Professional Documents
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Autoduel Quarterly Volume 1 Number 3 ADQ
Autoduel Quarterly Volume 1 Number 3 ADQ
THE COMPLEAT STRATEGIST THE COMPLEAT STRATEGIST STRATEGY & FANTASY WORLD THE COMPLEATSTRATEGIST
215 Glenridge Ave 254 West DeKalb Pike 8 West 25th Street 320 West 'J7 Street
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"All~
Publisher
Steve Jackson CONTENTS
Editor
Scott Haring Excerpts from the North American Road Atlas and
Survival Guide, 3rd Edition: FLORAL GULCH, INDIANA
Assistant Editor John M Ford . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Jim Gould
Contributing Editors Autoduel Champions Designer's Notes
Aaron Allston Aaron Allston ... : . . . . . . . . . . . 8
Martha Ladyman
Art Director CHASSIS & CROSSBOW/ Low-Tech Autoduelling
Pat Mueller Chris Smith, Norman Banduch and Scott Haring . . 12
Business Manager Speeding in Car Wars . . 28
Elton Fewell
Circulation Manager The Random Arena
Creede Lombard Brian Gustems . . 31
Production Manager
Monica Stephens Vehicle Design Strategy
Greg Porter ..... . ............... 32
Production Staff
Liana Johnston
C. Mara Lee DEPARTMENTS
The Driver's Seat ..... . . 2
Art in this issue: Newswatch / Scott Haring . ... . . 3
Jeff George: 4, 5, 40. Backfire / Letters . . . . . . . . . . . 36
C. Mara Lee: 20, 21. ADQ&A / Questions and Answers . 38
Speed Webber: Front
cover, 2, 12, 18, 25, ADVERTISERS
27, 30, 34, 39.
The Com pleat Strategist .. inside front cover
Designs in this issue: Galleria Motors .... . . . . . . . . . 40
Bill Gadzos: 40. Tom Games of Berkeley .. . . ........ 11
Greer: 4 (anti-theft sys- Grenadier Models, Inc .. inside back cover
tem), 5 (fireproof arm- Steve Jackson Garnes . . .... 35, 37, 40
or). Lee Lytle: 4 (roll Uncle Albert's Auto Stop & Gunnery Shop ... . . . . . . . . . 4, 5
cage), 5 (PR radials).
Tim Ray: 4 (anti-theft Permission is granted to photocopy material from this magazine for
system). personal use only. "Fall 2033" issue published September 1983.
Autoduel Quarterly is published four times a year by Steve Jackson Games, P.O. Box 18957,
Austin, TX 78760-8957. Application to mail at second-class postage rate is pending 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 Games. 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 Canada, $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 check drawn on a U.S. or Canadian bank.
.,
THE JOURNAL OF THE AMERICAN AUTODUEL ASSOCIATION
Fall 2033
mitted items to ADQ: There is no need to
start over or resubmit i terns, as we have
everything under control. Of course,
there is always a need to get new sub-
missions of all sorts ... scenarios, strategy
articles, entries for the "North American
Road Atlas and Survival Guide" ... you
send 'em in, and we'll read 'em.
Well, I've finally been uncovered. One more short word about the Amer-
Somebody did a little checking, and ican Au toduelling Association, specifical-
found out that Uncle Albert really is ly the idea of starting real, live, local
my uncle, and he's been paying off Steve chapters. So far, we've received encour-
to leave me in this job. I've been canned, aging mail saying, "Yeah, let's do it!",
but l suspect good old Uncle Albert will but I'd like to hear some input on what
come out smelling like a rose. Steve'll form these chapters should take. How
probably even keep running his ads, if rule-laden should they be? Should they
the pay's good enough ... work closely with established clubs and
As it happens, part of the above is conventions, or should they be totally
true. I've been serving as your editor for independent? What sort of events should
the last six months without actually being the association sponsor, and what should
an SJG employee, and ADQ has been it stay away from? We want to set up a
hurting because of it. Not so much in real, live AADA, but we need more input
quality (I would like to think) as in before we put our plans to paper.
timeliness. We started off two months Thanks for tuning in. Keep on duellin'!
behind schedule, and haven't made up -Scott D. Haring
any time in the half-year since that point.
ADQ needed a professional editor who
could be on top of things from concep-
tion to completion, and I think you've
got one now in Scott. (Point to ponder -
never recommend that someone else can
do your job better than you can. Some-
one might believe you!) Let's see what
Scott can do to keep you throttle-happy
duellists satisfied. And, as always, let the
good times roll!
-David Ladyman
2 Autaduel Quarterly
NEWSWATCH
ii.All~ History of Mexico/Texas Relations
ca. 2000: With supplies of oil and natural gas falling fast, Mexico becomes one of the first countries
to fall into total collapse. Cycle gangs from the United States take advantage of the anarchy to
loot and commit general mayhem. Vehicular combat is limited to handguns and occasional
National Guard tripod-mounted weapons, with no armored vehicles except a few leftover tanks.
2002: Local governments in Mexico (and a few wealthy private citizens) build fortifications to
protect their towns and estates. The first home-built weapon specifically designed to fight
vehicles, the eight-foot tripod-mounted crossbow, is developed by Mario Arcinega, defense
coordinator of the fortress town of Matamoros. The cycle gangs take this as a challenge, and the
war escalates.
2005: The Mexican defense armies put crude armor on grain-alcohol powered cars and go out after
the cycle gangs to fight them on the roads and root out their camps.
2008: Faced with increasing numbers of Mexican de.fenders, the cycle gangs find themselves too
far away from their own bases to effectively continue. The Mexicans are now just as mean and
well-armed as the gangs, and they break the cyclists' hold on the Mexican countryside.
2010: The cycle gangs eradicated, the various "defense armies" of Mexico begin to attack one
another. Loosely defined geographical states form, each ruled by a "Jefe" or warlord. Sou th-
west Texas proves to be easy pickings for the raiders.
2012: Grain blight destroys the Mexican fuel supply, bringing raids on Texas territories to a
screeching halt. Jefes fight over croplands, looking for alternatives to grain.
2015: Jefes re-establish fuel crops using other vegetation. More raids between the jefes and into
Texas. However, the problems of the U.S. federal government mean Texas has more time and
ability to deal with its southern neighbors. Captain J.D. Harshman of the Texas Rangers leads
the charge in the decisive Battle of Del Rio, in which the Texans' FA Vs (fast attack vehicles),
armed with machine guns and rocket launchers, turn back a major Mexican offensive.
2020: After the Texans launch a number of punitive raids into Mexico, a series of treaties are
signed between the Republic of Texas and most major Mexican jefes. New Mexico, Arizona and
southern California are still subject to occasional raids.
2031: Car Wars released to the general public.
Insomniac nails noisy motorist - A man kept awake by the blaring of traffic outside his win-
dow was arrested for putting boards studded with nails on the busy street to blow out the tires
of unsuspecting drivers.
Police in Frankfurt, West Germany, said the 3 9-year-old insomniac put 50 boards on the street
during the month before his arrest and nailed the tires of at least 13 motorists.
-Weekly World News, 4/12/83
Fall 2033 3
UNCLE
ALBER
4 Autaduel Quarterly
AUTO
STOP
&GUNNERY
SHOP
A steal at twice the
price! Don't let your
~.ET
Y valuable vehicle go up
in flames - buy Saftee-
pro ™ Fireproof Armor,
and let your driving days
Fall 2033 5
Floral Gulch 1
s Autaduel Quarterlv
units are County Sheriff's deputies. All units The University preserves social and political
are armed, Sheriff's units heavily. isolation from Floral Gulch proper, though
Note: Firing on the Old Courthouse building, trades of goods and information take place
even accidentally, is a serious offense, with quite frequently. University persons sometimes
penalties up to death or confiscation of vehicle. contract with transient drivers to carry items
Brickyard Saloon & Grease Rack, Walnut (not always legally), information, or people.
just north of Second. Favorite of au toduellists Approach any such offer with caution.
and autoduelling fans. Great decor, trophy dis- AADA Area Advisory: In general, avoid the
play. Food average, but Moonlight Doughnut University area. The various student-townie-frat-
(q.v.) across street. etc. quarrels are impossible to chart accurately;
Granger's Gun Shop, Sou th Walnut in the don't get caught in someone else's crossfire
middle of Clunker City. Prices moderate to (and never mention That Cow College Upstate).
high, but great selection (Granger gets first Furthermore, the University community con-
pick of S. Walnut salvage). Repairs and refits tains several world-class Killer players, who can
available. 10% discount to AADA members and will booby-trap anything just for the prac-
whh membership card. tice.
SUPPLEMENTARY LISTING:
STONE CITY, IN
Fall 2033 7
B Aut;oduel Quart;erlv
ffeoesigner's Notes
AUTODUEL
CHAMPIONS
by Aaron Allston
In retrospect, it's embarrassing that the idea The Hero Games people, especially George
for Autoduel Champions wasn't mine. I'd MacDonald, were interested in the project, and
hoped for a long time to write up extended licensed SJ Garnes the use of the name Champi-
role-playing rules for Car Wars, but had never ons for the product, and the actual work of
thought to include superheroes. George Mac- constructing the supplement began.
Donald, co-designer of Champions and a Car 1 started with the Champions half, primarily
Wars player himself, had written vehicular because it presented fewer difficulties in work-
creation and combat rules for Champions II, ing out original game mechanics. Between the
but had never suggested a supplement combin- vehicle creation rules from Car Wars (with
ing superheroes with autoduellists. suitable translation to the other game) and the
It took Pat Mueller and John Rankin, vehicle com bat mechanics from George's article
respectively SJ Games' art director and inde- in Champions II, most of the difficult work was
pendent sales re pre sen tative, two folks who already done. In fact, the most difficult prob-
played neither Car Wars nor Champions, to lem I faced was in deciding what degree of
come up with the idea. ability the characters should have and where
The original idea Pat and John threw my the "points" for vehicle creation would come
way was to write a supplement combining Car from - would the characters be standard Cham-
Wars with Champions. However, like any hope- pions heroes with their 100+ creation points
lessly ambiguous game-rule, "combining Car plus disadvantage points, 1Jut with most of their
Wars with Champions" is functionally meaning- points sunk into vehicle creation? Or would the
less. Does it mean running autoducls in Cham- characters be 50+ point Talented Normals,
pions scale, with Car Wars vehicles but Champi- built from Espionage-system rules instead, with
ons rules? Does it mean running superheroes equipment costing money in the context of the
in Car Wars scale, with Champions powers and campaign?
Car Wars game mechanics? Or does it mean the Although it involved use of character-gener-
creation of some hybrid game, with the super- ation rules closer to Espionage than Champions,
heroes and duellists both in the New York City 1 chose the latter alternative. It seemed to
of 2033 and some uneasy combination of the provide for characters and situations more
two games' mechanics and scales? Our first reminiscent of the original Car Wars game.
problem, before the first word was committed It also provided for characters who were more
to paper, was in deciding what the supplement compatible with the Champions system; a
was supposed to be. superhero-character with most of his points
The idea I proposed, and which Steve Jack- sunk into a vehicle is rather uncommon in the
son took to the 1983 HIA show to present to source material of the comic books.
the Hero Games people, was to put together a A bit of insight came during the writeup of
rulebook in two parts. The first half would be the campaigning recommendations: An au to-
for Champions players, and the second for Car duelling campaign is really nothing more than a
Wars players, and material in the course of the high-tech, A.D. 2033-era western. There is
text would show players of both games how to practically no situation in a normal Car Wars
transfer characters and equipment from one role-playing campaign that does not occur in
game to the other. Part One would set up auto- the westerns. The duellists correspond to our
duelling rules for Champions players; Part Two doughty heroes in their Stetsons, driving mech-
would present superhero rules for Car Wars anical steeds all over the terrain. The mostly-
players. decentralized government S tcve Jackson had
Fall 2033 9
envisioned for the United States of 2033 bears originated at SJ Games; if the Hero Games
striking similarities to the governmental organ- people had come up with it, they could have
ization of western territories of the late 19th handed the project to George with great con-
century. Scuzzy biker gangs seemed to take the fidence, and I would have missed out.) Me-
role of the stereotypical Indian on the warpath chanics were easy, if laborious, to compare,
- and what is Sunday Drivers but a more con- because each game covered the same actions
temporary Indian raid on a frontier town? The and options: vehicle movement, firing, effects
gunslinger mentalities of modern autoduellists, of Darkness, damage done by specific guns, and
the ideas of local law and bounty hunters, and so forth. And once the 1 :5 ratio between Power
the whole atmosphere of most autoduelling Points and Skill Points had been worked out, it
campaigns I'd observed so far seemed to reek of was simple to work up equivalencies with the
John Wayne and Randolph Scott - in combat abilities of characters.
armor and behind polarized windshields, of Last on the agenda were the two adventures
course. included in the rulebook. The idea behind each
Next on the agenda was supposed to be the was to (a) provide a charmingly violent episode
Car Wars superheroics. However, we had a which would provide the players with the
couple of problems. First, I had to write up an chance to learn the game mechanics, (b) give
aerial combat system if we were to have Flight the players a full-sized map which could be
power for superheroes. Second, David Ladyman, used for numerous purposes, and (c) provide
editor of Autoduel Quarterly, was facing a villain/antagonist who could reappear in the
mounting pressure from game fans who wanted future, perhaps becoming a recurring enemy of
to see helicopter rules. By force of logic, more the player-characters. "The Blue Ghost" was
than anything else, we decided to include my attempt to create in 2033-era terms the
helicopter rules which could-also form the basis equivalent of the great jewel thieves from the
for superhero flying powers. movies of yore; "Animal Farm" existed to
Writeup of these rules also proved to be showcase a supervillain who, because of his
fairly easy, with material on helicopters from access to genetic-manipulative science, could
popular movies (the very stuff from which have a completely different cast of unusual
many campaigns are fabricated) proving to be villains backing him up in each adventure. As
almost as valuable, and more interesting, than it turned out, I was also able to work in uses
hard data. The playtests run at Dallcon '83 and for two of the more interesting incidental rules
back at home turned out to be successful: Car thrown into the other sections, namely remote
Wars gamers could pick up the rules, read control-and grasshoppers.
through, and almost immediately begin referee- All in all, it was a very rewarding supplement
ing helicopter combats. to work on. Car Wars players who'd previously
Then came the Car Wars superhero rules. complained about a lack of air rules and about
Once I'd established a basic corollary between the fatality rate among their characters can
Car Wars and Champions character creation unwind a little bit. Champions players have a
rules (with one Power Point being approximately whole new, and very interesting, milieu to play
equal to five Skill Points from Car Wars), around in. Players of both games can use any
power writeups proceeded fairly smoothly. item from one system with the other system.
Only the most logical combat-oriented powers And now, at conventions I hear the occasional
were written up in full; afterwards, conversion "Oh, you're Aaron Allston" mixed in with the
advice for GMs who wished to expand their usual "Oh, you work for Steve Jackson." Such
campaigns with mental powers and hyper- is life.
senses and the like was worked in for the writeup. Future materials which may relate to Auto-
The conversion advice took a good deal of duel Champions are being considered, probably
work. First, I had to come up with comparisons for submission to Autoduel Quarterly. We may
between mechanics, character-building, and work up rules for Autogyros, the 1930s pre-
damage equivalents in the two games. George cursors to helicopters. It's possible that there
MacDonald, who is a number-cruncher par may be writeups of the North American Road
excellence, was very helpful here. Earlier, he Atlas and Survival Guide for areas in the
and I had independently come to the conclusion "other" Car Wars world, the one with super-
that the Handling Class of a Car Wan- vehicle, heroes. And so on. Write to this magazine's
plus 2, was a good equivalent for the TURN editor and tell him what you'd like to see.
score of a Champions vehicle. George also Better yet (and I feel strange saying this for the
worked up the armor conversion charts used in editor of another magazine), write up the
the text, and provided a great deal of useful articles yourself and submit them to him. (No
data and recommendations for the project. (His more skateboard or wheelchair rules, please.)
advice was so useful, in fact, that I was doubly Good gunning - and watch out for the pedestri-
glad that the idea for the supplement had ans in power armor ...
10 Autaduel Quarterlv
CHASSIS &
CROSSBOW
Lo1N-Tech Autaduelling
by Chris Smith 1 Norman Banduch 1 and Scott Haring
Autoduelling. Possibly the most pop- Throughout. these rules, we will use
ular sport of all time. The sight of sleek shorthand for different types of dice
fighting machines screaming across the rolls. "5+ on 2d6" means "roll a total of
asphalt excites a crowd like nothing else five or more on two six-sided dice."
can. But autoduelling was not always the "l d6-2" means "roll one six-sided die
sophisticated sport it is today. Like most and subtract two." And so on.
civilized actions, it st.ands at the apex of a
climb through brutal barbarism. And in
this instance, the sordid past lies not too Combat
distant.
Shortly after the collapse of the
Mexican government, the northern coun- Combat remains pretty much the same
tryside fell prey to marauding cycle gangs as today. The weapons and targets,
out of the U.S. The Mexicans organized however, are vastly different. Most hand
various private "defense armies" which weapons are available - though in short
eventually drove the cycle gangs away supply. The difference lies in the virtually
(see "Newswatch" in this issue). Then the non-existent vehicular weapons (so com-
tables were turned as tl1e Mexicans, never mon today) and the pitifully unarmored
secure in their supplies of grain alcohol, vehicles. Ordinary hand weapons blast
looked to the Republic of Texas and its through the thin skin of these cars with
supplies of gasoline. The Texans, busy on little resistance.
their northern and western fronts with the The damage from a weapon, if it
U.S. Army, could do little 'to stop the passes through the armor, may strike any
initial attacks. But Texas, never a push- single internal component. The remainder
over, soon had defenses prepared. A few of the damage is lost - either passing
precious troops and Texas Rangers were through or ricocheting off.
pulled off the lines and sent south, but
the bandit gangs were waiting ...
These rules will attempt, through
simulation, to bring back those bygone Location
days. All rules from Car Warsare in effect Of Damage
except where they conflict with those
given here.
"Chassis & Crossbow" does not use Modern vehicles are crammed full of
vehicles even remotely resembling the equipment designed to destroy other
modern-day juggernauts. Its vehicles are vehicles. When one of those behemoths is
not unlike those of 1980. As such, the hit, and the armor penetrated, something
"custom-building" available today in is going to get hit. This is not true with
2033 is virtually unheard of. Cars are primitive vehicles. They were designed to
cars. You buy what is available, paying get people or objects from one place to
extra for such meaningless additions as another, and no thought was given
timepieces and upholstered seats. Note to combat. When one of these vehicles is
that even though all equipment has a hit, the shot may strike one of the few
listed dollar cost, it does not mean that components, or it may continue unim-
the bandit gang pooled its lunch money peded through the vehicle and out the
and went down to the local gunnery other side. Therefore, whenever a vehicle
shop. This is a time of scarcity, especially is hit, roll 2d6 on the appropriate chart
of weapons - that's why the vehicles below to determine the location of
have such relatively low prices. damage.
Fall 2033 13
CAR IS HIT FROMTHE ... 9 Chassis
10-11 No effect
Front Effect 12 Rear tire
2 Roll randomly for left or right
front tire Rear
3-6 Engine 2-3 Back tire
7-8 Passenger or crew (random 4-6 Chassis
determination 7-8 Driver (or additional crew)
9-10 No effect (passes out the 9 Sidecar (if none, then chassis)
other side 10-12 No effect
11-12 Chassis
All cars have ordinary 20th-century
Side heavy-duty tires: 6 DP. The engine's DP
2-3 Roll randomly for front or depends on the vehicle; as in Car Wars,
back tire on that side the engine performs at 100% until it is
4-5 Engine completely destroyed, and the vehicle
6 Chassis decelerates at 5 mph thereafter. Rutes for
7-8 Passenger or crew the fuel tank follow under "Fire and
9-10 No effect Explosion." The chassis is the frame of
11 Cargo the vehicle, and the number of DPs it has
12 Fuel tank varies with the vehicle type. When the
chassis is destroyed, the vehicle collapses
Back and skids to a stop, decelerating at 30
2 Roll randomly for left or mph per turn.
right back tire Against all vehicular weapons, and the
3-4 Fuel tank tripod-mounted RR, MG and crossbow,
5-6 Cargo the autos are considered to be totally
7--8 Passenger or crew unarmored - the bullets cut through the
9-10 No effect thin metal like butter. Against all hand
11-12 Chassis weapons, the cars' metal is considered to
be worth one point of armor that, unlike
CYCLE IS HIT FROM THE ... Car Wars, remains after every attack.
Cycles do not enjoy a similar benefit.
Front Effect Example: The side of a vehicle is hit
2-3 Front tire by a rifle and an 8 is rolled for location.
4-5 Engine The unlucky crewman (randomly deter-
6-7 Driver (or additional crew) mined) takes three hits, but the car's
8 Sidecar (if none, then chassis) "armor" takes one away for a total of
9 Chassis two - the crewman is unconscious.
10-11 No effect
12 Fuel tank Targeting
Side A tire may be targeted at -3; a tripod-
2 Front tire mounted weapon in a vehicle, or a
3-5 Engine specific person inside a vehicle may be
6 Fuel tank targeted at a -5 to hit. The -5 penalty for
7 Driver (or additional crew) a person inside a vehicle is instead of the
8 Sidecar (if none or on other -3 pedestrian penalty. Remember the
side, then chassis) rules from Car Wars: Hand weapon fire
14 Autaduel Quarterlv
from a moving vehicle is at -3 to hit for hits, the damage can be repaired before
the driver and -1 for all other passengers. any serious fuel leakage occurs.
This penalty is not applied to tripod-
mounted weapons. "Misses" miss the Crashes & Collisions
entire vehicle unless a specific person was
targeted: If the "to hit" roll comes within Players should use the Advanced
two (say, 11 is required but a 9 is rolled), Collision System (from ADQ 2 or the Car
the car is struck anyway and a random WarsReference Screen) for added realism,
roll is made to see what component is since the ram is an important weapon
hit. A "passenger" result on this roll may here. There are two simple rules for
cause the initially targeted (and missed) distributing ram damage. If a vehicle
person to be hit. is struck in the front, one-quarter of the
rolled damage (round down) goes directly
Fire & Explosion to the engine of a car (or front wheel of a
cycle). The remaining damage, or all
When dealing with gasoline-powered damage in the case of a side or rear
combat vehicles, an occasional explosion collision is divided by two (round down)
is inevitable. Whenever a combat location and applied to the chassis.
result of "fuel tank" is indicated, the High-speed collisions can be hazardous
driver must roll a 7+ on 2d6 or suffer an to the passengers, too; first calculate the
explosion. If he rolls 10+, there is not difference in speeds before and after the
even a fire (yes, that means that on collision for any given vehicle. Then, roll
a roll of 7, 8 or 9, there is a fire but no 1d6 for every 10 mph: Every "l" on the
explosion). If the combat location result dice means one point of damage to the
is "engine," the driver must roll a 5+ to person inside ( or on) the vehicle. Do this
avoid a fire (and there is no chance of separately for each passenger.
immediate explosion). All of these rolls Example: A car going 80 mph breaks
are affected by the following modifiers: through a wall. Using the Advanced
Collision System, the car's post-collision
Modifier Weapon Used speed is calculated to be 40 mph. Roll
-1 VLAW 4d6 for each person in the car. The driver
-2 LAWor RL rolls 3, 5, 6, 6 - no damage; the passen-
-4 Flamethrower, Molotov ger rolls 1, 2, 2, 5 - one point of damage.
Fall 2033 15
Rifle 120 2 are moving toward one another, add
Shotgun 120 2 the speeds together). Wielder takes
Heavy pistol 100 1 1d6-4 damage for every 25 mph, and
Cycle blades 50 0 the pike will break if the total collision
Light pistol 75 1 speed is greater than 50.
Grenade 25 1 Bow - 10 shots, does two hits damage;
Molotov 25 1 hits on a 7 or better; takes one full
LAW 500 2 turn to reload.
VLAW 200 1 Spikes - Could be nails, or broken glass,
RR (tripod) 1500 5 or any other primitive (but effective)
MG (tripod) 1000 5 ancestor of modern spikedropper
Bowie knife 50 1 ammo. Does two hits to each tire that
Sword 75 2 runs over it, and is a D2 hazard. Can
Pike 80 3 be dumped out of the back of a van or
Bow 50 2 station wagon or pickup, or out the
Spikes 50 2 sides of any vehicle - side dumping,
Fists free 0 however, requires a successful 8+ roll
Bricks 20 1 on 2d6 or the back tire on that side
Chains (20') 50 1 takes two points damage! Use a
Baseball bat 20 1 standard spike counter to determine
A.V. crossbow 100 6 area covered.
(tripod) Fists - Does ld6-5 damage; hits on a 7
10 arrows ( or 20 1 or better; useless against vehicles.
bolts) Bricks - Does 1d6-4 damage, hits on an
10 A.V. bolts 50 2 8 or better. Range: 4".
Chains - When strung up and anchored,
All costs and grenade equivalents are treat as chains in Sunday Drivers; used
for unloaded weapons. hand-to-hand, does two points of
damage and hits on a 9 or better.
Descriptions Baseball bat - Does two points damage;
hits on a 9 or better.
Crossbow - 10 shots; does three hits Anti-vehicular crossbow - 8-foot bow
damage; hits on a 6 or better; requires span, tripod-mounted, fires a metal
two full turns to reload. shaft. Hits on a 7 or better; does 2d6
Cycle blades - As per Sunday Drivers. damage; 10 shots. Treats each range as
Bowie knife - Does two hits damage; hits the next closest, i.e., 0"-4" is point
on an 8 or better; can be thrown: blank, 4"-8" is normal range, 8"-12"
additional -2 to hit, standard range is -1 penalty, etc. Two people can
penalties apply. reload it in two turns, one person can
Sword - Does 1d6-2 damage; hits on 7 reload it in four. Two people can carry
or better. it assembled, one person can carry
Pike - Does ld6-2 damage; hits on an 8 it disassembled (it's not heavy, just
or better, but with½" range. When set bulky). Breakdown and setup each
vs. charge, the pike does 2d6 damage take 10 minutes.
and hi ts on a 7 or better (cyclist Molotov - Does Id6 damage; hits on a 9
kebob, anyone?). When wielded by a or better. Attacker picks one target¼"
charging cyclist, hits on an 8 or better; square and rolls; if he hits, that square
does 1d6 damage for every 25 mph of and each surrounding one (forming a
speed (maximum 3d6; if two vehicles ¾" square) is afire, all pedestrians
16 Autoduel Quarterly
therein taking ld6 damage. Treat and the random determination indicates
misses like grenades in Car Wars. the gunner manning a tripod weapon,
If a vehicle is the target, and a "fuel there is a 50/ 50 chance the damage
tank" or "engine" result is rolled, the will go to the weapon instead. A tripod
chance of the vehicle catching on fire weapon must be mounted facing one
is increased by an additional +4. The direction (front, back, left or right) as per
molotov can be thrown from a moving modern-day vehicular weapons. The weap-
vehicle, but the thrower must make a on may be set to articulate farther at the
2+ roll on ld6; failure means dropping cost of one space per additional side (i.e.,
the molotov in his own lap. For a total of three spaces to bear to the back
simplicity's sake, assume a burning and to the left). A tripod weapon in a van
molotov goes out after one turn. (Any- or station wagon may not bear to the
thing it has set on fire, on the other front. Tripod weapons are mounted in
hand, remains ignited.) the cargo section of the vehicle in question.
An an ti-vehicular crossbow mounted in a
Burst Effects vehicle takes distance penalties normally
(I "-4", no penalty, 4"-8", -1 penalty,
When a car is hit with a burst effect etc.).
weapon, roll damage location normally; if
some result other than "passenger or Vehicle List
crew" is rolled, the persons in the car are
protected from the burst effects. If Subcompact - Engine: 5 DP; chassis: 7
"passenger or crew" is rolled, how- DP; acceleration: 10 mph; weight:
ever, the round has entered the passenger 2200 lbs.; room for driver, one passen-
compartment and all other persons inside ger, one space cargo. Costs $250.
(other than the one hit) will take burst Compact - Engine: 8 DP; chassis: 10 DP;
effect damage. A cycle offers no such acceleration: 15 mph; weight: 2850
protection; the driver takes burst effect lbs.; room for driver, three passengers,
damage if .any portion of the cycle is hit. one space cargo. Costs $300.
Other vehicles within the effect radius Mid-sized - Engine: 8 DP; chassis: 13 DP;
will also be affected; roll randomly for acceleration: 10 mph; weight: 3600
location and reduce the damage by one lbs.; room for driver, three passengers,
point (for the car's "armor"). There is no three spaces cargo. Costs $500.
damage deduction, of course, for cycles. Station wagon - Engine: 10 DP; chassis:
19 DP; acceleration: 10 mph; weight:
Vehicles 4600 lbs.; room for driver, five passen-
gers, five spaces cargo. Costs $1,000.
Remember, these cars are as is. No Luxury - Engine: 10 DP; chassis: 19 DP;
modifications are possible. None of the acceleration: 10 mph; weight: 4400
vehicle accessories listed in Car Wars or lbs.; room for driver, five passengers,
any of its supplements are available. Each three spaces cargo. Costs $800.
person in the car can carry six grenade Pickup truck - Engine: 12 DP; chassis:
equivalents of weapons. An additional 24 DP; acceleration: 10 mph; weight:
twelve grenade equivalents can be stored in 5200 lbs.; room for driver, two pas-
each available cargo space. Tripod-mount- sengers and three cargo spaces inside,
ed weapons can be mounted in the back 11 cargo spaces in bed. Costs $1,200.
of a van, pickup or station wagon - each Van - Engine: 12 DP; chassis: 30 DP;
takes up two cargo spaces and has 3 DP. acceleration: 5 mph; weight: 5200
If a hit location roll indicates a crewman lbs.; room for driver, five passengers
1B Autaduel Quart;erlv
CHASSIS
&CROSSBOW
Fall 2033 19
-!----l--+---+-+---+--+-------,!---+--+--+-■+;-
■----11=-IF"a-■
■ I I ~
-liiiiiilll-__.~
... ~a::,-,.._■
••-JI ~- •""""' - •
..._.' I ■-.:::.-•~ r... Ii
...__/hf
I-,......... . .·.·-·-·-·.·.
·.-.•:-:-:-:
-:-:-:-:-:-:-
-:-:-:-:-·-·.
·.
-- --+--+--+---i-
....
,...
turn in each direction from the ignition two better than the required 6, so the
point. rifle bullet hits the 5 DP wall, doing no
The curtain of flames does l d6-5 damage.
damage to any pedestrian jumping Gates can be swung closed to block
through it. A pedestrian can jump through the road openings, but are only 3 DP.
automatically over the grating; trying it Hand weapons are ineffective against the
anywhere else requires a 4+ roll on 2d6 gate (they just make little holes); gren-
for success - failure means falling into ades and vehicular weapons will open
the trench, and certain, fiery death. Vehi- breaches; and 3 points of ram damage
cles crossing the grating take ld6-3 to will break the lock and swing the gate
each tire and the chassis and must make a open. Two small bunkers (5 DP) face
6+ roll to avoid catching on fire (3+ to each entrance. There is enough room
avoid explosion). Vehicles crossing the behind each for three people. Defensively,
trench elsewhere take the same damage they act just like the walls in the gun
and must make a 9+ roll to avoid fire (and emplacements.
a 5+ roll to avoid explosion!). Crossing Guardhouse - 5 DP. Contains a
is still a D3 hazard. The fire lasts 40 turns, holding cell, an office and some bunks for
and sighting through it is -2 to hit. the night guards. The five arrows signify
Walls - The outer wall is 8 feet high five gun ports for the guards inside -
and has 5 DP. The eight gun emplace- there is no way to target guards firing
ments on the map have their own waist- through these ports.
high wall (also 5 DP) that the weapon Other Buildings - Barracks I sleeps 12
fires over. Targeting one of the gun- and also contains the camp kitchen,
ners carries the standard -3 penalty for dining area and recreation area. Barracks
shooting at a pedestrian; however, the II also sleeps 12. The refinery foreman
attacker must roll two better than required and the security chief each has separate
to actually hit the gunner, otherwise, he quarters. All these buildings have 2 DP,
hits the wall (see Sunday Drivers). If a but the barracks require 10 breaches to
gunner aims at the protective wall, collapse them. The water tank has 3 DP,
hits and breaches it, any remaining and the adjacent well and gardens are 1
damage will pass through to either the DP - easy to trash.
gunner or the weapon. Example: A The Refinery - The actual guts of the
bandit with a rifle runs up to the base of refinery are easy to hit (not quite as easy
the tower and takes a shot at the gunner. as a building, but almost - +7) and has 2
He needs a 7, plus 4 for point blank DP at whatever point the shot hits. The
and minus 3 for targeting a pedestrian, control room has all the gauges, valves
which makes 6. He rolls a 7, which is not and controls - it's 3 DP, and it's the only
Map Key_____ ~
XX Barbed wire, broken glass, etc. • Gun emplacements
mm Grating El Cycles
22 Autoduel Quarterlv
place the entire refinery can be shut 9-11 Fire stronger: + 1 to all
down from easily (it takes one person 5 subsequent rolls
turns to shut down the refinery from 12 or more Explosion! Fire out of con-
the control room. Running around the trol. Everyone within 2"
refinery, turning off individual pieces of of any part of the refin-
equipment and closing individual -valves, ery works is dead; 2d6 of
etc., will also do the job but takes 45 damage to anyone 3"
seconds for 3 people . . . extrapolate and 4" away. Camp a
accordingly for other numbers of people). flaming ruin in 20 turns
The storage tanks, where customers
come to get gassed up, have 4 DP. These rolls can be further modified by
the following circumstances:
Fire & Holocaust
Modifier Circumstance
Remember, the objective of Reynosa -1 For each person above five
and his gang is to take over and loot the fighting the fire
refinery, not blow it off the map. But +l For each person below two
remember that certain misses, as per fighting the fire
Sunday Drivers rules, may continue past +l For every breach hit the
an intended target and hit something refinery takes ( over the
behind it (like a refinery) ... the whole one that caused the fire)
plant could go up. in that turn
Hits that breach any portion of the
refinery piping or the storage tanks (not Any person can be considered "fight-
the control room) will start a fire on a ing the fire" if he is within ½" of any part
roll of 7+ on 3d6, subject to the follow- of the refinery works, is designated by
ing modifiers: the player controlling him to be actively
fighting the fire, and does not fire a
Modifier Circumstance weapon in that turn. Sufficient firefight-
+l VLA W or RR used ing equipment is assumed to be in place
+2 LAW used near the refinery.
+3 Molotov used Example: The raiders hit the refinery
-3 Refinery has been totally piping with two rifle slugs in one turn.
shut down (affects refinery The refinery has not been shut down, so
hits, not storage tank hits. the 7+ roll is unmodified. A 4 is rolled for
No modifier if refinery is the first shot (no fire yet!), but a 10 is
only in process of shutting rolled for the second.
down) Now that the refinery's burning, we
move to the second table. The first rifle
Once it has been established that the re- slug (the one that didn't cause the fire) is
finery or the storage tanks are on fire, con- a +l modifier, and nobody is in position
sult the following table and roll 2d6 at the to fight the fire - an additional +2 ! A 6 is
end of every turn the fire is still going: rolled, which is modified to 9: the fire is
stronger, and carries a permanent + 1
Roll Result modifier. During the course of the next
2 or less Fire goes out turn, another rifle shot breaches the
3-5 Fire weaker: -1 to all su bse- refinery (+l more), but four people rush
quen t rolls to fight the fire. Total modifier: +2. A 7
6-8 Fire continues is rolled. The modified result of 9 means
Fall 2033 23
the fire grows stronger again. A perma- Note that a player, if losing, could cut
nent +2! Things look grim. his losses by withdrawing rather than
The refinery player rushes five more making repeated suicide rushes.
people to firefighting duty (abandoning If one player has 70+ points more than
important gun emplacements - but that's the other it's a total, complete victory
life) for a total of nine. That's -4 for and the winner gets to laugh at the loser
firefighters to offset the permanent + 2; an unmercifully. A 40-69 point margin is a
8 is rolled. The modified 6 means the fire regular victory, a 15-39 point margin is a
continues at the +2 level. narrow victory, and less than a 15-point
The bandit player thinks up a new margin is considered a draw.
strategy: he shoots two firefighters! That
drops the total number of firefighters to More Scenarios
seven (a -2) and offsets the permanent &Variants
+2. A 6 is rolled. The fire goes on.
The refinery player decides to evacu- After the breakup of its federal gov-
ate, leaving the camp (or what's left of it) ernment, Mexico was as violent a place as
to the bandits. No firefighters means +2, any you'd care to avoid. Ambushes were
added to the already established +2 ... A a way of life in many areas. A possible
9 is rolled, which yields a modified 13 .. . scenario: The ambushers get 10 men and
BOOM! $1,000, and set up in Midville. They may
Note that if things begin to go badly, barricade any three streets impassably
the chances increase that they will get (wrecked autos, etc.), and erect up to six
worse. If the refinery player makes lesser barricades: 6 DP (barrels, etc.)
progress against the fire, the chances go which can, with luck, be crashed through.
up that the fire will be extinguished. The defenders get 6 men, and $3,000
with which to buy weapons and two
Victory Conditions vehicles. They enter Midville - that is,
Pueblo· Centro - from the east side of the
The scenario ends when all of the map, on Third Street (Avenida Tercera),
people on one side or the other are killed moving at least 30 mph. They can at-
or leave the map. At that time, victory tempt any course they like, but cannot
points are totalled: turn around until they sight a roadblock
or are attacked. Except for the combat-
ants, Pueblo Centro is deserted.
• If the refinery player shuts down the Assess v·ictory as above, except that a
refinery: + 15 for the attackers win by more than 3 points is signifi<;ant.
• For each opposing vehicle destroyed During this period, Mexican highways
or abandoned: +4 also saw a good deal of combat-type
• For each opposing pedestrian killed: action. "Macho" challenges are a popular
+1 pastime in Mexico, and refusing one is
• For each opposing vehicle or pedes- unthinkable unless the odds are over-
trian that flees: 0 whelmingly unfavorable. Bandit gangs are
• For holding an undamaged refinery: rare (most of the really bloodthirsty
+50 types are already in the private defense
• For holding a damaged refinery: +20 armies), but the ones that do exist are
• For each building, tank, well or large, greedy and cruel. As for the police,
garden destroyed: -5 for player they are mostly in business for themselves
who holds the camp and are as much a threat as the bandits.
• Refinery is destroyed: nobody wins Unlike the bandits, however, the police
24 Aut;oduel Quart;erlv
are content to merely extract a bribe and Of course, one of the results of con-
let motorists go their own way. stant warfare is an increase in technology.
The scenarios given in the original Car Gasoline was no longer needed on the
Wars rulebook all translate into low-tech Texas side of the border as electric cars
just fine. Make sure each side has a were developed. South of the Rio Grande,
roughly equivalent amount of money to the cars still depended on the precious
design vehicles and buy weaponry and gas, but their weaponry had improved
turn them loose. right along with the Texans' ...
Above The Border - The Texan player front, back, or side - but they may be
now builds his vehicle using Car Wars fired in any phase, once per turn) and are
rules, but with some exceptions. Plastic at a -1 to hit in addition to normal
armor is now available but in a primitive modifiers. Players must aim weapons by
form. It costs and weighs twice as much steering the car into the desired position.
as modern armor. Unlike Car Wars, all Below The Border - The Mexican
hand weapons will do half damage player will continue to build his vehicles
(round up) to this armor. Most modern according to the earlier rules, but with
weapons are available; the anti-tank gun, some exceptions. The car bandits did not
Vulcan machine gun, laser, heavy laser, have the technology or the resources
tank gun, minedropper, tear gas and necessary to develop the plastic armor
heavy rocket are not. No accessories of the north, so they came up with a
except extra magazines and links are simple but effective substitute - metal
available. Computer targeting systems armor. Sheets of metal were salvaged
have not yet been developed. PR tires are from the old cities and welded onto the
available; solid tires are not. All weapons cars. One point of armor for one side of a
fire as if on automatic (straight out the vehicle costs $200 to buy. For every eight
,4
( .. ;,~
'···•..
Fall 2033 25
full points of armor on a vehicle (count- car will fit a RR and a MG (three spaces),
ing each side separately - one point of or you could throw out a passenger and
armor all the way around would be four fit in two RRs, or you could throw out
points worth; adding top and bottom all three passengers and have room for six
armor would make it six) the vehicle's spaces' worth of weapons!
acceleration drops by 5 mph. A vehicle When a bandit vehicle is hit and a "No
may not move (obviously) if its accelera- effect" result is rolled on the hit deter-
tion drops below 5 mph. mination table, roll another ld6. If the
This armor is not ablative - it protects result is 1-3, roll randomly to see which
the car every time it is hit. If a vehicle vehicular weapon is hit; on a 4-6, the
with two points of front armor is hit in "No effect" result stands.
the front for three points one tum and Both Sides Of The Border - There are
for two points the next, the interior of two pieces of equipment especially
the vehicle will receive one (3-2) point of developed for this era in au toduelling:
interior damage the first tum and zero Articulated mount. This is a vehicle
(2-2) the next. If a vehicle with this type weapon mount which allows a firing arc
of armor is hit with a rocket or other as for modern weapons. It requires that a
burst effect weapon, half the points gunner sit behind the weapon and physi-
(round down) are permanently removed cally move and fire it. A weapon mounted
from the armor - the armor is blown off. in this manner may not be fired by the
If there is only one point of armor left, a driver or by anyone except the designated
burst effect weapon will blow it all off. gunner. The vehicle does not have to
The remaining damage minus the remain- be aimed to fire this weapon, but the firer
ing armor (if any) continues through to still suffers a -1 penalty - humans are
the interior of the vehicle. not as accurate as computer-assisted
Example: A rocket from a RL hits the humans. This costs $500 and takes one
side of a vehicle with three points of space in addition to the weapon and
metal armor, and rolls five points damage. gunner (the gunner only takes one
Two points of armor (5 divided by 2 space - the computer which requires that
rounded down) is permanently blown a modem-day gunner take two spaces has
away; the remaining three points of dam- not yet been invented).
age are reduced an additional one by the Ring mount. A vehicle with this type
remaining armor. Two points of damage of weapon mount may have no top
reach an internal component, and the car armor. The gunner stands behind the
has only one point of metal armor on weapon and swings it in the desired
that side now. direction before firing. The weapon on
The bandits can also mount vehicular this type of mount has a 360-degree arc
weapons in their vehicles, with the same of fire, but it cannot swing around as fast
weapons available and the same firing as a modem-day turret: Every tum (in
rules as the Texans. The bandits can also any one phase) the weapon may change
use links and extra magazines, but the PR its facing up to 90 degrees. (Example: If
tires are not available south of the border. the weapon is facing the front, it may
The bandit player uses the available stay facing the front or change to the
cargo spaces in his vehicle to mount right or left but not the back.) This type
vehicular weapons; passenger capacity can of mount takes four spaces (plus however
,also be traded in to make more room for many spaces the weapons take up, but
weapons. Example: A mid-sized car is the gunner does not add additional
listed as having room for a driver, three space), and costs $1,000.
passengers and three cargo spaces. This Cycles cannot use either of these
26 Autaduel Quarterlv
items, though an articulated mount and a Remember to cut the total armor in half,
one-space weapon and gunner will just fit due to the doubled weight and cost. Then
in a sidecar. Ring mounts work best on the cycles (and four of the refinery
the large cars (luxury, van and station player's 20 people) can get on the high-
wagon), but if a player can make it fit in way and try to slow up the approaching
a smaller vehicle, go for it. bandits before they get to the refinery.
Road duel scenarios are simple. Also,
after 2025, "recreational" duelling became
Scenarios popular in Mexico. Many promoters were
& Variants (and are) sleazy or even criminal; the
referee should role-play them that way.
Try the "Playing With Fire" scenario Betting is the major source of income for
with this set-up: The raider player still duel organizers, and the use of ringers,
gets $12,000 and as many vehicles and disguised weaponry, and even sabotage to
people (up to 30) as he wants, but the "fix" the outcome are definite possibili-
Texans' four cycles are stock cycles from ties. Bullfight rings make good arenas!
Car Wars (two Shogun 200s and two The authors thank the play testers - Jim
Outlanders, one with the upgrade option). Gould, Tim Ray, Mara Lee, and Bill Lee.
Fall 2033 27
--==Speeding in
-·-car Wars
(Thanks to Jeffrey Field and Olip mph, or fraction thereof, the car is
Martin, whose ideas were combined to traveling in excess. For each die that does
produce this article.) not result in a 1 or 2, the power plant
takes one point of damage.
Tommy's car burned with raw heat, a Example: Our friend Knuckles has a
tangled wreckage of melting steel and super power plant in his Piranha, with a
plastic. The Porsche Thundercat bootleg- listed maximum speed of I 00 mph and
ged and punched it. The Pirhana bounced I 2 DP. The first turn after Knuckles
back onto the road and screamed after it. f1oors it, the car accelerates to 105 and
"That goon is maintenance meat," one die is rolled. Knuckles gets lucky and
muttered Knuckles. "Nobody smokes my rolls a one. No damage so far.
brother then dusts out." Shoot, dammit!" The Thundercat is still a long way
He glared at the distant Thundercat. away, so Knuckles continues to punch
"Can't," Mad Gunner Johnson leaned it, bringing the Piranha up to 110. After
into the sights intently. "He's too far, rolling a five, Knuckles' engine takes one
just be wasting ammo. Close with him." point of damage.
Knuckles floored the accelerator and Knuckles pushes it to 115 and rolls
the motors whined. The Mad Gunner two dice. A four and a five are rolled for
looked over at him. "Knuckles, you 're two more points of damage. Knuckles
gonna blow the plant." takes it to 120 the turn after that and
Knuckles nodded. "But we're gonna rolls a one and a four for one additional
catch him. " point of damage.
Knuckles is now gaining on the Thun-
dercat at a fair clip, so he holds it at 120
On those long, empty stretches of high- for as many more turns as he thinks the
way, this situation has come up more power pla-nt will hold, and then eases it
than once. Both fitted with the best back down to 100. The Thundercat is
power plan ts, two vehicles scream down now in reasonable range, and Tommy
the road, never closing nor widening the may yet be avenged.
gap. Stalemate at 100 mph. Then frustra- If the power plant is reduced to O DP
tion sets in. by this method, it blows up on phase one
This rule variant helps relieve that frus- of the next turn. All adjacent compo-
tration by giving drivers the option of nents (usually weapons and the driver and
pushing their cars just a little more. This gunner) take ld6-2 points damage; there
desperate effort of the power plant, how- is a 50% chance the car catches fire.
ever, is a trying one and likely to damage Even if the engine survives a short run
it. at over 100 mph, the range of the vehicle
Cars may accelerate beyond their will suffer. The rule for vehicle ranges
power plant's listed maximum speed. (taken from "Convoy," ADQ l) states
Each turn a car travels faster than its that every vehicle is assumed to be able
rated speed, roll one die for every 10 to make 200 miles at 55 mph. Every 5
28 Autaduel Quarterly
mph of average speed over 55 knocks 20 The new crash table modifiers mean
miles off the total range of the vehicle. A that the existing crash tables must be
single shot from a laser costs one mile of added to.
range (a heavy laser shot costs three).
For bursts of speed beyond the power CRASH TABLE 1
plant's capabilities, deduct one mile of SKIDS AND ROLLS
range for each full 10 mph over maxi-
mum per turn. In our earlier example, 10-12 - As 6-9 on this table, but the
Knuckles suffered no additional range vehicle vaults into the air by the side
penalty at 105, but lost one mile for the (or front) tire or tires, the tires doing
turn he spent at 110, another mile for the vaulting taking 3d6 points of dam-
the turn at 115 and two miles for each age. The vehicle will then fly through
turn at 120. With a vehicle's range penal- the air for 1d6 inches in the direction
ties already pretty hefty at high speeds, the vehicle was traveling before the
you can see that pushing that extra bit crash result, revolving two sides for
of power out of a car has a high price. every inch. When it lands, give collision
damage to the side that hits at the
MANEUVERS vehicle's initial speed. If the attempted
maneuver was a tight bend or a hard
High-speed maneuvers are extremely swerve, the vehicle will flip end
dangerous. To expand on this understate- over end. Upon landing, the vehicle
ment, maneuvers in the 100+ mph range will continue to roll as per result 6-9
are even more so. First, driving between on this table. All occupants take one
1OS and 130 mph is an automatic DI point of damage automatically (body
hazard. Driving between 135 and J 50 armor will not protect against this
mph is an-automatic D2. damage).
Speed 1 2 3 4 5 6 7 8 9 10
100 1 1 1 1 1 1 1 1 1 1
105 1 1 1 ] l½ 1 1 l 1 1
110 1 1 1 1 2 1 1 1 1 l
115 1 1 1 2 1 l 2 1 1 J
120 1 l 1 2 l 1 2 J 1 1
125 l 1 2 1 1 2 1 1 2 1
130 1 1 2 J 1 2 1 1 2 1
135 1 2 1 2 1 2 l 2 1 1
140 1 2 1 2 1 2 1 2 1 1
145 2 1 2 1 2 J 2 1 2 1
150 2 l 2 l 2 1 2 ] 2 1
2: If the vehicle has not yet taken its 1½" move, it must do so now.
The 1½ move must occur in a segment marked with a "2."
Fall 2033 29
CRASHTABLE2 doing damage to the Porsche, but the
FISHTAILS Thundercat is shooting back.
Speed 2 1 0 -1 -2 -3 -4 -5 -6 mod.
105-110 safe safe 2 3 4 5 xx 6 xx 4
115-120 safe safe 2 3 4 5 xx xx xx 4
125-130 safe safe 3 4 5 6 xx xx xx 5
135-140 safe 2 3 4 5 xx xx xx xx 5
145-150 safe 3 4 5 6 xx xx xx xx 6
30 Aut;aduel Quart;erlv
The Random Arena
by Brian Gustems
32 Autoduel Quarterlv
may be the least of your concerns, and space do one die of damage, if you are doing it to
might be the most important. FTs are not as your opponent, and he can't hit you, it's going
efficient as listed because they can't fire out the to add up.
front arc, but this is mostly offset by the fact Flamethrower - The usefulness of flame-
that they can set a vehicle on fire, and can throwers increases with the quantity. You can't
double as a smokescreen. reliably set another vehicle on fire with less
than three FTs, so either carry this many or
Weapon Efficiency vs. Space only one to produce smoke and set exposed
0-1" 1-4" 4-8" power plants on fire.
MG 68 42 29 Rocket Launcher - The budget version of
FT 17 13 10 the RR, it is restricted somewhat by its combi-
RL 32 15 10 nation of high "to hit" number and ammo sup-
RR 34 20 15 ply of 10 shots. When offset by a+ 1 computer
AT 32 15 10 however, it is a very potent weapon.
L 102 76 61 Recoilless Rifle - A nice all-around weapon.
HR 9 3 2 It is just a matter of personal opinion whether
HL 91 67 55 the better "to hit" number is worth the extra
VMG 68 51 41 100 pounds and $500. If a computer is not
available, the RR is preferable over the RL.
Efficiency vs. Weight Anti-Tank Gun - Big, heavy, inaccurate,
expensive. They just aren't worth it.
MG .340 .205 .145 Laser - Incredibly expensive, but worth
FT .070 .050 .040 it. The weight and cost are more than offset by
RL .255 .115 .080 the size, damage done, and low "to hit" num-
RR . 195 .115 .085 ber, not to mention the infinite ammo supply .
AT .140 .065 .040 Minedropper - Minedroppers have two uses:
L .406 .333 .243 surprise and area denial. The first is for tail·
HR .085 .030 .020 gaters, and depending on the vehicle, one good
HL .273 .203 .163 hit from a mine can end it all. Any weapon
VMG .300 .225 .180 which can kill an opponent in one shot is
worth it. The other use is to prevent other
Efficiency vs. Cost vehicles from entering specific areas, like alleys,
breaches, the best way around a corner, etc ...
MG .046 .028 .019 The space taken by a minedropper restricts its
FT .047 .034 .027 use to vehicles with no space problems, as the
RL .047 .021 .015 uses of the minedropper are much less likely to
RR .037 .022 .016 be needed than more mundane things, like
AT .039 .017 .012 ranged weapons.
L .025 .019 .015 Spikedropper - A spikedropper is not quite
HR .087 .029 .017 as useful as a minedropper, but this may be
HL .023 .017 .014 offset by the lower cost, weight, and space
VMG .053 .037 .030 taken. The spikes are inert, but an immobilized
vehicle is just as good as a dead vehicle in most
The higher the number, the more effective cases, and unless solid tires are used by your
the weapon at that range. The figures are based opponent, spikes do not feel good.
on the equation: Smokescreen - A smokescreen is a "get me
(# of shots x average damage x probability out of here!" weapon. It is a damage denial
of hit)/ (space or cost or weight) weapon, hopefully denying your opponent the
The number of shots for a laser is considered ability to damage you. If you have a space left
to be 20. and not enough money to get a weapon firing
Cost and weight are calculated for a fully rearward, get a smokescreen and set it on auto-
loaded weapon. matic. Combat should be over long before you
run out of smoke, and as long as you move
Weapon Information to new areas, the smoke will be more of a prob-
lem for people behind you, and who cares
Machine Gun - A machine gun is useful for about them anyway?
harassment and long range pot shots because Paint Spray - A cute weapon, but its use-
of its large ammo supply. With 20 shots you fulness is limited by its short duration and
can afford to waste a few to get those acquired miniscule range.
bonuses. Regardless of whether you can only Oil Jet - Another nice idea, but the two
Fall 2033 33
spaces that it takes up should limit its use to upper stories of buildings. You 'II want to have
larger vehicles. I have found that people can a fire extinguisher unless you know that no one
avoid oil slicks too easily, and they invariably has a laser or flamethrower.
use those two spaces in their own vehicles for Station Wagon - Unless you are designing
weapons that do two dice to me, spreading a practical vehicle, forget it. If you are, design it
more than my oil over the road. like a mid-sized.
Heavy Rocket - The ultimate short range Pickup Truck - One of the better buys.
weapon. A good tactic is to have a pair of these Get it with a turret and extra heavy chassis and
linked, and save them for sideswipes or close heavy suspension. You will be able to carry
passes. With a +1 computer at point-blank more armor than you'll know what to do with.
range, these need a "4" to hit. On the average, If you get a gunner, make sure he has a com-
a pair of these will do 21 points of damage and puter. It wouldn't hurt to get extra magazines
be two D3 hazards. Ouch! And you can always for any weapon that only has 10 shots, but a
find an opportunity to do this. Of course, this fire extinguisher may be more of a lifesaver
can be done back to you, so be careful. than the extra shots. Carrying a gunner with an
M60 machine gun in the bed of the pickup can
Design Guide also be useful for harassing fire and to hit
targets not worth wasting your main armament
Subcompact - You will generally not sur- on. If you have the weight, several people can
vive a full run over a mine square, so don't be carried.
bother putting armor on the bottom. Likewise, Van - Not as much weight carrying cipacity
unless there are pedestrians in the trees or as the pickup, but with lots of space. You may
rooftops, you're going to get what is coming to run into a weight problem, which will probably
you from the front, rear, or .sides, so only put mean thinner armor. Carry one gunner, maybe
one or two (at most) factors of armor on the two, and make sure they have computers. If
roof. Any battle will not last that long, so you you can take the weight, get a turret and put
might not need a full magazine of ammo. You something big in it. HRs are nice in a van, as
will want to make your shots count, so if you they don't weigh much, and you have lots of
can afford it, get a computer. room. Put some dropped weapons and an MG
Compact - Now that you have some more or two in the rear to discourage tailgaters.
weight and space to play with, add some annor Light Cycle - Gets you from point A to
and one efficient long term weapon, but point B. Not really combat effective.
remember that a Mini Sherman is a long way Medium Cycle - Mount an RL, RR, or com-
from being a tank. bination of MG and HR. Don't carry a full
Mid-sized - A real vehicle. Put on PR tires load of ammo as you probably won't get to use
and a turret if you can. Lean toward the long it. Put the weight saved into armor.
term in the way of weapons. A gunner may be Heavy Cycle - Load up on front armor, get
worth the space cost at this point if you have linked weapons and a computer if possible. Get
a lot of weapons. A fire extinguisher is optional PR tires if you can.
at this point, but a good idea. Sidecar - Carry something exotic like three
Luxury - Get a gunner and at least one HRs, but don't cry too much if it gets shot off.
computer. You will get hit from all sides, so A good use for sidecars is as interchangeable
make sure your armor is reasonable. From now weapon pods. Also, in scenarios with many
on, if you can afford it, it might be a good idea motorcycles, a few sidecars with dropped
to have a few solid tires. Make sure that you weapons, driving in formation, can effectively
have at least 5 points of armor on the top and make huge stretches of road certain death to
bottom, in case of mines, rolls, and fire from cross.
34 Autaduel Quarterly
CAR WARS
Reference Screen
CAR WARS
REFERENCE
SCREEN
This cardboard screen has
three 8½" x 11" panels
with all the charts, tables,
and diagrams for CAR WARS
adventure - plus a complete
index of CAR WARS material
- and new large-sized vehicle
and pedestrian record sheets
that you can photocopy!
$5.00
AUTODUEL
CHAMPIONS
The SUPER-SUPPLEMENT for two great role-
playing games - written by Aaron Allston. Now
CHAMPIONS players can enjoy autoduelling ... and
CAR WARS fans can add helicopters and superheroes to
their games. You do not need both games for AUTODUEL
CHAMPIONS - it works with either one! This 64-page
book includes two ready-to-play adventures, an 11 "xl 7" sheet
of full-color counters, a large double-sided bind-in map, and a
color cover by Denis Loubet. $10.00
Fall 2033 35
your questions, every vehicle is a legitimate
target, but chances are if you shoot at every-
thing that moves, you'll run out of ammo long
before you run out of enemies; the current poli-
tical situation depends heavily on what region
you live in; the Russians were hit much harder
by the grain blight than we were, and are no
threat to anyone but immediate neighbors; all
technology had been channeled into food and
energy production, bringing the space program
Dear Steve: almost to a halt; the military is fairly strong,
I am immensely distressed about my sub- hut only uses its muscle when directly threat-
scription with Autoduel Quarterly. It has been ened; someone has hijacked a tank (See "Mas-
more than 3 months and I have not received my sacre at Midville," Space Gamer 58); and sure
issue (my subscription starts with the second you could own a helicopter - check out the
issue, which by my calculations should have Autoduel Champion rules.
been released between May and June). I have, -SDH
however, received my extra counters and I. D.
(pretty good), but that's hardly worth 10 How does one go about designing a Sherman
dollars. I love Car Wars; it's one of the greatest Tank (WWII surplus) within the Car~Wars sys-
games made (ever!), but a man's patience can tem? Also, do you have a submissions policy?
only go so far. Please tell me what's happening!? Finally, are there back issues of Autoduel
I would really like my issue (and info on how Quarterly available?
to get the first to complete my collection. I also -J.G. Blackwell II
hope YOU read this letter, rather than a staff
member who will turn this letter into a bas- I'm not sure an electric fuel cell motor
ketball and dribble this over to a trash can. exists that could push around a real, surplus,
Don't tell me you've discontinued the maga- tons-ofmetal Sherman Tank. However, taking
zine!? But whatever, please send me a reply. I'll some cues from "Massacreat Midville" (SG58),
be waiting ... it should be pretty easy to design a heavily-
-Ken Winland, Portsmouth, RI armored, tread-propelled vehicle with a big gun
on top. Submissions policy is straightforward;
Just wanted to print one of these to prove please make it typed and double-spaced, and I'll
we don't throw them away. Actually, Ken (and read it. Back issues of ADQ are available through
everyone else who wrote with similar sentiments) our direct mail department for $2. 50 plus post-
received a polite reply (or at least as polite a age and handling.
one as we could muster after wading through so -SDH
many) and an apology. And, since you're read-
ing this in a much-more-on-time issue number
I am writing in regards to your Car Wars
3, l hope that everyone's faith is reconfirmed.
Thanks for your patience. game series, and I must say, I'm impressed.
From the first time I played the game, I was
-SDH
fanatical about it, and begged for the next op-
I own a lot of Car Wars material, and I really portunity to play ... Since Christmas, I have
enjoy it. When I play an RPG, I like to "get into introduced the game to many of my friends and
it," so realism and understanding are important. even a few strangers, all of whom then became
I hope you can answer these questions: hooked as I did, and purchased the games! We
Is every vehicle a legitimate target, or do have even set up games with real entrance fees
you have to pick a fight? and cash awards for kills and victories, and if
What is the present political situation? How that's not being hooked, I don't know what is ...
are the Russians? What is the present technol- -Tom Brasch, Lansdale, PA
ogy like? Also, how's the space race going?
What is the military like? Why doesn't some- My friends and I are avid players of your
one hijack a tank? Could you own a helicopter? game Car Wars and we have purchased the ex-
Sorry for the headache, but I am really curi- pansion kit, and Sunday Drivers, both of which
ous. By the way, your games are honestly the have added to our enjoyment of the game.
best in the business, and on top of that, they The only thing we have trouble with is the
cost only half as much! creation of an "au to race" and racing cars. I
-Mike Sirotnyak am especially interested in the high performance
cars such as Grand Prix, Formula I and Le Mans
Thanks for the kind words. In answer to racers, but I haven't been able to come up with
36 Autoduel Quarterlv
any satisfactory results. To begin with, I have cars of 2033 are unarmored, with speeds similar
assumed that they still have au to races in the to their 1983 counterparts but even better
future, although they probably have changed handling. Some distinctions are important to
some, and that race cars are still built either make here: If the driver has so much as a light
privately or semi-commercially. But the con- pistol to take potshots at passing racers, what
struction of race cars, race tracks (made much you've got is au toduelling (albeit a strange vari-
easier with the expansion kit) and "rules" of ety). If no weapons are allowed, but the cars
racing have proved frustrating, due to several can try to run each other off the road, what
different opinions, all equally valid. you've got is a demolition derby. If the idea is
Therefore I have taken it upon myself to to be first across the finish line, with no attacks
consult you, and hope you can answer our on other vehicles allowed, that's auto racing.
questions ... ADQ will concentrate on autoduel/ing; if you
-Art Colver, Murray, UT want to devise rules for auto racing that are
agreeable to all players involved, go for it. Glad
Auto racing is certainly still in existence in to know that the road sections are of help.
2033, but its popularity has dwindled The race -SDH
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 issue published. Send to Steve Jackson Games, P.O. Box 18957-T, Austin,
TX 78760-8957.
Fall 2033 37
the result? A huge oil slick? An explosion?
-Michael Ernst
3B Aut;oduel Quarterly
D, and the third links all four. The gunner weapons or side or back mounted ones?
(or whoever fires them) has seven firing I would think that it would put a lot of
options: A, B, C, D, A&B, C&D, and all strain on the guy's neck.
four! Please also note that if one Rl is 4) What happens when a helicopter
destroyed, the gunner can still fire the pilot is killed and nobody else is in the
remaining three by hitting the "fire them bird?
all" button. 5) Will body armor protect against
being hit by a car?
1. When a flamethrower fires, does it -Scott Stanford, Denver, CO
produce a cloud which forms parallel to
the vehicle (as on p. 15 of Car Wars) or I) A three-wheeled cycle is more
perpendicular to the vehicle (as in section properly termed a Trike, and it probably
4 of Truck Stop) or may the firer choose will have an improved HC and the ability
which cloud to produce? to pull a sidecar - once we publish the
2. May a pedestrian fire more than one stats. But it ain't a motorcycle.
hand weapon at once (two light pistols 2) Mount the lead miniature on a
for instance)? If so, what are the penal ties? piece of cardboard that is the same size
as the counter for that type of vehicle,
I. Go ahead, take your pick. then use the dimensions of the cardboard
2. Sure, but only if both weapons are to determine maneuvers, collisions, etc.
either light or heavy pistols or a grenade. Actually, we recommend this for all
Penalties: -1 for the weapon in the miniatures.
''good" hand, and -3 for the "off" hand. 3) All weapons are "sighted" by
Handgunner ability bonus can apply only means of remote control readouts on the
to one or the other weapon (player's console in front of the driver or gunner.
choice). If you want to be ambidex- A cyberlink gives the operator a better
trous, talk your GM into it; about 5 command of this targeting system. No
percent of all people are. neck strain is necessary.
4) Bye-bye, birdie.
As weapons are used and destroyed, 5) Body armor does not protect against
does the vehicle continue to carry the other types of impact damage (being
weight? buried in rubble, falling off a building
roof), so it shouldn't offer any protection
While it is certainly possible to recal- in this case, either.
culate a vehicle's weight every time a shot
is fired, reducing the total weight by the Can the "Artful Dodger" (ADQ #I) be
WPS of that particular type of ammo, we put on the sides of any vehicle? How
don't recommend it. Much too compli- many Damage Points does it have? How
cated. ff a weapon is destroyed, the weight many shots? Weight per shot?
stays with the vehicle. Instead of having a
300-pound recoilless rifl,e,you've got 300 Just like a regular oil jet, the Artful
pounds of metal. Dodger can now be mounted on the side.
DP, number of shots and WPS are the
I) Can motorcycles have 3 wheels? same as for a regular oil jet (3 DP, 25
Does this improve HC? Can a three- shots, 2 WPS).
wheeler have a sidecar?
2) The length of Grenadier's rigs is
quite short. Can they still be used in Car
Wars?
3) Can a cyberlink be put on turreted
Fall 2033 39
Gallerlia Taxli
Interested in starting your own bus- • Armor between you and your
iness? Let Galleria show you how you, passengers (you can never be too
too, can make big bucks in your spare careful!).
time with our new line of taxicabs! • Tear gas (which can be released
Be your own boss as you drive around into the passenger compartment).
in a Galleria Taxi. Medium size, but Come by and test drive our new
with enough room for two passengers. taxis today. This could be the start
Inexpensive enough to fit any pocket- of a whole new career FOR YOU!
book, but definitely not cheap. Just
look at what al~ou get: Mid-size car, heavy chassis, super power
• Safteepro Anti-Theft System plant, heavy suspension, 4 PR tires, 150
points armor (2 in wall between driver and
(a standard feature!). passenger compartment, T20, U1 5, L30,
R30, F27, 826). 10 anti-personnel gi;_enades
(2 each L, R, T, U and 1 each F, B) wired
into Safteepro anti-theft system. Smoke-
screen loaded with tear gas hooked into
passenger compartment, one RR front.
Room for driver and two passengers, 265 #
extra cargo capacity. Acceleration: 10 mph;
HC: 3; $12,000, weighs 4,935 lbs. Option:
put RR in a two-space turret, discard 200 #
cargo capacity and add $1,500 to cost.
* *
for the combined maps. Designed by Autoduel Arena. Designed by Steve
Steve Jackson. $3.00. Jackson. $3 .00.
Look for these new releases at your local hobby shop - or order by mail from Steve
Jackson Games, Box 18957-T, Austin, TX, 78760. Please add 50 cents per item for post-
age and handling.
40 Autaduel Quarcerly
GRENADIER MOTORS
a division of Grenadier Models, Incorporated
In this issue:
e AUTCDUEL CHAMPIONS,,
Designer's Notes