NOVA Club Rules

After years of dueling & racing NOVA has developed it's own house rules. These handle combat and movement in general.

1. Maneuvers can be done on any full inch of movement.

2. No tire shots unless under very unusual situations.

3. Exploding mines and spikes have an inch burst radius from the center of the counter.

4. Continual maneuvers are available up to D3 in hazard.

5. No SABOT rounds and impact-fused grenades in arenas.
 
 

Racing Rules:

1. All dropped weapons are forbidden. This includes: mineflingers, spike guns, oil/paint guns, flamethrowers, & grenade launchers. Handweapons have similar prohibitions on them.

2. Only direct fire weapons are allowed on race tracks and courses. They will be limited to a certain number of spaces and damage, which will be determined by the division.

3. EWPs and turrets are prohibited because of the hazard possibility and to limit arcs of fire.

4. Temporary speed boosters are forbidden. These include nitrous oxide, supercharger capacitor, and rocket boosters.

5. Combat begins after the completion of one lap.

Racing is designed for the duration, not combat. The racer who travels the furthest wins.
 
 

Dueling Rules:

After seen enough World events NOVA doesn't believe in checkpoint scoring. We see no need to discourage straight out combat seeing how the game is called "Car Wars".

Nova scoring system: a player gets one point for a kill and losing a point for being killed. The survivor gets one point at the end of a duel just in case there is a tie. Simple, and easy to use.
 
 

Additional In-House Rules:

1. Fire and explosions - When a vehicle catches fire due to external weapons hits, it is the armor on the side in question that's on fire, not the entire vehicle. The armor has to be either destroyed by additional damage or by the fire itself before the fire goes internally.

2. Movement - Maneuvers are allowed on every full inch of movement. Continues maneuvers up to D3 are allowed.

3. Motion compensators are inherent components of all vehicular weapons. Therefore, no maneuvering-induced to-hit penalties apply.

4. Trikes can link weapons between the right and left sides with a regular link.

5. All accelerations and decelerations are done at the beginning of the turn.

6. Weapons fire in phase one occurs after all movement is done.

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