How To Play Car Wars Classic - the basics

jeudi 9 avril 2015

The most basic idea in the game is that 10 mph approximates 15 feet per second, and is considered to be equal to that for game purposes. In Classic, one inch on the map equals 15 feet, so a vehicle moves 1 inch per turn for every 10 mph.



The turn is divided into 5 equal phases, and movement is generally apportioned between the phases as evenly as possible, but also so that you don't end up with weirdness like a slower vehicle rear-ending a faster vehicle.



It's meant to run PvP, so that there's as little need as possible for a referee to make judgment calls, but a referee or at least a facilitator is still helpful to have if for no other reason than to track phases and call out who moves on which.



Vehicles have a Handling Status, which changes from phase to phase as the vehicle performs maneuvers and undergoes hazards. Handling status is reduced by the difficulty value of the maneuver or hazard (referred to with a D number, so a D1 is very moderate while D7 is very dangerous). Every time your handling status changes you'll look on the handling table to see whether you're safe, need to make a control roll, or automatically lose control. The game includes a handy Turning Key with maneuvers and their difficulty values listed, so you can just lay it down next to your vehicle, move it according to the key, and reduce your status by the difficulty value.



Combat is fairly straightforward: roll 2d6 and try to equal or exceed a target number. Target number varies by the weapon used and the attacker's Gunner skill as well as other modifiers. For instance, laser weapons have a target number of 6 while rockets tend to have target numbers of 8 or 9. To attack, declare that you're attacking and with which weapon, get your target number, determine your total modifiers (including from skill, target size, range, speed, and maybe a few others), then roll the dice and add or subtract your final modifier. If you equal or exceed the target number, you hit. Roll damage, and the target player subtracts that value from the remaining damage points (DP) of the armor or component that is hit. A component reduced to 0 DP (whether that is armor, a weapon, a piece of vehicle equipment, or a driver) is destroyed, and any remaining damage continues to the next one.



Your first combat, or your first few, will probably be run with premade or stock vehicles, but at some point you'll want to build your own cars. Every vehicle type has a weight capacity and space available, and components take up weight and space (as well as money cost) as part of that. You'll start with a body type (compact, midsize, luxury, van, etc.), choose a chassis strength and suspension type, power plant, tires, armor, weapons, other equipment, and make sure you leave weight and space for a driver.



That's the basics. Feel free to ask questions here on the boards!

How To Play Car Wars Classic - the basics

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