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://208.182.249.7/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://208.182.249.7/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

TABLE OF CONTENTS
Referee Comments 3
Vehicle Construction 3
Personal preferences 3
General questions 3
Power Plant questions 4
Armor questions 4
Weapon questions 5
Accessory questions 5
Trike/cycle questions 6

Character Questions
Personal preferences 6
General questions 7

Combat Questions
Personal preferences 7
Dropped weapon questions 8
Direct fire questions 10
Other combat questions 13

Fire Questions 15

Movement/Handling Questions 17

Crash Table Questions 20

Scoring/Arena Questions 22

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 are 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 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 luxurys?
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 spin.  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.

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