The almost-never quarterly journal of the New Omaha Vehicular Association
Volume 13, #2
Well, the location of the World Championships has been settled. The
Racing Worlds are in good hands, thanks to Mike Owen and his pals at CADC.
NOVA is headed towards Gen Con and the Dueling Worlds. We'll be running
another installment in our long-lived series of Godzilla adventures.
Amazingly, there is only one Car Wars event scheduled to run at Gen con. The Dueling Worlds were sent in after the deadline (no surprise here), as was the Godzilla event.
New Omaha has been attacked by the Neo-ASPs, BLUR and the Phantom (our latest super-criminal). The activities of this yet-to-be-identified person are keeping us busy. More on this in the "World out There" section.
This month, we don't have a real big selection of stuff for the techies in the audience. We'll just have to take a whip and a chair to the engineers in our weapons labs. Anyway, on with the section.
Heavy Duty Junk Dropper: $100, 50 lbs, 2 spaces, 6 DP, 5 shots,
CPS: 0, WPS: 40 lbs, loaded cost: $100, loaded weight: 250 lbs.
This item drops a 1/2" x 1/2" obstacle each time it is fired. Hitting the obstacle is a D3 hazard for all wheeled ground vehicles (including trucks). Additionally, 1d-3 points of damage are inflicted on each tire
Liquid-Fuel Rocket Booster: $5,000, 200 lbs, 2 spaces, 10 DP.
This device comprises a liquid-fuel rocket engine and a full 15-gallon fuel tank inside an armored/streamlined casing. The booster may be mounted externally with no loss of speed. The LRFB may be set to burn 1 gallon, 1.5 gallons, 3 gallons or 5 gallons of fuel per turn. Refueling the booster costs $250, with the fuel weighing 6 lbs per gallon. The amount of boost is found by applying the formula (Wt of fuel burned x 5,000/Wt of vehicle). The booster can be turned on and off. Doing so requires a firing action.
THE WORLD "OUT THERE"
Racing has become big business again in Iowa and Nebraska. Over the
last month, several new tracks have opened in both states. This is sure
to please the speed freaks on both sides of the line.
Des Moines and New Omaha have both been the sites of unscheduled events run by Big-League Unlimited racing (BLUR). This group contrived to shut down the interstates ringing both cities in order to race on them un-interrupted. Local TV helicopters clocked them at over 200 mph on the I-80/235 circuit around Des Moines and the I-80/I-480/I-680 circuit around New Omaha. Law-enforcement authorities have begun a rigorous investigation in order to apprehend these outlaw racers.
The merest rumor of activities involving BLUR, Death Races, Death Rallies and Cannonball Runs is enough to set law enforcement on edge. These events are known to feature extraordinarily high body counts and astronomical amounts of property damage. In order to expedite the investigation, the mysterious group known as DEATH has been contacted.
New Omaha has been plagued by a series of assaults from a mysterious criminal known only as the "Phantom". This un-identified criminal has repeatedly struck at many of New Omaha's biggest companies, stealing documents, equipment and weapons. No one has yet caught a glimpse of the culprit. This apparent ability to escape unseen has caused the local media to call this new criminal "The Phantom Menace". NOPD has talked to No-Gun, as well as Phantom (the owner of the Phantom Salvage Company) without results. The entire city is in an uproar over who this new super-criminal is and where he or she will strike next.
NOVA was pleased to host the Central Regional Championships in dueling and racing. The last such event was held in 1995. We featured a new arena and race track, along with original Car Wars miniatures to liven things up.
No-Gun reports that the Weasel has been found at last after disappearing months ago. He's doing the voice-over for a character named I. R Weasel in a new cartoon show. For those who must ask, the Ooby Dooby Cult is still going strong (though not quite as strong as last year). The Weasel has been spotted at local curling rinks, along with his team the "Wild Weasels". Surprisingly, there have been no reports of the Weasel shooting at the opposing team's stones yet.
Michael Owen of SWAT keeps going with CWIN and the Car Wars debate board. Without his able ministrations, the world of Car Wars would go more nuts than it already is. He's a ray of sunshine in the darkness of this crazy game. When there's something happening in Car Wars, visit the SWAT website and find out about it first.
Not much has been heard from Robert Deis and Elizabeth Lindsey of the AADA (no big surprise here).
We know that Deis is working on the Dueling Worlds and the AADA newsletter. It is our sincere hope that he doesn't confuse the two. Recently, he has posted some rulings on the Debate Board which he has called "official". It seems that he regards the Board as his only outlet for making such pronunciations, as the Pyramid Message Board has been comatose for months. He has expressed an interest in revamping the collision system, for which he is wished good luck.
We have no real information of the activities of Elizabeth Lindsey. Your guess is as good as ours
In Theaters: Star Wars Chapter One: The Phantom Menace
October: Heavy Metal 2, Stir of Echoes, Supernova
November: End of Days, The World is not Enough (new James Bond film)
December: Galaxy Quest, Fantasia 2000
Sequels: Terminator 3, Mad Max 4
Prequels: Star Wars episodes II and III.
Nuke-Con: October 1-3, 1999 in Omaha, NE. The site of at least one NOVA-run Car Wars event.
Origins 2000: July 13-16, 2000 in Columbus, OH. Possible site of the 2000 World Championships.
Gen Con 2000: August 10-13, 2000 in Milwaukee, WI. Possible site of the 2000 World Championships.
Nuke-Con 2000: October, 2000 in Omaha, NE. Annual gaming appearance
THE 10 O'CLOCK NEWS
May 2, 2049: Iowa's Governor dedicated the new Iowa Speedway in a ribbon cutting ceremony today. This facility is located three miles west of Des Moines. Two more tracks are expected to open later this year.
May 3, 2049: The Neo-ASPs attacked KC-1 with little success. Most of them were either apprehended by law-enforcement authorities or killed by the defenses there.
May 5, 2049: Mayor Harry Kellerman of Battle, NE cut the ribbon on a replica Playland Speedway outside of the city. The original opened in Council Bluffs, IA several years ago.
May 6, 2049: The new Knoxville Racetrack in Knoxville, IA opened its doors today. It is a replacement for the older, smaller track which had been used for decades by the local racing crowd.
May 7, 2049: Lincoln, NE fended off a Neo-ASP attack today. The attackers were driven off with heavy casualties.
May 7, 2049: The New Iowa City speedway opened its doors today.
May 8, 2049: The Fizbin Memorial Arena opened in Battle, NE today. Dueling action in this new facility (which is modeled after a giant pinball machine) is expected to be fast and furious.
May 9, 2049: The Eldora Speedway opened in Eldora, IA. A wide schedule of all kinds of racing events is planned.
May 12, 2049: The Greenwood Truck Stop outside of New Omaha was captured by the Neo-ASPs today. Their objectives were unknown, as a large force of angry truckers re-took the facility several hours later and killed all of the Neo-ASPs remaining there.
May 14, 2049: Harry Kellerman opened a copy of the Aerodrome Racetrack in Battle, NE. The original Aerodrome was built as part of the Ozark Racing Complex in Jefferson City, MO a few years ago.
May 20, 2049: Mayor Bill the Cat opened the Sunset Speedway today. The inaugural event was a race participated in by all the members of NOVA, plus several notables from the regional racing circuit.
May 22, 2049: The I-80 Speedway opened up in Ashland, NE today, adding yet another track to the growing number of racing venues in the Midwest.
May 23, 2049: The Des Moines Police Department and the Iowa State Patrol had their hands full when the entrances and exits for the I-80/I-235 highways around Des Moines were blocked by accidents and mines. Reports of some fifty vehicles racing around Des Moines on the highway were received by both departments. Cruisers from both departments gave chase once the exits and on-ramps were cleared of mines and wreckage. Most of the racers escaped, but a few lost control and ended up in the ditch. Interrogation of the survivors revealed that BLUR was responsible for this entire series of incidents.
May 25, 2049: The Gateway Speedway opened in St. Louis, MO today. Attendance was heavy.
May 30, 2049: New Omaha traffic was virtually stopped when the exits and on-ramps for I-80 were blocked in the same manner as in Des Moines. Local TV helicopters broadcast a race involving over 40 different vehicles on the section of I-80 leading through the city. NOPD and the Nebraska State Patrol gave chase, but the racers scattered and were able to escape. Police Commissioner Death Knight is said to be absolutely livid over this incident.
June 14, 2049: A NOVA convoy was attacked by a large group of Neo-ASPs today. Most of the attackers were killed, but a few were captured.
June 15, 2049: Acting on information gained from interrogating Neo-ASP survivors from yesterday's attack, the NOVA convoy attacked and destroyed the Neo-ASP base near Plattsmouth, NE. Few Neo-ASPs survived.
June 16, 2049: In a pirate TV broadcast, the Black Mamba (leader of the Neo-ASPs) vowed revenge on NOVA and its allies for having thwarted his attacks in recent days. Joseph Ratner (NOVA President) was un-impressed.
June 20, 2049: Dave Fletcher, CEO of Blaster Motors Company announced
the release of the BlastFighter models 33 through 40, scheduled for later
NUTS & BOLTS
Anti-power plant rockets
For years, I thought APPRs were useless because of their limited effectiveness. First, the armor had to be breached. Then the power plant had to be hit. Rather hard to do with only a single shot rocket. Situations have arisen in recent years where APPRs have been fired against targets other than electric power plants. The following information is presented as suggestions on how to handle such situations.
Armor and APPRs
Metal armor is an excellent conductor for an APPR discharge. This discharge will not damage or remove metal armor DP. However, it will conduct the discharge to the nearest component (see above) and inflict the same damage.
An APPR discharge is meant to short-circuit an electric power plant. Depending on the placement of the APPR hit, it is more likely that it will strike some other component first. Unprotected items take 1d-1 from the discharge. If they are protected by plastic component armor, the CA will only take 1 point of damage.
Components and APPRs
If a discharge strikes an open side (one without weapons), it will go into the nearest accessory. Most accessories are immune to the effects of the discharge. Only those which are substantially electronic in nature (computers, radio, radar, computer gunners, etc) will be affected. The discharge will destroy 1d-3 accessories, which have a 1-3 chance of being activated before destruction. Surge protectors will save anything directly attached to the power plant, but will provide no protection beyond that.
Gas Engines and APPRs
Contrary to popular opinion, gas engines can be affected by an APPR discharge. Granted, there is lot of metal in their construction. However, there are certain engine components which rely on electricity and so can be affected. These are the battery, the starter, the ignition coil and the timing computer. If a gas engine is hit by an APPR discharge, these engine components will be ruined and the engine itself will keep running for 1d-1 turns afterwards. A engine damage roll will have to be made for each turn.
Crew-members and APPRs
Crew and passengers that are not killed by the APPR shot itself will be stunned by the discharge. Treat as if they had been affected by a concussion grenade (worst possible roll).
"When the dreams are big enough, the facts don't count"
--False Evidence Appearing Real
"In NOVA, we don't build cars, we build bricks"
"There is little that can withstand a man who can conquer himself"
'A man is not finished when he is defeated, he is finished when he quits"
"Don't count the underdog out, because he'll eventually beat you"
Patrick Swayze is Jack Cruise, an ex-con and truck driver who is forced to smuggle a load of illegal weapons from Atlanta to New Jersey. His partner Earl is played by Randy Travis. The character Red is played by Meat Loaf. There are three or four good truck battles along the way, along with the usual hand-to-hand mayhem.
This film is a McDade movie all the way. It is a B-grade effort, but definitely enjoyable. **
Kurt Russel is Todd, a man trained from birth to be the perfect fighting machine. Forty years and countless battles later, he's being replaced by the next batch. He finds himself being given up for dead and dumped on a garbage planet, where he has to learn how to deal with the planet's inhabitants and also what to really fight for. ***
IN THE ARENA
The 2049 NOVA Club Racing Championship
This event was held at the Paradise Racetrack in Phoenix, Arizona. Those
attending were Michael Garrity, Don Jacques, Norman McMullen and guest
racer Allan Dudding from the Iowa Underground. Starting positions were
randomly decided, with Norman taking the pole position. In order, the placement
for the other racers was Allan, Mike and Don.
The group crossed the starting line at 100 mph, and accelerated towards the up-going spiral. Norman quickly zoomed away from Allan, who was locked in a battle for second place with Don. Mike brought up the rear. At the top of the first spiral, Don reached his maximum speed. Mike poured on the oil and blew past him, catching up with Norman. Norman and Mike continued to accelerate away from Allan and Don for the rest of the race.
Mike and Norman crossed the starting line about a quarter-lap ahead of Don and Allan. At this point, weapons were free. Norman and Mike opened up on each other with their MMLs, chipping away at each other's armor. The duo kept this up for the next three-quarters of a lap. Norman lost his rear MML and took a hit to the power plant. Mike took one point of damage to his MML, but stayed on Norman's tail for the rest of the race, trying to score another hit on Norman's power plant.
After completing one lap, Allan spun out going up the first spiral and slammed into the wall. His vehicle was wrecked and debris littered the track. Don managed to avoid most of the debris and stayed on the track. After the wreck, both Norman and Mike completed their second lap. The race was declared over with Norman taking first place.
1st place: Norman McMullen, two laps completed.
2nd place: Mike Garrity, two laps completed.
3rd place: Don Jacques, 1.5 laps completed.
4th place: Allan Dudding, 1 lap completed.
Running Time: 13 turns
Top Speed: 250 mph by both Norman McMullen and Mike Garrity
Warp III (Norman McMullen and Mike Garrity): Streamlined mid-size, std chassis, hvy suspension, thundercat power plant, 4 PR racing slicks, driver, MML (rear-mounted for Norman, front-mounted for Mike), SWC, spoiler, airdam, overdrive, Armor: F10, B10, R10, L10, T2, U3. Acceleration: 15 (10 w/ OD), HC: 5 (6 at 60 mph+), Top Speed: 230 mph (250 mph w/ OD), 4,795 lbs, $19,570.
Amex M49R (Don Jacques): Streamlined mid-size, std chassis, hvy suspension, 250-CI gas engine w/ supercharger & 2-gallon racing gas tank, 4 PR radial tires, driver, LMG (L), SWC, spoiler, airdam, HD brakes, Sloped Armor: F20, B20, R20, L20, T20, U20. Acceleration: 20, HC: 4 (5 at 60 mph+), Top Speed: 135 mph, Base MPG: 28, 4,268 lbs, $19,892.
Underground Racer (Allan Dudding): Mid-size, std chassis, hvy
suspension, 350_CI gas engine w/ tubular headers & 2-gallon racing
gas tank, 4 PR radial tires, driver, LFT w/ HT ammo (L)**, bumper
trigger (to LFT), spoiler, airdam, Metal Armor: F6, B6, R5, L5,T0, U0.
Acceleration: 15, HC: 4 (5 at 60 mph+), Top Speed: 140 mph, Base MPG: 18,
4,796 lbs, $19,082. **: normally not allowed in NOVA racing events.
THE NOVA FILES
Former Champions: Where are they now?
In the fast-paced world of autoduelling, duelists slip in and out of
the public eye with surprising speed. A hero today could be forgotten tomorrow
in the fickle hearts of dueling fans. Certainly, with the advent of cloning,
comebacks are not unheard of. But, what of those who drop out of the limelight
permanently? Where are the heroes of days gone by?
We asked that question of our investigative reporters. They took the task to heart and set about tracking down a few of the duelists of the past. One such character was the cyclist Matt Bandit, who died in the 2037 Cycle championship duel. It was though at the time that he had a good chance at the championship.
Following Matt's death, he was taken to Gold Cross to have his clone activated. He spent the next few months recovering from his ordeal. When it came time for him to return to the dueling circuit, Matt found that his popularity had waned and that his sponsorships had lapsed. He was back at the bottom of the ladder, along with all of the other unknowns who struggle for a chance in the arena. He told us that "I just couldn't take it. Dueling was my life". Later in the interview, he related that "I became depressed and drank myself into oblivion".
That, he did, drinking away the next three years of his life. In an almost-continual state of intoxication, Matt was well on his way to an early grave. Then, someone threw a rope into the pit of his despair. "I was wandering around, looking for a place to get drunk. The only place that was open at the time was this deathrunner bar. So I walked in, went up to the bar and ordered a drink. The one who served it was Gina. She was tending bar that night and let ne tell you, just talking to her turned my life around." Gina Bandit (then Belfiore) was an ex-deathrunner from a family of deathrunners. She convinced Matt to give up his self-pity, dry out and do something with his life. Together, they began a deathrunning team and then a marriage.
Sometime later, they added two new members to their team. One was A Gold Cross technician and friend of Gina's named Greg Lund. The other was a weapons expert and sometime-mercenary named Koreen Miltonson. These four now work regularly together and call themselves "Phoenix Squad". They are employed by Gold Cross and are based in the Deathrunner Quarter of New Omaha.
"It's like I got a second chance to make something of myself", Bandit commented. "Matt Bandit: Duelist was like a whole other person. I'm a deathrunner now, and I'm doing something good for the community. Deathrunners don't have many fans, but somehow this doesn't matter anymore." We in NOVA wish him good luck.
Matt Bandit (leader): driver, gunner +1, mechanic +1, handgunner, cyclist +2, running. Ex-duellist with a new lease on life. Very motivated.
Gina Bandit (equipment tech): driver +1, gunner, handgunner, leadership, running. Seasoned deathrunner and the real leader of the team. Self-pity annoys her. Feisty and sometimes argumentative.
Greg Lund: driver, gunner, paramedic, science, computer tech +1, electronics, running. Family man who had to take a second job as a deathrunner in order to pay for repairs to his home. He loves the dream of suburbia and loathes destructive crime.
Koreen Miltonson: driver, gunner +1, handgunner +2, archaic weapons, explosives, weaponsmith, streetwise, running. A loner, fascinated by weapons (not killing) and has an artistic appreciation for them. She is a borderline nutcase who has worked for all sorts of employers because of her weapons skills.
Phoenix Hearse: Pickup w/ camper shell, hvy chassis, hvy suspension, 450 CI gas engine, 12-gallon HD gas tank, 4 PR radial tires, turreted MG, HAVOC (deathrunner radio; has LD radio, pager and message-recording functions), laser battery, Armor: F35, B35, R34, L34, T30, U35. Acceleration: 15, HC: 3, Top Speed: 110 mph, Base MPG:
Kestrel: Heavy cycle, hvy suspension, super trike power plant 2 Pr cycle tires, cyclist, LL (F), SD (B), jettison joining, 2 5-pt cycle wheelguards, Armor: F18, B12. Acceleration: 15, HC: 2, Top Speed: 100 mph, 1,275 lbs, $8,450. Driven by Matt Bandit.
Kestrel Sidecar: Heavy sidecar, improved suspension, 1 PR cycle
tire, 1 5-pt wheelguard, Armor: F10, B10, R6, U4. 750 lbs, $1,300. Cargo
capacity: 3 spaces, 185 lbs.
Cycle/sidecar combination: Acceleration: 10, HC; 3, Top Speed: 100 mph, 2,205 lbs, $9,750.
Little Dragon: Mid-size, std chassis, hvy suspension, large power plant, 4 PR tires, driver, MML (F), LFT in turret, fire extinguisher, 4 5-pt wheel hubs, FP armor: F28, B30, R26, L26, T20, U15. Acceleration: 5, HC: 3, Top Speed: 105 mph, 4,795 lbs, $12,090. Driven by Greg Lund.
Arsenal: Luxury, x-hvy chassis, hvy suspension, super power plant,
4 PR tires, driver, 2 GGs linked F, MG in universal turret, MD (B), hi-res
computer, infrared sighting system, 4 5-pt wheel hubs, Sloped Armor: F40,
B35, R30, L30, T25, U20. Acceleration: 5, HC: 3, Top Speed: 100 mph, 6,580
lbs, $41,390. Driven by Koreen Miltonson.
Mecha in Car Wars
by Michael Garrity
Mecha are the most advanced vehicles ever built, with their unique design
giving them un-paralleled mobility. A mecha's huge cost insures that it
will never be general-issue. However, those units lucky enough to receive
them quickly find out that tactical flexibility outweighs the cost factor.
Mecha armed with military-grade weapons are strictly military-issue only. Mecha armed with conventional Car Wars-type weapons may be used by police departments (usually the larger and better-funded ones). Un-armed mecha with electric power plants are sometimes used as construction equipment, or service vehicles by fire departments or paramedic units.
The standard mecha body is of humanoid configuration, with two arms, two legs and a turret. The cost and weight includes the drivetrain and arm motors.
|Type||Cost||Weight||Max. Load||Spaces||HC||Armor cost/weight|
|Small||$100,000||2,000 lbs||20,000 lbs||20||3||1,000/10|
|Medium||$150,000||3,000 lbs||30,000 lbs||30||3||1,500/15|
|Large||$225,000||4,500 lbs||45,000 lbs||45||2||2,000/20|
|Heavy||$375,000||7,500 lbs||75,000 lbs||75||2||2,500/25|
|X-Heavy||$500,000||10,000 lbs||100,000 lbs||100||2||3,000/30|
|Super-hvy||$750,000||15,000 lbs||150,000 lbs||150||2||4,000/40|
|Titan||$1,000,000||20,000 lbs||200,000 lbs||200||1||5,000/50|
Note: Mecha armor is laminate. It is universal, protecting
all six torso locations equally.
Unlike battlesuits (whose weight capacity is fixed for a particular body style), mecha may upgrade their chassis in order to increase their weight capacity.
|Strength||Cost Modifier||Max. Weight Modifier|
Arms & Legs
The legs of a humanoid mecha are equal to 60% of the mecha's body spaces.
Therefore, each leg has 30% of the body spaces. The arms are each equal
to 20% of the body spaces. For example, the legs of a light mecha (with
20 body spaces) are 6 spaces each and the arms are 4 spaces each. Leg armor
is half the cost and weight of torso armor. Arm armor is one-quarter the
cost and weight of torso armor. The cost and weight is rounded down to
the nearest whole number.
A humanoid mecha's turret is equal to 10% of the body spaces (rounded up). It has a traverse and elevation equal to a normal human head. The costs & weights for the various sizes of humanoid mecha turrets are listed below.
Power plants of fixed size are an in-efficient use of the space available in a mecha's torso. In order to economize on the use of this interior space, modular power plants were developed. These are of three different types; electric, nuclear battery, fusion.
Electric power plants are compact, high-capacity batteries.
They may use platinum catalysts and superconductors. Extra power cells
are the normal cost and weight. Electric power plants store power units
equal to (DP x 100). They are expended at the rate of (PU x current speed/maximum
speed x 400).
|Nuclear Battery||$100,000 +$5,000 per space||500 lbs +100 lbs per space||Spc||2,000/space|
Nuclear batteries do not sustain a fission reaction.
Instead, they use arrays of thermocouples to convert the heat released
by radioactive decay into electricity. Nuclear batteries last for one year.
They can only be refueled at facilities specially designed for that purpose.
Refueling costs 20% of the battery's cost. A nuclear battery has an armored
casing with 30 DP of metal armor. Inside this casing is the core, which
has 10 DP. Damage to the core will reduce the battery's power capacity
by 10% for every DP lost. When the last core DP is destroyed, it will begin
to leak radiation (treat as a spill of mid-level radioactive waste).
|Fusion||$500,000 + $50,000 per space||250 lbs + 50 lbs per space||Spc||4,000/space|
Fusion power plants are small-scale fusion reactors.
They are experimental items only, and are being considered for use by the
military. Fusion power plants have the same DP as nuclear batteries. A
core breach has the effects of a hit from a heavy flamer (see Ultra-Tech
Car Wars). Note that the damage is taken internally.
Acceleration, Top speed & Handling
All sizes of mecha will accelerate at the rate of 5 mph per turn. Mecha
drivetrains are highly efficient (even more so than battlesuit drivetrains).
Accordingly, the formula (100 x power factors/power factors + weight) is
used to determine top speed. Top speeds are rounded up to the nearest 5
Mecha of any size handle differently than tracked or wheeled vehicles. Small mecha are more maneuverable than their larger cousins, but are less stable. Conversely, larger mecha are less maneuverable than smaller mecha and more stable. Accordingly, all mecha have the following modifiers to their crash table rolls; Small/medium: +2, Large/heavy: +1, x-hvy: 0, Super-heavy: -1. Titan: -2. These modifiers are cumulative with those provided by pilot skill and mecha speed.
Small, medium and large mecha may make any maneuver of up to D4 hazard without risk. Maneuvers of D5 or greater will force an automatic control roll. Mecha of any larger size can only perform maneuvers of up to D3 hazard without risk. An automatic control roll is required if they attempt maneuvers of D4 or greater. Failure of these rolls requires a roll on the mecha crash table.
Mecha can operate off-road without penalty. They may also move underwater at up to half-speed (maximum of 30 mph) and half acceleration.
Mecha Crash Table
2 or less: Trivial skid. Mecha keeps same orientation, but moves 1/4"
in the direction it was moving before the maneuver in which it lost control.
3-4: Minor skid. As above, but mecha skids ½". No speed is lost.
5-6: Moderate skid. Mecha skids 3/4" and decelerates by 5 mph. On the next move, it performs a trivial skid.
7-8: Major skid. Mecha skids 1" and decelerates by 10 mph. The mecha performs a minor skid on its next move.
9-10: Severe skid. Mecha turns sideways and skids 1", decelerating by 10 mph per turn. The mecha has a 50% chance per turn of falling over. If this happens, the side which hits the ground takes sideswipe damage. A mecha pilot can attempt to recover from the skid by rolling for control at HC -6. Failure means that the skid continues. Success means that the mecha stops skidding and move normally in the direction it faces.
11-12: Fall. As above, except that the mecha falls over and takes sideswipe damage (multiplied by the mecha's damage modifier). It skids 1" per inch of movement, decelerating by 10 mph per turn. The mecha may not get up until the skid is done.
13-14: As above, except that the mecha takes full ram damage on the side which hits the ground (as if it had run directly into a wall).
15 or greater: Mecha falls over (as per results of 11-12), with a 50% chance of falling to the front or back. The mecha strikes its head on the ground and takes full ram damage to it. After impact, the mecha skids 1" per turn (taking normal sideswipe damage). The pilot is stunned by the impact (roll for results on the ram concussion table) and takes 1 point of damage. The use of impact armor will prevent the damage and will add a -2 bonus to the roll for stunning effects.
This table is also used in cases where control rolls are required because of the hazards from weapons fire or collisions. When skids are made or rolls called for, they will be done in the direction opposite from the attack.
All mecha can punch once every three turns or kick once every five turns, causing half-damage to vehicles and buildings.
|Small||4d punch/8d kick|
|Medium||6d punch/12d kick|
|Large||8d punch/16d kick|
|Heavy||10d punch/20d kick|
|X-heavy||14d punch/28d kick|
|Super-heavy||18d punch/36d kick|
|Titan||20d punch/40d kick|
If a mecha kicks at a target and misses, the pilot must make a control roll to prevent his machine from falling. This roll is adjusted by the modifiers from pilot skill and mecha size.
A mecha pilot can attack targets by jumping his machine up in the air and landing on top of them. This attack is known as the "piledriver" or "death from above". Success or failure is determined by rolling 2d6 and adding the level of pilot skill. A roll of 9 or better means that the mecha has landed on top of the target, inflicting 10d damage (multiplied by the mecha's damage modifier). Failure means that the mecha misses the target and lands normally. A roll of 2-3 means that the mecha falls.
Mecha can easily lift their own body weight above their heads. If the
lifted object is ½ the mecha's body weight, it can be thrown a distance
of 1d-3". If the object is 1/4 the mecha's body weight or less, it can
be thrown 1d+2".
Mecha use full-size versions of all types of weapons. Weapons mounted in mecha arms are automatically stabilized at no extra cost or weight. Weapons mounted in the torso may have auto-stabilizers fitted at the normal cost and weight.
Mecha weapons may have magazines mounted with them in the same location,
or in an immediately-adjacent body space. For example, an autocannon mounted
in the left arm may have extra magazines in the left arm or in the left
side of the torso.
These weapons are particle accelerators. They damage their targets by firing beams of sub-atomic particles. If a beam cannon shot penetrates to a vehicle's interior (even if by 1 point), all electronics in that vehicle will be shorted out. The use of a surge protector will prevent this on a roll of 1-3 on 1d6. Shielded electronics are immune to this effect, bu cost three times normal.
Light Beam Cannon: To-hit: 6, $12,000, 600 lbs, 3 spaces, 3 DP,
3d6+6 damage, uses 6 PU per shot.
Medium Beam Cannon: To-hit: 6, $30,000, 750 lbs, 5 spaces, 5 DP, 5d6+10 damage, uses 10 PU per shot.
Heavy Beam Cannon: To-hit: 6, $50,000, 900 lbs, 8 spaces, 8 DP, 8d6+16 damage, uses 15 PU per shot.
X-hvy Beam Cannon: To-hit: 6, $100,000, 1,200 lbs, 12 spaces, 12 DP, 12d6+24 damage, uses 25 PU per shot.
Super-heavy Beam Cannon: To-hit: 6, $300,000, 1,800 lbs, 18 spaces, 18d6+36 damage, uses 40 PU per shot.
Flamers are advanced versions of the flamethrower which project a stream of super-heated plasma (instead of some type of burning fuel). A flamer shot is a continuous discharge which lasts an entire second. Thus if a flamer is fired on phase 2 of turn 3, the discharge will last until phase 2 of turn 4. Flamer shots use no fuel (only power) and produce no smoke. Regardless of the size of the weapon, all flamer shots have a fire modifier of 6 and a burn duration of 1. Flamer shots automatically melt 1 DP of metal armor per die of damage.
Light Flamer: To-hit: 6, $1,000, 150 lbs, 1 space, 2 DP, 1d-2
damage, uses 1 PU per shot. Maximum range: 8".
Medium Flamer: To-hit: 6, $1,500, 250 lbs, 2 spaces, 3 DP, 1d damage, uses 2 PU per shot. Maximum range: 15".
Heavy Flamer: To-hit: 6, $3,500, 400 lbs, 3 spaces, 5 DP, 2d damage, uses 3 PU per shot. Maximum range: 25".
X-heavy Flamer: To-hit: 6, $5,000, 500 lbs, 4 spaces, 6 DP, 3d damage, uses 5 PU per shot, Maximum range: 40".
Unlike flamers, plasma cannons fire a powerful bolt of plasma which has the same range as any gun or rocket weapon. Plasma cannons can only be fired once per turn, with the shot lasting only a fraction of a second. The short duration of a plasma cannon shot means that the fire modifier is 5 and the burn duration is 0. Plasma cannon shots remove metal armor on a roll of 5-6 on 1d6.
Light Plasma Cannon: To-hit: 6, $20,000, 450 lbs, 2 spaces, 3
DP, 5d damage, uses 5 PU per shot.
Medium Plasma Cannon: To-hit: 6, $45,000, 600 lbs, 3 spaces, 4 DP, 8d damage, uses 8 PU per shot.
Heavy Plasma Cannon: To-hit: 6, $80,000, 800 lbs, 5 spaces, 6 DP, 12d damage, uses 12 PU per shot.
X-hvy Plasma Cannon: To-hit: 6, $150,000, 1,200 lbs, 8 spaces, 10 DP, 18d damage, uses 18 PU per shot.
Gauss weapons use an electromagnetic impulse to drive some sort of projectile, which can range from small uranium-tipped needles to massive 200-mm explosive shells.
Light Gauss Needler: To-hit: 6, $2,500, 100 lbs, 1 space, 2 DP,
2d6+2 damage, 20 shots, CPS: $25, WPS: 2 lbs, loaded cost: $3,000, loaded
weight: 140 lbs, area effect, uses 0.10 PU per shot.
Medium Gauss Needler: To-hit: 6, $5,000, 200 lbs, 2 spaces, 3 DP, 3d6+3 damage, 20 shots, CPS: 50, WPS: 3 lbs, loaded cost: $6,000, loaded weight: 260 lbs, area effect, uses 0.15 PU per shot.
Heavy Gauss Needler: To-hit: 6, $10,000, 300 lbs, 3 spaces, 4 DP, 4d6+4 damage, 20 shots, CPS: $100, WPS: 3.5 lbs, loaded cost: $12,000, loaded weight: 370 lbs, area effect, uses 0.25 PU per shot.
5-mm Gauss Cannon: To-hit: 6, $15,000, 350 lbs, 3 spaces, 3 DP, 5d6+5 damage, 20 shots, CPS: $150, WPS: 3.5 lbs, loaded cost: $18,000, loaded weight: 420 lbs, uses 0.5 PU per shot.
7.5-mm Gauss Cannon: To-hit: 6, $40,000, 500 lbs, 4 spaces, 4 DP, 8d6+8 damage, 20 shots, CPS: $200, WPS: 5 lbs, loaded cost: $44,000, loaded weight: 600 lbs, uses 1 PU per shot.
10-mm Gauss Cannon: To-hit: 6, $65,000, 700 lbs, 6 spaces, 6 DP, 10d6+10 damage, 20 shots, CPS: $300, WPS: 7.5 lbs, loaded cost: $71,000, loaded weight: 850 lbs, uses 2 PU per shot.
15-mm Gauss Cannon: To-hit: 6, $200,000, 1,500 lbs, 10 spaces, 10 DP, 15d6+15 damage, 20 shots, CPS: $400, WPS: 9 lbs, loaded cost: $208,000, loaded weight: 1,680 lbs, uses 4 PU per shot.
25-mm Gauss Cannon: To-hit: 6, $350,000, 3,000 lbs, 13 spaces, 13 DP, 25d6+25 damage, 20 shots, CPS: $650, WPS: 10 lbs, laoded cost: $363,000, loaded weight: 3,200 lbs, uses 10 PU per shot.
35-mm Gauss Cannon: To-hit: 6, $400,000, 5,000 lbs, 15 spaces, 15 DP, 35d6+35 damage, 20 shots, CPS: $800, WPS: 12.5 lbs, loaded cost: $416,000, loaded weight: 5,250 lbs, uses 20 PU per shot.
50-mm Gauss Cannon: To-hit: 6, $650,000, 7,500 lbs, 20 spaces, 20 DP, 50d6+50 damage, 20 shots, CPS: $1,000, WPS: 15 lbs, loaded cost: $670,000, loaded weight: 7,800 lbs, uses 40 PU per shot.
75-mm Gauss Cannon: To-hit: 6, $900,000, 10,000 lbs, 25 spaces, 25 DP, 75d6+75 damage, 20 shots, CPS: $2,000, WPS: 20 lbs, loaded cost: $940,000, loaded weight: 10,400 lbs, uses 100 PU per shot.
100-mm Gauss Cannon: To-hit: 6, $1,500,000, 20,000 lbs, 30 spaces, 30 DP, 100d6+100 damage, 10 shots, CPS: $3,000, WPS: 30 lbs, loaded cost: $1,530,000, loaded weight: 20,300 lbs, uses 200 PU per shot.
Gauss needlers fire a small-caliber projectile (1-mm to 2.5-mm) at very high rates of fire. Gauss cannons fire a larger projectile (5-mm + bore size) at lower rates of fire. The standard ammunition for gauss needlers is a finned dart or spike made of tempered durasteel. Depleted-uranium ammunition is available at 4x CPS (no extra weight). It eliminates the extra damage, but then automatically causes the projectile to inflict maximum damage (a 50-mm railgun would now cause 300 points of damage, instead of rolling 50d6+50).
40-mm electromagnetic grenade launcher (EMGL): To-hit: 7, $2,000,
200 lbs, 1 space, 2 DP, 40 shots, CPS: $25, WPS: 2 lbs, loaded cost: $3,000,
loaded weight: 280 lbs, uses 0.5 PU per shot.
The CPS reflects the use of standard ammunition (explosive). Other types of grenades may be loaded at their normal CPS.
50-mm Massdriver: To-hit: 8, $5,000, 320 lbs, 2 spaces, 3 DP, 20 shots, CPS: $100, WPS: 5 lbs, loaded cost: $7,000, loaded weight: 420 lbs, RoF: 3, uses 1 PU per shot.
75-mm Massdriver: To-hit: 8, $13,000, 640 lbs, 8 spaces, 6 DP, 20 shots, CPS: $140, WPS: 10 lbs, loaded cost: $15,800, loaded weight: 840 lbs, RoF: 1, uses 15 PU per shot.
105-mm Massdriver: To-hit: 8, $70,000, 1,200 lbs, 10 spaces, 12 DP, 10 shots, CPS: $250, WPS: 35 lbs, loaded cost: $72,500, loaded weight: 1,550 lbs, RoF: 1, uses 25 PU per shot.
120-mm Massdriver: To-hit: 8, $200,000, 1,600 lbs, 12 spaces, 18 DP, 10 shots, CPS: $500, WPS: 50 lbs, loaded cost: $205,000, loaded weight: 2,100 lbs, RoF: 1/2, uses 40 PU per shot.
150-mm Massdriver: To-hit: 8, $400,000, 2,400 lbs, 15 spaces, 20 DP, 5 shots, CPS: $750, WPS: 75 lbs, loaded cost: $403,750, loaded weight: 2,775 lbs, RoF: 1/2, uses 60 PU per shot.
175-mm Massdriver: To-hit: 8, $1,000,000, 4,800 lbs, 25 spaces, 25 DP, 3 shots, CPS: $1,000, WPS: 100 lbs, loaded cost: $1,003,000, loaded weight: 5,100 lbs, RoF: 1/3, uses 75 PU per shot.
200-mm Massdriver: To-hit: 8, $1,500,000, 8,800 lbs, 40 spaces, 50 DP, 2 shots, CPS: $2,500, WPS: 125 lbs, loaded cost: $1,505,000, loaded weight: 9,050 lbs, RoF: 1/4, uses 100 PU per shot.
Massdrivers of all types (except the 40-mm EMGL) can fire the full range
of available artillery ammunition. The cost & weight modifiers for
other types of ammunition are based on the CPS and WPS listed above. Massdrivers
have a built-in automatic loading system which accounts for their higher
RoF when compared to conventional artillery pieces of the same caliber.
This loading system also means that no extra crew is needed to fire massdrivers
of any caliber. Massdriver shells resemble their conventional counterparts,
except that they have no powder charge and are cased within a steel sabot
which falls away after firing.
The only type of shells which the 40-mm EMGL can fire are HE, HESH, HEAT, HEDP and any of the laser-guided, teleguided or seeking projectiles.
Massdrivers of all sizes may use long barrels at the normal cost and weight.
Electromagnetic Mortars: All massdrivers (except the 40-mm EMGL)
may be purchased as mortars. The cost of these "electromag" mortars is
halved, and their weight is 75% normal. The size is 75% normal (round down
to the nearest whole space). CPS, WPS and power use are unaffected.
Heavy AGL: To-hit: 7, $20,000, 300 lbs, 3 spaces, 5 DP, 3d damage,
20 shots, CPS: $50, WPS: 5 lbs, loaded cost: $21,000, loaded weight: 400
lbs, loaded magazine costs $1,100 and weighs 110 lbs.
This weapon is of 50-mm bore. It fires 1-3 grenades per turn (user's choice), just like the regular AGL. Its grenades are fitted with impact fuzes at no extra cost.
Automatic Mortar: To-hit: 7, $50,000, 450 lbs, 5 spaces, 8 DP,
8d damage, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost: $52,000, loaded
weight: 650 lbs, loaded magazine costs $2,100 and weighs 210 lbs.
An automatic mortar functions exactly like a heavy AGL, except that its shells are of 80-mm caliber.
Light Autocannon: To-hit: 6, $6,500, 450 lbs, 3 spaces, 4 DP,
3d damage, burst effect, 20 shots, CPS: $75, WPS: 5 lbs, loaded cost: $8,000,
loaded weight: 550 lbs, loaded magazine costs $1,600 and weighs 110 lbs.
This weapon is a single-barrel gun of 20-mm caliber.
Medium Autocannon: To-hit: 6, $11,500, 600 lbs, 4 spaces, 5 DP,
4d damage, burst effect, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost:
$13,500, loaded weight: 800 lbs, loaded magazine costs $2,100 and weighs
Medium autocannons are weapons of intermediate caliber (23-mm to 25-mm).
Gatling Cannon: To-hit: 6, $15,000, 750 lbs, 5 spaces, 6 DP,
5d damage, burst effect, 20 shots, CPS: $150, WPS: 10 lbs, loaded cost:
$18,000, loaded weight: 950 lbs, loaded magazine costs $3,100 and weighs
A gatling cannon is a multi-barrel weapon of the same caliber as the light autocannon. It also fires the same shell (just more of them per shot)
Heavy Autocannon: To-hit: 6, $20,000, 900 lbs, 6 spaces, 8 DP,
6d damage, burst effect, 20 shots, CPS: $100, WPS: 10 lbs, loaded cost:
$22,000, loaded weight: 1,100 lbs, loaded magazine costs $2,100 and weighs
Heavy autocannons range in caliber from 35-mm to 40-mm Although HAC shots cost and weigh the same as those for a medium autocannon, HAC rounds are of larger caliber. There are also fewer of them per shot.
Super-Heavy Autocannon: To-hit: 6, $50,000, 1,800 lbs, 12 spaces,
20 DP, 12d damage, burst effect, 20 shots, CPS: $400, WPS: 40 lbs, loaded
cost: $58,000, loaded weight: 2,600 lbs, loaded magazine costs $8,100 and
weighs 810 lbs.
The super-heavy autocannon is a modern example of the 30-mm GAU-8 Avenger of the late 20th century. Alternately, it could be a single-barrel weapon of larger caliber (50-mm +)
Light Missile Launcher: To-hit: special, $10,000, 125 lbs, 1
space, 2 DP, 3d damage, burst effect, 10 shots, CPS: $1,500, WPS: 5 lbs,
loaded cost: $25,000, loaded weight: 175 lbs, loaded magazines cost $15,100
and weigh 60 lbs.
The missiles fired from an LML have a range of 500" and a flight speed of 400 mph.
Medium Missile Launcher: To-hit: special, $20,000, 250 lbs, 2
spaces, 3 DP, 7d damage, burst effect, 10 shots, CPS: $5,000, WPS: 25 lbs,
loaded cost: $70,000, loaded weight: 500 lbs, loaded magazines cost $50,100
and weigh 260 lbs.
Medium missiles have a range of 750" and a flight speed of 650 mph.
Heavy Missile Launcher: To-hit: special, $50,000, 375 lbs, 3
spaces, 4 DP, 12d damage, burst effect, 10 shots, CPS: $10,000, WPS: 50
lbs, loaded cost: $150,000, loaded weight: 875 lbs, loaded magazine costs
$100,100 and weighs 510 lbs.
Heavy missiles have a range of 1,000" and a flight speed of 800 mph.
X-heavy Missile Launcher: To-hit: special, $100,000, 750 lbs,
5 spaces, 6 DP, 18d damage, burst effect, 5 shots, CPS: $50,000, WPS: 100
lbs, loaded cost: $350,000, loaded weight: 1,250 lbs, laoded magazine costs
$250,100 and weighs 510 lbs.
X-heavy missiles have a range of 2,000" and a flight speed of 1,200 mph.
Standard: Standard missiles have the listed figures for CPS and WPS. They are fitted with an explosive warhead and are assumed to be fitted with LPI (Low-Probability of Intercept) radar guidance. Their to-hit score is 7, and they ignore speed-based to-hit penalties.
Brilliant: Brilliant missiles are 2x CPS and normal WPS. They have a to-hit score of 6 and use either advanced LPI radar guidance, IR guidance or active ladar homing (user chooses which). If active ladar homing is the guidance method, note that the guidance laser is built in to the missile (not the launcher), and that only one turn of designation is required.
Genius: Genius missiles are 4x CPS (normal WPS) and their to-hit score is 5. Genius missiles have two guidance systems (advanced LPI radar, advanced active ladar homing) built-in. Optical scanning and advanced IR guidance can also be built-in at a cost of $10,000 each. Genius missiles have an active-countermeasures system which applies a -2 penalty against rolls made to jam, decoy or spoof it. This penalty also applies against the effectiveness of stealth or infrared cloaking systems.
AI (Artificially-Intelligent) Hunter: AI Hunter missiles are 6x CPS
and normal WPS. They have all of the different guidance systems built-in,
along with a more effective active countermeasures system (-3 penalty).
AI hunter missiles automatically hit their targets unless either decoyed
or destroyed. They also have full stealth and full infrared cloaking built-in.
The standard warhead for all types of missiles is a large explosive charge.
HESH (High-Explosive Squash Head): +10% to basic missile CPS, works according to HESH rules.
HEDP (High-Explosive Dual-Purpose): +20% to basic missile CPS. This modified HEAT warhead causes double-damage to all non-laminate targets. Targets protected by laminate armor only take +1 per die of damage inflicted by the warhead. Additionally, HEDP warheads have a normal burst effect.
Cluster: +25% to basic missile CPS. Cluster warheads act like cluster bombs.
Brilliant cluster: +50% to basic missile CPS. As above, except that each sub-munition is fitted with a simple guidance system. These warheads do full damage throughout their entire burst radius (this is because more of the sub-munitions hit the target).
Multiple Warheads: 2x missile CPS (after all other modifications). Heavy missiles may may carry five smaller warheads (equal to those on light missiles), or two warheads equal to those on medium missiles. X-hvy missiles can carry 10 light-missile warheads, 4 medium-missile warheads or 2 heavy-missile warheads.
Plasma: +50% to basic missile CPS. Plasma warheads inflict the missile's
basic damage. They also automatically melt off 1 DP of metal armor per
die of damage done. The intense heat of a plasma warhead's detonation gives
it a fire modifier of 6 and a burn duration of 1.
Use of Guided Missiles
In combat, missiles are employed by first using their sensors to lock
onto a target In game terms, this means that the pilot makes a spotting
roll using the missile's sensors. If the pilot fires the missile after
maintaining the lock for three turns, the missile will automatically hit
the target (no to-hit roll is needed) unless decoyed or destroyed. The
listed to-hit score now applies only for snap shots (missiles fired at
targets without lock-on). Snap shots are usually done when there isn't
enough time for a lock-on, or the firer is taken by surprise).
Rocket launchers are available in the same sizes as missile launchers.
As these weapons do not have targeting hardware in the launcher or guidance
electronics in the rocket, they are much less expensive. Rocket launchers
cost 10% as much as a missile launcher of the same size. The CPS is also
10% of normal. As with normal rocket launchers, the to-hit score is 8.
All other figures (weight, spaces, DP, WPS, etc) remain the same. The only
types of warheads these weapons can use are HESH, HEDP, cluster and plasma.
A mecha cannot function without a cockpit. A cockpit costs $100,000,
weighs 600 lbs and takes up 6 spaces/ It has a safety/ejection seat, tinted/no-paint
windows, a communications suite, and a life-support system with a 24-hour
air supply. A one-week supply of food and water is also included. The communications
suite incorporates the functions of a military radio, a directional communicator,
a communications laser and a portable earth station.
Cockpits include the spaces and weight for a single pilot. Cockpits designed for more than one person cost $25,000, weigh 300 lbs and take up an additional 3 spaces per person. Additionally, mecha have a built-in fire-suppression system. It will extinguish fires on a roll of 1-5 on 1d6.
Weapon magazine: $100 and 10 lbs per space, has CASM built-in.
This item may be purchased in multiple-space sizes. For example an unloaded 40-shot magazine for an autocannon would cost $200, weigh 20 lbs and take up 2 spaces.
Energy Bank: $1,000 and 50 lbs per space. Stores 150 power units
per space of size.
Energy banks are used to store the large amounts of energy required by weapons such as lasers, beam cannons and flamers.
Auto-stabilizer: $5,000, 10 lbs and 1/4 space per space of weapon
This item is intended for weapons mounted in the torso. It reduces the range penalties from -1 per 4" to -1 per 20". This applies regardless of whether or not the mecha is moving.
Mainframe battle computer: $50,000, 200 lbs, 2 spaces.
This device has 100 points available to store programs. Each program (targeting, etc) takes up 10 points per level of skill. The cost is $1,000 per level and doubles for each level thereafter ($1,000 for a +1, $2,000 for a +2, etc). This computer may have additional memory modules attached in order to store and run larger or more complex programs. Memory modules cost $25,000, weigh 50 lbs and take up ½ space each. Note that the modules may be located in a different section of the mecha's body other than the one the computer is in.
Streamlining/sloping: Streamlining a mecha body costs 50% of the base cost and takes up 10% of the body spaces. It increases the mecha's top speed by 10% (round up to the nearest 2.5 mph). Sloping multiplies the cost of mecha armor by 10% and deducts 10% of the spaces (round to the nearest 1/4 space) from each location so protected. It adds 50% to the armor total to the side on which it is applied.
Ladar Rangefinder: $50,000, 25 lbs, 0 spaces.
This item cuts the range penalty in half. It also gives a +1 to-hit bonus to all weapons linked to it (requires the use of a smart link).
NBC kit: $5,000, 25 lbs, 0 spaces.
Even though mecha have self-contained life-support systems, some pilots will have this device installed so that they have the option of not draining their stored air supply in contaminated environments.
Sealed structure: $500 per space, no weight or space.
This option functions the same as for battlesuits (waterproofs the mecha's body; waterproofs all weapons at no extra cost). It costs more than the same option for battlesuits because of a mecha's greater size.
Heads-up display (HUD): $1,000, no weight or space.
This item gives a +1 to-hit bonus for a mecha's ranged weapons. Neural interfaces already incorporate a HUD.
There are two different versions of these devices. The first is a socket interface. It costs $25,000, weighs 10 lbs and takes up no space. A socket interface works by physically linking the pilot's brain to a mecha's control systems. It gives a +2 bonus to piloting and gunner skills, as well as to operate a mecha's other systems (sensors, etc). Neural induction fields are the second variety. They cost $50,000, weigh 25 lbs and take up 1/4 space. They work by picking up the electric signals given off by the pilot's brain and directly translating them into control impulses. The bonus for using a neural-induction field is +4.
Advanced low-light television (ALLTV): $50,000, 100 lbs, 1 space.
This item is more powerful than battlesuit-mounted ALLTV units. It reduces the range-based spotting penalty to -1 per 100" ( from -1 per 60"). It combines the functions of light amplification (reduces the darkness penalty from -3 to -1) and image enhancement (gives a +2 to spotting rolls made at night). If an ALLTV unit is used in daylight, it gives a +5 bonus to visual spotting rolls along with the reduced range penalty.
Partial stealth: $1,000 per space of size, no space or weight.
Installing partial stealth involves applying anti-radar paints and making slight alterations to a mecha's surface. Partial stealth gives a -4 penalty to all radar-based spotting attempts against mecha equipped with it. Additionally, radar-based weaponry has a -3 penalty against any mecha so equipped.
Full stealth: $5,000 and 5 lbs per space of size, 1/4 space.
As above, but with radical changes to a mecha's exterior and extensive use of radar-absorbent materials. The penalties are now -8 for radar-based spotting rolls and -5 for radar-based weaponry.
Basic IR cloaking: $1,000 per space of size, no weight or spaces.
Basic IR cloaking gives a -4 penalty to all attempts to spot the mecha by using thermographs or other infrared sensors. Missiles with infrared guidance have a -2 to-hit penalty.
Full IR cloaking: $5,000 and 5 lbs per space of size, 0 spaces.
Full IR cloaking gives a -6 penalty to infrared-based spotting attempts and a -3 to-hit penalty to missiles with IR guidance.
Basic chameleon system: $250 and 1 lb per space of size, 0 spaces.
This system uses advanced LCD technology built into the mecha's surface at the time of construction. It copies the mecha's surroundings onto its surface, allowing it to blend in. The process is rather slow, taking 10 turns to fully accomplish. A basic chameleon system gives a -3 penalty to all visual spotting rolls made against mecha equipped with it. The penalty drops to -1 if the mecha is moving faster than a slow walk.
Instant chameleon system: $1,000 and 5 lbs per space of size,
As above, but with fiber-optic light guides and superior computer-processing power. The blending process takes only one turn. The spotting penalty is now -6 (-3 if the mecha is moving faster than a slow walk).
Tribune: Streamlined small mecha, std chassis, 8-space electric power plant w/ upgrades, cockpit (1-man), 2 space turret, long-barreled 5-mm gauss cannon w/ extra magazine (in right arm), 50-mm massdriver w/ extra magazine (in left arm), high-capacity laser battery (in left arm), mainframe battle-computer, socket neural interface, ALLTV, ladar rangefinder (in turret), advanced LPI radar (in turret), advanced long-range thermograph (in turret), NBC kit, sealed structure, Composite Torso Armor : 100 points metal/150 points plastic, Composite Arm Armor: 50 points metal/75 points plastic (each), Composite Leg Armor: 80 points metal/120 points plastic (each), Acceleration: 5, HC: 3, Top Speed: 35 mph, 18,635 lbs, $2,345,000.
Vaporizer: X-hvy mecha, super-heavy chassis, 15-space fusion
power plant, 10-space turret (head), 1-man cockpit (in turret), 4 heavy
beam cannons (2 in each arm), 2 x-hvy flamers (1 in each arm), 4 linked
HXPLs w/ auto-stabilizers (in torso; facing F), energy bank (3,300 power
units; powers beam cannons & flamers for 30 seconds, powers lasers
for 22 seconds), advanced long-range ladar (in turret), advanced medium-range
LPI radar (in turret), advanced short-range thermograph (in turret), ALLTV
(in turret), mainframe battle computer (in torso), neural-induction field
(in turret), NBC kit, sealed structure, partial stealth, full IR cloaking,
Sloped Torso Armor (Composite): 200 points metal/200 points plastic, Composite
Leg Armor: 150 points metal/150 points plastic (each), Composite Arm Armor:
100 points metal/100 points plastic (each), Composite Turret Armor: 80
points metal/80 points plastic. Acceleration: 5, HC: 2, Top Speed: 45 mph,
98,625 lbs, $9,372,000.
Cargo Capacity: 1,375 lbs, 18 spaces.
Peltast: Medium mecha, std chassis, 3-space turret (head), 1-man cockpit (in torso), 11-space nuclear battery, 2 heavy AGLs (in torso facing F), 80-shot magazine (in torso), long-barreled gatling cannon (in right arm), 20-shot magazine (in right arm), medium plasma cannon (in left arm), energy bank (450 power units; powers plasma cannon for 56 shots), medium missile launcher (in torso facing F; all missiles are brilliant), advanced short-range ladar (in turret), advanced short-range LPI radar (in turret), advanced long-range thermograph (in turret), ALLTV (in turret), socket neural interface, NBC kit, sealed structure, partial stealth, full IR cloaking, instant chameleon system, Composite Torso Armor: 100 points metal/100 points plastic, Composite Leg Armor: 75 points metal/75 points plastic (each), Composite Arm Armor: 60 poinst metal/60 points plastic (each). Acceleration: 5, HC: 3, Top Speed: 45 mph, 28,815 lbs, $2,842,500.
Thunder: Super-heavy mecha, std chassis, 15-space turret (head),
2-man cockpit (in turret), 30-space nuclear battery, 2 long-barreled 150-mm
massdrivers (1 in each arm), 2 50-shot magazines (1 in each arm), 2 medium
beam cannons (1 in each arm), energy bank (13,200 power units; powers massdrivers
until ammunition is gone , powers beam cannons for 30 shots each), 4 automatic
mortars (in torso facing F), 160-shot magazine (in torso), advanced long-range
ladar (in turret), advanced medium-range LPI radar (in turret), mainframe
battle computer (in turret), counter-battery computer (in turret), ALLTV
(in turret), 2 socket neural interfaces, NBC kit, sealed structure, Composite
Torso Armor: 150 points metal/150 poinst plastic, Composite Leg Armor:
150 points metal/150 points plastic (each), Composite Arm Armor: 100 poinst
metal/100 points plastic (each), Composite Turret Armor: 100 poinst metal/100
points plastic. Acceleration: 5, HC: 2, Top Speed: 30 mph, 137,275 lbs,
In this issue, we feature vehicles designed by our good friend Allan Dudding of the Iowa Underground. Some of these designs were used at Cy-Con.
Blunt Spoon II: Compact, x-hvy chassis, hvy suspension, medium power plant w/ SC, 4 SBPR tires, driver, turreted MML w/ 2 extra magazines, 2 10-pt wheel hubs F, 2 10-pt wheelguards B, Sloped Armor: F50, B50, R50, L50, T55, U15. Acceleration: 5, HC: 3, Top Speed: 95 mph, 4,435 lbs, $9,811.
Cat-dog: Compact, x-hvy chassis, hvy suspension, medium power plant w/ SC, 4 SBPR tires, driver, RR w/ 1 extra magazine F (all ammo is HESH), LFT (B), Armor: F55, B55, R45, L45, T5, U10. Acceleration: 5, HC: 3, Top Speed: 95 mph, 4,395 lbs, $9,995.
Razz-ma-tazz: Compact, x-hvy chassis, hvy suspension, medium power plant w/ SC, 4 SBPR tires, driver, RL w/ extra magazine F, 2 2 LRs on mini rocket platform, Composite Armor: F11/22, B8/20, R7/20, L7/20, T0/5, U0/10. Acceleration: 5, HC: 3, Top Speed: 95 mph, 4,437 lbs, $9,484.
Red Pepper: Medium reversed trike, x-hvy chassis, improved suspension,
large cycle power plant w/ PC, 3 SBPR cycle tires, cyclist, LMG (F), HDFOJ
(B), fire extinguisher, Armor: F40, B50, R42, L42, T6, U10. Acceleration:
5, Top Speed: 92.5 mph, 2,518 lbs, $9,880.
DEPARTMENT OF OBVIOUS COMMERCIAL PLUGS
We have been informed that Mike Owen, editor of the Car Wars Internet
Newsletter and Road Warrior Etxraordinaire, has recently undergone surgery
to correct a problem with his eye muscles. For obvious reasons, this has
raised concerns with us because our own Mike Garrity successfully underwent
cataract surgery in 1997.
Our latest word is that Mike is doing just fine and that he has resumed editorial/publishing duties for CWIN.
Hard to believe it, but the issue is over
already. Our next installment will feature write-ups for the Central Regional
Championships in dueling and racing held recently at Concussion. There
will also be items from the NOVA files and our regular features.
The Neo-ASPs and BLUR continue to be big news. Reports of DEATH appearing around the country continue to come in. There are even rumblings of BLUD and EDSEL being heard. ARF's leader General Mayhem has launched the Anarchy Party into national politics with gubernatorial candidates in several states.
It is an understatement to say that things will be very interesting as we cross the half-century mark.
|Norman McMullen||Michael Garrity|
|NOVA President||NOVA Secretary|
Heavy Duty Junk Dropper: Norman McMullen
Liquid-Fuel Rocket Booster: Michael Garrity
The 10 O'clock News: Norman McMullen
Nuts & Bolts: Norman McMullen
Quotes: Norman McMullen
In the Arena: Norman McMullen
The NOVA Files: Cheryl Stevens
All vehicles designed by Allan Dudding
Mecha article, Typesetting & Page Layout: Mike Garrity
Editors: Michael Garrity & Norman McMullen
The Nightmessenger is published quarterly by the New Omaha Vehicular Association, 2524 Madison St., Bellevue, NE 68005. All material is copyright 1999 by the New Omaha Vehicular Association. All rights reserved. Car Wars, Dueltrack, Boat Wars, Car Warriors, Crash City, Truck Stop, Convoy, Uncle Albert's Catalog From Hell, Autoduel and AADA are registered trademarks of Steve Jackson Games Incorporated, or are used under license. The above trademarks, and the characters and situations of the Car Wars background are the exclusive property of Steve Jackson Games Incorporated and are used in Nightmessenger under permission. Reproduction of any material published in the Nightmessenger without the express written permission of the publisher is prohibited. Any reproduction of Car Wars articles published in the Nightmessenger, or any unauthorized publication of fiction using the Car Wars background without the express written permission of Steve Jackson Games is strictly prohibited. Subscription rates (for 4 issues) are: Regularly attending club members: $4:00, U.S. subscribers: $6.00, International subscribers: $12.00.
Website Address: http://www.novia.net/~desslok/nova.htm
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