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Old 06-29-2015, 09:46 AM   #1
Magesmiley
 
Join Date: Aug 2011
Location: Snohomish, WA
Default Unofficial Errata and FAQ List

Due to a number of questions about compatibility, how various parts of the rules work (or don’t work), and some recent personal experiences with “issues” in various places in the rules, I’d like to propose a project for the members of the forums. Let’s use or combined knowledge of Car Wars to make an unofficial Errata and FAQ thread. The intent is to generate a list of errata and FAQs that would bring all of the 1st-4th edition Car Wars products into agreement under the 4th edition rules. This list would be entirely unofficial (unless Scott or someone of authority at SJG deems it otherwise), but would provide a coherent reference for how the rules of Car Wars should work.

How to use the Thread
The first reply to the thread will contain the items deemed by consensus to be Errata. The second reply will be an FAQ section. The third section will be a list of design corrections. I will maintain these and update them when a consensus is reached on a particular item.
When you want to propose a new item, please first check the existing errata and FAQ items on this thread AND the ones on the official list. If the item isn’t there, reply to the thread in the following manner:

For errata
Product (and edition if there are differences)
Page number, Section or chart, sufficient information to find the specific passage that the errata applies to.
Errata details
Rationale behind why this is errata (in italics)

For FAQ items
Rule question
Answer(s)
Source and or rationale (in italics)

For Design Corrections
Design Name (Books it appears in): Corrections needed.

Feel free to add whatever exposition you wish when submitting items for discussion and/or reference other threads. Replies to the thread agreeing/disagreeing that a particular item should be in the list are on topic too. If a lengthy discussion on a particular item needs to happen, please start up another thread on it.

Errata examples

Car Wars Compendium, 2nd Edition
Black Cover page 18 or Blue Cover page 14-15, Fixed Objects. Add the following to the end of the paragraph discussing collisions with fixed objects:
For fixed objects, when determining the temporary speed of the vehicle involved in the collision, treat those with 1-4 DP as DM 1/3, 5-8 DP as DM 2/3, 9-16 DP as DM 1, 17-24 DP as DM 2, and for every additional 8 DP (or fraction), increase the DM by 1. This damage modifier value is used only for determining the temporary speed (and not for determining the actual damage received).
The section on fixed objects indicates that the temporary speed should be figured when a collision occurs but does not discuss what damage modifier to use for fixed object when determining the temporary speed of the colliding vehicle. The information for the DM values appeared in the Deluxe Edition Reference Screen.

Dueltrack
Pages 4-5, Top Speed Section, replace the entire section with the following:
Every vehicle using a gas engine will have a top speed based on the following formula: 240 x power factors / (power factors + weight), rounded down to a multiple of 2.5 mph. For example, a 5,500 lb. luxury with a 250 ci engine would have a top speed of 240 x 3,200/ (3,200 + 5,500) = 88.275, which rounds down to 87.5.
The top speed rules were updated in ADQ 6/2 and the Car Wars Compendium.

FAQ example
When do you roll to check if your vehicle catches on fire?

There are three possible conditions which can cause a fire to start and if any of them currently apply you need to roll at the end of the turn (and for each of the conditions that apply).
1. If you got a Crash Table result that indicated that you might be burning.
2. If a power plant/engine/ or incendiary item was damaged. If you have a fire retardant insulator on the damaged item, or only the component armor protecting the item was damaged treat that specific item as not hit for the purposes of this check to determine whether or not you catch on fire (but note that in the case of component armor, the fire modifiers for check 3 will still apply if the armor isn’t fireproof).
3. If your vehicle was hit by an incendiary weapon whose fire modifier is still in effect and the damage was applied to an item that was not fireproof and did not have a fire retardant insulator. If the affected item was a tire and the armor on that side is fireproof, only the tire catches on fire.
Car Wars Compendium 2nd edition, black cover page 42-43, blue cover 31-32.

Design Corrections example
Joseph Special (Classic, Compendium, Deluxe Car Wars, Pocket Box): The car has PR tires instead of HD tires.
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Last edited by Magesmiley; 12-21-2015 at 02:26 PM. Reason: Added design corrections.
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Old 06-29-2015, 09:47 AM   #2
Magesmiley
 
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Default Re: Unofficial Errata and FAQ List

Unofficial Errata

Car Wars Compendium, Second Edition

Blue cover page 8, black cover 11, T-Stop
Replace the maneuver description with the following:

This is an extreme maneuver used for emergency deceleration. It consists of rotating your car 90° to either side and moving forward one inch – identical to beginning a roll. The car then continues skidding sideways 1" per move until it slows to a halt. See Figure 7
The vehicle decelerates 20 mph per inch of movement. Each tire will take 1 point of damage after each move. The difficulty of this maneuver is D1 for every 10 mph (or fraction) of vehicle speed when initiating the maneuver and the control roll is made after the first move.
If a subsequent control roll is missed while performing a T-Stop (such as due to a hazard), add 1 to the Crash Table roll for every 20 mph (or fraction thereof) of deceleration completed – in addition to the regular speed modifier on the Control Table. Once a vehicle starts a T-Stop, it can’t fire aimed weapons. Cycles, oversized vehicles, and vehicles pulling trailers cannot try this maneuver.

Blue cover page 11, black cover 14, Crash Table 1
9, 10 - Spinout. Replace “per phase of movement required.” with “per move required.”
11, 12 - Car turns sideways... Replace “Each phase it moves,” with ”For each move,”
15 or more - The vehicle vaults... Change “through the air for 1 to 6 inches” to fly through the air for its next 1 to 6 inches of movement” and replace “tight bend or hard swerve” with “bend of D3 or higher”
The high-end crash table results were never updated to reflect how to handle the result when multiple moves occur in a phase and the vault result does not reflect the current names of the maneuvers.

Blue cover page 11, black cover page 14, Crash Table 2
The entry for Minor fishtail should be 4 or less.
The crash table entry was never updated to indicate how values below 1 should be handled.

Blue cover page 11, black cover page 15, Crash Table 3
The entry for Trivial skid should be -1 or less.
The crash table entry was never updated to indicate how values below -1 should be handled.

Blue cover page 11, black cover page 15, Crash Table 4
The entry for Involuntary drift should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue cover page 12, black cover page 15, Crash Table 5
The entry for Fishtail should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue cover page 12 black cover page 16, Crash Table 6
The entry for Minor fishtail should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue Cover page 14-15, black cover page 18, Fixed Objects.
Add the following to the end of the paragraph discussing collisions with fixed objects:
For fixed objects, when determining the temporary speed of the vehicle involved in the collision, treat those with 1-4 DP as DM 1/3, 5-8 DP as DM 2/3, 9-16 DP as DM 1, 17-24 DP as DM 2, and for every additional 8 DP (or fraction), increase the DM by 1. This damage modifier value is used only for determining the temporary speed (and not for determining the actual damage received).
The section on fixed objects indicates that the temporary speed should be figured when a collision occurs but does not discuss what damage modifier to use for fixed object when determining the temporary speed of the colliding vehicle. The information for the DM values appeared in the Deluxe Edition Reference Screen.

Blue cover page 30, Targeting Modifiers Table, Visibility
The penalty for firing through smoke or paint should be -1 per ½”
Updated in black cover edition of Car Wars Compendium Second Edition.

Blue cover page 36-37, Grenades
Replace the paragraph that begins with “Thrown and launched grenades…” with: Thrown and launched grenades take 1 phase per 4” of distance thrown (round up) to reach their target. A grenade dropped in an adjacent square impacts immediately. The target point of a launched grenade must be designated when the launcher is fired or the grenade
is thrown. The to-hit roll is not made until the grenade touches down.
Add the following to the section:
Hand grenades weigh 1 lb. and are designed to be thrown. Launcher grenades weigh 4 lbs. and are design to be launched from grenade launchers. These rules apply to both types.
Updated in black cover edition of Car Wars Compendium Second Edition.

Blue cover Page 79, black Cover page 100, Flame Cloud Ejector.
Change the sentence that begins with “A cloud ignites after…” to read: “A cloud ignites after one phase; it burns for 2 turns, acting as a hot smoke cloud, and is then removed from the map.” Replace the last sentence with the following: “The D hazard for driving through a flame cloud is calculated by totaling the damage taken and applying the D for damage normally (this will usually be a D3 hazard). Volatile weapon.”
The weapon description was updated in UACFH.

Blue cover Page 79, black Cover page 100, Flame Cloud Gas Streamer
Add the following: Volatile weapon.
The weapon description was updated in UACFH.

Blue cover Page 79, black Cover page100, Heavy-Duty Flame Cloud Ejector
Add the following: Volatile weapon.
The weapon description was updated in UACFH.


Dueltrack
Pages 4-5, Top Speed Section, replace the entire section with the following:
Every vehicle using a gas engine will have a top speed based on the following formula: 240 x power factors / (power factors + weight), rounded down to a multiple of 2.5 mph. For example, a 5,500 lb. luxury with a 250 ci engine would have a top speed of 240 x 3,200/ (3,200 + 5,500) = 88.275, which rounds down to 87.5.
The top speed rules were updated in ADQ 6/2 and the Car Wars Compendium.
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Last edited by Magesmiley; 09-25-2015 at 10:34 AM. Reason: Adding Errata
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Old 06-29-2015, 09:47 AM   #3
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Unofficial FAQ

When do you roll to check if your vehicle catches on fire?
There are three possible conditions which can cause a fire to start and if any of them currently apply you need to roll at the end of the turn (and for each of the conditions that apply).
1. If you got a Crash Table result that indicated that you might be burning.
2. If a power plant/engine/ or incendiary item was damaged. If you have a fire retardant insulator on the damaged item, or only the component armor protecting the item was damaged treat that specific item as not hit for the purposes of this check to determine whether or not you catch on fire (but note that in the case of component armor, the fire modifiers for check 3 will still apply if the armor isn’t fireproof).
3. If your vehicle was hit by an incendiary weapon whose fire modifier is still in effect and the damage was applied to an item that was not fireproof and did not have a fire retardant insulator. If the affected item was a tire and the armor on that side is fireproof, only the tire catches on fire.
Car Wars Compendium 2nd edition, black cover page 42-43, blue cover 31-32.

What are the effects of a character being injured?
1. The character's ranks in all skills are reduced by two (but not below 0).
2. The character, if the driver of a vehicle loses all bonuses to HC due to a high reflex roll.
3. If the character is the driver of a vehicle, the vehicle receives a D2 hazard.

How does the Laser Guidance Link work?

There are three costs for the laser guidance link:
1. $500 to tune the laser so rockets can follow it.
2. $200 per rocket so that the lasers will follow the laser when launched.
3. $50 for a standard link so that the laser and rockets all fire at the same time (this works because you are only aiming the laser - the rockets are effectively on automatic, but because of the LGL they will follow the laser). Without this, a firing action will only fire one of the items (laser or a single rocket weapon).

When you attack with these weapons you are activating the link to fire all of the weapons. You aim the laser - which fires with its normal hit roll (including all modifiers) and damage (if any). The laser guidance replaces the normal aiming of the rocket(s) - they fire on automatic and home in on the laser. If the laser hits, roll two dice (with no modifiers) for each rocket and on a 4+ the rocket hits (and misses on a roll of 2 or 3). The rockets automatically miss if the laser does.

What occurs in each movement phase and what order do cars move in? Does each car in turn move then attack?

This isn't succinctly explained in the rules (it's in there, but you have to parse it out), but during each of the five movement phases, there are really 3 steps:

1. Speed changes (before movement)
2. Movement
3. Firing (after movement)

Everyone has to complete the prior step before anyone proceeds to the next one. #2 is mandatory but 1 and 3 are (usually) optional. Quite often nothing happens during one or more of these steps (and not doing one does not preclude you from doing one of the others, i.e. you can fire in phases you don't move in).

So, for shooting, everyone has to move before anyone gets to shoot.

For actual movement during #2, per the rules the fastest car moves first. If the vehicles are moving the same speed, it comes down to reflex rolls, with the car whose driver has the better reflexes getting to choose to go before or after the other driver (if you've got 3 or more players disagreeing about who moves first, the best way to resolve the order is to start with the player with the worst reflex roll and move on to the increasingly better rolls, with each subsequent player inserting him/herself into the order; once the order is established for the move, have the players move).

As a matter of practice (and in the interest of speeding up the game), most players usually play with simultaneous movement unless the vehicles are close enough that the order matters. 90%+ of movement falls into this situation.

When and how often can you change speed and fire?
Again, the rules aren't terribly succinct on this, but if you remember it this way, this matches up with how the rules work (even if the terminology might be a bit different).

Speed changes and shooting are often best explained and conceptualized as actions. Each character in the car gets a firing action. The driver of the car also gets a speed change action. Once an action is used, it can't be used again until recovered. These actions are recovered at the end of every turn. It is very helpful to give players physical objects to represent their actions which they can discard when using and pick back up when recovering. It makes things very clear.

At the start of any phase (before movement), the driver can use the speed change action to accelerate or decelerate. So if a driver has changed speed and not yet recovered the action, another speed change can't be made. Since this is before movement, it applies to that phase's movement.

At the end of every phase (after movement) a character can use a firing action to fire, provided the item being fired wasn't previously used by another character this turn.

For the firing case, it is a bit more complicated, since gunners can also be present. Each character and gun can only fire once per turn. So if you have multiple characters you can potentially fire more often, provided you have additional guns.

A question about salvage: Why bother retrofitting at the +10%? Just sell the car and buy a new one with the components you want and skip the retrofitting cost?

The key point is that "a vehicle or component may be sold for salvage. Salvage value is (original cost - repair cost). Damaged parts may be bought for this value, or sold for half this value."

This implies only damaged parts take a price hit but my assumption was that this applies to all parts (in which case the words "Damaged Parts" should be replaced with "A vehicle or component" to match the first sentence) thus even a part with zero damage can be bought for 100% of the list price but is sold for only 50% of list value.

So you have a $10,000 car. You want to remove component X that costs $1000 and replace it with component Y that costs $2000 (increasing the value of the car to $11,00)

You can pay for the cost of the Y plus 10% ($2200) and sell X for 50% of it's value ($500).

Net cost = 2200 - 500 = $1800

Or you can sell the whole car for $5000 and buy new one with Y already fitted for $11,000.

Net cost = 11,000 - 5000 = $6000

In addition in a campaign it may take days for that new car to be delivered, swapping a component will generally be quicker.

Further more, if you fit a component you have salvaged rather than buying one, you will only pay the 10% to have it fitted.
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Last edited by Magesmiley; 01-04-2016 at 10:06 AM. Reason: Added additional FAQ items.
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Old 06-29-2015, 09:48 AM   #4
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Vehicle Design Corrections

This section is a collection of corrections to vehicle designs from any Car Wars book or supplement. The list is organized by vehicle name, with the books it appears in in parentheses. If there are multiple versions of a car (as opposed to a vehicle being listed in different books), there will be multiple listings. If a vehicle has been checked out and found to be correct, it will have an Ok as its listing. Scott has given an ok to also list corrections from official publications as well.
If you'd like to help with this project, plug the designs into the Combat Garage (or another tool) to verify them, replying to this thread with any that you've checked out or found issues with.

Agincourt (Compendium, VG2): $19,620, 6055 lbs. SD has CA also. Add PCs. Top speed 92.5.

Blastmaster (Classic, Compendium, VG1): Replace the link connecting all RLs with a smart link. $14,846, 3499 lbs. HC 2, Top speed 90.

Bodyguard (Classic, VG1): Bodyguard Shadrach: Weight 5,940 lbs., Top speed 90.

Buffalo (Compendium, VG2): $29,940, Top Speed without trailer: 100 (120 with overdrive), Top speed with 9000 lb. trailer: 50 (70 with overdrive). Bison Option (VG2): $19,210, 6495 lbs., Top speed 102.5 (122.5 with overdrive).

Capricorn (Classic, Compendium): Ok

Cobra (Compendium): $33,484. Cobra GT: $48,784, 5716 lbs., TS 135 (155 with overdrive).

Comet (Compendium): Cargo capacity is 7 spaces.

Duelbuggy (Compendium, VG2): Armor should be F30, R25, L25, B25, T17, U11. $13,143, 4066 lbs., Top speed 117.5. Sureshot Option: add a link (LL-MFR). $19,393.

Falcon (Compendium): $25,000.

Hotshot (Classic, Compendium, Deluxe Car Wars, Pocket Box): Ok

Intimidator (Classic, Compendium): Ok

Joseph Special (Compendium, Classic, Deluxe Car Wars, Pocket Box): The car has PR tires instead of HD tires.

Killer Cart (Classic, Compendium, Deluxe Car Wars, Pocket Box): Ok.

Manslaughter (Compendium, Combat Showcase): $19,636, 5756 lbs., Remove brushcutter, add bumper spikes F and B, FP armor F46, L40, R40, B40, T30, U28, Top Speed 92.5.

Marksman (Compendium, Combat Showcase): $19,397, 5476 lbs., tires should be solids, Top speed 95. Link should be for RLs + TL.

Mauler (Classic, Compendium): The car should have a fire extinguisher. The cost is $22,225 and $24,267 for the Superzapper option.

Messenger (Compendium, VG2): $14,665, 5710 lbs. Cargo capacity: 50 lbs., Top Speed 92.5. Messenger without passenger option (VG2): $15,365, 5660 lbs., Cargo capacity: 100 lbs.

Miglia (Compendium): $24,120, 5180 lbs.

Mini-Sherman (Classic, Compendium, Deluxe Car Wars, Pocket Box)): Ok

Rommel (Compendium): $24,050, 6530 lbs. Top speed 102.5. Rommel-B has the correct price.

Sandcrab (Classic, Compendium): Ok

Shogun 100 (Compendium, Classic, Deluxe Car Wars, Pocket Box): HC 2.

Shogun 200 (Compendium, Classic, Deluxe Car Wars, Pocket Box): HC 2.

Shrimp (Compendium, VG2 [Correct]): Underbody armor should be 10.

Stinger (Classic, Compendium, Deluxe Car Wars, Pocket Box)): Ok

Ventura (Compendium): $37,210, 7793 lbs., reduce underbody armor to 19.
Ventura (Classic): The version in the Classic set should be renamed to the Ventura LT. $31,865, weighs 7325 lbs., cargo capacity 475 lbs., top speed empty 92.5, loaded 90. The rename is to distinguish the design from the version of the Ventura in the Compendium, which also includes HD Shocks and Plasticore tires.

Vlad the Impala (Compendium, Combat Showcase): $53,375. Combat Showcase version has multiple issues, use the Compendium version.

Xenon (Compendium, VG2): $15,342, 4433 lbs. Division 20 R Option (VG2): Add link (TL-VFRP), $23,608, 4429 lbs. Division 25 G Option (VG2): $24,108, 4429 lbs.

Yellow Jacket (Classic, Compendium): Ok
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Last edited by Magesmiley; 01-04-2016 at 10:02 AM. Reason: Repurposed for Vehicle Fix List.
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Old 06-29-2015, 10:34 AM   #5
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Default Re: Unofficial Errata and FAQ List

Quote:
Originally Posted by Magesmiley View Post
The intent is to generate a list of errata and FAQs that would bring all of the 1st-4th edition Car Wars products into agreement under the 4th edition rules.
Can you clarify this further?

For example, perhaps the intent of these proposed errata is to perfect the in-print Car Wars Classic, to update pre-Classic supplements to work with in-print Classic, to "rewind" the Compendium (and post-Classic supplements) to Classic rules where they overlap, and to perfect the Compendium and post-Classic supplements where they go beyond Classic.
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Old 06-29-2015, 03:20 PM   #6
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Default Re: Unofficial Errata and FAQ List

Quote:
Originally Posted by KevinR View Post
Can you clarify this further?

For example, perhaps the intent of these proposed errata is to perfect the in-print Car Wars Classic, to update pre-Classic supplements to work with in-print Classic, to "rewind" the Compendium (and post-Classic supplements) to Classic rules where they overlap, and to perfect the Compendium and post-Classic supplements where they go beyond Classic.
That is actually a pretty good summation, yes.

There are a lot of places where the rules were changed or obsoleted (dead rules). And in some cases there are places in the rules which were inadvertently rendered incorrect by other rule changes. In yet others pieces of rules weren't carried forward which caused an unintended change in meaning if you weren't aware of the earlier use.

All of this can make Car Wars very confusing to a first-time player, and even to long-time players. Hence the notion of trying to pull all of the fixes together into a coherent, consistent whole.

I've got a list of some others beyond my examples, but I wanted to see if there was any interest in collaborating on a project of this scope first.
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Old 06-29-2015, 05:43 PM   #7
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Default Re: Unofficial Errata and FAQ List

This is what the CWRQ/ODQ do (or are a start of) and people here can't agree on what parts of them to use (even the parts that quote rule sources). I think you're going to get similar results: no consensus.
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Old 06-30-2015, 08:25 AM   #8
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Quote:
Originally Posted by Parody View Post
This is what the CWRQ/ODQ do (or are a start of) and people here can't agree on what parts of them to use (even the parts that quote rule sources). I think you're going to get similar results: no consensus.
Perhaps. This is a bit different though.

First, it is an attempt to build a comprehensive errata list complemented by an FAQ rather than try to maintain things just through a set of FAQs. Addressing specific sections of the rules is often much clearer than having to figure out which FAQ question overrides what rules. Deciding that a particular section of rules has a problem and how it needs to be fixed is sometimes much easier than thrashing out FAQ questions and what they mean in relation to specific rules.

I will admit I was not active on the boards when those particular references were built. Second, those seem to be one person's view, as a bunch of the items in there are indicated as personal preference.

FWIW, even if it is difficult to do something like this, I think that it would be worthwhile to attempt. We've been building up an errata list for Car Wars Classic already, and this sort of process seems to be working thus far. Myself, I'd like to see a similar list for other products.
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Old 06-30-2015, 08:44 AM   #9
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Default Re: Unofficial Errata and FAQ List

Quote:
Originally Posted by Magesmiley View Post
I will admit I was not active on the boards when those particular references were built. Second, those seem to be one person's view, as a bunch of the items in there are indicated as personal preference.
These boards didn't exist when they were written. :)

The final author was the last AADA Head Referee, Eric Freeman. They existed to both collect FAQs and errata and to answer new questions specifically for tournaments (notably the last few World Dueling Championships).
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Old 07-06-2015, 09:03 PM   #10
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So, I think this is a worthwhile project.

I'm going to start posting up items. Feel free to critique them (as well as items on the lists). Stuff that doesn't get a comment for a week or more disagreeing with it, I'm going to take to be a tacit agreement and move the item to the lists.

So an initial batch of stuff:

Errata

Car Wars Compendium, Second Edition

Blue cover page 11, black cover 14, Crash Table 1
9, 10 - Spinout. Replace “per phase of movement required.” with “per move required.”
11, 12 - Car turns sideways... Replace “Each phase it moves,” with ”For each move,”
15 or more - The vehicle vaults... Change “through the air for 1 to 6 inches” to fly through the air for its next 1 to 6 inches of movement” and replace “tight bend or hard swerve” with “bend of D3 or higher”
The high-end crash table results were never updated to reflect how to handle the result when multiple moves occur in a phase and the vault result does not reflect the current names of the maneuvers.

Blue cover page 11, black cover page 14, Crash Table 2
The entry for Minor fishtail should be 4 or less.
The crash table entry was never updated to indicate how values below 1 should be handled.

Blue cover page 11, black cover page 15, Crash Table 3
The entry for Trivial skid should be -1 or less.
The crash table entry was never updated to indicate how values below -1 should be handled.

Blue cover page 11, black cover page 15, Crash Table 4
The entry for Involuntary drift should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue cover page 12, black cover page 15, Crash Table 5
The entry for Fishtail should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue cover page 12 black cover page 16, Crash Table 6
The entry for Minor fishtail should be 2 or less.
The crash table entry was never updated to indicate how values below 0 should be handled.

Blue Cover page 14-15, black cover page 18, Fixed Objects.
Add the following to the end of the paragraph discussing collisions with fixed objects:
For fixed objects, when determining the temporary speed of the vehicle involved in the collision, treat those with 1-4 DP as DM 1/3, 5-8 DP as DM 2/3, 9-16 DP as DM 1, 17-24 DP as DM 2, and for every additional 8 DP (or fraction), increase the DM by 1. This damage modifier value is used only for determining the temporary speed (and not for determining the actual damage received).
The section on fixed objects indicates that the temporary speed should be figured when a collision occurs but does not discuss what damage modifier to use for fixed object when determining the temporary speed of the colliding vehicle. The information for the DM values appeared in the Deluxe Edition Reference Screen.

Blue cover page 30, Targeting Modifiers Table, Visibility
The penalty for firing through smoke or paint should be -1 per ½”
Updated in black cover edition of Car Wars Compendium Second Edition.

Blue cover page 36-37, Grenades
Replace the paragraph that begins with “Thrown and launched grenades…” with: Thrown and launched grenades take 1 phase per 4” of distance thrown (round up) to reach their target. A grenade dropped in an adjacent square impacts immediately. The target point of a launched grenade must be designated when the launcher is fired or the grenade
is thrown. The to-hit roll is not made until the grenade touches down.
Add the following to the section:
Hand grenades weigh 1 lb. and are designed to be thrown. Launcher grenades weigh 4 lbs. and are design to be launched from grenade launchers. These rules apply to both types.
Updated in black cover edition of Car Wars Compendium Second Edition.

Blue cover Page 79, black Cover page 100, Flame Cloud Ejector.
Change the sentence that begins with “A cloud ignites after…” to read: “A cloud ignites after one phase; it burns for 2 turns, acting as a hot smoke cloud, and is then removed from the map.” Replace the last sentence with the following: “The D hazard for driving through a flame cloud is calculated by totaling the damage taken and applying the D for damage normally (this will usually be a D3 hazard). Volatile weapon.”
The weapon description was updated in UACFH.

Blue cover Page 79, black Cover page 100, Flame Cloud Gas Streamer
Add the following: Volatile weapon.
The weapon description was updated in UACFH.

Blue cover Page 79, black Cover page100, Heavy-Duty Flame Cloud Ejector
Add the following: Volatile weapon.
The weapon description was updated in UACFH.


Dueltrack
Pages 4-5, Top Speed Section, replace the entire section with the following:
Every vehicle using a gas engine will have a top speed based on the following formula: 240 x power factors / (power factors + weight), rounded down to a multiple of 2.5 mph. For example, a 5,500 lb. luxury with a 250 ci engine would have a top speed of 240 x 3,200/ (3,200 + 5,500) = 88.275, which rounds down to 87.5.
The top speed rules were updated in ADQ 6/2 and the Car Wars Compendium.


FAQ
When do you roll to check if your vehicle catches on fire?

There are three possible conditions which can cause a fire to start and if any of them currently apply you need to roll at the end of the turn (and for each of the conditions that apply).
1. If you got a Crash Table result that indicated that you might be burning.
2. If a power plant/engine/ or incendiary item was damaged. If you have a fire retardant insulator on the damaged item, or only the component armor protecting the item was damaged treat that specific item as not hit for the purposes of this check to determine whether or not you catch on fire (but note that in the case of component armor, the fire modifiers for check 3 will still apply if the armor isn’t fireproof).
3. If your vehicle was hit by an incendiary weapon whose fire modifier is still in effect and the damage was applied to an item that was not fireproof and did not have a fire retardant insulator. If the affected item was a tire and the armor on that side is fireproof, only the tire catches on fire.
Car Wars Compendium 2nd edition, black cover page 42-43, blue cover 31-32.
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