Questionnaire for Car
Wars referees (Version 4.6)
The point of this questionnaire is to alert Car
Wars referees of Car Wars rule conflicts, ambiguities, and variants and to
allow them to think out answers to difficult situations before they occur. Referees can then print or post this
questionnaire, so that duelists in their games will know how certain situations
will be handled. This document is also
for duelists, so that they are aware of questions they should ask their
referees. I apologize in advance for
the length of this document, but many of the questions asked here have popped
up in duels in which I have played. In
addition, I've collected other less prominent question into a document called
"Other Dueling Questions."
The most current document can be found at the Madhat website at http://www.ccstech.org/gaming/carwars/misc/default.htm
or at the SWAT website at http://www.serv.net/~owenmp/swathome.html. (And hopefully soon at
http://www.sjgames.com/car-wars/odq.html.)
What follows is the questionnaire, with my
answers to the questions. In many
cases, these rulings come straight from Uncle Albert's Catalog from Hell
(UACFH), the Car Wars Compendium-2nd Edition (CWC2), or an Autoduel Quarterly
(ADQ). Such rulings are quoted in
parenthesis with a reference to where it can be found. In ambiguous situations, where it is not
conclusive what ruling is more current or correct, I chose the one that works
best for me. In most cases, players
won't care what your answers to the questions will be, provided they know
BEFOREHAND how the rulings will go.
This questionnaire was inspired by the FAQ created for the 2048 Car Wars
Dueling World Championship by Rob Deis and the Car Wars Rule Committee and much
of this comes directly from that. Many
thanks to him for helping hammer this out.
Much of the document was also inspired by (or taken directly from) the
IADA's rule clarification sheet. In
addition, this document was helped by the efforts of Michael Owen who typed up
a collection of ADQ&As. Many thanks
to him for that monumental effort. All
of these questions and many others can be discussed on the Car Wars Dueling
Debate board located at http://www.delphi.com/carwars. I check that board quite frequently. You can find the most recent version of this
document at the Madhat
website at http://www.ccstech.org/gaming/carwars/misc/default.htm
and at the
SWAT webpage at http://www.serv.net/~owenmp/swathome.html. (Currently, an older version is on the Steve
Jackson Games Web site at http://www.sjgames.com/car-wars/cwrq.html.) You can also get the most current version of
the document from me (in Word format) at efreeman@martnet.com.
There are two types of questions in this
document.
1) Questions that are related to the personal
preferences of the referee. i.e. When
will the duel end? Are passengers
allowed? etc.
2) Questions that derive from ambiguities in
the rules themselves
For questions of the first type, there really
cannot be an “official” answer, as the answer to these questions depend on the
personal preferences of the referee.
For these questions I just present how I answer these questions for
duels that I run. These are the rulings
you can expect to be used in the World Dueling Championships (WDC). These questions are put at the front of each
section.
Questions of the second type are broken down
into various subsections and the answers here represent the official answer
from Steve Jackson games. As with
anything, I’m sure there will be disagreements with some of my rulings. I encourage you to use whatever house rules
you like, as the game is about FUN for you and your fellow players, just make
sure new players know what “house rules” you will be using. Let me know how these “house rules”
effect/enhance your game play.
Drive offensively,
Eric Freeman
AADA Head Referee
Referee
Comments
Vehicle Construction
Personal preferences
General questions
Power Plant questions
Armor questions
Weapon questions
Accessory questions
Trike/cycle questions
Character
Questions
Personal preferences
General questions
Combat
Questions
Personal preferences
Dropped weapon questions
Direct fire questions
Other combat questions
Fire
Questions
Movement/Handling
Questions
Crash
Table Questions
Scoring/Arena
Questions
Referee
Comments (Here a referee can outline how they operate
and things that may be most surprising to players playing with them for the
first time)
I use the AADA Tournament Guidelines in all my
duels. You can find a copy of these
guidelines at http://www.sjgames.com/car-wars/aada/rules.html
I attempt to use the most recent version of all
Car Wars rules with very few variants.
In most cases I will use whatever is written in
UACFH.
What is written there will supersede anything
that is different in the CWC2.
All exceptions to this are noted below.
In addition, I've tried to point out some of
the more significant changes between the two sets of rules.
With the exception of the situations outlined
below, if a player can show me in the rules that a decision I've made is in
variance from them, then I will change that decision.
Vehicle
Construction (Personal Preferences)
|
What body styles will be allowed? |
Any of the standard car, cycle (w/sidecar)
and trike bodies will be allowed.
Racing bodies will also be allowed.
No hovercraft, oversized vehicles, planes, or helicopters will be
allowed. |
|
May internal combustion engines be used? |
Yes, gasoline engines may be used. However, they must have enough gas in the
gas tank to be able to cruise 200 miles as per Vehicle Range in CWC2 and in
UACFH, plus one extra gallon of gas for every nitrous oxide tank. |
|
May I tow a trailer behind my vehicle? |
No. A
trailer would count as a second vehicle, you're only allowed one. And no, you may not use ONLY a trailer and
park it at the gate, either. |
|
Will you allow rubber armor to be used? |
No. |
Vehicle
Construction (General)
|
How do you calculate the number of spaces
allowed per side? |
A. Slope and/or streamline the chassis B. The total number of spaces is the sum of
the remaining regular and cargo spaces. C. Divide the total number of spaces by three
and round down. The result is the maximum number of spaces per side. For example, a sloped luxury only has 17
internal spaces, so it can only mount 5 spaces worth of weaponry out any one
side. |
|
How do you calculate the number of spaces
used on a side? |
For each of the six sides of the vehicle, add
up the space taken by all the weapons on that side. The space taken by magazines is added to the space taken by the
weapon to which it is attached. The
space taken by component armor is also added to the weapon(s) it
protects. The space taken by weapon
concealment also counts. The space
taken by rocket boosters and jump jets mounted on each side is added to the
number of spaces mounted on each side.
Weapons and magazines mounted in the comer count against the l/3 space
rule for BOTH sides that make up the comer it is mounted on. |
|
If I have a Six-Wheeled Chassis, how do I
place the tires and how does it effect other chassis modifications? |
You can either place the tires side by side
or one in front of the other. In the
first case, one wheelguard and one armored wheelhub protect both, but any
excess damage on the outer tire (when shot at from the side) goes to the inner
tire. In the second case, two
separate wheelguards and two armored wheelhubs are required, and excess
damage only goes on to the next tire if fired at from the rear (front). The extra $100 for a six wheeled chassis
is a flat fee and does NOT apply to other body or chassis modifications. |
|
I saw in quite a few ADQs that Steelbelting
was upped to adding 33.3% to the DPs of a tire, however in both CWC2 and
UACFH it lists as the old 25%. Which
is it? |
This is a tricky issue since it seems that
the ADQs in question may have been published after UACFH. However, since most duelists can't access
these ADQs and since it is 25% in both UACFH and the Compendium, this is what
I'll go with. |
Vehicle
Construction (Power Plant)
|
Can gas tanks be put in cargo space? |
No.
The gas tank is a vehicular component, so it can't be put into cargo
space. That means component armor for
the gas tank must also use regular space. |
Vehicle
Construction (Armor)
|
If you get metal armor, must your wheelguards
be metal? |
No.
Wheelguards (as well as any other external accessory such as wheelhubs
and EWP armor) can be metal or plastic, regardless if there is metal and/or
plastic frame armor present. The
specific composition of the material wheelguards/hubs are made of (metal or
plastic) must match the specific composition of the material that is used for
the frame armor (metal or plastic).
For example, if the frame armor of a vehicle is LR metal and FP
plastic, wheelguards on this vehicle can be LR metal and/or FP plastic. If there is no plastic (metal) on the
frame, then the accessory can be made of any type of plastic (metal). |
|
What items can or cannot be component armored
together? |
From UACFH it states that component armor is
"Assigned to any one vehicular component or crew position..." What defines ONE vehicular component or
crew position? I'm going to rule it
this way, items in different damage locations CANNOT be component armored
(CAed) together. So, the Driver
cannot be CAed with the Engine and/or the Gas Tank, the Gas Tank cannot be
CAed with the Engine, the Gas tank can't be CAed with front weapons,
etc. Items in the same damage
location may be CAed together or separately.
So a Driver and Gunner can be CAed together or separately. Weapons in the same facing may be CAed
together or one single weapon in that facing may be CAed. |
|
Do accessories connected to the power plant
(such as a nitrous tank, fire extinguisher, supercharger, and/or laser battery)
have to be component armored with the power plant itself? |
Yes.
When putting component armor around a power plant, add the spaces of
the power plant accessories to the space of the power plant when calculating
the cost/weight of the component armor. |
|
Can polished (laser reflective) metal armor
be distinguished from regular metal armor during walk-around descriptions? |
No.
The nature of armor (metal or plastic) in only revealed when damaged.
(ADQ 6/3) Also, "if [your armor] takes damage from a laser, you must
reveal whether it is laser reflective." (ADQ 6/3) No information about
armor type at all is revealed during walk-arounds except for sloping. |
Vehicle
Construction (Weapons)
|
Do radio detonated mines require a radio
detonator? |
No.
The mine dropper can send the signal. |
|
Can a targeting lasers be mounted on a rocket
platform? |
"Yes." (ADQ 7/2) |
|
Can smokescreen generators, oil jets or paint
sprays be turret mounted? |
"OJs drop oil on the ground, not squirt
it some distance; they'd be pretty useless in a turret for anything but
getting the top of your car dirty. SSs and PSs are OK, though. Dropped weapon
projectors like the OPG and GS can be placed in turrets and can be aimed like
other direct-fire weapons." (ADQ
2/2) |
|
Can a VFRP or a MFRP be incendiary? |
No.
This is stated clearly in UACFH.
For MFRPs, this is contrary to what is written in the CWC2R. |
Vehicle
Construction (Accessory)
|
Can overdrive be used on gas-powered
vehicles? |
I will rule that though overdrive can
physically be put on a gas-powered vehicle, overdrive will NOT be allowed on
gas engines in the arena. IMHO,
allowing overdrive on a gas engine tilts the balance towards gas engines too
much. For $400, it would eliminate
the gas engine's weakness of a low top speed. |
|
Can I use a SWC with a smart link? |
From UACFH, "SWCs cannot be used if the
weapon it is to be attached to is Smart Linked to any other weapons." |
|
Do gasoline-powered vehicles need a laser
battery to run targeting lasers? |
No. |
|
How much do HD shocks really cost? |
HD shocks cost $400 per wheel, not $400
total. |
|
Can Overdrive or Hi-Torque Motors be linked
to other items? |
"Yes. Non weapon items may be linked at
the usual cost of $50." (ADQ 3/2) |
|
If I have metal or composite armor how much
do bumper spikes and fake metal ramplates cost? |
For a car with composite armor, a fake
ramplate or bumper spikes cost and weighs as much as 5 points of the plastic
armor (modified for sloping) underneath the metal. For cars with only metal armor, the cost and weight is that of
5 points of standard plastic (modified for sloping). |
Vehicle
Construction (Trike)
|
Is a smart link necessary for right and left
weapons on a trike to be fired at a target in the front arc, or will a
standard link do? |
You can use a standard link to utilize this
feature for trikes. |
|
Can I use a SWC with linked weapons on a
trike that are mounted on different sides? |
Yes.
However, the SWC bonus will only apply to the weapon to which it is
attached. If you want a bonus to hit
with both weapons together, you need to buy the regular targeting computer. |
|
CWC2 says reversed trikes "cost an extra
50% for the chassis." Is this an
increase in the actual *body* cost or
an increase to chassis *changes*? |
This is an increase in the BODY cost and is
clearly stated as such in UACFH. |
Character
Questions (Personal preferences)
|
How many people are allowed in the vehicle? |
Crew will consist of driver only or driver
and gunner. No passengers. |
|
Will the Alternate Encumbrance rules be used? |
Yes.
All personal items will count against both the weight and cost of the
vehicle. In addition, drivers and
gunners will be limited to 6 grenade equivalents each. No backpacks will be allowed. |
|
How many skill points will the crew get? |
Crew members will have 30 skill points each,
with no more than 20 allotted to any single skill. |
|
Will reflex rolls be used? |
Reflex rolls will be set to 4 for all
players. Driver skill bonuses will
apply to this roll. |
|
What items may the crew carry/use? |
Each crew member may wear any legal
combination of a single suit of body armor of any type, flak jacket and/or a
fireproof suit. Crew members may also
carry Personal Fire Extinguishers.
Other personal equipment will not be allowed. |
Character
Questions (General)
|
Can a driver carry a PFE without taking up
any vehicle spaces for the PFE? |
"Hand weapons take up no ...
space." (CWC2) Also, "any character ... may use a hand weapon any
turn he or she does not fire a vehicle weapon," (CWC2) so the PFE may be
used normally. Some people rule that
it must take up a cargo space. This
will only be true for me, IF carrying the PFE puts you over 6 GEs of
equipment. |
|
What is the weight for Body Armor? |
Body Armor is listed at 10lbs in the CWC and
5lbs in UACFH. I believe the latter
was a typo, so the weight for regular body armor is 10lbs. |
Combat
Questions (Personal preferences)
|
Will the optional confetti rule be used? |
The Confetti Rule will NOT be used in my
games. |
|
Will Ram Concussion be used? |
Yes. |
|
For collision purposes, how big is a
car? The size of the counter, or is
some allowance made to show that compacts are smaller than luxuriess? |
A collision will be ruled whenever vehicle
counters come in contact. No
allowance will be made for size differences in vehicles that use the same
counter size. |
|
Will measuring the range to a target use up
my firing action? |
I'll use the following procedure found in ADQ
10/2. "Measuring the range to a
target will be a firing action -- the vehicle can fire in the same turn it
measures range ONLY at the target it measured to. Example: Car A measures the range to Car B, which is too far
away to hit, so Car A saves his ammo and doesn't fire. Car A has still used his firing action,
and cannot fire in that turn (unless it is at Car B). Car B measures the distance to an oncoming
obstacle, using up his firing action.
Car C measures the distance to Car B, then fires at Car B in the same
turn." |
|
Are you going to use the "Make Them Take
the Shot" suggestion in ADQ 10/2? |
No.
The suggestion is as follows, "If a car has a good shot at a
target, and doesn't have a target its pounding on, make the Pilot take the
shot. A "good shot" means
an 8 or better to-hit, with at least 5 shots of ammo left in the weapon (or 5
or more mine counters still on the map)." |
|
What are the limits on communication between
players? |
I will not allow players to make deals. Secret communications will be not allowed;
anything that's said, everyone can hear. |
Combat
Questions (Dropped weapon)
|
What is the hazard for driving through a
Flame Cloud? |
There is a discrepancy between what is
written in UACFH and the CWC2. In
UACFH, "The D hazard for driving through a flame cloud is calculated by
totaling the total damage taken and applying the D for damage normally (this
will usually be a D3 hazard). In the
CWC2, "Driving from open air into a burning flame cloud is a D2
hazard." I'll go with what is
written in UACFH. |
|
What is the hazard for driving through
Flaming Oil? |
There is a discrepancy between what is
written in UACFH and the CWC2. In
UACFH, "The D hazard for driving through a flaming oil slick is
calculated from the total damage inflicted, using the normal method. The +D2 for taking damage on Oil is added
to the hazard if any damage is taken."
In the CWC2, "Flaming Oil slicks add D2 to any maneuver or hazard
and are a D1 when driven over."
I'll go with what is written in the UACFH. |
|
What is the hazard for hitting a patch of
ice? |
In CWC2 it is a D2. In UACFH it does not mention this. The question is whether it was left out intentionally. In the description for Snow Tires in UACFH
(highlighted as a "NEW item"), it states that it "...reduces
the hazard of hitting an ice-dropper patch of ice to D1." I'll take this to mean that the omission
in the description for ice was a mistake and that when hitting ice, you DO
take a D2 penalty. |
|
What happens when multiple counters of the
same dropped weapon are overlapped? |
I'll use the following from the CWC1 Errata
Sheet, "Dropped solid weapons may be stacked for cumulative effect. That means that multiple mine counters or
spike counters may be dropped on a spot.
Any vehicle crossing the counters or the surrounding 1/4 inch must
roll for each counter and suffer damage from every counter that
detonates. The same is not true of
dropped liquid or dropped gas weapons.
Multiple gas or liquid counters of the same type, in the same area, do
not have cumulative effect. Two flame
clouds at the same spot will have the same effect as one; two flaming oil
counters in the same spot will act as one.
However, a vehicle hitting an area with a flame cloud on top of a
flaming oil will suffer the effect of both weapons." |
|
How do you figure the damage/hazard for a car
going through several flame clouds, ice slicks, or flaming oil slicks? |
A car must COMPLETELY exit a cloud or slick
before it can "hit" another of the same type. However, if the car is still in contact
after 5 phases, then it will take another round of damage and/or
hazards. Thus, a hitting a HDFOJ
slick only counts as hitting one counter, not many. If someone had a FOJ on automatic and you are trailing behind,
you'll only take one FOJ hazard per turn.
The exception being if your car completely comes off the slicks and
then comes back on, where it would again be accessed the hazard. |
|
What is the hazard modifier for Oil+Ice,
Ice+Ice, or Oil+Oil? |
When a vehicle is on several slicks, only the
worst penalty applies, so +D4, +D4, and +D2, respectively. |
|
If a machine gun and an oil slick are linked,
and the link is fired while the following car is within 1" directly
behind, is the hazard the following car takes for the MG at a +2 for the oil? |
No, the oil won't take effect until next
phase. All weapons fire in a phase is
simultaneous and happens AFTER all movement. |
|
Do solid (and plasticore) tires take damage
from debris and/or obstacles? |
Solid tires are immune to damage from debris
or obstacles. Plasticore tires take
damage as normal, until they take 4 points of damage and the core is
exposed. When a vehicle with solid
tires encounter debris or obstacles, damage for each tire may be rolled, and
the fact that the tire is solid is only revealed if the debris/obstacle does
damage (which the solid ignores). If
the driver doesn't care if his/her solid tires are revealed, then he/she can
waive these "pseudo" damage rolls. |
|
In what situations, including radio
detonations, will mines do underbody damage? |
If mines are detonated by pressure triggers
or proximity fuses, any vehicle in the detection range takes underbody
damage. If mines are detonated
remotely, any vehicle within 1/4" of the counter will take underbody
damage. |
|
Do guards and hubs protect from mine tire
damage? |
If a car takes underbody damage from the
mines (see above), guards and hubs don't protect the tires. If a car does not take underbody damage
from the mines, but is within the 1" blast radius of a mine counter when
it explodes, then there is a chance that the vehicles' guards and/or hubs
will protect the tires. Draw a line
from the center of the mine counter to the tire. If the guard and/or hub blocks this line, then it can protect
from the blast. (i.e. If mines go off on the right side of a car
and both the left and right tires are within the 1" blast radius, then
the guards and/or hubs will protect the right tires, but not the left
tires. In addition guards can protect
from blast from the front or back, while hubs do not.) |
|
How will pressure triggered mines and spikes
be handled? |
When a car is within 1/4" of the
counter, the ref (or an uninvolved player) rolls SECRETLY for the
counter. If a 1 or 2 is rolled, the
vehicle sets off the counter immediately.
If a 3 or 4 is rolled and the vehicle subsequently rolls over the
counter itself, then at that point the counter will be set off. This prevents what I call "mine
double jeopardy," where on one phase you get within 1/4" or the
counter and on the subsequent phase you cross the counter. Some referees would make the player roll
twice to see if they set off the mines.
This seems to me that this penalizes a player who fully intended to
run over the counter, but wasn't lucky enough to get over it completely in one
phase of movement. |
|
If I just dropped
spikes/mines can a subsequent maneuver/ hazard/ collision cause me to set
them off? |
Yes. You have a chance to hit your own
spikes/mines if a maneuver, collision or crash table result (commonly a
fishtail), causes part of the car counter to go directly over the
spike/mine counter (i.e. in the 1-4 detection radius). |
|
If the distance fired through smoke/paint is
not exactly a multiple of 1/2", do you round up, down or neither? |
Neither.
Round to the nearest 1/2". |
|
In the CWC, it states that spikes are not
considered “enemy fire.” What about
other spike loads, such as explosive or incendiary? |
Explosive spikes, like mines, are considered
“enemy fire” and create a hazard. No
other spike ammunition type creates a hazard. |
|
How is the removal of dischargers handled in
a flame cloud? |
If a discharger takes damage from a flame
cloud, the discharger is removed on a roll of a 1 on 1d. |
|
If someone drops a pressure triggered item
(i.e. mines, spikes, or pyro oil) right in front of me during the combat
portion of the phase, do I check to see if they are triggered immediately or
do I wait until I move again? |
You wait until your next movement to resolve
the pressure-triggered item. If you
do not move, you will not set it off. |
|
Do flame clouds leave smoke behind after they
are burned out? |
No.
From UACFH, “burns for two turns…then is removed from the map.” |
|
If I’m moving two inches in one phase and I
have a dropped weapon on automatic, do I drop two counters (1 for each inch
of movement) or just one? |
Just one.
“..a counter of the appropriate type is placed behind the vehicle
every phase the vehicle moves.” (CWC2)
The automatic fire happens simultaneous to all other firing in that
phase. |
|
Are dropped solid and dropped liquid weapons
visible if dropped under dropped gasses? |
"Dropped weapons are invisible in smoke
or paint." (ADQ 2/1) The player firing the hidden (or not
hidden) counters should make a note of what is there and show the referee. |
Combat
Questions (Direct fire)
|
What happens when two or more weapons that
are linked hit, and each does 10+ damage?
Is the hazard D3 or D6? The
rules state that the maximum hazard that can be incurred on a vehicle is D3;
is this per weapon fired or per linked salvo? |
"A single salvo in a single phase
inflicts a single D hazard."
(ADQ 6/4) |
|
Do linked weapons count as one combined
attack or two separate attacks vs. metal armor? |
"Two separate attacks." (ADQ 10/1) |
|
Do ATGs still give a D1 hazard when fired? |
There are contradictory rulings on this and
it isn't real clear what is more recent.
Both the Compendium and UACFH state that firing a front or back
mounted ATG is a D1 hazard, and that they cannot be side mounted. However, errata for the Compendium state
that there is no penalty for firing front or back mounted ATGs and that you
can fire them from a side mount at a D1 hazard. I am going to go with the ruling that ATGs do give a D1 hazard
when fired from the front or back and cannot be side mounted. |
|
Can flamethrowers be fired to the front arc
now for no self damage? |
At one point in there was a Car Wars rule
that stated that when traveling over 30 mph and firing to the front with a FT
would result in the firer taking damage from the weapon to their front
armor. As of Pyramid #1 and
thereafter, this rule is now obsolete. |
|
If my laser hits laser-reflective metal and
at half damage penetrates to non-LR plastic underneath, do I then apply the
damage that got cut in half by the LR metal. |
No, the damage resolution is ONLY dependent
on the outside armor hit. The same is
true for incendiary weapons that have reduced damage vs FP armor. |
|
Is there any case where columns (ramps, other
cars, etc. i.e. solid objects) modify
the "to hit" roll? |
Yes.
For "hard" cover, (that is it blocks bullets like walls, not
just sight like bushes) if 1/2" of your target is exposed, take a -1 (as
if shooting at the front, which is 1/2") and if 1/4" of your target
is exposed, take a -2, and in extreme situations where the exposed area is
1/8" or less in the determination of the referee, take a -3 as if you
were shooting at a pedestrian. |
|
Does the targeting penalty for maneuvering in
the same phase apply to gunners as well as to drivers? |
"Yes." (ADQ 10/3) |
|
When two people are firing at the same car in
the same phase, how is it resolved? |
After firing is announced, if the same target
is targeted by more than one person, roll randomly to resolve the order of
the enemy fire. |
|
What size is the counter from a fluid
projector gun? |
The fluid projector gun produce a counter
1/2" x 1/2", not 1" x 1". This was an official rule change and is what is written in
UACFH, but is counter to what is written in CWC2. |
|
Do the to hit rolls for projectile weapons
that deploy dropped weapon counters (OGs, MFs, etc.) already include the +4
bonus for aiming at the ground? |
Yes. |
|
When a weapon in a linked set sustains fire,
does it keep its bonus when the rest of the link kicks in? Do the other weapons get the bonus? In the same situation, do you get the
tracer bonus if only one weapon in the link is firing tracer ammo? |
"Yes, yes, and yes." (ADQ 9/1) |
|
How exactly is scatter handled from dropped
weapon projectors? What happens if
the scatter puts the counter completely under a target vehicle? |
First select a target point. The target point cannot be directly under
a vehicle. Put the counter anywhere
such that it touches the target point.
Part or most of the counter may be underneath the target vehicle at
this stage. Roll to hit. Move the counter as indicated by the grenade
scatter rules. If the scatter is
completely underneath the vehicle, move the counter as indicated by the
scatter. The weapon is bouncing
underneath the car as opposed to hitting it. |
|
When do speed modifiers apply to dropped
weapon projectors? |
When the counter is placed, if any part of
the counter is along the straight line path of the target vehicle and within
2" of the front of the target vehicle, then speed modifiers apply. |
|
In UACFH it states that if an OPG misses, you
use grenade scatter rules. In the
CWC2, it states that a missed shot causes the bag to dispersed to have any
effect. Which is it? |
I’ll go with what is written in the CWC2. |
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From where do you measure range? |
Use center point of the firing armor location
to any point of the target. For
turrets and platforms the firing armor location is the center of the
counter. However, if you are aiming
at a tire then it is the distance to the appropriate corner. If you are aiming at a turret, then it is
the center of the counter. If you are
aiming at an “out of arc” side, then it is to the center of that side. |
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If I shoot at an opponent's tire several
times, then he turns so that tire is facing away from me, so I switch to
shooting at his nearest side, do I keep the sustained fire bonus? On a similar note, if I shoot at his left
side several times, then am forced to switch to shooting at his right side,
do I keep the sustained fire bonus? |