tag:blogger.com,1999:blog-72112538282366634492024-03-14T05:46:01.017-07:00Cabbages, Kings and Vulcan Machine GunsTwin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-7211253828236663449.post-43880535248603813342023-05-04T15:40:00.001-07:002023-05-04T15:50:23.218-07:00<p> <b><u><span style="font-size: medium;">Other Rules Expansions and Considerations</span></u></b></p><p>Most of this comprises of a few simple rule omissions or clarifications I think I found throughout the rules that I felt could be easily addressed in a line or two. The final part is bringing forward and obscure rule for shotguns going back to Dueltrack that I would like to present as a good a valid option to represent what a shotgun can do at a short distance. If anyone knows anywhere else there is a rule or a clarification in an ADQ&A or something that relates to shotguns at point blank range, please let me know.</p><p>Overall, let me know what you think. Would any of these ideas make it to your games?</p><p>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>></p><p></p><p class="Standard"><b>Other Rules Expansions</b></p>
<p class="Standard">In the standard rules, it states that a hand weapon, used in its
normal fashion (shooting in most cases) and targeting a stationary vehicle at
point blank range, automatically hits for 1 point of vehicular damage even if
the weapon itself only damage tires or pedestrians and not vehicular
components.<span style="mso-spacerun: yes;"> </span>I think this can logically
be expanded that even if the vehicle is moving and you are within point blank
range, you can still deliver a point of vehicular damage but a to hit roll with
all relevant modifiers is required.</p>
<p class="Standard">I believe not allowing hollow-point ammunition for the
Machine Pistol and the Derringer is a simple error of omission.<span style="mso-spacerun: yes;"> </span>I would allow it for both weapons.</p>
<p class="Standard">The standard Telescopic Site at $150 should not be military
restricted / illegal.<span style="mso-spacerun: yes;"> </span>Any hunter may
have this on their rifle.<span style="mso-spacerun: yes;"> </span>The High-Res
version or the vehicular one, might be restricted in the arena or in certain areas,
but I don't see why they have to be illegal and military access only.</p><p class="Standard"><br /></p>
<p class="Standard"><b>Shotguns at Point Blank range<o:p></o:p></b></p>
<p class="Standard">In the Chassis & Crossbow section of Dueltrack, there is
a small note on the Weapons List for Shotgun. “If you are at point-blank range
and hit, roll one die; on a 6, you do double damage.”<span style="mso-spacerun: yes;"> </span>I have not seen this particular rule anywhere
else.<span style="mso-spacerun: yes;"> </span>I have also never seen it
countered anywhere either.<span style="mso-spacerun: yes;"> </span>I would keep
this rule for shotguns.<span style="mso-spacerun: yes;"> </span>In my opinion,
shotguns in Car Wars are very lacking when compared to rifles and other
weapons, a scope and a folding stock are about it for options.<span style="mso-spacerun: yes;"> </span>When shotguns are so much more versatile and
can be devastating at short range.<span style="mso-spacerun: yes;"> </span>I
would say also that since this is a damage determining roll, the 6 would remove
1pt of armor.</p>
<p class="Standard">Trying to work out the PB potential double damage rule
coupled with the standard rule of doing a point of vehicular damage at point
blank, I came up with these numbers:<o:p></o:p></p>
<p class="Standard"><span style="mso-tab-count: 1;"> </span><b>Single
Barrel Shotgun Blast</b><o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Normal PB – 2/1 Buckshot/Birdshot both deal 1pt
Vehicular damage<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->PB roll missed - 2/1 Buckshot/Birdshot both deal
1pt Vehicular damage<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->PB roll made – 4/2 Buckshot/Birdshot both deal
2pt Vehicular damage – removing 1pt Metal</p>
<p class="Standard">The double-barreled shotgun gets more interesting when
applying the rule<o:p></o:p></p>
<p class="Standard"> <b> </b><b>Double-barreled
Shotgun Blast</b><o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Normal PB – 4/2 Buckshot/Birdshot both deal 1pt Vehicular
damage (the double blast gets one roll and is treated as 1 shot.<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->PB roll missed – 4/2 Buckshot/Birdshot both deal
1pt Vehicular damage<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->PB roll made – 8/4 Buckshot/Birdshot both deal
2pt vehicular damage – removing 1pt Metal</p>
<p class="Standard">Note that the PB double damage rule for shotguns does not
apply to shotguns firing slugs.<span style="mso-spacerun: yes;"> </span>Slugs
turn the shotgun into s heavy bullet, low velocity, shot range, smooth bore
musket.<span style="mso-spacerun: yes;"> </span>It hits hard, but does not have
the blast that a shotgun would have.<span style="mso-spacerun: yes;">
</span>Slugs do a simple 3/1 damage per barrel and the double barrel is treated
as 2 separate 3/1 shots when assessing penetration.<span style="mso-spacerun: yes;"> </span>At point blank range, slugs may roll the 1d6
to see if a point of metal is removed on a 6.<span style="mso-spacerun: yes;">
</span>Double barrels are treated as single shot and get a single roll. <span style="mso-spacerun: yes;"> </span>Penetration at point blank range is something
I am still working though my thoughts on. <o:p></o:p></p><br /><p></p>Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-2147092893547005752023-05-04T15:18:00.002-07:002023-05-05T08:34:37.339-07:00<p><b><u><span style="font-size: medium;"> More Shotgun Options</span></u></b></p><p>Here is where I dive into less common options for the shotgun. However, I can see the utility of them. If you don't want the expense of an under-barrel gyroslugger or something more direct that the grenade launcher, the under-barrel shotgun may be a good fit. Some people would have it to have the big blast to clear the field in an emergency, or the high stopping power of a shotgun slug when you need it. Some may just keep a flare round in it for emergencies. The under pistol shotgun is an option to create something like the cap and ball LeMat revolvers. I've always had a fascination for them and I admit, this is me trying to recreate it for Car Wars. The under-barrel light shotgun, coupled with the light rifle, makes the perfect backwoodsman "game getter" gun and could find its way onto the highways of Autoduel America - and anything on the highways usually makes it way into the arena at some point.</p><p>Please let me know what you think and if these options would ever make it into your games. Or are they too much, too esoteric or out of balance in some way I did not consider.</p><p>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>></p><p></p><p class="Standard"><b>More Shotgun Options<o:p></o:p></b></p>
<p class="Standard"><b><o:p> </o:p></b>Since there are under-barrel gyrosluggers and grenade
launcher, I would propose adding under-barrel shotguns. This has been done numerous times with rifles
and even pistols, to give a single shot blast from the shotgun when needed.</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Under-Barrel Shotgun (UBStG)</b> – May be
mounted under the barrel of any weapon that can mount a UBGS/GL.<span style="mso-spacerun: yes;"> </span>1GE and it adds it's GE to the host weapon,
cost $75, single shot. Individual rounds must be loaded between firings.<span style="mso-spacerun: yes;"> </span>It takes 1 second to replace the spent
shell.<span style="mso-spacerun: yes;"> </span>Either the host weapon or the
shotgun may be fired with an action, not both at once, CPS, to hit and damage
are based on the shotgun ammunition selected. Maximum range with Birdshot or
Buckshot is 15” (10” with Slugs)</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Light Under-Barrel Shotgun (LUBStG)</b> – May
only be mounted under a Light Rifle.<span style="mso-spacerun: yes;">
</span>$50, 1GE, may only fire Birdshot, otherwise preforms similar to the full
size UBStG. A folding stock on a Light Rifle / LUBStG combo becomes a 1GE item, remains a Two-Handed Weapon.</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Under Pistol Shotgun (UPStG) </b>– May only
be mounted under a Heavy Pistol.<span style="mso-spacerun: yes;"> </span>+1GE to
the pistol.<span style="mso-spacerun: yes;"> </span>Adds a single shot shotgun
mounted under the barrel of the pistol, turning it into something like the old
LeMat revolver.<span style="mso-spacerun: yes;"> </span>Either the pistol or the
shotgun may be fired in a turn. Reloading requires pressing a catch that opens
a drop plate that swings open letting the spent shell fall to the ground.<span style="mso-spacerun: yes;"> </span>A new shell is inserted and the plate
closed.<span style="mso-spacerun: yes;"> </span>The next shell is then ready to
fire.<span style="mso-spacerun: yes;"> </span>The UPStG may use Birdshot or
Buckshot but may not use Slugs.<span style="mso-spacerun: yes;"> </span>To hit
and damage is determined by them ammo used, but range for either type of ammo
is 5” maximum. The Heavy Pistol with UPStG may still fit in the pistol slot of
a BV/ABV.</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Shotgun Flare Round</b> – Similar to RL Flare
Round but with a lesser effect.<span style="mso-spacerun: yes;"> </span>CPS $10,
Cannot be loaded in a magazine, must be individually be loaded in the weapon to
use.<span style="mso-spacerun: yes;"> </span>Damage 1pt to pedestrians and
tires, To Hit 10, Burn Mod 2/0, Only a 10” area is illuminated with penalties
for darkness reduced to -1 for 5 seconds.<span style="mso-spacerun: yes;">
</span>Range is 10” (5” horizontal in a UPStG)<b><o:p></o:p></b></p><br /><p></p>Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-22559827875041987762023-05-04T15:06:00.004-07:002023-05-05T08:32:53.780-07:00<p><span style="font-size: medium;"> <b><u>Light Weapons and Shotgun Ammunition</u></b></span></p><p>I'm sure everyone has some idea on what shotguns can or cannot do. Some people consider them wonderous weapons capable of everything from spitting fire to blasting through car engine blocks with a single volley. Others consider them little more than toys or bird guns that hold no light against a well balanced and powerful rifle. I think I fall somewhere in the middle, leaning toward shotguns be awesome and versatile weapons. I've come up with some basic ammo options for the shotgun that I believe will help the shotgun be more than the poor cousin of the rifle and shine in its own light. I have tried not to give to much complication to an already over-complicated game. It is very legitimate to dismiss this as only-more-thing in a game with way too many one-more-things. In any event, I had fun penciling this all out and trying to make the numbers fit. Let me know what you think and if any of this could find its way into you games? Or is it too much and not worth the hassle?</p><p>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>></p><p></p><p class="Standard"><b>Light Rifle</b> – The trusty squirrel gun.<span style="mso-spacerun: yes;"> </span>Designed to fire Light Pistol ammunition and
the ammunition is interchangeable.<span style="mso-spacerun: yes;"> </span>Cost:
$50, Dmg: 1pt., To Hit: 7. 10 shots, CPS: $1, 1GE, Loaded Cost: $60, Two Handed
Weapon.<span style="mso-spacerun: yes;"> </span>May not use a bayonet,
rifle-launched grenades, or the Under-Barrel GS/GL.<span style="mso-spacerun: yes;"> </span>May use any optics a rifle can (LTS,
telescopic, etc.) May use Hollow-Point, AP ammunition, a folding stock or an extended magazine. A folding stock does not make this a 0GE item. It remains 1GE.<o:p></o:p></p>
<p class="Standard"><o:p> </o:p></p>
<p class="Standard"><b>Shotgun Ammunition</b></p><p class="Standard">Shotgun Ammunition comes in three basic forms:</p><p class="Standard"><o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Birdshot - Which is many small pellets that spread
more like a cloud that makes hitting a target with at least some of the load easier
at the expense of the amount of overall damage to the target because much of
the delivered shot misses the target.<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Buckshot – Is several large pellets that
individually can deliver more damage and at shorter ranges, more pellets are
likely to be delivered to the target, compounding the overall damage done.<span style="mso-spacerun: yes;"> </span>This is the basic shotgun ammunition in Car
Wars.<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l1 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Slug – This is simply using a single, large
projectile in place of the normal smaller shot pellets in the load.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="Standard"><o:p> </o:p>Game Statistics for Shotgun Ammunition</p><p class="Standard"><o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Birdshot – CPS: $1, Dmg: 1pt., To Hit: 5, 20”
max range, Area Affect<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Buckshot – As per regular Shotgun ammunition,
Area Affect<o:p></o:p></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo2; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]-->Slug – CPS: $3, Dmg: 3 (1 to vehicular components),
To Hit:8, 10” max range, no Area Affect<o:p></o:p></p>
<p class="Standard"><o:p> </o:p>Although not explicitly mentioned, I believe shotguns when
firing shot should have the Area Affect, allowing the wielder to decide if they
are trying to hit a group rather than focus their fire on an individual. Other hand weapons such as the SMG, AR and MP
should also have this affect although not explicitly listed. The Vehicular Shotgun has the Area affect
listed for the weapon. I would simply
extend this to its smaller, hand-held versions.</p><p class="Standard"><o:p></o:p></p>
<p class="Standard"><o:p> </o:p><b>Light Shotgun</b> – The rabbit gun, good for taking small,
fast-moving game like rabbits and small birds without obliterating the
target. May only fire Birdshot
ammunition. May use any optics a rifle can. May use the folding stock and the extended magazine. Cost: $50, 1GE, 10 shots, To
hit, damage and CPS are as per Birdshot, loaded cost $60, Two Handed Weapon. A folding stock does not make this a 0GE item. It remains 1GE.</p>
<p class="Standard"><o:p> </o:p></p><br /><p></p>Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-50557142708878624972023-05-04T14:54:00.004-07:002023-05-04T15:53:28.353-07:00<p><b><u><span style="font-size: medium;">Carbines and Derringers</span></u></b></p><p>I have been giving some thought recently to new options for hand weapons in Car Wars - nothing overpowering or truly exotic, just things that fill gaps, in my opinion, in what would normally be out there in Autoduel America. Not that I think much of this would find its way into an arena. However, I do not see where it would terribly unbalance things if it did.</p><p>The first things I thought of were Carbines, Shotguns, Derringers and light weapons. This document starts with Carbines and Derringers. Let me know what you think, please. Would you consider these items in your games or are they too out there for common use?</p><p>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>></p><p></p><p class="Standard"><b>Carbine – </b>Although a serviceable carbine can be made
by using an extended folding stock on a Heavy Pistol, the Short-Barreled
Carbine (SBC) is specifically designed for the role.<span style="mso-spacerun: yes;"> </span>The carbine is designed for the vehicular
crew member or the foot soldier in dense vegetation of other combat situation
in confined areas.<span style="mso-spacerun: yes;"> </span>The barrel is only
10” long, as long as some heavy target pistols.<span style="mso-spacerun: yes;">
</span>The carbine fires a cartridge that is somewhere between a heavy pistol
and a rifle cartridge.<span style="mso-spacerun: yes;"> </span>The cartridge is
not compatible with any weapon other than carbines.<span style="mso-spacerun: yes;"> </span>The default magazine is 15 rounds and
extended magazines are available.<b><o:p> </o:p></b></p>
<p class="Standard"><b>Short-Barreled Carbine (SBC)</b> – Cost: $110, To Hit: 6,
Dmg: 2, 2GE, 15 shots, CPS: $1, Loaded cost: $125, Two Handed Weapon, may use
HP and AP ammo, may use any optics a pistol or rifle can (LTS, telescopic,
etc.), Barrel can support a bayonet, but is not long enough or sturdy enough to
use rifle-launched grenades or the Under-Barrel GS/GL.<span style="mso-spacerun: yes;"> </span>May use a folding stock to full effect.<span style="mso-spacerun: yes;"> </span>Also, with the stock folded, the SBC becomes
a One-Handed Weapon.<span style="mso-spacerun: yes;"> </span>Although it is
one-handed, 1GE and has a barrel length equal to a heavy target pistol, the SBC
with a folded stock cam not fit in the pistol slot of a BV/ABV like a normal pistol
with a folded stock can.<b><o:p></o:p></b></p>
<p class="Standard"><b><o:p> </o:p></b></p>
<p class="Standard"><b>Derringers<o:p></o:p></b></p>
<p class="Standard">When derringers were first introduced in ADQ 6/3 p.7, it was
not specified how many shots it had.<span style="mso-spacerun: yes;">
</span>However, it had the cost of the derringer as $30, CPS as $1 and the
loaded cost as $32, implying it had 2 shots.<span style="mso-spacerun: yes;">
</span>In later books, like the UACFH, it states that it is a 1 shot
weapon.<span style="mso-spacerun: yes;"> </span>I would propose that there are
three basic models of derringers floating around in Autoduel America:</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Derringer 1H</b> (one-shot heavy) - Fires a
heavy pistol round and the ammunition is interchangeable with the Heavy Pistol
and the SMG.<span style="mso-spacerun: yes;"> </span>$30, 1 shot, CPS $1, dmg. 2
pts, all other stats as the derringer in UACFH<b><o:p> </o:p></b></p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Derringer 2L </b>(two-shot light) Fires light
pistol rounds and the ammunition is interchangeable with the Light Pistol and
the Light Rifle (if allowed). <span style="mso-spacerun: yes;"> </span>$30, CPS
$1, dmg 1 pt, 2 shots, all other stats as the derringer in UACFH</p>
<p class="Standard" style="margin-left: 0.5in; mso-list: l0 level1 lfo1; text-indent: -0.25in;"><!--[if !supportLists]--><span style="font-family: OpenSymbol; mso-bidi-font-family: OpenSymbol; mso-bidi-font-weight: bold; mso-fareast-font-family: OpenSymbol;"><span style="mso-list: Ignore;">•<span style="font: 7pt "Times New Roman";">
</span></span></span><!--[endif]--><b>Derringer 2H</b> (two-shot heavy) Fires heavy
pistol rounds and the ammunition is interchangeable with the Heavy Pistol and
the SMG.<span style="mso-spacerun: yes;"> </span>$50, CPS $1, dmg 2 pts, 2
shots, all other stats as the derringer in UACFH.<span style="mso-spacerun: yes;"> </span>This is closer to what I think the original
derringer was intended to be in the ADQ magazine. I made it more expensive
though to balance it with the one-shot detailed in UACFH.<b><o:p></o:p></b></p><br /><p></p>Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-3593547388015805592015-04-20T09:06:00.000-07:002015-04-20T09:06:10.903-07:00TwisterCon 2015 - My Pics<div class="separator" style="clear: both; text-align: center;">
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<br />Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-90298464702586770062015-03-15T16:31:00.000-07:002015-03-16T18:05:45.543-07:00TwisterCon 2065<div class="separator" style="clear: both; text-align: center;">
Right now, just the photos I took of the games. I'll write a more detailed report later.</div>
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<br />Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-44106754534212130792015-01-03T20:38:00.000-08:002015-01-05T18:34:16.464-08:00The Way We Used To Run Amateur Night DuelsWe used to run Amateur Night duels whenever only some of us showed up and others of our regular gaming group could not make it - or for whatever reason - it wouldn't make sense to continue the campaign. That didn't matter to us; Amateur Night was fun. On most nights, we chose Stingers, with any of their options. In SHAAG duels*, you got 3D6x$100 over and above whatever the cost limit of the duel and you could use whatever money you saved over the base cost of a stock vehicle from the option you selected in the Stinger to add to you personal equipment total. That generally made the Stinger the most popular Amateur Night vehicle in our group. You could have a pair of MGs and trust your luck to the dice for personal weapons, you could swap for an RR or an RL and get more armor and more money, or you could trade one MG for an HR with some more armor and even more money.<br />
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Granted, these were our House Rules - We had played this way for years.<br />
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The arena was the Buffalo Municipal Arena (we never played that arena wide-open - one of our group was obsessed with populating it in every duel with every wreck counter, buses and all, in the most diabolic configurations). We always welcomed it! Honestly, I was glad, it made the wide open arena unique every time we duelled.<br />
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* - In SHAAG duels every arena also allowed every crew member to check out from the local armory a Light Pistol at no charge if needed - we wanted no one to be unarmed!<br />
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<br />Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-87473167674604069152014-11-06T07:51:00.001-08:002014-11-11T18:20:01.295-08:00Shotguns are More than Modified RiflesIn Car Wars hand weapons, The Shotgun seems to be the poor cousin of Rifle. They each cost $120 and take 2 GE. In alternate encumbrance, the Shotgun only weighs 8 lbs to the Rifle's 10 lbs. The Shotgun hits on a base of 6, better than the Rifle's base of 7. That is the only real advantage a Shotgun has as written. The Shotgun also only has 10 shots compared to the 20 in the Rifle and does only 2 points per hit compared to 3 points per hit from the Rifle.<br />
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The Double Barrel Shotgun is interesting in that you can choose to fire two rounds from the 10 shot magazine at once, increasing the potential damage to 4 hits per firing action with two successful to hit rolls. But the base cost goes up to $200, GE goes to 3 and alternate encumbrance goes up to 12 lbs.<br />
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Both the Rifle and the Shotgun have a maximum range of 20" - or scaled to 100 yards. That seems a bit much for a Shotgun. Personally, I can not reliably hit anything further than 40 or 50 yards with a shotgun. I'm sure there are people who can. I am not claiming to be a master shotgunner - just an average bloke with experience in using the weapon.<br />
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In my opinion, the advantages of the shotgun are versatility and power at close range. There are other advantages and disadvantages. However, these two I feel are neglected in Car Wars. I would make some proposals to change the Shotgun to reflect those advantages and disadvantages and separate it from the Rifle.<br />
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First, I would reduce the maximum range to 10" or 50 yards. I feel that is the practical effective range of a Shotgun, especially in a combat situation.<br />
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Second, I would have the Shotgun deliver double damage at Point Blank range - 4 hits per barrel. This would reflect the effect of the increase in the number of buckshot pellets hitting the target before the load begins to spread too much.<br />
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I have also toyed with the idea of slugs for the Shotgun. Initially, I thought slugs would be CPS $5, decrease the base to hit from 6 to 8, do full damage to vehicles but would not get the double damage at Point Blank range I would propose for the regular Shotgun rounds. Slugs would also be subject to the 10" - 50 yard maximum range suggestion for normal rounds. What do you think? My concern is that for $250 (a Double Barrel Shotgun with Slugs) you almost supersede the AVR - you only have 5 shots with both barrels and have to make a separate to hit roll for each barrel, but its $400 cheaper and is lighter. I think it would be an interesting option. I worry if it disrupts game balance, though.Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-31201262178944182822014-10-02T08:38:00.001-07:002014-10-02T09:03:06.994-07:00I've Never Understood the Allure of the Blast CannonI generally feel the Blast Cannon is too expensive and too bulky for the limited number of shots it has by default. The Blast Cannon costs $5500 loaded in its basic form, takes four spaces, hits on a base of 7 and has 10 shots. You can make the ammo HESH for $500 more, but HEAT ammo is prohibited as being too powerful.<br />
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You can add an extra magazine to boost the number of shots to 20, but at five total spaces, you can only put that in a non-sloped non-streamlined sedan or larger vehicle. That is not much of a problem itself. It just limits your options. If you want to add Component Armor to that facing, your up to an non-sloped non-streamlined luxury as the minimum.<br />
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The Blast Cannon is a fine weapon and definitely has its place in considering offensive options. I have been surprised by people's near obsession with the weapon - to the point where people seemed to believe any other weapon option was substandard. When I went to GenCon for the 2050 Tournament, I was surprised by the number of people using the Blast Cannon in the Preliminaries. In the Finals, four of the eight duellists had a Blast Cannon, either Front or Side mounted. (Two had triple linked Rocket Launchers. One was Laser Guided. I believe that was a holdover from the mid to late 2030's when LGL and Rockets were the rage - Expanding on that is for another post.) The Blast Cannon, with or without HESH, is great for punching through thick metal armor, which also seemed to be very much in vogue at the time. I had a sloped sedan with a turreted VMG with HD ammo and a FCGS with an extra magazine. I kept my speed up to maximize targeting penalties for the big guns and tried to keep my distance until I could close in and use the Flameclouds. I never took a single hit from the Blast Cannons, only from the Rocket Launchers. (I also finished all of my kills in that duel with the FCGS - Writing about my love of Flameclouds is also for a future post.)<br />
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2051 was similar. Again, in the Finals, four of the eight had a Blast Cannon. Again, I had a turreted VMG and FCGSs. Again, I never took a hit from the Blast Cannons.<br />
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The Blast Cannon is accurate and can readily punch through armor. It is a good option to try to get to a quick kill count in AADA convention scoring. It is expensive and bulky and not suitable for long fighting with only ten rounds. The Blast Cannon is a fine weapon. I just don't feel it is the pinnacle of Car Wars offensive technology.<br />
<br />Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0tag:blogger.com,1999:blog-7211253828236663449.post-41556199303577666892014-10-02T07:49:00.001-07:002014-11-04T17:53:04.340-08:00Bringing Balance Back to the (Motive) Force<div class="MsoNormal">
To bring some balance back between Gas Engines and Electric Power
Plants, I would propose giving ICEs Overdrive back, reducing the range requirement
to 100 miles, to get closer to the real lower limit in place for Electrics, but
leave the extra gallon of gas per bottle of Nitrous, if losing the gallon would
reduce the ICEs range to below 100 miles.
Make Electrics meet the 100 mile minimum range as well. They will in most cases but if they have a
weapon that can drop their range below 100 miles in the 30 turns (or whatever
the maximum length set for the duel) they would need either Laser Batteries or
Extra Power Cells or maybe just Streamlining.
The key is to give ICEs back Overdrive to counter HTMs and whatever
minimum range limit is applied, apply equally to both ICEs and Electric Power
Plants.<o:p></o:p></div>
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From the CWRQ/ODQ/MADHAT PBEM Rules – On Overdrive for Gas
Engines - "For $400, it would eliminate the gas engine's weakness of a low
top speed." (This ruling was put in place before HTMs were introduced and
was never reconsidered after HTMs were introduced.)<o:p></o:p></div>
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Yet that same $400 can be used to eliminate the Electric Power
Plant's weakness of a low acceleration with HTMs.<o:p></o:p></div>
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<o:p> </o:p></div>
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Gas Engines are required to carry enough gas to travel 200
miles on a tank at cruising speed with one extra gallon per bottle of Nitrous. Electric Power Plants do not have similar
restrictions. A car with HTMs consumes
power at 1.5x the normal rate - meaning engaging HTMs reduces cruising range
from 200 miles to about 133.3 miles (check my math - I may have gotten my
formula backwards - but it does reduce it).
HDHTMs, which consume power at 2x the rate, reduce the normal 200 mile
range to only 100 miles. By the logic
applied to Gas Engines, Electric Power Plants with HTMs need also to have a set
Extra Power Cells and vehicles with HDHTMs need to have 2 sets to achieve the
AADA standard of a 200 mile minimum range.<o:p></o:p></div>
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A similar, but smaller, effect exists with Lasers, Sonic
Cannons and other power draining items.
A single shot from a Laser starts lowering the maximum range below the
200 mile standard. This would be similar
in effect, although probably a lesser effect in most cases, to the one extra
gallon of fuel per bottle of Nitrous.<o:p></o:p><br />
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Imagine a car like the Superflash, from the original Vehicle
Guide, that has three Lasers. Simply
spend $400 to give it HTMs and have it fire all three Lasers every turn in a
standard AADA 30 turn limit duel. The
Super Power Plant has 300 PU that will take it about 200 miles, meaning it burns
3 PU per 2 miles at cruising speed, that goes to 4.5 PU per 2 miles with HTMs
engaged. Thirty turns of firing 3 Lasers
burn 180 PU, bringing it down to 120 PU for range. That means the stock Superflash with added on
HTMs can only have about a 53.3 mile minimum range. My math is estimated, but I think it is not
too far off. I really think that
whatever minimum range we set, we apply it to both Electrics and ICEs.<o:p></o:p></div>
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All three of these AADA-only arbitrary restrictions on ICEs -
200 mile minimum range, extra gallon of gas per bottle of Nitrous and no
Overdrive, combined with HTMs and HDHTMs swung the pendulum in very heavy favor
of the Electric Power Plant. Even in the
last few MADHAT PBEM duels, going back to about 2007 or 2008, shows that 31 of 38
vehicles used were Electric and only 7 were gas. Of those 7, 3 each were in Division 35 and
Division 40 and one in Division 25 and none in any lower Division.<o:p></o:p></div>
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Gas Engines already have several disadvantages. They are expensive, easier to catch the
vehicle on fire and cause it to explode and they have a low top speed. They cannot use power draining devices
without a Laser Battery. They are also
very delicate. There are several ways to
disable a Gas Engine without completely destroying it (several engine Critical
Hit Table entries and destroying the Gas Tank without even hitting the engine). Their advantages are high acceleration and
low weight. The Gas Tank may be
considered both an advantage and a disadvantage – It is a separate component to
take damage, but once destroyed will shut down an otherwise untouched Gas
Engine in just a few turns.<o:p></o:p></div>
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Electric Power Plants' disadvantages include low
acceleration and high weight. Their
advantages include resilience - the only way to disable an Electric Power Plant
without completely destroying it is to hit it with an APP Rocket (that I can
think of??) Other advantages are low cost, high top speed, the ability to power
draining devices, like Lasers, on their own and not being automatically
volatile. For just $200 (cycles with
HTM) to $2400 (6 wheelers with HDHTM), you can eliminate the low acceleration disadvantage
and potentially turn it into a high acceleration advantage. <o:p></o:p></div>
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Can you tell I have been thinking about this off and on for
over a decade, since I first learned about HTMs in 2050? Hehehe My thoughts are still not complete on this, but I would like to put it out there for review and comment.<o:p></o:p></div>
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Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com1tag:blogger.com,1999:blog-7211253828236663449.post-60715031479318343582014-10-02T07:46:00.000-07:002014-10-02T08:53:15.634-07:00Thoughts on AADA Scoring<div class="MsoNormal">
In current AADA scoring, gaining two and a half kills, if you are still in control of your vehicle, will win you the duel
instantly. Reaching two kills will start
a 5 turn timer that, if no one either kills you or reaches the two and a half
kill mark in that time, will also declare you the winner. This is applicable if there are three
participants in the duel or eight. This
was put in place to try and fit duels into a four hour gaming convention
window. It works well in this
regard. However, I think that it does
not produce a clear victor in the duel.
In an average duel of six to eight participants, you can be declared the
winner and vanquish less than half your opponents. If the duel were to go to the very end, you
could get your two and a half kills and an opponent could get three and a half
in an eight way duel and not kill you in the process. This promotes designs and strategies around
gaining quick kills in favor of endurance.
In my opinion, this has led to an increase in the use of designs whose primary
weapon system is designed around the ramplate.</div>
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<div class="MsoNormal">
<o:p></o:p>A dedicated ram car can be very deadly in the arena, no
doubt. The inherent weakness of its
philosophy, though, is that when you hit someone and deal out potentially
massive damage, you lose some of your defense at the same time. The theory is that you give more than you
take. However, a successful attack still
leaves you weaker when it is time to face the next opponent, making you less
able to engage the next opponent and eventually leaving you unable to engage
with your primary attack. This is fine
for a quick duel where it is a race to get to a certain point total, but not so
good for the long haul.</div>
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I’m not sure I have a perfect solution. If the primary goal is to fit a duel into the
time slot of a convention, then a race to a point total is the most effective
means to accomplish that. If, however,
the time restrictions are removed, I feel that to declare a true victor in an
eight way duel, you would need to score four and a half kills to win instantly and score
at least three to start a five turn countdown. <o:p></o:p></div>
Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com2tag:blogger.com,1999:blog-7211253828236663449.post-42088594943803329952014-10-02T07:02:00.002-07:002014-10-03T06:47:40.300-07:00My Introduction to Car WarsI have been an avid fan (a rabid fan?) of Car Wars for over 30 years now. A friend of mine in the Air Force, stationed in Biloxi, Mississippi, came home over Labor Day weekend with a couple of his fellow Airmen and introduced us to this game they had been playing called Car Wars. That Friday night we played on his kitchen table, where we had played innumerable games of Dungeon and Dragons and Ogre in the years before. My first game of Car Wars was in the Buffalo Municipal Arena (still my favorite arena to play in). I took a basic Mini-Sherman directly from the pocket box, dropped the Smoke Screen, upped to a Super Power Plant, added Solid Tires, a Hi-Res Targeting Computer (we had a very generous budget) and maxed out the chassis and the armor. For personal equipment, I had Body Armor and three LAW rockets. (He only had the Pocket Box, Sunday Drivers and the Double Arena at the time.) With my forward mounted twin machine guns, decent armor and nice acceleration, I eagerly took to the field. My buddy, who was also being introduced to the game, took the City Cowboy option of the Vigilante pickup, reduced the armor slightly to give him enough weight allowance to replace the two Recoilless Rifles with Vulcan Machine Guns. For Personal Equipment, he took Body Armor, a shotgun and four grenades. Our host took a Subcompact with a forward mounted Laser. I do not really remember what the other two Airmen had. I think one of them had a van, though.<br />
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We started out the gates, everyone eager to engage and get the carnage started. I noticed every time I turned my guns toward someone, they would veer away, forcing me to take long shots and missing. After a while, I commented on this and someone said they didn't want to face my two Vulcan Machine Guns. When I said they weren't Vulcans, only regular Machine Guns, that sealed it for me. Everyone turned toward me and started pounding me with all their weapons. I tried to use my speed to keep everyone at bay while returning fire where I could, but eventually, I lost control and rolled the car and caught fire. I knew I was likely to die before the car slowed down enough for me to have a reasonable chance of getting out. I convinced everyone that in true A-Team fashion, my LAW rockets would cook off and explode my car in a spectacular fashion. I grabbed a handful of debris and obstacle counter, even adding a couple of mine and spike counters for fun, and scattered them where my car had been. <br />
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My friend with the modified City Cowboy fared better. He too, however, eventually lost control and skidded into one of the perimeter TV bunkers. Underestimating the thickness of his armor, he primed a grenade intending also to take himself out in a glorious manner. After the collision, he realized that not only did he survive the crash, his Front armor was still pretty sturdy. Rather than eat the live grenade, he threw it up into the TV tower. We decided he blasted a cameraman out of the tower and he landed in the pickup bed. We placed a pedestrian counter on top of his pickup counter. For the rest of the duel, he drove around with the body of the cameraman in the bed of his pickup.<br />
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The next day the five of us took a pontoon boat on one of the nearby lakes and enjoyed the sun. I spent most of the time studying and absorbing the Car Wars material. I was hooked. I realized that even though I had good armor and good acceleration, my twin Machine Guns were just too light of armament for the duel the night before. I also saw the effectiveness of the modified City Cowboy and everyone's reluctance to engage me close up when they thought I had a pair of VMGs up front. I felt that the Vulcan Machine Gun could rule the roost.<br />
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After the holiday, I spent that fall, in my Geometry class, transcribing everything I could remember from the Car Wars material. I guessed or extrapolated the data I could not accurately remember. I learned some rudimentary design strategies doing this - for example -I saw that the Rocket Launcher was cheap and light, but was inaccurate and only had 10 shots. I saw the Rrecoilless Rifle was effective, but again was restricted on ammo at 10 shots. I gravitated toward the Machine Gun and the Vulcan Machine Gun. That Christmas, my friend who introduced me to the game, gave me the Pocket Box, Truck Stop and the Double Arena. He gave my friend the Pocket Box, Sunday Drivers and the Armadillo Autoduel Arena. That was all it took. I started introducing Car Wars to our regular gaming group at school and have enjoyed the game ever since.Twin50MGhttp://www.blogger.com/profile/02113033160794899627noreply@blogger.com0