TEXT: www.gaslands.com/downloads/Gaslands-FAQ.pdf 
  1 
  GASLANDS 
  Errata & FAQs 
  Version 1.20 - 31 December 2018 – Recent updates in pink. 
  ERRATA 
  Add the following rule to page 6: 
  Simultaneous Effects: If the effects of multiple 
  special rules occur at the same time, the controller 
  of the active vehicle decides the order of 
  resolution.  
  SMASH ATTACK DICE 
  Update the smash attack calculation table on page 20 and 
  page 60 to the following: 
  ORIENTATION 
  SMASH ATTACK DICE 
  Head On 
  Attacker’s current gear plus 
  Defender’s current gear  
  T-Bone & 
  Sideswipe 
  Attacker’s current gear  
  Tailgate 
  Faster participant’s current gear minus 
  the slower participant’s current gear 
   
  Note that page 19 states: “If the orientation of the collision 
  is a tailgate and the front vehicle is in a higher current 
  gear than the tailgating vehicle, both vehicles must declare 
  evade as their reaction.” 
  COLLISIONS 
  Replace the first paragraph under “Apply Hazard Tokens” 
  on page 21 with the following: 
  "As the last step in the resolution of the collision, 
  all vehicles involved in the collision gain +2 
  hazard tokens." 
  WIPEOUT STEP TIMING 
  Immediate after the “Wipe Out Step” heading on page 28, 
  replace the first paragraph with the following paragraph: 
  At the start of the Wipe Out Step: check the number 
  of hazard tokens on the dashboard of every in 
  play vehicle. Any in play vehicle that has 6 or 
  more hazard tokens at the start of the Wipe Out 
  Step suffers a WIPEOUT. If a vehicle gains hazard 
  tokens during a wipe out step such that it now has 
  6 or more, that vehicle suffers a wipeout during 
  that wipe out step. Do not check the number of 
  hazard tokens outside of wipe out step for the 
  purposes of triggering a wipeout. 
  On page 60, add the following timing step, under the “Wipe 
  Out Step” heading: 
  3.0 Check hazard tokens on all vehicles. Any in 
  play vehicle that has 6 or more hazard tokens 
  suffers a WIPEOUT (see steps 3.1 to 3.6) 
  VEHICLES & WEAPONS 
  Replace the “Crush Attack” special rules on page 32 with 
  the following: 
  Crush Attack: After resolving a collision with an 
  obstruction of a lower weight class during 
  movement step 1.7, this vehicle may declare 
  “crush attack” to ignore the obstruction for the 
  remainder of its movement step, as it drives right 
  over the top of it. This vehicle cannot declare a 
  crush attack against another vehicle with the 
  Crush Attack special rule. 
  DEATH RACE 
  The diagram on page 39 is incorrect and should be 
  replaced with this one: 
   
  
   
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  2 
  The illustration of the race gate incorrectly states the gate 
  is 15cm wide, when in fact it should be LONG STRAIGHT 
  (182mm) wide. 
  Add the following to the “Victory” section: 
  If one player is the only player with active 
  vehicles on the board, and the other players do 
  not have 3 audience votes available to re-spawn, 
  the player with active vehicles wins. 
  SATURDAY NIGHT LIVE 
  In the “Special Prize Conditions” table, the final row should 
  read “15+” not “15”. 
  PERKS 
  Replace the “Elegance” sponsored perk on page 49 with the 
  following: 
  Elegance: Teams sponsored by Miyazaki may 
  not purchase heavyweight vehicle types, or 
  vehicle types with a base Handling value of 2 or 
  lower.  
  Replace the “Prison Cars” sponsored perk on page 49 with 
  the following: 
  Prison Cars: Vehicles in this team may purchase 
  the following upgrade: “Prison Car: Reduce the 
  cost of this vehicle by 4 Cans to a minimum of 5 
  Cans. Reduce the hull value of this vehicle by 2. 
  May only be purchased by middleweight vehicles. 
  May only be purchased once for each vehicle.” 
  Replace the “Stunt Driver” perk on page 51 with the 
  following: 
  Stunt Driver (7 Cans): This perk may only be 
  taken on a lightweight or middleweight vehicle 
  type with a base Handling value of 3 or more. This 
  vehicle may choose to ignore any number of 
  obstructions during its movement step. After any 
  movement step in which this vehicle chooses to 
  ignore any obstruction using this ability, this 
  vehicle immediately gains 3 hazard tokens. 
  WAR RIG 
  Add the following text to end of the first paragraph in the 
  “Piledriver Attack” section: 
  A piledriver attack counts as a smash attack in all 
  regards, and also includes an additional effect. 
  Add the following paragraph to page 54: 
  SLIDE RESULTS 
  When a War Rig resolves a SLIDE result, do not 
  apply the slide template. Each slide result 
  provides a hazard token as normal. 
  FAQS 
  ACTIVATIONS 
  May I have a timing breakdown? 
  Sure, see the quick reference card, available here: 
  https://gaslands.com/downloads/Gaslands-
  QuickRefCard.pdf    
  Can I activate my vehicles in any order I 
  choose? 
  Yes. Players are free to choose which of their vehicles to 
  activate in any gear phase, should they have more than 
  one to choose from in any gear phase. 
  When can I spend audience votes? 
  You can spend audience votes when it is your turn to 
  activate a vehicle, but before you select which vehicle to 
  activate. 
  The full activation time sequence is therefore: 
  1. 
  Spend Audience Votes 
  2. 
  Select a qualifying vehicle to activate 
  3. 
  Activate selected vehicle 
  1. 
  Movement Step 
  2. 
  Attack Step 
  3. 
  Wipeout Step 
  Importantly, this means that if it is your turn to activate a 
  vehicle, but you have no qualifying vehicles, you still get 
  the opportunity to spend audience votes, which can then 
  cause you to have a qualifying vehicle to activate.  
  
   
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  3 
  If other players have fewer vehicles 
  than me, do I still get to activate all my 
  vehicles in a given GEAR PHASE? 
  Yes. If a player has no vehicles left to move in a given 
  GEAR PHASE, she must pass. If no other players have 
  vehicles in high enough gears to activate in a given phase, 
  a player may move multiple vehicles in a row.  
  Ensure that every vehicle activates exactly once in every 
  GEAR PHASE equal to or less than its CURRENT GEAR. 
  If there are no vehicles in (for example) 
  Gear 6, does GEAR PHASE 6 still occur? 
  Yes. Ordinarily, play will pass swiftly over phases in which 
  no player has qualifying vehicles, but technically they do 
  occur, allowing players to (for example, spend AUDIENCE 
  VOTES in those gear phases. 
  MOVEMENT 
  Is there such a thing as GEAR ZERO? 
  Vehicles cannot be in GEAR 0, but Obstacles can. 
  What size are the maneuver templates 
  supposed to be? 
  For reference, the LONG STRAIGHT template in the back of 
  the book is 182mm long (180mm + 1mm stroke on each sides) 
  and 32mm wide. (30mm inside + 1mm stroke on each side). 
  The turning templates only go one way: 
  can vehicles only turn right? 
  No. The turning templates may be rotated 180 degrees to 
  allow for left turns.  The swerve and veer templates can be 
  flipped over to allow for left-wards motion. 
  Can I move in reverse multiple times in a single 
  turn? 
  No. If you STICK-SHIFT UP out of GEAR 1, you can no longer 
  move in REVERSE, (as you will be in a gear higher than 1).  
  Can 
  I 
  place 
  the 
  Veer 
  and 
  Swerve 
  templates any way round I like? Can I 
  choose to place the Veer and Swerve 
  templates such that the slide exit point 
  is on the nearer or further curve on the 
  template? 
  When placing a template, including the swerve or veer 
  templates, you follow the rules on page 11, with “either of 
  the short edges of the template parallel with and centred on 
  the front edge of the vehicle”. 
  This mean you can place the swerve or veer template how 
  you like, with the slide exit point in any of the possible 
  positions, so you have the possibility of sliding in a 
  number of ways. 
  Note from the timing steps that you have to PLACE the 
  template before you roll you skid dice, so you can’t roll a 
  slide and then change you mind about how the template is 
  placed. 
  Can I place the short, medium and 
  straight templates with the slide exit 
  point touching my vehicle? 
  No. Those maneuver templates always have to have the 
  slide exit point at the far end of the template. 
  SKID CHECKS 
  If I am left with a SHIFT RESULT that I 
  don’t need, am I forced to STICK-SHIFT? 
  No. If you roll a SHIFT, you are not forced to STICK-SHIFT. 
  May I STICK-SHIFT multiple times in the 
  same activation? 
  Yes. You may use multiple SHIFT results to change gear 
  more than once in a single activation. You receive a 
  hazard token for each gear you change up or down.  
  Can I use my SHIFT results to cancel the 
  hazard I would gain from a SPIN or 
  SLIDE result, but still use that SPIN or 
  SLIDE? 
  No. Because you use SHIFT results during step 1.4 to 
  remove hazards tokens from your vehicle, but hazard 
  tokens from SPIN and SLIDE results aren’t gained until 
  step 1.5, so they aren’t yet on your vehicle. 
  
   
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  4 
  SLIDE 
  If I have selected a STRAIGHT maneuver 
  template, and I roll a SLIDE result, which 
  way do I end up facing? 
  If you SLIDE off of a STRAIGHT maneuver, you may 
  choose the direction in which you rotate. 
  If the application of a SLIDE RESULT 
  during a SKID CHECK would cause a 
  COLLISION, 
  should 
  I 
  resolve 
  the 
  COLLISION in the middle of the SKID 
  CHECK? 
  No. 
  The SLIDE RESULT changes the FINAL POSITION of your 
  movement step.  You move your vehicle into its FINAL 
  POSITION in step 1.7 of the MOVEMENT STEP. The collision 
  will happen in the COLLISION WINDOW after Step 1.7, before 
  the SPIN results are applied. 
  On page 17, is says: “The maneuver 
  template up to the slide and the slide 
  template now count as the vehicle’s 
  maneuver template for the purposes of 
  determining 
  if 
  the 
  maneuver 
  is 
  interrupted.” What does "up to the slide" 
  mean in this context? Is that the part of 
  the template up to the slide exit point?  
  Yes, it would have been clearer if is said: 
  "The maneuver template up to the SLIDE EXIT POINT and 
  the slide template now count as the vehicle’s maneuver 
  template for the purposes of determining if the maneuver 
  is interrupted." 
  SPIN 
  If I roll a SPIN result, and rotate myself 
  into contact with another vehicle, what 
  happens? 
  If a SPIN places your vehicle in contact with an 
  OBSTRUCTION, a COLLISION occurs.  This can be used 
  offensively. 
  Say I have rolled both SLIDE and SPIN 
  results. If my SLIDE result causes me to 
  collide with an obstacle, can I use the 
  spin result to avoid the collision? 
  No. The SLIDE result changes where your FINAL POSITION 
  is (Step 1.7), whereas the SPIN result rotates you after you 
  move into your FINAL POSITION (Step 1.8).  For this reason 
  the COLLISION happens in the COLLISION WINDOW after the 
  SLIDE but before the SPIN. 
  Okay, say I have rolled both SLIDE and 
  SPIN results. If my SLIDE result causes 
  me to collide with an obstacle, can I use 
  the spin result to then cause a second 
  collision with a different obstacle? 
  No. As your vehicle never made it into an “unaltered final 
  position” or a “slide final position”, it does not get the 
  chance to use the SPIN. See page 14. 
  If my selected maneuver would have 
  resulted in a COLLISION, but a SLIDE 
  allows me to avoid the obstruction, can I 
  use a SLIDE to avoid the collision?  
  Yes. As you resolve your skid dice before you move you 
  vehicle along the maneuver template and into its FINAL 
  POSITION, use of a SLIDE result on the SKID DICE can 
  cause you to avoid a collision with an obstruction. 
  
   
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  5 
  HAZARDS 
  If the maneuver I have selected is 
  HAZARDOUS in my CURRENT GEAR, when 
  do I apply the HAZARD ICON? 
  If you have a penalty HAZARD RESULT from selecting a 
  HAZARDOUS MANEUVER, apply it at the same time that 
  you would apply any HAZARD RESULTS that were rolled 
  on your SKID DICE. 
  If I have rolled both HAZARD RESULTS 
  and SHIFT RESULTS, am I forced to use 
  the SHIFT RESULTS to cancel out the 
  HAZARD RESULTS? 
  No. You are free to choose to apply any SKID DICE 
  RESULTS, including SPIN, SLIDE and HAZARD results. You 
  are not forced to cancel any results using SHIFT RESULTS. 
  SHOOTING 
  Cars 
  get 
  to 
  shoot 
  every 
  time 
  they 
  activate. Does that mean faster cars get 
  to shoot more? 
  Yes. A vehicle has an opportunity to attack in every one of 
  its activations, so if you're in 6th gear you get six 
  opportunities to attack.  
  When I side-mount a weapon, do I have to 
  nominate one of the two sides for it? 
  No. “Side mounted” permits firing from either side. Side arc 
  can be a pain to line up, so the game doesn’t penalise you 
  further by forced you to line up one named side.  
  Once I assign a crewmember to a weapon, 
  are they stuck on that weapon for the 
  rest of the game? 
  No. You can change the assignment of crewmembers to 
  weapons from one activation to another, as crew hop from 
  seat to seat, or as the driver flips her attention from the 
  HMGs to the oil-slick droppers. 
  If a crewmember hasn’t been ASSIGNED 
  to 
  attack 
  with 
  a 
  particular 
  weapon 
  during the ATTACK STEP, can they still 
  fire? 
  Yes. If a crewmember hasn’t been ASSIGNED to attack with 
  a particular weapon during the ATTACK STEP, then the 
  crewmember may make a HANDGUN attack instead. 
  When I make a shooting attack, am I free 
  to choose any target? 
  Yes. You may select any target in your LINE OF SIGHT. You 
  are not forced to select the nearest target. 
  If I want to make an attack with a 
  DROPPED WEAPON, do I need to assign a 
  crewmember to it? 
  Yes. One of your CREWMEMBERS must be assigned to the 
  weapon and use their attack for that activation to drop a 
  DROPPED WEAPON. 
  If I am attacked with multiple weapons in 
  an Attack Step, do I roll a separate 
  Evade against each weapon? 
  No. From Page 27: 
  “After the attacker has rolled all their attack 
  dice for this attack step and calculated the total 
  number of hits the target is suffering, the target 
  may make a single EVADE attempt.” 
  WRECKS 
  I got wrecked, and the final slide caused 
  me 
  to 
  collide 
  with 
  something, 
  what 
  happens? 
  If this final slide brings the wrecked vehicle into contact 
  with another vehicle, immediately resolve a COLLISION 
  prior to it becoming a wreck. If the vehicle is involved in a 
  collision during the process of being wrecked, then remove 
  it after if becomes a wreck. 
  When a vehicle is wrecked, and does is 
  short 
  movement, 
  and 
  collides 
  into 
  
   
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  6 
  another 
  vehicle, 
  does 
  the 
  destroyed 
  vehicle have to declare a smash attack? 
  No, the vehicle is not a wreck at this point., and so can 
  choose its reaction in the collision as normal. 
  When a wreck explodes, does a vehicle 
  caught by the explosion get to make an 
  evade? 
  Explosions can’t be evaded. This applies to volatile 
  obstacles too. 
  COLLISIONS 
  If 
  a 
  DESTRUCTIBLE 
  OBSTRUCTION 
  interrupts my maneuver and is then 
  removed during the resolution of the 
  COLLISION, can I finish my maneuver 
  once it’s gone, and reach the end of my 
  maneuver template? 
  Yes, because after a collision interrupts the movement in 
  step 1.7, you check again to see if the maneuver is still 
  interrupted. See page 17. 
  If I reverse into an obstruction, what 
  orientation does this collision count as? 
  Head-On. If the active vehicle moved in REVERSE during 
  this activation, and the rear edge of the active vehicle 
  strikes the front edge of the target vehicle, then this also 
  counts a HEAD ON COLLISION. 
  What is the different between a T-BONE 
  and a SIDE-SWIPE? 
  There is no mechanical difference between a T-BONE and 
  a SIDE SWIPE. Sometimes special rules will make reference 
  to one and not the other. 
  If the SMASH ATTACK DICE calculation 
  results in less than 1 attack dice, what 
  happens? 
  Your SMASH ATTACK deals no damage. 
  If I declare a SMASH ATTACK but roll no 
  dice, does the target still receive 2 
  HAZARDS? 
  Yes. 
  What 
  is 
  the 
  CURRENT 
  GEAR 
  of 
  an 
  obstacle? 
  If you have collided with an OBSTACLE, the obstacle counts 
  as being in GEAR 0. 
  My maneuver template is going to allow 
  me to drive head-on into an enemy 
  vehicle.  In order to do the most damage, 
  I’d like to put my foot down and STICK-
  SHIFT UP before the collision.  Can I do 
  that? 
  Yes. As movement along your maneuver template and into 
  your final position occurs after the resolution of SKID 
  DICE, you will usually have had an opportunity to change 
  gear prior to a collision in your activation. You will 
  therefore be able use your “new” current gear for 
  calculating attack dice. This encourages drivers who know 
  they are going to strike an opponent to put their foot down. 
  If 
  I 
  have 
  just 
  collided 
  with 
  an 
  obstruction, 
  and 
  then 
  another 
  game 
  effect, such as FLIP or becoming a 
  WRECK would cause me to move again in 
  the same activation, do I ignore the 
  obstruction 
  that 
  I 
  can 
  currently 
  touching, even though I didn’t start the 
  MOVEMENT STEP touching it? 
  Yes, just ignore it and cause more carnage. 
  
   
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  7 
  On p21, it says: “Damage from smash 
  attacks in a collision is simultaneously 
  applied to both participants.” Does this 
  mean I suffer damage from my own 
  smash attacks? 
  No. The intention of this line is that both participants get to 
  roll their smash attacks even if the damage from the first 
  player to roll their dice would wreck the other vehicle. 
  The reason is that a smash attack causes HITS to the 
  TARGET. HITS are the things that cause DAMAGE. The 
  attacking vehicle wasn’t the target of it’s own smash 
  attack and therefore suffers no hits from it, and thus no 
  damage. 
  Does the “Moving Off” rule work even 
  with a BIG chunk of scenery? What if I 
  start my turn pointing directly into a 
  mountain? 
  The answer is if you start your activation pointing head-
  first into a mountain and try to drive forward into the 
  mountain, you don't move. 
  Here's what happens: 
  1. As you note, page 22 says "If a vehicle starts any 
  movement step touching an obstruction, that vehicle must 
  ignore the obstruction for that movement step." The word 
  "ignore" is key here. 
  2. Page 15 says "If the selected maneuver causes any part of 
  the vehicle’s maneuver template or unaltered final 
  position to physically overlap with an obstruction that it is 
  not ignoring, the vehicle’s maneuver is INTERRUPTED." 
  and then how to first the INTERRUPTED FINAL POSITION. 
  3. Page 16 says: "If the vehicle can be placed at this 
  interrupted final position such that it does not overlap any 
  obstruction *(even one that it is ignoring)*, then this 
  becomes 
  the 
  vehicle’s 
  interrupted 
  final 
  position. 
  Otherwise, move the active vehicle backwards along the 
  maneuver template from this position until it is not 
  overlapping any obstruction (even one that it is ignoring). 
  This becomes the vehicle’s interrupted final position. The 
  vehicle’s interrupted final position will always leave the 
  vehicle touching an obstruction."  
  All of which means that if a vehicle that started it's 
  activate pointing head-first into a mountain tries to drive 
  forward into the mountain, it would end up not moving from 
  it's starting position. This could conceivably be of tactical 
  benefit, but more likely you just want to reverse. 
  WIPE OUT 
  If I collect enough HAZARD TOKENS to 
  WIPE OUT during my skid check or 
  during a collision, can I still continue my 
  turn and making some shooting attacks 
  before I WIPE OUT? 
  Yes. As the WIPE OUT STEP happens last in any activation, 
  if you collect enough HAZARD TOKENS to WIPE OUT at any 
  point during your activation, you still continue your turn 
  and attack before you WIPE OUT.  
  Two vehicles WIPE OUT in the same wipe 
  out step: what happens? 
  If two vehicles WIPE OUT simultaneously, (perhaps 
  because of a collision), resolve the active vehicle’s wipe 
  out first, and then proceed clockwise round the players and 
  resolve in turn. 
  When a vehicle wipes out, Can I rotate it 
  such that it is overlapping the edge of 
  board? 
  Yes. A mean opponent can rotate your vehicle such that it 
  is overlapping the edge of the table and is immediately 
  DISQUALIFIED. These people are not your friends. 
  Does something special happen if I have 
  seven or more HAZARD TOKENS? 
  Nope. If you have six or more HAZARD TOKENS at the 
  during any WIPE OUT STEP, the vehicle will WIPE OUT, but 
  nothing special happens if you have more than 6. 
  
   
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  8 
  If I FLIP as a result of a WIPE OUT, and 
  this causes a COLLISION, and this causes 
  another vehicle to gain its sixth HAZARD 
  TOKEN, what happens? 
  If the activities of the WIPE OUT STEP result in another 
  vehicle gaining its sixth hazard token, go ahead and 
  immediately resolve a WIPE OUT for that vehicle during 
  the same WIPE OUT STEP, in accordance with the Rule Of 
  Carnage. 
  I just moved in REVERSE, but then I 
  WIPED OUT and FLIPPED. What happens? 
  If a vehicle moved in REVERSE in the activation during 
  which it suffers a FLIP, move the vehicle directly 
  backwards SHORT, instead of forwards. 
  VEHICLES & WEAPONS 
  The flamethrower's Special Rules list: 
  “Large Burst Template”. Given that it 
  states template size under Range, is this 
  a typo? Is it actually supposed to say 
  "Blast" instead? 
  It's not supposed to say blast, it's simple a redundant 
  repetition of the fact that it uses the large template. 
  Does the flamethrower do hull damage 
  for each un-cancelled hit and THEN set 
  you on fire, or just set you on fire with at 
  least 1 un-cancelled hit? 
  It does damage and then sets you on fire. 
  If a vehicle has no hazard tokens and 
  gets 
  set 
  on 
  fire, 
  does 
  the 
  fire 
  immediately go out? 
  If a car has no hazard tokens and gets set on fire, the fire 
  immediately goes out, so pick your targets. 
  My cardboard quick reference sheet 
  says Molotov cocktails and grenades are 
  Ammo 3, but the book says Ammo 5. 
  Which is correct? 
  The book is correct. Both Molotov cocktails and grenades 
  are ammo 5 (five). 
  When do I need to spend an ammo token, 
  when attacking during the Attack Step 
  with a weapon with the Ammo special 
  rule? Can I check the range first? 
  Page 26 says “players may measure shooting ranges 
  before declaring targets.” 
  To make this double clear, when attacking with a weapon 
  with the AMMO special rule, Attack Step 2.5 should read: 
  "Discard an ammo token to roll to attack". 
  Do Trikes and Bikes w/ Sidecars benefit 
  from the Bikes special rule (full throttle, 
  pivot), the Buggy special rule (roll cage... 
  doesn't seem right), or neither? 
  Trikes and Bikes w/ Sidecars count as Buggies, so they 
  have the ROLL CAGE rule and do not have the FULL 
  THROTTLE OR PIVOT rules. 
  Do dropped weapons (i.e. mines and oil 
  slicks) remain in play? Or are they 
  removed at the end of gear 6? 
  They remain in play. 
  Can I turret-mount a ram? 
  Not according to the rules, as only shooting weapons can be 
  turret-mounted, but if you ask your opponents sweetly, 
  they might let you. 
  Can I use a Ram before passing Gate 1 in 
  a Death Race? 
  Yes. 
  
   
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  9 
  Does the Exploding Ram turn into a 
  “normal ram” after it has exploded? 
  No. 
  Can I use audience votes to reload the 
  Exploding Ram? 
  Yes. 
  Can I use an Exploding Ram before 
  passing Gate 1 in a Death Race? 
  Yes. 
   
  DEATH RACE 
  Is the “starting line” the same as “gate 
  one” or not? 
  No. The starting line and gate one are separate. See the 
  diagram in the errata above. 
  Do weapons activate on the starting line? 
  No. Weapons only activate after the “gate 1”, which is the 
  first gate AFTER the starting line. 
  WAR RIG 
  The text for the War Rig’s Piledriving 
  attack (p.54) mentions the short range 
  template. The template in the diagram 
  says “slide”. Which one is the correct 
  template type for this rule? 
  Short straight. The text is correct and the diagram is 
  incorrect.  
  (Note: That’s actually an earlier version of the SLIDE 
  template in the diagram, when the SLIDE and SHORT 
  templates were the same). 
  So a War Rig has the option to make a 
  Pile Driver attack instead of a Smash 
  attack. When you resolve the collision 
  what do you do? Is it a smash reaction 
  with the Pile Driver reaction after? 
  Page 54 says: "when this vehicle collides with another 
  vehicle of a lighter weight-class, it may declare a 
  PILEDRIVER ATTACK as its reaction." 
  So, essentially, the War Rig now has three options, rather 
  than the normal two. It can declare an evade, smash or 
  piledriver. 
  If you are to be lucky enough to have two 
  cars lined up so your Rig could collide 
  with both, could you do a Pile Driver on 
  the first to get the car out of the way and 
  then do a second collision on the second 
  car? 
  Rule Of Carnage says yes!  
  Technically, the first vehicle is no longer in your way after 
  the first collision, so when you go back to check for final 
  position again, you’ll find the second vehicle interrupting 
  you and you trigger another collision. So: yes! 
  Does a Ram affect Piledriver attacks? 
  The ram has two effects: 
  Page 34 says: "When involved in a collision on the declared 
  facing, this vehicle may add +2 attack dice to its smash 
  attack." If you declared a piledriver, you didn't declare a 
  smash attack, and don't get the bonus dice. Not perfect, but 
  there we go! 
  Page 34 also says: "When involved in a collision during its 
  own activation, this vehicle does not gain any hazard 
  tokens as a result of the collision." You ARE involved in a 
  collision, so you do benefit from that effect. 
  Does an Exploding Ram affect Piledriver 
  attacks? 
  Page 34 says: "When involved in a collision on the declared 
  facing, for the first time in a game, this vehicle must 
  declare a smash attack", you can't declare a piledriver 
  attack so the question is moot. 
  When the rules on page 53 say “Place the 
  trailer so that it is … covering as much 
  
   
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  10 
  of the surface area of the maneuver 
  template as possible”, can “as much … 
  as possible” include “almost none”, if 
  slavish 
  covering 
  the 
  whole 
  template 
  would force me to overlap an obstruction 
  and not move at all? 
  Yes. 
  AUDIENCE VOTES 
  After re-spawning a vehicle (p. 57), 
  what’s the ammo status of weapons for 
  which you need to keep track? 
  The re-spawned vehicle retains the number of ammo 
  tokens it had when it was wrecked. Ammo tokens are 
  neither discarded when you are wrecked (unless you 
  triggered The Warden’s Fireworks perk), nor re-
  generated when you re-spawn. 
  SPONSORS & PERKS 
  Powerslide: 
  When 
  using 
  the 
  selected 
  powerslide template what part do you 
  line up with the notch on the original 
  maneuver template?  
  Place the start edge of the selected powerslide template so 
  that it connects to the notch on the original maneuver 
  template. 
  If you are powersliding off a straight template, then you 
  can additional place your vehicle pointed in either 
  direction at the end of the slide, as described on page 17. 
  The example teams on page 38 appear to 
  be wrong? Can Rutherford take buggies? 
  Two of the examples teams on page 38 are illegal. 
  Rutherford teams cannot select lightweight vehicles and so 
  cannot purchase buggies. The car with the Car: with a 
  Thumper and a front-mounted Mini-Gun (22) in the 
  Mishkin team is illegal, as it would require 3 build slots to 
  fit those weapons and a car only has 2 build slots 
  available. 
  Note: The sponsored perks changed a lot during 
  playtesting, and I didn’t properly double-check these 
  example teams after all the changes to the sponsors and 
  perks had settled. Basically, those two lists were okay at 
  some stage in the beta testing, but are illegal now. 
  Can Mishkin’s “Dynamo” perk take a 
  weapon over its starting ammo count? 
  Yes. 
  Can Miyazaki’s “Virtuoso” perk be used 
  every activation or only once per game? 
  It may be used once every activation. It would have been 
  clearer if written like this: 
  Virtuoso: Once per activation, the first time this 
  vehicle uses the “Push It” rule, they may “Push 
  It” without gaining a hazard token. 
  When a Slime vehicle touches their 
  front-corner against the side edge of 
  another vehicle, does that count as a 
  sideswipe in order to trigger Pinball 
  (because 
  Pinball 
  means 
  “more 
  carnage”)? 
  No, due to the rules under the “Striking a corner” section 
  on page 19: 
  If it is unclear whether the point of contact on a 
  given vehicle is along its side edge or its front 
  edge, then the point of contact is on its front edge. 
  This means sideswipe is very tricky without a spin or a 
  slide to throw your back corner out and striking the other 
  vehicle with that corner. 
  Is the “Prison Car” discount applied 
  before or after adding weapons and 
  upgrades? 
  Before. It modifies the base cost of the vehicle type, not the 
  final cost of the vehicle after weapons, upgrades and perks. 
  
   
  www.gaslands.com/downloads/Gaslands-FAQ.pdf 
  11 
  Can the Highway Patrol sponsored perk 
  “Bogey at 12 O’Clock” trigger multiple 
  times in the same activation? 
  Yes. 
  Is the Pursuit perk “PIT” from TX3 a 
  collision reaction, and does it trigger the 
  gaining 
  of 
  hazard 
  tokens 
  from 
  the 
  collision, even though it is not a smash 
  attack? 
  Yes and yes. The PIT perk should have been worded more 
  explicitly, something like: 
  "If this vehicle is involved in a collision with an 
  enemy vehicle during its activation that is not 
  head-on, it may declare a “Pursuit Intervention 
  Technique” (PIT) as its reaction, targeting the 
  enemy vehicle, instead of declaring a smash 
  attack or an evade." 
   
   
  
SOURCE: textdata/thevault/Osprey System/Gaslands (OGW)/OWG Gaslands - FAQ.pdf