Exotic Vehicles

by Norman McMullen

A few years back Radius Motors of Lincoln, Nebraska introduced a series of exotic vehicles. Some of these can only be found in arenas as entertainment between duels. Others are used for more practical purposes. They are presented here for your consideration.


Circle Cars

Circle cars are cylinder-like cars with four wheels in a diamond configuration (front, rear, left, and right) for better handling. They can use cycle or car power plants, suspension and chassis upgrades, and have a base HC of 1. They can make maneuvers up to D2 without penalty. Armor locations are six, just like a normal car, and can mount a one-space turret. They cannot use spoilers and airdams.

Size Cost Weight Spaces Load Armor
Light $450 1,000 lbs 10 2,300 lbs 11/5
Heavy $600 1,300 lbs 12 3,700 lbs 13/6

Acceleration is figured as for cars. Top speed for circle cars are figured as follows: (330 x PF/PF + weight) for electric plants and (220 x PF/PF + weight) for gas engines. Counter size for both is ½" x 1".

Special Equipment for Circle Cars

Chassis Turret: $1,000, 400 lbs., 2 spaces. This special modification turns the upper portion of the vehicle into a turret and it can rotate up to 45 degrees per turn. All maneuvers are at an additional D1 hazard when the turret isn't facing forward. This item can only be used on circle cars and must be part of the original design; it cannot be retrofitted.

Motorized Car Blades: $500, 100 lbs., 1 space. Just as the name implies. They do double damage to pedestrians.


Wheel Cars

Wheel cars are essentially huge motorized wheels with the driver at the center of them. They have five armor locations: tread, left side, right side, left hub and right hub. Wheel cars can use chassis and suspension modifications and have a base HC of 0. Wheel cars use two car tires, extended from the hub, for balance and steering. When firing on a wheel car the tread armor is figured as front or rear, and hub armor as a turret. They cannot use spoilers and airdams. Due to their special construction all repairs and maintenance cost for wheel cars are doubled. Counter size is ½" x 1".

Size Cost Weight Load Spaces Armor
Light $1,200 1,300 lbs 3,200 lbs 10 13/6
Medium $1,800 1,600 lbs 4,000 lbs 13 16/8
Heavy $2,100 1,700 lbs 4,250 lbs 16 18/9
X-Heavy $2,500 1,800 lbs 4,500 lbs 19 20/10

All weapons on a wheel car are mounted in the hub. Due to balance requirements a wheel car can mount no turrets or two turrets. A light wheel car can mount one-space turrets, the others up to a two-space turrets. Turrets are mounted one each on the left hub and right hub side.

Acceleration is figured as per cars. Top speed uses the following formula: (280 x PF/PF + Weight) for electric plants, (180 x PF/PF + Weight) for gas engines.


Landmasters

First featured in the movie Damnation Alley landmasters can go over terrain that would immobilized lesser vehicles. They come in three sizes and can have upgrades available to buses. Their HC is 2. Landmasters are automatically off-road capable and are amphibious. A landmaster is articulated in the middle, and the rear half is maneuvered like a trailer. They cannot jackknife.

Size Cost Weight Load Spaces Armor
Mini $30,000 3,300 lbs 13,500 35 32/14
30 Foot $35,000 4,400 lbs 18,000 45 35/17
40 Foot $40,000 6,100 lbs 23,500 60 40/18

Landmasters use four sets of off-road truck tires on triangular frames (total of 12 tires), allowing two wheels of each frame to contact the ground at any one time. When a tire is damaged or encounters a large hazard, the frame can be turned to bring a new tire down. Wheel changes can be done by automatic (when a tire is damaged at a predetermined level) or as a firing action.

In amphibious mode they travel across water like boat, using their wheel frames and tires as paddles. A landmaster's waterspeed is figured as for a boat. Truck skill in needed to drive a landmaster. Top speed on land is figured the same as for a bus. Counter size is the same as for buses of similar size.


Van-Ups

Van-ups are a cross between a van and a pickup and have the capabilities of both. Counter size is ½" x 1¼". Normal modifications are available and the base HC is 0. They must use six tires regardless of chassis type and weight. They can mount a turret up to three spaces in size.

Size Cost Weight Load Spaces Armor
Van-up $1,200 2,100 lbs 6,500 lbs 24 (+8) 29/13


Daimschel Tread Works

Making Traxs: Tread Cars, Half-Tracks, and Quad Tracks

Daimschel Tread Works of New Omaha, Nebraska introduced these three designs to public several years ago. They found their niche in the off-road community and specialty events in arenas.


Tread Cars

A tread car is best thought of as a car with two tank-like treads in place of the tires or an early tank from WW 1. Most options for cars are available for tread cars except for spoilers, airdams, and streamlining. They are automatically off-road capable. Tank skill is required to operate a tread car. They use a ½" by 1" counter.

Size Cost Weight Load Spaces Armor
Light (compact) $800 1,600 lbs 4,800 lbs 10 13/6
Medium (mid-size) $1,200 1,900 lbs 6,200 lbs 13 16/8
Heavy (sedan) $1,400 2,000 lbs 6,600 lbs 16 18/9
Extra-Heavy (luxury) $1,600 2,100 lbs 7,100 lbs 19 20/10


Suspension Cost (% of body cost) HC
Light none 3
Improved 100% 4
Heavy 150% 5

The light tread car can mount a one-space turret, the others a one or two-space turret. The treads can be targeted as tires. Wheelguards and hubs cannot be used, but tread guards can be used. Top speed is figured out as follows: (300 x PF/PF + weight) for electric plants, (200 x PF/PF + weight) for gas engines. Tread cars subtract two from the results of a roll on the car crash table.


Half-Tracks and Quad-Tracks

Half-tracks have been around for over 100 years and served in many wars. They have tires in front and treads in the rear. The following vehicles can be made into half-tracks: pickups, campers, vans, semi-tractors, 10-wheel trucks, and buses. HC is increased by 1 and the maximum load by 10%. The hazard for off-road maneuvering is removed, but to prevent underbody damage OR suspension is needed. Half-tracks also subtract one from the results of a roll on the crash tables.

Quad tracks are vehicles with treads on all four corners, increasing stability and load capacity. The following vehicles can be made into quad tracks: pickups, campers, vans, semi-tractors, 10-wheel trucks, and buses. HC is increased by 2 and maximum load by 20%. The hazard for off-road maneuvering is removed, but to prevent underbody damage OR suspension is needed. Quad tracks also subtract two from the results of a roll on the crash tables.

Half-tracks and quad tracks require driver skill to operate. Top speed for both is figured the same as tread cars.

Treads Types for Tread Cars, Half-Tracks, and Quad Tracks.

DP Cost Weight
5 $1,000 50 lbs
10 $2,000 100 lbs
15 $3,000 150 lbs
20 $4,000 200 lbs
25 $5,000 250 lbs
30 $6,000 300 lbs
35 $7,000 350 lbs
40 $8,000 400 lbs
45 $9,000 450 lbs
50 $10,000 500 lbs

These stats are per tread. A tread car and half-track will need two and a quad track four (obviously).


Sample Vehicles

Circle Cars

Dizzy: Light circle car, x-hvy. chassis, hvy. suspension, large power plant, 4 PR tires, driver, RL front. Armor: F10, L10, R10, B10, T10, U10. Accel. 10, top speed 142.5, HC 3; 2,750 lbs., $6,745.

Slasher: Light circle car, stnd. chassis, stnd. suspension, small power plant, 4 HD tires, driver, MG front, car blades. Armor: F10, L10, R10, B10, T5, U5. Accel. 5, top speed 82.5, HC 1; 2,300 lbs, $3,920.

Crazy: Heavy circle car, stnd. chassis, improved suspension, large power plant, 4 PR tires, driver, VMG front. Armor: F25, L25, R25, B25, T10, U10. Accel. 10, top speed 117.5, HC 2; 3,660 lbs., $7,920.

Buzz-Saw: Heavy circle car, stnd. chassis, hvy. suspension, large power plant, 4 solid tires, driver, VMG front, car blades. Armor: F25, L25, R25, B25, T10, U10. Accel. 10, top speed 117.5, HC 3; 3,690 lbs., $10,060.

Wheel Cars

Hornet: Light wheel car, stnd. chassis, hvy. suspension, medium power plant, 2 HD tires (steering), driver, MG in universal turret hub left and right. Armor: Tread-10, R10, RH7, L10, LH8. Accel. 5, top speed 85, HC 2; 3,200 lbs., $11,435.

Steamroller: Medium wheel car, x-hvy. chassis, hvy. suspension, large power plant, 2 PR tires (steering), driver, VMG in universal turret hub left and right, fire extinguisher. Armor: Tread-25, R20, RH5, L20, LH5. Accel. 5, top speed 82.5, HC 2; 4,800 lbs., $19,950.

Double Trouble: Heavy wheel car, x-hvy. chassis, hvy. suspension, super power plant, 2 PR tires (steering), driver, gunner, RL in universal turret hub left and right, fire extinguisher. Tread-25, R25, RH15, L25, LH15. Accel. 5, top speed 90, HC 2; 5,400 lbs., $21,500.

Landmasters

Warzone: Mini-Landmaster, x-hvy. chassis, small engine w/truck turbo, 25 gallon HD gas tank, 12 OR solid tires, driver, 2 gunners, 3 linked ATGs front, 2 linked VMGs in universal turret, 2 linked FCEs rear, 2 linked MGs left and right, IFE, 3 hi-res computers. FP armor: F50, L48, R48, B47, T47, U34. Accel. 2.5/5/10, top speed 105, HC 2; 16,196 lbs., $174,697.

Battlefront: 30 foot Landmaster, x-hvy. chassis, medium engine w/truck turbo, 25 gallon HD gas tank, 12 OR solid tires, driver, 2 gunners, 4 passengers, 5 linked ATGs front, 2 linked VMGs in universal turret TF, 4 linked SAMs in universal turret TB, 2 linked HDFCEs rear, assault ramp, 3 hi-res computers. Armor: F28, sides-27 each, B28, TF28, TB28, UF23, UB24. Accel. 2.5/5/10, top speed 107.5, HC 2; 21,599 lbs., $170,970.

Van-ups

Farsider: Van-up, x-hvy. chassis, hvy. suspension, super power plant w/PC & SC, 6 solid tires, driver, gunner, VFRP front, turreted VFRP, HDFCE rear, 2 targeting computers. Armor: F29, L24, R24, B29, T24, U15. Accel. 5, top speed 100, HC 2; 7,285 lbs., $30,505. Cargo Capacity: 14 spaces, 515 lbs.

Tread Cars

Bobcat: Light tread car, std. chassis, hvy. suspension, large power plant, 2 20-point treads, driver, 2 MGs liked front, SS rear. Armor: F40, L39, R39, B40, T25, U24. Accel. 5, top speed 87.5, HC 5; 4,898 lbs., $18,104.

Panther: Medium tread car, std. chassis, std. suspension, super power plant, 2 30-point treads, driver, turreted RR, MG front, MD w/napalm loads rear. Armor: F40, L35, R35, B34, T23, U20. Accel. 5, top speed 90, HC 3; 6,194 lbs., $25,142.

Sabretooth: Medium tread car, hvy. chassis, hvy. suspension, super power plant, 2 30-point treads, driver, turreted VMG, MD rear, targeting computer, fire extinguisher. Armor: F55, L50, R50, B50, T30, U20. Accel. 5, top speed 82.5, HC 5; 6,790 lbs., $29,180.

Stormrider: Heavy tread car, x-hvy. chassis, hvy. suspension, super power plant w/PC & SC, 2 30-point treads, driver, gunner, universal turret w/VMG (HD ammo), RL front, cyberlink (driver to VMG), hi-res computer for gunner, IFE. FP armor: F50, L50, R50, B50, T50, U30. Accel. 5, top speed 77.5, HC 5; 8,300 lbs., $66,450. Cargo Capacity: 2 spaces, 220 lbs.

Half-tracks and Quad Tracks

Security 8: Van, x-hvy. chassis, hvy. suspension, super power plant, 2 solid tires, 2 30-point treads, driver, gunner, turreted laser, SS and OJ linked rear, 2 hi-res computers, fire extinguisher. Armor: F25, L25, R25, B25, T30, U25. Accel. 5, top speed 90, HC 3; 7,185 lbs., $41,800. Cargo Capacity: 14 spaces, 615 lbs.

Roughrider: Pickup, stnd. chassis, hvy. suspension, super power plant, 4 15-point treads, driver, passenger, VMG front, SS rear, fire extinguisher, brushcutter. Armor: F30, L30, R30, B30, T25, U20. Accel. 5, top speed 80, HC 4; 6,610 lbs., $23,880. Cargo capacity: 11 spaces, 1,190 lbs.

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