Other Rules Expansions and Considerations
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.
Overall, let me know what you think. Would any of these ideas make it to your games?
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Other Rules Expansions
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. 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.
I believe not allowing hollow-point ammunition for the Machine Pistol and the Derringer is a simple error of omission. I would allow it for both weapons.
The standard Telescopic Site at $150 should not be military restricted / illegal. Any hunter may have this on their rifle. 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.
Shotguns at Point Blank range
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.” I have not seen this particular rule anywhere else. I have also never seen it countered anywhere either. I would keep this rule for shotguns. 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. When shotguns are so much more versatile and can be devastating at short range. I would say also that since this is a damage determining roll, the 6 would remove 1pt of armor.
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:
Single
Barrel Shotgun Blast
•
Normal PB – 2/1 Buckshot/Birdshot both deal 1pt
Vehicular damage
•
PB roll missed - 2/1 Buckshot/Birdshot both deal
1pt Vehicular damage
• PB roll made – 4/2 Buckshot/Birdshot both deal 2pt Vehicular damage – removing 1pt Metal
The double-barreled shotgun gets more interesting when
applying the rule
Double-barreled
Shotgun Blast
•
Normal PB – 4/2 Buckshot/Birdshot both deal 1pt Vehicular
damage (the double blast gets one roll and is treated as 1 shot.
•
PB roll missed – 4/2 Buckshot/Birdshot both deal
1pt Vehicular damage
• PB roll made – 8/4 Buckshot/Birdshot both deal 2pt vehicular damage – removing 1pt Metal
Note that the PB double damage rule for shotguns does not
apply to shotguns firing slugs. Slugs
turn the shotgun into s heavy bullet, low velocity, shot range, smooth bore
musket. It hits hard, but does not have
the blast that a shotgun would have.
Slugs do a simple 3/1 damage per barrel and the double barrel is treated
as 2 separate 3/1 shots when assessing penetration. At point blank range, slugs may roll the 1d6
to see if a point of metal is removed on a 6.
Double barrels are treated as single shot and get a single roll. Penetration at point blank range is something
I am still working though my thoughts on.