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