Disclaimer:
"Car Wars", "Autoduel Quarterly"
(ADQ), "Midville" and
"Americain Autoduel Association" (AADA) are all registered trade
marks of Steve Jackson Games.

Well we are up to issue #13,
and I was thinking about avoiding
it and going straight to 14, then I remembered that my lucky number
was 13 and that I only did that to irritate superstitious people, so
I decided to keep the numbering consistent.
All these links can be found
at
"http://www.sjgames.com/HVD/lnk.html"
Any contributions, news or
questions can be sent to.
"mailto:dbarton@racp.edu.au"

NEWS:
HVD:
All of those who have written
to me saying they might like to
do something for HVD, now is the time to get things in. The next
issue will be out 15JUL. That means submissions are due by 10JUL,
please people send something in. Please.

ADQ:
No new updates.

AADA CHAPTERS:
NOVA:
OLD
As always their page has
seen a couple of updates, even more
nightmessenger issues are available, and a new section has been added.
It features adventures that the less imaginative of us cann use
instead of thinking of our own scenarios. Mind you the wrecking
crew
spunds like it could be fun...
Last Mod: 30JUN

OTHER CW PAGES:
No new updates  that I could find.

TBones:
This section hopes to deal
with these problems and through the
next few issues I hope to clear up several of the manoeuvreing
problems exhibited in Car Wars. While this won't appeal to everyone,
hopefully some of you will see a place for these rules. Inparticular
duels where manoeuvring and collisions are the main form of action.
There are a couple of problems
with Tbone collisions, firstly
there is the lack of danger in a collision (in particular for the
vehicle being struck). The second problem is that of conforming
movement, vehicles can rotate over 90', all being pushed by the other
vehicle. Neither of these is terribly realistic, a TBone is
exceeding dangeous, in particular for the vehicle being struck.
While
when vehicles TBone more often that not the vehicle hit will spin
away from the incident, rather than being pushed away.
Vehicle #1 is the tboning
vehicle, while vehicle #2 is the
one being tboned.
Step #1:
Divide the DM of V#1 by
the sum of V#1 and V#2's DM. In most
cases this will result in 1/2 (equal DM vehicles). Multiply this by
the current speed, this is the new speed applied immediately.
V#1
suffers a D1 hazard for every 10 mph speed (round up) change.
Step #2:
Calculate damage, using
the initial speed of V#1.
Step #3:
If the V#1 still has movement
to complete (use the final
speed of V#1 calculated above) V#2 will conform. There are two
possibilites for conforming movement, one is that V#2 is pushed
straight ahead, while in the other case the V#2 is rotated.
The first case occurs when
V#1 hits the centre of the side of
V#2, the limits of this are, that if the edge of V#1 is outside or
inline with the edge of V#2, V#2 will be pushed straight ahead.
This
is a D3 hazard for V#2 for every 1/4" pushed by V#1, this is applied
at the end of the phase.
If V#1 decelerated by less
than 10 mph, V#2 immediately
decelerates to 0 mph and will be pushed forward by V#1. This
results
in the same deceleration as in step #1 each turn for V#1 (additional
deceleration can be done, but the hazard is for total deceleration),
and an additional 1d per 2" movement to the armour involved on both
vehicles (modify for DMs). If V#2 continues to move it will be
decelerate by 1/2 that of V#1 in step #1. Note that if V#2 is
stopped, the effective hazard is 0, as there is no chance of loosing
control at 0 mph.
The second case is the easiest
to deal with, in this case V#2
will be rotated to clear V#1's path just as in standard conforming
movement. The resultant hazard is D2 (minimum of D2 if less than
15')
for every part of 15' of rotation, V#2 will decelerate by 1/2 that
of
V#1 in step #1. If the collision is with the rear 1/2 of V#2
then
the vehicle will go into a spinout if rotated more than 60', and if
rotated more than 45' has a 3 in 6 chance, and above 30' a 1 in 6.
This is applied instead of any lesser crash table results, ie if the
car vaults apply that instead of the spin, but if it just fishtails
ignore it. If the front 1/2 of V#2 is involved V#2 will suffer
the
same hazard as above, but will also decelerate by the same amount as
V#1 in step #1. In this case V#2 does not have the same risk
of
spinout as above.
In both of the above cases
if V#2 looses control and spins all
decleration for V#2 due to the collision is ignored. The vehicle
spins out with no loss of speed. Also round all speeds down to
the
nearest 5 mph.
Case #1
Case #2
Vehicle pushed
Vehicle rotated
++
++

 

 Tboned 
 Tboned 

 

++
++
++
++
 
 
 
 
 
 
 
 
I've included a picture on
the CWML homepage of some of the
cases to make it all a bit clearer.
What do the above rules mean,
1 tbones are a lot more
dangerous in particular for the tboned vehicle. One of the most
common results will be V#2 spinning out of control, while V#1 stops.
Sounds more realistic doesn't it. Also at low speeds, 10 mph,
etc,
V#1 will tend to push V#2 straight ahead  again more realistic.
Also when a subcompact / cycle is tboned by a truck it will be
pushed along, further crushed  once again more realistic. Also
when
a subcompact tbones a truck it will basically just stop, not
effecting the truck very much at all.
Let's look at some egs.

Collision with V#1 hitting
the back of V#2's right side during
phase 2.
V#1 = 50 mph, 1 DM
V#2 = 20 mph, 1 DM
Step #1:
V#1's new speed equals 25
mph (1 / 1+1). This is a D3 hazard.
Step #2:
20 pts damage to each vehicle
Step #3:
V#1 still has 1/2" further
to move. This rotates V#2 60',
causing a spinout. V#2 does not decelerate, suffers a D8 hazard,
rolls a major fistail on the crash table (ignored).
V#2 moves in phase 3 as
per the standard spinout.

Collision with V#1 hitting
the centre of V#2's right side
during phase 3.
V#1 = 50 mph, 1 DM
V#2 = 20 mph, 1 DM
Step #1:
V#1's new speed equals 25
mph (1 / 1+1). This is a D3 hazard.
Step #2:
20 pts damage to each vehicle
Step #3:
V#1 still has 1/2" to move,
moves V#2 1/2" forward (D6 hazard
 no loss of control). This decelerates V#2 by 10 mph > 10
mph.
In phase 5, V#1 moves 1/2"
forward pushing V#2 a further 1/2",
this causes no further hazard, and does no additional damage.

Collision with V#1 hitting
the centre of V#2's right side
during phase 3.
V#1 = 50 mph, 1 DM
V#2 = 20 mph, 15 DM
Step #1:
V#1's new speed equals 0
mph (1 / 1+15). This is a D5 hazard.
Step #2:
Who cares ???  assume not
confettied.
Step #3:
V#2 suffers no conforming
movement, but does undergo a D2
hazard  as it is the minimum for V#2. No chance of spinout
or loss
of control.

Collision with V#1 hitting
the centre of V#2's right side
during phase 3.
V#1 = 50 mph, 15 DM
V#2 = 20 mph, 1 DM
Step #1:
V#1's new speed equals 45
mph (15 / 15+1). This is a D1
hazard.
Step #2:
Not confettied.
Step #3:
V#2 is pushed straight along,
and is now at 0 mph. It is
pushed 1/2" this phase, a D6 hazard, this is ignored as V#2=0 mph.
V#1 decelerates at 5 mph per turn. V#1 in the next turn increases
deceleration by 10 mph  D1 manoeuvre (10 + 5 = 15, D1). V#2
takes
a lot of damage.

Well I hope that some people
wll use these rules and tell me
how they work, I haven't had a chance to playtest them, but I have
tested them. They should increase realism in collision situations
and
I don't think they increase complexity too much. It would be
probably
best to have a copy of this right near you when you are doing it.
The
deceleration can get a bit fiddly, but enjoy them any way.
