Over the years, the CADC has had to come up "House Rules" to fill in some of the gaps in the Official rules. We have documented those Interpretations below.
Hazards from Enemy Fire - We were going to rewrite the rules for how hazards from enemy fire effects a vehicle's HC, but after rereading the rules a few times, it appears that we misinterpreted it wrong last year. On page 12 on the Black Compendium it says:
Each attack from a separate enemy produces a separate hazard. If a vehicle is struck by three weapons in one turn, each attack would move the handling marker down and require a separate die roll on the Control Table. Attacks from one source (linked weapons, for example) however, are totaled before the hazard is computed.
If we follow this rule as written, then we do not need to modify the D hazards for increased damage, but we do want to put a cap on it to help limit gang firing. The most hazards from enemy fire that a driver can take in one turn is D9 (before HD Shocks).
Debris/Obstacles and Solid Tires - When a car fitted with solid (non-slicks) tires hits debris or an obstacle, the tires take no damage but hazards still apply. Solid slicks only take normal damage from debris and obstacles, instead of double. (race #1, 2048)
Spikes and Solid Tires - Solid tires take no damage from normal spikes. Solid slicks take normal damage (1d6). Explosive spikes do (1d6-1) to solids and [ (1d6-1) x 2 ] to solid slicks. (race #1, 2048)
Rolling into the Stands - If a vehicle rolls into a wall at over 100 mph, it automatically flips into the stands and takes ram damage to the side that hits the stands. If there is enough damage, the vehicle will confetti in the stands. A vehicle that is traveling 100 mph or less will not flip into the stands, but will take ram damage at that location. (race#2, 2048)
Active Suspension May be Used Off-Road - An active suspension may be used by a vehicle that is off-road but it will not gain the benefits to HC. The vehicle would still gain the advantages when losing a tire. (race #5, 2048)
The Effects of Smoke on Gunfire - If a vehicle targets another that drops a smokescreen in the same phase, there is no firing modifier because all weapon’s fire is simultaneous and it is assumed that the shooter already has a line on the target. It should be noted that a laser will be able to fire through the smoke if both are shot during the same phase (the smoke is slow relative to the laser). Rockets using laser guidance link would miss the target through. If laser fire sets off a laser reactive web that fires a smokescreen, the laser would hit in this case. Again, any rockets using laser guidance link would miss, even if the smokescreen was front mounted. The whole car becomes covered in smoke and disrupts the link. (race #5, 2048)
Losing Two or More Tires - A car that has lost two or more tires is considered out of control and will be at -6 on the handling chart. The car will decelerate by 30 MPH per turn until it reaches a speed that allows it to make a recovery roll. If a successful roll is made, the driver may fire weapons again. The driver may attempt a roll each turn possible. After the driver "regains control", he still will not be able to steer, accelerate or brake. The vehicle will continue to decelerate and will eventually come to a stop. If the car hits a wall at less that a 45 degree angle, it will take sideswipe damage for the speed it is traveling and conform to the wall. If the car hits a wall at more than a 45 degree angle, it takes ram damage for the speed it is traveling and will stop. (race #7, 2048)
How Damage is Applied to Metal Armor - The metal armor is not stripped until all firing for the phase is resolved. So against a 10/10 side, two RRs each rolling 11 would leave the side with 6/8 at the end of the phase.
Cars without Gas - A car with no gas will no longer be able to accelerate and will decelerate by 5 MPH per turn until it comes to a stop. This is the same as a car that has a fuel system hit on the engine damage table. (race #9, 2048)
Tires Take Damage from Exploding Vehicles - When a vehicle explodes, all vehicles within 2 game inches take 1d6 damage to the side exposed to the explosion. The rule book does not state that tires take damage but we have always done this. We are adding to the rule: all tires within 2" of an exploding car will take 1d6 damage. (race #10, 2048)
Braking is Considered a Maneuver - According to the rule book, deceleration counts as a maneuver. As such, effects that would lessen the severity of maneuvers (i.e. spoiler and airdam, sloped track sections), will reduce the D for braking. Therefore, deceleration would count toward the limit of one maneuver per phase. (race #10, 2048. Goes into effect in 2049)
Conforming to a Wall Will Cause Sideswipe Damage Each Turn - A car that is conforming to a wall will take sideswipe damage at the end of every 5 phases that it is in contact with it. The resulting damage will cause a D Hazard equal to each 10 MPH of the sideswipe and 1d6 damage. (i.e. A vehicle traveling at 160 MPH sideswipes a wall. The vehicle would take a 40 MPH sideswipe which would cause a D4 Hazard and 4d6 damage to the side. If the vehicle conforms to the wall, it will continue to take the hazard and damage until it leaves the wall.) A vehicle conforming to a wall would decelerate by 20 MPH per turn and take a D3 Hazard for the deceleration. Braking modifiers would not apply in this case. (race #10, 2048. Goes into effect in 2049)
Last Updated 03/28/49
Posted by the Championship Autodueling Circuit, March 28, 1999.
Reprinted by the Seattle Washington Autoduel Team, March 29, 2015.
Original URL: http://cadc2036.com
Original URL: http://cadc2036.com/49wrc03.html