SWAT HQ
Uncle Edgar's Research and Development Laboratories
New Weapons and Gadgets from CWIN






Posted January 13, 1999
Updated January 02, 2010



Vol. 1, No. 2
April 2048

 

The United States AeroSpace Force (USASF) dominates the weapons market with production of electromagnetic accelerators (EMAs). This branch of the US Military alone produces 85 percent of  the Gauss Gun flechette ammunition manufactured each year. Andreas Armaments has coordinated with the USASF to create two spin-offs from EMA technology.

Heavy Gauss Gun (HGG) – To-hit 6, $15,000, 500 lbs., 3 spaces, 3 DP, 5d6 damage, 10 shots, CPS 75, WPS 15. Loaded cost $15,750, Loaded weight 650 lbs., Magazine cost $800, Magazine weight 165 lbs. Area effect. Drains 3 power units per shot.

Gauss Cannon (GCn) – To-hit 7, $30,000, 800 lbs., 4 spaces, 4 DP, 6d6+12 damage, 10 shots, CPS 25, WPS 5. Loaded cost $30,250, Loaded weight 850 lbs., Magazine cost $300, Magazine weight 65 lbs. Drains 5 power units per shot. The GCn can only be mounted on oversized vehicles.
 

PedTechWest received enormous praise in 2035 when they released their Smoke Grenade for the autodueling public. This weapon has saved many duelists over the years. Now PedTechWest provides two more tools for infantry to fight infrared lasers and all types of smoke. PedTechWest -- Power for the Pedestrian!

Hot Smoke Grenades – $30 (1.5x cost of smoke grenades), 1 lb. (4 lbs. in the vehicular GL, 5 lbs. in the vehicular AGL), 1 GE. Creates a standard 1/2" x 1/2" hot smoke counter when detonated.

Infrared Vision Gas Mask – $1,000, 1 GE. This accessory combines IR goggles with a standard gas mask and cannot be combined with LI Goggles. The IRGM is not available in a no-paint version. Paint not adds a -2 to-hit penalty but also negates the IR capability of the goggles.
 

Resnick Research, the dominant power in the laser market, has obtained a major breakthrough in their laboratories! Imagine the penetration of an X-Ray Laser in a casing the size of a Medium Laser. You no longer have to imagine this concept! Resnick now presents the Light X-Ray Laser, perfect for installation in small vehicles. Resnick -- Moving at the Speed of Light!

Light X-Ray Laser (LtXL) – To-hit 7, $10,000, 500 lbs., 2 spaces, 3 DP, 3d6 damage. Area effect. Drains 3 power units per shot. The LtXL can be pulse-modified but cannot use IR or BG optics. Like its larger cousins, LtXL is not compatible with the LGL.
 

The Brotherhood is one of the major components of the foundation of modern society. If their oversized vehicles did not keep rolling on the nations' highways, commerce would be quickly brought to a standstill and bandits on the freeways would no longer be kept in check. While oversized vehicles haul the cargo that keeps markets thriving, they provide a strong presence of security for lawful users of the roads.

The profession of hauling cargo and performing "Guardian Angel" services on the freeways is supported only by one resource: cargo. The more cargo the trucker can haul, the greater the profit. Y-Haul Trucking has served The Brotherhood for many years, now releases three new products for the trucker to facilitate cargo-hauling. Y-Haul -- Moving the 21st Century.

Super Cabover Tractor -- Frame cost $25,000, Frame weight 5,000 lbs., Volume capacity 36 spaces, Maximum load 20,000 lbs. Armor costs $38 and weights 17 lbs. per point plastic. Requires 12 tires in a three-axle configuration (two axles each with 2 tires front, two axles each with 4 tires back). HC 0 (1 with OV trailer). Counter for a super cabover tractor is 1/4" longer than standard tractors (1 3/4" long by ½" wide).

50' Oversized Vehicle Van Trailer – Frame cost $10,000, frame weight 4,000 lbs., Volume capacity 100 spaces. Armor costs $50 and weights 20 lbs. per point plastic. Requires 16 tires in a four-axle configuration (1 axle with 4 tires front, 3 axles each with 4 tires back). External item mounting limits are the same as a 40' van trailer.  Kingpin that is purchased separately has 6 DP and is available in standard, explosive, and quick-release types at standard costs. Counter for trailer is 3/4" longer than 40' OV trailers (3 1/2" long by ½" wide).

Extended Sleeper Modification – For tractors only. Adds $1,500 to frame cost and adds 150 lbs. to frame weight. Adds an additional 3 spaces that can be used for a sleeping area or for weaponry and accessories. Counter for a  tractor with an extended sleeper area is 1/4" longer than standard tractors (1 3/4" long by ½" wide). This modification is available for both cabover and sleeper styles of tractors. The cost of chassis modifiers is based on the cost of the tractor and the ESM.

Andras Otto Schneider
andrasotto AT olg.com
 


Vol. 1, No. 3
May 2048

 

Do you feel often in duels your car wants to become a hovercraft although you do not have thrust nor lift fans? Is the combined handling power of airdams, spoilers, active suspension and racing slicks not enough for your driving? The aircraft wizards at Slipstream Aeronautics of Seattle have adapted their research for use on ground vehicles with the Active Aerodynamics System. Go ahead and increase your speed to maximum! The AAS will make sure you stay on the ground in complete control, even during combat and poor weather. Why fly into the wind? Glide into it with Slipstream.

Active Aerodynamics – $2,500, 50 lbs. 1 space. Increases HC by 1 for every multiple of 60 mph the AA-equipped vehicle is moving. Active suspension and both an airdam and spoiler are required for AA to be utilized. The benefits of AA are cumulative with active suspension, airdams, and spoilers as well as radial and racing slick tires.
 

Tsunami Technologies is the producer of 90 percent of the marine power plants constructed each year. Boat pilots have their propulsion needs served well by Tsunami Tech but aquacyclists have to use heavy and large power plants for their rides. TT now fills the vacuum of a low-weight and small marine power plant with the reintroduction of the micro marine power plant. With the release of the television series AquaDuel Aces last year the popularity of aquabikes has skyrocketed. Demand for these vehicles is high enough for Tsunami Tech to produce the micro marine PP again. This plant is fully-compatible with rowboats too! Tsunami Technologies -- Harnessing the power of tidal waves for aquaduelists.

*  Micro Marine Power Plant -- $250, 100 lbs., 1 space, 2 DP, 300 PFs. All power plant accessories are compatible with the micro marine PPincluding PlatCats and SuperCons.
 

Are you an aeroduelist in search of a way to increase more power out of your aircraft? Are your ducted cowlings frequently under fire, your enemies knowing they can get the best of you with targeting those large propellers? Does your rotary-wing friend have a top speed too low for your courier runs? Worry no more when you install AirTech's new propeller technologies. AirTech -- Accessories for aces.

Co-Axial Propellers – Increases PFs of a PP or ICE (after all power source modifications) by 10 percent.  These propellers can be combined with ducted cowlings at normal cost and normal weight. When ducted cowlings are installed with coaxial propellers PFs are increased by 20 percent.

Co-Axial Micropropellers – $500, 200 lbs., 2 spaces, 7 DP
Co-Axial Aeropropellers – $1,000, 400 lbs., 3 spaces, 15 DP.

Ducted Cowling Armor – Costs $20 and weighs 5 lbs. per point plastic. A maximum weight of 100 lbs. (equivalent to 20 points of plastic armor) is permitted.

Co-Axial Counter-Rotating Blade System – This modification for helicopters increases top speed by 25 percent (this is an increase from the original value of 20 percent). No other rules are changed.
 

Great White Shark Munitions of Seattle is on the autodueling scene with new munitions to enhance your "bite." Do you like the burst radius of grenades but want the shaped-charge effects of RRs and RLs? Are your rockets, even ones with AP warheads, bouncing off your opponents' armor? Do you need the penetrating power of depleted uranium but you want the low weight of rocket systems? Your problems are solved with three of GWSM's new developments. When your opponents see you are armed with Great White Shark Munitions, they will wish to be inside "bigger boats."

High-Explosive-Dual-Purpose (HEDP) Grenades – Available only for vehicular GLs and not in hand-held versions. $100, 5 lbs. Upon impact HEDP grenades inflict 1d+1 damage (full damage to vehicles) in a 1/2" radius and cause 1d damage (half damage to vehicles) in a 1" radius.

Self-Forging Fragment Rockets  -- Available for all vehicular rocket weapons. Cost 4x, Weight 1x. Increases damage by two points per die. No burst effect.

Self-Forging Fragment Depleted Uranium (SFF-DU) Rockets -- Available for all vehicular rocket weapons. Cost 8x, Weight 1x. Inflicts damage of eight times the number of dice rolled for normal damage. For example, a SFFDU HR would cause 8 * 3d = 24 points of damage while a SFFDU Military Super Rocket would give 8 * 9d = 72 points of damage to its target. If a SFF-DU rocket penetrates metal armor only 1d damage is applied to the interior of the target versus 2d damage inflicted by tank gun DU ammunition. Requires installation of a proximity fuse at standard cost. No burst effect. Military-restricted ammunition.
 

Do your AFV crews like the versatile ammunition selection of hypervelocity guns but you need the power of EM railguns? Your budget for this year limits the number of magnetic cannons you can purchase? Try the new 60mm HVC, a cooperative project between Andreas Armaments and Israeli Empire Mil-Tech: multiple ammunition types with railgun penetration. Andreas Armaments -- We do not break limits; We demolish them. Israeli Empire Mil-Tech: Weaponry to win wars; Explosives to build empires.

60mm Hyper-Velocity Cannon/Tank Gun (60mmHVC / 60mmTG) – To hit 7, $10,000, 1,000 lbs., 8 spaces, 8 DP; 6d6 damage. CPS 100, WPS 10. Loaded cost $11,000, loaded weight 1,100 lbs. Burst effect (2" radius). Can use HESH, HEAT and APFSDS rounds although there is no burst effect with these types of ammunition.

HESH Ammo Damage: 6d6
HEAT Ammo Damage: 6d6+6
APFSDS Ammo Damage: 12d6+24

This weapon appears to be very close in cost, weight and space to the Rapid-Fire Tank Gun and Heavy Recoilless Rifle. Why is the APFSDS ammo damage so different? The normal damage for that ammo is +2 points per die of damage.

Smoothbore cannons fire APFSDS at extremely high speeds but the HE shells can only carry 6d worth of explosive  (speed does not count). The 60mm HVTG is conceptually-modeled on an existing weapon developed by the Israelis (the MSWS). It's APDS penetration is better then the classic 105mm but it can be mounted in a M113 chassis. The trade-off for the lightweight APDS performance is the reduced HE damage, especially HESH, The APDS average damage of 66 points is not enough versus MBTs ( I should say my own MBTs) but is good versus APCs, Micv (Auxillary Vehicles?) and is good as an Anti-Aircraft Weapon.

This discussion brings up another experimental weapon developed by US Navy, the 60 mm ETC Autocannon. It fires up to 240 rpm of command-guided hypervelocity shells (Mach 4.5 or so).  The CPS and WPS should be increased  to CPS 150 and WPS 15.  I like the concept of a flatbed 10-wheeler with one of these to perform as anti-aircraft vehicle or convoy rear-gunner. I have already built one with a 105mm (I love Beehive ammunition versus cycles).

Andras Otto Schneider
andrasotto AT olg.com

* = Gadget presented by Michael P. Owen
 


Vol. 1, No. 4
June 2048

 

Thoroughbred Engines and Grenadier Motors, pioneers in the resurrection of the gasoline ICE, have displayed their prowess with power plants again. Both companies have combined their efforts to create a new line of accessories for ICEs that will give dedicated gasoline racing frames serious competition. Throughbred Engines -- Power to be your best. Grenadier Motors -- The ultimate in dueltrack technology.

Tuned Intakes – Power factors increased by 5 percent. Costs $500 plus $1 per added power factor. No weight or space.

Bore and Stroke – Power factors increased by 20 percent and increases base MPG of ICE reduced by 20 percent. Costs $750 plus $1 per added power factor. No weight or space. This modification includes blueprinting modifications.

Intercooler – This modification for ICE turbines increases an ICE's base power factors by 10 percent and increases MPG by 10 percent. Costs $1,000 plus $1 per added power factor and weighs 50 lbs. No space required. Intercoolers can only be installed on ICEs with turbochargers, VP turbochargers, or superchargers.

Twin-Plug Heads – Power factors increased by 5 percent and increases base MPG of ICE by 10 percent. Costs $750 plus $1 per added power factor. No weight or space.

Ram-Air Intake – Power factors increased by 5 percent and base MPG is increased by 10 percent. Costs $750 plus $1 per added power factor. No weight or space. Not compatible with turbochargers, VP turbochargers, or superchargers.

Compression Ignition – Maximum pull increased to six times power factors  (normally an ICE can pull 3x its PFs in weight; CI increases maximum pull 6x exactly like a HD transmission) and increases base MPG by 50 percent. Costs 50 percent of base cost of the ICE and weighs 10 percent of the base weight of the ICE.

Vehicles equipped with CI accelerate the same as vehicles equipped with a HD transmission (2.5 mph each second, 5 mph each second at or above 25 mph of speed) if the pulling capacity of the ICE is equal to or higher than 3x the PF rating of the ICE. Turbines can be installed with CI however the acceleration bonuses from turbochargers and superchargers do not apply to CI-equipped vehicles that have weight 3x or more the PF rating of the ICE. Turbines continue to give their PF bonuses normally with these heavier vehicles.

CI needs minimum top speed of 60 mph as the formula works out to 35 mph if loaded out to 6x. That is too slow and does not reflect "reality". This keeps top speed at the 3x load but kills the acceleration. If a oversized  engine is made CI then the only benefit is the increased mpg, as they don't have acceleration to sacrifice.

Wankel Cycle Rotary Engines – Increases cost by 50 percent and increased PFs by 50 percent. These ICEs cannot use the Bore-and-Stroke or Compression Ignition modifications.

Adibatic Ceramic Construction Cycle Engines – Multiplies base cost of ICE by two, multiplies base PFs by two, and multiplies base MPG by two. These ICEs cannot be modified as Wankel Cycle Rotary Engines. These ICEs cannot utilize Compression Ignition or Twin-Plug accessories. AC3 Engines take double damage from all weapons except lasers and flamethrowers which cause only normal damage.

Andras O. Schneider
andrasotto AT olg.com
 

Okay, here it is -- game stats for the GPS. Hope this makes sense -- if it needs a bit more cleaning up, let me know. I'm far from an expert on the stuff, so if anybody has any comments on this sucker, I'd love to hear 'em. Think of this as a "first draft." :)

Global Positioning System (GPS) -- $500 for standard unit, $1,000 for high-precision. No space or weight for vehicular models, 2 GE for hand-held models. Vehicular model drains 1 PF per hour of continuous use; gas-burning vehicles may use the device without a laser battery, as the power drain is small enough to run it off the battery. Hand held models have batteries powerful enough for two hours of continuous use.

A GPS will allow the user to determine his exact position; latitude, longitude, and (if relevant) altitude. In standard mode, the position reported by the GPS will be accurate within a hundred feet. In high-precision mode (only available on the high-precision model), the position reported will be accurate within a foot. However, the high-precision reading takes longer to calculate -- the unit will need to spend roughly five seconds stationary to return an accurate reading. GPS also allows the user to program in navigational checkpoints, clearing one checkpoint when it is reached and activating the next one in the sequence. This allows a specific route to be programmed into the box ahead of time, and (with a knowledgable user) modified en-route.

The vehicular GPS makes use of electronics already existing on most modern vehicles, hence the lack of space or weight. When combined with a good navigational computer (such as the vehicular computer in UACFH), the GPS may be used to show the vehicle's location on the map, thus making it very difficult to get lost even for somebody without navigational skills. Systems designed for ground vehicles will be subtly different than systems intended for airborne craft. They can be interchanged, but a trucker using a GPS meant for a helicopter will have to put up with the system constantly complaining about his dangerously low altitude, while an airplane pilot using a GPS meant for a car had best take the altitude reading with a grain of salt.

Pete Butler
pmbutler AT comic.net
http://www.comic.net/users/pmbutler/
 

Combat Combustion Systems was the creator of the classic Flame Cloud Ejector. Now CCS has improved their engineering achievement by combining the power of flamethrowers to their weapon with the introduction of High-Temperature FCE Fuel. Combat Combustion Systems -- Incendiary Weapons from Hades.

High-Temperature Flame Cloud Ejector Fuel -- CPS 4x, WPS 1.5x. Increases Fire Modifier from 3 to 4 but does not affect Burn Duration. Damage is increased from 1d6-1 to 1d6+1.

Martin Poteralski, Ken Rehor and Philip A. White
<poteralski AT juno.com>, <kendawg66 AT hotmail.com>, <fool AT serv.net>
 


Vol. 1, No. 5
July 2048

 

Laser Detection and Ranging is the 21st-century successor to radar. It was designed to circumvent the chief weaknesses of radar, namely its vulnerability to jamming and counter-detection, as well as its inability to distinguish targets beyond a blip on a screen. These increased abilities are gained through the use of a precisely-modulated laser beam. Ladar prototypes used a regular (or infrared) laser beam to achieve these effects. The Ladar sets which are now available use the beam from a free-electron laser (also known as a "rainbow" laser). Ladar devices are available in several types, which are listed below.

* = Military-Restricted Item

Standard Ladar: $5,000, 50 lbs, 0 spaces. Civilian Ladar sets have a shorter range than their radar equivalents. Military Ladar sets do not have this penalty. Ladar sets of all types give a +1 to-hit bonus for all direct-fire weapons linked to them. The range of a standard Ladar set is 3/4 mile. It consumes 15 power units per hour of continuous use.

Long-range Ladar: $20,000, 100 lbs, 1 space. This item works as standard Ladar, but with a range of 7.5 miles. It consumes 20 power units per hour of continuous use.

Search Ladar: $50,000, 250 lbs, 3 spaces. Search Ladar only functions if mounted in an aircraft of some type. It has a range of 125 miles and consumes 50 PUs per hour of continuous use.

Ladar Rangefinder: $20,000, 50 lbs, 0 spaces. Using this item with a direct-fire weapon cuts the range penalties by 50%. For example, a long-barreled weapon normally has range-penalties of -1 per 20". Use of a Ladar rangefinder would reduce this to -1 per 40". A Ladar rangefinder has the same to-hit bonus as most other Ladar systems. It uses the same amount of power as standard Ladar.*

Military Ladar: $100,000, 100 lbs, 1 space. Military Ladar has a range of 15 miles.  It consumes 30 PUs per hour of continuous use.*

Anti-Air Ladar: $30,000, 150 lbs, 2 spaces. Anti-Air Ladar has the same ability as a Ladar rangefinder. Additionally, it eliminates the to-hit penalties based on the speed of the target aircraft. This device uses 30 PUs per hour of continuous use.*

Michael Garrity
New Omaha Vehicular Association
garritym AT hotmail.com
http://www.novia.net/~desslok/nova.htm
 

New from Big Apple Arms comes the concussion discharger.  BOOM! "What?"  Exactly! The concussion discharger functions just like a standard concussion grenade. Fully street legal (in several municipalities; check your local and state laws before installing), the concussion discharger allows accurate and instantaneous elimination of pedestrian threats without unnecessary bystander deaths!  Field-tested by New York cabbies, and now they are refusing to return their unused dischargers!  Who is going to argue with a NYC cabdriver? B.A.A. -- "We are the Wolf in Sheep's Clothing."

Concussion Discharger (CnD) -- $70, 5 lbs. Performs exactly like a concussion grenade (see CWC2, p.65, Classic CW, p.32 and UACFH, p.134). No damage to vehicular components.

Michael Drennon
KidEgo999 AT hotmail.com
 


Vol. 1, No. 6
August 2048

 

A product of the Crunch Industries R&D Labs, Megalyte (TM) was designed with extra-heavy trike owners in mind. Basically an extremely potent electrolytic fluid, Megalyte replaces your current capacitor fluid, enabling smoother power transfer and less heat generation. It may seem a bit pricey for a small boost in engine output efficiency, but the trade-offs are worth it!

Megalyte maximizes the potential for your trike, allowing for that 60 additional lbs. of equipment or armor you have always wanted!  No more worries about fire due to highly flammable and expensive gas power, previously the only way to fully realize the X-hvy trike potential.  Field-tested in C.I.'s latest development, the HellSwarm, with remarkable results.  The electrolyte replacement fluid is useable in all types of power plants, for those who wish to eke every last bit of performance out of their vehicle.

High-Performance Capacitance Fluid -- Available for all electric power plants. Costs 15 percent of base PP cost, no weight or space.  Increases base power factors by two percent.

Michael Drennon
KidEgo999 AT hotmail.com
 

Since long before the rise of autodueling, pedestrians have been considered to be nothing more than a minor annoyance to vehicles. This disdainful attitude is reflected in the perjorative terms used by vehicle crews to describe them (bugs, crunchies, squishies, etc). In order to balance the scales somewhat, the following selection of weaponry is presented. Note that some of it is military-issue only.

The concept of a small-caliber personal rocket weapon dates from the mid 1970s, when the  Gyrojet pistol and the Gyrojet carbine were introduced. Only a few thousand pistols and several hundred carbines were made. The idea never really caught on because of the limitations in chemistry and materials science at the time.
 

The following weapons represent the culmination of years of R&D work. They are more accurate than a conventional rocket launcher, while still giving a pedestrian the ability to cause appreciable damage to vehicles. These two weapons both fire the same caliber ammunition. The standard ammunition for personal gyrojet weapons is assumed to be an armor-piercing explosive shell, which does full (not half) damage to all vehicles. This small-caliber rocket has a 1d6-3 burst effect in a 1/4" radius.

Gyrojet Pistol -- To-hit 7, $250, 1 GE, 1d6+1 damage, 10 shots, CPS: $20, Loaded Cost: $450.
Gyrojet Rifle -- To-hit 7, $400, 2 GE, 1d6+1 damage, 20 shots, CPS: $20, Loaded Cost: $800.
 

These weapons are improved versions of the ones listed in UACFH, p.138. They fire a larger-caliber of the same type of ammunition fired by the weapons listed above.

One-Barrel Gyroslugger -- To-hit 7, $1,200, 2 GE, 2d6+2 damage, 1 shot, CPS: $150, Loaded Cost: $1,350.
Two-Barrel Gyroslugger -- To-hit 7, $1,500, 2d6+2 damage, 2 shots, CPS: $150, Loaded Cost: $1,800.
 

A GMG fires the same caliber ammunition as the personal gyrosluggers listed above. It is much lighter than a conventional HMG because it doesn't have to absorb the heavy recoil generated by HMG ammunition. GMG ammunition has a burst effect equal to a  regular hand grenade. Gyrojet machine guns are military-issue only.

Gyrojet Machinegun (GMG) -- To-hit 7, $1,500, 100 lbs, 1 space, 2 DP, 2d6+2 damage, 20 shots, CPS: $150, WPS: 2, Loaded Cost: $4,500, Loaded Weight: 140 lbs. A loaded magazine costs $3,050 and weighs 55 lbs.
 

The following two weapons are military issue-only. They were developed to give the average foot soldier the ability to seriously threaten the smaller types of armored vehicles. If used in numbers, they could even pose a threat to MBTs.

Super Bazooka -- To-hit 8, $2,000, 4 GE, 1 shot, 6d6 damage, burst effect, CPS: $100, Loaded Cost: $2,100. A Super Bazooka is generally identical to the regular bazooka listed in UACFH, p.138,  except that it has a larger caliber (3.5" instead of 2.36"). The CPS and damage figures assume that  an HE shell is being fired. Two different types of ammunition are available for this weapon.

Man-Portable Recoilless Rifle (MPRR) -- To-hit 7, $3,000, 4 GE, 1 shot, 8d6 damage, burst effect,  CPS: $200, Loaded Cost: $3,200. The MPRR is a modern version of the 90mm MAW (Medium Anti-tank Weapon) fielded  by the U.S. Army in the mid-20th Century. As with the Super Bazooka, the normal projectile for this weapon is an explosive shell. HEDP and HESH shells are available at 2x and 1.5x CPS respectively.  See above for the effects of these ammunition types.

Michael Garrity
New Omaha Vehicular Association (NOVA)
garritym AT hotmail.com
http://www.novia.net/~desslok/nova.htm
 


Vol. 1, No. 9
September 2048

 

As autumn approaches days get cooler but the battles on and under the water never stop. Uncle Edgar makes your adventures on and under dihydrogen oxide more enjoyable and easier to survive.
 

Diving is a wonderful activity but do you feel outgunned when swimming, not able to carry your heavy-duty firepower? Great White Munitions of Seattle gives your PRL and PMML anti-boat and anti-sub capability with Barracuda Portable Torpedo Systems. When you are armed with Great White Munitions your opponents will wish for bigger boats.

Portable Torpedo Launchers -- MPRLs and PMMLs may be modified to fire torpedoes instead of rockets. Cost of weapon and CPS are multipled by 1.5. Torpedo loads in PRLs and PMMLs can use any modification for vehicular torpedoes.
 

Resnick Laboratories, the world leader of electromagnetic projector technology for over 15 years, now uses their expertise with lasers to help aquaduelists with improvements of old friends: laser rifles, laser targeting scopes and blue-green laser modifications. Now pedestrians in the water can carry their ultra-tech land friends along with them. Resnick: Moving at the speed of light.

Laser Rifles -- Laser rifles can have infrared, blue-green and pulse modifications at standard costs. Effects of those modifications are the same for modified vehicular lasers.

Laser Targeting Scopes -- LTS can be made blue-green for standard 25 percent cost. Without BG modifications a LTS fired underwater has the same limitations as projectile weapons firing underwater.
 

Autoduelists love Spectrum Technologies vision-enhancing technogies and have used them for years. Marine duelists have been left to use sonar to navigate the deep. Sonar is great but it can easily reveal your position. Marine duelists want a passive sighting system. If lasers can become effective underwater why cannot other electromagnetic devices be modified in the same way? Spectrum Tech throws some life jackets to aquaduelists. SpectrumTech: Become the Wave of the Future Now.

Blue-Green Goggles -- Same statistics as infrared goggles. BG goggles increase the range pedestrians can see underwater and spotting of BG laser beams, ranges determined by the duelmaster.

Blue-Green Sighting System -- Same statistics as the IRSS. Increases ranges of seeing objects and BG laser beams underwater, at the discretion of the duelmaster.

Searchlights, Armored Searchlights, Portable Searchlights -- All searchlights may be modified for infrared or blue-green frequencies at the standard costs. The duelmaster sets the range BG searchlights can penetrate water.
 

Norman Demolitions of Gunnison, Colorado was the company that introduced several demolition products to the autodueling market. Plastique is a versatile weapon but use requires leaving your armored steed to plant the explosives. Sure, you can throw a brick out your window but who knows where your care package for your opponents will land? Place plastique where you want with the Norman Demolitions plastique dropper. Sure, its expensive and the ammunition is even more so, but the cost will be worth every penny when you see the looks on your opponents when they encounter debris that explodes! You can even load your plastique dropper with the Plastique Duck Decoy, a perfect tool for pro-environmental combat! Norman Demolitions: The Explosion Experts.

Plastique Dropper -- $3,000, 300 lbs., 3 spaces, 3 DP, 10 shots. CPS variable, WPS 10 lbs. Loaded Cost variable, loaded weight 400 lbs., magazine cost variable, magazine weight 65 lbs. The plastique explosive dropper (PXD) can use standard or shaped-charge plastique bricks at standard costs. When activated, the PXD releases a two 1/4" x 1/2" debris counters that are indistinguishable from normal debris from over 1" away. The debris is a combination of pieces of plastic armor (which that do not cause damage to vehicles or pedestrians) and one plastique explosive brick. Contact wires are trailed from the vehicle to the PXD counter if radio detonators are not utilized. If vehicles travel across the path from vehicle with the PXD and the PXD counter, the chances of the wires being cut are the same as for boats cutting wire-guided torpedo cables. Plastique Duck Decoys may be used in the PXD and plastique bricks will float.
 


Vol. 1, No. 8
October 2048

 

Are oil and ice slicks sending you out of control too often? Do your enemies spray flaming oil in your path just to see if you will maneuver wildly or "take the heat?" Do you enconter these situations but do not have the cost, weight and space for a fluidgun? Now you can make your grenade launcher (vehicular, personal and your throwing arm) defenses against slippery, cold, flaming goo with the new sand grenade by Great White Munitions. When your opponents see you armed with GWM teeth, they will wish for bigger boats.

Sand Grenades -- $25, 1 lb., 1 GE. On impact a sand grenade creates a 1/2" x 1/2" counter of sand that acts in all respects as a sand counter generated by a sand-loaded fluidgun. All types of grenade launchers and grenade accessories are compatible with this weapon.
 

Are you attracted to Q-Cars, vehicles that hide their true strength, releasing their teeth only at the time of their strike? Are you limited in cost and weight but you want the multiple firing arcs of turrets? Atlas Bodyworks makes stealth easier to practice by combining two of the most popular accessories for autoduelists in their new pop-out sponson turret mounts. Atlas Bodyworks -- Power from Mount Olympus.

Pop-Out Sponson Turret Mounts -- These modified sponson mounts cost 75% and weigh 50% of standard pop-up turrets. All rules regarding sponson and pop-up turrets apply to these accessories.
 

Trikes and van trailers were meant to go together like apple pie and cinnamon. There is one problem with this deadly duo: wheel ramps do not allow trikes to drive into and out of trailers because the third wheel will not be supported by the wheel ramps. Atlas Bodyworks solves this problem by making individual wheel ramps available for purchase. Atlas Bodyworks -- Power from Mount Olympus.

Wheel Ramps -- $150 and 100 lbs. each. One is required for cycles to enter and exit vehicles equipped with wheel ramps. Cars require two and trikes require three. All other rules for wheel ramps remain unchanged.
 


Vol. 1, No. 9
November 2048

 

Are your combat plans weak in the area of suppressing fire because the automatic-fire grenade launcher has a low ammuntion capacity? One of the problems with AFGLs is you fire three grenades each second for six seconds then the last volley is only a pair of projectiles. The variable-fire rocket pod does not have this limitation, with an ammunition capacity that permits maximum rate of fire until the weapon is dry.

Another problem with AFGLs is the cost of their magazines. The weapon should not have to be modified for rotary fire, the ability for you to select the round you want at a moment's notice, at standard cost. Israeli Empire Mil-Tech solves both of these problems with their new version of the AFGL: same great performance but with extra ammo capacity and cheaper reload costs! Israeli Empire Mil-Tech: Weaponry to win wars; Explosives to build empires.

Automatic-Fire Grenade Launcher -- To-hit 7, $5,000, 250 lbs., 2 spaces, 3 DP, damage by grenade type, 30 AF grenades, CPS 20 plus grenade cost, WPS 5. The AFGL may have different grenade types may be mixed in the magazine but the order of the rounds must be recorded. Rotary magazines can be installed for half cost ($250) and normal weight (10 lbs.) to the AFGL and its magazines. This revision of the AFGL description is meant to correct the errata and implicit rules regarding magazines in the AFGL descriptions given in ADQ 9/2, p.5 and UACFH, p.18.
 

Do your opponents laugh at your paint-using weapons even though you hit their windshields with paint during every combat, because your foes are armed with infrared targeting lasers? Genesis Armaments has fulfilled your wish by adding the anti-infrared properties of hot smoke to paint ammuntion. Try Genesis Armanents' new Exothermic Paint, available in Red Hot Punch, Thermo Orange, Lemon Fever and Pineapple Thunder. When using Exothermic Paint you can paint the town red while and a hot time in the old town tonight! Genesis Armaments: Weapons for the creation of autodueling aces.

Exothermic Paint -- Loaded in paint-using weaponry. Unless weapons that use paint in solid projectiles such as fluid guns and grenade  launchers, exothermic smoke may not be mixed with other ammunition types in the same magazine. CPS 4x, WPS 1x. This ammuntion, also refered to as hot paint, acts like standard paint. In addition, chemicals in the paint release heat into the environment making exothermic paint have all the qualities of hot smoke. Exothermic paint cannot be set on fire.

Red Hot Punch, Thermo Orange, Lemon Fever and Pineapple Thunder are flavors of Life Savers Candy and are registered trademarks of the Nabisco Corporation.
 

Do your opponents prefer to use IR, thermographs, and other IR-sensing equipment to guide their weapons? Do you feel like a neon sign in nighttime combats, your opponents nailing you with every shot because of your IR-signature, especially when you use gasoline ICEs? Make "Hades freeze over" with Genesis Armaments' new endothermic smoke, available in Forest Green, Midnight Blue, Iridescent Indigo, Grape Juice Violet, Urban Gray and Space Black. Genesis Armaments: Weapons for creation of autodueling aces.

Endothermic Smoke -- Loaded in smoke-using weaponry. Unless weapons that use smoke in solid projectiles such as fluid guns and grenade  launchers, endothermic smoke may not be mixed with other ammunition types in the same magazine. CPS 4x, WPS 1x. This ammunition, also referred to as cryogenic ("cryo") smoke, acts like standard smoke. In addition, heat-absorbing chemicals similar to those in icedroppers reduce infrared signatures. Targeting vehicles through endothermic smoke when using an IRSS or thermograph will reduce the size of the vehicle by half for purposes of targeting modifers (See the Charts and Tables Attachment in Car Wars Tanks). Flamethrowers firing through endothermic smoke will have their damage reduced by one point for every 1/2" of cryo smoke penetrated.
 

When escaping vehicles on foot, do you always feel run down? Tire shots can defeat vehicles easily but the technique usually turns potential salvage into a flaming wreck. PedTechWest has coordinated with Stevenson Scientific to give pedestrians the stopping power of electricity into a personal weapon: the new pulse grenade. Try PedTechWest's new Halloween treat for 30 days. If you are not completely satisfied with EMP technology, you will receive credit in PedTechWest or Stevenson Scientific merchandise equivalent to your pulse grenade purchase! PedTechWest: Power for the Pedestrian!

Pulse Grenades -- $100, 1 lb., 1 GE. Pulse grenades work the same as killer mines (presented in the 2046 NOVA Works Catalog).

2046 NOVA Works Catalog: Stevenson Scientific
http://novacw.com/novaworkscover.htm
http://novacw.com/nwc-ss.htm



Vol. 1, No. 10
December 2048

 

Armaments General once again gives your rocket and missile systems the ammunition flexibility of grenade launchers and fluid projector guns! Improved Smoking Jenny and Puff Dragon ammunition from Armanent General will give you more defensive options, giving you more time to turn your own offensive options on your opponents! Armaments General: Not just a "little fireworks factory."

Puff Dragon Smoke Rockets and Missiles -- For use by all rocket and missile systems. CPS 1x, WPS 1x. PDS rockets create a square smoke counter with radius equal to 1/2" times the number of dice damage that a normal rocket would do (i.e. PDS MnRs and LtRs would create a square 1/2" x 1/2" smoke cloud while PDS HRs would create a square smoke counter 1.5" x 1.5"). PDS MFRPs would create two overlapping 3" x 3" square smoke clouds. PDS VFRPs would generate a square smoke cloud of radius 1/2" times the number of rockets fired (i.e. four VFRP PDS rockets would create a 2" x 2" smoke cloud).

Smoke clouds from PDS rockets and missiles are generated at a predetermined number of inches from the firing vehicle. The range can be from 1" to 10" for rockets, but must be set before combat (3", if not otherwise specified). The range can be different for each rocket in a load, but the rounds are fired in set order and the firing player must keep track of which ones have been fired. The range of a PDS rocket can be changed between combats, an Easy task for a Mechanic. PDS missiles can have a predeterimed range for detonation set before combat (1" to the maximum range of the missile) or can be detonated with a firing action.

Puff Dragon Smoke rockets and missiles may be modifed to carry tear gas, hot smoke or endothermic smoke at standard modifiers to CPS. Paint and may also be loaded, at standard CPS and standard WPS. PD paint ammunition may be modified to carry endothermic paint or phosporescent paint at usual modifers to CPS and WPS.

Smoking Jenny Rockets and Missiles -- Smoke rockets (CWC2.5, p.103 and UACFH, p.33) may now carry paint (CPS 1x, WPS 1x) and foam (CPS 0.5x, WPS 1x). SJ paint ammunition may be modified as endothermic or phosphorescent at standard costs and weights. Missiles, but not rockets, can be directed at which time in their flight time to release their dropped gases with a use of a firing action.
 

NorAm Chemicals, inspired by the design of Electico Incorporated's Flammable Oil, has created a new type of dropped gas that has the power of incendiary weaponry with the bonus of mystery and stealth. When your opponents discover NorAm's new Delayed-Action Flame Clouds do not detonate, your foes will think they are standard paint. When weapons are fired through those DAFCs, or better yet, when your foes who have driven through DAFC paint are attacked by weapons fire, your "hot town in the old town tonight" will have begun! NorAm Chemicals: Chemistry for Combat.

Delayed-Action Flame Clouds -- For use in FCEs and weapons that can use flame cloud ammunition. CPS 2x, WPS 1x. DAFC paint cannot be mixed with standard ammunition in FCEs but can be mixed with other ammunition types in weapons that have fluids encased in solid containers such as fluid projector guns. Flammable ammunition. Volatile ammunition.

DAFC paint acts as a standard paint cloud. Unlike standard FCE paint, this ammunition will not ignite one phase after it has been released. This ammunition is still flammable, will ignite if exposed to active ignition sources and may ignite if hit by non-incendiary weapons fire. When a DAFC paint cloud is hit by weapons fire, or when a vehicle covered by DAFC paint is hit by weapons fire, refer to the table below:

* Incendiary Weapons/Ammo: When DAFC paint is hit by these items, the paint ignites immediately!
* Non-Incendiary Weapons/Ammo: A roll of 1-3 on 1d6 causes the DAFC paint to ignite.

Once DAFC paint ignites, it acts like a standard flame cloud. Vehicles covered in DAFC paint are only vulnerable to the paint igniting for three seconds after passing through the most recent DAFC paint cloud. A vehicle with burning DAFC paint takes damage as if it drove through a standard flame cloud. Extra damage, extra Fire Modifiers and extra Burn Durations are not taken by the vehicle. It is assumed that the windshield wiper systems of vehicles, the air passing over vehicles and the fast (one second) life of DAFC paint all contribute to the ammunition not having a long-term effect on vehicles hitting the paint then having the paint ignite on their surfaces.
 

Spike-using duelists have to compromise quite a lot. Spikedroppers provide explosive and incendiary capabilities but their damage is low, especially against higher-quality tires. Drop spike plates are wonderful for shredding tires, even solids and plasticores, but they do not have the wonderful options of their smaller cousins. Spear Technologies, producers of the famous (infamous to its foes) Spear 1000 Minedropper, solves these two problems with the creation of "curry-flavored" drop spike plates. Imagine the looks on your foes' faces when they run over your "surprise" and find to their dismay that their "invulnerable" plasticore tires are now flakes of plastic and metal. Spear Technologies: We do not make a lot of the weapons you buy; we make a lot of the weapons you buy better.

Explosive Drop Spike Plates -- Cost 4x, Weight 2x, space unaffected, DP unaffected. Burst effect (2" for DSP, 3" for LDSP) weapon. Volatile weapon. An explosive DSP acts as a normal DSP causing damage only to tires of vehicle that run over the DSP counter. An explosive DSP acts as a normal DSP causing damage only to tires of vehicle that run over the DSP counter until its detonator (no extra cost) is activated by a radio detonator (no-cost vehicular version or personal version purchased separately) via a firing action. Upon detonation a DSP is destroyed and is replaced with debris counters occupying the same area of the original DSP counter (standard DSPs use two debris counters, LDSPs use four debris counters). Explosive DSPs act less like mines and more like grenades and plastique explosive.

Explosive DSPs
Vehicles – Full damage at 1/2" radius, half damage at 1" radius
Tires – Full damage at 1/2" radius, half damage at 1" radius
Pedestrians – Full damage at 2" radius

Explosive LDSPs
Vehicles – Full damage at 1" radius, half damage at 2" radius
Tires – Full damage at 1" radius, half damage at 2" radius
Pedestrians – Full damage at 3" radius

When determining the radii of an explosive LDSP detonating, consider the LDSP as two standard DSPs with two points of origin for the blast (i.e. each 1/2" x 1/2" square of LDSP has its own 1" and 2" radii). Targets in areas where these two explosion zones overlap do not take extra damage.

Incendiary Drop Spike Plates – 2d6 damage for DSP, 4d6 damage for LDSP. Cost 4x, Weight 2x, space unaffected, DP unaffected, one-shot. Burst effect (2" for DSP, 3" for LDSP) weapon. Incendiary weapon. Volatile weapon. An incendiary DSP acts as a normal DSP causing damage only to tires of vehicle that run over the DSP counter until its detonator (no extra cost) is activated by a radio detonator (no-cost vehicular version or personal version purchased separately) via a firing action. All targets hit by incendiary DSPs receive Fire Modifier 4 and Burn Duration 3.

Incendiary DSPs
Vehicles – Full damage at 1/2" radius, half damage at 1" radius
Tires – Full damage at 1/2" radius, half damage at 1" radius
Pedestrians – Full damage at 2" radius

Incendiary LDSPs
Vehicles – Full damage at 1" radius, half damage at 2" radius
Tires – Full damage at 1" radius, half  damage at 2" radius
Pedestrians – Full damage at 3" radius

When determining the radii of an incendiary LDSP detonating, consider the LDSP as two standard DSPs with two points of origin for the blast (i.e. each 1/2" x 1/2" square of LDSP has its own 1" and 2" radii). Targets in areas where these two explosion zones overlap do not take extra damage, extra Fire Modifiers or extra Burn Durations.
 

Armament General, the creator of "Miracle Missiles" for the RL and MML (smoke streamer rockets, smoke cloud rockets, incendiary rockets and chaff cloud rockets) is back . . . and with a vengeance! After 12 years of research and development, Armament General is proud to finally bring to autoduelists two weapons systems they have demanded time and time again: flame cloud technology in the form of rockets and missiles. Armament General: Not Just a Little Fireworks Factory.

Flame Cloud Smoking Jenny Rockets --  For use by all rocket and missile systems. CPS 4x, WPS 2x. Due to size differences FCSJ rockets cannot be mixed with other rockets in the same magazine. The exception to this rule is FCSJ rockets may be mixed with FC Puff Dragon rockets in the same magazine because both rounds have identical weights.

FCSJ rockets create a line of 1" x 1/2" flame cloud counters equal to twice the number of dice damage that a normal rocket or missile would do (i.e. a FCSJ HR would release six counters end to end). A FCSJ MFRP would create six overlapped 2" lines. A FCSJ VFRP would create overlapping lines equal to the number of rockets fired. These flame cloud lines appear at the side of the firing vehicle in any direction in the weapon's arc of fire. Missiles, but not rockets, can be directed at which time in their flight time to release their flame clouds, with a use of a firing action. The flame clouds are like normal flame clouds in all respects. Flammable ammunition. Volatile ammunition.

Flame Cloud Puff Dragon Rockets -- For use by all rocket and missile systems. CPS 4x, WPS 2x. Due to size differences FCPD rockets cannot be mixed with other rockets in the same magazine. The exception to this rule is FCSJ rockets may be mixed with FC Smoking Jenny rockets in the same magazine because both rounds have identical weights. The flame clouds are like normal flame clouds in all respects. Flammable ammunition. Volatile ammunition.

FCPD rockets create a square flame cloud counter with radius equal to 1/2" times the number of dice damage that a normal rocket would do (i.e. FCPD MnRs and LtRs would create a square 1/2" x 1/2" flame cloud while FCPD HRs would create a square flame cloud 1.5" x 1.5"). FCPD MFRPs would create two overlapping 3" x 3" square flame clouds. FCPD VFRPs would generate a square flame cloud of radius 1/2" times the number of rockets fired (i.e. four VFRP FCPD rockets would create a 2" x 2" flame cloud).

Flame clouds from FCPD rockets and missiles are generated at a predetermined number of inches from the firing vehicle. The range can be from 1" to 10" for rockets, but must be set before combat (3", if not otherwise specified). The range can be different for each missile in a load, but the rounds are fired in set order and the firing player must keep track of which ones have been fired. The range of a FCPD rocket can be changed between combats, an Easy task for a Mechanic. FCPD missiles can have a predeterimed range for detonation set before combat (1" to the maximum range of the missile) or can be detonated with a firing action.

The reason FCPD rockets generate a lower amount of flame clouds than Flame Cloud Smoking Jenny rockets is because more propulsion fuel is needed in order for the FCPD rockets to have the "stand-off detonation capability," compared to FCSJ rockets which release flame clouds as soon as they are fired (a low amount rocket propellant is required for this action).
 


Vol. 2, No. 1
January 2049

 

Super Rocket Platform -- Cost $300, weight 300 lbs., no space. Cost and weight of rockets are extra. Carries up to four spaces' worth of rockets on any vehicle capable of using a four-space turret.
 

Gravel Ammunition -- Loaded in junkdroppers. CPS and WPS are the same as standard debris ammunition. Gravel cannot be mixed with other ammunition types in the same magazine. When using gravel ammunition, a junkdropper lays a 1/2" x 1/2" patch of gravel that acts normally in all respects (maneuvers performed on gravel or hazards taken on gravel are increased by D1).
 

Flash Discharger -- Cost $300, weight 5 lbs., no space. Upon detonation, a flash discharger acts in all respects as a flash grenade (CWC2.5, p.65, CCW, p.36 and UACFH, p.135).
 

Reversible Tinted Windshields -- Cost $1,000, no weight or space. These modified windshields have their polarizing effects generated from an electric field in the windshields themselves. The strength of the electric field determines how much polarization is in effect. When activated with a firing action, reversible tinted windshields act in all respects as tinted windshields (see CWC2.5, p.116 and UACFH, pp.88-89). When reversible tinted windshields are deactivated (again, with a firing action), the penalty of -1 to-hit when firing vehicular weapons inside a vehicle equipped with tinted windshields is no longer in effect, but searchlights will affect the crew in the vehicle with full effects. Switching between active and passive modes of reversible tinted windshields requires one second.
 

Twin Laser -- A TwL is a pair of lasers in the same housing that fire converging beams in unison. A TwL has two modes of firing, converging and diverging. Before combat, one mode must be selected although one mode may be changed to another with a firing action.

Converging Mode is where both lasers are fired simultaneously to converge on the target, causing the normal 2d6+6 damage and the drain of 3 PUs. All current rules of TwLs apply here.

Diverging Mode is where each laser is considered as a separate weapon, where one or both lasers may be fired, each individual laser causing 1d6+2 damage to the target and only draining 1 PU. A diverging TwL can also fire a "ripple salvo" like the VFRP, against the same target or two different targets. In the case of firing at one target, the TwL can be considered like two linked lasers: roll separately to-hit for each and apply damage and hazards separately (for purposes of removing metal armor and causing HC loss to the target). In the case of two targets, both targets are fired with a -1 penalty (to-hit 7 for both targets).

When the TwL is reduced to 1 DP, one of the lasers is destroyed, the damage drops to 1d6+2 and diverging TwL mode (single-target mode or ripple-mode) cannot be utilized.
 


Vol. 3, No. 2
February 2050

 

Subject: Re: Car Wars and GURPS Autoduel Campaigns
From: Chris Tisdale <njaco AT sagelink.com>
To: Michael P. Owen <owenmp AT serv.net>

Dear Michael,

Thanks for taking the time to reply. I do a lot of writing myself so it might be possible for me to send you something. Let me try and see how
you like it.

Basically our group uses Car Wars rules when in vehicles and GURPS rules when outside of vehicles. Works pretty well. We do a lot of weapon modifications between the two to make it even. We usually run campaigns, not dueling, such as someone is hired to do something and it goes from there. Makes things interesting. We also come up with new stuff to use in the games that you can't find in AADA guides or Uncle Al's. Such what I'm about to introduce below. Is this something new we can play with?

Portable TEMPEST Monitor: Cost $250,000, Weight 4 lbs., 2 DP, Range 300 yards (-1 for every 300 yards thereafter), requires Electronics skill, Computer skill, or an IQ-3 roll to use. When used outside, roll for DX every round of use. (The device requires continued manipulation of the receiver. If used in a building-to-building fashion, no additional roll is needed.

The Transient Electromagnetic Pulse Standard Monitor is an EMP reciever that reconstructs EMPs from portable computers, TVs, radios, unshielded phone lines, and unshielded cable lines into data. In other words if someone is using a computer, with this unit the user can also see what they are looking at on their screen. The unit is a passive monitor, can be used from a remote location, and cannot be detected. It comes with small antenna patch but it needs a battery pack or outside current to function. Restricted for military use, most governments deny TEMPESTs exist.

I'll leave you alone for now and eagerly await the next CWIN.

Thank you,

Christopher Tisdale
 


Vol. 3, No. 3
March 2050

 

Mega-Mechanic -- $11,500, 700 lbs., 6 spaces. Features a portable lift (packed away that has to be pulled out and set up to use), welding torches, heavy jacks, and other automotive tools. Gives a +2 bonus to all repair and salvage rolls.

Jason Walters
CKOSACRANOID AT hotmail.com