This thread was be the home for duel updates for a Car Wars event (now completed). Players can send me move/fire orders by e-mail at
ammulder@gmail.com
The event rules are:
- This event will take place in the Double Drum. Each vehicle will be randomly assigned to one of the eight gates.
- There's a $15,000 total cost limit
- Anything in Car Wars Classic is fair game, except for the Portable Shop and Searchlights. (I'll be going off the PDF, for what it's worth.) A cycle (with or without sidecar) or a trike is OK, but only one vehicle per entrant.
- Each vehicle may have a Driver only or a Driver and a Gunner (no passengers). All characters should be 30 pts. You may put all the points in one skill, but characters without the appropriate Driver, Gunner, or Handgunner skill will suffer the penalties described under those skills in the rules.
- Reflex rolls will be fixed at 4.
- Vehicles start at any speed up to 30 mph plus 2 turns worth of acceleration, from the approach to the arena gate. No shooting allowed by a vehicle and no points awarded to the vehicle until it moves into the arena.
- Points awarded are 2 for a mobility kill, 2 for a firepower kill (4 for a total kill), and 5 for each figure-eight completed around the drums (no partial credit on that one).
- The duel ends at 15 points or when only one vehicle remains mobile. Finishers will be scored based on points accumulated at that moment.
- Gates will remain open if anyone chooses to bail.
- Crew members are strongly encouraged to wear Body Armor, and may use any hand weapons they like. However, once a crew member leaves a vehicle, that vehicle can no longer score points.
- Dropped weapons are allowed anywhere except "near" the central gap between the drums. Use your judgement. If the fans feel you've gone over the line, they may make special offers to the other drivers to dispose of you.
Once we get underway,
orders will be due Monday and Thursday by 8 PM Eastern. If you go one phase without orders, I'll try to make a sensible conservative move and you will take no firing actions. If you go two consecutive phases without orders, you're out. However, you can give me advance orders if needed, or contact me if there are special circumstances.
Links to follow the progress of the game:
(P1-P5 is the phase, M=movement, F=firing, *=some firing resolved, X=casualties)
Final Victory Points:- Yellow Turtle: 18 (two figure-8s, full kill on Lightshow2, full kill on Ghost Pepper Aftermath)
- Ghost Pepper Aftermath: 13 (one figure-8, full kill on BEI - 2065 Inferno Mk. II, full kill on Yellow Turtle)
- BEI - 2065 Inferno Mk. II: 6 (firepower kill on Hotshot, full kill on Drachen)
- Hotshot: 4 (full kill on Green Machine)
- Green Machine: 2 (mobility kill on Hotshot)
Progress toward figure-eight points:
End of Turn 5 End of Turn 7 End of Turn 10