Re: Question – can dice be required on low-risk moves?
Source: SJGames.com Car Wars Forum
Sam Mitschke
Chief Creative Officer
A driving roll is required at the end of every movement point. When you have fully spent a movement point, check the requirements for your driving roll:
1) Add a number of [blue dice] equal to the highest-level terrain beneath the rectangle on your car base. If you are overlapping multiple terrain levels, only add dice for the highest level —*terrain effects are not combined.
2) Add any dice indicated by all hazards beneath the rectangle on your car base. Unlike terrain, hazard effects are cumulative, so when overlapping multiple hazards, they all affect your driving roll.
Note that some hazards (Oil, for example) do not add dice to your driving roll, but have effects that apply to the end result of your driving roll.
3) Add any dice required by the difficulty of the maneuver you just completed. If your intended maneuver was shortened (by a collision, for example), only add dice for the difficulty of the maneuver you actually performed.
Note that driving straight and slight turns are not maneuvers, so they do not contribute to your driving roll.
4) Roll all required dice and resolve any re-rolls you may have available.
5) Add any effects required by hazard cards. This leaves you with the final result of your driving roll, which you must then resolve (see Maneuvering Results).
It is possible that your driving roll consists of zero dice and no effects. In this case, the driving roll is resolved and you can move on.
Re: Rules Question: Multiple Accessories
Source: SJGames.com Car Wars forum
Quote:
From Sam”
“You can absolutely equip multiple suspensions, yes! The names are indeed different, despite the small-print-over-large-print text style, and they do not have a subtype (which IS the second word following the hyphen — the rules left that unfortunately ambiguous).
We only put restrictions for cards in places where we saw potential game-breaking exploits. We didn’t want to restrict anything JUST because it was thematically strange. I know it’s a little unrealistic to stack suspension parts like that, but it totally works. If it helps, think of it as combining suspension capabilities into a much beefier single suspension.”__________________
Philip Villarreal
Warehouse 23 Manager
Steve Jackson Games
Re: Rules Question (6e) – Autopilot Card
Source: SJGames.com Car Wars forum
Sam Mitschke
Chief Creative Officer
Yep. Pay 3 ace tokens to place a control token on the card. You can’t put more than one control token on the card, but it stays there until you need to spend it.
It’s more like an indicator light to show that, whenever you want to pay 1 less control token, the autopilot can handle that for you. It’s never part of your pool of control tokens, so it isn’t returned at the end of the round.
And yeah, it seems expensive at first, but it’s actually balanced using the same math that balanced the weapons. The value of that control token spikes and diminishes based on your circumstances, though, so it’s not as clear-cut.
Re: Rules Question – Repeated items on internal damage cards
Source: SJGames.com Car Wars forum
Quote:
From Sam:
“You can apply each separate point of damage to the same item if you choose. It’s broken out as two lines on the card to make it clear that you are not REQUIRED to apply it to the same thing.
Damage card B2, as a counterexample, has “Weapon — limit 2” on it. You must apply the second point of damage to that same weapon in this case.”__________________
Philip Villarreal
Warehouse 23 Manager
Steve Jackson Games
Re: Rules Question – Repeated items on internal damage cards
Source: SJGames.com Car Wars forum
Quote:
Yeah, damage keeps applying to items in the sequence on the card. If the power plant is reduced to 0, that car is eliminated and out of the game.
philreed
Chief Executive Officer
Re: Accessories clarification
Source: SJGames.com Car Wars forum
Werdna
Almost 100% sure the accessories work for all non-sidearm guns. The side placement just forces you to decide how to defend the accessories.
Re: Accessories clarification
Sam Mitschke
Chief Creative Officer
To keep the card layout cleaner and avoid walls of text, we made a general system, and then only put exceptions in the text for cards that require it. Cards that exclusively affect one other card, for example, would have likely been given their own type or restriction, and they would all function in the same way. They’d probably also have red reminder text on them, much like we did with turrets and the EXCLUSIVE restriction.
Re: Question about Ramplate Wording vs Bumperspikes
Source: SJGames.com Car Wars Forum
Quote:
Heavy obstacles can be moved and provide 1 free shield for cover – walls cannot be moved and provide 3 free shields and can totally block line of sight.