In a recent series of Workbench articles – Deconstructing a Toy Car, Building Army Car One, and Building Army Car Two – I talked about preparing some toy cars for the wargaming arena. I've also done a write-up about the rules I plan to use, Road Rage. Now, it's time to figure out stats for my cars!
Army Car One
After I built this car, I realized that I'd put the wrong weapons on it… I had intended to arm it with four .30 cals, but instead I gave it four .50 cals!
This means I can no longer use the pre-designed car from the Road Rage rulebook, but must figure out my own stats.
These rules simply assume that bigger cars carry more weapons and more armor and go slower. (Which, when you think about it, is generally true!)
So going to the car construction rules, I add up how much space my weapons are going to take. In these rules, weapons are rated for how much space they take up, in terms of LMGE Equivalents (that is, 1 point is what an LMG takes up). My car has five .50 cals (2 points each), some of them in a turret (2 more points), and a block-dropper defensive system (1 point). That comes to 13 points of space.
Hmmm… The chart only goes up to 10!
So I need to modify my car. The easiest change is to remove the scratchbuilt turret (total of 6 space points) and exchange it for a turret with a single .50 cal (4 points). That will bring my car down from an impossible 13 space points to 11 space points. So I'll also get rid of the block-dropper, saving another point.
And fortunately, there is such a turret in the Stan Johansen Miniatures catalog (see RW013 Turreted Weapons).
Using 10 LMGE Equivalents means that my car is at the bottom of the chart, so it will be heavily armored ('Superb' in game terms), it will take lots of damage, and it will be the slowest car on the track!
That's all there is to car design. Since I'll be playing the standard 'prison race' game, all crew will be rated the same ('Good'). And since I don't know how these rules work yet, for simplicity I'll keep the same Upgrades as the original design.
Army Car One
Driver: Good, Primary Targeting: Good
Sidekick: Repair Good, Secondary Targeting: Good.
Primary Weapon: .50 cal HMG. Forward, fixed. Range 10. Targeting MOD. Penetration: Average. Rate of Fire: 4. Damage: 1d3. Shots: 000000000000
Secondary Weapon: .50 cal HMG. Turret. Range 10. Targeting MOD. Penetration: Average. Rate of Fire: 4. Damage: 1d3. Shots: 000000000000
Primary Defense: Dual .50 cal HMG. Rear, fixed. Range 10. Targeting MOD. Penetration: Average. Rate of Fire: 4. Damage: 1d3. Shots: 000000000000
Secondary Defense: none
Max Speed: 70mph
Acceleration: 30mph per round, 10mph per impulse
Braking:
Undamaged: 0000X0000X0000X0000X0000X
Damaged: 000X000X000X000X
Wrecked: 00X00X00X00X
Armor: Superb
Upgrades:
Front and rear 'Big Bumpers' (½ collision damage)
Suspension upgrade (+1 on all Driving Rolls)
Armor Piercing Ammo (+1 Pen to any 'Slug Thrower')
Army Car Two
This car uses one of the vehicle designs from the rulebook, so I'm good to go.
Army Car Three
For this vehicle, I decided to try a fast car with lighter armament and armor. So I salvaged the scratchbuilt turret from Army Car One and transplanted it here.
Two HMGs in a turret, as we saw before, costs 6 LMGE Equivalents. That puts this car as Average Armor and 100 mph max speed.
For Upgrades, I've randomly pulled three of the cards.
Army Car Three
Driver: Good, Primary Targeting: Good
Sidekick: Repair Good, Secondary Targeting: Good.
Primary Weapon: Dual .50 cal HMG. Turret. Range 10. Targeting MOD. Penetration: Average. Rate of Fire: 4. Damage: 1d3. Shots: 000000000000
Secondary Weapon: none
Primary Defense: none
Secondary Defense: none
Max Speed: 100mph
Acceleration: 60mph per round, 20mph per impulse
Braking:
Undamaged: 0000X0000X0000X0000X
Damaged: 000X000X000X000X
Wrecked: 00X00X00X00X
Armor: Average
Upgrades:
Armor Piercing Ammo (+1 Pen to any 'Slug Thrower')
Stabilizer Mounts (+1 on Targeting)
Brake Chute (Decelerate 50mph. Useable once.)
So that's the Army Racing Team. Go Army!