared to 3 for an IFV. This change will make it more cost effective.


Reduce the cost of the the Patrol Boat to 3pts and give it Swim 5”.


Flying Tank Recovery


The rules state that “a Flying Tank parked next to a science research center may use the Recovery rules to represent emergency repairs”. However the Recovery rules on page 19 of the Monster Isle rule book states that “creatures regains its Health score in lost Life points each Turn”. Since the Flying Tank has no Health score this rule is ineffective. My rule is as follows.


A Flying Tank that sits within 3” of a Science Research Center may follow the Recover rules and gains 2 Life Points every turn.


Invasion of Monster Isle Fixes


Mobile SAM Launcher


At a cost of 3pts for a vehicle that has a better attack value but worse Toughness and Morale than an IFV and is only able to attack Flying targets this unit is not cost effective. I suggest the following.


Keep the point cost at 3, but change the Mobile SAM Launcher’s Powers to; Blast: 2d6 and Long Range.


Delok Saboteur


This unit is an insta-kill unit with no limit to the number that can be in an army. In some scenarios taking 5 of these units and nothing else will allow the Delok player to automatically win.


Keep the point cost the same but limit the maximum number to 2 per Delok army. Instead of an instant success roll 1d6. On a 1 the Saboteur is discovered and killed. On a 2 or a 3 he is thwarted but can try again next turn. On a 4 or better he succeeds in destroying his target.






Thursday, September 3, 2015

Estate Sale Score!

Last weekend I scored an amazing miniatures find at a local estate sale. Actually it was my sister who let me know about it as I have "trained" her to keep an eye out for just this sort of thing.

This score included the following:



200 1/300 scale soldiers still in their packages.


Another 200 painted soldiers still on strips.


20 modern 1/2400 scale warships


Misc dice, spaceships and parts.


Various WW2 British tanks


Russian and German WW2 vehicles along with 25 unpainted Soviet T-80 tanks.


US and German WW2 vehicles


Cold War US vehicles


Cold War Soviet vehicles


Misc modern tanks as well as soldiers mounted for playing Advanced Squad Leader.


More misc modern tanks and mounted soldiers.


I'm really excited about the modern warships, tanks, and painted soldiers.

All in all 400 1/285 vehicles, several hundred soldiers, 20 modern ships and miscellaneous left overs.
Brand new prices this is a thousand dollars in mini's. E-bay probably $500 or $600 as many of the vehicles had light damage and some missing barrels. I paid $25 for the whole lot!

Wednesday, March 4, 2015

THE BONEHEADZ FAMILY PICNIC



Joel raises his binoculars and watches the ancient battle van traverse the old logging road.  The busted shocks on the machine barely stabilize its armored chassis as it dips and sways toward the clearing below.   Joel curses Luna for taking such a chance with the only armored vehicle in the Boneheadz possession, but it’s her vehicle, and the rest of the tribe was impressed with her moxie, so he can only watch and wonder. 

A shadow falls to his right and Joel turns to see Mary and Jeff finish pushing their “Fast Attack Vehicle” into place.  It’s a lightweight tubular framed vehicle from the last century.  The TOW missile launcher sitting atop it barely clears the ridgeline.  They only have three reliable missiles left, but they shouldn’t need more than one.

“Where the hell’s Skeeter?”   Mary asks.  “He should’ve radioed his position by now.”

Joel only nods.  He’s been trying to reach Skeeter for the last five minutes.  The idiot is probably sitting on his bike half stoned and trying to realign the chopped down M-60 he has lashed to his handle bars.  Either that or he wandered off into the woods totally forgetting the situation at hand.

The situation at hand?  Only two open top, assault trikes and a 30-foot armored motor home.  Yes, it appears some Yuppies from the valley have decided to have a picnic here in the mountains of New Idaho.  Seems they’ve forgotten these hills belong to the Boneheadz, but they’re about to be reminded.

Once again Joel puts the binoculars to his eyes and scans the clearing below.  The two open top trikes with their pintle-mounted machine guns are set up right and left of the clearing.  The motor home is parked in the middle and appears to be heavily armored, but not armed. Six unarmed people and three armed guards stand beside it.  The guards have positioned themselves in a triangle while the unarmed people have spread a blanket on the grass and have begun to toss a flat, bright colored disk around.   As Joel is pondering the significance of this ritual, Luna arrives on the scene below in her van.

Immediately the two assault trikes close to within 50 yards of her, one to either side.  Luna calmly comes to a stop and begins broadcasting her demands over the van’s loudspeakers.

“You are trespassing on the land of the Boneheadz.”   “We will allow you to leave peacefully if you turn over all your alcohol and ammo.  Just dump it all in a big pile in the clearing and go.”

Before the Yuppies have a chance to respond however, the high pitched whine of Skeeter’s bike can be heard.  Suddenly he bursts in left of the clearing and fires his M-60 at the nearest armed target.  7.62 mm rounds punch through the body armor and body of a reeling guard.  Chaos reigns. 

Both assault trikes open up on Luna’s van spraying it’s sides with light machine-gun fire. Luna slams her accelerator down and tries to close with the nearest trike as Frankie spins the van’s ball turret around and lets go with a ten round burst from his medium machine-gun.

A flash beside Joel tells him Mary's fired the TOW and he watches as the missile does a slow spiral through six hundred and twenty five yards to it’s target below.  Mary skillfully guides her high speed “gift of death” into the left hand trike.  A fire ball vaporizes it’s front plasteel armor, power plant, and driver, and throws the gunner out to land stunned under a nearby pine tree.

 As Skeeter mows down another guard, two turrets pop up on the motor home and bright red beams cut across the battlefield smoke.  Skeeter lets out a berserk yell and turns to charge the RV as bits of his body armor melt and flow like wax.  His only hope is to align the front of his bike so its thin armor can take the beam hits. 

Mary and Jeff perform the fastest reload of the TOW in Bonehead history, then Mary sights in on the oversized bus, hoping she’s not too late.  The second missile leaves its tube in slow motion acceleration.  Four seconds later it contacts the back of the RV.  The ensuing blast knocks the Yuppies to the ground and dumps Skeeter from his bike.  Mary leaps up to cheer, but realizes to her horror that the motor home has hardly been damaged.  Bits of armor flake off revealing the advanced honeycombed plasteel beneath.  Jeff openly weeps as he begins to load his final missile into the TOW.

Down inside her van Luna watches the bulletproof windscreen slowly splinter and crack.  Her vehicle can’t close with the last trike fast enough to ram and Frankie’s rounds aren’t getting through its front armor.  She looks over in time to see the third and final TOW missile crash harmlessly into the ground. On the hill above, Mary lays on her back blinded by laser flash, weakly clutching the guidance system in her hand.  Skeeter’s down and Joel can’t be reached on the radio.  Luna has had enough.

“Frankie! You Bonehead, aim for the exposed gunner!”

Immediately, a line of rounds stitch their way into the gunner, leaving three messy holes in his chest.  The trike starts to back up, but the battle van is finally upon it, pinning its wimpy frame beneath the massive front bumper. Hoping to be ransomed rather than killed, the driver meekly raises his hands and surrenders.  Luna breaths a sigh of relief and gently fingers one of the holes in the windshield beside her head.

Meanwhile the driver of the motor homes realizes his Yuppies are down and not moving.  Figuring there’s no profit in guarding corpses he guns the power plant and takes off, never realizing the Boneheadz don’t even have enough fire power left to scare flies off a dung heap…

Joel chuckles to himself as he surveys the battlefield.   They’re going to make quite a haul on this one. The one trike can be salvaged, and the surrendered driver and knocked out gunner will bring a small ransom.  Five of the six Yuppies were only stunned by the blast and are even now getting to their feet.  They alone will be worth more than could be made in two years worth of raiding.

Best of all none of the tribe was really hurt.  Mary’s sight is slowly returning, Luna and her van are O.K. and even Skeeter is getting to his feet. He appears stunned and confused, but that’s not unusual. Neither is the live grenade in his hand.  What is unusual is the accuracy with which he lobs it into the midst of the surviving Yuppies 15 yards away.

“Noooooo!  Skeeter you Bonehead!”





Afterward:  The above story was based on an actual Car Wars battle fought by the Boneheadz, during their triumphant return to world dominance on their 12th rise to power.  Joel, Luna, and Skeeter are all player characters.  While Mary, Jeff, and Frankie were NPC’s that are part of the group the players’ characters lead.  Other than Mary being blinded by laser fire (in the game the third missile’s to hit roll was simply missed) everything happened just like it did while playing.  Which goes to prove we truly are Boneheadz, and that Car Wars is good for more than just arena battles.        

Saturday, November 8, 2014

Apocalypse Speeder

After a 25 year hiatus from painting I was recently inspired by this Hot Wheels car to take up my paint brush once more.


I made two attempts. One was to be a proof of concept and the other the finished model. The proof of concept turned out to be the better of the two.

Here is the "final model".



And here is the "proof" car.




I added a dark wash and a dry brush to both models. I'll probably redo the window screens on the "final" car some day and maybe "dirty" it up a little more. More cars to come in the future.

Monday, January 20, 2014

SIMPLE CAMPAIGNS IN CAR WARS

This article will provide Car Wars players with a set of rules for running non-arena style campaigns.  All of the strategic details will be abstract allowing players to focus on tactical battles.  No referee or strategic maps are necessary and only these rules and the Car Wars Compendium are needed to play.

Each player will be in control of an organization at war with the other player’s organizations in the campaign.  These organizations can be considered anything from cycle gangs or police departments, to trucking companies or town militias.  The exact nature of each is unimportant and need only be determined for role playing purposes.

Since there is no referee each organization’s assets and personnel as well as their condition will be available at all time for any other player to see.

WINNING

The winner is the player whose organization has amassed the most prestige within a given number of weeks.  All players should agree upon the number of weeks the game will run before play starts.  Players gain prestige by raiding and destroying other player’s assets and lose points by running away from a fight (see prestige points for more details).  A player is considered out of the game if all five of his strategic assets have been reduced to zero; though he may surrender at any time before this.

ORGANIZATIONS

Each player starts with 100 OP’s (Organization Points).  All OP’s must be spent before the game can begin and each OP must be used to acquire one of the following:

One OP will buy ten character skill points (remember each skill level below three requires ten skill points per level to increase).  No character may have a starting skill over three. All characters in your organization must have at least one skill at level 0.

One OP can be converted to $8000 worth of cash, which can then be spent to acquire equipment and vehicles, or saved for later game use.

Five OP’s will buy one level in one strategic asset.  All strategic assets start at level 0 and players must buy all five up to at least level 1 before play begins. (Thus a minimum of 25 OP’s will automatically be spent here.)

These initial points are spent in secret.  Everyone then presents his or her final purchases at the same time.  At this time opponents are allowed to scrutinize each other’s organizations to make sure the point totals are correct.  Nothing may be hidden or kept back.

STRATEGIC ASSETS

Strategic assets are broken down into the following abstract areas and their game effects:

Command and Control: This represents the leadership and strategic maneuvering ability of your organization.  For each C&C level a player may mount one raid (offensive) or send out one patrol (defensive) each period.  (Thus an organization with a level four C&C could mount 3 raids and 1 patrol or any combination of the two, totaling four missions each period.)  Scouting, screening, defending, and Calling out are missions that do not require C&C points.  When this asset is reduced to 0 that organization may no longer mount raids or perform patrols, but may perform any other mission type.

Intelligence:  This represents the number of spies you have both within and outside your organization as well as informants within the area of your operations.  This is an offensive and defensive ability.  The higher this number the more likely you are to spot incoming raiders while on defense.  While on offense this number is used to counter your opponent’s intelligence sources thus screening your raiders from possible detection.  An organization that has this asset reduced to 0 can still attempt to detect incoming raids, but at a -2.

Repair:  This represents the mechanics and capability of your garages and other repair facilities.  (No skill points can be or should be spent on these mechanics and no attempt has been made to say how many you have or how good they are.  This is just an abstraction.)  When your vehicles are damaged in combat or if you want to upgrade existing vehicles they will take a certain amount of time to fix.  Each point represents an abstract number of hours per period (see strategic turn) you have, to work on all damaged or upgraded vehicles.  It does not include the cost of parts, which must still be paid for out of your cash fund.  It does however include mechanic and shop fees and thus these never need to be paid.  Once the time has been allotted repairs and upgrades are automatically successful with no skill roll needed. 

A vehicle that is repaired during any portion of a period is unavailable for any type of mission during that entire period.  The exception is vehicles that only need trivial repairs.  As long as parts are available these can be completed in relatively no time and the vehicle used during the same period.

To find the total number of hours available per period multiply the Repair level by 10.  A repair or upgrade will take a certain number of these hours as follows (extra hours may not be saved up from period to period).  Trivial:0, Easy:1, Medium:2, Hard:3, Very Hard:4.  Remember damaged or obsolete parts must first be salvaged, usually an easy or medium task, and the new parts installed at the same level of difficulty.  No extra costs (just time) are required to salvage or install a part above the cost of the new part.

If this asset is reduced to 0 the organization may no longer repair or upgrade their vehicles, but may still spend money to buy new ones.

Supply:  After the first week this is your weekly income which can be spent to buy new cars, weapons, pay for repairs, or other expenses, or saved for later use.  Each level provides your organization with $8,000 per week.

If an organization manages to save $40,000 in cash they can spend this to increase any one Strategic Asset by one level.

If this asset is reduced to 0 the organization no longer receives any funds but may still use any money they have saved to purchase things.

Personnel:  After the first week this is your skill points pool to replace lost personnel or acquire new ones.  Each level provides 10 skill points per week.  These points represent new recruits and can not be used to increase the levels of existing characters.  The points can be saved from week to week and all spent on one character, keeping in mind the maximum skill limit of level three.

If this asset is reduced to 0 no new personnel may be recruited and all saved skill points are lost.

STRATEGIC TURNS

Each strategic turn is one week long broken into 2 periods of 3 days each (the first day of the week, Sunday is reserved for administrative duties).

1.  At the beginning of each week each player totals up the amount of supply levels he has and converts them to cash.  He may then spend or save this cash as he sees fit.  Equipment or vehicles purchased this way are available for immediate use.  Next total the personnel levels and either save them or spend them to acquire new personnel.  Any personnel acquired are available for immediate use. (Skip these two procedures on the very first game turn only.)

2.    Next determine if any vehicles need repair during the first period and assign repair hours to them.

3.  Characters issue and resolve Call Outs.

4.  Each player secretly plots out all offensive and defensive missions for the first period (This is the only time when players do not publicly show their orders).  Each personnel and piece of equipment may be assigned to only one mission per period.  Any personnel or equipment not assigned is considered resting and will not affect or be affected by combat that period. 

5.  Each player reveals all missions. Since there is no referee, at this time all players must reveal where every individual and piece of equipment is assigned as well as the type of mission they are assigned to and who they’ll be raiding. 

6.  Next each players defensive recon will be used to try to detect incoming raids (see scouting missions below for details).  One attempt may be made per raid group coming into a defender’s territory.  If an attackers raid is detected he must state it’s objective.  After all raiding groups have had a detection roll made against them the defender may then assign any patrols he has to attack any detected raids with the following limits.  Each detected raiding group may be attacked by only one patrol.  Each patrol can only attack one detected raiding group.  (Proceed to play these encounters out on a tactical level.)

7.  Any raiding group that was not detected or intercepted or which successfully drove off or destroyed a patrol group may proceed to their objective and attack it.  (Proceed to play these out on a tactical level.)

8.  Once all raids have been carried out, calculate the amount of salvage and prestige gained and Strategic Assets lost.

9.  Complete the second period of the week by repeating steps 2 through 8 (substituting “second period” where the words “first period” are listed).

10.  Begin the next week.

 


THE MISSIONS

In order to win the game your organization must perform missions.  Each Strategic Asset of an opponent may be attacked once per period as long as it has at least one level left and the attacker has units to send against it.  Missions are broken down into offensive and defensive types. 

OFFENSIVE

Raid:  Successfully completing a raid mission will permanently reduce one of your enemies Strategic Assets by one point and increase your prestige by one point.  An attacker may raid the same Strategic Asset of a single opponent only once per period.  Each type of raid should have its own map, agreed upon by all players at the start of the campaign. The raider must have one level of C&C available for each raiding group he sends out that period.

If more than one organization is attacking the same enemy’s Strategic Asset the player with the highest C&C level decides if he wants to attack first or second.  In the case of a tie each attacker rolls 1d6 and the highest roll decides.  When the same asset is attacked by more than one set of raiders any defending units damaged or destroyed in the first attacks will have their damage carried over to the next attacker, but all buildings will be returned to full damage point capacity with no breaches.

 A maximum of six vehicles is allowed in each raiding group.  The following rules are common to all raids.

Burning buildings: Buildings that are set on fire will be considered destroyed if a roll of 1 to 3 is made on 1d6.  If all remaining objective buildings burn to the ground then the attacker gets his prestige and the defender loses one level of that Strategic Asset. 

Direction of attack: When determining which side of the board the raider enters on compare the raiders Intelligence level with the defenders.  If the raider's is higher he comes onto the board at any side he chooses.  If the defenders Intel level is equal to or higher than the raiders the defender determines which side the raider comes in on.

Attacker loss of prestige: If the raiding player decides to run off before the objective is destroyed he must fire at least five shots at the objective (rather they damage it or not) before leaving or lose one prestige point.

Raids are broken down into the following five types:

C&C Raids: This takes place against an opponent’s command structure (Their Command and Control Asset).  The defender sets up one heavy objective building (see building listings below) in the middle of the map.  He then sets up any defenders within six inches of this building.  The attacker then enters the board per the direction of attack determination above.  For the attacker to successful complete this mission he must destroy the objective building thus reducing his opponents C&C by one level.  Anything less has no effect.   

Intelligence Raid: This takes place against an opponent's listening posts, and community resources (their Intelligence Asset).  The defender sets up 1 medium objective building and two weak objective buildings in the center of the map within 3” of each other.  Next he sets up any defending units within 6” of these buildings.  The attacker then enters the map as per the direction of attack determination.  In order for the attacker to win he must destroy all three of the objective buildings thus reducing his opponents Intelligence by one level.  Anything less has no effect.

Repair Depot Raid: An attack against an opponent's garages (Repair Asset).  The defender sets up 2 medium objective buildings in the center of the map.  He then sets up his defenders within 6” of any one building.  The attacker then enters the map as per the direction of attack determination. In order for the attacker to win he must destroy both of these objective buildings thus reducing his opponents repair by one level.  Anything less has no effect.

Convoy Raid: This takes place on the road and goes against an opponent's Supply Asset.  The defender gets one “Economy” tractor truck pulling the “Supply Trailer” listed below as the objective (this trucks cost does not come from the players cash it is part of the Supply Asset.  Also any damage and ammo used is freely brought back to full for the next raid as long as the defender has at least one level of Supply left).  Both the driver and gunner of the truck have Trucker and Gunner skills at level 0 (These are not part of the personnel pool but are part of the Supply Asset just like the truck.  The skill levels for these two are not paid for out of the player’s points and may not be improved). 

The defender then sets up any escorting vehicles within 6” of the truck and all vehicles start at 50 mph. The attacker places his forces as follows.  If the attacker's Intelligence rating is higher than the defenders he may set up both in front and behind the convoy.  If his Intelligence is equal to or lower than the defenders he may only set up behind.  The attacker vehicles may start no closer than 6” from any of the defenders vehicles.  The attacker may start at any speed up to 80 mph.  If the attacker brings the truck to a halt without breaching the trailer he not only reduces his opponents Supply level by one permanently but he also gets a one time bonus of $8000 worth of supplies.  If he brings the truck to a halt, but also breaches the trailer he still reduces his opponent’s Supply level by one permanently, but gets no supplies.  If he breaches the trailer, but doesn’t stop the truck then his opponent loses $8000 worth of supplies for the next week only. If he doesn’t halt the truck or breach the trailer then there is no effect.

Town Raid: This attack is against an opponents Personnel Asset.  The defender sets up three weak objective buildings in the center of the map.  He then sets up his defenders within 8” of any building.  The attacker enters the map as per the direction of attack determination.  In order for the attacker to win he must destroy all three objective buildings thus reducing his opponents personnel level by one.  Anything less has no effect.


Screen:  Screening is done by your offensive recon units and makes it harder for your opponent’s defensive recon to spot you.  (See scouting.)  Screening units do not engage in any type of combat.

Call Out: Any time a character in your organization has successfully completed three or more raids he may “Call out” an opponents character who has also completed three or more raids.  A Call out is a challenge to the death and only one character can walk away.  If a character being called out refuses the challenge his organization loses one prestige point.  A character can only make one Call out or be called out once per week.

Call outs are issued and either accepted or refused and carried out before orders are plotted for the period.  Any characters participating in a Call out may not perform any other mission that period.

Once Called out the defender chooses whether to fight on foot or in vehicles. The level of equipment does not have to be equal unless the combatants choose to make it so.

The winner of the fight does not score any prestige unless the fight was held in a public arena.  In which case the winner scores one prestige point for his organization.  In order to hold the fight in a public arena one or both of the organizations involved must spend a total of $2,000.



DEFENSIVE

Defensive missions never give their organization prestige points.

Patrol:  Each patrol group requires one level of C&C in order to be used.  The maximum number of vehicles per patrol group is three.  After a player’s recon forces have discovered incoming raiding groups each available patrol can decide which group if any it wants to engage and then attack.  The patrolling player chooses the map and the raiders must set up at least 2” but no more than 4” from one side.  All raiding vehicles must be moving 30 mph or faster. Vehicles without off-road suspension must be set up on road strips placed by the patrolling player going in a continuous line from the raider's side of the map to the patrols.  The patrol then sets up at least 4” but no more than 6” from the opposite side.  The patrol vehicles can be moving at any speed.

The raider may continue his attack with any vehicles he gets off the patrols side.  Any of the raiders vehicles which leaves off any other side can not continue to attack, and are considered to have returned home.  If the raider returns all mobile vehicles home instead of continuing on with his objective he loses one prestige point (negative points are possible).  The patrolling player can salvage all immobile vehicles.   

Defend:  Players may assign vehicles, pedestrians, and static turrets/cupolas (see new rules below) to each of his five Strategic Assets.  These defensive units protect their assigned Strategic Asset from any and all attacks that period until they are destroyed or reassigned next period.  No more than two vehicles and three static turrets/cupolas may be assigned to any one Strategic Asset. No more than $500 can be spent on dropped weapons already on the map.  Any number of pedestrians may be assigned.

Scout: One scout roll is automatically taken against all incoming raiders even if the defender has not assigned any vehicles to this mission.  Assigning vehicles to scout simply increases your chance of spotting incoming raiders.  To spot incoming raiders you must roll a 7 or higher on 2d6 for each raiding group (a roll of 2 is always a failure and a roll of 12 is always a success). Modify this roll as follows:

+1` for each level of Intelligence you have above 0.

+1 for each ground vehicle you have scouting that has either HC 3 or better (before spoilers and airdams) or off-road suspension, as well as both an LDR and ACC (acceleration) 10 or higher.

+1 for every two ground vehicles scouting that have an LDR and one of the following. Either ACC 10 or HC 3 or OR suspension.  Or 2 people on riding beasts with LDR’s.

+1 for every 3 ground vehicles or 4 pedestrians scouting that each have an LDR.

+1 for every 4 ground vehicles or 4 people on riding beasts scouting with no LDR.

+1 for every aircraft scouting.

+1 for each radar on a scouting vehicle.

+2 for each long distance radar on a scouting vehicle.

-1 for each level of Intelligence your opponent has.

-1 for each ground vehicle the raiding player has screening that has either HC 3 or better or off-road suspension, as well as both an LDR and ACC 10 or higher.

-1 for every two ground vehicles the raiding player has screening that have an LDR and either ACC 10 or HC 3 or OR suspension.  Or 2 people on riding beasts with LDR’s.

-1 for every 3 ground vehicles or people on riding beasts the raiding player has screening that have an LDR.

-1 for every 4 ground vehicles or people on riding beasts the raiding player is screening with no LDR.

-1 for every aircraft the raiding player has screening.

-2 if the defender's Intelligence Asset is reduced to 0.

Cancel one scout’s radar, but not long distance radar for every screening unit that has a radar detector.

Cancel one scout’s radar or long range radar for every screening unit that has a radar jammer.

Cancel all radar bonuses if any screening unit has a bollix.

Scouting vehicles do not engage in combat.

PRESTIGE AND WINNING

Prestige is not kept track of in the normal way.  Individual character prestige is unimportant and should not be kept, as it will slow the game down.  Organizational prestige is very important as the amount of it determines whether you win the game or not.  Organizational prestige is gained as follows.

+1 for every successful raid.  A raid is successful if the defender permanently loses one level of  the Strategic Asset being attacked.

-1 for any raiding group that runs from a patrol or fails to take five shots at the raids objective before retreating (if all attacking units are wiped out instead of leaving the board before five shots are taken then no prestige is lost).

+1 for a character that won a Call out in a public arena only.

-1 for a character refusing a Call out.

Players should decide on the number of weeks they wish to play.  At the end of that time total up everyone’s prestige.  The organization with the highest prestige is the winner.  A good number of weeks for a game is six.  This will equate to twelve mission periods.

INCREASING CHARACTER SKILLS

Character skill points are awarded as follows.  If the character successfully used the skill at least one or more times in a mission he gains 2 points toward increasing that skill.  If he uses a skill but is never successful he still gains 1 point toward that skill.  Only one success or failure is counted per skill, per mission no matter how many times that skill may have been performed.

WOUNDED CHARACTERS

Characters that are wounded heal at a rate of 1 hit point every 2 weeks at a cost of $1600 a week in a hospital, or at a rate of 1 hit point every 4 weeks at home for free. (One week at $1600 and 2 weeks at home for free will also heal 1 hit point.)  Characters who are recovering may not go on missions until they have at least 2 hit points.  If they go on a mission they do not heal that week.  Characters may not be Called out until they have at least 3 hit points.

APPENDIX

Objective Buildings: All are one story.

Weak objective buildings have DP 5/5 and must be at least 2”X2” with 2 openings.

Medium objective buildings have DP 7/7 and must be at least 2”X3” with 1 opening.

Heavy objective buildings have DP 10/10 and must be at least 3”X3” with 1 opening.

Supply Trailer:

40 ft van trailer, 8 PR tires, smoke screen back, 2 space rocket platform upper back with 2 medium rockets.  20 pts plastic armor all locations.  Weight with cargo 29,000 lbs.  Cost $20,530.

Static Turrets and Cupolas:

Static turrets and cupolas can be set up around Strategic Assets.  Static turrets and cupolas have the same cost and weight as their vehicle counter parts with the following differences.

Both static turrets and cupolas must have their own internal power supply and rotation mechanisms, which adds 100lbs and $1000 to their cost.  Both are -1 to be hit, but because they are stationary they are +1 to be hit.  This gives a final to be hit modifier of 0.  They do gain a +1 to hit because they are stationary.  Armor for these turrets costs $20 and weighs 10lbs per point.  The maximum amount of armor they can have is 200lbs.  No more than 1 static turret or cupola can be set up per square inch.  They may be set up on top of objective buildings, but are destroyed when that building is rubbled.  When deployed on the ground use a ½” X ½” counter to represent the weapon platform.

Static cupolas must have the gunner inside them, but static turret gunners are located in one of the objective buildings and are killed if that building is rubbled.  It costs an extra $100 to link each static turret to the gunners inside the building.  Only one gunner can use one static turret at a time.

Example:  Static MG cupola;  One 3 space cupola at $3,500, power supply and rotation controls at $1,000, one loaded MG at $1,500, 20 pts plastic armor at $20 per point $400.  Total cost: $6,400.  Base to hit 7, +1 for cupola +1 for being stationary.  Final to hit before Gunner or computer bonus 5.

SALVAGE

The defender is always allowed to salvage any vehicles and equipment left behind unless all the defenders units were completely destroyed and the raiders also eliminated their objective (in that case the raider may do the looting).  In order to drag the salvage from the battlefield a player must have at least on level of Repair.  If these conditions are met then all vehicles and equipment are automatically transferred to the player’s assets.  Destroyed Static turrets/cupolas may not be used again, but the weapons and ammo inside them can be salvaged.

PRISONERS

Any raider who can not escape off the board in a vehicle has the option of fighting to the death or surrendering.  If the raider surrenders it is up to the defender to decide whether to kill him, keep him, or ransom him back.  (In the basic game your prestige is unaffected no matter what your choice.)  If the character is ransomed back an agreed upon amount must be specified.  Once this is done the exchange takes place.  (Because there is no referee there is no chance for a double cross.  The money and prisoner must change hands.)

THE TROUBLE WITH HELICOPTERS

If helicopters are allowed in the campaign they represent a whole new set of complications for defenders.  Helicopters with bombs are death on buildings and it is recommended that defenders have plenty of AA weapons to defend their assets.

Also the rocket platforms on the supply truck may be loaded with AA missiles instead of medium rockets (at no cost to the defender).  The defending player can decide this during set up for the mission, after seeing what equipment the raiders have,  but must tell the attacking player what he’s carrying on the truck before the scenario begins.

EXAMPLE ORGANIZATION

The following organization was built with the above rules in order to promote a better understanding of this procedure.  Starting points are 100.  Note:  All the vehicles in this example are from the back of the Car Wars Compendium Second Edition.  No attempt has been made to verify the accuracy of these vehicle designs via the official errata released on them.

Asset Levels:

Command and Control: 2,  Total OP’s 10
Intelligence: 1,  Total OP’s 5.
Repair: 1,  Total OP’s 5.
Supply: 1,  Total OP’s 5.
Personnel: 1,  Total OP’s 5.

Total OP’s spent on Strategic Assets: 30.


Starting personnel:

12 Cupola operators with Gunner: 0, Total OP’s 12.
6 Car drivers with Driver: 0 Gunner: 0, Total OP’s 12.
2 Truckers with Trucker: 0 Gunner: 0, Total OP’s 4.
1 Driver with Driver: 0 Gunner: 1, Total OP’s 3.
1 Cyclist with Cyclist: 0, Total OP’s 1.

Total OP’s spent on personnel: 32


This leaves 38 OP’s to convert to cash at the rate of 1OP= $8,000 for a total of $304,000 to spend or save.  The money was spent as follows:

21 suits of body armor: $5,250.
1 Shogun 150 motorcycle with LDR: $2,600.
5 Super Zap Maulers: $124,990.
1 Liberator Bus:  $66,019.
1 Falcon:  $25,064.
12 Static MG Cupolas:  $76,800.
Left over cash:  $3,277.


We’re now ready to begin play.

EXAMPLE OF PLAY

Now we’ll go through the first turn of strategic play following the 10 steps outlined above.

1.  On all other turns except the first we would total the amount of supply cash and personnel points we receive and either spend or save them.  However since this is the first turn we ignore this part of the turn.

2.  If we had any damaged vehicles or turrets we’d set up repair times and pay for parts, but since we don’t we’ll move on.

3.  No character has successfully completed three missions yet so no Call outs occur.

4.  Using the units above I’ll now plot orders for all of them.  This is the only time my opponents will not be allowed to see my personal and equipment. 

Defense:
I’ll place 3 MG cupolas and 3 Gunner: 0’s at each of the following:  Command and Control, Intelligence, Repair, and Personnel.

I’ll also add one Super Zap with a Driver:0 Gunner: 0 to Command and Control defense and one Super Zap with a D:0 G:0 to Repair defense.

To the Supply Convoy I’ll add the Falcon with D:0 G:0 and a Super Zap with D:0 G:0.

Scouting:

I could set the Shogun 150 cycle with LDR on Scouting.  With its HC: 3, ACC: 15, and LDR it would have provided me with a +1 to my defensive recon rolls.  (Since I have no patrols out right now it’s not too important that I detect incoming raiders, so I’ll put this unarmed bike on screening my raiders instead.)

Offense:

I’ve got one raiding force going for my opponents Command and Control.  It consists of the Liberator bus with both T:0 G:0 personnel and the last two Super Zaps.  One is driven by a D:0 G:0 while the other is driven by the D:0 G:1.  Note: that with a C&C of 2 I could send out another patrol or raid, but I don’t want to split my forces up that much.

The Shogun 150 will go out to screen this group thus causing a -1 on my opponent’s attempts to detect my incoming raid.

5.  After my opponent and I have finished writing up our orders we all reveal them.  Looks like I’ve got one raiding group coming against my Supply and one going against my Personnel.  I’ve got one going out against my opponents Command and Control.

6.  If I had patrols out I’d now make a recon roll against both of my opponent’s raiding groups to see if I spot them (I’d get a +1 for my level 1 Intelligence minus my opponents screening forces and Intelligent level).  Since I have no Patrols there’s no reason to roll.  My opponent does have a patrol out and so he rolls to see if his recon can detect my raiding group.  He has no scouts out, but he does have an Intelligence level of 2 so he gets +2 on his roll -1 for my Intelligence level of 1 and -1 because my Shogun is screening for a final roll of 7 or better.  He rolls a 7, which is a success and can thus decide if he wants to intercept my raiders with one of his patrols.  He attacks with a patrol of one vehicle (played out using Car Wars counters and rules).  I destroy it without taking loses, but the damage I took in this fight and the ammo I used will carry on to my raiding mission.

7.  All raiding parties now conduct their attacks.  My defenses ward off the weak raiding parties sent against my Supply Convoy, but the raiders going against my Personnel Asset destroyed all 3 building and 2 of my cupolas.  My attack against my opponents Command and Control goes well and I manage to destroy it and the 2 turrets guarding it while suffering some damage to the bus.

8.  Now to total up loses and prestige and distribute character points.  My Personnel Asset has been reduced to 0, which means I can no longer recruit new people to join my organization and my opponent gains one prestige point.  I successful reduced my opponents Command and Control from a level 2 to a level 1 thus gaining 1 prestige point and reducing the number of patrols or raids he can send out from 2 to 1. I also recovered the two vehicles that went against my Supply Convoy as well as my opponent’s two turrets and can salvage any useful parts off them.  Since my opponent didn’t destroy my third turret at the C & C site he doesn’t get any salvage there.  Because my turret remained, any of his vehicles that had been immobilized on the raid would have been mine to salvage.

9.  Next we go into the second period of the week.  I need to repair one of the Super Zaps and 1 of the cupolas so I calculate the amount of time and cost of parts and take these units out of service.  At this time I can pay for and top off all spent ammo or damaged tires with no down time for the vehicles involved.  There are still no characters with 3 successful missions so we ignore the Call out phase.

Next I’m going to plot my missions.  The Super Zap that was on the raid mission is in the shop so I’m pulling the one off the Supply Convoy and using it along with the two original raiding vehicles to stage another raid on my opponents C&C again.  Everything else stays the same.  Now we reveal our missions for the second half of the week and make recon checks.  This time my opponent has concentrated on defense and has sent no raids against me.  He has 2 vehicles Scouting both of which have OR suspension and LDR’s for a total of +1 plus his Intel level of 2 for a total of +3 to his roll.  I have my Intel level of 1 and the Shogun to counter him so his final roll to detect my incoming raiders is a 6 or higher.  He rolls another 7 and thus detects them.  He then sends a patrol of 2 vehicles against the raiding party.  It’s a vicious fight and I lose one of my Super Zaps before defeating him (I’ll get the salvage on his 2 patrol vehicles at the end of the period.

Finally, I attack his C&C with my two remaining vehicles.  I manage to come away with my Liberator bus in tact, but lose the other Super Zap.  I do however destroy the objective building, thus reducing his C&C to 0 and gaining another prestige point as well as salvage.  My opponent can now no longer mount offensive raids or send out patrols unless he can save up $40,000 to buy a level 1 of C&C again.

10. Start a new week.