By Craig Sheeley Based on an idea by Jeffrey D. Jonsson and Andrew W. Otto Edited by Michael Hurst Cover by Jeff Mangiat Counters by Michael Scott Illustrated by Lawrence Allen Williams

Car Wars System Design by Steve Jackson and Chad Irby Loyd Blankenship, Managing Editor Carl Anderson, Production Manager Typography and Layout by Monica Stephens Proofreading by Steve Jackson Print Buying by Kerry Havas

Playtesters: Mark Culverson, Devin Durham, Lt. Pat Eddington, Robert Eikel, Matt Fairliegh, Michael Garrity, 2nd Lt. Adam Geibel, Bruce Graves, Wally Greer, David Hammer, John M. Hunt, Don Jacques, Tim Jacques, Norm Kilpatrick, Steve Koehler, Marvin Lowe, Norman McMullen, Mike Montgomery, Phil Morrissey, Brad Morton, Josh Parker, David Piatt, Ben Ross, Lt. Col. Thomas Stevens (Ret.), Greg Tarpley and Dave Thompson.

Copyright © 1990 by Incorporated. All rights reserved. , AADA, , Uncle Albert's and the all-seeing pyramid are registered trade- marks, and the AADA logo, Aeroduel and Boat Wars are trademarks of Steve Jackson Games Incorporated. Printed in the U.S.A.

TANKS IN 2040 2 Acceleration and Deceleration 22 Thermal Spotting 37 Who's Got the ? 2 Slopes 22 Detection 38 Armies of the 21st Century 4 Buildings 23 Radar 38 Hazards and Control Loss 23 CONSTRUCTION 10 Sonic Detection 39 Armored Cars 23 Remote Sensors Tracked Vehicles 10 40 Halftracks 24 Decoys Body Size 10 40 Tracked Vehicles and APCs 24 Tanks 10 NUCLEAR Crash Table 10 — Tracked Vehicles 25 41 Armored Personnel Carriers 11 Tactical Nuclear Warheads 43 Armored Cars 11 TANK COMBAT 26 Using Tac-Nukes 43 Self-Propelled (SP) Weapons 26 11 CHARACTERS AND SKILLS . . Manufacturing Costs 12 New Ammunition 28 44 New Skills Turrets 12 Targeting Modifiers 28 45 New Personal Equipment 45 Engines 13 Tank Counter Sizes 29 Power Plants 13 Firing Arcs 29 SAMPLE ARMORED FIGHTING Gas Engines 13 Damage Allocation 29 VEHICLES 47 Armor 14 Electronic Warfare Effects 30 Passengers and Crew 15 Critical Hits (Optional Rule) 30 SCENARIOS 51 Weapons and Mountings 15 ARTILLERY 31 VEHICLE RECORD SHEETS . . 57 Amphibious AFVs 15 Explanation of Weapons Terms 31 Halftracks 15 ABBREVIATIONS 59 Artillery Accessories 32 Auxiliary Vehicles 15 Using Artillery 32 GLOSSARY 59 Maintenance and Repair 15 Tank Accessories 16 DETECTION 35 INDEX 60 LOS and Cover TANK MOVEMENT 22 36 CHARTS AND TABLES Visual Spotting 36 Maneuvers 22 INSERT middle of book

ISBN 1-55634-092-3 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES Tanks in 2040

Welcome to the world of 21st-century military hard- Who's Got the Tanks? ware. This is a world where pizza delivery requires auto- Wealthy (or lucky) people are the only non-govern- matic weapons; where suburban matrons arm their rocket ment or non-corporate forces that have AFVs. Big armor launchers before hauling the kids to school. Any compact is expensive to buy, costly to maintain, short-ranged, slow on the road can spray death at thousands of rounds a min- and difficult to hide. Aircraft are better fast-response strik- ute. Long-haul trucks carry as much firepower as a WWII ers; cars, cycles and trikes are better scouts and pursuit company. What, then, do the soldiers use? Car Wars vehicles; trucks and hovercraft make cheaper and faster Tanks provides the answers, with rules for constructing transports. Tanks, armored cars and APCs are heavy as- and using military armored fighting vehicles (AFVs), sault vehicles, too valuable to risk losing in anything but along with additional rules for artillery, , halftrack the most important ventures. The average autoduellist or vehicles, and detection in combat conditions. trucker has as much chance to see an AFV in action as a This hardware overpowers anything any autoduellist sport fisherman has of hooking a whale — and about the a 50-point plastic armor has seen before. In Car Wars, same chance of surviving. 50 points of facing is formidable. In Car Wars Tanks, This is not to say that cars are obsolete, even in full- plastic armor has less life expectancy than one beer at a scale war. Tanks and their heavily armored brethren sel- fraternity picnic. Referees, be warned! If only one side in dom venture into combat without plenty of infantry or light a game has tanks, it will probably be a short and one-sided armor support — two infantrymen can tote a missile affair. Of course, that may be just the challenge jaded aces launcher that can destroy almost any tank, and it's been are looking for. proven more than once that a gang of cars can destroy even a heavy tank, if there are enough cars. Every modern army employs "civilian" vehicles as auxiliaries, light armor, fast transport and scouts.

Tanks in 2040 2 Artillery

"Sierra Four Seven calling Alpha Bravo Seven. Come due to the fact that they are not large enough to sustain in, Alpha Bravo Seven, over." greater fragmentation damage. Infantry caught in the burst "Alpha Bravo Seven here. Over." area of an indirectly-fired shell only take damage on a roll "Report fire mission, single unit heavy armor, over." of 6 or better on 2 dice. Prone infantry in such a situation "Coordinates, over." Silence. "C'mon, Joe, get on only take damage on a roll of 8 or better on 2 dice. with it. What are the coordinates, over." "It's a doozy of a target, Alpha Bravo Seven. But Crew — This is the minimum crew needed to supply you've got to be patient, over." the in action. One of the crewmen is the gunner; "Sierra Four Seven, what the heck are you talking the others are shell-loaders. Crew requirements can be about, over." significantly reduced with the addition of an autoloader "I've spotted a heavy tank. It's parked on top of my (see below). foxhole. So wait a while, OK? Over." (With apologies to Bill Mauldin) ROF — Short for Rate-Of-Fire, this indicates how many shots the artillery piece may fire in one turn. A fractional ROF indicates that the piece can fire one round In Car Wars, most units are so mobile that they can every number of turns indicated. For instance, the 120mm evade artillery bombardments, but there are always sta- fires one round every two turns (ROF V2). tionary and slow-moving targets that can be hit. Further- more, guided/seeker rounds fired from miles away can hit Shots/Space — Artillery rounds are large and take up a rapidly moving targets — and generally the size of the lot of space. This figure indicates how many shells can fit round is so great that it destroys the target. The destruc- in a single space. Artillery pieces with autoloaders may tiveness of artillery is due to the large size of the shells have 1 space magazines containing the number of shells fired — AFV crews dread being immobilized, for a sta- that fit in one space, for the normal cost and weight ( +$50 tionary tank is a sitting duck for a spotter and a decent- and 15 lbs. per magazine). For instance, a 50mm gun has sized artillery piece — and to the immense amounts of ten shots per space. Rounds taking up one space per shot fragmentation created when the shells explode. A single are carried without need for the 15-1b./$50 magazine re- artillery battery is capable of laying waste to an entire Car quirement. Wars map! Artillery magazines do not add to artillery weapon DP. Artillery pieces do not have "Loaded Cost and Weight," Explanation of Weapons as each piece is bought without rounds. This is due to the Terms extreme variety of artillery rounds.

Burst Area — Artillery weapons usually fire burst-ef- Rockets — Rockets are mounted in individual tubes. fect, high-explosive shells, although they may fire other These tubes may be and often are mounted in linked clus- types of ammunition (see below). The burst radius is given ters, typically in open mounts (see p. 15). These clusters in inches, with the damage done to all non-pedestrian tar- are gang-fired, bombarding an area with a single salvo. gets immediately following the radius. Pedestrian targets only take 1d damage from being in the burst area of a shell,

Artillery Weapons Weapon Abbv. Burst To Hit Dam DP Cost Wt. Spc Crew Shots Spc CPS WPS

Large-Bore Projectile Weapons 50mm A5 1", 1d 9 3d 5 1,000 400 3 2 1 10 40 10 75mm A7 _2", 2d 9 8d 10 6,500 800 10 4 1 10 100 20 105mm A10 2", 3d 9 10d 20 35,000 1,500 14 8 1 5 250 70 120mm Al2 3", 4d 9 12d 30 100,000 2,000 16 10 1/2 1 500 100 150mm A15 4", 5d 9 15d 35 200,000 3,000 20 10 1/4 1 750 150 175mm A17 6", 6d 9 18d 40 500,000 6,000 30 15 V6 1 1,000 200 200mm A20 10", 8d 9 20d 50 750,000 11,000 50 20 Vs 1 2,500 250

31 Artillery Glossary

Aeroduel is a Car Wars expansion dealing with fixed- vehicle designed to carry troops inside armored protection, wing aircraft and aerostats. but from which they are expected to dismount to fight. Boat Wars is a Car Wars expansion dealing with boats Coaxial mount: A mount in which one weapon is and hovercraft. mounted on a parallel axis to another so that both can use Car Wars (CW): Car Wars is the basic game of which the same fire control, traverse and elevation gear. Car Wars Tanks is an expansion. Page references in Car Halftrack: A vehicle which combines and Wars Tanks which are preceded by CW are to the "small- tracks. Usually the tracks are at the rear for drive and the box" version of Car Wars, which was first published in wheels are at the front for steering. 1990. The rules are compatible with earlier editions of Car Infantry Fighting Vehicle (IFV): An armored vehicle Wars, but the page references are not always the same. with heavy armament and troop-carrying capability. Car Wars Compendium, Second Edition (CWC II): Troops within it are expected to remain mounted as much Car Wars Compendium is a compilation of all the official as possible, and only dismount to fight if this is not feasible. rules, vehicles and accessories available for Car Wars up Light Battle Tank (LBT): Smaller and more agile tanks to the time of its publication. It is a fully-compatible ex- that act as scouts and skirmishers, provide support to light pansion of the Car Wars basic game. Page references in forces, serve as convoy escorts and generally spare the Car Wars Tanks which are preceded by CWC II are to the MBTs from as much less important work as possible. They second edition of Car Wars Compendium, first published are also easier on roads, easier to maintain, easier to air- in 1990. An update article bringing Car Wars Compen- transport and significantly cheaper. dium, First Edition, to the same standards is available (MBT): Large tanks designed to fight from Steve Jackson Games Incorporated for an SASE. other tanks, overrun fortifications, destroy infantry at close range and generally act as "tanks of the line." Armored Car: A wheeled, as distinct from tracked, ar- Organic: Organic assets are part of a unit's TO & E mored vehicle. Usually light compared to tanks, they are as (qv), as distinct from things that are attached for a limited heavy as a large truck and much better armed and armored. time or give support but are not assigned as part of the unit. In Car Wars, almost every car carries armor, but the term Self-Propelled Artillery (SP): Artillery support weapons armored car is restricted to military and police vehicles. mounted on a self-propelled vehicle. Most also have armor, Armored Fighting Vehicle (AFV): Technically, any and many have secondary weapons for self-defense. military armored vehicle. In practice, tracked or wheeled Table of Organization & Equipment (TO & E): The armored vehicles with comparatively heavy weapons such official statement of how a military unit is organized and as tanks, Armored Personnel Carriers (qv) and Infantry what equipment it is authorized to have. Fighting Vehicles (qv). In Car Wars Tanks, AFV usually Towed Artillery: Artillery weapons with no power for means a tracked armored fighting vehicle; armored cars movement integral to the weapon's mount. They must be are specifically described as such to avoid confusion. moved by (usually towed behind) a vehicle called a prime Armored Personnel Carrier (APC): A military armored mover (but cannot be fired while attached it.)

Abbreviations

A(n) — Artillery Gun HAC — Heavy Auto Cannon M — AC — Auto Cannon HC — Handling Class MBT — Main Battle Tank AFT — Auxiliary Fuel Tank HLAW — Heavy LAW MC — Magnetic Cannon AFV — Armored Fighting Vehicle HS — Hot Smoke NBC Shielding — Nuclear/Biologi- APC — Armored Personnel Carrier HSP — Hot Smoke Projector cal/Chemical Shielding AStab — Auto-Stabilizer IFV — Infantry Fighting Vehicle R(n) — Artillery Rocket CBR — Chemical, Biological, Radio- IMG — Infantry RRF — Radar Rangefinder logical IRRF — IR Laser Rangefinder SP — Smoke Projector CCZ — Commercial Combat Zone IRSH — Infrared Shielding SR — Super Rocket Coax — Coaxial Mount ISH — Integrated Systems Helmet TG — Tank Gun CW — Car Wars Light Amp — Light Amplification TG(n) — Larger Tank Gun CWC H — Car Wars Compendium, LB — Long Barrel TML — Tripod Missile Launcher Second Edition LBT — Light Battle Tank TPC — Tank Personnel Carrier EWP — External Weapons Pod LOF — Line of Fire TS — Tread Skirts FS — Flash Suppressor LOS — Line of Sight WStab — Weapon Stabilizer GC — Gatling Cannon LRF — Laser Rangefinder 59 Glossary and Abbreviations Index

Acceleration, 13; AFV, 22; ar- Desperado tank, 48. Mortars, 32. Spotting, 35; thermal, 37; visual, mored cars, 13; halftracks, Detection, 35; decoys, 40; elec- National Guard, 7. 36. 13; tracked AFVs, 13. tronic, 38; radar, 38; sonic, NBC shielding, 19. Squad, 5. Alcohol, 3. 39; spoofing, 39. NBC suit, 4.6. , 12. Alligator/Crocodile armored car, Directional communicators, 18. Nuclear weapons; tactical, 42; Tank hunter, 11, 12. 50. Division, 5. using, 43. Tank retriever, 10. Ammunition, 28; beehive, 28; Dropping prone, crawling and Oil, 3, 34. Tank driver; skill, 45. HESH, 28; probe, 28; proxim- hiding; skill, 45. Open mount, 15, 19. Targeting modifiers, 28. ity fuse, 28. Dummy counters, 35. Paint, 34. Targets; range to, 29; specific, Anarchist Relief Front, 53. Electronic warfare, 30. Passengers, 15. 28; vehicle, 28. ANDICE, 17. Electronics; skill, 45. Periscope, 19. Tear gas, 34. Anit-air ladar, 16. External Weapons Pods, 15. Pickett M7F3 Infantry Fighting Teleguided shells, 34. Anti-air radar, 16. Field carriage, 32. Vehicle, 49. Telescopic optics, 21. Anti-aircraft mounts, 16. Firing arcs; AFV turret, 29; Platoon, 5. Telescopic sights, 46. Armor, 14; AFV, maintenance AFV, 29. Police interceptor, 54. Texas Guard, 7. and repair, 16; laminate, 14; Flak carrier, 11, 12. Power plants, 11, 13. Thermograph, 21. laserproof, 14; metal AFV, Flash suppressor, 18. Propellor, 19. Thumper, 21. 14; plastic AFV, 14; reactive, Free Oil States, 5. Proximity fuses, 28. Tires; armored car, 11; destruc- 14; regular AFV, 14; sloped, Fuel, 3. Radio jammer, 19. tion, 23. 14. Gas engines, 13. Ramplate, 20. TO & E, 7. Armor-piercing, 34. Grain Blight, 3. Rams, 10. Top speed, 14. Armored cars, 11. Grunt, 22. Range, of vehicles, 14. Track loss, 24. Armored Fighting Vehicles Haig Mk 3E2 MBT, 47. Range, of weapons, 29. Tracked vehicles, 10. (AFVs), 2, 10; amphibious, Halftracks, 15. Rangefinder, 20. Tread skirts, 21. 15; damage allocation, 29; Hazards; armored car, 23; Ranger regiment, 7. Tripod missile launcher, 46. maintenance and repair, 15; halftracks, 24; tracked spade, 20. Turbines, 3. turrets, 10, 12-13; maneu- vehicles, 24-25. Regiment, 5,6. Turrets, 12. vers, 22. Heavy bazooka, 45. Remote sensors, 20. United States Aerospace Force, 6. Armored Personnel Carriers, 10- Heavy LAW, 45. Riding on vehicles; skill, 45. United States Army, 4. 11. Hedgerow cutter, 18. Ring mount, 20. United States Marine Corps, 5. Artillery rangefinder, 45. Hi-res telescopic sight, 45. Road conditions, 23, 25. United States Navy, 6. Artillery, 2, 31; ammunition Hot smoke, 18. Search, skill, 45. Vehicle decoys, 21. types, 34; deviation table, 33; Hull-down, 29. Seeking projectile, 34. Water treads/wheels, 21. indirect fire procedure, 33; Hummer Hunter-Killer, 56. Self-propelled , 10. Weapon stabilizer, 21. massed fire, 33; maximum ICM, 34. Sensors, remote, 40; sonic, 46. Weapons; artillery, 31; large- range, 34; rockets, 32; self- Image enhancement, 18. Skills, 44. bore projectile, 26; laser, 28; propelled, 11; skill, 45; termi- Incendiary, 34. Slopes, 22; steepness, 23. rocket, 27; small-bore projec- nology, 31; to hit modifiers, Infantry Fighting Vehicle, 11. Smoke projectors, 20. tile, 26; tactical nuclear war- 33; using, 32. Infantry machine gun, 45. Smoke, 34. heads, 43. , 12. Infantry, 5. Snorkel kit, 20. Weight; equipment, alternate Auto-stabilizer, 17. Infrared shielded suit, 45. Spotter rangefinder, 32. encumbrance rules, 46. Autoloader, 32. Infrared shielding, 18, 45. XM-6 Dempsey tank, 54. Auxiliary fuel tanks, 17. Integrated systems helmet, 46. Auxiliary vehicles, 15. Laser guided, 34. Battalion, 5. Light amplification, 18. Binoculars, 45. Line of Sight (LOS), 36. Brigade, 5. Links, 16. Buildings, 23. Long barrel, 18; artillery, 32. Bulldozer blade, 17. M3 Scout IFV, 56. Characters, 44. M200 artillery carrier, 50. Cloud-bomb, 34. M.A.D.D., 55. Coaxial mount, 18. MacArthur Mk 6B2 MBT, 47. Command vehicle, 11. Magazines; anti-aicraft, 16. Commercial Combat Zones, 3. Man-portable radar, 46. Company, 5. Man-portable thermograph, 46. Control loss; armored car, 23; Manta Ray tank, 48. halftracks, 24. Manufacturing costs, 12. Cook M8B1 APC, 49. Map; using, 51. Corporate armies, 9. Mercenaries, 8. Corporate wars, 3. Military radar jammer, 19. Counterbattery computer, 32. Military radar, 19. Cover, 36. Military radio, 19. Crane, 18. Militia, 7-8. Crash Table 10, 25. Mines, 34. Crew, 15. Minesweeper, 19. Critical hits, 30. Missile launcher, 10-11; modifi- Custer M5A1 LBT, 48. cations, 27. Deceleration; AFV, 22;. MONDOs, 53. Index 60

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