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