Autoduel QuarterlyVolume 3Issue 2

Bikers Are People, Too

By Larry Sewell
In the game world of 2035, the referee's biker usually fills the same role as the Dungeon Master's Orc - big, surly, and mean, but not too difficult to kill. But what about playing a biker? Don't all laugh at once. A cunning bike gang can be just as much fun to play as any pro autoduellist.

What follows is a guide to successful cycling in the Car Wars universe. But success means different things for different people. A successful trucker delivers his load reasonably undamaged and on time. The successful duellist is awarded prestige and prize money. A successful biker is one who is still alive.

Know Your Limits

Face it. A bike is easy to kill. If you and your cohorts go out chasing heavily-armed vehicles, your attrition rate is going to be awfully high. If you're going to play typical "smash & grabbers," you may as well pick a victim that can't smash back. Hitchhikers, unarmed campers, cycle couriers, and civilian cars are much easier prey than Joe Duellist.

Of course, numbers have a lot to do with this. If the Renegades have 50 bikes cruising down a two-lane highway, even the truckers are going to turn off. But if you have only 6-10 bikes to play with, you had better stick to shooting up "defenseless" civs.

Range

When sitting in an armored vehicle, with a few forward-firing weapons, range is not really a big factor. On a cycle, unless you have a super-high gunner skill (say +5 or +6), distance can be a deadly enemy. It often boils down too, "Can Mad Dog survive five turns of RR fire while he closes to '6 or better' range with his heavy rocket?" If the range is greater than 16 inches and you're not going at least 20 mph faster than your opponent, forget it. If he's got a decent gunner skill and two- or three-dice weapon, you shouldn't even think of attacking him in the first place.

Tactics

Most of the bros on Highway One were put there by limited imagination. They jumped the first car to come along, and were just too proud to run. Splat-o. If you must take on armed opponents, either by bad luck or lack of brain matter, take some time, coordinate your attacks, and maybe you'll come out ahead.

A common mistake is to make neat, close formations. They sacrifice mobility for concentration of firepower, but one missed handling roll can cause headaches no pain reliever can cure. Open, fluid formations are the answer - say, one cycle per lane abreast, with at least 2" between the back of the lead bike and the front of the next. The "Five of Diamonds" - 3 bikes abreast on a three-lane highway, with one bike in front and one more in back, both in the center lane - is a popular fluid formation. Spacing the bikes in this manner will minimize the effects of dropped weapons, tear gas, and fishtails.

Never attack the front of an oncoming car unless you have no choice. Since most cars have their primary weapons mounted front (and lots of armor to protect them), unless you have lots of front armor it's game over. And as you pass your opponents, their side weapons will turn you into vulture bait. It only takes a heavy pistol to knock out a rider from the side. Of course, you could always build a cycle made especially for head-on attacks. Thirty points of front armor and three linked heavy rockets will do the trick. Popular slang for this kind of contraption is "Sui-Cycle."

Perhaps the best way to drive an attack home is the ambush. Player characters get ambushed all the time, so it seems that turning the tables should be fair. With time, money, improvised weapons, and a little imagination, it can be just as deadly as a Q-Truck. For instance ...

Zorro Lotsabucks, pro duellist, is out for a drive in the country in his imported Linguine 500. With a recoilless rifle in the turret, a minedropper, and twin front machine-guns, he fells reasonably safe. Suddenly, three cycles dart onto the road in front of him. Dodging and weaving, they fire with hand weapons. What fools, thinks Zorro, as he accelerates and sets his MGs on automatic. And then, around a sharp bend in the road, hidden (up until now) by some trees, Zorro sees more mines than he's ever seen before in his life. To make matters worse, small arms fire breaks out from the treeline. Zorro now has three options. He can brake and hope he makes his control rolls. he can drive right through (again hoping he makes his control rolls and also hoping his underbody armor holds up). Or he can try to go around the mines. Zorro chooses the third option and eases his car into the ditch. POW. Right into two 55-gallon drums filled with water. Bikers 1, Duellist 0. With any luck, they can salvage a working RR with ammo, a working minedropper with ammo, and three or four good tires, nearly $2,500 for 15 seconds' work.

Groups and Packs - Let's say you're riding with the Exterminators. They have seven bikes with two linked RLs apiece. Pretty awesome firepower, no? So what happens if something comes up behind them?

When travelling in a group it's best to sacrifice some offensive weapons and have tow or three cycles with rear-mounted or dropped weapons to cover your back. A couple of cycle/sidecar combinations with minedroppers can make most pursuers think twice. If your buddies are known for putting lasers on everything they drive, why not install a heavy smokescreen? You'll get a good laugh the first time you use it, as well as putting the plug on those three- and four-dice zappers.

Other Goodies - The Stone Killers have just smoked old Zorro Lotsabucks. They've got a RR, a minedropper, and four tires. Great! Now how are they gonna get it home? Right-o. Behind every gang lies a pickup (usually way behind, and out of the action). Put about six points of armor on each side and it shouldn't run you more than a few thousand. Throw all your spare ammo, tires, and six-packs in the back, and you're ready to roll. On the way back it holds your loot and the guys who are too shot up to ride. Even with enough painkillers and recreational pharmaceuticals to kill a moose, referees should never allow unconscious characters to ride a bike.

Buy everyone a hand weapon. Get some grenades, smoke bombs, lengths of chain, spikes, mines, and LAWs for ambushes. Don't bother with tripod weapons. They're too expensive and always the first things to get blown away. Purchase (or steal) body armor for as many characters as you can. And everyone should have a gas mask - they only cost $30, and can save you a lot of trouble.

Design Notes

Don't hit the road unless your personal character has a machine that costs at least $5,000. Sure, those Outlanders and Shoguns ore OK for non-player character, but you have a tendency to die too often if you ride in them a lot. Unless you want a gunner (no space on a cycle, but 150 pounds), put on lots of armor. On a heavy cycle, thirty points of armor only weighs 180 pounds.

As far as weapons go, there are a few dos and don'ts. You want a weapon that's light and does one or (preferable) two dice of damage. The rocket launcher and machine-gun are ideal, and the new High-Density MG ammo makes the MG even more attractive! Don't bother with Vulcans, flamethrowers, or lasers. They're just too heavy. Rockets are OK if you can manage to use them effectively. (The story of Louisiana cyclist Sherre Bailey in ADQ Vol. 2, No. 2, should be an inspiration to bikers everywhere.) Dropped weapons should also not be forgotten. Sidecars are very limited as to what you can do with them. Besides carrying passengers or cargo, there are only three ways to use them well:

  • Mount dropped weapons on both the cycles and the sidecar.
  • Fill it full of rockets, and hope to get close enough to use them.
  • Buy a cycle turret sidecar. This sucker just about pays for itself the first time you use it. As for the people, again, make sure everyone has a hand weapon. Body armor is nice, too, if you can afford to replace it all the time. One item that is rarely used, but is quite effective, is the smoke grenade. It's cheaper than a smokescreen, and almost as good. And your opponent will never know if they're smoke grenades or fragmenting grenades until they go off - and that uncertainty can work to your advantage.

    So, improvise, and watch you back. 'Cause there are too many Car Jockeys out there who think the only good biker is a dead one.


    Issue 3/2 Index

    Steve Jackson Games * Car Wars * ADQ Index