Professional Documents
Culture Documents
Autoduel Quarterly Volume 1 Number 4 ADQ
Autoduel Quarterly Volume 1 Number 4 ADQ
THE COMPLEAT STRATEGIST THE COMPLEAT STRATEGIST STRATEGY & FANTASY WORLD THE COMPLEAT STRATEGIST
21 5 Glenndge Ave 254 West DeKalb Pike 8 West 25th Street 320 West 57 Street
MONTCLAIR . NEW JERSEY 07042 Valley Forge Shopp,ng Ctr BALTIMORE MARYLAND 2 1218 NEW YORK NEW YORK 10019
(201 ) 744-6622 KING OF PRUSSIA. PA 19406 ( 301 ) 366-1665 (212 ) 582 -1272
(215)26&8562
Publisher
Steve Jackson CONTENTS
Editor
Trucking Economics: Big Bucks, Small Profits
Scott Haring
Jim Gould. . . . . . . . . . . . . . . . . . ... . . . . . . . 6
Assistant Edi tor
Jim Gould MANIAC/ A solo adventure for Car Wars
Contributing Editors Michael S. Redman . . . . . . . . . . . . . .. .. . . 12
Aaron Allston
Martha Ladyman Anti-Cyclist Tactics: Breaking the Bikers in Car Wars
Art Director
Aaron Allston . . . . . . . . . . . . . . . . . . . . ... ... 26
Pat Mueller
Excerpts from the North American Road Atlas and
Business Manager Survival Guide, 3rd Edition: NEW TULSA, OKLAHOMA
Elton Fewell Arthur Gorski and Tulsa's Tactical Simulation Society . 30
Circulation Manager
Creede Lombard Feedback Results . . . . . . . . . . . . . 32
Production Manager
Monica Stephens DEPARTMENTS
Production Staff
Liana Johnston The Driver's Seat / Scott Haring . 2
C. Mara Lee Newswatch / Scott Haring .. . . . 4
Art in this issue : Backfire / Letters . . . . . . . . . . 34
C. Mara Lee: 10, l 5, 20, ADQ&A / Questions and Answers . . . . . . . . . . . . . . . . . . 38
31.Denis Loubet: Front
cove~ 12, 16 , 19, 25 . ADVERTISERS
Pat Mueller: Back cover.
Kim Strombo: 5, 23, The Compleat Strategist . inside front cover
36, 37. Gerald Swick: Games of Berkeley . . . . . . . . . . . . 29
3. Speed Webber: 6 , 26 , Grenadier Models, Inc .. inside back cover
35, 39. Mitsui Motors . . . . . ' ' .. 5
Designs in this issue: Prometheus Games .. . . . . 11
Jon Littell: 5. Scot Steve Jackson Games . 33, 40
Cook: 3 7 (Six Shoot- Uncle Albert's Auto Stop & Gunnery Shop . 36,37
er), 3 7 (Oil Jet). Garrett
L. Ide : 36 (Battery).
Jim Gould: 36 (Side- Permission is granted to photocopy material from this magaz ine for
car). personal use only. "Winter 2033" issue published November 1983.
Autoduel Quarterly (ISSN 0740-3356) is published four times a year by Steve Jackson Games, P.O.
Box 18957, Austin , TX 7 8760-8957. Second-class postage paid at Austin, TX. POSTMASTER:
Send address changes to Autoduel Quarterly, P.O. Box 18957, Austin, TX 78760-8957. All material
is copyright© 1983 by Steve Jackson Garn es. All rights reserved. Subscription rates as of March 15,
1983 - In the United States: 4 issues $10. Outside the U.S.: please add 50 cents per issue for Can-
ada, $1 per issue for foreign surface mail. International rates are subject to change as postal rates
change. NOTE: All payments must be in U.S. dollars, made by International Money Order or c heck
drawn on a U.S. or Canadian bank.
T HE JOURNAL OF THE AMERICAN AUTODUEL ASSOCIATION
Winter 2033 1
There are a couple more people I wish I
could thank, but I can't. Either through their
WHITE
3 Ml.
\
01=1t\/ET
:THE
.
-
:::.:'-iJA~ ~
•• #
Winter 2033 3
NEWSWATCH
History of Autoduelling
2023: "Crazy Joe" Harshman wins the Fresno destruction derby by mounting a surplus .SO-caliber
machine gun in his Chevy. Term "auto duelling" first used by sportswriters.
2024 : The Armadillo Au to duel Arena opens on the former site of a shopping mall in Austin, Texas.
2025: Autoduelling becomes the highest-rated TV sport, edging out combat football and private
wars. Eight more autoduel arenas open in North America. American Autoduel Association
formed.
2026: Armadillo Au to duel Arena hosts first national championship tournament sanctioned by the
AADA. Lubbock's Sam "Earthquake" Mitchell takes the $50,000 first prize and 2-foot gold
armadillo trophy symbolizing his title, ''National Champion of Texas." AADA also begins issu-
ing area advisories and helping duellists organize against cycle gangs and other hazards - local
police forces are not amused.
2027: AADA-sanctioned "National Championships" held in Texas, Oklahoma, Louisiana, the
United States and Canada. Police give up on enforcement of highway anti-duelling laws; such
laws are repealed in seven states, as well as Texas and Oklahoma.
2028: Fresno makes history once again as the first AADA "World Championships" are held .
Jacque LeBlanc of Quebec pulls a stunning upsei and wins $100,000 first prize. 483 revelers are
killed when Montreal victory celebration turns into a riot.
2029: "AADA approved" combat equipment becomes standard options on several U.S. makes of
vehicles. Thanks to AADA lobbying efforts, autoduelling now legal in all of North America ex-
cept six states in New England and Virginia. Anti-duelling backlash also gains force; EDSEL
(Eastern Driving Safety Enforcement League) chartered "to use the duellists' own weapons to
keep them off our roads."
2030: AADA World Championship, scheduled for Baton Rouge, Louisiana , canceled at last minute
when two-time defendin g champion Jacque LeBlanc is mysteriously killed in pit explosion.
Foul play is suspected, but never proven. EDSEL spokesmen deny involvement, saying, "We
like autoduelling as much as the next man - if it's in the arena where it belongs. "
2031: EDSEL and similar groups gain strength. Duelling legalized in Virginia, but ou ti awed again in
South Carolina, and effectively wiped out in parts of Indiana and Ohio by heavily armed
EDSEL enforcers. Car Wars released to the general public.
2032: Duellists in Ohio rise to EDSEL challenge, declaring a month-long moratorium on road com-
bats against each other; even tl1e cycle gangs attempt to keep the peace . Surviving EDSEL
members move west to Indiana or further. AADA continues to grow in membership and con-
tinues to find new ways to serve its members. Lobbying efforts preserve the duellist's right to
bear vehicular arms; the sanctioned arena circuit adds six more arenas and has a third straight
year of record attendance; AADA Area Advisories continue to keep members out of trouble by
warning them of dangerous situations; and a popular quarterly journal is begun.
4 Autaduel Gluarterly
ffiitsui
Winter 2033 5
TRUCKING
ECONOMICS:
Big BucksJ 'r' 1
Small
Profits
by Jim Gould
Zeb was. feeling good. "Yep," he
thought , "out on the road , in a new rig
running fine , that's the place to be . No
hassles from a boss , friends at every truck
stop, and plenty of cash for charge and
grub." He looked at the sleeping form of
his gunner, Kate , and contemplated the
trucker's fine life. "On the other hand," he
mused as the first tracers arced from the the lot. Credit is out - the dealers know
darkness , "there are a few drawbacks!" the odds too well. You'll probably have
to start out as crew on someone else's rig.
The World It may be as a gunner, mechanic , re-
lief driver , or cargo handler - usually all
of Trucking four at once - along with whatever else
To the average citizen, the trucker you are called upon to do . Having some
is still the best example of the true Trucker and Gunner skill is just about
American Way . The romantic life of the essential to get a job with a reputable
open road is a popular source for situa- trucker. Owners with a reputation for
tion comedies and adventure shows. Of bloodthirstiness , stinginess , or bad luck
course, the TV cameras are rarely around tend to set their sights a little lower, but
to see the true story, so the public's you take your chances.
knowledge of trucking comes primarily When you've been riding the roads for
from bar tales spun for gullible travelers a while, and become more skilled at your
and reporters at the local truck stop. The trade , the better jobs come along. Your
reporters leave , thinking of a fearless and boss may be able to pay you more, or a
invincible rig-rider who hauls in barrels of more successful trucker may offer you a
cash every trip . The truckers laugh, and berth on his crew. The owner might even
return to their work - fixing overworked retire , letting you run the truck in ex-
rigs and scrounging jobs. change for a share of the profits . This
So , you ask, how can I join the is all heavily dependent on your repu-
" Brotherhood"? Well, unless you are tation as an honorable, hard-working
possessed of substantial cash reserves , you member of the Brotherhood, of course,
just can't walk up and order a truck off which means doing what you are told and
s Autoduel Gluarterly
keeping the boss happy. So where is the crewman (including the owner) . Like-
carefree, independent life of the trucker? wise, a risk bonus may be paid if the
Just wait. The average salary for a good cargo is likely to attract hijackers. Rates
crewman is just over $40,000, and it can are doubled if there is no reasonable
go much higher with an aggressive, well expectation of cargo at the destination.
supported rig. A frugal gunner on a This yields an average pay for most
profitable rig can save enough to buy his areas of about $2.30 per mile for tractors,
own tractor in less than three years. Most and about $3.30 per mile for rigs. But
crewmen, though, stick with their owner wait , you say, that means our average rig
for quite a while longer, to build up their owner will rake in $792,000 in an average
skills and their bank balances. Many never year! This is true, friend. Trucks generate
get a rig to call their own, feeling more an impressive cash flow. Holding on to all
comfortable without the responsibilities that cash, however, is a whole 'nother
and bills involved with a rig. story.
The goal of most truckers, however, is You'll have to pay your crew, at about
to have their own rig. Once you've got it $.18 per mile , or $43,000 a year if they
(cash on the barrelhead, please!) the rest are on salary. The above rate is for a
is easy, right? Wrong. Now you've got to skilled gunner, of skill level 1 or 2.
make enough to feed yourself, a gunner, a Amateurs can be paid less; experts,
very finicky rig, assorted toll collectors, especially those with other useful skills,
and every mechanic between here and will charge more. Power costs, too, at
Duluth. This brings us to ... $.50 per mile. If the rig mounts lasers,
this can double . For our average trucker,
Making Maney that's $120,000. See that money slipping
away? Figuring at least one major fire-
Most rigs will put in about 240,000 fight and a bunch of skirmishes each year,
miles in a year. This may not sound like along with general wear and tear, about
as much as they could, but you can only $20,000 will have to go to repairs , and
drive so many hours in a day, and the about $10,000 for ammo. For dangerous
waits for cargo, repairs, and crew add up. areas, repair bills and ammo costs can
The standard rates are measured in dol- skyrocket, doubling or even tripling.
lars per mile, since most shippers in 2033 But these are mere annoyances when
are more worried about the cargo arriving compared to the bane of the trucker's
safely than on time. There are exceptions, life: his tires. At 50mph, tires disintegrate
of course, where a premium is paid for at 1/3 hit every 50 miles , on the average.
timely delivery. ln most cases, though, At higher speeds, or on bad roads, they
the shipper and the trucker negotiate a go even faster (see "Convoy," ADQ 1).
reasonable mileage figure between the Going slow can save your tires, but
start and the destination. Side trips that it cuts into the number of miles you can
increase the miles actually traveled are make each day, which reduces your
the responsibility of the trucker and are income and irritates impatient customers.
not paid for. Given that most truckers run on solids,
The usual rates are $2 per mile if the and they won't run on a set of tires that
tractor is pulling the shipper's trailer, and are more than half gone, tires will run
$3 per mile if the trucker owns the whole $1.11 per mile for tractors, and $ 2 .00
rig. A bonus of $.10 per mile is added for per mile for semis. This adds up rapidly;
every 10,000 pounds or fraction thereof a rig can expect to pay $480,000 for tires
of cargo weight. In particularly dangerous in an average year. Saving for new tires is
areas, hazard pay may be allowed, usually a prime concern of owners!
$.30 per mile plus $.10 per mile for every Putting all this together, our typical
Winter 2033 7
would-be millionaire with a semi-rig and a Table (courtesy of Paul Harralson) on
loyal gunner will spend $675,500 on his page 9.
truck and keeping himself fed. If he The number of loads available at any
makes $792,000, this leaves $116,000 or given spot will vary , but a good range is
thereabouts. This doesn 't count tolls, 1 d6-4 for a small junction point, to 6d6
fines, accidents, medical expenses, bribes, for a major truck loading center. Of
etc. And, he must be good at ... course, you wouldn't get any cargoes at
all if it weren't for .. .
Finding Cargo
The Brotherhood
The U.S. economy of 2033 is de-
centralized. What this means is that if the The Brotherhood or Truckers is one of
hicks can make it locally, they will. The the most powerful continental organiza -
cost and risk of transportation are just tions of 2033 , yet it has no leader, no
too high to do otherwise. Nevertheless , formal hierarchy , and no written rules.
there are a lot of items that require All truckers are part of the Brotherhood,
resources or a technological base that yet none of them will permit more than
don't exist in the vicinity. Since the rail token interference in their daily af-
network is limited to the safest areas, and fairs. How did this unlikely confederation
the dirigible cargoships only go between occur?
major economic centers, the truckers
must step in to get the goods to the
point of sale.
History
If you're an independent looking for in the Making
cargo, it's not that hard to find. Truckers
use the satellite-based phone network to During the Food Riots , the transporta-
line up cargoes along a planned itinerary , tion network of the nation was shattered.
and many smaller loads can be picked up The government sought to link outlying
at local truck stops. All truck stops post areas by commandeering the only re-
notices when a job in the area becomes maining transportation that mattered,
available. The demand for transporta- the independent trucks. With National
tion still exceeds the supply, as trucking Guardsmen riding "shotgun ," the big
has only recently become safe enough to rigs would maintain the cohesiveness of
truly prosper. Fixed-base operations are the nation. Unfortunately, the rigs were
still uncommon , as demand can vary still no match for the rioters and cycle
widely over time. Independent , mobile gangs. In early 201 7, most of the Midwest
trucks are the most economical method independents , led by "Mongo" McGuire ,
of meeting the shifting needs of the called a general strike on govern men!-
economy. scheduled runs. The Government proved
Once a load is lined up , the trucker powerless to keep the trucks on the
will have to make sure that his rig can road, since most of the Guardsmen riding
handle the load. Often , several truckers the trucks now backed the truckers. The
will work together to haul a large consign- Teamster 's Union leadership attempted to
ment, although such cooperation rarely assert itself as the sole voice for the un-
lasts more than one or two hauls . cooperative truckers, but when evidence
If you want to determine the contents of collusion between the union leadership
of a randomly encountered truck, or what and the infamous Whitney gang was
sort of loads are available at a truck stop , uncovered , the Teamster 's "commissars"
you may want to use the Cargo Con tents were treated with increasing con tempt.
B Autoduel Gl.uarterly
Cargo Contents
_ _ _:rable_ __
COMMON ITEMS 91-92 AJu1111num Ingots 7000 2000
93-94 Milk * *** 2000 800
d/00 Item Pounds/ Value/ 95 Un formed Plastic 2000 1000
mil (Spaces/U11i1/ Space Space 96 Roll twice on 1h1s table
97 Roll three 1imes on this table
01-05 Fresh Fru11••• 250 300 98 Roll live tunes on this table
06 Pu blu.:ations 500 I SO 99 Roll once 011 the Exotic (Jrgo tab le
07-08 Weaponry hy type by type 00 Roll 1w1cc on 1he l·xollc Cargo table
09 Ceramics 300 500
10-11 Glass ISO 275
I2 l:..lcctron1cs 400 2000
EXOTIC CARGO
13-1 S Furniture 200 500 d/00 llem No.of Pounds/ Value/
16 Chemicals (in drums) 2000 700 roll Spaces Space Space
17 I lcavy Machinery 1700 1100
18-20 Autos See Aut o Subtable 01-03 Exotic Drugs 1-4 spaces 500 700
21-22 Cloth I SO 200 04 Pr ecio us Metals .2· I .2 spaces 10,000 1,000,000
23-:~4 Tires by type by type 05-06 Bulk Currency 2- 12 spaces 400 100,000
25 L1vcstock••• 07 Radioacuves 1-6 spaces 2000 200,000
I . Swine 08 P.J1ntmgs/ Antiques 1-6 spaces 300 .:!· 1.2 million
( I space/a mm al) 500 so 09-25 Tobacco I 0-60 spaces 450 3000
2. Cattle 26-50 Common Dru gs 500 2000
(8 spaces/a nimal) 300 300 51-60 Illegal Ali ens 150 0
3. Poultry 61-70 Cosmeucs 300 2000
( 1.i space/an11nal) 20 80 71-80 I-land Weapons 300 1000
4 . I-torses 81-85 txplosives 700 2800
(9 spaccs/anuna]) 200 450 86-95 Pet Food 1000 200
5. Goats 96-97 Mu ~1ca l Instruments 500 4300
( I space/a nimal) 80 300 98-99 Candy 700 3500
6. Sheep 00 Transplant Organs** 800 1000
(2 spaces/an nnal) so 60
26 Video Equipment 300 2375 '"Tanker trailer only ••Reefer lr.nlcronJy •••sho rt Haul on ly
27-28 Paper 800 so
29 Computers/Components 400 1500 NOTE: A trailer wLll usually carry as much of a given cargo
30-33 Fcrtililcr 1000 400 as possible. until it run s out of either spa!.:cs or wc1gh1
34 Power Plant s. Vehicular by type by type all owance. with the exceptions noted above . Some of these
35-37 Clothes I SO 350 cargoes will not fill a truck. and may be d1sgmsed or con-
38 Combat Bicycles 150 750 cealed 111 other cargo.
39 Carpet 250 300
40 Medica l Equipment 400 3000
41-43 Paint 1200 500 AUTO SUBTABLE
44-45 Lumber••• 1000 100
46-49 Canned Foods 800 350 BODY STYLE ARMAMENT LEVEL
50 Prcssu1 1t.eJ Ga~• d/00 ro ll Sryle d I 00 ro ll level
I. Liquid Propane 900 3000
2-4. Liquid Oxygen 850 11 00 01-16 Compact 01-40 Unarmed
5-6. Freon 1000 1800 17-30 Subcompact 41-80 Lightly armed
S 1-52 Shoes 500 600 3 1-44 Mid -sue 8 1-95 Loaded
53 Alcohol 1000 5000 45-58 Luxury 96-00 Duellist Vehicle
54 Motorcycles 59-72 Pickup
(IQ spaces/cycle) by type by type 73-86 S1ation Wagon
55 Meat•• 1200 noo 87-00 Van
56-59 Mail 475 Refs choice
60-6 1 Dairy Products•• 1100 1700 Urtarmed 1s JUSt that no armor. no weapons , no duelling
62 Ba1terics 2000 800 accessories.
63 Plants & Flowers 200 400 lightly am1ed is factory stock one or two weapons
64-66 MaJor Appliances 700 1600 systems. some armor , no fancy accessories.
67-70 Sheet Me tal 10 ,000 900 loaded is modified factory stock - lots of armor, as
7 1-74 Hardware Supplies 800 500 many weapons as will fit. and probably a bonus item or two
75-76 Barbed Wire 2000 200 (computer or fire extinguisher system, etc.).
77 Coffee 1700 850 Duellist Vehicle is as fancy as they get as much as can
78-80 Bricks 5000 300 possibly be crammed int o th e vehicle for the money (roll
8 1-82 Power Tools 700 1000 randomly to detennme what Cost Division the vehicle is in :
83-85 Concrete 9500 I SO Division 5 - $5,000 or less: Division 10; Division 15 ;
86-90 Ammuniti o n by type by type Divisio n 20: Divisio n 25: Division 30:or Unlimited Class).
Winter 2033 9
This restiveness culminated in the Battle
of Pittsburgh, a week-long series of
skirmishes that pitted non-union truckers
against union enforcers and most of the
Whitney gang. Led by "Mongo," the
truckers were victorious, but McGuire
sustained a fatal wound . Legend holds an enemy of the Brotherhood. All trouble
that he declared the "Brotherhood of reports eventually get to them, and no
Truckers" with his dying breath. The accusation is fully trusted until one of
code of togetherness and retaliation kept these informal leaders has declared it
the truckers going through the long years factual. A few of the older truckers,
before the advent of heavy vehicle with unblemished reputations and lots of
weapons. savings , have converted their rigs into
With the rise of autoduelling, though, Q-trucks, and call themselves the "Knights
the truckers experienced a renaissance. of the Brotherhood ." They supplement
Truckers discovered that their rigs could their income by donations from truckers
mount firepower sufficient to take on all they assist , and they can count on free
but the toughest gangs. Modern trucking bed and board at any truck stop in the
was born. land. The Knights can be counted on to
help anyone in legitimate distress, and
serve as shining examples for the rest of
Life in the the Brotherhood.
Brotherhood All in all , the members of the Brother-
hood generally live up to its ideals.
The Brotherhood asks very little of its Truckers are loathe to discipline other
members , other than adherence to a truckers , but the Brotherhood can be
rather loosely defined code of ethics counted on to clean its own house
based on armed self-defense. The Brother- (eventually) . Most truckers will help
hood maintains the right of all truckers to fellow travelers and act to eliminate
. take violent action against violent foes, obvious road menaces. The Brotherhood
and to take non-violent action, with tries to stay out of local politics, though ,
the help of his brothers , against anyone and a problem will be confronted only if
trying to shaft them. The only real it affects truckers. The heterogeneous
problem with the Code of the Brother- nature of the group has served to keep
hood is enforcement. Shutting down a transport rates at a competitive level.
crooked merchant is pretty easy; a couple although they believe in a "fair wage"
of complaints and no trucker will get that is higher than most shippers want to
near the offending shyster. The greater pay. The generally honorable reputation
difficulty is the "shoot on sight" list, of the Brotherhood has served to attract
reserved for the armed enemies of truckers new members , and to assure the coopera-
everywhere. At first , one trucker's word tion of most local authorities. Thus , tolls
could mean a very short life expectancy and licensing fees are usually reasonable.
for anyone on the roads. When a few Many randomly-violent crazies have met
out-of-town haulers found out that a swift ends at the hands of truckers, but
group of Washington truckers were the spread of autoduelling on the high-
getting rid of their competition by calling ways is viewed with concern by the
them "hijackers," the system was rapidly Brotherhood. In general, truckers would
changed. Now, only the most respected prefer that recreational duelling stay in
truckers in a region can declare someone the arenas .
10 Autoduel Gluarterly
j I
Prometheus Games presents
j
1'UTrODUEI.J
THE O;ICIAL PLAj B~-MAIJ V~RSIO L
OF THE CA R WARS
1 GAME SVSTEIVi!
I I t
YOU become the driver in an arena
I
t
battle to the death. Five victories make
you an Ace - with IC)wer turn fees!
Experienced characters also gain wealth
and skill. DErad characters are replaced
free - no new setup charge. When
you win a duel, your next turn' is free.
..__ amC
romefheusr□s P.O.Box43450-Q
Austin , TX 78745
. Jfa!c9
AUTOOUEL. and CAR WARS ara tradan;,arks of Steve Jackeon Games. '62--
MANIAC
a solo adventure
for CAR WARS
designed by
IVlichael S. Redman
14 Autoduel auarterly
Elm Grove Pedestrian IVlall
-n
Exit Exit
Exit I
~~
n
Ex it ____, _____..I I ~
7 ~7 1
J L,------~
~~=:JL_J~-~ ~~ Exit
lJ
LJ
En trance
Winter 2033 15
takes a certain amount of damage to cre- possible at the running speed of one
ate a breach, and any weapon that causes square per phase . One in six pedestrians
less damage than that has no effect. The have pistols (half light, half heavy) and
other mall features take cumulative behave like a store guard when they make
damage. Example: A planter box has it to the shelter of a door. Pedestrians
10 DP. Three hits from an MG damage it , must go around other mall fix tu res (such
four more hits from the same MG damage as planters, carts, shops , etc .). Movement
it some more, and a final four-hit burst through a door is done by moving next to
destroys it. a door and then removing the pedestrian
on the next phase. Pedestrians farther
Shop Door: This is an entranceway than 8" away (those that haven't figured
to a store. It is +4 to hit in addition to out what's going on yet) move one square
any other bonuses (stationary, etc.) and at the end of the turn in the direction
has 3 DP. Flamethrowers have no effect they are facing, turning randomly if they
on doors (they are fireproofed) and gre- hit an obstacle or wall. Dead pedestrians
nades and hand weapons do half damage. are treated as obstacles.
16 Autoduel Guarterly
obstacles and get behind them to shoot at endangers a pedestrian, but is not so con-
the vehicle as it goes by. lfwhat they are siderate when it comes to policemen , fig-
behind gets hit, they will move away to uring "better hin1 than me."
avoid getting hit themselves. If a police-
man is out in the open, however, and the Security Cycles : This is a policeman
vehicle moves to within 6" , the police- mounted on an armored light cycle. The
man will stop running and begin firing at cycle has a small power plant, improved
the vehicle. suspension and standard tires. It has five
Combat: Once a policeman is behind points of armor front and back and has
an object , he will commence firing at the one forward-mounted machine gun. Its
vehicle when it is 8" away (or, as above , HC is I and acceleration is 10 mph.
if he's in the open, he will begin firing Movement: all security cycles start off
when it is 6" away). Policemen will fire at next to a bazaar shop (the operators are
exposed drivers/gunners and tires only. talking to the shop people) with a speed
They will continue to fire as long as they of 0 . When the intruder veh icle comes
have a target or until they are dead or out within 15" of the cycle (cycle cops are
of bullets. Policemen all carry two extra even more alert than the foot patrolmen),
clips for their pistol; reloading takes three the cycle can set speed and begin to move
seconds without any other movement or at the start of the next turn . Cycles will
firing. A policeman will not take any ac- move toward the vehicle and always try
tion that will endanger another policeman to keep their front to it, but will endeav-
or pedestrian, even if it means placing o r to avoid collisions and will not over-
himself in extreme danger. maneuver so as to go below -5 on their
When totally out of ammunition, handling status. They will also not go
policemen act and move like pedestrians faster than 40 mph unless they are chas-
and run for the nearest door. However, ing the intruder vehicle.
they will chase a vehicle on foot in order Combat: The cycle will fire every
to try and get another shot at it. chance it gets, but will not fire through
objects or pedestrians. A security cycle
Store Guard : Basically the same as a driver will take no actions that will
policeman except that he uses a light endanger any other people, even if it
pistol, has no body armor and has no means putting himself in danger.
extra ammunition. The cyclist has body armor and also
Movement: A guard begins his move- carries a heavy pistol , which he will use
ment inside a store . When the vehicle is if (a) the cycle runs out of ammunition;
6" from a guard's door , the guard is or (b) the cycle is destroyed but the
placed on the mall map adjacent to the driver survives.
door. A guard then moves the same as Policemen are the only ones allowed
a policeman except that he will not move to operate a security cycle.
more than 2" from the door he came out
of and will behave like a pedestrian if the Anti-Vehicular Security Station
vehicle comes within 2" of him (after all , (AVSS) : This is an automatic , comp uter-
guards are there to protect the stores, not con trolled weapon mount that registers
the general public) and will move to the objects moving at high speed, identifies
n ea rest do or. them, then targets and fires on them.
Combat: Guards attack in the same Each mount is 1O' high and is topped
way as a policeman, but will cease firing with a turret containing a sensor system ,
if the vehicle comes within 2" of them. A a logic/decision unit, a targeting comput-
store guard will not take any action that er and a fully loaded weapon.
Winter 2033 17
Operation: The system operates when which are for sale to the hungry shoppers.
an object moves within 1O" of the AVSS Each cart has 3 DP and is +2 to hit in ad-
at a speed of more than 5 mph. The sen- dition to any other bonuses. Each cart has
sors register its size, shape, bearing, range an attendant who stays adjacent to the
and velocity. The logic/decision unit then cart until the intruder vehicle comes with-
decides whether it is a vehicle or not. If in 8", at which point the attendant will
so, the computer then commands the abandon the cart and run for the nearest
weapon to aim and fire on the target. door.
Security cycles transmit a special signal Movement: Even though the attendant
which is picked up by the sensors so that could probably push the cart at 10 mph,
the system does not register the cycles the attendant will abandon the cart and
as targets. An AVSS gun can rotate 360 run for his life. If the cart is struck by a
degrees and will fire on the intruder vehicle , consider its DM to be ¼ for pur-
vehicle each turn, on the phase in which po ses of the Advanced Collision System
the vehicle moved within 1O" of the (ACS). The cart cannot inf1ict more than
AVSS, until it is out of ammo , the target 3 damage points in the collision. After
is moving at 5 mph or less, or the target the collision, use the rules on coi'tforming
is more than 10" away. An AVSS does movement in the ACS to determine
benefit from sustained fire, and does which way the cart will go, then start it
receive the bonus for a 's tationary weapon. in that direction at speed equal to the
Due to limitations in design, the gun can- speed of the vehicle that hit it minus I 0
not depress itself enough to fire at tar- mph. The cart (or whatever's left of it)
gets closer than I " to the AVSS. Also , will continue to travel in a straight line ,
the locations of other A VSSs and bazaar decelerating at 10 mph per turn, until it
shops are programmed in to the logic/ slides to a stop or collides with a fixed
decision unit and the unit will not fire at object, thus stopping it. Should the
targets behind them. Vendor carts and wrecked cart hit a pedestrian, calculate
people are ignored by the AVSS (a poten- damage according to the ACS, assuming
tially dangerous situation). the cart's DM to still be ¼. All other
The turret is armored with five points items in the mall are assumed to be fixed
of armor and is attacked just like any objects.
other turret. The base of the AVSS is
immobile and fairly sturdy. The base is Bazaar Shop: This is a booth in which
+3 to hit in addition to any other bonuses , low-cosf knick-knacks and whatnots are
and has 15 DP. If e ither the base or the sold. They're a little larger and a little
turret of the A VSS is destroyed, then the less compact than vendor carts. The
AVSS will no longer fire and is itself bazaar shop has 1-2 attendants who stay
destroyed. in the shop until the intruder vehicle is
The mall provides the basic AVSS ; the within 8"; then the attendants will flee
nearby busine sses decide how much mon- toward the nearest shop door as per pe-
ey they want to spend on defense in their destrians .
part of the mall. To determine what weap-
on(s) an AVSS has , roll 2d6: 2-4: single Planter: This is a large , immobile box
MG ; 5-6: single RL; 7: linked MGs ; 8-9: filled with dirt that has a small tree and
single RR ; I 0-11: single laser , 12: heavy some flowers planted in it. Lt is a rather
laser. solid object, +3 to hit in addition to any
other bonuses, and has IO DP.
Hot Dog/ Pretzel Vendor Carts: These
are carts containing hot dogs or pretzels Fountain : Usually found only in the
1B Autoduel Gluarterly
deepest , most centrally located areas of Ed rolls a five, which would have been
the mall , fountains are +3 to hit in good enough to hit the shop if not for the
addition to any other bonuses and have planter, so the planter takes the I d6
12 (3) DP . Any one breach in a fountain damage.
will cause an area surrounding th e fountain When a pedestrian deliberately hides
up to 4" a way to be covered in water, behind a fixed object, treat it as per the
adding DI to all maneuvers and slowing Sunday Drivers rules for hiding behind a
pedestrian movement to seven squares per doorway or window. The attacker must
turn. If the fountain suffers two breaches roll two better than he normally would
or is destroyed, the area affected spreads need to hit ; if the extra penalty causes
to everything within 6" of the fountain. the miss , the cover is hit instead . Remem-
The additional haza rd is +02 , and pedes- ber , if the cover is breached, the remain-
trian movement in the area is cut to five ing damage passes on to the person hid -
squares per turn . ing behind it. (Moral: Don't hide behind
vendor carts .)
Line of Sight
The Mall
An AVSS totally blocks line of sight.
Pedestrians do not block line of sight at The Elm Grove Pedestrian Mall is a
all. Other mall fixtures (bazaar shops, fairly typical mall of 2033 , except tha.t
planters , fountains and vendor ca rts) are the presence of the AADA headquarters
a -3 to sight through. If a shot would for the area has lulled the mall manage-
have been good enough to hit the target ment into thinkin g that only minimum
but failed because of the additional -3 security precautions need to be taken.
penalty, the blocking object is hit instead. The most serious piece of mall defense ,
A more severe miss is a miss, with the the AVSS , is paid for by the individual
shot harmlessly hitting the far wall. stores (which do not share the mall 's
Example: Ed trains his MG on a bazaar confidence about security). An overall
shop 7" away. A planter box blocks line layout of the mall appears on Page 15,
of sight. Ed needs a seven or better for his while a close-up version of the part of the
MG, minus one for range , plus five for mall containing the AADA headquarters
targeting the shop and minus three for is on Page 20. Use the random generation
the intervening planter, which makes six. tables to determine the placement of all
_J_J
_J_J
Winter 2033 19
J l.4 ~ n A Irt, =!i IC C u Bl ~1;e r 5
:i
Co nfere nce- ,... Rest - Presiden t's - ,_ Stage
u Room Office
h I
I .
Scree nrng
Room
Office Office
Reception
I
Office
,
' Q
Wall l0DP
• Laser •
• Mall
Q Q Mall .
- - -
RL
/ / RL
- -
&>.
' .
<;7
I
(T.; 4
p-. / / 0
~ - -
~ ~ '\
~ /
- -
(j / ~ ~
@
- -
tg ~
'\ Displays (0 DP)
~ ~-~
/ V
- -
:Y~.
r:'j)
/ / ~~ fl - ~
~ 0
"
.::I
- · 'I
.A
- - --
~- .-i.
-• - ·--
~
- ... ,.
features in the mall on the approach , but the headquarters will proceed to com-
follow the detail map for the area around puter consoles located in the conference
the AADA headquarters . room. From there, they can control the
If you have enough road sections to three A VSSs as if they were vehicular
lay out the entire mall ( on a big table), weapons, ga1mng bonuses for their
you will notice. some minor discrepancies. Gunner skill and the +2 hi-res computers
The road sections that are drawn shorter that are part of each console. Roll ld6:
than the rest on page 15 are indeed short- on a 1, the person at the console is a
er - you can either cut a road section to Gunner 1; on a 2-5, Gunner 2; and on a
fit or just overlap one section on top of 6, he is a Gunner 3 ! Roll for each gunner
another. A simpler way to do it would be separately. It will take 10 turns from the
to run the car through the mall two road time the headquarters is under attack for
sections at a time, as per the random gen- the gunners to reach their consoles; the
eration rules. Then the discrepancies can AVSSs will act as any other mall weapon
be ignored . until that time. It will take 20 turns to
complete the evacuation, but the evacuees
AADA are so far back in the office complex that
Headquarters they are safe from harm.
The AADA Headquarters "storefront" Treat the 10 DP barrier wall as a build-
is recessed l" from the walls of the mall ing. A shot that hits but does less than
so that any attacker would have to cross 10 DP has no effect (and does not count
the mines and enter the center section to towards victory points!). Once the wall
get a good shot. The AADA uses the has been breached, however, additional
center section between the sets of mine shots can be poured through it at a -2
counters as a display area. Display boards, to hit (see the Sunday Drivers rules).
connected zig-zag fashion, have pictures If the vehicle manages to do 100 points
and mementos posted on them cele- of internal damage to the AADA head-
brating autoduelling and some of the quarters, he has reduced it to a smoking
local heroes of the sport. Any vehicle ruin; he can get no further victory points
running into these will easily knock them for further destruction. (If things get that
over, taking no damage. Shooting at the bad, the people remaining inside are
displays will cause the same result. There either dead or long gone. Roll once for
will be 2d6 pedestrians in this area , look- each person ; on a roll of 1 on 1d6, he
ing at the displays, when the attacking car stayed too long and went to Highway
approaches. One - netting the Maniac 10 more vic-
The AADA headquarters is considered tory points per staff member.
"under attack" when the displays, AVSSs,
planters or barrier wall is fired upon. One Victory Conditions
turn later, the double doors to the head-
quarters will close, forming a solid 10 DP There are two ways to play "Maniac"
barrier. Purposeful and Berserk. In the Pur-
The headquarters will have 4d6 poseful version, the player gets points for
employees and visitors inside at the time doing damage to the AADA headquarters
of the attack, many of whom will be and escaping - nothing else. He loses
immediately evacuated out the secret points for taking damage , not escaping,
back door in the conference room. leaving his car , or getting killed.
1 d6 + 2 will remain to watch over the In the Berserk version , the attacker
offices. gets points for everything he can destroy
Three of the employees who remain in - planters , shops , pedestrians, policemen,
Winter 2033 21
and the AADA headquarters. But he also Bazaar shop destroyed: +7 / Damaged:
lo ses points for allowing pedestrians to +2
escape . When using a totally randomly Planter destroyed: +5 / Damaged: +I
generated mall , the player can either set Fountain destroyed: +7 / Damaged: +2
up a specific goal and use the Purposeful Door destroyed: +3 / Damaged: +I
victory conditions or just turn the duellist Security cycle destroyed: + I 5 / Dam·
loose and use the Berserk victory condi· aged:+ I per DP
tions. AVSS destroyed: + 15 / Turret dam•
The player wins if his point total is aged:+ I per DP / Base damaged : +2
positive . He loses if his total is O or less. Driver (with or without vehicle) escapes
mall : +25
Purposeful Vehicle damaged : -3 per DP*
Vehicle system knocked out: -10*
Victory Conditions Pedestrian escapes through a door: -2
AADA headquarters damaged: + I per Driver wounded: -JO
DP* Driver unconscious : -25
AADA headquarters wall breached: Driver killed: -50
+ 10 per breach* Car immobilized or abandoned: -25
AADA defensive weapon knocked out : For each uninjured policeman at end
+5 per destroyed weapon* of game : -5
Driver escapes mall (with or without
vehicle) : +25 *These points are also cumulative.
Vehicle damaged: -2 per DP*
Vehicle system (weapon , power plant, The points that are not marked are not
etc.) out: -5* cumulative. Example: Ed puts six hits on
Driver wounded: -I 0 a planter in a turn, and takes one victory
Driver unconscious: -25 point for doing so. Next turn, he rams
Driver killed: -50 and destroys the same planter. He now
Car immobilized or abandoned : -25 gets five points for destroying the planter
instead of the one point for damaging it.
* These points are cumulative. If a He does not get both.
weapon does 12 hits to a breach a 10 DP
wall , the attacker player gets + 12 for the Random Mall
damage points and +10 for the breach.
Generation
Berserk The interior passages of a mall are
represented in this adventure by Car Wars
Victory Conditions road sections. For purposes of placement
AADA headquarters damaged: + I per of mall features, note that the standard
DP* straight road section has three l" "lanes"
AADA headquarters wall breached: that travel the length of the section ,
+ l O per breach* which is divided into 11 one-inch squares
AADA defensive weapon knocked out : with some extra bits at the ends. To
+5 per destroyed weapon* determine "lane ," roll ld6 : 1-2 , left
Pedestrian killed : + 3 / Injured: + 1 lane ; 3-4, center lane , and 5-6, right
Store guard killed : +4 / Injured: +l lane . Then roll 2d6 and subtract one; this
Policeman killed: +5 / Injured: +2 yields a number from 1-11. Count from
Vendor cart destroyed: +5 / Damaged : the end the car starts on to determine
+2 how far down the feature appears .
NIANIAC_ _ _ _ _ _ _~
__Counter Information __
Bazaar Shop
~AVSS !Al
~
Destroyed
AVSS
I---... .,.....-j Door
Winter 2033 23
Doors: Ro LI I d6: 1-3 means left side, On a curved road section, reduce the
4-6 means right. Then roll 2d6 to deter- number of features by half (rounding up),
mine how far down the section each door and roll l d6 for how far down each feature
appears. If you roll up a second door in appears, ignoring impossible results.
a location already taken by a door, dis- Put no features in the branch part of a
card the second door. ramp section (exce pt maybe a fountain)
AVSS : Use the standard method to and treat the remainder as a straight road
determine position. If a second one is section.
rolled in the same position , roll again. An When placing features in a four-way
A VSS will never be placed in a side lane road section count the seven sections
directly in front of a door. If that position straight ahead as 1-7 , the two full sections
is rolled , move the AVSS one square on the left as 8 and 9 , and the two on the
further away until it is no longer in front right as 10 and 11.
of a door (if you get to the end of the
section , move it closer until you find a Variations
clear square). on a Theme
Vendor Cart: Same as A VSS.
Bazaar Shops: These always go in the " Maniac" can be played by two play-
center lane. After determining placement , ers, but it's unlikely that the mall player
roll I d6 . 1-3 means the long axis of the would (or could) do anything radically
shop is parallel to the road section; different than the mall is already pro-
4-6 means it is perpendicular. grammed to do: Get the pedestrians out
Planter Boxes: Same as AVSS , except of harm's way and shoot with everything
that a planter box may be placed directly else available.
in front of a door. A much more interesting two-player
Security Cycle: Roll randomly for game might arise from this scenario: A
which bazaar shop it is parked next to single vehicle, pursued by a much stro ng-
(always in the middle of a long side; roll er vehicle ( or even severa l stronger vehi-
random ly for which side and facing of cles), crashes into the mall for refuge. The
cycle). If there is no bazaar shop in the undaunted pursuers then follow the first
road section, roll for a random shop door car in . The result is a running gun battle
for the cycle to be parked next to . with the added complications of the mall
Shop Guards: Ro ll randomly for obstacles and defenses. When presented
which door the guard comes out of. with multiple targets, an A VSS wil l fire
Pedestrians and Policemen : Use the on the closest one . The same goes for
standard method to determine what shop guards (they don' t care what side
square a person belongs in, then drop the anybody's on , just that the carnage stays
counter from approximately three inches away from their store). Each policeman
above it. If the counter bounces on top of rolls ld 6: On a 1-2 result , he figures out
another feature, place the person next to what's happening and attacks the pursu-
it. If the counter bounces off the road ing group (they ' re the bad guys in this
section place it against the wall at the scenario). Otherw ise , the policemen also
nearest point to where it landed. Line attack the nearest vehicle. Use the same
up the counters by the grid lines, but method for determining the actions of a
don't change the counter's facing. sec urit y cycle.
Fountains: Fountains only appear at
the center of a four -way intersection (2 Another two-player variation is called
in 6 chances) or at the juncture of a ramp the Gentleman's Bet. Two players build
(1 in 6 chance). cars with identical amounts of money ,
24 Autoduel Gluarterly
and hit the gate at the same time. The • Upgrade the an ti-vehicular barriers
one to amass the most victory points to 10 DP and post two A VSSs, one on
through wanton destruction wins. Re- either side of each entrance.
member that damage taken costs victory • When determining what type of
points, and the easiest way to make sure weapon an AVSS has, use the previously
your opponent takes damage is to shoot given table but add one to your die roll.
him yourself ... • Double the chance for store guards,
and give them heavy pistols and body
"Maniac" can also be played with armor.
different money limits than the $15,000 • Increase the chance of a policeman
given, but the victory point scale mu st on foot to 1 in 2; add a chance for a
also be altered. Do not change any of the second policeman ( I in 6); give them
positive victory point awards, but all SM Gs instead of the heavy pistols .
negative awards are changed in propor- • Double the chances for a security
tion to the change in the money limit. cycle.
Example: A player builds a $30,000 The attacking player should not view
killer machine for a little "shopping trip," these new additions as hazards, but
doubling the money limit. The positive opportunities for more victory points.
victory po int awards are the same:
Destroying an AVSS is still worth + 15, "Maniac" and similar scenarios do not
a planter is still worth +5. But the negative belong in an everyday Car Wars campaign;
factors double: Damage costs the player even in the world of 2033, only the crim-
-6 per DP, and a dead driver becomes inally insane would do something like this.
worth -100! Of course, with a vehicle Any character (no matter how rich and
that has $30,000 worth of protection and respected) who attacked a mall in this
firepower, the chances of losing a driver is way , and survived, would become a de-
considerably less. spised outlaw. He would forfeit all pres-
If you want to play "Bargain Base- tige points and money in the bank, and
ment" and use very inexpensive cars (or would carry a high price on his head for
even cycles), the same rule applies. what little remained of his life .
Cutting the money limit in half (to
$7,500) would not alter the positive
victory point awards, but would cut
the negative factors in half.
When using a random mall layout , roll
2d6 for each section: On an 11, that sec-
tion has the AADA headquarters. Roll for
which side, and consult the detail map .
Winter 2033 25
ANTI-CYCLIST
TACTICS
Breaking the Bikers
in Car Wars
by Aaron
Allston
Back in ADQ 1, in the AADA Road Atlas & thing is an ambush, but there are so many bil<-
Survival Guide entry for Midville, OH, we men- ers that the townspeoples' surprises get used up
tioned th at Midville's notorious defense squad before the attackers' do.
from the dark years - the Midville Security Reg- Since most duellists have developed their
ulars, known colloquially and accurately as the own Pitched Battle tactics, we'll concentrate on
Mashers - developed many anti-cyclist tactics. The Setup.
Since then, several duellists have written in to
cordially ask, "Oh, yeah? Like what?" The Setup
Well, there are two ge neral types of anti-
cyclist tactics that concern us: the Setup and The three tactics from the Midville entry -
the Pitched Battle. The Setup is, in essence, an the Trench Foot Opening, the Barbed Wire
ambush - the defenders have time and materials Howdy, and the Kamilcaze Oops - are typical
enough to rig a surprise for their two-wheeled of the plans developed by the Mashers against
opponents; and, with the right tactics and mate- invading bilce gangs. Each plan requires a few
rials, a few defenders can wipe out a lot of bilc- Mashers, a good deal of setup time, a certain
ers. The Pitched Battle is any circumstance when amount of equipment available in any little
'we have a lot of bikers and a lot of defenders town, and the knowledge that cyclists will be
in a general melee. Sunday Drivers incorporates cruising through the area in hours to come. Each
elements of both types of situations; the whole plan tends to throw a bilce gang into a certain
26 Autaduel Gluarterly
amount of confusion, and can be lethal when send ahead a scout with a long-range radio, and
properly arranged. such a scout will probably blow the operation
by hitting the ditch - it pays to know the habits
The Trench Foot Opening: Materials needed of your prey.
- two or more combatants, section of dirt road As you can see, this is not a heavy-duty
with overgrown field or wooded area to one stomp-'em-up ambush. However, it is an ex-
side, shovels, HyperSound system from Space tremely effective use of a couple of soldiers and
Gamer 58 or Sound System from Autodue/ a little equipment - and cost-efficiency is as
Champions, various hand weapons, getaway vital today as in any wartime situation.
vehicle (a motorcycle will do), tarpaulins, some
beer. The Barbed Wire Howdy : Materials needed -
Dig one standard ditch - perhaps two feet three combatants, section of highway with over-
across and deep - across your chosen ambush pass, wrecked auto chassis with wheels and
site. Cover over the ditch with tarps, cover over steering wheel usable, six grenades, duct tape,
the tarps and surrounding roadway with the steel cable, numerous large rocks, getaway car
excavated earth; make it look as natural as pos- with driver, some more beer.
sible. Attach cable to the overhang's concrete
Set up the sound system fifty to a hundred pylons on the side of the overpass opposite
yards away in the overgrown field/forest area. from the direction your bikers are coming from
In the sound system you should have your tape - that is, if the bikers are due from the south,
of your last encounter with the bikers, replete attach your steel cable to the top of the pylons
with screams, explosions, bullets, shouted or- on the north side of the overpass. Attach a six-
ders, etc. Setup the speakers as far apart as pos- foot tall net of barbed wire to the cables, so that
sible; the system can run off batteries or your when the barbed wire is dropped from the over-
getaway vehicle's power plant, whichever is pass it will span the whole roadway. Duct-tape
more convenient. Drink the beer. lots of rocks to one end of the barbed wire to
When your friends the bikers cruise through, act as weights. Leave plenty of rock showing.
the normal sequence of events for the setup goes Duct-tape your six grenades along the same
something like this: The biker leader hits the length, but tape them more fully so that the
ditch, flips his bike, and is very upset; the next army green doesn't show through. (Researcher's
line of bikers usually hits it, too, with reduced note - remember, this tactic was developed be-
consquences, and the rest of the gang stops be- fore grenades took their new design; the Mash-
fore it hits the trap. Our Heroes then switch on ers used old-style grenades apparently pilfered
their sound system and begin firing at the bik- from a local Army base.)
ers. The bikers naturally feel that they're being Set up your auto chassis in the center of the
attacked by a large force. At this point, they overpass so that it can't be seen from the road-
either turn tail and run back the way they came, way below. String cable from it to the bumper
charge Our Heroes' hidden position, or skirt the of the getaway vehicle, as far away in a straight
ditch and run off in the direction they were line as you can manage. Begin drinking the beer.
originally going. All three of these alternatives When your targets show up from the south,
are acceptable. If they turn around and leave, the three of you should be well below their line
they've been (at least temporarily) thwarted. If of sight, crouched at the north (in this case) end
they attack Our Heroes, whichever of the de- of the overpass, holding the pins of the grenades
fenders has the louder voice - or access to a PA in your hands and able to topple the barbed
system - lowers the volume of the tape, bellows wire at the same moment you pull the pins.
"All right, men, Plan B!" and then turns off (With modern grenades, have the timing-dial set
and collects the sound system and drives away. to four seconds and be prepared to press the
The attacking bikers will grow paranoid at the priming button as you shove over the barbed
sudden silence, but even if they press the attack, wire.) Shove over the barbed wire, pulling the
they're not going to find anything. If the bikers pins (or pressing the buttons) just as the gang is
continue on the way they were going, they'll entering the underpass. Don't wait for the re-
drive on thinking they were attacked by your sults - immediately jump onto the waiting
area's whole defense force, and may drive on chassis, wave to your driver, and let yourself be
into another am bush by the real defense force. pulled off the overpass bridge.
This tactic was developed before the wide- Generally, when the trap is sprung its results
spread use of vehicle-mounted weaponry - are something like this: The first and second
thus, today, it's better to perform it near a sec- waves of the bike gang impact on the barbed
tion of woods than near a field which can be wire and are caught up in the stuff. The rest of
easily blown apart by cycle-mount rockets. the gang stops in time. The rearmost bikers spot
Note, too, that the more cautious bike gangs the ambushers making their getaway and open
Winter 2033 27
fire. The gang leader starts yelling for his people survivors, and the network television battle-
to get him out of the wire. The grenades go off cameramen invited ahead of time gave the
a couple of seconds later and wipe out anyone Mashers a rather nice broadcast documentary.
who's come up to free him. Once the getaway
vehicle brakes, the ambushers coast up to it and
climb in before the vengeful surviving bikers
The Elements
can attack it. Often as not, the getaway vehicle As you can see, the most successful element
would have another ambush-trap set up on the of an ambush of this type is misdirection. In the
way to delay the bikers still further. Opening, the bikers expect to be facing an army
in the woods - and instead find nothing. In the
Howdy, they expect the momentary pain and
The Kamikaze Oops: Materials needed - two nuisance of running headlong into a barbed wire
combatants, section of roadway with ditch to screen; the grenades provide the sting. In the
either side, barrier material (varies depending Kamikaze Oops, they plan to leapfrog the barri-
on circumstances), ramp, two or more dummies cade and hit the enemy from the undefended
with clothes and toy weapons, lots and lots of rear; but, once again, the results are not as
mines, plenty of beer. anticipated.
The most successful recorded use of this trick By and large, though, each trap can only be
also involved the Barbed Wire Howdy. The Mid- used in the original form once or twice before
ville Security Regulars had set up the Howdy at it becomes too well-known among th'e bike
a Highway 250 overpass for members of the gangs. Thus, the second most necessary element
Dervishes, an area bike gang which prided itself is variety. For instance, the fust use of the
upon its motorcycle acrobatics. Howdy was without grenades; the Mashers gave
When the remainder of the gang caught up the story a season to circulate, and then used it
to the getaway car, the car had evidently flipped on the Dervishes with the explosive additions.
and crashed just short of the barricade designed The Kamikaze Oops became too well-known
to hold off the Dervishes; the occupants were after the Dervish exploit to ever use again. One
gone. The barricade was composed of railroad or two uses of the Opening would be performed
ties, pieces of junked car, barbed wire, an extra- as written, and on the third attempt against the
ordinary quantity of beer crates and - wonder same bike gang, the entire contingent of the
of wonders - the wreckage of a vehicle trailer, Mashers would be waiting in the field or woods.
a small trailer designed to haul just one car or
two motorcycles. Those fools of Mashers had Gaming Effects
braced the trailer at such an angle that the new
Dervish leader thought he could use it as a ramp Hitting a ditch head-on is a hazard; its D
to clear the barricade, so he waved for the attack. factor varies with the size of the ditch. Some-
The Dervishes mowed down the men behind thing about a foot across is a 02 or D3; two
the barricade and then hit the ramp two by two. feet or so is a 06; four or five feet, unless it has
As they hit the ramp, two by two, they noticed, unusually steep sides, drops to a 04.
two by two, that the men they'd mowed down A well-constructed, high net of barbed wire
were dummies placed behind the wall. As they constitutes a ·D4 hazard when run into. It can-
became airborne, two by two, they found that not effectively be shot down; it can only be
a stretch of turf about twenty feet long and as brought down by cutting (a time-consuming
wide as the road - the stretch they h '1 to land
0 process) or ramming. When rammed, a 6' fence
upon - was saturated by land-mines. will have around 12 DP, but, because it has a
The first four pairs that hit the ramp ended "give" better than most of the substances
up on those mines and were blown to smither- Car Wars vehicles run into, it talces only half-
eens. The fifth pair, hearing the first explosion, damage from rams. A person or vehicle ramming
was able to turn aside in time and hit the into a properly-constructed net will become
barricade, which was painful but not fatal. stuck, take 1d6-5 damage, and require five
At that point, the Mashers hidden to either side seconds minus the number of people helping
of the road opened fire and the remaining to come free.
Dervishes decided to turn tail. The Mashers' Autodue/ Champions - page 31 - presents
incoming fire - and the occasional mine jumping rules for Champions which can be
they'd buried in the shoulders of the road - converted to Car Wars with the conversion
, picked off a few more Dervishes. advice at the end of that section.
The Mashers gave chase, but were gradually
outdistanced. The Dervishes were totally un-
prepared for the second Barbed Wire Howdy
set up at the same overpass. Net result: No
2B Autoduel Gluarterly
0
weakening U.S. Army gathered what forces it
could spare and scraped up fuel from near and
by Arthur Gorski end far. As large forces massed in sou them Kansas,
Tulsa's Tactical Simulation Society many civilians were evacuated south to Musko-
gee, Okmulgee and McAlester. Surprisingly lit-
New Tulsa, Oklahoma, was once a thriving tle action took place in the air over Oklahoma;
center of the petroleum industry. The world- state forces had local superiority over a USA£'
wide oil shortage and the resulting secession trying to conserve on fuel.
and war with the U.S. meant a diminished role Finally the drive on Tulsa began. The appar-
for this northeast Oklahoma town, but the ent objective was to capture the Tulsa ,efineries
"can do" capitalist spirit that marked the old intact so that the U.S. forces could refuel and
glory days Jives on in the survivors who still continue on to Oklahoma City. Initially, the
call New Tulsa home. U.S. Army broke through the National Guard
lines with their superior armor and forced a re-
History treat. Although the battle went well for the U.S.,
most of the infantry was on foot and short on
As the world oil shortage intensified in the food.
'90s, the price of petroleum bega n to increase The airport fell quickly, but AMOCO Air
dramatically. Oklahoma managed to remain Guard strikes on the airport ensured that its
fairly normal during these times, even though 11,000-foot runway could not be used to rein-
oil consumption in the state was cut in half by force the U.S. forces. The light from the airport
the oppressively high prices. As the situation fuel dump lit the sky for miles as it, too, was
worsened, the legislature cut back out-of-state denied the enemy.
oil sales to ensure an adequate supply at home. With large sections of north Tulsa and down-
Legislators from dark, freezing northern states town destroyed and burning, the defenders
began screaming for their "share" of the oil in blew the Arkansas River bridges and fell back
the halls of the U.S. Congress. Meanwhile, a to the Crosstown (1-244) line across the city.
"Grapes of Wrath" migration in reverse occurred, The U.S. forces were content to stay north of
as thousands of unemployed refugees began to the line and concentrate on taking the refineries,
arrive in Oklahoma looking for jobs. Several but by this time most of their armor was gone
riots broke out as these people demanded aid and their fuel reserves were dangerously low.
from the oil company coffers. After several days, word arrived that Oxydental
In self-defense, the major companies used forces based in Bartlesville had managed to
well-equipped "security" forces to protect their break out and capture a major U.S. resupply
property. Many of the refugees themselves en- column on US 169. The starving U.S. force
listed in these units, promising to uphold the pulled out shortly thereafter, abandoning their
laws of the Company and protect its interests heavy armor due to lack of fuel. Most of north
and property against all others. The state gov- Tulsa, including the airport facilities and down-
ernment was too busy putting out political fires town, lay in ruins.
to complain. By the end of the century,
AMOCO, Getty and Oxydental each had fully
mechanized brigades in Tulsa, equipped better
New Tulsa Today
than any unit in the U.S. Army. Counting the North Tulsa and Tulsa International Airport
smaller companies' detachments, over 10,000 were never rebuilt after the war. Starving
men and women in the area were armed and "wheatbacks" from Kansas settled the area.
helping the local police maintain order while The crosstown expressway (1-244) remains im-
other cities fared much worse. passable to vehicular traffic. It is now the North
After Oklahoma and the other Free Oil Wall of the city of New Tulsa, with a lawless
States seceded from the Union, Tulsa had sever- shanty town and pedestrian gangs to the north.
al months to prepare for its defense as the The old downtown remains abandoned ruins;
30 Autoduel Buarterly
the river bridges, blown up by the Oklahoma Oklahoma City. Paralleling the Turnpike, it
forces to check the U.S. advance, were never re- passes through several towns with well-armed
placed. outlaw gangs. It's free, but risky .
Downtown New Tulsa is locate d at the junc- The Broken Arrow Expressway, US 64, is
tion of Skelly Drive (l-44) and the Broken Ar· safe through Broken Arrow but gradually gets
row Expressway (US 64). worse on the way to Muskogee. Souti1 of Mus-
kogee, travel conditions can be rough. Those
Facilities travelling west are adv ised to watch out for pe-
destrian gangs of "wheatbacks" that inhabit
Truck stops can be found on all major high- North Central Oklahoma along the Cimarron
ways leading into town as well as downtown. Turnpike. US 75 is mostly clear and safe all the
Numerous power stations can also be found in way to the Texas border.
town, with the same power facilities as truck
stops but without the extras lik e repair bays, Organizations
ammo stores and restaurants. New Tulsa, never
known for elaborate cuisine, remains a place The Tulsa Militia is headquartered at the old
where you can get a good steak - if you're will- Expo Square. All the oil companies' private se-
ing to pay. curity armies are considered unified under the
The old West Tulsa refineries are still operat- militia's command, but they have maintained
ing at a reduced level and the westsiders have their separate identities as well. Occasional skir-
reopened the old oil fields in the area. The re- mishes between private forces do happen, but
fineries trade refined lubricants for any crude the remaining militia usually steps in to keep
brought in, usually on a three-for-one basis. An the peace.
enterprising group of west-side bootleggers runs The Tulsa Outsiders are the largest cycle
armored tankers up to Kansas for amazing prof- gang in the area, with the Rogues running a
its. They usually hire the Rogues, a west-side close second. The Outsiders claim the ruins of
cycle gang, to ride shotgun on the fuel convoys. downtown Tulsa as their turf.
ror travelers, Sarge Benson runs a towing The University of Tulsa survives as a college
service out of his Rolling Thunder Armory in of petroleum engineering for the region , but
Bixby, south of New Tulsa on US 64 . The Sarge also offers highly-regarded programs in law en-
specializes in duelling repair work and custom forcement and weapons engineering.
vehicle modifications. He is the local factory Oral Roberts University in south Tulsa
representative for Uzi, Electro-Motive, Bofors
and Krupp , among others. New T\.Jlsa
The Angels of Death ambulance service is on
24-hour call throughout the area. A surcharge is
levied for pickups in dangerous parts of town.
....
N
Gold Cross maintains a unit at St. f-rancis Hos-
pital.
University of
Tulsa
Highways
US 75 is passable but extremely dangerous
north to the fortress town of Bartlesville. Strong
outlaw gangs operate out of Turley and Oche-
Out
9
Refinery ..,.0
lata. Travel at your own risk . US 169 is also
dangerous in places, but reports indicate it is
fairly tame and passable north of Owasso if you
must go to Kansas. 1-44 East, the old Will Rog-
ers Turnpike, is a safe, patrolled toll road to Expressway
Skelly/
Claremore. Beyond that, you're on your own. Drive
1-44 West, the Turner Turnpike, is an expensive □◄Hospital
toll ($250 for cars, $100 for cycles, $500 for
trucks) but a safe ride. The toll supports not
only patrol cruisers but also foot patrols along
the highway fence line to guarantee safety all Riverside O
the way to Oklahoma City. Air Base -
For those with a light wallet and an adven- Arkansas
turous streak, the old Route 66 is still open to ...,_River
32 Autoduel auarterly
Is Your Vision
Worth $5.00?
CAR INARS
Reference Screen
Index
CAR WARS
...... ___ - ______ .,,.,...,._
Reference Screen
------~---
Character Recor d
lIIInII
sackfire
play Champions, but I have no desire to play
the two together. Personally , I think it's a
dumb idea. And if I have to pay 10 bucks just
to get those 4 or 5 pages of rules, I'm going to
be very angry. (By the way, my Killer RV just
got a tune-up , and Austin isn ' t that far away!)
. . . The problem is that in Sunday Drivers -Pete Ba ttagli oli
we came up against several unrealistic situations. Fairfax,VA
I control the MONDO force in Midville, and
one of my men, hiding in the doorway of the Sorry to disappoint you, Pete, but the heli-
jeans stall in the mall, fired at the back of a copter rules will stay in Autoduel Oiampions
Crusader on his bike at 30-50mph. He missed, for three reasons: I ) While some claim "ripoff"
and in the next I /10th of a second, the Cru- when we put the chopper rules in AC, it would
sader turned with his submachine gun and shot be much more unethical to try to sell the exact
my MONDO. I cannot believe that this is pos- same product twice; 2) We f eel Autoduel
sible. The reflex system in Car Wars is not Champions is a fin e product in its own right
capable of handling a situation like this so and we would not dilute it by publishing parts
could you please notify me of what to do of it elsewhere; and 3) Th e helicopter rules are
before my MONDOs get wiped out. Also , my a definite selling point that we do not want to
referee has decided that one cannot shoot or give up. As for your Killer RV, the gunners
aim for the Crusader himself at -3 to hit from here at the SJ Games office-bunker could
the side when he is on his bike. On all the illus- always use a little more target practice.
trations of bikes (i.e., the ones on the back of
the plastic box in Sunday Drivers and th e one .. . This letter is in response to a plea for
on the front cover of the rules), the driver is literary references. I found a paperback entitled
quite exposed to gunfire from the sid e. If you Car Sinist er, from Avon Books, retailing for
would tell me what the rule is I would greatly $2.95, published in 1979. lt is edited by Robert
appreciate it. I would like to say one more Silverberg, Martin Harry Greenberg and Joseph
thing and that is that it seems too easy for th e D. Olal)der. It co ntains 20 short stories with a
Crusaders to win. Please reply as my MONDOs man and machine genre . It includes "Devil
are desperate. Any tips will be appreciated. Car," "Car Sinister," "X Marks The Pedwalk,"
-Charles Tsang and "Along the Scenic Route." I found my
Lo ndon, England copy in a used bookstore , but it still may be
possible to order it.
While th e "perform any action in I /10th -John Sullivan
of a second" may seem unrealistic at times, the
fact that only one firin g action may be per- Thanks for th e references. We have also
formed in any turn (o ne full second) helps discovered (amazing what you can find out if
balance it out. Maybe the cyclist was already you just ask the right people) that Roger
leaning back, anticipating a shot from that Zelazny's "last of the Wild Ones" can be
direction. Considering that firing a hand weap- found in an old issu e of OMNI magazine. (It
on from a moving vehicle is at -3 for the driver appeared about a year and a half ago.)
and th e MONDO was behind cover, ge tting hit
sounds more like bad luck than anything else. 1) Do you have to always play a campaign
The Car Wars rules give a decent chance to game, and , if not, damage doesn't count after a
hit the driver from the side - 27. 7 percent (see battle, right?
"Cycle Targeting," pg. II ). And the chance 2) In order to start a good character, do
goes up if the vehicle has no weapon. Sin ce a you have to enter him in Amateur Night? And
cycle is usually two to three times as big as th e if he wins, does he accumulate money by
cyclist, this doesn't seem too unusual. entering an arena contest and winning the purse?
As for your MONDOs - set traps (m in es, 3) I like playing solo a lot. Is Car Wars
spikes and oil all do wonders) and stay inside made for that, in a way?
buildings and behind cover to take advantage -Mark Teitelm an
of the additional defense they provide. Remain
stationary when firing and always try to brace I ) If you 're building a vehicle just for one
yourself against something. The bonuses will combat, and don't plan on ever seeing it again,
add up. it doesn't matter how banged up it gets. Same
34 Autaduel GJuarterly
goes for people. Wounded and unconscious of the "North American Road Atlas and Survi-
characters can just limp off into the sunset. If al Guide, 3rd ed." When looking at a map of
a player gets wounded in a campaign game, be Ohio, Aaron discovered the real live town of
sure to take time out for recuperation. Midvale, in the county of Tuscarawas, not far
2) A character doesn't have to start with from the bustling metropolis of New Philadel-
Amateur Night. He can be independently phia. Aaron took this as a sign from the gods,
wealthy, or have a rich father, or just have and no one's argued otherwise since.
scrimped and saved to build the car of his
dreams. Amateur Night is a good introduction
for characters who come from poor backgrounds I am a Car Wars junkie. You've never seen
- unemployment is very high in 2033 and anyone so into a game like me. If there is, I'll
money's scarce. face them anywhere, anytime, on any road, in
3) 771e scenario in this issue is excellent for vehicles of their choice.
playing solo. You can play any other Car Wars - David M. Hoover
set-up solo as well (arena matches, road duels), Urbana, IL
but it requires some "selective schizophrenia,"
playing both sides without letting either side I'm not going to argue with him, not me.
know what the other is planning.
Winter 2033 35
UNCLE ALBERT'S
WESTERN
When men were men, and
and women could tell the
~ g'~
You're in a showdown at High Noon, yet you hesitate to use
your laser for fear of power drainage. Well, hurry on down to
Uncle Albert's and buy a Laser Battery. Guaranteed for 50
shots per charge (or 25 heavy laser shots) or Full Refund!
Fully Rechargeable!
Laser Battery - Located adjacent to the power plant, has 2 DP
KAS and takes one additional space. ls destroyed just after the power
plant is destroyed. If the battery is run down , a relay switch will cut in, allowing
the laser to be powered by the vehicle's power plant (at the standard penalties to
vehicle range). A warning light flashes on the dashboard when this happens, telling the driver the
battery is dead. Weighs I 00 lbs. and costs $500. A recharge costs $10 and takes two minutes.
Sometimes a man just has to ride alone. That's when your cycle needs a Cycle
Turret Sidecar (the CTS!). And Uncle Albert has two models for you to choose from:
The Lone Ranger - for quick trips down
the block.
The Maverick - for longer journeys (you
can never carry too many weapons!).
All sidecar turrets and cupolas may fire in a 180-
degree arc from straight forward to straight back on
the side that they are mounted on. Universal versions
that fue upwards as well are available for an additional
$1200. Turret weapons are protected by the top armor
of the sidecar, but you mu st put at least one point of
armor in the other five areas. The turret may be targe t-
ed (at -3) if the firer is in the turret's arc of fire.
Lone Ranger CTS - One-space turret sidecar.
Chassis weight 250 lbs., maximum load 550 lbs. Costs
$1500, armor cost/weight is 5/5. Holds one space of
weaponry in turret, and one space (non-passenger) in
the body.
Maverick CTS - Two-space turret sidecar. Chassis
weight 450 lbs., maximum load 800 lbs. Costs $2500,
armor cost/weight is 5/6. Holds two spaces of
weaponry in the turret, and one non-passenger space
in the body.
36 Autaduel Gluarterly
AUTO STOP & GUNNERY SHOP
DAYS
boys were boys,
difference!
Winter 2033 37
1) Are weapons swivel-mounted and
aimed by rotating them or are they fixed
and aimed by steering the car? (i.e., can a
disabled car fire in its whole arc or only
in a straight line?)
2) Can flamethrowers, paint sprays,
and oil sprays operate in an overturned
When firing linked weapons that vehicle or are they gravity fed?
are aimed together and are not on auto-
matic ... 1) Weapons are swivel-mounted and
1) Must these weapons all target the can be aimed at any point in that vehicle's
same vehicle side? arc of fire for that particular side. This
2) Should I roll-to-hit once for each system is independent of the power plant,
weapon, or only roll once for all of them? so a vehicle with a blown plant can still
3) Would all weapons hit the same fire at full efficiency. Exception: A
damage location? weapon on automatic acts as if it was
- Walter Langham fixed and fires straight out from whatever
Kilgore, Texas side the weapon was mounted on.
2) Those weapons may still operate
1) Yes. in an overturned car. There are likely to
2) Roll once for each weapon. be some penalties, however, We'll work
3) Roll damage and damage determin- on the problem and publish an answer
ation separately for each weapon. soon.
3B Autaduel Quarterly
3) How much back armor does the nades do - at the end of the turn or
Lymestwold Grenadier have? any subsequent turn, up to a five-second
- Scott Stanford delay.
Denver , Colorado
1) What happens to a cycle when it's
1) Cycles can't use wheelguards at this hit from the side as a result of fragmen-
time, but Uncle Albert is working on it. tation damage?
2) If the truck stop is at all interested 2) Can a weapon on a cycle and a
in chopper business, then they 71 make it weapon in a sidecar be linked and aimed
possible. If you can maneuver the chop- together?
per to within 2" (30 feet) of the truck 3) If a cycle is involved in a collision,
stop building, they can unreel a cord to will the driver be thrown off the bike?
you. A full charge still only takes 10 4) Can a cycle's power plant be placed
minutes, but costs $250. Assume a heli- in its sidecar?
copter can travel 200 miles at 100 mph 5) How do power systems for cycles
on a full charge, with the same range work? Are they chain or shaft drive? Or
penalties for excessive speed as in "Con- do they have motors in each wheel?
voy" (ADQ 1 ). - David Saha
3) Armor is, unfortunately, not the
only thing we screwed up on the Lymest- 1) Vehicular components are not af-
wold Grenadier (A DQ 2). For the record: fected by blast damage - but tires and
The Grenadier has 20 points back armor, unprotected people (i.e., cyclists hit from
and the driver and two gunners all have the side) are.
hi-res computers. The true cost is $32,250 2) Yes.
and the true weight is 7,195 lbs. 3) Cycles of 2033 are a pretty com-
plex breed; it's assumed they have re-
When grenades are fired from a grenade straint systems similar to a car's seat
launcher, do they go off in the phase they belts that keep the driver in. However,
are fired or at the end of the turn like they are designed for quick release (just
normal grenades? Can they be set on a like a car's) so that the driver can get off
five-second delay or not? quickly if he has to.
- Robert A. Mican 4)No.
5) Cycles, like cars, have individual
Grenades of any type fired from a motors in each wheel that all get their
launcher detonate just like regular gre- power from a central power plant.
Winter 2033 39
DrallV Your VVeapans!
Autoduel Quarterly is looking for art and artists. If you want to contribute your vi-
sion of 2033 to our magazine, we would love to see it - and we'll pay you for it!
Subject matter can be anything that fits in with auto duelling and the Car Wars uni-
verse - helicopters, cars, cycles, trucks and the people who drive them. Art should be
black ink on plain white paper. We are looking for art we can file and use as the need
arises , but we are also looking for artists who can carry out specific assignments in a
good and timely fashion.
Rates are straightforward: $ I per column inch for inside art, $35 and up for covers.
We'll pay more for work done on assignment. For more information or to submit
work, contact Pat Mueller, art director - Steve Jackso n Games, P.O. Box 18957, Aus-
tin, TX 78760.
Name _ _ _ _ _ _ _ _ _ _ _ _ _ Address _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
Signature - - -- - - - - - - - - - - -- - - - - - - - - - - -- - - -- -
Prices include postage and handling. Payment must be in U.S. dollars on a U.S. bank . All subscrip-
tions start with the next issu e published. Send to Steve Jackson Gam es, P.O. Box 18957-T, Austin,
TX 78760-8957 .
40 Autoduel a.uarterly
GRENADIER MOTORS
a division of Grenadier Models, Ineorporated
NIANIAC Counters
8704