What follows is a simple set of guideines for converting Car Wars vehicles to the Combat Variant of Formula Dé. It covers gas powered racers only at the moment, although expansion should be pretty easy.
Due to the nature of Car Wars, it is not an exhaustive list, and probably has many ommissions. It is also one way (ie, no Formula Dé to Car Wars!).
Unless stated, always round up to Formula Dé values.
| Formula Dé stat | How to convert |
| Tyres: | (Average of all four tyres DP) * 0.75 |
| Brakes: | 3 pts modified by accessories |
| Fuel: | 1 point per 5 gallons carried |
| Engine: | DP of engune / 8 |
| Bodywork: | 2 points modified by accessories |
| Handling: | HC / 2 |
| Armour - Body: | Convert all armour to plastic. Add together the Front, Left, Right and back values, and then divide by 15. |
| Armour - Turret: | Convert armour to plastic, and then divide the Top armour by 10. |
Armour may be converted to Bodywork at 2 points of armour to 1 point of Bodywork. |
These are about the hardest thing to convert, but use these guidelines.
| Damage: | 1 point per die in Car Wars
1 additional point per full +3 damage bonus |
| Ammo: | Half the normal Car Wars amount. |
| Range: | Very tricky this. Most weapons have a medium range, but ones with exceptional bad To Hit numbers should have Short, and very good To Hit numbers Long.
Use common sense! |
| Other: | Weapons with a To Hit of 6- get a +1 to hit
Weapons with a To Hit of 9+ get a -1 to hit |
There are thousands of accessories in Car Wars, most however won't be used in racing games. If the item already exists in Formula Dé, then use that description, if it doesn't, use common sense - most items in Car Wars will function as their Car Wars description states (things like magazines, links, bumper triggers etc).
The following are special cases:
| Offensive: |
| Bumper Spikes: | +1 to all damage inflicted in a Ram |
| Targeting Computers | +2 bonus per Car Wars +1 |
| Defensive: |
| Component Armour: | Adds 1 point of damage to an item per 5 points of CA |
| HD Shocks: | +1 to handling |
| Hubguards: | Average the total hubguard amount for all four wheels. The car gains 1 point of Tyre armour per 5 points of hubguard armour. |
| Miscellaneous: |
| ABS: | Adds +2 to Brake |
| HD Brakes: | Adds 1 point of brake |
| Overdrive: | Adds +2 speed when in the highest gear. When activated, these points must be spent. |
| Spoiler/Airdam: | Each adds 1 point of handling |
Car Wars vehicles all have differing high speeds and acceleration. This can affect a Formula De vehicle.
The top speed of a Car Wars vehicle determines the highest gear that the Formula De version may travel at:
| 101-129mph | Maximum gear 4th |
| 130-159mph | Maximum Gear 5th |
| 160+mph | Maximum Gear 6th |
Vehicles with an acceleration of greater or less than 20 have a modifier to their speed.
| 5mph | -3 to speed |
| 10mph | -2 to speed |
| 15mph | -1 to speed |
| 25mph | +1 to speed |
| 30mph | +2 to speed |
Penalties have to be applied, bonuses never have to be used.
(CW compendium 2, pg 124)
| Tyres: | 8 |
| Brakes: | 4 |
| Fuel: | 2 |
| Engine: | 3 |
| Body: | 2 |
| Handling: | 4 |
| Armour: | 10 |
Max Speed 6th gear
Machine Gun (forward)
+4 Targeting computer
Equivilant to 35 point car