CW Rules and Character Creation Guidelines

See General House Rules first!

Vehicle Creation Excel sheet!

Character Creation Rules

CWC 2.5 Rules

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.

  • We are not using the "Modifiers to hit due to speed" rules.

  • Weapons fire happens at the beginning of the phase THEN movement happens.

  • CWC2.5 Errata

    • pg 112. Under Heavy Duty Brakes, 25 mph is D2; 30 mph is D3; 35 mph is D5; 40 mph is D7, each tire takes 2 points of damage; 45 mph is D9, each tire takes 1d of damage.

    • pg 115. A bent frame (from using Rocket Boosters) sends the vehicles Handling Status to -6 immediately and remains there for the rest of the game.

    • pg 134. Radarproof armor costs 200% normal. Radarproof Fireproof costs 400% normal. Add Fireproof (200%) and Laser Reflective (110%) to the table.

"Roll two dice and pray" GMing Guidlines (for when hard and fast rules don't apply)

  • The GM is ALWAYS right.

  • There five levels of difficulty for a task roll:

    • 4+ — Trivial

    • 6+ — Easy

    • 8+ — Moderate

    • 10+ — Hard

    • 12+ — Difficult

The GM decides the difficulty of a particular task and the player responds by pointing out any additional bonuses or penalties that are relevant based on his character description. In any case, the game should move quickly. The task roll is there just to add a bit of uncertainty to the game and wringing every last bonus point out of a vague character concept is against the spirit of the rules. The DM has the final say, as always.

Contest of Skills is a very gray area. The GM must adjudicate carefully. Most modifiers to the roll will be circumstantial. The player should help with both bonuses and penalties. I recommend that if the player is suggesting a bonus they must also suggest a penalty to help keep players from being "too" helpful. If there really isn't a penalty that should be the GM's call. Encourage the player to look at the situation from ALL angles.

House Rules

  • Things Currently outlawed by the GM:

  • 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.

    • New Mortality rules:

    • Characters begin with 3 DP, modified by bodybuilding skill. When a character is reduced to zero DP he must roll every turn to retain consciousness. Roll 1d6 against the character's original DP score. If the character rolls less than or equal to his original base DP, he remains conscious that turn. If he rolls higher than his base DP, he falls unconscious for 1d6 hours unless revived. When a character reaches his negative DP (for example, when a character starting with 3 DP reaches –3 DP), he will die unless he receives medical attention within 10 turns. If a character is reduced to three times his negative DP (a character starting with 3 DP reaches –9 DP), he dies automatically.

    • Gunner Pool:

    • The Gunner Pool is available to any that create a car that needs a gunner and there isn't a PC that wants the spot.

    • New Encumbrance Rules:

    • Characters begin with a GE limit of six, modified by bodybuilding skill. For each GE the character is carrying above his limit, he loses 1/4" from his movement. While sitting in a vehicle, no character may carry more than his GE limit.

    • Fast-Drawing Weapons:

    • To fast-draw a weapon make a basic Handgunner or Martial Arts skill roll (target number 7), minus the weapon’s GE.