Professional Documents
Culture Documents
Autoduel Quarterly Volume 1 Number 2 ADQ
Autoduel Quarterly Volume 1 Number 2 ADQ
Autoduel Quarterly Volume 1 Number 2 ADQ
.·_.: ., :
':': ~ .
. ~ -~- .. '
™1 COMPLEAT
STRATEGIST
WE'VE GOT IT ALU
11 E. 33rd Street
NY, NY 10016
(212) 685-3880 or 81
Vol. 1, ·No. 2
STAFF
Publisher
CONTENTS
Steve Jackson Advanced Collision System
Editor David Ladyman . . . . . . . . . 6
David Ladyman
NIGHTSTRIKE / A Car Wars Role-Playing Scenario
Assistant Editor
Jim Gould Jim Gould . . . . . . . . . . . . . ... . . . . . . . . . . II
Contributing Editors Excerpts from the North American Road Atlas and
Aaron Allston Survival Guide, 3rd Edition: AUSTIN, TEXAS
Martha Ladyman
Aaron Allston . . . . . . . . . . . . . 30
Art Director
Pat Mueller Car Wars 3rd Edition Rules Changes . 32
Business Manager
Elton Fewell
Circulation Manager DEPARTMENTS
Shirley Miri
Production Staff The Driver's Seat / David Ladyman . 2
Scott Haring Newswatch / Michael Wilcoxon . . . 3
Jeff George Feedback . . .. .. . . . . . . . .. . 29
Liana Johnston ADQ&A / Questions and Answers 36
Mara Lee
Chris Smith Backfire / Letters . . . . . . . . . .. 39
Monica Steph ens
CREDITS
ADVERTISERS
Art in this issue:
Jeff George: 4 , 5, 11, 34, The Com pleat Strategist . inside front cover
back cover. Denis Lou bet: Grenadier Models, Inc . . inside back cover
cover. Speed Webber: 27, Magnum Motors . . . . back cover
32, 35 , 38, 39. Rothschild Auto Works . 34
Designs in this issue: Steve Jackson Games . . 10
Jim Gould: 4 (Tear Gas), Un cle Albert's Auto Stop & Gunnery Shop . 4, 5
5 (Mask), 34. Tom Greer:
5 (Safe), back cover. Craig Permission is granted to photocopy material from this magazine for
Sheeley : 4 (Launcher). personal use only. "Summer 2033" issue published July 1983.
Autodu el 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© I 983 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, $ I 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 .
Summer2033 1
couldn't use your vehicular arsenal without it.
(A Targeting Computer is an optional upgrade
the 8 at
which does give a +1 To Hit.) The room this
device occupies is a major reason Gunners re-
quire two spaces each, not just one, in a vehicle.
2 Autoduel Quarterlv
NEWSWATCH
Ailll~ Development of the Auto Engine/Power Plant
1985 : Research and development for electric cars (and the fuel cells that power them) is all but
at a standstill due to government regulations. State of the art is still at 1977 level. Top
speed is 60 mph for short distances, acceleration is 5 mph per second, driving range 60-70
miles. Available vehicles are compacts, subcompacts, vans, and special purpose commercial
trucks. Driving and handling are similar to gasoline powered vehicles. Vehicles are powered
through a transmission system.
1990: Sandia Testing Arenas (New Mexico) stumble on the Intermediate Battery Neo-Storage
System (IBNS) multiple fuel cell system as a spin-off from laser-power storage technology.
The IBNS increases the top speed of electric vehicles to 85 mph, with range up to 150 miles.
All sizes and classes of vehicle can use the IBNS and as a result, the electric car business
booms. The first electric cycles appear. Their engine is a converted electric lawn mower
engine without the extension cord. ·
1992: New electric vehicle law is nearly passed , which would have outlawed wasteful internal
co mbustion engines. Stock auto bodies are now being made of special fiberglass and plastic.
The new bodies are stronger and tougher, able to withstand more punishment than steel
bodies. Most truck stops and many service stations are outfitted with power rechargers.
1998: The efficiency of the IBNS slowly improves until top speeds of close to 100 mph are achieve-
able. The technology for separate motors for each wheel becomes commercially feasible.
The 55 mph speed limit is repealed.
2009: All aircraft switch over to rocket fuels. Ships either go nuclear or switch over to wind-
powered sails.
2015: IBNS and wheel motors improve to the point that fuel cells last longer for trips of over 200
miles before recharge.
Summer2033 3
UNCLE ALEERT'S
~g,a4
Pedestrians getting in your way? Then let them
- - ,::::::;,
run crying all the way home. Here's just the thing
to get them off the road and out of YOUR right-
of-way! Tear gas in grenade or smokescreen form
- neat, easy, and oh-so-efficient in ridding your-
self of unwanted two-legged pests!
~
/t«u to, ~ tput ~~
a«dtpJ-«ll,~~ Have you ever had a nice,
pleasant drive disrupted by
M tput dtzwe to- some idiot and his tear gas?
a«d ~
That's why Uncle Albert
W~ always carries along his Pro-
tecto Gas Mask - Guaran-
teed protection against tear
gas and other irritants. So
economical, at only $30, and
lightweight, too! One grenade
equivalent ; putting it on
counts as a firing action.
Our guarantee doesn't extend
to paint exposure, of course
- if exposed to paint, wearer
is at -2 To Hit until the mask
is removed.
Summer2033 5
Advanced
Collision System
by David Ladyman
ADVANCED COLLISION SYSTEM with a Piranha (OM 1) at a net speed of40 mph.
A 40-mph collision results in 3 dice of damage,
This is an extension of the basic Car Wars and a 14 is rolled. The Kart gives the Piranha
collision rules. With the basic rules, any vehicle (14 x 2/3)= 9 points of damage (rounding down).
except a cycle does the same amount of damage The Piranha gives the Kart (14 x 1) = 14
in a given collision. That means that a 40-ton points of damage.
rig does no more damage than a 4,000-pound Example: A Shogun 100 (OM 1/3) collides
car, and if a cycle hits an 18-wheeler head-on, with the Houston Metal rig we mentioned above
they both bounce. Not entirely realistic! This (DM 15), at a net speed of 10 mph. One die is
system is official but optional; use it only if rolled, and 2 points are subtracted, so that the
you want a more accurate but more complex result will be a 0, 1, 2, 3, or 4. In this case, the
procedure for collisions. result is 3 points of damage. The Shogun gives
the rig (3 x 1/3) = 1 point of damage. On the
other hand, the rig impacts the cycle for (3 x 15)
GENERAL PROCEDURE = 45 points of damage. Even at 10 mph, a big
To fi/l;ure the result of a collision, determine rig can smash a cycle.
the type of collision (T-Bone, Head-On, Rear-
End, or Sideswipe) from Figure 1, pp. 8-9. Every FIXED OBJECTS
collision can be classified as one of these four A fixed object has a damage modifier (OM)
types. When a vehicle is driving in reverse, as well. Determine how many points of damage
rolling over, etc., designations of "front," such an object can sustain, and locate that
"side," etc., are sometimes inappropriate. A number on the Fixed Barrier Point Value
rolling car can have a head-on collision in which column of the Damage Table. For a building,
a side strikes first, for example. If a car is this number is the same as its DP. Read back to
doing a bootlegger, figure the leading side as its find the barrier's OM. An obstacle cannot do
"front," moving at 15 mph. In general, use more damage than it has DP.
common sense in determining the type of Example: _a 20-point tree will give damage
collision. Then follow the instructions for that equal to twice the base damage roll for a given
type, and the steps below, to find damage, final collision, up to 20 points max. per collision.
speed, and final position for both vehicles. For each collision, decide whether it is a
1) From the Damage Table, find the Damage Head-On or a Sideswipe, and apply damage,
Modifier (OM) corresponding to your vehicle's speed change, and hazards accordingly. Of
weight. A Shogun 100 (800 lbs.) has a OM of course, in a Head-On, if the obstacle is not
1/3. A Killer Kart (2300 lbs.) has a OM of 2/3. destroyed or breached, the vehicle stops. If the
A Piranha (5995 lbs.) has a OM of 1. A loaded obstacle is destroyed, the vehicle's "Temporary
Houston Metal trailer with tractor (weight Speed" becomes its new speed. If a Sideswipe
about 62,000 lbs.) has a OM of 15. (Figure does not destroy the obstacle, the vehicle
weight at the beginning of a trip; don't bother finishes the phase by sliding along the obstacle.
recalculating every time you expend a shell.) Note: A building breach is generally ¼"
2) When a collision occurs, multiply the wide. A vehicle ramming a building or wall
RAM damage rolled on the dice by your must, in effect, create two such¼" breaches in
vehicle's OM. That is the damage you cause to order to break through. Thus, when ramming a
, your opponent. The damage you sustain is the 6DP building, a vehicle must do 12 points of
product of his OM multiplied by the same base collision damage to create a double breach and
damage rolled. continue through. In addition, each ¼" of wall
Example: A Killer Kart (OM 2/3) collides will return damage, up to its full DP value.
6 Aut;oduel Quarterly
Collision Damage
Vehicle Damage Fixed Vehicle Damage Fixed
Weight Modifier Barrier Weight Modifier Barrier
(DM) Pt. Valu e (DM) Pt. Value
0- 2,000 1/3 1- 4 40,001 - 44,000 10 81 - 88
2,001- 4,000 2/3 5- 8 44,001 - 48,000 11 89- 96
4,001 - 8,000 1 9- 16 48,001 - 52,000 12 97 - 104
8,001 - 12,000 2 17 - 24 52,001 - 56,000 13 105 -112
12,001 - 16,000 3 25 - 32 56,001 - 60,000 14 113 - 120
16,001 - 20,000 4 33 - 40 60,001 - 64,000 15 121 - 128
20,001 - 24,000 5 41 - 48 64,001 - 68,000 16 129 - 136
24,001 - 28,000 6 49- 56 68,001 - 72,000 17 137 - 144
28,001 - 32,000 7 57- 64 72,001 - 76,000 18 145 - 152
32,001 - 36,000 8 65 - 72 76,001 - 80,000 19 153 - 160
36 ,001 - 40,000 9 73 - 80 80,001- 84,000 20 161 - 168
Opposing OM
1'3 2'3 I 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1'3 ½ ¼ ¼ ¼ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2'3 ¾ ½.½ ¼ ¼ ¼ 0 0 0 0 0 0 0 O· 0 0 0 0 0 0 0 0
1 ¾ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ 0 0 0 0 0 0 0 0 0 0 0 0 0
2 ¾ ¾ ¾ ½ ½ ¼ ¼- ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ 0 0 0 0 0 0 0
3 1 ¾ ¾ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼
4 1 ¾ ¾ ¾ ½ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼
5 1 1 ¾ ¾ ¾ ½ ½ ½½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼
6 1 1 ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼
7 1 1 ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼
~ 8 1 1 1 ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼ ¼
Ci
.... 9
:, 1 1 l. ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ¼ ¼ ¼ ¼ ¼ ¼
0
>-- 10 1 1 1 ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ¼ ¼ ¼ ¼
11 1 1 1 ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ¼ ¼
12 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½½ ½ ½ ½ ½ ½ ½ ½ ¼
13 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½
14 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½
15 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ,½ ½
16 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½
17 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½
18 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ '/2 ½ '/2 ½ ½ ½ ½ ½ ½ ½
19 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ ½ ½ ½ ½ ½ ½ ½
20 1 1 1 1 ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ¾ ½ ½ 'h ½ ½ ½ ½ ½
Find your vehicle's damage modifi er (OM) of how your speed was affected. Multiply your
on the left and cross-ind ex it with the opposing original speed by this number, rounding up to
vehicle's (or obstacle' s) OM across the top . The the nearest 5 mph . This is your "Temporary
result (I , ¾, ½, ¼, 0) is a preliminary indication Speed."
Summer2033 7
Collision Procedures
Head-On Collisions
1) A Head-On collision affects the front armor of both vehicles.
2) Collision speed is that of Vl plus V2; apply RAM damage at this
speed, as modified by each vehicle's DM.
3) (a) Figure out the "Temporary Speed" for Vl and V2.
(b) Subtract the speed of the slower vehicle from the speed of
the faster vehicle. The faster vehicle is now moving at this
new speed; the slower has speed 0.
(c) Adjust the markers on the Movement Chart.
(d) If the phasing vehicle is still moving, complete this movement
phase.
A HEAD-ON collision (e) The slower vehicle (now at O mph) "conforms" itself to the
occurs any time one vehi- faster one.
cle collides with another 4) Reduce the Handling Status of each vehicle by 1 for every
from within the 90-degree 10-mph change in speed (rounding up) and make a Control"Table
gray arc of Figure la. roll for each one at its original speed. Apply at least a D 1 hazard
to each one, even if it lost no speed.
Rear-End Collisions
1) A Rear-End collision affects Vl 's front armor and V2's back
armor.
B Autoduel Quarterly
~~
Sideswipes
''Conforming'' Movement
FIGURE 2
+
+ ~ /f I
~-□ d3'~ I
+
t] t] VJ VJ
When one vehicle pushes another one out of Note that subsequent phases in which the
the way, the second vehicle is "conforming" to vehicles are still in contact are not new collisions.
the fust. A vehicle conforms to another by Do not assess additional damage or adjust speed
pivoting on one corner until, through regular again unless a vehicle hits something else. For
movement, the two vehicles are no longer in example, a car might sideswipe a trailer, slide
contact. The driver of the conforming vehicle along its side (accumulating no new damage)
selects an appropriate pivot corner from the and then collide with the trailer, which had
choices shown above (Figure 2). In each case, turned into the car's path (a new collision). Or
V2 is "conforming" to Vl. During its own a car m ight sideswipe a building and then have a
movement phase, V2 does not pivot; it moves new co llision with a projecting wing of that
normally as its driver steers it (or as required by same bu ilding.
the Crash Tab le, if it is out of control).
Summer2033 9
CAR WARS
Reference Screen
CAR WARS
_ _ _ ., _ _ _ _ _ _ CA .. W A -
-•--•------•
--· ----=. ·-••--
--
REFERENCE
SCREEN
Th is 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 "x 17" sheet
of full-color counters, a large double-sided bind-in map, and a
color cover by Denis Lou bet. $10.00
Using the Arena ing vehicle and goes down by one when
you are passed.
Back in the good old days (before the (b) Start two teams of 1, 2, or 3 cars
Steal Machine) the Allentown Autoduel (same number on each team) spaced even-
Arena was a prominent regional battle- ly around the track, with team members
ground. If you want to play out a few alternating. One team should be facing
scenarios on this not-so-hallowed ground, clockwise, and the other team should face
here are a few sample set-ups: counterclockwise. Both teams should
(a) Take as many cars as you like (the start at rest. Winner is the survivor.
more the merrier) and place them evenly Vehicles may escape to the pit area, and
around the track, all going the same direc- are counted as destroyed or passed for
tion at 50 mph. Play as tean1s, or have a determining winne rs. The management
free-for-all with the survivor the winner. occasionally complicates matters by ban-
Alternatively, base victory on the number ning lasers or dropped weapons, or by
of cars passed. Count each car passed creating a continuous smoke cloud around
only once, and add the totals for all the the inner edge of the track to discourage
cars in a team (if any). When any player firing across the central area. Remember
(team) total exceeds half the number of that the warehouse and the barracks did
cars at the start, he (they) wins. The total not exist when the track was in ( duelling)
goes up by one when you pass any oppos- use.
Summer 2033 15
contribute one direction finder, and will mount
Duellist Data it in the auxiliary vehicle. Any other direction
finders must be bought by the duellists.
As a very mercenary group of .. . well, You make it to the map edge without inci-
mercenaries, your goal is to rescue the dent. The camp seems calm - but you'll change
that.
hostages held by the Steal Machine. A sec-
ondary goal is to kill as many Machinists
as possible , to show O'Sea that the Net- TRACTOR :
work is not to be trifled with. The rewards Vehicle : Magnum Maxhauler; Weight: 10990;
for success are considerable: $100,000 if Cost: $55,970; Extras: targeting computer, ram
plate; Notes: driver only.
Kobayashi escapes alive or clonable, plus
$10,000 for each other crewman escaping
alive. The Network also promises to make TRAILER :
heroes of the bunch - +10 prestige each! Vehicle : Type Two ; Size: 40' van; Weight:
The duellists start with up to 12 characters, 8150; Cost: $27,950; Extras : standard kingpin,
with 480 skill points between them. Characters all weapons linked; Notes: 75 cargo spaces.
must have at least 30 points each, of course.
The group also gets a sum of money determined
by the referee, for up to four vehicles. Any left- EVACUATOR BUS:
over funds can buy hand weapons, mines, etc. Vehicle: Evacuator; Size: 30' bus; Weight:
In addition, the Network will provide one of 15330; Cost: $52,000 ; Extras: medical equip-
the following auxiliary vehicles, p layers' choice: ment, 4 stretchers, no cargo space.
a) one Magnum Motors Maxhauler tractor, and
one Houston Metal Fabr icators Type-Two van
trailer; b) one Warren Products Evacuator bus.
Record sheets are provided for these vehicles. TRACTOR
....
eIC): ('J i -
The Network absolutely refuses to provide per- 0
.... ~
~
p., 0
sonnel, but they will outfit the Type Two or 0
E-< ~ ~
the Evacuator with four stretchers and medical
equipment (10 spaces, 300 lbs. empty). UBN A ..
1-!J [II] 0 I{):
definitely wants its vehicle back after the raid,
and will penalize you if you lose it.
I(') :E_ N
--
-
All duellists must enter on the south road, .... .. ....
0
oo
.._ cO
within five seconds from the first vehicle entry
to the last. All duellist characters must start in
vehicles. Any duellists not exiting the map in a
§
.:::.,
-
'---
ci) 0
-- - -5,§
vehicle by the end of the scenario are consid- ,-l Li. ii?
ered dead, as pedestrians will be tracked and CL
terminated when the main portion of the gang
returns. L
Information about the camp is scarce, but a
the tower over the entry is almost certainly the
power generation station, as well as the site of a
manned watch over the entry road. Buildings 1,
2, 3, and 5 are not shown on old maps of the
@) - 00- -
arena and have presumably been built by the
cyclists. UBN helicopters have sighted the main
0
- ~ -
{j) cO 0
portion of the gang, and they estimate that the
number of Machinists left in the camp is at least
ten, and could be as high as forty. UBN also
tells you that Kobayashi has an operative radio
tracer, probably still on his person. If a portable
direction finder is within 5" of the tracer, it ..
0 co 00
will give the bearing (direction) of the signal.
Portable direction finders cost $1,000, weigh 2
lbs., and count as 1 grenade if hand-<:arried, no
C() C() -"
"
u
00 1
E -~ ~ ~ ~ril - 0
16 ' /8 : Back left armor ... ~9. ... Front left armor .... ?.-P ..
Back top armor ... ;!?.... Front top armor ... l.Q...
I B: ,e: I 1B : I
20= M6 A 20, MG A Fro nt
[IlJ ITO 10· RR arm or
RR /0 ' pp
B { Dr . ...?.: Q. DJ
arm or
!... lstretthers I
~~ 6un.
~► C:
a ITO
U)
zo, MG 'f zo: MG~
18 : ,s : Back right armor ..~9. ... Front right armor ...~9...
I ,e: I
~
18= /8 : Back underbody armor .. b.Q. ... Front underbody armor .Z...Q....
"
Steal Machine The roof of the office is at about the same
height as the stacked boxes.
Information 4. The RV: see record sheet. This is a modified
O'Sea and the main body of the camp Busnought with the passenger spaces converted
to living quarters for O'Sea and his current
are out on patrol. A number of Machinists paramour, Lola. The RV faces west. It is worth
remain to guard the camp - but they're noting that the RV has hi-res computers for all
mostly asleep or drunk. You must pro- three crew positions, and a fire extinguisher.
tect the camp (as well as the valuable The RV took substantial damage before it was
captured by "flies," and not much of it has
hostages) with this crew of misfits. The
been repaired. The RV cannot move, since the
buildings of the camp have DP as in Sun- power plant is disassembled. The power plant
day Drivers. Some are holdovers from the still takes damage normally, and it can be
days when this was a duelling arena, reassembled by a Mechanic (treat this as a
others are new. repair roll that fixes the entire plant at once).
5. Cycle Storage Area: 1 DP (see below),
Building Descriptions one story. This is a large "carport" to protect
1. Barracks I: 6 DP, one story. Most off- the gang's cycles from the elements. Since
duty Machinists are here, sleeping. In the rear is O'Sea is out on patrol, there are only fixe cycles
a small First Aid station. In the front, by the here, numbered 6 through 10. There are no
door, is a rack with ten LAWs, four gas masks, walls, as the canvas sides have been rolled up.
and 24 grenades. Cycles 1 and 2 are parked to The structure can be collapsed by knocking
the north of the building, facing north. down support poles; breaches have no effect
2. Barracks 2: 6 DP, one story. This is si.Jn- other than a nasty hole.
ilar to the above. A weapons rack sits by the 6. Garage: 8 DP, one story. This is the gang
door in the northwest corner, next to the TV. maintenance facility. At present there are five
The rack contains nine LA Ws, three gas masks, unrepaired bikes (Dl-D5) and a captured lux-
and 20 grenades. The camp radio room is in the ury model (L) waiting for attention. Most still
northwest corner of the building. It contains a have operable weapons, and/or are drivable. In
shortwave radio ($2,000, 100 lbs., 1 space, 2 the center of the building are two bedrooms
DP). If a Machinist spends five seconds adjacent containing various spare parts (west). There
to the radio conscious and alive, he can warn are also 1-6 spare car and truck tires of each
the Fist of the raid and speed his return. Cycles type , and 40 cycle tires of each type, scattered
3, 4, and 5 are parked to the west of the build- throughout the garage.
ing, facing west. 7. TV tower: top floor, 11 (7) DP; support pil-
3. Warehouse: 2 (12) DP, two stories. This is lars, 50 (10) DP, one story. This tower watches
where O'Sea stores his ill-gotten gains. It blocks over the entire camp, and serves to remind the
line-of-sight across the arena track, or between more unruly Machinists who's boss. It is invaria-
the track and Lola's bus. The spoils include 2 bly manned by the Fist's most trusted henchmen.
spaces of computer equipment ($10,00J, 750 lbs. The height -of the tower is such that the top
per space), 10 spaces of heavy machinery ($4,00J, floor is slightly above the top of the edge of the
900lbs. per space), 60 spaces of spare parts ($1,00J, track. This is treated as the third story if attack-
600 lbs. per space), 128 spaces of miscellaneous ed from outside the arena, and level with the
dry goods ($250, 400 lbs. per space). track if attacked from inside. There is only one
The contents of the warehouse are random- real floor, as the bottom two floors are three
ly distributed. There is also a forklift, placed at support pillars that form the entry to the arena.
the F. The east half of the top floor has been convert-
In the east end of the building is a locked ed to power generation, from a windmill and
room. This is the Fist's office, and it contains solar cells. The master control panel for the
several desks with uninteresting contents, a power to each building is at the southeast
captured TV camera, and a small safe. Opening corner of the battery (shaded) section. The
the safe is a Hard job for anyone with Mechan- only way to enter or leave the building is to use
ic skill, and no one but O'Sea knows the com- the elevators (E). The elevators take five full
bination. It contains $50,000 in diamonds and seconds to travel from tower to ground, or vice
$12,378. It weighs 1,500 lbs., takes 1 space, versa. The elevators start on the tower level. Re-
and is i.Jnpossible to move without substantial member that the elevators require electricity!
mechanical assistance. The warehouse has no There is no passage between each side of the
"second floor," but the stolen goods are tower. There is a weapons rack in the northwest
stacked approxi.Jnately 10' high. It takes 3 corner of the western section. It contains 8
seconds to cli.Jnb up or down a stack of crates. LA Ws, 20 grenades, 2 hand-held SAMs, and a
1B Autoduel Quarterly
tripod-mounted recoilless rifle with four spare is the only gang member who sleeps in his body
clips. A star-shell launcher on the roof is con- armor.
trolled from the rack. Bruno Stryker: the hostages' guard. Bruno is
an incurable insomniac, with a tendency to hum
(badly). The Machinists have exiled him to the
Keys
company of the hostages. He has body armor, a
All Machinists are sufficiently larcenous to
have copies of the keys to every door in the rifle, and a gas mask. Bruno is Cyclist-1.
Lola is placed in the RV, "Smoke" is in the
camp except for the RV.
TV tower, Mitch and Frank are in the bedrooms
of the garage, and Bruno is wherever the hos-
Characters tages are. The Machinist player should ask the
Most of the Machinists have equipment and ref for a list of his characters and their equip-
skills determined by the referee. Characters ment and skills after the hostages are placed.
who possess gas masks will not have them on. Speaking of which:
Sleeping characters will not have body armor.
Unspotted Machinists are revealed when seen The Hostages
by any duellist on the main map, as determined Since the Machine captured them, the gang
by the referee, although some will be too drunk knows quite a bit more about the hostages than
to be of any use. A few characters arc well the duellists do. The Machine player also has
enough known that their skills and equipment the option of specifying the location of the
are common knowledge, and their location can hostages. The hostages, along with Bruno
be predicted. These special characters are: Stryker, may be placed in any room with two
Lola: The Fist's girlfriend. She will invariably or fewer exits. These are considered locked
be asleep in the RV at this time of night - but doors, and will be spotted as such by any duel-
she might have company. In any case, when list with a line of sight to the door. The RV is
awakened, she will use her Gunner-2 skill to off-limits (Lola refuses to be disturbed) and
operate the RV weapons in the defense of the stairways and elevators don't cou nt as rooms.
camp. She has 3 DP, and packs a heavy pistol. The hostage and guard counters are placed on
Sam "Smoke" Wilson: the Fist's second in the referee's hidden map. Hostages are always
command. He's awake and in camp tonight under the control of the referee. The hostages
because of the pain from a recent com bat in- are:
jury. He only has 2 DP, but his fighting skills Kobayashi: 6 DP, with his body armor.
are unimpaired: Gunner 3, Cyclist 2, Driver 0. Even in captivity, he gets some respect.
With his body armor, he has 5 DP, and carries Hunnell: injured in the crash, he has 1 DP,
an SMG with a targeting scope. no equipment, and is quite unconscious.
Mitch and Frank: the gang's mechanics. Floyd: 3 DP, no equipment.
Mitch has an SMG, and skills Mech 2, Gunner I, "Greedy"Ashby: 3 DP, no equipment. He is
Cyclist O and Driver 0. Frank has body armor a duellist captured after he failed to show prop-
and a heavy pistol, and skills Mech 1, Gunner 2, er respect for O'Sea. His damaged car is stored
and Cyclist 1. Mitch has 3 DP; Frank, 6. Frank in the garage .
Back Front
Cycle l
armor
... ,o......
PP 10, P.R armor
Size: medium
..10.
~►
Weight: 1100
q: § Dr. 9, Suspension: heavy
Acce leration: IO
Handling Class: 2
Cost: $4,370
Back Fro nt
armor armor Cycle 2
...... 9. ..... pp 20:MCi .. ..Q... Size: light
§►
Weight: 798
b= B Or. b= Suspension: heavy
Accelerat ion: I 0
Handling Class: 2
Cost: $2,920
Summer2033 19
Character Record
Name (Counter ID) Skills Equ ipment Damage Notes
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
( ) I I :
If there's any dominant problem with Sunday Drivers, Nigh tstrike, or other role-playing scen-
arios, it's that a successful adventure takes a very lo ng time and requires a lot of paperwork. With
this, it's simpler to keep track of large forces such as MONDOs, Guardsmen, and cyclists.
A sample entry is given below. In essence, you simply list the character name, his skills, his
1. Lt. Wesser ( MS )I I
G-2, D-1 SMG: 10 / Gren :2 16: Iin block house
equipment (noting ammunition availab le), his DP (3, or 6 with body armor) and add any pertinent
notes at the end. After a skirmish, his record line might look like this:
1.Lt.Wesser (M8) 1 G-2,D-l , SMG:10 1/f /Gren :21// 16:11 linblockhouse
This indicates t hat he's fired three bursts from his su !>-machine gun, he''s used both grenades, and
he took some sort of attack which did two points damage to his body armor.
20 Autaduel Quarterlv
REFEREE'S HIDDEN BUILDING MAPS
. . ' ...
.... . ........ ..
.. r
KEY
EJl!I Air Conditioner • Post
~Crates ■ Safe
~ Elevator D Television
.... Ladder .c::I. Weapons Rack
3,4/6 5,6/3 5,6/4 - L-Locked Door - Exterior Wall
- Interior Wall
Scale: ½";l"
5
ti
•
Front Cycle 3
armor Size: light
... o .. Weight: 600
Suspension: heavy
Dr. 9: Acceleration: 1 5
Handling Class: 2
Cost: $2,000
Notes: Shogun 100-
stripped
Back
q:
armor
A Left armor .... Z.....
.... t....... .
B Spike,7
Under-
body
8 /Q :
Front
armor
.... 2. .....
armor
....o .....
Right armor .It..... .
Back Front
PP HR.
s~
armor armor Cycle 5
[0 ► ~5 . Size : heavy fh eavy
20 ------, Weight : 2791
.._9_;·_
_ _···_·· -1 Link Dr. Link LiI1n k q: Suspension : improved/
improved
10 : [D ► Acceleration: 5
~, Smoke HR Handling Class : 3
Cost : $10,220
Back Front
armor ID =RL armor
..... o ..... pp [JJ ► ... Q ..
Cycle 8
Size: heavy
q:
.____ § Or.
I
Link Cf:
Weight: 1200
Suspension: heavy
ct:i ►
Acceleration: I 0
Handling C lass: 2
/0 = Rl Cost: $5,300
Cycle Io
Back Front Size: medium
armor pp JO : RR armor Weight: 1100
..... /.Q .... ..IQ.. Suspension: h eavy
§ ~► '1 :
Acce leration : 1 0
Dr. Handling Class: 2
Cost: $5,370
Extras: targeting
comp ut e r
Notes: Shogun 200
22 Autoduel Quarterly
Back Front Cycle 4
arm or pp /Q: RR armor Size: medium
... .1.0..... ..1 0 . Weight: 1100
q ~►
Suspension: heavy
q: Dr. Acceleration: IO
.._______ tj i---
: ------,..,q Handling Class: 2
Cost: $5,370
Extras: targeting
compute r
Front
arm or
..15 ..
q: Cycle 6
Size : heavy /heavy
Weight: I 965
Suspension: heavy/
improved
Acceleration: IO
Back
~rn Po.int 25= Left armor .. . -2...... Handling C lass: 3
Cost: $8,305
arm or Extras: link: all paint,
... 1.9..... . Paint ZS Front all spikes, all
armor weapons
Under-
b ody
E] ....!?..... .
'(
armor Right armor ...~.. ...
....0. .....
Back Front
armor pp ZQ: M6 armor
Cyc le 9
~ .. J..Q. Size: medium
...JP .. Weight: 1000
-
9: Suspension : heavy
Acceler ati on: I 5
Handling Class: 2
Cost: $5,020
No t es: Shogun 200
Back Front
armor pp Cycle DJ
ZO-fr/6 armor
.. 10 .. .w.-...9 Size : medium
Weight: 1000
Summer2033 23
Back Front
pp armor
~-i.~J ... ·--~·-·
Dr. 1-/:
Cycle 02
Size: heavy / h eavy
Weight: 1925
Left armor ..... 1..... Suspension: heavy/
improved
Back Acceleration: 1O
armor Front Handling Class: 3
..Jf....Q. .. armor Cost: $8,870
Notes: Outlander
... 'I . ...
Under-
body
armor Right arm or ... .'f.....
.....'/. .... '-/=
Back Fron t
armor armor
.... .5 ..... . PP -Jury-Rig9eci .J O.
Lo.-5er
q.- ~ Dr. CTI ► .,_ ____
q.- ...,
Cycle 03
Size: h eavy/light
Weight: 1690
Suspension: improved/
heavy
6
Left armor ...... .... . Acceleration: 5
Back Handling C lass: 3
armor Mine, Cost : $15,955
Front Ext ras: hi-res computer
.....0 ... ....::[TI
armor N ates: Laser Cycle
/O: JI{{ I .... o ....
Under-
body
· armor Right armor ... .Q .. .
... o ..... q.-
Back Front
armor pp armor
.... .7 ,..... zo.- MG %.. .. P
4:
~ Cargo
Dr. [IE ► Lf: /J Cycle 04
Size: heavy/light
Weight: 1105
I I II li.jz.j Suspension: improved/
heavy
Acceleration: I 0/5
Left armor ... .<?..... Handling Class: 3
Back Cost: $4 , 050
armor Extras: portable shop
0 Front ( 4 cases)
armor Notes: cargo spaces on
.... o .... cycle: 3 spaces, 19 5 #
Under- on sidecar: 2 spaces,
body 185#
armor Right armor ... 9.....
....o .....
24 Autaduel Quarterlv
m Lr Left armor J::r!...{.?. 4: Size: lu x ury Cy cle D5
Wei ght : 5250 d Si ze: medium
C 10 ' Spike~ A . . standar Weight : 1100
Top C hassis .. n . heavy
Sus;:,e nsw ~ - 5 Suspension : heavy
3 .,,k 1I I I I
I Or armor Accele ratw · . 2 Acc eleratio n : I 0
3 "~z.'. PP ..i .!?... Hand rin g Class0. Ha ndlin g Class : 2
Cost : $ 12,05 Cost : $4, 330
~ U"k
@ [D
RL
~►
.. I 10 : Ill
Frnot
Back
PP ZO: Mfl
Fro nt
armor
2.0
(al ""'"·
bod y < II j 10 ' .lllf Gun . "m'O ...1..Q..... [IJJ ►
2&:.
~
(al ar mo r
..i9.....
j II
Io, Spikas Y 2,.\?. ...
q
q:
§
Or. HR Iq , I
[TI ►
q: Right armor ... ... 9:
/0 ' 10 :
/0 , / 0 · n _ _,_ ,_c. __ __ ,::;,('J ~ {) I LJ.r ,1
Front
T:' - - - • 1 - t'• - - - -- ~ 2.. / I V
, n : ,Y" . ,
I O· 10 . D at;K. u::J. l c:UUIU l Y.". • :--...v..- C J. U U l I C:l l a.!U IUI" Ir. :":• • . -;.;.
armor
Back to p armo r .5..0. ..... Fro nt top arm or $....3
I 1? ·. Jg : 1~,s I atr:..'?:--5
◄ [IJJ f'1G 20 : A MG 2.0 : Mo 2-0 = A Veh icle : Steal
MG 20 :
'L'""- ITIJ PP Lolo. [IJJ Machine
B [II] ► Size 40 ' bus
OR. Wei~ht : 23870
r
arm
-<[IT], MG Z O ~ RR 20-.
6 I
Cost : $ 10 6,5 50
,1..w.. .. lJn . Li,n k RR 2.0 ' §@~10 Extr as: hi- res com-
L i"k
puter fo r all 3
I
Nine.~ /O : positions, fire
~ [II] ITO ► Gun . exti nguish er
◄ CD /Ill ¥ MG 2.0 :
I MG 2.0: '(
ITO Not , s: power plant
MG zo:
disasse m bled -
no power - I hr.
,e,. I8: 118 : to repair - hard
Back right arm or . .?..9..... Front right armo r .§9. .... I
Back underbody armor ..?..~ ..... F ront underbod y arm or .§.Q .... . /0 : task ; living area
ru /8 : /8 : 16spcs., 830 #
capac ity
U1 /0 ' 10 :
Referee's Notes die to determine which specific room. The num-
bers on the map indicate a range of numbers for
Setting Up the Game room group before the slash, and specific room
Place the mapsheet on the play surface and numbers after the slash.
place one road section (from Car Wars) going Personal equipment and skills for non-special
out from the south road. This is a one-lane Machinists are determined by separate die rolls
gravel road leading to the outside world, and it on the following tables:
is the only place that the duellist vehicles may
enter and leave. Roll Equipment
Since it is the middle of the night, most 2 Heavy pistol
Machinists not on guard are asleep. The deploy- 3 SMG, gas mask, (body armor)
ment of the Machinists should be shown to the 4 Rifle, (body armor)
Machine player(s), and they should be able to 5 Heavy pistol, (body armor)
look at the referee's hidden map . Use the fol- 6 SMG
lowing table to determine the number of Ma- 7 Rifle
chinists in each building; roll separately for 8 Shotgun, (body armor)
each. Special characters (except the hostage 9 Rifle, gas mask, (body armor)
guard) are included in the totals for the build- 10 SMG , heavy pistol, gas mask
ing they occupy. The radio room is treated as a 11 Light pistol
separate building. 12 SMG, (body armor)
26 Autoduel Quarterly
whose number matches the wake-up time of a
character, that character is placed on the main
map and may act normally in that turn.
2. If a duellist can trace a line of sight to an
unrevealed Machinist, the cyclist is placed on
the map. There is a 50% chance in this case that
he will not have any particular item of his equip-
ment ready (roll for each item). The unready
equipment is in a pile at the cyclist's feet. The
revealed character is too startled to act until the
start of the next turn. Of course, drunk charac-
ters will never act, but they can be killed and/or
looted.
The Hostages
The hostages are never revealed by "waking
up," nor is their guard. They are already awake
and alert, since Bruno has been serenading them
with his off-key humming, but the only way for
the hostages and guard to be placed on the main
map is for the duellist player to get a character
to a point with line of sight into the room where
the hostages are. The location of the hostages is
determined before the referee reveals where
anyone else is to the Machinist. Once revealed,
the hostages will not be hostile to their rescuers,
but they have their own goals in mind. If treat-
ed in a high-handed or offensive manner, they victorious, and a share of the take in any
will refuse to cooperate. This is an opportunity case. If he succeeds in reaching his car, he will
for the referee to do some role-playing; use it! attempt to leave by the south road at high
Kobayashi will refuse to do anything but speed. He won't refuse a ride out if the situa-
carry Hunnell, the pilot, to safety in a duellist tion appears to be deteriorating, or if the duel-
vehicle. Unfortunately, he can't do it alone, and lists are about to leave before it's safe to get to
the other hostages have better things to do. It his car, or if his car is rendered undrivable.
takes two people, moving in even-numbered
segments only, to carry the pilot's unconscious Camp Vehicles
body. Once the pilot is safe or dead, Kobayashi Initially, the only vehicles placed on the
will gladly use hand or vehicle weapons, or re- map are the motorcycles outside the barracks,
treat to safety, as the duellist player directs. His the cycles in the carport, and the RV. The
skills are Driver 3, Gunner 4, and Cyclist 0. cycles and car in the garage and the forklift in
Kobayashi has a concealed tracer in his body the warehouse are revealed when a duellist can
armor. get a line of sight to them.
Hunnell is unconscious. He has no skills or
desires that matter at this point. Things to Remember
Floyd will attempt to pursue his craft at all It's night, and the terrain is rough. Be
costs. He will dash for the warehouse, where he sure to apply -3 to hit for night to both
knows his camera is stored. He will pick up the
first weapon he finds, but will not use it. Floyd sides, and -1 to hit for rough terrain to
will cross fields of fire, ignore hostile characters, any moving vehicles on the gravel. Also,
and generally risk life and limb to get to that don't forget to allow bracing bonuses for
warehouse. If he lives to get to the camera, he'll hand weapons.
grab it, move to the nearest doorway that is in
Don't forget where unrevealed charac-
line of sight to someone who's shooting, and
start filming. He has no duelling skills. ters are. The duellists might get mad if
Ashby will try to get back to his car, in the they passed the room with the hostages
garage. Fortunately, he has developed a healthy three times before the ref remembered to
respect for Machine firepower, and will not mention the locked door that kept them
expose himself to blatant danger. He will grab
any hand weapons lying around "just in case." from seeing inside.
True to his nickname, "Greedy" will insist on Follow up weapon "misses" to see if
the return of his car if the duellists are totally they hit anything else. The low DP values
Summer2033 27
of the camp's makeshift buildings can +10 for each other crewman (not Ashby)
make building collapses likely, penalizing who leaves the map in a duellist
trigger-happy players. vehicle
Summer2033 29
(I) Downtown. The fortified business center
of the city - which is consequently the business
center of the republic - is heavily-patrolled by
by Aaron Allston Austin police, and no armed conflict is allowed.
In fact, armed vehicles may not enter; visitors
Austin, capital city of the Republic of Texas, may park in the numerous parking blocks to
is a medium-sized population center which has the south of downtown, right on the river, and
survived the political and economic rigors of make use of the downtown bus system.
the last half-century. Located in the south- (2) Capitol City. This is another separately•
central area of the republic, along IH 35, Austin fortified section. In this area are the Capitol,
has a population of around 200,000, and is the office blocks for government agencies and
national center for the government, the armed embassies, and the Austin Medical Center. Only
forces, and other administrative services. government officials with special pas\es are
permitted entry in armed vehicles. No combat
HISTORY is allowed, and the whole area is patrolled by
the Texas Rangers.
When Texas, Louisiana, and Oklahoma (3) Apartment City. The last of the fortified
seceded from the United States in 2000, to city areas, Apartment City is the base of the
form the loose alliance of the Free Oil States, Austin population, with just over 100,000
future Texas president Daniel Reid seized Berg• inhabitants living in a series of cheerless human
strom Air Force Base and Camp Mabry, as well beehives. Vehicular combat is not allowed
as other former US armed forces facilities (danger to the buildings being too great),
throughout the new nation. These facilities though small-arms combat is not interfered
were subsequently used to resist the inevitable with by patrolling police.
US retribution and the encroachment of (4) University of Texas. One of the centers
Mexican bandit gangs made desperate by the of academic endeavor in the republic, alongside
collapse of the Mexican economy. Those Houston's Rice University and Reid's Texas
facilities that survived have been maintained as A&M, UT boasts not only many scholastic
strongholds. programs but also officer-training courses for
In Austin, fortifications were quickly the Rangers and other Armed Forces... and,
thrown up around key areas of the city: the of course, the top-rated "Longhorns" combat
Capitol complex, the downtown business football team. Weapon combat is not allowed
district, a populous tract of apartments in the at UT; the c~mpus is only marginally fortified,
southeast area, and the University of Texas. but is patrolled by the Austin police.
After the bloody "Gulf or Bust" campaign of (5) The Ruins. This is the area of the north·
2003, when US troops penetrating southeast western housing developments abandoned in
from New Mexico were finally halted in the '03. A rats-nest of mazelike streets, crumbling
hills northwest of Austin, the survivors of the houses, and howitzer craters, it is now occupied
thickly-populated housing developments there only by the so-called "Scabs." These decivilized
were evacuated into other areas of the city, and starvelings have no working vehicles, though
that district fell into disrepair. they have preserved some small arms from
That was the last offensive to reach so far before the War for Freedom. They subsist on
into the nation - from either the United States food foraged from the northwest hills and
or Mexico - and in subsequent years, after the "meat" gathered in daring raids into Austin
peace negotiated at the Texarkana Accord in proper. Estimates of Scab population range
2004, Austin began to recover from the war from 450 to 2500. Like cockroaches, they have
and the US economic collapse. The population proven singularly difficult to locate and wipe
stabilized at about 200,000, a third of its out. While the Ruins are not technically forti·
, pre-war base. fied, they are bordered to the south and east by
an unbroken stretch of barbed wire/concertina
The map on page 31 shows the major streets wire/sandbag/broken glass fences; these are
and city divisions as they appear today: patrolled by Rangers and assorted vigilantes
30 Autaduel Quarterly
out to have a good time. We do not suggest that (8) Mueller Duelling Arena. Constructed on
visitors to Austin venture near this district with- the site of the former city airport, Mueller pro-
out a local escort. · vides not only autoduelling events but moto-
(6) East, West, North, and South. These are crosses, nostalgic demolition derbies, and some
thinly populated areas of essentially unpatrolled actual noncombat races. It also accommodates
and undefended territory. Most of the remainder a large number of automotive garages, acts as a
of Austin's population is spread through these meeting area for regular autoduellists, and
large areas. Titles to tracts of land are easy to houses the Texas national offices of the Ameri-
come by - sin1 ply prove that an area or lot is can Autoduel Association.
uninhabited or undefended, and the papers (9) Armadillo Autoduel Arena. Mueller's
process in less than a week. In West Austin, primary competition for weekend spectators,
numerous estates are owned by the town's Armadillo is a duellist-specialty arena built on
wealthier inhabitants and guarded by personal the site of a former shopping mall.
police forces. There are also many apartment-
building or neighborhood mutual-defense col-
lectives, but individual and isolated dwellings FACILITIES
are few and far between. East Austin is primarily
Austin boasts numerous in-
dependent garages and power
stations. The Austin Medical
Center (10 on the map) is the
I"= 4 miles largest medical facility within a
75-mile radius and is adequate
6 for most emergencies. The police
emplacement (11) is heavily-
armed and controls a patrol
force of about 5 00 (see below).
The city sponsors bi-weekly
auctions at the Coliseum (12) of
impounded vehicles, weaponry,
office furniture, and other gov-
ernment equipment. Four televi-
sion broadcast stations are in
operation, two of which fly
news-copters most of the day.
Embassies from the govern-
ments of Mexico, Louisiana,
Oklahoma, the US, Quebec, and
Canada are located on the
northern rim of Capitol City.
Be aware of where your embassy
is; it can be very helpful in an
emergency.
inhabited by individuals too poor to afford
even Apartment City, or so tough that they ORGANIZATIONS
don't care. North and South Austin are safer,
but less interesting, with territories of several The city police have about 70 cars and 40
blocks at a stretch organized into militia for cycles, fairly well armed and wearing blue and
defense against raiders, cycle gangs, and the like. white. Offices of the Texas Rangers, the national
(7) Reid-Silver Army Base. On the site of police, are in the Capitol building; Ranger
the former Bergstrom US Air Force Base, Reid- vehicles wear blue and black with red flashers.
Silver handles almost all of Austin's air traffic, The Star Commandos, an elite mercenary force
both military and civilian (though air traffic is, often used to assist the Rangers in border
of course, sparse). A force of 750 regular army actions, are based in West Austin; they wear red
troops is quartered at Reid-Silver. A half-dozen and blue with a single white star. The Pachucos,
active jet fighters constitute the backbone of a notorious cycle gang from the San Antonio
the local air-strike capability; seven com bat area, are often seen in East Aust in; they wear
helicopters, three personnel-carrying choppers, no distinctive colors, and are notable only for
and numerous renovated light aircraft round their excellent weaponry, irritability, and
out the local air force. ferocity.
Summer2033
3rd
Edition
Rules
Changes
The third edition of the Car Wars rules one has a difficulty rating. Road condi-
just came back from the printers, and we tions (like oil, ice, or rain) present no dan-
took advantage of the opportunity to clean ger in themselves but add to the difficulty
up a few of the rules that we realized of any hazard or maneuver the v~hicle
needed changing. If you 've recently pur- undergoes. See the Maneuver Sheet for
chased the basic game, check the back details.
cover of the rulebook for an index . If it's
there , you've got the third edition and Section IO.
you don't need this article. For the rest Calculating net speed of a collision: . . .
of you, these are the changes you'll want If they strike at right angles, use the speed
to note in your first- and second-edition of the car which moved last.
rulebooks. (Italicized words indicate new [See also Section 13 insert, "Collision
or revised wordings.) Damage."]
Section 11.
Section 6. Hitting Debris : A vehicle hits debris the
Add "Deceleration of more than 45 first time any part of the vehicle counter
mph in one turn is impossible." touches a debris square. Debris can be hit
only once per phase, regardless of how
Section 8. many debris squares are entered. If a
Bend: ... If the driver executes a sec- vehicle starts the phase on top of debris,
ond " bend " on his next movement phase, that debris does not affect it; it has al-
it will take him to C, completing a right- ready been hit.
angle turn . Debris affects all the vehicle's tires ...
Pivot : . .. (b) keeps one rear corner Producing Debris: ... Place [the de-
fixed at the so.me point, while pivoting bris counter] next to the car, at the point
about that corner any amount in any hit. Debris for top/bottom damage goes
direction . behind the vehicle.
Deceleration : . . . and the Control
Table roll is made at the original speed, Section 12.
before ... (4th paragraph) ... It may no longe r
steer, accelerate, or brake. It must decel-
. Section 9: Hazards and Road Conditions erate by 30 mph each turn.
Hazards are outside events (enemy
fire, for instance) that can affect vehicles. Section 13.
They are treated like maneuvers - each (3rd paragraph) ... A given character
32 Autaduel Quarterlv
may never fire more than once per turn, ahead (or behind, or to the side). It may
unless he does so by triggering linked not target the turret or tires of another
weapons. [Delete "two" and "at once."] vehicle, or be "aimed" in any way. A
Rate of fire : ... ( c) weapons are linked weapon on automatic does not get a com-
(see Accessories sheet). [Delete "two."] puter aiming bonus. Putting a weapon on
Car Targeting (4th paragraph): .. . the automatic breaks "sustained fire. "
top can only be hit if something is dropped Sustained Fire: . .. The second turn in
(or fired) from a building or if the vehicle a row he uses the weapon against the
rolls. same vehicle, add I to its To Hit roll.
Insert before Injury to Drivers : Colli- Dropped Weapons : Insert before
sion Damage: Damage from a collision is "Dropped-mine counters" : Each vehicle
handled differently. It is divided evenly checks only once for each counter - on
among all exposed (i.e., "outside") com- the phase it first runs over the counter, or
ponents on the affected side. For instance, (if it will not actually run over it) on the
if a car with two front MGs had no front first phase it enters an adjacent square. Of
armor left, and took 3 points of damage course, if the vehicle returns to the count-
from enemy fire, you would roll random- er's location, it will have to roll again.
ly to see which MG took the 3 hits. How- Dropped-mine counters work the same
ever, if that same car took 3 points of col- way, except that if any wheel of the ve-
lision damage, it would be divided evenly hicle crosses the counter, the mines go off
between the exposed systems ( the weap- on a roll of 1-4. Each tire within 1" of
ons) - 2 hits on one and 1 on the other. the counter then takes I die damage, while
Thus, collision damage cannot penetrate the underbody of any vehicle affected
to the interior of the vehicle unless all takes 2 dice damage. If a vehicle counter
armor on that side, and all components crosses any part of the adjacent area, the
"outside" the one to be affected, have mines explode on a I or 2, doing the
been completely destroyed by collision or same damage.
weapon damage. Solid tires are immune to spike dam-
Fire and Explosion : Replace !st para- age, but not to mines.
graph with: A vehicle which crashes may Insert before last paragraph (" Drop-
catch fire (see Crash Tables). A vehicle hit ping Grenades"): Thrown Grenades: ff a
in combat may also catch fire, as follows: grenade is thrown, the thrower must
50% chance of catching fire on any turn make his To Hit roll. ff he misses, he is
that 10 or more hits are takenfromflame- assumed to miss by so much that the
throwers and/or lasers, 50% on any turn grenade has no effect. ff he hits, the
that the vehicle's power plant or flame- grenade will go off from 1 to 5 turns
throwers are hit by any enemy weapon, later; the delay is set by the thrower, who
or 100% of catching fire if the power may either write a secret note or tell the
plant or FTs are hit by laser or flamethrow- referee. ft goes off at the end of the desig-
er fire! ff a vehicle has a fire extinguisher, nated turn, after all vehicle movement. If
there is a 50% chance the fire will go out any corner of a car counter (or the front
at the end of each turn. ff the extinguish- or back of a cycle} is within 2" of the
ers do not put the fire out at the end of target point, the appropriate tire takes 1
the turn, it does 1 hit of damage to each die of damage. Pedestrians within 2" also
occupant (or his armor}, each vehicle take 1 die of damage. Anything else ex-
component, and the armor on each part posed within 2" takes half damage,
of the car. rounded down.
Automatic Fire (2nd paragraph): A Change last paragraph: Dropped Gre-
weapon on automatic is not being aimed nades: A character may also drop a gre-
by the driver. Therefore, it fires straight nade into any square adjacent to himself
Summer2033 33
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Grcttat,icr
For those occasions when a light sedan just won't do, Rothschild is proud to
present the Lymestwold Grenadier - a roomy, luxurious van with room for
your driver, two gunners, and four passengers. Ideal for passing through the
less-than-desirable parts of town. The prime choice of limousine services
throughout the land - place your order today!
Van, x-hvy chassis, hvy . susp., super power plant,
solid tires. Armor F20, LIO, RIO, TIO, UIS. Driver
2 gunners, 4 passengers. RL, front 2
pairs linked grenade launchers (on
pair right, one left), with standar
grenades. Smokescreen back, loa
ed with tear gas. HC 2, accel.
mph , weight 7195 (with
passengers) , cost $3 0,950.
or his vehicle. No To Hit roll is neces· longer fire lasers or accelerate, but all
sary. The grenade goes off after the set other sy_stems still work. The vehicle
time, as above. decelerates at 5 mph per turn. Power
Section 14. factors: used to compute .. .
Entering and Leaving Vehicles (4th
paragraph): To enter a larger vehicle, a Several of the changes are reflected on
pedestrian must stand beside it for one the various parts of the mapsheet that
turn ( opening the door) . On the next turn , you've cut apart. For instance, as many
he may enter. If the vehicle is not running, of you have noted , there were several
it will take 3 seconds to start it. Thus, it errors and inappropriate components in
may begin to move on the fourth turn, the Stock Vehicle List:
but it may fire immediately. Killer Kart : add I point of armor R
and L ; cost $3,848.
Section 17. Mini-Sherman : weight 3,693 lbs. ; cost
Power Plants (I st paragraph) : DP: $8,334.
Damage Points. The number of "hits" re- Joseph Special "T": add four HRs,
quired to destroy the power plant. When not three ; add 3 points armor, not 16 ;
the power plant is lost, a vehicle can no extra cost $898.
34 Autoduel Quarterly
Intimidator : add 3 cargo spaces ; MG weapons. Costs $ I ,000, but is very small :
option costs $450 extra. weight and space 0. Destroyed when
Vigilante : cost $16,250. power plant is lost.
Vigilante option : no spike dropper add- Weapons linkage. This links two or
ed ; add 175 points armor, not 170;weight more weapons by adding a new firing
7,800 lbs., cost $4,500 extra. switch which, when triggered, activates all
Shogun 100: small power plant ; armor the linked weapons in one action. Linked
F6, B6; weight 798 lbs., cost $3,120. weapons may still be fired separately.
Shogun 150 (replaces Shogun 100 op- When a link switch is triggered , all weap-
tion) : light cycle, medium power plant, ons it fires are on automatic - not aim-
hvy. suspension, PR tires. No armor, HC able - unless they are two weapons of
2, acceleration 15 . Weight 600 lbs., cost the same type, firing from the same side
$2,000. (Cyclist can still carry hand of the vehicle or the same turret. A link-
weapons.) age costs $50. It adds no weight, takes no
On the Movement Chart, low speed space, and is destroyed when either linked
RAM damage is now possible, to accom- weapon is lost.
modate the noticeable damage very heavy Body armor. Woven plastic-cord body
vehicles do even at low speeds: armor costs $250. It takes 3 hits of dam-
At 5 mph: 1 die - 4 age before it becomes useless - thus, it
At 10mph: 1 die-2 effectively doubles a human's DP from 3
At 15 mph: 1 die - 1 to 6. Adds no weight; takes no space.
"1 die - l " means one die of damage
minus one point (a range of O to 5). "1 There is now a distinction between
die - 2" means one die of damage minus Hazards and Road Conditions (see the
2 points (a range of O to 4). "l die - 4" revised Section 9) : Road conditions, such
means one die of damage minus 4 points as oil and ice, take effect only if a vehicle
(a range ofO to 2). tries a maneuver or suffers a hazard while
Crash Tables [replace last two para- part of the vehicle counter is in the area
graphs with]: The result of a Crash Table affected by the road condition. In that
roll is applied at the beginning of the next case, the road condition adds the indicated
phase a vehicle moves. A vehicle that fish- number to the difficulty of the maneuver
tails may move normally after it fishtails. or hazard . Example: A drift, normally
A vehicle that skids must move straight DI , counts as D2 if attempted in gravel,
ahead for the rest of that phase - ie.e, if and D3 if attempted in oil. Taking one hit
it skids¼" it must move ¾" forward (the from enemy fire is normally a DI hazard
direction its nose is pointing) after the - but it would be a D5 hazard if your car
skid. If a vehicle is on its half-move , it was on a patch of ice!
cannot skid more than ½'.' Light rain or gravel on road: add Dl.
A vehicle that encounters a hazard Heavy rain or oil on road: add D2. Ice
while skidding or fishtailing must make on road : add D4.
another control roll, and may lose control
again, affecting it on the next phase it
moves. No vehicle may skid more than
once per phase.
Some details in the Accessories list
have changed:
Targeting computer. A computer works
for one person (i.e., driver) in a vehicle ,
and adds I to each "To Hit" roll when
that person fires any of the vehicle's
Summer2033 35
2. Yes, but power factors are not additive -
additional power plants are strictly backup
units. it certainly isn't a good idea to take them
along as extra armor, given the current chance
of catching on fire. (See the Car Wars rules
revisions in this issue.)
3. Probably; why don't you tell us?
4. No. Just as the Killer RV in Sunday Driv-
ers was a one-shot forerunner of Truck Stop, so
Do motorcycles have chassis? the Dempsey XM-6 is a predecessor of a unified
Nie Wolff set of military vehicle rules. (No, we don't
New York, NY know if and when we'll have a set of such
A cycle's frame is its "chassis." rules.) We don't suggest transposing tank com-
ponents into civilian vehicles; it's likely to pro-
1. Is it possible to put wheelguards on a duce unbalanced play.
motorcycle? 5. Yes; see number 3.
2. Is it possible to strengthen the frame of a
motorcycle and, if so, would the weight modi- 1. Can you put a turret on a sidecar in such
fier and cost be the same as for cars? a way that you could fire to the front, one side,
3. Is it possible to have two forward-fuing and back?
machine guns on a motorcycle and a heavy side- 2. Could you have remote-control mines?
car at the same time? Dirk Nscher
4 . What happens to a motorcycle when the Birmingham, TX
engine is shot out?
5. If a motorcycle is struck, how is the dam- 1. A sidecar turret . .. why not? There are
age distributed? Does the hike automatically some technical problems, but Uncle Albert
crash? thinks it'll sell Watch his ads in ADQ.
Christopher Willett 2. Yes, you could easily have remote-control
New London, CT mines, detonated either by a cable or by radio.
The cost would be the same as for ordinary
1. Yes; one guard per tire, protecting both mines. However, you would have to double the
sides, at regular weight and cost. They cannot cost if you wanted mines that could be set off
be retractable. HC is reduced by one. both by remote control and by being run over.
2. Not so far.
3. Yes; they can even be linked. 1. Do cycles move in ½" increments, or 1"
4. It decelerates at least 5 mph per turn, increments like a car?
coasting to a stop unless something affects it. 2. When making a bend, does the move from
5. See "Cycle targeting" under "Combat: B to C on the chart add another D3 to the fust
Targeting" in Car Wars. move from A to B, or do you roll each D3 sepa-
rately?
1. Can a weapons rack be placed in an RV 3. Can a pedestrian carry a heavy weapon
or van? How many spaces does it take? How (MG, LAW, etc.) at full 25 mph rate?
many grenades worth of weapons does it hold? 4. In the · "Crusaders" scenario of Sunday
How much does it weigh? Drivers, can the internal police and city hall
2. Is it possible to put more than one power forces be deployed on the roof?
plant in a vehicle? David Saha
3. Is it possible for a heat-seeking rocket to Bellaire, TX
exist? How much would it weigh and cost?
How many spaces would it take up? 1. Cycles move a full inch for every 10 mph,
4. Can the engine out of a Dempsey be put just like cars (and trucks).
into an RV? 2. A to B is a DJ maneuver executed in one
5. Can a pickup have a camper shell? What phase. So is B to C They are both bends. If you
would be the weight? the cost? What would be want to do it all in one phase, execute a tight
its armor? bend at D6.
Bill Blais 3. Any pedestrian can carry up to "6 gren-
Edmonton, Alberta ades worth " and still move at max speed. Nei-
ther an MG or a LAW encumbers a pedestrian
1. Yes; at least one space, but it could be that much.
more - that's up to you. Each space the rack 4. Yes.
occupies will hold 15 grenades' worth, weigh
25 lbs. (empty), and cost $50. 1. How much does a clip of ammo weigh, in
36 Autaduel Quarterlv
grenades and pounds, for hand weapons? 1. How deep must water be to short out the
2. How long does it take to reload a hand various vehicles?
weapon? 2. How dust- and watertight are the various
3. In Sunday Drivers there was a rule change vehicles? (Do they float?)
to the effect that all tires within 2" of a gren- 3. What are the effects on acceleration and
ade take 1 die damage and vehicles take ½ die deceleration of uphill and downhill travel?
damage to the nearest side. Does this mean a 4. What is the effect of firing a burst effect
grenade exploding under a car affects all four weapon at point-blank range?
tires and the underbody armor? 5. Shouldn't there be a To Hit modifier for
4. Is detonating an AP grenade a fire action? firing at or from a weaving vehicle? Similarly,
Curt Graham what about the effect of high speed on targeting?
Carmel, CA 6. What is the jumping capability of cars,
and-how much damage does a jump incur? (Also
1. Cost is of the clip itself, not counting am- asked by James Phillips, Hanover Park, IL and
mo. Lbs. (weight) and G (grenade equivalents} Lee Lytle, Stow, OH.)
are for fully loaded clips. Neg= negligible. 7. What is the effect of electrical shock on a
vehicle, and how well is the driver insulated?
Weapon Cost Lbs G 8. Given the bruising and physical shock ef-
Machine gun $50 55 2 fect, don't you think that being hit on the body
Submachine gun 20 2 1 armor ought to be a +1 hazard?
Rifle, shotgun, hvy 9. Presumably, doors are lockable from the
or lt pistol 5 neg ½ inside on vehicles. Will a limpet mine do enough
Recoilless 50 20 2 damage to unlock a door?
10. Shouldn't there be a possibility that a T-
(Note that the MG and RR costs reflect a change Boned car will roll?
in Sunday Drivers rules.} 11. What is the effect of crushing an oppo-
2. Two seconds. nent against a solid object?
3. Yes. Note that on some oversized vehicles, James Rousey
not all tires will necessarily be within 2" of a San Francisco, CA
grenade under the vehicle.
4. Yes. 1. Half of the height of the vehicle.
CAR WARS - Cycles and autos battle on the highways! (Pocket Box) . . . .. . .. $ 5.50 _ __
SUNDAY DRIVERS - New adventure and vehicles for Car Wars. (PB) . . . .. .. . $ 5.50 _ __
TRUCK STOP - 18-wheelers and other large vehicles for Car Wars. (PB) . . . . . $ 5.50 _ _ _
CAR WARS EXPANSION SET 1 - More and different roads and counters . . $ 3.50 _ _ _
CAR WARS EXPANSION SET 2 - Duplicate counters plus turning key . . . . $ 3.50 _ _ _
AUTODUEL CHAMPIONS - Supplement for both Car Wars and Champions . $10.50 _ __
CAR WARS REFERENCE SCREEN - Charts, tables, index, design sheets, etc. . . $ 5.50 _ __
Payment is by: Texas residents add 5% sales tax (except on subscriptions) _ __
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tions start with next issue published. Send to SJ Games, Box 18957-T, Austin, TX 7876(}8957.
Summer 2033 37
2. No more so than today, which means that 1. Tire blowouts are unclear. If the tire is
some are well sealed and some aren't. A tight lost to enemy fire it is a D3 hazard, yet if the
seal on a vehicle would cost a hefty amount; let last hit of damage is from enemy fire the wheel
your referee determine how much. is lost and handling goes to -6. Losing a tire to
3. Slopes affect both max speed and acceler- enemy fire would then seem to be an automatic
ation. In general, figure that each degree ofslope change to -6 handling. Is this so?
decreases (or increases) max speed by 1 mph. 2. Can a car or van continue to drive after
Thus, a 30° uphill slope decreases max possible having lost one or more tires (not wheels) with-
speed by 30 mph. Figure that an uphill slope out Joss of speed?
under 15° doesn't affect acceleration; that a Thomas Miller
slope between 15° and 30° cuts maximum pos-
sible acceleration by 5 mph; that a slope between I . Not quite. (We agree - the rule is not
30° and 45° cuts acceleration by JO mph; etc. written too well.) If you lose a tire to spikes,
Downhill slopes add to acceleration in the same move the handling marker to -6 immediately
way. Braking isn't hard to do; it isn't made and roll for a possible crash; the car's handling
easier or harder by slopes. class drops by 2 starting next turn. If you lose a
4. If you're within the range of a burst effect tire to enemy fire, move the handling marker to
weapon, whether you're the one who fired it or -6 immediately and roll for a possible crash; the
not, you take the appropriate damage. car's handling class drops by 3 starting next turn
5. Weaving is simply a series of maneuvers, The designation of those hazards as "D2" and
so you 're suggesting a modifier for maneuvering "DJ" is confusing and might well be ig{lored.
vehicles. This is logical; we've omitted it to 2. Yes, it can. This is not realistic, but the
make Car Wars more playable. However, if you rules allow it.
want an adjust, use it when you referee. (Maybe
a minus to hit if Handling Status falls below-2.) l. Do you receive driver skill for killing a ve-
As for high speed targeting, any we~pon vr,hich hicle with a ram (i.e., bootleggering into a cycle
can fire at one target and then swmg 60 and gang)?
fire at another target in less than a second (which 2. Can you use a weapon burst to scatter or
any tu"eted or side-firing weapon can do), is set off mines?
going to have very little trouble tracking a speed- 3. Is it possible to drive between the posts
ing vehicle. on the chain counters? It looks like you can't.
6. Falling damage is covered in last issue's 4. Can you make a pothole by fuing at the
ADQ&A. To ''iump, " a vehicle has to be going street?
fast enough to cross the gap before it falls below Eric Reeder
the landing site. It will fall I" in the first second,
and 4¼" in the first two seconds. A take-off 1. Yes.
ramp (or slope) helps, of course: a vehicle at 60 2. Not unless you spend a lot of time at it -
mph, taking off from a 15° ramp, travels 9" for most practical purposes, therefore, no.
· before falling back to its take-off level Extrap- 3. A cycle can get between them, a car can't.
olate other results from that. 4. All right. If you want to put a pothole in
7. If it penetrates (and remember armor is the road, do more than 8 points damage with a
plastic, not metal), it might arc across one ran- single shot.. The pothole will be ¼" on a side,
dom interior component (including occupants), and will act as a D2 hazard when driven upon.
fusing or frying it.
8. Anytime a vehicle or its occupants take
damage, there is a Control Table roll; if you 'd
like to increase the difficulty of the Hazard by
+ 1 whEn you 're refereeing, go ahead.
9. Not until it removes the armor.
JO. In real life, yes. If you want to include
that possibility when refereeing, then do so.
11. Figure collision damage from the initial
collision (vehicle A striking vehicle or pedestri-
an BJ. Then, if vehicle A carries B along with it
(as per "Conforming Movement" in this issue's
Advanced Collision System), figure a second col-
lision with solid object Cat A's revised speed,
with collision damage occurring first to B. If
solid object C delivers more damage than B can
sustain, pass the remaining collision damage on
to A.
3B Aut;oduel Quarterlv
final form, it will resemble an arena laid out
inside a multi-level mall ADQ won't be in mail-
ing covers unless it's arriving damaged. ( Let us
know if it is.) And yes, the Artful Dodger carries
the same 25 shots that a regular jet does.
-DL
==#----✓=--.
Summer2033 39
opposed to the slower computer controlled safe The best way duellists can help is to keep
Janes). Note that this novel is not as interesting submitting products, news tips, scenarios, Sur-
as Ellison's and Foster's; weapons are more rare vival Guide excerpts, and anything else you feel
and somewhat homemade (if any) and the cars appropriate. I don't promise to run it, but ...
are pretty much unarmored and hybrid Hover/ - DL
Cars similar to the Ellison story. Also most of
the plot concerns the society's isolation atti- In ADQ 1, is the front armor on the Morn-
tudes to the outside world, rather than with ingstar (p. 24) a ramplate?
the highways. Still, it makes for pretty good Matt Healy
reading. Medina, NY
David A. Kraklow
Rock Island, IL Yes - sorry we didn 't make it clearer.
- DL
Th e listed weight includes not only the
weapon, but also the vehicular mount (which A towtruck would be a useful vehicle for a
moves and aims the weapon by remote control) cam paign game. It could take between 45 and
and the linkage to the firing controls. 60 seconds to pick up or unload a vehicle. Also,
Thanks much for the literary references. as an N scale model railro ader , I find that your
Zelazny 's "Devil Car" is in his short story Car Wars miniatures are not quite usable with
collection, The Doors of His Face, the Lamps the 1/160 N scale equipment. As a matter of
of His Eyes, among other places. " X Marks the fact, your vehicles are closer t o 1/192 scale
Pedwalk" is in Themes of Science Fiction (1/16" = l ') than the advertised 1/180. There
(ed., Leo Kelley). We couldn't find a citation are many figures and vehicles available in the
for "Last of the Wild Ones" .- do I hear anyone 1/ 192 scale in any good architectural supply
with an answer? Most of these selections have store.
appeared in th e SF magazines as well, but I David A. McConnell
don't have any of the citations immediately Manhasset, NY
at hand.
- DL Tow trucks have been suggested by at least
three of yo u, including one who submitted fair-
Question: Whom should I get in touch with ly complete stats. If anyone has any useful
at SJG regarding ru Jes for military vehicles, if comments on this, let me know; we'll try to
such rules are indeed being develop ed? I would publish a usable design fairly soon. You 're right
like to have a hand in that, as the XM-6 Demp- about the scale situation - N scale was a rough
sey had all the accuracy and firepower (as tanks approximation to the 1" = 15' scale that we
go) of a kid with a spitball gun. I have my own came up with solely for Car Wars, and 1/192 is
theory about this, which 1 shall type up and closer. Thanks for the supply store tip. Between
send to you on the proposition of it becoming those and the Grenadier releases, you should all
part of your "future history." be well supplied.
Craig Sheeley - DL
Springfield , MO
I agree with the letter by Dathis Kaulenas
Any rules or variants get routed to me; I'm (ADQ 1) in asking fo r dump tru cks, bulldozers,
glad to see anything that comes in (although tanks, APC's, a nd A TV's. Also, how about rules
you might hold off on the skateboard duel- fo r heli copters and weapons for fighting them
ling variants - one is enough of those). No one (i.e., turrets capable of AA fire)? And, how
here has military vehicles at the top of his list; about mortars and rules for their use? Keep up
if you have any detailed ideas, send them on in. the good work, and more power to the Duellists!
- DL Jeff Breidenstein
Car Wars has given me and my friends many Round Hill, VA
hours of enjoyment, and a few minutes of grief
when I watch my favorite car crash and burn, I repeat - give me some stats on commercial
but all in all a lot of fun. I am interested in how and military vehicles, and we'll run anything fit
I may start an American Autoduel Association to print. I'm avoiding airborne elements for the
in my area. Do you have any plans on publishing time being - we 've got plenty to occupy us at
the North A merican Road Atlas and Survival ground level. "Autoduel Champions" (combin-
Guide in the future? I would be interested in ing Champions and Car Wars, available this
helping in any way that I can. summer) will have helicopters, though, and
Christopher B. Willett th ey'll be adaptable to Car Wars.
New Lo ndon , CT - DL
40 Autaduel Quarterlv
GRENADIER MOTORS
a division of Grenadier .Models, Incorporated