Event Journals - records of each battle/event
Salvage Inventory - Inventory of salvaged equipment for PC use
CW Rules and Character Creation Guidelines The basic rule set is CWC2.5. However there are several house rules
that are in place and described in this document/wiki. When in doubt go with
what's in this document/wiki. The GM reserves the right to update the
document at any time and, as always, has the final say.
General Theory of CW GMing and play style
- Avoid the more advanced rules like: Ram Plates, Gas Engines, Metal
Armor, weapons that do more than 3 Dice of damage in one shot, and
anything that allows your car to make tight bends at 120 mph. As time
went on, CW evolved into a game where guns were useless and it was too
easy to design a vehicle that could ram another vehicle at 130mph,
drive through it, and keep going to do it again. To have the most fun
with CW, stick to things like MGs, HRs, RLs, targeting computers, and
pedestrians with grenades. If things are kept simple, CW is great fun.
Once you start driving cars with +10 to hit x-ray pulse lasers in
universal pop up turrets that can't hit the on coming 230mph ram car,
and even if you could, he has laser proof armor, you have entered a
realm that should not exist, and isn't much fun anyway.
- The best cars usually cost between $10k-$30k. At
this level of money, the designs tend to balance out better. The more
expensive the car, the less money as a balancing point becomes valid.
- Towns and goofy arenas are generally the most fun to play in.
As long as there are corners to go around and break line of site,
combat will be interesting. Fighting on a racetrack can be boring
because you spend a lot of time very far apart, and a big empty parking
lot arena combat just ends up a big mess in the middle. Midville is
always fun, or you can just draw a big silly arena on graph paper.
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