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T23P3 - Speed
Roger maintains 5
Jeff moves straight
Turn 23 Phase 4
Roger maintains 5
Jeff makes a 'less than' D1 left. He needs a 2 keep control - 6, safe.
Jeff fires point blank at the back of Roger with all three RL's. He needs a 3 to hit.
RL1 - 5 3, hit for 5 6 - metal is destroyed and plastic takes the rest
RL2 - 6 4, hit for 4 5 - plastic takes it all
RL3 - 6 3, hit for 4 3 - plastic is destroyed and some goes internal
Roger drops an obstacle and takes a hazard.
Turn 23 Phase 5
Roger accelerates to 10
Jeff moves straight over the obstacle. While looking for the rules on hitting debris and obstacles I found the explosion rules. Rene's car is being replaced with 5 debris counters dropped from a foot above the board. I will replicate this virtually as best I can...
The rules are very clear that if you start the phase on top of debris or obstacle it does NOT affect you that phase, so Jeff gets a clear straight movement.
He rear ends Roger at 60 minus Roger's 10 for a ram speed of 50. 5D damage: 1 1 3 3 1. Jeff's plastic armor takes it all. Roger's missing back armor allows the damage to go internal, killing the driver.
Jeff's forward motion stops and they are both now going 35 mph. Jeff needs a 3 to avoid concussion: 4 4, safe. He takes a haz and needs a 4 to keep control: 6, safe.
Roger takes a D5 haz (D3 from collision and extra D2 because driver hurt or killed). He needs a 2 to keep control - 4, safe.
Roger, now moving 35, moves straight.
Turn 23 End of Turn
Randy continues to burn. Explode on a 1 - 6, safe.
Anthony continues to burn.
Both paints on the map disappear.
Turn 24 Phase 1
Holding for Jeff and Anthony...