Car Wars: Death Race Counters for Penitentiary Island

They are done and ready to go. All nine vehicles from Death Race (2008). Including some bonus AND the Dreadnaught.

I have tried to make them as movie accurate as possible. Intended for use with the Penitentiary Island Arena

Zen’s Guide to Chassis & Crossbows is helpful for a more authentic PIA game.

Owen MP’s Chassis and Crossbows article is a must read.

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  1. Frank’s 2006 Mustang has four counters. Normal, Wrecked, without the Tombstone, and the Tombstone all alone.
    House Rules for Frank’s Mustang. EWP for machine guns is actually locked in the forward facing position and do not traverse.
    Losing the Tombstone is a firing action. Once set free it becomes an 800 Lb. (20 points of metal armor) obstacle moving in the direction of travel of the Mustang when released (minus any damage sustained before release). The Tombstone continues in a straight line losing 5mph/turn until it is destroyed or hits something.
    Please note that the Tombstone takes damage before the rear armor and once released the rear armor is vulnerable.

2. Machine Gun Joe’s Dodge Ram 1500
House Rules for Machine Gun Joe. According to CW 2ed build rules (through UACfH/Pyramid articles) MGJ’s Dodge Ram is completely illegal. House rules bend the build to allow 5 rockets in the roof-mounted EWP. And 4 linked Machine guns on the front. Performance shows a top speed of 75, but we witness higher speeds in the film. House rules, bump the truck to 95 and lower the HC to 2 Also all weapons are forward firing arc only, the VMG in the EWP do NOT traverse.

3. Pachenko’s 1966 Buick Riviera chop-top
This thing took me three separate sheets and cut in paste in photo shop just to get all the listed weapons. Needless to say it is NOT a legal build. House Rule – *poof* it works. All front facing weapons including EWPs are front firing only and linked (but roll separately to hit on the mis-matched weapons so they shoot at the touch of one button but may not all hit because the weapons do not traverse) Same thing for rear linked weapons. Also, rear facing EWPs are rear firing only.

4. 14K’s 1978 Porsche 911
Another over-loaded and illegal build (in so far as CW build rules state). House rules: All offensive weapons are front facing and do not traverse. Porsche 911s have a rear-mounted engine and will take damage as soon as the rear armor is shot through. Dis-regard placement of underbody mounted defensive weapons on schematic. When taking damage to rear end the placement of all rear-end items are basically a sandwich of rear end defensive weapons / underside armor / engine and gas tank / top side armor / heavy rockets.

5. Colt’s 1989 Jaguar XJS
Space and weight are the biggest problems with this build. House rules: It’s legal for Penitentiary Island.

6. Grimm’s 2006 Chrysler 300C
Another car with more weapons than build rules allow. Legal for running in the Penitentiary. Also the “turret” with the lone rocket on the roof is front facing only. It does not traverse.

7. Siad’s 1989 BMW 735i
I’m beginning to get the feeling that the movie production crew played fast and loose with what would physically fit in each vehicle in favor of what looks REALLY COOL on film (/end sarcasm). The AT Gun on the passenger side of the vehicle is front firing only. The rockets are shown on the concept art at the center of the grill. I put them in because I can’t get a clear read on if they made it to the final as-seen-in-the-film build or not.

8. Riggins’ 1971 Buick Riviera “Boat Tail”
This build fits in the CW 2e-4e build rules. Completely legal.

9. Carson’s 1979 Pontiac Trans Am
Weight and space issues for this one. Poof legal. House rules: To access the pintle mount LMG the gunner needs to open the sunroof (1 action), stand up (1 action) and then can fire (1 action). Please note that the pintle mount has a 270 degree firing arc. When open the sunroof locks into place and provides the gunner with 4 points of metal armor to the back. The shields to each side of the LMG barrel also provide 4 points of metal armor (but only from the direction the gun is pointed).

If the gunner is facing forward (Fig A), in the red zone, his exposed anatomy can be targeted at a -6 (as if he was fully prone behind solid cover and exposing his head to fire). Exposed anatomy in the white zone can be targeted at the normal -3. Facing left (Fig B) leaves the left side and back open to fire (same modifiers). Facing right (Fig C) leaves the gunner’s right side and back vulnerable (same modifiers).

The Dreadnaught

The Cab – Standard too many weapons not enough space. The pintel mount gunner as the same rules and restrictions as the Trans Am pintel mount gunner. The body blades are sharpened and attached to the wheels each is 10dp and will do 1D6 damage every turn it is contact with another car (if the metal armor is weaker than the body blades If the blades are weaker than the armor they take 1D6 damage for every turn they are in contact.

The Trailer – I statted this out as a van trailer even though the film clearly shows a heavily modified tanker. Technically, as a van it works within the rules but there are some house rules to make it operate as seen on screen. The M1-Abrams turret does NOT traverse, it is fix-mounted in place. As such the Tank Gun has a VERY narrow firing arc (I figure 1 car width on either side of a straight line drawn from the middle back of the trailer)[see 120mm Tank Gun rule below]. There is NO distance penalty with this gun. However firing the weapon when the trailer is NOT in line with the cab (ie making a turn) is a D2 Hazard. This gun does NOT have an autoloader, the passenger is the loader and takes 1 turn to reload. If the Reloader is killed, the gunner CAN reload but takes 3 turns (1 to move from the gunner position, 1 to reload, and 1 to get back to gunner position) to reload.

The Drop Spike Plate is actually a dropped Cat-O’-Nine-Tails chains that extends 1″ behind the trailer. (the counter has the M1 Tank gun printed over the top for placement behind the trailer). This is a single shot weapon Any vehicle within 0.25″ of the counter takes 1D damage to tires. Any vehicle on top of the dropped chains counter takes 2D damage to tires and UNDER armor. Vehicle needs to roll 1D6. On a 1 the vehicle becomes entangled and is now being dragged behind the trailer by the side most exposed to the chains. The entangled vehicle now is under an additional D3 every turn it is entangled and is now traveling at the same rate of speed as the truck (Add a D1 hazard for every 10mph difference between entangled vehicle and truck speed). The entangled vehicle can attempt to dislodge itself (Braking, Swerving, etc.). The entangled vehicle needs to roll a 5 or 6 to successfully dislodge itself. A successful dislodge is an additional D3 hazard

120mm Tank Gun — To hit 7, 12d damage, $150,000, 3,000 lbs., 30 DP, 16 spaces. Holds 1 shot ($1,000 and 150 lbs. each). Loaded cost $153,000, loaded weight 3,100 lbs. Loaded magazine costs $1,050 and weighs 165 lbs. 3″ burst effect. Can use HEAT, APFSDS, HESH and Beehive ammo. Magazines do not add extra DP to the gun.

As of 4/7/2023 all vehicles have been statted out.

Updated 3/28/2023 with new Vehicle Stat Sheets for Frank’s Mustang and MGJ’s Dodge Ram now with defensive weapons.

3/30/2023 Added Pachenko’s ’66 Buick Riviera stat sheet

4/3/2023 Added 14K’s ’78 Porsche 911 stat sheet and Colt’s ’89 Jaguar XJS stat sheet.

4/4/2023 Added Grimm’s ’06 Chrysler 300C stat sheet

4/5/2023 Added Siad’s ’89 BMW 735i, Riggins’ ’71 Buick Riviera “Boat Tail”, & Carson’s ’70 Pontiac Trans Am

Files are (c) 2023 Alien Graphics and are provided for your use. Compatible with Car Wars 1st-4th Editions TM Steve Jackson Games.

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