Friday, October 11, 2013

Map is Posted

Here's the map we'll be using...



Since there are eight entrants, I've decided to put 3 at the top, 3 at the bottom and 1 on each end - like this -








This is using the map from Expansion Number 8 - Chopper Challenge. This takes place at a time when the river is much lower though, so the water can be crossed without drowning out your engine. The water is considered to be 1-1/2 foot in the "shallow" parts and 3 foot in the deepest. This means with OR suspension you can cross anywhere but with regular suspension you can only cross where it is shallow.

Here's the info from the expansion.


THE GREAT OUTDOORS
The two mapsheets in this set fit together to make a map of a single large patch of wilderness. A quick explanation of the terrain:
The Ground. This is rough, open country — all maneuvers are +D1 dif- ficulty; a drift is D2, a steep drift is D4, a hard swerve is D4, a tight bend is D7, etc.
The Boulders. Boulders have 100 DP, making them very tough to hurt. They are fixed objects, firmly embedded in the ground, and will not move in a collision. For each 10 DP inflicted on the boulder in a collision (round down), place one debris marker adjacent to the boulder as close to the impact point as possible. If some catastrophe (like a crashing helicopter, or eight linked laser shots) should inflict more than 100 points of damage on a boulder, place an obstacle marker over it to indicate it has been destroyed, and treat the remains as an obstacle. Boulders do not block line of fire.
The Trees. Trees are also fixed objects, but they have only 30 DP. A vehicle does not collide with a tree unless the vehicle counter touches the trunk of the tree (the dark circle in the center). The gray outlines of the tree branches do not block line of sight, but they are —2 to sight through — an important consideration when attacking ground forces from the air . . .
The River. The river flows from west to east, then turns southeast, at 5 mph. It starts out (on the west edge of the map) five feet deep, but at the wide spot near the center of the map, the depth is only two feet. The river continues at a depth of five feet on the east half of the map, deepening to ten feet where the trees no longer line the bank. It remains ten feet deep to the edge of the map.
The Cliff. On the south side of the river as it leaves the map, there is a cliff. The cliffside facing the river is a sheer, unclimbable precipice. If you approach from the west, the cliff is the equivalent of a 10-degree ramp for vehicle jumping purposes. It is 30 feet high at the south edge of the map and tapers down to nothing in the north.
The Bluff. This area, in the southwest corner of the map, is 20 feet higher than the countryside to the north and east. Prone pedestrians firing from the edge of this bluff are considered to be "under cover," with the appropriate penalties to anyone trying to target them. In addition, a vehicle on the bluff will not be visible from the area below until it is within 1⁄2" (game scale) of the edge. To jump from the bluff to the area below in a vehicle, treat the bluff as a 20-degree ramp, but add 30 feet to the distance flown due to the height dif- ference between the takeoff and landing areas.

Here's a portion of the OR info from the CWC2.5.


Off-Road Duelling
All maneuvers (but not hazards) off-road are at an additional D1 difficulty. All Crash Table rolls are at a -3, due to the vehicles’ tendency to slide and skid while off-road.
Off-Road Vehicles
Off-road suspension is available for 4- and 6-wheeled vehicles, to lift the underbody off the ground and cushion it from shocks.
Penalties for Unmodified Vehicles
Any vehicle can go off-road without modifications – handling class of an unmodified vehicle is reduced:
Motorcycle (with or without sidecar): -2 HC
Trike: -1 HC
Car (4 or 6 wheels): -3 HC
The handling bonus for radial and racing slick tires does not apply while off-road. Special off-road (OR) tires are available.
In addition, most vehicles are subject to damage when going off-road. Every turn a standard car, van or oversized vehicle is off-road and traveling faster than 10 mph, roll 2 dice. On a 2 or 3, the underbody takes 1 point of damage. On a 4 or 5, one tire (roll randomly to see which one) takes 1 point of damage. If the vehicle is going over 30 mph, roll twice per turn; over 50 mph, roll 3 times; and so on. Once the underbody is gone, the internal components do not take further damage.
Exceptions: racing slicks take double damage from traveling off- road, and solid and off-road tires take no damage.
Vehicles with Off-Road suspensions, as well as all cycles and trikes, are built higher off the ground and do not take underbody damage.
Water
Vehicles without off-road (OR) suspension cannot cross water deeper than 11/2 feet. Vehicles with OR suspension can take on water up to 3 feet deep. Vehicles in deeper water drown out and stop working – the effect is the same as if the power plant had been destroyed. The plant takes no actual damage, though – once the vehicle is out of the water (how you get it out is your problem), it will dry out and be usable again in 1d hours.
Hitting standing water deeper than 1/2 foot is a D2 hazard. Traveling in water decelerates a vehicle by 5 mph per turn per 1/2 foot of water – you must accelerate by 5 mph just to stay at the same speed. Vehicles with OR suspensions decelerate 5 mph per turn per 1/2 foot of water over 11/2 feet deep.
Radical maneuvers are impossible in water – no maneuver with an original, unmodified difficulty over D3 can be performed. There is no additional penalty for those maneuvers which can be performed.
Rolling
When a vehicle rolls in an off-road situation, each side that hits the ground takes 1d-2 damage, instead of 1d of damage. Tires, likewise, take 1d-2 damage in an off-road roll. It is quite possible to roll a vehicle on soft ground and drive it away afterward – if you can get it upright.










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