Introduction
The
LDB is an adaptation of CAR WARS : more speed and funny.
LDB
use PBEM form, players have 24h to send their orders after the site update.
In the event of
a dispute, the document being taken in consideration is the official CWC2.5
Car wars rules
can be found at SJG games
Darwind can be
found on their site
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Special
Rules
0 / Game of play
LDB use a mix between Car wars and Darkwind.
Second are divided in three phase
like in the last compendium.
During
each phase, players have to send up to three actions: speed, movement and fire
1 / Handling class.
For
balance gunner with a capacity of three salvo per second, drivers receive more
recuperation than gunner, leaving them dodge gunner's firing arc.
At each
phase, vehicle will recover 50% of their HC, ajusted by driver skill. A vehicle
with an odd HC, will recover
An Hotshot (OR version) will recover 1 HC per
phase (so 3 per second) ; with a Driver +1, the same Hotshot rwill recover 2 HC
per phase (so 6 per second).
With off-road tires on sand, Hotshot recover 1
(+1/2) HC per second [2 (+1/2) HC with a driver +1]
2 /
Maneuvers
2a / Speed
At each
phase, vehicle can accelerate, keep same speed or brake.
Standard
car wars acceleration is cut by half , so a vehicle with a 5mph acc, will have
a 2,5mph acc in LDB.
In case of
braking, vehicles move forward in the first
Here is the movement chart :
2,5mph Ό - -
5mph ½ - -
10mph
15mph
20mph
25mph
30mph
35mph
40mph
45mph
50mph
55mph
60mph
And
so on
.
2b / Movement
We'll use all car wars standard maneuvers and
rules (D1 for every 15° of bend)
Duellist can make up to two maneuver during one
phase if they have at least 2" of move.
If not precised in the moving order, maneuver
will always be done during the first
2c / Collision
Vehicle involved by a collision continue
straight for remaining movement.
In case of
long sidewipe, vehicles suffer damage at each phase, not second.
3 /
Combat
3a / Move and
Fire
Hazard (but not maneuvers) will increase weapon
hit value egal to the D Hazard.
With exception of gas streamer,
droppers are fired during the last move of vehicle, before others weapon fire.
Acquisition rules and automatic fire
are disabled.
3b / Jump of a
vehicle
Jumping of a vehicle count as three firing
action: Put off safety belt, open door and jump.
When a firing action is used to make that,
vehicle will move forward
Without a safety belt, drivers take damage
collision at -30mph, if any.
3c / Vehicle in
flame
At each phase, vehicle can take
fire if they have a BM on it. The burn duration apply in turn instead of second.
At each phase, the vehicle is in
flame, roll 1 dice for every part of vehicle (armor, tires, weapon, driver,
etc
on 1 or 3, component take 1
damage.
Fire Damages are applied before fire
extinguisher use. Beside, extinguishers suffer a -1 penalty. (fire extinguisher
on 1-2, improved fire extinguisher on 1-3 and
portable fire extinguisher on 1). Roll at each turn.
3d / Kill
A vehicle is Kill if : driver is
out, PP is destroy or at 0mph with two or more wheels destroy
4 /
Vehicles
All duellist have the same models for each
arena, and changes, even simple like rearrange armor, cant be done
5 /
Score
Rules of LDB arenas are simple : Be the last
standing with good scores.
During the arena, each damage and D hazard you
inflict grant you score, you can be the last standing and loose the arena, if
youve play the coward during the event.
If your
duellist died, multiplier score is reduced to 1. At any time a duellist can leave the
arena, if it does so, its considered kill.
A vehicle can only suffer one D per
phase for collision or firing action. $ earned by damage will be attribute to
the better source of damage, and in case
of tie, divided by number of source.
In case of head-on collision, score
are divided by the two teams. In other collision, only the team who provoke the
crash will receive cash.
Identity of duellist is revealed as the first
action taken.
As long as you maintain full acceleration and
straight direction, youll considerer phantom by other duellist.
If they
have less than twelve duellists, phantom vehicle drive by fake driver are
launch in the arena, with full acceleration and no direction
Hazard
inflicted |
$ x D
hazard |
Damage
inflicted |
20 $ per
1 damage |
Kill Death of duellist |
Final multiplier +1 Final multiplier = 1 |
1st |
M x12 |
2nd |
M x11 |
3rd |
M x10 |
4th |
M x 9 |
5th |
M x8 |
6th |
M x7 |
7th |
M x6 |
8th |
M x5 |
9th |
M x4 |
10th |
M x3 |
11th |
M x2 |
12th |
M x1 |
6 /
Championship
Each team,
have two duellists with driver or gunnery speciality
Death duellist are replaced
Most of times, the arena is a bowl, a circular
arena with all car enter towing center.
Duellist can award Prestige and Skill if they
survive.
The Championship is over after 5 runs
At arena ending, each living duellist earn 1
point on each skill and one more on its speciality (driver or gunner)
6a / General
Skill Table
Winning
arena |
+3 |
Second |
+1 |
Surviving
an arena |
+1 |
Hospital
(mortal wound) |
-1 per
negative DP |
Per each
full 10 000$ earned |
+1 |
6b / Prestige
Skill Table
Winning
arena |
+2 |
Second |
+1 |
Enter
Arena |
+1 |
Each Kill
(not phantom) |
+2 |
Killed |
-1 |
Killed
with mortal or deadly wound |
-2 |
Leaving
arena |
-1 |
Kill a
vehicle with a 15-20 prestige character |
+1 |
Kill a
vehicle with a 21+ prestige character |
+2 |
Become a
Ace (5 kills) |
+5 |
Become a
Double Ace (10kills) |
+10 |
Per each
full 10 000$ earned |
+1 |
Death
(**) |
-1 to -5 |
6c / Life and
death
Duellists have 3 DP
2 DP [Flesh wound] >> -1 penalty to
skills
1 DP [Critical wound] >> -2 penalty to
skills
0 DP [Mortal wound] >> loss conscious
DP negative [Deadly wound] >> loss
conscious, character died on a 1d6 egal or less than negative DP
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