Wargames
rules for battles between rival car gangs in a post apocalyptic future.
Several d6
A protractor
Some converted Hotwheels or Matchbox cars
A ruler or tape measure in inches
Attacker moves
Defender moves
Attacker shoots
Defender shoots
Check to see if either side bottles out.
|
Type |
Highest
Gear |
Max
weight of equipment |
Turning |
Armor |
Body
|
Price |
|
Light Car |
5 |
4 |
+2 |
3 |
4 |
$300 |
|
Medium Car |
4 |
5 |
+1 |
4 |
5 |
$350 |
|
Heavy Car |
3 |
6 |
+0 |
5 |
7 |
$500 |
|
Motorcycle |
6 |
1 |
+3 |
2 |
2 |
$200 |
Unless the scenario says otherwise, all vehicles start the game in gear 1. When moving you must use all your MPs. While moving you may change gears once a turn. You can either up shift or down shift. You can only go from one gear to the next one down or up (gear 2 to 3).
|
Gear |
MPs |
|
1 |
3 |
|
2 |
6 |
|
3 |
10 |
|
4 |
16 |
|
5 |
20 |
|
6 |
26 |
|
Action |
MPs |
|
Move 1” over open ground |
1 |
|
Move 1” over rough ground |
2 |
|
Turn up to 90 degrees |
1 |
|
Turn up to 180 degrees |
2 |
A vehicle must move at least 2” before it can turn. A vehicle cannot make a turn more then 180 degrees. Roll 2d6 and add vehicles turning number and minus current gear from the roll. You must roll equal to or higher then the listed number on the chart below. If you fail the turn roll then you skid. Whether you succeeded or not you still turn the vehicle, and then either work out skidding or keep moving.
|
Degrees
of turn |
Roll
required |
|
1-15 |
3 |
|
16-30 |
4 |
|
31-45 |
5 |
|
46-60 |
6 |
|
61-75 |
7 |
|
76-90 |
8 |
|
91-110 |
9 |
|
111-125 |
10 |
|
126-140 |
11 |
|
141-160 |
12 |
|
161-180 |
13 |
At any time during your move you may attempt to brake. To try to brake roll 1d6. If roll higher than your current gear then you immediately stop moving and are now at gear 0 (no movement), you cannot move anymore this turn. If you fail then you skid, although once you have skid you stop as if you succeeded.
Certain things can occur during a game that can make your vehicle skidded. Roll a directional dice and move #d6” in that direction. The # is equal to your current gear. If you hit anything then you suffer an attack with a strength of 2. If you hit any other vehicles then they take a strength 2 hit as well.
If your car (purposely) drives into another car then a ram occurs. The ramming cars strength is listed below.
|
Vehicle
Type |
Strength
|
|
Motorcycle |
1 |
|
Light Car |
2 |
|
Medium Car |
3 |
|
Heavy Car |
5 |
|
Armed with spikes on the side of car that comes into contact with other car. |
+1 |
The vehicle that is hit also gets to roll an attack against the vehicle that is ramming it. The rammed vehicle has a strength of 0 if it is a motorcycle, 1 if it is a light or medium car and 2 if it is a heavy car. Add 1 to the strength of the vehicle if the side that is being rammed has spikes.
Working out hits is the same as shooting. Roll dice equal to your strength and each roll that is equal to or greater then the targets armor is a hit. For each hit scored the target loses one body point.
You can fire as each weapon on your cars once. You must have line of sight to your target and be within range. Fixed weapons have a line of sight of 45 degrees. Turret mounted weapons have a 360 degree line of sight. To shoot roll a number of d6 equal to the strength of the weapon. For each roll that is equal to or greater then the target vehicles armor you score one hit. For each hit you score the target vehicle's body is reduced by one.
|
Weapon |
Range |
Strength |
Weight
|
Cost |
|
Machinegun |
18” |
2 |
1 |
$100 |
|
Spear gun |
8” |
3 |
1 |
$75 |
|
Flamethrower |
Special (see below) |
3 |
1 |
$200 |
|
Rocket Launcher |
30” |
4 |
2 |
$250 |
Flamethrower: Make a triangular template, which is 8” long, with one end being a point and the other being 3” wide. Roll for damage against all vehicles under the template. If the firing vehicle is moving at gear 3 or higher then it also takes a strength 3 hit.
Unless the scenario says otherwise a gang will retire (leave) the battlefield if over 50% of it’s starting vehicles are destroyed. The bottling side automatically loses.
Each gang will be given a certain amount of money before the game to create their force.
First pick the classification of your vehicle (motorcycle, medium car etc…).
Then pick the vehicles equipment. A vehicle can only carry weight equal to the vehicle’s “Max weight of equipment”.
Third, fill out a record sheet (see below).
Fourth, start your engines!
Spikes
Price: $50 per a side of vehicle equipped with spikes.
Weight: 1
Adds 1 strength to ramming attacks.
Oil Dropper
Price: $100
Weight: 2
Creates a 1”x1” square of oil. Any vehicle driving over it must roll 2d6 and add its turning to the roll. If you roll 8 or more the vehicle is fine and my continue on moving. If you roll 7 or less then the vehicle skids (see skidding rules).
Price: $150
Weight: 2
The vehicles armor value is increased by 1.
Turbo Engine (cannot be used by motorcycles)
Price: $150
Weight: 2
Your highest gear is increased by 1.
Weight: 1
The vehicle’s turning bonus is increased by 1.
Vehicle
Name:
Vehicle
Type:
Cost:
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Armor: |
Turning: |
|
Current
Gear |
1 |
2 |
3 |
4 |
5 |
6 |
|
Current Body
Points |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
Equipment |
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