Honeycomb Armor: 3x normal cost, .9 the weight. It cannot be mixed with non-honeycombed armors. It can be modified in the following ways:
1)Fireproof: 3.5x cost
2)Laserproof: 3.5x cost (no extra weight)*
3)LRFP: 4x cost (no extra weight)*
4)Radarproof: 3.5x cost
5)RPFP: 4x cost
6)Metal: 4x cost, same weight
7)LP Metal: 4xcost plus an additional 10%
* 10% extra weight and -10% lighter weight cancel each other out.
Honeycomb armor takes 10% (round up) less damage from rams, collisions, and sideswipes (in addition to any other modifiers) and -.5/-1 (standard/metal, round up) points of damage for each die of weapon which strikes the armor. If set on fire, honeycomb armor burns like standard plastic armor. Metal honeycomb armor is destroyed the same way as standard metal armor.
Example: A vehicle with hex armor is hit by a blast cannon. The damage received is 4d-2 (4d-4 if metal hex).
Example: A vehicle with laserproof, honeycomb armor is hit by a heavy laser. The damage received is 4d/2-2 (4d/2-4 if metal).
Example: A vehicle equipped with honeycomb armor is rammed at 50 mph (5 dice) doing 20 points of damage. The damage is (20-2)=18. If offensively ramming with a ramplate, the damage is (20-2)-5 = 13.
Grenade Dropper: $200, 50 lbs, CPS 25, WPS 5, one space. 10 shots, loaded cost $450, loaded weight 100 lbs, loaded magazine cost $300, loaded magazine weight 65 lbs. 1D6 damage to all vehicles to all vehicles within a 1/2" radius. 1D6 damage to all no-vehicular components within a 2" radius. Rounds can be mixed. Detonators can range from simple timers (1-5 seconds), radio control or impact fuses. Proximity, pressure or spider detonators are not allowed.
Heavy Duty Oil/Paint Gun: To hit 5, $1,750, 400 lbs, 3 spaces, 3 DP, no damage. 10 shots. Standard oil/paint rounds cost $50 and weighs 10 lbs. Loaded cost $2,250, loaded weight 500 lbs, loaded magazine cost $550, loaded magazine weight 115 lbs. Uses the same rules as regular oil/paint guns. Creates a 1" by 1" area of effect. Rounds may be mixed. Heavy duty oil/paint guns can also use flaming oil ($70, 4 lbs), HT flaming oil ($280, 6 lbs), Ice ($40, 4 lbs), Goop ($150, 20 lbs), or Sand ($20, 10 lbs).
Liquid Streamer: $150, 75 lbs, 1 space, 1 DP, 2 shots, CPS special,
WPS 25 lbs. Loaded weight 125, loaded cost based on ammunition used. Creates
a 5" by 1/2" area of effect. If used in a turret, and fired in the front
or back arcs, it will cover the user's vehicle (either front or rear armor
locations). Liquid rounds may be mixed. Cannot be mixed with gas streamer
or flame cloud rounds. Each additional magazine has two shots.
Item | Cost/Shot | Weight/Shot |
Oil | $50 | 25 lbs |
Ice | $100 | 25 lbs |
FOJ | $175 | 25 lbs |
Foam | $100 | 25 lbs |
Goop | $125 | 25 lbs |
Roof flaps are automatically activated when the vehicle has lost control and is about to vault or roll. The flaps instantly release built-up air, forcing the vehicle down. Instead of vaulting or rolling, the vehicle will perform either a skid (1-3) or a fishtail (4-6) followed by a spinout (page 11, Car Wars Compendium, 2nd Edition). Roof flaps won't work on T-bones or head-on collisions. Once a driver has regained control, the flaps will automatically close.
Laser Regulator: $500 per laser. This item can "power down" a laser's output reducing damage and energy drain. It will not work for light lasers or twin lasers. For every die of reduced damage, subtract one power unit (never less than one point). Before shooting the shooter must secretly designate how much he's powering down the laser.
Example: A heavy laser (4D6) drains three power units per shot. If powered down, a 3D6 burst will drain two power units, a 2D6 burst will burn one power unit, and a 1D6 burst will drain one power unit. If the above laser was a pulse version, it would do 4D6+4, 3D6+3, 2D6+2, and 1D6+1 respectively.
Ceramic Engines: Gas engines only. Cost 1.5x base cost, .7x base weight (round up). For example: a 500 cid engine costs $19,500 and weighs 840 lbs. All other engine modifications are based upon these new stats.
Dual Guidance Rockets: $35 plus the cost of the rocket or missile. Used in conjunction with laser guidance. This device makes it possible for a laser-guided rocket/missile to switch back into a standard, unguided mode and vise-versa. When in standard mode, the to-hit is nine (eight for RL rounds). Switching back from one mode to another counts as a firing action. Once fired, the rocket/missile cannot switch into another guidance mode.
Secondary Tires: For all wheeled vehicles. One space per tire for standard vehicles, two spaces per tire for mini-buses or larger. Cost $500 plus the cost of the tire. Weighs 100 lbs, plus the weight of the tire. Secondary tires must match the outside tires.
Secondary tires are backup devices used during emergency situations. At the user's discretion, the old tire is jettisoned (leaving an obstacle) and the new one pops out and takes over. Each wheel can only have one backup tire. Deploying a secondary tire counts as a firing action. For an additional $100 per tire, a damage sensor can be installed which all automatically eject a zero DP tire. Deployment is considered a D5 hazard (as opposed to an automatic -6 HC).
In accordance with AADA rules, secondary tires will not stop any damage which breaches a vehicle's armor. Secondary tires may have armored wheelhubs, but not wheelguards.
Binary Explosives: Costs an additional $50 per shot. No extra weight. It can be used in any ammunition classified as "volatile". These rounds will not explode if exposed to flame. They will harmlessly burn.
Binary explosives are constructed of small subunits which hold separate chemicals. Only when the round is fired are the chemicals mixed, making the round dangerous. Unused binary rounds can be burned, shot, crushed or dropped and will not explode.
Frisbee Grenades: Additional $50 per grenade. To hit 9. It can be detonated by timer, radio or impact fuse. Maximum range is 5" plus an additional 1" per level of bodybuilding skill. Frisbee grenades can be shot in mid air, but at a -8 penalty. The penalty for throwing a frisbee grenade out of a moving car is -5 for a driver, -3 for gunners and passengers, -2 for peds running, and -1 for peds walking (no penalty for stationary peds). It cannot be used in grenade launchers.
Note to GMs--please remember that a properly thrown frisbee can achieve almost impossible shots. However, improperly thrown frisbees can have disastrous results.
Cobweb Spikes: Costs an additional $100 per shot. Cobweb spikes use the same detonation rules as proximity mines (automatic if passed over directly, 1-4 if within a 1/4" radius) and can be mixed with other spike rounds. Cobweb spikes can be used in spike guns. Cobweb spikes are destroyed after being ran over.
Pyramid Spikes: There are three versions of pyramid spikes:
Standard - CPS 50, WPS 10, 1D6 damage. Counter remains after being driven over.
Incendiary - CPS 75, WPS 10, 1D6 damage, BD 2, BM 2. Removed counter when detonated.
Explosive - CPS 75, WPS 10, 1D6 damage. Remove counter when detonated.
All versions of pyramid spikes do full damage to tires (including solids and plasticores). Pyramid spikes cannot be mixed with non-pyramid spikes, be fired out of spike guns or have the "cobweb" modification.
Extended Dropped Spike Plate: Cost $750, weight 150 lbs, one space, 6 DP. 1D6+3 to regular tires, 1D6 to plasticore and solids. 1/2" by 1/2" area. Follows the same rules as a regular dropped spike plate.
After being dropped, and going through a preselected delay of one to five phases, the EDSP will extend to a 1/" by 3" rectangle (an additional 1.25" per end). The EDSP can be set in four directional angle: north-south, east-west, NE-SW, and NW-SE (which is predetermined by the user). For firing purposes, the front of the firing vehicle is north, the left is west, the right is east, and the rear is south. Changing the delay time of the directional angle counts as a firing action.
Retractable Dropped Spike Plate: Additional $200 per dropped spike plate. Requires a radio detonator. Upon receiving a correct radio signal, a RDSP will retract its spikes, causing no damage to tires. The spikes won't redeploy until another radio message is received. The RDSP can be linked to IFF systems.
Liquid Chemical Mines: $25 plus the cost of two shots of a dropped liquid (both must be of the same type). WPS 5. When detonated, the mine creates an appropriate 1" by 1" area of effect.
Heavy Duty Version: Only used in heavy duty mine layers. $75 plus the cost of four shots of a dropped liquid (all four must be of the same type). WPS 20. Creates a 1" by 2" area of effect.
Leach Mines: Cost 2x, same weight. Can be mixed with other rounds. 1" burst effect. Can have standard, proximity or spider detonators. Damage as per mine type. Upon activation, leech mines will "pop" up and latch on the target's nearest side (front, left, right, or back). Once latched on, the mines detonate. Tires and underbody are unharmed.
Goop: Used in oil jets and oil guns.
Oil Jet round : CPS 25, WPS 5, 1" by 1/2" area effect.
Oil Gun round: CPS 75, WPS 10, 1/2" by 1/2" area effect.
Goop is a sticky substance which clogs up a wheel's gears and treads. If a vehicle runs over a goop patch, it is an automatic D3 hazard. Roll 1D6. If the result was a one, subtract one point from the vehicle's handling class. The penalty is permanent until the wheel(s) are thoroughly cleaned (an easy job for a mechanic). Goop may be mixed with other rounds.
Goop cannot be neutralized by sand, though fire will destroy it (open flame will automatically set it on fire). If set on fire, goop will burn in one second, leaving a smoke cloud. If exposed to open air, goop will last for thirty seconds before drying out. For an extra $25 per 1/2" by 1/2" square, metal shards can be mixed in making goop (wet or dry) a debris field as well. Goop may be mixed with other rounds. If attached to a vehicle, and set ablaze, goop has a burn duration of one and a burn modifier of four.
If a goop round hits a vehicle's armor, assess a one-time D2 hazard and a -2 targeting penalty (which lasts for nine seconds). The targeting penalty is applied to any weapon fired from the "gooped" side. After nine seconds, the goop dries up and peels off.
Choke Dust: Can be used in any weapon that deployed smoke. CPS 3x, WPS 1.5. It can be mixed with other rounds. For each 1/2" of choke dust a gas engine encounters, subtract 5% from the engine's power factors. If an engine loses 20% or more power factors, roll 2D6 on the Engine Critical Damage Table and subtract three (roll only once per vehicle, per combat). If a vehicle loses enough power factors, it will be unable to accelerate. A vehicle can recover 5% of its power factors for every turn of clean air. Choke dust affects pedestrians as if it were tear gas (add three to the roll).
Foam Ammunition: Used in light, medium and heavy flamethrowers.
Size | Range | CPS | WPS | Magazine Cost | Magazine Weight | Area of Effect |
Light | 5" | 7 | 3 | $120 | 45 lbs | 1/2" by 1/2" |
Medium | 10" | 12 | 5 | $170 | 65 lbs | 1" by 1" |
Heavy | 15" | 25 | 10 | $300 | 115 lbs | 1" by 2" |
Delayed HESH Rounds: 3x cost, 2x weight. Requires a remote control detonator. Upon impact, a DHR will have a 1-5 chance of latching on a target (1D6) and won't explode until detonated remotely. Only one delayed HESH round can fit per 1/4" square of space (one a standard car, four on the sides, top and bottom, two on the front and back). Rounds that fail to latch on are considered to be destroyed. DHRs can be destroyed like a discharger. They can be mixed with other rounds.
Grenade Dischargers: $35 plus the cost of the grenade. WPS 6. There are two parts in the activation of grenade discharger. The first part is dropping the grenade(s) (manually or by bumper trigger). The second part is detonation (radio, contact fuze, or 1-5 second delay). The dropping and detonation can be done at the same time, but at the hazard of damaging the firing vehicle. Grenade dischargers can use links or weapons timers.
If a grenade discharger is deployed on the top armor, the user must designate beforehand which side the grenade is to drop.