It's here! It's filled with dozens of NEW, never-before-seen weapons, defenses, accessories, and research breakthroughs, plus a generous selection of our recent hit products! What could it be but Uncle Albert's 2036 Catalog Update?
Enclose proof of purchase of our new catalog supplement with any order of $2500 or more through October 1, 2036, and take an additional 0.34% off Uncle Al's already-incredibly-low prices! Don't wait - your next opponent may already have ordered!
Got the blues because you can't carry our top-selling rocket platforms? Blast those blues away and rocket to victory with the Mini Platform, a "micro" version of the Regular and Small Platforms.
Mini rocket platform - $75 plus cost of rockets, 50 lbs., no space. Can be mounted on subcompact cars and light trikes, as well as larger vehicles. The Mini Platform holds one space of rockets on top of a vehicle, but cannot carry heavy rockets due to structural limitations.
At last! A turret made to measue for your targeting laser. Pay attention, you duellists on a tight budget!
Zero-space turret - $750, 75 lbs., rotating mechanism requires 1 space. Can hold one targeting laser. May be fitted to any car (including a subcompact) which does not already have a turret. Cycles may not use this item, but a sidecar can; a sidecar-mounted zero-space turret has a 180-degree field of fire to the side.
Zero-space pop-up turret - $1750, 150 lbs., requires 1 space.
Bad guy's not coming near your spikes? Let your spikes come to him! Uncle Albert's own Oil Gun/Paint Gun technology now gives your spikes a new range of uses!
Spike gun - To hit 7, $750, 150 lbs., 2 spaces, 2DP. Holds 10 shots (CPS 40, WPS 10). Loaded cost $1150, loaded weight 250 lbs. Loaded magazine cost $450, loaded weight 115 lbs. Area effect. The spike gun can be fired like an oil gun to hit any 1" square within line of fire, leaving a 1" x 1" square of spikes that is treated like an ordinary spike counter. It can also be fired directly at a target, doing ld6 damage to pedestrians and tires, no damage to armor or vehicular components.
The spike gun cannot use explosive-tipped spikes.
Just the thing to give your enemies the creeps! When dropped, this mine extends contact wires - so it's harder than ever for that pesky tailgatr to avoid it. Drop spider mines, and watch your opponents drop like flies!
Spider mine - CPS 150, WPS 10. Can only be fired in a Spear 1000 minedropper, but does damage like a regular (not Spear 1000) mine. The range of detonation for a spider mine counter is enlarged to 1/2" - two squares in any direction, instead of the usual one. 1-4 on 1d6 for vehicles crossing the counter, 1-2 on 1d6 for vehicles that come within range without touching the counter. Spider mines are clearly identifiable from a distance.
Spider mines cannot use proximity fuses and cannot be loaded in a mine-flinger.