AVRO Duelling Standards
Last modified: 01/14/2015 21:33:34
Version 2.5.1
Vehicular
Standards
Vehicles
- Allowed: cars, racing cars, cycles, sidecars, trikes,
non-cargo hovercraft, grasshoppers, amphibians, triphibians,
snow-mobiles, half-tracks
- Not Allowed: lawn mowers, racing cycles, stretched
vehicles, helicopters, blimps, airships, cargo hovercraft,
buses, trucks, trailers, bicycles, monster trucks, autogyros,
microplanes, airplanes, jets, parachutes & handgliders
(ejection seats are exceptions) tanks, armoured cars, other
military vehicles, oversized vehicles, dune buggies, vampire
cars
Wheels
- Allowed: all standard types (including racing slicks),
all tire modifications, all that is listed in the AVRO
equipment page
- Not Allowed: truck tires, magical tires, Uncle
Schmalbert tires
Armour
- Allowed: plastic (includes all modifications), metal
(includes all modifications), rubber armour
- Not Allowed: military types of armour, magical armour,
Uncle Schmalbert armour
Engines &
Power Plants
- Allowed: latest official versions allowed (single gas
tank, 150 mile range)
- Not Allowed: unofficial versions (e.g. Limousine Power
Plant), Uncle Schmalbert versions (shucks, no nuclear plants!),
magical versions, Dueltrack versions
Weapons
- Allowed: all AADA approved weapons, all that is listed
in the AVRO
equipment page, grilled cheese sandwiches (special Uncle
Schmalbert exception)
- Not Allowed: all military weapons, all bombs,
kamibombs, depth charges, all Uncle Schmalbert weapons, all
magical devices, fuzzy dice
Accessories
- Allowed: all AADA approved accessories, all that is
listed in the AVRO
equipment page
- Not Allowed: all military accessories, all magical
devices, all Uncle Schmalbert accessories
Personal
Equipment
- Allowed: all AADA approved personal equipment, all that
is listed in the AVRO
equipment page
- Not Allowed: all military personal equipment, all Uncle
Schmalbert personal equipment, all magical devices, plastique,
dynamite, nitroglycerine
Crew
Standards
Skill Points
- Each player (not crew member) has 60 skill points. A maximum
of 30 points may go into any one skill. Running is given free at
Base 0 level.
Number of Crew
- Each player may have up to a total of two crew: driver &
gunner. No passengers allowed. This rule does apply to cycles.
Skill points may be split any way between the crew.
Damage Points
- Crew are usually 3 DP and 150 lbs. However, the alternate DP,
space & weight rules for crew in ADQ 8-3 on page
17 are permitted.
Encumbrance
- The Alternate Encumbrance rules will be used. Running speed
will be affected. Personal equipment weight will apply to
vehicle's weight limit.
Other
Standards
- Vehicles with gas engines can only have a single gas tank.
There must be enough gas for 150 miles.
- Vehicle submissions must be in 2 days before an event &
must be checked by the President.
- There is a no firing/ramming period of 3 entire seconds (start
firing in turn 4) at the start of each event.
- The starting speed of each vehicle is set at 30 mph (can
change speeds in turn 1)
- Exterior descriptions of opponent's vehicles will be available
at the before the start of the event.
- At least 4 stock vehicles will be available for use at each
event.
- The President will
always compete with a stock vehicle. Which stock vehicle will be
revealed at the start of the event.
Kills &
Point Systems
Maneuver Kills
Maneuver kills are awarded when a player's vehicle is unable to
move under its own power. Rocket boosters are not considered
legitimate for this classification. Preventing a vehicle from
moving for the rest of the duel is another way of gaining a
maneuver kill.
Exception: if a player maneuver kills oneself, then the maneuver
kill points are considered lost. Maneuver kill points may still be
awarded to an opponent if direct cause & effect for a maneuver
kill can be proved.
Examples of Maneuver Kills
- Losing the wheels on two corners.
- Gas tank destroyed.
- Ran out of gas (this will only occur if the tank was breached
once and nitrous oxide was then used) -- points go to person who
first breached the tank.
- Engine destroyed
- Lost control & rolled onto roof due to avoiding an
oncoming ram or a slick of oil -- points go to the opponent
involved
Firepower
Kills
The ruling of firepower kills has always been a tricky subject.
After numerous deliberations (i.e. numerous sessions of head
banging), I have been able to come up with a balanced way of
distributing the points. These rules make it easier to deal with
dedicated ram cars, last rounds, and cars with useless weapons.
- Before Event
- Player must determine how one wants one's firepower kill
points to depend on -- either on the vehicular weapons or on the
vehicles' mobility.
- Based on mobility
- Killing a player's vehicle mobility gains both the mobility
and the firepower points of said player.
- Based on Weapons
- Firepower points are awarded when the vehicular weapons cannot
meaningfully affect the other players. (e.g. destroyed weapons,
unable to fire weapons)
- Only weapons that can kill other players can be used for the
vehicular firepower classification. (e.g. smokescreens are not
permitted; spike droppers are permitted)
- Shooting all the shots of one's firepower weapons transfers
the basis of the firepower points to the vehicle's mobility
instead (i.e. a moving car is still a deadly weapon). If the
vehicle is already mobility killed, points are awarded to the
player who had mobility killed it.
- Pedestrians
- Pedestrians are normally considered cannon fodder and cannot
be used for this firepower kill definition.
- Exception: fools who enter arenas without a vehicle. In this
case, kill points are awarded by getting surrenders or blowing
the fools away.
Regaining
Kill Points
Players can regain their points from the players who "killed"
them by commandeering other vehicles. One second is required to
open the door, two seconds to remove a body (if present), one
second to enter the vehicle and one second to close the door.
In the case of a gunner commandeering a vehicle, the firepower
& maneuver kill points become split between the crew. For
example, if the driver's vehicle is killed, the opponent would get
only half the maneuver & firepower kill points. In order to
get full points, both driver and gunner would have to be
eliminated from play.
- Example:
- Player 1's car was killed by Player 2. Player 1 then goes over
to an Player 3's empty vehicle and commandeers it. Player 1 then
regains the points lost to Player 2. Player 3 and whoever killed
Player 3 do not lose any points.
Exiting
Vehicles & Arenas
When a player exits a vehicle, the firepower & maneuver kill
points of the vehicle are left with the vehicle. These points are
removed from the player's score until the player returns to the
vehicle or commandeers another vehicle. These points can be
captured by opponents who kill the player's empty vehicle (player
can still commandeer other vehicles).
When a vehicle exits an arena, the firepower & maneuver kill
points of the vehicle is removed from the player's score. If an
opponent can prove direct cause & relationship for the
player's leaving (i.e. player practically destroyed), then the
points may be awarded to the opponent; however, an extremely
strong case must be proved.
Surrendering
In AVRO, surrenders are only allowed if the player's vehicle is
killed. This will prevent the player from commandeering any other
vehicle. No points are awarded in this transaction.
This rule was instituted after a wave of ridiculous surrenders
where players were surrendering to others just to prevent someone
from winning. That type of nonsense is not tolerated.
Comments or suggestions? Contact Bruce at blam@arrowweb.com
Car Wars, AADA, Autoduel, Uncle Albert's, and the AADA logo are
registered trademarks of Steve Jackson Games Incorporated. All
names of other products published by Steve Jackson Games
Incorporated are registered trademarks or trademarks of Steve
Jackson Games Incorporated, or used under license.
Reprinted by the Seattle
Washington Autoduel Team, January 20, 2015
Updated May 27, 2023
Original URL: http://avro.simplenet.com/carwars/rules/duel.html