TEXT: level where the second floor would be, to allow security observation.
  Mechanic service is available here, at going rates, for any vehicle.
  Referees are encouraged to expand and modify this information to
  fit their own campaigns!
  7\
  Map Key
  iA Sidewalk
  Road
  Building interior wall
  U| j \LJ
  Minefield
  i
  Building exterior wall
  z
  Catwalk
  Power cells
  Outer wall; the white dot is a floodlight.
  INDEX OF SECTIONS
  1. Creating a Character
  Learning New Skills
  Skill Descriptions
  Repair Chart
  Tools
  Jobs mechanics can do
  Learning the Mechanic skill
  2. Keeping your Characters Alive
  Organizations
  Gold Cross
  3. Vehicle Design
  Tractors
  Trailers
  Buses and RVs
  Sample Vehicles
  4. New Weaponry
  5. Combat for Oversized Vehicles
  Turret Field of Fire
  Front and Rear Weapons
  6. Movement
  Handling Class
  Maximum Weight
  and Acceleration
  Deceleration
  Movement in Straight Lines
  Maneuvers
  Ultra-Slow Movement
  Backing Up
  Loose Trailers
  7. Crashes and Collisions
  Crash Table 3
  Debris and Obstacles
  Hazards to Oversized Vehicles
  Collisions
  Steamrollering
  8. Boarding Vehicles
  9. Cargo, Pay, and Background
  10. Truck Stop Map
  A Car Wars Role-Playing Supplement
  Designed by Steve Jackson
  Our special thanks go to David Ladyman, the editor of
  Autoduel Quarterly, for development of the character-generation
  system, and to Gordon Griffith for data on the “big rigs."
  Playtesters: Norman Banduch, Chris Smith, David Ladyman, Jim Gould
  Cover by Dave Martin
  Counters, back cover, and rulebook art by Denis Loubet
  Copyright ©1983 by Steve Jackson
  “Car Wars" is a trademark of Texas Instruments Incorporated.
  “Truck Stop," “Autoduel," and “Sunday Drivers" are trademarks of
  Steve Jackson Games. All rights reserved.
  INTRODUCTION
  The roads are rough. Cycle gangs, highwaymen, barricade operators,
  random duellists . . . all take their toll. Most of the interstates haven’t
  seen a repair crew in years. But somebody still has to take the big
  loads from city to city. And the big rigs are still rolling.
  The truckers have quite a reputation. They’re professionals. They’re
  as skilled with their weapons as they are with their rigs . . . or they
  don’t last long. A trucker, they say, never takes the first shot - but he
  always gets the last one. (Not always true, but it makes a good story.)
  The men who make their living on the dangerous intercity runs aren’t
  interested in starting fights . . . only in finishing them. It’s not a good
  idea to mess with the 18-wheelers. And their cousins, the armored
  buses, are every bit as formidable.
  But if you just want to meet their drivers, and hear stories about
  life-and-death road duels in places the TV cameras never see, drop in
  at the truck stop . ..
  CAR WARS RULE CLARIFICATIONS / CHANGES
  Automatic fire: When a weapon fires on automatic, the line of fire
  is always straight out from the vehicle - i.e., straight ahead, behind, or
  to the side. Putting a weapon on autofire breaks any “sustained fire”
  that weapon had. Automatic fire is never “aimed” in any way.
  Linking weapons. Any number of weapons, of any type, in any
  position, may be linked. A driver may install links, if he wants, so that
  every weapon he has may be fired by a single switch. However, weapons
  so fired will be on automatic - not aimed! The only weapons that can
  be linked so that they can be aimed and fired together are as described
  in the Car Wars rules: only two weapons, which must be of the same
  type and firing from the same position. However, it is legal to link three
  or even four machine-guns if they are all in the same turret.
  
  drive smaller vehicles or ride cycles; some truckers really don’t know
  how to drive a four-wheeler!
  CYCLIST: Just like the above two skills, but dealing with cycles
  (two-
  and
  three-wheeled vehicles). Only
  experience gained
  while
  on a cycle counts for this skill. It does not help a character drive a
  car or oversized vehicles. Anyone without this skill will have a -3 on
  handling class of any cycle he tries to ride.
  GUNNER: The ability to use vehicle-mounted weapons, as per
  Car Wars. A character without this skill will be at -3 to hit with
  any vehicle-mounted weapon. At Level 0, there are no bonuses or
  penalties. At Level 1 or above, a gunner gets a “to hit” bonus equal to
  his level number. Note that experience firing any vehicle-mounted
  weapon, either while driving or while serving as gunner, contributes
  to Gunner skill.
  MECHANIC: The ability to repair vehicles and components. The
  time it takes to repair something (if it can be repaired at all) is a
  function of the character’s Mechanic skill, as well as the difficulty
  of the job and the tools that are available.
  1. CREATING A CHARACTER
  This is not just a combat game, but a role-playing adventure. Your
  character is just as important as his vehicle . .. so your first step should
  be to create him and his abilities. The system below is an expansion of
  the one originally presented in Car Wars.
  There are five significant skills for a character: Driver, Cyclist,
  Gunner, Trucker, and Mechanic. A character’s ability in each skill is
  measured in “levels.” If a character has no training in a certain skill, he
  does not have that skill at all. A character who has average ability in a
  skill is at “Level 0.” A more experienced character will reach Level 1, 2,
  3, and so on, by gaining “skill points.” Ten skill points allow a charac-
  ter to increase one level in that skill.
  When you first create a character, you start with 30 skill points
  which may be assigned to one, two, or three different skills, as you
  choose. Your character may start out with ten points (1 level) in
  each of three skills - for instance, he could start as a Level 0 gunner,
  driver, and cyclist; this is a basic Car Wars character. He has average
  competence in those three skills, but does not know how to drive a
  truck or to fix anything.
  A character could also take only two skills (or even one) in order
  to get greater ability in those skills. For instance, he could take two
  levels in Trucker and one in Gunner. This would make him an average
  gunner, but a Level 1 truck driver - better than average. He would not
  know how to drive a car, ride a cycle, or repair any sort of vehicle. An
  even more specialized character might be one who put all 30 skill points
  in Gunner - making him a Level 2 gunner. This fellow is a dead shot
  with any vehicle weapon, but not good for much else.
  f
  REPAIR CHART
  Trivial
  LEVEL
  Easy
  Medium
  Hard
  Very Hard
  no skill
  Mech-0
  Mech-1
  Mech-2
  Mech-3
  2
  11
  X
  X
  X
  9
  1
  11
  12
  X
  7
  1
  9
  14
  11
  5
  1
  7
  9
  11
  3
  1
  7
  11
  5
  To perform a given repair job, a Mechanic must roll two dice, and
  get the number shown on the chart (or higher). He may try once per
  hour (30 minutes for a Mech-3). An “X” means the job is impossible at
  his skill level. These numbers assume the Mechanic has a hand tool kit.
  If he is working with improvised tools (pocket knife, chewing gum,
  etc.), subtract 2 from all rolls. If he has a portable shop (see below) but
  no garage, add 1 to each roll. If he is working in a regular garage, add 2.
  A successful roll repairs one point of damage on the item in question
  (3 points if armor is being repaired), or installs/dismounts it.
  Any number of mechanics can work on the same vehicle, but no
  more than three can work on the same item at once. Each one rolls
  separately for success.
  Learning New Skills
  A newly-created character can never have more than 3 skills. If he
  wants to add any of the other skills, he can try to earn them in the
  usual way. This can be risky; fof instance, a character without Gunner
  skill will probably get killed before he learns it in combat. The alterna-
  tive is to- take SL\ months off (game campaign time) and go through a
  training course! This will cost $1,000 for the skill of your choice. At
  the end of that time, the character will have the skill at Level 0. Further
  levels may only be attained through combat experience. Courses are
  available for Driver, Gunner, Cyclist, and Trucker. A character who
  wants to learn Mechanic will take longer, but can get paid for his time
  — see below under “Mechanic.”
  DIFFICULTY OF REPAIR JOBS
  Skill Descriptions'.
  DRIVER. This is the ability to drive a standard car, pickup, etc. -
  anything with 4 or 6 wheels. A character without this skill may attempt
  to drive such a vehicle, but always subtracts 2 from his handling class.
  At Level 0, a character is an average driver. Each level of skill added
  after that (as per Car Wars ) improves his reflex roll. This skill does not
  help a character ride a cycle or drive an oversized vehicle.
  TRUCKER: This is the ability to drive an oversized vehicle: a bus,
  RV, or tractor-trailer rig. A non-Trucker subtracts 2 from handling
  class when trying to drive an oversized vehicle. Skill is gained in
  Trucker as for Driver, but only experience gained behind the wheel
  of an
  oversized
  vehicle counts. Each
  level
  of Trucker skill past
  Level 0 improves a trucker’s reflex roll by 1. This skill does not help
  Impossible (cannot
  be attempted): repair damaged tires, repair
  computer.
  Very hard: jury-rig heavy rocket or laser.
  Hard: jury-rig other components; repair laser, power plant or CB
  radio.
  Medium: Repair any weapon except a rocket or laser; reweld
  or patch armdr; remount kingpin; repair fifth wheel; salvage CB or
  computer from wreck.
  Easy:
  replace
  weapon
  linkage;
  dismount
  other
  weapons
  to
  salvage them from wreck.
  Trivial (even someone with no Mechanic skill can do this): reload
  ammunition; replace or salvage tire; salvage spare magazines.
  
  TOOLS
  2. KEEPING YOUR CHARACTERS ALIVE
  An adventurous character can have a very short life. This can be
  frustrating if you spend an hour working up a driver and he dies in
  fifteen minutes. There are three ways around this. The first, of course,
  is to run for home when the bullets start flying. This is safe enough,
  but not too interesting. Two good alternatives:
  Organizations
  Instead of playing an individual, you can play a whole group. You
  can run a trucking company, bus line, cycle gang, local police depart-
  ment, autoduelling club, vigilante group, hijacking ring — even the truck
  stop in this book. When an individual character dies, you can replace
  him — and the rest of the organization goes on. This lets you standard-
  ize cars and equipment . . . and if a character gets killed, his savings
  go to the organization. A good campaign can have several such groups,
  sometimes cooperating and sometimes fighting, with plenty of room
  left for people who want to play individual characters.
  Tool kit. A standard box ol mechanic’s tools; a character is assumed
  to have this when rolling on the Repair Table. Includes all normal hand
  tools, plus spare light bulbs, fuses, sheets of armor plastic, welding
  epoxy, miniature torch, etc. Costs $600 and takes up one space;
  weighs 40 lbs., and counts as a pedestrian’s full load if carried. If a
  tool kit is part of a vehicle’s cargo and takes damage, it has 2 DP. The
  first hit damages the case; the second hit breaks the case, ruins most
  of the contents, and scatters the rest. Get a new kit.
  Portable shop. Everything a full-scale garage would have, except
  the overhead lift and the soft-drink machines — in miniaturized form.
  Includes a variety of jacks, heavy-duty cutting torch, thermite, plastic
  fabrication equipment, lubricants, battery parts and fluids, electronic
  testing gear, fire ax, and several drop-lights and beams that will run off
  * any vehicle power plant. Weighs 300 lbs. (4 cases of 75 lbs. each). Each
  case takes up one space and has 2 damage points. The first point of
  damage mars the case; the second destroys the contents. If a mechanic
  is trying to use a portable shop with (for instance) only two cases left,
  there is a 50% chance that he won’t be able to find what he wants, and
  the shop will do him no good. Each of the four cases costs $1,000.
  Jobs that Mechanics can do:
  Repair is the process of fixing a damaged part. Each time the
  appropriate roll is made from the table above, one DP is repaired (or
  three points of armor restored). If a component is totally destroyed (no
  damage points left) it cannot be repaired - only jury-rigged (below).
  Jury-rigging
  is a temporary
  repair job. By making his roll, a
  mechanic can perform a “jury-rig” on some kinds of totally wrecked
  vehicle components. This gives the jury-rigged component one DP,
  putting it temporarily back into service. It can never be properly repair-
  ed, and if it is damaged again it cannot be jury-rigged a second time. A
  referee, at his discretion, may declare any item so badly smashed that
  it cannot be jury-rigged - e.g., anything on a steamrollered cycle.
  Salvage is the removal of a part from a wreck. A mechanic needs
  to make the appropriate repair roll once to salvage any given part.
  Installation is the opposite of salvage - putting a new part in to
  replace a destroyed one. The old part must first be “salvaged” (that is,
  removed), even if it was totally destroyed. The roll to install any part is
  the same as the roll to repair it - see chart, above. When the roll is
  successfully made once, the part is installed.
  Learning the Mechanic skill
  If a character wants to learn this skill (or improve it if he started
  with it) the only way is to spend game time as a full-time mechanic at a
  duel arena, truck stop, or garage. Since this is not especially exciting,
  most high-level mechanics will be the referee’s characters, or player-
  characters that started by taking Mechanic at Level 1 or 2. If a charac-
  ter decides to drop out of duelling to become a mechanic, it takes one
  year (during which he also earns $6,000 above living expenses) to get
  to Level 0. It takes two more years (clearing $8,000 per year) to get to
  Level 1, three more years (clearing $10,000/year) to Level 2, and five
  more years (clearing $15,000 per year) to get to Level 3. A Level 3
  mechanic has a fairly safe life and earns $20,000 per year. Other
  skills can reach any level, but Mechanics do not progress past Level 3.
  Gold Cross
  This is a real life-insurance plan, made possible by the miracles of
  medicine available to the wealthy in the year 2033. (Note to referees: If
  you feel this section is too far-out, don’t use it!)
  Basically, Gold Cross is a clone bank. A few cells from your body
  are quickly grown into a mature clone. It is in perfect health, and
  will seem about 25 years old. Should anything happen to you, your
  clone can be activated — and you live again! Your new body will be
  legally recognized as “you,” will have access to your bank account, etc.
  Naturally, there are a few catches. The process is expensive (see
  below). When something happens to you, your body must be gotten
  to the Gold Cross center where your clone is kept ... within a day,
  or a week if it is frozen within a day of death. A totally burned body,
  or a body that took more than 10 hits damage, cannot be “read.”
  If your body gets there in time, though, the clone can be programmed
  with all your memories, up to the moment of death, and all your skills.
  As an alternative, you can transfer your memories to your clone
  before anything happens to you - just to play it safe. This way, no
  matter what happens, your clone can be activated. A new memory
  transfer has to be made every month, or the clone mind will go blank
  (memories can only be stored in the human brain, not on tape). If you
  let more than a month go by without re-programming your clone, and
  something happens to you, your own body is the only source of your
  memories — so if something permanent happens to you, you’re really
  dead. Note also that if your clone is activated from an old memory
  transfer, the clone will have only the memories and skills that you had
  when you programmed it. Furthermore, it takes a month to grow a new
  clone. Unless you can afford to keep two clone bodies in storage,
  don’t get killed more than once a month.
  In all cases, the donor must be present, alive or dead, to transfer
  memories. However, this process takes less than an hour.
  Being killed lowers prestige: -1 for a heroic death, -2 for an ordinary
  combat death, -3 for a “mundane” death, -5 for a cowardly death.
  When something happens to you, Gold Cross will act as soon as they
  hear about it — preparing your clone for activation if your body is on
  the way, or awakening a previously-programmed clone if that is neces-
  
  Maximum
  DP
  rig weight
  20
  40,000
  26
  60,000
  32
  80,000
  POWER
  PLANT
  Reg. truck
  Large truck
  $20,000
  Super truck
  $25,000
  sary. In most cases, notification must come from the friends of the
  temporarily deceased character.
  Gold Cross has offices in all major cities. Its services are available to
  everyone, though wanted criminals often have to pay a substantial bribe
  to a doctor or administrator. It’s a very mercenary operation, as might
  be expected from anyone selling new lives. Keep them paid, and they
  are very reliable. Miss a payment, and your clone will get chopped up
  for organ transplants.
  The Gold Cross fee schedule:
  To grow a clone body
  First programming, a month after starting clone . .
  Each reprogramming thereafter
  Keeping clone alive if it is not
  reprogrammed monthly
  To tap memories from old body to clone after death
  To send refrigerated vehicle or helicopter
  for a body (on request)
  Cost
  Weight
  Spaces
  $15,000
  3,000
  10
  3,500
  13
  4,000
  16
  The Car Wars power factors are omitted from these power plant
  listings. All oversized vehicles use truck power plants. All truck power
  plants have the same top speed (100 mph) and the same acceleration
  (see Sec. 7). The power plant determines the total weight allowable
  for an oversized vehicle (or for tractor + trailer in a rig). The power
  plant is always assumed to be in front of the driver, even in a cab-over.
  $10,000
  $1,000
  $3,000
  $1,000 per month
  $5,000
  SUSPENSION only comes in one type for the oversized vehicles:
  heavy. Therefore, suspension cost is included in body cost. Any tractor,
  by itself, has a handling class of zero. Any bus, RV, or tractor-trailer
  rig has a handling class of 1.
  #
  Variable, but always high!
  3. VEHICLE DESIGN
  Large vehicles are built just like the smaller ones in Car Wars. They
  tend to be more expensive, both because they’re bigger and because
  they are not produced in such quantity. The Car Wars vehicle planning
  sheet will do for oversized vehicles, but you should use one of the new
  Vehicle Records from this set (supplied on a separate sheet) to keep
  track of it in play.You may photocopy these sheets for your own use.
  TRUCK TIRES
  Standard
  Heavy duty
  Puncture-resistant
  Solid
  Cost per tire
  Weight per tire
  $ 150
  $
  300
  $ 600
  $1,500
  DP
  60
  6
  80
  9
  100
  14
  150
  18
  Solid truck tires are totally immune to both spike and debris
  damage (though obstacles still affect them).
  TRACTORS
  The FIFTH WHEEL is the “yoke” on the back of a tractor —
  the hitch that allows a trailer to be attached. It is included in the
  tractor body price. A fifth wheel has 4 damage points and can be
  hit in combat. If this happens, it can be rebuilt or replaced for $150
  per point of damage. It will work until it is totally destroyed, but
  if it is destroyed while in use, the trailer -will come loose. The fifth
  wheel must be located outside the armor, and can be attacked (see Sec.
  5). However, if the tractor is rammed from the rear, the fifth wheel
  takes damage after rear armor and before rear-firing weapons.
  The “tractor” - the unit that pulls a trailer — is the single most
  powerful vehicle on the road. A complete tractor will have a body
  (including fifth wheel), armor, ten wheels, and a power plant. At the
  purchaser’s option, it may have a reinforced chassis, wheelguards,
  and various other items of equipment . .. plus, of course, weapons.
  TRACTOR BODY
  SIZE & ARMOR
  Std. cab-over
  Std. long-nose
  Sleeper cab-over
  Sleeper long-nose
  Body
  Chassis
  Max.
  Spaces
  Armor
  cost
  weight
  $12,000
  3,500
  10,000
  $14,000
  3,700
  11,000
  $17,000
  3,900
  12,000
  $20,000
  4,100
  13,500
  cost/wt.
  19
  $30/14
  22
  $32/15
  24
  $32/15
  27
  $34/16
  load
  WHEELGUARDS are an option for any vehicle (regular or over-
  sized). These are armor flaps, either permanent or retractable, to help
  protect the wheels. One is required for each wheel, except that when
  wheels are paired (i.e., one inside the other, as on a trailer) one guard
  will cover both. Thus, a fully equipped tractor has three guards per side.
  Normal wheelguards for any vehicle can have up to 10 points of
  armor each, at $10 and 4 lbs. per point of armor per wheelguard.
  Any shot directed at a wheel will be taken by the guard instead, on
  a roll of 1-4 on ld6, until the guard is destroyed. Retractable wheel-
  guards are as above, but add another $250, 50 lbs., and one space
  per guard. While retracted, these guards are invisible but useless.
  They are activated before phase 1 of any turn, and fall “in place” on
  phase 1 of the next turn; they can be retracted after phase 10 of any
  turn.
  While in place, wheelguards subtract 1 from the HC of any
  vehicle under 20 feet long — so they do not affect the handling of
  oversized vehicles. (Destroyed wheelguards are not “in place.”)
  “Maximum load” refers only to the total weight of the tractor itself,
  not the amount of weight it can pull when the trailer is included.
  The body price includes lights, standard CB, loud horns, and fairly
  luxurious interior upholstery. It also includes the “fifth wheel.”
  j
  CHASSIS
  Modifier to
  STRENGTH
  weight carried
  Standard
  Heavy
  Extra heavy
  Modifier to
  body cost
  none
  +50% body price
  +100% body price
  none
  +10%
  +20%
  This applies only to tractor, bus, and RV chassis strength. No
  strengthening of trailer chassis is necessary or possible.
  
  The KINGPIN fits into a tractor’s fifth wheel, holding the two
  together. Each trailer must have one and only one kingpin. It cannot
  be fired at in combat, but can be destroyed in other ways. There are
  three types of kingpin:
  Standard kingpin: costs $100, adds no weight, uses no space.
  Cannot be released except from outside- about a 5-minute process.
  Explosive kingpin: costs $500, adds no weight, uses no space.
  Performs like a standard kingpin, but, in an emergency, it can be blown
  loose from inside the cab (this counts as a firing action). This releases
  the trailer instantly (see “Loose Trailers”). The kingpin must be re-
  placed before the trailer can be attached to any tractor (assuming the
  trailer survives at all).
  Quick-release kingpin: Costs $1,000; adds no weight, uses no space.
  Performs like an explosive kingpin except that it doesn’t destroy itself
  when activated. Thus, the trailer can be reattached (if it doesn’t crash
  after being released). It takes about 30 minutes to reconnect a quick-
  release kingpin.
  WEAPONS AND ARMOR
  Weapons and armor for a tractor are located as for regular Car
  Wars vehicles. Weapons are not usually mounted to fire to the rear, as
  the trailer would interfere! One two- or three-space turret or cupola
  may be mounted on top of a tractor’s cab.
  PERSONNEL
  Almost all tractors are designed for two people — one driver and
  one alternate driver or gunner. Some have space for three. Two spaces
  and 150 lbs. must be allowed for each person riding in the tractor’s cab.
  A “sleeper style” cab allows extra space. If this space is actually used
  for sleeping room (rather than weaponry), allow 3 spaces per sleeping
  area. This lets one person sleep while the rig is on the road, allowing
  very long hauls.
  TRAILERS
  A semi-trailer has 8 wheels in back; a “full” trailer has eight in back
  and two or four in front. Each trailer must have a body and one “king-
  pin.” Armor is not required, but is desirable. Trailers may also have
  wheelguards, weapons, and other accessories.
  RAMPS
  Wheel ramps can be installed on flatbed trailers (or, occasionally,
  van-type trailers) to make it possible to drive small vehicles on board.
  Cost, for a set of 2 ramps, is $300. Weight is 200 lbs.; no extra space is
  required. The ramps are only destroyed if the trailer is wrecked.
  An assault ramp may be installed on a van trailer (or bus or RV) to
  allow men, cycles, or subcompact cars to get in and out quickly. It
  is essentially an extra door in the back, a full IVi wide. It may be
  dropped in any phase, but takes a full second (10 phases) to close.
  Since the assault ramp is essentially the rear armor, the vehicle’s
  contents are exposed while the ramp is open. The ramp is only
  destroyed if all the rear armor is destroyed. Cost: $1,000. Weight:100
  lbs. Requires one extra space for the opening/closing mechanism.
  TRAILER BODY
  TYPE & ARMOR
  40’ flatbed trailer
  40’ van trailer
  40’“reefer” trailer
  $10,000
  40’ tanker trailer
  Chassis
  Spaces
  weight
  2,000
  50*
  3,000
  80
  3,500
  75
  $16,000
  5,000
  60
  Body
  cost
  $ 3,000
  $ 6,000
  Armor cost
  and weight
  $40/18
  $40/18
  $40/18
  $40/18
  No maximum weight is given for trailer capacity. A rig’s maximum
  load is determined by the tractor’s power plant.
  Armor on a trailer is located in ten positions, not six - see below.
  Exception: A flatbed trailer, by definition, has no top or sides; it has
  bottom armor only. A small armored box (limit 6 spaces) may be
  installed on the back of a flatbed, usually for defensive weaponry;
  cost for armor on this box on top, sides, front, and/or back is $11/5.
  *Note that the “space” on a flatbed is an approximation. The
  higher the cargo is stacked, the more can be carried. 50 is the maximum
  *
  for safe hauling, but twice that might be attempted!
  The minimum allowed armor on a tank trailer is 20 points per
  area. A lighter tank would be in danger of leaking or exploding, even
  under non-combat conditions.
  ?
  PERSONNEL
  Trailers don’t have drivers. Space for gunners or passengers may be
  allowed in a trailer. Each gunner takes two spaces; each passenger also
  takes up two spaces (rather than 1 as in a passenger vehicle).
  WEAPONS AND ARMOR
  Because a trailer is so long, armor must be bought for ten locations:
  front, back, front left, back left, front right, back right, front top, back
  top, front underbody, back underbody. Essentially, the four “long”
  x
  sides are divided into two target areas each (see “Combat”).
  Similarly, weapons placed in or on trailers must be located in one of
  these areas. Turrets must be placed either front top or back top, and so
  on. If there are two turrets, one will be placed higher than the other to
  give it a totally clear field of fire. Weapon limitations for trailers:
  Flatbeds may not have turrets. Tankers normally don’t.
  No dropped weapon devices may be placed on the front half of
  a trailer.
  It is very rare for a tank trailer to have any sort of weapons at
  all except defensive devices mounted on the rear, behind the tank,
  and antipersonnel grenades all around.
  Trailers never have front-firing weapons (except turrets).
  TIRES for trailers are the same as truck tires (see above). A semi-
  trailer must have eight tires, all on the back half of the trailer; they
  '
  are paired two and two. (When shot at from the side, the outer tire
  * always takes damage before the inner one.) A trailer adds two more
  tires (one on each side) or four more (a pair on each side) at its front
  end. Almost all rigs on the road use semi-trailers. A trailer, though, can
  roll when the tractor is not attached, which is helpful if it comes loose
  while moving! Semi-trailers have legs that swing down and support the
  front when not attached to a tractor. These legs have 5 DP each, but
  cannot be attacked unless the trailer is resting on them, and are -5 to hit.
  
  Houston Metal Fabricators Type Two Van. A typical van-type (that
  is, enclosed) semi-trailer. 40-foot van body; eight solid tires; standard
  kingpin. Armor: 20 in each position. 75 cargo spaces. Mounts one
  smokescreen, one minedropper, and one oil jet, all to the rear. Weighs
  8,150 lbs (with ammo, but no cargo); costs $27,950.
  Self Security Systems Unit Twelve. A Q-truck — designed to look
  ordinary while concealing heavy weapons. This particular trailer will
  carry a fair load of cargo, but some Q-trucks exist purely to trap
  hijackers, and could never pay for themselves in commerce! Like most
  Q-trucks, this trailer is “one of a kind.” 40-foot van trailer; 12 solid
  tires; quick-release kingpin. 40 cargo spaces. Mounts two oil jets, two
  minedroppers, and one surplus tank gun to the rear; pop-up turrets
  with single lasers at front and back top; MGs at front right, front left,
  back right, and back left. Carries two gunners, each with hi-res com-
  puter.
  Armor: six 10-point retractable wheelguards plus F60, B60,
  FR60, BR60, FL60, BL60, FT60, BT60, FU30, BU30. Weapon links:
  two minedroppers; two oil slicks; all 4 together; one minedropper and
  one oil slick. Total weight 19,810 lbs; price $97,900.
  Model E Busnought (Busnought Division, Foster Motor Vehicles). A
  super-luxury vehicle to carry a few passengers in perfect safety. 40’ bus;
  extra-heavy chassis; regular truck power plant; 10 solid tires. Armor: six
  10-point wheelguards, plus 50 armor points in all 10 positions. Mounts
  8 MGs: two front (linked), two back (linked), one in each side position,
  and minedropper to rear; AT gun in front turret, heavy laser in back
  turret. Driver plus two gunners; all have hi-res computers. 7 passengers,
  9 extra cargo spaces. Weighs 25,190 lbs (full); price $112,700.
  BUSES AND RECREATIONAL VEHICLES
  These are really two names for the same sort of vehicle - an RV
  is just a luxurious privately-owned bus. When the term “bus” is used in
  these rules, RVs are also included. Some buses are designed mostly for
  defense and escorted by heavily-armed cycles or cars. Others mount
  more than enough weaponry to take care of themselves.
  A complete bus or RV will have a body, power plant, ten tires,
  armor, and (probably) weapons. It may have a strengthened chassis,
  wheelguards, and other accessories. Almost all such vehicles have
  large
  passenger compartments - they are
  built for carrying and
  protecting customers, not for duelling.
  Note that the information presented here supersedes the design
  notes for the “Killer RV” in the first edition of Sunday Drivers.
  BUS OR RV BODY
  SIZE & ARMOR
  30-foot body
  40-foot body
  Body
  cost
  $5,000
  $7,000
  Chassis
  weight
  4,000
  5,500
  Max.
  load
  16,000
  21,000
  Spaces
  Armor
  cost/wt.
  45
  $35/17
  60
  $40/18
  CHASSIS STRENGTH and POWER PLANT are chosen as for a
  tractor (see above). The power plant may be in front or in back.
  TIRES are chosen as for a truck. A bus or RV has ten wheels:
  two in front and two pairs of two on each side in the rear. Wheel-
  guards (up to three on each side) may be added.
  4. NEW WEAPONRY
  These may be placed on any vehicle unless specified otherwise.
  Surplus tank gun. Not always available (referee’s discretion). Too
  big for any turret (except a real tank’s turret). Can only be mounted
  facing straight forward or back. A D2 hazard to its own vehicle when-
  ever it is fired! Hits on 7 or better; 6 dice damage; 10 DP;1,200 lbs.;10
  spaces; holds 10 shots; costs $10,000. Each shell costs $100 and weighs
  20 lbs. A tank gun can only go in an oversized vehicle.
  Heavy laser. Just like a regular laser, but bigger. Hits on 6 or better;
  4 dice damage; 2 DP; weighs 1,000 lbs.; costs $12,000. 3 spaces.
  3-space turret. Can only be mounted on an oversized vehicle (any
  type) or a passenger van. Can hold 3 linked MGs (all weapons in any
  turret are considered linked), a heavy laser, or an AT gun. If an AT gun -
  is fired in any direction except straight forward or back, it is a D1
  hazard to the vehicle. Costs $2,500; weighs 300 lbs. The rotating
  mechanism only requires two spaces, so this turret, in effect, adds one
  space to the capacity of the vehicle.
  4-space turret. As above, but holds 4 spaces of weapons. Costs
  $3,500; weighs 400 lbs.; oversized vehicles only. The mechanism takes
  only two spaces, so the turret adds a net two spaces to the vehicle.
  Three-space cupola. A “cupola” is a turret that carries a gunner
  inside it with the weapon. A 3-space cupola can hold a gunner and a
  machine-gun. The advantage is that a cupola gunner has a +1 to hit; the
  disadvantage is that he can only fire the cupola weapon, and if the top
  armor is penetrated, he takes damage before the cupola weapon. Costs
  $3,500; weighs 400 lbs. The mechanism takes two spaces inside the
  PERSONNEL
  These vehicles are designed for passengers. Since space for luggage,
  aisles, etc., must also be allowed, leave 2 spaces for each passenger to be
  carried (not 1 space as in an automobile). For a luxurious vehicle,
  allow 3 spaces (and an extra $500) for each passenger. Any bus must
  allow 200 lbs. per passenger; the extra 50 pounds covers luggage, etc.
  A bus will have one driver and usually at least one gunner. A gunner
  may be located in the very back of a bus; if so, he takes damage after
  the rear-mounted weapons do, and before any of the vehicle’s contents.
  Allow 2 spaces and 150 lbs. for each driver or gunner.
  WEAPONS AND ARMOR
  Buses, like trailers, are very long. Like trailers, they have ten peti-
  tions which must be armored, and weapons may be located at any of
  these ten positions except the two underbody ones. Turrets must be
  designated as front or back. If a bus has two turrets, one (usually the
  back one) will be higher, so it can fire over the other one.
  .
  SAMPLE VEHICLES
  Magnum Motors “Roughrider” basic tractor. This is almost the
  bottom of the line; not stripped, but not fancy. Designed for short
  hauls; much too lightly equipped for truly dangerous areas. Standard
  cab-over; heavy chassis; regular truck power plant; solid tires. Armor
  F30, R20, L20, B15, T25, U15. One driver, one gunner. Mounts two
  MGs in front and turreted RR on cab. One extra cargo space in tractor.
  Weighs 11,000 lbs; price $58,100.
  
  vehicle, so this cupola (in effect) adds one space to the vehicle. Can be
  mounted on passenger vans and oversized vehicles only.
  Four-space cupola. As above, but will hold a gunner and two spaces
  of weapons. Oversized vehicles only. Costs $5,500, weighs 500 lbs. The
  rotating mechanism takes only two spaces, so this cupola adds two
  spaces to the vehicle.
  Rocket platform. This is a rotating platform, totally unarmored,
  that can hold one, two, or three heavy rockets. Its advantage is that it is
  very cheap ($150, plus $100 each for rockets), very light (200 lbs.), and
  can be retrofitted to an existing vehicle - which means that it does
  add space. Of course, it cannot be mounted if there is already a turret
  or cupola there. No weapons other than heavy rockets may be mounted
  on this platform. Will fit on oversized vehicles and passenger vans only.
  Pop-up turrets. These turrets are concealed during regular operation,
  but can be raised for combat. The top of the turret is normally flush
  with the top armor, so it can be damaged (but not specifically targeted)
  while the turret is lowered. The turret can be raised on the speed-setting
  phase of any turn, and can fire during the turn after that. It may be
  lowered on the speed-setting phase of any following turn.
  Since a pop-up turret is normally carried inside the vehicle, it takes
  up interior space equal to its own capacity, plus two spaces (for armor,
  raising mechanism, etc.). Thus, they are not usually found except on
  Q-trucks and other disguised combat vehicles. Note: pop-up cupolas,
  like regular cupolas, can be designed for entry either from inside the
  vehicle or from outside, but not both.
  Vehicle size limtations for turrets and cupolas are the same as for
  regular turrets or cupolas of the same type.
  One-space pop-up turret
  Two-space pop-up turret
  Three-space pop-up turret
  Four-space pop-up turret
  Three-space pop-up cupola
  Four-space pop-up cupola
  Anti-personnel flechette grenade. This device is mounted on the out-
  side of a vehicle, and detonated from within. It throws a cloud of plas-
  tic splinters at high velocity. The effect on a pedestrian or cyclist is just
  as though a grenade had gone off (2” burst radius, 1 die damage, etc.).
  However, the plastic fragments will not affect vehicle armor at all, so
  *
  anyone within or behind a vehicle is safe. Since these grenades are
  mounted outside a vehicle’s armor, there is a 1 in 6 chance that each
  unfired AP grenade will be destroyed any time the armor on that part
  of the vehicle is hit by enemy fire; if all the armor is destroyed, or if the
  vehicle rolls, all AP grenades on the affected side are destroyed. No
  more than one grenade may be placed in each 7.5-foot length of vehicle
  - thus, for instance, a 30-foot bus could have a maximum of one in
  front, one in back, four along the top, and four along each side (plus
  four on the bottom, if desired). Weight negligible; cost $50 each as
  original equipment, and $25 to replace one after it is fired.
  Side-firing defensive weapons. Oil jets, smokescreens, mine-droppers
  and spikedroppers can be mounted to fire to the side of a vehicle (see
  diagram) instead of to the rear. Cost, weight, etc., same as for rear-
  mounted weapon. Mines and spikes fired this way will affect the firing
  vehicle
  unless
  it
  is
  doing
  more
  than
  30
  mph
  when
  it
  fires!
  :
  .
  Limpet mine. Not a vehicle weapon, but an anti-vehicle device.
  A limpet mine looks much like a grenade and explodes in just the
  same way; it can be used as a grenade if desired. However, it can
  be armed with a delay of up to 15 minutes and attached to any fairly
  smooth surface (it does not stick magnetically, but by a sort of super-
  glue in plastic beads that break and adhere). When an emplaced limpet
  mine goes off, it does grenade-type damage to everything within its
  2” burst radius, and ld+1 damage to the armor below. If it is put on
  or over a weapon port, the damage goes directly to the weapon! How-
  ever, a limpet mine will not stick if thrown; it has to be placed by hand.
  Arming and placing a limpet is a pedestrian “firing action” like arming
  and throwing a grenade. Cost $60; weight 1 grenade.
  il
  5. COMBAT RULES FOR OVERSIZED VEHICLES
  When oversized vehicles are involved in a combat, use the following
  additional modifiers:
  Firing at front or rear of any oversized vehicle
  Firing at side of tractor
  Firing at side of trailer, bus, or RV
  Targeting any tire
  Targeting legs of semi (while they are down) .
  Targeting fifth wheel of a tractor
  Turret field of fire: Because an oversized vehicle is so tall, a turret
  mounted on its roof cannot fire on any target (except another oversized
  vehicle) within 1Vi” of the center of the turret. If a smaller vehicle is
  at least l1/^” and less than 6” from the center of the turret, though, the
  turret can fire at its top (as well as any sides that present a line of fire)
  if its owner wishes. This can be devastating if the smaller vehicle has
  little or no roof armor.
  Note also that a turret on a tractor cannot fire over its own trailer,
  unless that trailer is a flatbed. It can fire over any small vehicle within
  6”, if necessary. A turret on a bus, trailer, or RV can also fire over
  a small vehicle within 6”.
  . . . . no modifiers
  +1 to hit
  +2 to hit
  -3 to hit (as always)
  -5 to hit
  -6 to hit
  $2,000
  300 lbs.
  $2,500
  350 lbs.
  $3,500
  450 lbs.
  $4,500
  600 lbs.
  $4,500
  600 lbs.
  $6,500
  750 lbs.
  3 spaces
  4 spaces
  5 spaces
  6 spaces
  5 spaces
  6 spaces
  Front and rear weapon locations: Weapons and armor for a tractor
  are located as for regular Car Wars vehicles. Note that the “fifth wheel”
  is exposed — not protected by armor — and can be targeted at -6 by
  any opponent that can get a line of sight on the black dot, whether or
  not a trailer is attached. The fifth wheel will never be hit by gunfire
  unless it is being targeted.
  When an opponent fires at the top, underbody, or side of a bus or
  trailer, he must specify whether he is firing at the front or back half,
  and trace a line of sight to the half that he is attacking.
  
  Similarly, weapons for these vehicles must be placed, for instance,
  not “right” but either “front right” or “back right.” Each long counter
  has dots to show aiming points for these weapons; the arcs of fire are
  shown below. Note that the side arcs of fire overlap a great deal.
  The dotted lines show how a straightedge can be placed
  between the dots to determine whether a target can be hit.
  Deceleration
  Difficulty of deceleration for oversized vehicles is the same as for
  all other vehicles, with one exception. Any big rig decelerating at
  more than 30 mph in one turn goes directly to Crash Table 3 and
  takes 2 dice of damage to each tire. Note that when any vehicle checks
  a Crash Table after decelerating, the modifier used on the table is the
  modifier for the speed before deceleration.
  \
  X
  A
  Arc of fire
  for back
  weapons
  Movement in Straight Lines
  Buses are represented by single long counters. Counters for 18-
  wheelers, though, have two components: the tractor and the trailer.
  These are combined to form a “rig.” A trailer cannot accelerate by
  itself, and usually crashes if it comes loose during movement (see
  below). A tractor can move by itself; its acceleration is better but its
  handling class is worse, as explained above.
  To use the tractor and trailer counters, place the trailer so it over-
  laps the back of the tractor. The black dot on the front of the trailer
  represents its “kingpin.” The black dot on the back of the tractor
  represents the “fifth wheel.” The kingpin on a trailer fits into the
  fifth wheel; therefore, the black dot on the trailer must be directly
  over the black dot on the tractor at all times.
  Two good tricks to help you handle the 18-wheeler counters:
  punch or cut out the dot on the trailer, so you can see exactly
  where the fifth wheel on the tractor is, and put a small amount of
  rubber cement around the fifth wheel in order to hold the counters
  together until they need to be repositioned for a maneuver.
  For straight-line movement, the counters are positioned thus:
  L'
  1
  \
  ^3
  N
  x
  \
  Arc of fire for
  * /
  back right weapons /
  /,
  N
  of fire forS
  \
  Arc
  /
  \
  front right weapons
  /
  /
  If the front right armor is penetrated, any weapon firing from the
  front right will be first to take damage, followed by the vehicle’s con-
  tents and the front left weapons. Damage taken to the front right does
  not affect back-right-firing weapons, and so on. In general, fire must
  penetrate the front, top front, side front, or underbody front armor to
  affect anything in front, and the back, top back, side back, or under-
  body back armor to affect anything in the back of a bus or trailer.
  6. MOVEMENT
  Movement for oversized vehicles follows the principles of the Car
  Wars rules, with certain changes.
  Handling Class
  Oversized vehicles don’t handle easily. The handling class of a
  tractor without a trailer is 0. Addition of a trailer makes the whole
  rig HC 1. Buses and RVs are also HC 1. Further increases in handling
  class can come only from good reflexes, aided by the “Trucker” skill.
  Maximum Weight and Acceleration
  Trucks and buses are never geared for anything but gradual accelera-
  tion and heavy loads. All tractor-trailer rigs have an acceleration of 2.5
  mph until they reach 25 mph. Buses, trailers without tractors, and
  tractor-trailer rigs moving 25 mph or more will always have 5 mph
  acceleration. Due to the way these vehicles must be geared, greater
  acceleration is not possible.
  Therefore, since acceleration does not have to be computed at all,
  “power factors” are not given for the various power plant sizes. Instead,
  maximum loads are given. For a bus, this is the total weight of the
  vehicle. For a tractor, this is the total rig weight (tractor plus trailer
  plus cargo) that can be pulled. If a vehicle or rig exceeds the overall
  weight allowed for its power plant, redesign it with less weight or install
  a bigger power plant.
  When running a vehicle accelerating at only 2.5 mph per turn, a
  player will have to put the marker counter between the speed lines on
  the movement chart (i.e., between 5 mph and 10 mph to show a 7.5
  mph speed). A rig at one of these intermediate speeds moves during the
  phases as the next highest speed (i.e., 12.5 mph moves when 15
  mph does). A rig at an intermediate speed takes a %” or %” move,
  exactly like the regular Vz
  1 “half-move,” at some point during the turn.
  >r<3
  The
  combined
  counter
  moves
  forward
  one
  inch
  during
  every phase in which it moves (&” for a half-move), just like a
  passenger car. This is the normal hauling configuration. Angling the
  trailer is a maneuver, as described below.
  Maneuvers
  Buses and tractors maneuver in the same way that regular Car Wars
  vehicles do, except that a bus may not attempt a bootlegger. Use the
  Car Wars maneuver chart. The car pictures on the chart should be
  assumed to represent the front inch of the oversized vehicle.
  Semi-trailers crash immediately if released by a moving tractor;
  trailers without tractors proceed in a straight line and do not maneuver.
  See “Loose Trailers,” below.
  Tractor-trailer rigs maneuver in a very interesting way, since they are
  made up of two separate parts joined by the kingpin. At all times, the
  black dot on the trailer (the kingpin) must be directly over the black
  dot on the tractor (the fifth wheel). The tractor may never make less
  than a 90-degree angle with the trailer; if it does, the rig has jackknifed.
  Roll one die; on a 1, 2, or 3, the kingpin breaks and the trailer comes
  loose. The key to handling a rig: avoid unnecessary speed or maneuvers.
  same
  
  To maneuver with a tractor-trailer rig, first move the tractor counter.
  It may attempt any maneuver except a bootlegger, moving as per the
  maneuver chart.
  Next, move the trailer counter as follows:
  First, move it in a straight line along its long axis (see illustration)
  the same distance the tractor moved - i.e., if the tractor moved an
  inch, the trailer moves forward an inch.
  Second, hold one rear corner of the trailer counter in place, and
  pivot the trailer until its kingpin is as close as possible to the tractor’s
  fifth wheel.
  Third, move the trailer (usually forward 1/8” to 1/4”) until the
  kingpin is exactly over the fifth wheel.
  If the trailer is now touching a wall or another counter, a collision
  has occurred. However, if the trailer happened to overlap something
  during the first two steps of its movement, no collision took place.
  In the example below, the shaded positions are the original ones;
  the outlined positions are the final ones after execution of a steep
  drift. The double-ended arrow shows where the trailer was located at
  its intermediate position; it moved forward one inch, exactly covering
  the old position of the tractor. The tractor went from A to B. The
  trailer went from X to an “imaginary” position at Y, and then pivoted
  to reach its final position at Z.
  Arrows also show the long axis of the trailer before and after it
  moved.
  Backing Up
  A rig may attempt to back up at any reverse speed up to 20 mph.
  However, backing up naturally tends to jackknife a rig. It is not wise to
  back up at more than 5 mph; 2.5 mph is safer yet.
  Reverse movement is handled just like regular movement. First,
  move the tractor counter to its new position. Then move the trailer
  counter backwards in a straight line along its long axis. When the king-
  pin is as close as possible to the fifth wheel, hold one corner of the
  trailer down and pivot it until the kingpin is over the fifth wheel. As
  with forward movement, collision takes place only if the trailer ends
  its movement in contact with another object.
  When you try backwards movement, note the realistic jackknife
  effect that takes place. This is the way a trailer actually behaves. Learn
  about it in advance; if you ever have to back your way out of a tight
  spot in a game, you don’t want to run into a wall.
  Regardless of the player’s skill, though, the character must be able
  to drive a rig. If a non-Trucker character tries to drive a rig in a straight
  line in reverse, he must roll 1 die on every phase of movement. On a 1,
  the rear of the trailer swerves 1 square 04”) out of line. If the rig is
  being backed in any way except a straight line, the trailer will swerve on
  a roll of 1, 2, or 3. The swerve will always be in the direction that tends
  to jackknife the trailer, rather than to straighten it out.
  Loose Trailers
  When a fifth wheel is shot off, a kingpin breaks, or a trailer is
  deliberately released, there will be a loose trailer on the road. Since
  this doesn’t happen often, only one marker counter is included.
  If the loose trailer is a true trailer, with wheels on the front end,
  treat it like any other uncontrolled vehicle. It moves forward in a
  straight line, decelerating at 5 mph each turn. It cannot maneuver.
  Treat it as having Handling Gass 1; if it encounters a hazard a roll must
  be made as for any other vehicle, and a “loss of control” result will
  send it to Crash Table 2. As long as it does not lose control, any
  gunners in the trailer may fire the trailer’s weapons (except lasers,
  which require the tractor’s power plant).
  If the loose trailer is a semi-trailer, with no front wheels, the front
  of the trailer will hit the ground instantly. The underbody front armor
  takes one die of damage for every 10 mph it is going when it hits, and
  the semi goes to Crash Table 2. If by chance it does not “lose control”
  at that point, it moves in a straight line, decelerating by 15 mph at the
  beginning of every turn and doing more damage, as above, at the
  beginning of every turn until it stops. It has HC -1. If there are gunners
  in the semi, they will not be able to fire their weapons until it stops,
  and then only if it is right-side-up.
  When a semi hits the ground, the kingpin breaks; thus, it cannot be
  reattached to a tractor until the kingpin has been replaced.
  Direction of trailer's long axis before movement
  Ultra-slow Movement
  When a truck needs to make complicated maneuvers in a tight space
  (i.e., parking or entering a fortified area), it will move very slowly. In
  real life, it might move at only 1 mph. For game purposes, 2.5 mph is
  the slowest movement practical. This translates to one Vi” square per
  turn, moving in Phase 5.
  A rig moving at this speed should place its speed marker on the line
  between 0 and 5 mph on the record sheet. On each turn, the tractor
  may move as follows:
  (a) Vi” straight forward, or
  (b) Vi” straight forward and pivot, as per Car Wars maneuver, or
  (c) pivot without any forward movement at all.
  The trailer will follow the tractor as per normal movement.
  7. CRASHES AND COLLISIONS
  Buses and tractors without trailers use the regular Car Wars crash
  tables if they lose control. When a tractor-trailer rig loses control for
  any reason, it goes directly to Crash Table 3, below. This table is used
  like Crash Tables 1 and 2, with the same modifiers.
  
  Tire blowouts: First tire of a pair on trailer: D1
  Second tire of a pair on trailer: D3
  First tire of a pair on other vehicle: D2
  Second tire of a pair on other vehicle, or unpaired
  (front) tire:D3
  Note: When all tires on one corner of a tractor or trailer are lost,
  go to Crash Table 3. When all tires on one corner of a bus or unattached
  tractor are lost, go to Crash Table 2. In either case, HC goes to -3.
  Collisions
  Collisions involving oversized vehicles do more damage than most,
  just as collisions involving cycles do less damage. The damage a vehicle
  does when it rams is determined by its speed (the RAM column of the
  movement chart) multiplied by a weight factor as follows:
  Pedestrians do only 1/5 damage when hit.
  Motorcycles do only 1/3 damage in any collision.
  Cars, station wagons, pickups, and passenger vans do normal damage
  as shown on the RAM column.
  Oversized vehicles between 10,000 and 19,999 pounds do double
  damage — twice the amount shown on the RAM column - when they
  collide with another vehicle or a fixed object.
  Oversized vehicles between 20,000 and 39,999 pounds do triple
  the damage shown on the chart.
  Oversized vehicles between 40,000 and 80,000 pounds do four
  times the damage shown on the chart.
  When
  colliding
  with other vehicles, oversized vehicles are less
  likely to “bounce.” The rules for movement after collision are modi-
  fied as follows when one vehicle weighs more than 5 times the other.
  (Note that this could also apply to a collision of a car and cycle.) In
  the examples below, H is the heavy vehicle, L the light one.
  H and L collide head-on: Position and speed of H are not affected,
  but it takes a D4 hazard. Pick up L’s counter and drop it randomly
  in front of H from 3” high. L also takes a D4 hazard; its speed is cut
  by 50 mph. It may also be “steamrollered” - see below.
  L collides with H from the rear: A D2 hazard for H; a D4 hazard for
  L. The position and speed of H are unchanged. The position of L is
  unchanged, but its speed drops to that of H.
  H collides with L from the rear: A D2 hazard for H; a D4 hazard for
  L. H does not stop moving when it hits L; it pushes L in front of it. The
  position and speed of H are unaffected. L’s speed is increased to that of
  H (unless it is “steamrollered”), and it will be pushed in front of H until
  it can get out of the way. (Further “collisions” will do no damage, as
  the speeds are now equal.)
  H sideswipes L: A D1 hazard for H, a D4 hazard for L. Neither
  vehicle’s speed is affected. H moves on through L’s previous position,
  pushing L directly to the side.
  L sideswipes H: A D1 hazard for H; a D4 hazard for L. Position
  and speed of H are unaffected. L stops its lateral movement where it
  hit H, with its forward speed unaffected.
  H "T-bones" L: As if H had hit L in a head-on collision (above).
  L ‘T-bones” H: Treat H as though it had been a solid obstacle;
  its speed and position are unaffected. If L was going 20 mph or less,
  it stops moving. If it was going 25 mph or more, pick it up and drop
  it from 3”, and reduce its speed by 50 mph.
  CRASH TABLE 3 - TRACTOR-TRAILER RIGS
  -1 - Trivial skid. The tractor moves
  is a “trivial skid” as per Crash
  Table 1. The trailer follows as for a normal maneuver.*
  0 - Minor fishtail. The tractor does not move; the trailer fishtails !4”.
  Treat as a regular fishtail; roll randomly for right or left and move
  the rear of the trailer !4” in that direction, keeping the kingpin over
  the fifth wheel.*
  1 - Minor skid. The tractor skidsW'\ the trailer follows normally.**
  2 - Major fishtail. The tractor does not move; the trailer fishtails as
  for result 0, above, but moving V2” (two squares).**
  3 - Minor skid and fishtail. As result 1 above, followed by result 2.**
  4 - Major skid and fishtail. As result 3, above, except that the tractor
  skids %” and then the trailer fishtails %”.***
  5 - Extreme fishtail. The tractor stays still; the trailer fishtails 1”.***
  6 - Major skid and fishtail: the tractor skids 1”; the trailer follows
  normally and then fishtails 1”.***
  7 - Kingpin breaks. The trailer comes loose. The tractor’s fifth wheel
  takes ( ld-2) damage. A further D2 hazard! See “Loose Trailers.”***
  8- As above, but the trailer goes into a roll.
  9 - As result 7, but the tractor rolls. There is a 50% chance that it will
  catch fire.***
  Whenever a rig jackknifes (bends at less than a 90-degree angle) roll one
  die. On a 1, 2. or 3, the kingpin breaks and the trailer comes loose.
  ***
  * Any further fire from that vehicle will be at a -3 to hit.
  ** Any further fire from that vehicle will be at a -6 to hit.
  *** No further fire permitted from that vehicle on this turn.
  Debris and Obstacles
  Because of their weight, oversized vehicles are much less vulnerable
  to road hazards - which is a good thing, since their HC is so low.
  Oversized vehicles (unless they have solid tires) can still take tire
  damage from road debris. However, debris does not cause a hazard.
  Striking an obstacle counts as a D1 hazard for any oversized vehicle.
  It does normal damage (1 die minus 3) to each wheel. When an over-
  sized vehicle hits debris or an obstacle, the hazard (if any) occurs
  immediately, and damage (if any) is assessed against each wheel. The
  vehicle is NOT considered to have hit the same debris/obstacle again on
  the next turn, even if the vehicle counter is still over it. The same holds
  true for mines and spikes; if an oversized vehicle does not “hit” them
  the first time it rolls, it does not roll again on the next or later turns.
  A mine damages the underbody and each tire within 1” of the edge
  of the counter at the moment it explodes. The hazard is figured as
  though the total damage (underbody plus tires) was from enemy fire.
  Hazards to Oversized Vehicles
  Striking an obstacle counter: D1
  Enemy fire does 13-21 hits: D2
  Enemy fire does 22+ hits: D3
  Trailer released while tractor
  is in motion: D2
  AT gun fired to side: D1
  Tank gun fired: D2
  Cycle steamrollered: D1
  Compact or subcompact
  steamrollered: D2
  
  Steamrollering
  When a tractor hits a cycle, compact, or subcompact in any way but
  a sideswipe, it may “steamroller” it — that is, run right over it — due
  to the difference in heights. Roll one die when such a collision takes
  place. On a 1 or 2, a normal collision occured; on a 3-6, the smaller
  vehicle was steamrollered. When this takes place, the speed of the small
  vehicle is reduced to zero. The tractor (and its trailer, if any) simply
  run over the smaller vehicle’s counter. This is a D1 hazard if a cycle is
  being run over, and a D3 hazard if a car is being run over (in addition
  to collision hazard). The vehicle being steamrollered takes regular
  damage from the collision (as per the tractor’s weight) and the same
  amount of damage from being run over. The damage from being run
  over counts as ram damage to the top of a car; when a cycle is steam-
  rollered, this damage is spread evenly between all parts of the cycle
  (including its driver and/or passenger). A cyclist who is about to be
  steamrollered had better jump; any chance is better than none!
  When a tractor or rig steamrollers a small vehicle, all its tires take
  damage as though an obstacle had been struck: ld-3 points per wheel.
  Drivers: ld-4 if he dropped 10 feet or less, 1 d for 11 to 20 feet, ld+1
  for 21 to 30 feet. Figure distance from his starting point to the road.
  If he missed a drop onto a tractor pulling a trailer, he bounces off the
  trailer and takes double damage. Body armor does not protect from
  falling damage! The pedestrian counter is placed on the road behind the
  vehicle, and cannot get up until the beginning of the next turn.
  Movement on top of a vehicle: A pedestrian can only move around
  atop an oversized vehicle (or in a pickup bed). There is no place to go
  on a smaller vehicle! It takes one second (10 phases) to reach the top of
  a vehicle from the ground, or to stand up after dropping onto it. A
  pedestrian on a vehicle moves at one square (3.75 feet) per second,
  during phase 10. If he wants to move twice per turn (phases 5 and 10)
  he must roll 4 or better on two dice each turn, to avoid falling (subtract
  1 for bad weather). To move 3 times per turn (phases 3, 6, and 9) he
  must roll a 5 or better each phase to avoid falling. A pedestrian who
  falls off a vehicle will automatically be noticed, and will take normal
  damage for leaving a moving vehicle. This is the same amount of
  damage he would take if hit by a passenger car moving 10 mph slower.
  Attacking from above: A pedestrian atop a vehicle can fire his
  weapon, throw grenades, etc., normally. He can also plant a limpet
  mine; no die roll is required to succeed at this.
  A pedestrian on a vehicle will be subject to fire from a turret on
  that vehicle if he is at the turret’s level. Use common sense to determine
  this, or call in the referee if common sense is not available. Examples: A
  pedestrian atop a bus can be hit by a turret on the bus, or on another
  bus the same size. A man in the bed of a pickup cannot be hit by a
  turret on the pickup’s cab, unless he stands up. A pedestrian on a
  trailer cannot be hit by a turret on the tractor, since the trailer top is
  higher than the tractor. A pedestrian cannot hide behind or atop a
  turret; it moves quickly enough that he would be thrown off.
  A pedestrian on a vehicle can also attack its front, side, top, and
  back-mounted weapons, using his own hand weapon, if he can move
  adjacent to the appropriate side/end of the vehicle. He automatically
  hits, doing one point damage; there is a 50% chance each time that
  the damage will bypass the armor and hit the weapon directly.
  Getting off again: If a vehicle crashes with a person on top, he or
  she is assumed to jump clear, taking normal damage as from leaving any
  moving vehicle - see above. Add one point of damage if the vehicle was
  oversized. If no wreck is involved, the pedestrian may attempt to
  “swing down” from the edge. The chance of making it without injury,
  and of being noticed, is the same as for getting onto that vehicle at that
  speed; if he fails his roll, he is off the vehicle, but takes damage. In
  either case, he cannot move until the beginning of the next full turn.
  Any hazardous event or maneuver may throw riders off the top of
  a vehicle. When a vehicle undergoes any D2 or greater hazard, or any
  D3 or greater maneuver, all pedestrians on board must roll to stay
  on. The roll is 3 or better on 2 dice, plus 1 for every 10 mph the vehicle
  is traveling - i.e., 8 or better at 50 mph.
  Running underneath a trailer: A trailer has a clearance of better
  than 2 feet above the ground. Thus, no normal vehicle can pass under a
  trailer. However, a pedestrian could move (or hide) under a trailer,
  moving at 1/3 speed (phases 3, 6, and 9 only).
  8. BOARDING VEHICLES
  To climb aboard the front or back of a tanker or van-type trailer, or
  any portion of a flatbed, a pedestrian must make a roll, as follows:
  . . . automatic success
  roll 4 or more on 2 dice
  roll 5 or more on 2 dice
  roll 7 or more on 2 dice
  . roll 9 or more on 2 dice; take ld-3 damage if you fail,
  roll 10 or more on 2 dice; take ld-2 damage if you fail,
  roll 11 or more on 2 dice; take ld-1 damage if you fail.
  impossible.
  A pedestrian trying to board a pickup or tractor adds 5 mph to the
  vehicle’s effective speed. A pedestrian trying to board a passenger car
  or van, a bus, or the side of a van or tanker, adds 15 mph to its effec-
  tive speed.
  Being noticed: There is only a 1 in 6 chance that a pedestrian will
  not be noticed if he boards an occupied bus or trailer. There is a 3 in
  6 chance he will not be noticed if he boards an unoccupied trailer
  hitched to an occupied tractor. He will automatically be noticed if he
  boards any other vehicle. At the referee’s discretion, these chances may
  be modified for weather, diversions, etc.
  Dropping in for a visit: A pedestrian may also drop onto the top of
  any vehicle if it passes directly beneath him. To do so successfully, he
  must roll as follows, on two dice:
  4 or better to land on a bus, or any trailer except a tanker
  5 or better to land on a tractor (taking double damage for failure)
  6 or better to land on a tanker (the top is curved!)
  6 or better to land on a pickup or passenger van
  7 for other passenger vehicles, or 8 for a compact or subcompact.
  Subtract 1 from the roll if weather is bad. Subtract 1 if the vehicle is
  going 20 to 30 mph, 3 if it is going 35 or 40 mph, etc. A character
  who drops onto a vehicle has the same chance to be noticed as one
  who climbs aboard it (see above). A character who tries to drop on a
  vehicle, and misses, will fall to the road, taking damage as in Sunday
  Vehicle speed 10 mph or less
  15 mph. .
  20 mph. .
  25 mph. .
  30 mph. .
  35 mph. .
  40 mph. .
  45 mph or greater speed
  
  (as per buildings in Sunday Drivers) but will never collapse entirely. The
  gates have strength 20; the buildings and corner turrets have strength 10.
  Defenses. The main defenses are the four turrets at the corners,
  each of which is located just above wall level. All are armed with heavy
  lasers (though the referee can change this). They can be operated from
  the roof behind the turrets, from inside the small turret buildings (over-
  riding the roof) or from the security building (overriding everything).
  They cannot be turned to fire on anything within the walls.
  Within the courtyard is an old artillery piece to provide counter-
  battery fire if anyone attempts to shell the truck stop from a distance.
  It can fire once every 10 turns; it does 8 dice damage on a direct hit
  and 3 dice damage in a 3” burst radius. Each shot weighs 30 lbs. and
  costs $150. Its range is approximately 12 miles! Its base “to hit”
  number is 13. However, there is no modification for range, up to
  maximum, and if an “artillery spotter” has the target in view, it
  can get a sustained fire bonus of +1 per shot, down to a minimum “to
  hit” of 6 for a stable target or 9 for one moving no more than 30 mph.
  (Even with a spotter, faster targets would be hit only by blind luck.) A
  counter is supplied for players who want a second artillery piece.
  Gatehouse. A small building designed to control the gates and exam-
  ine anyone wanting entry - though, except in times of trouble, the
  truck stop is open to everyone except obvious riffraff.
  Power building. Contains the giant storage batteries used to power
  up trucks. There is a huge windmill on its roof, a land line to the local
  power plant, and a bank of solar cells on top of each building; it’s not
  impossible to cut off the truck stop’s power, but it’s hard. To recharge,
  a vehicle pulls up to the side of the building where there is no sidewalk.
  Two vehicles can be charged at once; a full charge takes ten minutes
  and costs $20 for a cycle, $50 for a car, or $100 for an oversized
  vehicle. It will last for about 200 miles at 50 mph - much less if high
  speeds are required or a laser is fired.
  Security building. Contains living quarters for the security chief and
  his assistant; the wardroom; the security office, which contains a hold-
  ing cell for unruly customers and video monitors covering a number of
  locations; and the armory. Weapons and ammo can be purchased there,
  and vehicle weapons are often taken there for repair.
  Main building. Two stories tall; includes a bar, restaurant, showers
  for truckers; motel-type bedrooms (B); rest rooms (RR), offices, etc.
  On the second story, the floor plan is the same. Over the bedrooms are
  identical bedrooms; over the main offices and radio room are living
  quarters for the truck stop’s owner; over the restaurant and bar is a
  storage area; over the TV room and lounge are a convenience store and
  laundry room, respectively. Access to the main building is possible only
  at the front door or through the garage (under the catwalk). Everyone
  except an employee will be “requested” to check all firearms at the
  entry. The management insists on a high level of peace on the premises,
  though pistol duels are permitted behind the garage.
  Tunnel: An escape tunnel, known only to key employees, begins at
  the “X” in the radio room and leads off the map to a hidden hatch. It
  will be used only in dire need; it is normally locked, with a desk on top.
  Garage: Also two stories high, but without a second floor inside.
  Connected to the main building. Includes nine service bays and a well-
  locked ammo storage room. The cross-hatching shows a catwalk, at the
  9. CARGO, PAY, AND BACKGROUND
  The value of a truck’s cargo may range from a few thousand dollars
  to half a million or more, depending on what is being carried, whether
  it is legal or illegal, and how much in demand it is. Possible cargoes
  include anything that is carried today — with the exception of gasoline
  and other petroleum products, which are in extremely short supply.
  An experienced trucker or gunner can earn in excess of $40,000 per
  year. “Hazard pay” for travelling into exceptionally dangerous areas
  can double this sum. A man who owns his own rig can clear twice this
  much after ordinary expenses (power, ammo, etc.).
  The “Brotherhood” — a loosely organized but very serious society
  of professional highway drivers and gunners - exists to deal with road
  problems that threaten the lives and incomes of its members. Unfair
  law enforcement, highwaymen, price gouging, and trigger-happy road
  duellists are typical problems; the Brotherhood’s response may range
  from a service slowdown in the affected area to (rarely) a fullscale
  attack, heavy guns blazing, on an offending area. More often, they
  simply circulate descriptions and license numbers of offenders. If every
  truck, bus, or armed courier vehicle is your enemy, you’d better stay
  off the road! An infinite number of scenarios can be devised around
  run-ins with the Brotherhood or individual truckers.
  However, truckers are usually very courteous drivers, if you don’t
  make trouble for them. A truck or bus will often stop to help a driver
  in trouble, or even intervene to break up an unfair road duel. Warning:
  anyone who attempts to ambush a driver by taking advantage of his
  good nature will certainly be marked by the Brotherhood if they find
  out who he is. Sending a brother to Highway One in a fair fight is one
  thing; double-crossing a Good Samaritan is evil.
  Autoduel Quarterly will present more detailed data and situations
  for scenarios, and welcomes ideas from readers. To start off with, try
  the Car Wars “Pack Attack” scenario, with one busnought or a rig
  worth $80,000 vs. $120,000 worth of cars and cycles.
  10. TRUCK STOP MAP
  The map represents a typical fortified truck stop. It offers a variety
  of services, from food and power all the way up to major repair. An
  establishment like this is often the strongest bastion of law and order
  on the longer stretches of highway. It’s the equivalent of a medieval
  tavern: a safe place to spend the night sharing drinks and stories.
  The map can be used as a combat arena without further prepara-
  tion. However, it’s much more fun when you “stock” it with charac-
  ters, weaponry, loot, and situations. Some basic data to get you started:
  Entryways The main gate is (deliberately!) hard to enter; vehicles
  must move slowly. For a test of maneuvering skill, try to bring a rig
  through the main gate without scraping the walls. The other gate is
  a “crash gate,” designed to be opened only if someone must enter at
  high speed. In that case, the electric minefield is turned off. The switch
  is in the security office. Counters are supplied for both gates; they slide
  out from inside the wall, and are remote-controlled from the gate-
  house and the security office (which can override the gatehouse). They
  open and close at one square per second, and will not close if a vehicle
  over 2,000 lbs. is blocking them. Lighter vehicles will be crushed.
  Walls The outer walls are two stories high and have a strength of 50
  
SOURCE: textdata/thevault/Car Wars/Core/Deluxe Edition - 1301/Car Wars Truck Stop Booklet.pdf