



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.
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
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.
