Autoduel QuarterlyVolume 9Issue 1


AADA News


Lots to get through this time, so let's get right to it.

New Chapters: First, welcome to our new chapters, G.O.N.A.D.S. (Gang of Neurotics and Duellists Society) of Peoria Heights, IL, Search and Destroy of Oaklyn, NJ and P.O.W. (Psychos on Wheels) of Ft. Worth, TX. And welcome back to M.A.D.D. of Missouri, who were left off the active list in the last issue, but actually never left. Also welcome back to I L.L., who did go away for awhile.

And a special welcome to G.B.A.H. (Gesellschaft fur Bewaffnetes Autofahren, Hannover), our first German chapter.

Still waiting to hear from H.A.V.O. K. and D. R. E. A. D. Talk to us, guys.

Club Championships: The first annual P.O.W. club championship was a ramheavy Division­30 contest held in the Amex Proving Grounds. Club president Steven James Poor took the championship against five other competitors, driving a modified Ravager (from VG2) that he called "the Outlaw." Joey Omberg took second and the P.O.W. vice­presidency.

The Vancouver City Autoduelling Association 2041 club champ is Randy Jung, who won the two­part race/duel event over five other competitors. Randy drove an extra­heavy trike with three rocket launchers and an HDFOJ.

In an exciting three­round event, Chris Haynie took the G.O.D.S. championship as the sole final­round (Div. 30) survivor. The first (Div. 10) round went to rookie duellist Robert Shattuk, and Shattuk and Haynie tied for first in the second (Div. 20) round.

Former AADA Administrator Dave Searle celebrated his return to active competition by taking this year's F.N.O.R.D. North club championship.

In non­championship tournament competition, Brent Williams won the U*Con '90 "Road to Victory" tournament, with his extra­heavy trike sporting triple­RPs with AP ammo. Williams took both rounds of this event, dominating the road duel and pasting the target car in a single volley in the arena. Congratulations, Brent.

Regional Championships: Several regionals have been scheduled as this issue goes to print. If your region doesn't yet have a regional, call us if you're interested in mining it.

W.A.S.T.E.D. is hosting the Atlantic Coast Regionals at Balticon 25. This is a short­notice competition, to be held March 29­31, at Baltimore's Hunt Valley Marriott, just off Interstate 83.

The Northeast Regional will be hosted by new club Search and Destroy. The championship will be held at the chapter clubhouse in Camden, NJ. For directions and details, call M. Keegan at (609) 858­5894. The championship will kick off with an at­large qualifier using a single Division­20 stock car, the "Joseph's Revenge:" mid­size, x­hvy chassis, sport pp, hvy. suspension, 4 SBPR radial tires, 4 10 pt. wheelguards, spoiler, driver, RR w/ HEAT ammo in turret, 2 APMNR linked front, 4 FCDs (B, U, BL & BR), 225 pts. sloped armor, $18,985; 5,760 ths, Accel. 10 mph, top speed 120 mph, HC 3 ­ 4 over 60 mph. The contest will be held in the New Boston Arena. The final four competitors will move on to a money­is­no­object Div. 80 (!) slugfest at Hammer Downs.

Another new chapter hosting regionals is P.O.W., who'll be taking on the highpower RCADA in Ft. Worth on April 20. The Free Oil States Regionals will be held at 1115 Warden St. For time and details call Steven James Poor at (817) 249­2973.

The Central Regional will once again be hosted by N.O.V.A. This year the event will be held on April 20, 1991 at the Holiday But Central, Omaha, NE (as part of the Impact .6 mini­con). For more information contact Norman McMullen, 701 S. 22 St. #73, Omaha NE 68102.

G.O.D.S. will host the Southeast Regionals at OASiS 4, in Orlando, FL, May 17 through 19. For more information contact John M. Hurtt, 2410 N. Hastings St., Orlando, FL 32808.

F.N.O.R.D. North will host the Midwest Regionals, but time and place were unavailable as this issue went to press. Contact Alm Young, 651 Busse Hwy. #2D, Park Ridge, IL, 60068 for details.

Finally, the Vancouver City Autoduelling Association has expressed interest in hosting the Foreign Regionals at the University of British Columbia, but no details were available at press time. For more information contact Bruce Lam, 1270 W. 51st Ave., Vancouver, BC, CANADA V6P IC5.

Jump Jets

The big controversy at last year's worlds was, "Exactly how do jump jets work, and exactly what do they do?" So we asked Ken Scott, ADQ rules guru and participant in last year's finals, to take hard second took at jump jets. This is what Ken come up with, with help from the duellists on the Illuminati BBS.

Jump Jets: $150 per 20 tbs., 1 DP and 1 space per 100 tbs. or fraction thereof. Volatile. 20 tbs. of jump jet will lift 1,000 tbs. of vehicle 1/4 inch (3.5 feet) off the ground. 50­lb. jump jets are available, costing $375, taking up 1 space and having 1 DP. A 100­lb. jump jet would cost $750, take up 1 space, have 1 DP and lift the car to 1/2" altitude. A 200­lb. jump jet would cost $1,500, take 2 spaces, have 2 DP and lift the vehicle to a full inch (15') of altitude.

When a jump jet is ignited, the car lifts from the surface at 1/4" per phase until the maximum altitude is reached, and then descend at 1/4" per phase until it reaches the ground. The vehicle is not considered to reach the altitude it is heading for until the end of the movement phase. Thus a vehicle at 1/4" altitude at the beginning of a phase, ascending to 1/2" altitude, is considered to be at 1/4" until the end of all movement for that phase, at which time it is considered to be at 1/2" altitude Conversely, a vehicle at 1/2" altitude, descending to 1/4" altitude, is considered to be 1/2" off the ground until the end of all movement for that phase.

Once the jump jet is ignited, the car may not maneuver until the phase after it reaches the ground. The hazard for landing is calculated as per the flying rules (Car Wars Compendium, Second Edition, p. 9). Any D hazards collected while in flight are added directly to tire D for landing, and the sum is treated as a single hazard for the purpose of modification by accessories such as HD shocks.

Jump jets must be set for maximum altitude when the car is constructed. Thus the car above, with a 200­lb. jump jet, could have 2 100­lb. jump jets which would lift the car to 1/2" on two separate jumps, rather than the full 1 inch altitude jump of the single 200­lb. jump jet However, this distinction must be noted at the time the vehicle is built and may not be changed once the car is engaged.

If a vehicle is airborne when a jump jet is ignited, simply add the effect of the jump jet to the jump already in progress. Firing jump jets (or rocket boosters) is considered to be aimed weapons fire, thus a car may not fire jump jets (or rocket boosters) while seriously out of control (see CWC2, p. 10). The altitude a vehicle has reached is considered to be the height of its wheels off the surface, thus a vehicle 1/4" off the ground will pass over a compact of 1/4" tall vehicle. Jump jets (and rocket boosters) are . . . repeat, are restricted by the 0 space per side rule.

Example: A 5,000­lb. mid­size wants to be able to make 2 1/4" altitude jumps. It must buy 2 50­lb. jump jets, each costing $375, weighing 50 lbs. and each having 1 DP, and each taking 1 space, for a total of $750, 2 spaces and 1 DP each (rocket boosters are bought the same way).

Vehicle Heights: Motorcycles, trikes, subcompacts mid compacts are considered to be 1/4" inch tall. Mid­size, sedans, luxuries and station wagons are 3/8" inch tall. Pickups, campers and vans are 1/2" tall. Ten wheelers are 3/4" tall, and 18 wheelers are a full inch tall.

Ramplates on all cars (i.e., vehicles found in Chapter 5 of the Car Wars Compendium, Second Edition) and reversed trikes are considered to be 1/4" inch tall. Ramplates on all oversized vehicles are considered to be 1/2" tall. Note that in some cases it will be possible for a ramplate­equipped vehicle to collide with an airborne vehicle and not gain the benefits of the ramplate because the airborne vehicle, while not high enough to clear the vehicle, is high enough to clear the ramplate

If a taller vehicle wishes to shoot over a shorter vehicle, it may do so only with turreted weapons at a target that is also taller than the intermediate target and at a ­2 penalty to­hit.

­ Ken Scott

2041 World Championships

Rule 1: You must be a current member of the AADA, and present a copy of ADQ 9/1 or 9/2 with your address label attached. Competitors from sponsored AADA chapters may present a signed note from the manager of the sponsoring store, preferably on store stationary, indicating that the bearer is an active member of the AADA Chapter.

Rule 2: Vehicle designs must be turned in the day before the event you wish to participate in, at the Steve Jackson Games booth. You may submit up to three designs for the referee to check; please indicate order of preference. No exceptions!

Rule 3: All rules in the Car Wars Compendium, Second Edition and any official errata printed since its publication will be in effect. No rule or rule changes published after this issue of Autoduel Quarterly will be used.

Rule 4: Any car found to be illegal may be altered by the referee to make it legal. If the referee determines that none of the submitted designs can be made legal, a substitute car will be issued.

Rule 5: Foul language, harassment of mother player, coaching by a non­player or may other non­sportsmanlike activity (as determined by the referee or a Steve Jackson Games employee) are grounds for disqualification. There are no appeals.

Rule 6: Have fun.

The 2041 World Championships will be a four­round, five­event tournament. The at­large qualifier will consist of two events, one Thursday and one Friday. Competitors in the first event who do not advance will be allowed to compete again in the second event, to keep record keeping simple and to reward those who attend the full con. Rounds two and three will be held Saturday, and the finals will be held Sunday.

Round 1 will be a Div. 15 contest, using stock vehicles designed by grand master duellist and three­time world champion Mike Montgomery. Round 1 vehicles will be available for viewing at the Steve Jackson Games booth before each round 1 event.

The qualifiers will be held in the Double Drum, with 6­8 cars per arena. Advancement in this and subsequent rounds is dependent oil the number of competitors ­ a similar percentage of competitors will advance each round until there are 8 duellists left for the finals.

In the qualifiers, 1 point will be awarded for each mobility kill, and 1 point for each firepower kill. Competitors will lose comparable points for having their own vehicle killed. First vehicle to score 4 points wins. If no vehicle in the arena scores 4 points, last surviving vehicle wins.

Round 2 is Div. 20, hold in the New Boston Arena. Six vehicles will compete in each heat. Points will be awarded as in the first round, plus 1 point for each ring successfully circumnavigated. Winner is the first to collect 6 points, or sole survivor. Tire shredders will be retracted for this event.

No dropped weapons! Smoke and paint may be used. Gas engines may be used.

Club champions and regional tournament referees will be seeded to this round.

The semifinals will be Division 25 at the St. Paul Duellodrome. Eight vehicles will compete in each hear, This will be a timed, 15 second event with the best scores advancing to the finals. Eight cars will compete in each arena. Two points will be scored for each mobility kill and for each firepower kill, and lose equivalent points for being killed. The variable-position ramps in this arena will be set to their highest position to begin the event. Each time a car passes over the center squares of the ramp, the ramp will be lowered one increment. First pass will lower the ramp to arena floor level, second will fully recess the ramp. Any car causing the ramp to attain its fully recessed position will score 1 point.

No weapons restrictions, gas engines are allowed. Regional champions and last year's world championships finalists will be seeded to this round.

The 2041 World Championships will be held in Hammer Downs. Eight vehicles will compete in the arena (2 additional gates will be added on the lower level of the arena, under the ramps on the long sides). The upper level will be set only 1" (15') over the floor of the lower level.

Competitors will score two points for a firepower kill, two points for a mobility kill and one point for each checkpoint. Checkpoints will consist of few targets, which must be hit with aimed weapon fire doing vehicular damage, and five floor checkpoints which must be driven over. Successfully completing a ramp jump will double all subsequent points. Successfully completing a second jump on the other level will double subsequent points again. Only one upper­level jump and one lower­level jump per vehicle will multiply points. Each checkpoint may only be scored once. Exception: if a competitor scores a checkpoint, then successfully makes a jump, multiplying his points, he may return to that checkpoint to score the difference between the target's former and current value. Example: a competitor scores a checkpoint for one point, then successfully makes his two jumps. If he returns to that checkpoint he will score three points, bringing his total points from that checkpoint to four. No more than four points may ever be scored off a single checkpoint by any given vehicle.

Jumps between upper and lower ramps will not count for multiples, and vehicles attempting these jumps will be assessed an additional D3 hazard on landing. Jumps from lower to upper ramps are not possible. Minimum speed required to "safely" make an upper­to­lower jump is 60 mph.

A competitor will lose 4 points each if he is firepower or mobility killed. No positive points may be collected on the phase on which your vehicle is killed.

The arena will end at the end of the second in which the 200th cumulative point is scored. The competitor with the best score will be declared the 2041 World Champion. Them are no weapons restrictions and gas engines are allowable. Due to the retirement of last year's champion, Grand Master Duellist Mike Montgomery, no competitors will be seeded directly to the finals

Characters: In all rounds, a vehicle may carry a maximum of two characters. No passengers allowed. Characters should be built on 50 points, with a maximum of 30 in any one skill. Reflex rolls will be set at 4 for all characters.

news.tif (182601 bytes)


Issue 9/1 Index

Steve Jackson Games * Car Wars * ADQ Index