The QCarz Home Page

QCarz Errata

September 18, 1998
The following errata is for version 1.3 or earlier. These corrections and more have been included into version 2.0

June 17, 1998
Responses to e-mailed questions.

Write down traffic before the game starts. This is regretable a week point in the game, as traffic near the end of the road map will have left the map before the players get a chance to reach the finish, and players know what traffic is doing at any given moment. I will be changing these rules in version 1.4.

Animals and Pedestrians. Animals and pedestrians are assumed to be ON the road...

Assigning Traffic. Roll randomly for assigning traffic lanes. Any player can do this, you can even take turns (since it is before the race).

These rules corrections will be included in version 1.4 of the QCarz handbook.

May 22, 1998
General error corrections, and loop-hole fill-ups, as they are found.

Hand Weapon ranges: For hand held weapons, the ranges are as follows:

  • Shotgun - 100 yards
  • Grenade - 30 yards
  • Grenade Launcher - 100 yards

Table Two: The description of table two should read as follows:

A roll on Table Two is done with two dice. That number is then modified by adding one for every full 25 mph of vehicle speed.

Hazards: The following items are the corrections for Deceleration Hazards:

  • Decelerating more than the Maximum Design Acceleration: Turn II
  • Decelerating more than twice the Maximum Design Acceleration: Turn IV

Turrets: Some clarification to the use of turrets. For a weapon to be considered "mounted" in a turret, the entire weapon must fit into the turret's space. Ammunition does not have to be mounted in a turret with the weapon.

Ammunition and Weapon Space: Space taken up by ammunition does not count against the amount of space a vehicle may use for weapons, only the weapons themselves counts against this.

Maximum Design Acceleration: Be sure to round Maximum Design Acceleration down before recording it.

These rules corrections will be included in version 1.4 of the QCarz handbook.

May 20, 1998
Notes and corrections to the previous errata, mainly concerning vehicle length (there was some confusion; the previous errata was actually in feet).

The length of each car (in yards) is about cf/40, rounded up.  Keep track of where each car is on the road by it's front edge: a car that is 5 yards long with it's front at yard 300, where yard 1 is the beginning of the track, would have it's rear at yard 295.

High-profile cars are at cf/45, low-profile at cf/35, very low at cf/30 for their length. Dropped weapon drop a patch about 5 yards long. Mines are simply recorded as lying on a single yard.

These rules corrections have been included in version 1.3 of the QCarz handbook.

May 11, 1998
Some clarification on the game concept, brought to my attention by Nathaniel Kealen.

The game is a race/battle over a defined length of road... and the only thing that you should need to keep track of is each car's current distance along the track, and the current lane. For example, four cars on a three-lane road:

                           yard/lane
Turn     Blue Fury    Red Racer    Chump Ship    Flame Man

3        35/2         54/1         31/1          23/3
4        60/2         89/2         62/1          35/3
5        etc...

Notice that the Blue Fury and the Chump Ship are rather neck and neck, in lanes one and two.  You may use counters or hotwheels/micromachines for visual reference, but it is not neccessary for the game.  I like to simply sketch the current situation if there is a problem.  Lanes are numbered left to right.  One thing I need to add is the particular "length" of each car (in yards) is about (cf/20) +5, rounded up.  Keep track of where each car is on the road by it's front edge: a 160 cf car with it's front at yard 300, where yard 1 is the beginning of the track, would have it's rear at yard 287, since it is 13 yards long.
High-profile cars are at (cf/20) +4, low-profile at (cf/20) +6, very low at (cf/20) +7 for their length.  Keep record of each design's length when you record the design (You can use this for ranges in combat).  Dropped weapon drop a patch about 15 yards long.  Mines are simply recorded as lying on a single yard.

These rules additions will be in version 1.3, which will be up before the end of May.


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This site was last updated on October 4, 1998.
Nathan Stilwell
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Reprinted by the Seattle Washington Autoduel Team
December 25, 2014
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