Build, inspect and save a vehicle on this browser. Supported construction checks are source-based; a draft is not a certified legal design.
Construction references
Base body weights, costs, spaces, load limits, and plastic-armor rates were checked against the Compendium body table (printed p. 50). Chassis multipliers, suspension cost, and the named body Handling Class and wheel rules follow printed p. 51. Camper Handling Class and its Extra Heavy six-wheel requirement remain unverified. The direct-fire weapon rows and standard ammunition follow printed pp. 34 and 76–78. Selected specialty ammunition follows pp. 34 and 80–81. Ordinary turret capacity and construction values follow printed pp. 82 and 84. Carbon-aluminum frames, sloped body armor, platinum catalysts, superconductors and ISC construction follow printed pp.50–51. ISC boosts are temporary and excluded from normal performance. Six standard electric power plants follow printed p. 51; initial power capacity follows p. 52. Five base tire types and steelbelted/radial/off-road modifications follow p. 54; standard-plant acceleration and top speed use printed p. 55 and the current loaded weight. Occupied crew use checked p. 54 values; legacy demo components remain illustrative. Official SJG CWRQ corrections and construction clarifications are applied where adopted; older printed design totals may differ. This remains a construction workshop, not a complete Car Wars rules engine.
Wheels, mounts and turrets
Six-wheel chassis pricing now adds the $100 to the base before frame, chassis and suspension modifiers, following CWRQ Q5 together with p51. Saved six-wheel cars are recalculated under this current baseline. Multiple weapons can share a facing within the combined facing limit. Each installation retains its own ammunition and identity; ordinary links cost $50 per group. Smart links cost $500 for supported identical weapons in a turret and on one shared horizontal facing. Other smart-link geometries remain under review. Standard weapons installed in a roof turret include the smallest compatible ordinary turret. Fixed roof and underbody installations are separate mounts. Turret weapon spaces do not use interior capacity; the turret itself does. Pop-up and universal turret options use their own source-checked construction values. A raised preview is view-only; saved pop-ups show lowered in Garage. Legacy demo turrets retain their old values.
Crew, cargo and equipment
Standard weapon cost and weight are empty values. Set ammunition before installation or edit it afterward; ammunition appears separately in the itemized sheet. Single-shot rockets include their payload. Legacy demo weapons retain their nominal loads. An occupied driver uses 150 lb and 2 spaces with no purchase cost. Gunners use 150 lb and 2 spaces; passengers use 150 lb and 1 space. Cargo has explicit loaded weight and allocated spaces. Each targeting computer is assigned to an occupied driver or gunner position. Multiple configurations are supported; bonuses do not stack. Cyberlinks bind one wearer to one installed weapon. Personal body armor may be added to individual occupants and is shown separately in the total. Fire extinguishers and laser batteries have reference-checked construction values. Extra magazines preserve separate ammunition loads and always consume body space, even for turret weapons. Suspension is selectable. Six wheels add $100 plus two tires; Extra Heavy pickups and vans require six wheels. All nine bodies are selectable; cargo-only space is kept separate. Official SJG CWRQ clarification sets fixed-facing capacity at one-third of regular plus cargo spaces, rounded down; attached magazines and concealment also count toward their facing. Installed equipment still consumes regular body spaces only. Eligible ordinary turrets are supported. Pickups support the verified one- and two-space ordinary turret subset, supported by the Morgan and Ventura examples on Compendium p.96; three-space pickup turrets remain unsupported. These drafts are not certified legal designs.
Save compatibility
Body changes retain your equipment and flag capacity problems. Saved demo plant and tire IDs retain their original construction and performance values. Format 22 preserves laser upgrades, smart-link kinds and paired retractable guard state; earlier saves default to no added mechanisms or smart links. Current saves preserve crew, cargo, computers, links, and independent weapon identities, plus separate metal/plastic armor layers, multiple crew computers, turret construction and carried cargo equipment. Format 9’s single computer migrates without changing its assignment. Format 8 cars reopen as plastic with their exact existing allocation. Older saves reopen with one occupied driver: the former $300/180 lb demo allowance is replaced by $0/150 lb, so cost decreases $300 and mass decreases 30 lb. Formats 1–6 reopen with standard plastic and their exact point allocation. Old midsize saves load as midsize. Old Standard maps to Standard, Reinforced to Heavy, and Heavy duty to Extra Heavy; Light suspension is added and required wheels are selected. Totals are recalculated, so older builds may need adjustments.
Carried spares and sleeping areas
Unmodified spare tires retain cost, mass and space separately from installed tires. Unoccupied sleeping areas reserve three body spaces; occupied-bed arrangements remain under review.
Your local Garage
The Garage saves multiple named cars on this device and browser. Save changes updates the open car; Save as new keeps a separate copy. Duplicate, rename, archive, and restore cars in the Garage. An older single save is imported once and its original data stays untouched. Nothing syncs to a game, account, or repository; clearing browser data removes your Garage.
Paint and finish
Finish includes six paint presets, custom RGB and hex colors, six decal styles, custom decal color, race numbers, and optional emblems. These cosmetic choices are retained in saved cars and Garage previews.
Draft recovery
Unfinished changes have a separate browser-local recovery draft. Resume or discard it when you return. Recovery never updates a saved car; use Save changes or Save as new to save a design explicitly. If browser storage fails or another tab changes recovery, a message explains the limitation.
Weapons and ammunition
Search weapons by name or abbreviation and filter by category. VFRP uses $35 per shot from the Compendium p.34 table and corroborating loaded totals; the conflicting $55 field on p.77 remains documented, not treated as an official erratum. Minedropper, Spikedropper, Oil Jet, Flaming Oil Jet, Smokescreen and Paint Spray use checked base construction and standard loads from printed pp. 79–80. They have no to-hit roll; ordinary turret mounting follows printed pp. 32–33. Each installed reference-checked weapon offers blow-through or full concealment, with saved construction costs and a concealed preview. Preview revealed only changes the view; revealing/firing are not simulated. Full turret concealment that needs extra space is flagged for source review. Each installed magazine can use a supported specialty load; rounds within a magazine share one type. Fixed roof and underbody mounts support conventional weapons. Six additional dropped devices include heavy oil/ice, standard/heavy chaff, and real/fake underbody spike plates; spike plates cannot mount on subcompacts. Individual infrared, pulse and blue-green laser upgrades are available where source-checked. Pulse lasers cannot guide rockets. Combined upgrades, metal component armor and corner capacity interactions remain under review. Hazard counters, triggering and damage are not simulated. Lasers and Gauss guns show power use, but power endurance is not simulated. Supported weapons have original modular SVGs in the catalog, Builder and Garage; an unknown artwork ID has an explicit fallback. Zero-space ordinary/pop-up turrets hold one targeting laser, including on subcompacts. Larger turret bases follow the saved capacity. Unknown weapon artwork has an explicit fallback.
Armor and protection
Armor accepts exact whole points on all six facings, with no 40-point cap. The Armor material selector offers plastic, metal and composite. Standard, fireproof, laser-reflective and combined plastic finishes, plain metal and LR metal use printed p.50. Composite uses one inner plastic type and an independently allocated outer metal layer; either layer can be zero on individual facings. Armor purchase totals round up once; damage and fire effects are described, not simulated. Wheelguards and armored outer-wheel hubs match the body material and enforce a 40 lb item limit. Front guards apply one −1 HC penalty; hubs and rear guards do not. Front ramplates use the current front armor, roll cages use six armor facings, and ejection seats are assigned to a crew position. Composite wheel protection uses the inner plastic finish. Component armor is separate from body armor and can enclose occupied crew, plants with attached equipment, or eligible weapons with magazines. Its space counts on fixed facings and inside turrets. Radarproof and radarproof-fireproof plastic cost twice their non-radarproof counterparts. Non-radarproof exterior armor disables radar protection without removing or discounting the installed RP layer. Retractable guard pairs add $250, 50 lb and one interior space; saved raised front guards remove their HC penalty. Metal and radarproof component armor remain under source review.
Guidance and containers
Laser guidance binds a selected installed laser to rocket installations, with separate firing links and per-magazine guided/unguided load choices. Hardware remains installed with unguided ammunition. RL smoke-line rounds use Compendium pricing; Puff Dragon smoke-cloud and Baffler chaff are marked UA2036 extensions using the default 3-inch preset range. Magazine switches bind to their weapon. Mini-safes keep their outer vehicle footprint separate from internal cargo capacity and contents mass.
Towing
Four hitch classes and explosive/quick releases retain construction cost and mass. Heavy-duty transmissions use body-plus-chassis pricing and double only maximum movable mass, with explicit 2.5/5 acceleration below/above 25 mph. Potential towing capacity is separate from car cargo; trailer construction and combined-train performance are not simulated.
Driving equipment
Driving accessories include active suspension, ABS, full-wheel HD brakes/shocks, overdrive, surge protection, improved fire extinguishers and independently selected spoiler/airdam materials. Active suspension affects road HC; aerodynamic bonuses and overdrive activation are speed-dependent and excluded from normal baseline performance. This is a design workshop, with no combat simulation or multiplayer.