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. |
|
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. |
|
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? |
You will keep the sustained fire bonus when
switching to a less specific target from a more specific target, but not the
other way around. For example, you
may fire at a tire, then the vehicle in general, and keep the sustained fire
bonus, but not vice versa. If the
vehicle turns, your target (the vehicle in general) does not change, so you
retain the sustained fire bonus.
(Unless, of course, you target a particular side when you are not in
its arc of fire, which is more specific.) |
|
What happens if I have a sustained bonus on a
target and I briefly lose line of sight (LOS), but by the next time I fire
(on the subsequent turn) I still have LOS?
Do I keep my sustained fire bonus? |
If you lose LOS on your target for one full
phase you will lose the sustained fire bonus. |
|
What is the deal with targeting a trike? They officially changed the rules in ADQ
6/4, but didn't change the targeting rules in CWC2! |
ADQ 6/4 said "A trike's sides can be
targeted from the front arc at the usual -2 penalty. They cannot be targeted
from behind (switch for reversed trikes, of course). In addition, you cannot
target a trike's top armor unless you could normally target anyone's top
armor." I'm going to once again
make this rule official, as it really makes trikes a more viable option. |
|
What happens when the crew compartment is hit
and I have both a Driver and a Gunner? |
From CWC2, "When two or three components
are listed in parentheses, only one will be hit by each attack. Roll randomly for each separate attack to
see which one is hit." I'm going
to interpret that as meaning that whenever the crew component is hit by
weapons fire then you roll randomly to see whether the Gunner or Driver is
hit. |
|
If only part of my vehicle is within an arc
of fire, do I get a bonus for cover? |
No. If
any part of a target is in the arc of fire, then the whole target is
considered to be in arc. However,
specific targets, like wheels, must be at least partially in the firing arc
to be fired upon. |
|
Can a vehicle fire when it is upside down or
on its side? |
The vehicle may still fire, but all aimed
weapon fire is at -3 to hit. |
|
Does a single shot rocket keep its DP after
it is fired? |
No. |
|
Do incendiary ammunitions have a burst
effect? |
No. "Do Incendiary RL rounds have a
burst effect? ... No."(ADQ 6/1) |
Combat Questions (Other)
|
How are gas tanks treated when there are
internal hits? |
Cargo is any internal component other than
weapons, crew and engine. Thus, gas
tanks are cargo for damage allocation. (Though they can't be into cargo spaces. See above.) |
|
What happens when a gas tank is destroyed? |
No rules on this really. I'll go with what is written for a Fuel
System Critical Damage. After gas
tank destruction the car will engine will shut down in 1d+3 turns. |
|
If I component-armor a single-shot rocket,
then I shoot the rocket, is the component armor still there? |
No other weapon loses its component armor
when fired, and single shot rockets are no different, so yes, the component
armor is still there. |
|
Does 'losing a tire,' as in from skidding,
have the same effect as 'losing a wheel,' as in from enemy fire? |
No.
“Handling class drops by 2 if only the tire(s) are lost, or by 3 if
the whole wheel was lost.” (CWC2)
Also, "any vehicle that loses wheels [not tires] on two corners
goes directly to Crash Table 1." (CWC2)
When a 2nd (or more) tire is lost, the HC of the vehicle drops by 2
again (for a max total loss of 4 HC).\ |
|
If I lose two (or more) tires in the same
phase, do I make multiple hazard rolls at –6 for each tire lost or just one
roll? |
Make a control roll at –6 on the HT for EACH
tire that is lost. |
|
What kind of damage destroys the wheel, as
opposed to just the tire? |
If the final point of damage taken by the
tire/wheel is done by something that normally damages vehicular armor, then
the wheel will be destroyed. (i.e. flaming oil, flame clouds, most direct
fire weapons, mines, and rolls)
Otherwise, just the tire is destroyed. (i.e. obstacles, debris, spikes
of all types, skids, spins, and flechette guns) |
|
If I start with Standard tires and
deliberately do two controlled one inch skids (which pops all four tires but
loses none of the wheels, so I'm not immobile), are opponents still allowed
to aim weapons fire at my tires (now 0 DP)?
For that matter, would I still take damage from running over spikes? |
If a tire is lost because it is destroyed and
the last point of damage was done by a skid, debris, spikes, or obstacle, the
wheel may be targeted normally, and a single point of damage inflicted by
mines or enemy gunfire (that can damage vehicular components) will destroy
the wheel, sending the victim immediately to HS -6 again and lowering the HC
permanently by one more, for a total of -3.
The wheel will not take damage from spikes, though the remaining three
tires would. |
|
A collision has occurred where both cars
produced obstacles/debris. Clearly,
neither is effected by the obstacle/debris from their own vehicles. However, are they affected by the
obstacle/debris from the OTHER vehicle? |
Yes.
From the CWC2 "Determining when an obstacle is struck is the same
way as for debris." And "If the vehicle starts the phase on top of
debris, that debris does not effect it, it has already been hit." So in this case, the vehicle did not start
the phase on the newly produced obstacle/debris, thus it is affected. Similar situations can occur whenever
obstacles/debris are produced in close quarters. |
|
I have metal armor on a facing, and it takes
multiple hits in the same phase. Do I
resolve all the damage simultaneously and apply the full value of my metal
armor vs all attacks that phase or do I resolve each attack separately, such
that if an early attack removes metal, subsequent attacks are resolved with
the lower value for the metal? |
The latter.
Resolve each attack separately.
Any metal that is removed does not apply to any subsequent attacks. |
|
If I have HD Shocks and I lose a tire/wheel,
will my shocks still be effective? |
No, for the shocks to be effective all tires
must be intact. |
|
If I have a Machine gun linked to a Mine
Dropper, can I aim and fire the MG and use the link to place the MD on or off
of automatic? |
If you have a direct fire weapon(s) linked to
a dropped weapon(s), you have the option to fire a single round from the
dropped weapon with the link OR to put the dropped weapon on automatic with
the link. However, if more than one
dropped weapon is fired as part of the link, either ALL of them must be put
on automatic or NONE of them. |
|
What happens to dischargers when all the
armor on the side it is mounted is completely destroyed? |
The discharger is destroyed automatically
with the last point of armor. |
|
If my car ends up on its side (or top), can I
get out of the car and roll it on its wheels? |
"No." (ADQ 6/1) |
Fire
Questions
|
Will the Advanced Fire rules? |
The Advanced Fire Rules will be used. |
|
If a flamethrower hit me last turn, but nothing
hit me this turn, do I still have a chance of catching fire? |
"Burn Duration is the number of turns
after the initial hit the Fire Modifier is in effect." (CWC2) So, you must roll for fire a total of four
times from a single flamethrower (FM 4, BD 3) hit. Once in the turn you are initially hit, and then once in each
of the following three turns. |
|
Does using the Advanced Fire Rules mean that
the rules for fires starting when Power Plants or Volatile Weapons
experiences weapon fire are not used? |
No.
If a power plant or volatile weapon experiences weapon fire or a gas
system takes damage there is still has the normal chance to catch fire. If the car has burn mods as well, they
also will see if those catch them on fire. |
|
If a car has fireproof armor and my fire
causing weapon penetrates that armor, do I put a Fire Modifiers on the
car? i.e. A car with 3 pts of metal
and a FT does 5 pts of damage. |
If you do damage to anything that isn't
fireproof, the target will get a full Fire Modifier, so if your fire weapon
penetrates the metal, the target takes the Modifier. |
|
If I am on fire and have a gas engine, but
still have intact component armor around that engine (it hasn't burned
through yet), do I still suffer the increased chance of explosion? |
"If a vehicle with a component armored
gas engine catches fire, does the vehicle have the normal chance to explode?
... Yes." (ADQ 6/3) To further
clarify this point, the following is now errata to the CWC2, “A burning
vehicle may explode if it contains any type of flamethrower, flaming oil jet,
any type of rocket or missle weapon, AT gun, tank gun, or any other volatile
weapon that takes damage from the fire or if it contains a gas engine.” |
|
Do I have a chance to explode if I have
volatile components with still existing component armor? |
"Volatile components so protected will
not cause the vehicle to explode until the component itself takes
damage." (i.e. after the component armor is destroyed) (UACFH pg. 53) |
|
Do wheelhubs and wheelguards protect the
tires from fire damage? |
No, when on fire EVERY component takes one
point of damage, so each of the hubs, guards, and tires takes one point of
damage. |
|
If I have fireproof armor does it take damage
when I'm on fire? |
If a vehicle catches fire, fireproof plastic
armor takes one point of damage per turn, like normal armor. Metal armor takes no damage from the fire,
nor does any plastic armor that is layered underneath it. |
|
Is fireproof component armor immune to the
damage caused by a fire? |
No, fireproof component armor takes one point
of damage per turn, like normal armor.
FP component armor just protects the car from taking fire mods if the
component armor is hit. |
|
Can an volatile weapon that is out of
ammunition cause a vehicle to explode? |
Past ADQs have ruled that a volatile weapon
with a "tank" of ammunition will still cause and explosion, but
those with "rounds" of ammunition will not. Here's how I'll rule:
Rockets, incendiary spikes, incendiary MGs, Flaming Oil Guns, and napalm
mines will not. Flamethrowers, flame
cloud ejectors, and flaming oil jets will. |
|
A PFE is fired at the end of a turn. What firing action is used, the turn that
you just finished, or the turn after you fire it? |
The turn you just finished. A PFE is fired at the END of a turn, not
between turns. |
|
If I have a tire fire, but my vehicle has
fireproof armor, but my front armor is breached, does the fire spread to the
interior of my car? |
No.
"If a vehicle's tire catches on fire, but the vehicle has FP
armor on the side where the tire is mounted, the car will not catch on
fire." (CWC2) So, if the burning
tire is on the left side and your left side armor is intact, the fire will
not spread. Breeches on the front,
back, underbody, top, or right are irrelevant. |
|
If a non-fireproof wheelguard or armored
wheel hub catches fire, but the vehicular armor on the adjacent side is
metal, will the fire spread? |
No. The rules consider wheelguards and
armored wheel hubs to be part of the wheel for all damage allocation
purposes, so the rule for spreading tire fires applies. |
|
When a car armed with an explosive weapon catches
fire, and that weapon has been subsequently destroyed, is that weapon still
subject to possible explosions? |
When a weapon takes its full DP in damage,
that means it's inoperative -- but it isn't reduced to ash. The explosive components of rockets and
other weapons are still dangerous for 10 times the DP of the weapon in
seconds. That is, a 2 DP weapon would
continue to be an explosion hazard for 20 seconds. |
|
Can a PFE be used to extinguish Burn Mods
like regular extinguishers can? |
Yes. |
|
CWC2.5 states "A vehicle hit in combat
may also catch fire …on a 2 in 6 chance on any turn that the vehicle's power
plant, flamethrowers or flaming oil jets are hit by enemy fire;" Does that mean there is a chance for fire
when these items are damaged in a collision? |
No.
Damage from a collision gives no chance of fire to these items. This is in contrast to gas engines which
check for fire based upon the DAMAGE (from any source) that they receive. |
|
What happens to dischargers when a vehicle is
on fire? |
All dischargers are destroyed. |
|
Are rocket boosters and jump jets considered
to be “volatile weapons”? |
Yes. |
|
What happens on a Fuel System hit? It says there is a chance for fire, what
is that chance? It says roll two dice
every turn. Two dice for what? |
The chance of fire from a Fuel System hit is
2 in 6. Every turn that the engine is
left on, roll on the Engine Critical Table at the end of the turn. |
Movement/Handling
Questions
|
When will half moves be taken? |
Duelists must take their half moves on the
phase listed on the Movement Chart.
This is counter to what is written in the CWC2, where it states a
vehicle can take their half move in any phase that they move. |
|
Which is the right formula for recovering HC? 1) Car's base HC + driver's reflex roll +
the driver's Driver skill plusses; 2) The latter two only. |
Sorry about the confusion. Recovery is based on the base HC of the
vehicle + driver's Driver skill plusses.
For example, let's say a Driver +3 gets in a car with a base HC of 3,
and when he makes his reflex roll at the beginning of the combat, the die
comes up a 2. His +3 skill bonus is
added to the die roll, yielding a 5, so he gets a +1 bonus to the HC of his
vehicle for the battle. So at the
beginning of the combat, his car starts at HC 4. In later turns, when it's time to recover HC, his handling
status will go up by the base HC of the vehicle (which is 3, not 4), plus his
Driver skill plusses (also 3), for a total of 6. The maximum HC his car can have this day is still 4. In another battle on another day, his
reflex roll may be different, and the beginning HC (and the maximum the HC
can reach in the course of the battle) will change, but the amount of HC that
will be recovered each turn will still be 6.
(ADQ 4/2) |
|
Is acceleration allowed in any phase, or only
phase 1? |
"At the beginning of each phase, any
vehicle that has not accelerated or decelerated during the previous phases of
the turn may change speeds. A vehicle
may only change speeds once per turn." (CWC2) |
|
Does a vehicle's handling status go back to
its starting HC if it comes to a complete stop? |
"Yes, a vehicle's handling is reset to
its maximum at the end of a turn if the vehicle is moving between -10 and 10
mph." (ADQ 6/1) |
|
When attempting to avoid an obstacle (debris,
paint, etc.) by performing a maneuver (such as a steep drift), is movement of
the counter done in one step (move 1" forward and 1/2" to the side
simultaneously, avoiding an obstacle in front of the vehicle), or is it two
steps (move forward 1" hitting the obstacle, and then moving 1/2"
to the side? |
The former.
Cars do not move in jagged angles.
Though movement may be computed as "one inch up and one-half inch
over," the car's path is actually a diagonal line. The "actual" path of the counter
has the four corners travelling in their own straight lines from their
respective point A to point B. For
example, for a D3 bend to the right, the front right corner moves at a 45
degree angle and the back right corner moves forward one inch, all at the
same time. To determine whether
something is hit, lay a counter at the old location and another at the new
location (after movement), then hold a ruler above it, matching up front
corners. If a solid object or dropped
weapon falls along the path between the corners, it is hit. |
|
When two vehicles are in close proximity and
they collide with each other, what determines the type of collision? The vector of the phasing vehicle when
contact is made or the final position of the phasing vehicle? |
The vector of the phasing vehicle when
contact is made. To determine the
angle at which the collision occurs, use the following procedure. Place the turning key down, and move the phasing
vehicle forward half an inch. Then
pivot the counter on the edge of the turning key until it either: a) completes the turn at which point you
phase it forward the last 1/2 inch or b) strikes an object, at which point it has
collided with the opposing vehicle.
If it is less than 45 degrees, it is a sideswipe, apply damage and
conform accordingly. If it is more
than 45 degrees, it is a T-bone, apply damage and conform accordingly. (Note that this procedure is only to be used
to determine the angle of collision and is NOT the travel path of the
vehicle.) |
|
Does a car that is out of control (due to
skid or spin) at the end of the turn still recover handling normally? |
Yes.
The roll at –6 on the HT to recover from a spin indicates the
difficulty of recovering from the spin, not your current handling status. |
|
How is conforming movement handled AFTER a
collision has been completely resolved and vehicles are still in contact? |
The phasing vehicle of the initial continues
to conform the car until there is no longer contact. The non-phasing vehicle cannot complete
any maneuver that would require it to conform the former phasing vehicle. |
|
If I make an involuntary change in speed
during a turn (from a skid, collision, etc.) can I still
accelerate/decelerate that turn if I have not used the voluntary speed change
I am allowed on that turn? |
Yes, you can change your speed voluntarily if
your speed has already changed that turn.
However, you MUST be fully in control of your vehicle to change speeds
voluntarily. |
|
Do HD shocks take off a D1 hazard from EVERY
single hazard you encounter or just up to one D1 per phase? |
I’ll rule you can use the shocks on multiple
hazards per phase. |
|
Do you recover handling while airborne? |
From UACFH, pg. 152, "A vehicle may
recover handling class normally while airborne, but all Ds incurred while the
vehicle is airborne are added to the landing D, for a single hazard." |
|
What happens when a third vehicle or solid
object is involved in a collision? |
Resolve the damage and speeds of both V1 and
V2 involved in the initial collision first.
Then a second collision will occur between V2 and third vehicle or
object at the speed modified by the first collision. |
|
What happens when a vehicle moving due to a
crash table result (fishtail, skid, spinout or roll) collides with something? |
To determine the collision type, use the
movement vector of the OOC vehicle instead of the armor facing. Example: If a rolling car and and another car
are traveling within 45 degrees towards each other, and the collision affects
the front armor of the car that is in control, treat the collision as a head
on affecting the front of the in control car and the side/top/whatever of the
OOC car. There are a few different situations to be
addressed. 1: Out of Control (OOC) vehicle collides with
another vehicle 1a-
OOC vehicle movement causes the collision For a fishtail, move the corner of the
vehicle until it just touches the other vehicle. Apply a sideswipe
to both vehicles. For the other crash table results, the
other vehicle conforms, and the movement vector of the OOC vehicle does not
change direction (but speed might be reduced) 1b-
The other vehicle's movement causes the collision The OOC vehicle conforms. For a skid, the skid continues along
the original vector. For spinout, the OOC movement vector
does not change direction (but may change in magnitude). The conforming movement is incorporated
into the spinout. On the vehicles next movement it will start
spinning in the direction of the conforming movement
to the nearest increment of 90 degrees (0, 90, 180 or 270) of the movement
vector. Future spinning will continue
in this direction. For a roll, the movement vector shifts
to the closest vector that is perpendicular to the vehicle side. 2: OOC vehicle collides with a fixed obstacle For a fishtail, move
the corner of the vehicle until it just touches the fixed object. Apply a sideswipe damage. If the movement vector is within 45 degrees, then treat the
collision as a head-on collision. (though often it won't be the front facing
involved in the collision) The
vehicle collides with the object as its full current speed. After the collision, the vehicle is at 0
mph and the roll/spin/skid will stop. If the movement vector is over 45 degrees,
then the collision will be a sideswipe.
Apply sideswipe collision damage to the appropriate side, and the
vehicle conforms to the object it hit. For a skid, the skid (and any future skid) stops and the rest
of the inch is moved forward. For a spinout, the object stops the spin and the vehicle
conforms to the object. The vehicle
has its full speed moving backward/forward depending on which side (front or
back) is closest (in angle) to the original spinning vector. For a roll.
The vehicle sideswipes the object with the front/back and
conforms. The roll continues with the
new movement vector shifting to the closest vector that is perpendicular to
the vehicle side. |
|
In Turn 3 I'm at 50 mph in a vehicle with a
spoiler/airdam. At the beginning of
Turn 4, I accelerate to 60 mph. Does
the HC bonus for the spoiler/airdam apply to my recovery between Turn 3 and 4? |
No.
Recovery happens at the END of a turn. The acceleration happens at the beginning of Phase 1 of the
NEXT turn, so the vehicle is not at 60 mph (where the bonus would apply)
until the next turn. |
|
If I'm going 150 and I T-Bone someone during
my first inch of phase 1, would I continue 2 more inches or would I only move
1 more, since my new speed is 75? |
You would just move one. If you've already completed as many (or
more) inches than your new speed indicates for that phase, then you do not
move any more in that phase. |
|
If someone is traveling over 50 mph and they
lose control and, say, make a severe skid in phase 1, I know the 1" skid
happens in their first inch movement.
Does the resulting minor skid happen that phase or the next? |
The minor skid happens during the next inch
of movement, whenever that inch is. |
|
Does having both spoilers and airdams reduce
the maneuver modifier for rapid deceleration? |
Yes. |
|
If reflex rolls are the same, how is movement
resolved? |
1. Faster vehicle always moves first,
regardless of reflex. 2. If both are the same speed, the car with
higher Driver skill decides whether to move first or second. 3. If Driver skills are the same, each player
secretly decides their movement and the referee (or an uninvolved player)
resolves the movement simultaneously.
If there is no uninvolved arbiter, have each player roll a die. The higher roll moves first. |
|
It is clear that debris can only be hit once
per phase, and multiple obstacles can be hit per phase. What happens if I hit both an obstacle and
debris in a phase? |
Since an obstacle is just "larger"
debris, ignore any debris that is hit in the same phase that an obstacle is
hit. |
|
What happens when two cars are directly head
to head after a collision and both cars accelerate? |
If both cars accelerate to the same speed,
then neither car will move and their speed is reduced to zero again. If one car accelerates to faster speed,
then the faster car completes its movement with the slower car conforming,
after which the slower car then completes its move. |
|
When a vehicle loses two wheels or the
driver, when is the speed change applied? |
The speed change is applied immediately and
every 5 phases after. |
Crash Table Questions
|
If the result from Crash Table 2 says to roll
again on Crash Table 1, do all the modifiers I used in my first crash table
roll apply again on my 2nd roll? |
Yes. |
|
When are the crash table results
applied? Before or after the maneuver
is completed? |
For spinouts and rolls, the result will
happen INSTEAD of your movement.
(That way for spins, you'll end up in 90 degree increments around your
starting direction.) For everything
else, you complete your maneuver and then the result is applied. |
|
How are spinouts resolved? |
After you get a spinout result, your tires
take 1d damage immediately and your car decelerates by 20 mph AFTER the car
rotates the first 90 degrees. This
rotation happens immediately if a maneuver caused the spin. If a hazard caused the spin, the rotation
occurs instead of your next full inch of movement. The fishtail result determines the direction of the spin and is
superceded by the spin-out result.
You then spin for 5 full phases after the spinout result
happened. At that point you can
attempt to recover at -6 on the handling track at your current speed. (i.e. if the spinout result was rolled on
Turn 5 Phase 4, you get to attempt to recover at the end of Turn 6 Phase
3.) If you fail, you decelerate by 20
mph and spin for 5 phases, etc. When
you do recover, your Handling Track status is whatever it was when the
spinout occurred PLUS end of turn recovery.
If you recover while your vehicle is a) forward, then your car can continue as
usual. b) backwards, then you continue backwards at
your current speed. If over you your
top reverse speed (1/5 of top speed), you’ll need to slow down by at least 5
mph each turn. c) sideways, then you must perform at least
on inch of T-Stop. After that, you
can “turn into” the spin direction.
To do so, make at least a 45 degree (D3) turn into the direction of
the spin. (Note that half the time,
you will need to travel backwards to turn “into” the direction of the
spin) You must make a control roll
for the turn. A car cannot fire aimed weapons in any turn
that they were spinning. |
|
How are rolls resolved? |
You decelerate 20 mph after you first turn
sideways and then lose another 20 mph every 5 phases after that. This roll happens immediately if a
maneuver caused the roll. If a hazard
caused the roll, the roll starts when the vehicle was next scheduled to move
a full inch. The car flips to another
side for each FULL inch of roll movement.
If the inch of movement is interrupted (by a T-bone or head-on collision,
not a sideswipe), then the car does not flip to the next side. |
|
When does the deceleration for a skid occur? |
The skid is what causes the deceleration, so
the deceleration occurs AFTER the inch of skid movement occurs. For example, Car A gets a Severe Skid
result at 40 mph. Car A stays at 40
mph and skids 1" during its next movement phase. Then the deceleration is applied and the
car is at 20 mph. During the next
movement phase Car A performs a minor skid, THEN its speed is reduced to 15
mph. |
|
If I take multiple hazards simultaneously,
how do I determine the order at which they are applied for crash table
purposes? |
When multiple hazards are encountered
simultaneous, roll randomly to see which effects the car first. Roll on the crash table if necessary, then
proceed to the next hazard (determined randomly) until all hazards have been
applied. |
|
Does a fishtail result count as your next
maneuver, or can a car turn immediately after fishtailing? |
"A vehicle may move normally after it
fishtails." (CWC2) |
|
What happens during a 1/2 move to a car during
crash table results? |
For skids: A car that is skidding during a
1/2 move will skid normally, and complete the skid with it's next movement if
necessary. For rolls and spins: The car moves 1/2"
in the direction of travel, but does not roll or change direction. |
|
What exactly happens when I roll a fishtail
on Crash Table 2 and then roll a result on Crash Table 1? |
If you roll a spin or roll result, the
fishtail is basically ignored, except that since you fishtailed into the
result you roll randomly to determine the direction of the spin/roll. Your facing for the initial part of the
spin or roll will be 90 degrees from your ORIGINAL direction. If you fishtail and skid, apply the
fistail result normally. On your next
movement you skid in the original direction and finish any skid movement in
the post-fishtail direction. |
|
If I lose a wheel/tire, I drop down to -6 on
the HT immediately. When I make a
roll on the crash table what hazard (if any) do I take as far as figuring out
what modifiers I use on any crash table rolls? If I was already at -6 on the HT, would I take a hazard at all? |
Here is how it will work. If you lose a wheel/tire, first, take the
hazard from the enemy fire and determine any crash table results. Then, make a control roll immediately at
-6 on the HT for losing the wheel/tire.
If you lose control, treat the hazard as if it were a D6. (i.e. add 3
to your crash table roll) Now, take
the worst of all the crash table results. |
|
If a car going 40 mph attempts to decelerate by
40 mph and loses control, can it skid? |
The skid from the crash table result will be
applied before the deceleration.
After the skid is complete, the deceleration will take affect. |
|
What happens when I get a spin or roll result
on the Crash Table, but my speed is now 0 or 5 mph? |
I'm going to treat this the same as if the
car were going 10 mph. For a roll,
the car will turn sideways, go forward one inch, roll onto its side, and then
stop. For a spin, the car will spin
90 degrees then stop. |
Scoring/Arena
Questions
All
of these are personal preferences.
How will the event be scored?
I'll announce this before the event. In general for a standard duel I'll go with
the following: +20 duel points for a mobility kill, +20 (additional) duel points
for a complete kill, for a total of 40 duel points. -20 duel points for being mobility killed, -20 (additional) duel
points for being completely killed for a total of -40 possible duel points.
In addition, the following "bonus"
duel points will be awarded to duelists that achieve the following
conditions.
However, these "bonus" duel points
cannot be used to satisfy the duel end condition of 80 or 100 DP (see
below).
If multiple vehicles satisfy the condition, all
will get the appropriate bonus duel points.
Condition Points
All occupants of the vehicle alive at the end
of the duel 2
One of two occupants alive at the end of the
duel 1
"First blood" bonus to the first
vehicle(s) to do damage 1
Vehicle still moving at the end of the duel 1
Passing a checkpoint depends
on the duel
Hitting a target depends
on the duel
Completing a jump depends
on the duel
When will the event be finished?
I currently use the following victory
condition.
The duel will end when one of the following two
conditions are met.
1) If someone gets 2.5 kills (100 duel points),
the duel ends immediately if they have control of their car (i.e. not rolling,
skidding, or spinning out). If they do
not have control of their car the duel will end if they still have 100 duel
points when they regain control.
2) If someone gets to 80 duel points at the end
of a phase, the event will be ended if that person still has 80 duel points
five turns (25 phases) after they hit the 80 duel point threshold. If the person with 80 duel points is not in
complete control of his/her car 25 phases after getting to 80 duel points, the
event ends if they still have 80 duel points when they do get control.
The first duelist to satisfy one of these
conditions will be declared the winner of the duel and the current point totals
of the other players will determine the other places.
If two duelists satisfy different victory
conditions on the same phase, then the duelist who satisfied condition 1 will
be declared the winner.
If the same victory condition is met on the
same phase, then the duel ends when only one vehicle satisfies the victory
condition.
If no one satisfies the victory conditions by
the end of 30 game turns or their is only one vehicle left, the duel will be
declared over and places determined by the current scores.
If there is a tie for the top score, then the
winner will be the duelist whose vehicle was most recently able to move. If after this condition there is still a
tie, then a tie for first place will be declared. Other popular victory conditions include setting a specific turn
or time for the turn to end.
|
When is a car declared a "Mobility
Kill?" |
When a player is no longer able to make his or
her vehicle accelerate through the use of an electric power plant or gasoline
engine. Note that in some cases
mobility killed vehicles may continue to coast about the arena for some time
or have rocket boosters. |
|
When is a car declared a "Complete Kill?" |
When the player's vehicle is no longer able
to affect the outcome of the game. A mobile vehicle will never be declared a
complete kill. You can finish off
immobile cars that can still fire (such that they can effect the game) to get
the points here. |
|
What happened to firepower kills? |
As long as a car remains mobile, it still has
the ability to attack and injure an opponent. Therefore, all mobile cars have
some sort of "firepower."
Rather than try to force some definition of firepower that would be
full of holes and problems, I won't attempt to score firepower apart from a
full kill. |
|
Will Surrenders be allowed? |
No, surrenders will not be allowed. A whole can of worms opens up with
this. Who can a surrendering player
give the kill to? Anyone in the
arena? Whoever is closest? Whoever caused the most damage? I'm not running a campaign game, so it is
easiest and most clear to give the kill to whoever actually takes out the car
and not let the player decide who was GOING to take out their car. In addition, cars will not be allowed to
exit the arena. |
|
What happens when a Mobility Killed car runs
out of ammo? Can you still get the
Complete Kill on them? |
If a mobility killed car runs out of ammo, then
it can no longer effect the outcome of the game and will be declared a full
kill. The rest of the kill points
will go to whoever mobility killed the vehicle. |
|
What will be the starting speeds of cars? |
Unless otherwise noted, everyone will start between
20 and 40 mph on the first turn with no voluntary speed changes on the first
turn. |
|
Can I start the duel with Hi-Torque Motors
activated? |
Yes. |
|
If my car is full or partially killed, but I have
an occupant alive, can I leave the car to takeover another car? |
No. |
|
What happens if Car A drops some spikes. Later, Car B, in an attempt to avoid these
spikes, blows his control roll, crashes and is immobilized. Does Car A receive victory points (note
that his weapon did no damage and caused no hazard itself)? |
Car A gets the kill since the reaction to his
spikes caused the crash. |
|
This car rammed my friend, bounced off, went
out of control, hit a wall, and was destroyed. My friend made his control roll and kept on going. Does he get a kill for that? |
Yes.
A cheap kill, but a kill nonetheless.
ADQ 4/4 |
|
Car A can no longer accelerate, but is still
moving at a pretty good clip. Is this
a complete kill immediately or not until Car A stops moving? |
If the vehicle can no longer accelerate it is
clearly a mobility kill. The
completed kill part is a judgement call by the ref. The question the ref needs to ask is, “Can the Car A reasonably
affect play?” Car A is a complete
kill immediately when the answer to that question is no. Here are some examples.. Immobile car with just dischargers. Completely killed Mobility killed car cruising at 80 mph that
can clearly reach other vehicles. Not
a complete kill. Mobility killed car moving pretty slow and
the other active vehicles are too far away to engage before it stops. Completely killed Note: Whether another vehicle can fire
upon/damage Car A has no bearing on whether the Car A is a complete kill or
not. The key is whether Car A can
inflict damage/hazards upon someone else. |
|
Car A was going towards Car B, when Car C
rear-ended Car A. We conformed Car A,
at which point Car A struck Car B and killed Car B. Who gets the kill for Car B? |
Car C gets the kill, because it is initiating
the entire collision episoide. There
are plenty of situations where one might try to "ram-through"
someone to get to another vehicle who is hurt. An aggressive tactic like that should not be penalized. Car A in this scenario is basically an
object that is being pushed around. If Car A got sped up by a collision by Car C,
then TURNED voluntarily into Car B, and Car B was subsequently killed, Car A
would then get credit for the kill. |
|
Can rocket booster be used on the first turn? |
Yes. |
|
What constitutes completing a jump? (In
arenas where jumps affect scoring) |
Taking off from a designated jump ramp and
landing on the opposite designated jump ramp, then regaining control of the
vehicle. In some cases this may
require slow jump speeds to avoid overshooting jump ramps for landing. Credit for the jump is awarded only after
the player regains control of the vehicle. |
|
How do I score a checkpoint? (if they are in
the arena) |
A player scores for a checkpoint when any
part of their vehicle counter touches any part of the checkpoint. |
|
How do I score a target? (if they are in the arena) |
A player scores a target when they inflict one
point or more of vehicular damage to the target. Note that this means burst effect, flechette guns, and most
hand weapons will not score targets. |
|
What is a "No Dropped Weapon Zone"?
(if they are in the arena) |
In some arenas, I may designate "No Dropped
Weapon Zones." These areas will
be clearly marked on arena floors where the restrictions are in use. You can expect to see them near
checkpoints and ramps. A penalty will
be assessed against any player that places a dropped weapon counter in these
areas. This penalty will be assessed
regardless of the counter's source, whether it was a normal dropper, dropped
weapon projector, or grenade. |
|
What is the penalty if half of an HDFOJ
counter is laid in a No Drop Zone? |
It depends.
The penalty will be based upon how much of the counter covers the
Zone. If for instance the penalty
were -7 points per 1/2"x1/2, then it would work in the following
way. If just exactly one half or just
under one half of the counter is placed in the zone, that's a 1"x1"
area, or four 1/2"x1/2" counters. 4x(-7) is -28. If just over one half the counter is
placed in the zone, it becomes 6 1/2"x1/2" counters and a penalty
of -42. |
|
Are smoke, paint, and sand subject to the No
Drop penalty? |
Yes. |
|
If more than one person puts fire modifier on
a vehicle and the vehicle is subsequently set on fire and then due to the
fire results in a kill, who gets the credit for the kill? |
For right now, I'll focus on the case when
there are fire mods inflicted by just two vehicles. When rolling for fire on a vehicle, I'll make a note as to how
much of a Fire Mod each duelist has put on the vehicle. If the subsequent fire roll required both
fire mods to be successful, then any kills will be split evenly. (i.e. if one person has a Mod of 3 and the
other a Mod of 6 and an 8 is rolled.)
If the fire roll was higher than one of the Mods by itself, yet lower
than the other one, then the higher Mod gets full credit for any kills. (i.e. if one person has a Mod of 3 and the
other a Mod of 6 and a 5 is rolled, the person who put the Mod of 6 gets full
credit) If the roll is low enough
such that both Mods would have set the car on fire, then whoever put a
modifier on the vehicle first will get credit for the entire kill. (i.e. if one person has a Mod of 3 and the
other a Mod of 6 and a 3 is rolled.)
For more than two, it can get really messy, but in general if your
Fire Mod alone can set the fire and theirs can't you'll get the full
credit. If a combo of mods was necessary,
it will be shared. If more than one
could set the fire, then kills will be awarded to those who inflicted the
fire mod first. |
|
If someone kills themselves swerving away
from or going over an obstacle that fell off your car (as a result of damage)
do YOU get the kill? Perhaps, the guy
that caused the damage to your car? |
Here's how I'd rule it, if a vehicle rolls as
the result of an obstacle, I'd award the kill to the person who last
inflicted a hazard upon your vehicle. |